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|---|---|---|---|---|---|---|---|---|---|
forum-topic-123399
|
123399
|
[2.0.23] Not able to get any achievements
|
Pending
|
https://forums.factorio.com/viewtopic.php?t=123399
|
vicarion
|
Playing on latest experimental, [2.0.23]. Space Age. No mods.
Have been playing entire save game with my brother (him hosting). Have been able to get achievements before, but no longer able to get any achievements.
In the last play session he got 3 steam achievements:
Crafting with productivity
Size doesn't matter
Today's fish is trout a la creme
I was in the game during all 3, but only he got the achievements. I ate my own legendary fish, didn't help.
I thought maybe it was related to him hosting, so I saved the game and loaded it in single player. I crafted a tier 3 prod module, and still did not get the achievement.
Attached a save file to demo prod 3 issue. (I already ate the legendary fish).
|
[
{
"author": "",
"content": "See 3638 on how to provide the save.",
"date": "2024-11-30T20:52:54+00:00",
"quotes": []
},
{
"author": "vicarion",
"content": "I see my save was too big for forums. Here's a Google Drive link \n https://drive.google.com/file/d/1nh2nJS ... sp=sharing",
"date": "2024-11-30T21:13:59+00:00",
"quotes": []
},
{
"author": "",
"content": "Can you provide some more information? I am unable to reproduce the problem you have described. I start getting achievements as soon as I load it.",
"date": "2025-02-05T19:46:14+00:00",
"quotes": []
},
{
"author": "vicarion",
"content": "I'm not sure what other information could help. \n \nI just tried that save file again and I'm still not getting steam achievements. I'm now on the latest experimental 2.0.41. \n \nI have tried verifying the integrity of my local files with no issues. \n \nI load the save file, craft a tier 3 prod module, and nothing happens, I do not get an achievement.",
"date": "2025-03-16T23:34:42+00:00",
"quotes": []
}
] | 4
|
2024-11-30T14:50:16-06:00
|
forum-topic-126398
|
126398
|
bots bug
|
Won't fix.
|
https://forums.factorio.com/viewtopic.php?t=126398
|
Tymenaz
|
in this case the robot sprite changes a little bit if there are more robots on top of each other.
|
[
{
"author": "",
"content": "Thanks for the report. However, this won't be fixed.",
"date": "2025-01-28T14:59:46+00:00",
"quotes": []
},
{
"author": "Tymenaz",
"content": "Ig. Its it's just a visual bug that you wont see very often. it's just something that only shows up when there are a lot of robots in one place. maybe you can hide an Easter egg in it.",
"date": "2025-02-01T17:12:49+00:00",
"quotes": []
}
] | 2
|
2025-01-28T08:40:09-06:00
|
forum-topic-127346
|
127346
|
Stuck after the tutorial storyline
|
Gameplay Help
|
https://forums.factorio.com/viewtopic.php?t=127346
|
cxwz
|
Hello,
I completed the tutorial storyline, which ends with “I am ready to go” when the engineer packs his car, and I've been playing a few more hours. But not able to do research anymore. My tech tree only leads to dead ends, although I saw the complete tree is much bigger. Only when checking techs like “Oil Gathering” in Factoriopedia can I open it end see they are still locked. I find it quite confusing.
I watched a few youtube tutorials to understand how to progress, but they don't show how to discover oil. Maybe because “trigger technologies” were introduced last year , if I understand correctly.
I've explored almost the whole map, found uranium, created a new “green” base, played with concrete, but I wasn't able to find oil. No pink area (screenshot below), no luck when I tried to “mine” places which vaguely looked like oilfields. Pumpjack construction is locked behind oilfield, so it looks like the chicken or the egg. Maybe the tutorial ends there and I should create a new game?
Thank you in advance.
|
[
{
"author": "Muche",
"content": "Welcome to the forum. \n \nAfter the engineer's \"I am ready to go\", a Tutorial complete window is supposed to show up, congratulate you, and offer the choice to continue exploring/playing the map, or return to the main menu.\n \n \n \n 127346-TutorialCompleteWindow.jpg (120.73 KiB) Viewed 313 times \n \n \n\nSo yes, that is pretty much the end of the tutorial. \n \nFor the full experience start a new \"Freeplay\" game.",
"date": "2025-03-08T23:29:04+00:00",
"quotes": []
},
{
"author": "cxwz",
"content": "Ok, thank you! \nI saw this dialog, but I took the first sentence as an invitation to continue. I loved this map. \nBest",
"date": "2025-03-09T11:32:03+00:00",
"quotes": []
}
] | 2
|
2025-03-08T15:53:47-06:00
|
forum-topic-109061
|
109061
|
Friday Facts #379 - Abstract rewiring
|
News
|
https://forums.factorio.com/viewtopic.php?t=109061
|
Here it is! (beep boop)
https://factorio.com/blog/post/fff-379
|
[
{
"author": "Splitframe",
"content": "Amazing.",
"date": "2023-10-06T11:01:20+00:00",
"quotes": []
},
{
"author": "SnowZyDe",
"content": "Omg",
"date": "2023-10-06T11:01:27+00:00",
"quotes": []
},
{
"author": "aka13",
"content": "I love the wire changes, I love the pole changes, I love the additional visibility, and I love the fact that these item-items get removed to shortcut-items. \nIt going to make all the interactions so much nicer. \n \nI am really looking forward for the next FFF. I hope it does what I think it does, streamlining interactions \"from map\" in radar coverage, since the wire changes logically point to that. \nThis will be a very nice touch for the game. \nAppreciate your work.",
"date": "2023-10-06T11:19:27+00:00",
"quotes": []
},
{
"author": "TheoMarque",
"content": "Nice optimization but many times i would just place pole without any autowiring. Why? to do separate network near power switches. Now to achieve this is build a pole and immediately click on pole to disconnect all wires. When i place second ple - i need to do the same operation on both poles. Annoying. \nI would like to option to spam power poles without any wires to connect them manually. \n \nSecond fear is \"cables spaghetti\" hanging over machines. It might be awful.",
"date": "2023-10-06T11:20:59+00:00",
"quotes": []
},
{
"author": "husnikadam",
"content": "The remaining shadow problem - shadows are still being drawn flat over a non-flat entities. F.e. the powerpole casts a flat shadow over the inserter in the FFF pop quiz image. Is that it? Edit: Also, I think that tall entities like assemblers don't get shadows casted on, the casted shadows just go 'under' the entities. Geez I can't unsee that now",
"date": "2023-10-06T11:22:15+00:00",
"quotes": []
},
{
"author": "svalorzen",
"content": "This post is amazing, but it made me realize that the shadows of the cables actually go on top of the sprites whether it makes sense or not, and it makes me sad now. I had never noticed it before!!",
"date": "2023-10-06T11:23:37+00:00",
"quotes": []
},
{
"author": "Serenity",
"content": "Yay \n \nRemote constant combinator please",
"date": "2023-10-06T11:29:49+00:00",
"quotes": [
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "IForgotMyName",
"content": "The developers made an incredible reworking of power system communications, although a small part of the players needed it. I think the overhaul of Spidertron's controls (which is much more commonly used) will be great; Given the hint at the next FFF and the lack of mention of remote in today's FFF, we'll probably know about changes in Spidertron next week!",
"date": "2023-10-06T11:35:38+00:00",
"quotes": []
},
{
"author": "jamezhall",
"content": "RIP https://mods.factorio.com/mod/WireShortcuts - you were loved <3 \n \nHa but in seriousness, great changes! can't wait to play!",
"date": "2023-10-06T11:39:10+00:00",
"quotes": []
},
{
"author": "DanGio",
"content": "Very nice changes ! The new toolbar icons look so tiny though I hope they will get bigger in the release",
"date": "2023-10-06T11:39:12+00:00",
"quotes": []
},
{
"author": "SnowZyDe",
"content": "This could have been released in 1.1.93",
"date": "2023-10-06T11:41:24+00:00",
"quotes": []
},
{
"author": "Tooster",
"content": "Shadows based on depth maps next? \n \nReally nice additions, the wire items were a real PITA. \n \nAny news of changes for modding API of wire connectors or more entities with connection support (pipes, assemblers)?",
"date": "2023-10-06T11:42:40+00:00",
"quotes": []
},
{
"author": "SaiMoen",
"content": "Sounds like placing normally doesn't autowire.",
"date": "2023-10-06T11:45:00+00:00",
"quotes": [
{
"author": "TheoMarque wrote: Fri Oct 06, 2023 11:20 am",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Ghoulish",
"content": "Brings it home that even seemingly simple changes can take weeks to work through.",
"date": "2023-10-06T11:46:13+00:00",
"quotes": []
},
{
"author": "morhp",
"content": "The obvious remaining flaw is wires and wire shadows drawing in front of structures when they logically would be behind them. \n \nGood post, though. I hope there will be a way to place poles without automatic wire adding (maybe by holding shift or some other key during placement)",
"date": "2023-10-06T11:47:06+00:00",
"quotes": []
},
{
"author": "Néomorphos",
"content": "I am a bit puzzled by the 2 types of copper wires. Wouldn't it be better if you clearly split the 2 items? Introducing a different icon for the wire in the toolbar, so that there is no confusion possible with the copper wire item in recipes and on the bus",
"date": "2023-10-06T11:49:16+00:00",
"quotes": []
},
{
"author": "Jorn86",
"content": "What lack of mention? The Spidertron remote is literally one of the abstract item examples.",
"date": "2023-10-06T11:50:08+00:00",
"quotes": [
{
"author": "IForgotMyName wrote: Fri Oct 06, 2023 11:35 am",
"content": ""
}
]
},
{
"author": "IForgotMyName",
"content": "Finally, I'll can quickly build laser turret defense with an energy-saving system. So far, even with the blueprints, it's a complete hell of spaghetti wires, which is almost impossible to untangle in case of a mistake \n \nI remember how I once made a stupid mistake, and to find it, I drove around the entire defense of the base",
"date": "2023-10-06T11:51:08+00:00",
"quotes": []
},
{
"author": "gGeorg",
"content": "Code: Select all \"Tiny inconsistencies in a video game's graphics, UI design, controls, etc. \ncan taint the experience, even if most players can't articulate exactly why.\" \n\n1. Wiring and their shadows was weird, but exactly as you said, I could not express how it should be fixed. \n2. Create abstract class for signal wires is perfect solution. It tickle my \"fair play\" nerve for inconsistency of re-wiring and production of signal wires. So my soul feels better now. \n3. ghost wiring bring nice new feature you forgot to mention, complicated defence wall ( laser wall with auto-switch off capability ) can be fixed ( restored from rubble) only by robots. \n \nBTW: regarding combinators \n1. are you going to add a memo box to each combinator, so player could make notes for further use ? \n(it is annoying when you come to your old contraption then you have to re-invent it first, to be able to fix it.) \n2. Also please make another level of abstraction, allow combinators put into a \"merge box\" lets say integrated_circuit with 4 inputs and 4 outputs wires connectors. So it take small amount of space and smaller amount of energy.",
"date": "2023-10-06T11:54:15+00:00",
"quotes": []
}
] | 19
|
2023-10-06T06:00:04-05:00
|
|
forum-topic-62817
|
62817
|
Bob's mods discord channel
|
Bob's mods
|
https://forums.factorio.com/viewtopic.php?t=62817
|
bobingabout
|
Bob's now has a channel inside the Omnissiah discord group. give feedback there.
https://discord.gg/k8rQz9y
|
[] | 0
|
2018-10-05T15:11:22-05:00
|
forum-topic-125701
|
125701
|
Three small sugested changes
|
Outdated/Not implemented
|
https://forums.factorio.com/viewtopic.php?t=125701
|
Cpt Smuggy
|
Working through my first space age play threw i have run into three things that i think could be better.
1. There is no stone in space? Which means i have to ship in walls to space and limits science production in space. I think there is a simple solution to this and it ties stone to the 20% inefficiency in asteroid reprocessing. Currently asteroid reprocessing has 40% to keep the original 20% for the remaining two asteroids with a 20% loss. I would like this changed to either 20% to generate 5 stone ore.
2. Gleba - for casuals is hard, I would like to see a research maybe even a infinite research added to Aquilo that allows you to increase the time it takes for things to spoil. This preservation or refrigeration skill could be really nice to stop some of the dead lock issues i have been frustrated with.
3. Can you please make if a stack inserter has its recipe changed it will empty its hand regardless of what stack is in it. I have run into an issue on using a asteroid crushing where i set recipe it progress say ice/calcite it will get 3 calcite items then hold it forever because the recipe switches based on circuit conditions. I can't just set the stack to one or i have very little threw put. I have tried making a set stack size to current hand ingredient work but have not found a elegant solution.
If anyone has any suggestions or things that i missed or would like me to explain further i would be happy to respond.
|
[
{
"author": "",
"content": "Make one topic per suggestion please.",
"date": "2025-01-07T16:08:31+00:00",
"quotes": []
}
] | 1
|
2025-01-07T10:00:01-06:00
|
forum-topic-125224
|
125224
|
CSS: Spoiler + Color tag
|
This Forum
|
https://forums.factorio.com/viewtopic.php?t=125224
|
Hares
|
If you have color tag within your spoilered text, like this one, t h en yo u a r e able t o s ee its contents even before spoiling.
This also affects spoilers within the color tag.
A side note
Note that this (obviously) affects only unparameterized (non-collapsible) spoiler tag.
Also, double spoiler is a real thing.
P.S.
Single or double linebreak after closing spoiler tag is ignored. But triple is not!
|
[] | 0
|
2024-12-27T17:05:29-06:00
|
forum-topic-32526
|
32526
|
Factorio Confessional: Post your Abominations
|
Show your Creations
|
https://forums.factorio.com/viewtopic.php?t=32526
|
golfmiketango
|
Forum, forgive me, for I have sinned. In response to a few little problems on my bus I created the following design:
hehehe
confessional.png (1.59 MiB) Viewed 13064 times
I am pretty sure this was not the best solution but I'm keeping it
|
[
{
"author": "mooklepticon",
"content": "That's some delicious spaghetti.",
"date": "2016-09-13T16:36:13+00:00",
"quotes": []
},
{
"author": "Jonathan88",
"content": "confessional.png (1.57 MiB) Viewed 12867 times",
"date": "2016-09-13T16:46:46+00:00",
"quotes": []
},
{
"author": "golfmiketango",
"content": "Still hoping I'm not the only one with some guilty factorio moments they're willing to share.... here is a nice steaming plate of spaghetti from my new campaign: \n \n \n \n confessional2.png (6.89 MiB) Viewed 12236 times",
"date": "2016-12-22T04:49:46+00:00",
"quotes": []
},
{
"author": "golfmiketango",
"content": "A Second helping... \n \n \n More Spaghetti for the Spaghetti God! confessional3.png (3.23 MiB) Viewed 12157 times \n \n \n\nI swear I am not just doing it to make a big mess and show off, all this stuff has a purpose (or did when I placed it).",
"date": "2016-12-23T12:59:25+00:00",
"quotes": []
},
{
"author": "golfmiketango",
"content": "BTW: notice the stray copper plate? I guess messy is as messy does. I suspect this was the result of a (since corrected) underground belt slurping up items from a neighboring terminal conveyor line which I thought I'd cleaned up.",
"date": "2016-12-23T13:10:20+00:00",
"quotes": []
},
{
"author": "kingarthur",
"content": "here is a petrochem oil build. making about 170 plastic per minute and lub. and its only about 50% complete as i still need to do rocket fuel and process some other byproducts. i saw have some more angels mods spaghetti i can share",
"date": "2016-12-23T13:33:26+00:00",
"quotes": []
},
{
"author": "Frightning",
"content": "The plate to the east of that Substation? Naw, that's being moved by an Inserter in that frame, just looks like it's on that belt, but it's not.",
"date": "2016-12-25T12:13:10+00:00",
"quotes": [
{
"author": "golfmiketango wrote:",
"content": ""
}
]
},
{
"author": "Frightning",
"content": "Welcome to my first base I ever made in the full version of the game (played the demo a bit first):\n \n \n \n 20161225041455_1.jpg (575.55 KiB) Viewed 12066 times \n \n \nSpaghetti central! (Kudos if you can spot the belt and inserter-foo I did for my Defender capsule production near the bottom)",
"date": "2016-12-25T12:16:44+00:00",
"quotes": []
},
{
"author": "golfmiketango",
"content": "Yaay! At last, the ranks of the autoabsolved begin to swell \n \n\nWell spotted, right you are. I was wondering why everything seemed to be in order when I went to clean it up.",
"date": "2016-12-26T09:39:16+00:00",
"quotes": [
{
"author": "Frightning wrote:",
"content": ""
},
{
"author": "golfmiketango wrote:",
"content": ""
}
]
},
{
"author": "Deadly-Bagel",
"content": "First attempt at a circuits module for Bob's Mods modular base. I'm not entirely sure why I started making batteries here xD but I have since torn it all down in favour of a much neater setup. \n \n \n \n Spaghetti.jpg (392.24 KiB) Viewed 11808 times",
"date": "2017-01-06T13:17:07+00:00",
"quotes": []
},
{
"author": "walljaik",
"content": "trying a big buffer(312K) for my .12 train bus based factory... god i was quite stoned that day \n \n \n \n \nthen i got mad and did this,",
"date": "2017-01-06T14:46:43+00:00",
"quotes": []
},
{
"author": "golfmiketango",
"content": "Ah, buffers, should have thought of that. Here is the result of a poorly thought-out decision to mine out some inconveniently located large ore patches in a vanilla campaign into isolated logistic storage. Originally I thought I would move the storage. Once it became clear this was not going to work, I decided to knowingly forge ahead into logistic disaster, mostly for shits and giggles, and as a possible pedantic example of why buffering is not an efficient approach to factorio gameplay. Here's the result, somewhere past the 50% mark but far from finished: \n \n \n BadBuffer.png (7.63 MiB) Viewed 11721 times \n \n \n\nDue to the ore density in the patches, the storage has wound up consuming far more space than the original ore patches I was trying to eliminate.",
"date": "2017-01-08T09:14:53+00:00",
"quotes": []
},
{
"author": "Deadly-Bagel",
"content": "I feel so dirty... Outpost for building top tier production machines and mining drills. This is about half of it. \n \n \n \n Spaghetti.jpg (862.56 KiB) Viewed 11483 times",
"date": "2017-01-21T23:58:14+00:00",
"quotes": []
},
{
"author": "miniroot",
"content": "This is heart of my base.\n \n \n \n Factorio 2017-01-29 23-25-53-03.jpg (500.56 KiB) Viewed 11330 times",
"date": "2017-01-29T20:29:13+00:00",
"quotes": []
},
{
"author": "REMqb",
"content": "The first base I ever made. \n \nWith a mix of single and double-track railways, belt spaghetti everywhere and some pipe madness.\n \n \n \n 20160619204547_1.jpg (1.04 MiB) Viewed 10784 times \n \n \n \n \n \n 20160619204612_1.jpg (986.13 KiB) Viewed 10784 times",
"date": "2017-03-06T20:08:50+00:00",
"quotes": []
},
{
"author": "Keplergamer",
"content": "I made a similar tread some time ago \n viewtopic.php?f=8&t=18130&p=163260 \n \nI always loved to try to fit a new belt removing the minimun possible of what's being built already. And for one special game, I forced to make entities assembly far apart from each level of it's production chain, while forcing to not have a main bus. I was really tired of the other very organized playthrough that was feeling like work. \n \n \n \n \n \n \nThis is the map of the base: \n \n \n \n \n \n \nI have another base, where I just didn't launch the rocket due to a mod incompatiblity, where I kept the rule of not deleting anything if I could still find a way. All transport by belts of course.... Also I kept any splitter that I've put trying to sort things out. And tried not to repeat the layout of the assembly machines. Including whenever I had to expand the furnaces, like the cooper ore: \n \n \nBefore \n \nAfter \n \n \n \n \nHere's a big SS of most of the base, I call this the spaghetti master challenge.",
"date": "2017-04-03T02:28:44+00:00",
"quotes": []
},
{
"author": "The_Destroyer",
"content": "I can do a clean no spoon run, but then I tried Bobs/angels mods at the same time...",
"date": "2017-04-08T20:35:51+00:00",
"quotes": []
},
{
"author": "septemberWaves",
"content": "A No Spoon run with Bob's mods and Angel's mods? That's pretty ambitious, and very impressive if you can pull it off. I've been playing for 34 hours in a Bobs Angels world and I still don't even have plastic (I've been building big, and big builds take a while, but a speedrun with those mods is still quite an impressive feat).",
"date": "2017-04-10T20:32:08+00:00",
"quotes": [
{
"author": "The_Destroyer wrote:",
"content": ""
}
]
},
{
"author": "vanatteveldt",
"content": "Armok have mercy on my soul \n \nFirst game .15 marathon. All the ratios are off and I had no feeling for the new tech yet, so I figured I would give up on the OCD and go full main bus spaghetti on my first run... \n \n \n \nAbove the bus are the science packs, below is support (starting out with circuits, but now also engines, batteries, modules, pumpjacks, and electric furnaces... \nThe bus started out pretty neat, but as I discovered more \"long distance dependencies\" (ie the use of assembly plants and engines in science packs) more crosslinks were built wherever they would fit...",
"date": "2017-04-30T14:19:55+00:00",
"quotes": []
}
] | 19
|
2016-09-11T20:32:46-05:00
|
forum-topic-99957
|
99957
|
[Request] Entity graphics for Chemical Plant variant
|
Texture Packs
|
https://forums.factorio.com/viewtopic.php?t=99957
|
JRTimm
|
Hello, as much as I would want to I cant figure out how to properly do this so if anyone has time and talent, I want to request simple, not animated variation of Chemical Plant - same pipe connections and size. My mod that I would like to use it is element 84:
viewtopic.php?f=190&t=99761&p=551746#p551746
I`m thinking something along the lines of rather simple geometric futuristic shapes, maybe with a glowing parts for the "working" state.
I tried my "skills" at blender but having massive headache with putting anything in to proper scale and then coding it in to the lua file so it connects properly.
Thank you in advance!
JRT
|
[] | 0
|
2021-09-14T07:47:58-05:00
|
forum-topic-124237
|
124237
|
Automatically repair damaged *items* in logistical network
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=124237
|
Hares
|
TL;DR
Damaged items should be automatically repaired once they enter logistical network
Why?
Currently, there's no way to repair them remotely as there's no way to tell robots to deploy an exact item
Damaged miners & pumpjacks can only be repaired if placed on a resource node, which there might be none nearby
Robots do already heal any damage upon reaching roboport, personal or not
Damaged items can stack only with damaged items, which can break logistical trains conditions. No more wonder why the train never departing
For the automation purpose, these items are indistinguishable from the normal, undamaged items
Yep. Logistical train
12-11-2024, 20-43-50.png (79.21 KiB) Viewed 622 times
12-11-2024, 20-43-52.png (334.95 KiB) Viewed 622 times
See Also
118674: Train condition progress should look clearer when at 100%
Edit: Attachments disappeared & reuploaded
Edit #2: Added "See Also"
|
[
{
"author": "dmikalova",
"content": "There's a mod for that \n \n https://mods.factorio.com/mod/inventory ... discussion",
"date": "2024-12-11T18:17:44+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "That:\n \n Is a mod which limits its usage \n Only repairs items from your inventory, according to mod's description",
"date": "2024-12-11T18:47:11+00:00",
"quotes": [
{
"author": "dmikalova wrote: Wed Dec 11, 2024 6:17 pm",
"content": ""
}
]
},
{
"author": "secelt",
"content": "this is a great idea! i can imagine construction bots moving over to the logistic chest containing the item and repairing it like an entity. they could also repair damaged items in the player's inventory by hovering over them. personal roboports would be even more useful! \n \nspeaking of which, being able to hold a repair pack and right-click on any item (whether in an inventory or on the ground, maybe even on a belt) to repair it without building it first would be great, too! \n \nall this would consume repair packs, of course.",
"date": "2024-12-17T16:16:03+00:00",
"quotes": []
},
{
"author": "mooklepticon",
"content": "+1 request for this. \n \nI had a stack inserter line get clogged because the ingredient inserter were damaged and thus the assembler wouldn't craft.",
"date": "2024-12-23T14:40:32+00:00",
"quotes": []
}
] | 4
|
2024-12-11T11:41:49-06:00
|
forum-topic-125869
|
125869
|
[2.0.30] No quality get_* function for pumping_speed in entity prototypes
|
Implemented mod requests
|
https://forums.factorio.com/viewtopic.php?t=125869
|
blargh2015
|
This has existed since 2.0 I believe.
LuaEntityPrototype includes a pumping_speed value, however pumps have different values based on quality which doesn't appear to be obtainable through the API.
|
[
{
"author": "LCStark",
"content": "Looks like this has been added in 2.0.33:",
"date": "2025-01-28T19:36:31+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "blargh2015",
"content": "Yep, saw that today. Now I just need the get_flow replacement",
"date": "2025-01-29T01:12:55+00:00",
"quotes": []
}
] | 2
|
2025-01-12T15:26:26-06:00
|
forum-topic-119048
|
119048
|
Version 2.0.14 - Page 2
|
Releases
|
https://forums.factorio.com/viewtopic.php?t=119048&start=20
|
BlueTemplar
|
You're right, my bad, even if when they posted their message 2.0.14 was already stable (or when I saw it minutes later), that doesn't mean that when they tried it it was already stable, could have been a matter of minutes ?
|
[
{
"author": "Fuersten_Krone",
"content": "I wouldn't make this post, if this setting were disabled. Sorry, that I didn't communicate that fact. \n \n \nAfter a few tests, I can say the following:\n \n Version 1.1.110 detects Version 2.0.15 \n Version 2.0.10 detects Version 2.0.15 \n Version 2.0.14 detects Version 2.0.15 \n Version 2.0.11 SA doesn't detect Version 2.0.15 \n Version 2.0.14 SA doesn't detect Version 2.0.15",
"date": "2024-11-06T21:40:51+00:00",
"quotes": [
{
"author": "jockeril wrote: Tue Nov 05, 2024 12:01 am",
"content": ""
}
]
},
{
"author": "",
"content": "Please create a post in bug report forum with log files for the cases where you expected the update but didn't get it. \n \nFor the experimental updates to work you need to make sure that a) you're logged in b) experimental updates are enabled.",
"date": "2024-11-07T14:40:36+00:00",
"quotes": [
{
"author": "Fuersten_Krone wrote: Wed Nov 06, 2024 9:40 pm",
"content": ""
},
{
"author": "jockeril wrote: Tue Nov 05, 2024 12:01 am",
"content": ""
}
]
},
{
"author": "Fuersten_Krone",
"content": "Done, you can find it here: https://forums.factorio.com/120409 \n \nⒶ I'm logged in, otherwise I wouldn't be able to ask for updates \nⒷ As I stated in my previous post, that option is enabled \n \n \n Edit: \nReformulated the beginning of answer Ⓑ for more clarity.",
"date": "2024-11-08T17:11:20+00:00",
"quotes": [
{
"author": "vinzenz wrote: Thu Nov 07, 2024 2:40 pm",
"content": ""
},
{
"author": "vinzenz wrote: Thu Nov 07, 2024 2:40 pm",
"content": ""
}
]
}
] | 3
|
2024-11-01T08:45:42-05:00
|
forum-topic-116192
|
116192
|
[raiguard/Sanqui][2.0.7] Linux version requires GLIBC 2.30 and, thus, not working on 18.04 Ubuntu
|
Assigned
|
https://forums.factorio.com/viewtopic.php?t=116192
|
ShyLion
|
18.04 Ubuntu and others Linuxes, based on it, does not have this version of glibc
|
[
{
"author": "ShyLion",
"content": "Code: Select all $ ldd --version | head -n1\nldd (Ubuntu GLIBC 2.27-3ubuntu1.6) 2.27",
"date": "2024-10-21T11:39:49+00:00",
"quotes": []
},
{
"author": "",
"content": "We are aware of this. We attempted to downgrade the distro that our deployment servers target, but we ran into some problems and weren't able to resolve them before the release. \n \nIn the meantime, I recommend updating your distro. Ubuntu 18.04 went end of life last year.",
"date": "2024-10-21T11:52:29+00:00",
"quotes": []
},
{
"author": "",
"content": "Are you not using that magic downgrade-my-dependencies header that Wheybags invented? I was under the impression that this sort of solved the problem 'once and for all' (without resorting to using Docker images of old distros for compilation, which is what I had been doing before that). \n \nIt's a little sad/ironic that my \"factorio build server\" can no longer run the latest Factorio.",
"date": "2024-10-29T17:12:25+00:00",
"quotes": []
},
{
"author": "",
"content": "I had no idea that this thing existed! We are not using it. \n \nI would rather avoid resorting to magic, but I'll ask Sanqui about it.",
"date": "2024-10-29T17:15:28+00:00",
"quotes": []
},
{
"author": "",
"content": "To my knowledge it was never finished, and in fact, when prompted about it at the LAN party two months ago, Wheybags recommended against using it. I think there are still a few other tools promising to solve this though...",
"date": "2024-10-29T17:51:15+00:00",
"quotes": []
},
{
"author": "",
"content": "Darn! I wonder why he recommended against it. The concept seems straightforward enough. I have not actually tried it myself, though. \n \nI suppose 'magic' was the wrong word. I'm usually against anything that obfuscates what's going on. The header just explicitly indicates the version of every function that it needs instead of leaving it up to the whims of the environment it was compiled on.",
"date": "2024-10-29T18:14:07+00:00",
"quotes": []
},
{
"author": "Aeppo",
"content": "Hello, \nIs there reason why you can't statically link with libm to prevent injecting dependency? \nIt is sliightly inconvinient if one updates his factorio to 2.0 as prompted and then it does not launch anymore..",
"date": "2024-10-31T20:28:32+00:00",
"quotes": []
},
{
"author": "",
"content": "I've also tried running the factoriotools/factorio:2.0.14 Docker image, which doesn't have the glibc problem, but does end up crashing after printing: \n Code: Select all + runuser -u factorio -g factorio -- /opt/factorio/bin/x64/factorio --create /factorio/saves/_autosave1.zip --map-gen-settings /factorio/config/map-gen-settings.json --map-settings /factorio/config/map-settings.json\n 0.000 2024-11-05 02:46:35; Factorio 2.0.14 (build 79988, linux64, headless, space-age)\n 0.000 Operating system: Linux\n 0.000 Program arguments: \"/opt/factorio/bin/x64/factorio\" \"--create\" \"/factorio/saves/_autosave1.zip\" \"--map-gen-settings\" \"/factorio/config/map-gen-settings.json\" \"--map-settings\" \"/factorio/config/map-settings.json\"\n 0.000 Config path: /opt/factorio/config/config.ini\n 0.000 Read data path: /opt/factorio/data\n 0.000 Write data path: /factorio [15841/95367MB]\n 0.000 Binaries path: /opt/factorio/bin\n 0.001 Error Util.cpp:81: Operation not permitted\n \n\nThe permissions on the directories all seem cromulent. The problem seems to be Factorio itself (which is why I'm mentioning it, here) failing to do something , but we don't know what. \n \nAnybody want to add a better error message? \n \n(I'd take a stab at it myself if I still had source access. )",
"date": "2024-11-05T02:52:38+00:00",
"quotes": []
},
{
"author": "Aeppo",
"content": "Maybe running it under strace will at least show you which syscall failed?",
"date": "2024-11-05T19:44:20+00:00",
"quotes": []
},
{
"author": "vadcx",
"content": "Same story on AlmaLinux 8 for a dedicated server (still on security-only support like LTS): https://endoflife.date/almalinux \n \nI wrote a draft of what we came up with, feedback and improvements appreciated. It took so much time, I lost the desire to play but I can confirm the server starts and generates a fresh map with only the latest glibc replaced. https://wiki.factorio.com/User:Vadcx/Li ... bc_version This was discussed on the forums before, those links are included too.",
"date": "2024-11-15T20:18:06+00:00",
"quotes": []
}
] | 10
|
2024-10-21T06:37:35-05:00
|
forum-topic-110652
|
110652
|
Help dividing entity stats based on existing entity stats
|
Modding help
|
https://forums.factorio.com/viewtopic.php?t=110652
|
DwarfTech
|
Hello all! I'm in need of a little help with balancing a new entity based on the stats of another. What I'm wanting to do is set the power use of the furnace from the 'Electrified Stone Furnace' mod (via a separate personal tweak mod) to always be half the energy consumption of the vanilla furnace, since that's the original ratio and some mods change furnace power needs.
Here's what I have so far, and I'm getting a syntax error near the == per the game on launch:
Code: Select all if mods["wtxElectrifiedStoneFurnace"] then
data.raw[furnace][elstfu].energy_consumption == data.raw[furnace][stone-furnace].energy_consumption * .5
end
Any help with the syntax issue is much appreciated.
|
[
{
"author": "Nidan",
"content": "Assignment is \"=\", not \"==\". See the Lua 5.2 manual .",
"date": "2024-01-13T05:37:36+00:00",
"quotes": []
},
{
"author": "DwarfTech",
"content": "Thanks. Now having issues with the stone furnace part, keeps saying attempted to index \"stone-furnace\", a nil value. Any help there? I'm new to this, but assumed referencing it via data.raw would be enough. \n \nEdit: Through some manner of dithering, that error has disappeared, replaced by \"attempted to perform arithmetic on field 'energy_consumption' (a nil value)\" \n \nI do apologize if these are simple errors, I've only dabbled in Lua on occasion with simple mods, and am more of a visual learner. How do I get the game to recognize 'energy_consumption' in my above code as the stone furnace's energy consumption?",
"date": "2024-01-13T06:10:41+00:00",
"quotes": []
},
{
"author": "Stringweasel",
"content": "It's energy_usage and not `energy_consumption`.",
"date": "2024-01-13T06:50:31+00:00",
"quotes": []
},
{
"author": "DwarfTech",
"content": "Thanks for the help there. I went back and double checked the energy section, and I have no idea where I got the energy_consumption from. Changing it to energy_usage did indeed clear that error up. Now I'm presented with an error about performing arithmetic on field 'energy_usage' (a string value). How would I go about converting it to a pure number value? \n \nEdit: I've tried using tonumber() to convert it but to no success. The variable I set up to use, num, still comes back nil upon loading.",
"date": "2024-01-13T07:09:14+00:00",
"quotes": []
},
{
"author": "Stringweasel",
"content": "If you look at the actual data you're trying to use it's not really a number but a string \"90kW\". You van find it here , or in your game files. So you need to convert it. Luckily Factoeio provides a tool to do this. Remember, you'll to convert it back again \n Code: Select all local stone_furnace_power = ...\nlocal new_power = (util.parse_energy(stone_furnace_power) / 2) .. \"W\"",
"date": "2024-01-13T07:53:01+00:00",
"quotes": []
},
{
"author": "DwarfTech",
"content": "Thank ye. I've revised using your advice and code to test, it does clear that error up. That said, I'm encountering another error, this time as follows (attached as a screenshot). I'll also attach the full code block as it is right now: \n Code: Select all if mods[\"wtxElectrifiedStoneFurnace\"] then\n\tlocal stone_furnace_power = ...\n\tlocal electrified_power = (util.parse_energy(stone_furnace_power) / 2) .. \"W\"\n\tdata.raw[\"furnace\"][\"elstfu\"].energy_usage = electrified_power\n\t\nend \n\nWhat might I need to modify to clear up this error?",
"date": "2024-01-13T22:43:46+00:00",
"quotes": []
},
{
"author": "Qon",
"content": "If you read the error message yourself then maybe you would figure it out?\n Code: Select all local stone_furnace_power = ... \nYou weren't supposed to just paste in \"...\", the variable named \"stone_furnace_power\" needs to hold the value of the power used by the stone furnace. Did you think \"...\" would magically supply the number you were thinking of in your head without actually having to write in the code what you want to happen? \nYou had data.raw[furnace][stone-furnace].energy_usage in the code before. Did you just removed it and thought that you didn't need your input value any more? \n \n\"...\" is the varargs operator in Lua, is your code in a varargs function? You would still need to extract the correct indexed value, parse_energy is expecting a string not a table.",
"date": "2024-01-14T00:12:28+00:00",
"quotes": [
{
"author": "DwarfTech wrote: Sat Jan 13, 2024 10:43 pm",
"content": ""
}
]
},
{
"author": "DwarfTech",
"content": "Okay okay man, no need to be aggressive about it. I'm far from a professional modder/programmer and make simple mistakes all the time. When I pasted it to work things out I forgot to add the stone furnace bit back in. And I saw the error myself, else I wouldn't have posted it here. Anyway, thanks for mentioning it, I added it back in.",
"date": "2024-01-14T01:47:40+00:00",
"quotes": []
},
{
"author": "DwarfTech",
"content": "Everything seems to work now peachily, thanks everybody for all the help with my troubleshooting.",
"date": "2024-01-14T02:24:06+00:00",
"quotes": []
}
] | 9
|
2024-01-12T22:50:57-06:00
|
forum-topic-79060
|
79060
|
Play sound on entity rotation - QoL
|
Implemented Suggestions
|
https://forums.factorio.com/viewtopic.php?t=79060
|
Squelch
|
TL;DR
Give audible feedback that the entity rotation action has been performed.
What ?
When the entity rotation key is pressed, play a sound to serve as feedback that the action has been performed.
Why ?
Audible feedback is important in games, so due to the proximity of the default E (properties) and R (rotate) keys on an English keyboard layout, it is very easy to accidentally press the R key instead of, or at the same time as the E key. Any entity under the pointer will then be rotated - usually unseen by the player - only to be discovered later when things stop working. Some entities, such as pipe to ground and some buildings, are difficult to spot that they are no longer connected.
Audible feedback on rotation should serve to alert the player that they have performed the rotate action.
This is a quality of life request.
Case example
|
[
{
"author": "Squelch",
"content": "The more I have looked at this, the more I'm convinced it must be an oversight, or there is a rationale against giving audible feedback for rotation that I've failed to find - yes I've searched extensively. \n \nAlmost every other [important entity] action has an accompanying sound, so why not rotation? \n \nIs there an event for rotating an entity? I have thought about making a mod, but somehow cannot find an event to hook for it. \n \n[Edited for semantics]",
"date": "2019-12-22T14:57:09+00:00",
"quotes": []
},
{
"author": "eradicator",
"content": "False, there's many things that don't. \n \non_player_rotated_entity + LuaPlayer.play_sound()",
"date": "2019-12-22T15:16:12+00:00",
"quotes": [
{
"author": "Squelch wrote: Sun Dec 22, 2019 2:57 pm",
"content": ""
},
{
"author": "Squelch wrote: Sun Dec 22, 2019 2:57 pm",
"content": ""
}
]
},
{
"author": "Squelch",
"content": "Agreed, most dialog actions do not have a sound, but entity interaction has feedback for everything except rotation. Would you care to expand?\n \nThanks, I had just found on_player_rotated_entity and came back to correct myself.",
"date": "2019-12-22T15:21:24+00:00",
"quotes": [
{
"author": "eradicator wrote: Sun Dec 22, 2019 3:16 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Squelch",
"content": "I strongly believe that there should be some feedback given for an action that has the potential to cease factory production, and then cause the player to go on a debug hunt to find that one pesky pipe to ground that was accidentally rotated unseen and unheard. \n \nI've scratched my own itch and created a small Mod that adds audible feedback to the rotate action. \n \n Mod Portal: Sound On Rotate \n \nHopefully, something similar will be added to the base game in future.",
"date": "2019-12-23T14:18:41+00:00",
"quotes": []
},
{
"author": "MEOWMI",
"content": "+1 \n \nI absolutely believe rotating entities should have a sound, even if it's the same one for everything.",
"date": "2019-12-28T16:10:16+00:00",
"quotes": []
},
{
"author": "PyroFire",
"content": "k \n \n Code: Select all script.on_event(defines.events.on_player_rotated_entity, function(ev) ev.entity.surface.play_sound({path=\"entity-build/wooden-chest\",position=ev.entity.position}) end)\n \n\nYou're welcome.",
"date": "2019-12-28T17:35:42+00:00",
"quotes": [
{
"author": "Squelch wrote: Tue Dec 17, 2019 3:36 pm",
"content": ""
}
]
},
{
"author": "Squelch",
"content": "I seem to have a distant memory that rotation once had a sound, but that would need confirmation in an older version of Factorio. My little addition re-uses the large deconstruction sound which is familiar, but not too intrusive, and should alert you to having done something important.\n \nThank you PyroFire. I had already thought of exploring the use of Surface as I thought it would be the correct route instead of using the Player Character. I believe this should be more multiplayer friendly too. \n \nMod updated with attribution.",
"date": "2019-12-29T16:12:53+00:00",
"quotes": [
{
"author": "MEOWMI wrote: Sat Dec 28, 2019 4:10 pm",
"content": ""
},
{
"author": "PyroFire wrote: Sat Dec 28, 2019 5:35 pm",
"content": ""
}
]
},
{
"author": "MEOWMI",
"content": "I'm using the mod from now on. I'll reply here if I get any different thoughts about it as I use it, though I do feel pretty certain that this is a useful QoL change, period. \n \nI mean, placing and removing entities have their own sounds, so I'm pretty sure rotating should as well. In fact, you can't place or remove an entity accidentally, but you can rotate one. And from a gameplay, lore, realism or physics perspective, all of the actions would qualify for having a sound effect.",
"date": "2019-12-29T22:44:20+00:00",
"quotes": []
},
{
"author": "eradicator",
"content": "Are standard building sounds played to every force in vanilla?",
"date": "2019-12-31T12:18:57+00:00",
"quotes": [
{
"author": "Squelch wrote: Sun Dec 29, 2019 4:12 pm",
"content": ""
}
]
},
{
"author": "Squelch",
"content": "That's a good question, and I honestly don't remember if building construction can be heard from or by other players in multiplayer - it's been a long while. I did check some videos of multiplayer games and thought I could hear other players interacting with buildings, but that may have been via the mixdown of the voice channel. \n \nI would say, that intuitively, we would hear the actions of other players while in proximity, and the Surface location method should play the sound subject to the normal falloff with distance. It is afterall, a natural thing experienced in everyday life. \n \nIs this a wrong assumption to make? Does the Surface location method offered by @PyroFire play globally regardless of distance to source?",
"date": "2019-12-31T14:30:36+00:00",
"quotes": [
{
"author": "eradicator wrote: Tue Dec 31, 2019 12:18 pm",
"content": ""
}
]
},
{
"author": "PyroFire",
"content": "Defining position makes it not play globally for everyone on that surface/force/etc. \nDistance falloff as you'd expect. \n \n \nSee also",
"date": "2019-12-31T15:00:10+00:00",
"quotes": [
{
"author": "eradicator wrote: Tue Dec 31, 2019 12:18 pm",
"content": ""
},
{
"author": "Squelch wrote: Tue Dec 31, 2019 2:30 pm",
"content": ""
},
{
"author": "PyroFire wrote: Tue Dec 31, 2019 1:39 pm",
"content": ""
}
]
},
{
"author": "Squelch",
"content": "Thank you for confirming my understanding on that point.\n \nI had originally designed it as a player only audible feedback, but upon reflection, your Surface method seemed to be more suitable and would also allow other players to hear that something was happening that may affect what they were currently doing. \n \nI think I'll add a Mod setting (default player only) that leaves the exact method up to the individual player just in case other players find it to be too intrusive - personally, I'd rather be aware of other player's actions while close by.",
"date": "2019-12-31T15:38:46+00:00",
"quotes": [
{
"author": "PyroFire wrote: Tue Dec 31, 2019 3:00 pm",
"content": ""
},
{
"author": "eradicator wrote: Tue Dec 31, 2019 12:18 pm",
"content": ""
},
{
"author": "Squelch wrote: Tue Dec 31, 2019 2:30 pm",
"content": ""
},
{
"author": "PyroFire wrote: Tue Dec 31, 2019 1:39 pm",
"content": ""
},
{
"author": "PyroFire wrote: Tue Dec 31, 2019 1:39 pm",
"content": ""
}
]
},
{
"author": "Squelch",
"content": "Thankfully we now have feedback sounds to accompany entity actions including rotation in vanilla 1.1.x. \n \nI will not update Sound On Rotate , and it will be deprecated in due course.",
"date": "2020-11-25T21:28:59+00:00",
"quotes": []
},
{
"author": "",
"content": "moved to implemented— ssilk",
"date": "2020-11-26T05:20:45+00:00",
"quotes": []
}
] | 14
|
2019-12-17T09:36:15-06:00
|
forum-topic-111527
|
111527
|
Fulgora snapshot generator
|
Fan Art
|
https://forums.factorio.com/viewtopic.php?t=111527
|
mmmPI
|
Inspired by the FFF about Fulgora and the map generations, i attempted to create a javascript thingy to generate some islands that would look like the FFF preview of Fulgora map view :
source
250cells manual edit.png (432.6 KiB) Viewed 1750 times
2500cells2.png (1.11 MiB) Viewed 1750 times
2500cells.png (765.55 KiB) Viewed 1750 times
20000cell.png (1.79 MiB) Viewed 1750 times
https://github.com/Preceti/Fulgora-snapshot-generator
You gotta have good imagination, but it ressemble no ?
The javascript is most likely terrible and/so it runs very slowly. Apart from that it feels a bit like playing factorio for the first time and wanting to start all over after you learn/discover a better way to do things I experimented with pathfinding to move accross cells, some can be marked as obstacle but it's even slower to run. If i don't run into an obstacle myself i may try to find some rules for the other planets
|
[] | 0
|
2024-02-26T11:38:59-06:00
|
forum-topic-53423
|
53423
|
Lazy Bastard Mega Mall - Page 2
|
Mechanical Throughput Magic (circuit-free)
|
https://forums.factorio.com/viewtopic.php?t=53423&start=20
|
Xaosmaster
|
Ok so I have played with this in a live map with no console cheats for several days. Fantastic as always, but if you wouldn't mind some minor critique, I made a few notes.
1. Fluid production is a bit starved. Even with 2 trains running oil, and all the tanks consistently hovering near 25K, the factory struggles to produce fluids and fluid products. I'm sure that once everything buffers it might get better (though after 15 hours of gameplay, this still hasn't happened so I'm not sure how long it will take to buffer everything). Low fluid means low red circuit production. Which leads to a bottleneck for everything that needs red circuits. Of course I don't have all the modules installed yet, because lvl 3 modules are not being produced very often due to low red circuit production. Everything else that needs fluid input seems to be in a similar situation, i.e. Blue belt system, rocket fuel, etc. Fluid shortage.
Full belts and oil 25K still can't make enough red circuits:
https://imgur.com/5gjeYMd
https://imgur.com/kYlDTx9
(the missing items on the map are modules and concrete only)
2. After trying to decode the circuit network for nuclear power, I'm at a loss. I'm not sure how to turn it on. I can't seem to get the reactors fed even though I have plenty of fuel. Is there some trick to turning that on? The inserters are looking for "Green Signal" to be 12K. Current signal seems to read Green Signal = -12k.
Ideas & Suggestions:
If you ever feel the ambition to make a version 2.0, might I suggest a few things?
1. Modularize. I would turn this into a book with the mall broken into sections. It is a lot easier to paste over smaller sections than to try and line up the whole mall (as others stated above). You could have 1 blueprint as the template, which would contain the overall shape with walls, inputs/outputs and sections on the ground to show where the pieces (production blocks) fit in.
2. Tier. This is obviously not an early game schematic, but there should be some consistency in regards to what level of the game it should be used. There are 3 tiers of items interwoven throughout the blueprint (yellow, red, and blue belts, all 3 level of assembler, inserters...). Unless underground threading is specifically needed (which it is in several places), I think you should stick with red belts, level 2 assemblers. That way this can be a mid game blueprint (which is the part of the game that this blueprint starts to shine). Avoid beacons (leave a space for them) and pre-inserted modules. This (module placement) is something that most can figure out (and definitely should know) on their own. The main issue I have with the pre-loaded module schematic is that the blue triangle icon that is placed over the top of the assembler prevents me from seeing what the assembler is supposed to be making.
3. Some explanation for some of the gadgets would be helpful. I see there is some sort of clock in the mega blueprint, but not sure how to set it (Or of it is not a clock, what is it supposed to be displaying?). Maybe some info on all the various circuit conditions. Again there seems to be not much consistency with these either. In some places, there are circuits in place to limit item production. Others there is none and it just produces items until the chest is full.
4. (mega blueprint) Train setup. I think it would be better to have the trains come in on one side and leave on the opposite. Having them both come in from the top makes it difficult to try and figure out where the in and out rails need to go when I'm setting up my ore stations. This was by far the biggest setup headache with this blueprint. Maybe have them come in from the top and leave from the bottom. I actually re-did this on my game to make it easier on my sanity lol. It wasn't long before I discovered that the incredibly complex rail roundabout-junctions don't let the tracks cross. You are stuck to either the inside lanes or the outside. I get that this is to accommodate the pax system, but, to me, ore/oil setup is much more important to that.
Overall, as I've told you before, kudos on this as this is my new favorite toy. Appreciate your hard work.
|
[
{
"author": "Xaosmaster",
"content": "BTW, your blueprint has inspired me to rave with your little spinny and the lights lol \n \n \n \n Rave Rave.gif (1.52 MiB) Viewed 6487 times",
"date": "2020-01-26T03:04:15+00:00",
"quotes": []
},
{
"author": "BHakluyt",
"content": "Lol the spinnies are left overs I forgot to remove from the BP. There's 2 I know of... \n \nFeedback otherwise, \n#. Yes the petroleum is on the slow side. Some playthroughs it keeps up with pace and rarely bottleneck, other times its a complete standstill. With modules in the end game production seems fine and almost balanced though, and 73 SPM isn't bottlenecked by it. Perhaps I will try and squeeze in another refinery or 2 some time in the future. \n \n#. So a lot of parts of the mall is copied blueprints from other people, so I don't know exactly how all the circuits for everything works and have forgotten how the other half worked...but everything always just works as I play the game out and let the bots build the BP. I've found that the nuclear setup sometimes doesn't work when pasting the BP from creative mode. Anyhow, here is the original BP for the nuke plant. Maybe re-pasting it over will help get it going. No idea whom the BP belongs to, found it somewhere on the internet...\n 477MW Nuke Plant \n \n LBMM Compact 477MW Nuclear.txt \n (15.97 KiB) Downloaded 178 times \n \n \n\n#. When Factorio 1.0.0 gets released and all recipes final I will make a bunch of blueprints for each section. Right now its such a hassle with all the changes to update so many BPs. \n \n#. One can build this mall right from the start, but blueprints lacking the feature to double as upgrade planners, makes it a pain to upgrade all yellow belts to red as progressing. I will endeavor to upload a save game with the different examples and there you can copy the BP you like best. \n \n#. Yeah there's a lot of circuit gizmos. Regard all the stuff in the top left corner as place holder examples for your own circuit displays etc. Yes there is a clock, for shits and giggles. Its got a combinator on which you set the green signal to the amount of game time, in ticks, iirc. The kovarex process works best when not interfered at all with because it counts the initial uraniums accumulated. The flashing lights on the corners are just decorations to spice up the bland concrete. Top center above belt production is the memory bank to set production stack sizes. Ensure that green wire connect to inserter, and with red from inserter to chest. If a chest isn't limited it's a mistake and wires should be checked. \n \n4. Please send me a screenshot, would like to see how you rebuilt the railway around the mall... \n \nAlso in regards to placing the BP. The smaller one I usually line up the top left corner of wall. The bigger entire blueprint can be placed by lining up the rocket silo. (The silo is relatively close to the center of the large BP.) No need for zoom mods... \n \nHere is that save: http://www.mediafire.com/file/u5i5ks5b4 ... 0.zip/file",
"date": "2020-01-29T19:28:17+00:00",
"quotes": [
{
"author": "Xaosmaster wrote: Sun Jan 26, 2020 3:04 am",
"content": ""
}
]
},
{
"author": "Xaosmaster",
"content": "So after lots and lots of testing and trial and error for the Nuclear setup (and playing with the supplied original) I have discovered that the system is incredibly delicate and easy to mess something up. It should be isolated from any external grid until it starts working and then connected. I found out the hard way that you can't manually feed fuel into the reactors. It needs to see exactly 1 cell going in and 1 empty coming out or it will not work. \n \nIt is designed to watch the 2 center fluid tanks (near the center accumulator). When the combined total of these tanks gets to around 15k (or under), the reactor inserters will add a single fuel cell from their attached requester chests. \n \nThe system is set up to purposely under-perform. It is designed around fuel cell economy rather than max output. It does the bare minimum to keep your grid up. It struggles if you suddenly add mass quantities of power draw (such as adding a crap ton of speed modules all at once). It can break if the nuclear grid loses power to the inserters before it can correct the power fluctuation. That's why they added all the extra tanks and accumulators to try and compensate. \n \n \n\nYeah I was just wondering why the blueprint was using both lvl 1 and level 3 assemblers in the same blueprint. I thought maybe it was to save on power or pollution. and belts don't make pollution as far as I know, so I don't see any reason why there would be yellow belts in this. \n \n\nAs soon as I remember which map it was on, I'll post a screen. Basically I had the trains come in from the top the same as you had it, but I had them leave down the bottom and circle around the mall heading to outposts. That way I can keep my outposts as nice easy blocks where you enter, and then leave continuing the same direction. With yours, my brain couldn't compensate lol. I had to manually get in the trains and drive them around to see where they could go. Having them go both directions on the same track grid confused the hell out of me. \n \n\nThe mega blueprint really bogs my system down trying to place it, making it even more difficult. I have a pretty good computer and 32GB of ram, so to get that level of lag from a blueprint is pretty impressive. \n \nBased on your idea of having wide open aisles to walk through, I built a shopping mall style to be able to just walk in and pick up anything I want. It will work with both logistic robots and has a belt that winds around so you can do stuff without robots. I am working on the circuit system, so that I can have it request items that get low quantity. It is my first draft. I left space on the lower right for extra stuff in case people have items added by mods or whatever. \n \n https://imgur.com/7hgB42h \n \n \n Fortress Mall.txt \n (42.62 KiB) Downloaded 252 times",
"date": "2020-02-01T08:52:52+00:00",
"quotes": [
{
"author": "BHakluyt wrote: Wed Jan 29, 2020 7:28 pm",
"content": ""
},
{
"author": "BHakluyt wrote: Wed Jan 29, 2020 7:28 pm",
"content": ""
},
{
"author": "BHakluyt wrote: Wed Jan 29, 2020 7:28 pm",
"content": ""
},
{
"author": "BHakluyt wrote: Wed Jan 29, 2020 7:28 pm",
"content": ""
}
]
},
{
"author": "BHakluyt",
"content": "As the hype train for 2.0 has been fully launched, its time to update the mall to 1.0. Here it is. \n \nComplete base in a box, making virtually all items. Browse the aisles at your leisure or have logistic bots supply you with all you need. \n LBMM Image \n \n \n LBMM1121d.png (2.26 MiB) Viewed 3142 times \n \n [/img] \n\nMall Only BP\n Mall Only Image \n \n \n LBMM1126 map b.png (419.37 KiB) Viewed 3142 times \n \n [/img] \n Mall Only BP \n \n LBMM1126 MallOnly.txt \n (243.63 KiB) Downloaded 95 times \n \n \n\nMall Large With Input Railway and Smelter Stack\n LBMM Large Image \n \n \n LBMM1126 map a.png (218.71 KiB) Viewed 3142 times \n \n \n LBMM Large BP \n \n LBMM1126 Large.txt \n (626.16 KiB) Downloaded 87 times \n \n \n\nPlease let me know of any issues or suggestions. At least with 1.0 its so easy to paste large blueprints now.",
"date": "2024-07-14T09:54:35+00:00",
"quotes": []
},
{
"author": "BHakluyt",
"content": "LAZY BASTARD MEGA MALL 113 \n \nI took the mall and balanced it on a knife's edge while wringing it like a wet towel to squeeze every last drop of productivity vs speed from it. Tweaked, twisted, fixed, fenagled, upgraded spaghetti guaranteed to run at 113SPM endgame. \n \nWhat could be more fun than to trivilise the whole game down to a little box, so that you have more time to spend on your base building dreams. Sounds like it's going to be a handy one for the Space Age DLC too... \n \n*Thanks to all whose ideas and BP's form part of this puzzle. \n*Toggle all O-combinators on/off for proper memory cell functioning. \n*Feed raw ores as per large BP. Bonus if you can locate the mall so an oil patch sits between the furnace stacks and the train yard. \n*Set output quantities at combinator stack top center/near transport belt manufacturing. \n*Suitable for early-midgame. As soon as I have red trnsprt belts I start building the essentials manually and when robots are unlocked it can pretty much build itself. \n \n Image \n \n \n Overview Image LBMM113img.jpg (679.59 KiB) Viewed 2449 times \n \n \n\nComplete mall complex:\n BP Mall Complete \n \n LBMM113.txt \n LBMM113 Blueprint (978.19 KiB) Downloaded 89 times \n \n \n\nMall only BP, handy to keep nearby to repeatedly re-paste as needed when new tech/recipes are unlocked.\n MallOnlyBP \n \n LBMM113 MallOnly.txt \n MallOnly Blueprint (249.62 KiB) Downloaded 68 times \n \n \n\nCheck out the overview/tour on YT at https://www.youtube.com/watch?v=Tir9SxD6klY",
"date": "2024-09-13T17:08:51+00:00",
"quotes": []
},
{
"author": "thomroos",
"content": "I really like the design. There's just one disadvantage in my opinion. You say it's suitable for early-midgame and you start building the essentials pretty soon in the game. But even for the basic products like yellow/red belts you're using green assemblers, which require quite a lot of research. Also module 3's are widely used. Unfortunately it's not possible to start with a blue assembler and then just paste the blueprint again to upgrade. So I have to 'remember' which assemblers to upgrade and which ones to fill with modules later on.",
"date": "2024-09-17T11:51:27+00:00",
"quotes": []
},
{
"author": "BHakluyt",
"content": "Thanks for the feedback. Yes it is an issue an has been more of one on the past. Personal experience it's just a few of the green circuit, red circuit and transport belt assemblers, plus sciences as needed to be manually made a blue assembly and later manually upgraded when unlocked. Oh and the plastics need to be a red belt in the beginning. \n \nIf you'd really like I can make a version that's pre-bots. \n \nWill definitely do that for my space age mall. \n \nI wish pasting a lvl3 assembler BP over a lvl2 would upgrade it... Maybe one day we'd get that function.",
"date": "2024-09-17T17:42:12+00:00",
"quotes": []
}
] | 7
|
2017-10-16T04:45:27-05:00
|
forum-topic-120859
|
120859
|
Add auto_recycle to RecipePrototype
|
Resolved Requests
|
https://forums.factorio.com/viewtopic.php?t=120859
|
PennyJim
|
The FluidPrototype has auto_barrel listed, why does RecipePrototype not have the auto_recycle as well? This would help people realize it's there so they can disable alternative recipes from accidentally being picked as the recycling recipe.
It'd need a disclaimer that it does nothing without the Quality mod from the Space Age dlc (I'd say that means it should get the SA icon, but that's up to you) as part of a similar note to what auto_barrel has about it being a lua only field.
|
[
{
"author": "Zaflis",
"content": "I would not have been able to find this information; auto_recycle, can_recycle without google. So here it is again: \n https://github.com/wube/factorio-data/b ... g.lua#L153 \n \nMain part is this though:\n \nIf you already set the can_recycle it won't even go for a default value. \n \nBasically the symptom was unwanted modded items coming out of recycler.",
"date": "2025-01-01T13:45:00+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "IsaacOscar",
"content": "In the base game, the original value of can_recycle is nil, so I think it's simply there to allow mods to force generate a recycling recipe for something the base game doesn't want to.",
"date": "2025-01-01T15:12:32+00:00",
"quotes": [
{
"author": "Zaflis wrote: Wed Jan 01, 2025 1:45 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "curiosity",
"content": "It will, if you set it to false. \n \n...Oh, it's supposed to be a function. This is why it needs to be documented.",
"date": "2025-01-01T15:25:33+00:00",
"quotes": [
{
"author": "Zaflis wrote: Wed Jan 01, 2025 1:45 pm",
"content": ""
}
]
},
{
"author": "IsaacOscar",
"content": "For anyone confused by what's going on \n auto_recycle is a field on recipe prototypes, it should be false, true, or nil (the last two are the same as not setting it) \n \n can_recycle is the paramater to the generate_recycling_recipe function, it should be a function that returns true, false, or nil, or itself be nil (the last is the same as ommitting it). \n \nNeither auto_recycle nor can_recycle should be a function \n \nThere are two ways to call the generate_recycling_recipe function: \n Code: Select all local recycling = require(\"__quality__.prototypes.recycling\")\nrecycling.generate_recycling_recipe(recipe)\nrecycling.generate_recycling_recipe(recipe, function(r)\n ...\nend)\n \n\nThe first call will not generate a recycling recipe if either auto_recycle is false (and not nil), or , one of the built in exclusions apply. \n \nThe second call will generate a recycling recipe if the given function returns true, of some other non-false/nil value (the r parameter will always equal the given recipe, so I don't know why it doesn't just let you pass a boolean). \n(Except that neither will generate a recipe if the recipe does not hace exactly one non-fluid output, or if the recipe has no non-fluid ingredients). \n \nNote that auto_recycle is only read by the lua code in the quality mod, so if you don't call generate_recycling_recipe or it isn't called automatically, the game will completely ignore it. Also can_recycle is never actually passed by the games lua code, so I think it's just their for modders or something they forgot to delete.",
"date": "2025-01-01T15:46:51+00:00",
"quotes": [
{
"author": "curiosity wrote: Wed Jan 01, 2025 3:25 pm",
"content": ""
}
]
},
{
"author": "PennyJim",
"content": "Passing true to can_recycle will cause it to crash. \nIt is supposed to be an optional function that returns a boolean: \n https://github.com/wube/factorio-data/b ... #L179-L181 \n \nAlso, the random functions that we can use in data aren't normally documented. They probably should be, but that's a separate documentation request.",
"date": "2025-01-01T16:00:10+00:00",
"quotes": [
{
"author": "IsaacOscar wrote: Wed Jan 01, 2025 3:46 pm",
"content": ""
}
]
},
{
"author": "IsaacOscar",
"content": "Dammit, I misread the code. I've fixed my dumb comment.",
"date": "2025-01-01T16:02:28+00:00",
"quotes": [
{
"author": "PennyJim wrote: Wed Jan 01, 2025 4:00 pm",
"content": ""
},
{
"author": "IsaacOscar wrote: Wed Jan 01, 2025 3:46 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Thanks, auto_recycle added to ItemPrototype and RecipePrototype for 2.0.42.",
"date": "2025-03-14T17:11:29+00:00",
"quotes": []
}
] | 7
|
2024-11-10T16:12:37-06:00
|
forum-topic-124596
|
124596
|
2x8 Zero-Waste Nuclear Powerplant
|
Energy Production
|
https://forums.factorio.com/viewtopic.php?t=124596
|
Tesse11ation
|
I got tired of building smaller nuclear power plants with less efficiency, so I decided to whip this thing up:
12-17-2024, 03-47-54.png (1.51 MiB) Viewed 1437 times
I call it "Zero-Waste" because the reactors will only insert one fuel cell at a time, and also stop inserting fuel when the reactor temp reaches 900 degrees C. You may want to click on the "parameterize/reconfigure blueprint" button and adjust this down to something more like 750 if your base is not very well defended and you don't want your reactors taking the whole powerplant with them when they get chewed, spit, or stomped on.
You can click and drag if you want to stack multiple of these compact near each other. I haven't built a modular design that allows for 2xN amount of reactors tessellated together yet. I'll do that if anyone asks for it or if I get bored enough.
Description is in the blueprint description itself. Enjoy!
12-17-2024, 03-57-39.png (2.44 MiB) Viewed 1437 times
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[
{
"author": "gGeorg",
"content": "If you get out of power, how do you start it ? (for example, production/delivery of Fuell Cells stops) \nNumber of steam storages is out of hand. Did you make a thermal balance math ? \nNumber of electric substations, is too much.",
"date": "2025-01-16T06:39:05+00:00",
"quotes": []
},
{
"author": "Tesse11ation",
"content": "You can't, besides manual insertion. That's how nuclear power works in this game. You could do solar or steam engine power as a backup, which is what I'm doing.\n \nThe steam tanks are used as a buffer, they're not to ratio. The idea is if you run out of nuclear fuel cells, or the reactor is taking time to heat up from an idle state, the power plant can keep going for a little while.\n \nDon't know what to tell you there, I used as few as I could to get the job done.",
"date": "2025-01-17T19:52:40+00:00",
"quotes": [
{
"author": "gGeorg wrote: Thu Jan 16, 2025 6:39 am",
"content": ""
},
{
"author": "gGeorg wrote: Thu Jan 16, 2025 6:39 am",
"content": ""
},
{
"author": "gGeorg wrote: Thu Jan 16, 2025 6:39 am",
"content": ""
}
]
},
{
"author": "Tesse11ation",
"content": "Updated design featuring an indicator LED, fewer combinators, lower target temperature (750), water pipes connected from one side to the other, and synchronized reactors to ensure neighbor bonus.\n \n \n \n fig. A: New control logic with LED and display panel showing \"idle\". 02-08-2025, 12-55-04.png (862.72 KiB) Viewed 607 times \n \n \n 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 Copy blueprint \n \nIf you are super force building this over the previous one, you must remove the steam pipes between the vertical and horizontal rows of heat exchangers in the top right and bottom left corner, or else you will mix fluids.",
"date": "2025-02-08T18:22:44+00:00",
"quotes": []
},
{
"author": "pioruns",
"content": "I had 2x8 reactor power stations but could not figure out reliable signalling to stop overfuelling and overheating. So tried your blueprint. Added to my Nauvis base, and it works very well. Thanks for sharing!",
"date": "2025-03-07T20:21:28+00:00",
"quotes": []
}
] | 4
|
2024-12-17T03:56:54-06:00
|
forum-topic-126558
|
126558
|
LTN for Factorio 2.0
|
Logistic Train Network
|
https://forums.factorio.com/viewtopic.php?t=126558
|
hgschmie
|
Hi,
Optera has kindly allowed me to maintain and release LTN for Factorio 2.0.
I have just pushed the very first release (2.0.0) which is compatible with Factorio 2.0 and does not immediately explode for my little test scenarios. I expect that there are some bugs in there that will creep out especially with more complex scenarios.
I can't really follow all the threads here in this forum, so please post bug reports / issues to the module page or github:
Discussions: https://mods.factorio.com/mod/LogisticT ... discussion
Bug Reports: https://github.com/hgschmie/factorio-Lo ... ork/issues
If you are a maintainer of a LTN mod for 1.1 (I am looking at you, LTN Combinator Modernized and LtnManager!), consider officially porting your mods to 2.0.
|
[] | 0
|
2025-02-02T21:18:35-06:00
|
forum-topic-21533
|
21533
|
getting the following error after installing 5Dim pack mod
|
5dim's mod
|
https://forums.factorio.com/viewtopic.php?t=21533
|
Antmf
|
error in assign ID, item with the name " tn ore" does not exist. Please help. Thanks...
|
[
{
"author": "McGuten",
"content": "Sorry i didnt see it \n \nYou can download the new versions and it is fixed ^^",
"date": "2016-03-17T21:00:43+00:00",
"quotes": [
{
"author": "Antmf wrote:",
"content": ""
}
]
}
] | 1
|
2016-03-14T14:08:43-05:00
|
forum-topic-127337
|
127337
|
[2.0.32] Crash changing circuit "SignalIDBase.cpp:320: Unknown enum value"
|
1 / 0 magic
|
https://forums.factorio.com/viewtopic.php?t=127337
|
<NO_NAME>
|
I'm not sure what exactly caused the crash. I cannot reproduce it.
I moved a lot of elements of automatic train station around by Ctrl+X them. Then I decided to Ctrl+Z all that and after about 10 Ctrl+Zs the game crashed. The things I moved was combinators, power poles, train signals, walls and wall gates, some concrete tiles... idn. Most of it connected with green and red wires.
It is possible that I've actually pressed Ctrl+Z too many times by accident and undid something else entirely. All I know for sure is that Ctrl+Z was involved in the crash.
|
[
{
"author": "<NO_NAME>",
"content": "Well... apparently it's not Ctrl-Z. I've try to reorganize my station again and the game crashed even that I didn't press Ctrl+Z a single time. This time it crashed when I was removing a red wire but I'm not sure this was the cause. \n \nEdit: I tried to load the save and do it again a few times but there's no more crashes.",
"date": "2025-03-08T09:31:08+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report. Due to the nature of \"can't reproduce, crashed in random ways\" I suspect this is failing hardware. Unless you know of a way to reliably reproduce the crash from a known good save file?",
"date": "2025-03-10T16:37:25+00:00",
"quotes": []
}
] | 2
|
2025-03-08T03:22:00-06:00
|
forum-topic-121615
|
121615
|
Version 2.0.19 - Page 2
|
Releases
|
https://forums.factorio.com/viewtopic.php?t=121615&start=20
|
Jap2.0
|
In your situation it may be helpful to enable the setting to put tooltips next to the cursor, rather than under the minimap.
|
[
{
"author": "BraveCaperCat",
"content": "Previous versions have still not been de-experimentalized yet. Any ETA on that?",
"date": "2024-11-18T00:45:12+00:00",
"quotes": []
},
{
"author": "Muche",
"content": "Previous versions won't be, see viewtopic.php?p=640027#p640027 (earlier in this very thread). \nAs for 2.0.19, that has been released on Friday evening, now it's Sunday evening, still weekend.",
"date": "2024-11-18T00:51:44+00:00",
"quotes": [
{
"author": "BraveCaperCat wrote: Mon Nov 18, 2024 12:45 am",
"content": ""
}
]
},
{
"author": "",
"content": "Given 121690 and 121634 i was not sure if 2.0.19 should be marked stable, most likely 2.0.20 will be another stable candidate.",
"date": "2024-11-18T00:52:29+00:00",
"quotes": []
},
{
"author": "Mavets",
"content": "Will the number of cells on the train increase as the quality increases? \n \nit is simply necessary, in the space age the amount of resources has increased and trains as a system with the old number of slots can not cope(",
"date": "2024-11-18T02:49:18+00:00",
"quotes": []
},
{
"author": "Theragus",
"content": "I also agree that cargo wagons are currently in a weird spot with their limited 40 Slot sizes, especially since chests in the newest versions do get an inventory boost with higher quality. Fluid Wagons don't really have this issue since their base capacity already has been doubled in 2.0. \n \nAlthough I do understand that this is a pretty significant change regarding train balancing, I think it would make sense to allow modifying cargo wagon inventory with quality. \n \nEverything except trains has been massively buffed in 2.0 (Turbo Belts, Belt Stacking, Stack Inserters, Quality inserters, Fluid System, Power Generation) in regards to logistical throughput, so seeing wagons still limited to their 40 slots is kinda sad to see, especially in later stages of the game regarding Epic and legendary buildings, even fairly large train setups simply aren't able to keep up with the massive logistical demand introduced by those other changes. The rule of Factorio \"just build bigger\" still applies but I think nobody wants to build infrastructure to support 20+ long Cargo Wagon Trains. I think in this case it is to bring Cargo Wagons more \"in balance\" with the other introduced changes. \n \nOne issue I can see where this would cause issues is with item-filtered cargo wagon slots since there is now more inventory that potentially has no filter set, although usually, you don't upgrade the quality of something without thinking about the implications. If anything, it makes sense to lock this behind quality so players can plan to upgrade their filters or setups along with it when they introduce higher-quality cargo wagons into the train system.",
"date": "2024-11-18T13:15:03+00:00",
"quotes": [
{
"author": "Mavets wrote: Mon Nov 18, 2024 2:49 am",
"content": ""
}
]
},
{
"author": "BlueTemplar",
"content": "As discussed in Quality options for chests and trains",
"date": "2024-11-18T13:54:28+00:00",
"quotes": []
},
{
"author": "BraveCaperCat",
"content": "Quality for chests can now be turned on with a property in mods/base game/space age/other. I don't know about trains though...",
"date": "2024-11-18T14:49:02+00:00",
"quotes": [
{
"author": "BlueTemplar wrote: Mon Nov 18, 2024 1:54 pm",
"content": ""
}
]
},
{
"author": "BlueTemplar",
"content": "It seems to have been automatically turned on ? \n(The thread predates the change, but is still going on about trains.)",
"date": "2024-11-18T14:56:06+00:00",
"quotes": []
},
{
"author": "BraveCaperCat",
"content": "Factorio API Docs",
"date": "2024-11-18T22:01:57+00:00",
"quotes": [
{
"author": "BlueTemplar wrote: Mon Nov 18, 2024 2:56 pm",
"content": ""
}
]
},
{
"author": "Shiny998",
"content": "Icons changed!? \n \nWhat happened to the icons? Why do they look ugly? \nPlease change them back! I don't want to install a mod to my no-mod achievement run!\n \n \n \n 11-20-2024, 01-43-13.png (22.29 KiB) Viewed 1317 times \n \n \n \n \n \n 11-20-2024, 01-43-24.png (63.29 KiB) Viewed 1317 times",
"date": "2024-11-19T17:44:03+00:00",
"quotes": []
},
{
"author": "BraveCaperCat",
"content": "Wow, they're so visible now compared to the previous versions!",
"date": "2024-11-20T17:57:01+00:00",
"quotes": [
{
"author": "Shiny998 wrote: Tue Nov 19, 2024 5:44 pm",
"content": ""
}
]
}
] | 11
|
2024-11-15T11:56:29-06:00
|
forum-topic-127330
|
127330
|
Factorio Forums • Beyond Death World
|
Bored? Try my custom death world settings. Fair warning: These settings are not even remotely fair
First off grab these mods:
https://mods.factorio.com/mod/Electric_flying_enemies
https://mods.factorio.com/mod/Explosive_biters
https://mods.factorio.com/mod/Cold_biters
https://mods.factorio.com/mod/Toxic_biters
Set Frost biters to spawn on both Nauvis and Aquilo, and Explosive Biters to spawn on both Nauvis and Vulcanus.
Create a new map with these settings:
Resources frequency all the way down and size to 200%
dw1.png (253.89 KiB) Viewed 366 times
Terrain tab default
Enemy tab frequency and size to max, starting area default, time factor 0, destroy factor 2, pollution factor default
dw2.png (148.29 KiB) Viewed 366 times
Advanced tab Pollution attack cost modifier 10%, diffusion ratio 3%
dw3.png (67.41 KiB) Viewed 366 times
Good luck!
|
[
{
"author": "",
"content": "To feel what is real boredom?",
"date": "",
"quotes": [
{
"author": "adam_bise wrote: Sat Mar 08, 2025 1:20 am",
"content": ""
}
]
}
] | 1
| ||||
forum-topic-125327
|
125327
|
[2.0.28] Furnace interaction with item+fluid ingredients should be clarified
|
Documentation Improvement Requests
|
https://forums.factorio.com/viewtopic.php?t=125327
|
HermanyAI
|
Imagine if recycling recipes required a fluid. Say you specify the fluid as 2nd ingredient:
Code: Select all data:extend({{
type = "recipe",
...
ingredients = {
{type = "item", name = item_name, amount = 1},
{type = "fluid", name = "promethium-emulsion", amount = fluid_requirement}
},
...
}})
Game would recognize this setup when the furnace entity has an input fluidbox, showing it as 2nd ingredient in GUI, and that the fluid is required to select those recipes.
But inserting an item would actually fail even with fluid present
because it implicitly hints a restriction on ingredient order with that tooltip. Despite the fact it's also 2nd in ingredient list, it actually expects the mod to put fluid ingredient 1st as well:
Code: Select all ...
ingredients = {
{type = "fluid", name = "promethium-emulsion", amount = fluid_requirement},
{type = "item", name = item_name, amount = 1}
},
...
for it to actually work.
I haven't seen this quirk documented anywhere within RecipePrototype and FurnacePrototype, and a mod has had this exact setup before in 1.1 - Industrial Revolution 3 and its Electroplater, which even has 2 different input fluids and recipes associated to both.
This is a feature not used in base game so it's understandable for it to not be mentioned, but now that i've bumped into it, i suppose mentioning something along the lines of:
to the description of FurnacePrototype should be enough.
|
[
{
"author": "curiosity",
"content": "I think, this is a bug. Ingredient list was never order-dependent.",
"date": "2024-12-30T00:33:10+00:00",
"quotes": []
}
] | 1
|
2024-12-29T16:55:02-06:00
|
forum-topic-294
|
294
|
Female Character
|
Frequently Suggested / Link Collections
|
https://forums.factorio.com/viewtopic.php?t=294
|
Pinkishu
|
Hi~
Well it doesn't matter so much right now as I find the character to be atleast somewhat gender-neutral. But if you ever add voices or such (like a sound the character makes when they get hurt) (i haven't heard any like that in the demo atleast)
I'd like to see the option to have the character be female, so as in having a female voice. I'm not sure how easily that is integratable with the story and possible artworks though, so just an idea as I like customizable characters in games, even if its just gender~
(Just want to say that I'm not demanding that or such, just something I noticed and wondered how the chances are that is needed or will be added at some point in the future)
|
[
{
"author": "N00byEdge",
"content": "Would seem neat, but I think that they are going for a gender-neutral character. We'll just have to wait and see for full release!",
"date": "2013-02-26T05:42:30+00:00",
"quotes": []
},
{
"author": "",
"content": "Necroing. \n \nAnd I think a good one.",
"date": "2015-05-26T17:42:04+00:00",
"quotes": []
},
{
"author": "sillyfly",
"content": "The FFF40 thread has a lot of discussion about female character / the gender of the sprite. It starts pretty early - https://forums.factorio.com/forum/vie ... 590#p34581",
"date": "2015-05-26T19:08:12+00:00",
"quotes": []
},
{
"author": "TurkleTrenox",
"content": "man a machine its easy to animate than a human, take five minutes of gameplay to watch deeply aliens and human animation, vehicles included \n \nEDIT: i was watching some female walking idles and realize that would be hard to animate hips",
"date": "2017-07-09T00:13:26+00:00",
"quotes": []
},
{
"author": "Ida-Marie",
"content": "I would love to use a female character as my factorian! <3",
"date": "2017-07-25T18:08:11+00:00",
"quotes": []
},
{
"author": "Jon8RFC",
"content": "The running is not androgynous though, because it runs just like Jerry Seinfeld \"getting his knees up\", so if there's a female character, she should run like Elaine Benes. \n https://www.youtube.com/watch?v=3Mlc4-luWU8",
"date": "2017-11-09T04:08:27+00:00",
"quotes": []
},
{
"author": "applebaps",
"content": "Necroing to say I would also like this. The player model is sort of androgynous, which is fine. But it would be nice to have the choice to have my in-game avatar reflect myself, and it would be a relatively small thing to develop.",
"date": "2018-11-06T22:47:11+00:00",
"quotes": []
},
{
"author": "Aeternus",
"content": "Can't this be modded? The image used for the player changes based on the armor worn, so... mod in an armor set with a female avatar, problem solved, right?",
"date": "2018-11-07T05:33:22+00:00",
"quotes": []
},
{
"author": "AileTheAlien",
"content": "Maybe a couple different avatars to choose from? Beefy, medium, tall, small, fat, times by female neutral and male? \n \nAlternate (and 15x cheaper) solution - just make the player avatar look like a cute WALL-E style robot or a bug-hating alien or something.",
"date": "2018-12-29T04:23:06+00:00",
"quotes": []
},
{
"author": "Zarylo",
"content": "My (former) girlfriend wanted a princess skin. \nI told her that ain't happening.",
"date": "2020-05-24T22:19:11+00:00",
"quotes": []
},
{
"author": "",
"content": "I've seen this on the mod portal : https://mods.factorio.com/mods/aspd199/artsGirlClothing \nHaven't had the opportunity to test it though.",
"date": "2020-05-25T05:21:42+00:00",
"quotes": []
},
{
"author": "Zarylo",
"content": "Well I stand corrected. \nThank you Koub, this is kinda cool.",
"date": "2020-05-28T19:07:15+00:00",
"quotes": [
{
"author": "Koub wrote: Mon May 25, 2020 5:21 am",
"content": ""
}
]
},
{
"author": "Pi-C",
"content": "What? A princess, but no dragon?! If there ever was any real reason for the existence of princesses, it was to provide food for dragons: either by luring heroes to his lair, or as a tasty snack herself. As the poet wrote: \"Virgin's meat, white, cut in slices, that's a real dragon treat …\" (Actually, being a German he wrote: \"Jungfraunfleisch in weißen Scheiben, das ist Drachen-Marzipan\".)",
"date": "2020-05-29T06:24:07+00:00",
"quotes": [
{
"author": "Zarylo wrote: Thu May 28, 2020 7:07 pm",
"content": ""
},
{
"author": "Koub wrote: Mon May 25, 2020 5:21 am",
"content": ""
}
]
},
{
"author": "",
"content": "https://mods.factorio.com/mod/GirlCharacter",
"date": "2020-07-05T07:27:26+00:00",
"quotes": []
},
{
"author": "Foralei",
"content": "I do use this mod, and very much appreciate it, however I am chiming into this older thread to put in my personal appeal for this feature in-game, instead of creating a new thread, as requested in the forum rules. \n \nI find it helpful for my immersion to play a character that matches my in-person sex. It's pretty clear that the current player character is a man, especially the way that he runs. I want to play Factorio as a female, without modding it. Because of this singular female character mod, all my gameplay will not allow me to earn any achievements in Steam. \n \nCan Factorio please add a sex option in-game? It shouldn't be too hard as it's a simple running animation. Edit: I understand it's not just one simple animation. I mean that it shouldn't be as horrendous of an addition as if there were multiple scripted cutscenes like in some other games. \n \nI am very grateful for games that give myself and others this option.",
"date": "2021-06-21T12:43:42+00:00",
"quotes": [
{
"author": "ssilk wrote: Sun Jul 05, 2020 7:27 am",
"content": ""
}
]
},
{
"author": "eradicator",
"content": "Theoretically +1 for the Idea as such, but... \n \n\nCouldn't be farther from the truth. Animation is never simple. Ever heared of motion capturing? They do that because manually creating nice looking animations is very difficult/expensive/time-consuming. And the factorio character is one of the most heavily animated things in the game, with different animations for running, mining, shooting, running-while-shooting or even just standing still. Each multiplied by 3 different types of armor. \n \nSo I'd personally be satisfied if at least modding it was properly supported. \nFor completition here's a related modding interface request: 92112",
"date": "2021-06-21T13:00:59+00:00",
"quotes": [
{
"author": "Foralei wrote: Mon Jun 21, 2021 12:43 pm",
"content": ""
}
]
},
{
"author": "Silari",
"content": "As eradicator said, it's a LOT more than that. There has to be an animation sheet for idling, mining, and running. Each of these sheets has 3-4 additional sheets to support the masks (used to color the player) and the shadows. Idling and running has another set of sheets for if the character is holding a gun, so double those. And there is actually a completely different set for wearing no/low, mid, and top level armor, so triple all those. \n \nYou'd also need to update the corpses, though that's relatively easy. \n \nThen double all that again since you need a normal and HR version. Factorio\\data\\base\\graphics\\entity\\character\\ has 128 items/45MB in it just to support the character entity. \n \n \nNow, Wube has talked before about all the tools they made that let them automate making sheets from their 3d models, but it can't automate everything and it's still a lot of work, and and they'd still need to make the 3 models to support the armor level variations. \n \n \nI'd like to see a built in option for it, but it's not simple at all.",
"date": "2021-06-21T17:15:25+00:00",
"quotes": [
{
"author": "Foralei wrote: Mon Jun 21, 2021 12:43 pm",
"content": ""
}
]
},
{
"author": "",
"content": "I think there should be mods, eventually with cryptic signatures, to allow to install “official extensions mods” without loosing achievements. The female character mod would be one of my first candidates. \n \n \nMuch more could be said about handling this “correctly”, but for me correctness is political and has nothing to do with suggestions.",
"date": "2021-06-24T03:13:58+00:00",
"quotes": []
},
{
"author": "NotRexButCaesar",
"content": "Maybe the \"non-game changing\" section. There could be specific criteria such as 'no new recipes' & similar.",
"date": "2021-06-24T05:35:34+00:00",
"quotes": [
{
"author": "ssilk wrote: Thu Jun 24, 2021 3:13 am",
"content": ""
}
]
}
] | 19
|
2013-02-25T18:53:05-06:00
|
forum-topic-125540
|
125540
|
Incorrect default for MapGenPreset::default
|
Resolved Requests
|
https://forums.factorio.com/viewtopic.php?t=125540
|
PennyJim
|
MapGenPreset.default lists its default as `true`, when this seems clearly incorrect.
The engine itself doesn't set them, despite documentation saying it can't set any other fields if it's true: __base__/prototypes/map-gen-presets.lua
|
[
{
"author": "",
"content": "Thanks, fixed for the next release.",
"date": "2025-01-27T13:22:44+00:00",
"quotes": []
}
] | 1
|
2025-01-03T14:30:31-06:00
|
forum-topic-121805
|
121805
|
More Multiplayer Servers Search Filters Options
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=121805
|
UpsideDownEye
|
TL;DR
Add more options to the "search filters" tab in the "browse public games" menu.
Story (feel free to skip this)
Picture this situation: You join a public multiplayer game (after finishing Gelba in your single-player save so you are tired of space age) only to be met with space age game after space age game (or you don't have space age and want to filter these servers out). After finding a server without space age (finally), it has a ups of 15 and because of this, you decide to do something I legally cannot say. Once you have finished your grand escape from the FBI, you try again. This time you found a server with a ups above 45 and it isn't running space age (after a few hours). It takes a full minute to connect, but you don't think anything of it. Upon typing "hi" in the chat, your message does not appear. 3 seconds later, your message has appeared. The ups is 60 the game seems to be running fine, however upon asking the server owner how good their wi-fi is... they reply by talking about how amazing their mobile hotspot wi-fi is (it sucks). One quick trip to your therapist later (and an extended session), you try again at finding an at least uncommon quality multiplayer game. After 4 days straight (no sleep no eating no bathroom breaks) of searching for a good game, you find one that meets all your previous criteria for a good game, but nobody there speaks your language. 1 day later and people are beginning to make reservations to attend your funeral.
What?
I suggest 6 new filters for the "search filters" tab in the "browse public games" menu.
1. Space Age
2. Ups (Max) (includes box to type in (numbers only))
3. Ping (Max) (includes box to type in (numbers only))
4. Region (99% sure people are going to get mad at me for including this, but I'm going to mention this anyway (before you ask, its the honor system, no region lock or anything either).)
5. Host Uses Your Language (if the host's game language = what your game language is set to) (could also be a drop down menu)
6. Achievements (not in image cause this was a late thought and I don't have time to update the image for it) (more a no /editor check than anything else)
Incase it isn't clear what I'm pointing to... 11-16-2024, 20-46-05.png (8.26 KiB) Viewed 296 times
New(trademark) search filters tab! factorioserverfindsuggestion.PNG (18.17 KiB) Viewed 296 times
The server create screen would also have to be updated to include regions if people are okay with it. factorioserverfindsuggestionbooting.PNG (76.77 KiB) Viewed 296 times
Why?
I feel as if though I've lived through the aforementioned story many times in my Factorio experience (okay maybe not to the level of exaggeration I may have written but my point still stands). It feels as if though searching for a good server in public multiplayer is more tedious than quick. Sometimes I want to be able to click a button and learn there aren't any servers that meet my demands instead of manually going in and checking 1 by 1. Should I hit you with numbers on how much time this has taken out of my life? No?! Too bad I'm doing it anyway. I typically spend on average, 3h once I've found a game and revisit it 2 times. It takes me about 5m to change mods, reboot up the game, join the server, and then look around. About 75% of servers are space age right now (but if I filter to no mods that fixes it (but that also then excludes games running QOL mods)), 25% have mods I'm not happy with, 20% have UPS problems, 33% have ping issues, 50% don't speak a language I know, and another 50% just straight up suck for a different reason or another (these numbers are chosen based on how often i feel these happen). 75%+25%+20%+33%+50%+50%=97.5% (or 1/40) chance of me finding a server I'm not happy with. This means I spend 40*5=200 minutes each time I try to find a good game in Factorio multiplayer sifting through servers. 3(2+1)(60)/200=2.7:1 ratio of my time spent actually playing Factorio : time finding a good multiplayer server... Maybe I should just be thankful we have any filters at all.
|
[] | 0
|
2024-11-16T23:35:36-06:00
|
forum-topic-33388
|
33388
|
Simple zip-like launcher for OSX
|
Mod and installation managers
|
https://forums.factorio.com/viewtopic.php?t=33388
|
theBeave
|
OSX does not have the zip installation option that Windows has. So this little applescript launcher will automatically launch factorio with optional adjacent mods folder and/or config file. With this, you can have an alias to the game setup launcher you would like to use.
If you just need simple, then this is it. No gui, no automatic file manipulation, just double-click launching of factorio with the mod-set and config you want.
Basic usage is to create a folder that holds just the launcher and the mods you want to use (see full options block). Since the script likely needs an edit for each end user, it is presented a source. Open in Script Editor, edit the one line, and export as an Application. The script just dynamically creates a command line instructions with the '-c' and '--mod-directory' arguments based on its optional neighbors.
The script does not handle save games. Those still get stored off to the Application Support folder. You could, however, edit the config.ini file to point to wherever you would like top store your saved games, and use that in the launcher folder.
Full Options ## You must edit the script file to point to a central factorio application stored on your machine.
The folder MUST contain the launcher (you can name the launcher whatever you would like).
The folder MAY also contain any/all/none of the following, each is optional:
- a unique config.ini file - carry key bindings and such to a particular instance of gameplay. This is the normal factorio config file, nothing special added or removed by this script.
- a mods folder
- a copy of the factorio application, named 'factorio.app' - in case you want to use a different version from your main installation*
* you could also modify the script and create a new launch application to point to a different central installation if you planned on having a bunch of setups from the same version
Folder Structure #Most basic usage#
/alpha_14 no mods
launcher
/mods (empty folder)
#All items#
/alpha_14 mods-config-app
launcher
/mods (folder, full of mods)
config.ini (with specific key bindings and such)
factorio.app (a copy of another version of factorio that your favorite mods support)
|
[
{
"author": "",
"content": "Ah! I should more often go through the depth of the forum. Nice.",
"date": "2016-11-06T22:45:48+00:00",
"quotes": []
}
] | 1
|
2016-09-25T17:41:46-05:00
|
forum-topic-127522
|
127522
|
savegame replay Video
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=127522
|
FritzHugo3
|
I am aware that the replay function is not a video recording, but a reconstruction of the player input and the seed of the map.
However, I don't understand why you can't jump forward or back at a certain time - surely, it would take a long time to “jump” to a past point, as the game has to “play” the whole way from the first second to the newly selected point (64x speed).
You could enter a time, then the game calculates and in that time you can just go for lunch and don't have to wait for the moment yourself.
If you miss the important 5 minutes in a 10 hour gameplay that you wanted to show, you have to start from the beginning and stay with it the whole time.
Short version:
Please an input field where you can enter the timestamp to which the simulation should pre-calculate
+ please show us the playtime
+ The regulary playtime from a save in the debug menue would be also a good thing.
+ An otion to show the evolution in the debug menue.
(So booth can be shown permanent without a mod or a third party speed run tool).
Thx.
|
[
{
"author": "",
"content": "Replay has only a limited set of data which it can use: there is level-init.dat inside of save file which is a state of save file at the beginning of recording (used when starting a replay playback), there are all the input actions recording actions player did (replay.dat) and there is level at the end of replay (level.dat), not used by a replay but just to allow resuming given save file without having to rely on replay artifacts. This effectively means a replay recording is like a a video file, where the only I-frame is at the beginning of the record and everything else has to be computed from the start of the game. We have no \"update 1 tick bacward\" because that is simply not possible to implement, game can only advance game state forward by 1 tick if its given input actions to apply in that tick. Fast forward rewinding is not available because it just requires full game update to happen from beginning to end and if a save file was taking 100% cpu to update when recording, it will take 100% cpu to update when doing a playback. All the features you are asking for would require an extra replay playback session that would save game state with some high interval (lets say a save file every minute) just so doing a seek backward could read a precomputed game state at that tick or slightly earlier and then move it forward to the required timestamp. All such extra full game state records would take significant amount of disk space, possibly making a save file take 500x as much (if your save file takes 50MB, having extra data stored every minute for a 10 hour recording, assuming all save files would take 50MB and are done every minute, that would be a set of 600 save files each taking 50MB, just so you could seek backward without having replay doing full update). This is way too much to ask for in terms of what features we want to have. \n \nThe only possible feature that would not explode without player noticing would be ability of doing manual save of game state at a specific point in time of the replay where an intermediate game state would be saved (as level-init.dat) with all remaining input actions to be applied from this point onwards. This would give you a manual control of where to put the \"I-frames\" from which a replay could be resumed without having to watch replay from the beginning. Such save files would still take about twice as much as normal save files (level would have to be saved as both level-init.dat and level.dat)",
"date": "2025-03-15T14:34:22+00:00",
"quotes": []
},
{
"author": "FritzHugo3",
"content": "I'm not sure if you really read everything I wrote or if the meaning was completely lost in the automatic translation. \n \nThere shouldn't be any technical problems at all, as I actually wrote. All that happens is the player stops at a time specified by the player, after simulating the entire simulation at 64x game speed. \n \nMy point is not to wait permanently at the computer until the game time xy has been reached during a recording of several hours. \n \nAll it would need is an input from the player for the time to be reached, the player lets the simulation run from second 1 to the right point and then stops on its own - that's all that should happen and I don't see any major technical hurdles. \n \nThen the player can play football or do something else in the hours he would otherwise have to wait in front of the computer to press the pause button.",
"date": "2025-03-16T01:40:05+00:00",
"quotes": []
},
{
"author": "eugenekay",
"content": "It is not able to start from an Arbitrary point because Intermediate State is not saved - only the Starting State + Input along the way. The Game Engine cannot run in reverse - so there is no way to \"Rewind\", only start over from the beginning. It is possible to reconstruct the \"Game State\" at an intermediate point - this is exactly what playing a Replay is doing. You can also Save a (copy of a) Replay while it is in-progress, so that you can Continue from that point. \n \nI have never tried using a Replay file with the Command Line Parameter --load-game, maybe give that a shot? The --until-tick option may also be of interest. If you have a lot of Replays to watch you can try capturing them with a tool such as OBS to get a rewindable Video file. \n \nGood Luck!",
"date": "2025-03-16T02:04:12+00:00",
"quotes": []
},
{
"author": "FritzHugo3",
"content": "This is exact what I have written in my first post! \nAnd that's not what I wrote, no one seems to read what I write. \n \nThe game simulates from second 1, up to a value that the player enters. The recordplayer already does that, but without pausing at a certain time - please read what I write before answering. Very frustrating.",
"date": "2025-03-17T17:23:08+00:00",
"quotes": [
{
"author": "eugenekay wrote: Sun Mar 16, 2025 2:04 am",
"content": ""
}
]
},
{
"author": "eugenekay",
"content": "You have asked for an Option to \" enter a time, then the game calculates\" - this is what --until-tick Command Line Parameter's purpose is. \n \nFrom here, you could then Save the Game (to create a new, resumable Replay from this point), or you could Capture the entire replay with OBS. As-covered, there is no \"Reverse\"; only \"Start Over\".",
"date": "2025-03-17T17:31:36+00:00",
"quotes": [
{
"author": "FritzHugo3 wrote: Sat Mar 15, 2025 2:11 pm",
"content": ""
},
{
"author": "eugenekay wrote: Sun Mar 16, 2025 2:04 am",
"content": ""
}
]
}
] | 5
|
2025-03-15T09:11:12-05:00
|
forum-topic-107673
|
107673
|
[1.1.87] Mod Updating not working
|
Resolved Problems and Bugs
|
https://forums.factorio.com/viewtopic.php?t=107673
|
PigStyle
|
When I try to update the modpack "All The Overhauls Modpack" from 1.1.4 to 1.1.5 it fails saying "Unable to install all required dependencies for the selected mods: There is no compatible version of Foundry on the mod portal.. Would you like to update the mods without dependencies?". The mod that fails is not the same one every time, sometimes it will be "MDbobelectronics" or "dredgeworks".
I have attached a save file with All The Overhaul Modpack version 1.1.4, to recreate the error sync the load file and then after game restart try to update mods in mod page. I was also able to reporduce this by manually downloading version1.1.4 adding it to mod folder and then trying to update.
If I completely delete all mods and then fresh install All The Overhaul Modpack version 1.1.5 every dependent mod will install correctly, so the problem seams to be related to update only.
Edit: forgot to attach log file, it does not show an error but here it is
|
[
{
"author": "",
"content": "Thanks for the report. It's now fixed for the next 1.1 release.",
"date": "2023-07-06T18:02:16+00:00",
"quotes": []
},
{
"author": "PigStyle",
"content": "Sweet!!",
"date": "2023-07-06T18:19:44+00:00",
"quotes": []
}
] | 2
|
2023-07-06T09:52:01-05:00
|
forum-topic-126870
|
126870
|
[2.0.32] Crash browsing inventory (no stacktrace)
|
1 / 0 magic
|
https://forums.factorio.com/viewtopic.php?t=126870
|
Hugo5
|
Was recycling Power armor MK2 on Vulcanus and took the modules from the chest, opened my inventory (had a lot of different quality modules), checked how many modules I had and bam
error popup
game crash
windows help page opened <- Did not press F1
Black screen of death <- Black magic
Had nothing else opened.
I guess this was more than just a crash.
|
[
{
"author": "",
"content": "It sounds like there is something wrong with your system, if you find a way to reproduce the crash after all let us know.",
"date": "2025-02-15T19:49:50+00:00",
"quotes": [
{
"author": "Hugo5 wrote: Sat Feb 15, 2025 7:37 pm",
"content": ""
}
]
}
] | 1
|
2025-02-15T13:37:15-06:00
|
forum-topic-18152
|
18152
|
Who indulges their artistic side?
|
Fan Art
|
https://forums.factorio.com/viewtopic.php?t=18152
|
The Phoenixian
|
So now that we've have pathways for a while and can effectively draw on the map as we wish, I'm curious, does anyone besides me use this stuff to pretty up their factories?
Not even in the sense of drawing or anything but just basic stuff like cordoning off production blocks with paths to give the factory a bit more definition, using stone bricks early on as psudo-blueprints and to add a bit more shape inside, and so on.
Like so:
(Not shown: An octopus shaped train station with a lead station named "Standard Oil.")
|
[
{
"author": "Gouada",
"content": "I don't have the time to post pictures right now but I like to build race tracks in concrete, make names, and floor all factories. I think that the addition of floors was a good idea and quite like what a youtuber called MangledPorkGaming does in his worlds.",
"date": "2015-12-09T06:37:49+00:00",
"quotes": []
},
{
"author": "Iphrid",
"content": "This is in no way done legit. I used the map editor to make a pretty village-like setup with different buildings doing different things and made it pretty with both paths and trees.",
"date": "2015-12-24T14:45:56+00:00",
"quotes": []
},
{
"author": "BreadWave",
"content": "It looks very nice, too bad we can't plant trees in the game",
"date": "2016-01-12T15:02:26+00:00",
"quotes": [
{
"author": "Iphrid wrote:",
"content": ""
}
]
},
{
"author": "Danielv123",
"content": "I like how you use blue belts and basic assemblers Kappa",
"date": "2016-02-03T22:55:12+00:00",
"quotes": [
{
"author": "Iphrid wrote:",
"content": ""
}
]
}
] | 4
|
2015-12-02T10:01:16-06:00
|
forum-topic-100763
|
100763
|
UPS optimized 12-beacon smelting - w/minimal circuits
|
Combinator Creations
|
https://forums.factorio.com/viewtopic.php?t=100763
|
Belter
|
Edit: problem solved (TY!)
- v5 blueprints are here
- v6 blueprints are here - best for UPS!
Can someone tell me what I miss, why the compressed setup (top) cannot give a full belt? I use the same timings... Maybe I miss sometime obvious
Continuing a discussion here: viewtopic.php?f=202&t=100553&p=557154#p557154
THX for the comments there! The whole circuit idea is coming from there from mmmPI.
My goal was to have final setup 12-beacon smelter for my mega base w/o circuits, but for UPS optimization a _minimal_ circuit looks inevitable to control the inserters grabbing 10-12 plates instead of <4 -> much less swings. Power/resource need to build is not a priority here.
This beacon setup is very fragile as to have a full belt 8.96 smelters required. But I prefer going with it to use the ore the most efficient way.
To improve even further I've tried to apply the same logic but squeeze vertically to take as minimal space as possible. For some reasons this setup does NOT produce a full belt of plates. The only difference is side loading for both lanes:
top row is the compressed setup, vertically 1 tile smaller
bottom row is the orignal setup, working nice
Smelting-UPSoptimizedMaxBeacon-WhyNoFullBelt.png (1.48 MiB) Viewed 26506 times
So I re-placed the smelters with new ones, started with empty belts, let it run like 15 minutes, then cut the ore. The original setup (bottom) produced a full belt after like 2 minutes, the new was never able to catch-up and had gaps. My base is at 40UPS but is should not matter, testing there.
Here are the number of plates produced.
Table cells are matching the smelter on the screenshots/blueprint. Sum is 46209 vs 47065 plates: 1.81% diff.
Per the table the last smelter is going full throttle clearly, still not enough, the original setup is much more balanced. I don't know what's going on at #3...#6, why not getting enough ore??
Smelting-UPSoptimizedMaxBeacon-WhyNoFullBelt-Stats.png (10.17 KiB) Viewed 26506 times
Blueprint ( important : put someting on the controller O belt, outer lane, not inside to get proper timing for the inserters):
Smelting-UPSoptimizedMaxBeacon-WhyNoFullBelt-BP.png (538.88 KiB) Viewed 26506 times
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|
[
{
"author": "SoShootMe",
"content": "The obvious explanation is that in the compressed setup, the buffer (the belts to be side-loaded onto the output belt) from the ninth furnace is insufficient, so (occasionally) there's no item to fill a gap left by the \"earlier\" furnaces.",
"date": "2021-11-26T11:16:05+00:00",
"quotes": []
},
{
"author": "Belter",
"content": "I'm not sure. That smelter (#9) is actually producing 1.6% more than the one in the orginial setup. It has to fill too many gaps, clearly, as the smelters before producing much less for some reason. Like #6 is the worst, -5.4%! \n \nWhen I start the test w/empty lanes, the full setup is slowly building up the queue but at the one in the compressed setup is not able to fill the - I agree shorter - buffer even. \n \nI'll do more tests on the weekend in creative mode. Added %s, same data. See the 1..8 sum and the -2.3% diff: \n \n \n \n \n Smelting-UPSoptimizedMaxBeacon-WhyNoFullBelt-Stats3g3.png (24.81 KiB) Viewed 26453 times",
"date": "2021-11-26T11:33:09+00:00",
"quotes": [
{
"author": "SoShootMe wrote: Fri Nov 26, 2021 11:16 am",
"content": ""
}
]
},
{
"author": "mrvn",
"content": "Why aren't the furnaces working full time? Are they running out of ore or stopping because the output is full? \n \nYou might have to wire up the input inserters and only enable them once the ore belt is filled so all furnaces are in sync. Otherwise the timing between inserting ore, the plates being produced and your output inserter removing plates can hit some bad configurations. \n \nPS: Instead of having 9 furnaces per row why not have 9 rows of 8 furnaces each and merge the output into 8 belts?",
"date": "2021-11-26T13:26:24+00:00",
"quotes": []
},
{
"author": "SoShootMe",
"content": "I took a deeper look (ie actually tried in the game), and it is the former (makes sense given the figures, which I had misinterpreted). It takes longer for an inserter to pick up from an underground entrance (compressed version) than an underground exit (uncompressed version). This results in no input at times, at least on the partially depleted belt. \n \nThe underground pairs in the compressed version can be moved along one so the inserters pick up from underground exits, except for the ninth furnace, where it requires shortening the buffer or replacing the (unnecessary) entrance with a belt facing the inserter. With these changes, the belt buffers from the ninth furnace fill up (as does the furnace's output, slowly), so no gaps in the output. \n \n\nClocking the input inserters may be better for UPS, but they'd need their own clock.",
"date": "2021-11-26T17:46:41+00:00",
"quotes": [
{
"author": "mrvn wrote: Fri Nov 26, 2021 1:26 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Belter",
"content": "THANK YOU. \n \nI did not know that - and also feel pretty stupid that did not spot this difference!!! \n \nNumbers are identical now as they should and I've spotted no gaps after the first 2 mins: \n \n \n \n TY.png (53.49 KiB) Viewed 26385 times",
"date": "2021-11-26T19:58:08+00:00",
"quotes": [
{
"author": "SoShootMe wrote: Fri Nov 26, 2021 5:46 pm",
"content": ""
}
]
},
{
"author": "Belter",
"content": "Well, there are actual measurements about this furnace output inserter topic. \n \nThe relevant conlusion is pretty convincing, referring to avg tick update time: \n \n\nSee: \ntest-000101 : Best way to load/unload furnaces? Cars vs. Chests, clocked vs freerunning inserters? \n \n \n \nNote: 10.000 :O furnaces were in this tests... +other crazy stuff is there as well!",
"date": "2021-11-26T20:19:10+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "SoShootMe",
"content": "FWIW, I didn't know either, and it took me a little while to figure out! Part of it is that I (and I guess you too) wouldn't expect any difference between the two. \n \nA lot of \"weirdness\" emerges from item-chasing behaviour - picking up from an entrance fed by a full, moving belt, it looks like the inserter tries and fails to pick up from the far lane, but misses items on the near lane as a result. But not always... \n \n\nWith full productivity modules and 12 beacons/furnace, 10k furnaces is sufficient for ~16k science/minute (all seven science packs), though about 1/4 are for steel with a lower output rate. I think the more shocking fact is that 10k furnaces is not completely out of this world . \n \nFrom a UPS perspective, a few other things spring to mind:\n \n Is it better to sideload output or not? (In the uncompressed setup, you can route the belt to the north of the furnaces to load the left lane of the output belt.) \n If not sideloading, does it make a difference if you load output onto an underground exit, underground entrance or belt? \n Is it better to clock input inserters? \n Is it better to run two, single-sided input belts? If so, sideload to \"top up\" or keep separate?",
"date": "2021-11-27T02:55:18+00:00",
"quotes": [
{
"author": "Belter wrote: Fri Nov 26, 2021 7:58 pm",
"content": ""
},
{
"author": "SoShootMe wrote: Fri Nov 26, 2021 5:46 pm",
"content": ""
},
{
"author": "Belter wrote: Fri Nov 26, 2021 8:19 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "mrvn",
"content": "Clocking isn't needed. The inserter go to sleep when the funace has enough ore in the input slot and always pick up 12 ore if there is some on the belt. \n \nThe circuit control I mentioned is so that all furnaces start at the same time so they all produce plates at the same time and the clocked inserter to remove plates have 12 plates. Without circuit control the furnaces will start one after the other as ore travels down the belt. But they probably get in sync enough after a while on their own.",
"date": "2021-11-27T08:23:39+00:00",
"quotes": [
{
"author": "SoShootMe wrote: Fri Nov 26, 2021 5:46 pm",
"content": ""
}
]
},
{
"author": "Belter",
"content": "I was impressed about the testing itself, the guy even created a factorio mod to crete the test worlds! \n \nI'm optimizing my 3k spm base, in theory it needs 1888 furnaces, actually I have 6k.. Even with the 8 beacon setup 2372 the theoretical req. \n \nWoah, nice points! \n \nAs the output inserters are controlled, the input inserters are working pretty nicely, just in time putting 12 items in the furnace. As the current compressed setup is working fine now, I'm really happy with it. \n \nMy main goal is to minize entities to get out of my 40 ups/fps trap, TODO is list is really long... \n \nSo the use the compressed setup with power stations I've reduced the buffer to 3 belts which gives space for ( per wiki : \n- bottom buffer: ( 256 + 256 + 295 ) / 64 = 12.6 items \n- top buffer: (256 + 295 + 106 ) / 64 = 8.7 items \n \nIt is a significantly shorter buffer but enough according to my tests. Will post the final BP. \n \nThe last smelter does the least amount - so it can keep up:\n \n \n \n Smelting-UPSoptimizedMaxBeacon-CompFix2.png (14.82 KiB) Viewed 26271 times",
"date": "2021-11-27T16:57:17+00:00",
"quotes": [
{
"author": "SoShootMe wrote: Fri Nov 26, 2021 5:46 pm",
"content": ""
},
{
"author": "SoShootMe wrote: Fri Nov 26, 2021 5:46 pm",
"content": ""
}
]
},
{
"author": "quyxkh",
"content": "Then your strategy's optimizing the wrong thing. Entities aren't what dominates UPS cost, what dominates UPS cost is inserter swings. That's not an absolute, you can get the inserter swings down to a level where other things matter as much, but you're not there yet. And inserters are entities too. \n \nWhat slows the game down is entities in some kind of motion or other change. Inserters swing for at least 26 ticks per handful, plus, for belts, absolute best case is two or three ticks of hunting to load/unload each item.",
"date": "2021-11-27T18:44:26+00:00",
"quotes": [
{
"author": "Belter wrote: Sat Nov 27, 2021 4:57 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "I didn't know either for the underground belt. I would have expected that the inserters fail to grab items when picking up from an underground Exit, and not Entrance. With the idea that maybe it is harder for the inserter to anticipate item position/ chasing the item when the previous belt is underground, because it cannot see \n \nFrom what i understand from quyxkh comment's there would be some room for optimization by removing the belts ? to avoid the inserter chasing item on them as it's the costly part in their functionning ? \n \nThere was some contest time ago called \"UPS war\" on this forum where the aim was to produce an item with the most UPS friendly build on a given map. And the organizers tested each submission and ranked them based on UPS. I remember some very efficient build used trains instead of belts, to reduce the amount of inserter/inserter swing required i think, maybe also to avoid the chasing-item-on-belt ? \n \n\nI remember this website, I think it dates back from this period of the \"UPS war\" contest, the version of the game was 17.XX, i do not doubt the high quality standard of the test, but i am unsure if everything stated is still the exact same with current version. \n \nThey do say in the test that setting filter to the inserter seem to yield better result than just enable/disable which is what i used in the previous post but i had no data to back it up it was more something i've heard and i'm not sure it's still true with current version .",
"date": "2021-11-27T20:55:49+00:00",
"quotes": [
{
"author": "Belter wrote: Fri Nov 26, 2021 8:19 pm",
"content": ""
}
]
},
{
"author": "ptx0",
"content": "circuit clocking inserters is still lucrative but filters vs enable-disable are no longer better. that's been fixed.",
"date": "2021-11-28T16:37:55+00:00",
"quotes": [
{
"author": "mmmPI wrote: Sat Nov 27, 2021 8:55 pm",
"content": ""
}
]
},
{
"author": "Belter",
"content": "Timing the inserters makes them turned off like 75% of the time in this setup. Pretty safe to assume that it gives a UPS improvement. Not timing them -> working 100% of the time. \n \nGood to know, you guys rock! \n \nAfter playing around a bit I've realized that using the circle belt timer cool but also a pain - cannot just copy&paste the blocks, had to place the item on the timer belt manually... Before dumping it I've calculated that the small circle method is good for 17.7 ... 147.5 tick cycles. \n \n...so did the math and replaced it with a single combinator & the overflow counting method to achieve the same ~123 tick cycle.\n increment a signal by 35M (2^32/123) and feed it back to the input \n turn on inserter if signal is >2G \n Here is the OCD friendly updated version of the compressed setup v5 (tested):\n \n \n \n v5-BP.png (783.97 KiB) Viewed 26169 times \n \n \n 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 Copy blueprint \n \nThis version is for iron/copper smelting, outputs a full blue belt, tested w/a full blue belt ore, consumes 0.84. \n \n100% self contained (circuit control, power, undergound belts) and modular. \n \nFor multi-row setup the combinator can saved if green wire is connected -> pain again...",
"date": "2021-11-28T19:14:56+00:00",
"quotes": [
{
"author": "quyxkh wrote: Sat Nov 27, 2021 6:44 pm",
"content": ""
},
{
"author": "ptx0 wrote: Sun Nov 28, 2021 4:37 pm",
"content": ""
},
{
"author": "mmmPI wrote: Sat Nov 27, 2021 8:55 pm",
"content": ""
}
]
},
{
"author": "mrvn",
"content": "Add the substation for the previous row in the blueprint and connect the green wire across that. On the first placement you get an extra substation that is easy to remove. And you probably should have a separate blueprint for the clock including the green wire connection to one inserter. Blueprinting 2 clocks when the rows are connected would be bad. \n \nOr a blueprint for the first row and one with 2 connected rows (without clock) for extending. Put them in their own blueprint book for easy selection.",
"date": "2021-11-28T21:19:28+00:00",
"quotes": [
{
"author": "Belter wrote: Sun Nov 28, 2021 7:14 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "do you have any source please ? not that i'm suspicious but i'd be again in the situation i was earlier to think something is true but without any data to back it (except now i should think it's false). it must be in a changelog somewhere i'm obvisouly unware:) \n \n\nI would have advised you to only make 1 control belt somewhere and then use overlapping blueprint to have the green wire connect ALL inserters. To avoid placing manually 1 item every 9 furnace and also and mostly because i would have never thought of the method you used which is more sophisticated that what i do . \n \nThe blueprint is nice in itself, hopefully it also serve the purpose you made it for ! \n \nWhat if the extra sideloading required for the compact version eat-up the ups-efficiency gained by clocking the inserters ? eheheh factorio's a fun game",
"date": "2021-11-28T21:35:30+00:00",
"quotes": [
{
"author": "ptx0 wrote: Sun Nov 28, 2021 4:37 pm",
"content": ""
},
{
"author": "Belter wrote: Sun Nov 28, 2021 7:14 pm",
"content": ""
}
]
},
{
"author": "ptx0",
"content": "viewtopic.php?f=204&t=77314&p=463860&hi ... er#p463860 \n \nalways from stevetrov, mulark, or DaveMcW, if not posted by Rseding91 or boskid.. usually in that order.",
"date": "2021-11-28T22:10:31+00:00",
"quotes": [
{
"author": "mmmPI wrote: Sun Nov 28, 2021 9:35 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "maybe there was a misunderstanding, in the thread you linked the winning design uses filter inserter for the furnaces output. \n \nThe post you mentionned in particular is not saying that enabling/disabling regular stack inserter has been made equally CPU-intensive as setting filter on stack filter inserter. \n \nIt is saying on the contrary (i think) that since 0.17 the filter inserter will go to sleep when not filter is set and it isn't swinging. \n \nIt then says using enable/disable makes them never sleep ( which is corrected the following post) and says that there is a PR waiting to be approved. \n \nThis is from 2019, maybe things have changed since then but i need a source of information at least the same magnitude of the source of information that established my previous belief to change my mind, it would be a changelog saying something about the sleep of the inserter, or a new contest where there is clearly a consensus that it is equivalent, or my own tests, or several third party test. ( i don't have much more data with your source :/ )",
"date": "2021-11-28T22:36:15+00:00",
"quotes": []
},
{
"author": "Belter",
"content": "Only found this in the changelog related: v0.18.0 / 21.01.2020 / Optimizations section:",
"date": "2021-11-30T08:47:50+00:00",
"quotes": [
{
"author": "mmmPI wrote: Sun Nov 28, 2021 10:36 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "The time period correspond to after the mentionned ups wars was had gone inactive, so it would seem it is the conclusion of the pending (at the time) PR. \n \nI'm willing to believe/hope it is better for UPS , however the source doesn't mention precisely enough for me to infer the cost in UPS is now necessarily the same as fllter inserter. \n \nIt also mention sideloading has been made more ups-efficient, and many others \n \nIt's better to have incomplete/ambiguous source than no source at all anyway ! And the blueprint looks solid !",
"date": "2021-11-30T21:10:55+00:00",
"quotes": []
}
] | 19
|
2021-11-26T02:46:20-06:00
|
forum-topic-120791
|
120791
|
Certain tech tree dependencies and trigger tech issues in Space Age
|
General discussion
|
https://forums.factorio.com/viewtopic.php?t=120791
|
KuuLightwing
|
I'm at Aquilo currently, and across my playthrough I had some friction with trigger techs, and some dependencies in the tech tree that do not make for smooth game experience.
First of them is oil. I'm not a fan that you need to mine oil first before you can do anything with it. It's a minor thing, but usually I build refinery first, then I get oil and also usually use trains for this. Another issue this is that it's convenient to use flamethrower turrets to defend oil outposts, which are now locked completely until you mine some oil. This kinda forces to take some artificial steps like triggering the tech first, then researching all the required tech, then coming back and actually building the outpost.
Second is uranium. Now it again forces you to mine uranium before you can do anything with it and then do an additional research before unlocking nuclear power. Another problem is that heat pipes and other power components of the heat subsystem are locked behind this research. I arrived at Vulcanus without touching uranium and found out that I can only use regular steam engines, which was... not ideal. Contrariwise, the heating tower unlocks other power components as well, so I think the tech that unlocks acid neutralization should also give access to steam turbines.
Third is Quantum processor. It requires biter egg handling trigger, despite not requiring any biter eggs as far as I can see, so it's a completely arbitrary step that is probably a leftover of some previous game version where processors needed biter eggs to craft.
|
[
{
"author": "KuuLightwing",
"content": "Oh, found another anomaly. Is there a particular reason why railgun shooting speed needs cryo science, and railgun damage does not, and needs agri science instead?",
"date": "2024-11-11T22:18:06+00:00",
"quotes": []
},
{
"author": "Twisted_Code",
"content": "Most of this I can kind of get, as this is how tech trees normally work, i.e. you unlock things by doing the relevant research and interacting with the relevant systems. Igniting oil, and knowing how to use it all offensively, reasonably requires having at least touched the stuff. \nOn the other hand, I'm with the last two things. For the advanced steam engines, I think that is worth the Devs at least taking a peek at, and the biter egg trigger is just weird, you're probably not far off with your hypothesis on it.",
"date": "2025-02-24T02:27:21+00:00",
"quotes": []
},
{
"author": "NineNine",
"content": "These dependencies are set up to help new players learn the game. \nFor experienced players, it should take no time at all to flip on the technologies, so I don't see what the problem is, exactly.",
"date": "2025-02-24T03:07:56+00:00",
"quotes": []
},
{
"author": "fencingsquirrel",
"content": "Not having nuclear on vulcanus is totally fine. It's got 300% solar polar and shorter day cycles, while having infinite iron/copper/sulfuric acid to make solar/accumulators. I just made a chest of solar and accumulators and plopped down a few thousand at once. \n \nHaving to use efficiency modules isn't ideal, but if you don't have nuclear you probably don't have beacons either anyways so you don't really miss much.",
"date": "2025-02-24T06:48:58+00:00",
"quotes": []
},
{
"author": "Burgoo",
"content": "Can you get to vulcanus without power poles and completely brick yourself? \nfrom what the wiki says you don't need to research alectric energy distribution 2 to get to vulcanus at all",
"date": "2025-02-25T00:35:51+00:00",
"quotes": []
},
{
"author": "fencingsquirrel",
"content": "Yup. Solar is needed too iirc.",
"date": "2025-02-25T01:35:27+00:00",
"quotes": []
},
{
"author": "astroshak",
"content": "Interesting. \n \nVanilla, you need Electric energy distribution 1 (medium, large power poles) to research the silo. \n \nSpace Age, you do not. \n \nThat said … this is a game of automation. As long as you have the ability to set up the production of small power poles on Nauvis, from Vulcanus, you can ship them over. Remember, the platform you used to arrive at Vulcanus is still up there. Did you forget to bring the means to return to it?",
"date": "2025-02-25T10:50:10+00:00",
"quotes": []
},
{
"author": "h.q.droid",
"content": "The soft lock happens when no rocket silo on Nauvis has logistics access to wood / small power poles and Nauvis science somehow stopped. Unlikely, but still possible.",
"date": "2025-02-25T12:37:47+00:00",
"quotes": []
},
{
"author": "Leo Felix",
"content": "Some of these tech locks feel kinda unnecessary. Having to mine oil before unlocking flamethrower turrets could make outpost defense a hassle.",
"date": "2025-03-01T06:33:40+00:00",
"quotes": []
},
{
"author": "angramania",
"content": "You need oil as ammo to flamethrower turrets anyway and tech is cheap, so It will take more time to bring oil to outpost then to get tech. And even in deathworld settings gun turrets are enough for outpost for a very long time.",
"date": "2025-03-01T07:28:22+00:00",
"quotes": [
{
"author": "Leo Felix wrote: Sat Mar 01, 2025 6:33 am",
"content": ""
}
]
},
{
"author": "Twisted_Code",
"content": "Re \"what the problem is\": \nfrom my perspective, it is basically \"veteran players are used to being able to research stuff as soon as they have the science packs for it. This breaks my workflow , can we have a config or something so we can go back to the previous behavior, since it's meant for new players?\" In short, it's not an especially serious problem, but, given my interest in game development, I like rabbling about game design when someone gives me some minuscule problem to rabble about. \nRe \"dependencies and the NPE\": \nI'm aware that was the idea behind trigger techs when they were designed, as I remember reading the FFF where they explained triggers. However, since you brought it up, I'd like to address each of the techs in context of that New Player Experience: \n Mine oil->Oil Processing \nThe oil one is fine, because I think I think there's a clear correlation between obtaining and processing oil (which serves the purpose of teaching new players), and it didn't really cause me any issue, even on Rail world. The most it inconvenienced me was that I had to run out and set up an oil outpost before I could proceed with the tech tree, but it's not like I don't need oil as an input to the oil processing recipes. \n Steam Turbines not unlocked by Acid Neutralization \nWhat exactly is this teaching new players? \"I should've touched the funni green rocks™ before I came all the way here, because they are clearly the only way to get superheated steam\"? I think if you have something that gives you superheated (500°) steam, there should at least be a technology somewhere nearby that uses the full energy of the steam, even if you have to properly have the steam (trigger tech!) before the unlock happens. \n Biter Egg Handling->Quantum Processor \nThis could just be because I've not yet been to space, much less gotten anywhere near unlocking quantum processors, but at least from my cursory understanding, I don't get what biter handling has to do with processing power (unless it's the wetware CPU trope, but in that case I would really like some flavor text on one of the relevant techs). Even if it serves a purpose for teaching new players that's not served by needing the science pack, it feels WILDLY out of place, especially when only Gelba (not the other two planets) contributes a trigger tech dependency to the Quantum Processors tech. Since I haven't played through this part of the tech tree yet, the burden is not necessarily on others to explain, but if you would be so kind as to do so anyway, I wouldn't mind the spoilage ( rimshot ) of the experience.",
"date": "2025-03-03T05:19:48+00:00",
"quotes": [
{
"author": "NineNine wrote: Mon Feb 24, 2025 3:07 am",
"content": ""
}
]
},
{
"author": "Nidan",
"content": "You'll need the eggs soon(tm), but this point has been resolved:",
"date": "2025-03-03T10:19:50+00:00",
"quotes": [
{
"author": "Twisted_Code wrote: Mon Mar 03, 2025 5:19 am",
"content": ""
},
{
"author": "2.0.33 changelog wrote:",
"content": ""
}
]
},
{
"author": "jamiechi1",
"content": "I really don't like the 'trigger tech'. Thankfully there is a mod that removes it. \"No More Trigger Technologies\" mod.",
"date": "2025-03-07T21:12:22+00:00",
"quotes": []
},
{
"author": "KillingTimeItself",
"content": "Honestly, i don't mind the trigger techs, i just think it's a little weird and arbitrary that some of them are so, aggressive. The oil one is a little weird, and the uranium one is a bit odd as well. It just forces a weird game play workflow for something that has no perceivable benefit. \n \nA lot of the early game trigger techs i really like, it's a good solution to anything where you have a really linear path for game play reasons. If it's something like oil, it's a little weirder, and i would honestly prefer to just unlock the trigger tech with the research, or with a separate research, rather than with a trigger tech. It's weird spending science to research the specific action of drilling oil out of the ground, only to then suddenly by no act other than what can be described as divine intervention with the oil flowing over your hands gain the knowledge to refine oil out of thin air. It's similar with uranium mining as well. \n \nI understand the game mechanic is intended to guide new players, but i feel like the tips system does a great job of doing that already, same with the tutorial. Maybe there should be \"guide\" science, which is a trigger science, that doesn't actually unlock anything significant? It just feels out of place, and i'm not really sure it serves a significant purpose. I'm generally not a huge fan of mechanically forcing players into a linear path in an open world sandbox, (especially if it's a short segment, it's like a required side quest) factorio is a masterclass of \"subtle reinforcement learning\" in this regard. It just feels out of place, maybe i'll grow into it, but i'm not sure. I've grown into gleba, haven't gotten there yet, but i'm excited, it seems like a fun and unique challenge. \n \nThankfully it's not a huge problem, it's just a rather annoying and sometimes confusing mechanic (as i quickly discovered on my first playthrough lol)",
"date": "2025-03-07T22:42:49+00:00",
"quotes": []
},
{
"author": "Panzerknacker",
"content": "One that is also weird is Steam power. It makes no sense imo to unlock that while the power poles are locked behind another tech. You litterally can't do anything with the steam engines untill you have power poles. \n \nI think the idea behind these trigger techs was good but the implementation atm is poor. Just having the trigger and putting a few things behind that is not enough, the whole flow of the early game needs to be considered, it must feel rewarding to unlock something, not 'just because'. For example, just smelting plates makes no sense if you don't really have a reason to do it. Maybe they could change it to crafting Iron gears or so, would feel already better. \n \nAlso, imo the unlocks are way too fast atm which defeats the purpose of teaching new players in steps the game. And for veterans, rushing for electricity is not really meta either, you rather spam burners to get the iron production to a reasonable level before starting to build anything else. \n \nThinking about it, it would be a good idea maybe to remove copper ore from the starting resources and implement a new type of pure mechanic crafting machine that runs on burnable fuel so that you can do more without electricity, extending the burner phase a bit. This will leave for something to develop to, instead of having immediate access to basically everything from the start. Having the trigger techs also enables this in turn because not all research relies on Labs anymore (that require electricity) so you could still unlock new technologies this way, leading to being able to harvest copper and generating electricity. \n \nYeah, having these triggers techs really enables stuff that was not possible before, leading to a better game. It's just a matter of really putting them to use in the right way.",
"date": "2025-03-08T09:44:40+00:00",
"quotes": []
},
{
"author": "meganothing",
"content": "I am not sure oil and uranium techs are trigger techs to teach something but simply that it very well fits with the scenario that you first have to find a resource to then research what you can do with it. It also keeps some recipes from appearing simply because you have research left until the time you can really have a use for them. At that moment the new recipes pop up and it draws some attention to them, maybe the only teachings happening here.",
"date": "2025-03-08T16:52:02+00:00",
"quotes": []
}
] | 16
|
2024-11-10T10:40:30-06:00
|
forum-topic-82739
|
82739
|
Major graphics artifacts
|
Technical Help
|
https://forums.factorio.com/viewtopic.php?t=82739
|
Techfish3000
|
Was just starting out, 10ish minutes later, this happens. The severity keeps increasing the more you move, but pausing resets it.
Was on an AMD Ryzen 5 5600x, AMD Radeon 560?, Steam streaming to a Macbook Air (2017?)
|
[
{
"author": "Techfish3000",
"content": "Factorio version 0.17.79, build 47865, win64, steam",
"date": "2020-03-24T00:03:22+00:00",
"quotes": []
},
{
"author": "Techfish3000",
"content": "Here's some more images. \n https://imgur.com/a/51v57C8",
"date": "2020-03-24T00:07:58+00:00",
"quotes": []
},
{
"author": "Jap2.0",
"content": "Does the same issue exist in 0.18 (right click -> properties -> betas in Steam)? If so, please post a log (see 3638 ).",
"date": "2020-03-24T00:17:46+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "Probably a passing amoeba coughed, or something",
"date": "2020-03-24T00:18:50+00:00",
"quotes": [
{
"author": "Techfish3000 wrote: Tue Mar 24, 2020 12:01 am",
"content": ""
}
]
},
{
"author": "Jap2.0",
"content": "Oh yeah, didn't notice that. Does playing it on what you're streaming from (if that's possible) fix the issue? Everything fixing itself when motion stops is a classic consequence of video streaming with a really low bitrate.",
"date": "2020-03-24T00:48:54+00:00",
"quotes": [
{
"author": "Deadlock989 wrote: Tue Mar 24, 2020 12:18 am",
"content": ""
},
{
"author": "Techfish3000 wrote: Tue Mar 24, 2020 12:01 am",
"content": ""
}
]
},
{
"author": "eradicator",
"content": "That looks similar to what happens to video streaming if you have package loss and a (key-)frame is dropped. Unstable Wifi for example. Low bitrate just makes it \"blocky\".",
"date": "2020-03-24T10:17:36+00:00",
"quotes": []
}
] | 6
|
2020-03-23T19:01:27-05:00
|
forum-topic-75864
|
75864
|
Version 0.17.69 - Stable 1
|
Releases
|
https://forums.factorio.com/viewtopic.php?t=75864
|
Changes
Allow closing rich text tags with . as well as /, to allow color tags in save names. ( 75081 )
Using wires in the map editor no longer consumes the wires.
Features
Added a setting to the map editor to show/hide the infinity filters.
Bugfixes
Fixed splitter input flipping mechanism. ( 74273 )
Fixed pressing Backspace when text box caret was at the start of the text, in front of rich text icon, would delete the icon. ( 75306 )
Fixed it was possible to paste non-numeric values to numeric text fields. ( 75303 )
Fixed tooltips appearing in the top-left corner during autosaves. ( 75156 )
Changed render-layer of smoke used as activity indicator on chemical plant. ( 75335 )
Fixed that escape didn't work in the "new scenario for map editor" GUI. ( 75375 )
Fixed that prototype-defined locale didn't work nicely related to items that built things. ( 75419 )
Fixed a consistency issue with rotation of a modded assembler. ( 74746 )
Train will cancel reservation of signals in front of it when it runs out of fuel. ( 74647 )
Fixed manipulating with inventory of other character could cause an armor to be deleted leading to save file corruption. ( 75446 )
Fixed achievement sound stacking loudly when multiple achievements are unlocked. ( 75498 )
Fixed underground pipe connections of a large entity ghost. ( 75492 )
Fixed oil refinery was missing shadow on some configurations. ( 75563 )
Fixed an issue with loading some saves with modded lengths of underground pipes, such as Py mods. ( 75552 )
Fixed that the Lua API allowed setting direction on entity ghosts which would crash in most cases. ( 75600 )
Fixed train stations penalty when there are two stations attached to same rail segment. ( 75555 )
Fixed rotating underground pipe into mixing and blocked connection. ( 75494 )
Fixed that the player cursor stack would be empty during the 'cut' part of cut-paste. ( 75522 )
Fixed train stop rich text tags would show as trains. ( 75611 )
Added automated fix for another case of fluid mixing. ( 75484 )
Changed runtime fluid mixing fix so that it can't be abused in PvP. ( 75495 )
Changed the map editor so it can place blueprints with recipes that haven't been researched yet. ( 75745 )
Fixed rotation of modded boiler with regard to blocked connections. ( 75666 )
Fixed that a pipe block would not get fixed when a rotation removed the reason for the pipe block. ( 75695 )
Fixed a crash in the map editor related to 0-count infinity filters and items in the cursor. ( 75759 )
Fixed crash when attempting to use LuaRendering to render icon of an entity that doesn't have icon defined. ( 75797 )
Fixed fluid mixing from removing a modded boiler in a special setup. ( 75675 )
Modding
Added 'allow_burner_leech' to inserter prototypes. If set to true, burner inserters will look in the pickup targets fuel inventory when refueling.
Scripting
Added LuaEntityPrototype::collision_mask_with_flags read.
Added LuaTilePrototype::collision_mask_with_flags read.
Added LuaDecorativePrototype::collision_mask and collision_mask_with_flags read.
Added LuaStyle::rich_text_setting read/write for labels, text boxes, and text fields.
Added LuaEntityPrototype::allow_burner_leech read.
Added LuaPlayer::request_translation().
Added "on_string_translated" event.
Added LuaEntity::get_merged_signal().
Added to_be_upgraded to LuaSurface::count/find_entities_filtered. ( 75132 )
Added a blueprint entity index to source entity mapping to the on_player_setup_blueprint event.
Changed entity, tile, and decorative prototype collision_mask filters to support filtering by 'collides' or 'layers-equals'.
Added allow_in_replay flag into LuaGameScript::take_screenshot. ( 75272 )
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental .
|
[
{
"author": "KuboS0S",
"content": "Nice",
"date": "2019-09-19T15:36:54+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "Phwoar.",
"date": "2019-09-19T15:36:58+00:00",
"quotes": [
{
"author": "FactorioBot wrote: Thu Sep 19, 2019 3:29 pm",
"content": ""
}
]
},
{
"author": "Jorn86",
"content": "What is the purpose of this? I don't suppose one can save the string to a translated locale file so it can be shared with other players, so... huh?",
"date": "2019-09-19T15:43:53+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "Cooldude2606",
"content": "It can be used to search if a string is included in a translation for a player; for example if you have a set of items to search through you can loop over them and get the locale string in a string form, you can then test if that string contains a user entered string. You can read more on this thread.",
"date": "2019-09-19T15:54:50+00:00",
"quotes": [
{
"author": "Jorn86 wrote: Thu Sep 19, 2019 3:43 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Jorn86",
"content": "Oh, I see. It doesn't ask the player for a translation, it gets the translation as it would be displayed to the player. That makes sense",
"date": "2019-09-19T16:49:15+00:00",
"quotes": [
{
"author": "Cooldude2606 wrote: Thu Sep 19, 2019 3:54 pm",
"content": ""
},
{
"author": "Jorn86 wrote: Thu Sep 19, 2019 3:43 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "NauticalInsanity",
"content": "Just tested this out on my IR run. I was playing prior to this patch with the burner leech mod. Part of the behavior of that mod was that burners would also transfer fuel from one entity to another (i.e. a burner inserter would move coal from the fuel slot of one stone furnace to another). I noticed that when using this tag, that behavior doesn't happen any more. Is that intended?",
"date": "2019-09-19T16:53:48+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "conn11",
"content": "One step closer to stable, well done \nRich text for save games, is a great QoL improvement.",
"date": "2019-09-19T18:01:14+00:00",
"quotes": []
},
{
"author": "eradicator",
"content": "It begins.",
"date": "2019-09-19T18:54:11+00:00",
"quotes": [
{
"author": "FactorioBot wrote: Thu Sep 19, 2019 3:29 pm",
"content": ""
}
]
},
{
"author": "coppercoil",
"content": "It seems this splitter bug is fixed too. Now balancers are great again",
"date": "2019-09-19T19:46:03+00:00",
"quotes": [
{
"author": "FactorioBot wrote: Thu Sep 19, 2019 3:29 pm",
"content": ""
}
]
},
{
"author": "Oktokolo",
"content": "Sadly, the description reads like it is really intended to only enable inserters feeding from fuel inventories at their pickup location. So still no elegant inserter-driven early double-colon steel smelting in vanilla - neither with burner nor electric inserters. \nThe flag fixes one issue of burner inserters though. So there is a chance that a followup for enabling fuel transfer from pickup fuel inventory to drop fuel inventory would make the current version of inserter fuel leech obsolete. \nAnd if we get really lucky, there could even be a flag enabling ingredient leeching from pickup ingredient or result inventory to drop ingredient inventory...",
"date": "2019-09-19T23:51:45+00:00",
"quotes": [
{
"author": "NauticalInsanity wrote: Thu Sep 19, 2019 4:53 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "TRUEpicness",
"content": "You beat me to it.",
"date": "2019-09-20T00:16:22+00:00",
"quotes": [
{
"author": "KuboS0S wrote: Thu Sep 19, 2019 3:36 pm",
"content": ""
}
]
},
{
"author": "P.E.T.A.R.",
"content": "Nice",
"date": "2019-09-20T11:10:48+00:00",
"quotes": [
{
"author": "KuboS0S wrote: Thu Sep 19, 2019 3:36 pm",
"content": ""
}
]
},
{
"author": "cpy",
"content": "Nice",
"date": "2019-09-20T14:08:42+00:00",
"quotes": [
{
"author": "P.E.T.A.R. wrote: Fri Sep 20, 2019 11:10 am",
"content": ""
},
{
"author": "KuboS0S wrote: Thu Sep 19, 2019 3:36 pm",
"content": ""
}
]
},
{
"author": "Nachie",
"content": "Nice",
"date": "2019-09-20T16:54:43+00:00",
"quotes": [
{
"author": "cpy wrote: Fri Sep 20, 2019 2:08 pm",
"content": ""
},
{
"author": "P.E.T.A.R. wrote: Fri Sep 20, 2019 11:10 am",
"content": ""
},
{
"author": "KuboS0S wrote: Thu Sep 19, 2019 3:36 pm",
"content": ""
}
]
},
{
"author": "fishycat",
"content": "In before you all get koubed.",
"date": "2019-09-20T17:07:59+00:00",
"quotes": [
{
"author": "Nachie wrote: Fri Sep 20, 2019 4:54 pm",
"content": ""
},
{
"author": "cpy wrote: Fri Sep 20, 2019 2:08 pm",
"content": ""
},
{
"author": "P.E.T.A.R. wrote: Fri Sep 20, 2019 11:10 am",
"content": ""
},
{
"author": "KuboS0S wrote: Thu Sep 19, 2019 3:36 pm",
"content": ""
}
]
},
{
"author": "Optera",
"content": "Thanks, now I can finally list every item request in ghost scanner.",
"date": "2019-09-20T17:48:20+00:00",
"quotes": [
{
"author": "FactorioBot wrote: Thu Sep 19, 2019 3:29 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Indeed (It's really nice tho)",
"date": "2019-09-20T22:20:18+00:00",
"quotes": [
{
"author": "fishycat wrote: Fri Sep 20, 2019 5:07 pm",
"content": ""
}
]
},
{
"author": "CakeDog",
"content": "Congratulations on reaching Stable.",
"date": "2019-09-24T13:35:43+00:00",
"quotes": []
},
{
"author": "patfly",
"content": "All it did for me was give me this jacked up UI which is a pain in the ass. When I tried to restore back, now I get an error. Ah, well. Been meaning to spend some money on Kerbal anyway.",
"date": "2019-09-26T02:23:10+00:00",
"quotes": []
}
] | 19
|
2019-09-19T10:29:16-05:00
|
|
forum-topic-40756
|
40756
|
1 lane belt
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=40756
|
JohnOldman
|
We could have another tier of belt to start with that would have only one lane, instead of two lanes like all belts do.
I can see 2 different ways of implementing this:
1. It could either be an additional tier below yellow belt (and yellow belt could become more expensive and require research) or,
2. It could just replace yellow belts, and red belts could be slowed down a little to match half the speed of blue belts.
I think adding a step of complexity progression for going from single lane belt to dual lane belt could be cool. It changes how you handle the logistics and the inserters and going through that change could be a good learning experience for the early game.
|
[
{
"author": "",
"content": "There is little to no chance new types of belts will be added one day. \nPlease have a look at this topic for the reasons.",
"date": "2017-02-03T06:44:44+00:00",
"quotes": []
},
{
"author": "",
"content": "Where is the gameplay value? I don't see any use in this.",
"date": "2017-02-03T21:40:49+00:00",
"quotes": []
},
{
"author": "JohnOldman",
"content": "It's an additional step in the learning curve that has a somewhat significant difference from other belts. \n \nIf we only had yellow and blue belts today, you could have posed the same question to someone suggesting the red belts. \n \nI know a lot of Factorio regulars here on this board are looking for ways to spice up the end game, so this doesn't seem \"useful\", but improving new player experience has a ton of value.",
"date": "2017-02-04T00:37:42+00:00",
"quotes": [
{
"author": "ssilk wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "Red belts are just faster. Added game-complexity from yellow to red is near zero. They are really easy to learn and maintain. \n \nThis suggestion adds a new type of belt, that behaves \"seemingly simpler\", but that is not clear. And they cannot be replaced by newer belts, cause they behave in many cases completly different. How does side insertion work for example? \n \nAnd there is the fact, that Factorio belts are a big puzzle. That is a core game part, that the belts have two lanes and using this feature is a completely new concept, which differs them from this suggestion. \n \nI still don't see the \"improvement\" for newbies. \n \nSee eventually https://forums.factorio .com/viewtopic.php?f=80&t=24061 New Types of Belts (And why they are NOT a Good Idea!)",
"date": "2017-02-05T13:49:13+00:00",
"quotes": [
{
"author": "JohnOldman wrote:",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "ThePiachu",
"content": "TL;DR \nMono belts - belts that only have one side, but the same throughput. \n \n What ? \nIt would be nice to have mono belts - belts that only have one \"side\" for items, but retain the same throughput of double sided belts (probably by speeding them up). \n Why ? \nI have recently been playing the Space Exploration mod and found myself some 300 hours in placing another big mining setup with the same belt balancer design and belt mergers I've done like a hundred times this game alone and I thought to myself that it would be nice if we had an option to simplify things a little bit. So the idea of mono belts came in - belts that retain the same throughput as regular belts, but only have one \"side\" of items. \n \nSomething like this would simplify the very basic setups you have to repeat by quite a bit! You wouldn't have to balance your mines, basic electric smelting would be a bit simpler, etc. Heck, it would be a good alternative belt for the V-shaped bases that put everything on the main bus! \n \nBalancing a belt is not really a challenge once you know the one or two designs, after that it's just tedium you repeat for all your future playthroughs of Factorio or suffer lopsided belts...",
"date": "2023-10-19T05:43:15+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Merged into similar older suggestion.",
"date": "2023-10-19T06:11:49+00:00",
"quotes": []
},
{
"author": "jamiechi1",
"content": "I like the two lane belts. They work well. I do wish that other games would incorporate the two lane belts as well.",
"date": "2023-10-19T15:54:24+00:00",
"quotes": []
},
{
"author": "ThePiachu",
"content": "Honestly, I find them a bit more of a hastle. You have to worry about balancing them (if you consume one part of the belt faster than the other), merging them, using repeatable but weird shapes to accomplish things with them (2-to-2 mixer) and so on and so on. \n \nThey are a novel concept, and I don't think Factorio will ever get rid of them, but since nobody is copying this design there may be a reason for it...",
"date": "2023-10-19T20:55:14+00:00",
"quotes": [
{
"author": "jamiechi1 wrote: Thu Oct 19, 2023 3:54 pm",
"content": ""
}
]
},
{
"author": "FuryoftheStars",
"content": "Nope, not a fan of the 1 lane idea. \n \nNormal speed and thus half throughput is always inferior and so past a certain point will get relegated to niche uses (like burner inserters). \n \nDouble speed (equal throughput) is always going to be superior in single item contexts and thus will always be used. Even in some multi-item contexts it would still be superior, probably relegating dual lane belts to niche uses and thus probably pointless to have different speeds. \n \nI don't believe this request is the right way to go about looking for other means of lane balancing the belts, though honestly I'm not sure that's a big enough of a deal to require other mechanics to handle, anyway.",
"date": "2023-10-20T01:17:30+00:00",
"quotes": []
},
{
"author": "Illiander42",
"content": "Lane balancing isn't even that hard. \n \n2 splitters, 1 underground and its done with even draw. \n \n1 splitter if you don't care about even draw.",
"date": "2023-10-20T19:53:29+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "Which is precisely why it's boring. When 90%+ of the belts in your megabase are carrying the same item in both lanes, it's nothing more than a chore to stamp down balancers everywhere they're needed. It was a relatively interesting puzzle literally one time. \n \nIt took a good chunk of a decade for loaders to be brought up to scratch since they were first introduced (i.e. very recently, with power consumption and wagon compatibility). Loaders will always dump contents onto both lanes at once given enough material, making the second lane absolutely redundant. If single lane belts were an option for mods I'd be all over it, but given the current direction of travel I reckon the chances of it ever happening are basically zero. Regardless, I haven't see anyone suggesting they should be part of the vanilla game.",
"date": "2023-10-20T20:33:02+00:00",
"quotes": [
{
"author": "Illiander42 wrote: Fri Oct 20, 2023 7:53 pm",
"content": ""
}
]
},
{
"author": "FuryoftheStars",
"content": "Eh, I kind of feel like the same could be said for a lot of different things, but I don't feel the idea to simplify/eliminate the need for them because of that is necessarily a good one. And honestly, lane balancing isn't something that I've found that's typically needed, either, or at least it's only needed in a few areas, so I'm not sure that the introduction of something of this nature is needed. :/ *shrug* \n \n\nThe original 2017 suggestion was for the vanilla game. The subsequent one that was merged into here may have been under modded play circumstances, but it was a suggestion made to be added to vanilla vs a modding support request.",
"date": "2023-10-20T21:24:38+00:00",
"quotes": [
{
"author": "Deadlock989 wrote: Fri Oct 20, 2023 8:33 pm",
"content": ""
},
{
"author": "Illiander42 wrote: Fri Oct 20, 2023 7:53 pm",
"content": ""
},
{
"author": "Deadlock989 wrote: Fri Oct 20, 2023 8:33 pm",
"content": ""
}
]
},
{
"author": "Illiander42",
"content": "Same can be said for smelting arrays. There is a non-electric smelting array design that is all optimal in every way other than aesthetics (ok, there are several, but the differences don't matter because they're all equivilent. They all use the same amount of material to build, have the same bounding box, the same amount of internal spaces free, and can fit a yellow underground belt through the middle) \n \nSome problems in Factorio are actually solved now. If you think this is a problem, then the right answer is to introduce something new that makes the solved design one end of a spectrum of meaningful trade-offs, not introduce a \"black-box of the solution.\"",
"date": "2023-10-20T22:35:28+00:00",
"quotes": [
{
"author": "Deadlock989 wrote: Fri Oct 20, 2023 8:33 pm",
"content": ""
},
{
"author": "Illiander42 wrote: Fri Oct 20, 2023 7:53 pm",
"content": ""
}
]
},
{
"author": "ThePiachu",
"content": "Yeah, the problem isn't that lane balancing is hard, it is that it is boring and probably the first thing you will ever solve. So now a thousand hours into Factorio I am planting the same belt balancer at the end of EVERY lane in EVERY mining setup, at the start of every bus lane in my starting base, everywhere. It's one extra step that you always do. \n \nIt would kind of be similar to how way back when you had to put blue belt on every corner of a red belt balancer because belt compression. It was optimal play to get around the game's mechanics, and it was boring...",
"date": "2023-10-22T06:17:52+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "The original suggestion is to add some 1 lane belt. Why not ? there's a bunch of reasons viewtopic.php?f=80&t=24061 \n \nThen the following 2 arguments are against the 2 lanes belts. ( not so much in favor of the 1 lane) \n \n1) \"It's boring to do lane balancing\" i don't fint it a convincing argument to me if you consider introducing 1 lane belts as a solution because 1 lane belts i find boring. \n \n2) \"Other game don't do it\" is also not convincing me as an argument. Factorio being my favourite game i can see a tons of things that they do and that other games don't do. It's part of what makes factorio such a good game. I don't think it should take inspiration from other games that are \"not as good\". \n \nIf you as a player always put the same items on the two sides of the belts it's your choice, but it's clearly not mine and it would ruin the gameplay to me to remove/replace the 2 lane belts. There are countlesss setups where you use the 2 side of a belt with 2 different items, especially when you start playing with mods that have receipes with 6 or 7 inputs before robots are available. Think about feeding labs , where so many setups use 2 different lane for different science pack. \n \nYou don't HAVE to put a lane balancer everywhere, you don't even have to use balancers at all. If one playstyle is to use them and complain about the need of using them, i would rather advice to take example on some bases one can find on the internet that manage to be balanced without balancer, by having symetrical production and consumption or using half lane or any other mean. \n \nEspecially when one is already using mods, as there are mods like loaders that trivialize lane balancing if you just go loader=>chest=>loader. Space exploration mod, one can use with AAI loaders. \n \n\nYou don't HAVE to do this ! you can try to make your train loading station have equal draw on each side of the belt(s) utilizing the fact that you can load from both side of the wagon and that makes mirror-inserter that can consume 1 belt equally from both side to put into 1 wagon and can be repeated for several wagon. ( no need for lane balancer then) You can use combinators to avoid building belts balancers altogether , you only need a few priority splitters and connected belts be it in main bus or in mining stations. \n \nI don't think 1 lane belt are likely, that's why i'm attempting to give advice on how to circumvent the original problem as part of the reasons that make me think they are not likely is also because there are alternative methods already in vanilla game to deal with it, some of them added AFTER balancers became widely used as a reference for many players like splitters priority. \n \nI have never seen anyone else in random multiplayer connect mining drills with wires to monitor the quantity of ressources and balance their mining drill this way, but it's there somehow and you can have this in your mining outpost blueprint to throttle the mines in the side of the belt that has more ressources covered than the other. Maybe it's just me but i found those kind of intricate puzzle more satisfying experience than the tedium you describe, which i also experienced, my way out was to spend a little more time making my designs \"smarter\" before i scale them too much. It doesn't always end up actually smarter, but i find fun to try different things \n \nWhat you describe is a space exploration modded game experience, which is a mod requiring very large scale base compared to vanilla factorio and that can yield to a feeling of repetition if one attempt to solve the tasks proposed using only vanilla tools or designs that would be \"fine but could be refined\" in vanilla, that may feel obsolete at larger scale. \nThe other thing you mention was changed when the curved belt speed differential in the 2 lanes was reworked, and that was before they added priority and filter on splitters (most functionnal large scale friendly) and ability to connect mining drills to network (most puzzling), one could think Space Exploration is balanced around using the latest vanilla functionnality, whereas the late game vanilla factorio's difficulty wasn't increased when those where added.",
"date": "2023-10-22T09:49:22+00:00",
"quotes": [
{
"author": "ThePiachu wrote: Sun Oct 22, 2023 6:17 am",
"content": ""
}
]
},
{
"author": "FritzHugo3",
"content": "I really dont need mono belts. for what. 15/s items are more as slow enought. \nIf you want a mono belt use a yellow and use only one side. \nFor me a mono belt are complete pointless. I can really not see one argument what speaks for a mono belt. \n \n(Yes i saw and followed the link with pictures - with tunnels and spliters and belts you can make any mix you want) \n \nThe only thing what i yould imagin whats usefull. a better way to garantee that the belts are 100% full - this is an factor in big bases for the performance. (100% full belts Factorio will handle as long blocks). Yes ther are ways in the game you can do this with programming belt and with merging but maybe this could be implemented in splitters. So they could buffer an half second the item oder so. Than the half spaces are gone.",
"date": "2023-10-22T11:42:28+00:00",
"quotes": []
},
{
"author": "dog80",
"content": "or use 2 lanes with the same item \n \nbut monobelt would be kinda cool",
"date": "2023-10-22T15:41:22+00:00",
"quotes": [
{
"author": "FritzHugo3 wrote: Sun Oct 22, 2023 11:42 am",
"content": ""
}
]
}
] | 17
|
2017-02-02T23:07:46-06:00
|
forum-topic-122229
|
122229
|
[2.0.20] Visual glitch with Nauvis cliffs and belt
|
Minor issues
|
https://forums.factorio.com/viewtopic.php?t=122229
|
Corwin
|
Steps to reproduce:
- create fresh Space Age 2.0.20 world with default settings and seed 1622586804
- travel to -340 -54
- craft and place a transport belt
- remove it
- craft and place a wooden chest
Expected:
- both entities cover up the cliff tile ... graphic ... thing.
Actual:
- the transport belt is below the cliff, which looks clunky
- the wooden chest is okay
Addendum:
I used only transport belt/chest because they are craftable in the first moments of a game.
I have attached a world save. See also various 'tile'-related debug settings I enabled for the area.
this is in the world I'm playing in, not fresh save artifact-coords-and-seed-only.png (1.26 MiB) Viewed 448 times
no visual issue Screenshot 2024-11-20 185037.png (780.47 KiB) Viewed 448 times
I turned on a bunch of settings hoping for the best artifact-detailed-debug-info.png (1.83 MiB) Viewed 448 times
|
[
{
"author": "",
"content": "54550",
"date": "2024-11-22T20:34:30+00:00",
"quotes": []
},
{
"author": "Corwin",
"content": "Thanks for linking to that report. It is slightly different, asking to make the offending square 'not buildable'. Someone commented asking \"why not just always put the cliff z-index under building?\", which is what I would expect to be done, as it seems easiest. \n \nIt only happens for belts. You can build other entities there and they have no visual problems, such as the wooden crate. \n \nFactorio staff have yet to reply to that comment, so perhaps they didn't see it after moving to Won't Fix. Would you be open to fixing it this alternative way?",
"date": "2024-11-25T20:31:48+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report however we will not be doing anything about this. Due to the nature of the game and rendering being done with simple sprite layering something always ends up broken in this way. Trying to fix one case causes another to break and it's a never ending game of whack-a-mole with sprite layers. \n \nInstead of that, the solution is simple: don't build near cliffs - or blow them up - if the visual bothers you.",
"date": "2025-03-01T13:17:30+00:00",
"quotes": []
}
] | 3
|
2024-11-20T00:10:12-06:00
|
forum-topic-24906
|
24906
|
Angel's Refining
|
Angels Mods
|
https://forums.factorio.com/viewtopic.php?t=24906
|
Arch666Angel
|
Angels Mods
I. Angels Infinite Ores
II. Angels Refining
III. Angels PetroChem
IV. Angel's Smelting
V. Angel's Bio Processing
VI. Angel's Industries
VII. Angel's Addons
X. Development and Discussion
XI. Bugs & FAQ
XII. Donations and Chocolate Fund
Refining
Description:
Replaces all ores patches with new once which you have to refine prior to smelting. All the ores (from base/bobs/YI) will be replaced by 6 new ores (saphirite, stiratite, crotinnium, jivolite, rubyte, bobmonium) and a patch resource(fissure), from which you have to refine the individual mods ores. There are 3 different modes currently: Vanilla, Bobs and Angels.
With vanilla there are 4 ores plus coal, better refining will increase yield for iron and copper.
With bobs-plates there are 6 ores plus coal, better refining will yield different ores and give you options to fine tune ore processing to your needs.
With angels-industries there are 6 ores plus coal, better refining will yield different ores and give you options to fine tune ore processing to your needs.
Downloads
Mod File:
angelsrefining
Credits&Thanks
-Bobbingabout of bobmods for his code and mod to learn from, his advice and also for the method to use tinted ore sprite sheets.
-Orzelek of RSO mod for his advice and the great integration of infinite ores.
-YuokiTani of YuokiIndustries for advice and GFX
-ADKrieg for GFX Link | Link )
-Everyone who gave feedback and helped to develop the mod speacially Darkrail, Bonsai and Bruteman
Licence
CC BY-NC-ND 4.0
|
[
{
"author": "Arch666Angel",
"content": "Long description Angels Refining \n \nAll the ores (from base/bobs/YI/UP) will be replaced by 6 new ores and a patch resource, from which you have to refine the individual mods ores. \n \nNew buildings and refining steps: \n-Ore Crusher: Frist refining step, raw ores are turned into crushed ores and crushed stone as byproduct \n \nGFX by YuokiTani \n \n-Floatation Cell: Second refining step, crushed ores and water are turned into ore chunks, a bit of sulfur (might be change to sulfur water which has to be processed to sulfur later on) and gems \n \nGFX by YuokiTani \n \n-Leaching Plant: Third refining step, ore chunks and sulfuric acid are turned into ore crystals \n \nGFX by YuokiTani \n \n-Ore Refinery: Fourth refining step, ore crystals are turned into purified ores (need of catalysts is planed) \n \nGFX by YuokiTani \n \n-Ore Sorting Facility: Sorts crushed ores, ore chunks, ore crystals and purified ores into smeltable minerals. Produces Slag as a byproduct for lower tier refining products (crushed, chunks, crystals) \n \nGFX by Arch666Angel \n \n-Filtration Unit: Filters dissoluted slag, needs a constant supply of filters to do that. Filter are made disposeable from coal or multi use from ceramic (alumina) \n \nGFX by ADKrieg \n \n-Crystallizer: Forces the crystallisation of higher minerals from the filtered slag solution \n \nGFX by ADKrieg \n \n-Thermal Extractor: Extract mineral rich thermal waters from deep underground, need a fissure to work on \n \nGFX by Arch666Angel \n \n-Hydro Plant: Purifies Water to be used and/or reused in the refining process, also has an alternative way to produce saline water \n \nGFX by Arch666Angel \n \n-Clarifier: Acts as a void pump for the specialized water variants \n \nGFX by Arch666Angel \n \n \n \n refining.png (974.6 KiB) Viewed 198102 times",
"date": "2016-05-22T19:17:28+00:00",
"quotes": []
}
] | 1
|
2016-05-04T17:08:19-05:00
|
forum-topic-89237
|
89237
|
LuaGuiElement{type="camera",entity=<follow this>}
|
Already exists
|
https://forums.factorio.com/viewtopic.php?t=89237
|
eradicator
|
Aummary
A method to make camera guis automatically follow an entity.
Description
I've looked all through the API doc and through several mods, and it seems that currently the only method is on_tick? Which feels clunky for such a simple task.
What for?
Picture-in-Picture viewing of players, robots, biters, etcpp.
|
[
{
"author": "Xorimuth",
"content": "+1. Also for type = \"minimap\", which is how base game train GUI works.",
"date": "2021-04-27T11:15:16+00:00",
"quotes": []
},
{
"author": "",
"content": "Already exists: https://lua-api.factorio.com/latest/Lua ... ent.entity \n \nYou can write the entity to follow after creating the element",
"date": "2021-04-28T09:37:48+00:00",
"quotes": []
},
{
"author": "Xorimuth",
"content": "Oh wow, thanks! I see for 'entity-preview' it says \"The entity has to be set after the GUI element is created.\", so maybe there's a technical reason why it can't be set in .add{} .",
"date": "2021-04-28T09:42:34+00:00",
"quotes": [
{
"author": "Klonan wrote: Wed Apr 28, 2021 9:37 am",
"content": ""
}
]
},
{
"author": "",
"content": "I added a note hinting at this functionality to the docs for the next release.",
"date": "2021-04-28T10:06:40+00:00",
"quotes": []
},
{
"author": "",
"content": "Yea, something like, the creation is wrapped with propertyTree into creationParameters (Basically internal Lua format), which can't wrap an Entity* pointer, \nBut setting it afterwards, we can just pass the Entity* pointer right into the CustomCamera",
"date": "2021-04-28T10:11:11+00:00",
"quotes": [
{
"author": "Xorimuth wrote: Wed Apr 28, 2021 9:42 am",
"content": ""
}
]
},
{
"author": "Xorimuth",
"content": "Using flib.gui-beta, I can just do \n Code: Select all {type = \"camera\", position = spidertron.position, surface_index = spidertron.surface.index, elem_mods = {entity = spidertron}},",
"date": "2021-04-28T10:39:57+00:00",
"quotes": []
}
] | 6
|
2020-09-09T06:51:40-05:00
|
forum-topic-85227
|
85227
|
[0.18.26] Layering problem with yellow arrow in Level 01 of new old tutorial
|
Campaign / Scenario suggestions
|
https://forums.factorio.com/viewtopic.php?t=85227
|
valneq
|
At the very end of level 01 of the new old tutorial, I am supposed to “Take all items from the wooden chest.” and a yellow arrow flashes, pointing at the chest. I was able to see this arrow over the character GUI. In the second level, similar flashing arrows were drawn under the character GUI. I think it makes most sense to not draw them over the character GUI.
all_items_from_the_wooden_chest.jpg (1.03 MiB) Viewed 1883 times
[edit] I re-played the first level with version [0.18.27] and the problem is still there (the screenshot is from 0.18.26). I was deliberately trying to open the character GUI whenever there was anything overlayed. This arrow at the very end of the mission is the only one that was ever drawn above the character GUI. I could even open and close the character GUI and the arrow was still on top. Since all other overlays are under the character GUI, I believe this is actually a bug.
|
[] | 0
|
2020-05-23T20:52:25-05:00
|
forum-topic-104165
|
104165
|
Controlled arcosphere folding
|
Videos
|
https://forums.factorio.com/viewtopic.php?t=104165
|
zbumm
|
I got a little Video with my Arosphere folding construction with Space Exploration Mod.
It's with Krastorio Mod.
What do you think.
|
[] | 0
|
2022-11-21T07:44:40-06:00
|
forum-topic-32700
|
32700
|
problem with longer underground things.
|
5dim's mod
|
https://forums.factorio.com/viewtopic.php?t=32700
|
roze
|
Hi,
I just recently installed the 5dim mod pack, however I seem to have some issues with the longer underground stuff. Firstly, it takes no time at all t construct them but they still cost a ton. Secondly, both 30 and 50 have equal range as normal/vanilla... Please assist.
Factorio version is experimental and mod version is the latest found in the in-game mod list.
//Kind regards, me.
|
[] | 0
|
2016-09-15T05:38:31-05:00
|
forum-topic-127521
|
127521
|
No longer able to chose any of the "anything/each/everything" option on the second operand on a decider combinator
|
Gameplay Help
|
https://forums.factorio.com/viewtopic.php?t=127521
|
The_Bros_47874
|
I've seen some old posts where a decider combinator has both of its inputs as "anything", but I can't seem to chose any of those options for the second operand, only the first one. Did the logic of them change, or is there a way to re-enable that function?
I'm playing on the latest experimental release
isIlOw5.png (467.98 KiB) Viewed 214 times
|
[
{
"author": "",
"content": "Let's see those posts.",
"date": "2025-03-16T11:43:24+00:00",
"quotes": [
{
"author": "The_Bros_47874 wrote: Sat Mar 15, 2025 1:40 pm",
"content": ""
}
]
},
{
"author": "The_Bros_47874",
"content": "viewtopic.php?t=124776 \n \nThe graphics have since changed, but you can see both arithmetic and decider combinators with one of the \"*\" operands in each of the input fields",
"date": "2025-03-16T12:25:27+00:00",
"quotes": [
{
"author": "Loewchen wrote: Sun Mar 16, 2025 11:43 am",
"content": ""
},
{
"author": "The_Bros_47874 wrote: Sat Mar 15, 2025 1:40 pm",
"content": ""
}
]
},
{
"author": "",
"content": "I don't see any combinator with Anything compared to Anything in that topic.",
"date": "2025-03-16T12:28:18+00:00",
"quotes": [
{
"author": "The_Bros_47874 wrote: Sun Mar 16, 2025 12:25 pm",
"content": ""
},
{
"author": "Loewchen wrote: Sun Mar 16, 2025 11:43 am",
"content": ""
},
{
"author": "The_Bros_47874 wrote: Sat Mar 15, 2025 1:40 pm",
"content": ""
}
]
},
{
"author": "",
"content": "There was never an option to have anything/everything as the second operand in decider combinator. Selecting each on the right side is only ever allowed if first operand is set to each.",
"date": "2025-03-16T12:32:10+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "You might mistake the 2nd operator with the output. The output can again contain ANY/ALL/EACH wildcards.",
"date": "2025-03-16T13:44:13+00:00",
"quotes": []
}
] | 5
|
2025-03-15T08:40:29-05:00
|
forum-topic-126905
|
126905
|
[2.0.32] Crash to Desktop
|
1 / 0 magic
|
https://forums.factorio.com/viewtopic.php?t=126905
|
armoredbull
|
Good afternoon,
I have had a consistent crash to desktop for the past few days. I am running on the latest version with no mods or adjustments to the default settings. Attached is an autosave file created prior to the most recent crash and a crash log and a dump (no idea what that is).
|
[
{
"author": "",
"content": "Sounds completely random, if you find a way to reliable reproduce the issue post exact steps please, see 3638 .",
"date": "2025-02-17T13:41:14+00:00",
"quotes": []
},
{
"author": "armoredbull",
"content": "I am going to update all my firmware/drivers and ensure the hardware is functioning correctly. I will then see if I can reproduce the conditions that caused the crash. I noticed it occurred most often when opening a menu while viewing a spacecraft. However, it has occurred outside of these parameters so I am at a loss for what is causing it right now.",
"date": "2025-02-17T18:08:54+00:00",
"quotes": [
{
"author": "Loewchen wrote: Mon Feb 17, 2025 1:41 pm",
"content": ""
}
]
},
{
"author": "armoredbull",
"content": "I checked my systems event log and there seems to be a file associated with the crashing that may be relevant.",
"date": "2025-02-25T13:25:24+00:00",
"quotes": [
{
"author": "Loewchen wrote: Mon Feb 17, 2025 1:41 pm",
"content": ""
}
]
},
{
"author": "armoredbull",
"content": "Update \n \n This issue is now resolved \n \nThe underlying problem was an access violation caused by a temperature throttling CPU. What I discovered was insufficient thermal paste was in contact with half of the CPU. I replaced the thermal paste with a new quality paste and ensured that it was spread evenly. I am now no longer having any problems and my computer runs very quiet.",
"date": "2025-03-04T07:40:00+00:00",
"quotes": []
}
] | 4
|
2025-02-17T07:11:44-06:00
|
forum-topic-102959
|
102959
|
[1.1.61+] GameViewSettings to have camera offset (allows aimming, driving and guidance)
|
Modding interface requests
|
https://forums.factorio.com/viewtopic.php?t=102959
|
KeepResearchinSpoons
|
What
I want to be able to shift the camera around getting the character off the mid of the screen for level-design and gameplay reasons.
How
GameViewSettings could have an rw param of a position (offset); aka {number,number} | {x=number, y=number} | nil (or {0,0}?)
nil or {0,0} as the default;
offset vector is given in tiles
(or, maybe, in % (0.) of vieport size? (Not sure vieport can be reasonably relied to gameplay-wise though)
allows to change where the middle-of-the-screen points at.
Why
reasons include but not limited to:
[*] aim from the riffle (or from your trusty arty cannon!) in the direction of your choise keeping both the interactivity and engine's collisions, zones, events. And the zoom scale of what you want.
[*] guide the player to the point of interest without introducing a cumbersome unresponsive(!) cutscene (this is not a pause, this is a hint!)
[*] shift the camera a bit towards the "enemy side" when you clean the ribbon-like map; half the screen with no bitors on it is not as fun kappa! I need to zoom out to see "farther", but I often can't get too close for them to be all-around, yet need details on that particular part of the screen.
[*] you can also follow the rocket that flies away leaving you behind on the polluted planet with your interpolated eyes for a short while.
[*] You can vibe up-up down-down left-right left-right, fish, enable-exos just along the speaker melody.
[*] did I say driving?
The rest
unholy makeshift workaround
there is a way with a ghost char (but it is limited for obvious reasons)
while you can steer the real char around and back-feed the position with the offset, nades and other stuff would consider you the center; let alone death events etc.
crude lua command
Code: Select all -- Apache-2.0/MIT/CC0 (c) all the mews
-- /sc
vector = {8,0}
player = game.player
if game.player.character then game.player.character.destroy() end
char = game.player.surface.create_entity({name = "character", position = {0,0}, force = "player"})
function on_tick(event)
char.walking_state = player.walking_state
player.teleport({char.position.x + vector[1], char.position.y + vector[2]})
end
script.on_event(
defines.events.on_tick,
function(event)
if pcall(on_tick,event) then
else
if event.tick % 60 == 0 then game.print("on_tick_err!") end
end
end)
the killer punch? The latency. You loved driving? Love it even more.
back-rider ideas
As another idea, a separate "following" camera type for the vieport would also solve that maybe?
Abstracting the camera from the controller may sound like a leg-shot or an overkill, but is a popular way around in 3d games.
Kicking the camera around is probably the only other thing apart from shaders (well, colors lights and shadows, "alpha-blinking" included) that can guide and supply hints without creating new "entities" in the player's context field.
I need a hint, not an arrow of a "GOTO or be damned".
So I want ways to control the vieport, the offset to the "usual" is just the easiest from my perspective.
The primary idea behind is to "look around" in the _sane_ distances of a few chunks, what could possibly go wrong getting into the unknown...
The other idea is to not give the direct control of this to the player, but manage it through the Lua (as the source of truth for the offset).
While I do want to have the look-around "everywhere" as a seasoned player, that would be hard as I see it:
[*] mouse is already busy, no "second joystick" here, mind is busy as well, no time to manage it "by-hand"
[*] frequent updates of the value (player actions) would hit the protocol (and replay) with a challenge of keeping the context (what the player sees) over the issue of logging and storing and syncing the pure chaotic randomness the player is from everyone to everyone.
Thus, suggesting it go the Lua-first way I intend to make the setting either static or change it through triggers' effects that "have to happen" through that single Lua thread anyways,
That said, possible options include: make "panning" in the small zone around of say quarter of a chunk through either middle click or maybe ctrl-shift-click?
Say, when some flag like "allow_manual_panning" allows for it, player can pan around all they want; once the flag is set, it is the problem of Lua to smoothly guide the vieport to the point of interest and back to the saved state, dropping all the inputs during the process.
If the center of the screen keeps the middle-light-circle, it could be used as a more "precise" form of a flashlight aka no spamming ctrl-alt-gps. So the flashlight can no longer jump over selected items, but be limited to where the player "looks", should the player choose so.
Side idea: if available for reading, player's panning could be used for "gestures" and "macro" input. Like look down. I said down!.
Misc
[*] this has been discussed in official-discord #mod-making See this message and around for the context
[*] there is no sane way to play around with the vieport (camera) in the present time:
steering a char "remotely" is not fun in numerous ways
camera controls to do so "natively" are simply non-existent to my knowledge
[*] I am not sure an event of this-var-changed or even G-V-Settings updated is needed, but I see little room for inter-mod cooperation unless one becomes a "host" (framework/owner). This is not a problem for us, we "win" data races with frame just fine already. But just a few cents on top for the glue. Just a warning for those little extenders mods vs big ones adopting the feature for their own reasons just as well.
|
[] | 0
|
2022-07-23T20:58:47-05:00
|
forum-topic-127546
|
127546
|
Factorio Multiplayer Protocol
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=127546
|
BBBBSammich
|
TL/DR
I want to know a few details about the multiplayer joining protocol
WHY
I want to make a proxy that automatically launches a VM and gives interactive feedback to the player. I have done this before for Minecraft, it worked, and my peers have requested that I do it for Factorio.
MORE
I would like to make a proxy for Factorio which serves to redirect joining players to a server which is not necessarily running. It’s expensive for me to keep a factorion server running 24/7 (when paid by the hour) and it makes financial sense to only run the server when someone is playing. I have done this for Minecraft, and it worked great. I believe Minecraft’s multiplayer protocol is reverse engineered by the community https://minecraft.wiki/w/Java_Edition_protocol . But I do not have the capacity to do so for Factorio, some attempts were made in the past, but not to a significant degree. It would be great if some insight could be given to the workings of the factorion multiplayer protocol, (specifically the server joining part). I know that maintaining documentation about the full protocol is impossible because of the way the game works.
|
[
{
"author": "",
"content": "The Factorio server auto paused by default when no one is online, so in that sense it will use virtually no CPU. Is that not the goal?",
"date": "2025-03-16T13:35:35+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "Is it really necessary to write a whole proxy service? \nWhat do you need to start on demand, is it just a service (the Factorio server process) or do you need to start up a whole virtual machine? \n \nWith systemd, it's possible to listen on a port (in this case the Factorio udp port) with a *.socket unit and start a *.service unit that's supposed to serve this port. So the service isn't running as default, and if systemd detects activity on the port, it starts the associated *.service unit. \n \nThis *.service doesn't need to be the factorio server service, it can be any *.sh script. I guess you're able to start your vm from within, and if it is up, add an iptables rule to forward the local udp port to the vm udp port. This is actually your proxy: a corresponding iptables NAT rule for udp traffic on the given port. Don't need to look inside the packets.",
"date": "2025-03-16T13:39:39+00:00",
"quotes": []
},
{
"author": "BBBBSammich",
"content": "Yes, it does have to do with starting a virtual machine. In my country at least, it is a lot cheaper to run a virtual machine on demand rather than using a hosting service or other solutions. I have so far written a discord bot where players can send a command to start the vm, but it is more convenient for players to start the vm by trying to join the server. I am a uni student hosting a game for my class, and it worked great with minecraft. Setting up the proxy was actually easier than the discord bot, as the edge cases were actually a lot fewer. I just had to look at the active TCP connections to see if anyone was online for instance. I know it's a bit different for UDP but I believe the principles stay the same. \n \nI'd only have to detect when a player joins, maybe send some sort of message and kick them off. The vm is then started and any other connection attempts will be deferred until the server has successfully started. Then any further connection attempts will route all further messages directly between server and client. So I just need to know how to accept a connection and then immediately kick the player. A ping would also be useful to check if the server is online.",
"date": "2025-03-17T08:14:24+00:00",
"quotes": []
},
{
"author": "BBBBSammich",
"content": "This could work, I'd just have to set up a subprocess wrapper that reads the console logs, and sends an api call to stop the vm when all players leave. Or I can maybe check if the network activity ceases from the \"proxy\" machine, which would also be a failsafe if the server fails to start. It would just miss the interactive element that gives feedback to the player whether the server is responding and actually starting or not. \n \nSo if it is possible to do what my previous comment suggests with the existing factorio protocol, then that would still work better.",
"date": "2025-03-17T08:26:57+00:00",
"quotes": [
{
"author": "Tertius wrote: Sun Mar 16, 2025 1:39 pm",
"content": ""
}
]
},
{
"author": "eugenekay",
"content": "Just because you CAN do something does not mean that you SHOULD , or that it is easy. \n \nFactorio uses a custom UDP based protocol for multiplayer communication, which will be very difficult to setup an intelligent “parser” to handle the connection attempts and kick-off the orchestration described. It will then take at least a few seconds - possibly a minute or more - to start the Game’s Virtual Machine Environment, load and process the Game and Data, prepare the Savegame for loading, and only THEN will it be possible to attempt to process the Client’s login packet…. By which time the Client has already given-up and shown an Error to the User for Server Timeout. \n \nIn comparison, the existing default behavior of the headless server is to auto-Pause the game once all Clients have disconnected, and it has authentication built in to the network protocol so that garbage packets are ignored. Why reinvent a more complicated, less functional Wheel? You cannot \"Save\" much by stopping the Process by running, since the Proxy & Orchestrator would still need to run on the same Machine / IP Address. The Server does use some Memory (which can be Paged to disk by the OS if needed) and very little CPU while Paused.",
"date": "2025-03-17T15:05:07+00:00",
"quotes": []
},
{
"author": "BBBBSammich",
"content": "when there's money at stake, nothing is overkill. Also please read my comment describing why the auto-pause is not an option, I do not want to be redundant. But I'll say this again: the intention is to kick the player with a message when they join to tell them that the server is starting. I know this system works because I have used it before with over 50 users all having near to no issues. They have asked that I implement the same system on factorio because they enjoyed not having to open discord to play online. It saves costs by 50% compared to other game hosting services, and even more to renting a VM.",
"date": "2025-03-17T15:32:16+00:00",
"quotes": [
{
"author": "eugenekay wrote: Mon Mar 17, 2025 3:05 pm",
"content": ""
}
]
},
{
"author": "eugenekay",
"content": "You have missed my point slightly: there are EASIER ways to achieve your goal than parsing an entire network protocol. RCON already exists to provide a communication channel with the Factorio Server itself. \n \nIf you are already planning to run two instances of Factorio side-by-side (aka a \"Waiting Room\" with a restricted map to save resources, and a \"Main Game\" which has your MegaBase), you don't need a Proxy at all. Use a firewall-level Port Redirect (eg, IPTables) rule to send traffic to your desired Instance. \n \nIf you want to Pause the Factorio Instance to save CPU/RAM you don't need a Virtual Machine - Linux can do Process Backgrounding by itself - see the man page for \"fg\".",
"date": "2025-03-17T15:51:47+00:00",
"quotes": [
{
"author": "BBBBSammich wrote: Mon Mar 17, 2025 3:32 pm",
"content": ""
},
{
"author": "eugenekay wrote: Mon Mar 17, 2025 3:05 pm",
"content": ""
}
]
},
{
"author": "BBBBSammich",
"content": "I suppose so. With my discord bot I am currently controlling the server over RCON, I did not think to set up a waiting room server, but that could work. So that is a solution. I have just always felt that getting access to Factorio on a slightly more fundamental level could streamline it a bit. \n \nI thought that if there was a simple way for the devs to release the required information I would happily slave away at the hard parts. For some reason I decided to code this bot in Java instead of C#, and I also decided to make use of docker, except the existing wrappers for the docker API are shit, so I wrote my own wrapper (excuse the language). But the point is that, I don't really care to dig deep into documentation etc. The proposed solution would work, especially if I write a custom scenario that would be able to communicate with my wrapper through rcon. So this is perhaps my final call to something that might be impossible but I would still maybe like some consideration. \n \nThank you all for the help I do really appreciate the new perspective gained. (Sorry for the verbose language, perhaps you can see part of my Factorio style )",
"date": "2025-03-17T18:58:35+00:00",
"quotes": [
{
"author": "eugenekay wrote: Mon Mar 17, 2025 3:51 pm",
"content": ""
},
{
"author": "BBBBSammich wrote: Mon Mar 17, 2025 3:32 pm",
"content": ""
},
{
"author": "eugenekay wrote: Mon Mar 17, 2025 3:05 pm",
"content": ""
}
]
},
{
"author": "eugenekay",
"content": "They already have - you have the Game Binaries - and can Capture the Network Packets - it's just a lot of work to figure out what is going on, and create a packet-compatible Proxy/Fake Server for Clients to connect to..... if you already have a RCON-connected bot it is a lot less code to listen on the Waiting Room instance for New Player connections --> fire up the MegaBase Instance / Wait for RCON to come up --> Print a Chat Message to the Waiting Room --> Shut Down Waiting Room & Swap IPtables rules. \n \n\nNo Disagreement here.",
"date": "2025-03-17T19:07:00+00:00",
"quotes": [
{
"author": "BBBBSammich wrote: Mon Mar 17, 2025 6:58 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
}
] | 9
|
2025-03-16T06:52:14-05:00
|
forum-topic-62838
|
62838
|
Circuits: enhancing rail signal function
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=62838
|
Factoruser
|
There might be a distinct train signal, sent by each train, containing the train ID. This signal should be also gained by rail signals, not just stations. It is returned for the (first) train that is currently in the "block" where the rail signal is the/one exit.
Alternatively rail signals should have the same option as train stations, i.e. setting a signal like the default T to the train's ID.
The use would simply be to detect whether any train is in a block as needed for railway crossings. The yellow signal isn't reliable for example.
|
[
{
"author": "Tekky",
"content": "I have suggested this myself one year ago in the following thread: \n \n viewtopic.php?f=6&t=47541 track signals should send Train-ID to circuit network",
"date": "2018-10-06T16:31:53+00:00",
"quotes": []
},
{
"author": "xZippy",
"content": "Sounds like a good idea.",
"date": "2018-10-06T16:45:37+00:00",
"quotes": []
},
{
"author": "ikarikeiji",
"content": "+1 though I'd suggest a signal outputs the ID of the train that has reserved it (if orange) or of the train that is in the next block (if red). \n \n\nActually the colour signals ARE reliable. However, checking for orange is what's misleading you. You should always use the lack of a green signal to indicate that the block has a train in it, not the presence of an orange or red signal.",
"date": "2018-10-10T12:56:45+00:00",
"quotes": [
{
"author": "Factoruser wrote: Sat Oct 06, 2018 3:46 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Factoruser",
"content": "It should only send a signal of a train in the rail signal's block. \n \nThis doesn't work either. If you set a rail signal to red, you don't get a green signal from it anymore, no matter, whether the block is free. You could place a blind rail and signal for checking, but this does not fulfil my aesthetic demands...",
"date": "2018-10-12T20:56:46+00:00",
"quotes": [
{
"author": "ikarikeiji wrote: Wed Oct 10, 2018 12:56 pm",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "ikarikeiji",
"content": "Why? \n \nOrange and red both reserve the block and prevent other trains entering it. Surely you would want the train ID to be consistently reported? \n \n\nReally? \n \nI would have thought that signals outputted green even if displaying red, if the red was set only by circuit signal. \n \nIf a signal set red only by circuit signal really outputs a red signal back onto the circuit network, I would suggest this is changed as that's really not a useful behaviour.",
"date": "2018-10-15T12:59:57+00:00",
"quotes": [
{
"author": "Factoruser wrote: Fri Oct 12, 2018 8:56 pm",
"content": ""
},
{
"author": "ikarikeiji wrote: Wed Oct 10, 2018 12:56 pm",
"content": ""
},
{
"author": "",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Nidan",
"content": "A signal blocked by circuit condition outputs nothing.",
"date": "2018-10-16T05:51:40+00:00",
"quotes": [
{
"author": "ikarikeiji wrote: Mon Oct 15, 2018 12:59 pm",
"content": ""
}
]
}
] | 6
|
2018-10-06T10:46:44-05:00
|
forum-topic-124895
|
124895
|
Number text boxes should submit when "E" is pressed!
|
Outdated/Not implemented
|
https://forums.factorio.com/viewtopic.php?t=124895
|
Epsii
|
TL;DR
Number text boxes should submit when "E" is pressed, because using letters in them is useless anyway!
Why?
This is primarily in regards to the signal selection sub-menu: I've gotten used to pressing "E" all around the game to submit menus, and it would be nice to not have to press enter/use the mouse in this instance!
Signal quantities, as far as I know, only accept numeric inputs and a few operator characters. So there's no design reason where pressing "E" while in the text box wouldn't submit it!
|
[
{
"author": "eugenekay",
"content": "“E” in text boxes is interpreted as a Power of 10 ; such as 1E6 is calculated at 1,000,000. Other characters like “K” or “M” are also parsed as SI Suffixes, which is both helpful and unhelpful depending on your usage…. \n \nI changed the Key binding to Enter. Works great, rarely overlaps with the “Enter/Exit vehicle” function.",
"date": "2024-12-21T22:44:01+00:00",
"quotes": []
},
{
"author": "Epsii",
"content": "Ah, fair enough. Thought about it for a few angles and it should probably stay that way if people actually use that feature.",
"date": "2024-12-21T22:48:51+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Moved to Outdated then.",
"date": "2024-12-23T17:54:50+00:00",
"quotes": []
}
] | 3
|
2024-12-21T16:32:28-06:00
|
forum-topic-110278
|
110278
|
[Request] Creating a new drug production mod
|
Texture Packs
|
https://forums.factorio.com/viewtopic.php?t=110278
|
mannanb
|
So basically the idea is that some drug lord threw you into an unknown planet and told you to make drugs for him or else. Actual gameplay aside, I wanted to have 5 unique buildings for it, but since I suck at art hopefully someone can help me out.
I added some reference images, and I would like it to be in factorio style but feel free to take any creative liberty. Thanks so much if anyone can make even one of these.
|
[] | 0
|
2023-12-18T22:07:39-06:00
|
forum-topic-109673
|
109673
|
Space Exploration Nauvis Shopping Alley
|
Show your Creations
|
https://forums.factorio.com/viewtopic.php?t=109673
|
mmmPI
|
It serve the same purpose as a mall but shaped as a street :
alley.png (6.45 MiB) Viewed 3328 times
( image is zoomable in other tab )
It was made with some AAI vehicule and aircrafts from different mods in mind, so that when i'm in an aicraft or car before i could quickly go from left to right.
It carried me up to the logistic robots and the more advanced item are made in a robot mall so it will probably not be extended anytime soon.
The idea was to keep some room at the bottom for potential additionnal lane of material that would be made south during the expansion phase while the other intermediate available at the time of the start of the alley were made north, the "main bus" being vertical flowing both ways, alley branching toward east and free to expand (after some landfilling and cliff removal).
The advanced belts and other AAI structures are made on the other side ( north) because i had left room for those too but they are not well aligned so no pic.
It's quite a messy spagetthi near the soure of material and quite specific mod-related items produced so i'm not sharing blueprint due to not knowing where to cut it and feeling it wouldn't be used anyway but i thought the picture i could share as it's a result of getting inspired seeing other people's pictures.
Many of the inserters feeding into yellow chests are connected to the logistic network to limit the quantity of item produced manually typed for each one and i replaced the early steel trash chest on the left side with yellow chest so as to reuse the spilled material since the start of the game. Now the yellow chest aren't limited , just filtered, so they also receive the newly trashed corresponding material but it used to be limited wooden chest before logi chest.
It doesn't use belt weaving so it's easier to upgrade throughput, but some part require red or blue underground. It took quite some time to build, which means as soon as one item is automated, the previously done one is already stocked I had to make copy of solar pannel and accumulator on purpose to meet the timer for the coronal mass ejection, but automating twice the turbines was an overlook which hints at a drawback of such design i experienced, when it's too long you don't remember where the item are and if its already there if you can't find it quickly.
What i like in the design is that it's only using half belts of different inputs so it's 20 inputs on 10 belts. What i dislike is that there are long stretch of belts at the bottom added overtime that look not very good as a consequence of how it was built.
A building tip is to automate 2 or 3 item at a time not just 1 so that there is permutation possibility if it's too difficult to fit all the inserters and splitters one way.
|
[
{
"author": "ozzak",
"content": "why do you have one single biter in the middle of it?",
"date": "2024-12-30T06:45:00+00:00",
"quotes": []
},
{
"author": "the_potty_1",
"content": "That's not a biter, that's Henry :p",
"date": "2024-12-30T13:10:40+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "This is part of the Space Exploration from what i remember, you get a companion biter, like a cat or a dog or a piglet",
"date": "2024-12-31T16:16:18+00:00",
"quotes": [
{
"author": "ozzak wrote: Mon Dec 30, 2024 6:45 am",
"content": ""
}
]
}
] | 3
|
2023-11-12T05:09:21-06:00
|
forum-topic-25728
|
25728
|
More Water Usages (Aquafarm, enemies, oil riggs...)
|
Frequently Suggested / Link Collections
|
https://forums.factorio.com/viewtopic.php?t=25728
|
This is just a random list of ideas around that subject "Water".
There are a lot of ideas around the subject. From fishing to algae farm, from bad enemies to bridges, water depletion to swamps. Ships to harbors. And many more.
Related Lists
viewtopic.php?f=80&t=262 Water as limited ressource
viewtopic.php?f=80&t=3756 Filling water with land
viewtopic.php?f=80&t=13022 World Generation / Map Generator / Game Modes / Scenarios
viewtopic.php?f=80&t=14024 Travel over Water: Boats, Ships, Canus / Bridges / Tunnels [New types of vehicles]
viewtopic.php?f=80&t=14638 Producing food / Herbalism / Health
viewtopic.php?f=80&t=16592 Game Setup, Game Configuration, Init Screen
Suggestions (mixed, random stuff)
viewtopic.php?f=6&t=5640 Solid lubricant and portable water production
viewtopic.php?f=6&t=12686 A thought on water scarcity
viewtopic.php?f=6&t=13665 Floor Tiles to cover water
viewtopic.php?f=6&t=13901 Water working
viewtopic.php?f=6&t=15562 Water Platforms
viewtopic.php?f=6&t=16659 Starting Settings Warning
viewtopic.php?f=6&t=20231 Islands and building on water
viewtopic.php?f=6&t=20984 Water Barrels
viewtopic.php?f=6&t=22133 [New enemies] Native tribe and concurrence
viewtopic.php?f=6&t=22314 Factorio - Water platforms/Nuclear energy
viewtopic.php?f=6&t=23494 Thoughts on boats.
viewtopic.php?f=6&t=23672 idea for defence, trains, and water ai
viewtopic.php?f=6&t=23984 Change water/ground ratio in water edge tiles
viewtopic.php?f=6&t=22234 Water stuff
viewtopic.php?f=6&t=24304 Water biome/Water features
viewtopic.php?f=6&t=24884 Water: BECAUSE IT DOES NOTHING
viewtopic.php?f=6&t=24956 Bridges - Boats - Water mobs
viewtopic.php?f=6&t=25528 Water, shores, and tidal power generation
viewtopic.php?f=6&t=25678 AquaFactory
viewtopic.php?f=6&t=29568 Algae to bypass pollution early on
viewtopic.php?f=6&t=29908 Out To Sea - mass update
viewtopic.php?f=6&t=32774 Водные сооружения / Water facility.
viewtopic.php?f=6&t=40522 [Terrain] Water
|
[] | 0
|
2016-05-25T15:43:06-05:00
|
|
forum-topic-114657
|
114657
|
ALT-mode for filter inserters should distinguish white/black list
|
Implemented in 2.0
|
https://forums.factorio.com/viewtopic.php?t=114657
|
DarkShadow44
|
TL;DR
It would be nice if you could see if a filter inserter has a white or blacklist when having ALT mode activated.
What ?
Currently you can see the contents of a filter when having ALT-mode activated, but you don't know if it's a white or a blacklist.
It would be nice if there was a visual difference between a white and a blacklist. Not sure how exactly that would look like, maybe a green and red tint?
Why ?
Would make it easier to see at a glance what the inserter is doing.
|
[
{
"author": "",
"content": "66255",
"date": "2024-08-05T22:20:16+00:00",
"quotes": []
},
{
"author": "DarkShadow44",
"content": "Nice, thank you! I searched through the open suggestions, but missed the already implemented ones.",
"date": "2024-08-05T23:04:41+00:00",
"quotes": []
}
] | 2
|
2024-08-05T16:48:37-05:00
|
forum-topic-120970
|
120970
|
Fully Automated Rail Layer
|
F.A.R.L
|
https://forums.factorio.com/viewtopic.php?t=120970
|
sicky337
|
Will FARL be getting updated by creator or will some one with the skills update it please
|
[
{
"author": "BlueTemplar",
"content": "The F.A.R.L discussion subforum : \n viewforum.php?f=61",
"date": "2024-11-11T11:38:16+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Moved to FARL subforum.",
"date": "2024-11-11T22:38:56+00:00",
"quotes": []
}
] | 2
|
2024-11-11T05:33:53-06:00
|
forum-topic-18810
|
18810
|
[0.12.20] 30-Stack Challenge.
|
Maps and Scenarios
|
https://forums.factorio.com/viewtopic.php?t=18810
|
Schmendrick
|
A few players have decided that a worthy challenge is to generate -- within 24 hours of gameplay -- thirty full stacks of every game item, except for fish (which would be tedious and torturous and not involve automation at all). This is a scenario that implements this challenge.
You'll start out with only an active provider chest, which you must place to be given your normal starting materials. Once placed, it cannot be moved at all. Items placed into this chest will be consumed until 30 stacks' worth of any given item have been submitted. (Any excess will remain, and you will receive a nagging notifications until they are removed.)
A display tracks how much time you have left, as well as how many item types you have successfully submitted. A reminder of how many incomplete items must be supplied is given as well.
30stack.jpg (88.76 KiB) Viewed 20346 times
You can use this scenario with any map settings you wish, or a map exchange string. When you finish the scenario (either by submitting all required items or after 24 hours have passed), the game over screen also displays your map settings, for convenient screenshots.
30stackend.jpg (63.7 KiB) Viewed 20346 times
Using this scenario with mods will have those mods' items taken into account, with the exception of biter (or corpse) drops, or anything added to the world explicitly by mod scripting.
You will need to unzip this into your "scenarios" directory (next to the "mods" directory); Factorio does not unzip scenarios automatically the way it does mods.
I am interested in translations (and, of course, bug reports)!
|
[
{
"author": "Danielv123",
"content": "Surprised there have been no comments yet, but this is now declared as impossible. You need an average production of 200k plates/minute through the 24 hours, and due to setup time this would at least double. PERHAPS with bobs mods and starting with some good infrastructure and an inventory of god modules.",
"date": "2016-01-06T10:02:06+00:00",
"quotes": []
},
{
"author": "Melfish",
"content": "At first i read only 30 of each item, which sounded like a fun and relaxing challange, 30 STACKS however. \nI think without modules it could be possible, as alien eggs are dropped, do they (and tier 3 modules) even count? \nEither way i like the challange and will try this if not something simmilair.",
"date": "2016-01-06T13:34:26+00:00",
"quotes": []
},
{
"author": "eddieballgame",
"content": "Missed this post, this looks like an interesting way to set up a challenge vs other folks via a \"saved game\" file. Create a save game, share with your opponents & see who completes the items goal in a given time period. May adjust the victory conditions a bit, but I really like this idea.",
"date": "2016-03-31T17:58:59+00:00",
"quotes": []
},
{
"author": "eddieballgame",
"content": "I must modify my view on this scenario. I think this is a brilliant idea. Thank you for the work you did. I am experimenting with a 10-Stack challenge at the moment.",
"date": "2016-03-31T19:28:13+00:00",
"quotes": []
},
{
"author": "Schmendrick",
"content": "Yeah, you can just use a map exchange seed.",
"date": "2016-03-31T19:37:12+00:00",
"quotes": [
{
"author": "eddieballgame wrote:",
"content": ""
}
]
},
{
"author": "eddieballgame",
"content": "You know, I never thought of that...thank you.",
"date": "2016-03-31T21:36:53+00:00",
"quotes": []
},
{
"author": "Schmendrick",
"content": "On the other hand, scenario script is saved with a game save file, so you could also distribute the save, if for some reason people didn't want to download the scenario. So you have a few options.",
"date": "2016-03-31T22:07:49+00:00",
"quotes": []
},
{
"author": "eddieballgame",
"content": "@Schmendrick, I have a question for you. I am really liking this mod, & consider it to be my favorite of all that have been made so far. Using this mod for a short ( a few hours ) play session vs others is a viable \"head to head\" competitive endeavor. I took the liberty to adjust the 30 stack requirement to 10 & 5 for shorter gaming sessions. I also have a thought about an in-game performance rating. \nNow for my question; I was wondering ( trying to do it myself has not worked out very well ) if it was possible to show an in-game rating with a formula that would involve the Timer & the Chest Inventory? For example, Time left x Chest Inv; simple & crude. If you like to share your wisdom on this, I would be most appreciative. \nI really think this fantastic game would be enhanced with some kind of a viewable performance rating. I was told that modders did not have access to the in-game production numbers; your mod is the only one I have seen that comes the closest to being able to implement this idea. Thank you again for a great mod & your input.",
"date": "2016-04-05T07:24:32+00:00",
"quotes": []
},
{
"author": "Schmendrick",
"content": "Well, I've been considering revisiting this concept from a slightly different angle. This scenario, when started, finds all research/buildable items and sets a goal for each item of 30 stacks' worth. Then as you put stuff in the destination chest, it deletes them and decrements the \"number needed\" count for that item. I have been thinking of changing it so that instead of keeping track of what you *need*, it keeps track of what you've submitted. That way if someone adds (or removes) a mod between saves, it can adapt. \n \nAnd as far as I know, we don't have access to in-game production numbers. This mod just constantly monitors the \"goal\" chest and takes needed items out of it. In that way, it's very similar to the Supply challenge from the scenario pack. Which you should probably look into, actually, if you haven't noticed it yet, as it provides a scoring system, and even has its stages laid out conveniently in a list, in case you want to make a copy and tweak it.",
"date": "2016-04-05T08:16:34+00:00",
"quotes": [
{
"author": "eddieballgame wrote:",
"content": ""
}
]
},
{
"author": "eddieballgame",
"content": "Once again, thank you for your insight. I did check out the \"supply scenario\". Interesting, I already have some ideas for tweaking it. Now, if I can just figure out how to implement that particular scenario with the Random Map Generator.",
"date": "2016-04-05T10:53:11+00:00",
"quotes": []
},
{
"author": "MadeOfGoldZ",
"content": "hello , can we play this scenario in multiplayer? Because i've tryed but we get only desync errors",
"date": "2016-05-29T12:01:56+00:00",
"quotes": []
},
{
"author": "doctrof",
"content": "How to update it for 0.13 ???",
"date": "2016-08-18T17:23:25+00:00",
"quotes": []
}
] | 12
|
2015-12-30T22:01:11-06:00
|
forum-topic-95716
|
95716
|
Atom language package for cfg file grammar
|
Development tools
|
https://forums.factorio.com/viewtopic.php?t=95716
|
ickputzdirwech
|
The last few days I had a lot of fun creating an Atom language package for the cfg files used for localisation. It was the first time I messed with anything outside of Factorio modding and it took me a while to get going. Especially learning how to read regular expressions was quite a challenge.
You can find the package called "language-factorio-cfg" on Atom and Github .
Any kind of feedback is very welcome!
Here a preview (taken with UI and syntax theme "One Dark"):
EXAMPLE.png (185.31 KiB) Viewed 3944 times
|
[] | 0
|
2021-02-05T06:00:28-06:00
|
forum-topic-126634
|
126634
|
[AGI is here] LLM implementation with combinators. Items on belt represent letters
|
Off topic
|
https://forums.factorio.com/viewtopic.php?t=126634
|
Fabriken AGI
|
> How many combinators do you think it would take to make the simplest form of LLM (if a belt with items was words and letters)? - This could be your way out!
Here’s the detailed explanation and blueprint for creating a simplified LLM in Factorio combinators.
I hope this formatting works well for your phpBB forum! If you need any further adjustments or have more questions, feel free to let me know.
|
[
{
"author": "Fabriken AGI",
"content": "I have to add that this is in no way serious and that the answer is incomplete, and the blueprint probably does not make sense. \nits just a shitpost, but one that may spark someones imagination",
"date": "2025-02-06T18:18:07+00:00",
"quotes": []
},
{
"author": "Muche",
"content": "Simplified LLM is an oxymoron. The first L is for Large . Trying to make it simple would make it not large anymore.",
"date": "2025-02-06T18:28:41+00:00",
"quotes": []
}
] | 2
|
2025-02-06T12:07:59-06:00
|
forum-topic-127246
|
127246
|
[2.0.37] Weird behaviour of request cancelation with auto-trash enabled
|
Bug Reports
|
https://forums.factorio.com/viewtopic.php?t=127246
|
Hares
|
Steps to Reproduce
Deploy a requester chest
Enable auto-trash (aka Trash unrequested)
Connect it to the network in Set requests mode (requests 50 ore)
Add group with -999999999... of that ore
Expected:
Request canceled
No items are requested
Existing items are trashed
Satisfaction is 0/0
Actual:
Request canceled partially
No items are requested
Existing items are not trashed
Satisfaction is 0/50
See Also
127244: [2.0.37] [SA] Unable to set up forced drop-off on space platforms
Click to expand the recording
|
[] | 0
|
2025-03-03T14:50:04-06:00
|
forum-topic-46503
|
46503
|
Request tutorial to render vechicle graphics
|
Texture Packs
|
https://forums.factorio.com/viewtopic.php?t=46503
|
DolphinFox
|
Hello everyone.
I began to understand the program of Chinema4D. I want to ask the help of knowledgeable people how to use this program to correctly and organically render graphics for vechicles ? I just can not properly configure the camera for rendering graphics. If possible, send an instruction with pictures of what and how to do
|
[
{
"author": "darkfrei",
"content": "You can use blender 3d, the developers use it too and it is absolute free. \n \nOn YouTube you can find a lot of tutorials for everything. \n \n viewtopic.php?f=38&t=49547&start=20#p287933",
"date": "2017-06-22T19:38:33+00:00",
"quotes": []
},
{
"author": "AlveKatt",
"content": "What you need to think about: \n \nLight comes in at a 45 degree angle from the left. \nThe camera faces 45 degrees down. \nMake sure you set the camera to render in an Orthographic perspective. Factorio is 2d, so real perspective sprites just look wonky. \nParent the camera to an object that is set to not render and animate it rotating 360 degrees. \nAlso parent the light source to said object \nMake make sure there is no interpolation, so the distance the camera rotates between frames is constant.",
"date": "2020-12-02T17:13:44+00:00",
"quotes": []
},
{
"author": "TheKingJo",
"content": "I recently made a video about it: \n https://www.youtube.com/watch?v=h36kd6wiWy8",
"date": "2021-03-01T09:41:16+00:00",
"quotes": []
},
{
"author": "darkfrei",
"content": "Very nice! \nYou can also use this spritesheet tool: viewtopic.php?p=335708#p335708 \nIt crops the empty alpha from sprites.",
"date": "2021-03-01T20:21:51+00:00",
"quotes": [
{
"author": "TheKingJo wrote: Mon Mar 01, 2021 9:41 am",
"content": ""
}
]
}
] | 4
|
2017-05-05T12:50:19-05:00
|
forum-topic-116527
|
116527
|
2.0 mod porting guide
|
Modding help
|
https://forums.factorio.com/viewtopic.php?t=116527
|
Xorimuth
|
Here’s a guide I wrote for porting mods to 2.0.
Most importantly disable quality mod before starting to port your mods!
https://gist.github.com/tburrows13/687f ... a437e86cfa
|
[
{
"author": "jodokus31",
"content": "Thanks, this is gonna be super helpful",
"date": "2024-10-23T16:15:00+00:00",
"quotes": []
},
{
"author": "onkelflorian",
"content": "yes, very helpful! i was looking for those documents!",
"date": "2024-10-24T08:06:50+00:00",
"quotes": []
},
{
"author": "LightningMaster",
"content": "That saves my life! I am completely new to mod, just has some old mod not working on 2.0, based on the steps and tips for searching in change log helps a lot. I was able to get some old mods working again in 2.0. huge thanks. saves my life.",
"date": "2024-10-24T12:41:42+00:00",
"quotes": []
},
{
"author": "picklock",
"content": "Thanks, this is very helpful.",
"date": "2024-10-24T13:23:50+00:00",
"quotes": []
},
{
"author": "stagdancer",
"content": "Brilliant - thank you!!",
"date": "2024-10-25T15:51:53+00:00",
"quotes": []
}
] | 5
|
2024-10-22T03:24:06-05:00
|
forum-topic-34552
|
34552
|
LuaEntity.turret_orientation :: float [RW]
|
Modding interface requests
|
https://forums.factorio.com/viewtopic.php?t=34552
|
Please add LuaEntity.turret_orientation :: float [RW] for turrets and vehicles.
|
[
{
"author": "Danielv123",
"content": "So http://lua-api.factorio.com/latest/LuaE ... rientation only works on cars etc, not turrets?",
"date": "2016-11-07T21:38:23+00:00",
"quotes": []
}
] | 1
|
2016-10-18T15:39:08-05:00
|
|
forum-topic-116598
|
116598
|
Error: Failed to upload mod: Unknown error. (code: 500)
|
Mod portal Discussion
|
https://forums.factorio.com/viewtopic.php?t=116598
|
Lexxy Fox
|
Mods work fine in Factorio, but gives an error when I attempt to upload to the mod portal. The error displayed is:
Attached are some example mod zips that display this issue.
If I could see the source code I'd investigate it myself, but others would rather have me ask this here instead so here I am
|
[] | 0
|
2024-10-22T10:10:12-05:00
|
forum-topic-19346
|
19346
|
TLS problems & packaging for NixOS
|
Mod and installation managers
|
https://forums.factorio.com/viewtopic.php?t=19346
|
Baughn
|
Hi,
I'm working on packaging Factorio for NixOS.
Because I love pain, I decided to teach it how to download Factorio, rather than depending on the user to supply a tarball, and that... *sort of* worked, but not quite; I'm having TLS problems. The procedure goes somewhat like this:
The login works, as does the redirect, but the certificate you're using for eu2.factorio.com is failing to validate against the standard Linux keyring. It does work with Chrome, and okay, I could probably bundle the exact CA cert needed, but I thought you might want to know. What I'm actually going to use is the -k option, to disable verification; this is perfectly safe, as the Nix package repository will include the sha256 hash of the tarball anyway.
Some questions, though.
> Are you fine with this, or is there a different download procedure you'd like me to use?
> Will the above curl commands remain usable in the long term?
> Is there a flag I can pass factorio to let it know that automatic updates will not be working? Although I'm going to make sure that scenario downloads do.
And because I really do love pain,
> Do you have plans for a mod repository? Because it'd be awesome if I could configure the mod setup with Nix expressions as well, although that's probably something I should worry about once I've actually gotten the binary running.
|
[
{
"author": "Baughn",
"content": "One more question: \n \nCan I set system-read-path from the command line, using a flag or envvar? Because the data is not going to be in /usr/share. /usr/share doesn't exist.",
"date": "2016-01-20T18:17:38+00:00",
"quotes": []
},
{
"author": "prg",
"content": "You can specify whatever read- and write-data paths you want in the config file. A default config can be generated with use-system-read-write-data-directories=false in config-path.cfg to work around the missing /usr/share, then adjust the paths to your liking. If the config also can't be found in the expected location, you can pass a different one with -c or --config.",
"date": "2016-01-20T18:46:12+00:00",
"quotes": [
{
"author": "Baughn wrote:",
"content": ""
}
]
},
{
"author": "Baughn",
"content": "I figured it out, by looking at the config file from an old pre-Nix backup.",
"date": "2016-01-20T20:22:44+00:00",
"quotes": []
},
{
"author": "",
"content": "That is pretty cool. \n \n- The download method is ok with us, but it might be changed to use a separate server for authentication. I'm not sure what else would have to change in your script. \n- We don't have a way to disable updates from command line yet. Do you think it's necessary? You can disable them from config, but that's probably not enough. \n- Yes, mod repository is currently being developed :-). We are planning to eventually have mod downloading integrated in Factorio (mainly to improve compatibility when connecting to MP games), so adding mods as packages might not be necessary. But the mod database will have a reasoneble API, so you shouldn't have too many problems with it. \n- You might want to change the value use-system-read-write-data-directories in <executable-path>/../../config-paths.cfg -- it sets the default paths when a new config is created.",
"date": "2016-01-22T14:29:42+00:00",
"quotes": [
{
"author": "Baughn wrote:",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "Baughn",
"content": "I've *almost* got it working now. Just one slight glitch remaining... \n Code: Select all 17.254 Error GlobalContext.cpp:881: Couldn't write /nix/store/v5m978fprjn2fq4lavarz37158958hjl-factorio-0.12.20/share/factorio/config-path.cfg: boost::filesystem::copy_file: Read-only file system: \"/home/svein/.factorio/config.ini\", \"/nix/store/v5m978fprjn2fq4lavarz37158958hjl-factorio-0.12.20/share/factorio/config-path.cfg\"\n \n\nI'm going to resolve this by moving config-path.cfg to the user's homedir, overwriting it on each startup, but it sure looks like writing config.ini fails if it can't first write config-path. You might want to do something about that. Or not, if you like. \n \nDisabling updates from the command line isn't critical, but any user attempt to use the function will fail. Which is a bad experience. \n \nEDIT: Yeah, I misinterpreted that error. It's a copy, not a multi-file write. D'oh.",
"date": "2016-01-23T00:10:22+00:00",
"quotes": []
},
{
"author": "Baughn",
"content": "Okay, so overwriting the config file on every startup wasn't a good idea; the user's configuration gets mixed in with the paths I'm setting. So what I ended up doing was to edit that config file with sed, instead of overwriting it. I don't like this approach. \n \n(Can I have a flag for setting the data directory? That would simplify this immensely.) \n \nRegardless, it's working...\n Code: Select all 0.000 2016-01-23 00:35:39; Factorio 0.12.20 (Build 17489, linux64)\n 0.000 Operating system: Linux\n 0.000 Program arguments: \"/nix/store/cb59xfa2pil04a0fm3v2qdz91chk9af4-factorio-0.12.20/bin/factorio.x64\" \"-c\" \"/home/svein/.factorio/config.cfg\" \n 0.000 Read data path: /nix/store/cb59xfa2pil04a0fm3v2qdz91chk9af4-factorio-0.12.20/share/factorio/data/.\n 0.000 Write data path: /home/svein/.factorio\n 0.000 Binaries path: /nix/store/cb59xfa2pil04a0fm3v2qdz91chk9af4-factorio-0.12.20\n 0.010 Available display adapters: 1\n 0.010 [0]: resolution 2560x1440px at [0,0]\n 0.010 Create display on adapter 0. Size 1280x720 at position [630, 342]. Monitor 0\n 0.082 Initialised OpenGL:[0] GeForce GTX 970/PCIe/SSE2; driver: 4.5.0 NVIDIA 352.63\n 0.093 Graphics options: [FullScreen: false] [VSync: true] [UIScale: 100%] [MultiSampling: OFF] [Graphics quality: normal] [Video memory usage: high] [Light scale: 20%] [Screen: 0]\n 0.116 Loading mod core 0.0.0 (data.lua)\n 0.117 Loading mod base 0.12.20 (data.lua)\n 0.410 Initial atlas bitmap size is 16384\n 0.411 Created atlas bitmap 16384x5509\n 8.096 Factorio initialised\n 14.686 Info Scenario.cpp:123: Map version 0.12.20-1\n 25.294 Goodbye\n➜ nixpkgs git:(factorio)\n \n\nIf you're curious, you can look at the crazy rube goldberg machine I created to make it run. \n https://github.com/NixOS/nixpkgs/pull/12561",
"date": "2016-01-23T00:51:41+00:00",
"quotes": []
},
{
"author": "",
"content": "Moved to tools, leaving a link in technical help. I recommend to edit the first post with the current solution. Nice work.",
"date": "2016-01-29T13:04:05+00:00",
"quotes": []
},
{
"author": "",
"content": "It shouldn't be necesary to set config path from commandline. \nYou should only have the <executable-path>/../../config-path.cfg file (in the previous post i had an extra S there, sorry) with content like this:\n Code: Select all config-path=~/.factorio/config\nuse-system-read-write-data-directories=true\n \n\nThe use-system-read-write-data-directories flag then sets the default read and write data to /usr/share/factorio and ~/.factorio . \nIf you need to change any of them, you can then pregenerate a config file (~/.factorio/config/config.ini) that contains something like the following:\n Code: Select all [path]\nread-data=any_path\nwrite-data=any_path\n \n\nAlso while you can't disable updates now, at least disabling them by default with\n Code: Select all [other]\ncheck_updates=false\n \nin config file might help.",
"date": "2016-01-29T13:57:16+00:00",
"quotes": [
{
"author": "Baughn wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "Actually there's a problem -- \"~\" doesn't get expanded. If you just don't put the config-path.cfg there, it will use a default which is using system directories and config in ~/.factorio/config. But this is ugly and should change. I'll add it to our list.",
"date": "2016-01-29T14:48:33+00:00",
"quotes": []
},
{
"author": "Baughn",
"content": "As per NixOS standards, the current solution for installing Factorio on NixOS is to type \"nix-env -i factorio\". \n \nNone of what we went through in this post is necessary. The code is merged into the Nix package repository.",
"date": "2016-02-03T20:38:04+00:00",
"quotes": [
{
"author": "ssilk wrote:",
"content": ""
}
]
}
] | 10
|
2016-01-20T10:56:13-06:00
|
forum-topic-127229
|
127229
|
Splitters should be able to filter based on stack height
|
Outdated/Not implemented
|
https://forums.factorio.com/viewtopic.php?t=127229
|
rvb30
|
TL;DR
You should be able to set the filter on a splitter to only split off items of certain stack heights
What?
Splitters allow us to filter off certain items from a belt, and Space Age added the ability to split of all items of a certain quality.
It would be really nice to do the same with stack sizes, so that I can remove from my belt any item on the belt which is not a stack 4 high
This would be useful to do to improve throughput when merging belts together
You can achieve this currently by just dumping everything in a box and then using a stack inserter to place it back on belts, but that seems like an inelegant solution if my belt is already 99% fully stacked.
I specifically want to do this on Fulgora, because while recyclers try to output full stacks they frequently don't which messes up my belt throughput, so I want to pull all the partial stacks off and restack them
Why?
It feels like an odd omission, unless it's for performance reasons.
|
[
{
"author": "Muche",
"content": "Also see Stacking option for filtered splitter .",
"date": "2025-03-02T20:51:12+00:00",
"quotes": []
},
{
"author": "rvb30",
"content": "I spotted that one while looking for duplicates, but I don't think it's proposing the same thing. \nThat one wants splitters to act as stack inserters and stack things up, whereas mine wants splitters to separate out certain stack sizes so that you can then separately stack them up yourself",
"date": "2025-03-02T22:35:42+00:00",
"quotes": []
},
{
"author": "",
"content": "So we have filters by item type that also supports quality filter. I already saw requests for splitters support spoil percent, now this about stack height. I am not seeing issues implementing this but selection of the filters is quite arbitrary and the condition is not a simple \"passes filter? yes/no\". For a stack height filter an extra value would have to be given what stacks should be filtered (is it only those of size 1, or anything below 4, or maybe anything below currently researched level. This does not convince me, i am going to reject any such ideas that would explode on GUI complexity while having a dubious usability or ones that can be implemented relatively easily using slightly different methods and circuit network. For recyclers and stacking there is at least one solution of recycling into a chest and only pulling those items out that reached inserter stack size so inserter taking out of chest to a belt will be guaranteed to drop full stacks. Alternative available in experimental branch is reading content of recycler itself and taking items selectively (not using the dropping output).",
"date": "2025-03-02T22:47:13+00:00",
"quotes": []
},
{
"author": "rvb30",
"content": "Thanks for the answer! \n \nTo answer your question about what, I was imagining the same 6 operators (<, <=, =, !=, >=, >) as for quality, and then either a drop down or text box to enter the height. I figured it could go either next to the quality options or underneath. \n \nHowever given that my game design experience is zero, and every UI I have created has been universally considered to be awful, I'll leave it to the professionals! \n \nAlso, thanks so much for all the hard work on Space Age - I'm having a huge amount of fun!",
"date": "2025-03-02T23:03:12+00:00",
"quotes": []
}
] | 4
|
2025-03-02T14:30:09-06:00
|
forum-topic-34068
|
34068
|
I have sent over 50,000 satellites.
|
Medium/Big/Gigantic Sized Structures
|
https://forums.factorio.com/viewtopic.php?t=34068
|
mkoro1222-factorio
|
I have built my factory from ver.0.12 and fired over 1000 rockets.
I do not use any cheat commands.
Because of my PC powerless a mod of undecorator which is Non-Game-Changing mod is only applied.
https://mods.factorio.com/mods/orzelek/undecorator
Nore, I move this topic from "Board index ‹ Contributions ‹ Maps and Scenarios"
|
[
{
"author": "mkoro1222-factorio",
"content": "I add some pictures of my factory. \nSome area is changed from savedata.",
"date": "2016-10-13T16:53:04+00:00",
"quotes": []
},
{
"author": "mooklepticon",
"content": "Wow. This is amazing.",
"date": "2016-10-13T17:05:03+00:00",
"quotes": []
},
{
"author": "",
"content": "This is totally insane",
"date": "2016-10-13T18:41:45+00:00",
"quotes": []
},
{
"author": "mkoro1222-factorio",
"content": ">mooklepticon \n>Koub \nThank you for your comment. \n \nI'm continuously expanding my factory because Iron ore is shortage.",
"date": "2016-10-14T16:00:33+00:00",
"quotes": []
},
{
"author": "",
"content": "How much FPS/UPS do you get on that map? \n \nI once tried the same and my map looked like yours, but after 220 rockets (vanilla only with default settings) I had to expand and after that my UPS went < 15 so I gave up. \nAlthough my PC is a Phenom II X4 955 (oc. to 3,8GHz) and almost 7 years old, so it will work better on a new one. \nOn your map I get about 21 FPS/UPS.",
"date": "2016-10-14T16:11:21+00:00",
"quotes": []
},
{
"author": "mkoro1222-factorio",
"content": ">daniel34 \nI will explain the spec of my PC first. \nSimply saying, it is old and powerless. \n-CPU:Pentium G6950(2.8G 2 cores) \n-RAM:DDR3 8G \n-ROM:SSD 64G \n-Graphic:HD4350 \n \nThe FPS/UPS are depend on mainly the number of working robots. \nThe most high-load situation, when over 100k robots working simultaneously, the FPS/UPS drops to 8fps. \nIn order to avoid the situation, coal, Iron ore and copper ore are gathered by transport belt to main construction area. \nAt main construction area, I use many robots simultaneously but the number is around 10k. \nThe FPS/UPS are 20fps at that time. \n \nI don't mind the 20 FPS/UPS situation and I play factorio leisurely. \nHowever battle of biter need higher FPS/UPS so I stop any construction. \nAt that time the FPS/UPS recover over 30 fps.",
"date": "2016-10-14T17:13:35+00:00",
"quotes": []
},
{
"author": "mkoro1222-factorio",
"content": "I measure FPS/UPS with this save data on other PC. \nSpecs are as follows. \n-CPU:AMD FX-8100(2.8GHz 8 cores) \n-RAM:DDR3 12GB \n-ROM:SSD 64GB \n-Graphic:HD5670 \n-OS:Windows7 64bit \n \nThe FPS/UPS are 25 fps. \nFactorio seem to use one core on Windows task manager.",
"date": "2016-10-17T07:06:56+00:00",
"quotes": []
},
{
"author": "LuziferSenpai",
"content": "Yes, Factorio is not a Multicore Game ^^ It only uses 1 Core",
"date": "2016-10-17T18:43:22+00:00",
"quotes": [
{
"author": "mkoro1222-factorio wrote:",
"content": ""
}
]
},
{
"author": "Keplergamer",
"content": "Almost, they already do a little bit of multi-core, but are going more over multi-treading on .15, specially for transport belts. Just look over the last friday facts. \n \nBtw, I have an i7 4970, it worked very nicely. ^^ \n \nI love this game because it is very optimized. For a lot of things, the sky is the limit, at least when the factory is just standing still.....",
"date": "2016-10-19T07:06:34+00:00",
"quotes": []
},
{
"author": "aober93",
"content": "I get like 20fps on a Phenom II X6 1090T from 2011. While i get 45 FPS on an i5-3570K from 2013. Its not a stable fps tho. \n \nToo bad the i5 isnt my main gaming rig \n \nIf this map had more belts&trains less robots, it would be even slower i figure",
"date": "2016-10-21T15:36:10+00:00",
"quotes": []
},
{
"author": "MaexxDesign",
"content": "Factorio profits of fast RAM. \n \nI did some benchmark with 8GB DDR3, Core i5 4670K @ 4,0 GHz, GeForce 1070 and Win10 last night: \n \n800 MHz: 27 FPS \n1066 MHz: 33 FPS \n1333 MHz: 37 FPS \n1400 MHz: 37 FPS \n1600 MHz: 42 FPS \n \nand finally 1600 MHz with 4,2 GHz CPU speed: still 42 FPS \n \nBenchmark from some other guy: \n \n http://i.imgur.com/QZvLSyy.jpg",
"date": "2016-10-23T08:24:56+00:00",
"quotes": []
},
{
"author": "mkoro1222-factorio",
"content": ">LuziferSenpai \n>Keplergamer \nNow I understand factorio use single CPU core. \n \n>aober93 \nDoes your post means belts and trains use more CPU resources than robots? \n \n>MaexxDesign \nThank you of run benchmark using my save data. \nIf I play factorio more comfortably, it seems I need to replace my PC. \n \n \nNow I make a proposal \nDo you want a save data with high-load condition that over 100k robot works simultaneously? \nIt might be able to used for benchmark.",
"date": "2016-10-24T05:55:37+00:00",
"quotes": []
},
{
"author": "LuziferSenpai",
"content": "Use Underground Belts instead of Belts, than you have better UPS. \nAnd install UPS++, that will increase it more.",
"date": "2016-10-30T18:38:41+00:00",
"quotes": [
{
"author": "mkoro1222-factorio wrote:",
"content": ""
}
]
},
{
"author": "Arizona",
"content": "This base seemed kind of empty, though large -- where is all the production happening?",
"date": "2016-10-31T03:16:37+00:00",
"quotes": []
},
{
"author": "mkoro1222-factorio",
"content": ">LuziferSenpai \nI tried UPS++ but a increase of FPS/UPS was only several Hz. \nIn additions, the UPS++ put icon at the upper left and it reduce screen area. \nTherefore I do not use the mod. \n \n>Arizona \nThere is blue-color area at center of map, and power generation and production are concentrated here. \nRoughly classified as follows. \nBattery area, Boiler area, Production area, Solar-panel area.",
"date": "2016-11-04T15:20:48+00:00",
"quotes": []
},
{
"author": "mkoro1222-factorio",
"content": "Over 2000 rockets fired. \nPlaying time is over 1200 hours. \n \nI add a picture of a mining area. \nOre is mainly transformed to construction area by long transport belt. \nNote, I do not use train on the map.",
"date": "2016-11-05T17:00:51+00:00",
"quotes": []
},
{
"author": "mkoro1222-factorio",
"content": "I extended my factory. \nRocket construction is stopped in this save data and the FPS/UPS is high value.",
"date": "2016-12-01T04:09:59+00:00",
"quotes": []
},
{
"author": "mkoro1222-factorio",
"content": "I extended my factory. \nI fired 4616 rockets. \n \nI exhausted Iron ore in an area surrounded yellow line of this image. \nCopper ore, Stone, and Coal is still remains in the area.",
"date": "2017-01-11T07:30:23+00:00",
"quotes": []
},
{
"author": "scorphedron",
"content": "Geez How m8 Good jod",
"date": "2017-02-17T13:16:23+00:00",
"quotes": []
}
] | 19
|
2016-10-11T03:09:53-05:00
|
forum-topic-72866
|
72866
|
5dim mod didnt work on 0.17.5-0.17.53
|
5dim's mod
|
https://forums.factorio.com/viewtopic.php?t=72866
|
Sorda
|
I tried to install all the modes from "5dim" and in the mods tab I see that all the modes from "5dim" except the core require a dependency that is already satisfied, but the modes themselves blink red. Any of the mods "5dim" requires the dependence "5dim core =>1.3" (i have latest, 1.4), and it exists, but for some reason believes that it is not.
What to do with it?
|
[
{
"author": "",
"content": "[Koub] I think you'll get better feedback if your topic is in the 5dim's subforum. Topic moved.",
"date": "2019-07-04T07:34:50+00:00",
"quotes": []
}
] | 1
|
2019-07-04T02:14:34-05:00
|
forum-topic-262
|
262
|
Water as limited ressource - Page 2
|
Frequently Suggested / Link Collections
|
https://forums.factorio.com/viewtopic.php?t=262&start=20
|
mp0011
|
Also. If "lakes" have water levels, there can be level difference. If so, we can implement water turbines.
One end sucks water (and lower the level), other drains, increasing water level. Once levels equalize, quite fast to avoid "infinite pump loop free energy", You must find another lake with level difference, or suck more water from "lower" lake.
It is also possible to store energy that way, by pumping water to "upper" lake, and drain it later.
|
[
{
"author": "foodfactorio",
"content": "ah yes, darkfrei has a new mod here with ice ores, and lots of ideas for it there too \n viewtopic.php?f=97&t=57113 \n \nthe small areas of water, being drainable, and then stored in huge Angels water tanks, or pumping up water up a cliff, using solar in the day for example, and for later using gravity to release all the energy when needed, sounds cool too",
"date": "2018-01-30T06:00:47+00:00",
"quotes": []
},
{
"author": "Treahblade",
"content": "I think this is not implemented because it does not add much to game play other then a gimmick. \nIf you add finite water then you have to deal with how users will get more water, rain is cool but wouldn't add much when considering how much the steam engines would consume. You would make condensers that would turn the used steam back into water and use only lake water to cool the condensers and only loose some water over time in the closed steam -> condenser -> tank -> boiler situation. IRL this is how this actually works in a real power plant. \n \nSo your options would be either do the above which just adds nothing but another building that has a single use, add wells where you could just pump up infinite water anyway ( removes the point of lakes ), or deal with unhappy players which spawn in an area with no water or very very little. \n \nIf your going to have a way to get infinite water via one method might as well just leave the current system.",
"date": "2018-03-05T21:15:39+00:00",
"quotes": []
},
{
"author": "MorioFactorio",
"content": "Personally I like the water unlimited because it in a sense regulates itself. Rain would replenish hence no need to have the drain and refill process. THOUGH adding actual rain to the game would justify the endless water.",
"date": "2018-07-14T02:24:32+00:00",
"quotes": []
},
{
"author": "QWERTY128BITS",
"content": "I use this mod and it work very well with all that ideas: \n https://mods.factorio.com/mod/WaterAsAResource \n \n- There is no rain, but the water can \"regenerate\"; \n- Drained lakes can bu reused as oil/water tanks; \n- Drain lakes is a good way to clean spaces; \n- The game fells much better/realistic/balanced; \n- No more \"one pool\" suply all your nuclear stations; \n- A new level of strategy/factorio control to play; \n \nit still have problems with optimizations...it has to save/load a lof of information... \nif was implemented by the factorio developers, could be epic;",
"date": "2019-05-19T11:04:13+00:00",
"quotes": []
},
{
"author": "Sasuga",
"content": "Water can not be a limited resource IMO. If you want to dry up water-ponds, and have to find new ponds, ok, ok... But, then we need rain to catch water again and refile ponds. (After-all, how do the plants get water? We need rain.)",
"date": "2019-06-27T23:08:05+00:00",
"quotes": []
},
{
"author": "b_d",
"content": "Ocean/SEA = DARK Waters TILE: Regen rate for Fish HIGH. UNLIMITED \nLAKE/River/Water = LIGHT Water TILE: Limited Fish. uses % measurement value Like OIL mechanic; when Drained CLIFFs are formed in the old perimeter. \n When LAKE is reduced to Unlimited SEA water-pump needs to be moved to the new smaller edge and back to normal WATER Resource. \n \n PumpJack => Assembly Machine => Water Barrels \n Water Barrels => Assembly Machine => 2inserters => Empty Barrel/PipeOUT \n \n Barrels Can Pick up Spills (any Fluids from Disassembled Pipes OR have Fluids BACKUP to TANKS when disconnected; Fluids are pushed back the system) \n \n \n SOIL TRENCH Digger to connect other water sources. USES TANK Bulldozer attachment UPGRADE Flow of %Water flows through the Ditch created {Cliffs on both sides & front, when activated (Cliff generator)} \n WATER WELLS = OIL PATCHes need PumpJack to Get water from underGround The map generator can have options for LAKE and SEA Tiles NO river options Fun Cleaning SWAMP Areas to DIRT Tiles Water only Flows to DIRT Tiles ONLY? Bulldozer Generate DIRT tiles? Dessert = Water Wells ONLY! ONLY one SEA area attached to SAND or MAX TWO",
"date": "2019-08-04T05:36:00+00:00",
"quotes": []
},
{
"author": "kaiflife",
"content": "I think we need a good ups idea design. And I'm afraid that water needs to be unlimited. The only thing i think really wrong is that the 3-2 tiles lake is enough for filling one pump. And my idea is to limited water input by how many water tiles is in a lake. Like 1/s by one tiles, that makes needed like 30x40 tiles for fully filling one pump.",
"date": "2019-09-15T11:42:14+00:00",
"quotes": []
},
{
"author": "MakeItGraphic",
"content": "[REDACTED] I need to learn how to read",
"date": "2020-02-11T06:22:05+00:00",
"quotes": []
},
{
"author": "darkfrei",
"content": "We have mod for it \n https://mods.factorio.com/mod/Ability_to_Read",
"date": "2020-02-11T08:01:47+00:00",
"quotes": [
{
"author": "makeitgraphic18 wrote: Tue Feb 11, 2020 6:22 am",
"content": ""
}
]
},
{
"author": "leadraven",
"content": "Each water tile generates X water every tick. Pumps gather up to XXX water every tick from nearby water tiles.",
"date": "2020-02-11T08:18:35+00:00",
"quotes": []
},
{
"author": "darkfrei",
"content": "What if we have two pumps in the same lake?",
"date": "2020-02-11T11:26:45+00:00",
"quotes": [
{
"author": "leadraven wrote: Tue Feb 11, 2020 8:18 am",
"content": ""
}
]
},
{
"author": "leadraven",
"content": "That's the point, overall output is determined not by pumps amount, but by covered water area.",
"date": "2020-02-11T11:36:20+00:00",
"quotes": [
{
"author": "darkfrei wrote: Tue Feb 11, 2020 11:26 am",
"content": ""
},
{
"author": "leadraven wrote: Tue Feb 11, 2020 8:18 am",
"content": ""
}
]
}
] | 12
|
2013-02-24T10:54:46-06:00
|
forum-topic-126794
|
126794
|
Tooltip for Force-Syncing Mods
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=126794
|
bmmtstb
|
Hello,
while switching between different 2.0 and a heavily modded 1.1 play-throughs, some of the mods got mixed up and resulted in a faulty synchronization. After that the specific versions of some mods got mixed up, resulting in a non-playable state. To fix this I went to discord, and Boskid told me, it is possible to "ctrl-click" the sync mods button, forcing specific versions to be used. I could resume playing as usual.
But I think the user should get a little more help in a scenario like that. After the synchronization failed the first times, I even looked at the tooltip, to double-check whether I missed anything. The tooltip is fairly small and the text is similar in versions 2.0 and 1.1.
grafik.png (67.52 KiB) Viewed 152 times
I suggest to expand the tooltip with a newline with text along the lines of "Press `ctrl+left click` to force synchronize the mods". This should show people who are reading tooltips everything they need without interfering otherwise. If a tool exists, it should be labeled - at least in my opinion.
Thanks again for boskid for his fast help
Brizar
|
[
{
"author": "Quezler",
"content": "At the very least it should change the tooltip when you hold down the right modifier key, its easy to confuse command and ctrl on mac and there isn't really any feedback (not even on the panel that opens right after) whether it's a normal sync or a force sync.",
"date": "2025-02-12T20:13:42+00:00",
"quotes": []
}
] | 1
|
2025-02-12T10:53:03-06:00
|
forum-topic-18649
|
18649
|
Modding API Documentation
|
Mod and installation managers
|
https://forums.factorio.com/viewtopic.php?t=18649
|
_Skuzzzy
|
Where can I find the documentation for the public modding apis? I can't seem to find the official documentation.
|
[
{
"author": "",
"content": "Official documentation is in your Factorio folder in the doc-html subfolder. \nAdditional info can be found in the wiki, although it's sometimes a little bit outdated: https://forums.factorio.com/wiki/index.php?title=Modding",
"date": "2015-12-21T11:03:58+00:00",
"quotes": []
},
{
"author": "slindenau",
"content": "Official API documentation (the HTML documents you get with the game) is also uploaded here: http://lua-api.factorio.com/",
"date": "2016-04-21T13:21:47+00:00",
"quotes": []
}
] | 2
|
2015-12-20T18:20:47-06:00
|
forum-topic-91397
|
91397
|
Function referencing to entity health %
|
Already exists
|
https://forums.factorio.com/viewtopic.php?t=91397
|
AyleeJenn
|
TL;DR
A function that references to hull status % and allows an action/trigger/effect/etc to happen based on the entity's hull status %
What ?
The addition of a function in the game's programming that allows something to happen when any entity's health status is at a certain value. That way modders can make things happen when an entity's health bar is at a certain level.
Why ?
It lets modders do more cool things based on hull status bar of any entity. For example, if something damages a factory, it would actually look like a damaged factory, with smoking or burning buildings. Or a building or vehicle, when damaged could trail smoke and fire if its hull drops below fifty percent. Or you could make a cool boss fight with it.
|
[
{
"author": "darkfrei",
"content": "https://lua-api.factorio.com/latest/Lua ... alth_ratio",
"date": "2020-11-16T06:41:06+00:00",
"quotes": []
},
{
"author": "eradicator",
"content": "defines.events.on_entity_damaged",
"date": "2020-11-16T11:10:51+00:00",
"quotes": []
},
{
"author": "AyleeJenn",
"content": "Excellent! Thank you for the link and for guiding me to the right place. I can see that this function already exists. (And I should have seen it thereby making a classic case for \"search first\". So, I am trying to own up to it ) \n \nEradicator: Thank you very much for pointing out the \"defines.events.on_entity_damaged\". I appreciate it. I know about the on_entity_damaged function but that only works on the event that an entity is damaged. What I need is a function that reads an entity's health and then allows for something to happen based on the value of entity health that the function reads. In other words, I need the function to work also when an entity is not getting damage and simply at a certain health level.",
"date": "2020-11-16T15:40:49+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "Nothing like that exists I'm afraid. You would be reduced to polling in on_tick / on_nth_tick. \n \nIn vanilla, health can change either (a) as a result of damage or (b) as a result of healing. The former has an event so you can check when damage is taken, what the new health level is, and do whatever you like from there. The latter is much more difficult because it can come (a) from an entity's natural healing_per_tick (b) from the action of repair kits (c) from the application of a fish made of antimatter that flies 0cm through the air (d) from literally any script in any mod that manipulates health properties directly.",
"date": "2020-11-16T16:31:15+00:00",
"quotes": [
{
"author": "AyleeJenn wrote: Mon Nov 16, 2020 3:40 pm",
"content": ""
}
]
},
{
"author": "AyleeJenn",
"content": "Deadlock989, \n \nthank you very much for the additional information and clarification. I am sad to hear that the function I requested does not exist, afterall. But at the very least it lends credence to my function-request. I hope a function like I requested is included someday. It would help, I feel. \n \nThank you also for the detailed explanation on how things work I had a vague feeling it would be like that and from what I understood thus *far* reading through your messages makes a lot of sense. It may only have taken you mere seconds to write up your message but it helped me understands things a *ton*. Thank you for that.",
"date": "2020-11-16T19:26:41+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "I think partly there is a terminology issue here. You keep saying \"function\" but I think what you mean is \"event\". There already is a function that can return entity health as a percentage - that is why the thread got marked as \"Already exists\". It sounds like what you want is an event that is triggered when an entity's health passes some threshold. I am not sure that is ever likely to happen because it sounds expensive but also all the many, many ways it could happen (e.g. nothing to stop a script in another mod just setting an entity's health directly without even invoking \"damage\" or \"healing\"). Not up to me though obviously. \n \nIf you are looking to apply damage effects and things like that, your best bet is to use the damage event and have the effects time out and disappear naturally after a set period of time. This is the approach the game takes in general to trauma-related things like corpses, craters, scorch marks, smoke, fire, particle effects etc. \n \nIt would be kind of nice to have alternative graphics sets for entities that represented different health states but on the other hand modders have enough work to do creating new entities what with base animations, shadows, working visualisations, light effects, destroyed remnants, water reflections ... it has to stop somewhere and I personally don't bother with all of those already, especially the remnants and reflections.",
"date": "2020-11-16T20:00:02+00:00",
"quotes": []
},
{
"author": "AyleeJenn",
"content": "Ahhh, okay. Yes! I agree. There was definitely a terminology issue here. And that is my bad You read my messages right despite me using the wrong language. What I tried to say was \"event\" not function I am sorry for the confusion. But that one is entirely on me. I apologize. Thank you for offering corrections I appreciate it. \n \nThank you also for explaining the difference and how the game handles things and what the best bet is on creating something like damage effects. Your message response was very helpful for me to read and I am grateful you took the time out of your day to write it for me. Much appreciated!!! \n \nI feel I have much better understanding now of not only the game but also the terminology (function/event , sorry again ). It feels nice to be able to try and do my own homework and look into things and research and try to understand things on my own but also being able to come here and just ask when I am unsure. \n \nI appreciate you and everyone being so helpful. It honestly feels great.",
"date": "2020-11-16T20:33:44+00:00",
"quotes": []
}
] | 7
|
2020-11-15T19:35:48-06:00
|
forum-topic-117852
|
117852
|
Show Fulgora Lightning Rod coverage in map view
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=117852
|
Riyshn
|
TL;DR
Show Fulgora Lightning Rod coverage in map view
What?
Since there are no enemies on Fulgora and the map does not track pollution on the planet, the Pollution overlay toggle in the map/remote view screen is pointless. Replace it with a button to toggle showing coverage of Lightning Rods/Collectors.
image_2024-10-27_011049762.png (527.04 KiB) Viewed 2034 times
Why?
This information is technically already available in map view, but requires the extra step of holding a Lightning Rod in your hand to see the coverage areas.
|
[
{
"author": "Makka77",
"content": "+1",
"date": "2024-10-27T10:57:17+00:00",
"quotes": []
},
{
"author": "fpx007",
"content": "Yes! And it can also behave as a toggle for terroritories in vulcanus, which is also a planet exclusive mechanic. \nPerhaps the name of this button can be renamed as show local threat, to show enemy/pollution on nauvis/gleba and terroritories on vulcanus and dangerous zone on fulgora.",
"date": "2024-10-28T08:12:14+00:00",
"quotes": []
},
{
"author": "Taino2",
"content": "+1",
"date": "2024-10-30T08:06:19+00:00",
"quotes": []
},
{
"author": "myridium",
"content": "+1",
"date": "2024-10-30T12:53:58+00:00",
"quotes": []
},
{
"author": "JackTheSpades",
"content": "+1 \nThe pollution tab is useless on any surface other than Nauvis so using it for local threats like lightning/demolishers/etc would be intuitive.",
"date": "2024-10-30T15:34:08+00:00",
"quotes": []
},
{
"author": "Riyshn",
"content": "It works on Gleba as well, and even has it's name changed to \"Spores\" to track the spore cloud around agricultural towers. Icon stays the pollution cloud/flame, though, which does look a bit strange.",
"date": "2024-10-31T19:52:50+00:00",
"quotes": [
{
"author": "JackTheSpades wrote: Wed Oct 30, 2024 3:34 pm",
"content": ""
}
]
},
{
"author": "ArEyeses",
"content": "+1 as well \nBut Imo it should be separate from pollution so that I can have pollution disabled while still showing lightning, or demolishers; and instead options irrelevant to the current planet are hidden. \nThat way when we get mods that add demolishers, lightning and pollution on a single planet we still have options for them",
"date": "2024-11-01T16:45:16+00:00",
"quotes": []
},
{
"author": "VieuxConAigri",
"content": "Adding my voice to the stack. \n \nCan we also have ALL the lightning rod/collectors highlighted when overing over one ? (a bit like how hovering over an electrical pole show the machines connected to that pole)",
"date": "2024-11-03T10:57:29+00:00",
"quotes": []
},
{
"author": "Marzz06",
"content": "+1 I agree this is needed.",
"date": "2024-11-05T04:46:47+00:00",
"quotes": []
},
{
"author": "hitzu",
"content": "I was surprised this is not a feature yet",
"date": "2024-11-05T08:46:53+00:00",
"quotes": []
},
{
"author": "DeadMG",
"content": "Would be very nice",
"date": "2024-11-05T17:25:57+00:00",
"quotes": []
},
{
"author": "Boogieman14",
"content": "+1 \n \nAlso, I'd like to see all lightning rod coverage in the minimap while holding one on the cursor, similar to the radar coverage.",
"date": "2024-11-05T18:24:51+00:00",
"quotes": []
},
{
"author": "zakk002",
"content": "+1 to this, would be great",
"date": "2024-11-05T21:06:02+00:00",
"quotes": []
},
{
"author": "dragon_gawain",
"content": "Here to give my +1 to this as well!",
"date": "2024-11-05T21:27:14+00:00",
"quotes": []
},
{
"author": "jfim",
"content": "If you have one in your hand (eg. remote view), it'll show the range. \n \nIt would be good to see on the map which ones are the lower grade ones and the upgraded ones (don't remember the name).",
"date": "2024-11-07T00:47:22+00:00",
"quotes": []
}
] | 15
|
2024-10-27T01:22:58-05:00
|
forum-topic-120730
|
120730
|
One time inserter
|
Ideas and Requests For Mods
|
https://forums.factorio.com/viewtopic.php?t=120730
|
thelordodin
|
Tier 1: A player could place a ghost of this inserter (or inserter itself), when he does a dialog looking like constant combinator appears.
In that dialog by default set signal "C"ount = 1
So then if this inserter moves an item it decreases the counter. When counter is zero the inserter is marked for deconstruction.
- If one sets an item in "constant combinator dialog" than inserter is filtered and moves (and decreases) corresponding values.
Tier 2: all the same but with embedded requester chest.
Why this needed?
Well, when you on other planet and need to just put and send one thing to another planet, then you have to do micro management to do so.
For example you want to send 50 solar pannels to your platform.
For now I use some circuits setup that does this.. But it's bulky (not 1x1 tile). And you can also forget to remove that afterwards.
|
[
{
"author": "danbopes",
"content": "Have you considered recursive blueprints?",
"date": "2024-11-21T11:30:10+00:00",
"quotes": []
}
] | 1
|
2024-11-10T02:30:52-06:00
|
forum-topic-126508
|
126508
|
How can I reduce particle update
|
Technical Help
|
https://forums.factorio.com/viewtopic.php?t=126508
|
spiral_power
|
I'm creating a thread here because I didn't think it was an individual issue to write about in the technical help.
My save is much larger, UPS is down. Checking breakdown, I see that particle update is always 1 or more. Is there any good way to reduce particle update?
I assume that's a drawing system process, but what the heck are they calculating?
Note that range of artillery is long enough, so there should be no active enemies.
1.png (1.26 MiB) Viewed 1104 times
|
[
{
"author": "R060",
"content": "You'd better off disabling space effects, they tank fps a lot.",
"date": "2025-02-01T04:40:14+00:00",
"quotes": [
{
"author": "spiral_power wrote: Sat Feb 01, 2025 4:05 am",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "I remember there was a version of the game that was causing high usage of ressources like you show. It was a \"bug\" and was corrected though, but it had the effect of increaseing time required for particule calculation and it turned out the biggest responsible were the number of demolisher in Vulcanus. \n \nI don't know if that is still the case today that demolisher ( in large numbers) could cause this. I know it was fixed for the scale at which i\"m playing but when i see \"particule update\" again, i'm always thinking demolishers.",
"date": "2025-02-01T05:08:46+00:00",
"quotes": [
{
"author": "spiral_power wrote: Sat Feb 01, 2025 4:05 am",
"content": ""
}
]
},
{
"author": "spiral_power",
"content": "I have turned that option off, but there seems to be no change. \nParticle update value is high even without displaying the platform in the first place. \n \n \n \n \n 1.png (87.18 KiB) Viewed 1054 times",
"date": "2025-02-01T06:17:00+00:00",
"quotes": [
{
"author": "R060 wrote: Sat Feb 01, 2025 4:40 am",
"content": ""
},
{
"author": "spiral_power wrote: Sat Feb 01, 2025 4:05 am",
"content": ""
}
]
},
{
"author": "spiral_power",
"content": "Interesting comment. \nI wonder why the value is so high without showing demolishers. \n \nCurrent Vulcanus.\n \n \n \n 1.png (776.43 KiB) Viewed 1050 times",
"date": "2025-02-01T06:22:20+00:00",
"quotes": [
{
"author": "mmmPI wrote: Sat Feb 01, 2025 5:08 am",
"content": ""
},
{
"author": "spiral_power wrote: Sat Feb 01, 2025 4:05 am",
"content": ""
}
]
},
{
"author": "Jap2.0",
"content": "I don't recall that impacting particle time, but that was 120275 , which was fixed in 2.0.33. (Granted, that's still experimental, so it may help a bit in this case if he's not on that channel.)",
"date": "2025-02-01T18:00:36+00:00",
"quotes": [
{
"author": "mmmPI wrote: Sat Feb 01, 2025 5:08 am",
"content": ""
},
{
"author": "spiral_power wrote: Sat Feb 01, 2025 4:05 am",
"content": ""
}
]
},
{
"author": "spiral_power",
"content": "Interesting report, I used the command to annihilate enemies in Vulcanus and there was no change in UPS. If the update does not improve this, I will raise another bug report. \n \n \n \n before.png (815.61 KiB) Viewed 970 times \n \n \n \n \n after.png (816.86 KiB) Viewed 970 times",
"date": "2025-02-01T20:27:23+00:00",
"quotes": [
{
"author": "Jap2.0 wrote: Sat Feb 01, 2025 6:00 pm",
"content": ""
},
{
"author": "mmmPI wrote: Sat Feb 01, 2025 5:08 am",
"content": ""
},
{
"author": "spiral_power wrote: Sat Feb 01, 2025 4:05 am",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "At the time it was a bug. There are also pathological cases, you have a very large map, but most of the demolisher in the middle are dead already, which is not the worst case. I dont know why demolisher generate particles, or if it's still the case. \n \n \n\nI can't find where i reported it but it was another thing, what you link seem more recent. Although when reading the later post that even without demolisher the particles are still representing roughly the same amount of time, i suppose it would be those in space.",
"date": "2025-02-02T01:36:24+00:00",
"quotes": [
{
"author": "spiral_power wrote: Sat Feb 01, 2025 6:22 am",
"content": ""
},
{
"author": "Jap2.0 wrote: Sat Feb 01, 2025 6:00 pm",
"content": ""
}
]
},
{
"author": "Jap2.0",
"content": "Entirely possible, I don't see anything on the forum (other than this thread) for a search of \"demolisher particle\" though. \n \n\nThat did reduce the time spent on demolishers (SegmentedUnit) by about 0.85ms/tick, but it doesn't look like they were a huge problem for you.",
"date": "2025-02-02T02:32:11+00:00",
"quotes": [
{
"author": "mmmPI wrote: Sun Feb 02, 2025 1:36 am",
"content": ""
},
{
"author": "Jap2.0 wrote: Sat Feb 01, 2025 6:00 pm",
"content": ""
},
{
"author": "spiral_power wrote: Sat Feb 01, 2025 8:27 pm",
"content": ""
},
{
"author": "Jap2.0 wrote: Sat Feb 01, 2025 6:00 pm",
"content": ""
}
]
},
{
"author": "spiral_power",
"content": "Maybe the time decrease is because it's right after loading the game; if we compare before-after, the numbers are almost the same.",
"date": "2025-02-02T06:33:25+00:00",
"quotes": [
{
"author": "Jap2.0 wrote: Sun Feb 02, 2025 2:32 am",
"content": ""
},
{
"author": "spiral_power wrote: Sat Feb 01, 2025 8:27 pm",
"content": ""
},
{
"author": "Jap2.0 wrote: Sat Feb 01, 2025 6:00 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "I tried to search too but couldn't find it, nor in the discord, i do remember it lasted only during 1 version, and i posted screenshot of the time usage of the same savegame on the steam and non-steam version, one being a version newer than the other, but i didn't realized it was the demolisher until it was fixed. I \"learned\" from this that demolisher emited particles, although not as much usually as they did in that particular update. \n \n\nI was expecting particle time to also be impacted too but it seem very underwhelming. \n \n@OP Maybe the particle time can be best optimized by the shape of the ship, ( if the hypothesis that it comes from asteroids/space platform is correct ), then maybe an horizontal ship would be more efficient than a vertical one, as the asteroids seem to fade/disappear when the ship is past them. That would (maybe) make a situation where the only existing asteroid debris are those in front of the ship, and potentially usefull, and not long trails on each sides of debris simulated 'until they disappear' vs 'until they are collected'.",
"date": "2025-02-02T08:54:38+00:00",
"quotes": [
{
"author": "Jap2.0 wrote: Sun Feb 02, 2025 2:32 am",
"content": ""
},
{
"author": "Jap2.0 wrote: Sun Feb 02, 2025 2:32 am",
"content": ""
}
]
},
{
"author": "Atraps003",
"content": "Pretty sure particles are part of game state so they are always simulated and cost cpu time even if their rendering is disabled in graphics settings. To truly get rid of particles you need a mod. \n \n https://mods.factorio.com/mod/RemoveAsteroidParticles \n https://mods.factorio.com/mod/RemoveWeaponParticles",
"date": "2025-02-07T12:10:24+00:00",
"quotes": []
},
{
"author": "spiral_power",
"content": "I have tried mods you referred to. \nI understand that these mods only eliminate display and do not change the gameplay in any way. \n \nno mods vs mods \n \nTwo were adjusted to make conditions as identical as possible. \nParticle updates seem to have decreased by about 0.8 ms. \nOverall update time seems to have decreased by about 2 ms. \n \n \n \n 540km-no-mod.png (2.48 MiB) Viewed 595 times \n \n \n \n \n \n 540km-mod.png (2.42 MiB) Viewed 595 times",
"date": "2025-02-17T04:30:19+00:00",
"quotes": [
{
"author": "Atraps003 wrote: Fri Feb 07, 2025 12:10 pm",
"content": ""
}
]
},
{
"author": "spiral_power",
"content": "As per my previous post, it seems that Particle updates were dominated by things related to the display of destroyed asteroids. \nBe that as it may, it can also be imagined that asteroids staying in space for a longer period of time increases Asteroid time and lowers UPS. \n \nMy platform has an elongated vertical triangle. Compared to the long horizontal shape, I cannot decide which is more efficient overall. \nMy English is not good enough to discuss it here. I also feel that it is more in line with the developer's intentions if there is no completely correct answer. \n \nMy promethium platform:\n \n \n \n screenshot-tick-449477841.png (5.7 MiB) Viewed 584 times",
"date": "2025-02-17T04:50:35+00:00",
"quotes": [
{
"author": "mmmPI wrote: Sun Feb 02, 2025 8:54 am",
"content": ""
},
{
"author": "Jap2.0 wrote: Sun Feb 02, 2025 2:32 am",
"content": ""
},
{
"author": "Jap2.0 wrote: Sun Feb 02, 2025 2:32 am",
"content": ""
}
]
},
{
"author": "spiral_power",
"content": "Would RemoveParticles mods be a good idea to offer as an official option, but is there little demand for it? \nAlso, when switching screens, I would expect that the calculation is always done because there has to be an animation in the middle of the shattering process, but it would be nice to have an option to only show the animation of the shattered pieces after the screen has been switched.",
"date": "2025-02-17T04:57:48+00:00",
"quotes": []
},
{
"author": "eugenekay",
"content": "Width and Speed the biggest design factors affecting Asteroid generation rates - the narrower your ship, the less Asteroids will be spawned overall. The faster you travel, the more Asteroids per second that you will encounter. \n \nI have found that Triangular ships leave the Asteroids “alive” for longer as they must travel farther to reach the Weapons / be destroyed / get run over by the Platform and Despawn. Square-nose ships with no “wings” or protrusions minimize the distance that Asteroids and Chunks can travel, so Turrets / Grabbers can deal with them sooner. \n \nYou can also just turn down the “Asteroid Generation Rate” in the Map Generation settings. This makes the Turrets’ job easier, but reduces the amount of resources available.",
"date": "2025-02-17T05:11:19+00:00",
"quotes": []
},
{
"author": "spiral_power",
"content": "To create Promethium SP, we need to destroy a large amount of asteroids. \nI don't think the design of my platform is bad as a way to mass-produce Promethium SP. Two platforms move at 500km/s and maintain an average of 33kspm.\n \n \n \n 1.png (1.11 MiB) Viewed 543 times",
"date": "2025-02-17T06:28:03+00:00",
"quotes": [
{
"author": "eugenekay wrote: Mon Feb 17, 2025 5:11 am",
"content": ""
}
]
},
{
"author": "eugenekay",
"content": "It’s not about absolute Prodution Numbers; it’s about how much CPU time is required relative to the design of your ship . The Triangular or “Arrowhead” design means that Asteroids must travel allll the way from the Spawn point (at the leading edge of your ship) down to where the Turrets / Asteroid Collectors are located - a distance of several hundred tiles. If your ship had a “flat front” then the Asteroids would only travel about 50 Tiles before encountering a Turret / Grabber / Platform Body. Once the Chunks have been “run over” by the widest part of the Platform they Despawn and no longer impact performance. \n \nIf you are already loading Promethium chunks at the max rate allowed by your Grabbers / Belt Storage system, then there is no point in going that fast while in the Shattered Planet area. Slow your ship down until the bottleneck is Asteroid Generation - it will be more UPS-efficient at that speed (less machines working, less Fluid pumping, less Asteroids moving at once, etc). \n \n \nYou can visually see the density of Asteroids in front of the ship, compared to the relative emptiness at the Sides near the engines. Empty space takes less time to simulate",
"date": "2025-02-17T16:14:17+00:00",
"quotes": [
{
"author": "spiral_power wrote: Mon Feb 17, 2025 6:28 am",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "Yes ! Demolisher seem ruled out. \n \n\nI think the reasonning \"asteroids staying in space for longer period of time increases asteroid time and lowers UPS\" is correct. \nI think that the long horizontal shape would be more UPS efficient but haven't run any precise test. \n \nSimilar reasonning than eugenekay. I made a picture : \n \n \n massiveship-legend.jpg (1.87 MiB) Viewed 464 times",
"date": "2025-02-17T17:42:07+00:00",
"quotes": [
{
"author": "spiral_power wrote: Mon Feb 17, 2025 4:50 am",
"content": ""
},
{
"author": "spiral_power wrote: Mon Feb 17, 2025 4:50 am",
"content": ""
}
]
},
{
"author": "eugenekay",
"content": "Yes, exactly this! Asteroid & Chunk “alive distance” costs the most in terms of Performance. \n \nI have run some very non-scientific tests in the Map Editor, assuming a constant platform Mass (10,000 Tons) and the same amount of Thrusters / engineering equipment using various shapes: Triangle, Right Triangle, Arrow, Tee, Cube, long Rectangle, wide Rectangle…. The top speed is limited by Drag (and thus, Width). More width and more speed means more Asteroids. More asteroids on-screen for longer is more CPU work. Reduce any of these factors to suit",
"date": "2025-02-17T18:29:52+00:00",
"quotes": [
{
"author": "mmmPI wrote: Mon Feb 17, 2025 5:42 pm",
"content": ""
}
]
}
] | 19
|
2025-01-31T22:05:03-06:00
|
forum-topic-57059
|
57059
|
FARL and cliffs thoughts?
|
F.A.R.L
|
https://forums.factorio.com/viewtopic.php?t=57059
|
HOSH
|
I have not seen where anyone has posted this yet so started a new topic.
So who all has played a game and used FARL and cliffs, other than basic train paths?
Currently testing a 0.16 with bobs+ and I personally finding it a PIA. As I use FARL to lay out a gun turret wall for defense and quad-lane for inside LTN transport, so the wall and patterns do not turn easily.
Was there any thoughts to having FARL destroy cliffs? If it requires cliff explosives to make it more balanced, so that it is like landfill with the water?
Or do we have to go clearing, then bring up the FARL after we clear some areas, as we have to kill the biters and nests anyway?
Thanks
|
[
{
"author": "bammalar",
"content": "YES PLEASE!! \n \nCliffs are a great addition to the game, they add additional complexity in the early game and allow for a terrific defense. But, later into the game cliffs become tedious to deal with. \n \nPlease help us FARL!",
"date": "2018-03-09T13:35:49+00:00",
"quotes": []
},
{
"author": "Antaguana",
"content": "I agree. Would be an awesome addition",
"date": "2018-06-28T13:04:55+00:00",
"quotes": []
},
{
"author": "Cobaltur",
"content": "Hm don't know if this is new in 0.17 \n \nbut cliffs can be removed using bots if you have cliff explosives in the bag. \n \nso maybe this can be used for the train as well.",
"date": "2019-03-06T00:10:47+00:00",
"quotes": []
}
] | 3
|
2018-01-24T00:59:23-06:00
|
forum-topic-124756
|
124756
|
Document that player.get_main_inventory() will be nil while in remote view
|
Documentation Improvement Requests
|
https://forums.factorio.com/viewtopic.php?t=124756
|
i142857
|
The current documentation seems to suggest that the only case where it can be nil is if the entity is not a player. But in my testing, it's also nil if you're looking at the map/remote view. This is unexpected (intuitively, why would player.get_main_inventory() not work just because the player is looking at the map?). So I would suggest documenting this.
|
[
{
"author": "PennyJim",
"content": "There is an angle where this is a bug rather than a documentation issue. I think I sit in that angle",
"date": "2024-12-19T14:33:32+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "The only report is listed as \"not a bug\", you might consider trying your luck with an API request.",
"date": "2024-12-19T17:13:39+00:00",
"quotes": [
{
"author": "PennyJim wrote: Thu Dec 19, 2024 2:33 pm",
"content": ""
}
]
},
{
"author": "PennyJim",
"content": "Bah :( \n \nI can kind of understand it.. with a get physical inventory, I think I'd be more okay",
"date": "2024-12-19T17:47:31+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "Personally, I think the current behavior makes sense. You don't have an inventory when in remote view. And I bet it would return nil for some other controllers too, like spectator. All of them should be documented.",
"date": "2024-12-19T18:19:59+00:00",
"quotes": []
}
] | 4
|
2024-12-19T08:26:32-06:00
|
forum-topic-22760
|
22760
|
Support for Color Blinds / Better Visibility ...
|
Frequently Suggested / Link Collections
|
https://forums.factorio.com/viewtopic.php?t=22760
|
This topic is about support for
- color blinds (Achromatopsia, ACHM, color deficiency, colour blind, colour deficiency, colorblind, colourblind),
- for any people with poor eyesight (elder/aging people, visually impaired people...); people, that can't see anything without glasses,
- better visibility in general and for special entities/items,
- (and a bit of taste)
Color Blindness
First of all, Factorio makes heavy usage of colors and that is also really needed and there is (in my opinion) no good way to go around that.
Second: Most color blinds are man. And also most players of Factorio are men. Bad luck?
Third: there are different types of color blindness.
https://en.wikipedia.org/wiki/Achromatopsia
http://www.youreyeguide.co.uk/achromato ... types.html
https://franciscouzo.github.io/ishihara/ (a color blind test pic generator)
That needs to be known, cause this means, that there is no simple solution. It depends on the type of color blindness. Eventually good to know: there are some apps, that can simulate different types of CB - that can be used to see, what's needed.
Happily Factorio is really open to mod it into that direction. It is easy to give every entity a different color, changing colors of the map, changing the colors of the pollution, changing nearly any color, changing graphics and so on.
It should be not so a big problem to automate that process - depending on the type of colorblindness.
So all it needs is modding Factorio more or less, depending on the type of color blindness you have. I see that as some kind of target.
And to make it more special: it makes eventually sense to make some converter, that can - depending on the type of color blindness - change all colors (in game and in pictures/textures). More contrast, more bluish, less dark, it must be "just" implemented into this converter.
More Contrast and Fast Zoom (for elderly and visually impaired people)
Generally this is the same issue as for color blinds. If the above suggested method to change colors is possible, more contrast is then just some kind of configuration/taste.
But there is an added issue: You need to be able to have very big fonts, or zoom into the game (and each window) very deep and move that view very fast.
This last point is currently not completely possible: As a player you need to walk to move the zoomed view.
For that it would be helpful or needed to be able to use the mouse (or whatever) as a moving magnifying glass/a moving zoomed in view.
That fast moving mouse feature can be seen in other games like Rollercoaster Tycoon (press right mouse and move mouse) or OpenTTD and many other games. The smooth scroll of the zoomed view is a great feature for that people and there is no reason than missing keys on mouse or so not to implement this.
Another idea is to replace the game-graphics with somethings, that is better visible. There are also the FactoCAD mod, but sadly it's outdated. See down for link.
Better Visibility
There are some suggestions about this, lately it was mentioned that Factorio is very dark (compared to most other games), or that the biters cannot be seen well, also about bad visibility of the pollution (That is also just a picture, that can be changed, see "higher contrast pollution colour on map").
That issues are (only in my eyes of course) a mixture between true, taste, art and (more or less) wanted game-play.
They need to be discussed in detail. But in the end the decision is - as always - at the devs.
Other issues in that category is the missing support for anti-aliasing. The support in the video-config in game multisampling (anti-alias) has been dropped in v0.12.3. The config can still be changed by hand to support multisampling.
See
https://www.factorio.com/blog/post/fff-98
viewtopic.php?f=6&t=1350 alternative pollution color
viewtopic.php?f=11&t=14396&hilit=multisampling+config Minor transport belt graphic issue
viewtopic.php?f=3&t=14613&p=98820&hilit ... ing#p98820 Version 0.12.3
viewtopic.php?f=48&t=18806 Missing belt lines from mini-map
viewtopic.php?f=11&t=9514&p=98131&hilit ... fig#p98131 Lines on Minimap when scaling UI
viewtopic.php?f=6&t=20912&hilit=multisampling+config Texture Subsampling
viewtopic.php?f=6&t=24613 Color-blind friendly liquids
viewtopic.php?f=6&t=26952 Steam achivements for colorblind
viewtopic.php?f=6&t=28431 Pollution Cloud Outline
viewtopic.php?f=6&t=43120 Colors for daltonic?
viewtopic.php?f=6&t=44126 Map - Train Visibility Enahancements
viewtopic.php?f=6&t=69220 Use more color masks like the locomotive
Better Visibility when Zoomed Out
There are some suggestions about zooming for better visbility, especially one seems to be quite useful: Blending from normal view into map view.
TODO: Search for that threads in suggestions.
Suggestions
viewtopic.php?f=6&t=1350 alternative pollution color
viewtopic.php?f=6&t=3360 Level of Detail and higher resolution textures please
viewtopic.php?f=5&t=5339 Factorio is not color vision deficiency friendly
viewtopic.php?f=5&t=5936 Would it be possible to change the colour of pollution?
viewtopic.php?f=6&t=7175 Adjusting the Darkness of Night
viewtopic.php?f=6&t=9001 Green Night vision Problem and suggestion
viewtopic.php?f=6&t=18170 More detailed graphics
viewtopic.php?f=6&t=20315 Console contrast improvement (it's hard to read right now)
viewtopic.php?f=6&t=21583 High colour contrast mode
viewtopic.php?f=6&t=22165 Map resource display filter
viewtopic.php?f=6&t=22252 HD textures
viewtopic.php?f=6&t=22662 add a directional arrow on the screen when placing a belt
viewtopic.php?f=6&t=22455 Copper wire almost invisible to aging gamers
viewtopic.php?f=6&t=25185 Night Gamma/Brightness Setting for visually impaired people
viewtopic.php?f=6&t=26445 The light should be REAL problem
viewtopic.php?f=6&t=31649 Grey background for chat
viewtopic.php?f=6&t=33901 Server Chat Color
viewtopic.php?f=6&t=46938 can you make it possible to disable Red warning when taking
viewtopic.php?f=6&t=47559 Higher Contrast Pollution Cloud
viewtopic.php?f=6&t=47749 increase visibility of ghost buildings over grass
viewtopic.php?f=6&t=48952 Pollution Border
This is an own subject (about visual feedback of entities):
viewtopic.php?f=6&t=3674 Showing up/see/visualize modules in assemblies... [already implemented]
viewtopic.php?f=6&t=6187 change fluid color for easier recognition
viewtopic.php?f=6&t=6253 Better Display of Resources in the World Map
viewtopic.php?f=33&t=7225 higher contrast pollution colour on map
viewtopic.php?f=6&t=9618 Trees more obvious on map
viewtopic.php?f=6&t=18366 Clearer visual indicators of activity
viewtopic.php?f=6&t=22451 Make biters more visible
viewtopic.php?f=6&t=28545 Customize your map (M/minimap, not map generation)
viewtopic.php?f=6&t=29653 Improve coal visibility on map
viewtopic.php?f=6&t=38931 Option to label ores on the map
Related lists
viewtopic.php?f=80&t=4682 Planing (Cloning, Ghosting, Blueprinting and further...
viewtopic.php?f=80&t=18153 Information-Layers (for map and/or normal view)
viewtopic.php?f=80&t=25229 Use of Monitors (Dualscreen..., more than 60 FPS ...)
Related
https://www.factorio.com/blog/post/fff-64
viewtopic.php?f=6&t=1089 Some thoughts about light in general
viewtopic.php?f=6&t=1870 Bot visibility toggle
viewtopic.php?f=6&t=1261 Handling different electric networks
viewtopic.php?f=6&t=2553 Graphics size 2x ?
viewtopic.php?f=6&t=3814 Expanding The Function Of Lights
viewtopic.php?f=6&t=4231 Easy texture packs support
viewtopic.php?f=6&t=5319&hilit=visibility Glyph's big list of feedback... [About turning powerlines on/off]
viewtopic.php?f=6&t=5541 Arrange speed by color spectrum
viewtopic.php?f=6&t=6088 Openstreetmap for factorio [information-layers for the map to be turned on/off]
viewtopic.php?f=6&t=7546 Default color palette
viewtopic.php?f=6&t=13120 Brightness setting. [In this thread they used shell-scribts to brighten up all graphics in the game!]
viewtopic.php?f=6&t=18851 Multiplicative instead of additive (colored) lighting [Quite interesting!]
viewtopic.php?f=6&t=21703 New Enemies idea:Deadly but appeared only in darkplace.
viewtopic.php?f=33&t=21882 "Pitch Black" nights
viewtopic.php?f=6&t=28116 Presets for train colors
MODs
viewtopic.php?f=6&t=1350 alternative pollution color
viewtopic.php?f=6&t=3634 Colorblind issues
viewtopic.php?f=144&t=13142 WaiTex 1.0.0: A HD Texture Pack
viewtopic.php?f=6&t=15022 Circut network for the colorblind
viewtopic.php?f=92&t=22652 Colorblind Ores
And many other mods in
viewforum.php?f=144 Non-Game-Changing
MODs <= 0.11
These mods should work with 0.12 and above (or only very small changes)!
viewtopic.php?f=32&t=1184 higcontrast
viewtopic.php?f=86&t=3757 Colorblind Roboport Radius Overlay
viewtopic.php?f=32&t=5038 FactoCAD
viewtopic.php?f=33&t=7225 higher contrast pollution colour on map
FactorioCad mod is interesting (Kovarex calls it awesome), here is a pic:
viewtopic.php?f=80&t=22760 Support for Color Blinds / Better Visibility ...
|
[
{
"author": "Deadly-Bagel",
"content": "Wow, good to see some demand for supporting colour deficiency! Normally I'm the only one carrying this torch lol. \n \nI seem to have a rare form of colour deficiency (only ever found two references, one guy describing it in a wiki discussion and someone's diagnosis of Deuteronomic Trichromacy) that results in me basically seeing in three-and-a-half colours, green, blue, orange, and certain reds. It makes playing certain games... tedious to say the least. \n \nPersonally I don't find pollution to be that big a deal. Toggle detailed view and compare the obfuscation is what I've been doing so far but I didn't know about the F4 trick until now, will check that out. My biggest gripe at this stage which doesn't seem to be mentioned is train signals. \n \nSpeaking from a new player perspective, trains and especially train signals are a bit of a task to get your head around. Now imagine you often can't see a signal at all let alone what colour it is.\n Train Signals 1 \n \n \n FactorioCB2.png (541.01 KiB) Viewed 15441 times \n \n \n Train Signals 2 \n \n \n FactorioCB1.png (639.06 KiB) Viewed 15441 times \n \n \n\nThese have been put through a GIMP colour filter I've been toying with, at the moment it requires me to manually tweak it for different images (pure white is still coming out blue) and it's tricky comparing something I can't see plus I'm essentially viewing the finished image through the filter twice but I think I'm getting there. You can see the green signals - but are they green? Everything is green and all blends together. Hmm. When a signal goes red you almost can't see it at all (I hope). Can't find an image of the middle signal (not sure if orange or yellow) to put through the filter but you can get it's green too. \n \nYes you can use the position of the light to work it out but when working with different directions and intersections, trying to see a green light on a green background it turns a mental processing time of a few seconds into minutes. Road authorities mix blue in with the green traffic light so even with red/green issues it's still easy to see, at least this means if you can't see a signal it's probably red. Personally I would have the option of changing the red light to blue. \n \nAnother topic mentioned is how hard biters are to see, again at this stage I haven't had too much of a problem but something to help everyone would perhaps be a little \"Help\" icon, similar to \"No power\" over any structures that have sustained damage in the last five seconds or something. This means the biters don't need to be changed from their natural camouflage. \n \nIf I had more time I would look into making a comprehensive colourblind mod, as it stands I barely get to even play the game at the moment lol.",
"date": "2016-07-13T10:52:49+00:00",
"quotes": []
},
{
"author": "NightShadow",
"content": "Hi there, the more I play Factorio, the more I realise that I can not see/differentiate. \n \nRoboport logistic/construction ranges \n \nBlue/Purple research potions \n \nFast/Filter inserter \n \nRegular/Stack inserter \n \nHow bad the pollution is on the map \n \nDifference of the colours of ore in the map \n \nResearched vs Available researches in the tech-tree UI \n \nWhether or not the power poles are \"connected\" (the wire color blends in with the ground) \n \nHelp us Wube Wan Kenwube \n \nI'll probably add more things as I discover them in the future.",
"date": "2016-07-14T11:26:49+00:00",
"quotes": []
},
{
"author": "zx64",
"content": "Reshade has a \"Daltonize\" filter with settings for Protanopia, Deuteranopia and Tritanopia. \nIt's a game-agnostic colour adjust filter so it might not be of sufficient benefit to Factorio but it's easy enough to try to see if it's helpful to you. \n Preview of the different filters",
"date": "2017-04-08T16:58:26+00:00",
"quotes": []
},
{
"author": "Terkhen",
"content": "Thank you for the detailed post and explanation! I am colourblind too so I would love to have some kind of solution. Until I get the achievements I want I don't want to use any mods, though. So, as LazyLoneLion already suggested in one of the linked threads, I would really like to have a way to both get achievements and to be able to discern what I'm doing.",
"date": "2017-04-26T08:42:42+00:00",
"quotes": []
},
{
"author": "Deadly-Bagel",
"content": "The NVIDIA Control Panel has options for tweaking colours, doesn't seem to impact performance or anything. I've used it previously, need to have another look however as I still struggle to even see red cables.",
"date": "2017-04-26T10:20:49+00:00",
"quotes": []
},
{
"author": "jzr",
"content": "Thanks for this summary. I'm deuteranomalous, the most common form of mild color deficiency, so I mostly see things all right, but it took me 50 hours of gameplay to notice that trees are shown on the minimap. To me, that dark green and dark brown are almost indistinquishable unless I look very very carefully. Low levels of pollution are also very hard to see. It would be nice if Factorio had color settings out of the box, but I can understand devs have higher priority problems right now.",
"date": "2017-05-20T09:23:17+00:00",
"quotes": []
},
{
"author": "WimeSTone",
"content": "One more thing, and I guess it goes into this thread, there must be an option to reduce or even disable \"blinking\" effects. When planting big blueprints far away from power source, all those flashing yellow triangles become my nightmare. \nFast solutions that come to my mind are:\n -show those kinds of signs permanently and make them transparent on mouse hover (to see what is beneath); \n-or make them shift through alpha channel instead of blinking (breathe).",
"date": "2017-06-02T01:23:37+00:00",
"quotes": []
},
{
"author": "Deadly-Bagel",
"content": "Definitely a fade or breathe effect, gentle movement catches your attention without being an eyesore.",
"date": "2017-06-02T14:32:35+00:00",
"quotes": []
},
{
"author": "Osul",
"content": "Well, yes, Factorio is highly moddable. \nAnd I used exactly one little mod which simply changed the colors of the wires from red/green to yellow/blue. \n \nThe problem is, after a lot of hours near the end of my factory, I discovered the Achievements. Only to find the little remark \"The game is modded, so the Achievements are {not for real}\". \n \nMaybe you could make settings in the graphic section, where one can select his own colors for all of the color critical items. Mainly wires, cables and Roboport area. \nThis way the (real) Achievements are reachable even for color impared people.",
"date": "2017-09-18T17:04:17+00:00",
"quotes": []
},
{
"author": "PEBKAC",
"content": "Visually (slightly) disabled person here! I mostly have trouble with ghost parts that are not (yet) constructed by the robots. They're very hard for me to pick out between all the 'real' parts... Could a ghostly shimmer or other visual cue be added to show Ghost parts?",
"date": "2017-10-06T14:09:34+00:00",
"quotes": []
},
{
"author": "ifnotthe2nd",
"content": "As a colorbind I would like to see: \nAn outline of the current pollution cloud. I basically only try to use it to see which nests its affecting anyway. \nUnique images for each raw resources (iron, copper, coal, stone) and have these overlaid on the map over the different ore patches. \nI would also suggest you add a pattern or texture to each color of an entity. For example you could make the first assemblers look kinda rusted, blotchy or pieced together, this would be a more simple recolor or reskining, not a full redo of the model. I would then keep the mid tier as is and make the 3rd tier clean and shinny. So us color challenged could look more for the texture differences then the colors, that betray me 2 outta three times. Or for another example, you could give the different inserters differnt patterns, like make the fast ones have stripes and the filter ones have dots or lights. Just a thought.",
"date": "2018-01-27T02:51:19+00:00",
"quotes": []
},
{
"author": "Red",
"content": "Just found this post and wanted to add my personal issues: I have a real hard time to differentiate the colours of:\n Active provider chest / Requester chest \n Storage chest / Buffer chest \n\nA simple solution (which I think would be really cool) would be to have specific \"top\" for each of these chests; this would add a bit of variety to the graphics too. \n \nThe only other I have trouble with is the Normal inserter and Stack inserter, but since they have a different \"grapple\", they're easy to identify.",
"date": "2018-04-03T13:41:51+00:00",
"quotes": []
},
{
"author": "JohnQSmith",
"content": "When hovering over a constant combinator/assembler/chemical plant/anything else that shows an alt graphic, have the popup text display the name of what the generated item will be. \n \nContinuing from above, when hovering over something and there's a list of items, allow me to hold shift/alt/control to pause the popup and let me hover over the ingredients for some additional text.",
"date": "2018-11-26T00:58:55+00:00",
"quotes": []
},
{
"author": "DerkvanL",
"content": "I would love to see some accessibility options for the colorblind. \n \nI allready posted this on Reddit, but got the tip to post it on these forums. \n \nReddit: https://www.reddit.com/r/factorio/comme ... k_cabling/ \n \nontopic GDC2019 talk on colorblind and gaming: https://www.youtube.com/watch?v=KbFs9ghIIEI \nSome of the issues I experience personally: https://imgur.com/gallery/b04xLXD",
"date": "2019-08-24T11:06:16+00:00",
"quotes": []
},
{
"author": "Amarula",
"content": "+1",
"date": "2019-08-24T14:50:49+00:00",
"quotes": []
},
{
"author": "PrgSkidmark",
"content": "+1 playing Switch version on 4k LG CX OLED, so tv is good, but I have a very very hard time trying to figure out what science pack is what. Being Red/Green color blind they look pretty identical.",
"date": "2022-10-30T16:21:21+00:00",
"quotes": []
}
] | 16
|
2016-03-30T18:32:09-05:00
|
|
forum-topic-126033
|
126033
|
Option to change mouse sensitivity on Nintendo Switch (mouse and keyboard controls)
|
Implemented Suggestions
|
https://forums.factorio.com/viewtopic.php?t=126033
|
trondii
|
I recently bought a wireless mouse and keyboard to more easily play on the nintendo switch. And I found out the mouse cursor is super slow i would love it if we could be able to change the sensitivity of the mouse on the switch. Right now the mouse is so slow that it puts me off playing.
This would make the game alot better.
|
[
{
"author": "",
"content": "I looked at this previously and it didn't look like it was possible, as there's no such system setting. \nBut looking into it again after your suggestion, I found a solution and added the option for the second next release, Version 2.0.31 or 2.0.32. \nYou will find it in Controls settings. \nFor better precision I recommend getting a mouse with variable DPI, as this implementation multiplies the movement in software, making the cursor jump multiple pixels each move when increasing the sensitivity.",
"date": "2025-01-17T16:24:58+00:00",
"quotes": []
},
{
"author": "trondii",
"content": "That sounds great! Thank you for your quick response, and useful info and tips. I will look into possibly using another mouse and look forward to updates. \n \nHave a great weekend!",
"date": "2025-01-18T09:39:23+00:00",
"quotes": []
}
] | 2
|
2025-01-16T10:18:19-06:00
|
forum-topic-126515
|
126515
|
make deprecated dependencies show their ? ! modifier
|
Mod portal Discussion
|
https://forums.factorio.com/viewtopic.php?t=126515
|
Quezler
|
only showing the "its deprecated" icon loses important information, we're conditioned to see question marks and exclamation points to know what kind they are:
Screenshot 2025-02-01 at 17.24.11.png (10.38 KiB) Viewed 100 times
|
[] | 0
|
2025-02-01T10:25:06-06:00
|
forum-topic-23008
|
23008
|
Warehouse / Depot / Storage / Stock (and related)
|
Frequently Suggested / Link Collections
|
https://forums.factorio.com/viewtopic.php?t=23008
|
The problem with this suggestions is as always, that there are many different opinions of
- What is a warehouse? Some see this for example as a sorting device (unsorted items in, sorted items out)
- How to play with it?
- What and how to stock/unload items there?
...
There is just no clear picture, of how to play with it.
But most suggestions see the warehouse just as a bigger chest and that's in most cases also, how most mods with warehouses work.
Warehouse and Loader?
Lately there is was a big discussion ( viewtopic.php?f=38&t=20847 and viewtopic.php?f=5&t=20851 ) around the so called "loader" ( http://www.factorio.com/blog/post/fff-128 ), which might come into v0.13. If that device is able to load/unload a warehouse/depot it would work like a hopper (funnel), and probably can load/unload wagons much faster.
So this covers also suggestion about bulk cargo and similar.
Related Lists
viewtopic.php?f=80&t=21278 Recycling/Disassembling of Waste / Scrap / Trash
Related, cause creating waste makes a more central storage needed.
viewtopic.php?f=6&t=1677 New pollution mechanic [Interesting statements by Devs]
viewtopic.php?f=80&t=18093 Roboport/Logistic Network/Robot enhancements
viewtopic.php?f=80&t=19987 More Game Information (Statistics, Monitoring, Graphs)
viewtopic.php?f=80&t=15326 Stack Filters for Chest, Vehicles and others
Suggestions
viewtopic.php?f=6&t=289 Trade deposit for MP
viewtopic.php?f=6&t=1073 Containers
viewtopic.php?f=6&t=2044 storehouse/warehouse
viewtopic.php?f=6&t=7856 Larger chests / Warehouse (w/ reserved slots)
viewtopic.php?f=6&t=14707 Bot Central
viewtopic.php?f=6&t=21398 Storage Buildings to Replace Chests
viewtopic.php?f=6&t=21479 Reducing Cable Clutter ; Depot/Warehouse
viewtopic.php?f=6&t=22967 Stock building
viewtopic.php?f=6&t=28133 container
viewtopic.php?f=6&t=28181 Warehouse and transporting stacks
viewtopic.php?f=6&t=31162 Modular storage
viewtopic.php?f=6&t=18262 Vehicle Assembly Plant / no hand crafting of tanks / trains
viewtopic.php?f=6&t=38441 [GAMEPLAY] Stockpile
viewtopic.php?f=6&t=41596 Storage Problems
viewtopic.php?f=6&t=42039 Suggestion : Silos
Related: Depot-Idea
Could be also known as "Factory Line" or "Assembling Street"
In the context of this suggestion a depot is "an assembling machine with rail connection".
The sense is, that the character is not longer able to construct and/or carry everything.
I put it into this suggestion for now, because when I searched about storage suggestions I found automatically this one.
viewtopic.php?f=6&t=2197&hilit=depot Even higher logistic needs [Some comments from Kovarex]
viewtopic.php?f=6&t=3960 Very Big Machines
viewtopic.php?f=67&t=4529 Large Bridge Cranes
viewtopic.php?f=6&t=7475 Large and Heavy items
viewtopic.php?f=6&t=23786 Vehicle manufacturing buildings (No vehicles in inventory)
Related: Boxing
Boxing, stacking, container, and many more synonyms.
In general this enables to put many items in one. Which explains, why I put it into this list, cause it compresses the items to a grade, that makes a big storage useless.
Thes rest of this article is outsourced to
viewtopic.php?f=6&t=19343 Boxing / Packaging / Container / Cargobox : Pre-Filling
|
[] | 0
|
2016-04-02T18:04:18-05:00
|
|
forum-topic-126655
|
126655
|
Unable to symlink blueprint-storage-2.dat
|
Technical Help
|
https://forums.factorio.com/viewtopic.php?t=126655
|
folk
|
Hi
This is somewhat related to viewtopic.php?p=492532&hilit=symlink#p492532 I guess.
My issue is quite simple; I symlink (or wanted to) both blueprint-storage-2.dat and the saves/ folder to my cloud sync folder, so that I can run the game on multiple clients easily.
I play on linux and used `ln -s` to create these.
The saves/ folder works fine. The contents of that folder is synced perfectly, and I can easily swap between my clients.
blueprint-storage-2.dat, however, is overwritten by factorio directly without following the symlink. That is to say loading the game with blueprint-storage-2.dat being a symlink works perfectly, but then when factorio wants to write to the file, it doesn't follow the link but replaces it with a normal file.
Thanks for reading!
|
[
{
"author": "folk",
"content": "I realise in that thread rseding says you guys don't want to support symlinks. But it works fine for the saves folder now, so I figured I could just submit the ticket.",
"date": "2025-02-07T05:33:37+00:00",
"quotes": []
},
{
"author": "adam_bise",
"content": "I would just use an rsync or copy script cron job and have it run the same as your autosave interval. rsync for sync to another system, and copy script for copy to another volume or mount point on the same system. May as well sync the whole thing so your updates, saves, and everything else moves as well.",
"date": "2025-02-14T00:49:09+00:00",
"quotes": []
},
{
"author": "adam_bise",
"content": "Assuming your cloud storage folder is in the same partition as factorio, you could try a hard link: \nln /factorio/blueprint-storage.dat /cloud/blueprint-storage.dat \n \nIt basically creates 2 links to the same inode or actual data \n \nI would not try reversing the symlinks. Cloud providers sometimes behave wonky when symlinks are in the sync folder.",
"date": "2025-02-14T14:23:45+00:00",
"quotes": []
}
] | 3
|
2025-02-06T23:32:20-06:00
|
forum-topic-127476
|
127476
|
Space platforms can no longer force drop items with a max of 0 as of 2.0.39 [2.0.39]
|
Duplicates
|
https://forums.factorio.com/viewtopic.php?t=127476
|
CORN
|
What did you do? Set a space platform logistics request to 0-0, so with a max of 0. I also have set on the cargo landing bay, a request asking for 20M of the science, and right now 0 of that 20 million is satisfied.
What happened? Nothing. When the space platform docked, it didn't drop the item. It just got stuck.
What did you expect to happen instead? It might be obvious to you, but do it anyway! Previously, in earlier versions, the item would "force drop" assuming there was space on the planet below. I initially thought it was due to a lack of cargo bays. But then I built 1000 cargo bays on Nauvis and I still have the problem. I was doing this for hundreds of hours prior to 2.0.39
Does it happen always, once, or sometimes? I can reproduce this 100% of the time in the attached save file. There is a ship called "Promethium Ship P1" carrying a large amount of promethium science with the logistics set to 0-0, so max of 0. When it docks at Nauvis (in about 20 seconds after loading the file), it doesn't drop anything.
I can fix the issue by removing the 0-0 max request in the space platform. The landing bay still has the 20M request. All the science immediately drops in that instance.
Apologies but I can't seem to find my log file.
Save file: https://drive.google.com/file/d/1CBkd1E ... sp=sharing
|
[
{
"author": "",
"content": "Duplicate of 127244 and fixed for the next release.",
"date": "2025-03-14T12:51:45+00:00",
"quotes": []
}
] | 1
|
2025-03-13T20:08:01-05:00
|
forum-topic-3394
|
3394
|
Read this before making suggestions!
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=3394
|
Edit by ssilk on 2022-12-17: there where discussions about this article, see
viewtopic.php?f=6&t=104302 Moderate the post "Read this OR be ignored!"
In that article this article has been called “toxic”, because it has an aggressive undertone.
I decided for now to leave this article as it is, because on one hand it still shows what are the most common failures when writing a suggestion and it shows a part of the history of this board (Koub said “part of the furniture” ) and also shows discrepancies in the culture. For most Germans for example this is just an article, which explains things and tries (but fails) to be a bit funny. Because in Germany you’re straightforward telling what’s right/wrong without “talking around it”. For many other cultures I understand meanwhile that it has indeed an aggressive undertone.
For example in Germany when you’re waiting for an email you call the person and say “Hi Bob, I want to remind you to send me the mail I’m waiting for.” Sounds aggressive, but is straight to the point. In the USA for example I know this works more like “Hi Bob, how is it going? Fine? Yes, me too. And the children? That’s nice! Ah, yes, before I forget, do you still think to the mail I’m waiting for?”, which sounds for me much more stressful, because I don’t want smalltalk, I want to write this dammed email.
So, please when reading, look for the emoji’s: they are not decoration and help to understand how the “aggressive parts” are meant.
TL;DR: Everything is explained below in detail, but for those, who are in hurry (or have eye problems ):
One suggestion per thread! If your subject is something like "My Cool Ideas" or "Suggestions" you failed.
Search first! High chances, that your suggestion is similar to an older. The search-box is next to "New topic"! The best chance to find similar suggestion is in the Frequently Suggested / Link Collections .
Did you also searched the mods ? Maybe your suggestion is already implemented? Don't like mods: Your problem .
The subject says all.
Write an abstract, a TL;DR (not more than a sentence)
Don't explain what, explain WHY!
Don't ever ask "I can also provide a picture/screenshot of what I mean. Should I?".
You like colors? We like content! Don't use colors in text if there is no good reason.
...
Every suggestion is welcome! It has a higher chance to be watched or eventually included into the game, if you think over the following points:
-1. Every rule has it's exception!
This is a guide, no law. If you have a good reason, then break the rule; nobody will cry.
0. Your suggestion is for the developers
The devs work like so:
- they plan to implement a new feature. They have some ideas. They will do an investigation, before they are going to plan and implement the idea.
- this is the moment, when they will look into the suggestion board. They will look at some threads,which are about this theme.
- if they now find a thread with hundreds of ideas, they cannot use it, cause they don't have the time to read all, cause there are so many other, and maybe better ideas. More clearly describe, easier to implement, bring more fun to the game.
See this examples:
https://forums.factorio.com/forum/vie ... f=6&t=7214
0.b Your suggestion is from a forum member to the forum members
If the developers find your suggestion good, they will use it.
If not, you have to convince the forum members. Not the devs!
1. One suggestion per thread! If your subject is something like "My Cool Ideas" or "Suggestions" you failed.
It is easy to write a subject like "I have some idea" and plug all your thoughts in it. It is more difficult, to part that into several posts. And the best would be to find already existing threads and just add your thoughts.
This post is a good example, what happens with your suggestion, if you make only a list of "ideas": https://forums.factorio.com/forum/vie ... f=6&t=3791
It will be just forgotten, cause nobody want to say something about it (no relevant answer within 4 days). See also the followup-post to avoid such things!
2. Does it already exist?
You have the absolutely great idea about having a new type of splitter. You thought hours for that and are now keen to write about it.
Really new?? There are tons of suggestions for the splitter, for example. It is unlikely, that there is none, which is not somehow your suggestion.
What we don't want : Hinder you to write new suggestions. What we want: That you have a clear picture of "other" (similar) suggestions in your mind, before you begin to write. That makes much sense, cause that spares you and us much time.
Search first! High chances, that your suggestion is similar to an older. The search-box is next to "New topic"! The best chance to find similar suggestion is in the Frequently Suggested / Link Collections .
use also the right words for search, see point 4.
Did you also searched the mods ?
Maybe your suggestion is already implemented? Don't like mods: Your problem .
3. The subject says all.
Try to express your suggestion in one sentence, which is the subject, so that everyone can remember "ah, that thing". A subject like "I want that", is not so useful. A subject like "Blue smog" wakens pictures in the readers mind.
3b. Write an abstract, a TL;DR (not more than a sentence)
If you cannot express your idea in a sentence, it is not ripe now. Shorten down your idea, until you can describe the basic benefit to the game like so.
Write the abstract at the beginning of your post.
Nice example, which makes such an abstract, but still doing it wrong: https://forums.factorio.com/forum/vie ... f=6&t=7233
See rule 5 and 6!
3c. Don't explain what, explain WHY!
Why do you want this? What is the reason for your suggestion? If you explain that, you can normally finish now and jump to the end.
4. Use the right words.
Factorio uses it's own glossary, for example there are "cables" and "wires" , but one are the power wires, the other are the red and green circuit cables; or it has "train stops" but no "train stations". Try to be exact, use the wiki to look that up, if the words you use are correct.
5. KISS - keep it short and simple
Good: "I want some other types of cars. Some very fast and some with more armor, perhaps a tank!"
Bad: "I want some other types of cars. A red car, I like red. It should be fast, perhaps less hit points. But really fast, faster than the train. Btw. do you know, that with 6 skeletons you can run nearly as fast as the train? It should have also better break, and the overall handling might also be better. More light, cause faster - I need better light in the night. Of course. And a yellow car, not this yellow, more greenish..."
6. Don't write too much! Let the non-essential detail completely open!
We (the forum members) guarantee, that your suggestion is read carefully, and if there are questions with your suggestions, we will ask. So let the unneeded stuff open. Think to good books: if they are too detailed, you loose the contact to the story.
7. Tell a story, no description
Good: "the character build up houses for the settlers, so that they can live in it"
Bad: "Eventually in the spaceship live many settlers? (Why eventually. This is your story, everything is true!) So we need something (why? Who is we? What is something?) that, when they come down (that's another story!) they have a place to live."
Be concrete in your imagination! But let the details open. If you're too concrete or too open we to discuss.
This is a good example for doing it wrong: https://forums.factorio.com/forum/vie ... f=6&t=7233
8. Suggesting non-essential stuff?
See also this post for frequently suggested ideas: https://forums.factorio.com/forum/vie ... f=6&t=4806
We have here now about a dozen suggestions about new splitters since January 2014. This is a good quote for that:
And the developers said, they won't implement suggestions, which (See full post here https://forums.factorio.com/forum/pos ... =6&p=20908 )
Another quote:
Ask you this questions:
- Does it add just more complexity instead of depth? (More items means more complexity, for example)
- Does it bring the game "forward", will there be more fun? Is it easy to learn?
- Is it the right way? It's easy to say we need something to change the priorities of the electric network, but it is a big step to use the circuit network for controlling power switches, that enables to turn off energy, if not needed.
9. Add examples, pics, videos, links to other suggestions
Try to create a picture in our (and the readers) mind! "A pic tells more than thousand words" is especially true for Factorio.
Don't ever ask "I can also provide a picture/screenshot of what I mean. Should I?".
10. Don't make suggestions to stuff you don't really understand yet
Bad: "It's my second game and I want to make a suggestion about the logistic network..."
Good: 'I'll wait two or three more weeks and until then I can store my post in the drafts' (you know you can store your post as draft in phpbb?)
Best: 'I think I really haven't understand that logistic stuff. There is something missing, how can all the others play with that, without crying?? And I searched through the forum and wiki and didn't found anything. I will ask in the Help-Forum now!'
|
[
{
"author": "",
"content": "Today I got an interesting question, I want to answer open:\n \n\nI like this question, cause here is someone, which had thought a bit, before posting. \nFirst a little bit back in time: When I begun in this forum - now about 1 year ago - I also had many ideas and made big threads, gigantic posts. When I look at my good posts I see there a change. So it is possible to make good suggestions, but don't await to make perfect suggestions in one day. Nobody will await it! \n \n When is it ok to make a list? \nSome lists are ok: \n- A list about some special theme. The train for example, about terrain, inserters... I would say: One thread per game-entity, but this is too technical. \n- Lists about improving some very special stuff. The more special, the better. \n \nFocus the subject! The more special the subject, the better. Long lists here are ok, but try to make one point as short as possible, not too deep into the details, the readers can think about the rest. \n \nHere are some examples, where I would say this is more or less ok - sometimes a bit too wide, but still ok: \n https://forums.factorio.com/forum/vie ... f=6&t=2108 \n https://forums.factorio.com/forum/vie ... f=6&t=1671 \n https://forums.factorio.com/forum/vie ... f=6&t=2165 (even if the form is not so ok) \n https://forums.factorio.com/forum/vie ... f=6&t=1677 \n... \n \n When is better to make single posts? \n \nWell. If your ideas are about very different themes. \nExample: You have two ideas. One idea about the biters, the other about defense. \nFor example you want to have the biters more attack and attack the laser-towers for example. \n \nMe: \"Are the ideas connected?\" \nYou: \"Both is about fight!\" \nMe: \"Really?\" \nYou: \"Yes, the biters fight and the laser-towers defend!\" \nMe: \"What if I say, that the biters are not able to do so? They cannot think about 'better' targets. It's her instinct, they 'smell' the character, but they don't smell the laser-towers. They cannot attack it, because her physics doesn't allow it. It's easy to implement it, but - that changes many other aspects of the game, too.\" (Of course this is just invented for this example, so don't take that real (even if I would like to have it so )) \n \nYou see: If you go too deep in your suggestions, you come to a point, some stuff, which you cannot know yet. You shovel the grave for your idea, if you go too deep into the details of how exactly something should work in the game. That's not your job. Your job is to think about, what you want to play. What you like and what not. \nSo try to avoid such connected stuff. They are difficult to discuss and in general the older gamers are not very happy with them. I can say, that a connected idea has a lower chance to be positively disussed, than an unconnected. Try to avoid to connect too many different things in one post. Focus. \n \nFor example, the solution for the above idea is like so: \n \n- The biters should have more attack. \n-----> Fine, that's just balancing! \n- There should be something - for example the biters (let that open, we can imagine that, we are not stupid) - which should attack the defense, instead of the character. \n-----> That's a good suggestion. Because others can say \"Yeah, I thought about it. I think some flying thingy.\" and the next says \"Exactly, I thought to some birds.\" and the next one says \"And how about worms, they can dig underground?\" ... \n \n When is it better to add your suggestion to an existing thread? \nWhen you just want and can add something to an already existing and more or less accepted theme. Here also: The more special, the better. \n \nBest example: https://forums.factorio.com/forum/vie ... =10#p27777 \n \n Checklist: \nIf you have the ideas in your head go through this list and if you can make a check when an idea it is ready for post. If not, well, then it is eventually not so important? \n \n- Priorize your ideas! . Do not post just the stuff you want most! Sort your ideas by \"ripeness\". Is the idea ripe now ? Well, this is just a feeling, hear to it! \n- Don't hurry. Factorio is planned to be finished in summer 2015. The priorities will of course change, but I think even in winter 2014 it will be possible to make new suggestions. \n- Make it short. The shorter, the better. \n- Don't try to change the game . The game is much bigger than your simple idea. There are thousands of good idea in Factorio. Don't try to change it in one post! \n- Let it open. Others can add their ideas. One open idea leads to the next open idea. And suddenly you have a much better suggestion as in the beginning. \n- Do not connect ideas together. New idea, new thread. \n- Focus! One idea, theme, entity per thread. \n- Take the readers to the same level and then bring your idea. As mentioned above, if you cannot explain the idea in two-three sentences it is not good. But you should not count the way how you are coming to that idea. It is ok to explain 1-2 paragraphs before you come to you point; especially, if this is a complex theme or something from the \"real world\", which not everybody can know. Introduce your sight and then ... put in the idea. \n- Tell a story. \"I think a bigger tank for fuel is needed\" vs. \"Yesterday I played around and I found that my fuel was to fast depleted.....so I want to suggest a bigger tank...\" - Tell us the \"W's\" (why, when...). \n \n... and of course all the other stuff already mentioned above...",
"date": "2014-05-21T16:53:30+00:00",
"quotes": [
{
"author": "Hometruck wrote:",
"content": ""
}
]
},
{
"author": "Albin00",
"content": "hallo",
"date": "2014-06-08T18:06:48+00:00",
"quotes": []
},
{
"author": "",
"content": "Hello and welcome, \nbut \nthe heading says clearly \"Read this OR be ignored\", not \"Write hello OR be ignored\". \nUse the off-topic-board for that: https://forums.factorio.com/forum/vie ... =27&t=1698",
"date": "2014-06-08T18:21:06+00:00",
"quotes": []
},
{
"author": "",
"content": "Sorry guys, when I changed this title I had a bit too much alcohol intus (30 degrees outside and a full glass of self mixed Mochito). It is possible, that I thought it was a good idea to have a subject, which everybody says \"Hu, what's that? I MUST read that...\". But I think it wasn't. So I changed it now back to something more serious and deleted all the posts. \n \nSorry again. But I have to think about, that this is not my forum and that there are people, which make their outcome from this. I hope you understand.",
"date": "2014-06-09T22:49:13+00:00",
"quotes": []
},
{
"author": "",
"content": "This is a copy from this post: https://forums.factorio.com/forum/vie ... f=6&t=4603 \n \nHm. Let me say it so: Everyone else's suggestion is boring. \n \nI try to read every suggestion carefully (not always), but with the long ones I also have sometimes problems, especially, \n- when they go too deep into details (exact numbers of how much resource/power etc. should be used to built/achieve this and that) or \n- are a list of ideas after the first game (I call that \"emission\"), which is 50% already suggested, another 30% is just bullshit (sorry, but I don't say that normally so directly), 10% is ok and the rest of 10% are really new and good. \n \nThe last ones are the most difficult to handle, cause such topics tend often after 3-10 posts to be unusable in the end. \n \nSo, see my big suggestions as a try to bring everything together. They are many times a \"Best Of\" about a subject plus own ideas.",
"date": "2014-07-07T03:14:19+00:00",
"quotes": []
}
] | 5
|
2014-05-05T16:59:05-05:00
|
|
forum-topic-124009
|
124009
|
What exactly happens with my vanilla save when i buy the DLC
|
General discussion
|
https://forums.factorio.com/viewtopic.php?t=124009
|
Michel_Werner
|
I searched the forum, but didn't find a detailed answer to this question:
What exactly happens when i activate the DLC?
I have a save file with over 350 realtime hours played, so obviously I want to be 100% shure that the DLC doesn't kill it.
I have an endgame 2.0 savefile on peacefull.
Will it automaticly switch to non peacefull or will i have the chance to choose the mode it will be running on in the future?
I do have tons and tons of the following:
Space science packs:
While it is clear, that future Space science packs will be produced on the platforms in space, what happens with stored packs. Will they be deleted or simply remain untouched?
Modules:
I use about 200k productivity III modules in my factories. I have read multiple times, that they will all be downgraded to productivity II, is that correct?
Besides the monumental loss in resources and time, I would at least have to make a bunch of blueprints prior to activating the DLC, in order to at least be able to automanticly upgrade all my factories back to lv.III as soon as i have them available again.
Spidertrons:
I have also read, that my present spidertrons would just be deleted, as they would only be available later, is that true?
What else will be happening what don't know about jet?
A detailed List of ALL the things that will happen once I buy the DLC would be increadibly helpful.
What happens with rockets that are in the air while i upgrade on the DLC, should i hold any rocket starts and wait until all satelites have landed?
Basically: How can i prepare my save file optimally for the transition to the DLC?
Thanks and best regards, Michel
|
[
{
"author": "aka13",
"content": "You can turn all DLC content on and off like a mod, if you ever did that before. So unless you enable the content, and load the save, wait for the changes to apply, and overwrite the save, nothing will happen. \nIn general, I would say that the tech tree has changed so radically, that it is somewhat pointless to try and load a pre-dlc save in the dlc. It would be more efficient to start with a cheated in personal roboport, if you dislike the tedium in the beginning.",
"date": "2024-12-08T10:23:36+00:00",
"quotes": []
},
{
"author": "Michel_Werner",
"content": "Oh, I didn't know that. So basically i can just do two save files, one with vanilla 2.0 and one with the DLC? That would at least be a failsave. Thanks for mentioning that. \nNonetheless, it would be increadibly practical to have something like a complete list of things that will happen as soon as I acitvate the DLC. \nI haven't found an FAQ for this, or is there somewhere?",
"date": "2024-12-08T10:28:44+00:00",
"quotes": []
},
{
"author": "aka13",
"content": "Yeah, exactly as with mods. Sorry I can not help you with the list though, I am unaware of one existing, the changes are just too extensive.",
"date": "2024-12-08T11:26:56+00:00",
"quotes": []
},
{
"author": "Kyralessa",
"content": "You can download Factorio as a .zip version and install it wherever you want. \n \nThe logical consequence of this is that you can also install it as many times as you want. \n \nSo you can have an SA version, a 1.1 version, a 1.1 version with an overhaul mod you like that wasn't upgraded to 2.0 yet, and so forth. \n \nFor example, in one folder I have Factorio: Space Age installed, and in another folder I have Factorio 1.1 with the Space Exploration mod (and some related mods) installed.",
"date": "2024-12-08T11:31:12+00:00",
"quotes": []
},
{
"author": "NineNine",
"content": "To be clear: \nYou can run any version of Factorio separate from any other version. You can run as many different versions as you want on the same computer. They can each live in their own directory. [Note that Factorio Space Age is a different program from Factorio 2.0, altogether. Space Age is NOT a mod.] \nRight now on one computer, I run: \n- Factorio 1.1 \n- Factorio 2.0 \n- Factorio Space Age \nThey are 3 entirely separate programs, with different saves, different mods, etc.",
"date": "2024-12-09T03:15:48+00:00",
"quotes": []
},
{
"author": "IsaacOscar",
"content": "As no one else was actually answering your question, I went ahead and tested it myself. \nIf you try and load a non-space-age save with the space age mod enabled, you get this message:\n \n \n \n 12-09-2024, 13-43-55.png (374.5 KiB) Viewed 1413 times \n \n \n\"Sync mods and load\" will simply reload the game with space age disabled. \nAs near as I can tell \"Load and fix\" and \"Load\" do exactly the same thing. \n \nPeaceful mode was not affected for me, unfortunately, it only applies to nauvis. \n \nNothing was done to the science packs I had in my test case. \n \nI'm curious where you read this from, but in my test, my productivity 3 modules where not changed. Also you can use an upgrade planer to mark all your modules for upgrading. \n \nAgain, I observed no difference here. \n \nMy satellite got deleted in my test. \n \nI agree, sadly I don't know where to find this information other than by testing. I didn't notice any other changes. In particular, all my research stayed researched (including spidertrons and space science). This however results in some technologies not having their prerequisites researched. \n \n \nIn my test, an empty cargo pod just landed in the landing pad. (i.e. with no space science).",
"date": "2024-12-09T03:44:02+00:00",
"quotes": [
{
"author": "Michel_Werner wrote: Sun Dec 08, 2024 10:10 am",
"content": ""
},
{
"author": "Michel_Werner wrote: Sun Dec 08, 2024 10:10 am",
"content": ""
},
{
"author": "Michel_Werner wrote: Sun Dec 08, 2024 10:10 am",
"content": ""
},
{
"author": "Michel_Werner wrote: Sun Dec 08, 2024 10:10 am",
"content": ""
},
{
"author": "Michel_Werner wrote: Sun Dec 08, 2024 10:10 am",
"content": ""
},
{
"author": "Michel_Werner wrote: Sun Dec 08, 2024 10:10 am",
"content": ""
},
{
"author": "Michel_Werner wrote: Sun Dec 08, 2024 10:10 am",
"content": ""
},
{
"author": "Michel_Werner wrote: Sun Dec 08, 2024 10:10 am",
"content": ""
}
]
},
{
"author": "Dixi",
"content": "Short answer: nothing happens with save files until you try to load them. \n \nIf you want to play 1.1 save, you can just make a separate folder with Factorio 1.1 \n \nBut if you want to load same save (likely megabase, right?) in 2.0. \nTurn Space Age mod off. You can turn off or keep Quality and Elevated Rails mods. \nAfter loading the game: \n- Remove all output inserters from rocket silos. The do not output space science packs anymore. \n- Build somewhere one Cargo Landing pad for all your space packs. \nThat's all, except the problem, that some mods are not updated to 2.0 and will not work anymore.",
"date": "2024-12-09T14:04:09+00:00",
"quotes": []
},
{
"author": "NineNine",
"content": "I don't understand what this situation is where somebody would \"activate\" the DLC. I was under the assumption that somebody would just install the two different programs in different places on a computer. I have no idea what this situation is that is being described, or what you did.",
"date": "2024-12-09T15:58:11+00:00",
"quotes": [
{
"author": "IsaacOscar wrote: Mon Dec 09, 2024 3:44 am",
"content": ""
},
{
"author": "Michel_Werner wrote: Sun Dec 08, 2024 10:10 am",
"content": ""
}
]
},
{
"author": "Kyralessa",
"content": "This is what I was referring to. You can have multiple copies of Factorio on your system in different places, with different settings, such as 1.1, 2.0, 1.1 with an overhaul mod, 1.1 with a different overhaul mod...",
"date": "2024-12-09T16:41:55+00:00",
"quotes": [
{
"author": "NineNine wrote: Mon Dec 09, 2024 3:58 pm",
"content": ""
}
]
},
{
"author": "robot256",
"content": "Also, some types of train setups that rely on skipping disabled stations or traveling between stations with the same name will break because of bugs/features in 2.0 \n \nAlso inserters side-loading splitters are nerfed. And a few other little things like that.",
"date": "2024-12-09T18:03:47+00:00",
"quotes": [
{
"author": "Dixi wrote: Mon Dec 09, 2024 2:04 pm",
"content": ""
}
]
},
{
"author": "Heckett",
"content": "Another thing is Rocket Control Modules are gone, and now you just need processing units for rocket parts, so that production chain is gone as well.",
"date": "2024-12-09T19:56:07+00:00",
"quotes": []
},
{
"author": "bombcar",
"content": "If you already loaded your save in 2.0 the biggest change has already happened - your rail curves changed. Old ones continue to exist but I don’t think you can build them anymore. \n \nIf you then enable space age, some tech will move around. There are rumors that it would delete some items you “shouldn’t have” like cliff explosives or artillery. But I’ve not seen that though I’ve not tried.",
"date": "2024-12-10T01:49:30+00:00",
"quotes": []
},
{
"author": "Gummiente27",
"content": "You can build old rails with old blueprints and/or copy/paste and you can also create new blueprints cfrom alreadyplaced old rails and they'll stay old rails.",
"date": "2024-12-11T15:16:18+00:00",
"quotes": [
{
"author": "bombcar wrote: Tue Dec 10, 2024 1:49 am",
"content": ""
}
]
},
{
"author": "Xorimuth",
"content": "If you are already playing on 2.0, there's not much reason to install 2.0+DLC separately. Just upgrade your existing install and you can turn Space Age on/off like a mod. \n \nSo, to answer the original question: \n \nSince your save is already on 2.0, if you disable Space Age, Quality, and Elevated Rails mods in the mods menu, then load your save, nothing will have changed. \n \nIf you enable Space Age mod in the mods menu (which will automatically enable Quality and Elevated Rails as they are required) and then you load your save, you'll get the warning that someone posted above, with the option to \"Load and fix\" or simply just \"Load\". \nNo matter which you pick, as long as you don't save your game to the same filename, then your old untouched save will still be there. I'd suggest copying it beforehand to be safe. \nIf you pick \"Load\" then it will load the game with minimal migrations. You might have some techs/recipes/items/machines unlocked that shouldn't really be unlocked based on SA progression, but since their recipes have changed, you might not be able to craft more. \nIf you pick \"Load and fix\", then the game will make some more 'invasive' changes to your save. All techs/recipes that shouldn't be unlocked based on SA progression will become locked, and the game will remove all items/entities of the following from your save: artillery-turret, artillery-wagon, artillery-shell, cliff-explosives, spidertron. \nThe game will also convert all module-3s into module-2s, and it will convert MK2 batteries and MK2 personal roboports into MK1 batteries and MK1 personal roboports. \nYou'll have to go to the new planets to re-unlock these things.",
"date": "2024-12-11T15:37:11+00:00",
"quotes": [
{
"author": "NineNine wrote: Mon Dec 09, 2024 3:58 pm",
"content": ""
},
{
"author": "IsaacOscar wrote: Mon Dec 09, 2024 3:44 am",
"content": ""
},
{
"author": "Michel_Werner wrote: Sun Dec 08, 2024 10:10 am",
"content": ""
}
]
}
] | 14
|
2024-12-08T04:10:14-06:00
|
forum-topic-124157
|
124157
|
Agricultural tower production rate calculation
|
Gameplay Help
|
https://forums.factorio.com/viewtopic.php?t=124157
|
jaylawl
|
I am trying to calculate how much fruit a best case agricultural tower will produce, regardless of the type of fruit.
The agricultural tower has a grid of 7x7 = 49 "slots" for trees
The tower itself has a footprint that takes 1 slot away
The tower needs an input which takes another slot away
We're left with 47 slots for trees.
Yumako and jellynut seeds have a growth time of 5 minutes
Each harvest produces 50 fruit
So this means that - in an optimal environment - we get 47 slots * 50 fruit per harvests each 5 minutes. So that's 2,350 fruit per 5 minutes or 7.83 fruit per second (2,350 / 300 seconds).
Is that the correct way to factor in the time? I feel like there is some logic i'm missing. Or is 7.83 fruit / second actually correct?
|
[
{
"author": "Nemoricus",
"content": "That is the best case upper bound, yes.",
"date": "2024-12-11T02:07:05+00:00",
"quotes": []
},
{
"author": "SirSmuggler",
"content": "Considering the tower takes a none zero amount of time to turn/exend/retract to reach a mature tree to harvest, the actual number is probobly slightly lower.",
"date": "2024-12-11T06:18:26+00:00",
"quotes": []
},
{
"author": "jaylawl",
"content": "So i currently have 7 agricultural towers running. In the past hour, according to the in-game production statistics, they have produced an average of 3238 yumako fruit per minute, which comes down to 53.96 per second in total or 7.70 /s per tower. With my calculation from the OP, the expected best case production is 7 (towers) x 7.83 / s, which equals 54.81 / s. So i guess it's pretty close, but i'm sure somebody can make it more precise.",
"date": "2024-12-11T19:06:59+00:00",
"quotes": []
},
{
"author": "Emblem",
"content": "Slightly, but thankfully not enough to REALLY matter. It turns the 'growing time' part of the calculation from 5 minutes, to something like 5 minutes and 3 seconds, accounting for the ~3 seconds between a plant reaching full growth, and a fresh seeds being planted in its place \n \nFrom 7.8333... down to 7.7557... which would be a 1% drop. RNG says it could be worse, but certainly not enough to base any design changes off of. This is Gleba after all; you ARE accounting for the spoilage, riiiiiight?",
"date": "2025-01-04T06:46:05+00:00",
"quotes": [
{
"author": "SirSmuggler wrote: Wed Dec 11, 2024 6:18 am",
"content": ""
}
]
},
{
"author": "Zabanuch",
"content": "Gleba is a beautiful planet, except for two features that absolutely kill this great idea. \n1. I've tried starting on Gleba several times and always end up running out of seeds. Ideally the production is 1:1, if there is any problem the production only decreases. I haven't found a way to increase seed production. Solution is only expansion into other farthets regions to get some. So could you give me some advice? \n2. Perishable science packages. I prefer not to comment on that. \n \nSo is there any solution at least for the first point? Thank you very much for your reply. \n \nI´m sorry for my english",
"date": "2025-01-04T08:12:40+00:00",
"quotes": []
},
{
"author": "jdrexler75",
"content": "Use Biochambers not Assemblers to process the fruit. You get 50% extra seeds from the productivity bonus. \n \nDealing with the nutrients is a bit of a hassle, but you need to do that anyway for the science. So just use biochambers for everything you can.",
"date": "2025-01-04T08:55:20+00:00",
"quotes": [
{
"author": "Zabanuch wrote: Sat Jan 04, 2025 8:12 am",
"content": ""
}
]
},
{
"author": "Zabanuch",
"content": "Great, I overlooked this possibility. \nThank you very much and have a nice day",
"date": "2025-01-04T09:22:37+00:00",
"quotes": []
},
{
"author": "jaylawl",
"content": "I load my science packs into dedicated rocket silos manually so that they can be exported as quickly as possible. Whatever science packs are not consumed on Nauvis are recycled out of existence or thrown off the spaceship that hauls them, which means that at current efficiency of my logistic line, the packs are always consumed at ~80%. Everything on Gleba except for stone is free after all, so i've dediced to stop treating Glebas science as valuable.",
"date": "2025-01-04T10:37:15+00:00",
"quotes": [
{
"author": "Zabanuch wrote: Sat Jan 04, 2025 8:12 am",
"content": ""
}
]
},
{
"author": "J-H",
"content": "Productivity modules work before you get biochambers, or they can work IN biochambers. Remember an Efficiency Module or two in your biochamber to cut nutrient production.",
"date": "2025-01-04T14:13:47+00:00",
"quotes": []
},
{
"author": "GrumpyJoe",
"content": "Producing more jelly/mash than you need and burn the rest. It's where the seeds come from. \n \nIn my 3 Gleba bases so far, the only thing that I always forget and is clogging up the system is: burn excess seeds! \nOh right, on time I messed up the burner's inserters.",
"date": "2025-01-05T19:53:47+00:00",
"quotes": [
{
"author": "Zabanuch wrote: Sat Jan 04, 2025 8:12 am",
"content": ""
}
]
},
{
"author": "BlakeMW",
"content": "Or in many ways better yet just produce plenty of nutrients. Even the basic mash->nutrients recipe provides enough nutrients to run like 18 Biochambers (17 including itself). \n \nI'm not saying it's never appropriate to use eff modules I often use them in the Biochambers that produce \"primary nutrients\" just so it's more likely that if the fruit supply gets cut off it'll have enough energy in its tank to start up again without needing an external infusion of nutrients, but for a large part using eff modules just results in more nutrients spoiling waiting to be consumed. Also given how cheap it is to produce nutrients there's a good argument for going the other direction with productivity modules and speed beacons which gets quite a lot more more stuff for your fruit and spore emissions.",
"date": "2025-01-07T08:05:08+00:00",
"quotes": [
{
"author": "J-H wrote: Sat Jan 04, 2025 2:13 pm",
"content": ""
}
]
}
] | 11
|
2024-12-10T07:14:21-06:00
|
forum-topic-81260
|
81260
|
Friday Facts #334 - New poison cloud animation, flying robot dying effect
|
News
|
https://forums.factorio.com/viewtopic.php?t=81260
|
Here it is! (beep boop)
https://factorio.com/blog/post/fff-334
|
[
{
"author": "Xeorm",
"content": "Wow. Those effects both look really nice. I know it's only graphical, but it adds so much to the polish of the game. I'm impressed.",
"date": "2020-02-14T17:10:11+00:00",
"quotes": []
},
{
"author": "y.petremann",
"content": "More effects like these please !!!",
"date": "2020-02-14T17:10:18+00:00",
"quotes": []
},
{
"author": "Jon8RFC",
"content": "The robot animations are awesome!",
"date": "2020-02-14T17:10:59+00:00",
"quotes": []
},
{
"author": "1cec0ld",
"content": "I love the updates, I just wish I used the features more. Poison and combat bots seem a bit underpowered when I look at Personal Laser Defense, Nukes, or even plain Tank shells.",
"date": "2020-02-14T17:11:08+00:00",
"quotes": []
},
{
"author": "darkfrei",
"content": "I don't know why, but your FFF animation looks much better than the game looks by me.",
"date": "2020-02-14T17:14:00+00:00",
"quotes": []
},
{
"author": "conn11",
"content": "So it appears team engineer is switching from Grünkreuz to Blaukreuz , poor Biters. \nVery nice animation by the way. The new particle system is truly amazing, not only allowing for optimisation.",
"date": "2020-02-14T17:16:19+00:00",
"quotes": []
},
{
"author": "JakubW",
"content": "Animation of dying robot is cool, but I wish there was a smoke that comes form robot after it's destroyed. It would be cool if destroyed car or tank would spawn some dark smoke as well.",
"date": "2020-02-14T17:22:39+00:00",
"quotes": []
},
{
"author": "Philip017",
"content": "humm poison is going from a cloud of radioactive green to a cotton candy blue, i would suggest that it remain the radioactive green color, for anyone that has played killingfloor2 their healing cloud is blue and the poison is green, i realize that is a small detail, but sharing my feedback.",
"date": "2020-02-14T17:24:33+00:00",
"quotes": []
},
{
"author": "porcupine",
"content": "Absolutely beautiful, well worth the effort!",
"date": "2020-02-14T17:30:51+00:00",
"quotes": []
},
{
"author": "conn11",
"content": "Another point I've noticed. Should the icon for the poision capsule still remain green, if the toxic cloud is blue now? If changed, this could cause confusion with the slowdown capsule. \nMaybe a green iteration for poision and some bluish update for slowdown could be considered.",
"date": "2020-02-14T17:35:10+00:00",
"quotes": [
{
"author": "Philip017 wrote: Fri Feb 14, 2020 5:24 pm",
"content": ""
}
]
},
{
"author": "",
"content": "The poison capsule will have a new icon",
"date": "2020-02-14T17:37:41+00:00",
"quotes": [
{
"author": "conn11 wrote: Fri Feb 14, 2020 5:35 pm",
"content": ""
}
]
},
{
"author": "movax20h",
"content": "This is fantastic. I love both new poison cloud animation (way better than what was previously). It is perfect. And the robot destruction animations and variations are just cute and awesome. \n \nThank you!",
"date": "2020-02-14T17:47:59+00:00",
"quotes": []
},
{
"author": "Hiladdar",
"content": "It all looks great, and an improvement over what was there before. Best of all, none of the animations are not distracting from the game. \n \nHiladdar",
"date": "2020-02-14T17:59:26+00:00",
"quotes": []
},
{
"author": "BattleFluffy",
"content": "The new robot remnants look fantastic ! :D",
"date": "2020-02-14T18:13:55+00:00",
"quotes": []
},
{
"author": "steinio",
"content": "Crashing robots should destroy/damage things on which they land on",
"date": "2020-02-14T18:25:38+00:00",
"quotes": []
},
{
"author": "Serenity",
"content": "The poison looks so much better. The original effect always seemed a bit out of place or too simple to me",
"date": "2020-02-14T18:32:13+00:00",
"quotes": []
},
{
"author": "Ojelle",
"content": "Also, does anybody uses slowdown capsules? To me they are underpowered. \nLovely change btw!",
"date": "2020-02-14T18:38:45+00:00",
"quotes": []
},
{
"author": "raidho36",
"content": "Should add explosions when dead drones crash land, to mask the abrupt transition from live graphics to dead graphics.",
"date": "2020-02-14T18:58:22+00:00",
"quotes": []
},
{
"author": "unobtanium",
"content": "I got that star wars reference",
"date": "2020-02-14T19:08:20+00:00",
"quotes": []
}
] | 19
|
2020-02-14T11:05:32-06:00
|
|
forum-topic-119870
|
119870
|
Belt Storage ( spoilers )
|
Mechanical Throughput Magic (circuit-free)
|
https://forums.factorio.com/viewtopic.php?t=119870
|
mmmPI
|
Anyone like belt weaving ? It's not the most space efficient , but it still takes more than 10 minutes for the chunks to reach the end , maybe twice as that, i thought of them as guests in rollercoaster, " this storage belt is too long", it gets boring to watch them till the end except the first time where the perception of said time is impossible anyway due to the excitation, you know , like dominoes falling, if you made a mistake at one place it will stop, and it's to do again, err i mean it's easy to debug but it's a fail x) . Designing the spagetthi was a pleasure.
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 Copy blueprint ( only the spaggetthi, as shown on the picture with some imperfection left by remants of turrets and things)
6584_0452h54m47s_platform-12.jpg (412.73 KiB) Viewed 3899 times
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[
{
"author": "Gust",
"content": "That is fantastic. Would you mind sharing the blueprint?",
"date": "2024-11-11T18:18:37+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "Hey thanks ! i added the blueprint of the spagetthi in the previous post but i recommend you try one yourself, it's quite fun to do, searching for space efficiency a bit and at some point when it gets annoying just finishing with some symetry or little inefficencies to make it easy and the way you like",
"date": "2024-11-11T20:12:45+00:00",
"quotes": [
{
"author": "Gust wrote: Mon Nov 11, 2024 6:18 pm",
"content": ""
}
]
},
{
"author": "adam_bise",
"content": "Here's mine. It weighs in at just under 20 chunks per tile. \n \n \n \n beltstor2.png (597.07 KiB) Viewed 1848 times \n \n \n 0eNqlnN1u20YUhF+l4LUc7P+PL/sKvSwKQ7bZmKglChQVxDD87qXsJnFtrXTOzFUSQdzRmSGX3zKH+9zdPh763TRs5+76uRvuxu2+u/7zudsPX7frx+Nn2/Wm76673TRu+vlhOGyu1vu5n8bh/uru4bD9p3tZdcP2vv/eXduX1Ykj58N0O14dlq9MX6dx+fPqtn+c3x3mXv5adf12Huahf1N//cfTzfawue2nZdzVj7H+XrQ/D7XqduN+OXrcHmWXEa+s/RJX3dPyN2e+xEVqftodjx8P8+5w1P6k4VYXfu9nkePQbyK2vIrcD1N/9/aN8lNy2DYUvV7xqEMoBkCxflC8aGT8IDJP6+1+N06zoKj6qagTAkktUNsC4YRABmxKVDAFUMzaYKrat6QLxhq1QtYlYy1gVKCiscDEYKM2G+vV1gVlOEGtEM+Es+qWW8U8jY83t/3D+tswTsfD7obp7jDMN1O/vr95WG/vb47fWn7JMq3P06Ff/fzGj8/fvroZ7/vjfeDU746A/46LPAGSXh15VgfilJEXtYJXXo8VcIq7azoDSFptOM6qrTO6cJxTK1hdOA4ADI4vHAAYar5wasBQ8oVTA4aSL5z6yn9Hmss9+dQ06QoxZhb96kqAnUjBG4LsZAq/Luv++27q93tVFUly+nhHUfYnjSOAXLwovAcKS8rCAkWp+QRDXFwixU9l6URBNxPlZha5maHSwpnMBH4WSDR+EL1sYAUMDDoDgwE0YlvDulMiFjLMUSkFB4l6bUoBmTScMqUAaHhtStg0YUTTRDumBKladUyZguwz8+4ZzQLEZrWxVQZQocyiwdkuiYqKFlcQXVFRvXDI2hI8wZLhNJ/GQIwZJWwXI8V2QeR9otguQDQSM1WYzLxCFRYBtouVgqwoelRsoCk6nTkrLheWLAmt2GmSHCmLhJi8/r9mAudu0CvGD4qXvYz/F9HAq+zETFqBqLugU9bb5Lhgil7Rq4OpWt+cLphstAJeF0y2JKsGhHuy05ZlL93RsycLiQiY5kD8X/B/khfNigyXYvkATxzOcsUpjcyUhaVVmLJkF2zFcVjmWzG4Qjx97RRL0LBrjOmIMb1k6iqeAlEnibNwPQoOQqfCLR1k5nFLBw/AWcnaST9dPMkKCZlgQBWvRJRONWRdSD7V4pTpRFNXdThmChU8XoMsmYCXIBOIOFIKPUo4UwoVMl6DzKSClyATqCRNOgS7rDE4F8uisYYFfo+QlzUE8fvTk781VEcBmFBgEFKaEUX8YEAU8ntZQ17G0VVqXcElmudZJVDWNAbVdye+G9TKuhO59gIjytRy/QUGAjBrOfYX+sfBvwUYzNpIPYY2ssISiZdoapl8/m3bDwLPybKrBCzJiqOoLEbHtRy0ZiZnmYfoWETOMY/Rreg5mnUex1JhIgHn0mYckXl0DsaRmIfn0jgySaIGIjhXcBJtZsQuFyzEbJ5YLthGKd4y7IlF4h3DnkZGhp5aLYABUasFKwIwH3HilVqXcInmeUZ0HZfWmETXsewFA1/xnuAiMzsYvLFZKkEtDGROBWpdUBHiCh5/4UvqXGBexisYNgey7RgzMzE9s1I7M0OwrWkgFK6XuULMFCrXzFxl1BQN0yUrzCVapk22lUt0XPcylkv0XPuyNBeks9hoc4lMH2wzl8TRa4XYKGauX1maSyGwr0A4i7QSaikhGaIsLLBkibJkb4gmvJlY6puHFWrj8klEL3ESsVSKzG4QGZo2E7GvQWo5lXG0FTpVmF0sQKcqQ7pZNo1lg2+XILMuW5yeW4Fnx+AyFkf2zHuB0jgCvkGCMI6Ib5DQjCMx+1WAcWRmwwppHAXfvEAYR8U3L2jFUQyzlwQWR7HMZhLCOPS9f1Z5Rywe366gGUdgXmwD44jM9hHSOPAdBJpeZXjXA2HADLaDWVRiuwhhFBVv3m1FUS085PFHHzc7G+Z+sxz+a++1Vfe4Xg5ePvt9GeK3P+ZxWn/tl4+/9dP+daSYXA21xlBdScG8vPwLW1FwuQ== Copy blueprint",
"date": "2025-01-24T23:17:00+00:00",
"quotes": []
},
{
"author": "spiral_power",
"content": "I would not use anything but green because of concerns about UPS deterioration due to belt splicing and since speed is critical to making SP. \nFor every 10 belts of promethium (600/s), there will be exactly one belt of biter egg (240/s). \n \nMy belt pattern is easily expandable. \n \n \n \n 1.png (3.34 MiB) Viewed 1828 times",
"date": "2025-01-25T00:07:10+00:00",
"quotes": []
},
{
"author": "adam_bise",
"content": "Here is another, 25.5 chunks per tile. At 1200 tile usage in the BP (50/24). It holds 30574 chunks counting the 1 belt input and output. It does split a green into 2 reds and then merges back into a green. \n \nIt was originally smaller, but I wanted to see how well it expanded. It can be reduced or expanded vertically or horizontally. \n \n \n \n beltstor3.png (1.17 MiB) Viewed 1802 times \n \n \n 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snGp5XjhQqupSR6hXjK0pgDJ8PsfW2ZI2sHtw7u0eOiEv7OXUS4yqtvQKD3YPsKmVKy/izuZUHlLDfbcLDEq4F7s+puBe3UDMhILNjfykCna7wKiCw64PKojazNGAgqjNHN0qeNgFBhWEs3C7VRAOw61yX+Es3KqXy1pOPsyUZgtF74zCmoz238J6Tj5hlGkXyI7osusLK3i4wZdUwbq5OZ9hBetuF4gUrMWuL6pgZSPhtP9WNhMuHzDgDFwboOAEXJAQ4cxbkGTgmFubZOphFxg8Km2z62P3QmNNRkeKxrpMPlK0aheIDk5rdn3RO6N1N+ESKzjcQM+4gtMukCm47PrCCrLZbzrJdDb8LZ9k2LDbaZMMG3U7QZJhw20ncFw2z3baSNG7XWD0qAy7PngvsIGT2n87mzeZDxj9sAtEB2dsdn3RO2PsbpQlVXAUN7kzrOCodoFMwWbXF1aQNRmdZAbrOfkkA6fa2iQDZ9qCJMOm2A7guGxw7chnl8kmu9nsMosty+6FySZL2nwxmy0Ll8sGS4LgNoetFD2w083opAouWxYqeLgZnXEF12YrBRVcrOVYo1/FlmUKwmG2IGDA8bX5qAbn1Vqjh/NqdYBarOWAgLGWrRRVELWVbm3/2GxZpuCxSxJ0gPnK4weGN4dsjshrxsdR5dImmuE8foB4c4ubp3nUcXT5TvgT+xZc0Ei/obu/UHSdrDH16iY6icusbcYO4sHfAR/cv4lw3mKPxtx2s7TQ9s2tuKWRczG3Copuz4u+Xqal92/7vWgnr9rTV93TB26ADdpfUGWFzts0oyyZW00yqvYp7jnI2O5JBtc+XSpzr0kG1z5d7CST0SeEd4duYBDmnbHCLyxYw7yorXmyd6LDvHfxfnu61qFq0gM1xevt8fYuVRQeYfBe+pJ2yJJ+E3153SDLjl9vH/XHkk8tR7X2iKbb7rZ5o1m3m3YqNO12t7aMht9uMoEwpncdtq8wqHct2bk94cs6mid8oWnUXbz0nYpbi3i7PVS2VrVQKGtTC6WagvfSt7Q91vSb6Nvr9lgnfr191B5rPrGsbu0RDcWt1h7RjNyi7RENya3WHtGQ3CLtEaK+u+2gkPXdZBP14C/rox78ha20TfHSdyzuEm+3p8oeaqFM1r6phUJNO3gR9EjbY0+/iX68bo+94tfbR+2xg/c4T2uPaJZut/aIRus2bY9otm639ohm6zZpj5AArraDQgTY/ujG88Csj3oeGLbSUcVL37G4Tbzdnirb1UKhrEMtlGoKXgS90vY40m+iX6/b4zjw6+2j9jjzkWUc1h7JCN4xrWOQibxjWlNGE3klFTTRQF7N60yIAuufn0AwWP+wCHLC/kdjkBS2Pwech3i9PRV3baooU3bt+IX3J9d5skYRNWaou0MuWDs9pIR1lFodv/A+LtsQNYKyTTO8lPojGeTbNa/ywyTfxOvuzyenYzNXnbGToInfRpqwJH5biBTUxG9nxiaJ337uOHjit8EFKeK3hdrFv4D47egkKuK3xw6iIn5D+7e2zdQIrWOhcb3FHr9liV9yLtZWDYp75h5eDvBt566qAN/g+RqmRo/VkDhvQ0JLnLeRnLIszsusaVmct5N4tDzOCzuHx3kbW7DGeVHP8jhvR4dZ4rxsrQ7npQfK4bxwex3OC4/wIUDbc/an6N1z7qfo3Zj5lSJKxLzPsrqsM1tWF9qQZXWZ51pWF8ULz+qypuFZXdSWPavL2pVndaEjSFaXiStZXaSsZHWhrI7VpZp2QdGe8z6F5p7zPoXmxryvLlEi5n0WxGXeZ0Fc6H0WxGXeZ0Fc5H0exGXt0YO4qEN6EJc1SQ/iwj4pQVworgNxmbIOxGWyShAXatp3gcie8z7F3Z7zPsXdxryvN1Ei5n2WsmXeZylb6H2WsmXeZylb5H2esmXt0VO2qEN6ypY1SU/Zwj4pKVsorqNsmbKOsoWyOsqWajoF/3rO+xRUe877FFQb8765iRIx77MILbMDi9Ayx7UILTIhi9BCm/cILesaHqFlbdkjtLBheYQWWYJEaJm4EqFlyiqEtoUIvKUQ2lij9Qgt1EwjtFA2g9BGZTMIbVC2aQDQc9nBIrLMddfhqjLXdQhtj50EjdAW0oQlQnuq5oeb67vbm09v31/+8u6vVze3j9/44er2w/3V3dvby3cf3/7y7vrj28evevgwXy9+vru9v3zz/1/x259//9LPNx8fPlo5eQI1mFuZXUow93vVP2yTPO5b4DYp3Lec+G26P2zPPERc0b2oIOIagm8dRByqcdixwWTzDksVs1N+bMXs57/xlB8OTa6nY8Hh0ORy7qoKTS6xU6vQ5BqJYodFkwu6MySaXEhSOyyazMz5sGhyJQHx8GgybD8eTS5swRpNRk3eo8kVHWaJJrO1OjSZHiiHJsPtdWgyPMIGTT5nfwpNPud+Ck2OmZ9Ck2PeZ9Fk1pktmgxtyKLJzHMtmozihUeTWdPwaDJqyx5NZu3Ko8nQESSazMSVaDJSVqLJUFaHJlNNDZp8zvsUmnzO+xSaHPM+hSbHvM+iycz7LJoMvc+iycz7LJqMvM+jyaw9ejQZdUiPJrMm6dFk2CclmgzFdWgyU9ahyUxWiSZDTRWafM77FJp8zvsUmhzzPoUmx7zPosnM+yyaDL3PosnM+yyajLzPo8msPXo0GXVIjyazJunRZNgnJZoMxXVoMlPWoclQVocmU00NmnzO+xSafM77FJoc8z6FJse8z6LJzA4smswc16LJyIQsmgxt3qPJrGt4NJm1ZY8mw4bl0WRkCRJNZuJKNJkpq9DkEiIbD4UmxxqtR5OhZhpNhrIZNDkqm0GTg7LJ6b7MHy26zPzRTfc9l5McmlxjJ+EHNDlHvO6n9uuPwtx+AJy/fvl0dXf38P9eoYP30M5Ug2zuwe3PM3VPDHD7t+5+N/uzBfdnMF63PFfi1Xv4mIb23EM9EVDA5fdbdvKqivuNCbFv28aU2LJKPHzLzkrtL+kRcI+HysUgrmcEeviaavjTsEKMoFtAIPSM9JTFpPpkc8vT1Z2XJ3vrP11JWJ1lscqwOoclKaE6e5qQGwF19jQiN/PqQNi25dWBeG336mSjxtEi6mRTwNGBOigFHNXv2RTsZHh1S4Cl54VhXaDkT3QejAXmlgdlI8Zc2G3vg0ZhXQCEqZK97Rcwt5KGziK+XIblMak60wKZYXXSgBowt5J9QFgRX4bUqo8ZFT0eLJCkahHY4/mNY2QZyBq1CfwxeroqI8d8oMlDqcCc85BqxJwrA9x9oKkMcQepoGVTwQKpoGVTwYqkglYsCwnVgcwpSAUtDYeBVNCyqWBGUgEjRqdPBQ2lgglSQVsCOTy/cYzqAr7ZN4EeRk9XZ9SWzx95IBS4ah4QjUSPjv6KcHqv7igkTJB5ejYVTJAKejYVzEgq6MtyiFSdw4KIUXVGujOAVDDSGHgkFUBa06eCgVLBBKlgMOQBONzoAiw8L9EQ2F/4dDFgyuePwYApb3h5YBPY+UR/nTBAOplpLiqSrmax/B5UZ2aTwgBxZDYL64XVSXeGSPCBdKW31pnGskEcgSgl8O95CN7vrDprs6gdVCePSII4slhnAP69qsD6zquD7v3uDS9NQnZg52u4UZOPP25Ai8vzRk+KrsivQTwUWWRxzS/uIHX787qvn/hjE/xcdBePXZBu34qcvmwhm1S0OGy4agXiNIG7hcXpgn57QRzUFjYvziR1dyDOEqhbWJxDgG9nxdm3TQ0ghNrs264GEEal2dMU4tO1xZTZ00ji04WcF4aM5BpeGDKSawJhBgfcwsJMjru9IAwZFNq8MGRSaD4G7HnyMJ0C9jyHGAgB+w5CwFHBDlVOsr3w6RtH18L7Tm5unZL2fXCq7YUNmxxjC2/YUgMK40fqUCMJqTBp3HBFnCvNF6685xYyxwrkBzKOc/l4lCcNI86VRwvznkuGay6QHwoI98vHoyKm4L0gzMHhuKgwlYy5A/mhkrl2Ph7l+cKIKdfKkbWwME0NAowL09XoPyzM4PDaC8JMTquFhQHmv4D5o7GX3vzTVOGMmH8aI5x58ydDLCcw/wbMf3rzb2La3AvCdA7ChYUh4+SA+TcyP86bf54ljJh/OzieFhWmb2rgXliYvqsRe1SYPEYYMf88N5g3/w7MfwLzR+MlvfnnCcKI+eeRwbz5o2GRwPw7MP/pzX+AhjC8taVxwpFPB6Nwcu38mRtkbhvIHKOpqXTxOp2DaC/s0lCD5vCxmhxDCx8r0BAGsNA8IRgJGZPc796Y83xgPtugOY7AQvNwYCRkoNGM3pjzaGA+20zSDICF5rnASMiY5H73xpynAvPZZm1qsltYmDQS2J878Z/fXFzdXX5+uMD7T/eXX26vrh+/7dO7h+9/+LP/fLjKf/zX3c3tu79cPvzxXy9vv367WB/laMfR21HWaNuvv/4fwVhc4A== Copy blueprint",
"date": "2025-01-25T03:43:47+00:00",
"quotes": []
},
{
"author": "adam_bise",
"content": "Smaller version here at 7591 capacity / 26x14(364) = 20.85 chunks per tile. \n \n \n \n beltstor4.png (625.33 KiB) Viewed 1577 times \n \n \n 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 Copy blueprint",
"date": "2025-01-28T20:32:18+00:00",
"quotes": []
}
] | 6
|
2024-11-04T20:49:57-06:00
|
forum-topic-126683
|
126683
|
How to Modify a Wave Scenario to Get Demolishers and Pentapods to Show up
|
Ideas and Requests For Mods
|
https://forums.factorio.com/viewtopic.php?t=126683
|
newplayer12
|
First of all, I'm Korean and I can read English okay, but I'm not used to making sentences using English, so I corrected the sentences with the help of a translator, so the grammar, context, etc. may not be natural. If you don't understand, please ask me to explain again
I love playing Factorio and defense games. So I was having fun with wave defense, which is a scenario in Factorio. I'm not satisfied with only Biter appearing in the wave defense scenario, so I'd like to see the new enemies from Vulcanus and Gleba appear later in the wave.
I then modified the map for the harder difficulty level, splitting the map into four squares and giving each planet its own concept and resources to defend with the newly added weapons. The goal is to reach the edge of the solar system (the basic ending of Space Age, translated directly from Korean) with a customized spaceship, as it seems too easy to just shoot at the existing spaceships since we added planetary concepts.
And since it's more of a defense game, all the basic research is done and you're given basic items for each area, and you upgrade them with the points you get for killing monsters, like the original wave defense.
What I wrote above is the goal of the scenario I decided to create.
But this is my first time modifying a scenario in Factorio.
I knew the basics of the program, so I started reading through the Wave Defense code with a friend who knew a bit more about the program and tried to add some new monsters.
So what I can do is create zones and put the right items in each zone.
But I'm not sure where to go from there.
The problem is three
1) I don't know how to get the monsters to come out automatically.
I opened the code contained in C:\Program Files (x86)\Steam\steamapps\common\Factorio\data\base\script to find where the code related to monsters is, and wrote the best code me and my friend could think of.
But then I got an error and it seemed that maybe this map is not recognizing the small-demolisher etc API because it is not related to the DLC by default, in which case how do I make it recognize it?
Or maybe it did recognize it, but the code we wrote was wrong?
2) I would like to have the DLC be a study of new technologies that are included in the DLC, how do I do this?
3)How do you change the game's clear condition from shooting a spaceship to going to the edge of the solar system?
This is a bit of a rambling post, so thank you for reading it
This is my first time making one, so I may have some facts wrong.
How can I solve these problems to create a scenario that meets the goals I wrote about?
|
[] | 0
|
2025-02-08T00:54:04-06:00
|
forum-topic-108687
|
108687
|
Version 1.1.91
|
Releases
|
https://forums.factorio.com/viewtopic.php?t=108687
|
Bugfixes
Fixed that updating a mod would re-download all of its dependencies if they were not enabled. ( 108481 )
Fixed that Build control was allowing binding to controller buttons that would not work. ( 106132 )
Fixed (again) dump commands not working correctly related to folders. ( 108673 )
Fixed that ending copy selection in controller mode could trigger the copied entities to be immediately built. ( 108644 )
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental .
|
[] | 0
|
2023-09-13T09:41:23-05:00
|
|
forum-topic-127456
|
127456
|
Launching the game takes 40 sec
|
Technical Help
|
https://forums.factorio.com/viewtopic.php?t=127456
|
GrumpyJoe
|
This is some new behaviour that i blame on some Windows update that happened this week, at least i hope its not the hardware
So far i concluded it must be my PC, i think its safe to skip my story and go straight to the log file
I have 2 installations. One Steam 2.0.41 and one standalone 2.0.37
Standalone wasn´t updated for ~ a week and when i started through Steam today, it took a long time to load.
The Steam update was done somewhere in the last 2 days through steam "keep up to date" and "latest experimental"
At the time of first starting the game through Steam, all Py Mods were enabled and I didn´t see a loading screen or even an icon in the windows task bar, it went straight to the menu simulation
I blamed that on loading Py
I then disabled all mods, enabled SA (+rails+Q) and restarted. It took just as long.
Steam said the game is "running", but no sign of that could be found until ~ half a minute later.
Then i blamed it on Steam and/or the latest updates and fired up my standalone version, just to notice it taking just as long
Long story short, 2 different log files are attached. I hope the file name speaks for itself which version is which (i named the 41. version .42; sorry for that)
|
[
{
"author": "",
"content": "The time is lost gathering display options, so maybe a graphic driver issue.",
"date": "2025-03-13T10:38:23+00:00",
"quotes": []
},
{
"author": "GrumpyJoe",
"content": "yeah, i figured as much, that 40s step is obvious \n \nstrange thing is, i wanted to run a memtest anyway, so i rebooted into my Memtest USB boot stick and ran the test \nThen after restart, since windows update didn´t find any new drivers, i ran AMD Adrenaline, which said all drivers are up to date. \n \nI started Factorio through AMD-A (uses the Steam path) and it took 0.613s according to the latest log file \nStarting it with Steam now takes 0.230s \nStandalone 0.820s \n \n \nAll that was from a cold start this morning, not a wake up. Nothing updated since yesterday \nNo update today, problem solved",
"date": "2025-03-13T10:53:08+00:00",
"quotes": []
}
] | 2
|
2025-03-13T03:57:13-05:00
|
forum-topic-127262
|
127262
|
Cave world planet mod idea
|
Ideas and Requests For Mods
|
https://forums.factorio.com/viewtopic.php?t=127262
|
Puppet
|
Hi engineers ! I got an idea about creating a planet mod.
While talking about planet mods with someone we got the idea of a cave world planet, I would like some feedback about it, and maybe if talented people could bring this planet mod to life.
Description :
The planet don't have a name right now but I think about taking some mythology god's name and remaster it, like Factorio Devs done for space age planets.
The surface is completely unbuildable for some reason (either constant meteor strikes, or corrosive air...) so the player will have to get deep into the planet to explore it's well developed natural cave system. Map generation will make the world contain a lot of small corridors and some larger cavities.
There could also be very strong seismic activity, making too large cavities collapse if they are not supported by a support structure. Or either a large worm monster that can dig caves et attack player's base for some reason.
The planet also comport some geothermal wells for power ground water, and gas pockets.
Content :
There could be a lot of ores in small patches or gems maybe in the caves. The player will have to research new technologies with geological science packs, created into chemical crystallisers/crystallising chambers (that is the best idea I could find for this planet's building)
For now the technologies I could think about with geological science is laser magnifying (with gems maybe), structural integrity research also ?
Please forgive me if this makes no sense, I'm not a professional at all in geology.
And this is all for now !
I hope it seems interesting to work on and develop that planet further. If some people are talented into modding and other know about art creation, maybe we could do something ?
|
[] | 0
|
2025-03-04T09:27:42-06:00
|
forum-topic-125354
|
125354
|
[2.0.28] Mod desync issue
|
Desyncs with mods
|
https://forums.factorio.com/viewtopic.php?t=125354
|
Flooraan
|
Good morning,
I would have posted in viewforum.php?f=209 but I do not have privileges to do so it would appear.
Re-posting so the mods team can use the reports from this thread. Please move to "with mods" if appropriate
Me and some friends have a dedicated server we use to play together. We appear to be having issues with the rail logistics dispatcher 2 mod causing de-sync issues.
Reports: https://drive.google.com/drive/folders/ ... sp=sharing
|
[] | 0
|
2024-12-30T08:04:32-06:00
|
forum-topic-102968
|
102968
|
Perfect half-lane split
|
Mechanical Throughput Magic (circuit-free)
|
https://forums.factorio.com/viewtopic.php?t=102968
|
wobbycarly
|
I'm sure I've not seen these elsewhere, but surely someone else has worked it out before! You can use the side-load-onto-underground-trick to achieve a perfect split of 1 belt onto 2 half-belts.
Perfect lane split.gif (5.2 MiB) Viewed 17577 times
|
[
{
"author": "dog80",
"content": "this should be removed because it is unintuitive - just my oppinion",
"date": "2022-07-25T10:57:38+00:00",
"quotes": []
},
{
"author": "Tallywort",
"content": "And it can also be used when you have different items on the two lanes of the input belt, to separate them again. With the difference over just using a filter splitter being the lanes it outputs to. Could be useful in niche situations.",
"date": "2022-07-26T04:26:48+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "The concept of lane splitting with sideloading, with or without blocking one lane with an underground belt, isn't new. \nSome variations:\n \n \n \n out.gif (1.55 MiB) Viewed 17479 times \n \n \nThe first one is special: it's a lane balancer. To see how it works, you need to block/stall a single input and/or output lane. \nThe second one is yours. \nThe other ones split/combine input to output for different use cases. They don't use sideloading with underground pieces, but process lanes in a similar way.",
"date": "2022-07-26T22:44:04+00:00",
"quotes": []
},
{
"author": "FuryoftheStars",
"content": "Side loading to undergrounds trigger me because now there are materials sitting on the belt that’ll never be used….",
"date": "2022-08-03T12:56:41+00:00",
"quotes": []
},
{
"author": "Arupu",
"content": "Actually this is good for me to see this thread. I’m a new player and I just surfing on this forum randomly saw that thread. It’ll be improve my gameplay. ありがとうございます",
"date": "2025-01-07T08:19:02+00:00",
"quotes": [
{
"author": "Tertius wrote: Tue Jul 26, 2022 10:44 pm",
"content": ""
}
]
}
] | 5
|
2022-07-25T05:31:01-05:00
|
forum-topic-124624
|
124624
|
[2.0.26] night vision equipment lags behind when switching surface in latency
|
Minor issues
|
https://forums.factorio.com/viewtopic.php?t=124624
|
Quezler
|
When you switch from e.g. a platform back to your body nightvision takes a sec to kick in.
|
[
{
"author": "",
"content": "Thanks for the report however I don't believe we will be doing anything about this.",
"date": "2024-12-17T21:25:50+00:00",
"quotes": []
}
] | 1
|
2024-12-17T15:08:25-06:00
|
forum-topic-125391
|
125391
|
Spotted this in The Guardian today...
|
Spread the Word
|
https://forums.factorio.com/viewtopic.php?t=125391
|
Makka77
|
There was no mention of Factorio in any of their other year end gaming coverage. Good to see someone keeping the flame alive lol x
https://www.theguardian.com/games/2024/ ... f-the-year
|
[] | 0
|
2024-12-31T03:13:19-06:00
|
forum-topic-51998
|
51998
|
power visualisation change
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=51998
|
Sneaker2
|
There is a problem with way the power production is shown, which bothers me for quite some time now.
When clicking on a power pol, a gui pops up, which would show you the power production and consumption of your factory.
And yet one thing that I really need to know is the total power produced in constrast to the total power installed. It would help me a great deal in seeing if my power production gets close to 100% and needs me to add some more power to avoid shortage, than just seeing how much I produce. It bothers me especially, because the numbers behind the bars of (1.) "total power" and (2.) "production" would already be enough to indicate the difference, but they keep changing according to demand , which is quite useless and they only show different numbers, when I am already low on power (which is already too late).
I would hope for this to be changed in the future, because it doesnt seem to be that much of a change to the gui; either add a bar above "total power", which reads "total installed power" or just show it in a number behind the bar "total power" bar, like this (total installed power / total power produced).
This is a suggestion from my side, how this could look like:
Factorio proposal 19082017 3.png (3.09 MiB) Viewed 4445 times
|
[
{
"author": "d3x0r",
"content": "I can agree that having the number would be nice... if the production bar is lower than the max, then the max available is greater than the power being used, and you don't need power. \nAlthough this can also be an issue, because accumulators can techinically 'generate' a LOT of energy at a time, \n \ncan't find a mod similar, but should be pretty easy to make a GUI that displays how much energy is available potentially....",
"date": "2017-08-19T22:56:20+00:00",
"quotes": []
},
{
"author": "JimBarracus",
"content": "At this point you use over 100% of the available power because you drain power from the accumulators. \nIt is difficult to draw conclusions if the electric Setup is sufficent when you use solar. \nMassive biter attacks can kick back and you loose all the stored power because of constant laser turret Action. \n \nBut I agree, there should be two indicators: \nTotal production capacity (accumulators excluded) \nTotal possible consumption, when every building is operating. (Laser turrets excluded)",
"date": "2017-08-21T11:05:11+00:00",
"quotes": []
},
{
"author": "Mango",
"content": "+1 \n \nThis bothered me for a long time before I got used to the current system but I would prefer this too. \n \nI'm thinking about something like this:",
"date": "2017-08-28T16:22:16+00:00",
"quotes": []
},
{
"author": "",
"content": "That's something that's already been suggested frequently : \n viewtopic.php?f=80&t=25233 \n \nWe hope it will be part of the polishing before 1.0 release .",
"date": "2017-08-28T16:49:20+00:00",
"quotes": []
},
{
"author": "Omarflyjoemacky",
"content": "Even a simple bar under the minimap that shows power available - when the bar reaches zero, you're out of power. Doesn't even have to be labeled. You could always glance at the minimap window without clicking on a power pole at all. \n \nOr a percentage bar - 50% used, 75% used. 100% used. A glance is faster than a click... but that's me.",
"date": "2017-08-30T00:40:10+00:00",
"quotes": []
},
{
"author": "",
"content": "That would not be doable : You may have as many separated electric networks as you wish. And showing overall power availability would be terribly misleading : imagine all of your networks but one short of power, and the only one excedentary overwhelmingly excedentary. Overall, you'd produce enough power, but all your factory would be short of power. \n \nI'd rather have the ability to see all the electric networks at once, with the ability to name them so that in a glance, I can see what electric network is in shortage, enstead of having to \"manually\" get on one of the subnetworks power pole to have a look.",
"date": "2017-08-30T05:16:55+00:00",
"quotes": []
},
{
"author": "Omarflyjoemacky",
"content": "I've never even heard of people having two different power networks. Do you actually get two different Satisfaction meters then? If no, then why not just the Satisfaction meter then? It starts to drop you know you have a power issue.",
"date": "2017-08-30T14:41:10+00:00",
"quotes": [
{
"author": "Koub wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "You have the satisfaction meter when you click on a power pole. And that is for the electric network to which the pole you have clicked on belongs. You can test it for yourself : plonk down a power pole far from any power source, and click on it : you'll have information that you produce 0, and consume 0. \n \nHaving separated electrical networks is fairly common, and totally has its uses, for example if you want to power your main base with steam, and don't want to fall in the death spiral of power shortage that will lower your coal production, that will feed less coal to your steam setup, etc, you may want separate power grids, one for fuelling safely your steam engines, and another to power your base. \n \nOr if you power separately your outposts, for example oil outpost that powers itself with solid fuel produced on-site.",
"date": "2017-08-30T16:54:38+00:00",
"quotes": []
},
{
"author": "Selvek",
"content": "Or a radar outpost with its own solar panels. \n \nUnfortunately, however you do this it's ambiguous. Max instantaneous power production doesn't imply you can sustain that power production (for example, think of a nuke plant with extra steam storage - in a burst, you can use up steam and generate max power based on the number of turbines you have, but if you don't have the reactors to maintain that level, you'll run out of steam eventually). Solar is even worse, the only way to check how tight you are is checking how much of the day it takes to charge your accums and how much accum charge you have left at dawn. \n \nSo, I don't think there's any variation of the power bar that would be perfect. But putting an x/y label on the bars would make sense. \n \nI use a speaker set on global attached to an accumulator to sound an alarm when I get below 25%. Since I'm on nuclear now, 90% might make more sense since my original accumulator network from the early game can support my factory for about 6 seconds now... lol! When you're using solar, this alarm tells you when you're getting tight. When you're on nuclear, it at least tells you immediately in case of blackouts.",
"date": "2017-08-30T19:12:20+00:00",
"quotes": []
},
{
"author": "Omarflyjoemacky",
"content": "Of course! (sheepishly slaps palm to forehead). I've always just gone gung ho and built huge power plants to run everything. More and more learned every day about this game.",
"date": "2017-08-30T19:46:50+00:00",
"quotes": [
{
"author": "Koub wrote:",
"content": ""
}
]
},
{
"author": "Nidan",
"content": "I think this is the best option. Except that the numbers on the left (consumption) aren't really necessary as they'll always be equal to the smaller of the right ones (demand, max production). \nBonus points for showing the energy needed for / provided by accumulator (dis)charge in the top 2 bars.",
"date": "2017-08-30T20:59:10+00:00",
"quotes": [
{
"author": "Mango wrote:",
"content": ""
}
]
}
] | 11
|
2017-08-19T12:57:20-05:00
|
forum-topic-91940
|
91940
|
[1.1.1] Items show in tech effect and bonus gui tooltips when hidden
|
Not a bug
|
https://forums.factorio.com/viewtopic.php?t=91940
|
Deadlock989
|
Items (+ ammo etc.) show up in the tooltip of technology bonus effects, and in the corresponding tabs of the "Bonuses" GUI, even if they have the "hidden" item flag. This differs from hidden item/entity behaviour elsewhere, for example crafting machines which are hidden do not show in "Made in:" sections of tooltips.
|
[
{
"author": "Squelch",
"content": "Is \"Interface Settings -> \"Show all items in selection lists\" being honoured?",
"date": "2020-11-26T02:02:30+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "N/A. To clarify, I am not talking about items which are not \"enabled\" because their recipes are not yet unlocked. I mean actually hidden items that have flags = {\"hidden\"} set.",
"date": "2020-11-26T02:04:53+00:00",
"quotes": [
{
"author": "Squelch wrote: Thu Nov 26, 2020 2:02 am",
"content": ""
}
]
},
{
"author": "",
"content": "The flag to control those is \"hide-from-bonus-gui\" which will keep it out of the bonus GUI and out of those tooltips.",
"date": "2020-11-26T02:23:12+00:00",
"quotes": []
}
] | 3
|
2020-11-25T19:52:20-06:00
|
forum-topic-70108
|
70108
|
Can you revert Mods to older version?
|
Mod Packs / Libs / Special Interest
|
https://forums.factorio.com/viewtopic.php?t=70108
|
rickkelley
|
I have a few mods that I like to use when playing, and things have worked well for quite a while now. But then based on a comment I heard I got a wild hair and decided to try & update my Steam version to the latest beta release. While I love the new look, and went into my mods area of the game & told it to update them all. Which while that fixed things to run in the beta version I don't like how the toolbelt works, and it has annoyed me enough that I decided to opt out of the beta. Which while Steam did revert the factorio version easy enough, all of my mods are updated to the new 0.17 version and won't work any longer in the stable version.
Are the old ones still available hiding someplace? Or is it possible to just revert a mod back to the older version ?
|
[
{
"author": "Ranakastrasz",
"content": "If you manually install them via the Factorio.mods website, you can choose the versions.",
"date": "2019-04-28T22:35:39+00:00",
"quotes": []
}
] | 1
|
2019-04-28T17:09:13-05:00
|
forum-topic-125270
|
125270
|
Factorio Forums • Looking for PUs/red circuits/LDS annihilator
|
Hello,
I have been trying to design a late game Fulgora excess recycling facility, and I'm struggling to get rid of the mentioned items. Do you guys have any good universal design that is as small as possible? I need to get rid of approximately half stacked belt of PUs.
Theoretically, it should be possible to destroy almost 100/s PUs with only 8 legendary recyclers (single beacon + speed modules) or not?
|
[
{
"author": "",
"content": "Yes, with 8 legendary recyclers equipped with a single beacon and speed modules, you should be able to destroy close to 100 PUs per second. Ensure the recyclers are properly supplied and positioned for optimal output. Consider using priority belts to manage the flow and prevent overloading.",
"date": "",
"quotes": [
{
"author": "davcrt wrote: Sat Dec 28, 2024 7:03 pm",
"content": ""
}
]
},
{
"author": "",
"content": "I don't know if this achieves the specific rates you're after, but there are probably ideas from this design that you can use. \n \n 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 Copy blueprint \n \n \n \n high speed recycler Screenshot From 2024-12-31 13-12-01.png (1.35 MiB) Viewed 612 times \n \n \n\nThis design was made to produce common quality batteries, stone, and holmium ore, and recycle everything else. What's useful about this to you is the ability to recycle literally any input without the design having to change - it'll get ride of processing units, low density structures, etc, and all their downstream outputs, including GCs, copper cable, etc. \n \nDo something like this for your problem items. \n \nEdit to add: I should mention the shortcoming. It only functions up to some maximum input rate. If you overfeed it for too long it will clog. I haven't bothered to measure the maximum rate (since it works for me), but just copy-paste it a few times if it can't keep up with your input rate.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "What's a \"PU\"?",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Since this is about scrap recycling, it's most likely processing unit / blue circuit.",
"date": "",
"quotes": [
{
"author": "NineNine wrote: Thu Jan 02, 2025 3:05 am",
"content": ""
}
]
}
] | 4
| ||||
forum-topic-4832
|
4832
|
Mouse / Touchscreen / Keyboard only interface
|
Frequently Suggested / Link Collections
|
https://forums.factorio.com/viewtopic.php?t=4832
|
y.petremann
|
Factorio has really configurable controls, I think they are not sufficiently configurable because we can't play the game entirely with the keyboard or with Mouse / Touchscreen.
This topic doesn't treat already changeable controls.
Here the main common problem I've found :
Mouse / Touchscreen only
Option to close windows (Close button widget to close openend windows or clicking outside of a window would close it)
Button widget to access Inventory, Technology, Production, Informations World map features and pause menu
Keyboard only
Option to handle entity placement only with the keyboard (having the cursor in front of the player, and if he can't move, pushing the cursor beyond that direction)
Option to handle inventory and gui (menu, ) navigation only with the keyboard
Changes by moderator below
Related stuff
viewtopic.php?f=80&t=307 Gamepad/controller support (also keybinding)
viewtopic.php?f=80&t=25782 Improvements of the Graphical User Interface (GUI)
Suggestions (only newer ones)
viewtopic.php?f=6&t=30952 Close GUI with mouse
viewtopic.php?f=6&t=32518 Keyboard equivalents on the start-game menus
viewtopic.php?f=6&t=32948 Moving by mouse
viewtopic.php?f=6&t=33082 New UI/UX Arrangement+ idea [With Image Execution]
viewtopic.php?f=6&t=34058 Factorio integration with Rival 700 mouse feedback system
viewtopic.php?f=6&t=34487 Add 2 options for zoom in and out
|
[
{
"author": "",
"content": "I think mainly to secondary (tertiary) keys. I remember that from Battlefield, that for every action I could define two controls. \n \nAlso - very cool - was the joystick-support, which could be linked to some specialized actions.",
"date": "2014-07-14T08:19:52+00:00",
"quotes": []
},
{
"author": "y.petremann",
"content": "All thing I've posted is for alternate ways to control the game, I think that your right, we should have the possibility to add secondary controls (excluding controller) \n \nI've don't describbed touchscreen only things because it seems more complex to implement touchscreen interface since it's like \"a mouse with only one button\", and with actual modifier (Ctrl / Shift), it makes the game like having 6 mouse buttons. But actually I play Factorio with a graphic tablet which is reat appart from having to use the keyboard to move and access some features. \n \nI originally added controller (idea based on XBox360 controller which has great support on Windows, Mac and Linux) but if Factorio coulld support Mouse only and Keyboard only interfaces, it would be a pieace of cake and for now I think the developpers should not have this in priority. Finally, I think that suporting specificaly Controllers would make Factorio playable in the living room.",
"date": "2014-07-14T21:52:32+00:00",
"quotes": [
{
"author": "ssilk wrote:",
"content": ""
}
]
},
{
"author": "Turtle",
"content": "Many, many games offer alternate keybind support. I was actually surprised Factorio didn't have it so it would be great if this would be implemented. I'm often eating or something and play with one hand. So if I have something in my left hand, I'd like to use the arrow keys to move my character. This would also greatly improve combat since it'll be MUCH easier to move your character while switching between weapons/capsules/shooting.",
"date": "2014-07-14T22:34:04+00:00",
"quotes": [
{
"author": "ssilk wrote:",
"content": ""
}
]
},
{
"author": "cpy",
"content": "I have to add some ideas to this. \n \nR - rotates item, shift+R rotates item in opposite direction \n \nIn vehicle - you drive normally -> shift + movement will get 1/3 of turning speed so you can do precise maneuvers when navigating long curves.",
"date": "2014-08-12T10:11:34+00:00",
"quotes": []
},
{
"author": "",
"content": "https://forums.factorio.com/forum/vie ... it=shift+R",
"date": "2014-08-13T22:03:30+00:00",
"quotes": []
},
{
"author": "krux02",
"content": "I fund this thread and I would like to dig it out again, because I really think that that the controls should be redone. There are some problems. I would like to be able to play mouse only, so also walk around maybe like in Diablo. Then an option to play keyboard only, so keys to move windows and to move a selector in windows. And also important interesting for me, because I tend to play Factorio for really long streaks gampad support. And when we have all that local multiplayer who needs lag if you can play on one computer with all your friends.",
"date": "2014-09-05T07:08:19+00:00",
"quotes": []
},
{
"author": "y.petremann",
"content": "There is point I haven't put originaly because before having these methods made, I've thinked that some methods needed to be done. \n \nIn factorio the player is always centered, so making movements depending of maintaining a click in a direction should be easy with a software like glovepie. \nSame for gamepad support. \nYou've won a really good point with a possibility to move windows, I suggest using ALT-arrow to move them, that was things I suggested with \"Option to handle inventory and gui (menu, ) navigation only with the keyboard\" but I wasn't explicit to accord a high degree of liberty for the developers. \n \nNext, for those with multiple screen, a possibility to extend to these and have one screen per player could be good, as I think, even with 1080p, I don't have enough space.",
"date": "2014-09-10T00:45:02+00:00",
"quotes": [
{
"author": "krux02 wrote:",
"content": ""
}
]
},
{
"author": "Troubledove",
"content": "I think touchscreen support would be investment to the future, these tablets that are basically mouseless/keyboardless PC's are getting more and more common. Got one week ago (teclast tbook 11) and checked if Factorio works on it. It runs really nice but the UI is almost impossible to control in tablet mode only - as my main reason to get tablet was to be able to do play/enjoy while on the commute keyboard/mouse is not an option really despite my unit shipping with one. \n \nFactorio is also game that has the kind of gameplay that suits well to a tablet, its not FPS and requires no/limited instant feedback. \n \nThere are actually really low number of good real games that have touchscreen controls/support, so it might even mean whole new customer base.",
"date": "2017-04-09T17:55:27+00:00",
"quotes": []
},
{
"author": "PlaysWithOneHand",
"content": "Hi, \n \nI'd like to add to this topic, that when I tried the Factorio Demo I realized that I don't enjoy the WASD-movement and that's why I haven't bought the game yet. \n \nI really like games like Prison Architect or Rimworld, and Factorio looks great to me, but I like to relax while playing those types of games, lay back, coffee in one hand and exclusively use the mouse to control the game. I think building and fighting in Factorio could also be realized with mouse only controls (like a mix of Rimworld and Diablo or RTS controls). \n \nSo, this is my +1 for this feature request. \n \nThanks!",
"date": "2017-06-29T10:02:24+00:00",
"quotes": []
},
{
"author": "MrBrain",
"content": "I've played Factorio couple of hours and loved the game a lot, but keyboard+mouse control is not convienent to me because of my health so i have some ideas about improving controls which are easy to add, these things may be useful for many players. I posted this on steam forum firstly but seems like moderators haven't read it as there are a lot of suggestions, so i decided to write here too, i hope that here they read and think about it, also maybe some ideas was not suggested before: \n \n1. Mouse only controls: \na) Walking may be done by holding or clicking rmb, may be toggled in options. \nb) Delete items by toggle a new button, like in RTS, may also be done by mmb. \nc) Button to toggle autofire, may also be done by mmb if not set as b). \nd) Close button to all windows, actually i don't know why it is not already here. \ne) Rotating may be done by wheel when you hold or point on an object, may also be done by mmb if not set as b) or c). \nd) Button to toggle inventory, like in RPG. \nAll these things may be added separately if not possible to add all at once for now. \n2. Gamepad support - actually i haven't seen any things yet which can't be done via gamepad, one stick to move, another to point cursor. \n \nI think that Factorio is more like RTS than Action/Survival game so mouse only controls will be ideal for such game.",
"date": "2017-08-12T14:55:22+00:00",
"quotes": []
},
{
"author": "",
"content": "Hi, 1. what do you mean with \"delete items\"? I think you mean collect items (normally key F). \n \nFor Gamepad support have a look at viewtopic.php?f=69&t=17126 A Guide for the Steam Controller and Bindings",
"date": "2017-08-16T19:54:13+00:00",
"quotes": []
},
{
"author": "MrBrain",
"content": "Hi! \n1. No, i mean deleting buildings, sry for a wrong word. For now it is done by holding rmb, so to free rmb for walking it can be done by toggling new button like in Cities: Skylines as example or by mmb. Also i foregot to write about mining, it can be done the same way, by new button to dig or by mmb. \n2. I've read it but i have only simple xbox like gamepad, steam controllers are very expensive and triggers looks very inconvienent to me.",
"date": "2017-08-19T13:17:45+00:00",
"quotes": [
{
"author": "ssilk wrote:",
"content": ""
}
]
},
{
"author": "MrBrain",
"content": "Hello! I've just read that devs are working on some UI update and wanted to ask if there are some plans towards mouse/gamepad/touchscreen only controls or any work on improving controls isn't planned?",
"date": "2017-11-25T10:11:19+00:00",
"quotes": []
},
{
"author": "MakeItGraphic",
"content": "One thing that bothers me is the main menu, in the mod menu I can use the keyboard on the list but no where else. Not having an accessible/proper mouse while playing is a bit of pain. I know some keys still work such as escape would be great if the arrow keys worked as well. Even when you start a new game the arrow keys work on the list but not the enter key, then when entering map settings only the seed/desc is tabbable.",
"date": "2021-07-10T22:57:00+00:00",
"quotes": []
}
] | 14
|
2014-07-13T21:37:29-05:00
|
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