id
stringlengths 13
18
| topic_id
stringlengths 1
6
| title
stringlengths 1
132
| section
stringclasses 74
values | url
stringlengths 0
60
| author
stringlengths 0
20
| question
stringlengths 0
60k
| responses
listlengths 0
19
| response_count
int64 0
19
| timestamp
stringlengths 0
25
|
---|---|---|---|---|---|---|---|---|---|
forum-topic-126317
|
126317
|
What's the most unexpected fun you've had?
|
General discussion
|
https://forums.factorio.com/viewtopic.php?t=126317
|
J-H
|
One of my most fun Factorio experiences was back around 0.17. I let my son (around 8 at the time) play with one of my old save files. I had a fully established base complete with rocket launching (back in the old days when rocket control units took speed module 1s & blue circuits). I don't know exactly what mistakes he made, but when he turned the game back over to me, the status of my base was as follows:
1. Power is down, but the nuke plants still exist.
2. Perimeter defenses are gone.
3. Aliens are rampaging through the base and have destroyed large sections of it.
4. I have nearly no ammo onboard.
5. When I load the save, I have two seconds to move before big biters spot me and kill me.
6. There is no inventory of turrets or ammo available.
It took me about 10 tries to salvage the situation. I run to move to an outlying iron ore outpost, built some solar panels to re-establish local power, set up refining on-site, and put down some assemblers to make engines so I could have a car.
I think I drove down (dodging biters) and got some nuclear fuel, then got power up and running, and, very slowly, managed to laser push through my entire base. I manually rebuilt the sections of my base necessary to produce robots, and once I got roboports up, managed to get the base to self-rebuild over the next couple of hours... along with replacing trains, fixing outlying outposts, etc.
|
[
{
"author": "",
"content": "Back in I think 0.15 we ran a server with a custom mod that disabled Handcrafting, Entity pickup, Belt placement, Bots and Landfill and had a 10x technology price factor. Placing anything down becomes exciting once you have to destroy it if the setup does not work, every misplaced pole, turret, rail and signal hurts and we stopped using walls completely after the first time we had to expand beyond them.",
"date": "2025-01-25T16:21:20+00:00",
"quotes": []
},
{
"author": "fencingsquirrel",
"content": "Pretty interesting situation I found myself in recently. Playing on a deathworld marathon max biter world that isn't going great so I'm just gathering the two near iron and copper patches and bailing to vulcanus. \n \nI did some calculations and my starter coal is likely just barely not enough, uranium and coal patches are too far away, and iron is too tight to really spam the world with electric furnaceS solar. \n \nSo I'm thinking man.. I'm just screwed. \n \nUntil I realized I can just chuck solid fuel into my steel furnaces and boilers which is something I haven't done since I was a noob",
"date": "2025-01-27T04:35:36+00:00",
"quotes": []
},
{
"author": "adam_bise",
"content": "Spaghetti getting entirely way out of hand. \n \n \n \n spaghetti.png (1.59 MiB) Viewed 1759 times",
"date": "2025-01-27T05:00:13+00:00",
"quotes": []
},
{
"author": "factorio_player",
"content": "I like building the orbital bases. I didn't expect that to be fun at all. \n \nThat said, I still think it's very poorly designed. Eg, viewtopic.php?t=126228 \"Not a fan of unloading\" I am still not a fan. Having to add cargo bays in order to manually download seems bizarre to me. So far the uploading seems really really broken as well, but perhaps I've missed something. I'm afraid to ask after this surprise viewtopic.php?t=126230 \"Trigger launch without logistics?\" \n \nAlso, the grabby things are super super stupid. Like candy crush stupid. They should at least be Bussard ramjets or something. \n \nThe thing I liked about Factorio was I could sort of pretend I crash landed on a planet and was building a factory to get off. Now I just feel like I'm playing some cartoonish game. \n \nI do like the various planets and they are mostly well designed but I expected that. Quality is fun, but again, expected. \n \nBut the grabby arm in the flying factory thing really ruins the game for me by breaking immersion. I am praying that SE fixes some things, but I'm skeptical. I think doing the space ships correctly takes a lot of work, art, design and engineering but they missed the opportunity to do it with SA. \n \nOh well, maybe someone will create a great spaceship mod that blends all of the best ideas together.",
"date": "2025-01-27T19:00:38+00:00",
"quotes": []
},
{
"author": "J-H",
"content": "In a game where a tiny flying drone can chop down a tree massing multiple tons in an instant and carry the entire tree's worth of lumber several miles, a grabby arm breaks your suspension of disbelief?",
"date": "2025-01-28T02:44:16+00:00",
"quotes": []
},
{
"author": "VieuxConAigri",
"content": "Had an unexpected laught watching a legendary bulk inserter moving stuff at 2100°/sec \n \nAnd a \"hmmmmmmm\" moment holding legendary spoilage",
"date": "2025-01-31T17:48:08+00:00",
"quotes": []
},
{
"author": "_aD",
"content": "My Trains 150 project: railworld, the FARL mod which was a rail-building train and build an early base. Then drive in a straight line until your 150 units of solid fuel run out. Now you're allowed to mine for new resources. Took over 30 minutes for the train journey. A collection of oil wells was just this giant open cluster of purple dots. Uncovered I think three bugs that the devs fixed, including phantom trains on the minimap once you get past chunk 2048. Had to abandon it before it really got going because 4GB was the maximum RAM on the computer. I might try it again now I have a baked potato instead of a raw one. \n \nAlso when I first really leaned into using landmines. A few busy outposts would get piles and piles of biters coming at the walls and they'd just get mullered before they touched the walls, love the smell of napalm in the morning. Had to have a dedicated train supplying just land mines!",
"date": "2025-02-01T16:06:25+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "From space age : \n \nFighting my first demolisher with tesla turrets and 7 or 8 level of research for their damage. Not being sure my calculations for bouncing arc with qualities were corrects, and the regeneration of the worms, was expecting to kill them in 30 or 40 second, was kinda scared they could destroy some of them. Prepared for a few hours. Placed a nice concave with a bunch of them, saved the game, went to taunt a worm, brought it near my killzone, and seeing it instantly get rekt , in about .5 seconds, not even having time to move more than a tile between getting zapped and dying.",
"date": "2025-02-05T13:26:47+00:00",
"quotes": []
},
{
"author": "Makka77",
"content": "My first non-peaceful run! \n \nAfter ~1k hours in 1.1 and completing 50% ish of a Space Age run I decided to restart and see what all this fighting lark was about after building an absolute turret frenzy of a platform. \n \nOh I see, you have to balance pollution and production, make tactical decisions instead of just OPTIMISING THE FACTORY, ooh there's all these guns this is fun, ooh rockets this is funner, OOH NUKES oh my the funnest, but a god damn LIGHTNING GUN... \n \nI never got it before,. Why would anyone let those bugs with their dirty little feet all over the refined concrete and perfectly ratioed lines? They eat the machines and spit on your stuff. Just no. Thanks. \n \nBut now... I like killing the bugs, I LOVE killing the demolishers in all the many ways, not hit Gleba yet but I'm excited\\terrified. \n \nI won't be going back to peaceful!",
"date": "2025-02-05T13:45:46+00:00",
"quotes": []
},
{
"author": "waterBear",
"content": "A convert! I am doing my first death world run right now, and it's a similar experience. Taking an outpost is so much more rewarding when it's literally life or death.",
"date": "2025-02-05T15:43:21+00:00",
"quotes": [
{
"author": "Makka77 wrote: Wed Feb 05, 2025 1:45 pm",
"content": ""
}
]
},
{
"author": "Shulmeister",
"content": "Joining random multiplayer server and looking at people's base",
"date": "2025-02-09T02:26:41+00:00",
"quotes": []
},
{
"author": "NineNine",
"content": "You can do this...? (I've never touched multiplayer).",
"date": "2025-02-09T02:29:33+00:00",
"quotes": [
{
"author": "Shulmeister wrote: Sun Feb 09, 2025 2:26 am",
"content": ""
}
]
},
{
"author": "Shulmeister",
"content": "Yeah, just click the multiplayer button, and you can browse public servers, some are called things like \"plz help\" or \"join me\", or you can join a regular server with many players on it, people make amazing stuff !",
"date": "2025-02-09T02:36:21+00:00",
"quotes": [
{
"author": "NineNine wrote: Sun Feb 09, 2025 2:29 am",
"content": ""
},
{
"author": "Shulmeister wrote: Sun Feb 09, 2025 2:26 am",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "using rocket turrets filled with nukes in editor mode on my spaceship",
"date": "2025-02-09T04:26:06+00:00",
"quotes": []
},
{
"author": "gGeorg",
"content": "When I saw list of cut out challennges of Space Age (fluids dont flow, nuclear reactor has sensors, every inserter has filter, and so on and on ) I thought the game turned to easy walk. Boring. To my surprise, the game brings a LOT of new chalenges and new ways to play. \nIt was very fun to make ships, smart crushing combinator brain. Surprisingly fun is simple mall unit - set assembler read receipt then attach by wire a requester set to : set to request and set him to trash unrequested. Suddenly you get a unit which can be quickly changed to other product and can make you asked amount of items. \n \n \nVery surprising - funny is foundry feed by melted iron. It can produce 5 items. Attaching one combinator you make a self balancing mini mall, producing all the iron stuff I spend probably half hour just watching how foundry switching self to other production , all production is put into one yellow box, then bots come like bees to the sweet spot.",
"date": "2025-02-09T17:51:20+00:00",
"quotes": []
},
{
"author": "luc",
"content": "Unexpected funny thing we found out tonight: \nSpoiling hundreds of biter eggs over water. The behavior is wonky!",
"date": "2025-02-13T22:36:27+00:00",
"quotes": []
}
] | 16 |
2025-01-25T09:27:12-06:00
|
forum-topic-91543
|
91543
|
"Make Everything" Generator for bot based malls/hubs
|
Tools
|
https://forums.factorio.com/viewtopic.php?t=91543
|
Yenz
|
This app can be used to build bot based malls/hubs.
Direct Link to the app: https://gaming-tools.jensforstmann.verc ... -generator
Source code: https://github.com/JensForstmann/gaming-tools
This generator gives you a blueprint to produce the selected recipes.
assembling machines result_1.png (949.96 KiB) Viewed 13026 times
The requester chest will request the items you need for the recipe. It will respect the speed of the machine and the time needed to craft the item.
requester chest result_2.png (42.97 KiB) Viewed 13026 times
The outserter will prevent producing too much of one item.
outserter result_3.png (90.59 KiB) Viewed 13026 times
The buffer chest will request the product so manually picking up items is as easy as always.
buffer chest result_4.png (29.63 KiB) Viewed 13026 times
This app and the generated blueprint can be fully customized by changing several settings.
Mods are also fully supported via a cheat command to extract the recipes from your current game.
Direct Link to the app: https://gaming-tools.jensforstmann.verc ... -generator
Source code: https://github.com/JensForstmann/gaming-tools
|
[
{
"author": "Quasator",
"content": "Servus, \n \nI just wanted to let you know, that your tool was a very useful timesaver, thank you. \nAnd since I'm already posting, one small suggestion, if you're still interested in it: I needed to do quite a few small blueprint batches since receipts with the same fluids are not grouped together (irrelevant for vanilla). Automatic sorting for fluid inputs would have been awesome.",
"date": "2024-03-02T09:30:19+00:00",
"quotes": []
},
{
"author": "Yenz",
"content": "Hey, nice to hear someone else is using my tools So thanks for leting me know. \n \nRegarding your suggestions: Yes, I'm interested in improving my tools whenever useful. Can you tell me what mods, you're using? Because vanilla recipes are in the \"crafing-with-fluid\" category. If a mod mixes them together with other non-fluid-ingredient recipes into the same group, then I've to take a look if I can extract whether an ingredient is solid or fluid. \n \nEdit: I misunderstood your request. I got it now. I'll add it on my list. Let's see what I can do.",
"date": "2024-03-03T18:06:29+00:00",
"quotes": []
}
] | 2 |
2020-11-19T13:16:42-06:00
|
forum-topic-119745
|
119745
|
Is a Linked belts and pipes mod for 2.0?
|
Questions, reviews and ratings
|
https://forums.factorio.com/viewtopic.php?t=119745
|
Maxelm88
|
Hi,
I'm search mods like https://mods.factorio.com/mod/LinkedPipes2 and https://mods.factorio.com/mod/LinkedBelts for Factorio 2.0.
Any available mods have Quantum connection?
|
[
{
"author": "jamiechi1",
"content": "Linked Belts has been updated for 2.0. I'll look at the other mod and see if it can be updated easily.",
"date": "2025-01-21T09:34:53+00:00",
"quotes": []
}
] | 1 |
2024-11-04T07:06:25-06:00
|
forum-topic-127191
|
127191
|
Damaging fish with grenades
|
Ideas and Requests For Mods
|
https://forums.factorio.com/viewtopic.php?t=127191
|
Plasticizer
|
Hi,
I'm creating a mod & depending on the entity that has been killed, you'll get a different item.
But when trying to damage the fish with anything but a bullet, it doesn't seem to work.
i.e. rockets just delete the fish, any other explosive or capsule does nothing, ...
How can I make the fish take damage from the grenade that hit it?
I tried collision damage like bullets, but that doesn't seem the case.
Also, I've noticed "fire" does damage the fish as well...
So it doesn't seem to be "under water".
Any help is welcome
|
[
{
"author": "Plasticizer",
"content": "what I've tried to add to the grenade, but it does nothing \n Code: Select all \t\ttable.insert(\n\t\t\t\taction.action_delivery.target_effects, \n\t\t\t\t{\n\t\t\t\t\ttype = \"damage\",\n\t\t\t\t\tdamage = {\n\t\t\t\t\t\ttype = \"capture\", amount = 100 * strength\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t)\n\t\t\ttable.insert(\n\t\t\t\taction.action_delivery.target_effects,\n\t\t\t\t{\n\t\t\t\t\ttype = \"activate-impact\",\n\t\t\t\t\tdeliver_category = \"bullet\"\n\t\t\t\t}\n\t\t\t)\n\t\t\ttable.insert(\n\t\t\t\taction.action_delivery.target_effects,\n\t\t\t\t{\n\t\t\t\t\ttype = \"create-entity\",\n\t\t\t\t\tentity_name = \"explosion-hit\",\n\t\t\t\t\toffsets = {{0, 1}},\n\t\t\t\t\toffset_deviation = {{-0.5, -0.5}, {0.5, 0.5}}\n\t\t\t\t}\n\t\t\t)\n\t\t\ttable.insert(\n\t\t\t\taction.action_delivery.target_effects,\n\t\t\t\t{\n\t\t\t\t\ttype = \"invoke-tile-trigger\",\n\t\t\t\t\trepeat_count = 1\n\t\t\t\t}\n\t\t\t)",
"date": "2025-02-28T17:37:11+00:00",
"quotes": []
}
] | 1 |
2025-02-28T11:35:58-06:00
|
forum-topic-125890
|
125890
|
[2.0.28] Missing letter in German translation
|
Translations
|
https://forums.factorio.com/viewtopic.php?t=125890
|
Caslo
|
At 'Main menu' > 'Settings' > 'User interface' there are missing letters at the German translation.
At file Factorio > data > core > locale > de > core.cfg
line 2689 should be:
change-quickbar-by-clicking-with-item=Klick mit Gegenstand legt Schnellleisten-Filter fest (instead of "[...] Schnelleisten-Filter [...]")
line 2690 should be:
change-quickbar-by-clicking-with-item-controller=Schnellleisten-Filter durch Auswählen mit einem Gegenstand festlegen (instead of "[...] Schnelleisten-Filter [...]")
|
[
{
"author": "valneq",
"content": "thx for the report, fixed for the next release",
"date": "2025-01-24T18:50:45+00:00",
"quotes": []
}
] | 1 |
2025-01-13T02:22:30-06:00
|
forum-topic-59578
|
59578
|
DyWorld Changelog
|
DyWorld
|
https://forums.factorio.com/viewtopic.php?t=59578
|
Dysoch
|
Starting at version 0.3.0, since older versions had no real changelog. All changelogs can also be found in the game!
(Main Menu > Mods > DyWorld > Changelog)
Version: 0.3.0
Date: 8. 10. 2017
Major Features:
- Completely new setup and rewrite
Features:
- New level mechanic. still in WIP state, but will be used for unlocks, bonuses and more
- Needs system. Still under construction, but working already a bit (at least the losing hunger and thirst stats) Currently off normally, since doenst add any gameplay yet that works like it should
- Tiered Entites and Items: because of the rewrite, i changed the setup how this is done. It is still in its early stages, but works fine. It adds 9 tiers of multiple machines and items with technologies and graphicals automatically. Currently supported: Assembling Machines, Solar Panels, Accumulators, Logistics Bots, Construction Bots, Mining Tools. (recipes are currently not good. Will be fixed in 0.3.1 update!)
Minor Features:
- Added a distance window. This works with the map tags you make on the map screen, but also helps you find the shipwrecks
Changes:
- Improved Statistics and Level window
- Shipwrecks are now closed but way more random. One can be close to you, while other 2 are 500 meters away.
- Loads of changes in the scripts to make everything more fluent. Including, but not limited to, refreshing stats window (every sec), better calculations and much more
|
[
{
"author": "Dysoch",
"content": "Version: 0.3.1 \nDate: 10. 10. 2017 \n Minor Features: \n - Added back intermediates, with a few new ones \n Balancing: \n - Added in correct recipes for all items and entities \n Changes: \n - Level System: Starting level is now level 1 \n - Level System: leveling is now slower. XP needed for level 2 is now between 100 and 200 instead of 100 (its randomized at the moment of your characters creation (aka joining or starting game) \n - Level System: XP needed for next level is now random. Somewhere between 125% and 225% of previous level. No 2 levels are the same increase or 2 games are the same \n - Bonuses: Now available from the start instead of level 5 \n - Bonuses: Crafting speed bonus increases much slower \n - Changed the way recipes are handled. This makes it easier to add correct recipes and balance them \n Bugfixes: \n - Fixed Level up when player wasnt playing on server but still leveled up. \n - Fixed getting XP when everybody gets XP, even dead players. Now only those alive get XP \n - Fixed advanced steel axe research cluttering the technology screen",
"date": "2018-04-13T06:04:15+00:00",
"quotes": []
},
{
"author": "Dysoch",
"content": "Version: 0.4.0 \nDate: 13. 11. 2017 \n Major Features: \n - Added the Material System. This governs materials and their properties. Currently 10 different materials \n - Added Metallurgy. The process to refine ore into plates using liquids. This can happen for: Iron, Copper, Steel, Tin, Lead, Silver, Chromium and Gold \n Features: \n - Added Inserters (6 types), Transport Belts (normal, underground and splitters), Pumps (offshore and inline), Power Poles (poles and relays), Ammo (basic and shotgun. Normal and piercing for both), Turrets (gun, shotgun, laser and laser shotgun) to the game using the Material System. (resulting in 190 new items and entities!!!!) \n - Added 5 new resources (Tin, Lead, Silver, Chromium and Gold) \n - Added 18 new roboports \n - 36 Electric Drills. This is temporary, and will move to the Material System soon \n Minor Features: \n - Added Recycler. This recycles everything (including fluids) into sludge \n Balancing: \n - Changed centrifuge. Now available earlier and cheaper so you can use it for the new recipes \n - Changed recipes of a lot of the base games items, and disabled a few",
"date": "2018-04-13T06:04:33+00:00",
"quotes": []
},
{
"author": "Dysoch",
"content": "Version: 0.4.1 \nDate: 15. 11. 2017 \n Features: \n - Added 2 new materials to the Material System: Rubber and Obsidian \n Minor Features: \n - Added a way to smelt stone bricks and obsidian using molten rock \n Changes: \n - Moved inserters to their own tab in the crafting window to make the crafting screen a bit smaller \n Bugfixes: \n - Fixed inserters not being able to be blueprinted",
"date": "2018-04-13T06:04:40+00:00",
"quotes": []
},
{
"author": "Dysoch",
"content": "Version: 0.4.2 \nDate: 16. 11. 2017 \n Major Features: \n - Change of the Formula's in preparations for 0.5.0 and alloys. All Transport Belts have different speeds now! \n Bugfixes: \n - Fixed Crash To Desktop issue with power poles and relays \n - Unlocked recipe for stone bricks and obsidian for the Forge",
"date": "2018-04-13T06:04:46+00:00",
"quotes": []
},
{
"author": "Dysoch",
"content": "Version: 0.5.0 \nDate: 28. 11. 2017 \n Major Features: \n - Added a GeoDrill, this will mine underground for those hard to reach resources \n - Added 6 alloys! Billon, Stainless Steel, Bronze, Elinvar, Copper-Tungsten and Copper-Hydride are now usable! \n - Massive change to science packs. You create a fluid first, and then bottle it with glass to create the science pack. Simple to use, hard to master! \n - Added in tiered labs. The first lab can only use red packs, second one red and green etc. 7 labs total, with the last one capable of using all science packs. Each has to be research after you get the new science pack it will use. The better variants research faster though \n - Material System consists now of 20 materials instead of the previous 12! Expect a lot of items to play around with! \n Features: \n - Added Burner Mining Drills that use the Material System (only basic and primitive materials can be made) \n - Added Repair Packs that use the Material System \n - Added Chests (Normal and Warehouses) that use the Material System \n - Added Cannon Shells and Explosive Cannon Shells using the Material System \n - Added Cannon Turrets that use the Material System \n - Added Walls that use the Material System \n - Added Grenades and Cluster Grenades that use the Material System \n - Added Conductivity to the Material System Properties. Used in anything that uses or creates energy! \n - Added Tungsten and Cadmium resources. \n Minor Features: \n - Moved Solar Panels to use the Material System \n - Moved Accumulators to use the Material System \n - Moved Mining Tools to use the Material System \n - Moved Electric Mining Drills to use the Material System \n - Moved Assembling Machines to use the Material System \n - Moved Roboports to use the Material System. Higher \"tiers\" have more charging slots \n - Moved Construction Robots to use the Material System \n - Moved Logistic Robots to use the Material System \n - Added more technologies of a lot of techs. Used to unlock different tiers of the Material System \n - Added in 7 new intermediates \n - Added the mining speed bonus back in into the bonuses system so the beginning game can get a bit better \n Balancing: \n - Increased all DyWorld Ores richness by 5x \n - Major Rebalancing of the Metallurgic System. Recipes changed, techs changed everything! All done to accomodate alloys! \n - Major balancing of recipes, health, ammo and pretty much everything \n Changes: \n - Because of Conductivity add, Power Poles and Relays have been changed, drastically. Stone and Rubber are not conductive, so they no longer exist! \n - Added in a tech for steam engines. Moved the steam engines to that tech. No longer can you use steam in the beginning of the game. You can use the makeshift wooden solar panels and accumulators in the beginning for power \n - Split the DyWorld Logistic tab into 2 tabs. One holds all moving parts, the other chests, robots etc",
"date": "2018-04-13T06:05:04+00:00",
"quotes": []
},
{
"author": "Dysoch",
"content": "Version: 0.5.1 \nDate: 30. 11. 2017 \n Major Features: \n - Added last 3 resources: Aluminium, Zinc and Nickel \n - Added in first Super Alloy: Stainless-Copilinvar-Tungstate \n Balancing: \n - Changed Elinvar to also use Nickel like it should \n Changes: \n - Removed Cadmium Ore, but replaced it with Zinc Ore \n - Removed a few items from recipes that arent used anymore and could not be crafted because of their items not being unlocked \n Bugfixes: \n - Fixed Alloy recipes not unlocking",
"date": "2018-04-13T06:05:20+00:00",
"quotes": []
},
{
"author": "Dysoch",
"content": "Version: 0.6.0 \nDate: 14. 12. 2017 \n Notes: \n - This has been released quick to get you guys playing on Factorio 0.16! Certain things are unfinished, or still require some polishing. \n - VERY IMPORTANT NOTE: OLD MAPS MIGHT NOT WORK!!!! \n Warfare: \n - Added a difficulty setting. This changes a lot of things like spawn rates, health etc. Can be changed in the option menu \n Metallurgy: \n - Added Dirty Ores, Clean Ores and Ore Chunks \n Materials System: \n - Added a hard limit for max range of ammo and turrets (250) to not break the game. Super Alloys will always stay at max 250 range (or lower if their properties let it) \n - Added a hard limit for Power Pole/Relay range, which is 64 (base game wont allow for higher) \n - Added Loaders to the Material System \n - Added Chitin usable for the Material System \n - Added Armor Plated Locomotives for the Material System \n Graphics: \n - New graphics for a few items, technologies and entities (thanks to a player) \n - New High Res graphics when available from the base game \n Balancing: \n - Made Piercing Ammo 2 times more powerful \n Changes: \n - Ported to Factorio 0.16.x \n - Changed GUI Setup \n - GeoDrill now gives ore chunks instead of normal ore \n - Sludge processing gives ore chunks instead of normal ore \n Bugfixes: \n - Fixed Piercing Shotgun Shells being usable only in normal Guns",
"date": "2018-04-13T06:05:30+00:00",
"quotes": []
},
{
"author": "Dysoch",
"content": "Version: 0.6.1 \nDate: 06. 01. 2018 \n Features: \n - Added technologies to improve your batteries of worker robots \n - Added a minigun, fires 120 shots per second! \n Materials System: \n - Added all modules to the Material System \n - Added normal armor to the Material System \n - Added steam engines to the Material System \n - Added Solar Panel Equipment to the Material System \n - Changed the way the system is populated with materials. Chitin only shows up when Warfare is enabled, and all alloys (except steel) will only show up when Metallurgy is enabled. This is done so the screen will not be filled a lot when certain modules are disabled \n Changes: \n - Removed old DyWorld Modules \n - Disabled Base Game Modules \n - Added advanced and super lubricant for use in the transport belts (transport belts with speeds above 100 use super lubricant, above 50 use advanced lubricant and above 25 use lubricant) \n Balancing: \n - Changed smelting times of clean and dirty ores. Clean ores should smelt quicker now \n Bugfixes: \n - Fixed bug with science fluid recipes when metallurgy was disabled",
"date": "2018-04-13T06:05:39+00:00",
"quotes": []
},
{
"author": "Dysoch",
"content": "Version: 0.6.2 \nDate: 08. 03. 2018 \n Features: \n - Added new intermediates: Gears, Wires, Coils and PCB's of every metal. Hand crafting is expensive and requires you to manually craft them. Craft them with the specialised assemblers for way better ratio's \n - The first new recipes for Circuits. This is currently under testing, but should be balanced (any feedback is welcome) \n - Added a stacksize increaser. Defaults to 1, but can be as high as you want it with a max of 5000 times the current stacksize (multiplier) \n - Dont like finite ores? Well now you can switch everything to infinite if you so wish. Check mod options to enable it \n - Added an option to unhide hidden recipes. Disable to see those recipes, but it will make your crafting windows a lot bigger! Use it to see ratio's and where to craft them \n - Added 2 new labels in the stats window (Numpad 7). Current Evolution in % and how much research is done (%). The research done label are milestones, which will be used for enemy generation in later updates \n - Added an interactive guide. This currently only works for the first part of the game, but will be greatly expanded \n - Added a new bonus! Logistic slots now automatically unlock when you get stronger and faster! \n - Increased amount of robot battery research pre-infinite \n Chemistry: \n - Added first iteration of Chemistry. You can make certain elements from Atoms, and splice certain elements and compounds into Atoms \n Materials System: \n - Added a new material: Uranium. Smelt Uranium in a furnace to get its plate form \n - Added a new entity: Radars (Warfare) \n Warfare: \n - Added the first 20 enemies: Arachtoid and Cuspira (remade from the base game, with slightly different hp and attacks) The later ones that spawn are HUGE! \n Changes: \n - Turrets should be prepared to fire at less range now, making them slightly more effective. \n - Reduced inventory slot bonuses to 250 slots total. At 500 slots it bugs out the crafting menu's. Should be fixed now \n - Moved burner inserter to DyWorld Inserter tab \n Balancing: \n - Made Advanced Water Centrifuging recipe correct as it should be. Gives now H20 instead of HO2 \n - Fluids have different pressure rates now. Gases flow quick, while molten metals and sludge are super slow \n - Decrease power production of steam engines by 90% (its now 1/10th of what it was) \n - Increased rubber underground transport range: 2 > 6 \n - Increased roboport charging by 5 times \n - Pumps are pumping faster depending on which tier it is. Super Alloys Pumps pump 6 times faster now! \n Bugfixes: \n - Fixed placement issues with offshore pumps. Should be visible where to place now, and fixed collision and selection boxes \n - Fixed Cliff Explosives not being able to be crafted and not being able to hit cliffs \n - Fixed Artillery Shells not being able to be crafted \n - Fixed Artillery Wagon not being able to be crafted \n - Fixed Buffer Chest not being able to be crafted \n - Fixed mining drills that offload to quick as much as possible. Some will have a warning label when speed is high. Please be cautious then! \n - Fixed quickbars resetting when migrating to a newer version \n - Fixed error when loot pickup range bonus is above 320. Now maxed at 322 \n Compatibility: \n - First iteration of DyComPa (DyWorld Compatibilty Patcher) This is make other mods work better with DyWorld! This will automatically change recipes in other mods to use DyWorld's items. Works with MOST mods! All mods are automatically changed accordingly to what is enabled in DyWorld, and is removed. \n - If a mod still seems broken, use Discord server: \n - https://discord.gg/yR5vBWy (head to mod compatibility suggestions channel)",
"date": "2018-04-13T06:05:49+00:00",
"quotes": []
},
{
"author": "Dysoch",
"content": "Version: 0.6.3 \nDate: 11. 03. 2018 \n Bugfixes: \n - Fixed issue with character logistics slots research and the bug that followed",
"date": "2018-04-13T06:05:58+00:00",
"quotes": []
},
{
"author": "Dysoch",
"content": "Version: 0.6.4 \nDate: 19. 03. 2018 \n Features: \n - Added a new resistance type: Radiation \n - Made Ammo damage more realistic. Impact Damage first, then the materials damage type. Lead and Uranium have different damage types then the rest \n Bugfixes: \n - Fixed tungsten requiring unknown key: dyworld-hydrogen. it now requires the correct fluid which is obtainable.",
"date": "2018-04-13T06:06:07+00:00",
"quotes": []
},
{
"author": "Dysoch",
"content": "Version: 0.6.5 \nDate: 07. 04. 2018 \n Features: \n - Launching a rocket with certain electric mining drills give resources. This always has a chance for stone, coal and sand, and depending on the mining drill material, will give its respective ore. \n - Added PvP Scenario. All modules must be enabled, and the PvP option at the startup options must be enabled! \n Changes: \n - Most wooden items should be burnable in boilers now. \n Bugfixes: \n - Fixed Turrets switching directions when they shouldnt",
"date": "2018-04-13T06:06:15+00:00",
"quotes": []
},
{
"author": "Dysoch",
"content": "Version: 0.7.0 \nDate: 16. 07. 2018 \n Features: \n - Added new dynamic resistances for enemies. They scale up with higher and stronger units. They now truly get stronger and stronger the bigger they get. \n - Loaders now snap to entities with inventories. Same functionality as DeadLockLoaders. (Taken with his permission, legal stuff can be found in legal folder inside zip folder) \n - Added option to the manual crafting of circuit and pcb components. Enabled it will auto craft in inventory when a circuit is pressed. Remember, this requires more resources, and a restart of the game. \n - Removed all special assemblers for coils, wires and pcb's and made 1 all purpose assembler. All old items and entities will migrate to new entity. Gear crafter is untouched \n - Complete new layout in the crafting menu. This is still a work in progress, but shaping to be much nicer. For example, all iron related material items are now in the same group, so if you want something of iron, look there, instead of in each menu. \n - Ores revamped. All ores have been removed! And now there are 7 ores, which holds the other ores. Ores can be seperated with the centrifuge (for now). RSO wont work yet, till its updated! \n Materials System: \n - Added a new item: Land Mines \n - Added a new item: Rockets. They have AoE damage based on their tier \n - Added a new armor: Modular Armors. Grid Space is based on the material's Hardness and Density. Provides NO inventory slot bonuses! \n - Added a new entity: Module Beacons \n - Added a new entity: Armored Cars \n - Added a new entity: Armored Tanks \n - Moved Rubber to higher tier. 1 > 3 \n - Moved Uranium to higher tier. 2 > 4 \n - Moved Obsidian to higher tier. 1 > 2 \n Chemistry: \n - Add the ability to recombine into certain compounds. \n - Made recipes round their numbers better, so that it is more accurate numbers. \n - Sludge Water can now be spliced and recombined. \n Changes: \n - Added new license! Went to GNU GPL v3 to allow me, and others, to use code from others and share more freely among each other \n - Made the spawned rocks have the correct hardness \n - Disabled Level Unlocks till further notice (will be revamped in 0.8.x) \n - Centrifuge now available from the start \n - Science packs can no longer be used with productivity modules \n - Productivity Modules work with a lot of DyWorld intermediate recipes now \n - Made recipe of Yellow Science Fluid a lot harder, while increasing the amount of fluid you get \n - Changed max fluid input of Forge and Centrifuge to 2 times recipe size. \n - Forge now only has 1 input slot, which should fix module issue \n - Removed Rubber Burner and Electric Drills. They were too OP! \n - Added couple of new recipes to help out with higher tiers of automation \n Graphics: \n - Added new loader, transport belt and underground belt graphics made by Deadlock989. Taken from https://mods.factorio.com/mod/DeadlockLoaders with approval. \n Balancing: \n - Recombiner and Splicer now have much lower pollution output (1/50th to be exact) \n - Increased Electric Mining drills mining power. They are now 50% more powerful \n - DyWorld Locomotives now have a Grid Space for use of different equipments. \n - Molten Rock and Molten Glass recipe can now be productivity moduled \n - Molten rock heating is 50% more effective and 200% faster \n - Pipes are now tiered. Meaning that higher tiers have LOWER capacity, thus increasing flow and being overal better. \n - Completely redid the calculations for ammo's. ITs now much more tier based, and a lot more buffed! \n Bugfixes: \n - Fixed exploit of mining a chest with 100k items increasing you mined stat and thus making you super powerful quickly \n - Fixed wooden solar equipment being available from the start \n - Fixed productivity modules be able to be used on everything \n Warfare: \n - Added first 30 enemies (total now 50)! Fuerion, Zaptoid and Radicus! They spawn like the normal spawners, with base game generation. \n \nDownload will be found at: https://mods.factorio.com/mods/Dysoch/DyWorld (will be uploaded within 2-3 hours of this post)",
"date": "2018-07-16T09:02:41+00:00",
"quotes": []
},
{
"author": "Dysoch",
"content": "Version: 0.7.1 \nDate: 17. 07. 2018 \n Balancing: \n - Changed some recipes of ore cracking to be more logical \n Bugfixes: \n - Fixed debug statement causing errors on a server",
"date": "2018-07-17T09:59:32+00:00",
"quotes": []
},
{
"author": "Dysoch",
"content": "Version: 0.7.2 \nDate: 21. 07. 2018 \n Features: \n - Added a new intermediate: Gunpowder. Used in all ammo related items now! \n - Added a new recipe to create Acid \n Balancing: \n - Changed some recipes of ore cracking to be more random and recipes are quickers now \n - Rock Boilers use slightly less power \n Materials System: \n - Changed Pipe capacity formula to be more flexible and accurate \n - Changed Ranges of Ammo's and Turrets even better then in last updates. Much more accurate now \n - Moved Chromium to higher tier. 2 > 3 \n - Moved Tungsten to higher tier. 2 > 3 \n - Added a new alloy: Lithium-Titaniate (tier 5) \n - Added a new metal: Titanium (tier 3) \n - Added a new metal: Lithium (tier 2) \n Changes: \n - Increased starting arc of turrets: 60 > 75 degrees \n - Improved the item grouping even further. Materials are still locked together, but now grouped in 3 groups: Machines, Power and Transport. This will undergo even more changes soon \n - Reduced Blast-furnace's input and output storage to 5 times recipes size \n - Changed blue science pack to use lithium instead of tin and tin instead of chromium \n Metallurgy: \n - Added second recipe to get Molten Rock using sand, sludge and sulfur",
"date": "2018-07-21T09:52:02+00:00",
"quotes": []
},
{
"author": "Dysoch",
"content": "Version: 0.7.3 \nDate: 25. 07. 2018 \n Features: \n - Beacons can now be unlocked with Blue Science Packs \n - Added a new entity to the Material System: Tiles! Made from metals only, can be used to place on the ground. GRAPHICS ARE TEMPORARY, Will be fixed next update! \n Balancing: \n - Reduced base arc of turrets: 75 > 70 \n - Bauxite is now richer and spawn slightly more \n Materials System: \n - Changed the formula for underground ranges of both Pipes and Belts \n - Changed the formula for pipe capacity even further by improving it \n - Changed the formula for Belt, Loader and Splitter speed. Much more flexible, and more balanced \n - Changed the formula for shooting speeds of turrets \n - Changed the formula for assembler speed \n - Changed power output formula of solar panels and storage of accumulators \n - When a material has 0 conductivity, it will have NO electric machines!!!! \n - All previously placed electric machines that now have 0 Conductivity will be transfered to a material of the same tier that does have Conductivity \n - Changed conductivity of Uranium to 0 \n - Changed conductivity of Stone to 0 \n - Changed conductivity of Obsidian to 0 \n - Massive power update! All power usage and production have been completely revamped to be better! \n - Changed Tier of Iron and Copper: 2 > 1 \n - Recipes of Radars are now more diverse \n - Recipes of Assembling Machines are now more diverse \n - Changed formula for pumps pumping speed \n - Changed formula of roboport ranges \n - Power Relays now have a set max distance: 64 (max the game allows) \n - Changed formula's of power poles and relays. Much more tiered, and not too big or too small anymore \n Changes: \n - Removed science fluid outputs of Space Science Packs \n - Changed recipe of Space Packs \n - Changed recipe of Blue Science Fluid to use Aluminium Storage Tank instead of Lithium Storage Tank \n - Tier 6 research now uses Extra Solar Packs aswell \n - Infinity lab renamed to Space Lab, and uses all science packs now \n - Changed graphics of Methane Deposits slighty, so they are easier to spot \n - Requester chest now unlocked with logistic robot 2 research \n Warfare: \n - Arachtoids are a bit stronger (± 25%)",
"date": "2018-07-25T09:40:35+00:00",
"quotes": []
},
{
"author": "Dysoch",
"content": "Version: 0.7.4 \nDate: 29. 07. 2018 \n Features: \n - Metal Tiles now correctly colored. Spice up your world! (No High Res) \n - Added high output clean water recipe. Locked behind Purple Science (Fluid Handling 4), but gives to you ability to create massive amounts of clean water \n - Added new mod setting for multiplying science pack costs. This will only work on normal research! The tiered onces are not changed! \n Balancing: \n - Rock Boilers are 10x faster \n - Chemistry Machines require less power \n Materials System: \n - Changed formula of Chests and Warehouses, they are better now and increase more fluent \n - Formula of pumps pumping speed is now correct \n - Added 2 new formula's: Mining Time and Mining Hardness. Used for taking down entities \n - Changed Speed of repair packs formula \n - Changed damage of mining axes formula \n - Changed speed of mining axes formula \n - Changed formula's of electric and burner mining drills \n - Added a new entity: Pumpjacks \n - Added description to inserters about their speed. This is still a WIP, and will be refined further \n - Changed formula of inserters, and made them faster as well \n - Underground Belts are now having less air resistance and thus are 15% faster then normal belts \n Bugfixes: \n - Fixed radars not showing area covered completely \n Changes: \n - Carbolycite has less hardness, but takes longer to mine \n - Removed older migrations. Only migrations after 0.6.x stay for now \n - Chemistry Recombining is now faster and it will give you 10 items or fluids now, for the price of 10x the atoms it requires (so no gain, just bigger output with bigger costs) \n - Removed Substations, and recipes that used it will now use Copper Relay \n - More changes to crafting menu grouping! Even nicer now",
"date": "2018-07-29T14:19:57+00:00",
"quotes": []
},
{
"author": "Dysoch",
"content": "Version: 0.7.5 \nDate: 06. 08. 2018 \n Features: \n - Added Russian Translation. Made by EthereanOne and Anton. It is far from perfect, but acceptable \n - Inserters can now be rotated to side loading. Similar functions to Side Inserters mod \n - New chain for making batteries! Use conductive fluids to fill the battery with! \n - Added back the preset map gen settings, with the correct ores set to it! \n - Added infinite Inserter Capacity research. Every 2 levels increases non stack with 1, while every level increase stack inserter stacksize by 2 \n - Added infinite worker robot stack size. Increase your robot's carry size, one tech at a time \n Balancing: \n - Accumulators now hold 2.5x more charge \n - Roboports hold a lot more energy, to prevent power loss at higher tiers with more charging slots \n - Increased Fluid Wagon capacity to 250k, and will work with stack size increaser now as well. \n - Recycler produces more pollution now \n - Made recipes of Modules more diverse \n - Made recipes of Labs more diverse \n - Made recipes of Gun Turrets more diverse \n - Steam Engines now have set fluid usage, making energy produced more sensible \n - Storage Tanks now act as valves. This means that any connecting pipe that is an input into a tank has to be at least 80% full before it can fill the tank. Output is unchanged though. This feature can be override by adding a pump before going into tanks \n - Added one way pipes! This will balance both output and input with each other, one way obviously. Will not start outputting till input is at least 10% full. Can be connected to circuit network to read pipe contents \n Materials System: \n - Gold now has 4x more conductivity \n Metallurgy: \n - Proper ore cleaning chunk recipes. All cleaning ores recipes now give a lot more variants of chunks \n - Double Molten Iron cost of Molten Steel recipe \n - Increased time it takes to melt an ore, and increased ore amount per recipe by 10, but gives 10 times more fluid as well. This will speed up the melting \n Chemistry: \n - Water can now be spliced and recombined \n - Sulfiric Acid can now be spliced and recombined \n - Lubricant can now be spliced and recombined \n - Petroleum Gas can now be spliced and recombined \n - Light Oil can now be spliced and recombined \n - Heavy Oil can now be spliced and recombined \n Changes: \n - Changed order in which science packs are placed in menu \n - All fluid entities (pumps, pipes, etc) now have their own row in the crafting menu's",
"date": "2018-08-06T16:29:34+00:00",
"quotes": []
}
] | 18 |
2018-04-13T01:03:58-05:00
|
forum-topic-26720
|
26720
|
Slow Walking/Running with Powerarmor Exoskeleton
|
Frequently Suggested / Link Collections
|
https://forums.factorio.com/viewtopic.php?t=26720
|
"Sister suggestion"
viewtopic.php?f=80&t=307 Gamepad/controller support (also keybinding)
viewtopic.php?f=80&t=4832 Mouse / Touchscreen / Keyboard only interface
Suggestions
viewtopic.php?f=6&t=6200 Acceleration behaviour when wearing multiple exoskeletons
viewtopic.php?f=6&t=6580 Slow/careful walk button
viewtopic.php?f=6&t=6953 Controlled Movement Hotkeys
viewtopic.php?f=6&t=10287 Give the Exoskeleton an "off" switch
viewtopic.php?f=6&t=19607 Add key: press to walk
viewtopic.php?f=6&t=26600 Gradual onset of Exoskeletal Speed Boost
viewtopic.php?f=6&t=27844 Player moving speed (/movement). And possible solutions to fix it.
viewtopic.php?f=6&t=37627 Character should have max running speed
Related
viewtopic.php?f=6&t=775 clic to move
viewtopic.php?f=6&t=1084 Placement when walking
viewtopic.php?f=6&t=1171 Smooth scrolling and walking
viewtopic.php?f=6&t=1173 Moving the player out of th center
viewtopic.php?f=6&t=1175 Run and stamina
viewtopic.php?f=6&t=3342 Car VS Trees
viewtopic.php?f=6&t=5862 Ignore Transport Movement while Deconstructing
viewtopic.php?f=6&t=6953 Controlled Movement Hotkeys
viewtopic.php?f=6&t=35894 Locking mouse X/Y coords when placing things
|
[] | 0 |
2016-06-14T11:03:56-05:00
|
|
forum-topic-33174
|
33174
|
Replacing accumulators with hot water storage?
|
General discussion
|
https://forums.factorio.com/viewtopic.php?t=33174
|
mrvn
|
I read somewhere else that you can store hot water in tanks for later use. Now I want to use hot water tanks as replacement for accumulators in the right ratio.
You have solar cells providing power during the day. You have water going through boilers to fill tanks with hot water. You have steam engines running from those tanks. Here is what I want to figure out if someone else hasn't already:
1) An offshore pump provides 60 fluids/sec. How many boilers to I need to hook up to that to fill a tank with 100° water?
2) Do I need small pumps to fill the tank?
3) One offshore pump can run 10 steam engines 24/7. But during daytime solar cells provide power. Assume full solar power can provide 100% of the needed energy how many steam engines can be run from one tank without it running dry?
4) Should the steam engines be in series, parallel, parallel lines of serial engines? Any small pumps beneficial there? Is one tank enough? Are two better?
5) What are the optimal numbers for boilers, steam engines tanks and solar panels normalized to 1 offshore pump? Does it make sense for the solar cells to provide more than 100% power at noon so they cover a larger amount at dusk and dawn?
|
[
{
"author": "ChurchOrganist",
"content": "All I can tell you is that Negative Root tried this in his \"Break the Game\" series, and was unable to get it to work. \n \nI'm sure it can be done, but to me it seems the restricting factor may be the current throughput of the small pump. \n \nAlso one of the factors you should consider is that you have to heat the water in the first place - would your plan be to store the water in tanks once it has passed through the steam engine once? \n \nI do know that recirculation of heated water is an accepted practice for efficiency in the real world - i have friends who have worked in power stations. That is one of the primary functions of a cooling tower - to condense the steam back into hot water so it can be recirculated. \n \nI don't see how that could work in Factorio under the current fluid mechanics as we lack the necessary valves to accomplish the topping up of cold water by the offshore pump. \n \nAn interesting challenge \n \nLet us all know how you get on",
"date": "2016-09-22T11:20:28+00:00",
"quotes": []
},
{
"author": "mrvn",
"content": "A small pump is a valve. You can turn it on and of and it allows flows only in one direction. \n \nRecirculating is a good idea. I wonder if you can get a read on the water temp. Fill a tank with water and then circulate it through a boiler and back into the tank till it is at 100° (>98 because you will never get to 100 through mixing?). \n \nI have never tried using what comes out of a steam engine other than for another steam engine. Do steam engines actually use up water so that after enough there is simply nothing left? Someone mentioned that steam engine don't create a back pressure so whatever is left at the last engine seems to disapear. But maybe that is just because it (usually) is an open end. What if you put a (full) tank, a boiler and a small pump in a loop? Will it use up 6 fluids/sec as it passes through the steam engine and recirculate the rest? Can't wait to try this tonight. \n \nAs for topping of the circuit with fresh water... Just connect a offshore pump through a small pump (or 2) to the tank or boiler. Then connect a red wire between the tank and pump and set it to turn on if the tank is below a threshold. Added points for adding a hysteresis. Gold star if you connect multiple circuits to the pump and have it turn on the lowest 2 (or the lowest with 2 small pumps).",
"date": "2016-09-22T11:40:49+00:00",
"quotes": []
},
{
"author": "bobucles",
"content": "Steam engines are no different from your ordinary pipe, except they destroy water up to 6/sec in order to produce energy. Offshore pumps produce 60/sec, and pipes will move up to 120/sec before rapidly losing \"pressure\". \n \nThe most basic setup is 14-15 boilers, 1 pump and 10 steam engines. The pump provides 60, 10 engines burn up to 60, and you don't have to worry about pressure loss. \n \nYou can run water through a steam engine into any kind of storage system. Storage tanks will lose output rate as their storage goes down. \n \nYou don't need storage tanks for the baseline steam system; the pumps and boilers will always keep that well fed. You only need storage tanks if you intend to have excess steam engines. In that case it's best to run the excess steam engines on both sides of the storage tanks, or even weave it in between them. That way you can keep pressure for as long as possible. \n \nStorage tanks hold up to 2500 fluid, enough for 7 engines to run about a minute while taking full input about 40 seconds to fill. I don't have numbers on day/night cycles.",
"date": "2016-09-22T12:19:20+00:00",
"quotes": []
},
{
"author": "starholme",
"content": "This is one of those ideas that is kinda fun to build, but way more work than accumulators. I've played with it a bit, never built a huge system though. \n \nEssentially, you need to use offshore pumps to bring water into your tanks. Use circuit network to stop the pumps when the tanks are ~80% full. More than that and you run into issues with the fluid not circulating I found. \nRun boilers in strings of ~8, with a small pump feeding each. Return the hot water back to the tanks. \nYou 'can' feed steam engines using small pumps, but you'll want them on their own power network to ensure that they don't slow down in a brownout/blackout. \n \nThe system for storing hot water that I found worked best myself was like this: \nsets of 1 offshore pump->14 boilers \nfeeds into storage tanks, distributed out among your steam engines \n \nI can't remember how long the factorio 'day' is, but: \nEach string can feed 10 engines without touching storage for the night. \nDays are about twice the length of nights (70%day, 30% night, something in that line) \nSo each 'day', a string of boilers should be able to heat enough water for 20 storage fed steam engines that night(assuming solar runs the entire grid during the day). \nYou need to cover ~135 seconds of the ~416 second day. Each steam engine needs 6 per second, so 810 units of water per night. A tank holds 2500. So 1 tank for every three steam engines. \n \nSo really, 1 offshore pump->14 boilers->10 steam engines->2 small pumps->7 storage tanks->20 steam engines. \nNot sure if you need to turn off the small pumps at night, might starve the direct fed engines if you don't. Need to test that. \nMight want to split your flow at the pumps, one pump->4 tanks->10 engines, not sure if it would make much difference. \n \nSome useful numbers that I think are still correct: \nMax water usage of steam engine per second: 6 \nOffshore pump: 60 \nSmall pump: 30 \nStorage tank holds 2500, but remember that the liquid needs room to flow in factorio. Stick to ~2000 if you want it to circulate. \nFactorio day length: https://wiki.factorio.com/index.php?title=Game-day",
"date": "2016-09-22T22:28:36+00:00",
"quotes": []
},
{
"author": "DaveMcW",
"content": "Compare to the default setup of: \n1 offshore pump->14 boilers->10 steam engines \n1 offshore pump->14 boilers->10 steam engines \n1 offshore pump->14 boilers->10 steam engines \n \nYou are saving 2 offshore pumps and 28 boilers, at the cost of 2 small pumps and 7 storage tanks and more complexity. Does not seem worth it.",
"date": "2016-09-22T22:34:50+00:00",
"quotes": [
{
"author": "starholme wrote:",
"content": ""
}
]
},
{
"author": "AutoMcD",
"content": "There was an electric boiler mod specifically for this purpose, but it has not been updated and I can't find it on the mod portal.",
"date": "2016-09-22T23:40:55+00:00",
"quotes": []
},
{
"author": "mrvn",
"content": "Add 42 inserters. \n \nIf you have 14 boilers then all the water gets heated full flow in one gow and there is no need to circulate to heat. So do we even need the small pumps? \n \n1 offshore pump->14 boilers->10 steam engines->7 storage tanks->20 steam engines. \n \nAdd 14 inserters. \n \nI would probably go with 6 storage tanks and 18 steam engines for an exccess of water. Or 7 to 21 to make the chains even. \n \nBuilding this a bit more work than plain chains but not that hard. Its just point and click. Building 100 of them with blueprints is the same no matter how complex it is. One benefit I see is that it takes up less offshore pumps. You might run out of space on your watering hole. Especially if ou play with water only at the starting place.",
"date": "2016-09-23T13:34:06+00:00",
"quotes": [
{
"author": "DaveMcW wrote:",
"content": ""
},
{
"author": "starholme wrote:",
"content": ""
}
]
},
{
"author": "mooklepticon",
"content": "This is really the issue. Storing hot water only really saves you on coal boilers. You still need the right amount of steamies to convert to electricity. \n \nWith an electric boiler, you could do solar panels to heat water during the day to run steamies at night. (Which is kinda what we do IRL in some solar plants using salt: https://en.wikipedia.org/wiki/Solar_pow ... ntegration )",
"date": "2016-09-23T14:58:38+00:00",
"quotes": [
{
"author": "AutoMcD wrote:",
"content": ""
}
]
},
{
"author": "starholme",
"content": "Tossing about the idea with a coworker to adjust the tank capacity for our game to match barrels stored in chests. 9 chests * 48 slots * 10 barrels * 25 oil per barrel = 108,000 units of oil in the space of a tank that holds 2500. \n \nMake the tank hold ~100,000 units, then you get some real storage density for power...",
"date": "2016-09-23T15:36:51+00:00",
"quotes": []
},
{
"author": "AutoMcD",
"content": "Right. That's the end result we want, right? Conservation of fuel. \nSo if you just had a giant steam plant that scales back during the day, is the result any different??",
"date": "2016-09-23T15:57:35+00:00",
"quotes": [
{
"author": "mooklepticon wrote:",
"content": ""
},
{
"author": "AutoMcD wrote:",
"content": ""
}
]
},
{
"author": "mergele",
"content": "You are right, it is not really useful since it is only real benefit is to reduce the number of boilers and offshore pumps. But it's cool and I want it and that's reason enough for me.",
"date": "2016-09-24T07:27:37+00:00",
"quotes": [
{
"author": "AutoMcD wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "viewtopic.php?f=208&t=21543 A guide to Night Steam with Hot Water Storage \n(But I think that is not well balanced) \n \nI remember I tried that once. Results can be found here viewtopic.php?f=208&t=3724 Handling Gigantic Energy Peaks \n(if someone really needs the save I can look, if I still have it)",
"date": "2016-09-24T22:29:11+00:00",
"quotes": [
{
"author": "ChurchOrganist wrote:",
"content": ""
}
]
},
{
"author": "mrvn",
"content": "Yes it is. Because with the current boilers you burn fuel to heat the water while with electric burners would would use sunlight. \nElectric burners + hot water tanks + steamies would be a full replacement for accumulators. No more worries about running out of coal without noticing. \n \nOn the other hand what do I do with all the wood I get from clearing forests? \n \nOh, and don't have the electric burners connected to the same power grid as the steam engines.",
"date": "2016-09-27T10:10:23+00:00",
"quotes": [
{
"author": "AutoMcD wrote:",
"content": ""
},
{
"author": "mooklepticon wrote:",
"content": ""
},
{
"author": "AutoMcD wrote:",
"content": ""
}
]
},
{
"author": "Optera",
"content": "Instead of electric burners, using electricity produced by photovoltaic, we should get pipes over curved reflectors directly heating up fluids passing through them. \n \nIt's a lot more cheaper to produce than photovoltaic and could potentially replace existing steam boilers without much changes to the engine setup apart from adding storage tanks for the night.",
"date": "2016-09-27T10:36:12+00:00",
"quotes": []
},
{
"author": "Deadly-Bagel",
"content": "You'd be adding a new type of \"burner\" but by the time it is applicable most players will be moving to full solar. The next release will (probably) also have nuclear energy so you're trying to fill a gap that doesn't really exist. \n \nIf you want more alternatives for energy you could look into mods.",
"date": "2016-09-27T10:41:05+00:00",
"quotes": []
},
{
"author": "mrvn",
"content": "I think even late in the game they would be a good alternative to accumulators. They are quite expensive in both resources and space.",
"date": "2016-09-27T10:46:47+00:00",
"quotes": [
{
"author": "Deadly-Bagel wrote:",
"content": ""
}
]
},
{
"author": "Optera",
"content": "What else is a nuclear reactor than another type of burner? \nAll it's gameplay fun/complexity comes from (p)reprocessing it's fuel. \n \nThermal Solar Plants complexity comes from keeping them operable at night. Which is really dumbed down with the perfect isolated tanks we have.",
"date": "2016-09-27T12:47:55+00:00",
"quotes": [
{
"author": "Deadly-Bagel wrote:",
"content": ""
}
]
},
{
"author": "Zonk",
"content": "Doesnt Water in Tanks cool down by Time?",
"date": "2016-09-27T17:25:42+00:00",
"quotes": []
},
{
"author": "orzelek",
"content": "Game is not very realistic in this regard - heated water will stay at 100 indefinitely.",
"date": "2016-09-27T18:14:46+00:00",
"quotes": [
{
"author": "Zonk wrote:",
"content": ""
}
]
}
] | 19 |
2016-09-22T05:10:11-05:00
|
forum-topic-111009
|
111009
|
Version 1.1.104
|
Releases
|
https://forums.factorio.com/viewtopic.php?t=111009
|
Gui
Trying to close a window will first close any opened drop-down. This improves navigating drop-downs with controllers.
Bugfixes
Fixed that empty locale would cause things to not show in GUIs. ( 110679 )
Fixed intro sound being treated as gui effect instead of music. ( 110848 )
Fixed that LuaFluidBox::get_fluid_system_contents() did not behave correctly when the fluid box was not part of a fluid system.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental .
|
[
{
"author": "veever23",
"content": "Anyone else having an issue where their computer downloads 100% of the update, but doesn't finish and just keeps prompting a \"Resume\" option? \n \nEdit: had to restart steam and the computer, but it seems to be ok now. Sorry I didn't think of that sooner.",
"date": "2024-01-31T20:32:03+00:00",
"quotes": []
}
] | 1 |
2024-01-30T07:35:03-06:00
|
|
forum-topic-58341
|
58341
|
Addon mod for deadlock stacking/crating - alpha version
|
Angels Mods
|
https://forums.factorio.com/viewtopic.php?t=58341
|
orzelek
|
I've prepared alpha version of mod that adds stacking/crating support for bobs/angels and madclown extension.
I'll post it here for now - not sure if I should go with it to mod portal for now.
It only contains ores and plates currently - I didn't do a big playthrough with alll the mods yet so I'm not sure what other items could use stacking.
Mod will work with only bob's set but stacked icons are made from updates angel's smelting icons so they won't match.
Let me know what other items could use stacking or if something is wrong. Mod assumes that all the mods in set are present - I'm not sure how it will behave without all of them.
|
[
{
"author": "DaveSh99",
"content": "Thanks, \n \n I've got it now in my currently Bob's play-through. Will see how things go. \n \nd.",
"date": "2018-03-10T20:30:36+00:00",
"quotes": []
},
{
"author": "Dreadlord",
"content": "I see no problem with stacked item generation or in game usage. But this addon lacks exposure to those who may interested in it, maybe you should upload it to mod portal.",
"date": "2018-03-27T10:57:37+00:00",
"quotes": []
},
{
"author": "orzelek",
"content": "I was thinking about that but when it came to giving it a proper and descriptive name I failed. \nAlso mod itself is made in very simple way and most likely incomplete in terms of items. \n \nAny ideas about nice, short and descriptive name? \n(I could go with something long but it makes all the yellow texts with mod names really long etc) \n \nLack of notifications on mod portal is also a drawback. Here I will see the new post easily.",
"date": "2018-03-27T17:24:04+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "Angel-Bob Stacking \nAngel-Bob Beltboxes \nAngelBob-DSB \nAB2DSB \nABS \n \nAgreed mod portal is poor re: notifications and no moderation in discussions (or even the ability to turn them off). But it's fab as a player for auto-updating.",
"date": "2018-03-27T23:24:30+00:00",
"quotes": [
{
"author": "orzelek wrote:",
"content": ""
}
]
},
{
"author": "Dreadlord",
"content": "I'd go with Angel-Bob Stacking & Crating, really don't know shorten the name further without being cryptic. I'm currently getting close to blue science in Bob's and can confirm there are no problems with most of the early ores or plates. I'll try to give feedback as I progress through the game",
"date": "2018-03-28T12:30:27+00:00",
"quotes": [
{
"author": "orzelek wrote:",
"content": ""
}
]
},
{
"author": "Madd_Mugsy",
"content": "Deadlock's latest update broke something I think. Factorio wants to disable this mod now: \n Code: Select all Failed to load mods: __DeadlockStacking__/prototypes/shared.lua:314: attempt to index a global 'DCM' (a nil value)\n\nMods to be disabled:\n- stacking-addon",
"date": "2018-03-28T17:26:55+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "Dang, that's my fault. Copy-paste derp. Uploading a fix shortly.",
"date": "2018-03-28T17:30:34+00:00",
"quotes": [
{
"author": "Madd_Mugsy wrote:",
"content": ""
}
]
},
{
"author": "Madd_Mugsy",
"content": "Wow that was fast! Thanks!",
"date": "2018-03-28T17:35:18+00:00",
"quotes": [
{
"author": "Deadlock989 wrote:",
"content": ""
},
{
"author": "Madd_Mugsy wrote:",
"content": ""
}
]
},
{
"author": "Unifire",
"content": "Support for yuoki items would be nice ==> i was thinking about slag, both ores, both dust and both pellets (pressed dust) and pure iron and pure copper",
"date": "2018-04-07T14:32:24+00:00",
"quotes": []
},
{
"author": "orzelek",
"content": "I haven't played Yuoki mods from quite some time. Are they playing along with Angel's set nicely?",
"date": "2018-04-14T12:09:30+00:00",
"quotes": [
{
"author": "Unifire wrote:",
"content": ""
}
]
},
{
"author": "Air",
"content": "They can coexist. Angel's sorting has built-in support for Youki ores. There are some balance issues... To be honest it I don't see much sense to use both Bobs'n'Angels and Youki because Youki provides alternatives for most of vanilla entities. So you have two sets of belts, inserters, assemlers etc. And obviously one set is going to be better(cheaper/easier/have superior stats) than the other. \n \nWhen I play them both (I do) I make a house rule that when dealing with anything Youki-related you have to go full Youki as if normal transport belts can't carry Youki ores, or inserters can't insert etc. \n \nBut. \nI think what Unifire asks for is another separate mod which adds support for Youki. This way you can use one of them or both depending on which set of mods you're using.",
"date": "2018-04-15T07:43:57+00:00",
"quotes": [
{
"author": "orzelek wrote:",
"content": ""
},
{
"author": "Unifire wrote:",
"content": ""
}
]
},
{
"author": "Xagros",
"content": "Deadlock's Stacking & Crating for Bob's materials (Beta) \nI also did something similar in my mod. I would like to have a conversation with you if we have something to improve. \n \n More bobs!",
"date": "2018-05-10T10:38:05+00:00",
"quotes": []
},
{
"author": "orzelek",
"content": "From what I see your mod does much more based on description. \nThis one was meant to be minimalistic",
"date": "2018-05-10T22:01:52+00:00",
"quotes": []
},
{
"author": "Xagros",
"content": "Thank you for the answer. I also think my mod is a combination of many things. \nI think that it is the direction of my mod to improve and unify that part in the future.",
"date": "2018-05-22T04:03:22+00:00",
"quotes": [
{
"author": "orzelek wrote:",
"content": ""
}
]
},
{
"author": "Sworn",
"content": "Is it possible to check if bobs is set to it's own belt (revamp belt), and if it is, add a stacker for the tier 0 (gray) belt?",
"date": "2018-07-03T02:32:31+00:00",
"quotes": []
},
{
"author": "death_hawk",
"content": "Am I crazy or is bronze plate not stacking? \n \nI had a look and there's graphics and an entry for it, but in game it doesn't actually stack, nor is the icon for stacking in the first tier.",
"date": "2018-08-05T20:02:15+00:00",
"quotes": []
},
{
"author": "orzelek",
"content": "I'm not updating this one anymore. \nI think there is a new one on mod portal that should be up to date.",
"date": "2018-08-05T21:21:03+00:00",
"quotes": []
}
] | 17 |
2018-03-02T18:23:07-06:00
|
forum-topic-49168
|
49168
|
How do you make mud?
|
Angels Mods
|
https://forums.factorio.com/viewtopic.php?t=49168
|
Warshed
|
Ok I am using Factorio .15.18 experimental along with all of bob's mods and Angel's mods, and for the life of me I can't figure out HOW TO MAKE MUD. I have looked everywhere and it just not showing up under any production facility.
|
[
{
"author": "Warshed",
"content": "In other words you need mud and water as inputs into a liquifier plant to get the viscous mud water but I can't freaken make mud at all. Its driving me crazy. PLEASE how is mud made? When I mouse over it, it says Angel's Refining but I go through all the refining plants and no way to make mud.",
"date": "2017-06-03T04:19:46+00:00",
"quotes": []
},
{
"author": "catpig",
"content": "The seafloor pump produces viscous mud water, which can then be further processed in washing plants.",
"date": "2017-06-03T05:59:41+00:00",
"quotes": []
},
{
"author": "Warshed",
"content": "Damn, the problem with the seafloor pump is it doesn't say what it produces at all, you look at it and it says nothing. I tried to use the seafloor pump but it didn't show anything.",
"date": "2017-06-03T07:05:53+00:00",
"quotes": []
},
{
"author": "Warshed",
"content": "Anyways thanks for the quick reply. You have been amazingly helpful and now I can continue my game.",
"date": "2017-06-03T07:31:24+00:00",
"quotes": []
},
{
"author": "catpig",
"content": "No problem, I happened to run into the same problem and ended up checking every angel building \n \nAngel: Maybe the seafloor pump could be renamed to \"seafloor mud pump\" or \"sea mud pump\" or even just \"mud pump\"?",
"date": "2017-06-03T20:32:46+00:00",
"quotes": []
},
{
"author": "fractalman",
"content": "^^ \neven though it was pretty obvious to me, I can see how people could miss that, and the search bar won't find it.",
"date": "2017-06-13T00:15:05+00:00",
"quotes": [
{
"author": "catpig wrote:",
"content": ""
}
]
},
{
"author": "alficles",
"content": "I had the exact same search. Even google didn't help me much. And it doesn't come up with mods like \"What's it really used for?\" Definitely, definitely put \"mud\" somewhere in the name of that pump. \"Seafloor Mud Pump\" is my vote.",
"date": "2017-06-15T15:19:03+00:00",
"quotes": []
},
{
"author": "Sander_Bouwhuis",
"content": "This took me 2 hours of trying out with a friend I'm playing with. We were totally stumped by this problem. \nThanks for telling us about the seafloor pump. I would never have figured this out. \n \nArch666Angel : WE NEED WIKI/DOCU!!!!!!!",
"date": "2018-04-22T20:24:20+00:00",
"quotes": []
},
{
"author": "mtilsted",
"content": "Personally I use this one: \n \n https://factorio.rotol.me/pack/bobsangels-f15-normal/ \n \nWhich describes products for bob and angels. Only problem is that it have not been updated for 0.16, so it is still the 0.15 recipies. So some of it is a bit dated(Aka wrong).",
"date": "2018-04-25T12:01:36+00:00",
"quotes": [
{
"author": "Sander_Bouwhuis wrote:",
"content": ""
}
]
},
{
"author": "hewsmike",
"content": "Cripes! I've spent a day on this and the pump only does one thing and that's extract viscous mud water from a body of water. Thanks for this thread! \nThat is, if you want clay then you've got to begin with this mud water. Clay gives clay bricks and hence lots of handy machinery in ore management.",
"date": "2024-02-18T17:46:39+00:00",
"quotes": []
}
] | 10 |
2017-06-02T22:31:54-05:00
|
forum-topic-127329
|
127329
|
StatelessVisualisation uses expanded definiton of a pre-existing type
|
Documentation Improvement Requests
|
https://forums.factorio.com/viewtopic.php?t=127329
|
PennyJim
|
StatelessVisualisation::nested_visualisations uses the type or array[type] format despite StatelessVisualisations already being that.
|
[
{
"author": "",
"content": "This is intentional, it reflects how it is loaded internally.",
"date": "2025-03-14T17:59:14+00:00",
"quotes": []
},
{
"author": "",
"content": "Actually, putting this back into unresolved because StatelessVisualisations might allow more than the currently documented format, so that should be investigated.",
"date": "2025-03-14T18:05:10+00:00",
"quotes": []
}
] | 2 |
2025-03-07T19:09:16-06:00
|
forum-topic-123569
|
123569
|
[2.0.23] what is a real wire connection?
|
Documentation Improvement Requests
|
https://forums.factorio.com/viewtopic.php?t=123569
|
Quezler
|
https://lua-api.factorio.com/latest/cla ... ector.html
Code: Select all connections :: Read array[WireConnection]
All wire connectors this connector is connected to.
Code: Select all real_connections :: Read array[WireConnection]
All wire connectors this connector is connected to with real wires.
At first glance this confused me, what is a "real" wire?
- is it not real if either entity has draw_circuit_wires enabled? you don't see a "real" wire
- is it not real if it goes to another surface? since you do not see that either
- is it not real if the wire origin is script?
- is it not real if the wire origin is radar?
Turns out none of those things, real means its neither a ghost nor a simulation, but it took me some digging on the c++ side to confirm what a "real wire" was.
edit 1: only after typing this i realized that "connection_count" had a mention of "ghost and real" which gives a hint, but who looks at _count first anyways?
edit 2: since it is on the second line / after the period, you don't see the _count explanation on the top of the page either, and at that point you click the main.
|
[
{
"author": "curiosity",
"content": "Non-real wire meaning ghost seems obvious to me, but are you sure about simulations? Why would they be special there?",
"date": "2024-12-03T02:59:50+00:00",
"quotes": []
},
{
"author": "Quezler",
"content": "well a ghost is still very much a real ghost, without the comparison only the _count one has it was not immediately obvious to me. \n \nand as for the simulation i just did a quick code search and simulation crossed my screen too for the generic isreal method, though for wires its probably safe to assume only the ghost state is relevant.",
"date": "2024-12-03T10:28:50+00:00",
"quotes": []
},
{
"author": "",
"content": "Short explanation is: \n- wire is \"real\" when entities at both ends are \"real\" (not ghost). \n \nReal wires are causing real effects: propagating electric network or circuit network, carrying signals, electricity. Opposite case is ghost wires which are just visual (script will see them through lua api). It is possible to have real wire of player origin, ghost wire of player origin, real wire of script origin and ghost wire of script origin. Radars origin is only using real wires as then radar at any of ends turns into a ghost this triggers a rewiring to exclude a ghost radar from radar network so you should never see a ghost wires of radar origin.",
"date": "2024-12-03T10:58:40+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "What would you call them then (besides \"non-ghost\")?",
"date": "2024-12-03T11:10:45+00:00",
"quotes": [
{
"author": "Quezler wrote: Tue Dec 03, 2024 10:28 am",
"content": ""
}
]
}
] | 4 |
2024-12-02T12:22:23-06:00
|
forum-topic-125775
|
125775
|
Any chance for an update to 2.0 and space age?
|
Bob's mods
|
https://forums.factorio.com/viewtopic.php?t=125775
|
Human_2
|
Title says it all, I really liked the Bob's suite of mods
|
[
{
"author": "jamiechi1",
"content": "See this: viewtopic.php?f=51&t=118338",
"date": "2025-01-21T09:51:33+00:00",
"quotes": []
}
] | 1 |
2025-01-09T14:24:08-06:00
|
forum-topic-92392
|
92392
|
Ship machine readable API information
|
Implemented mod requests
|
https://forums.factorio.com/viewtopic.php?t=92392
|
Mooeing-747
|
Apologies if this isn't the right place to request this, wasn't sure where it fit best.
I've noticed several tools (like autocompletes for various IDEs) that rely on scraping the documentation of the Lua API and prototypes pages and then do all sorts of html scraping magic to extract things like structures, methods, types, descriptions, etc. As with any scraping solution, this is brittle and imperfect. For example, I've noticed in at least one autocomplete plugin that some of the descriptions are mangled or just not present.
I'm working on a project that requires the same sort of information about the API, so I'm about to write my own parser for this information
I'm assuming that the documentation is generated from the raw type information extracted from the codebase, as opposed to the html files being edited by hand. If that's the case, would it be possible to bundle/post the raw information as well as the human readable api docs? Then programs like autocompletes could parse the definition files directly and skip all of the web scraping.
I'm not asking for any specific format, just something amenable to being read by code.
|
[
{
"author": "",
"content": "Could you link one of the tools that scrapes the prototype pages? I'm curious what their result is. \n \nFor lua-api.factorio.com, there is https://github.com/spiwn/FactorioApiScraper which is open source, so you don't need to make your own parser. \n \nThe prototype pages are edited entirely by hand.",
"date": "2020-12-03T11:35:12+00:00",
"quotes": []
},
{
"author": "eradicator",
"content": "(Small sidenote: It would be quite awesome if the prototype pages were shipped (i.e. in the stand-alone zip file) at all (in human readable form) so that they're accessible offline. With the added bonus that one could directly compare the prototype structure of two game versions - making migration of old mods or supporting old versions easier when things change.)",
"date": "2020-12-03T11:53:06+00:00",
"quotes": []
},
{
"author": "",
"content": "We all have dreams :) This would require that the doc is already updated to the newest version when that version is released. That is rather far from reality; the doc updates take me somewhere from a few weeks to a few months per major version.",
"date": "2020-12-03T12:00:24+00:00",
"quotes": [
{
"author": "eradicator wrote: Thu Dec 03, 2020 11:53 am",
"content": ""
}
]
},
{
"author": "eradicator",
"content": "Hm. I wasn't aware that it took that long. But my dream is just having any sort of official offline prototype reference (yes, my internet sucks and if the api doc wasn't available offline i'd never have started modding), even if it takes a month it's still useful for many month after that! Currently i have to use httrack to try and scrape the wiki, which is a lengthy and unsatisfying process when all i want is the prototype pages (not all the other wiki stuff), so even if i had to wait it'd still be a major improvement for me if there was a simple current-snapshot zip download. And presumably if such a standartized snapshot format existed the development of auto-parsers for it would also be easier.",
"date": "2020-12-03T12:19:33+00:00",
"quotes": [
{
"author": "Bilka wrote: Thu Dec 03, 2020 12:00 pm",
"content": ""
},
{
"author": "eradicator wrote: Thu Dec 03, 2020 11:53 am",
"content": ""
}
]
},
{
"author": "Squelch",
"content": "I find myself in the same boat on occasions, and would love to have an offline version too, even if it took some time to complete. \n \nFor an automated solution, there's always the VScode debug plugin from justarandomgeek that also includes intelisense autocomplete and comments from the online documentation. (at least I think it's that plugin, though it's not mentioned specifically) \n \nVScode is cross platform btw.",
"date": "2020-12-03T15:56:53+00:00",
"quotes": []
},
{
"author": "ptx0",
"content": "I might be retarded, or I might be missing something, but isn't there a Github repository from wube that contains the prototype changes between versions? and you can download and 'diff' this repository's commits? \n \nmaybe they can put the wiki on github as well, and so it can be cloned?",
"date": "2020-12-03T17:06:59+00:00",
"quotes": [
{
"author": "eradicator wrote: Thu Dec 03, 2020 12:19 pm",
"content": ""
},
{
"author": "Bilka wrote: Thu Dec 03, 2020 12:00 pm",
"content": ""
},
{
"author": "eradicator wrote: Thu Dec 03, 2020 11:53 am",
"content": ""
}
]
},
{
"author": "Squelch",
"content": "You make some good points.",
"date": "2020-12-03T17:30:15+00:00",
"quotes": [
{
"author": "ptx0 wrote: Thu Dec 03, 2020 5:06 pm",
"content": ""
}
]
},
{
"author": "Mooeing-747",
"content": "Examples are autocompletes for: \n \n- atom: https://github.com/Yokmp/atom-autocomplete-factorio \n- intellij: https://github.com/knoxfighter/intellij ... completion \n- VS code: https://github.com/simonvizzini/vscode- ... tocomplete \n \n \nI'm aware of the various parsers (each project I linked above has some form of a custom parser), and this is somewhat my point. There's demand for this information, and at least 4 or 5 different projects to get it, with vary levels of completeness/accuracy. \n \nFor my project, I've found the parsers don't always handle the edge cases well or include all the information I want. For example, the parser you linked doesn't handle optional at all or table args well - it says \"this is a table\" but the table members are only in the doc string. \n \nA slightly different example is the values of the `define` constants aren't available online anywhere, so some parsers naively assign them in order to an enum. But some defines are strings, some are non-monotonically-increasing-ints, etc. and this is the type of information I'd like. (I've taken to dumping them to the log with serpent to work around this) \n \nThat's a shame about prototype pages. I feel for you",
"date": "2020-12-03T19:10:09+00:00",
"quotes": [
{
"author": "Bilka wrote: Thu Dec 03, 2020 11:35 am",
"content": ""
}
]
},
{
"author": "",
"content": "https://github.com/knoxfighter/intellij ... completion is the one with the prototype stuff and they are maintaining it by hand. That's the second saddest thing I've read today, right after \n \n\nPoor sod.",
"date": "2020-12-03T19:51:15+00:00",
"quotes": [
{
"author": "Bilka wrote: Thu Dec 03, 2020 11:35 am",
"content": ""
}
]
},
{
"author": "",
"content": "Wiki pages are just stored in the wiki database, so to get them into git they'd have to exported somehow. That's not an idea I'd immediately say \"no\" to, but it would need significant work and most likely wouldn't be machine readable either (since the entire prototype doc isn't, no matter what format you shove it into).",
"date": "2020-12-03T19:58:03+00:00",
"quotes": [
{
"author": "Squelch wrote: Thu Dec 03, 2020 5:30 pm",
"content": ""
},
{
"author": "ptx0 wrote: Thu Dec 03, 2020 5:06 pm",
"content": ""
}
]
},
{
"author": "Squelch",
"content": "Ah ha! yes that's the one. I hadn't realised that was hand crafted too.\n \nAgreed on all counts. \n \nThere has to be a better way.",
"date": "2020-12-03T20:00:13+00:00",
"quotes": [
{
"author": "Bilka wrote: Thu Dec 03, 2020 7:51 pm",
"content": ""
},
{
"author": "Bilka wrote: Thu Dec 03, 2020 11:35 am",
"content": ""
},
{
"author": "Bilka wrote: Thu Dec 03, 2020 11:35 am",
"content": ""
}
]
},
{
"author": "Mooeing-747",
"content": "As another data-point, https://github.com/sguest/factorio-types has a prototype parser that I've been cribbing.",
"date": "2020-12-03T20:10:14+00:00",
"quotes": []
},
{
"author": "Kuxynator",
"content": "No one has yet mentions here that there is a machine-readable format since Factorio 1.1.35/16.06.2021 \n https://lua-api.factorio.com/latest/json-docs.html \n \nHowever, I still miss an official machine-readable version of the prototype definitions.",
"date": "2022-11-21T17:38:56+00:00",
"quotes": []
},
{
"author": "Nidan",
"content": "According to the last paragraph of FFF368 it's being worked on; no ETA however.",
"date": "2022-11-21T17:51:09+00:00",
"quotes": [
{
"author": "Kuxynator wrote: Mon Nov 21, 2022 5:38 pm",
"content": ""
}
]
},
{
"author": "asdff45",
"content": "I just bring this up, cause finally we have a json file for prototypes as well: https://lua-api.factorio.com/latest/ind ... otype.html \n \nSince i am the developer of https://github.com/knoxfighter/factorio-api-parser (the underlying technic for the autocompletion plugin), i tell you: I have archived the repo, but i will still host it for a while",
"date": "2023-08-16T22:28:43+00:00",
"quotes": []
}
] | 15 |
2020-12-01T17:16:20-06:00
|
forum-topic-81553
|
81553
|
[18.8] Editor mode: Simple entity with force - selection box offset
|
Won't fix.
|
https://forums.factorio.com/viewtopic.php?t=81553
|
fishycat
|
See in picture:
Screenshot (2).png (3.97 MiB) Viewed 957 times
|
[
{
"author": "",
"content": "Thanks for the report. That entity exists purely so mods can be loaded. The icon, selection box, or anything else with it really doesn't matter.",
"date": "2020-02-23T22:09:40+00:00",
"quotes": []
}
] | 1 |
2020-02-23T06:47:56-06:00
|
forum-topic-125808
|
125808
|
Trying to connect two electrical poles using copper wire
|
Gameplay Help
|
https://forums.factorio.com/viewtopic.php?t=125808
|
heckenfricken
|
I keep left clicking the pole with the copper wire and it's opening the network info gui instead and the "left click to connect electric poles" tool-tip has been removed and I'm wondering if this mechanic as been removed?
|
[
{
"author": "dog80",
"content": "check the buttons on the bottom right instead",
"date": "2025-01-10T18:53:26+00:00",
"quotes": []
},
{
"author": "heckenfricken",
"content": "Something to note is that shift clicking the poles, even without wire selected disconnects the poles, but I can't reconnect them. I am also playing with the water fill and even distribution mods but I don't think that would change anything",
"date": "2025-01-10T18:55:16+00:00",
"quotes": []
},
{
"author": "",
"content": "Are you using a copper-wire (obtained from shortcut bar or by Alt+C) or copper-cable (obtained from copper plate by crafting)?",
"date": "2025-01-10T18:57:28+00:00",
"quotes": []
},
{
"author": "heckenfricken",
"content": "OH MY GOD I LOVE YOU i had no idea that was a thing, when did they change that?? THANK YOU",
"date": "2025-01-10T19:08:56+00:00",
"quotes": [
{
"author": "boskid wrote: Fri Jan 10, 2025 6:57 pm",
"content": ""
}
]
}
] | 4 |
2025-01-10T12:52:19-06:00
|
forum-topic-110662
|
110662
|
Placing blueprints as "references" instead of copies
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=110662
|
Necrowizard
|
Hey there, I saw the blog post of Parametrised blueprints: https://factorio.com/blog/post/fff-392 -
What I've always wanted was a way to place blueprints as a "reference" of the blueprint, instead of just an untracked "instance of" blueprint.
If you've played SpaceChem you'll know this concept...
How that worked in SpaceChem was that for example you created a small 10 by 10 loop, which would be saved as an actual object. So in a later mission, you'd reuse your 10x10 loop block, place it, and place 10 in a row, chain them up, and have a factory of loops...
Then you figure out, "Oh shit, in 1/100 cases my small loop fails", and you can go back inside your initial loop object, change things, and it's updated in all those 10 placed in a row.
In Factorio it would be a bit imba if you can dynamically update your entire map though updating a blueprint, since materials are required, so I was thinking of some ways this could work:
You create a blueprint, and to create a "blueprint-instance" you put the blueprint as output in an assembly machine, and you provide all the required parts for the blueprint, now you have a "blueprint-instance".
When you create the blueprint, you can set some properties, like it being a 10x10 blueprint, and then you can use your blueprint to create "blueprint-instances" from it, as if it's any other machine. Meaning, it's immutable; you cannot place the blueprint-instance and remove stuff or add extra stuff after pasting it. It also takes up the entire predefined space (10x10 if you configured that)
Now, at some point you want to change something, ok, it works the same as upgrading any other thing in Factorio. You change the blueprint, you set your assembly machine to create "blueprintV2-instances".
Then you go to the upgrade planner, select that you want to upgrade "blueprint-instances" to "blueprintV2-instances", and your robot network will do the rest and replace everything with new version of the blueprintV2...
Basically like in programming, what blueprints are now, are a cheat-sheet that you keep, and when you need something, you copypaste from your cheat-sheet and paste it in you level. What you actually want to do is group things (like create classes) so when you want to change something you don't have to go though all your code (level) to figure out where you copypasted your initial version. You wrap your logic in containers and then use and update those containers.
Does anyone know if something like this concept exists? Would it be possible to mod something like this?
|
[
{
"author": "Illiander42",
"content": "What you want is essentially version control on placed blueprints. \n \nI'd love that, it would make fixing early mistakes in grid bases so much simpler.",
"date": "2024-01-15T07:26:33+00:00",
"quotes": []
}
] | 1 |
2024-01-13T10:12:49-06:00
|
forum-topic-122140
|
122140
|
Factorio Forums • FPS drops after a few minutes to slideshow
|
Hello guys,
i have a Problem.
When me and my friends play on our server which is hosted in my Network on a separate machine.
The server maintains 60 UPS but for some reason after a few minutes of playing my FPS slowly crawl to 5 and lower until i get kicked from the game.
I am the only one of us which has an AMD GPU installed.
I have tried to remove the overlock of my cpu - no change
I have tried to remove windows paging file/lower paging file size/higher paging file size - no change
I have tried developer options -> force OpenGL - worked for a few more minutes but then crashed
I have tried lowering my graphic settings / turning everything on and off / messing arround - no change
I have tried to zoom in as far as possible - ran smoother but still got choked to 5 frames after a few minutes.
While the game is running only CPU cores 2-3 and 14-15 (0-15) are spiking to 100%, the rest idles at 2-5% usage.
My GPU idles at 1-25%(Not really noticed anything above 10%)
RAM usage is at 12GB of 16GB at max.
My paging file (No idea)
I would love if someone could analyze the timings in my logs and could help me in general why this is like it is, because, i don't get it.
Log and System specs are attached
My speculations are its either a Mainboard bug or The Paging files fault.
|
[
{
"author": "",
"content": "As per post Performance problems and how to report them , your report is not complete.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Hello, it's the same as 121399 \nYour PC doesn't keep up with the server update rate, so it skips frames to not have to pause update to copy state needed for rendering from the game state. \nYou need to slow down tick update ... server host (or admin in the game) can run command to slowdown update rate to 90%\n Code: Select all /c game.speed = 0.9",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Hey thanks for the answers! \n \nI have looked at this a bit closer and in singleplayer the game runs smoothly with 48-60 fps/ups \nI have noticed whenever the servers UPS drops by a margin of only 00.5-01.0 my frames start to crawl. \nThis is very odd and i dont know why my game cant keep up tho even if the cores used arent peaking at max. \n \nWe dont want to slow down game speed because we want to get the new achievements. \nAfter this logic i am wondering if it is possible to drop the Servers UPS whenever a User is falling behind so they can catch up again? \n {CC3A7F3E-7663-4E83-9[attachment=0]20241121105921_1.jpg\n 90A-50EAB15F2DA6}.png[/attachment]\n \n \n \n Server 20241121105631_1.jpg (644.18 KiB) Viewed 269 times",
"date": "",
"quotes": []
}
] | 3 | ||||
forum-topic-126507
|
126507
|
Add `on_pre_marked_for_deconstruction`, or fire `on_marked_for_deconstruction` before any entity changes
|
Modding interface requests
|
https://forums.factorio.com/viewtopic.php?t=126507
|
Wiwiweb
|
In 2.0, marking an entity for deconstruction instantly pushes out the fluids it contains into the connected fluid segments, and then disconnects the entity from the fluid segments. Only after this, `on_marked_for_deconstruction` is fired.
As part of my mod Undeletable Fluids , I need to know how much fluid a storage tank contained before it was marked for deconstruction. Because of the current timing of the event, this isn't possible. A handler for `on_marked_for_deconstruction` will always show an empty storage tank.
01-31-2025, 18-29-24.png (128.31 KiB) Viewed 934 times
Thanks for considering!
|
[
{
"author": "micromario",
"content": "Great suggestion, I love this mod and can't wait for it to be ported",
"date": "2025-02-01T03:22:37+00:00",
"quotes": []
},
{
"author": "protocol_1903",
"content": "On the topic... why are fluids pushed out of entities that are queued for deconstruction? Why not when they are actually removed? That would fix the issue here, and also prevent exploitation by having effectively 0 volume pipes that allow fluid flow by just connecting things. And, it makes more sense anyway. Marking something for deconstruction doesn't stop it in its tracks... it just tells robots to go pick it up. Even if it did, it makes no sense to stop a fluid pipe from being a fluid pipe while it exists.",
"date": "2025-02-04T16:35:16+00:00",
"quotes": []
},
{
"author": "Muche",
"content": "Lets say you have a 100-tiles long pipeline with a storage tank at one end containing 10k of fluid. \nCurrently there is 7.2k of it in the tank, and each pipe segment has 28.8. \nYou deconstruct the 100 pipes. \nWhat is your expectation of the fluid amount in the storage tank after it completes? \nCurrently all 10k fluid returns to the storage tank. \nIf you expect the fluid in individual pipes to be lost and the tank to keep having only 7.2k, then yes, you are right in expecting the fluids be flushed out upon actual pipe removal, not deconstruction.",
"date": "2025-02-04T18:09:13+00:00",
"quotes": [
{
"author": "protocol_1903 wrote: Tue Feb 04, 2025 4:35 pm",
"content": ""
}
]
},
{
"author": "protocol_1903",
"content": "The question was rather the decision to make the fluid movement when the entity is marked for deconstruction instead of being when it was removed. I understand it going to connected entities; I don't understand the logic of when it goes to connected entities.",
"date": "2025-02-04T18:20:56+00:00",
"quotes": [
{
"author": "Muche wrote: Tue Feb 04, 2025 6:09 pm",
"content": ""
}
]
},
{
"author": "Muche",
"content": "1. Assuming the storage tank is on east, manually mine all pipes starting from west towards east. All fluid will be flushed to the tank. \n2. Start mining pipes from next to the storage tank towards west. Most of the pipes' fluid will be lost. \nThus the logic might have been to make deconstruction consistent. \nThe alternative is \"random\" final fluid amount.",
"date": "2025-02-04T19:41:14+00:00",
"quotes": [
{
"author": "protocol_1903 wrote: Tue Feb 04, 2025 6:20 pm",
"content": ""
},
{
"author": "Muche wrote: Tue Feb 04, 2025 6:09 pm",
"content": ""
}
]
},
{
"author": "protocol_1903",
"content": "Not really. It makes sense. Its the same way it worked in 1.1. The order bots pick things up matters. If it really matters to the player, then they will move it all into the tank. More likely than not, the player doesn't care so will just mine it in any order.",
"date": "2025-02-04T19:44:11+00:00",
"quotes": [
{
"author": "Muche wrote: Tue Feb 04, 2025 7:41 pm",
"content": ""
},
{
"author": "protocol_1903 wrote: Tue Feb 04, 2025 6:20 pm",
"content": ""
},
{
"author": "Muche wrote: Tue Feb 04, 2025 6:09 pm",
"content": ""
}
]
},
{
"author": "curiosity",
"content": "The fluid has nowhere to go and is therefore lost. It makes sense to me. But in this case there is no deconstruction happening, the player just mines the pipes.",
"date": "2025-02-04T20:51:06+00:00",
"quotes": [
{
"author": "Muche wrote: Tue Feb 04, 2025 7:41 pm",
"content": ""
}
]
},
{
"author": "protocol_1903",
"content": "Exactly. There's nothing random about it, it just completely depends on the order in which the entities are mined.",
"date": "2025-02-04T21:02:37+00:00",
"quotes": []
},
{
"author": "protocol_1903",
"content": "A few discussion thoughts from discord: \n \n> Imagine playing ultracube and trying to reassemble the ghost cube with fluids but oops you accidentally deconstructed something and lost 15 fluid so now your game is softlocked. \n \n> [Fluids being deleted on marked for deconstruction] not important for vanilla since even space age fluids are cheap as dirt, but imagine losing some of the end game fluids in pY or SE \n \nIt's a gameplay affecting decision to have fluids move when an entity is marked for deconstruction. Players could lose potentially tens of hours of production in a single click.",
"date": "2025-02-06T06:39:10+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "That is utterly irrelevant. If the fluid is valuable, you will not deconstruct pipes. You'll mine them manually one by one, in the most predictable and controllable way. The deconstruction behavior does not factor into this in any way.",
"date": "2025-02-06T10:27:31+00:00",
"quotes": [
{
"author": "protocol_1903 wrote: Thu Feb 06, 2025 6:39 am",
"content": ""
}
]
},
{
"author": "protocol_1903",
"content": "So then why does it happen when marked for deconstruction? You can accidentally right click on a tank while in map view, or mark a few too many entities for deconstruction. Flushing entities when marked for deconstruction makes less sense than doing it when actually deconstructed. I see no reason as to why it would be done in the current order.",
"date": "2025-02-06T20:27:08+00:00",
"quotes": [
{
"author": "curiosity wrote: Thu Feb 06, 2025 10:27 am",
"content": ""
}
]
},
{
"author": "torne",
"content": "Imagine you have two tanks separated by several pipes, and you mark all the pipes (but not the tanks) for deconstruction at once. The current behavior means that all of the fluid is immediately pushed into the tanks if there is room for it: no fluid is lost unless there is absolutely nowhere for it to go. If the fluid was only pushed out when each piece of pipe was actually deconstructed, it would be possible for the bots to remove two pieces of pipe near each end and entirely disconnect all the remaining pipes in the middle, and then when those pipes were removed the fluid in them is guaranteed to be lost. \n \nThe current system is trying to preserve as much fluid as possible in the case of the player issuing deconstruction orders that cover multiple entities which the bots will then remove in an arbitrary order. You are correct that if you then cancel some/all of the deconstruction orders before the entities are removed, it's possible for fluid to be lost if there wasn't room to push it elsewhere, but waiting until each entity is actually removed makes it quite likely that you will lose fluid unnecessarily even though there may have been plenty of room to keep it. \n \nTo do better it seems like the game would have to carefully control the exact order that bots deconstructed individual entities, which is something the developers have rejected repeatedly in other contexts for performance reasons.",
"date": "2025-02-06T21:05:10+00:00",
"quotes": [
{
"author": "protocol_1903 wrote: Thu Feb 06, 2025 8:27 pm",
"content": ""
}
]
},
{
"author": "protocol_1903",
"content": "You still lose excess fluid that can't go into the tanks. It gets deleted, even if you cancel the deconstruction. If you mark the whole thing for deconstruction by accident you lose it all. Why does it have to get deleted in the first place? \n \n\nYou can still lose fluid in either scenario. If the player really cares then they would do it manually and not mark it for deconstruction for bots to take care of it. Forcing this, even if the player doesn't care if they lose fluid, doesn't make sense",
"date": "2025-02-06T21:21:49+00:00",
"quotes": [
{
"author": "torne wrote: Thu Feb 06, 2025 9:05 pm",
"content": ""
},
{
"author": "torne wrote: Thu Feb 06, 2025 9:05 pm",
"content": ""
}
]
},
{
"author": "curiosity",
"content": "That's what I'm saying: the fluid saving can't be the explanation for this new behavior. Or if it really is, then the change was misguided.\n \nIt's not the game's job, in my opinion, to be concerned with preserving fluid on deconstruction.",
"date": "2025-02-06T21:50:22+00:00",
"quotes": [
{
"author": "protocol_1903 wrote: Thu Feb 06, 2025 8:27 pm",
"content": ""
},
{
"author": "torne wrote: Thu Feb 06, 2025 9:05 pm",
"content": ""
}
]
},
{
"author": "torne",
"content": "There's only a few meaningfully different scenarios here: \n \n1. The fluid system has enough spare space to hold all the fluid in the marked-for-deconstruction entities. With the current system no fluid is lost in this case, regardless of whether the deconstruction is cancelled or goes ahead. With the alternative you propose, fluid can be lost if the deconstruction goes ahead, depending on the order the bots happen to remove the entities. \n \n2. The fluid system is too full to contain all the fluid in the marked-for-deconstruction entities, and the deconstruction goes ahead as planned. Fluid is lost in this case no matter what system you use, but with the current system the *minimum* possible amount of fluid is lost: the rest of the system will be filled to maximum before anything is lost. With the alternative you propose, it's possible for *additional* fluid to be lost beyond the minimum, depending on the removal order. \n \n3. The fluid system is too full to contain all the fluid in the marked-for-deconstruction entities, and the deconstruction is cancelled before the entities are actually removed. With the current system this will indeed lose the excess fluid, and with the alternative you propose no fluid would be lost. \n \nYou seem to be much more concerned with the case where the deconstruction is cancelled, and if that's your primary concern then yes, the current system isn't ideal. I'm more concerned about the case where the deconstruction goes ahead as planned, which the current system already handles just fine and your alternative would be worse. \n \nIf you are in a modded game where a fluid is particularly precious, then I would usually expect that it's also being produced slowly and there's usually going to be spare space in tanks to avoid large amounts of fluid loss from an accidental deconstruction. I've played a number of overhaul mods where this is the case and I haven't ever felt the need to avoid using the deconstruction planner on pipes/tanks or unintentionally lost any significant amount of fluid by doing so, but maybe I just didn't get unlucky. \n \nIt's entirely possible that some mod I haven't played (or not played far enough) has fluids that are produced in very large volumes compared to the size of pipes/tanks but are still very valuable on a per unit basis, and this would be much more of a concern in that case, but if you have large volume of a very precious fluid then you need to be very careful about deconstructing parts of that fluid system even if you *don't* make a mistake, and as you mentioned it'd be better to always mine the entities one at a time manually. \n \nI would guess that the developers are also more concerned about the case where deconstruction is intentional, and that even though the fluids in the vanilla game aren't particularly precious, they likely wanted to avoid cases like \"two roughly half-full tanks connected by a pipe, deconstruct one tank and the pipes, end up with a single roughly half-full tank, instead of a single roughly full tank\", because that seems likely to result in new players being confused/annoyed/reporting bugs, especially if they do not yet realise that half a tank of light oil (or whatever) is not really worth worrying about at all.",
"date": "2025-02-06T22:05:56+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "The whole fluid expelling thing is relatively new. If it really is done with the situation you describe in mind, then the devs went down a slippery slope. The mechanics will grow more and more overcomplicated to the point of unpredictability. \n \nBesides, with the 2.0 fluid system rework it would never happen anyway. The remaining fluid system will be able to accept half a tank of fluid regardless of pipe capacity.",
"date": "2025-02-06T22:20:36+00:00",
"quotes": [
{
"author": "torne wrote: Thu Feb 06, 2025 10:05 pm",
"content": ""
}
]
},
{
"author": "torne",
"content": "It would still happen if a pipe in between happened to get removed first; once that happens there are two separate fluid systems and it doesn't matter how the fluid flow works. Pushing the fluid out when marked for deconstruction avoids that.",
"date": "2025-02-06T22:40:26+00:00",
"quotes": []
},
{
"author": "",
"content": "I’m not really sure if it was answered but the fluid is pushed out on deconstruction being ordered because pipes are disconnected when marked for deconstruction so fluid doesn’t keep flowing through things to be deconstructed. Once disconnected they can’t push anything anywhere.",
"date": "2025-02-06T23:25:31+00:00",
"quotes": []
},
{
"author": "Wiwiweb",
"content": "That's a great design discussion, but I don't want the heat to get my modding interface request overlooked or deleted",
"date": "2025-02-06T23:59:32+00:00",
"quotes": []
}
] | 19 |
2025-01-31T20:30:34-06:00
|
forum-topic-51028
|
51028
|
New Types of Train Scheduling
|
Frequently Suggested / Link Collections
|
https://forums.factorio.com/viewtopic.php?t=51028
|
The current way of scheduling is in some ways limited (in a way, that is not possible to go around): You need to send a train to a station by name. But some stations can have the same names. Any try to fix this problem without changing this paradigm will loose.
There is an suggestion that goes around this limitation:
viewtopic.php?f=6&t=50128 New Train-Schedule-Mode / Conditions instead of Train-Stop-Names / Remove Names from Train-Schedule
I mention this, cause I think suggestions around this subject should think more out of the box.
Related
viewtopic.php?f=80&t=21899 Control Train Pathfinder (Passthru stations, Add Penalty)
viewtopic.php?f=6&t=49385 Train Repath When Stopped
Suggestions
viewtopic.php?f=6&t=25944 Train station skipping conditions
viewtopic.php?f=6&t=47695 Train pathfinding on stations with same name
viewtopic.php?f=6&t=49799 Randomize train target when multiple stations have same name
viewtopic.php?f=6&t=50128 New Train-Schedule-Mode / Conditions instead of Train-Stop-Names / Remove Names from Train-Schedule
|
[] | 0 |
2017-07-18T15:32:51-05:00
|
|
forum-topic-83449
|
83449
|
Version 0.18.18
|
Releases
|
https://forums.factorio.com/viewtopic.php?t=83449
|
Changes
Adjusted steam engine and turbine collision boxes so player can walk between two steam engines.
Roboports allow exporting both logistics and robot stats at the same time. ( 80652 )
Graphics
Added offshore pump remnants.
Added new dying effects for biters, spitters, worms, and spawners.
Gui
Added confirmation box for deleting blueprint book.
Sounds
New or updated sound effects include:
Transport belts - new concept for these sounds.
Turrets rotation sounds and fold/unfold.
Weapons improved and made more powerful, e.g. submachine gun, shotgun, gun turret, vehicle machine gun, Laser and electric beam.
Particles: Water splashes, Tree debris.
Various mix level tweaks including the train, enemies.
Attenuations (audible distance) adjusted for entities such as Pipe, Substation and Offshore Pump.
New sound when walking over ore patches.
Default Sound Settings Updated:
Music, Game Effects and Walking sound lowered, Environment sounds and Master Level raised.
Zoom audible distance and volume levels adjusted.
Maximum Environment Sounds increased (edited).
Bugfixes
Fixed mining entity with randomized mining result amount would never return the largest defined amount. ( 82959 )
Fixed crash when loading replay. ( 83030 )
Fixed reading LuaPlayer::entity_copy_source when the player is dead. ( 83133 )
Fixed that upgrading and delivering modules at the same time didn't work right. ( 83175 )
Fixed a crash when closing the game while some GUIs are shown. ( 83227 )
Fixed crash when setting max_group_gathering_time and min_group_gathering_time to the same value. ( 82985 )
Fixed discharge defense equipment had the wrong sprite in the equipment grid. ( 83248 )
Fixed that artillery wagons wouldn't show out of ammo icons. ( 82834 )
Fixed that modded cargo wagon colors wouldn't copy correctly through blueprints. ( 83302 )
Fixed furnaces with recipes using fluid ingredients could cause crash. ( 81482 )
Fixed a crash when removing a player that has modded associated character entities. ( 83349 )
Modding
Furnaces now ignore off_when_no_fluid_recipe property of their fluid box definition. Fluid boxes will not be disabled based on enabled recipes. ( 77971 )
Changed colored concrete tiles to be non-mineable.
Scripting
Added LuaEquipmentPrototype::automatic.
Added "include_entities", "include_trains", "include_station_names", and "include_modules" fields to LuaItemStack::create_blueprint.
Added LuaRoboportControlBehaviour::read_logistics and read_robot_stats
Removed LuaRoboportControlBehaviour::mode_of_operations
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": "PSquared1234",
"content": "Hoorah for the confirmation for deleting a blueprint book! I've been backing up my Factorio directory specifically for the cases when I've accidentally deleted my railroad blueprint book.",
"date": "2020-04-08T15:16:10+00:00",
"quotes": []
},
{
"author": "Serenity",
"content": "EDIT: \nAt first I thought the belt sounds were too loud. But it turns out I still had the Volume Control Mod installed and that seems to have messed up things a lot. When I uninstalled it I didn't have any belt sounds. Re-installing brought them back. Look a while to figure out what's going on here. \n \nThe volume seems fine now. Very audible, but not too loud. Yellow could be a bit more quiet maybe, because the sound is deeper than red or blue. The belt sounds in of themselves are a lot better \n \nAssembly machines could stand to be made more quiet thought",
"date": "2020-04-08T15:23:37+00:00",
"quotes": []
},
{
"author": "ptx0",
"content": "what, no headless server?",
"date": "2020-04-08T15:56:05+00:00",
"quotes": []
},
{
"author": "Windsinger",
"content": "Would be nice to actually also update the servers oops",
"date": "2020-04-08T15:58:18+00:00",
"quotes": []
},
{
"author": "",
"content": "Headless download link works just fine for me: https://factorio.com/get-download/0.18. ... ss/linux64",
"date": "2020-04-08T16:09:36+00:00",
"quotes": []
},
{
"author": "Windsinger",
"content": "It was definitely not working before, it is now. Thanks for the fix! \n \n> https://updater.factorio.com/get-available-versions Now shows the correct version, website is updated too. \nCould it be your CDN was being slow? just a hint to check, in EU nothing was showing as 0.18.18, only the clients (which are via steam).",
"date": "2020-04-08T16:13:18+00:00",
"quotes": [
{
"author": "Klonan wrote: Wed Apr 08, 2020 4:09 pm",
"content": ""
}
]
},
{
"author": "slaved34ler",
"content": "I don't hear sound of transport belts at all after this update.",
"date": "2020-04-08T16:48:33+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "GrumpyJoe",
"content": "Wait, what? \nWhy? \nI think i understand what it says, but looking at it for 10mins hasn´t given me more insight as to what this is for. \nCan we get a forum balance complaint post, a bug report, or something else? \nAt the moment i dont have a save ready to test what this really means, because i had long break and my old saves were \"broken\" in one way or the other and my 0.18 modded factory is not at a point to paint it.",
"date": "2020-04-08T18:01:57+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "Pi-C",
"content": "Just found out by crash on start-up that the definition of \"car_wood_impact\" in __base__.prototypes.entity.demo-sounds changed from a table:\n Code: Select all sounds.car_wood_impact =\n{\n {\n filename = \"__base__/sound/car-wood-impact.ogg\", volume = 0.5\n },\n[…]\n}\n \nto a function:\n Code: Select all sounds.car_wood_impact = function(volume)\n return\n {\n {\n filename = \"__base__/sound/car-wood-impact.ogg\", volume = volume\n },\n[…]\n }\nend\n \nwith this update. So, if your mod is using car_wood_impact, you should change this ASAP!",
"date": "2020-04-08T18:08:56+00:00",
"quotes": []
},
{
"author": "",
"content": "It is related to 83386 , I didn't include the link because it's not exactly what the request was asking for but the change was intended to address it. Colored concrete in vanilla was added for purpose of \"lobby room\" in our scenarios, it can't be placed outside of editor or script so it doesn't make sense for it to be mineable by players. If a mod wants to allow players to place it, it can also change it to be mineable again.",
"date": "2020-04-08T18:49:12+00:00",
"quotes": [
{
"author": "GrumpyJoe wrote: Wed Apr 08, 2020 6:01 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "DanGio",
"content": "Hello ! Thank your for all the updates. First thoughts : \n \n- The 3 belt tier sounds go really well together. Love them. \n- Deconstructing entities now seems to produce 2 different sounds at once ? (a distinct one, and a very soft and low pitched one) Feels kinda weird. \n- Hurting yourself with a grenade now produces a sound. It's bad because a grenade exploding at 6.6 distance is very quiet, and a grenade exploding at 6.4 distance is very loud. \n- Yellow inserter is now louder than assemblers or furnaces, it's feels disordered.",
"date": "2020-04-08T18:49:51+00:00",
"quotes": []
},
{
"author": "theolderbeholder",
"content": "So there is a new tier of enemies coming behind \"Behemoth\"? How will it be called? You wouldn't make ussuch a gift without good reason, wouldn't you?",
"date": "2020-04-08T19:23:40+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "avenetucci09",
"content": "Only the sounds were updated. Nothing was changed about the actual effectiveness of the weapons.",
"date": "2020-04-08T19:28:27+00:00",
"quotes": [
{
"author": "theolderbeholder wrote: Wed Apr 08, 2020 7:23 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "More powerful weapon sounds do not change balancing.",
"date": "2020-04-08T19:29:46+00:00",
"quotes": [
{
"author": "theolderbeholder wrote: Wed Apr 08, 2020 7:23 pm",
"content": ""
}
]
},
{
"author": "Usul",
"content": "Same here! \n \nI can't believe how quiet the belts are now relative to other entities, for example the roboports which are far too loud! I maxed the game effects, maxed master volume, maxed facotrio volume in windows and now additionally need to turn up my speakers 30% louder than before to hear the faintest buzzing of the belts. And only when standing near a bunch of belts with no other machines nearby. Sad. \n \nBelt sound were something distinctive to factorio. Admittedtly the original belt sound (months or years ago) where too dominantly \"hissing\". Then came the wonderful subdued mechanical belt sound with actual gears/friction/crunching noticable.... and now: a barely audible boring homogenous buzz. \n \nPlease revert.",
"date": "2020-04-08T19:53:53+00:00",
"quotes": [
{
"author": "slaved34ler wrote: Wed Apr 08, 2020 4:48 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "plepper1",
"content": "Ultral...err...Biter.",
"date": "2020-04-08T19:58:30+00:00",
"quotes": [
{
"author": "theolderbeholder wrote: Wed Apr 08, 2020 7:23 pm",
"content": ""
}
]
},
{
"author": "Dutchy_Gamer",
"content": "Dear dev's, \n \nIdk what u have done to the sound of the Personal Laser Defense, but in my ears it's horrible! I hope next patch there will be something fixed with that noise . \n \nThanks in advance!",
"date": "2020-04-08T21:45:59+00:00",
"quotes": []
},
{
"author": "",
"content": "Unfortunately quite a few people actively disliked those sounds, which is why they were changed again. IMO these newest sounds are the best of the lot, but they do need to be turned up a bit. They're extremely hard to notice in the middle of a busy factory.",
"date": "2020-04-08T23:59:58+00:00",
"quotes": [
{
"author": "Usul wrote: Wed Apr 08, 2020 7:53 pm",
"content": ""
},
{
"author": "slaved34ler wrote: Wed Apr 08, 2020 4:48 pm",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "theolderbeholder",
"content": "Ah. Sounds. should have read the headlines, too. THX.",
"date": "2020-04-09T04:43:23+00:00",
"quotes": [
{
"author": "avenetucci09 wrote: Wed Apr 08, 2020 7:28 pm",
"content": ""
}
]
}
] | 19 |
2020-04-08T10:07:49-05:00
|
|
forum-topic-109003
|
109003
|
Can't find a way to use Py Recommended Settings on dedicated server
|
PyMods
|
https://forums.factorio.com/viewtopic.php?t=109003
|
inick
|
I've googled for a week. I can't seem to use the right keywords, Py included and excluded, to apply the Pyanodon recommended settings (world-gen) from a headless CLI server.
Some recommend uploading a savefile with the settings already set, I know I can modify each individual setting to copy the recommended settings, but - I am unable to locate to apply these settings - even if someone would prefer to use Island or deathworld settings (NOT related to Py).
The default .example config files for mapgen, map-settings, and server-settings say nothing about these settings.
Is my googling that bad?
And you can thank "Simon Plays" on YouTube to show enough of your mods that make me play it now. And enjoying it. https://www.youtube.com/watch?v=ORCLZII9WNs
Thanks for any feedback in advance.
|
[
{
"author": "inick",
"content": "So, I copied the settings instead. Attached are the two files for pyAE: pyalienlife 2.1.9, pyalternativeenergy 1.2.6, pycoalprocessing 2.1.4, pyfusionenergy 2.0.6, pyhightech 2.0.10, pyindustry 2.0.10, pypetroleumhandling 2.1.10, pypostprocessing 0.2.13, pyrawores 2.4.10 on Factorio 1.1.87 \n \nSince Py was a sneaky devil and uses a for loop to set the resources, I had to reformat and copy settings. I couldn't do math in .json, so I did the math and put in the product value myself. \n \n \nYou'll need to specify --map-gen-settings and --map-settings to the headless server when you --create. \n \nenjoy the hours, I am!",
"date": "2023-10-06T13:02:45+00:00",
"quotes": []
}
] | 1 |
2023-10-02T22:55:33-05:00
|
forum-topic-116183
|
116183
|
Factorio: Space Age is here!
|
News
|
https://forums.factorio.com/viewtopic.php?t=116183
|
Here it is! (beep boop)
https://factorio.com/blog/post/factorio ... ge-release
|
[
{
"author": "morse",
"content": "https://factorio.com/get-download/stabl ... ss/linux64 is pointing to the old version",
"date": "2024-10-21T11:05:24+00:00",
"quotes": []
},
{
"author": "OldFart",
"content": "Downloading now!",
"date": "2024-10-21T11:07:19+00:00",
"quotes": []
},
{
"author": "maniak1349",
"content": "Congrats on release! The day we all waited for is finally here. \nNow excuse me, I have some 1k more hours to sink into the game.",
"date": "2024-10-21T11:15:58+00:00",
"quotes": []
},
{
"author": "Wockes",
"content": "After 10 000 years, it's finally here. I'll just play for 1 hour",
"date": "2024-10-21T11:19:01+00:00",
"quotes": []
},
{
"author": "mattie112",
"content": "Whoop whoop, here we go!!!!!",
"date": "2024-10-21T11:21:26+00:00",
"quotes": []
},
{
"author": "someone1337",
"content": "Is there an inplace update (after buying space age) or do we need to download the full 4 GB?",
"date": "2024-10-21T11:21:50+00:00",
"quotes": []
},
{
"author": "MarvinCZ",
"content": "Godspeed Wube!! \n \nDo you plan to update the Merch offerings? Especially the Factorio mug would be greatly appreciated.",
"date": "2024-10-21T11:24:14+00:00",
"quotes": []
},
{
"author": "seltha",
"content": "Congrats on the release, looking forward to playing!! \n \nIs there any consideration for a package/ultimate edition which is Space Age + Base Game together for a set price? \n \nIn Australia the base game is AU$50 and the expansion is AU$50, and I'm trying to convince two new friends to join me. This means they need to pay AU$100 to join in, which is very expensive (more than a lot of AAA titles). I was hoping there'd be an edition that a new player could buy for around AU$70 that includes both.",
"date": "2024-10-21T11:41:32+00:00",
"quotes": []
},
{
"author": "yogsosoth",
"content": "I cannot buy it without steam for now. Tried both Humblebundle (multiple times) and Gog. I could not finish the purschase",
"date": "2024-10-21T11:45:05+00:00",
"quotes": []
},
{
"author": "brunzenstein",
"content": "Simply download directly from the developer page",
"date": "2024-10-21T11:45:58+00:00",
"quotes": [
{
"author": "yogsosoth wrote: Mon Oct 21, 2024 11:45 am",
"content": ""
}
]
},
{
"author": "SkerrittT",
"content": "Congratulations and thank you. I have many hours enjoyment from Factorio over many years, and with this update an expansion, no doubt many more to follow. Thanks again.",
"date": "2024-10-21T11:46:28+00:00",
"quotes": []
},
{
"author": "yogsosoth",
"content": "There does not appear to be a direct download for Space Age as there is for Factorio \n \nThe payment redirect to humblebundle by default.",
"date": "2024-10-21T11:49:31+00:00",
"quotes": [
{
"author": "brunzenstein wrote: Mon Oct 21, 2024 11:45 am",
"content": ""
},
{
"author": "yogsosoth wrote: Mon Oct 21, 2024 11:45 am",
"content": ""
}
]
},
{
"author": "Molay",
"content": "I was worried about buying it through the website, expecting a delay, but it all went flawlessly for me, took a few more minutes and 32 cents extra as compared to buying on steam, but worth it. Good luck with the launch. Looking forward to a lot of stuff, but particularly all the new things boskid cooked up with the trains. Lots of shotgun surgery I imagine )",
"date": "2024-10-21T12:03:51+00:00",
"quotes": []
},
{
"author": "Lorenzo",
"content": "Can't wait to get home and start a new world",
"date": "2024-10-21T12:10:24+00:00",
"quotes": []
},
{
"author": "husnikadam",
"content": "Will there be an expansion sountrack release? Any ETA a.k.a. soon/later/no? I would like to buy it",
"date": "2024-10-21T12:11:48+00:00",
"quotes": []
},
{
"author": "Razorlance",
"content": "I have a similar problem, I bought via the Factorio website, it gave me a humble key to upgrade my Factorio account, and then nothing, no sign of the DLC anywhere, no download option. I have the game upgraded 2.0.7. \n \nI've email support for help but haven't heard back yet.",
"date": "2024-10-21T12:15:50+00:00",
"quotes": [
{
"author": "yogsosoth wrote: Mon Oct 21, 2024 11:49 am",
"content": ""
},
{
"author": "brunzenstein wrote: Mon Oct 21, 2024 11:45 am",
"content": ""
},
{
"author": "yogsosoth wrote: Mon Oct 21, 2024 11:45 am",
"content": ""
}
]
},
{
"author": "",
"content": "You should be able to enter the code here https://factorio.com/profile and then access it on https://factorio.com/download",
"date": "2024-10-21T12:17:24+00:00",
"quotes": [
{
"author": "Razorlance wrote: Mon Oct 21, 2024 12:15 pm",
"content": ""
},
{
"author": "yogsosoth wrote: Mon Oct 21, 2024 11:49 am",
"content": ""
},
{
"author": "brunzenstein wrote: Mon Oct 21, 2024 11:45 am",
"content": ""
},
{
"author": "yogsosoth wrote: Mon Oct 21, 2024 11:45 am",
"content": ""
}
]
},
{
"author": "Michel_Werner",
"content": "The update itself is awesome, but I beg you to allow multiple landing pads per Planet. \nThe limitation to one landing zone completely screwes over any concept of autonomous production. \nIn my sinlge player game, I have a giant blueprint of a factory, which produces everything it needs independently from all other buildings on the planet. \nBefore the update, i could run multiple of these independent factories in remote locations , producing all the science packs they needed to do research. \nThey each had their own spaceport, sending rockets into space and used the science packs that came outof the ports to research along with all the other packs they produced themselves. \nThis approach is completely useless now, as all the science packs from the rockets land in one location and all the other facilities that send rockets to space are useless, as the produce all the other science packs, without ever to be able to receive the space science packs from their rockets. \n \nBest regards, Michel",
"date": "2024-10-21T12:19:14+00:00",
"quotes": []
},
{
"author": "Razorlance",
"content": "Yeah I entered the code already, is the download on that page different to upgrading the version I have already installed to 2.0.7?",
"date": "2024-10-21T12:20:24+00:00",
"quotes": [
{
"author": "vinzenz wrote: Mon Oct 21, 2024 12:17 pm",
"content": ""
}
]
}
] | 19 |
2024-10-21T06:02:05-05:00
|
|
forum-topic-111125
|
111125
|
VTN by PMAP
|
Railway Setups
|
https://forums.factorio.com/viewtopic.php?t=111125
|
PMAP
|
Introduction
Hello everyone and thanks to Google Translator.
The developers are busy improving trains and stations (Train 2.0), and while we wait, I decided to share my implementation of a logistics train network system in vanilla.
System: Vanilla Train Network
Goal: The system simplifies the setup of trains and stations, as well as further interaction with them.
Author: PMAP
Version: 1.01
Book of blueprints
Posted on the website https://factorioprints.com/view/-NpzR-KqhdlJUYW2BcH7
Contains the system itself in the form of a constructor.
Additionally contains a simple railway as an example of organizing a global network and connecting stations to it (the test scenario is built on it).
Test scenario
You can see this system in action by downloading the test scenario . Unpack it into your scenarios folder. There you can see the station settings and try something out.
Using the console command "/c game.player.create_character()" you can display the character.
Using the console command "/c game.speed=X" you can speed up the game, 1 - normal speed, 2 - x2, 3 - x3 and so on.
Megabase
In addition to the test scenario, you can look at the operation of VTN in a megabase .
The benefits of this system
No mods required, built on the vanilla game.
Can be used at the beginning of the game, you only need trains, stations and combinators.
Unified for any train length.
Completely eliminates the need for the player to set up train schedules.
Any station can work with several resources.
The logic of each station is self-sufficient, there is no need to deploy anything else (such as a smart depot, central server, etc.).
There is no need to come up with names for the requester (unloading) stations, they are all the same.
Convenience in understanding the work (very close to drone chests - requests and provides).
Allows you to completely copy any production with stations and trains, without needing to change anything.
You can use any train in the system, at any time, for your own purposes, and then send it to a provider or refueling station (via a schedule), and this will not interfere with the system in any way.
Disadvantages of this system
Near each station there is a “pack” of combinators intertwined with all kinds of wires, it doesn’t look “very good” and can “hurt the eye.” But this is at first, and over time you get used to it.
Setting up a station without the help of drones is labor-intensive.
The need to combine all stations into one network (red and green wires).
Details
Global and local networks
All stations must be united into one global network (for example, by big electric poles along the entire railway), both red and green wires.
More than one global network is not allowed, only one.
The required resources are displayed in the red network, and stations “communicate” with each other there.
The green network displays resources available from providers.
The station must be connected to the global network through the medium electric pole (next to the lamps).
Medium electric poles without lamps are the station’s internal network and cannot be connected to the global network.
In the red local network of the station displays the contents of the train.
In the green local network of the station displays the contents of the station's chests/tanks.
System shutdown
The book contains a blueprint based on a lone locomotive at a station.
Connect the big electric pole with the red wire to the global network.
With its help, you can completely stop the trains of the system and delay them at stations.
By switching the locomotive to the “Manual” state, the system is turned off, and vice versa.
A locomotive is used, as the game allows the player to switch its mode at any distance.
There is no need to refuel the locomotive.
Refueling station
Trains arrive at such a station after every fifth trip to refuel.
Present in the book because it has a unique name.
In the test scenario, you can see the option of organizing refueling stations.
Regular provider station
Can provide more than one resource and more than one liquid.
You can set a priority (from 1-high to 10-low, indicated in the constant combinator marked “PRIORITY”, signal “P”).
There is balancing of the loading of boxes and tanks (can be turned off using a permanent combinator marked "DISABLE BALANCER").
Each loading section has a permanent combinator for the balancer, indicating the number of boxes/tanks per resource for this section (the number must be with a minus sign).
A station may have more than one delivery train (indicated in the permanent combinator marked "LIMIT", signal "L").
The station must be renamed (for example, by the type of resource supplied).
The same name can be given to several stations, provided that the resources they supply are identical.
The station will respond to the request only if the train is loaded with the specified minimum (if necessary, indicated in the permanent combinator marked “MINIMUM”).
Providers stations contain the trains themselves (the schedule cannot be changed), create copies of it in the stacker (if available).
Loading areas must be installed according to the blueprint and only then, if necessary, modified.
Color of lamps at the station:
Red - the chests and the train at the station are empty (the train will not be sent anywhere)
Yellow - the station is not ready to send the train (the train has not yet returned to the station or the departure minimum has not been met)
Green - the station is ready to send the train
Specialized provider station
Behavior is similar to a regular provider station, with minor changes.
Reacts not to the requested resource, but to a special signal (indicated in the constant combinator with the mark "SPECIALITY", "ABCDEF" signals cannot be used).
Does not inform the global network about its resources in chests and trains, but only with a special signal when ready.
It is possible to send a train to a regular requester station if you specify a resource signal with a special signal (make sure that the train is loaded with this resource).
Unlike usual, in the absence of cargo and minimums, the train at the station will be ready for departure.
There can be several special signals (make sure that the train will provide the necessary resources for requests for each signal).
Direct purpose - construction trains, trains for defense, player and the like.
Regular requester station
Can request more than one resource and more than one liquid.
You can set a priority (from 1-high to 10-low, indicated in the constant combinator marked “PRIORITY”, signal “E”).
There is balancing of the unloading of boxes and tanks (can be turned off using a permanent combinator marked "DISABLE BALANCER").
Each unloading section has a permanent combinator for the balancer, indicating the number of boxes/tanks per resource for this section (the number must be with a minus sign).
A station can request more than one train (indicated in the constant combinator marked "LIMIT", signal "D").
All requester stations have the same name (the name cannot be changed).
Does not inform the global network about its resources in chests.
The station will request a resource only if there is not enough of it in the chests/tanks (indicated in the permanent combinator marked "MINIMUM").
A station can be passive, that is, ask for something only if there is a certain minimum of any resources in the network (indicated in the constant combinator marked “PASSIVE”).
Unloading zones must be installed according to the blueprint and only then, if necessary, modified.
Color of lamps at the station
Red - chests at the station are empty
Yellow - resource chests contain less than the specified minimum
Green - there are enough resources in the chests
Blue - the station is in passive mode (sleeping)
Specialized requester station
The behavior is similar to a regular requester station, with minor changes.
If a resource is needed, the train requests a special signal (indicated in the permanent combinator marked “SPECIALITY”, “ABCDEF” signals cannot be used).
You can request a train from a regular station if you indicate the resource signal with a special signal.
There may be several special signals (make sure that for each signal the suppliers are able to provide the necessary resources to the station).
Direct purpose - construction trains, trains for defense, player and the like.
Player Requester Station Section
This section calls a train when a player is nearby.
If you install it in a regular requester station, then the train that is marked in the arithmetic combinator is called (the signal “P” is written in the blueprint, accordingly you need a specialized station with a signal “P”, you can change it to your own signal).
If installed in a specialized station, then the train that is marked in "SPECIALITY" is called.
If a requester station needs a resource, then a train with the resource can arrive, that is, it called it before the player called his train. You can also use it, only send it later to the supply station.
A station in passive mode will prevent the call.
The provider station will only dispatch a train if that train is ready to depart.
Recommendations
Do not place large stackers at requester stations, otherwise they will take over the trains that are unnecessary for them when others do not have enough.
It is better not to supply more than one liquid by one train, this can cause difficulties and inconsistencies during unloading, since the game does not have a filter for liquids.
It is advisable to indicate to the supply station the minimum resources for sending as much as the train can accommodate.
At requester stations, be sure to use filters (manipulators and switching conditions in pumps).
You should not request more resources than the station can accept (chests/tanks), otherwise this station will endlessly idle trains.
Also, you should not request as much resource as the maximum the station can handle; this may delay the train at the station if the chests are full and the train has not yet been unloaded.
It's best to request 2 or 3 full lineups.
Balancing will work for multiple resources only if each resource has the same number of chests/tanks (otherwise it is better to turn it off).
Boxes/tanks in the loading and unloading areas are connected by wires in parallel, so unnecessary ones can be safely removed (don’t forget to adjust the number of boxes for the balancer).
At the provider station, for better operation of the manipulators when loading into boxes, you can adjust the balancer by indicating the value 4 in the combinator marked "DISABLE BALANCER", instead of a large number, and turn on the combinator itself.
You may need to replace steel chests with drone chests, and to avoid missing wires, install them directly on top of the steel ones, the game will replace them, leaving the wires in place.
Manipulators can be replaced in the same way.
It’s better not to load the trains of regular suppliers with different resources, and if you want to, then load each car equally, so as not to experience problems at requester stations.
It is better to place several groups of refueling stations on different sides of the base, so that trains do not crowd in one place.
Repath of train destination
The game mechanics have a peculiarity in the behavior of trains: they can change the target station with the same name if they cannot get to the original one or the second one seemed more achievable to them.
And since in my system all the requester stations have the same name, this feature becomes a problem.
I put a lot of effort into minimizing the appearance of this mechanic.
At the moment the probability is small, but still remains.
To protect requester stations from such a phenomenon, filters are used (manipulators and switching conditions in pumps); a train that goes the wrong way will simply leave in a couple of seconds.
A couple of tips, although banal, reduce the likelihood:
Try to avoid traffic jams.
Try to satisfy requester stations in a timely manner.
How to place a provider station
Using the blueprints from the book, lay out a straight road.
Place the blank under the station (for example, “RW. Station (1 train)”).
Select one of the stations in the blueprints (for example, "PS. Regular").
Place it in the blank for the station so that the medium electric poles and the lamp coincide.
Be sure to rename the station.
Select the wagon loading blueprint (for example, “PS. Cargo wagon”) and place it in the section next to the station so that the medium electric poles and lamps coincide.
You can further add more loading sections.
Add fuel to the train and set the switch to "Auto" (if there is a gas station, it will go there and return).
The train will be ready to transport everything you load into it.
How to place a requester station
Using the blueprints from the book, lay out a straight road.
Place the blank under the station (for example, “RW. Station (1 train)”).
Select one of the stations in the blueprints (for example, "RS. Regular").
Place it in the blank for the station so that the medium electric poles and the lamp coincide.
Do not rename the station under any circumstances.
Select the blueprint for unloading the wagon (for example, “RS. Cargo wagon”) and place it in the section next to the station so that the medium electric poles and lamps coincide.
You can further add more unloading sections.
Specify the resource required at the station (in the combinator with the "MINIMUM" mark).
Be sure to configure the filter in the manipulators/pumps (by default, fish and water are indicated there, respectively).
If there is a ready-made train with this resource in your network, then it will already be sent.
Conclusion
I hope this system is useful to someone.
Leave your questions here, I will try to answer them.
|
[
{
"author": "DarkShadow44",
"content": "Can you put a high level explanation how how this whole thing works?",
"date": "2024-08-14T18:47:30+00:00",
"quotes": []
},
{
"author": "PMAP",
"content": "I don't want to describe each combinator. But I will describe the algorithm embedded in them, maybe it will help. \n \nLet's skip some preliminary moments and imagine that all supply stations are ready to send their trains, and some request station suddenly needs resource Z. \n \n1. The request station informs the global network about its lack of resource Z. \n2. The supply station of resource Z reacts to this and declares its desire to send a train. \n3. All other stations in the system fall silent, the communication channel is blocked. \n4. Several applicants may apply at the same time. \n5. In this case, the supply stations start a game of more/less for elimination based on train identifiers and priorities. \n6. The winner is the one with the smallest number. \n7. As soon as the winner is determined, he begins to ask the stations requesting resource Z to open, in turn, from the most to the least priority. \n8. Any opened station reports this, and at the same moment the train departs, and the game itself chooses which one it will go to. \n9. The station that sent the train calms down and unblocks the communication channel. \n \nAll these processes occur in several game ticks, and the opening of the station and the start of the train generally in one game tick.",
"date": "2024-09-16T03:33:28+00:00",
"quotes": [
{
"author": "DarkShadow44 wrote: Wed Aug 14, 2024 6:47 pm",
"content": ""
}
]
},
{
"author": "GenoSupremo",
"content": "This looks really cool i would like to understand how it all works in motion. Bit silly but i cant seem to get your trains to run seems you have create something super complicated. I tried the red wire, doesn't seem to work nor switching it to automatic.",
"date": "2024-12-18T12:56:18+00:00",
"quotes": []
},
{
"author": "PMAP",
"content": "I assume that you are trying to use the system in the new version of Factorio. \n \nIn version 2.0, my system does not work. I do not see the point in fixing it, since the new version has new mechanics and I do not yet know how they will change the system. If I have the desire and time, I will implement a new one, like \"VTN 2.0\".",
"date": "2024-12-20T07:13:03+00:00",
"quotes": [
{
"author": "GenoSupremo wrote: Wed Dec 18, 2024 12:56 pm",
"content": ""
}
]
}
] | 4 |
2024-02-06T11:17:27-06:00
|
forum-topic-94497
|
94497
|
Conway´s Game of Life
|
Videos
|
https://forums.factorio.com/viewtopic.php?t=94497
|
biggerw
|
https://youtu.be/zOA0sGNaWVI
This the video to the post
viewtopic.php?f=193&t=93958
Have fun.
|
[] | 0 |
2021-01-16T10:59:34-06:00
|
forum-topic-127467
|
127467
|
[Suggestion] Disable "Use destination train stop color" after copying the color from a station to the train
|
Implemented Suggestions
|
https://forums.factorio.com/viewtopic.php?t=127467
|
CaptainWarburtons
|
When using Shift+Right Click and Shift+Left Click to copy colours from stations to trains, the "Use destination train stop color" tickbox remains ticked. This means that once the train travels to a differently coloured station it will change colours. As a user if I paste a colour from a station onto a train, my expectation is for the train to stay that colour, so the tickbox staying ticked is counter intuitive.
As a test, I also copied the colour from a different train. The tickbox state carried over whenever copying from another train. Likewise, I unticked the "Use destination train stop color" before pasting the station color, and the tickbox stayed unticked.
Default train state
03-13-2025, 16-24-38.png (97.69 KiB) Viewed 186 times
Train state after pasting cyan station colour
03-13-2025, 16-25-48.png (98.04 KiB) Viewed 186 times
Unticking the tickbox, both by hand and by pasting train colour from another train with the unticked setting
03-13-2025, 16-26-50.png (86.22 KiB) Viewed 186 times
Pasting green station colour onto a train with the unticked setting.
03-13-2025, 16-32-56.png (98.12 KiB) Viewed 186 times
In summary, the Shift+Right Click -> Shift+Left Click tool copies only the information available, in this case, colour for stations and colour + "Use destination train stop color" setting for trains. Having stations with the "Use destination train stop color" set to disabled and not shown on UI would remove the need to manually untick the box after pasting the colours from a station onto a train.
|
[
{
"author": "",
"content": "This seems to make sense to me, my post here is as a reminder to myself",
"date": "2025-03-13T19:09:14+00:00",
"quotes": []
},
{
"author": "",
"content": "Also makes sense to me. Implemented for 2.0.42.",
"date": "2025-03-17T12:28:28+00:00",
"quotes": []
}
] | 2 |
2025-03-13T11:41:00-05:00
|
forum-topic-67845
|
67845
|
[Oxyd] [0.17.14] Empty research queue when opening from mod
|
Not a bug
|
https://forums.factorio.com/viewtopic.php?t=67845
|
wvlad
|
I have some research in progress:
but when I open research window from FNEI it's empty
|
[
{
"author": "",
"content": "This is a bug or feature in FNEI itself: It explicitly clears the research queue before opening the technology window. Try contacting FNEI's author to see if it can be fixed.",
"date": "2019-03-19T16:21:48+00:00",
"quotes": []
},
{
"author": "_npo6ka_",
"content": "Improvement: \nMaybe all the same you will think about adding the possibility of opening a certain technology in the technology tree. \n My old posts.",
"date": "2019-03-20T09:41:01+00:00",
"quotes": [
{
"author": "Oxyd wrote: Tue Mar 19, 2019 4:21 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Okay, in 0.17.17 I added LuaControl::open_technology_gui(technology) to let you do that. \n \nAlso we have a modding interface requests subforum for when you want to request some new functionality for the Lua API.",
"date": "2019-03-20T14:12:37+00:00",
"quotes": [
{
"author": "_npo6ka_ wrote: Wed Mar 20, 2019 9:41 am",
"content": ""
},
{
"author": "Oxyd wrote: Tue Mar 19, 2019 4:21 pm",
"content": ""
}
]
},
{
"author": "_npo6ka_",
"content": "Thank you so much!",
"date": "2019-03-20T15:44:45+00:00",
"quotes": [
{
"author": "Oxyd wrote: Wed Mar 20, 2019 2:12 pm",
"content": ""
},
{
"author": "_npo6ka_ wrote: Wed Mar 20, 2019 9:41 am",
"content": ""
},
{
"author": "Oxyd wrote: Tue Mar 19, 2019 4:21 pm",
"content": ""
}
]
}
] | 4 |
2019-03-16T11:50:57-05:00
|
forum-topic-117480
|
117480
|
[raiguard][2.0.11][Linux] Clicking "yes" in the game crash dialog window freezes the game
|
Resolved Problems and Bugs
|
https://forums.factorio.com/viewtopic.php?t=117480
|
<NO_NAME>
|
When the game crashes ( example ) it shows a dialog window that asks whether to open the folder containing logs.
Screenshot from 2024-10-25 21-02-11.png (62.34 KiB) Viewed 835 times
Clicking "No" works as expected and closes the game.
Clicking "Yes" correctly opens the directory but after that the game window is not responding.
Screenshot from 2024-10-25 21-05-24.png (22.26 KiB) Viewed 835 times
|
[
{
"author": "",
"content": "Thanks for the report, this has been fixed for 2.0.33.",
"date": "2025-01-23T21:39:22+00:00",
"quotes": []
}
] | 1 |
2024-10-25T14:07:27-05:00
|
forum-topic-107902
|
107902
|
[Twinsen] [1.1.87][switch] When in keyboard+mouse mode, modifier keys do not work in text fields.
|
Resolved Problems and Bugs
|
https://forums.factorio.com/viewtopic.php?t=107902
|
VisibleReality
|
Issue
When using keyboard + mouse on Nintendo Switch, the modifier keys do not work when typing in text fields. This makes it impossible to type capital letters, or any other character that requires the Shift key to access. Additionally, when text is selected, pressing a modifier key deletes the selected text as if you pressed the backspace key.
This is not an issue in controller mode, the keyboard works as expected when entering text in that mode.
Expected Behaviour
The shift key works and allows the entry of capital letters/symbols. Pressing a modifier key does not delete selected text.
|
[
{
"author": "TheRaven_81",
"content": "This is still a problem in the current version, [1.1.110 (build 62357, arm64-ns)]. Also regarding Keyboard input, there is no recognition of the NUMPAD keys.",
"date": "2024-11-26T11:09:53+00:00",
"quotes": []
},
{
"author": "TheRaven_81",
"content": "Sorry for the double post but this was not fixed with the 2.0.23 update. Is there any chance you have a time frame for this one?",
"date": "2024-12-14T23:54:45+00:00",
"quotes": []
},
{
"author": "",
"content": "Sorry for the delay. The fix for this is more involved, since SDL does not have this functionality implemented. \nIf I manage to implement this, it will take over a month or so before a fix is released.",
"date": "2024-12-16T17:17:52+00:00",
"quotes": []
},
{
"author": "",
"content": "This is fixed in Version: 2.0.30. Thanks for the patience.",
"date": "2025-01-08T13:44:01+00:00",
"quotes": []
},
{
"author": "VisibleReality",
"content": "Thank you!",
"date": "2025-01-08T14:49:01+00:00",
"quotes": []
}
] | 5 |
2023-07-23T00:55:07-05:00
|
forum-topic-20900
|
20900
|
[MOD 0.12.3] Alva MOD PACK +update2(+patch to v0.12.3)
|
Mod Packs / Libs / Special Interest
|
https://forums.factorio.com/viewtopic.php?t=20900
|
momosundeass
|
Alva MOD PACK + Update 2
For Factorio Version 0.12.3 only
you can downgrade or upgrade your game to version 0.12.3 with patch from download section.
mar-08-2016 bugfix
mar-14-2016 Update2
This mod pack focus building vary massive factory,long Production chain, massive electronic production and module, harder research pack.
Playtime per game 80hrs++.
I play with 3 people.
Mutiplayer Compatible with lan only(sometime you will get desync problem)
Internet Not recommend (Only if you have very fast internet)
Mod List -bobmod All module
MOD PAGE
-Dytech Core
-Dytech Machine
-Dytech Power
-Dytech War
MOD PAGE
-autofill
MOD PAGE
-DayNightExtender
MOD PAGE
-Landfill
MOD PAGE
-Treefarm-Lite
-Treefarm-AC
MOD PAGE
+
My Mod List :
-SuperChest
-MiningStation
-AdvancedTech
-bobAndDytechRebalance
-LongTunnel
-LongerAndMoreTech
-moreTile
-AlvaMOD
ScreenShot http://imgur.com/a/UCOIP
Recommend:
Enable All mod in mods menu.
UI scale = 70% (if UI larger you may never see bottom of 250 slot chest UI)
If you have 1 GB VGA Ram Turn graphic quality to low (if Normal you will got lag)
If more than 1 GB go for normal.
Install extract .rar to game dir.
it will replace base game then click replace all.
Go to mods menu Open All mod.
Play.
For steam Version:
Download Patch and Mod
extract all file into game dir.
Go to mods menu Open All mod.
Play.
*do not let steam update your game
how to update Update1
Update2 will include update1
Download Update file from download section.
Go to Game Dir.
Go to data folder.
Delete this 3 file
-MiningStation_0.12.*.rar
-AdvancedTech_0.12.*.rar
-SuperChest_0.12.*.rar
extract downloaded file to gameDir/data folder.
Start game.
Update2
Download Update file from download section.
Go to Game Dir.
Go to data folder.
extract downloded file to gameDir/data folder.
Delete old version mod.
Start game.
For Update 2 Read this
you can config how technology research unit count & automation technology research unit count & technology research time & enemies health multiple
by config mod
LongerAndMoreTech
default value is 6.448641849 & 3 & 2 & 2
I Recomment to start newgame
or you can use dytech resetall button from old save game.
Click on clock -> debug -> reset all (This method will sometime get bug).
Download ALVA MODPACK + Patch to version 0.12.3 (My server)(may get slow speed in europe zone and america zone) +Update1
Full modpack not include updade
http://momo.3d.in.th/
ALVA MODPACK (mediafire)
Full modpack not include updade
http://www.mediafire.com/download/m39nn ... ODPACK.rar
Patch to version 0.12.3 (mediafire)
https://www.mediafire.com/?cstzonqfukuhoni
Update1 + bugfix
http://www.mediafire.com/download/4t275 ... bugfix.rar
Update2
https://www.mediafire.com/?bax8e9zbmw9wi97
changelog 14-mar-2016 :: Update2
--AdvanceTech
-add nano-replicator(fluid)
--moreTile
-Add more tile to build
--LongTunnel
-Add Longer Version of belt tunnel
--LongerAndMoreTech
-Multiple Technology unit count
-Multiple Technology research time
-Multiple enemies health
--AlvaMOD
-Change Alva Recipe
--bobAndDytechRebalance
-Add lead-plate to all flux-capacitor recipe
08-mar-2016 :: bugfix
-fix fluid don't flow into some machine
-fix miningdrill recipe get 1 instant of 5
Update 1:
==bobAndDytechRebalance
-add new recipe (lead oxide & iron oxide)
-add missing item name & entity name & recipe
==MiningStation
-fix picture of dirty water and water (cause of dirty water have same picture as sludge form dytech)
==AlvaMOD
-research cost more science pack
==SuperChest
-fix bronze chest now have more slot than steel chest
==AdvancedTech
-Add Item
--rare netural essence
--netural essence processor
--quantum case
-add quantum case to recipe of god module(quantum module)
|
[
{
"author": "Randonx",
"content": "Can't get your modpack to work. \n \n \nI've reinstalled Factorio, Patched to 12.3, installed your modpack, installed update 2 of your modpack. When the game tries to start, I get an error when it gets to the mod loading, and it closes to desktop. I've had a couple different errors, saying that a certain item from the game is missing.",
"date": "2016-04-21T04:52:40+00:00",
"quotes": []
},
{
"author": "SlyJacob",
"content": "I had that error too but after moving the MAIN-DyTech-Power_1.1.3 folder into mods folder (aswell as all of the mods (the zip archives)), it works.",
"date": "2016-05-17T18:04:22+00:00",
"quotes": [
{
"author": "Randonx wrote:",
"content": ""
}
]
}
] | 2 |
2016-03-05T02:19:16-06:00
|
forum-topic-12216
|
12216
|
Yuoki Industries - Addon Engines 0.4.20 (0.14.X) - Page 7
|
Yuoki Industries
|
https://forums.factorio.com/viewtopic.php?t=12216&start=120
|
MantisShrimp
|
So now that HPF coming out of Quantrinum Reactor are pre-heated, is it even necessary to run it through a boiler anymore? Previously, running HPF through a Gearbox before high tier generators was pointless because the Gearbox doesn't exactly raise the HPF to a efficient temperature, so it couldn't sustain said generators. Now, it doesn't even look like it's necessary to run the HPF coming out of a Quantrinum Reactor through anything. I think I need a refresher lesson how HPF works. Lol.
|
[
{
"author": "Fatmice",
"content": "Temperature in recipe is a new feature of 0.13. Thus Quantrinum Reactor making hot MF is a desirable thing. It was always meant to be that way but the limitation of the past didn't allow it at first. \n \nEdit: I just looked at the recipe for MF from Quantrinum Reactor. It is producing 250 deg MF, which can still be boiled to maximize the temp.",
"date": "2016-07-07T02:12:49+00:00",
"quotes": [
{
"author": "MantisShrimp wrote:",
"content": ""
}
]
},
{
"author": "YuokiTani",
"content": "maths in () can be wrong ^^ \n \nSFE: \n+ lubricant -> 3 MF @ 80 °C \n \nFFE: \nheavy-oil -> 4 MF @ 70 °C (~20 water @ 70°C / s ~ 11.9 MW) \nlight-oil -> 4 MF @ 80 °C (~20 water @ 80°C / s ~ 13.5 MW) \ncorn-oil -> 3.2 MF @ 90 °C (~16 water @ 90°C / s ~ 12.2 MW) \n \nQuantrinum-Reactor: \ninfused UC -> 250 MF @ 150°C \nQuantrinum -> 400 MF @ 200°C \ninfused Quantrinum -> 1500 MF @ 250°C \n \nyou can still raise the temperature to atm max. 500 °C, but heating with boilers is save solid-fuel-energy into the fluid. its not way as delievered where the energy comes from the transformation-process. if you afterheat you use both methods conventional vanilla-heating and fantasy yi-technic ^^ \n \nthe base idea (lost in time) was store daily/sunshine energy into fluid instead of accumulators because better to handle and store. (same for infusion) but (in my opinion a bug) i cant prevent a assembly using modules from beacons (entity-code allow_modules=false is ignored). this original idea would also let handle energy in outpost better, because you transport some mf-liquid (now quantrinum) and have lots of energy, without water supply. fluids in my opinion also better to handle power-spikes instead of flipping accumulators on and off. \n \ni watching the whole system and tweak/balance if nessesary. i still aim for a easy to use medium energy-output-system and complicated tweaked setup for higher output",
"date": "2016-07-07T14:17:09+00:00",
"quotes": []
},
{
"author": "magals",
"content": "",
"date": "2016-07-08T18:39:13+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "loaded after a saved game, or after placing/removeing the gearbox or just after some time ?",
"date": "2016-07-08T18:45:31+00:00",
"quotes": []
},
{
"author": "Peppe",
"content": "I get it on placement. \n \nLine 54 is looking for table: \n table.insert(entities[entity.name][\"global\"], yegearboxen) \n \nentities[\"y-gearbox-power\"][\"global\"] \n \n \nThe y-gearbox-power entity look \nentities = { \n [\"y-gearbox-power\"] = { \n [\"update\"] = gearBox, \n [\"global\"] = global.YGBX, \n [\"time\"] = 5 \n } \n } \n \nDon't see where global.YGBX is initialized. Believe it is the nil table referenced.",
"date": "2016-07-08T19:01:26+00:00",
"quotes": [
{
"author": "YuokiTani wrote:",
"content": ""
}
]
},
{
"author": "magals",
"content": "error comes after the build",
"date": "2016-07-08T19:41:43+00:00",
"quotes": [
{
"author": "YuokiTani wrote:",
"content": ""
}
]
},
{
"author": "Fatmice",
"content": "I've sent Yuoki new code. global.YGBX used to be initialized during on_load but some bad characters have done some very strange things during on_load causing many desync mess. This has forced Rseding's hands and thus he has prevented any mutation of the global table during on_load which was where I used to initialize stuff that I forgot to put into on_init() or forget in on_configuration_changed. \n \nIn the mean time, replace your control.lua with this\n control.lua Code: Select all require \"versions\"\n-- following code by Fatmice, used with permission\n\nlocal entities\n\nscript.on_init(function()\n\tglobal.TickerA = 59\n\tglobal.ROSTER = {}\n\tglobal.ACTIVE = {}\n\tglobal.YGBX = {}\n\tinitialize_entities()\n\tglobal.version = \"0.3.13\"\n\tglobal.dirty= {}\n\tglobal.dirty[game.tick+54000] = true\nend)\n\nscript.on_load(function()\n\tinitialize_entities()\nend)\n\nscript.on_configuration_changed(function(event)\n\tif global.version == nil then\n\t\tgame.players[1].print(\"Past global.version not found. Initializing default migration for yi_engines_\"..event.mod_changes[\"yi_engines\"].new_version)\n\t\tmigrate0_3_13a()\n\t\telseif event.mod_changes and event.mod_changes[\"yi_engines\"] then\n\t\tgame.players[1].print(\"Migrating: \"..event.mod_changes[\"yi_engines\"].old_version..\" -> \"..event.mod_changes[\"yi_engines\"].new_version)\n\t\tmigrate0_3_13b()\n\tend\nend)\n\nscript.on_event(defines.events.on_built_entity, function(event)\n\tRegistration(event.created_entity)\nend)\nscript.on_event(defines.events.on_robot_built_entity, function(event)\n\tRegistration(event.created_entity)\nend)\nscript.on_event(defines.events.on_preplayer_mined_item, function(event) \n\tUnregistration(event.entity)\nend)\nscript.on_event(defines.events.on_robot_pre_mined, function(event)\n\tUnregistration(event.entity)\nend)\nscript.on_event(defines.events.on_entity_died, function(event)\n\tUnregistration(event.entity)\nend)\n\nfunction Registration(entity)\n\tif entity.name == \"y-gearbox-power\" then\n\t\tif global.YGBX == nil then\n\t\t\tglobal.YGBX = {}\n\t\t\tinitialize_entities()\n\t\tend\n\t\tlocal yegearboxen = {}\n\t\tyegearboxen[1] = entity\n\t\t--saving fluidbox wrapper in table\n\t\tyegearboxen[2] = entity.fluidbox\n\t\t--tick time\n\t\tyegearboxen[3] = 5\n\t\t--table.insert(entities[entity.name][\"global\"], yegearboxen)\n\t\ttable.insert(global.ROSTER, yegearboxen)\n\tend\nend\n\nfunction Unregistration(entity)\n\tif entity.name == \"y-gearbox-power\" then\n\t\tlocal found_index\n\t\tlocal found_entity\n\t\tlocal found_entity_x = entity.position.x\n\t\tlocal found_entity_y = entity.position.y\n\t\tfor index,entry in pairs(global.YGBX) do\n\t\t\tif entry[1] == entity and found_entity_x == entry[1].position.x and found_entity_y == entry[1].position.y then\n\t\t\t\tfound_index = index\n\t\t\t\tfound_entity = entry\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\t\ttable.remove(global.YGBX, found_index)\n\tend\nend\n\nscript.on_event(defines.events.on_tick, function(event)\n\tif global.dirty[game.tick] then\n\t\tclean()\n\tend\n\t\n\tif global.TickerA == 0 then\n\t\tglobal.TickerA = 59\n\t\t--Once per second check ROSTER for things that could be moved to ACTIVE\n\t\tfor k,entity in pairs(global.ROSTER) do\n\t\t\tif entity[1].valid and entities[entity[1].name] then\n\t\t\t\tif entity[1].is_crafting() then\n\t\t\t\t\tlocal next_tick = game.tick + entities[entity[1].name][\"time\"]\n\t\t\t\t\tsetActiveTick(entity, next_tick)\n\t\t\t\t\t--game.players[1].print(\"Moved \"..entity[1].name..\" at \"..entity[1].position.x..\", \"..entity[1].position.y..\" to ACTIVE on tick \"..game.tick)\n\t\t\t\t\tglobal.ROSTER[k] = nil\n\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t--game.players[1].print(\"Something died while in ROSTER.\")\n\t\t\t\tglobal.ROSTER[k] = nil\n\t\t\tend\n\t\tend\n\t\telse\n\t\tglobal.TickerA = global.TickerA - 1\n\tend\n\t\n\t-- ACTIVE entities. Tick according to rules. Subscription based ticking.\n\tif global.ACTIVE[game.tick] then\n\t\tfor k,entity in pairs(global.ACTIVE[game.tick]) do\n\t\t\tif entity[1].valid and entities[entity[1].name] then\n\t\t\t\tif entity[1].is_crafting() then\n\t\t\t\t\tentities[entity[1].name][\"update\"](entity)\n\t\t\t\t\tlocal next_tick = game.tick + entities[entity[1].name][\"time\"]\n\t\t\t\t\tsetActiveTick(entity, next_tick, k)\n\t\t\t\t\t--game.players[1].print(\"Ticked \"..entity[1].name..\" at \"..entity[1].position.x..\", \"..entity[1].position.y..\" Index: \"..k)\n\t\t\t\t\tglobal.ACTIVE[game.tick][k] = nil\n\t\t\t\t\telse\n\t\t\t\t\t--game.players[1].print(\"Moved \"..entity[1].name..\" at \"..entity[1].position.x..\", \"..entity[1].position.y..\" to ROSTER\")\n\t\t\t\t\ttable.insert(global.ROSTER, entity)\n\t\t\t\t\tglobal.ACTIVE[game.tick][k] = nil\n\t\t\t\tend\n\t\t\t\telse\n\t\t\t\t--game.players[1].print(\"Something died while in ACTIVE.\")\n\t\t\t\tglobal.ACTIVE[game.tick][k] = nil\n\t\t\tend\n\t\tend\n\t\tglobal.ACTIVE[game.tick] = nil\n\tend \nend)\n\nfunction initialize_entities()\n\t-----------------------------------------------------------------------------\n\t-- Defining table of update functions and global tables for each entity names\n\tentities = {\n\t\t[\"y-gearbox-power\"] = {\n\t\t\t[\"update\"] = gearBox,\n\t\t\t[\"global\"] = global.YGBX,\n\t\t\t[\"time\"] = 5\n\t\t}\n\t}\nend\n\nfunction clean()\n\t--game.players[1].print(\"Table cleaning due on \"..game.tick)\n\t-----------------------------------------------------------------------------\n\t-- Cleaning ROSTER\n\tif global.ROSTER then\n\t\tgame.players[1].print(\"Cleaning ROSTER\")\n\t\tlocal new_ROSTER = {}\n\t\tfor index,value in pairs(global.ROSTER) do\n\t\t\tif value ~= nil then\n\t\t\t\ttable.insert(new_ROSTER, value)\n\t\t\tend\n\t\tend\n\t\tglobal.ROSTER = new_ROSTER\n\tend\n\t-----------------------------------------------------------------------------\n\t-- Cleaning ACTIVE\n\tif global.ACTIVE then\n\t\tgame.players[1].print(\"Cleaning ACTIVE\")\n\t\tlocal new_ACTIVE = {}\n\t\tfor tick,entries in pairs(global.ACTIVE) do\n\t\t\tif #entries > 0 then\n\t\t\t\tnew_ACTIVE[tick] = entries\n\t\t\tend\n\t\tend\n\t\tglobal.ACTIVE = new_ACTIVE\n\tend\n\t--game.players[1].print(\"Next table cleaning due on \"..game.tick+54000)\n\tglobal.dirty[game.tick] = nil\n\tglobal.dirty[game.tick+54000] = true\nend\n\nfunction setActiveTick(entity, tick, index)\n\tif global.ACTIVE[tick] == nil then\n\t\tglobal.ACTIVE[tick] = {}\n\tend\n\ttable.insert(global.ACTIVE[tick],entity)\nend\n\nfunction gearBox(entity)\n\t--[1] is MF input\n\t--[3] is MF ouput\n\tif entity[2][1] ~= nil and entity[2][3] ~= nil then\n\t\tentity[2][3] = {\n\t\t\t[\"type\"] = entity[2][1].type,\n\t\t\t[\"amount\"] = entity[2][3].amount,\n\t\t\t[\"temperature\"] = entity[2][1].temperature + 100 \n\t\t}\n\tend\n\t--game.players[1].print(\"Modified temperature of \"..entity[1].name..\" at \"..entity[1].position.x..\", \"..entity[1].position.y..\" Temp: \"..entity[2][3].temperature)\nend\n\nremote.add_interface(\"yi_engines\", {\n\tdump_ACTIVE = function ()\n\t\tlocal active_entries = {}\n\t\tfor tick,_ in pairs(global.ACTIVE) do\n\t\t\tfor index,value in pairs(global.ACTIVE[tick]) do\n\t\t\t\tif value ~= nil then\n\t\t\t\t\tif active_entries[tick] == nil then\n\t\t\t\t\t\tactive_entries[tick] = {}\n\t\t\t\t\tend\n\t\t\t\t\tactive_entries[tick][index]= {\n\t\t\t\t\t\t[\"index\"] = index,\n\t\t\t\t\t\t[\"name\"] = value[1].name,\n\t\t\t\t\t\t[\"position\"] = { value[1].position.x, value[1].position.y},\n\t\t\t\t\t\t[\"fluidbox\"] = value[2]\n\t\t\t\t\t}\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\tgame.write_file(\"/yi_engines/ACTIVE.txt\", serpent.block(active_entries))\n\tend,\n\tdump_newACTIVE = function ()\n\t\tlocal active_entries = {}\n\t\tfor tick,_ in pairs(global.ACTIVE) do\n\t\t\tfor index,value in pairs(global.ACTIVE[tick]) do\n\t\t\t\tif active_entries[tick] == nil then\n\t\t\t\t\tactive_entries[tick] = {}\n\t\t\t\tend\n\t\t\t\tactive_entries[tick][index] = {\n\t\t\t\t\t[\"index\"] = index,\n\t\t\t\t\t[\"name\"] = value[1].name,\n\t\t\t\t\t[\"position\"] = { value[1].position.x, value[1].position.y},\n\t\t\t\t\t[\"fluidbox\"] = value[2]\n\t\t\t\t}\n\t\t\tend\n\t\tend\n\t\tgame.write_file(\"/yi_engines/newACTIVE.txt\", serpent.block(active_entries))\n\tend,\n\tdump_ROSTER = function ()\n\t\tlocal active_entries = {}\n\t\tfor tick,_ in pairs(global.ROSTER) do\n\t\t\tfor index,value in pairs(global.ROSTER) do\n\t\t\t\tif value ~= nil then\n\t\t\t\t\tif active_entries[tick] == nil then\n\t\t\t\t\t\tactive_entries[tick] = {}\n\t\t\t\t\tend\n\t\t\t\t\tactive_entries[tick][index]= {\n\t\t\t\t\t\t[\"index\"] = index,\n\t\t\t\t\t\t[\"name\"] = value[1].name,\n\t\t\t\t\t\t[\"position\"] = { value[1].position.x, value[1].position.y},\n\t\t\t\t\t\t[\"fluidbox\"] = value[2]\n\t\t\t\t\t}\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\tgame.write_file(\"/yi_engines/ROSTER.txt\", serpent.block(active_entries))\n\tend,\n\tcheat = function()\n\t\tfor _,player in pairs(game.players) do\n\t\t\taddItems(player, {name = \"y-gearbox-power\", count = 5})\n\t\t\taddItems(player, {name = \"ye_overheater\", count = 5})\n\t\t\taddItems(player, {name = \"y-1stirling-engine\", count = 5})\n\t\t\taddItems(player, {name = \"ye_sturbine\", count = 5})\n\t\t\taddItems(player, {name = \"ye_tfmw_generator-s\", count = 5})\n\t\tend\n\tend,\n\tkillactive = function()\n\t\tfor tick,_ in pairs(global.ACTIVE) do\n\t\t\tfor k,entity in pairs(global.ACTIVE[tick]) do\n\t\t\t\tif entity[1].name == \"ye_overheater\" or \"y-1stirling-engine\" or \"ye_sturbine\" then\n\t\t\t\t\tglobal.ACTIVE[tick][k] = nil\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\n})\n\nfunction addItems(player, items)\n\tlocal countBefore = player.get_item_count(items.name)\n\tlocal countAfter\n\t\n\tplayer.insert(items)\n\tcountAfter = player.get_item_count(items.name)\n\tif countAfter < (countBefore + items.count) then\n\t\tdropOnGround(player.surface, player.position, {name = items.name, count = (countBefore + items.count) - countAfter})\n\tend\nend\n\nfunction dropOnGround(surface, position, items, markForDeconstruction, force)\n\tlocal dropPosition\n\tlocal entity\n\tfor n=1,items.count do\n\t\tdropPosition = surface.find_non_colliding_position(\"item-on-ground\", position, 50, 0.5)\n\t\tif dropPosition then\n\t\t\tentity = surface.create_entity({name = \"item-on-ground\", position = dropPosition, stack = {name = items.name, count = 1}})\n\t\t\tif markForDeconstruction then\n\t\t\t\tentity.order_deconstruction(force)\n\t\t\tend\n\t\tend\n\tend\nend",
"date": "2016-07-09T01:03:37+00:00",
"quotes": []
},
{
"author": "Peppe",
"content": "@fatmice \n \nUpdate resolves the gear box issue. \n \nOn an existing save/world that does not have yi_engine active: \non_configuration_changed ... attempt to concatenate old_version (a nil value). \n \nLine 26: \ngame.players[1].print(\"Migrating: \"..event.mod_changes[\"yi_engines\"].old_version..\" -> \"..event.mod_changes[\"yi_engines\"].new_version) \n \nIt may have had it in the past, but I the load menu it is not listed as a mod in the save. \n \nMaybe nil check the old_version before using it? \n \nEdit: \nFixed the nil, but the function it calls \"migrate0_3_13b\" is also nil",
"date": "2016-07-09T02:39:34+00:00",
"quotes": []
},
{
"author": "Fatmice",
"content": "I suggest you wait for Yuoki to release 0.3.14 and tell me if the migration is giving issues. \n \nThe function migrate0_3_13b is in version.lua so it shouldn't be nill. The code for control.lua that I gave above is for 0.3.13, so if you paste that into any other version of yi_engine, you will have issues. \n \nAs for .old_version, just comment out the printing line. It's just debug.",
"date": "2016-07-09T07:13:17+00:00",
"quotes": []
},
{
"author": "Codec",
"content": "It seems the hard locking issue is still here when hovering over items in your crafting que or in your tech tree. It may not seem like a big issue but it means i cant use it on my server as if anyone hovers over an item it just hard locks everyone for seemingly forever. The server seems to never recover.",
"date": "2016-07-10T23:55:54+00:00",
"quotes": []
},
{
"author": "Peppe",
"content": "Is the hard lock the long pause on cancelling items? \n \nIs that this mod? Is it related to the raw materials calculation? Noticed game thinks even simple vanilla things have a ton yuoki materials in them.",
"date": "2016-07-11T01:14:46+00:00",
"quotes": [
{
"author": "Codec wrote:",
"content": ""
}
]
},
{
"author": "Codec",
"content": "Its only when you hover over items in your crafting que or items in the tech tree. I'm not sure about if its from the materials, but it happens on any item I've tested. I would love to pfw but it needs this addon that kills the server. If i remove engines its fine, i made a short video of it here https://www.youtube.com/watch?v=T2N8g8mnLlA .",
"date": "2016-07-11T01:45:33+00:00",
"quotes": [
{
"author": "Peppe wrote:",
"content": ""
},
{
"author": "Codec wrote:",
"content": ""
}
]
},
{
"author": "YuokiTani",
"content": "if have tracked this ... some recipe seems make problems or produce a loop, but atm idk which. \nit's for sure in the autogenerated file z_recipes. (but these recipes are fully defined) - i removed recipes with vanilla-output but no change atm, so it's maybe a different recipe that generates this internal loop. ^^ i will split these file into portions and test all parts and see if i can find the bad-recipe.",
"date": "2016-07-11T14:23:02+00:00",
"quotes": []
},
{
"author": "Peppe",
"content": "Looks like they will be fixing the burner assembler liquid issue in the next version! \n \n viewtopic.php?f=30&t=28196&p=182661#p182661",
"date": "2016-07-11T14:27:28+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "jepp looks like. \n \ni have here a working yi_engines version but all package-recipes deactivated. \n yi_engines 0.3.15 \n \npossible because all recipes refers in crafting-category causes the issue. of course i don't know why. but until i have moved all in a extra category and made a extra-package-machinery - deactivation fixes the problem looks like. please test and give feedback before i make a upload to mods.factorio.com \nis it worth a bug-report ? - idk",
"date": "2016-07-11T14:47:15+00:00",
"quotes": [
{
"author": "Peppe wrote:",
"content": ""
}
]
},
{
"author": "Peppe",
"content": "Resolves the performance issue Codec showed in his video.",
"date": "2016-07-11T15:30:22+00:00",
"quotes": [
{
"author": "YuokiTani wrote:",
"content": ""
},
{
"author": "Peppe wrote:",
"content": ""
}
]
},
{
"author": "YuokiTani",
"content": "i think - yes. \nfor most items i have full group and subgroup descriptions (more than nessesary), so the game should not include this into calculation. can only fixed by removing the transformations - i think. i'am not sure if with code the game can forced to take another search-route.",
"date": "2016-07-11T16:01:28+00:00",
"quotes": [
{
"author": "Peppe wrote:",
"content": ""
}
]
},
{
"author": "Lorico",
"content": "There sems to be a problem with the 50MW generator, as I'm not able to run it with a steam-turbine at all. \nAll the y-mechanical-force is sucked up instantly witout giving anny power. (the fluid_usage_per_tick sems to be a bit high with 8.913 and the turbines only producing 24 mechanical-force per 1.2 s)",
"date": "2016-07-11T19:28:31+00:00",
"quotes": []
},
{
"author": "Peppe",
"content": "I think it is a temperature issue. Steam seems to be coming out of overheater at 110 degrees no matter what now instead of 200+ when the input is >95.",
"date": "2016-07-11T19:39:20+00:00",
"quotes": [
{
"author": "Lorico wrote:",
"content": ""
}
]
}
] | 19 |
2015-05-11T10:23:34-05:00
|
forum-topic-122297
|
122297
|
[2.0.20] Railgun quality sign offsets while rotated 45° to the left
|
Won't fix.
|
https://forums.factorio.com/viewtopic.php?t=122297
|
True.Boriska
|
Railgun quality sign offsets while rotated 45° to the left. It looks weird.
|
[
{
"author": "",
"content": "Thanks for the report however I don't' consider this worth trying to tweak further.",
"date": "2025-03-01T13:21:56+00:00",
"quotes": []
}
] | 1 |
2024-11-20T13:15:43-06:00
|
forum-topic-127301
|
127301
|
Interact with the Sun Directly
|
Ideas and Requests For Mods
|
https://forums.factorio.com/viewtopic.php?t=127301
|
kulg
|
I would like a mod where I can land on the Surface of the Sun.
Doing so would result in
INSTANT DEATH
But hanging out in orbit would offer insane solar power output! That power could either be used to charge batteries and shipped planet side, or maybe it could be beamed down to a planet for use there.
Basically, a mod that lets me play Dyson Sphere Program in Factorio.
|
[
{
"author": "Muche",
"content": "SLP - Dyson Sphere Reworked might be applicable.",
"date": "2025-03-06T16:38:31+00:00",
"quotes": []
}
] | 1 |
2025-03-06T10:27:47-06:00
|
forum-topic-82786
|
82786
|
[Oxyd] [Linux/Mac] non-blocking save crashes
|
Pending
|
https://forums.factorio.com/viewtopic.php?t=82786
|
Cromefire_
|
I've enabled async saves and if I accidentally (or because the autosave is stuck, which is another point) save the game (manually) while it's autosaving, the game crashes because there is only one instance of the async save class allowed.
|
[
{
"author": "triffid_hunter",
"content": "Hi Wube team, \n \nJust had an interesting and rare occurrence - factorio crashed! \n \nI think this is my first crash since I bought the game circa 0.14, so you're doing an excellent job regarding stability! \n \nI was poking around in single player with a few minor mods (LTN, Whistle Stop, Mining Drones, Squeakthrough, Beautiful Rail Bridges, Lighted power poles, Noxys waterfill, couple others perhaps - see the attached saves). \n \nIt tried to autosave as it has done successfully many many times (including in this session and on this map), but this specific time the dialog remained visible for several minutes with the progress bar at 100%. \n \nI've no idea why it stalled this time, I had 8G of RAM available (from 16G total), and 35G free on the disk where I have my factorio saves. \n \nThe game kept running for a while (I have non-blocking save enabled) then crashed. \n \nThere's nothing interesting in the log, but I've attached it anyway since I know you've plenty of reason to not believe folks when they say there's nothing interesting in there. \n \nNothing interesting in dmesg either, last message there is from several hours ago. \n \nI've also attached the save file it was *trying* to write, as well as the previous autosave which wrote successfully. They're time-stamped 5 minutes apart. \n \nMy guess is that some unknown and unlogged issue caused the save process to stall, then (as a result of non-blocking save) it tried to autosave *again*, and barfed on the previous autosave process still running. \n \nIf that's an accurate assessment, the main problem is that autosave stalled somehow. \n \nSuggestion: if non-blocking autosave stalls, perhaps detect this and at least offer to foreground-save before dying? \n \nSystem specifics: \n \nLinux Mint 18.3 (Sylvia) (essentially Ubuntu xenial), kernel 4.15.0-64-generic #73~16.04.1-Ubuntu \nAMD 1500X Ryzen 3 CPU \nnVidia GTX1050Ti, 396.54.09 driver \n16GB DDR4-2400 RAM (12G free after factorio crashed, ~8G free while the autosave was stalling with each factorio process taking ~2G) \n240G SSD (35G free) + 1TB spinning rust (not used for factorio) \n \nPS: I love the non-blocking save feature, it's a truly genius move to offload game state snapshotting to the kernel's CoW fork mechanism!",
"date": "2020-01-23T17:25:56+00:00",
"quotes": []
},
{
"author": "TruePikachu",
"content": "Code: Select all 41635.350 Info AppManager.cpp:268: Saving to _autosave1 (non-blocking).\n41635.591 Info AsyncScenarioSaver.cpp:144: Saving process PID: 27878\n41636.135 [27878] Info BlueprintShelf.cpp:691: Saving blueprint storage.\n[NB: EOF]\n \n\nIs there a core dump available?",
"date": "2020-01-29T17:01:35+00:00",
"quotes": []
},
{
"author": "movax20h",
"content": "I can't reproduce a crash with no mods. non-blocking autosaving works flawlessly for me. Could you share your mods? As a single zip with all required mods. \n \nCould you reproduce it in any way, even only just sometimes?",
"date": "2020-02-14T17:53:50+00:00",
"quotes": []
},
{
"author": "",
"content": "Hi, this crash was caused when I quit a game, while in the same moment the game saved. The game is still saved, but afterwards it crashes. This is possible when turning on non-blocking-saving. I would understand, that this will not be fixed, cause it is an experimental setup, that is normally off. \n Code: Select all 3857.338 Info AppManager.cpp:278: Saving finished\n4013.722 Info AppManagerStates.cpp:1747: Saving game as /Users/ssilk/Library/Application Support/factorio/saves/World50.030 (non-blocking)\n4014.398 Info AsyncScenarioSaver.cpp:144: Saving process PID: 16188\n4014.400 [16188] Verbose Scenario.cpp:835: Saving game as /Users/ssilk/Library/Application Support/factorio/saves/World50.030\n4058.735 [16188] Verbose Scenario.cpp:951: Time to save game: 44.3352\n4059.057 Info ChildProcessAgent.cpp:60: Child 16188 exited with return value 0\n4059.057 Info AppManagerStates.cpp:1748: Saving finished\n4059.077 Time travel logging:\n 23.007 Popped blueprint record (player-index: 0, ID: 6) from book (player-index: 0, ID: 8)\n 23.007 Popped blueprint record (player-index: 0, ID: 21) from book (player-index: 0, ID: 31)\n 23.007 Popped blueprint record (player-index: 0, ID: 30) from book (player-index: 0, ID: 31)\nFactorio crashed. Generating symbolized stacktrace, please wait ...\n#1 0x0000000105bcd442 in Logger::logStacktrace(StackTraceInfo*) + 0x12\n#2 0x00000001051e8589 in CrashHandler::writeStackTrace(CrashHandler::CrashReason) + 0xb9\n#3 0x0000000105bb1744 in CrashHandler::commonSignalHandler(int) + 0x74\n#4 0x0000000105bb0c39 in CrashHandler::SignalHandler(int) + 0x9\n#5 0x00007fff6a92f42d in _sigtramp + 0x1d\nStack trace logging done\n4059.197 Error Util.cpp:97: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.\nPlease also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.\n4074.889 Uploading log file\n4074.953 Info SystemUtil.cpp:547: Started /Applications/factorio.app/Contents/MacOS/factorio; trampoline PID: 16199\n4074.953 Error CrashHandler.cpp:591: Unhandled exception type: NSt3__117bad_function_callE\n4074.954 Error CrashHandler.cpp:598: Unhandled exception: std::exception",
"date": "2020-03-25T11:35:21+00:00",
"quotes": []
},
{
"author": "",
"content": "Can you provide the save game",
"date": "2020-03-25T11:43:31+00:00",
"quotes": []
},
{
"author": "",
"content": "No, (and as said the save worked well. but is overwritten), but I’ll try to reproduce it with current version. \n \nMaybe this helps: I think I was already in the menu and didn’t recognize that the game begins to save (takes about 20 seconds on my map) when I pressed quit.",
"date": "2020-03-28T09:23:53+00:00",
"quotes": []
},
{
"author": "",
"content": "Simple to reproduce: \nIn game go into menu and save (note again: non-blocking-saving is on!) While saving press quit. I know that this must be introduced somewhere before 0.18.15, because I remember that I tried that in January/February.",
"date": "2020-03-28T13:17:06+00:00",
"quotes": []
},
{
"author": "triffid_hunter",
"content": "Sorry, haven't been able to reproduce, and unless factorio saves core dumps by default somewhere that I'm not aware of I didn't get one.",
"date": "2020-04-07T17:33:03+00:00",
"quotes": []
},
{
"author": "sthalik",
"content": "At the first time, autosave produced a message that the save process crashed. The second time, it locked up in the background. I was unable to save the game manually. There was a message in syslog and a bunch of files in /tmp/dumps left: \n Code: Select all Aug 16 10:07:29 burzum.local crash_20200816100729_2.dmp[8108]: Uploading dump (out-of-process)\n /tmp/dumps/crash_20200816100729_2.dmp\nAug 16 10:07:29 burzum.local assert_20200816100729_4.dmp[8112]: Uploading dump (out-of-process)\n /tmp/dumps/assert_20200816100729_4.dmp\nAug 16 10:07:30 burzum.local crash_20200816100729_2.dmp[8108]: Finished uploading minidump (out-of-process): success = yes\nAug 16 10:07:30 burzum.local crash_20200816100729_2.dmp[8108]: response: Discarded=1\nAug 16 10:07:30 burzum.local crash_20200816100729_2.dmp[8108]: file ''/tmp/dumps/crash_20200816100729_2.dmp'', upload yes: ''Discarded=1''\nAug 16 10:07:30 burzum.local assert_20200816100729_4.dmp[8112]: Finished uploading minidump (out-of-process): success = yes\nAug 16 10:07:30 burzum.local assert_20200816100729_4.dmp[8112]: response: Discarded=1\nAug 16 10:07:30 burzum.local assert_20200816100729_4.dmp[8112]: file ''/tmp/dumps/assert_20200816100729_4.dmp'', upload yes: ''Discarded=1''\n \n Code: Select all -rw-r----- 1 sthalik wheel 213 Aug 16 10:07 sthalik_log.txt\n/tmp/dumps % file *\nassert_20200816100729_4.dmp: Mini DuMP crash report, 14 streams, Sun Aug 16 08:07:29 2020, 0x0 type\ncrash_20200816100729_2.dmp: Mini DuMP crash report, 14 streams, Sun Aug 16 08:07:29 2020, 0x0 type\nsthalik_log.txt: ASCII text\n/tmp/dumps % cat sthalik_log.txt \nSun Aug 16 08:07:30 2020 GMT: file ''/tmp/dumps/crash_20200816100729_2.dmp'', upload yes: ''Discarded=1''\nSun Aug 16 08:07:30 2020 GMT: file ''/tmp/dumps/assert_20200816100729_4.dmp'', upload yes: ''Discarded=1''\n \n\nAttaching the directory contents. \n \nNOTE: the real extension is .tar.xz. \n \n \n factorio-logs.zip \n (20.16 KiB) Downloaded 160 times",
"date": "2020-08-16T08:24:41+00:00",
"quotes": []
},
{
"author": "movax20h",
"content": "You need to provide the factorio.log, save file and if you use mods, a directory with all the mods. \n \nI never had issues with non-blocking saves, but some people said it could crash when using some mods.",
"date": "2020-08-17T16:56:20+00:00",
"quotes": []
},
{
"author": "sthalik",
"content": "factorio-previous.log \n (33.03 KiB) Downloaded 177 times \n \n \n \n \n mods.tar \n (8.14 MiB) Downloaded 154 times \n \n \n \nNOTE: I've truncated the Alien Biomes zip files due to attachment limit.",
"date": "2020-08-17T17:58:15+00:00",
"quotes": []
},
{
"author": "",
"content": "Honestly, I would just remove it. It is marked as experimental feature, and the only gain we have is to deal with bug reports when it doesn't work.",
"date": "2020-08-19T08:59:54+00:00",
"quotes": []
},
{
"author": "sthalik",
"content": "That's a shame. It's interesting that the feature is causing so many problems to begin with.",
"date": "2020-08-19T10:04:44+00:00",
"quotes": []
},
{
"author": "",
"content": "I'm merging the 3 reports around non-blocking saving and assigning it to Oxyd. If he wants to work on it then he will but otherwise it's labeled experimental for a reason.",
"date": "2020-08-19T16:06:37+00:00",
"quotes": []
},
{
"author": "",
"content": "Please don’t remove this feature! \n \nI will say it so: this experimental setting is such a relief! I turned it on some time ago and after half an hour I recognized that I wasn’t interrupted by saving. It’s a “game-changer”. \n \nAnd as I see it, it’s two bugs: a small one (Solution: just block “quit” while it saves), and an (for me) unclear one.",
"date": "2020-09-04T03:19:30+00:00",
"quotes": []
},
{
"author": "rafasc",
"content": "This is a super nice feature, but it's one of those where you only value it when it stops working. \n \nPlease do not discontinue it. \n \nI've been playing with it enabled hoping to find a way to reproduce it. After seeing blueprints syncing to the cloud on the log, I disabled blueprint cloud sync and steam cloud saves and after two relatively long sessions I experienced no crashes. \n \nSo I suspect this may be something like a race condition, or a unreleased lock from the cloud save logic that prevents the forked process to complete.",
"date": "2020-09-13T07:13:35+00:00",
"quotes": [
{
"author": "ssilk wrote: Fri Sep 04, 2020 3:19 am",
"content": ""
}
]
},
{
"author": "ferromagus",
"content": "Hello, \n \nI'm running factorio 1.0.0 on a dedicated debian 10 machine and it seems the server is stuck in or after saving the world. I have to add that I'm using the experimental feature non_blocking_saving and I'm fully aware that it being experimental means that I can't expect any support for problems caused by that feature, but I want to provide all the information to investigate the server hang and fix it if desired. I personally think that leveraging Linux' in-process CoW features to parallelize world-saving is a rather smart thing and would love to continue using it. I'm aware to some extent of how this roughly works since I came into contact with this technique in a blog post describing how the redis in-memory database stores its dataset on the harddisk and was well impressed. \n \nThe forked process to save the world is in a defunct/zombie state according to the ps output:\n Code: Select all factorio 23322 15.7 36.1 1945168 1462900 pts/1 Ssl+ Sep15 1956:43 \\_ /srv/factorio/active/server/current/bin/x64/factorio -c /srv/factorio/active/data/config.ini --start-server /srv/factorio/active/data/saves/world.zip\nfactorio 9078 0.0 0.0 0 0 pts/1 Z+ 06:00 0:04 \\_ [factorio] <defunct>\n \nwhich probably means that the process exited successfully but the parent process never checked back on the child process' exit code. \n \nThe last entry in the log files is\n Code: Select all 735548.655 Info AppManager.cpp:404: Saving game as /srv/factorio/active/data/saves/world.zip\n735548.659 Info AsyncScenarioSaver.cpp:144: Saving process PID: 9078\n \n\nI dumped the core of the process as well. Here is an excerpt of the stacktrace of all threads stored in that coredump:\n Code: Select all (gdb) thread apply all where\n\nThread 10 (Thread 0x7ff11d124700 (LWP 23343)):\n#0 futex_wait_cancelable (private=0, expected=0, futex_word=0x7fffba9cf260) at ../sysdeps/unix/sysv/linux/futex-internal.h:88\n#1 __pthread_cond_wait_common (abstime=0x0, mutex=0x7fffba9cf1f0, cond=0x7fffba9cf238) at pthread_cond_wait.c:502\n#2 __pthread_cond_wait (cond=0x7fffba9cf238, mutex=0x7fffba9cf1f0) at pthread_cond_wait.c:655\n#3 0x0000000001e3828c in __gthread_cond_wait (__mutex=<optimized out>, __cond=<optimized out>)\n at /home/build/gcc-9.2-source/gcc-9.2.0/build/x86_64-pc-linux-gnu/libstdc++-v3/include/x86_64-pc-linux-gnu/bits/gthr-default.h:865\n#4 std::condition_variable::wait (this=<optimized out>, __lock=...) at ../../../../../libstdc++-v3/src/c++11/condition_variable.cc:53\n#5 0x0000000000cc9654 in WorkerThread::loop () at /tmp/factorio-build-e5O6Xt/src/Util/WorkerThread.cpp:43\n#6 0x0000000001ea6730 in std::execute_native_thread_routine (__p=0xb111d30) at ../../../../../libstdc++-v3/src/c++11/thread.cc:80\n#7 0x00007ff122ab9fa3 in start_thread (arg=<optimized out>) at pthread_create.c:486\n#8 0x00007ff1228624cf in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:95\n\nThread 9 (Thread 0x7ff12052b700 (LWP 23342)):\n#0 0x00007ff12285a037 in __GI___select (nfds=1, readfds=0x7ff1205296c0, writefds=0x0, exceptfds=0x0, timeout=0x7ff1205296b0) at ../sysdeps/unix/sysv/linux/select.c:41\n#1 0x0000000000cdb508 in InterruptibleStdioStream::read () at /tmp/factorio-build-e5O6Xt/src/Util/Streams/InterruptibleStdioStream.cpp:36\n#2 0x0000000000cdb6bf in RemoteCommandProcessor::StdStreamInterface::update () at /tmp/factorio-build-e5O6Xt/src/RemoteCommandProcessor.cpp:75\n#3 0x0000000001ea6730 in std::execute_native_thread_routine (__p=0xb115ae0) at ../../../../../libstdc++-v3/src/c++11/thread.cc:80\n#4 0x00007ff122ab9fa3 in start_thread (arg=<optimized out>) at pthread_create.c:486\n#5 0x00007ff1228624cf in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:95\n\nThread 8 (Thread 0x7ff11d925700 (LWP 23340)):\n#0 futex_wait_cancelable (private=0, expected=0, futex_word=0xa3a7144) at ../sysdeps/unix/sysv/linux/futex-internal.h:88\n#1 __pthread_cond_wait_common (abstime=0x0, mutex=0xa3a70f0, cond=0xa3a7118) at pthread_cond_wait.c:502\n#2 __pthread_cond_wait (cond=0xa3a7118, mutex=0xa3a70f0) at pthread_cond_wait.c:655\n#3 0x0000000001e3828c in __gthread_cond_wait (__mutex=<optimized out>, __cond=<optimized out>)\n at /home/build/gcc-9.2-source/gcc-9.2.0/build/x86_64-pc-linux-gnu/libstdc++-v3/include/x86_64-pc-linux-gnu/bits/gthr-default.h:865\n#4 std::condition_variable::wait (this=<optimized out>, __lock=...) at ../../../../../libstdc++-v3/src/c++11/condition_variable.cc:53\n#5 0x0000000000cf23b9 in TransferSource::sendDataLoop () at /tmp/factorio-build-e5O6Xt/src/Net/TransferSource.cpp:138\n#6 0x0000000001ea6730 in std::execute_native_thread_routine (__p=0xb0dc760) at ../../../../../libstdc++-v3/src/c++11/thread.cc:80\n#7 0x00007ff122ab9fa3 in start_thread (arg=<optimized out>) at pthread_create.c:486\n#8 0x00007ff1228624cf in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:95\n\nThread 7 (Thread 0x7ff11f929700 (LWP 23339)):\n#0 0x00007ff12285a037 in __GI___select (nfds=10, readfds=0x7ff11f927490, writefds=0x0, exceptfds=0x0, timeout=0x7ff11f927440) at ../sysdeps/unix/sysv/linux/select.c:41\n#1 0x0000000000d53897 in UDPSocket::recvfrom () at /tmp/factorio-build-e5O6Xt/src/Net/UDPSocket.cpp:433\n#2 0x0000000000d62c65 in TransmissionControlHelper::receive () at /tmp/factorio-build-e5O6Xt/src/Net/TransmissionControlHelper.cpp:108\n#3 0x0000000000d632a2 in RouterBase::readPacketsLoop () at /tmp/factorio-build-e5O6Xt/src/Net/RouterBase.cpp:65\n#4 0x0000000001ea6730 in std::execute_native_thread_routine (__p=0xb0dcdc0) at ../../../../../libstdc++-v3/src/c++11/thread.cc:80\n#5 0x00007ff122ab9fa3 in start_thread (arg=<optimized out>) at pthread_create.c:486\n#6 0x00007ff1228624cf in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:95\n\nThread 6 (Thread 0x7ff11e126700 (LWP 23337)):\n#0 futex_wait_cancelable (private=0, expected=0, futex_word=0x7ff118012180) at ../sysdeps/unix/sysv/linux/futex-internal.h:88\n#1 __pthread_cond_wait_common (abstime=0x0, mutex=0x7ff118012130, cond=0x7ff118012158) at pthread_cond_wait.c:502\n#2 __pthread_cond_wait (cond=0x7ff118012158, mutex=0x7ff118012130) at pthread_cond_wait.c:655\n#3 0x0000000001e3828c in __gthread_cond_wait (__mutex=<optimized out>, __cond=<optimized out>)\n at /home/build/gcc-9.2-source/gcc-9.2.0/build/x86_64-pc-linux-gnu/libstdc++-v3/include/x86_64-pc-linux-gnu/bits/gthr-default.h:865\n#4 std::condition_variable::wait (this=<optimized out>, __lock=...) at ../../../../../libstdc++-v3/src/c++11/condition_variable.cc:53\n#5 0x0000000000916d48 in MapGenerationHelper::consumeTasks () at /tmp/factorio-build-e5O6Xt/src/Map/MapGenerationHelper.cpp:149\n#6 0x0000000001ea6730 in std::execute_native_thread_routine (__p=0x7ff114c19e30) at ../../../../../libstdc++-v3/src/c++11/thread.cc:80\n#7 0x00007ff122ab9fa3 in start_thread (arg=<optimized out>) at pthread_create.c:486\n#8 0x00007ff1228624cf in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:95\n\nThread 5 (Thread 0x7ff11e927700 (LWP 23336)):\n#0 futex_wait_cancelable (private=0, expected=0, futex_word=0x7ff118000dd0) at ../sysdeps/unix/sysv/linux/futex-internal.h:88\n#1 __pthread_cond_wait_common (abstime=0x0, mutex=0x7ff118000d60, cond=0x7ff118000da8) at pthread_cond_wait.c:502\n#2 __pthread_cond_wait (cond=0x7ff118000da8, mutex=0x7ff118000d60) at pthread_cond_wait.c:655\n--Type <RET> for more, q to quit, c to continue without paging--c\n#3 0x0000000001e3828c in __gthread_cond_wait (__mutex=<optimized out>, __cond=<optimized out>) at /home/build/gcc-9.2-source/gcc-9.2.0/build/x86_64-pc-linux-gnu/libstdc++-v3/include/x86_64-pc-linux-gnu/bits/gthr-default.h:865\n#4 std::condition_variable::wait (this=<optimized out>, __lock=...) at ../../../../../libstdc++-v3/src/c++11/condition_variable.cc:53\n#5 0x0000000000cc9654 in WorkerThread::loop () at /tmp/factorio-build-e5O6Xt/src/Util/WorkerThread.cpp:43\n#6 0x0000000001ea6730 in std::execute_native_thread_routine (__p=0x7ff118008920) at ../../../../../libstdc++-v3/src/c++11/thread.cc:80\n#7 0x00007ff122ab9fa3 in start_thread (arg=<optimized out>) at pthread_create.c:486\n#8 0x00007ff1228624cf in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:95\n\nThread 4 (Thread 0x7ff11f128700 (LWP 23335)):\n#0 futex_wait_cancelable (private=0, expected=0, futex_word=0x7ff118000d00) at ../sysdeps/unix/sysv/linux/futex-internal.h:88\n#1 __pthread_cond_wait_common (abstime=0x0, mutex=0x7ff118000c90, cond=0x7ff118000cd8) at pthread_cond_wait.c:502\n#2 __pthread_cond_wait (cond=0x7ff118000cd8, mutex=0x7ff118000c90) at pthread_cond_wait.c:655\n#3 0x0000000001e3828c in __gthread_cond_wait (__mutex=<optimized out>, __cond=<optimized out>) at /home/build/gcc-9.2-source/gcc-9.2.0/build/x86_64-pc-linux-gnu/libstdc++-v3/include/x86_64-pc-linux-gnu/bits/gthr-default.h:865\n#4 std::condition_variable::wait (this=<optimized out>, __lock=...) at ../../../../../libstdc++-v3/src/c++11/condition_variable.cc:53\n#5 0x0000000000cc9654 in WorkerThread::loop () at /tmp/factorio-build-e5O6Xt/src/Util/WorkerThread.cpp:43\n#6 0x0000000001ea6730 in std::execute_native_thread_routine (__p=0x7ff118018100) at ../../../../../libstdc++-v3/src/c++11/thread.cc:80\n#7 0x00007ff122ab9fa3 in start_thread (arg=<optimized out>) at pthread_create.c:486\n#8 0x00007ff1228624cf in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:95\n\nThread 3 (Thread 0x7ff121f2e700 (LWP 23328)):\n#0 futex_wait_cancelable (private=0, expected=0, futex_word=0x47389b0) at ../sysdeps/unix/sysv/linux/futex-internal.h:88\n#1 __pthread_cond_wait_common (abstime=0x0, mutex=0x4738940, cond=0x4738988) at pthread_cond_wait.c:502\n#2 __pthread_cond_wait (cond=0x4738988, mutex=0x4738940) at pthread_cond_wait.c:655\n#3 0x0000000001e3828c in __gthread_cond_wait (__mutex=<optimized out>, __cond=<optimized out>) at /home/build/gcc-9.2-source/gcc-9.2.0/build/x86_64-pc-linux-gnu/libstdc++-v3/include/x86_64-pc-linux-gnu/bits/gthr-default.h:865\n#4 std::condition_variable::wait (this=<optimized out>, __lock=...) at ../../../../../libstdc++-v3/src/c++11/condition_variable.cc:53\n#5 0x0000000000cc9654 in WorkerThread::loop () at /tmp/factorio-build-e5O6Xt/src/Util/WorkerThread.cpp:43\n#6 0x0000000001ea6730 in std::execute_native_thread_routine (__p=0x4750560) at ../../../../../libstdc++-v3/src/c++11/thread.cc:80\n#7 0x00007ff122ab9fa3 in start_thread (arg=<optimized out>) at pthread_create.c:486\n#8 0x00007ff1228624cf in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:95\n\nThread 2 (Thread 0x7ff122762700 (LWP 23327)):\n#0 futex_wait_cancelable (private=0, expected=0, futex_word=0x46df360) at ../sysdeps/unix/sysv/linux/futex-internal.h:88\n#1 __pthread_cond_wait_common (abstime=0x0, mutex=0x46df310, cond=0x46df338) at pthread_cond_wait.c:502\n#2 __pthread_cond_wait (cond=0x46df338, mutex=0x46df310) at pthread_cond_wait.c:655\n#3 0x0000000001e3828c in __gthread_cond_wait (__mutex=<optimized out>, __cond=<optimized out>) at /home/build/gcc-9.2-source/gcc-9.2.0/build/x86_64-pc-linux-gnu/libstdc++-v3/include/x86_64-pc-linux-gnu/bits/gthr-default.h:865\n#4 std::condition_variable::wait (this=<optimized out>, __lock=...) at ../../../../../libstdc++-v3/src/c++11/condition_variable.cc:53\n#5 0x0000000000845d73 in TaskManager::run () at /tmp/factorio-build-e5O6Xt/src/Util/TaskManager.cpp:65\n#6 0x0000000001ea6730 in std::execute_native_thread_routine (__p=0x46eec10) at ../../../../../libstdc++-v3/src/c++11/thread.cc:80\n#7 0x00007ff122ab9fa3 in start_thread (arg=<optimized out>) at pthread_create.c:486\n#8 0x00007ff1228624cf in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:95\n\nThread 1 (Thread 0x7ff122764bc0 (LWP 23322)):\n#0 __libc_read (nbytes=4, buf=0x7fffba9cef08, fd=11) at ../sysdeps/unix/sysv/linux/read.c:26\n#1 __libc_read (fd=11, buf=0x7fffba9cef08, nbytes=4) at ../sysdeps/unix/sysv/linux/read.c:24\n#2 0x0000000000b1ce3d in ChildProcessAgent::readPipe () at /tmp/factorio-build-e5O6Xt/src/ChildProcessAgent.cpp:195\n#3 0x0000000000b1d27b in ChildProcessAgent::getError[abi:cxx11](int) () at /tmp/factorio-build-e5O6Xt/src/ChildProcessAgent.cpp:155\n#4 0x0000000000cd755d in AsyncScenarioSaver::update () at /tmp/factorio-build-e5O6Xt/src/Scenario/AsyncScenarioSaver.cpp:177\n#5 0x000000000125292e in MainLoop::gameUpdateLoop () at /tmp/factorio-build-e5O6Xt/src/MainLoop.cpp:1037\n#6 0x0000000001276429 in MainLoop::mainLoopStepHeadless () at /tmp/factorio-build-e5O6Xt/src/MainLoop.cpp:566\n#7 0x0000000001276f93 in MainLoop::run(Filesystem::Path const&, Filesystem::Path const&, bool, bool, std::function<void ()>, Filesystem::Path const&, MainLoop::HeavyMode) () at /tmp/factorio-build-e5O6Xt/src/MainLoop.cpp:374\n#8 0x0000000001278df0 in hostMultiplayerGameInternal () at /tmp/factorio-build-e5O6Xt/src/CommandLineMultiplayer.cpp:284\n#9 0x0000000001279d0f in CommandLineMultiplayer::hostCommandLineMultiplayerGame () at /tmp/factorio-build-e5O6Xt/src/CommandLineMultiplayer.cpp:340\n#10 0x00000000005bcf1d in main () at /tmp/factorio-build-e5O6Xt/src/Main.cpp:639\n \n\nI'm not going to post the coredump in a way that is accessible for the public audience due to the nature of a coredump containing all sorts of different stuff but if the game developers would like to receive it in order to further investigate the hang, I would be more than willing to provide the core dump through a private channel.",
"date": "2020-09-24T07:14:34+00:00",
"quotes": []
},
{
"author": "",
"content": "We will fix it by removing the non-blocking save feature, it is just trouble that works only on linux and is not worth it.",
"date": "2020-09-24T13:02:27+00:00",
"quotes": []
},
{
"author": "ferromagus",
"content": "That's a big shame, I really loved that feature for multiple reasons. It allows for saving the game without interrupting the player, hence not interfering with playability of the game on the server. It's also really cool from a technical perspective in my opinion as a software engineer myself. I think we need to look into more ways how Copy-On-Write can be useful in solving tasks. File systems are just one field. And persisting state in an application might be another field. Like I said before, Redis has a very similar approach to persist the hot data set without blocking the main loop in the server < https://github.com/redis/redis/blob/323 ... db.c#L1382 >. Are you guys sure you can't revise the implementation? It works rather reliable for Redis as well. \n \nSorry for nagging so much and if that feature is too much of a maintenance burden, it can't be helped then I guess. I really love the game and I loved every minute spending on it. So thank you guys for allowing me to have this kind of fun.",
"date": "2020-09-25T05:30:18+00:00",
"quotes": [
{
"author": "kovarex wrote: Thu Sep 24, 2020 1:02 pm",
"content": ""
}
]
}
] | 19 |
2019-12-24T09:26:57-06:00
|
forum-topic-98162
|
98162
|
Symmetric fluid dynamics
|
Implemented in 2.0
|
https://forums.factorio.com/viewtopic.php?t=98162
|
Jakob
|
TL;DR
To make fluid flow to behave exactly the same way for rotated / flipped layouts
What ?
Now (ver 1.1.32) fluid flow is highly dependent on the direction of the pipes. For example, here is totally symmetric layout (inner infinity pipes have 100% of water, outer infinity pipes have 0% of water), which was left for more than 1 hour to run (to exclude initial irregularities). Regular pipes in corners contain amounts as shown:
fluid-symmetry-actual.png (976.04 KiB) Viewed 2207 times
I would expect to see something like that:
fluid-symmetry-expected.png (962.92 KiB) Viewed 2207 times
Why ?
To make fluid dynamics more logical and easier to understand, to make designs scalable, to reduce ugly bulky "fixes" for complex designs with heavy fluid load (like large nuclear plants), to reduce frustration among players (when rotation / flip of a perfectly working layout can shrink or even break it's capability) etc.
How ? (boring tech suggestions)
I guess that flow is dependent on the direction because of iterative changing of live pipe contains from tick to tick. But one can keep in memory two copies of pipe contains - a "live" one and a "next tick" one. A "next" copy can be calculated using "live" copy data (totally ignoring "next" copy data and just rewriting it). And after that references to these copies can be switched, so the fresh "next" one will be a new "live".
Pros:
- that can be done in any order / in parallel, easier to maintain, better user experience
- result is much more clear, predictable and testable
Cons:
- adds negligible cpu load (3 assignments per tick for the reference switch)
- adds memory load (depends on current implementation, can't estimate)
Potential
Adds the ability to calculate an actual "flow" and use it for more close-to-the-real-world dynamics later, or at least introduce "really not peaceful" mode for hardcore players with a fluid hammer effect, which can damage or ruin random parts of a fluid system in case of a biter attack.
|
[
{
"author": "",
"content": "I think you have no idea of how pain in the somewhere fluids implementation is to maintain, or even change to something better while not causing huge performance penalties. \n \nFor the fluids flow to be \"fair\" it would have to be a 2-pass algorithm because it would have to first compute all the fluid flow values in a way that does not violate the fluid volume constraints, and then they would have to be applied onto the pipes. Right now it is a single pass algoritms and even now it needs to be multithreaded to not cause some severe performance issues when there is a lot of pipes in game. \n \nAll the behaviors players complain about are because of the single pass approach fluids are doing which has 2 consequences: 1/ order of updates matters and it may be weird - connection update is performed by the fluidbox with lower position (lower y; if y is same: lower x) and fluidboxes are updated in some weird order sometimes dictated by entity building order, sometimes not; 2/ flow along one connection may cause other connection out of the same fluidbox to have lower flow because it sees lower value of the fluid volume. \n \nIf the 2-pass approach would be implemented, it would either have to use only some fraction of the fluidbox volume to decide amount of transfer (which would immediately reduce all the flow values with pipes), or it would have to be even more passes or more complex approach that would visit all the neighbour fluidboxes to decide in which direction fluids will flow along which connections to decide the fractions for the flow values. \n \nHaving more passes and touching more fluidboxes (not only along the \"update\" connections) would cause reduced performance so there would be a lot more changes needed for such ideas to work nicely.",
"date": "2021-05-02T17:33:51+00:00",
"quotes": []
},
{
"author": "Jakob",
"content": "Oh, I can feel that omnidirectional stream of suffering \n \nIs there any more information about \"what goals current implementation is designed to achieve\"? Like \"that much flow for pipelines of that length\" or something like that (in addition to the numbers on wiki pages). If it's not too much trouble, of course \n \nI would like to create / test / compare some mocks of a fluid system - to share with you guys the least terrible results and implementations \nThis way to resolve my struggle with nuclear plant design may be too much, but it's definitely more fun",
"date": "2021-05-02T19:46:45+00:00",
"quotes": []
},
{
"author": "DarkShadow44",
"content": "Isn't this viewtopic.php?f=5&t=95010 again?",
"date": "2021-06-23T19:30:07+00:00",
"quotes": []
},
{
"author": "",
"content": "In principle yes, but that discussion is in general, this is a suggestion. Not merged, but thanks for linking.",
"date": "2021-06-24T02:58:46+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Implemented in 2.0 yay \\o/ : \n https://factorio.com/blog/post/fff-416",
"date": "2024-06-21T12:18:13+00:00",
"quotes": []
}
] | 5 |
2021-05-02T11:32:33-05:00
|
forum-topic-19755
|
19755
|
3 rockets/minute with vanilla+
|
Show your Creations
|
https://forums.factorio.com/viewtopic.php?t=19755
|
Danielv123
|
All about it here: https://www.reddit.com/r/factorio/comme ... n_vanilla/
No, I haven't gotten enough outposts to support it, but if you redirect all the trains yuo would get slightly above 1 rpm.
Images: http://imgur.com/a/AKFjI
|
[
{
"author": "Yttrium",
"content": "Damn, Thats Impressive.",
"date": "2016-02-04T15:35:48+00:00",
"quotes": []
}
] | 1 |
2016-02-03T06:41:47-06:00
|
forum-topic-124597
|
124597
|
Latency mode for target priority
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=124597
|
Quezler
|
currently when you add a new target priority you need to wait for latency to catch up before you get a new slot to fill, it would be nice if the new slot becomes clickable as soon as you set it on your own end.
|
[] | 0 |
2024-12-17T04:23:13-06:00
|
forum-topic-126225
|
126225
|
A thing of beauty..
|
Show your Creations
|
https://forums.factorio.com/viewtopic.php?t=126225
|
bastosdesign
|
01-22-2025, 09-25-46.png (827.7 KiB) Viewed 282 times
|
[] | 0 |
2025-01-22T08:26:03-06:00
|
forum-topic-113054
|
113054
|
Factorio Forums • Friday Facts #407 - Automating a soundtrack
|
Here it is! (beep boop)
https://factorio.com/blog/post/fff-407
|
[
{
"author": "",
"content": "Rattling the DAC to pieces \n \nLove love love it x",
"date": "",
"quotes": []
},
{
"author": "",
"content": "That first (and third) WIP track sounded... really bad. Distractingly bad. I hope that's \"just started\" WIP not \"final touches\" WIP.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Interesting read! All be it a little complicated in parts!",
"date": "",
"quotes": []
},
{
"author": "",
"content": "when is the premiere?",
"date": "",
"quotes": []
},
{
"author": "",
"content": "It definitely gave me the impression of it being a same-y stream of randomly selected bits (sort of like No Man's Sky planets) rather than having an actual intended (\"lived-in\" ?) feeling and emotional arc (more like Subnautica's world). \n \nA question regarding skipping tracks / segments: Since the gamestate affects which music is playing, I assume skipping tracks is per-player? \n \nWas there a mention of how per-surface and remote-viewing interact with the track selection? Fade-in / fade-out with remote camera?",
"date": "",
"quotes": [
{
"author": "Phauxstus wrote: Fri Apr 19, 2024 11:14 am",
"content": ""
}
]
},
{
"author": "",
"content": "You're doing the wrong thing. We're playing engineers, not listening to music.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Haaaa some technical explanations \n \nVery interesting to read and see the picture of the grids, it tells a lot. Curious to read about the 44100 Hz sound, aren't the game sound in .ogg which can't do 44100 ? \n \nI couldn't hear the clipping in the \"old\" sample, i'm confident i won't hear anything in the future ones x). \n \nI like that even after all the explanations when hearing the tracks, i couldn't \"hear\" the different parts, even with the time stamps, it's just \"many notes\" to me x). It give me good hope i wont find the music repetitive even if i play all day week. \n \nI know the brain react differently when hearing \"new\" and \"recognized\" music, it likes both differently, and it's difficult to get both like in a good remix, i usually get none when i try, it doesn't sound like \"new\", so brain try to recognize, but the sound is too bad it can't. I'm glad factorio music is made by profesionnals perfectionnists x). \n \nI think for people who find the music distractive, you may have to consider that for an FFF they won't give us to hear the quieter part of tracks where the music is very subtle, but there will be many of those too, and the sounds of the game like alerts robots biters thunder and so on, their volume can/will make the music not so distracting, it's possible to set up the volume of music relative to other game sound and even turn it off when the need to focus is very intense and the music shouldn't be.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "That sounds promising, no pun intended. Just in case this endeavour does not work out for some players. Will there be an option to limit the music to the static/predefined soundtrack? \n \nI get that adjusting the music playing to the given situation is hard, but could there be at least some situational awareness, when to play music at all? \n \nI have a very specific example in Mind: \nThe first 10 to 20 Minutes on Fulgora, when you are probably roaming around looking for a place to setup camp. \nThe music shown last week works great for a large working factory, but if this was playing directly on arrival, it would sound off and would most likely ruin the atmosphere of \"You just arrived on a barren, oily Dust-Bowl\"",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I guess somewhat dynamic music would have been cool. But i'm not sure going full portal 2 would have been a good idea for the kind of game factorio is.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "There is already (in 1.1) a hidden \"music mode\" setting. It will be there in 2.0 and you will be able to select to play main tracks (static) only.",
"date": "",
"quotes": [
{
"author": "Terrahertz wrote: Fri Apr 19, 2024 11:46 am",
"content": ""
}
]
},
{
"author": "",
"content": "That's amazing! Love all the tracks! But especially 1 and 3 are really nice. Giving me automation vibes! \nOverall, I prefer the ones from last week a lot, but I think both will probably have different use cases in the game.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Reminds me of how music was approached in Kenshi! (dev's insight here ) \nExcited to hear how it all comes together during play =D",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Good to know. Thanks! \n \nThis could also be a solution to my Fulgora problem, altough a very manual one.",
"date": "",
"quotes": [
{
"author": "Donion wrote: Fri Apr 19, 2024 11:55 am",
"content": ""
},
{
"author": "Terrahertz wrote: Fri Apr 19, 2024 11:46 am",
"content": ""
}
]
},
{
"author": "",
"content": "personally, considering the first one was made almost entirely of short samples i'd guess it was setup more for demonstration and testing purposes, and the 3rd sounds like its just another version of the first from an earlier build, at least it sounds to me like the kind of thing i'd end up putting together if i had access to samples from mid recording and was trying to develop a sound/music system \n \n \nfor dynamic music, i can think of some possible routes some level of dynamics could be done without having to change or rerecord the tracks (say having some tracks/samples that play later in progression and some that play earlier) but the tracks not being composed with it in mind makes sense and i respect that",
"date": "",
"quotes": [
{
"author": "Phauxstus wrote: Fri Apr 19, 2024 11:14 am",
"content": ""
}
]
},
{
"author": "",
"content": "I wonder if it would improve experience by introducing mutual exclusion, that is some sample/layer/section/state should not be played simultaneously.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Don't think you'll have much luck trying to randomize tracks. \n \nA better approach would be old school interactive music. \n \nCompose a song with your various tracks like drums, piano, winds, and strings. Then make different flavors of the tracks, like an excited version, with more drums, faster strings, louder piano, etc. \n \nThese tracks would be muted and unmuted at a double bar, upon an event like entering into battle or leaving battle. The song transitions into an excited version of the song without skipping a beat. \n \nBut these tracks played in the wrong combination, or random combination would just not sound right I'm afraid.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Automate the music in an game for Automation ... nice and sound not bad. \nBut is not the Factory working sound the real sound for an engineer? \nWhen it will quiet you know you had a problem ...",
"date": "",
"quotes": []
},
{
"author": "",
"content": "A Repeat of my Post from #406: \nKinda split on the Fulgora music- love the idea, but the music kept rubbing me the wrong way and I didn't know why. \nI was for unique instruments to match each planet since before it was announced. For Fulgora, I was expecting something like one of these:\n Life Goes On (Goodbye Deponia) \n Aridia (Ratchet and Clank) \nThe Fulgora OST is similar to both, but I didn't like it. Then it grew on me. Then I didn't like it again. Then I did like it again. \nI think it might be the sound mixing- some of the instruments are just too loud compared to the baseline, making it harder to serve as background music. What do you think?",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I see i see - AI music.",
"date": "",
"quotes": []
}
] | 19 | ||||
forum-topic-116214
|
116214
|
WAnna
|
Multiplayer
|
https://forums.factorio.com/viewtopic.php?t=116214
|
InodoroSalvaje
|
Looking for people with the same playing time-range and level of knowledge (or lesser, I can take it slow) of the game to play together. To be known:
I can play from 22:30 to 01:00 GTM +1 , most days
I have played Factorio a lot, but I have only stratched a minor part of the game. I usually get stuck trying to refactor/scale my factory arround Yellow tech.
My mother language is Spanish. I can handle English, and I'm ok with playing with mic or chat
I'm 37 with 2 kids sleeping in the next room. Expect some interruptions.
|
[
{
"author": "Mystique",
"content": "Hi I'm up, pretty much the same as you, we can try something together",
"date": "2024-10-30T18:29:50+00:00",
"quotes": []
}
] | 1 |
2024-10-21T07:21:40-05:00
|
forum-topic-123473
|
123473
|
[gfx] [2.0.21] Sunnycomb/watercane icon shared
|
Resolved Problems and Bugs
|
https://forums.factorio.com/viewtopic.php?t=123473
|
Gallimimus
|
In the factoriopedia currently the icon for sunnycomb and water cane is the same.
Factoriopedia sunnycomb entry sunnycomb.JPG (64.12 KiB) Viewed 1258 times
Factoriopedia water cane entry watercane.JPG (55.92 KiB) Viewed 1258 times
|
[
{
"author": "",
"content": "Thanks for the report. This has been fixed for the next release.",
"date": "2025-03-06T18:23:09+00:00",
"quotes": []
}
] | 1 |
2024-12-01T11:56:02-06:00
|
forum-topic-3638
|
3638
|
❗How to report a bug - READ BEFORE POSTING❗
|
Bug Reports
|
https://forums.factorio.com/viewtopic.php?t=3638
|
Please help us by reading this topic thoroughly and follow it precisely!
Only one bug per report.
Report only bugs from the latest version , ideally the latest experimental version.
Report the bug as new topic in Bug Reports after reading this topic.
If reporting a Desync or Performance problem follow the instructions behind the relevant link as well.
Search first
Use the advanced search , limit it to only look in the Bug Report sub-forum, use keywords like: Crash, load, start, inserter, train, ...
Search the Known issues .
Check if your problem can be solved by measures for common graphic issues .
If you are sure you found an existing report about your issue, contribute to that report, don't open a new one.
Make a useful title
Start the title with the latest version YOU had experienced the issue with in square brackets: [0.12.22]
Wrong: [0.12.XX] or [12.19 to 12.22] .
For issues on the Nintendo Switch add [switch] after the version: [0.12.22][switch]
What happened and in what context: "Crash when loading a save" or "Inserter not taking coal"
Wrong: "Game Crashed"
Describe the problem by answering these questions
What did you do?
What happened?
What did you expect to happen instead? It might be obvious to you, but do it anyway!
Does it happen always, once, or sometimes? Be precise! When i click with the mouse on Quit in the main menu... Not: When I close the game.
If you can reproduce the issue, provide the exact steps!
Provide Attachments
log-file for every report! Log files contain very useful information such as your configuration, your settings and more context to your problem. Please include it even if you believe it's unnecessary.
save-file for any gameplay or save dependent issue! Creating a small save file that illustrates the issue can help us understand the problem much easier.
screenshots, gifs, webm, videos can help us understand the problem much easier.
Upload files <30MB as direct forum attachment , upload bigger files to Google Drive or Dropbox instead and post a public link.
Answer Questions
Often we will need additional information, so please revisit your report and answer when more details are requested. If the report has been moved you can find it under Your posts .
Thank you!
|
[] | 0 |
2014-05-16T07:41:29-05:00
|
|
forum-topic-84666
|
84666
|
Settings for a large biter hive expansion map
|
Maps and Scenarios
|
https://forums.factorio.com/viewtopic.php?t=84666
|
arshiahf
|
Explanation/Reasoning
When playing with some friends in a multiplayer game, I realized that the default settings for biter base size make it a little easy, since you can start walking around with a rifle and clearing them fairly early, removing any threat rapidly if you beeline early military technologies.
To counteract this, I changed the game's settings to demand expansion, as per Rail World, with biter colonies that are colossal and infrequent. This makes it so the biter bases are nearly impossible to destroy early on, because of their standing armies, and establishes strong threat, since they send a percentage of their population when attacking because of pollution. Larger colonies mean larger attack forces, so base defense is no longer a job for 1 or 2 turrets per area, instead requiring huge defense perimeters with significant amounts of turrets to withstand the waves of forces that will come.
This is a setup ideal for multiplayer maps with people who seek a greater level of difficulty than is offered by the normal biter colony settings. It can be done single player, but may necessitate peaceful mode for the initial phases of the game the first few times you play these settings.
I have not given a seed because depending on the mods you use, the same seed does not lead to the same results.
Settings
Baseline world:
Rail World
Resources:
Adjust all to 200% richness. If using mods, standardize frequency/size to rail world defaults.
Reason: With the massive colonies, you need to be able to depend on non-biter infested resources and paths longer.
Terrain:
Default/To taste
May recommend more water, to allow the player to create more choke points when defending.
Enemies:
Enemy bases:
Enabled
Frequency: 17%
Size: 400%
Peaceful Mode:
If multiplayer, Disabled.
If singleplayer, recommend Enabled until ready to build military on first few playthroughs.
Starting Area Size: 200%
Enemy Expansion:
Enabled
Maximum Expansion Distance: 20
Minimum Group Size: 20
Maximum Group Size: 40+
Minimum Cooldown: 30 minutes
Maximum Cooldown: 90 minutes
Evolution:
Enabled
Time Factor: 0
Destroy Factor: 0
Pollution Factor: 0 (To change with command)
Advanced: Default/To taste
Seed: Turn on preview and randomize seed until you find one with distinct starting ore patches.
Post-start:
After the game has started, you need to change the evolution factors to allow the enemies to evolve. Default values lead to significant evolution before you have any defenses.
Commands:
/c game.map_settings.enemy_evolution.pollution_factor=0.00000001
|
[] | 0 |
2020-05-06T16:08:41-05:00
|
forum-topic-109843
|
109843
|
Version 1.1.98
|
Releases
|
https://forums.factorio.com/viewtopic.php?t=109843
|
Changes
Pressing "Regenerate map" in the map editor will open the map generator.
"Regenerate map" is no longer available in map editor for scenarios that don't use the map generator.
Bugfixes
Fixed a loader could get stuck in rare cases with mixed items when inserter takes items from belt in a loader.
Fixed that pressing regenerate map in the map editor would change the map generator settings GUI next time it's used.
Fixed a crash when loader entity is migrated into loader-1x1. ( 109790 )
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental .
|
[
{
"author": "Annihilator",
"content": "I just updated server (linux headless) and client Mac ARM and get version mismatch. build 61895 vs 61896. \n \nBoth server and client say they are on 1.1.98 though.",
"date": "2023-11-22T18:58:38+00:00",
"quotes": []
},
{
"author": "",
"content": "This mismatch should be fixed now. Please redownload the headless server. Sorry about that. \n \nWe'll step up our cache annihilation game next time.",
"date": "2023-11-22T19:11:21+00:00",
"quotes": [
{
"author": "Annihilator wrote: Wed Nov 22, 2023 6:58 pm",
"content": ""
}
]
},
{
"author": "Annihilator",
"content": "I waited almost 2 hours, the headless link still downloads 61895. \n \nWill try again tomorrow, thanks for the reply.",
"date": "2023-11-22T20:55:25+00:00",
"quotes": []
},
{
"author": "foxxylady",
"content": "Just tried the lasted headless server download and I'm getting the same mismatch error",
"date": "2023-11-22T22:34:31+00:00",
"quotes": []
},
{
"author": "squiddog",
"content": "same here",
"date": "2023-11-22T22:54:10+00:00",
"quotes": []
},
{
"author": "",
"content": "Weird, headless package i downloaded for 1.1.98 from CDN has different checksum than the file i see on our local copy. \n \nOur local copy of `factorio_headless_x64_1.1.98.tar.xz` has SHA1 `eaf69f3e37d4d92fc75a5c5b86078e460e752b04` (i suspect this will be the correct one [packaged as zip because of forums limits, zip has sha1=3e16657deafafc84475507322c47546ac789a2d0], attached until devops fixes this). \n \nFile downloaded from downloads page has sha1=44a78044572760256fcef3092ff48366a10d0430, is that the incorrect one? \n \n-- edit: \n \nWhen looking at https://www.factorio.com/download/sha256sums/ which gives sha256 it says: \n`692ff293105151f436f59ef9c9a339e667da3caf9a90794719207a1dde180a99 factorio_headless_x64_1.1.98.tar.xz` \nwhich matches the file i have attached here (inside of the zip)",
"date": "2023-11-22T23:18:31+00:00",
"quotes": []
},
{
"author": "foxxylady",
"content": "The from tank zip worked. \n \nThanks for the help",
"date": "2023-11-22T23:32:02+00:00",
"quotes": []
},
{
"author": "SupplyDepoo",
"content": "This suggests a cyberattack. I would check both versions for suspicious code.",
"date": "2023-11-23T05:05:20+00:00",
"quotes": [
{
"author": "boskid wrote: Wed Nov 22, 2023 11:18 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Ah a cyberattack would've been exciting but no, it's still CDN cache. Yesterdays deploy process had to be restarted quite far in the process where the headless build was already ready and prefetched in the CDN. The second successful deploy updated the headless build correctly in the CDN storage but our CDN cache purge command had a wrong path prefix. \n \nI reissued the purge command with the correct path and now factorio.com serves the correct headless build.",
"date": "2023-11-23T05:49:23+00:00",
"quotes": []
},
{
"author": "IIPoliII",
"content": "Welp on our side we are doing too many requests for some reason first time happening. \n Code: Select all ○ → wget https://www.factorio.com/get-download/latest/headless/linux64\n--2023-11-23 16:46:03-- https://www.factorio.com/get-download/latest/headless/linux64\nResolving www.factorio.com (www.factorio.com)... 2606:4700:20::681a:e58, 2606:4700:20::ac43:47c5, 2606:4700:20::681a:f58, ...\nConnecting to www.factorio.com (www.factorio.com)|2606:4700:20::681a:e58|:443... connected.\nHTTP request sent, awaiting response... 429 Too Many Requests\n2023-11-23 16:46:04 ERROR 429: Too Many Requests.",
"date": "2023-11-23T15:49:40+00:00",
"quotes": []
},
{
"author": "",
"content": "Yeah I had to implement ratelimits for unauthenticated downloads, just too many broken factorio multiplayer setups out there downloading the headless server in a loop.",
"date": "2023-11-24T15:08:34+00:00",
"quotes": [
{
"author": "IIPoliII wrote: Thu Nov 23, 2023 3:49 pm",
"content": ""
}
]
},
{
"author": "KeepResearchinSpoons",
"content": "> wrong path prefix \n> step up cache annihilation game \n> 61896 vs 61895 \n \n There are only 2 hard things in programming: naming things, cache invalidation and off-by-one errors. \n \nWelcome to the club! keep up the good work.",
"date": "2023-12-09T01:01:07+00:00",
"quotes": []
},
{
"author": "IIPoliII",
"content": "In the case anyone wonders, we fixed it by implementing the Factorio API. \n https://factorio.com/api/latest-releases \n \n \nIt's a JSON formatted output, with both Stable and Experimental, can easily be manipulated in scripts, and there is no rate limiting from what I see. But surely don't abuse it",
"date": "2024-06-03T15:20:56+00:00",
"quotes": [
{
"author": "vinzenz wrote: Fri Nov 24, 2023 3:08 pm",
"content": ""
},
{
"author": "IIPoliII wrote: Thu Nov 23, 2023 3:49 pm",
"content": ""
}
]
}
] | 13 |
2023-11-22T12:11:44-06:00
|
|
forum-topic-105063
|
105063
|
Factorio Forums • "Copy blueprint" button in topic review section reloads the page
|
1) click "post reply" on this topic
2) write something in the text box
3) scroll down to this post in "topic review" below and click this: wow Copy blueprint
4) page reloads and reply text is lost
|
[
{
"author": "",
"content": "In HTML, <button> has type=\"submit\" by default. This means an unmodified button will refresh the page. \n \nTo work around this, give the button type=\"button\". \n \nThe button in the reply is unmodified because the blueprint script failed. Figuring out why it failed is trickier.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Causes 125699: Pressing Ctrl+Enter while typing a post can sometimes lose it",
"date": "",
"quotes": []
}
] | 2 | ||||
forum-topic-21204
|
21204
|
Translations and apports
|
5dim's mod
|
https://forums.factorio.com/viewtopic.php?t=21204
|
McGuten
|
Hi guys
If someone makes translate of the mod and wants to add to the game, post here archives and we add locale in next release
For make translate: open your mod folder, open what mod you want make a translate and open locale/en/locale.cfg
Thanks you guys for the support!
|
[
{
"author": "Pogo",
"content": "Hi. Here is all of ru translations. \nAll of them are utf8 w/o BOM files, works fine with my steam factorio.",
"date": "2016-03-11T09:44:10+00:00",
"quotes": []
},
{
"author": "McGuten",
"content": "Thanks you (and sorry for this late answer) \nI will make a new version for all mods with this translate ^^",
"date": "2016-03-13T03:20:14+00:00",
"quotes": [
{
"author": "Pogo wrote:",
"content": ""
}
]
},
{
"author": "SkyLaptor",
"content": "Hi, I has created a Japanese translation file for v3.0.0! \nPlease use!",
"date": "2016-03-20T00:27:18+00:00",
"quotes": []
},
{
"author": "ukr",
"content": "Ukrainian translation made for 3.0.2 ver.",
"date": "2016-03-28T11:57:07+00:00",
"quotes": []
},
{
"author": "otk",
"content": "Hi, here is the translate for all modules to pt-BR. \nTested and working ^^ \n \nps: version 3.0",
"date": "2016-03-30T15:10:19+00:00",
"quotes": []
},
{
"author": "4chrris",
"content": "Hi, \n \nI made Polish Translation for all modules v3.0.0 \n \nLooks fine \n \nEnjoy",
"date": "2016-03-30T23:08:55+00:00",
"quotes": []
},
{
"author": "Wolfsterror",
"content": "Hi McGuten, \nthanks for your really big Mod! Makes a lot of fun! \nI have added the German Language to your hole ModPack, hope you like and release it \nSo Automatization, battlefield, cor, decoration, energy, logistic, mining, module, ores, resources, trains, transports and vehicles are ready for Germany \n \nGrettings from germany!",
"date": "2016-04-10T14:47:58+00:00",
"quotes": []
},
{
"author": "mozo",
"content": "Hi, I has created Korean translation file . Please use! Thank you.",
"date": "2016-05-08T18:26:55+00:00",
"quotes": []
},
{
"author": "Alex Spandex",
"content": "Hi. \n \nNorwegian Translation \n \nAll mods \n \nHope u like it \n \nI also added the \"no\" folder within the local folder",
"date": "2016-05-21T21:20:53+00:00",
"quotes": []
},
{
"author": "McGuten",
"content": "all translates will be upload in next release (0.13.1 module versions)",
"date": "2016-07-05T08:36:32+00:00",
"quotes": []
},
{
"author": "moon69",
"content": "There seem to be some missing techs in all locales (but I'm new to mods so may be mistaken!)... \nEG: \n5dim_energy_0.13.1\\locale\\en\\locale.cfg\n Code: Select all [technology-name]\n...\nelectric-energy-accumulators-2 = Electric energy accumulators 2\nelectric-energy-accumulators-3 = Electric energy accumulators 3\n \n\n5dim_logistic_0.13.1\\locale\\en\\locale.cfg\n Code: Select all [technology-name]\n...\nlogistic-robot-storage-4 = Worker robot cargo size 4\nlogistic-robot-storage-5 = Worker robot cargo size 5\nlogistic-robot-speed-6 = Worker robot speed size 6\nlogistic-robot-speed-7 = Worker robot speed size 7\nlogistic-robot-speed-8 = Worker robot speed size 8\nlogistic-robot-speed-9 = Worker robot speed size 9\nlogistic-robot-speed-10 = Worker robot speed size 10",
"date": "2016-09-18T19:21:40+00:00",
"quotes": []
},
{
"author": "HoraZ86",
"content": "I would ofer to Do a german translation, if someone would tell me,how i rename things, and under what kind of conditions. \nGreetings HZ86",
"date": "2017-02-11T05:49:22+00:00",
"quotes": []
}
] | 12 |
2016-03-09T12:16:40-06:00
|
forum-topic-113982
|
113982
|
Is this 8 belt balancer efficient?
|
Gameplay Help
|
https://forums.factorio.com/viewtopic.php?t=113982
|
engineeringengineer
|
It probably isn't optimal, but does it at least do the job? Trying to not import any blueprints. Thanks for any help provided!
|
[
{
"author": "Nidan",
"content": "That's two 4 belt balancers side by side.",
"date": "2024-06-22T21:05:56+00:00",
"quotes": []
},
{
"author": "engineeringengineer",
"content": "oh.. you're right",
"date": "2024-06-22T22:17:11+00:00",
"quotes": [
{
"author": "Nidan wrote: Sat Jun 22, 2024 9:05 pm",
"content": ""
}
]
},
{
"author": "wobbycarly",
"content": "If you put a splitter either before (and/)or after the double-splitter in the middle, you will at least get some mixture between the two sides. And I assume the yellow belts will be updated to red...",
"date": "2024-06-23T03:25:50+00:00",
"quotes": []
},
{
"author": "engineeringengineer",
"content": "Ah, so you just want to mix them together as much as possible. Thanks!",
"date": "2024-06-23T13:31:59+00:00",
"quotes": [
{
"author": "wobbycarly wrote: Sun Jun 23, 2024 3:25 am",
"content": ""
}
]
},
{
"author": "astroshak",
"content": "Well, yes and no. \n \nAt a bare minimum, each output belt should have an equal part from every input belt. 8x8, means 8 inputs and 8 outputs. Each of the 8 outputs should be 1/8 of the first input, 1/8 of the second input, 1/8 of the third input, and so on through the final input. \n \nIdeally, however, the balancer would allow you to hook up any number of input belts, and any number of output belts, and still have each output belt get an equal share of each hooked up input belt.",
"date": "2024-06-23T22:09:52+00:00",
"quotes": []
},
{
"author": "GreyFoxx",
"content": "I know you said you don't want to use blueprints, but I put together this 8x8 belt balancer if you need it. (Inputs on left, outputs on right.) Hope this helps! \n \n 0eNqdmEtu2zAQhq9CcJWgTiE+JFHatYt2021XbVD4wSQEZEqQqNSGYaBn6dF6klJSEDsxKZOzk2Xy4895ccQDXlW9bFqlDS4PeCO7dasao2qNS4zQvz9/EUICKd30pkM3D31V7dFqWS31Wm5uf+rTkLo3V8Z815XaKiM3yDy1df/4ZMef/v1UVWglK4PMvpHd6f23+jd6qGszakQ3eYaMqmRXIrEr0AdEd/QWL7Ba17rD5Y8D7tSjXlbDZgaQ3YVdcWtH6OV2+NU1lTJGtvhoJ+mN3OGSHBeQadQ57Vm1prdvTjPHEXfibCYDz+TH+wWW2iij5LTd8cf+l+63K6uuJK+zezujfbR21pu7wa6W29Sdmlx7wBZ2R1j2MV3gvX3k9sku8yJl8iUeZL7j0zh+GstnlxZ3cYsXKrdUB4W/Uky71F1TtybEBumocaNauZ6GcAc7hbH5e3bmYGcx7PwN20HLY2ip3woupSLMT1cUFmEUNk8hSVxQitetsrCgJAS6AL2wZchyNMZxxZvduHAMhqMeHDC52HtTUBc8hdYveu7K8bhymhaYYWHi8zjxuVv8TGCIuAV4dKAX0AVmAt3rDJrACpQnzimBnk1hsUOj0pJelctgOE9aUh63exYbGzTq4GMzkeGCR+Xlqb6SIHgOLd/JRdoHhImAlVsS0nzQAgZPQuoXS8KO4+xMsQtDYDU2yJeMhmnMzzbuwkQlH/drdNqRxzVHPo0prED43JLBcD51Oawc+NQJaPmaydGZz4wCVG+GjLrufw7tR4engIOIE1ARCBQPaz5H6S4cA3WLo1YXDtZ8etWloFLlVZcBG8BQx+egquWVC20nQ+UWoP7OJzeFtYs+36cEVA8vs8h1TKWwXtGrlYGKbaBWaOcYGAZpGnYcihdq7rFBBitMPlweddM01BInRsAKkk9VEdXe+FRlgZ0cn1eTEVjG+XA0qi/ybg724eRVxaMuoSZV94vpfrg8uz5f4GppZdh3YifQ5+n+u0U3qz362sr9l3q3G26qn2XbTaevIDwvaC6yImEJPx7/A0Shkm4= Copy blueprint \n \n \n \n \n 8BeltBalancer.png (667.69 KiB) Viewed 2758 times",
"date": "2024-06-24T20:22:01+00:00",
"quotes": []
},
{
"author": "Illiander42",
"content": "Haven't we solved this years ago. \n \n Here",
"date": "2024-06-26T09:51:49+00:00",
"quotes": []
},
{
"author": "Nosferatu",
"content": "That's overkill. \n \nThat mine doesn't need input balancing and it doesn't need unlimited throughput on 8 redbelts \nFirst use splitters to reduce to 4 belts. \nAfter that place a 4 to 4 belt balancer. \nSplitt the output to 8 again. \nAfter that you can use yellow belts. \n \nI also suggest to set the input on the middle lanes to priority. Ore fields are denser in the middle.",
"date": "2024-06-26T13:43:44+00:00",
"quotes": []
},
{
"author": "Illiander42",
"content": "Basically nothing except trains needs balancing anyway. \n \nNow we have priority splitters we can build compressors instead of balancers, and those are almost always what you reall want.",
"date": "2024-06-27T08:50:36+00:00",
"quotes": [
{
"author": "Nosferatu wrote: Wed Jun 26, 2024 1:43 pm",
"content": ""
}
]
}
] | 9 |
2024-06-22T15:42:16-05:00
|
forum-topic-69812
|
69812
|
Biters in Starting Area?
|
General discussion
|
https://forums.factorio.com/viewtopic.php?t=69812
|
akmotu
|
Hello all,
Just checking something. In 17.32, on regular default, no-tweaked settings, there are multiple biter nests within my starting area.
Is this working as designed, a bug, or just an experimental feature the devs might change later.
On normal default, and no matter which map string I try, at least 3 biter nests (if not more) super close to resources.
Sidenote: I understand I can alter settings to make things more to my liking. Just seems a little more like a combat game and less of a factory building game. So many threats and obstacles so close to the starting area, by default. Not sure it will make a difference, but this seems like poor design. I'm not a fan of default settings being this difficult. It makes me no longer want to play the game.
|
[
{
"author": "zOldBulldog",
"content": "Indeed, 0.17 seems to be a change in philosophy. \n \nIt also does not make sense to me, they created a factory building game that attracted tons of followers but now they change the defaults to make it something else entirely. \n \nAnd TBH, Factorio is quite lame as a combat game. I do all my combat gameplay in other games that are far better suited to combat. To me it seems that this change is suicide.",
"date": "2019-04-21T17:11:26+00:00",
"quotes": []
},
{
"author": "BlueTemplar",
"content": "Sounds like a bug. Starting area is supposed to be nest-free. \n(In fact, IIRC, in 0.17, starting area was re-defined as being the space without nests, rather than being tied so heavily to starting resources ? This different definition of starting area might cause this kind of issue ??) \nBut you don't provide any actual examples, so... \n \nAlso, duplicate : \n viewtopic.php?f=16&t=67249",
"date": "2019-04-21T18:01:58+00:00",
"quotes": []
},
{
"author": "DerGraue",
"content": "It is by design and not a bug. However the starting area is not the preview window but an area around your starting position and there are no biter bases in there. In default settings there are basically always biters in the preview area, but most maps are playable. \n \nTry the preview of the death world setting, many maps are literally not playable. \n \nYou can always find ppl who like those changes and ppl who dislike them. The settings are there to get used. Use them to play the game how you like it.",
"date": "2019-04-21T19:02:51+00:00",
"quotes": []
},
{
"author": "Gummiente27",
"content": "Starting area is big enough to have free place, but small enoguh so you have to build defense. If you don't like that, you can use those easy sliders to change it - heck you can also jsut disable the fighting part. \n \nI do NOT see why a whole game gets bad because the default is not to how you like to play the game. \n \nThis makes me think: Did you just died on a map with default settings before creating this?",
"date": "2019-04-21T20:11:22+00:00",
"quotes": []
},
{
"author": "zOldBulldog",
"content": "Not bad. Just a dumb choice of defaults. \n \nFor optimal acceptance of the game by new players, defaults need to be set so that they are adequate for new players... who don't yet know how to play and need to tinker and learn. \n \nThe sliders in the settings work quite well, but it is far more reasonable to expect that us, the more experienced players, be the ones that tinker with them to make the game harder... not the new players, to make the game playable at their initial level of know-how. \n \nTo make it ideal for all, I have already suggested in the appropriate forum that perhaps the \"defaults\" should be remembered for each player (the values you chose for your last game of the given preset type), and to perhaps also have a button that lets you return to the original presets. That should make it painless for everyone to have his own custom \"defaults\" at the start of another New Game.",
"date": "2019-04-21T22:46:23+00:00",
"quotes": [
{
"author": "Gummiente27 wrote: Sun Apr 21, 2019 8:11 pm",
"content": ""
}
]
},
{
"author": "Ranger_Aurelien",
"content": "I second this; there are a lot of pages of map generation options... I'll look for the suggestion to upvote it.",
"date": "2019-05-02T20:41:55+00:00",
"quotes": [
{
"author": "zOldBulldog wrote: Sun Apr 21, 2019 10:46 pm",
"content": ""
}
]
}
] | 6 |
2019-04-21T08:37:47-05:00
|
forum-topic-115539
|
115539
|
Make mod dependencies override incompatibilities
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=115539
|
Mecejide
|
TL;DR
Allow two mods to load together, even if one is marked as incompatible with the other, as long as some third enabled mod has required dependencies on both of them.
What ?
Current behavior:
09-25-2024, 17-31-17.png (189.76 KiB) Viewed 312 times
If mod A is marked as incompatible with B, and you enable both, only B will load, no matter what.
Proposed new behavior:
09-25-2024, 17-33-58.png (186.04 KiB) Viewed 312 times
Now, since C requires both A and B, enabling all three will cause all three to load.
Why ?
If one of your mods doesn’t work well or at all with another mod, it makes sense to mark it as incompatible so that it’s clear they aren’t supposed to be used together. The problem is, this means that if a third person comes along and makes a mod to fix the problems on their own, it don’t do anything without modifying the code in your mod, which many people don’t want to do.
|
[
{
"author": "DarkShadow44",
"content": "While I technically agree, out of experience I know that people will still report compatibility issues to the mod, which could have been prevented due to the incompatibility setting. There is also an argument made to respecting the authors decision to mark a mod as incompatible.",
"date": "2024-09-26T22:42:28+00:00",
"quotes": []
}
] | 1 |
2024-09-25T17:50:52-05:00
|
forum-topic-44540
|
44540
|
.15 Beta Update?
|
5dim's mod
|
https://forums.factorio.com/viewtopic.php?t=44540
|
vpshockwave
|
Hey guys,
I was wondering if/when the 5dim modset will be updated for compatibility with the new .15 beta?
Thanks for the hard work!
|
[] | 0 |
2017-04-24T12:47:13-05:00
|
forum-topic-2778
|
2778
|
MoMods: CoreMod Downloads - Page 11
|
MoMods
|
https://forums.factorio.com/viewtopic.php?t=2778&start=200
|
Gerdison
|
When I place a Wind Turbine, the game crashes to the main menu.
The error message: "Error while running the event handler: __mopower__/control.lua:28 LuaGameScript doesn't contain key windspeed"
Can someone help me? Perhaps I am to silly to place it.
My game version ist 12.2, MoPower Version ist 3.2
|
[
{
"author": "DjTeo",
"content": "Go to control.lua and at line 28 change the game.windspeed to game.wind_speed.",
"date": "2015-08-02T23:00:41+00:00",
"quotes": []
},
{
"author": "Nanobytez",
"content": "May have found a bug with the thermal gens. I placed one, filled it with coal, then removed it. The coal stayed in an invisible box, I could empty it but now the invisible object is there and I can't place anything on it. Mods are Dytech all except Dynamics, mopower, air filtering, and yuoki's industries. All are the latest except Yuoki's. Any idea? \nThermalgen also has a shit ton of health, no joke lol. Well atleast the itemintake does. D:",
"date": "2015-08-03T04:26:40+00:00",
"quotes": []
},
{
"author": "ludsoe",
"content": "Interesting, There should of been failsafes preventing orphaned item intakes. How exactly did you remove it? On a side note guess Ill make the intake minable.",
"date": "2015-08-03T11:34:08+00:00",
"quotes": [
{
"author": "Nanobytez wrote:",
"content": ""
}
]
},
{
"author": "Nanobytez",
"content": "I don't know, I right mined it like I would remove anything else and I seen my coal still there, so I was able to open and remove the coal but that intake is still there. Had to move my power setup cuz of it. >.<",
"date": "2015-08-03T16:50:10+00:00",
"quotes": []
},
{
"author": "orzelek",
"content": "I had the same issue with thermal gen. Removed it normally by mining it and item intake was left. \n \nEnded up binning it (and moving some stuff around to go next to invisible leftover). It also refused to work for me - or I simply couldn't start it up properly",
"date": "2015-08-03T19:43:22+00:00",
"quotes": []
},
{
"author": "Gerdison",
"content": "@ DjTeo: \nThanks. It works.",
"date": "2015-08-04T10:23:23+00:00",
"quotes": []
},
{
"author": "ludsoe",
"content": "Small update to mopower that makes the item intake minable as well as fixing an issue with wind turbines.",
"date": "2015-08-04T11:10:33+00:00",
"quotes": []
},
{
"author": "Cooolaid",
"content": "It seems you and UraniumPower are fighting each other. o.O \n \n34.089 Error Util.cpp:46: Error while loading entity prototype \"heat-exchanger\" (wall): Prototype \"heat-exchanger\" registered twice \nModifications: UraniumPower->mocombat \n \n http://i.imgur.com/bFCDDR2.jpg",
"date": "2015-08-09T17:39:07+00:00",
"quotes": []
},
{
"author": "ludsoe",
"content": "Mocombat adds a resistance to all wall types, I'm not sure why the entity is being registered twice.",
"date": "2015-08-10T16:56:15+00:00",
"quotes": [
{
"author": "Cooolaid wrote:",
"content": ""
}
]
},
{
"author": "reddutton",
"content": "is it normal for the forcefield wall to loose power from its internal buffer and not gain the power from acumulators on the network during the night",
"date": "2015-08-12T13:48:29+00:00",
"quotes": []
},
{
"author": "orzelek",
"content": "I'ts a 0.12 Factorio change - it seems only solar power can load accumulators currently.",
"date": "2015-08-12T18:11:45+00:00",
"quotes": []
},
{
"author": "reddutton",
"content": "ah ok thanks for the information",
"date": "2015-08-14T01:35:16+00:00",
"quotes": [
{
"author": "orzelek wrote:",
"content": ""
}
]
},
{
"author": "MrDoomah",
"content": "Are the combat roboports not in the mod now (.12)?",
"date": "2015-08-30T18:38:25+00:00",
"quotes": []
},
{
"author": "Devildog",
"content": "Mo Transport is not compatible for version 12.11 of Factorio. \n \n\" Can not load rail \" .",
"date": "2015-10-17T07:16:37+00:00",
"quotes": []
},
{
"author": "SuperSandro2000",
"content": "Almost any mod is not compatible iwth 0.12.11. If oyu want to use your mode I wouldn't update until your mods have updated.",
"date": "2015-10-17T08:23:40+00:00",
"quotes": [
{
"author": "Devildog wrote:",
"content": ""
}
]
},
{
"author": "ludsoe",
"content": "The latest factorio update did a number on MoLogicCore. So this version of the MoMods may be rather unstable. \n \nSo if you do encounter a issue feel free to send me a PM. Ill get it solved.",
"date": "2015-10-17T12:02:57+00:00",
"quotes": []
},
{
"author": "chlue",
"content": "Hello, \n \nThe updates for the handheld laser weapon does not show a text. You might consider the following lines to mocombat_0.5.5/locale/en/momod.cfg and co \n(btw the uk version has very strange content) \n Code: Select all [modifier-description]\n[code]laser-combat-player-damage-bonus=HandHeld Laser Weaponry Damage bonus: __1__\nlaser-combat-player-shooting-speed-bonus=HandHeld Laser Weaponry Fire Speed bonus: __1__",
"date": "2015-10-23T00:58:58+00:00",
"quotes": []
},
{
"author": "ludsoe",
"content": "Thanks for those lines, and as for the non-en Locales. They were given to me by other people, and I haven't actually double checked them. I shall do so before the next update I release.",
"date": "2015-11-04T02:50:06+00:00",
"quotes": [
{
"author": "chlue wrote:",
"content": ""
}
]
},
{
"author": "ludsoe",
"content": "Here's what Ive got cooking up in the experimental builds. \n \nMoIndustry -Experimental structure that allows construction bots to mine basically. Only works with stone,coal,iron,copper currently. \n \nMoSurvival -Massively increased health regeneration while well-fed. \n \nMoCombat -Automated Combat Robotics are back! With a vengeance. Added a rover variant with a weak smg comparable to the defender. \n \nMoPower -OctoSteam engines (Nuff Said) \n \nPlease Mind if you grab the experimental builds, there's a chance that the mods will break and lua error. (Mo-combats drones are likely of this)",
"date": "2015-11-15T11:25:09+00:00",
"quotes": []
}
] | 19 |
2014-03-13T05:38:53-05:00
|
forum-topic-118372
|
118372
|
[Raiguard] [2.0.12] GUI problems on the Steam Deck
|
Resolved Problems and Bugs
|
https://forums.factorio.com/viewtopic.php?t=118372
|
magikarpz
|
The space platform GUI is not fully usable on the Steam Deck. When opening the circuit network info, I can’t move the window to display the circuit info (see screenshot1). When the circuit panel is closed, I can move the window freely (screenshot2).
There are also some GUI issues in the mod settings (screenshot3).
I’m running the game on the Steam Deck, at the default 1280x800 resolution, GUI scale is at auto (100%). Language is Polish.
|
[
{
"author": "ocybin",
"content": "Would it help to reduce the scale of the UI?",
"date": "2024-10-29T13:41:46+00:00",
"quotes": []
},
{
"author": "magikarpz",
"content": "Reducing the scale does fix the issues, but it makes the text and GUI uncomfortably small, so I’d prefer to be able to play at 100% scale like in 1.1. It’d be best if I was able to drag the window to see the offscreen panel, but I’m not able to do it for the space platform info like described. It does drag at 75% scale.",
"date": "2024-10-29T14:57:26+00:00",
"quotes": []
},
{
"author": "Panzerknacker",
"content": "Also, i can't find the button for connecting the copper wire using controller UI.",
"date": "2024-10-29T15:05:22+00:00",
"quotes": []
},
{
"author": "magikarpz",
"content": "This can be found in the L1 quick menu, in the middle „tools” tab - use the dpad to scroll through it.",
"date": "2024-10-30T08:11:49+00:00",
"quotes": [
{
"author": "Panzerknacker wrote: Tue Oct 29, 2024 3:05 pm",
"content": ""
}
]
},
{
"author": "ocybin",
"content": "I wanted to mention that in the controls window, you could probably set a chord press binding of something like LT+Select = UI SCALE DOWN, and LT+Start = UI SCALE UP. At least, then you could easily adjust the UI scale when you need to. I'm not sure those bindings would work well, but something out of the way like that might fit your current need.",
"date": "2024-10-30T10:45:51+00:00",
"quotes": []
},
{
"author": "",
"content": "hello, \n \nThe Space platform hub is solved for the next release, \n \nThe mod GUI I will leave to Raiguard",
"date": "2024-11-13T18:24:25+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report, this was resolved in today's release (2.0.30).",
"date": "2025-01-10T20:03:42+00:00",
"quotes": []
}
] | 7 |
2024-10-29T08:05:14-05:00
|
forum-topic-127533
|
127533
|
[2.0.41] Crash (TransportBeltConnectable::checkConsistency)
|
Bug Reports
|
https://forums.factorio.com/viewtopic.php?t=127533
|
The_anarkist
|
My game is crashing in random times. Attached is my log file and a screenshot of mods installed
15-03-25 Update: Looks like it's related with the the "Construction Planner Continued" mod
|
[
{
"author": "pioruns",
"content": "Disable that mod and check if crash can be reproduced. \nAlso, upload your save file and post link here.",
"date": "2025-03-16T03:49:48+00:00",
"quotes": []
}
] | 1 |
2025-03-15T16:03:05-05:00
|
forum-topic-119724
|
119724
|
Deconstruction blueprint (position-aware)
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=119724
|
Gummiente27
|
My idea: Blueprints which deconstructs every matching real item it has inside.
Add it either:
- as right-click action
- as a mode to enable with a button press
- a toggle inside the blueprint's editor (toggle should change color of the blueprint from blue to purple or so)
This can help with large factory restructuring to apply gradual improvements to your blueprint collection to older parts of your factory.
|
[
{
"author": "Gummiente27",
"content": "\"Empty space request\" for blueprints as mentioned by kovarex here is similar to what I suggested here, \n \nbut deconstruction blueprints / or elements marked for deconsturction inside a blueprint would remove if element + orientation match. \n \nWith rail replanning, maybe there can be a way to have \"empty space request\" \"below\" other elements in blueprints, i.e. rails don't replace other rails on the same spot. \nThat wouldn't fit the name \"empty space request\" anymore, so it would be something like allowing to mark tiles as \"clean wrong elements\". (or keep \"empty space request, but achieve same result by implementing this . \n \nThen maybe I wouldn't need something like a deconstruction planner and only empty space request would fit my idea.",
"date": "2024-11-19T16:41:55+00:00",
"quotes": []
}
] | 1 |
2024-11-04T05:40:38-06:00
|
forum-topic-121764
|
121764
|
[2.0.19] Steam condensation recipe can not be supplied fast enough with steam
|
Duplicates
|
https://forums.factorio.com/viewtopic.php?t=121764
|
Samuel2507
|
Hello,
apparently the steam condensation recipe in the chemnical plant is not being filled up with steam fast enough, even without any quality and just t2 speed modules (4.45 crafting speed chem plant).
11-16-2024, 20-39-38.png (2.23 MiB) Viewed 2308 times
The chemical plant next to it producing steam is fully backed up with 13k steam in the output slot (The pipe is still only 50% full though)
11-16-2024, 20-38-23.png (2.49 MiB) Viewed 2308 times
This only gets worse with quality / t3 speed modules apparently.
Might be the same issue as this one:
120867
|
[
{
"author": "IceTDrinker",
"content": "Not sure it’s a bug, try using both inputs of the chem plant, fixed a similar input throughput issue on vulcanus for essentially the same thing \n \nEdit: you may need to add pumps in some instances if it consumes a lot of fluid and is far away",
"date": "2024-11-16T21:52:53+00:00",
"quotes": []
},
{
"author": "MechBFP",
"content": "Maybe a similar issue to this one fixed in 2.0.19? \n \n\"Fixed foundry was not able to reach declared speed of crafting holmium plates due to input fluid shortage. (120867)\"",
"date": "2024-11-17T14:22:30+00:00",
"quotes": []
},
{
"author": "assdwellingmnky",
"content": "Hey, was searching around for an answer as I was having the same issue supplying a legendary cryo plant with steam. Not sure if I can call it a bug or not, but I fixed my issue by covering all steam inputs on the cryo plant. I see your chem plant similarly has one steam input disconnected.",
"date": "2024-12-10T20:09:26+00:00",
"quotes": []
},
{
"author": "Muche",
"content": "Ref 124264 Steam Condensation input starved on very high craftig Speeds .",
"date": "2024-12-12T04:08:25+00:00",
"quotes": []
},
{
"author": "spacedog",
"content": "I'll bet this is related to the hidden internal fluid buffers raiguard was talking about wanting to remove. \n \nI will say it's nonsensical that there are different throughput limits on the entrance/exit pipes versus just regular pipes. I've run into this with highly boosted foundries as well, where a single pipe taking molten metal output can't drain the foundry outputs fast enough. But if I connect the same single pipe to both outputs, then it does drain fully... into the same single pipe that it wouldn't fit into before.",
"date": "2024-12-12T04:32:48+00:00",
"quotes": []
},
{
"author": "Xeonight",
"content": "I found this same issue, then proceeded to the Testing save, i found that keeping the 2 outputs separated, then immediately into several pumps, to support something around 5k per output, then join the outputs of the pumps gets the maximum that a Chem Plant can output. I found that chem plant directly into storage tanks, OR directly into pumps, was actually SLOWER than into a pipe, then into pumps. \n \nI then later found that the Cryogenic Plant can do this same recipe, which STILL cannot handle the maximum with beacons etc. but the maximum is much higher, and the outputs do not need to be separated.",
"date": "2024-12-12T14:34:29+00:00",
"quotes": []
},
{
"author": "",
"content": "To give some context on this, the steam changes were introduced after the fluid rewrite and we didn't catch this problem. A solution I am working on is to change the fluid flow limitation from a linear relationship to a curve that will allow much higher max throughput while preserving the balancing behavior of input starvation scenarios.",
"date": "2024-12-12T17:10:48+00:00",
"quotes": []
},
{
"author": "",
"content": "Duplicate of 118644",
"date": "2024-12-18T23:50:15+00:00",
"quotes": []
}
] | 8 |
2024-11-16T13:42:58-06:00
|
forum-topic-19991
|
19991
|
Collection of ideas around robots and self-moving objects (Flying Buildings, Moving Fortress)
|
Frequently Suggested / Link Collections
|
https://forums.factorio.com/viewtopic.php?t=19991
|
Robots
This topic has many parallels to
https://forums.factorio.com/forum/vie ... 80&t=18093 Roboport/Logistic Network/Robot enhancements
But it is more a collection of unsorted ideas around self-moving, walking, flying, self-driving ... entities.
viewtopic.php?f=6&t=520 Mech w grze [very old!]
viewtopic.php?f=6&t=964 Robot station [About walking robots that can do tasks]
viewtopic.php?f=6&t=1351 moving fortress
viewtopic.php?f=6&t=1941 Long-range bots alternative
viewtopic.php?f=6&t=3367 Walking robots
viewtopic.php?f=6&t=4304 Enhancement to radar/map system: the B.U.Z.A.R.D. [a flying observation platform]
viewtopic.php?f=6&t=4636 surveillance planes??
viewtopic.php?f=67&t=5696 Long-distance robots
viewtopic.php?f=6&t=8085 Explorer Pack
viewtopic.php?f=6&t=8478 Fire (and other emergency) Minio^D^D^D^D^D uhm Robots
viewtopic.php?f=6&t=9204 Scout shopper for exploring maps
viewtopic.php?f=6&t=13310 Cargo planes [well not really boats, but it's also about crossing water]
viewtopic.php?f=6&t=13291 Mobile Construction Vehicle
viewtopic.php?f=6&t=13996 More Robotic Options
viewtopic.php?f=6&t=14576 Crafting robots
viewtopic.php?f=6&t=16352 More Useful Robots
viewtopic.php?f=6&t=16593 Autonomous ground combat robots
viewtopic.php?f=6&t=23137 sidegrade mid-lategame Radar: 'Spy Drone'.
viewtopic.php?f=6&t=23217 New type of droid
viewtopic.php?f=6&t=28702 new very early stage unit: "engineer"
viewtopic.php?f=6&t=30537 Construction Robots Auto Collect Ground Items
viewtopic.php?f=6&t=35320 automate new outpost creation
viewtopic.php?f=6&t=37866 Steam powered landship
Flying Buildings, Moving Fortress
Added to viewtopic.php?f=80&t=19991 Collection of ideas around robots and self-moving objects
Similar threads:
viewtopic.php?f=6&t=1351 moving fortress
viewtopic.php?f=6&t=6930 Mobile Assault Platform [Flying buildings]
viewtopic.php?f=6&t=7750 Flying buildings
viewtopic.php?f=6&t=13960 Mobile platforms
viewtopic.php?f=6&t=33864 One bigger logistic robot = "logistic ship"
viewtopic.php?f=6&t=37866 Steam powered landship
keyword: floating city, flying buildings, moving fortress, logistic ship
Related
viewtopic.php?f=6&t=1094&hilit=robot%2A+walk%2A Streets [About how streets are built like in Siedler, just by using from autonomous units]
viewtopic.php?f=6&t=1915 Radars are lying [read also second page]
viewtopic.php?f=6&t=3202 Some ideas to change Bots mechanic
viewtopic.php?f=6&t=3202#p23536 Statement of Kovarex
viewtopic.php?f=6&t=5214 Extended radar (Reflection Seismology)
viewtopic.php?f=6&t=7752 Collector Capsules/Robots: pick up objects on the ground.
viewtopic.php?f=6&t=13906 Repair Tower
|
[] | 0 |
2016-02-10T15:39:40-06:00
|
|
forum-topic-103784
|
103784
|
[1.1.69] LuaLogisticNetwork.insert() sometimes fails to insert (everything) even though there is room
|
Resolved Problems and Bugs
|
https://forums.factorio.com/viewtopic.php?t=103784
|
Quezler
|
What did you do?
- attempted to use Klonan's Repair Turret mod
What happened?
- items were spilling onto the ground despite the logistic system still having room
What did you expect to happen instead? It might be obvious to you, but do it anyway!
- for the items not to spill, and instead end up in the network's storage chests
Write down the steps to reproduce the bug if you know them.
1) place down two logistic storage chests
2) put 50 transport belts in the first slot of one of them, then grab the bar and limit that chest to one slot
3) ensure they have roboport coverage, and then trigger LuaLogisticNetwork.insert({name="transport-belt", count=100}) for the network they're in
4) notice how only 50 was inserted into the chest that already contained 50, and how the insert method returned 50 and not filled the other chest
alternative step 3:
- place a repair turret
- place a container with a 100 transport belts
- order deconstruction of that chest (since internally the repair turret calls the very same method)
- the items it could not insert will have spilled onto the ground
Does it happen always, once, or sometimes?
- during normal gameplay it can happen fairly regularly when the conditions are met ("receiving container still has room for more of that item, but the slot already contained some items and there are no further (partially) empty stacks it can insert to")
Be precise! When i click with the mouse on Quit in the main menu... Not: When I close the game.
- i think this is detailed enough
|
[
{
"author": "",
"content": "Thanks for the report. It's now fixed for the next release.",
"date": "2023-03-01T20:44:45+00:00",
"quotes": []
}
] | 1 |
2022-10-18T13:44:43-05:00
|
forum-topic-12217
|
12217
|
Yuoki Industries - Addon PFW (obsolete) - Page 3
|
Yuoki Industries
|
https://forums.factorio.com/viewtopic.php?t=12217&start=40
|
YuokiTani
|
updated !
- mobile generator outputs 15 MW (raised from 1.5MW)
- all icons for items only for trade changed. its not better of course, but i need to prevent misunderstandings until its changed.
|
[
{
"author": "Codec",
"content": "Are you sure you meant to increase the generator to 15MW? That is 20 times a normal fusion reactor. \n \nEdit: Also the very same hard locking I was getting in the engines add-on is happening in this one. I do notice that its only on things that are complex, like a speed 3 module. Can say that the hard locking no longer happens with the engines add-on.",
"date": "2016-07-13T06:27:48+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "factorio changed the vanilla numbers - this value was i suggestion - i take it. until complete overhaul and rebalance i don't change this. the concept behind pfw is broken. all other stuff has old vanilla-values - mighty chaos \n \nhard locking - idk what the devs have changed - so maybe it's now a limit in the recipe-search tree or it comes from the research-option itself. if it's only my mod - i think i'am forced to make simpler recipes with lower deep (maybe only 4 or 5 levels)",
"date": "2016-07-13T15:49:45+00:00",
"quotes": [
{
"author": "Codec wrote:",
"content": ""
}
]
},
{
"author": "Codec",
"content": "It seems I was wrong about this being the source of the hard locks I was getting, it seems to still be engines. If I hover over the speed 3 module item in the tech window on a new game it is fine, until i use /c game.player.force.research_all_technologies() and then its right back to hard locking. Whats odd is its fine until you learn how to make the item. if i remove the engines addon its fine. Its hard to say if this one has anything to do with it since engines is required. Here is a quick video showing what I am talking about. https://www.youtube.com/watch?v=GMcs9Sq9W6A \n \nEdit: I've tracked it to the z_recipes.lua. If i exclude it from the data.lua all seems fine. Ill try and see if i can find out just what recipe its so mad about. \n \nEdit 2: I've commented out lines 465-705 in z_recipes.lua and the hard locking is gone. There is still a huge fps hit, but isn't crashing my server anymore or kicking anyone. With engine and pfw i get down to about 9fps if i wiggle my mouse over a speed 3 module like in my video. One thing I noticed also its only if i move around on the icon, if I sit my mouse on it and don't move its fine. This may be some kind of vanilla bug, as I can't see a good reason to be recalculating the recipes every frame that the tooltip frame moves.",
"date": "2016-07-15T05:00:41+00:00",
"quotes": [
{
"author": "YuokiTani wrote:",
"content": ""
},
{
"author": "Codec wrote:",
"content": ""
}
]
},
{
"author": "YuokiTani",
"content": "i think the recipes broken/overload the internal research/raw-calc ... if you look at first animal-grow it shows fantasy-raw-values and for Verotin/OF nothing. Same behavior for some other recipes. Maybe if i switch off the recipe for Alien-Artifacts will help. Looks like every mod-content that can produce vanilla-items freaks out the raw-calculation. \ninitial DNA-recipe uses vanilla science-packs + alien-artifacts ^^ (with funny raw-values) - i will prepare the changes and upload here later for testing. \n \nonly YI changes but with effect of remove all fantasy raw-calculations - i hope this will help and you can turn the other recipes on again (i'am too in yi_engines). \n- changed exchanges \nYI-Battery->Unicomp->Vanilla Battery (Atomics Tab now) \nAlien Artifact->Unicomp->Alien Artifact (Atomics Tab now) \n \nversion for testing only -> download YI-0.3.57 \n \nthis version don't fix this, maybe its a little improve - i get down to 13 fps ^^",
"date": "2016-07-15T14:09:21+00:00",
"quotes": [
{
"author": "Codec wrote:",
"content": ""
}
]
},
{
"author": "aklesey1",
"content": "Hi YoukiTani, will u update this mod for 0.14 ? many of your mods were updated for 0.14 but this mod wan't updated",
"date": "2016-09-17T16:26:24+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "you can find the update here: viewtopic.php?f=70&t=31691 \n \ni need a better organisation ^^",
"date": "2016-09-18T09:25:10+00:00",
"quotes": []
},
{
"author": "kab83",
"content": "I find some problem in pfw 0.4.14 version. \n \nmod cant load because of not existing recipe. \n < y_turret_flame_recipe.> and < Y_ammo_flame ammo.> and <rwtechsign_recipe> \nanother may be exist. \n \nanother way, yuoki 0.4.60 may have a problem. \n \nif you solve this problem. it will be prefect mod to yuoki user. thank you for reading",
"date": "2016-10-01T13:40:19+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "strange - if you toggle pfw off - factorio works ?",
"date": "2016-10-01T16:52:42+00:00",
"quotes": []
},
{
"author": "Tharox",
"content": "Hi, \nI have problem with icons in this mod. \n \n \n \nI think error is here, many items graphics are \"__yi_pfw__/graphics/package_common.png\" in .lua \n \n \nsorry for my English, i'm bad. \nThanks for this mod, i like!!!!",
"date": "2016-10-31T11:26:12+00:00",
"quotes": []
},
{
"author": "Ratzap",
"content": "Are you referring to the icons being red? You did not specify what problem you have with them so I must assume so. \n \nThe red tint is Factorio, not the mod. It is used to denote an item that cannot be hand crafted such as processing units or batteries.",
"date": "2016-10-31T15:03:07+00:00",
"quotes": [
{
"author": "Tharox wrote:",
"content": ""
}
]
},
{
"author": "Tharox",
"content": "Problem isn't red icon, but the icon. \nLook 2nd line, 3rd ,4th and 5th line of second picture, icons are all same (box YI). It's same icon for different name items. Not one icon for one item?",
"date": "2016-10-31T17:35:21+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "it has changed some versions before, because people guess functional equipment behind the items, but they are only for trade. \nso it's maybe better you think its an error as other people think they can use this weapons, cyborgs etc. - so the icons unified to stop the hope of using these and make clear - only trade. \n \nin future i will change these icons to better, like in YI_Engines.",
"date": "2016-11-02T22:17:29+00:00",
"quotes": []
},
{
"author": "Tharox",
"content": "ok i understand",
"date": "2016-11-03T12:25:00+00:00",
"quotes": []
},
{
"author": "boussk",
"content": "Hi Yuoki Tani. \n \nI want to build Nakajima in the game, so I need to make Combat Armor Mk.1. \n But I cant find the recipe. \nI found in ir_zmaterial.lua it was commented out. \nIf it is your intention, why did you delete the recipe?",
"date": "2017-03-12T15:27:08+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "The current version of this Addon is broken. \nSorry.",
"date": "2017-03-16T15:26:48+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "Until i have time to redesign this mod and fix the errors i mark this obsolete-broken. \nSome parts of the concept are moved and integrated into YI-Engines - Agronomie. \n \nIt will also removed from mod-portal but the last versions still here in available",
"date": "2017-03-31T08:07:34+00:00",
"quotes": []
}
] | 16 |
2015-05-11T10:35:13-05:00
|
forum-topic-127393
|
127393
|
[2.0.39] cant search only "石" in RemoteView
|
Not a bug
|
https://forums.factorio.com/viewtopic.php?t=127393
|
aizSubro
|
Stone called "石" in Japanese.
We cant search only "石" in RemoteView.
Better word idea is "石片" or "石ころ" or "石礫".
search石.png (242.61 KiB) Viewed 119 times
searchStone.png (94.76 KiB) Viewed 119 times
|
[
{
"author": "synchromach",
"content": "You can actually go to Crowdin and make the changes yourself, they will take effect next release.",
"date": "2025-03-11T15:46:09+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report however I'm not seeing any bug here.",
"date": "2025-03-11T15:50:14+00:00",
"quotes": []
}
] | 2 |
2025-03-11T10:18:42-05:00
|
forum-topic-116200
|
116200
|
[2.0.7] Crash on startup on Debian 12 during updateMipmapPixels
|
1 / 0 magic
|
https://forums.factorio.com/viewtopic.php?t=116200
|
zaccrites
|
1. What did you do? Start the game from Steam
2. What happened? The game crashes with the following log
3. What did you expect to happen instead? It might be obvious to you, but do it anyway! I expect the game not to crash when I start it.
4. Does it happen always, once, or sometimes? Always, so far.
I have an Intel Arc A770 graphics card. I am running kernel version 6.10.11+bpo-amd64.
I am not using any mods.
Code: Select all 0.000 2024-10-21 05:43:42; Factorio 2.0.7 (build 79385, linux64, steam)
0.154 Operating system: Linux (Debian 12)
0.000 Initializing Steam API.
0.154 Program arguments: "/home/zac/.steam/debian-installation/steamapps/common/Factorio/bin/x64/factorio"
0.154 Config path: /home/zac/.factorio/config/config.ini
0.154 Read data path: /home/zac/.steam/debian-installation/steamapps/common/Factorio/data
0.154 Write data path: /home/zac/.factorio [581251/936330MB]
0.154 Binaries path: /home/zac/.steam/debian-installation/steamapps/common/Factorio/bin
0.167 System info: [CPU: AMD Ryzen 9 3900X 12-Core Processor, 24 cores, RAM: 32023 MB]
0.167 Environment: DISPLAY=:1 WAYLAND_DISPLAY=wayland-0 DESKTOP_SESSION=plasmawayland XDG_SESSION_DESKTOP=KDE XDG_CURRENT_DESKTOP=KDE SDL_VIDEODRIVER=<unset> __GL_FSAA_MODE=<unset> __GL_LOG_MAX_ANISO=<unset> __GL_SYNC_TO_VBLANK=<unset> __GL_SORT_FBCONFIGS=<unset> __GL_YIELD=<unset>
0.168 Display options: [FullScreen: true] [VSync: true] [UIScale: automatic (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: en]
0.175 Video driver: x11
0.175 Available displays: 1
0.175 [0]: XWAYLAND1 27" - {[0,0], 3840x2160, SDL_PIXELFORMAT_RGB888, 60Hz}
0.422 Initialised OpenGL:[0] Mesa Intel(R) Arc(tm) A770 Graphics (DG2); driver: 4.6 (Core Profile) Mesa 22.3.6
0.422 [Extensions] s3tc:yes; KHR_debug:yes; ARB_clear_texture:yes, ARB_copy_image:yes, ARB_pipeline_statistics_query:yes, ARB_gl_spirv:yes, ARB_ES2_compatibility:yes
0.422 [Version] 4.6
0.479 Graphics settings preset: very-high
0.479 Dedicated video memory size 16288 MB (detected from Intel(R) Arc(tm) A770 Graphics (DG2); VendorID: 0x8086; DeviceID: 0x56a0)
0.524 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality]
0.524 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWT] [B:0,C:0,S:100]
0.529 [Audio] Driver:pulseaudio, Device:Default device, Depth:16, Channels:2, Frequency:44100
1.055 Info ModManager.cpp:434: FeatureFlag expansion-shaders = true
1.055 Info ModManager.cpp:434: FeatureFlag freezing = true
1.055 Info ModManager.cpp:434: FeatureFlag quality = true
1.055 Info ModManager.cpp:434: FeatureFlag rail-bridges = true
1.055 Info ModManager.cpp:434: FeatureFlag segmented-units = true
1.055 Info ModManager.cpp:434: FeatureFlag space-travel = true
1.055 Info ModManager.cpp:434: FeatureFlag spoiling = true
1.057 Loading mod core 0.0.0 (data.lua)
1.098 Loading mod base 2.0.7 (data.lua)
1.244 Loading mod elevated-rails 2.0.7 (data.lua)
1.264 Loading mod quality 2.0.7 (data.lua)
1.280 Loading mod space-age 2.0.7 (data.lua)
1.460 Loading mod base 2.0.7 (data-updates.lua)
1.475 Loading mod quality 2.0.7 (data-updates.lua)
1.515 Loading mod space-age 2.0.7 (data-updates.lua)
1.625 Checksum for core: 649243273
1.625 Checksum of base: 2653731351
1.625 Checksum of elevated-rails: 1891730324
1.625 Checksum of quality: 3715527832
1.625 Checksum of space-age: 3499025889
1.991 Prototype list checksum: 984080119
2.055 Loading sounds...
2.261 Info PlayerData.cpp:68: Local player-data.json unavailable
2.261 Info PlayerData.cpp:71: Cloud player-data.json available, timestamp 1729436791
2.513 Initial atlas bitmap size is 16384
2.529 Created an atlas bitmap (size 16384x16356) [none]
2.547 Created an atlas bitmap (size 16384x16376) [none]
2.570 Created an atlas bitmap (size 16384x16384) [none]
2.571 Created an atlas bitmap (size 16384x15420) [none]
2.571 Created an atlas bitmap (size 16384x8392) [decal]
2.575 Created an atlas bitmap (size 16384x16384) [low-object]
2.575 Created an atlas bitmap (size 4096x1376) [low-object]
2.576 Created an atlas bitmap (size 16384x13456) [corpse-decay]
2.576 Created an atlas bitmap (size 16384x5596) [none]
2.576 Created an atlas bitmap (size 1676x79) [not-compressed]
2.576 Created an atlas bitmap (size 8192x6096) [mipmap, linear-minification, linear-magnification, linear-mip-level]
2.582 Created an atlas bitmap (size 16384x16320) [terrain, mipmap, linear-minification, linear-mip-level]
2.582 Created an atlas bitmap (size 16384x4832) [terrain, mipmap, linear-minification, linear-mip-level]
2.582 Created an atlas bitmap (size 8192x3872) [terrain-effect-map, mipmap, linear-minification, linear-mip-level]
2.582 Created an atlas bitmap (size 4096x3088) [smoke, mipmap, linear-minification, linear-magnification]
2.582 Created an atlas bitmap (size 8192x2576) [mipmap]
2.582 Created an atlas bitmap (size 2048x1520) [mipmap]
2.582 Created an atlas bitmap (size 4096x3152) [mipmap]
2.582 Created an atlas bitmap (size 4096x3152) [mipmap]
2.582 Created an atlas bitmap (size 4096x3152) [mipmap]
2.583 Created an atlas bitmap (size 8192x3792) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]
2.584 Created an atlas bitmap (size 16384x6120) [alpha-mask]
2.605 Created an atlas bitmap (size 16384x16380) [shadow, linear-magnification, alpha-mask]
2.610 Created an atlas bitmap (size 16384x16384) [shadow, linear-magnification, alpha-mask]
2.610 Created an atlas bitmap (size 16384x8356) [shadow, linear-magnification, alpha-mask]
2.610 Created an atlas bitmap (size 8192x2352) [shadow, mipmap, linear-magnification, alpha-mask]
2.610 Created an atlas bitmap (size 2048x496) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]
2.610 Loading 3D bitmaps.
2.671 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82
2.719 Error CrashHandler.cpp:643: Received 6
Factorio crashed. Generating symbolized stacktrace, please wait ...
/tmp/factorio-build-BGPd2z/src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream
/tmp/factorio-build-BGPd2z/src/Util/StacktraceToStream.cpp (60): Util::printStacktraceToStream(WriteStream&)
/tmp/factorio-build-BGPd2z/src/Util/Logger.cpp (334): Logger::writeStacktrace(WriteStream*, StackTraceInfo*)
/tmp/factorio-build-BGPd2z/src/Util/Logger.cpp (379): Logger::logStacktrace(StackTraceInfo*)
/tmp/factorio-build-BGPd2z/src/Util/CrashHandler.cpp (183): CrashHandler::writeStackTrace(CrashHandler::CrashReason)
/tmp/factorio-build-BGPd2z/src/Util/CrashHandler.cpp (644): CrashHandler::commonSignalHandler(int)
/tmp/factorio-build-BGPd2z/src/Util/CrashHandler.cpp (652): CrashHandler::SignalHandler(int)
0x7ffb88f4004f
0x7ffb88f8ee3c
raise
abort
0x7ffb7cc9c23a
0x7ffb7d9ae57c
0x7ffb7d9aea8e
0x7ffb7d227d5c
0x7ffb7d2242f9
0x7ffb7d225335
0x7ffb7d22aeee
0x7ffb7cd62c4b
0x7ffb7cd2e78c
0x7ffb7cd31eac
0x7ffb7cd384d7
/tmp/factorio-build-BGPd2z/src/Graphics/OpenGL/VideoBitmapOpenGL.cpp (269): VideoBitmapOpenGL::updateMipmapPixels(unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned char const*, int)
/tmp/factorio-build-BGPd2z/src/Graphics/OpenGL/VideoBitmapOpenGL.cpp (190): VideoBitmapOpenGL::updateMipmapPixels(unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned char const*, int)
/tmp/factorio-build-BGPd2z/src/Graphics/VideoBitmap.hpp (34): VideoBitmap::updateSubbitmap(unsigned int, unsigned int, unsigned int, unsigned int, unsigned char const*, int)
/tmp/factorio-build-BGPd2z/src/Graphics/TextureProcessor.cpp (976): TextureProcessor::fillCompressedTexture(VideoBitmap*, unsigned char const*, unsigned long)
/tmp/factorio-build-BGPd2z/src/Graphics/TextureProcessor.cpp (941): TextureProcessor::prepareTextureForSpriteAtlas(VideoBitmap*)
/tmp/factorio-build-BGPd2z/src/Graphics/TextureProcessor.cpp (908): TextureProcessor::prepareTextureForSpriteAtlas(VideoBitmap*)
/tmp/factorio-build-BGPd2z/src/Graphics/AtlasBuilder.cpp (701): AtlasBuilder::prepareAtlasTextures()
/tmp/factorio-build-BGPd2z/src/Graphics/AtlasBuilder.cpp (658): AtlasBuilder::loadSprites()
/tmp/factorio-build-BGPd2z/src/Graphics/AtlasBuilder.cpp (1235): AtlasBuilder::tryLoadSpritesWithFallbackToMinimalMode(bool)
/tmp/factorio-build-BGPd2z/src/Graphics/AtlasBuilder.cpp (1416): AtlasBuilder::build()
/tmp/factorio-build-BGPd2z/src/Graphics/AtlasSystem.cpp (38): AtlasSystem::build()
/tmp/factorio-build-BGPd2z/src/GlobalContext.cpp (560): GlobalContext::init(bool, bool, bool, std::optional<WindowPositionData>)
/tmp/factorio-build-BGPd2z/src/MainLoop.cpp (286): MainLoop::run(Filesystem::Path const&, Filesystem::Path const&, bool, bool, std::function<void ()>, Filesystem::Path const&, MainLoop::HeavyMode)
/tmp/factorio-build-BGPd2z/src/Main.cpp (1325): fmain(int, char**)
/tmp/factorio-build-BGPd2z/src/Main.cpp (1347): main
0x7ffb88f2b249
__libc_start_main
_start
0xffffffffffffffff
Stack trace logging done
4.177 Error Util.cpp:95: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
|
[
{
"author": "",
"content": "Unfortunately, resolving this issue will be tricky because none of us own an Intel Arc card. \n \nIf possible, could you try different distros and see if the problem persists?",
"date": "2024-10-21T12:55:38+00:00",
"quotes": []
},
{
"author": "",
"content": "My laptop has Intel Arc, the game works (though I have Fedora).",
"date": "2024-10-21T12:58:16+00:00",
"quotes": [
{
"author": "raiguard wrote: Mon Oct 21, 2024 12:55 pm",
"content": ""
}
]
},
{
"author": "",
"content": "Ah, I was unaware of that! \n \nOr more likely, you mentioned it to me and I forgot.",
"date": "2024-10-21T13:13:12+00:00",
"quotes": []
},
{
"author": "zaccrites",
"content": "For what it's worth, I was able to get the game to run on the same machine by booting into Windows 11.",
"date": "2024-10-21T14:18:09+00:00",
"quotes": []
},
{
"author": "",
"content": "It's possible that this is simply the Intel Arc drivers on Debian 12 being immature. The fix may simply be to switch to a more bleeding-edge distro.",
"date": "2024-10-21T15:05:14+00:00",
"quotes": []
},
{
"author": "zaccrites",
"content": "I can confirm that the game does not crash when running on Fedora 40. \n \nI find this a little surprising since I had heard that Intel's Arc graphics drivers on Linux were tied to the kernel version, and Fedora 40 ships with an earlier kernel version (6.8.5-301.fc40.x86_64) than the Debian Bookworm backported kernel 6.10 I had been using. \n \nAh well. I guess I will look into switching over to Fedora. \n \nThanks! \n Code: Select all 0.000 2024-10-22 17:35:22; Factorio 2.0.8 (build 79416, linux64, full)\n 0.000 Operating system: Linux\n 0.000 Program arguments: \"/tmp/factorio/factorio/bin/x64/factorio\" \n 0.000 Config path: /tmp/factorio/factorio/config/config.ini\n 0.000 Read data path: /tmp/factorio/factorio/data\n 0.000 Write data path: /tmp/factorio/factorio [7324/16005MB]\n 0.000 Binaries path: /tmp/factorio/factorio/bin\n 0.011 System info: [CPU: AMD Ryzen 9 3900X 12-Core Processor, 24 cores, RAM: 32010 MB]\n 0.011 Environment: DISPLAY=:0 WAYLAND_DISPLAY=wayland-0 DESKTOP_SESSION=gnome XDG_SESSION_DESKTOP=gnome XDG_CURRENT_DESKTOP=GNOME SDL_VIDEODRIVER=<unset> __GL_FSAA_MODE=<unset> __GL_LOG_MAX_ANISO=<unset> __GL_SYNC_TO_VBLANK=<unset> __GL_SORT_FBCONFIGS=<unset> __GL_YIELD=<unset>\n 0.011 Display options: [FullScreen: true] [VSync: true] [UIScale: automatic (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: en]\n 0.041 Video driver: x11\n 0.041 Available displays: 2\n 0.041 [0]: DP-4 27\" - {[0,0], 3840x2160, SDL_PIXELFORMAT_RGB888, 60Hz}\n 0.041 [1]: DP-3 27\" - {[3840,0], 1920x1080, SDL_PIXELFORMAT_RGB888, 60Hz}\n 0.250 Initialised OpenGL:[0] Mesa Intel(R) Arc(tm) A770 Graphics (DG2); driver: 4.6 (Core Profile) Mesa 24.0.5\n 0.250 [Extensions] s3tc:yes; KHR_debug:yes; ARB_clear_texture:yes, ARB_copy_image:yes, ARB_pipeline_statistics_query:yes, ARB_gl_spirv:yes, ARB_ES2_compatibility:yes\n 0.250 [Version] 4.6\n 1.784 Graphics settings preset: very-high\n 1.784 Dedicated video memory size 16288 MB (detected from Intel(R) Arc(tm) A770 Graphics (DG2); VendorID: 0x8086; DeviceID: 0x56a0)\n 3.202 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality]\n 3.202 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWT] [B:0,C:0,S:100]\n 3.222 [Audio] Driver:pulseaudio, Device:Default device, Depth:16, Channels:2, Frequency:44100\n 3.339 Info ModManager.cpp:434: FeatureFlag expansion-shaders = true\n 3.339 Info ModManager.cpp:434: FeatureFlag freezing = true\n 3.339 Info ModManager.cpp:434: FeatureFlag quality = true\n 3.339 Info ModManager.cpp:434: FeatureFlag rail-bridges = true\n 3.339 Info ModManager.cpp:434: FeatureFlag segmented-units = true\n 3.339 Info ModManager.cpp:434: FeatureFlag space-travel = true\n 3.339 Info ModManager.cpp:434: FeatureFlag spoiling = true\n 3.342 Loading mod core 0.0.0 (data.lua)\n 3.356 Loading mod base 2.0.8 (data.lua)\n 3.477 Loading mod elevated-rails 2.0.8 (data.lua)\n 3.494 Loading mod quality 2.0.8 (data.lua)\n 3.502 Loading mod space-age 2.0.8 (data.lua)\n 3.658 Loading mod base 2.0.8 (data-updates.lua)\n 3.667 Loading mod quality 2.0.8 (data-updates.lua)\n 3.683 Loading mod space-age 2.0.8 (data-updates.lua)\n 3.795 Checksum for core: 649243273\n 3.795 Checksum of base: 2653731351\n 3.795 Checksum of elevated-rails: 1891730324\n 3.795 Checksum of quality: 3715527832\n 3.795 Checksum of space-age: 3673024646\n 4.158 Prototype list checksum: 984080119\n 4.215 Loading sounds...\n 4.413 Info PlayerData.cpp:68: Local player-data.json unavailable\n 4.413 Info PlayerData.cpp:73: Cloud player-data.json unavailable\n 4.556 Crop bitmaps.\n 4.562 Parallel sprite loader initialized (threads: 24, bitmaps: 8227)\n 12.037 Initial atlas bitmap size is 16384\n 12.052 Created an atlas bitmap (size 16384x16356) [none]\n 12.069 Created an atlas bitmap (size 16384x16376) [none]\n 12.092 Created an atlas bitmap (size 16384x16384) [none]\n 12.092 Created an atlas bitmap (size 16384x15420) [none]\n 12.092 Created an atlas bitmap (size 16384x8392) [decal]\n 12.096 Created an atlas bitmap (size 16384x16384) [low-object]\n 12.096 Created an atlas bitmap (size 4096x1376) [low-object]\n 12.096 Created an atlas bitmap (size 16384x13456) [corpse-decay]\n 12.096 Created an atlas bitmap (size 16384x5596) [none]\n 12.097 Created an atlas bitmap (size 1676x79) [not-compressed]\n 12.097 Created an atlas bitmap (size 8192x6096) [mipmap, linear-minification, linear-magnification, linear-mip-level]\n 12.103 Created an atlas bitmap (size 16384x16320) [terrain, mipmap, linear-minification, linear-mip-level]\n 12.103 Created an atlas bitmap (size 16384x4832) [terrain, mipmap, linear-minification, linear-mip-level]\n 12.103 Created an atlas bitmap (size 8192x3872) [terrain-effect-map, mipmap, linear-minification, linear-mip-level]\n 12.103 Created an atlas bitmap (size 4096x3088) [smoke, mipmap, linear-minification, linear-magnification]\n 12.103 Created an atlas bitmap (size 8192x2576) [mipmap]\n 12.103 Created an atlas bitmap (size 2048x1520) [mipmap]\n 12.103 Created an atlas bitmap (size 4096x3152) [mipmap]\n 12.103 Created an atlas bitmap (size 4096x3152) [mipmap]\n 12.103 Created an atlas bitmap (size 4096x3152) [mipmap]\n 12.103 Created an atlas bitmap (size 8192x3792) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]\n 12.105 Created an atlas bitmap (size 16384x6120) [alpha-mask]\n 12.124 Created an atlas bitmap (size 16384x16380) [shadow, linear-magnification, alpha-mask]\n 12.129 Created an atlas bitmap (size 16384x16384) [shadow, linear-magnification, alpha-mask]\n 12.129 Created an atlas bitmap (size 16384x8356) [shadow, linear-magnification, alpha-mask]\n 12.129 Created an atlas bitmap (size 8192x2352) [shadow, mipmap, linear-magnification, alpha-mask]\n 12.129 Created an atlas bitmap (size 2048x496) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]\n 12.129 Loading 3D bitmaps.\n 12.139 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82\n 12.550 Parallel sprite loader initialized (threads: 23, bitmaps: 8227)\n 29.901 Sprites loaded\n 29.950 Generated mipmaps (4) for atlas [5] of size 16384x16384 \n 29.952 Generated mipmaps (4) for atlas [6] of size 4096x1376 \n 29.971 Generated mipmaps (3) for atlas [10] of size 8192x6096 \n 30.004 Generated mipmaps (3) for atlas [11] of size 16384x16320 \n 30.023 Generated mipmaps (3) for atlas [12] of size 16384x4832 \n 30.052 Generated mipmaps (3) for atlas [13] of size 8192x3872 \n 30.086 Generated mipmaps (3) for atlas [14] of size 4096x3088 \n 30.156 Generated mipmaps (3) for atlas [15] of size 8192x2576 \n 30.158 Generated mipmaps (3) for atlas [16] of size 2048x1520 \n 30.185 Generated mipmaps (3) for atlas [17] of size 4096x3152 \n 30.205 Generated mipmaps (3) for atlas [18] of size 4096x3152 \n 30.219 Generated mipmaps (3) for atlas [19] of size 4096x3152 \n 30.235 Generated mipmaps (5) for atlas [20] of size 8192x3792 \n 30.252 Generated mipmaps (3) for atlas [25] of size 8192x2352 \n 30.316 Custom mipmaps uploaded (3203)\n 30.380 Factorio initialised\n 40.719 Blueprint storage \"blueprint-storage-2.dat\" was not found, trying to load previous version storage \"blueprint-storage.dat\"\n 41.172 Loading level.dat: 859110 bytes.\n 41.172 Info Scenario.cpp:178: Map version 2.0.8-1\n 41.185 Blueprint storage \"blueprint-storage-2.dat\" was not found, trying to load previous version storage \"blueprint-storage.dat\"\n 41.188 Checksum for script __level__/control.lua: 2463946943\n 52.592 Info BlueprintShelf.cpp:715: Saving blueprint storage.\n 66.112 Quitting: user-quit.\n 66.430 Goodbye",
"date": "2024-10-22T21:42:26+00:00",
"quotes": []
},
{
"author": "",
"content": "Perhaps this time it's a case of the super-bleeding-edge drivers having an issue. \n \nI like Fedora because it stays fairly up-to-date without sacrificing stability. It's what I use on all of my computers.",
"date": "2024-10-22T22:10:08+00:00",
"quotes": []
},
{
"author": "zaccrites",
"content": "In the time since I created this thread, I have moved over to Fedora 40 completely and am really enjoying it. Thank you for the suggestion. There were some annoying issues with the KDE Plasma version shipped with Debian 12 which appear to be totally fixed in Fedora's version. \n \nIn doing this I did discover that the \"gdm\" display manager Fedora uses by default with the stock GNOME install has some problems with displaying the game in fullscreen for me. I don't remember if this was happened before I installed KDE, but it certainly happened after. Running in fullscreen mode caused a severe framerate reduction. Instead, I had to change the game's settings to \"windowed\" mode and then configure KDE to maximize the window and remove the titlebar. This was annoying, but workable. \n \nEventually I disabled gdm in favor of sddm for KDE to fix a different issue, and the fullscreen Factorio problems all went away.",
"date": "2024-11-08T21:46:49+00:00",
"quotes": []
}
] | 8 |
2024-10-21T06:52:32-05:00
|
forum-topic-28618
|
28618
|
Add a transport belt ghost Arrow / Belt placement cursor clarity
|
Frequently Suggested / Link Collections
|
https://forums.factorio.com/viewtopic.php?t=28618
|
PeteTheLich
|
I often find myself having to squint or stop and focus to see which way my belt is facing by seeing it move when im connecting or moving belts (especially on turning belts) but adding arrows to belt ghosts would completely eliminate that problem!
If belts had pointers like inserters It would be a wonderful QoL improvement
Just like inserters it would be able to turned on and off and only visible when building new belts
|
[
{
"author": "",
"content": "",
"date": "2016-07-09T10:45:57+00:00",
"quotes": []
},
{
"author": "siggboy",
"content": "OMG. Yes. +1. \n \n(Sometimes when I read an idea I'm really annoyed that I didn't make that suggestion myself. This is one such case.)",
"date": "2016-07-09T19:58:32+00:00",
"quotes": []
},
{
"author": "mophydeen",
"content": "Yes please",
"date": "2016-07-09T20:53:20+00:00",
"quotes": []
},
{
"author": "Ranakastrasz",
"content": "Do want \n+1",
"date": "2016-07-09T21:17:44+00:00",
"quotes": []
},
{
"author": "Ghoulish",
"content": "I like it too.",
"date": "2016-07-09T23:30:57+00:00",
"quotes": []
},
{
"author": "Harkonnen604",
"content": "Ghosts? if you speak about shift-clicked belts, they do not bend at all right now including blueprints (which is a separate thing to improve here)",
"date": "2016-07-10T21:52:55+00:00",
"quotes": [
{
"author": "PeteTheLich wrote:",
"content": ""
}
]
},
{
"author": "Jürgen Erhard",
"content": "Yes, and not just with ghosts, actually. The mid-speed belt (red) is already hard to see the direction, blue is... maybe I'm just old But it really *in general* would help to have a cleared, stand-out, non-moving indicator for the direction.",
"date": "2016-07-15T07:49:08+00:00",
"quotes": []
},
{
"author": "Otterbear",
"content": "Is it possible to simplify the various belt placement cursors? \nIt is very difficult (especially with higher rated belts), to see what direction they are actually facing. It is also difficult to see where you missed a belt, or two, or ran out of belt during the upgrade process, until production suffers.",
"date": "2016-07-24T04:05:53+00:00",
"quotes": []
},
{
"author": "",
"content": "Joined post into this thread.",
"date": "2016-07-24T15:54:04+00:00",
"quotes": []
},
{
"author": "garath",
"content": "Great idea. The graphic helps. I suggested the same thing as well: \n \n viewtopic.php?f=6&t=25726",
"date": "2016-07-24T16:06:19+00:00",
"quotes": []
},
{
"author": "",
"content": "Ripe to be moved into link-collection.",
"date": "2016-07-24T17:34:43+00:00",
"quotes": []
},
{
"author": "hitzu",
"content": "Wouldn't it better to just use the rail laying mechanics with the belt placing?",
"date": "2016-08-05T00:24:50+00:00",
"quotes": []
},
{
"author": "PeteTheLich",
"content": "to me its very difficult to place belts when youre zoomed far out (long reach mod) but especially blue belts are difficult to see the preview",
"date": "2016-09-04T22:19:50+00:00",
"quotes": [
{
"author": "Otterbear wrote:",
"content": ""
}
]
},
{
"author": "aubergine18",
"content": "Would that be able to properly depict the curvature of 90º angle belts?",
"date": "2016-09-04T23:15:33+00:00",
"quotes": [
{
"author": "hitzu wrote:",
"content": ""
}
]
},
{
"author": "",
"content": "What do you mean? Can you make an own suggestion, please?",
"date": "2016-09-05T11:00:38+00:00",
"quotes": [
{
"author": "aubergine18 wrote:",
"content": ""
}
]
}
] | 15 |
2016-07-09T04:02:11-05:00
|
forum-topic-127313
|
127313
|
HTTP requests
|
Won't implement
|
https://forums.factorio.com/viewtopic.php?t=127313
|
thesixthroc
|
I would like to be able to send simple HTTP requests for the purpose of creating ingame leaderboards, ideally signed by the user and including a hash of the modlist and mod file contents.
|
[
{
"author": "",
"content": "Mods are specifically sandboxed to the in game API and being able to write to the script output folder. They will never be allowed to make HTTP requests - it would break the entire sandbox.",
"date": "2025-03-07T03:32:09+00:00",
"quotes": []
},
{
"author": "front",
"content": "To give more context: this would enable spyware to be installed inside factorio. \n \nWith the file output you at least need external software to be running on your PC, and that effectively kills this possibility.",
"date": "2025-03-07T14:45:24+00:00",
"quotes": []
}
] | 2 |
2025-03-06T20:56:01-06:00
|
forum-topic-30591
|
30591
|
Optimized GFX for Yuoki Mods (Oh,it's so lighter!) V3 upd! - Page 2
|
Yuoki Industries
|
https://forums.factorio.com/viewtopic.php?t=30591&start=20
|
orzelek
|
Comparing those two pictures above... that will be a big loss.
Take a look at anything thats transparent - it has been seriously damaged by compression. Especially the glow around the main spire.
|
[
{
"author": "nastyslave",
"content": "Of course, you are right, some data loss is here. But in dynamic of the game it's almost invisible. Imho, of course. \nOtherwise, you can always adjust quality settings and choose that level of compression what your eyes like \nSadly , but lossless compressed settings are not so effective (about ~20%). We definitely should play with lossy settings to get the best results! \nPlease, show us your chosen settings and compare results!",
"date": "2017-12-30T07:27:11+00:00",
"quotes": []
},
{
"author": "Cadde",
"content": "Sorry to revive this thread but i saw it from a signature someplace, got interested and wanted to tell you how to show differences. \n \nHere's a DIFF of the last two images posted. \n \n \nBasically, any layer capable image editor will let you overlay the original image with the compressed one. Then you set layer blending to \"difference\" and you get to see just how much difference there is between the two. \nThe more saturated the differences are, the more of a color difference there is. The brighter the differences are, the more brightness difference there is. \nDifferent colors doesn't really matter that much. But the more colors tend towards red, the bigger the HUE difference is. As in, when there's red pixels, the original color might have been green but are now red or blue in the compressed image. Changes like that can really stand out. \n \nAnd a comparison with transparency neutralized (put black layers behind each variant, merged variants with black and then difference) shows that practically ALL the difference is in the transparency. \n \n \n \nFinally, if you really want to show even the minutest of differences you can take the above image and increase saturation to the max on it and add some brightness to it. \nAgain, the source data is just the difference per pixel between the original and modified data. \nBut this highlights any differences, even the ones one can't see even if they had eagle eyes. \n \n \n \n... Just wanted to show that.",
"date": "2018-11-30T09:58:09+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "very interesting. Thank You.",
"date": "2018-12-29T11:45:15+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"content": "Personally I use PNGGauntlet to get maximum lossless compression.",
"date": "2019-05-03T17:56:13+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "okay, thanks for the tip, i will try this too",
"date": "2019-05-04T14:32:24+00:00",
"quotes": []
}
] | 5 |
2016-08-06T13:30:52-05:00
|
forum-topic-115745
|
115745
|
No Marathon mode in 2.0 confirmed?
|
General discussion
|
https://forums.factorio.com/viewtopic.php?t=115745
|
Panzerknacker
|
In another thread it was just posted by Bilka:
'Expensive mode was completely removed in 2.0, there will be no expensive-mode mod.'
From that I assume that 2.0 and Space Age will see no official Marathon or Death World Marathon game modes since these modes rely on the expensive recipes.
For me personally this is a huge letdown since these are my favorite game modes.
I completely understand that getting the normal mode balanced enough before release is already a monumental task. I really hope that a proper Marathon ('hard-mode') will be worked on shortly after tho, don't wanna sound like a elitist but I always enjoyed Marathon much more and found Default too fast, like in other modern games where you unlock new stuff faster than you can reasonably try it out. I recently even made a thread about why I think Marathon is so much better ( viewtopic.php?f=5&t=114986&sid=5222b9a4 ... 2e877cdc2a ).
Sorry but I will have to hold back purchase of Space Age until this is implemented, I already set my Steam client to stay on the current version and not update to 2.0.
|
[
{
"author": "",
"content": "Removing expensive mode that is like 10 or so recipes with increased cost when noone cares about balancing them or extending to other recipes i would say that is an improvement because mods can reimplement expensive mode while being easier to update (no need for entire game release) and being more flexible about having compatibility with other mods. With SA we are slightly pushing towards using mods so if the only argument you have is \"that would require installing mods\" then it may be better for you to stay on 1.1 anyway.",
"date": "2024-10-04T20:51:38+00:00",
"quotes": []
},
{
"author": "Ranakastrasz",
"content": "Yea. Honestly, it would have always made more sense as a vanilla mod to begin with.",
"date": "2024-10-04T21:03:44+00:00",
"quotes": []
},
{
"author": "Panzerknacker",
"content": "Pretty shocked reading a reply like that from a dev. Simplifying it like that I have to highly doubt you ever really played Marathon mode yourself. \n \nIf I have to install a unofficial mod to get Marathon mode that is a no go. I would really expect to get a official properly balanced Marathon mode like in the Vanilla game included in the price. Not offering that higher difficulty for the more hardcore players can't possibly be the right thing to do. \n \nI understand this is different than Vanilla which was developed over many years in early access but I have patience, staying on current version until this officially (and properly) makes it to Space Age.",
"date": "2024-10-04T21:09:32+00:00",
"quotes": []
},
{
"author": "",
"content": "We just do not want to maintain those recipes when a web of increasing recipes has various influences across. Having green chip cost 2 iron plates and 8 copper cables sure feels more expensive, but since one of the planets from SA puts heavy pressure on recycling, if every 4 green chips recycled would yield 8 cooper cables instead of only 3 then is that really expensive mode or cheap mode?",
"date": "2024-10-04T21:15:25+00:00",
"quotes": []
},
{
"author": "Panzerknacker",
"content": "Yeah I know it's not easy to invent/balance the expensive recipes (like I'm sure it was not for Vanilla either) but not even trying.. \nBtw, fyi, going green circuit from 1/3 to 2/8 not only 'feels' more expensive, it requires a completely different factory layout if you really want to optimize stuff to the maximum. That's the whole point of the expensive recipes. \n \nI'm sure there is a solution also for the Fulgora recycler challenge. This is not the time for it tho, I know you guys have other stuff to worry about now. But I'm sure, in a little while, some of you guys at Wube will start longing.. longing for that higher difficulty.. \n \nThen I will jump in also. Now, good luck with the release.",
"date": "2024-10-04T21:27:35+00:00",
"quotes": []
},
{
"author": "Xorimuth",
"content": "Why? An unofficial mod could be made by someone who has actually played lots of expensive mode and knows how it should be balanced in SA. It can also update more frequently than the base game if necessary, and could be made to be more compatible with other mods. If none of the devs play expensive mode, then they might not do a very good job extending/balancing it to SA anyway...",
"date": "2024-10-05T11:40:13+00:00",
"quotes": [
{
"author": "Panzerknacker wrote: Fri Oct 04, 2024 9:09 pm",
"content": ""
}
]
},
{
"author": "NineNine",
"content": "I would suggest that nobody really knows that 2.0 is going to be like until it's released. Nobody really knows if they'll want a marathon mode or not in 2.0. It may not even make sense (it sounds like it might not). 2.0 might be difficult enough without Marathon or Death World. Maybe the developers will add a Marathon and/or Death World in 2.1. \n \nPersonally, I'm playing a Marathon megabase right now, but I'm not going to get my britches in a twist about 2.0, because it's not even released yet.",
"date": "2024-10-05T13:27:22+00:00",
"quotes": []
},
{
"author": "Panzerknacker",
"content": "I don't like it to be unofficial because I want it to be THE Marathon mode, like in the base game. If someone refers to Marathon, I want everybody to understand what they mean, not having to refer to some kind of mod. I feel like this game (and most games ofc) need some kind of hard-mode for experienced players, Marathon used to fill that gap. I am pretty confident Space Age is NOT going to hit the difficulty level of Vanilla Marathon because it was clearly designed for the average player base and we all know that by far most players play normal mode. So I am not looking forward to starting a 'ezmode' Space Age run, I was looking forward to start a run straight on Marathon mode because that's what I'm playing all the time. One more thing is that when you make it a mod, achievements will not count anymore. \n \nBut like I said, I can understand that Spage Age won't have expensive recipes at the start because it would take so much time to design that. The whole reason a complex-to-balance game like Factorio can exist is because they could throw the game out in the wild through early access and have it be balanced while being played. \nI really want expensive recipes / Marathon to be added at some point in the future tho, then I will probably buy the expansion. \n \nWhat I can not understand however is if 2.0 will actually remove Marathon mode from the base game. I already have my Steam client set to not update beyond the current version just in case. We will see.",
"date": "2024-10-05T14:28:00+00:00",
"quotes": [
{
"author": "Xorimuth wrote: Sat Oct 05, 2024 11:40 am",
"content": ""
},
{
"author": "Panzerknacker wrote: Fri Oct 04, 2024 9:09 pm",
"content": ""
}
]
},
{
"author": "Ranakastrasz",
"content": "Ideally marathon will be a vanilla mod, like the base game and space age will be implemented as. So it will be a mod, and also official. \n \nWould simplify object data too.",
"date": "2024-10-05T15:38:33+00:00",
"quotes": []
},
{
"author": "NineNine",
"content": "Version 1.1 isn't going anywhere. You'll be able to play it for as long as you'd like. Play it in Marathon mode. Play it in Marathon/Death World mode. Personally, I'm going to continue to play 1.1 (Marathon) for the time being, and also play 2.0 when it comes out, at the same time. \n \nWhat Steam chooses to do is a whole different matter, and nobody outside of Steam can say what they're going to do. If you want to be sure you can play 1.1 forever, just download the game from Factorio.com.",
"date": "2024-10-05T16:57:12+00:00",
"quotes": [
{
"author": "Panzerknacker wrote: Sat Oct 05, 2024 2:28 pm",
"content": ""
}
]
},
{
"author": "Panzerknacker",
"content": "What Steam is going to do depends entirely on Wube, not on Steam, that's how it works afaik. If Wube does not create a new title (with unique app ID or w/e its called) for Factorio 2.0, pretty sure Steam will auto update everyone to 2.0 when it comes out, thus removing Marathon. You can prevent this by going to the Properties menu for the game and under Betas set it to 1.1.110. Not sure wether you can launch both versions and if savegames are shared between. \n \nI have of course also the standalone binaries for the game. I will continue playing v1 mainly but will give 2.0 a try since it's free.",
"date": "2024-10-05T20:40:25+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "While playing MMOs, I learnt how to deal with game updates. They are inevitable, not debatable and cruel. After the update, everything that was before is gone. It is as if it never existed. Now, the game is what it is, and as if it was never any different. So deal with marathon mode: after the update to 2.0, marathon never existed. Almost all people will update to 2.0, and they will forget or never know there was this game mode with more expensive recipes. \nThe sooner you realize this, the sooner you're able to enjoy all the nice features and improvements that were developed in the last 4 years. \n \nIf the game is too easy for you, adjust the map settings. More enemies, smaller/more scarce resource patches, more pollution, more enemy expansion. Deliberately choose to not use productivity modules and don't research productivity related technology. If in general expensive mode requires 30% more resources, put recyclers everywhere and destroy half of your products.",
"date": "2024-10-05T22:42:30+00:00",
"quotes": []
},
{
"author": "Panzerknacker",
"content": "Haha, good one. Luckily this isnt an MMO or another game that is tethered to a server (I don't play those or simply quit playing when they mess them up). \n \nWe can simply keep playing v1.",
"date": "2024-10-06T05:36:50+00:00",
"quotes": []
},
{
"author": "Ranakastrasz",
"content": "Close, but this isn't an MMO. This has game changing mod support. \nTrue, it may be removed, and we might not get an official mod to replace it. However, there are a number of mods (search for revert and several show up) that pretty much undo the official changes. Some I even have forgotten about. They might not be popular, and people give up and forget about them, but as soon as the expansion drops, if marathon is removed, it will be re-added as a mod.",
"date": "2024-10-06T14:40:40+00:00",
"quotes": [
{
"author": "Tertius wrote: Sat Oct 05, 2024 10:42 pm",
"content": ""
}
]
},
{
"author": "NineNine",
"content": "Factorio is AWESOME because it doesn't use amy sort of DRM! It's is one of the EXTREMELY rare pieces of non open-source software that doesn't use DRM. That's one of the (many) reasons that I love Factorio. I have a file on my hard drive called \"factorio_alpha_x64_1.1.110.tar.xz\". That means that I can play Factorio 1.1 Marathon Death Word on any computer I own until the day I die (and it will never cost me another penny). \n \nI would never choose to rent it through a third party company (like Steam), having to rely on some third company to allow me to play my own game, according to their rules, assuming their service is functional, (while they're collecting data on me), for as long as the company exists. That seems just crazy to me when the alternative is literally, a single file that you just keep forever.",
"date": "2024-10-07T02:10:11+00:00",
"quotes": []
},
{
"author": "aka13",
"content": "I have played almost exclusively deathworld marathon. It was obvious for a long time, that there is not much thought/time put into its balance and playtesting. \nEven in the design, in that case. On dw marathon very quickly all groud tiles turn to a brown mess left over from the biters \nI thinks its a good decision to let go, and let a community-driven set of recipe changes establish itself, if there is more than 5 of us interested in it.",
"date": "2024-10-07T06:09:23+00:00",
"quotes": []
},
{
"author": "sarge945",
"content": "You can link your steam account to your Factorio account and download whatever version you want from the website. All you're missing out on is the Steam achievements. \n \nAs for an \"official\" marathon mod, I don't think it's as necessary as you seem to think. I'm a prominent member of the System Shock 2 community and over there we have a curated list of \"recommended\" mods, and it works exceptionally well for new players, they rarely if ever have trouble finding or installing them. \n \nI understand there's a special kind of feeling playing a \"official\" mod over a community one, but i guess in the best case we can hope Wube eventually \"endorses\" a community mod and officially includes it as Marathon Mode. It's really not that hard to make one. But they probably have more important things to be working on during the release period for space age, like bug fixing, balancing, etc.",
"date": "2024-10-07T08:21:08+00:00",
"quotes": []
},
{
"author": "Panzerknacker",
"content": "Yeah, same here. Cool thing is you get the Steam version included in the price tho, I like the cloud save function. \n \nAny computer you own I would not be too sure about. Few years and the Chinese will take over the market. If it aint x86 or able to emulate that, good luck. \n \nBut kovarex is thinking about open sourcing Factorio so that would solve also that problem.",
"date": "2024-10-07T19:01:24+00:00",
"quotes": [
{
"author": "NineNine wrote: Mon Oct 07, 2024 2:10 am",
"content": ""
}
]
},
{
"author": "Nidan",
"content": "source?",
"date": "2024-10-08T08:57:12+00:00",
"quotes": [
{
"author": "Panzerknacker wrote: Mon Oct 07, 2024 7:01 pm",
"content": ""
}
]
}
] | 19 |
2024-10-04T15:43:40-05:00
|
forum-topic-92507
|
92507
|
[1.1.4] Shifted item-list in blueprint frame
|
Not a bug
|
https://forums.factorio.com/viewtopic.php?t=92507
|
fishycat
|
I recently noticed that behavior when I was blueprinting something in a tight spot. The problem was, my view got blocked from the list being shifted outside the frame and blocking the view at the entities.
You can see that behavior pretty good in the pics. For a better visibility I pulled the frame more to the right. Otherwise the view at the bottom row with the blue inserters would be blocked by the list. (see in pic blueprint2)
---
blueprint1.png (1.15 MiB) Viewed 799 times
blueprint2.png (992.18 KiB) Viewed 799 times
|
[
{
"author": "",
"content": "That's working as intended. The icons stay next to the cursor.",
"date": "2020-12-03T23:18:34+00:00",
"quotes": []
}
] | 1 |
2020-12-03T16:37:22-06:00
|
forum-topic-62399
|
62399
|
Loss Prevention - Because noone enjoys taking down green biters with red ammo
|
Reika's Mods
|
https://forums.factorio.com/viewtopic.php?t=62399
|
Reika
|
If playing with sufficiently harsh settings, one can find that they have been...rather outpaced by the advancement of the native life. This is especially true with certain mod environments, such as a grouping of NauvisDay, Natural Evolution, and Rampant.
Biters should present a serious threat, especially when one does not design their factory with good defence strategies in mind. But noone wants to end up 60 hours into a save and realize that they need blue science tech just to defend their factory against the ceaseless attack waves, while they are currently still struggling to automate ammo production. Noone wants to realize that to get their first oil patch, they need to clear a nest with 19 spawners and 8 big worms, while the best weaponry they have available are un-upgraded grenades.
With Loss Prevention, those scenarios will not happen - the enemy evolution will be kept in check by your own progression - or lack thereof - through the tech tree. Unlike other mods, this does not change how evolution generally behaves - time, pollution, and spawner destruction still do their thing - but it does prevent it from running to a point of unrecoverability.
|
[
{
"author": "darkfrei",
"content": "Something like this?\n Code: Select all On_tick\n If not (technology[i].enabled) then set_evolution_limit (n) end\nEnd",
"date": "2018-09-06T10:33:06+00:00",
"quotes": []
},
{
"author": "Reika",
"content": "No, it is a lot more complex than that.",
"date": "2018-09-07T20:41:11+00:00",
"quotes": [
{
"author": "darkfrei wrote:",
"content": ""
}
]
},
{
"author": "Wildejackson",
"content": "can we get some more technical details on what factors the mod takes into account?",
"date": "2018-09-11T06:53:44+00:00",
"quotes": []
},
{
"author": "Reika",
"content": "I was somewhat vague on the exact conditions, as knowing those would open the possibility for gaming the system. \n \nI will say it depends on your research, certain production capabilities, certain defensive capabilities, and a few other statistics.",
"date": "2018-09-13T06:44:06+00:00",
"quotes": [
{
"author": "Wildejackson wrote: Tue Sep 11, 2018 6:53 am",
"content": ""
}
]
},
{
"author": "ThirdGhostHand",
"content": "Does this mod work in a PvP scenario? Say if we have six players, will the bugs wait to evolve for the slowest person? Or does it work differently? Thanks!",
"date": "2018-10-15T16:06:21+00:00",
"quotes": []
},
{
"author": "Reika",
"content": "I am not entirely sure what it might do in a MP environment at all.",
"date": "2018-10-20T17:21:43+00:00",
"quotes": [
{
"author": "ThirdGhostHand wrote: Mon Oct 15, 2018 4:06 pm",
"content": ""
}
]
},
{
"author": "IVAN_PIDORVAN",
"content": "60 hours - no blue science, no ammo production, jesus christ...",
"date": "2018-11-05T23:54:45+00:00",
"quotes": []
},
{
"author": "Reika",
"content": "???",
"date": "2018-11-20T16:29:23+00:00",
"quotes": [
{
"author": "IVAN_PIDORVAN wrote: Mon Nov 05, 2018 11:54 pm",
"content": ""
}
]
},
{
"author": "Vas",
"content": "I have some thoughts for this mod. \n \nI looked at its code a bit too and was trying to figure out how I could improve upon it but I'm not really a coder or anything so. \n \nSo, what I was thinking it would be nice to have enemies evolution capped till I do certain things, and the cap reduces at certain stages too. For example, research is permanent, so once I research something, I can never reduce the cap again and I'm screwed when the green biters start attacking and I'm still struggling to automate turret development and defend my base from endless attack waves. \n \nI want to have research affect the evolution cap in a more minor way. With no research, 0.1% cap. \nResearching turrets, increases the cap by 0.5%, researching turret damage upgrades, another 0.25% per research. Military research, 0.5%. \n \nNow, these are still fairly low, the enemy might be around 1.5% total after a few early research. Now we add buildings into the mix. For each turret, the cap goes up another 0.15 to 0.25, for each 10 walls, another 0.05 or even, for each wall 0.005. \n \nWhen a turret is destroyed, the cap is reduced, same for walls. If all of your defenses are destroyed, the cap is down to its minimal permanent levels from research and other modifiers that make it stay higher. \n \nI'd also like a setting, that stops nests from being devolved. I don't mind nests having high evolution worms or nests, but the attack waves should only consist of biters that are of your evolution level. So nest spawns should reflect that level of evolution while the worms stay at their evolution and defend the nest. \n \nWhat do you think? \nThere's also a mod suggestion I was thinking of, an ability to reduce the evolution, or even just make the aliens docile by giving them stuff or actively reducing pollution. I tried NauvisDay, but I reported a pretty major bug in it.",
"date": "2019-11-21T09:33:21+00:00",
"quotes": []
},
{
"author": "Pi-C",
"content": "Perhaps Research Causes Evolution could help you achieve at least some of the things you want?",
"date": "2019-11-21T12:18:16+00:00",
"quotes": [
{
"author": "Vas wrote: Thu Nov 21, 2019 9:33 am",
"content": ""
}
]
},
{
"author": "Vas",
"content": "So, when I looked at your mod, and was attempting to add settings to it I hit a pitfall where I have no idea how to add settings to your mod the way I did bob's greenhouse (which my settings no longer work for since 0.17 because the devs changed something somewhere that broke my damn mod with no apparent cause). I'll share what I got so far, and perhaps you can add settings to your mod? \n \nSettings.lua\n Code: Select all data:extend({\n\t{\n\t\t-- Technology List for Permanent Evolution\n\t\ttype = \"string-setting\",\n\t\tname = \"technology-list\",\n\t\tlocalised_name = \"List of technologies and the level of evolution they max at.\",\n\t\tlocalised_description = \"Simply list a technology, and then the evolution unlocking it will max at. I suggest going in evolution order so you don't get lost and confused. Warning, a blank setting will result in max evolution and disable the mod.\",\n\t\tsetting_type = \"startup\",\n\t\tallow_blank = true,\n\t\tdefault_value = \"turrets:0.01,military:0.1,steel-processing:0.2,military-2:0.3,military-3:0.7\",\n\t\torder = 1\n\t},\n\t\t-- Structure List for Evolution Addition\n\t\ttype = \"string-setting\",\n\t\tname = \"structure-list\",\n\t\tlocalised_name = \"List of structures and evolution they add.\",\n\t\tlocalised_description = \"This is a list of structures that once built, they will add evolution cap. Once destroyed, the evolution cap will decrease again.\",\n\t\tsetting_type = \"startup\",\n\t\tallow_blank = true,\n\t\tdefault_value = \"\",\n\t\torder = 2\n\t},\n\t{\n\t\t-- Enemy Base evolution factor\n\t\ttype = \"bool-setting\",\n\t\tname = \"enemy-base-deleveler\",\n\t\tlocalised_name = \"Reset enemy base structures as well?\",\n\t\tlocalised_description = \"Set to true, if the enemy base should be reset when evolution level is lower than the base level. If set to false, bases will generate normally, and only enemy attack waves will be set to the current evolution factor making it potentially harde to take down enemy bases on resource deposits.\",\n\t\tsetting_type = \"startup\",\n\t\tdefault_value = true,\n\t\torder = 3\n\t}\n})\n \n\nThe first setting, is a list of technologies and the evolution setting they unlock. But now that I've looked more closely at your mod because this confused me, it seems more like, the evolution listed on that technology is the technology that the game goes up to until you unlock that tech. Since it maxes at 1% till I unlock turrets, and then after turrets its 10%. Why do you have Steel Processing increase the max? A little odd since its not a defense technology. \n \nThe next list, is part of my suggestion previously. For each entity built, the cap of evolution increases. So say you add turret as one entity and set it to 0.001, the cap will go up by 0.1% each turret you have. If you have 30 turrets, the cap will be 3% higher than your permanent cap level. Say all you have is turrets researched, your cap is 10%, + 3%, 13%. Now half your turrets are destroyed in a raid, the cap will go down to 11.5%. \n \nAdding onto that suggestion however, perhaps you can have the cap decrease slowly when it reduces, like a max rate of 0.1% per minute. That'll help smooth things out rather than instant de-leveling everything in the middle of a battle. \n \nHere's the code part I was gonna attempt, but I'm not a coder so I have no idea if it would have worked. I just cut pieces from other projects of mine where a friend helped out with portions as well. \n Code: Select all local TECH_LIST=\t\tsettings.global[\"technology-list\"].value\nlocal STRUCT_LIST=\t\tsettings.global[\"structure-list\"].value\nlocal BASE_SETTING=\t\tsettings.global[\"enemy-base-deleveler\"].value\n\n-- Lets create a splitter function so we can split our additional strings properly.\nlocal function split(inputstr, sep)\n\tif sep == nil then sep = \"%s\" end\n\tt={} i=1\n\tfor str in string.gmatch(inputstr, \"([^\"..sep..\"]+)\") do \n\t\tt[i] = str\n\t\ti = i + 1\n\tend return t\nend\n\n-- Now lets rebuild the list of technology unlocks and their evolution factors.\nscript.on_event(defines.events.on_player_created,function(param)\n\tlocal p=game.players[param.player_index]\n\t\n\tif TECH_LIST ~= \"\" then\n\t\tlocal items = split(TECH_LIST,\",\")\n\t\tfor no, item_str in pairs(items) do\n\t\t\tlocal info = split(item_str,\":\")\n\t\t\tif game.forces[player].technologies[info[1]] then\n\t\t\t\taddTechEvoThreshold(info[1],tonumber(info[2]))\n\t\t\tend\n\t\tend\n\tend\nend)\n\n--[[ Reference Code:\naddTechEvoThreshold(\"turrets\", 0.01)\naddTechEvoThreshold(\"steel-processing\", 0.2)\naddTechEvoThreshold(\"military\", 0.1)\naddTechEvoThreshold(\"military-2\", 0.3)\naddTechEvoThreshold(\"military-3\", 0.7)]]-- \n\nI left the reference in there only when I was planning to test, but I gave up cause I couldn't figure out how to go about doing this. So I leave it up to you to fiddle with now. I really hope you can add these settings so we can alter this stuff ourselves. With bob's mods and Rampart you can still lose rather quickly to AI, plus I play a slower game where I try not to pollute a lot. For some reason researching steel causes the evolution to go very high and I lose every time I do, when I need steel for early game stuff and I've still got crummy bad turrets.",
"date": "2019-11-21T18:21:05+00:00",
"quotes": []
},
{
"author": "Vas",
"content": "Here's one more thing I should add that may help in tweaking the mod later on if you decide on any sort of rebalancing, Reika. Some settings I added into my personal copy for while I play. \n Code: Select all addTechEvoThreshold(\"turrets\", 0.01)\naddTechEvoThreshold(\"stone-walls\", 0.03)\naddTechEvoThreshold(\"military\", 0.05)\naddTechEvoThreshold(\"military-2\", 0.15)\nif game.active_mods[\"bobwarfare\"] then addTechEvoThreshold(\"bob-sniper-turrets-1\", 0.18) end\nif game.active_mods[\"bobwarfare\"] then addTechEvoThreshold(\"bob-turrets-2\", 0.21) end\naddTechEvoThreshold(\"automobilism\", 0.28)\naddTechEvoThreshold(\"laser-turrets\", 0.30)\nif game.active_mods[\"bobwarfare\"] then addTechEvoThreshold(\"bob-sniper-turrets-2\", 0.32) end\naddTechEvoThreshold(\"military-3\", 0.35)\nif game.active_mods[\"bobwarfare\"] then addTechEvoThreshold(\"reinforced-wall\", 0.38) end\nif game.active_mods[\"bobwarfare\"] then addTechEvoThreshold(\"bob-turrets-3\", 0.42) end\nif game.active_mods[\"bobwarfare\"] then addTechEvoThreshold(\"bob-sniper-turrets-3\", 0.43) end\nif game.active_mods[\"bobwarfare\"] then addTechEvoThreshold(\"bob-laser-turrets-2\", 0.44) end\naddTechEvoThreshold(\"military-4\", 0.64)\naddTechEvoThreshold(\"tanks\", 0.65)\nif game.active_mods[\"bobwarfare\"] then addTechEvoThreshold(\"bob-laser-turrets-3\", 0.66) end\nif game.active_mods[\"bobwarfare\"] then addTechEvoThreshold(\"bob-turrets-4\", 0.70) end\nif game.active_mods[\"bobwarfare\"] then addTechEvoThreshold(\"bob-laser-turrets-4\", 0.72) end\nif game.active_mods[\"ForceFields2\"] then addTechEvoThreshold(\"Forcefields\", 0.80) end\nif game.active_mods[\"bobwarfare\"] then addTechEvoThreshold(\"bob-turrets-5\", 0.85) end\nif game.active_mods[\"bobwarfare\"] then addTechEvoThreshold(\"bob-laser-turrets-5\", 0.90) end\naddTechEvoThreshold(\"rocket-silo\", 1.00) \n\nYour system still confuses me to a degree, if someone researches Stone Walls, then evolution goes up to the next lowest item in the list, 0.05, yes? (5% Military)",
"date": "2019-11-26T14:06:23+00:00",
"quotes": []
},
{
"author": "modo_lv",
"content": "Any plans to update for 1.1? And/or is it safe to simply fix the info.json file and use the same mod? \nIt is not safe to update info.json. I tried that and encountered a crash within the first few minutes of starting a new game.",
"date": "2021-01-12T14:10:06+00:00",
"quotes": []
}
] | 13 |
2018-09-05T18:41:33-05:00
|
forum-topic-59758
|
59758
|
[MOD 0.17.x] pY Raw Ores Processing
|
PyMods
|
https://forums.factorio.com/viewtopic.php?t=59758
|
pyanodon
|
Description:
Add several processes and recipes to improve the yield of basic vanilla ores.
Add lots of new buildings and chains for each ore.
Will be intended to play without bobs since the ores will be the same (maybe some new) and will make some intermediate materials more used.
Not compatible with Bobs.The use with Angels may cause bugs or incompatibilities.
Improved yield and increase the chain as consequence of advanced technologies to refine and extract basic and advanced ores.
Adjusted some vanilla recipes to be compatible with this mod.
This mod is not compatible with Angel´s mods yet, Kingarthur may be working over it.
Details:
Factorio Version: 0.17+
Version: 1.1.12
License: CC BY-NC-ND 4.0
Tags: ores
Download
Mod Portal Link
LONG DESCRIPTION Explore new and chains to extract and refine ores in the game. With this extension you can play pY suite without bob´s mods and still getting their ores which we decided to kept since it´s common ores and materials. No need to reinvent the wheel here. This mod will improve the ore production as much as you advance in the game. Will add mines and new/different ways to get base and advanced ores, lots of mining machines to refine that ores to perfection and extract almost 100% of it without much loss.
Change Log
1.0.1 - Initial release
1.0.2 = Several bug fixes and optimization
1.0.4 = Several bug fixes and optimization
1.0.5 = Deadlocks fixed
1.0.6 = Deadlock in the Centrifugal pan research.
Fixed graphic bug in the JIG recipes.
Improved the Hydrogen/Oxygen Ratio in the Electrolyzers
Mining machines mk03 now requieres only red, green and blue science packs.
Pynobots MK02 now unlocked in Coal Processing 03
Added new pyHT cyanic acid recipe
1.0.7 = Rebalanced the whole zinc chain
Rebalanced the whole nexelit chain
Small adjustments into coal chain
Some little balances in the sand and biofilm requierements
1.0.8 = Fixed Deadlock in the centrifuge.
Fixed Sintered Silver unlockable.
Added collagen to glycerol recipe for pyHT
Reduced the amount of lead to make ammo.
1.0.9 = Balanced Aluminium
1.1.1 = Balanced Several chains
1.1.3 = Fixed Deadlock in Carbon Aerogel when playing with pyHT.
Fixed engine technology and reorganized some.
Fixed small research on iron.
Crusher tech now relays on Al chain.
Pressured air now unlocks on Coal Processing 1
Changed fluid to extract tin to steam.
1.1.5 = Fixed Tin Steam consumption.
Fixed duplicate unlock of pressured air.
Burner to be unlocked earlier.
1.1.6 = Improved Nitrogen
Reduced Aramid Consumption
Reorganized jig Building
1.1.9 = Balanced iron and copper initial recipes.
Turrets now can be used normally.
Added alternative recipe for Na2SO4.
Several tech-tree changes.
1.1.10 = Balanced zinc-iron consumption.
Balanced copper chains.
Wagons now use titanium.
Fixed uranium chain.
Recalculated oxygen consuption.
1.1.12 = Alpha release for 0.17
This mod will have depedencies:
pY Coal Processing
|
[] | 0 |
2018-04-21T13:48:58-05:00
|
forum-topic-115542
|
115542
|
Can you help me?
|
Ideas and Requests For Mods
|
https://forums.factorio.com/viewtopic.php?t=115542
|
Sethlarke
|
Like many other Factorians, I find railroad building to be a formidable obstacle. If there was a mod that showed me how to construct and fix railroads in detail, it would be perfect for me.
|
[
{
"author": "DarkShadow44",
"content": "I think tutorials and understanding are more useful. How would a mod like that even work?",
"date": "2024-09-26T22:43:51+00:00",
"quotes": []
},
{
"author": "Kyralessa",
"content": "If you're finding that building tracks just takes too long, you could try this mod: \n \n https://mods.factorio.com/mods/Choumiko/FARL \n \nI've never used it, but my understanding is that it gives you basically a train you can drive around to lay rails.",
"date": "2024-09-27T05:50:59+00:00",
"quotes": []
},
{
"author": "SoShootMe",
"content": "Like DarkShadow44, I also think tutorials and understanding are more useful. Amongst other resources, there are many discussions about railway setup in these forums: if you have questions/problems that you can't find the answers/solutions to, you are likely to get a useful response by posting. \n \nFor me at least, a major reward in Factorio is overcoming the numerous challenges it creates (at many levels) through understanding. Being able to design a functional railway system is one such challenge. If you don't feel the reward justifies investing the time in learning about and experimenting with railway to build that understanding, the easiest thing is to use someone else's blueprints so that you can focus on other areas - the ultimate goal is to have fun, after all! You'll probably gain some understanding from doing so anyway and, perhaps, the balance will tip at some point.",
"date": "2024-09-27T08:42:53+00:00",
"quotes": []
}
] | 3 |
2024-09-26T02:36:31-05:00
|
forum-topic-125649
|
125649
|
inserter-behavior description
|
Outdated/Not implemented
|
https://forums.factorio.com/viewtopic.php?t=125649
|
Deggial_68
|
TL;DR
Please change the toggle-description ('Enable/disable') of inserters to only one option (-> 'Disable').
What?
The condition result is either TRUE or FALSE.
There is no sense in offering two contradictory options. Which one is it, if the condition is TRUE? Will 'Enable' be chosen, or 'disable'?
This is very confusing!
Please restrain to only one option ( 'Disable')
As there is now some space won, maybe make it even more clear and write: "Disable, if the condition is met" or "Disable, if (condition =) TRUE"?
Why?
It took me hours and a lot of swearing, until I learned by heart, that a TRUE condition will 'disable' the inserter.
Make inserter logic more comprehensible - especially for beginners - by reducing the behavior-description to the one, correct word: 'Disable'!?
|
[
{
"author": "",
"content": "The description is: \"Turn this entity on only when the condition is true.\"",
"date": "2025-01-06T14:31:13+00:00",
"quotes": []
},
{
"author": "Kyralessa",
"content": "You actually have this backwards; if the condition is true, it enables the inserter. \n \nBut this mix-up illustrates the problem. \n \nI agree, the text \"Enable/disable\" doesn't make sense. \n \nSomething like \"Enable if\" or \"Enable only if\" might be more clear.",
"date": "2025-01-06T14:40:28+00:00",
"quotes": [
{
"author": "Deggial_68 wrote: Mon Jan 06, 2025 2:09 pm",
"content": ""
}
]
},
{
"author": "Deggial_68",
"content": "Yea, it's the other way round. \n \nSomehow, I seem to get the intended behavior now. Oftentimes by simply trying. \nBut as confirmed by Kyralessa, it doesn't make sense. \n \nWhich makes me wonder: why was my suggestion pushed to this forum section? (I certainly posted in the main Suggestion forum, didn't I?) \n \nIt certainly isn't 'outdated', as the description wasn't changed. (Or is there a change on it's way and is it therefore resolved?) \n \nWhich leaves the option 'Not implemented'. (Somehow, equivocal descriptions seem to be a thing ... ) \nAnd yes, I know , it's not implemented! \nThat's why I created the post. \n \nDoes this mean, it will never be implemented in the future, because it's a bad suggestion? \nIf so: why? \nIt's such a minor change that would clarify a lot.",
"date": "2025-01-06T16:50:25+00:00",
"quotes": []
}
] | 3 |
2025-01-06T08:09:11-06:00
|
forum-topic-114840
|
114840
|
Friday Facts #424 - Gleba Pentapod Enemies
|
News
|
https://forums.factorio.com/viewtopic.php?t=114840
|
Here it is! (beep boop)
https://factorio.com/blog/post/fff-424
|
[
{
"author": "Panzerknacker",
"content": "Why would you spoil this in the first place. Even tho I didn't read it I already saw the picture now on Factorio.com",
"date": "2024-08-16T11:06:30+00:00",
"quotes": []
},
{
"author": "Gergely",
"content": "Took a peek at the first video, man those are some true boss fight vibes at the end there. I wonder if there is more.",
"date": "2024-08-16T11:11:43+00:00",
"quotes": []
},
{
"author": "The Phoenixian",
"content": "Just one look and I immediately find myself thinking \"hunh, are these things inspiration for Spidertron and the rocket turret in the expansion?\" \n \nIf communicating that the spidertron is moving to Gleba was an intended part of their design, it works. \n \nThe pollution and aggression changes also sound neat. It makes sense that enemies that evolved on different worlds would react to different stiumi. Not sure if you'll have enemies on other worlds with their own reactions, but if you do, I look forward to seeing what you came up with.",
"date": "2024-08-16T11:14:17+00:00",
"quotes": []
},
{
"author": "Necronium",
"content": "Those looks great. Now just wait for release. \n \nFor future features that could be implemented \"tribe\" mechanic could be something like scenario only one and other is to make spoil mechanic available to entities so that it would be possible to make enemies transform as \"spoil\" is only for items now",
"date": "2024-08-16T11:21:11+00:00",
"quotes": []
},
{
"author": "Criperum",
"content": "So peaceful is not an option again like it was when you needed alien items for science?",
"date": "2024-08-16T11:22:15+00:00",
"quotes": []
},
{
"author": "doktorstick",
"content": "Nice! I'm glad to see new enemies as I'm a military-is-logistics-challenge type player. \n \nI saw that there's some final touches to add to the creatures yet. I'd suggest for the big boy, give its steps some weight with puffs of dirt? spores? when it steps. \n \nIf you get the eggs off Gleba and they hatch, will they create their spawners on other planets? Can they survive those atmospheres?",
"date": "2024-08-16T11:25:59+00:00",
"quotes": []
},
{
"author": "ledow",
"content": "Farms full of eggs, surrounded by defences, it is then.",
"date": "2024-08-16T11:27:45+00:00",
"quotes": []
},
{
"author": "mikiqex",
"content": "Stompers look like they would sometimes accidentally squash Wrigglers Those leg animations in a 2D game must have been a nightmare...",
"date": "2024-08-16T11:29:05+00:00",
"quotes": []
},
{
"author": "malecord",
"content": "So... my reaction to the video was literally \"WTF\". Is that really the default welcome party once you land on Gleba? Or was it made more dramatic for trailer reasons? \n \nFor the rest I like everything about enemy behavior and attack patterns. I understand that each planet will have a unique threat that will require a different defense layout. And this is both cool and fun. Thanks! \n \nFor Gleba I especially like the complementary nature of enemies you designed: \n- the small guys invite for walls and area damage or multiple turrets packed together, aoe/fast damage. \n- the long range siege enemy makes walls useless and requires dedicated layout so that turrets can cover for each other, with high damage \"sniper\" shots, not necessarily fast. \n- the heavy assault enemy makes clusters of turrets undesiderables and invites for isolated but high dps turrets instead. \n \nSo there are conflicting requirements/tradeoff when it comes to decide how to defend an area. \n \nI... still believe that in the end a continous row of turrets will probably be one solution that works for any kind of problems... but that is endgame, to arrive there one has to work with limited resources so this will be interesting. \n \nCool!",
"date": "2024-08-16T11:38:16+00:00",
"quotes": []
},
{
"author": "Terrahertz",
"content": "Are there also any bio-themed weapons on Gleba? Those things make me want to nuke them, but shipping over the required uranium might not be a long term solution. \n \nAnyway, cudos to the designers, those things are as disgusting as I would expect on a planet like this",
"date": "2024-08-16T11:41:57+00:00",
"quotes": []
},
{
"author": "MeduSalem",
"content": "The new creatures look interesting. ^^ \n \n \n\nAgreed. I thought a considerable amount of people disliked the alien artifact aspect of having to manually farm that stuff just be able to progress further and that the devs eventually removed them because of how it could not be automated. \n \nSeems like the pentapod eggs do exactly the same yet again.",
"date": "2024-08-16T11:44:00+00:00",
"quotes": [
{
"author": "Criperum wrote: Fri Aug 16, 2024 11:22 am",
"content": ""
}
]
},
{
"author": "BlacKcuD",
"content": "These guys look fucking fantastic. Insane art team!",
"date": "2024-08-16T11:45:32+00:00",
"quotes": []
},
{
"author": "Oshida",
"content": "noted \n \ni aint going there until i get nukes",
"date": "2024-08-16T11:48:39+00:00",
"quotes": []
},
{
"author": "Criperum",
"content": "I usually play with biters off. I like my factorio slow and meditative. Must I bother with aliens?",
"date": "2024-08-16T11:52:52+00:00",
"quotes": [
{
"author": "MeduSalem wrote: Fri Aug 16, 2024 11:44 am",
"content": ""
},
{
"author": "Criperum wrote: Fri Aug 16, 2024 11:22 am",
"content": ""
}
]
},
{
"author": "gnutrino",
"content": "I guess for the enemies disabled option you could just have the egg sack thingies without enemies spawning from them? So they just litter the landscape like rocks on Nauvis waiting for you to break them open and nick the eggs which would presumably just spoil normally rather than generating wigglers.",
"date": "2024-08-16T11:57:08+00:00",
"quotes": []
},
{
"author": "MeduSalem",
"content": "I understand your feeling about that. I assume there will be an option to turn the Pentapods off as well or at least that a good deal of people will ask for exactly such an option and that they will be annoyed if there is not. \n \nBut that said if you can turn it off, it would bring the issue back that the eggs are needed for the mentioned Biochambers. So why need the eggs in the first place. ^^",
"date": "2024-08-16T11:58:21+00:00",
"quotes": [
{
"author": "Criperum wrote: Fri Aug 16, 2024 11:52 am",
"content": ""
}
]
},
{
"author": "The Phoenixian",
"content": "From the writeup, it sounds like this time there should be ways to sustainably farm the aliens in a single area this time with a mix of intentionally letting eggs spoil/hatch and what I'd assume are deconstruction orders via roboport or spidertron instead of the expansionist looting for alien-artifact-era biters on Nauvis. \n \nSo in that sense we've moved from the ignore/exterminate dichotomy to... colonial exploitation? (We continue to be The Worst, and the way that typically prosocial mechanics and ideas like green technology and sustainability are used to fuel that excess is a fascinating approach to character building through mechanics alone.)",
"date": "2024-08-16T12:02:57+00:00",
"quotes": [
{
"author": "MeduSalem wrote: Fri Aug 16, 2024 11:44 am",
"content": ""
},
{
"author": "Criperum wrote: Fri Aug 16, 2024 11:22 am",
"content": ""
}
]
},
{
"author": "Ymiymi",
"content": "Well they can be automated after a while though as they already stated in the FFF post. Probably can just get them \"for free\" from the egg rafts too with enemies off as gnutrino said. \n \nWhat I am curious about, was the thing about no fur and spins and not too alien for all planets or just this one? Also I'd love to see one of the early concept arts considered too alien.",
"date": "2024-08-16T12:04:38+00:00",
"quotes": [
{
"author": "MeduSalem wrote: Fri Aug 16, 2024 11:44 am",
"content": ""
}
]
},
{
"author": "fly",
"content": "I share this concern. I've had a couple of playthroughs with biters, but I realized that they don't add to the fun for me. So, in the rest of my games, I either turned them off or kept them very restricted (no expansion, low evolution, etc.)",
"date": "2024-08-16T12:07:45+00:00",
"quotes": [
{
"author": "Criperum wrote: Fri Aug 16, 2024 11:52 am",
"content": ""
}
]
}
] | 19 |
2024-08-16T06:00:13-05:00
|
|
forum-topic-44345
|
44345
|
[Mod 0.15] Shift Tool
|
Development tools
|
https://forums.factorio.com/viewtopic.php?t=44345
|
darkfrei
|
Hi all!
The mod you can find at mod portal: https://mods.factorio.com/mods/darkfrei/Shift_Tool
This is a mod, that says what the shift are you need. This toll you are need when you make your own graphics with shadows, but your graphics is not in the middle of the collision box.
For example:
Entity
type = "assembling-machine",
name = "assembling-machine-3",
Code: Select all animation =
{
filename = "__base__/graphics/entity/assembling-machine-3/assembling-machine-3.png",
priority = "high",
width = 142,
height = 113,
frame_count = 32,
line_length = 8,
shift = {0.84, -0.09}
},
http://imgur.com/a/nsFp8
How to use this tool Place your entity somewhere
Find collision box
Make one Shift Tool
R - for rotate , place image of the entity to the center of collision box
Press F5 for debug net
For example here is the right position
Last message have right position for your entity, write it to the mod
old versions Version history:
2017-04-26 Version 0.0.2 - version for 0.15
Shift_Tool_0.0.2.zip
(236.6 KiB) Downloaded 243 times
2017-04-19 Version 0.0.1 - version for 0.14
Shift_Tool_0.0.1.zip
(236.6 KiB) Downloaded 244 times
code Code: Select all debug = false
script.on_event(defines.events.on_built_entity, function(event)
if (event.created_entity.name == "arrow-belt") then
onBuildHandler(event)
end
end)
function onBuildHandler (event)
local entity = event.created_entity
printAll("001 ".. entity.name .. " " .. entity.direction)
local targetEntity = findNearestEntity(entity.position, 5)
printAll("002 ".. entity.name .. " " .. entity.position.x .. " " .. entity.position.y)
initEntity (targetEntity)
if (targetEntity and targetEntity.name) then
printAll("003 ".. "targetEntity.name " .. targetEntity.name .. " " .. targetEntity.type .. " " .. targetEntity.force.name .. " " )
local newPos = directionToPosition(targetEntity.position, entity.direction, 1/32)
printAll("004 ".. "newPos.x " .. newPos.x .. " targetEntity.position.x " .. targetEntity.position.x )
targetEntity.teleport(newPos)
local globEntity = tableContains(global.entities, targetEntity)
if globEntity then printAll("globEntity is true! " .. type(globEntity)) end
printAll(globEntity)
local pShift = globEntity.pShift
local firstPos = globEntity.position
local ID = globEntity.ID
local nowPos = targetEntity.position
pShift = vectorDelta (nowPos, firstPos)
printAll(pShift)
printAll(global)
global.entities[ID].pShift = pShift
printAll("shift = {x=" .. pShift.x .. ", y=" .. pShift.y.."}", true)
end
entity.destroy()
game.players[event.player_index].insert{name="arrow-belt", count=1}
end
function vectorDelta (p1, p2)
return {x=p1.x-p2.x, y=p1.y-p2.y}
end
-- init
function initEntity (entity)
if not entity then return end
if not global.entities then global.entities = {} end
if not global.ID then global.ID = 1 else global.ID = global.ID + 1 end
printAll("101 ".. entity.name .. " start init: " .. #global.entities)
local taCo = tableContains(global.entities, entity)
if taCo then return end
local NewEntity = {
name = entity.name,
position = entity.position,
pShift = {x=0, y=0},
entity = entity,
ID = global.ID
}
global.entities[global.ID] = NewEntity
-- table.insert(global.entities, NewEntity)
printAll("102 ".. entity.name .. " end init: " .. #global.entities)
end
function tableContains(table, element)
for _, value in pairs(table) do
if value == element then
return value
end
if type(value) == "table" then
local valueOrFalse = tableContains(value, element)
if valueOrFalse then return value end
end
end
return false
end
function printAll(text, bool)
if (debug or bool) then
local text2 = ""
if type(text) == "table" then text2 = serpent.block(text, {comment=false})
for i in pairs (game.players) do
game.players[i].print(text2)
end
else
for i in pairs (game.players) do
game.players[i].print(text)
end
end
end
end
function findNearestEntity(position, radius)
local radius = radius or 5
local entities = game.surfaces["nauvis"].find_entities({{position.x-radius, position.y-radius}, {position.x + radius, position.y + radius}})
local minRad = 20
local nearestEntity = nil
local mustBeAdded = false
for i, entity in pairs(entities) do
local mustBeAdded = false
local nextRad = lenght(position, entity.position)
--printAll(i .. " " .. entity.name .. " " .. nextRad)
if not (minRad) then
mustBeAdded = true
minRad = nextRad
end
if (minRad > nextRad) then mustBeAdded = true end
if (entity.name == "arrow-belt") or (entity.type == "player") then mustBeAdded = false end
if (entity.force.name == "neutral") or (entity.force.name == "enemy") then mustBeAdded = false end
if mustBeAdded then
minRad = nextRad
nearestEntity = entity
end
end
if nearestEntity then printAll(nearestEntity.name .. " " .. minRad) end
return nearestEntity
end
function lenght(position1, position2)
local position1 = {x = position1.x, y = position1.y} or {x = 0, y = 0}
local position2 = {x = position2.x, y = position2.y} or {x = 0, y = 0}
return math.sqrt((position1.x - position2.x)^2 + (position1.y - position2.y)^2)
end
function directionToPosition(position, direction, radius)
-- makes position from direction, absolute or relative
local x = position.x or 0
local y = position.y or 0
local radius = radius or 5
if direction == 0 then return { x=x, y=y-radius}
elseif direction == 2 then return { x=x+radius, y=y}
elseif direction == 4 then return { x=x, y=y+radius}
elseif direction == 6 then return { x=x-radius, y=y}
else return {x=x, y=y}
end
end
New shift in this example is the same like in vanilla. Yey!
|
[
{
"author": "darkfrei",
"content": "The mod is not for playing, please don't use it for the game.",
"date": "2017-04-19T20:36:03+00:00",
"quotes": []
},
{
"author": "Shenpen",
"content": "This one I need, so that I can stop facepalming.Thank you for sharing!",
"date": "2017-12-16T20:32:43+00:00",
"quotes": []
},
{
"author": "moon69",
"content": "Hi Darkfrei, \n \nI'm trying to use this tool in 0.16.51... it loads correctly, I can make the tool, select it and rotate it, but no matter where I click the entity graphic (stone furnace) doesn't move and the tool just generates: \nshift = {x=0, y=0} \n \nNo other mods are enabled, new game, no obvious errors in factorio-current.log. \n \nI think it was broken in https://wiki.factorio.com/Version_histo ... .0#0.16.37 ...\n \n\nI confirmed the tool still works for landmines (which has entity.prototype.flags[\"placeable-off-grid\"] = true). \n \nCheers, \nmoon",
"date": "2018-07-03T14:26:55+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "eradicator",
"content": "1) Add flag to your own entity \n2) Get shift \n3) Remove flag \n4) ??? \n5) Profit \n \nI'm suprised teleport didn't autocorrect in all cases before.",
"date": "2018-07-03T14:34:39+00:00",
"quotes": [
{
"author": "moon69 wrote:",
"content": ""
}
]
},
{
"author": "darkfrei",
"content": "The mod was broken by game update in april and I've not read about this problem before.",
"date": "2018-07-03T15:16:57+00:00",
"quotes": [
{
"author": "eradicator wrote:",
"content": ""
}
]
}
] | 5 |
2017-04-19T15:26:02-05:00
|
forum-topic-27728
|
27728
|
How to Log-In into Mod-Portal? Cannot login from Steam?
|
Mod portal Discussion
|
https://forums.factorio.com/viewtopic.php?t=27728
|
Please follow this fine article: viewtopic.php?f=5&t=27377 THE MOD PORTAL
|
[
{
"author": "",
"content": "I think this is now not longer needed, isn't it?",
"date": "2016-10-21T23:18:20+00:00",
"quotes": []
}
] | 1 |
2016-06-30T13:15:08-05:00
|
|
forum-topic-116359
|
116359
|
Add setting to hide unresearched items/recipes in factoriopdia
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=116359
|
shopt
|
TL;DR
In-game toggle to hide unresearched things from the factoriopedia
What ?
Somewhere in the factoriopedia GUI, a toggle between having the factoriopedia as it currently is, and only showing recipes and items that the force has currently researched the tech for. Mods like "Recipe Book" that the factoriopedia has mostly replaced had functionality like this. This is similar in concept to the "show all items in selection list" setting, except it applies to the factoriopedia instead of selection lists.
Mods like "Discovery Tree" handle this from the tech tree side, however their utility is reduced in 2.0 due to everything appearing in the factoriopedia.
Why ?
There are 2 primary reasons a player may want this.
They may be playing space age or an overhaul mod and wish to avoid spoilers so that they can "discover" things as they are researched.
Players may also wish to simply reduce clutter and see what they can use an item for right now, or which machines can craft it right now.
|
[
{
"author": "m44v",
"content": "Is not just the fatoriopedia but also the game showing stuff in the main menu, one takes great lengths to avoid spoilers by not reading FFF and bam! spoilers in your face when you open the game. There's currently the mod \"Hide Space Age spoilers\" that helps with that, but it would best if the game itself doesn't go out of its way to hurt the first play experience. \n \nThe game could just hide stuff that wasn't seen first during a playthrough.",
"date": "2024-10-23T13:03:16+00:00",
"quotes": []
},
{
"author": "Wiwiweb",
"content": "Screenshot from 2024-11-03 23-54-57.png (1.37 MiB) Viewed 2157 times \n \n \n\n+1. Factoriopedia is unusable for mods that add content. \n \nThis is Factoriopedia with Pyanodons. \n \nAsh is one of the first items you get in the game, and it's only used in a couple ways at the beginning. Yet Factoriopedia shows me a hundred icons. How do I know which ones are relevant to me right now? Unresearched items and recipes are not even *marked* as such, let alone filtered, so it's impossible to sort through. \n \nPy is the only overhaul mod for 2.0 right now, but when SE and K2 and others get ported, and then new overhauls are created using Space Age capabilities, everyone is going to hit this issue. \n \nSuggestions: \n \n 1. Unresearched recipes/items/entities should have their name written in red and their icon have a red background, to distinguish them. \n2. Add a player interface option to filter out unresearched recipes/items/entities.",
"date": "2024-11-04T08:05:50+00:00",
"quotes": []
},
{
"author": "feng",
"content": "Its bugs me everytime when I open factoriopedia. I dont want spoilers of what nice new stuff is coming on next planets. I try not to look at those new bling bling icons but seriously... nobody wants spoilers. So please give us an option to hide unresearched stuff. Shouldnt be a big thing to code.",
"date": "2024-11-25T03:01:38+00:00",
"quotes": []
},
{
"author": "IsaacOscar",
"content": "There is already a setting that should do this, so I submitted a bug report 121958",
"date": "2024-11-25T06:49:53+00:00",
"quotes": []
},
{
"author": "grandseiken",
"content": "I would also like this, and I would like to be able to force it (ie either prevent player from being able to see unresearched things or otherwise have explicit runtime control of when things show up in factoriopedia).",
"date": "2024-12-04T11:03:38+00:00",
"quotes": []
},
{
"author": "micromario",
"content": "+1 \n \nThis would be extremely useful for my overhaul mods (pY and maraxsis)",
"date": "2024-12-09T21:29:38+00:00",
"quotes": []
},
{
"author": "kinokura",
"content": "I would also love to see this. Having a visual indicator like a red background is a good idea and is consistent with how hand crafting indicates a lack of ingredients.",
"date": "2024-12-20T14:43:18+00:00",
"quotes": []
},
{
"author": "Mithaldu",
"content": "Yep, this would be very good to have.",
"date": "2024-12-29T23:51:54+00:00",
"quotes": []
},
{
"author": "przemo1232",
"content": "+1, right now factoriopedia is nigh unusable with overhaul mods",
"date": "2025-01-02T16:47:37+00:00",
"quotes": []
},
{
"author": "tuhe",
"content": "Big +1 from me. I have really fallen in love with Factoriopedia, however, it is of a very limited use in the larger modpacks. I understand that it only affect a smaller percentage of the players, however, I think there is a way to implement the feature which makes it non-intrusive for those who play vanilla. My suggested version would be something like this: \n \nUnder settings, there is an extra drop-down menu with the three options:\n \n Show all items and recipes in factoriopedia [default] \n Show only items and recipes at current science level [i.e., recipes and items that can be researched using the science packs for which at least one has been build] \n Show only researched items and recipes \n \nFactoriopedia should work as it does now and the only effect of the setting is to red-out items that are not available, so as to not confuse players who have enabled the option by a mistake (red-out items can potentially have a tool tip that tells the player why they red-out if this is a concern). \n \nThis means that Factoriopedia will look/work the same as it does now for those who use it out of the box, and mods with many recipes or items can choose another default setting.",
"date": "2025-01-02T20:20:12+00:00",
"quotes": []
},
{
"author": "protocol_1903",
"content": "+1, it should support hidden and hidden by research recipes separately, in the case of mods enabling recipes via script.",
"date": "2025-01-04T04:23:50+00:00",
"quotes": []
},
{
"author": "Stringweasel",
"content": "+1 \n \nLarge complex modpacks could really benifit from this addition. And large complex modpacks also keeps many players playing the Factorio even after hundreds or thousands of hours, so IMO a win-win",
"date": "2025-01-04T06:11:55+00:00",
"quotes": []
},
{
"author": "protocol_1903",
"content": "Additional thought, recipe prototypes should support a field that tells factoriopedia whether the recipe is unlocked via script, research, or a custom description written by the mod author.",
"date": "2025-01-04T07:40:38+00:00",
"quotes": []
},
{
"author": "IsaacOscar",
"content": "This seems like a contradictory suggestion to this thread: the idea is that unresearched stuff should completely be hidden from Factoriopedia (or perhaps replaced with a ? icon and a message saying it's locked?).",
"date": "2025-01-04T07:44:40+00:00",
"quotes": [
{
"author": "protocol_1903 wrote: Sat Jan 04, 2025 7:40 am",
"content": ""
}
]
},
{
"author": "EvilPLa",
"content": "+1 for this suggestion",
"date": "2025-01-04T11:25:49+00:00",
"quotes": []
},
{
"author": "JigSaW",
"content": "+1 for the suggestion but the topic doesn't propose a good solution to the problem in the title. you don't want locked/unresearched recipes to be hidden, in big overhauls you want to see both unlocked and locked recipes, you just need to see which is which. for example, when i unlock a new t2 recipe for iron i want to know is there's a t3 or t4 recipes later, check when those get unlocked and if the new t2 recipe i just got is even worth the time to upgrade to.",
"date": "2025-01-04T12:39:37+00:00",
"quotes": []
},
{
"author": "protocol_1903",
"content": "Wiwiweb's post provides a proper set of solutions, which I believe are the best options and both should be used.",
"date": "2025-01-04T21:58:54+00:00",
"quotes": [
{
"author": "JigSaW wrote: Sat Jan 04, 2025 12:39 pm",
"content": ""
}
]
},
{
"author": "protocol_1903",
"content": "I meant it more as a way to show a custom \"this is how you unlock this recipe/item/entity\" dialogue box so that mod developers can make custom unlock scripts and have explanations show up in factoriopedia. It's not really meant for stuff unlocked through research.",
"date": "2025-01-04T22:01:14+00:00",
"quotes": [
{
"author": "IsaacOscar wrote: Sat Jan 04, 2025 7:44 am",
"content": ""
},
{
"author": "protocol_1903 wrote: Sat Jan 04, 2025 7:40 am",
"content": ""
}
]
},
{
"author": "tuhe",
"content": "In case it is too controversial to gray/red-out recipes that are not available then a compromise could be that when the user mouseover an item/recipe the tooltip contains information about which science packs are required to unlock the item/recipe. Along with some sorting this would go a long way to addressing the issue in py. \n \n(but of course I would prefer the red/gray out option similar to FNEI).",
"date": "2025-01-07T11:47:02+00:00",
"quotes": []
}
] | 19 |
2024-10-21T14:19:54-05:00
|
forum-topic-101218
|
101218
|
Compatibility with Cargo Ships deep sea oil
|
Resource Spawner Overhaul
|
https://forums.factorio.com/viewtopic.php?t=101218
|
robot256
|
The Cargo Ships mod includes oil deposits that spawn in water for extraction by oil rigs and ships. I need some advice for how to improve this and how to ensure compatibility with RSO. I recently took over maintaining the scripts, and this was my first attempt at resource modifications.
Before my rewrite last year, Cargo Ships placed oil randomly as chunks were generated, so they were not based on the map seed at all. I changed vanilla oil to generate on both land and sea, then convert ones generated on water into the different "deep oil" entity. I did this because I couldn't really figure out how to add a new resource setting that would only generate on water. There is also a setting for "no oil on land", which makes CS delete any oil that spawns on land when the chunk is generated.
With RSO installed, this usually works the first time the map is generated. Default resource generation is disabled, RSO places oil in land and water, and CS deletes or replaces it as needed.
So my two questions are,
1. Do you have any advice for a better way to make a resource generate only on water in vanilla; and
2. What is the best way to achieve proper combatibility with RSO and deep sea oil generation?
Edit: orzelek, feel free to PM me if you would rather discuss this there. I'd be very grateful for any advice you can give. Thanks!
Edit2: the "no oil on land" works after all, but the preview is wrong of course. Still interested in any general tips.
|
[
{
"author": "orzelek",
"content": "1. AFAIK you can make your resource use generation copied from oil and attach collision mask to it to collide with ground_layer to make it spawn only on water. \n \n2. Doing above would mean adding config to it for RSO would work and should spawn only in water. \n \nIf above 2 steps won't work then it gets tricky. One of issues is that RSO is not guaranteed to add resource exaclty inside generated chunk - it can be in one of neighboring chunks (or farther if resource patch is big). This might affect your mod if it searches for oil wells using generated_chunk event in the chunk that was generated.",
"date": "2022-01-13T18:06:17+00:00",
"quotes": []
}
] | 1 |
2022-01-12T17:48:58-06:00
|
forum-topic-117589
|
117589
|
[2.0.11] Crash on launch on Steam Deck from shader compilation
|
Technical Help
|
https://forums.factorio.com/viewtopic.php?t=117589
|
Hawkpath
|
I have installed Factorio on Steam Deck after the 2.0 and Space Age release and tried launching it with both Proton 9.0-3 and Proton Experimental.
Launching with 9.0-3 leads to this error immediately:
proton90.png (412.06 KiB) Viewed 667 times
Launching with Experimental leads to the game loading to 50% and then crashing with the following:
protonExp.png (407.19 KiB) Viewed 667 times
Please forgive me for the photos instead of screenshots. I have attached the logs (previous – Experimental, current – 9.0-3).
This happened first on 24th, so I guess it started even before 2.0.11. Obviously, I expected the game to launch at all.
I have verified the game files' integrity and reinstalled it, but to no avail.
The game worked fine before 2.0, but the last time I've launched it was sometime in March.
|
[
{
"author": "",
"content": "Do not use Proton. Switch it off. Proton is a compatibility layer for running Windows games on Linux. Factorio has a native Linux version. Frankly I don't understand why Steam even tries to use it for Factorio, might have to get in touch with Valve about that.",
"date": "2024-10-26T08:48:33+00:00",
"quotes": []
},
{
"author": "Hawkpath",
"content": "Thank you, frankly I didn't know about launching games on Deck without Proton before. It now launches fine!",
"date": "2024-10-26T09:02:18+00:00",
"quotes": []
}
] | 2 |
2024-10-26T03:30:41-05:00
|
forum-topic-105339
|
105339
|
Jordan Peterson talks Factorio balancers with Joe Rogan
|
Spread the Word
|
https://forums.factorio.com/viewtopic.php?t=105339
|
DJQuad
|
https://www.youtube.com/watch?v=6lte2mhn6iU
|
[
{
"author": "",
"content": "Funny. And scary. Maybe even scarier than it is funny.",
"date": "2023-02-22T20:35:03+00:00",
"quotes": []
},
{
"author": "aka13",
"content": "I still think that trump and biden playing minecraft is the pinnacle of recent AI comedy. \n https://www.youtube.com/watch?v=Z0dJa15kO1M",
"date": "2023-02-23T07:58:08+00:00",
"quotes": []
},
{
"author": "BlueTemplar",
"content": "«Maybe it's his gaming chair»",
"date": "2023-02-23T21:20:54+00:00",
"quotes": []
},
{
"author": "dog80",
"content": "he even mentions bb xD",
"date": "2023-02-23T21:31:05+00:00",
"quotes": []
},
{
"author": "ptx0",
"content": "i love teh Athene AI Heroes twitch stream where these guys are all in an AI interview panel with a ton of other twitch streamers and Elon Musk, you can ask them questions and they get wild about Factorio, with Elon Musk thinking he can integrate NeuraLink into the game so that you can have AI-generated cat girls to help you battle the biters and beat AntiElitz's world records, bonkers indeed",
"date": "2023-02-26T19:35:34+00:00",
"quotes": []
}
] | 5 |
2023-02-22T10:32:19-06:00
|
forum-topic-116874
|
116874
|
Plastic recycling should produce coal
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=116874
|
booshu
|
Currently there is no way to get coal on Fulgora without importing it, but allowing plastic to be recycled into coal would easily fix this. Plastic counts as a chemical process but batteries don't, despite both being crafted in a chemical plant with a fluid ingredient.
|
[
{
"author": "mooklepticon",
"content": "Yes, please. Coal from plastic 1) makes sense 2) would get coal natively.",
"date": "2024-11-08T03:29:07+00:00",
"quotes": []
},
{
"author": "Sworn",
"content": "yah, I guess the idea was to prevent coal in fulgora... \nBut, one can get iron/copper with quality from recycler, why the heck not getting coal as well... that just make it inconsistent game mechanics.",
"date": "2024-11-08T03:41:04+00:00",
"quotes": []
},
{
"author": "AileTheAlien",
"content": "I think it's because the chemistry happens while the battery is being used, not when it's produced. (They're reusable batteries.) I assume you want coal for military science? I'd rather just have a recipe for grenades that uses solid fuel instead. You can also get coal liquefaction, but that requires you to research on Vulcanus first.",
"date": "2024-11-08T05:05:48+00:00",
"quotes": [
{
"author": "booshu wrote: Wed Oct 23, 2024 1:36 pm",
"content": ""
}
]
},
{
"author": "mmmPI",
"content": "There is only 1 recipe for battery, not for plastic is my guess",
"date": "2024-11-08T10:56:58+00:00",
"quotes": [
{
"author": "Sworn wrote: Fri Nov 08, 2024 3:41 am",
"content": ""
}
]
},
{
"author": "CyberCider",
"content": "The question is: Why, lol \n \nThe only uses for coal are plastic, explosives and throwables. There are no enemies on Fulgora, so there’s nothing to use throwables or rockets on. And cliff explosives need calcite anyway, so you would always need to import *something* to make those. \nThat leaves only plastic. And why would you recycle plastic, only to make plastic again? I guess it might be an effective way to grind for quality plastic (cryo plant can fit 8 quality modules), but that sounds super niche and not really worth any developer attention. \nAlso, this would create a weird alternate way to get coal on Gleba, which lets players skip the synth coal recipe in a lame and backwards way. That’s one solid reason not to add it, against a very weak reason to add it.",
"date": "2024-11-08T12:30:15+00:00",
"quotes": []
},
{
"author": "AileTheAlien",
"content": "Military science, if you're still early on in your space exploration. For example, I as a less skilled player only barely got to Fulgora, so exporting their science back to Nauvis isn't going to happen for a while. And my base in Nauvis isn't covered in roboports, because belts and trains have better throughput and less electricity requirements. So I definitely can't export anything from Nauvis over to Fulgora. I'm basically stuck here until I rebuild my space-age on a new planet.",
"date": "2024-11-10T05:15:31+00:00",
"quotes": [
{
"author": "CyberCider wrote: Fri Nov 08, 2024 12:30 pm",
"content": ""
}
]
},
{
"author": "CyberCider",
"content": "One rocket can fit 1k pink science in it. So, would you rather make 1k of every basic science pack, or make one rocket? You should have thought it through a little better, it’s not as hard as it sounds. Especially on Fulgora, where rocket parts are practically mined out of the dirt.",
"date": "2024-11-11T06:56:23+00:00",
"quotes": [
{
"author": "AileTheAlien wrote: Sun Nov 10, 2024 5:15 am",
"content": ""
},
{
"author": "CyberCider wrote: Fri Nov 08, 2024 12:30 pm",
"content": ""
}
]
}
] | 7 |
2024-10-23T08:36:26-05:00
|
forum-topic-31691
|
31691
|
Yuoki Download-Links for factorio 0.14
|
Yuoki Industries
|
https://forums.factorio.com/viewtopic.php?t=31691
|
YuokiTani
|
compatible game versions 0.14.4+
suprised from the new release here only the links. some things changed, other not and yi_engines has full recipes (includes fps-drop recipes in factorio 0.13)
a change in the current yi_engines 0.3.18 - info.json to 0.14 will work
27.08.2016 YI-Engines 0.4.19 <- 0.14 version has all intended recipes, switch back to 0.13 if you have fps-drops
11.09.2016 YI-PFW 0.4.14 <- fixed Walker-Armor access
version 0.14.4 +
16.09.2016 - 156 MB YI-Railways 0.4.14 <- +9 long sized cargo-wagons, workshops changed
16.09.2016 - 32 MB YIR-Yuoki Theme 0.4.6 <- +2 long sized cargo-wagons
11.09.2016 YIR-Americans 0.4.6 <- error-fixed
22.09.2016 - 32 MB YIR-UP 0.4.6 <- +4 long sized cargo-wagons, locomotive-header changed
|
[
{
"author": "1297346892",
"content": "Thanks for sharing",
"date": "2016-08-30T01:53:52+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "DwarvenZen has started a new Yuoki-Industries Let's Play-Series \n YT -> DwarvenZen (english) \n \nGerugon has started a new Yuoki-Industries Let's Play-Series \n YT -> Gerugon (german) \n \ndifferent players, different approach to Yuoki-Industries \n \nand of course my own little slow play \n YT -> Yuoki \"Stony Planet\" (german)",
"date": "2016-08-30T17:41:35+00:00",
"quotes": []
},
{
"author": "Ethan_faulkner",
"content": "This doesn't seem to work for me. Can anyone help me resolve this issue?",
"date": "2016-09-04T14:34:23+00:00",
"quotes": []
},
{
"author": "danymatrix69",
"content": "Hi! Error with new versión: 14.4.",
"date": "2016-09-06T22:39:20+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "i have uploaded new versions. \nfor small-cargo-waggon the shift-selection is a little bit offset, but it's not a huge problem and will be fixed with future updates. \n \nuploaded also fixed yi_pfw 0.4.14 - Walker Armor Access (bug-report)",
"date": "2016-09-11T08:15:16+00:00",
"quotes": [
{
"author": "danymatrix69 wrote:",
"content": ""
}
]
},
{
"author": "YuokiTani",
"content": "new version \nRailways 0.4.14 \n- changed locomotive and cargo-wagon-workshop to 6x6 size \n- added 9 new long cargo-wagons (stretch version) \n \nYuoki-Rails Addon 0.4.6 \n- added 2 new long Yuoki-Ore cargo wagons. \n \nnew and changes shown in Youtube-Videos \n Railways 0.4.14 \n Yuoki-Railways Addon 0.4.6 \n \n ! Attention ! \nRailways 0.4.14 is with 156 MB to huge for mods.factorio.com and i can't upload. (150 MB allowed) \nso it's only aviable here atm. (sorry i don't know this before - i will try to split or remove something [again ^^] )",
"date": "2016-09-16T13:56:49+00:00",
"quotes": []
},
{
"author": "sickhippie",
"content": "Have you tried optimizing your graphics? I remember a thread a while back where someone else did some quick optimizations and reduced the overall file size quite a bit.",
"date": "2016-09-18T21:37:36+00:00",
"quotes": [
{
"author": "YuokiTani wrote:",
"content": ""
}
]
},
{
"author": "YuokiTani",
"content": "this would be only a temporary solution, because if i add more locomotives/cargo-wagons and additional buildings i reach the limit again. so it's for me easier to provide the mod the same way as the last 2 years. i understand this is for most people not very comfortable, but i think nobody want trade locomotives/cargo-wagons for an easy download-access especially what YIR offers. For vanilla-gfx + train behavior-changes are other mods aviable. \nWith YI and YIR i want provide GFX that please me. And if i'am good enough at some point you will forget you play factorio",
"date": "2016-09-19T14:00:24+00:00",
"quotes": [
{
"author": "sickhippie wrote:",
"content": ""
},
{
"author": "YuokiTani wrote:",
"content": ""
}
]
},
{
"author": "steinio",
"content": "How about splitting your railway core and train models? \nI understand that you pack all trains in one mod for convenience but if it would also be easier to maintain if each model has its own addon mod like the Uranium Power train. \n \nGreetings steinio",
"date": "2016-09-19T17:15:03+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "for you -> yes for me its currently a mess ^^ 2 core-mods (YI + YIR) + 5 addons (YI-E, YI-PFW, 3 YIR-Addons) \nand it's not funny to upload these all to mods.factorio.com ... it's more painful as uploading to my website. \nbut i work on improving my feelings about mods.factorio.com - and YIR is still on list (together with YI-PFW) for a bigger rework. and factorio itself is always good for a suprise ^^",
"date": "2016-09-19T19:21:14+00:00",
"quotes": [
{
"author": "steinio wrote:",
"content": ""
}
]
}
] | 10 |
2016-08-27T08:13:22-05:00
|
forum-topic-62617
|
62617
|
Server Real Time Clock
|
Mod Packs / Libs / Special Interest
|
https://forums.factorio.com/viewtopic.php?t=62617
|
smew
|
I was sick of not having a clock in our multiplayer server and the mod infrastructure doesn't seem to support collecting system time, so I hacked together something stupid.
Video
How does it work? It is a separate Python script that runs on the system that is hosting a Factorio headless server. Upon execution it gets the current time, compiles a set of commands to place stone blocks at certain coordinates, then feeds those commands to factorio-init. Cron ensures that it runs every minute, or however often you want it to update.
https://gitlab.com/smew/factorio-clock
|
[
{
"author": "Sparen",
"content": "This is quite amazing, in my opinion. Looks pretty good and should definitely be useful - especially to those who take a look and realize that they've been playing Factorio for the past six hours!",
"date": "2018-09-22T02:23:20+00:00",
"quotes": []
}
] | 1 |
2018-09-21T15:47:33-05:00
|
forum-topic-9411
|
9411
|
Configuration & usage - Page 2
|
F.A.R.L
|
https://forums.factorio.com/viewtopic.php?t=9411&start=20
|
Urbs
|
When i have parallel track click on, it does not lay track next to to me. I assumed it would just add a row of track along side my path?
|
[
{
"author": "HammerPiano",
"content": "when placing multiple rails, why do I have to use a chain signal on one rail? \nWhy I can't use just regular signals?",
"date": "2016-01-06T10:53:56+00:00",
"quotes": []
},
{
"author": "jockeril",
"content": "The chain signal, as I understand it, is there to signify diraction and the rail the f.a.r.l. is on \n \nalso - your welcome and RTFM \n \nEdit: \n \n Here:\"When using more than 1 rail you have to add a chain signal to one track, so that the arrows of the signal when you hover over it point north or north-east(diagonal rail). The other rails need normal signals, facing in the direction you want the trains to go \n\"",
"date": "2016-01-06T15:33:29+00:00",
"quotes": [
{
"author": "HammerPiano wrote:",
"content": ""
}
]
},
{
"author": "HammerPiano",
"content": "I read it, but I didn't understand it until now. \nthank you!",
"date": "2016-01-07T17:33:39+00:00",
"quotes": [
{
"author": "jockeril wrote:",
"content": ""
},
{
"author": "HammerPiano wrote:",
"content": ""
}
]
},
{
"author": "lagsalot",
"content": "I can't seem to find this question answered anywhere so I have to assume I overlooked it, or I'm doing something wrong. \n \nI finally got some dual track blue prints working, but on curves it only creates the main rail. I haven't seen this mentioned before so it has me scratching my head. \n \nIs this suppose to work this way?",
"date": "2016-02-05T18:54:48+00:00",
"quotes": []
},
{
"author": "jockeril",
"content": "Choumiko will probably give you a better answer so best wait fir him, but I will tell you that as far as I know - there is no preprogramed behavior for dual tracks on curves.",
"date": "2016-02-06T11:29:55+00:00",
"quotes": [
{
"author": "lagsalot wrote:",
"content": ""
}
]
},
{
"author": "lagsalot",
"content": "Thanks! I'm not griping btw, I was just wondering as no one else had mentioned or asked the question.",
"date": "2016-02-06T22:54:07+00:00",
"quotes": []
},
{
"author": "johnnyBgoode",
"content": "Newbie here. Is it possible to lay power poles when the tracks are already laid? I check the box that says place power poles and concrete, then press start then cruise but the train stops and it doesnt lay any of the poles or the concrete.",
"date": "2016-03-29T11:44:14+00:00",
"quotes": []
},
{
"author": "Choumiko",
"content": "Check maintenance mode, should do what you want",
"date": "2016-03-29T20:39:02+00:00",
"quotes": []
},
{
"author": "silver_26",
"content": "I don't know what you changed between 4 , 41 and 5.20 \nbut I cant use it anymore \nit does not do what I want ... \nit says the number of singals does is not correct or some bullshit like that \n \nthe blueprint it makes by default drives left to RIGHT \nI don't know where you live .... \nbut I want to drive Right to LEFT",
"date": "2016-04-12T16:37:08+00:00",
"quotes": []
},
{
"author": "Roktaal",
"content": "Is it possible to use FARL to remove disused tracks? \nI know there is a Bulldozer mode but it only works if there are no track ahead. FARL place new tracks ahead and then removes them when it passes them but when it encounters already placed track ahead it deactivates",
"date": "2016-04-14T06:36:45+00:00",
"quotes": []
},
{
"author": "mooklepticon",
"content": "Try maintenance mode.",
"date": "2016-05-07T02:46:05+00:00",
"quotes": [
{
"author": "Roktaal wrote:",
"content": ""
}
]
},
{
"author": "wizardz",
"content": "hi, i would like to start by thanking Choumiko for this life saving mod \n \nnow, i must either be the dumbest user on the planet or i am not doing something right. \n \ni was finally able to create my blueprint, a pretty straightforward 4 lane (2 up, 2 down, with 2 lights, a pole and some walls) but no matter how hard i try, i cannot get the FARL to lay concrete.. \n \ni have checked the \"place concrete checkbox\" i have tried putting concrete in my design..it just doesnt work. \ncan anyone tell me what i am doing wrong? \n \nthanks!",
"date": "2016-05-19T15:09:23+00:00",
"quotes": []
},
{
"author": "Choumiko",
"content": "Is the concrete in the blueprints for your layout? I noticed i'm not mentioning that anywhere.. Here's how to do it: reddit post \nUpdated the first post here and of the release thread wih the link.",
"date": "2016-05-19T16:37:20+00:00",
"quotes": [
{
"author": "wizardz wrote:",
"content": ""
}
]
},
{
"author": "wizardz",
"content": "oh.. i didnt know you could add concrete to blueprints! \n \nwonderful then. i will give it a try. it will surely make my base easier to expand!!! \n \nthanks!!",
"date": "2016-05-20T10:55:52+00:00",
"quotes": []
},
{
"author": "sparr",
"content": "The demo save is gone and I'm having trouble with what should be simple blueprints. \n \nAs soon as I turn from straight to diagonal with these, I get \"Deactivated: can't place rail\" \n \n \n \nI'd appreciate any suggestions. I did also try changing the diagonal blueprint by moving the northwest rail and its chain signal two tiles southwest.",
"date": "2016-05-31T06:57:52+00:00",
"quotes": []
},
{
"author": "wizardz",
"content": "i think the chain signal should be on the right track, not the left. i'll try to post a screen of my blueprint later when i get to work so that we can compare.",
"date": "2016-05-31T10:39:55+00:00",
"quotes": [
{
"author": "sparr wrote:",
"content": ""
}
]
},
{
"author": "sparr",
"content": "My problem was fixed in the latest release. \n The chain signal goes on the northeast-pointing track. In this case, that's the top/left one.",
"date": "2016-05-31T11:15:49+00:00",
"quotes": [
{
"author": "wizardz wrote:",
"content": ""
}
]
},
{
"author": "wizardz",
"content": "oh right, sorry i didnt' notice that you were driving on the wrong side of the track",
"date": "2016-05-31T13:21:22+00:00",
"quotes": [
{
"author": "sparr wrote:",
"content": ""
},
{
"author": "wizardz wrote:",
"content": ""
}
]
},
{
"author": "sparr",
"content": "My previous games have used right-hand-drive train systems. I'm trying LHD this game to see the mechanical differences. Having signals and stations on the inside of a track pair rather than the outside means I can fit tracks in narrower spaces. The benefits might outweigh the unnatural feeling of laying the track that way.",
"date": "2016-05-31T17:55:35+00:00",
"quotes": [
{
"author": "wizardz wrote:",
"content": ""
}
]
}
] | 19 |
2015-04-03T16:59:54-05:00
|
forum-topic-51921
|
51921
|
BiterBias - Less spitters, less problems
|
Reika's Mods
|
https://forums.factorio.com/viewtopic.php?t=51921
|
Reika
|
Mod Info:
Spitter spawners actually spawn a mixture of biters and spitters, with a preset ratio (affected by the evolution factor). Now you can control that ratio, so that you can choose to have more biters and fewer spitters (or vice versa). To compensate for the difficulty reduction, there is an option to make the bigger biters more likely once the evolution factor allows their spawn.
No images for this mod, as it is so simple and is an abstract modifier.
|
[
{
"author": "Jimmy G1",
"content": "spitters will still spawn from modded spawners",
"date": "2024-02-09T17:39:00+00:00",
"quotes": []
}
] | 1 |
2017-08-17T00:20:02-05:00
|
forum-topic-107601
|
107601
|
[boskid][1.1.80] fast-insert (drop) drops-through ghosts targets
|
Resolved Problems and Bugs
|
https://forums.factorio.com/viewtopic.php?t=107601
|
KeepResearchinSpoons
|
You can drop-into-assemblers (or coal to furns) holding the drop key and dragging the mouse around.
Usually this means a small timeout before spitting onto the ground.
Yet each new "selected" target automatically gets dropped-into.
Fun fact: if the target is still a ghost, it is a valid target! hehe.
expected: ghosts being ignored.
Here's a small showcase.
gifie
May the bugs get the taste of the bug hammer in this holy debugging war.
|
[
{
"author": "",
"content": "Thanks for the report. Issue should be now fixed for 1.1.87.",
"date": "2023-07-03T11:41:21+00:00",
"quotes": []
},
{
"author": "Zaspar",
"content": "This behaviour was used in speedruns such as this steelaxe% run: https://www.speedrun.com/factorio/run/y4gdln2y \nIn the first 3 minutes it is used to feed burner drills and furnaces before they are ready to be placed, saving some time. This functionality is now broken. I hope some compromise can be made for cases like this.",
"date": "2023-07-04T12:28:51+00:00",
"quotes": []
},
{
"author": "AntiElitz",
"content": "I like the new behavior much better from a speedrunner perspective running other categories though. Stuff dropping on ghost was really annoying. Also this change does appear like a clear improvement for the casual player, so seems good to me.",
"date": "2023-07-04T13:11:56+00:00",
"quotes": []
},
{
"author": "aka13",
"content": "Boy, I certainly want my factory simulation game to accomodate to speedrunners mechanics-wise, this is exactly the direction I'd like to see",
"date": "2023-07-04T13:22:27+00:00",
"quotes": [
{
"author": "Zaspar wrote: Tue Jul 04, 2023 12:28 pm",
"content": ""
}
]
},
{
"author": "pantabo1",
"content": "An argument can be made that certain mechanics don't affect the average or casual player, but a speedrunner. Same with certain \"bugs\" or behaviours that were kept like the drop and pick button shenanigans a few weeks ago, even though they wouldn't be noticable to a \"casual\" player.",
"date": "2023-07-04T13:27:55+00:00",
"quotes": []
},
{
"author": "rAzzlington",
"content": "Hello, \n \nFor what its worth coal feeding into ghost entities is time critical for a number of speed run categories, off hand I can provide the below examples. \n \nFirst 3 minutes of the steelaxe run, pre feed ghost drills/placed drills mix before during scaling up and opening: \n \n https://www.speedrun.com/factorio/run/y4gdln2y \n \nany% category the opening is time sensitive on fuelling of placed and ghosted entities especially during burner phase, another example is fuelling of a printed smelter later in the run where some furnaces may be placed during the time of fuelling as bots arrive. \n \n https://www.twitch.tv/videos/1734441512?t=0h49m15s \n \nI noted also fuelling of pure ghost entities seems some how slower when holding the button down, fuel is \"dispensed\" at the normal rate as if nothing is there. Potentially ruling out the mechanic in time critical situations. \n \nPersonally never considered this a bug, can any accommodation be made? \n \nCheers,",
"date": "2023-07-04T20:29:06+00:00",
"quotes": []
}
] | 6 |
2023-07-02T08:03:49-05:00
|
forum-topic-35525
|
35525
|
Question about Angel's and Bob's
|
Modding discussion
|
https://forums.factorio.com/viewtopic.php?t=35525
|
Nat's Hollow
|
Is it possible to get both Angel's ores and Bob's ores (and yuoki's or any other mods for that matter) to spawn on the map at the same time (preferably non-infinite)? I'd like to have an Angel's processing facility, but I also want the complexity of dealing with so many ores in my mining and train network. Thanks.
PS I asked this in the discussion area of the mod portal, but I don't know how much traffic that receives (I'll delete that one if I have to).
|
[
{
"author": "mooklepticon",
"content": "It's better to ask here. The Mod Portal doesn't do notifications. \n \nI can't speak to your actual question.",
"date": "2016-10-31T20:15:33+00:00",
"quotes": [
{
"author": "Nat's Hollow wrote:",
"content": ""
}
]
},
{
"author": "steinio",
"content": "Well you get the Bob's and Yuoki Ores from Angels Ore Sorting - in my eyes it's complex enough for a train network. \n \nBut for your question \n- With this mod, all infinite ores are disabled: https://mods.factorio.com/mods/Arch666A ... finiteores \n- you must find the part of the autoplace settings in Angel's infinte ore mod and comment out the lines which set them to nil. \n- in the file angelsinfiniteores_0.4.4.zip\\angelsinfiniteores_0.4.4\\prototypes\\generation\\angels-override.lua comment the lines out with which ores should spawn \n Code: Select all data.raw.resource[\"bauxite-ore\"] = nil\ndata.raw[\"autoplace-control\"][\"bauxite-ore\"] = nil \n\nto \n Code: Select all -- data.raw.resource[\"bauxite-ore\"] = nil\n-- data.raw[\"autoplace-control\"][\"bauxite-ore\"] = nil \n\nGreetings steinio",
"date": "2016-10-31T20:35:57+00:00",
"quotes": []
},
{
"author": "Nat's Hollow",
"content": "This did it (after i figured out where to zip the files, i'm a dummy), thanks so much. Now the torture can truly begin.",
"date": "2016-10-31T21:54:26+00:00",
"quotes": []
}
] | 3 |
2016-10-31T13:19:19-05:00
|
forum-topic-55618
|
55618
|
Artillery Auto-fire Toggle / Option for disabling artillery auto target / turn off the artillery (train) - Page 2
|
Implemented Suggestions
|
https://forums.factorio.com/viewtopic.php?t=55618&start=20
|
Termak
|
+1, also let us choose the automatic range
|
[
{
"author": "Hiladdar",
"content": "+1 on this idea also. \n \nThere are situations where I want a train to just pull up, and open up on everything in range. There are other situations where I it is better for me to manually target where I want the artillery to fire upon. \n \nHiladdar",
"date": "2019-03-12T16:24:03+00:00",
"quotes": []
},
{
"author": "Nomadic Steppe",
"content": "That the artillery train will has an on / off switch. \n \nWhen it is off it never fires, except with the item \"Artillery targeting remote\". \n \nWhen it is on, it shoots at everything in its range. \n \nBecause it is annoying that he starts shooting at everything in his range every time they stop you generating huge unwanted attacks.",
"date": "2019-08-02T11:42:05+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Merged in older post with more global proposition.",
"date": "2019-08-02T12:24:20+00:00",
"quotes": []
},
{
"author": "Darinth",
"content": "This is honestly one of those things that's a bit strange doesn't exist to me... I don't have a way to make my artillery not fire?",
"date": "2019-08-02T13:15:32+00:00",
"quotes": []
},
{
"author": "Impatient",
"content": "Over-automation",
"date": "2019-08-04T02:21:40+00:00",
"quotes": [
{
"author": "Darinth wrote: Fri Aug 02, 2019 1:15 pm",
"content": ""
}
]
},
{
"author": "Spaghettificator",
"content": "It's very annoying when i stop my artillery train for some reason and the canons start shooting at random nearby enemy bases, calling in a horde of biters to my location. So i think it would be much better if the wagons or the whole train had a button to turn them off when needed.",
"date": "2019-09-03T21:10:29+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Merged into older topic with same suggestion.",
"date": "2019-09-03T22:02:21+00:00",
"quotes": []
},
{
"author": "Dark_star",
"content": "yes please",
"date": "2019-09-03T22:49:24+00:00",
"quotes": []
},
{
"author": "Dark_star",
"content": "Great idea much needed",
"date": "2019-09-30T21:33:45+00:00",
"quotes": []
},
{
"author": "Glad_S",
"content": "YES! I want it.",
"date": "2019-10-01T12:29:14+00:00",
"quotes": []
},
{
"author": "Factoruser",
"content": "Agree for \"turrets\" but not for artillery wagon. Further this should be controlled by the circuit system. Artillery guns should send their ammunition count to the network and beeing enabled on condition. \n \nThe wagon is ment to fire automatically where you send it to. If you don't want this, you have to build a cannon. The only thing is that the artillery wagon is much better than a cargo wagon to transport artillery shells (100 instead of 40). But I won't consider this as a problem. I'd feel sorry for the planet if someone needs THAT MANY shells as fast as possible...",
"date": "2019-10-02T16:53:07+00:00",
"quotes": []
},
{
"author": "Oktokolo",
"content": "As long as the shells are not nukes, a mere hundred of them do not get one very far. \nEven more so, when they are wasted by the autofire AI getting only a third of the kills per shot compared to human targeting. \n \nArtillery shells stacking lower than nukes still feels wrong...",
"date": "2019-10-03T15:20:15+00:00",
"quotes": [
{
"author": "Factoruser wrote: Wed Oct 02, 2019 4:53 pm",
"content": ""
}
]
},
{
"author": "hale42",
"content": "even with the current system you cant target via remote unless there is an artillery turret with ammo near by. \n \na simple fix of \"manual only\" and enable on condition would solve so many problems",
"date": "2019-10-03T20:47:25+00:00",
"quotes": []
},
{
"author": "foamy",
"content": "Yeah, it'd be nice.",
"date": "2019-10-04T04:32:58+00:00",
"quotes": [
{
"author": "hale42 wrote: Thu Oct 03, 2019 8:47 pm",
"content": ""
}
]
},
{
"author": "Impatient",
"content": "+10",
"date": "2019-10-08T00:58:47+00:00",
"quotes": []
},
{
"author": "Snicker",
"content": "Why is this not ingame yet? It shocked me when I first tried the artillery and it startet pulling every aliens for miles towards me. Without any option to turn it off.",
"date": "2020-02-17T09:05:18+00:00",
"quotes": []
},
{
"author": "planetmaker",
"content": "Isn't it a simple switch to not put ammo into an artillery turret? \n \nThe auto-targeting of the artillery train got me, too, though. It doesn't fire when on manual control, but auto-fires when the train is on automatic schedule. Which makes sense. But is not intuitive. And schedule also seems to apply to the temporary train stops which can be deadly.",
"date": "2020-02-17T09:29:58+00:00",
"quotes": []
},
{
"author": "",
"content": "That's because they're triggered by the use imperial system units \n \nMore seriously, it would be nice to be able to choose between \"Moving artillery train into position\" and \"Wrecking havoc on those nests\" indeed.",
"date": "2020-02-17T09:52:53+00:00",
"quotes": [
{
"author": "Snicker wrote: Mon Feb 17, 2020 9:05 am",
"content": ""
}
]
},
{
"author": "MassiveDynamic",
"content": "Agreed \n+160 imperial (+100 metric)",
"date": "2020-02-17T16:53:19+00:00",
"quotes": []
}
] | 19 |
2017-12-24T03:00:14-06:00
|
forum-topic-46278
|
46278
|
[0.17] Even Distribution - Page 2
|
Mods
|
https://forums.factorio.com/viewtopic.php?t=46278&start=20
|
321freddy
|
Version 0.2.5
Fixed distribution to factorissimo 2 helper entities
Added ignored entities mod setting
|
[
{
"author": "Rychlas",
"content": "First of all - great mod, I love it, thank you kindly for making it. \n \nBut I have a question: \nIs it possible to distribute items in a way that only the amount what you are currently holding is being distributed instead of distributing every single resource you own of that type? \n \nFor example, I have 2k coal in my EQ, but I want to distribute only one stack between the ovens. \n \nDoes such feature already exist and I'm a dummy or is it not possible right now?",
"date": "2018-01-01T20:42:38+00:00",
"quotes": []
},
{
"author": "321freddy",
"content": "Thanks \nIf you put all but one stack in a wooden chest it would work already. \n \nOther than that it's possible to implement but how? I already use CTRL+Left Click to distribute all items in the inventory and CTRL+Right Click to distrbute half of the items in the inv. \nI'd rather add a setting to define a maximum amount of items a type of machine can recieve. For example: Fill all furnace to 10 coal and 20 ore and all turrets to 15 ammo. \nThis would apply to CTRL Click Drag and the Inventory Cleanup hotkey.",
"date": "2018-01-01T22:06:06+00:00",
"quotes": [
{
"author": "Rychlas wrote:",
"content": ""
}
]
},
{
"author": "Rychlas",
"content": "I'm already doing that, but it's annoying \n \n\nHow about adding a toggle shortcut? That toggles between all items distribution and stack only? \n \nEDIT: \nThe option you mentioned would also be useful. Maybe implement them both, and have one shortcut toggle between them, with advanced settings in \"Per player\" options?",
"date": "2018-01-01T22:14:24+00:00",
"quotes": [
{
"author": "321freddy wrote:",
"content": ""
},
{
"author": "321freddy wrote:",
"content": ""
}
]
},
{
"author": "321freddy",
"content": "Yeah I can do it when I find some spare time. \nBut this will require some more work since I already have like 10 different settings and it starts to become very messy. Maybe I'll add seperate config GUI with different profiles that can be switched between with a shortcut. \n You can follow the progress on github.",
"date": "2018-01-02T01:38:46+00:00",
"quotes": []
},
{
"author": "Rychlas",
"content": "That'd be great bud. But of course, take your time, it's just a quality of life change, the mod already is awesome. \nCheers!",
"date": "2018-01-02T02:31:23+00:00",
"quotes": []
},
{
"author": "gendalf",
"content": "Need to combine this with https://mods.factorio.com/mod/Fill4Me to have turrets with equal amount of ammo placed prefilled",
"date": "2019-03-08T03:50:56+00:00",
"quotes": []
},
{
"author": "dontdieych",
"content": "When I'm doing 'Shift + C', How can I ignore construction robot from distribution? \n \nI wanna know exact syntax for mod setting(per player).",
"date": "2019-03-26T09:49:23+00:00",
"quotes": []
},
{
"author": "321freddy",
"content": "It's currently only possible ignore entities(=buildings, not items) for distribution. You can prevent distribution to roboports by adding roboport to the ignored entities setting. \n \nDo you have construction bots in your logistic requests or auto trash list? This is used to determine the amount of construction bots that will be distributed with SHIFT+C. You could remove the bots there or set the auto trash value really high to exclude them from distribution.",
"date": "2019-03-26T13:18:03+00:00",
"quotes": [
{
"author": "dontdieych wrote: Tue Mar 26, 2019 9:49 am",
"content": ""
}
]
},
{
"author": "dontdieych",
"content": "OK, thx!",
"date": "2019-03-27T20:22:05+00:00",
"quotes": [
{
"author": "321freddy wrote: Tue Mar 26, 2019 1:18 pm",
"content": ""
},
{
"author": "dontdieych wrote: Tue Mar 26, 2019 9:49 am",
"content": ""
}
]
},
{
"author": "WkdPanda",
"content": "Crashing 0.17.35 release alpha, version 0.3.6 installed from portal \n \n https://imgur.com/a/8ZsqAqs",
"date": "2019-05-02T20:33:02+00:00",
"quotes": []
},
{
"author": "321freddy",
"content": "Thanks for the report It's now fixed in version 0.3.7",
"date": "2019-05-03T10:56:23+00:00",
"quotes": [
{
"author": "WkdPanda wrote: Thu May 02, 2019 8:33 pm",
"content": ""
}
]
},
{
"author": "WkdPanda",
"content": "Thanks for the quick turnaround! This is a great quality of life mod.",
"date": "2019-05-03T12:18:58+00:00",
"quotes": []
},
{
"author": "Nekothika",
"content": "Hello ...\n Code: Select all Le mod Even Distribution a engendré une erreur non récupérable.\nMerci d'informer l'auteur de cette erreur.\n\nError while running event even-distribution::on_tick (ID 0)\nreal number expected got nil.\nstack traceback:\n\t__even-distribution__/scripts/util.lua:42: in function 'getPlayerMainInventory'\n\t__even-distribution__/scripts/item-lib.lua:7: in function 'getPlayerItemCount'\n\t__even-distribution__/scripts/distribute.lua:35: in function 'distributeItems'\n\t__even-distribution__/scripts/distribute.lua:23: in function 'func'\n\t__even-distribution__/framework.lua:98: in function <__even-distribution__/framework.lua:97>\nstack traceback:\n\t[C]: in function 'get_inventory'\n\t__even-distribution__/scripts/util.lua:42: in function 'getPlayerMainInventory'\n\t__even-distribution__/scripts/item-lib.lua:7: in function 'getPlayerItemCount'\n\t__even-distribution__/scripts/distribute.lua:35: in function 'distributeItems'\n\t__even-distribution__/scripts/distribute.lua:23: in function 'func'\n\t__even-distribution__/framework.lua:98: in function <__even-distribution__/framework.lua:97>",
"date": "2019-10-18T17:49:28+00:00",
"quotes": []
},
{
"author": "321freddy",
"content": "Looks like you're using an old version. Please update to the newest version (0.3.13)",
"date": "2019-10-19T09:19:02+00:00",
"quotes": [
{
"author": "Nekothika wrote: Fri Oct 18, 2019 5:49 pm",
"content": ""
}
]
},
{
"author": "cappie",
"content": "When starting 0.18.13... \n \nEDIT: this is not meant to annoy you, just as a notification. I missed your message on the mod portal ( https://mods.factorio.com/mod/even-dist ... 000ef29cdc ) about you already seeing it. I'm sorry",
"date": "2020-03-17T16:27:50+00:00",
"quotes": []
},
{
"author": "Omnifarious",
"content": "There's a bug report on the mod portal for you 321freddy . 0.18.22 broke your mod by finally removing the \"script-only\" custom input flag for CustomInput prototypes. They deprecated that value for 'custom' sometime in the 0.15 series. :-/",
"date": "2020-05-01T04:46:35+00:00",
"quotes": []
},
{
"author": "GotLag",
"content": "I've found a bug that results in the loss of items in \"Balance out inventories\" mode \nLoad the attached save game, and then immediately hold control and drag the held stack over the turrets, starting with the turret at top left (the only one with ammo). \nTo show the bug, you need to do this before the turret fires again a few seconds after loading. \n \nWhat you should see is the following sequence of events: \n1. As you drag over the turret, the amount in the cursor stack is reduced to 1 \n2. The amount distributed is thus the 49 in the turret plus the 1 in the cursor stack \n3. The missing 145 magazines are gone forever, they do not appear in the player's ammo or inventory slots\n \n \n \n even-distribution.jpg (206.69 KiB) Viewed 7050 times \n \n \n\nThis bug has proven very difficult to isolate and reproduce, and I think it's related to firing turrets having their inventory amounts change between distribution operations - I could not make this bug happen with turrets that weren't in combat. Note that it appears to be baked into the mod's state somehow, as it will happen every time on loading this save, until the turret fires again (and its inventory drops to 48).",
"date": "2020-12-19T03:29:53+00:00",
"quotes": []
},
{
"author": "321freddy",
"content": "Fixed in the next version. Took me a while to find that one, but thanks for the save file, helped a lot .",
"date": "2020-12-20T13:34:00+00:00",
"quotes": []
},
{
"author": "Mortsy",
"content": "I think there is a bug with the option \"Distribute items above the minimum request amount\". It doesn't seem to work for me. I have to set the maximum request to 0 for shift-c to work. \n \nIs this a known issue?",
"date": "2021-02-08T21:40:21+00:00",
"quotes": []
}
] | 19 |
2017-05-03T19:17:51-05:00
|
forum-topic-126888
|
126888
|
[2.0.34] [VFX] Dark rectangle beneath rocket silo ghost
|
Resolved Problems and Bugs
|
https://forums.factorio.com/viewtopic.php?t=126888
|
Hares
|
Steps to Reproduce
Drop a Rocket silo ghost on a standard sandy dirt ground
Expected:
Rocket silo ghost looks exactly as it should be - normal texture but blueish, slightly distorted, and transparent
Actual:
Strange dark rectangle beneath the silo appears
02-16-2025, 17-38-56.png (1.11 MiB) Viewed 880 times
It disappears after being placed
Click to expand the recording
|
[
{
"author": "eugenekay",
"content": "That’s the Hole that the robots have to dig so that the Rocket can fit underground. \n \n This is a joke, though this feature does exist in mods .",
"date": "2025-02-16T18:10:34+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report. This is now fixed for the next release.",
"date": "2025-03-11T15:59:51+00:00",
"quotes": []
}
] | 2 |
2025-02-16T08:40:19-06:00
|
forum-topic-126676
|
126676
|
Why is my Hub Signal doubled?
|
Gameplay Help
|
https://forums.factorio.com/viewtopic.php?t=126676
|
adam_bise
|
If I have on my platform hub "Read Contents, Send to platform" checked, and have both a red and green wire attached, even going nowhere, then the signal from "Read Contents" is doubled?
0.png (1.13 MiB) Viewed 185 times
1.png (59.2 KiB) Viewed 185 times
2.png (5.98 KiB) Viewed 185 times
4.png (33.11 KiB) Viewed 168 times
Why is that?
|
[
{
"author": "adam_bise",
"content": "NVM found the answer here: viewtopic.php?t=121544",
"date": "2025-02-07T23:47:55+00:00",
"quotes": []
},
{
"author": "Muche",
"content": "The idea/suggestion Please, PLEASE make circuit connection behavior configurable per wire may be relevant here as well.",
"date": "2025-02-08T00:25:56+00:00",
"quotes": []
}
] | 2 |
2025-02-07T17:08:49-06:00
|
forum-topic-122156
|
122156
|
Rocket control in SA via modding api
|
Modding discussion
|
https://forums.factorio.com/viewtopic.php?t=122156
|
Joserichi
|
I have been wondering how can you control a rocket with the modding api. There is the event "on_rocket_launch_ordered" but reading the docs I don't see any "destination" or similar either on the rocket or on the silo. Also on the silo there is the launch_rocket method, but it doesn't accept any parameter and just launches the rocket to the same planet it is sent from. Am I missing something very obvious or how does the game handle where a rocket goes?
|
[
{
"author": "s6x",
"content": "Unfortunately, I don't think you can control that stuff via Lua at the moment. \n \n(Most of the development time for this mod was spent on working around this issue...)",
"date": "2024-11-20T23:35:52+00:00",
"quotes": []
},
{
"author": "Joserichi",
"content": "Aw, seems like we were trying to do the same, what a shame. Although I don't know why it needs to be so complicated, seems like it should be basic funcionality that should have been implemented with the expansion and was just left with the \"default\" fields that existed in the base game.",
"date": "2024-11-22T19:45:37+00:00",
"quotes": []
},
{
"author": "Vulteran",
"content": "I was also looking into how to specify a destination for a rocket via the api and came up short. \n \nAre there plans to add the ability to set the destination via the lua API in the future?",
"date": "2024-11-24T15:04:46+00:00",
"quotes": []
},
{
"author": "quiettroupe",
"content": "Controlling rockets and understanding their destination in Factorio's Modding API can be tricky, as it’s not explicitly exposed in the API.",
"date": "2024-12-17T01:55:16+00:00",
"quotes": []
}
] | 4 |
2024-11-19T14:51:54-06:00
|
forum-topic-127552
|
127552
|
Keeping biters at bay
|
Gameplay Help
|
https://forums.factorio.com/viewtopic.php?t=127552
|
samuri
|
Has anyone come up with a sustainable, working solution to permanently keep biters at bay on Nauvis while you're travelling around in space? And I mean something that can be left alone so you don't keep having to go back to Nauvis just to maintain stuff.
I've got something that semi-works but I still have to go back regularly to repair/rebuild things.
This is my base on Nauvis.
03-16-2025, 14-49-50.png (1019.82 KiB) Viewed 507 times
I have a train that continually travels round in a loop and stops at each station on the loop, like this.
03-16-2025, 14-51-32.png (3.5 MiB) Viewed 507 times
Each station looks very similar to that. The train distributes turret ammo and repair kits for the robots at each station. The train also has two artillery turrets which take out biter nests each time the train stops. The biters attack where the train was but the turrets shoot them all. This maintains a buffer zone around my base.
Sometimes the biters destroy a turret, I've not yet taken to putting spare turrets on the train for robots to install, maybe that's part of the answer.
Obviously the artillery turrets need restocking so I have an artillery shell manufacturing factory which loads them all up at a single station.
03-16-2025, 14-55-50.png (3.79 MiB) Viewed 507 times
Naturally I have a supply chain working automatically from Vulcanus to keep the shells being built up and I'm making my own calcite in orbit around Nauvis.
Interested to see what anyone else has tried for this.
|
[
{
"author": "eugenekay",
"content": "You’re doing pretty good so far! A few suggestions to reduce the amount of Repairs that are needed: \n Eliminate any Concave sections of your Perimeter wall. The outside “ring of defenses” should be a Convex shape, such as a Square or Octagon \n Use the Natural terrain to your advantage. I like to make a series of Straight walls between Lakes/Rivers (uncrossable by Nauvis enemies) to define my Base. \n Use all the Turret types you have available: Guns, Lasers, Flamethrowers, Tesla. Each one adds something unique to the defenses, slowing and stopping enemies. \n Add a ring of Land mines at the edge of your Repair Roboport’s range to soften up enemies as they approach \n Yes, you need to have spare Turrets in-stock at each outpost - or defenses will get Weaker as they are attacked \n \n\nGood luck!",
"date": "2025-03-16T15:40:50+00:00",
"quotes": []
},
{
"author": "Mr Wednesday",
"content": "I don't see any walls. A double wall will keep biters off of your turrets. My edges are double walls backed by gun, laser, and Tesla turrets (with arty to keep the spawners well outside of the pollution cloud), and my defenses run indefinitely on their own. \n \nI keep spares of turrets and walls in addition to repair packs. \n \nYou may want to consider converting your supply train to on-demand instead of having it always make a circuit.",
"date": "2025-03-16T17:59:46+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "I built a wall around my base. I chose the shortest possible wall length by using water as natural barrier, just closing the space between water. \nThe wall is defended by artillery (after I unlocked it on Vulcanus) to keep nests far away. For directly defending the walls, I use flamethrower turrets for big damage and laser turrets to finish enemies off. Laser turrets don't need ammo, just electricity, so it's easier to build and keep working. Flamethrower turrets deal incredible damage, need an oil suply very easy to add and have almost no oil consumption. One single oil well is enough for the whole base. However, you need pumps every 320 tiles to overcome the 320 tile pipe limit. \nGun turrets are not the best weapons here any more. \n \nI divided the whole perimeter wall into segments of perhaps 800 tiles, and each segment is one logistics network wit and has one supply station to provide repair packs, construction robots and replacement items. And later to supply artillery shells of course. \n \nWithout walls, biters will be able to destroy your turrets before they kill the biters, so it's definitely required. That's different to other planets where walls have no use, but on Nauvis walls are a defacto requirement. \n \n \n \n 03-16-2025, 19-20-38.png (1.86 MiB) Viewed 447 times \n \n \n \n \n \n 03-16-2025, 19-22-19.png (6.25 MiB) Viewed 447 times",
"date": "2025-03-16T18:23:05+00:00",
"quotes": []
},
{
"author": "samuri",
"content": "Thanks for the tips. I'll try walls in the relevant places.",
"date": "2025-03-17T17:27:16+00:00",
"quotes": []
},
{
"author": "theolderbeholder",
"content": "Remember tp leave gaps in the wall so the biters can reach the turrets. This will prevent them from attacking the walls, and slows them down to give the turrets more time to shoot at them.",
"date": "2025-03-17T17:43:30+00:00",
"quotes": []
},
{
"author": "NineNine",
"content": "If you're supplying enough artillery shells to this base, then at some point, artillery will have demolished all of the biters, and the attacks will largely be over, except for the very occasional nest that spawns within reach of the artillery. So, you can just keep doing it however you'd like (guns, flamethrowers, mines, walls, etc) until the artillery knocks them all back completely. Once that happens, you're essentially done with biters on Nauvis.",
"date": "2025-03-17T20:21:57+00:00",
"quotes": []
},
{
"author": "pioruns",
"content": "I do the same thing, built full walled perimeter early on, since I left for other planets I never needed to come back. Perimeter consists of:\n double wall \n Laser turrets \n Flamethrowers \n Vulcanus artillery \n Light Oil supply train stations in separate wall sections, so I don't need to run pipes through separate sections or water. \n\nI don't get any destroyed items, only occassional damage. Light Oil is more efficient to run in flamethrowers, as you get more light oil out of crude in advanced refining process.",
"date": "2025-03-17T21:23:41+00:00",
"quotes": []
}
] | 7 |
2025-03-16T09:59:49-05:00
|
forum-topic-93083
|
93083
|
Is there a quick button for updating active mod to newest version?
|
Technical Help
|
https://forums.factorio.com/viewtopic.php?t=93083
|
kevinma
|
When I want to update active mod of my save to newest version, i need to check every mod in update list. But I installed hundreds of mods(mainly from joining mod servers), So I need more than 10 minutes to do this.
|
[
{
"author": "Squelch",
"content": "There are two ways: \n \nFirst, you can update all mods from the Mod menu -> Updates to keep everything current for when you need them. \n \nSecond, and what I think you are asking for, Single Player -> Load Game -> Select your save -> Sync mods with save. At the bottom of the list you'll find any of the active mods that need to be downloaded to update them. \n \nSync mods button\n \n \n \n Sync_Mods.PNG (269.09 KiB) Viewed 2056 times \n \n \n\nBottom of mod list for synchronisation\n \n \n \n Sync_mod_update.PNG (39.02 KiB) Viewed 2056 times",
"date": "2020-12-15T02:16:35+00:00",
"quotes": []
},
{
"author": "kevinma",
"content": "thanks for answer. I can sync mods by loading save, It will download the proper version for the save. But what I need is update the active mod to newest version on mod portal. For example, my save's SE(space exploration) version is 0.01, the newest version is 0.11. When I do synchronize, I can get 0.01, but what i want is the newest version 0.11. \n \nSo my problem is my save have a lot of mods. I wanna to update them to newest version. But my internet is slow, I don't want to update mods that not in my save. The only way i can do now is select every mod in my save on 'mods -> updates'. 'updates' tab doesn't support search, so i must spend some time to finish the job.",
"date": "2020-12-15T11:09:23+00:00",
"quotes": []
},
{
"author": "Squelch",
"content": "Which version of Factorio are you running? There are two branches. The Stable release which is currently 1.0.0 and the experimental branch currently 1.1.6. \n \nSpace Exploration's latest is Version: 0.5.23 Date: 13. 12. 2020 and is compatible with Factorio 1.1.x. The SE version that appears to be compatible with Factorio 1.0.0 is 0.4.51 \n \nLooking at the download archive for SE, it looks like you must be on Factorio 0.17? The mod manager will only download mods that are suitable for the current Factorio version. Factorio 0.18 had some significant changes that would mean that mods that have been updated may no longer run on 0.17. The same is true for Factorio 1.0.0, and the current experimental release. \n \nSynching mods for a save will work for the currently installed Factorio version, and should give you the latest version of the mod that is compatible with it. Your versions seem a little odd, so perhaps we need some more information about your Factorio environment?",
"date": "2020-12-15T13:15:48+00:00",
"quotes": []
},
{
"author": "eradicator",
"content": "What he's saying is that the internal mod manager always tries to update *all* mods regardless of whether they are active or not. A problem that also regularly annoys me. The only way around it is to use the stand-alone zip version of factorio and have one version per modpack, so that you don't have tons of unused mods around. Or if one knows how to use \"factorio.exe --help\" one can just make a few shortcuts with different mod directories.",
"date": "2020-12-15T13:41:23+00:00",
"quotes": [
{
"author": "Squelch wrote: Tue Dec 15, 2020 1:15 pm",
"content": ""
}
]
}
] | 4 |
2020-12-14T19:26:02-06:00
|
forum-topic-125189
|
125189
|
Factorio Forums • [Lou][2.0.28] Water cane plant not picked up by Ag Tower
|
What did you do?
I placed an Agricultural tower when trying to plant more yamako fruit. After it cleared away all other previously existing vegetation I started to place down with my character the Overgrowth Yamako Soil.
What happened?
I noticed that not all the tiles were green that contained no buildings on it like expected with overgrowth soil. As I was hand placing the soil without shift force placing I guess it put down a ghost.
overgrowth soil.jpg (817.52 KiB) Viewed 938 times
What did you expect to happen instead? It might be obvious to you, but do it anyway!
I expected that regardless of any soil placed down the "water cane" plants would all be cleared away in the ag towers zone since they are of no use hanging around. It seemed like maybe this is an issue when It is on a border with another ag tower? The next one over is at max distance but still getting full coverage of the larger 3x3 tiles which equal 1 ag tower square.
water cane 1.jpg (816.46 KiB) Viewed 938 times
water cane 2.jpg (813.72 KiB) Viewed 938 times
Does it happen always, once, or sometimes?
I think it's only happening at the farthest reaches of the ag tower or when it's on the border with another ag tower.
ag tower range.jpg (787.31 KiB) Viewed 938 times
|
[
{
"author": "",
"content": "Can you please provide a save file showing this issue?",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Here it is.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Thank you for the report. This was actually a result of 2 separate issues: \n \n1) As you mentioned, Agricultural tower did not clear all preexisting trees (it was concerned only with once close to the seeding spots). This was fixed since 2.0.30 \n \n2) Entities with protected_from_tile_building = false would (in some cases) not be marked for deconstruction, but still block revival of tile ghosts. This was just fixed for 2.0.34",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Does the second of the two issues you outlined include what I'm finding with an Agricultural Tower in a Jellynut biome. \n \nWhat I'm experiencing is that I place the Ag Tower so that all the surrounding squares are either yellow or green. \n \nThe expectation is that any square that's yellow should be convertible to green by use of either Artificial Jellynut Soil, or Overgrowth Jellynut Soil. \n \nWhat is actually happening is that some squares are producing a message \"Waterfill needed to fill Dull Red Vein\" or \"Waterfill is needed to fill Sanguine Lichen.\" So I can use Waterfill to fill those squares and get rid of the offending plants, but the squares then become red and can't be filled with Jellynut Soil of either type. \n \nExpectation: \n \nEither (1) mark squares that contain plants of this sort red when placing an Ag Tower, so I know they can't be used to grow Jellynuts, or (2) provide a way to remove the plants that does not involve their effective destruction as potential locations to grow Jellynut. \n \nIt may be that the fix you've mentioned in 2.0.34 will sort this out, I'm still on 2.0.32 and the game doesn't detect an upload when I check for it via the \"About\" menu option.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "\"Waterfill\" doesn't exists in vanilla, sounds like you have the waterfill mod installed and it is messing things up. Can you reproduce it in vanilla? If not, you should report it to the mod author. \n \nCheck the experimental branch, it's on 2.0.37 currently.",
"date": "",
"quotes": [
{
"author": "dgnuff wrote: Fri Feb 28, 2025 2:35 am",
"content": ""
},
{
"author": "",
"content": ""
}
]
},
{
"author": "",
"content": "It turns out waterfill has nothing to do with the problem. It's actually the same issue as this one: \n \n viewtopic.php?p=635957 \n \nbecause the items making it impossible to place soil are decoratives. I wrote a small mod that used the \n \n surface.destroy_decoratives(area) \n \nlua api call to remove decoratives in a small area around the player, and as soon as that had destroyed the plants, I was able to place soil. \n \nSo no further action is needed, I have a workaround for now with the mod, and once that issue I linked gets fixed, it'll be an in-game solution to the problem.",
"date": "",
"quotes": []
}
] | 6 | ||||
forum-topic-93550
|
93550
|
Christmasgreeting
|
Videos
|
https://forums.factorio.com/viewtopic.php?t=93550
|
biggerw
|
I Created a christmastree in the green wood.
Herewith i created Christmas geeeting in Factorio style https://youtu.be/AN92P1LAx5I
enjoy
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 Copy blueprint
The blueprint includes the combinators for the control of the lights.
|
[
{
"author": "",
"content": "[Koub] Moved to the Videos subsection.",
"date": "2020-12-25T09:12:12+00:00",
"quotes": []
},
{
"author": "ickputzdirwech",
"content": "Looks really nice! Merry Christmas!",
"date": "2020-12-25T09:29:08+00:00",
"quotes": []
},
{
"author": "Amarula",
"content": "Merry Christmas!",
"date": "2020-12-25T14:43:33+00:00",
"quotes": []
},
{
"author": "NotRexButCaesar",
"content": "Merry Christmas!",
"date": "2020-12-26T01:02:53+00:00",
"quotes": []
},
{
"author": "biggerw",
"content": "Now the Videos are complete \nFight the aliens and save Christmas: https://youtu.be/AN92P1LAx5I \nShort version for people in a hurry: https://youtu.be/5I5_vWR2PNs \nExtended directors cut: https://youtu.be/Mfg2ZE9Gpnw \n \n \n \nYou need \n https://mods.factorio.com/mod/Dectorio by https://mods.factorio.com/user/PantherX \nand \n https://mods.factorio.com/mod/ConnectionBox by https://mods.factorio.com/user/darkfrei \n \nThis is another much more efficient setup. \n \n \n \n 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 Copy blueprint",
"date": "2020-12-26T08:10:54+00:00",
"quotes": []
}
] | 5 |
2020-12-25T03:02:31-06:00
|
forum-topic-120829
|
120829
|
Output more fluid when using higher quality recipes (i.e. for Holmium Solution)
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=120829
|
ividyon
|
TL;DR
When using a high-quality recipe that outputs a fluid, the quantity of the output fluid should be increased according to the quality.
What?
Somewhat self-explanatory; see TL;DR.
Why?
Currently, creating things such as Holmium solution with higher-quality ingredients leads to just nothing happening. You simply get the same amount of regular Holmium solution as you would normally.
Now, I understand that quality fluids are undesirable, but at the very least, the higher-quality recipe should produce a higher amount of fluid output.
Otherwise, the Quality mechanic is completely wasted on items such as Holmium ore, which provides zero benefit above its normal-quality variant.
|
[
{
"author": "Nypyren",
"content": "+1",
"date": "2024-11-11T06:20:05+00:00",
"quotes": []
},
{
"author": "Fharkas",
"content": "That would be nice.",
"date": "2024-11-11T18:36:43+00:00",
"quotes": []
},
{
"author": "yert527",
"content": "+1 \n \nQuality Holmium either needs to do something beneficial or needs to be removed, as it only clogs up the system. \n \nAn alternative is to make all liquid creation recipes ignore quality.",
"date": "2024-11-12T02:37:28+00:00",
"quotes": []
},
{
"author": "Sworn",
"content": "+1 yah would be a good way to making use of the annoying quality ice and holmium, which is probably what people are already doing, but with no added benefit.",
"date": "2024-11-12T03:02:26+00:00",
"quotes": []
},
{
"author": "dehook",
"content": "+1 I found this thread because I was looking to see if anyone had suggested liquid creation ignoring quality. I'm guessing that making the quality liquid recipes produce more product would be technically easier to implement.",
"date": "2024-11-21T15:07:16+00:00",
"quotes": [
{
"author": "yert527 wrote: Tue Nov 12, 2024 2:37 am",
"content": ""
}
]
},
{
"author": "PSYCHOELECTRIC",
"content": "+1 would actually incentivize me to make infrastructure that supports quality holmium ore",
"date": "2024-11-21T19:51:48+00:00",
"quotes": []
},
{
"author": "DeathJunkie88",
"content": "This bothered me enough to create a mod: https://mods.factorio.com/mod/fluid-quality-bonus \n \nIt could use some optimization and configurability. I'll put some more time into if it gains some traction and/or the base game doesn't adopt this idea.",
"date": "2024-11-29T16:47:27+00:00",
"quotes": []
},
{
"author": "Quezler",
"content": "Saw a link to this pass by as i browsed the recent mods section and stumbled upon the mod above, figured i'd namedrop mine as well: \n \n https://mods.factorio.com/mod/quality-h ... m-solution",
"date": "2024-11-30T14:27:17+00:00",
"quotes": []
},
{
"author": "IsaacOscar",
"content": "What we really need is quality fluids! So you use legendary holmium solution to make legendary holmium plates. (or is that going to cause to much hell with fluid mixing?) \nBut yes, I like the idea of quality just changing the output of fluids, this would be great. \nQuality modules could also effect fluid recipes similarly (but that would be redundant with productivity modules, but they could have different trade offs with speed and energy usage, also having quality modules work with everything could make using auto-assembling easier, and maybe even quality modules in beacons?)",
"date": "2024-11-30T14:34:24+00:00",
"quotes": []
},
{
"author": "drakhri",
"content": "+1",
"date": "2024-12-02T02:32:40+00:00",
"quotes": []
},
{
"author": "rapus",
"content": "Given fluids can't mix anyway, how would that create more problems? I'd also like if fluids could have quality. I guess we'd need a fluid filtration facility for proper quality buffing since not all fluids have item ingredients in their creation. And then, just as for the recycler, have it only output the better fluid by chance. \n \nIf you get some very filtrated (=legendary) coal and some very filtrated steam and some very filtrated heavy oil, you can make more very filtrated heavy oil",
"date": "2024-12-04T22:28:31+00:00",
"quotes": [
{
"author": "IsaacOscar wrote: Sat Nov 30, 2024 2:34 pm",
"content": ""
}
]
},
{
"author": "IsaacOscar",
"content": "Unfortunately, quality modules are allowed on various fluid recipes. This means your machine could get stuck if it's trying to output the wrong quality. Also machines have an internal fluid storage. Fluids are also much harder to try sort as their are weird rules around fluid mixing. Also adding extra state information to fluids to store quality would have performance considerations. \n \nIf they disallow quality modules for fluids though, it's probably work able.",
"date": "2024-12-05T02:24:29+00:00",
"quotes": [
{
"author": "rapus wrote: Wed Dec 04, 2024 10:28 pm",
"content": ""
},
{
"author": "IsaacOscar wrote: Sat Nov 30, 2024 2:34 pm",
"content": ""
}
]
},
{
"author": "Tinyboss",
"content": "It would be awfully easy to delete a terrible amount of legendary fluid by accidentally deconstructing a storage tank, in a way that can't happen with items.",
"date": "2024-12-06T00:07:23+00:00",
"quotes": [
{
"author": "rapus wrote: Wed Dec 04, 2024 10:28 pm",
"content": ""
}
]
},
{
"author": "IsaacOscar",
"content": "At the moment, what seems to happen is if you're machine is connected to a pipeline, and you've set it to make a fluid, then it will fill it's own internal storage up, and then if the pipeline has a different fluid, it will just get stuck and wait. So it won't delete any fluids. \n \nNow you just need some barrelling machines + recyclers to destroy any fluids you don't want, thus emptying the pipeline the machine is connected to. And you can have an automated quality-module fluid setup! \n \nThe only way I could get fluids to delete is by connecting pipelines together when building ghosts.",
"date": "2024-12-06T06:11:55+00:00",
"quotes": [
{
"author": "Tinyboss wrote: Fri Dec 06, 2024 12:07 am",
"content": ""
},
{
"author": "rapus wrote: Wed Dec 04, 2024 10:28 pm",
"content": ""
}
]
},
{
"author": "IsaacOscar",
"content": "TLDR: Quality modules for fluid recipes would be totally doable! \nActually, unless you want to save space, you wouldn't need combinators. \nConsider this test setup: \n \n \n 12-06-2024, 16-23-08.png (1.69 MiB) Viewed 1401 times \n \n \n\nIf we assume we've only unlocked \"uncommon\" quality, and the lubricant icons are for \"uncommon lubricant\", \n and the light oil stuff is \"common lubricant\". And we were to put quality modules in the chemical plant, it will automatically fill up the tank on the top-left with uncommon lubricant, and all common lubricant that is made will be disposed of (at the cost of some iron ore). \n \nI've tested it and it works when manually switching the chemical plant between \"lubricant' and \"heavy oil cracking to light oil\". \n \nIf you want more quality levels, you can just have one barreling machine per quality you don't want, and one pump + storage tank per quality you do wan.t \nOr, you can have only one barreling machine by connecting a storage tank to the output of the chemical plant, and then use combinators to set the barreling recipe to match the contents of the tank, whenever it's a quality you want to discard.",
"date": "2024-12-06T06:27:08+00:00",
"quotes": []
},
{
"author": "rapus",
"content": "That's why I'd propose to always output fluid at the same quality as the recipe. so no gambling in ordinary machines. For quality increase in fluids you'd need that filtration facility which has internal tanks and separate outputs for all qualities. And regarding the quality increase recipe that works in there, I'd imagine inquality->qualitymod*(inquality+1) + (1-qualitymod)*(inquality-1) \n \nSo if I have 10% quality on that filtration facility, 100 rare liquid will be filtrated to 10 epic and 90 uncommon liquid. 100 common liquid will be refined to 10 uncommon liquid (and 90 below common quality are destroyed). because all these are fed and taken from internal tanks I don't think it'll suffer from that extra cycle.",
"date": "2024-12-12T10:10:47+00:00",
"quotes": [
{
"author": "IsaacOscar wrote: Thu Dec 05, 2024 2:24 am",
"content": ""
},
{
"author": "rapus wrote: Wed Dec 04, 2024 10:28 pm",
"content": ""
},
{
"author": "IsaacOscar wrote: Sat Nov 30, 2024 2:34 pm",
"content": ""
}
]
},
{
"author": "Khazul",
"content": "+1, but I would also suggest that all liquid product recipes should except any quality of ingredients.",
"date": "2024-12-12T13:56:19+00:00",
"quotes": []
},
{
"author": "spacedog",
"content": "They could make it work similar to labs, where any quality is accepted, but higher quality ingredients just have more \"durability\". \n \nHere is a similar suggestion, but without the issue of the input buffer only being able to hold a single quality level at a time: \n Have excess quality act like a durability bonus",
"date": "2024-12-13T02:36:30+00:00",
"quotes": []
},
{
"author": "Khazul",
"content": "Not quality switching but is solving aspect of the same problem - fluid switching. This was a creative mod test setup to try out dynamic recipes with multiple fluid ingredients. It works by luck - until I can find/mod a way to get ingredients by original ingredient index so that I can ensure that fluids end up on the correct input pipe, it is only good for single fluid recipes. \n \n \n \n 12-14-2024, 00-31-20.png (3.72 MiB) Viewed 1113 times \n \n \n\nThese are a couple of images of an auto recipe switcher for the foundry. Again, this is a creative test setup, but I do have a ship based upon this as well. Some recipes produce fluids, all the other have a fluid as an ingredient so it has another pump arrangement. It uses most of the foundry recipes. \nUpper 4 pumps at the top supply fluids (and hoover them back into tanks at recipe change), so are two reversed pairs with the combinators presenting the correct input fluid required by the current recipe. The lower 2 filtered pumps clear fluid from the machine and pipes into the tanks when the foundry is creating a fluid. \nJust out of shot below is a platform hub for solid storage. \n \nProducing a fluid:\n \n \n \n 12-14-2024, 00-34-56.png (1.81 MiB) Viewed 1113 times \n \n \n\nFluid is an ingredient:\n \n \n \n 12-14-2024, 00-36-10.png (1.77 MiB) Viewed 1113 times \n \n \n\nIf fluids had quality, we can certainly handle them and dealing with filters and routing etc. The one bit against it is that I have seen evidence of machine possibly just erasing fluids when the recipe is switched instead of waiting for them to be emptied properly. I can kind of understand why they may have felt the need to do this, but I also wish there was an option to prevent it because you have pumps all around it to deal with the problem instead of simply erasing it. \nThat might get very annoying very fast with a legendary fluid handled in small qualities where the loses overhead may be huge and very noticeable compared to bulk normal fluid use losses as a percentage. \n \nAt the moment we get legendary fluids as inputs for free except for the foundry recipes. If adding legendary fluid, we would likely loose that. Be careful what you wish for. \n \nI would stick with the OP suggestion and just output something better, or more inline with other quality boosts, so legendary ingredients output 250% more.",
"date": "2024-12-14T00:40:16+00:00",
"quotes": [
{
"author": "IsaacOscar wrote: Fri Dec 06, 2024 6:27 am",
"content": ""
}
]
}
] | 19 |
2024-11-10T13:49:49-06:00
|
forum-topic-125994
|
125994
|
[2.0.30] Error after upgrade: (SSL: certificate verification failed (result: 5)
|
Technical Help
|
https://forums.factorio.com/viewtopic.php?t=125994
|
yghgdzs
|
After upgrading to version 2.0.30, Factorio can no longer check updates or mods.
Downgrading to 2.0.28 resolves the issue.
I am using macOS Ventura 15.2.
|
[
{
"author": "",
"content": "Please provide the log file so we have more details. \n \nCould something be overwriting the `SSL_CERT_FILE` environmental variable? Please try opening the terminal and launching Factorio as follows:\n Code: Select all SSL_CERT_FILE=\"\" /Applications/Factorio/factorio.app/Contents/MacOS/factorio",
"date": "2025-01-15T16:32:08+00:00",
"quotes": []
},
{
"author": "yghgdzs",
"content": "Thanks for your advice, please find attached the log file. \n \nLaunching Factorio with your suggested command yields the same error.\n Code: Select all 10.144 Info HttpSharedState.cpp:55: Downloading https://updater.factorio.com/updater/get-available-versions?username=yghgdzs&token=<private>&apiVersion=2\n10.333 Error HttpSharedState.cpp:175: CURL failed: code:60, 3c; SSL: certificate verification failed (result: 5)\n \n\nI can confirm that SSL_CERT_FILE is not set. Running curl from Terminal lets me connect to https://updater.factorio.com/updater/ge ... e-versions and retrieve the version list without problem.",
"date": "2025-01-16T09:28:18+00:00",
"quotes": []
},
{
"author": "peternlewis",
"content": "I have the same error. \n \nIt appears that it is blocking publishing the game on the game server. \n Code: Select all 0.007 Operating system: macOS 10.13.6\n \n Code: Select all 6.030 Info ServerRouter.cpp:547: Own address is IP ADDR:({49.176.252.47:34197}) (confirmed by pingpong3)\n 6.030 Info ServerRouter.cpp:547: Own address is IP ADDR:({49.176.252.47:34197}) (confirmed by pingpong4)\n 6.183 Info ServerRouter.cpp:547: Own address is IP ADDR:({49.176.252.47:34197}) (confirmed by pingpong2)\n 6.527 Error HttpSharedState.cpp:175: CURL failed: code:60, 3c; SSL: certificate verification failed (result: 5)\n 36.681 Error HttpSharedState.cpp:175: CURL failed: code:60, 3c; SSL: certificate verification failed (result: 5)\n 66.719 Error HttpSharedState.cpp:175: CURL failed: code:60, 3c; SSL: certificate verification failed (result: 5)\n 96.656 Error HttpSharedState.cpp:175: CURL failed: code:60, 3c; SSL: certificate verification failed (result: 5)\n 96.661 Error ServerMultiplayerManager.cpp:743: Matching server connection failed: Error when creating server game: Download failed (status code 520): failed to parse JSON response: Unexpected character (S) at ?:1",
"date": "2025-01-21T23:35:51+00:00",
"quotes": []
},
{
"author": "",
"content": "To help troubleshoot, please let me know: \n \nDo you have any curl-related environmental variables? Run in a terminal:\n Code: Select all env | grep -i curl\n \n(We could also check for anything tls or ssl related in the entirety of `env`) \n \nDo you have a `~/.curlrc` file? \n \n--- \n \nIn the meantime, as a workaround, it is possible to disable TLS verification by editing config.ini and putting the following text in the `[other]` section near the top of the file. \n Code: Select all [other]\ndisable-tls-verification=true\n \n\nThen log out and log in again before attempting an update (the setting doesn't get applied otherwise). This comes with the disclaimer that network communications with our servers will become insecure.",
"date": "2025-01-23T11:07:14+00:00",
"quotes": []
},
{
"author": "yghgdzs",
"content": "@sanqui Could you check if there is any change since version 2.0.28? I redownloaded the version and everything is fine. But upgrading again to 2.0.30-2.0.32 results in the ssl error. \n \nI also don't have any env variables for curl and also no cfg file.\n Code: Select all ❯ ~\nenv | grep -i curl\n\n❯ ~\n/bin/ls ~/.curlrc\nls: /Users/<username>/.curlrc: No such file or directory",
"date": "2025-01-23T15:38:21+00:00",
"quotes": []
},
{
"author": "",
"content": "2.0.28 enabled TLS verification.",
"date": "2025-01-23T15:44:16+00:00",
"quotes": []
},
{
"author": "peternlewis",
"content": "2.0.28 works fine. \n \n2.0.30 is the one that is failing. \n \nNo curl related stuff \n Code: Select all proxy:~% env | grep -i curl\nproxy:~% l ~/.curlrc\nls: /Users/peter/.curlrc: No such file or directory\n \n\nI added: \n Code: Select all [other]\ndisable-tls-verification=true\n \n\nAnd retried 2.0.30. It is still reporting: \n Code: Select all 12.074 Error HttpSharedState.cpp:175: CURL failed: code:60, 3c; SSL: certificate verification failed (result: 5)\n 42.035 Error HttpSharedState.cpp:175: CURL failed: code:60, 3c; SSL: certificate verification failed (result: 5)\n 72.181 Error HttpSharedState.cpp:175: CURL failed: code:60, 3c; SSL: certificate verification failed (result: 5)\n 102.045 Error HttpSharedState.cpp:175: CURL failed: code:60, 3c; SSL: certificate verification failed (result: 5)\n 102.052 Error ServerMultiplayerManager.cpp:743: Matching server connection failed: Error when creating server game: Download failed (status code 520): failed to parse JSON response: Unexpected character (S) at ?:1\n \n\nI have reverted back to 2.0.28. \n \nAny other suggestions?",
"date": "2025-01-24T03:30:41+00:00",
"quotes": []
},
{
"author": "",
"content": "My mistake, 2.0.29 or 2.0.30 enabled it. I forget which.",
"date": "2025-01-24T03:44:14+00:00",
"quotes": []
},
{
"author": "eugenekay",
"content": "Can you capture a Wireshark dump of traffic between your Computer and the “updater.factorio.com” endpoint? In particular, the TCP handshake (SYN/ACK); and the following TLS handshake / certificate exchange. There should be some hints in the packet exchange to indicate where the error occurs. \n \nAnother thing to investigate: does your network have any sort of “Corporate Firewall”? Such as a Fortigate, Checkpoint, Sophie, Barracuda? It may be that it is trying to “inspect” the TLS traffic, and Factorio is legitimately failing the Verification step. \n \nIn professional Applications where I have worked on TLS verification mechanisms, I found it very useful to Log the Certificate details any time that a VerificationFail occurs; especially the Thumbprint, CN=, and Issuer= fields from the certificate.",
"date": "2025-01-24T05:43:57+00:00",
"quotes": []
},
{
"author": "peternlewis",
"content": "No, there is no corporate firewall. \n \n\nMy issue appears with the game server - what host is that connecting to? What Wireshark Capture filter would I use to get the required data?",
"date": "2025-01-24T08:25:19+00:00",
"quotes": [
{
"author": "eugenekay wrote: Fri Jan 24, 2025 5:43 am",
"content": ""
},
{
"author": "eugenekay wrote: Fri Jan 24, 2025 5:43 am",
"content": ""
}
]
},
{
"author": "yghgdzs",
"content": "Seems it's 2.0.30, because the previous versions work fine. \n \nDisabling TLS requires me to log back in again every time. Was this the intended behavior? If so, could we make it remember the setting? \n \nCurrently, I have to perform these steps after each restart of Factorio: \n1. Launch Factorio with TLS disabled \n2. An SSL verification error appears \n3. Log out of my account and log back in \n4. Game updates and mod pages become functional",
"date": "2025-01-24T11:21:52+00:00",
"quotes": [
{
"author": "Rseding91 wrote: Fri Jan 24, 2025 3:44 am",
"content": ""
}
]
},
{
"author": "yghgdzs",
"content": "It appears that Factorio does not use the CA file on my system. In the CLI, I am able to connect to the update server via curl; however, the embedded curl within Factorio is unable to establish a connection (see logs below). \n \nHow can I tell Factorio to use my CA file? \nThe settings don't have any effects:\n \n SSL_CERT_FILE \n CURL_CA_BUNDLE \n ~/.curlrc \n \n \n \nFactorio log\n Code: Select all 9.280 Factorio initialised\n 9.283 Info HttpSharedState.cpp:55: Downloading https://updater.factorio.com/updater/get-available-versions?username=<user>&token=<private>&apiVersion=2\n 9.410 Error HttpSharedState.cpp:175: CURL failed: code:60, 3c; SSL: certificate verification failed (result: 5)\n 9.410 Info HttpSharedState.cpp:184: Downloading https://updater.factorio.com/updater/get-available-versions?username=<user>&token=<private>&apiVersion=2\n 9.410 Info HttpSharedState.cpp:185: Status code: 0\n 18.852 Quitting: user-quit.\n 19.185 Goodbye\n \n\nCurl log\n Code: Select all curl -v \"https://updater.factorio.com/updater/get-available-versions?username=<user>&token=<token>&apiVersion=2\"\n\n* Host updater.factorio.com:443 was resolved.\n* IPv6: (none)\n* IPv4: 13.248.132.87, 35.71.145.101, 75.2.97.79, 99.83.151.71\n* Trying 13.248.132.87:443...\n* Connected to updater.factorio.com (13.248.132.87) port 443\n* ALPN: curl offers h2,http/1.1\n* (304) (OUT), TLS handshake, Client hello (1):\n* CAfile: /etc/ssl/cert.pem\n* CApath: none\n* (304) (IN), TLS handshake, Server hello (2):\n* (304) (IN), TLS handshake, Unknown (8):\n* (304) (IN), TLS handshake, Certificate (11):\n* (304) (IN), TLS handshake, CERT verify (15):\n* (304) (IN), TLS handshake, Finished (20):\n* (304) (OUT), TLS handshake, Finished (20):\n* SSL connection using TLSv1.3 / AEAD-AES256-GCM-SHA384 / [blank] / UNDEF",
"date": "2025-01-24T12:02:17+00:00",
"quotes": []
},
{
"author": "",
"content": "I haven't been able to set up an environment in which I can reproduce this issue, and it seems there is not many of you being affected. I don't know why curl in Factorio has trouble using the system certificate bundle, but I wrote some code that will attempt to work-around this problem by switching to the built-in certificate bundle, which we already ship for Linux users we fail to load the system one for. This will go out in the next release (2.0.33).",
"date": "2025-01-28T08:47:29+00:00",
"quotes": []
},
{
"author": "yghgdzs",
"content": "The issue remains in version 2.0.33, but with at least the TLS disable feature preserved across restarts. I no longer need to perform a logout followed by a login after each launch. \n \nLog with TSL enabled\n Code: Select all 8.990 Factorio initialised\n 8.993 Info AuthServerConnector.cpp:617: Performing TLS check.\n 8.994 Info HttpSharedState.cpp:55: Downloading https://auth.factorio.com/tls-check/success\n 9.049 Error HttpSharedState.cpp:175: CURL failed: code:60, 3c; SSL: certificate verification failed (result: 5)\n 9.049 Info HttpSharedState.cpp:184: Downloading https://auth.factorio.com/tls-check/success\n 9.049 Info HttpSharedState.cpp:185: Status code: 0\n 9.049 Info AuthServerConnector.cpp:634: TLS check failed, attempting to switch to built-in certificate bundle.\n 9.049 Info HttpSharedState.cpp:55: Downloading https://auth.factorio.com/tls-check/success\n 9.105 Error HttpSharedState.cpp:175: CURL failed: code:60, 3c; SSL: certificate verification failed (result: 5)\n 9.105 Info HttpSharedState.cpp:184: Downloading https://auth.factorio.com/tls-check/success\n 9.105 Info HttpSharedState.cpp:185: Status code: 0\n 9.105 Info AuthServerConnector.cpp:639: TLS check failed. This could be a temporary connection error or the user's secure connection is broken.\n 9.105 Info HttpSharedState.cpp:55: Downloading https://auth.factorio.com/tls-check/failure\n 9.105 Info HttpSharedState.cpp:55: Downloading https://updater.factorio.com/updater/get-available-versions?username=<user>&token=<private>&apiVersion=2\n 9.158 Error HttpSharedState.cpp:175: CURL failed: code:60, 3c; SSL: certificate verification failed (result: 5)\n 9.158 Info HttpSharedState.cpp:184: Downloading https://updater.factorio.com/updater/get-available-versions?username=<user>&token=<private>&apiVersion=2\n 9.158 Info HttpSharedState.cpp:185: Status code: 0\n 9.270 Error HttpSharedState.cpp:175: CURL failed: code:60, 3c; SSL: certificate verification failed (result: 5)\n 9.270 Info HttpSharedState.cpp:184: Downloading https://auth.factorio.com/tls-check/failure\n 9.270 Info HttpSharedState.cpp:185: Status code: 0\n 10.761 Quitting: user-quit.\n 11.104 Goodbye",
"date": "2025-01-28T16:31:14+00:00",
"quotes": []
},
{
"author": "peternlewis",
"content": "Any more progress on this? My server is hosting multiple people playing a Space Age play through that is drawing to a close, and I'd like to be back on the current version of Factorio before starting the next playthrough. \n \nI have Wireshark installed, and I'm happy to get whatever packet trace you want if you let me know what filter is required. \n \nOr provide whatever other logs. \n \nBut it would be a shame to drop MacOS 10.13 off the supported list over something so trivial, especially something changed in 2.0.30… \n \nThanks.",
"date": "2025-02-03T04:38:00+00:00",
"quotes": []
},
{
"author": "",
"content": "You can restore the old behavior on current Factorio versions by adding the following lines by editing config.ini and putting the following text below the `[other]` line near the top of the file, like this: \n Code: Select all [other]\ndisable-tls-verification=true\n \n\nAs for solving this issue, when there is no corporate firewall in the way, the problem most likely lies in the interaction of libcurl with something specific about these MacOS setups. Unfortunately, I haven't been able to replicate the problem yet. Thank you for the offer to make a packet dump; I will contact you if I need more information.",
"date": "2025-02-03T14:29:39+00:00",
"quotes": [
{
"author": "peternlewis wrote: Mon Feb 03, 2025 4:38 am",
"content": ""
}
]
},
{
"author": "peternlewis",
"content": "disable-tls-verification=true resolved the issue (using .33), thanks. \n \nHopefully you can figure out what the underlying cause is.",
"date": "2025-02-04T09:55:19+00:00",
"quotes": []
},
{
"author": "poop4",
"content": "i'm having the same issue. \ni'm on high sierra. \n2.0.29 works \n2.0.30 and up give the same error, and the \ndisable-tls-verification=true \ndoesn't work",
"date": "2025-03-10T18:49:32+00:00",
"quotes": []
},
{
"author": "",
"content": "Post complete log and config file.",
"date": "2025-03-10T19:06:08+00:00",
"quotes": [
{
"author": "poop4 wrote: Mon Mar 10, 2025 6:49 pm",
"content": ""
}
]
}
] | 19 |
2025-01-15T10:10:28-06:00
|
forum-topic-127487
|
127487
|
Quality Upgrade Blueprint (nº) Tier
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=127487
|
Ruyeex
|
The concept of the suggestion is to implement a signal that automatically detects a next tier depending on how much you need to add to another tier, as well as a way to upgrade the tiers automatically like how you can do with the default upgrade blueprint (It could be Ctrl+Left-click and Ctrl+Right click).
The amount of + Tier should have the limit of the integer of the signals, as there's a mod that add unlimited tiers. ( https://mods.factorio.com/mod/infinite- ... rom=search )
03-14-2025, 11-55-16.png (1.51 KiB) Viewed 143 times
Signal to switch automatically to another Tier (Speculation)
03-14-2025, 11-50-35.png (1.46 KiB) Viewed 147 times
Example:
+1 Tier:
Left-click: Common -> Uncommon -> Rare -> ...
Right-click: Legendary -> Epic -> Rare
+2 Tier:
Left-click: Common -> Rare -> Legendary
Right-click: Legendary -> Rare -> Common
3+ Tier:
Left-click: Common -> Epic -> Legendary (since there's no higher than Legendary)
Right-click: Legendary -> Uncommon -> Common (since there's no lower than Common)
The idea to make upgrading with blueprints easier while being flexible with mods that add more tiers.
|
[] | 0 |
2025-03-14T06:31:58-05:00
|
forum-topic-61367
|
61367
|
[0.16.50] I can not create a recipe
|
Not a bug
|
https://forums.factorio.com/viewtopic.php?t=61367
|
_npo6ka_
|
I play the factorio modpak seablock pack 0.2.11 .
I ran into a very strange problem. I tried to create a paper with the necessary resources in the inventory, but the game tells me that I can not craft it.
imgs
I thought that maybe it's other item? But after the craft it turned out to be exactly the item that was needed created the opportunity to create a paper appeared. Why is this happening?
img
|
[
{
"author": "TruePikachu",
"content": "Long-time bug, when there are multiple unlocked ways to produce a resource (in this case the pulp), I've heard that the game uses the most recently unlocked method when handcrafting dependencies, even if that particular recipe doesn't work in handcrafting.",
"date": "2018-07-05T06:55:04+00:00",
"quotes": []
},
{
"author": "",
"content": "It uses the one that the mod(s) said to use. In this case every one of the mods said \"yeah this is fine\" so the game uses the first one in the sort order.",
"date": "2018-07-05T11:42:48+00:00",
"quotes": [
{
"author": "TruePikachu wrote:",
"content": ""
}
]
},
{
"author": "_npo6ka_",
"content": "Why then tooltip shows that I can make this recipe. Usually in tooltip it shows what I do not have for crafting. It turns out that tooltip works correctly and there other sorting?",
"date": "2018-07-05T11:54:52+00:00",
"quotes": [
{
"author": "Rseding91 wrote:",
"content": ""
},
{
"author": "TruePikachu wrote:",
"content": ""
}
]
}
] | 3 |
2018-07-04T14:26:20-05:00
|
forum-topic-127351
|
127351
|
Move Space platform hub UI a couple of pixels (overlapping destination)
|
Ideas and Suggestions
|
https://forums.factorio.com/viewtopic.php?t=127351
|
imi___
|
In maximum size, when playing on a standard 1920x1080 monitor with 100% scaling, the Space hub platform window always overlaps the destination of the space platforms view by a couple of pixels.
I find this information (esp. current location of the current platform) one of the most important information when handling this UI (especially when either configuring the platform routes and also when deciding to manually drop items. But also in many other occasions).
03-09-2025, 09-08-57.png (194.13 KiB) Viewed 96 times
So I constantly have to move the platform UI by a couple of pixels, so I can see the current from->to planets.
03-09-2025, 09-09-32.png (132.76 KiB) Viewed 96 times
Please, can you move the space platform by default to not overlap the platform list? (Using 75% scaling is just hurting my eyes and unfortunately, you can't scale to e.g. "98%")
|
[] | 0 |
2025-03-09T03:10:55-05:00
|
forum-topic-117407
|
117407
|
[2.x] Storage Chest API support for getting/setting quality on its filter
|
Already exists
|
https://forums.factorio.com/viewtopic.php?t=117407
|
billbo99
|
I've been working on some code to set the filter on storage chests and found no option to set the quality setting of the item in the filter.
https://lua-api.factorio.com/latest/cla ... age_filter
Before 2.0, I would set the filter using the item prototype. However, the 2.x API doc does not hint at how to set the quality.
Code: Select all storage_chest.storage_filter = item_prototype
The same applies to reading the current filter. You can see the current LuaObject, but no quality information is provided.
|
[
{
"author": "ahicks",
"content": "Another Factorio Access relevant request just wrt registering interest for some of these interface requests. Maybe we can work around this one with bleuprints. (I am assuming it's something one can do in vanilla, which I can't personally check). In general \"if the frontend can do it and a mod can't, our players can't do it\" is what we kinda have in our situation.",
"date": "2024-10-25T23:13:17+00:00",
"quotes": []
},
{
"author": "LCStark",
"content": "Use the ` set_filter ` method:\n Code: Select all entity.set_filter(1, { type=\"item\", name=\"iron-plate\", quality=\"rare\"}) \n \n \n \n 11-17-2024, 00-24-40.png (33.62 KiB) Viewed 2305 times \n \n \n\nEdit \nThis works too:\n Code: Select all entity.storage_filter = { type=\"item\", name=\"iron-plate\", quality=\"rare\"} \n\nAnd I'm guessing here now, but I'd check if places where you've used ItemPrototype before aren't accepting ItemWithQualityID now.",
"date": "2024-11-16T23:24:55+00:00",
"quotes": []
}
] | 2 |
2024-10-25T07:55:02-05:00
|
forum-topic-118338
|
118338
|
When will Bob's Mods be updated again?
|
Bob's mods
|
https://forums.factorio.com/viewtopic.php?t=118338
|
bongopoor
|
I had a really fantastic (and very massive) game going with all of Bob's mods when the game was upgraded and everything broke.
"No problem" I thought. "i'll just wait a few days/weeks & bob will update his mods & i can get back to my game"
|
[
{
"author": "ezylot",
"content": "Just to make you aware if you are not, you CAN set in steam that you want to continue with the old 1.x version and not update to version 2. Then you can continue playing your save until everything is updated.",
"date": "2024-10-29T10:26:27+00:00",
"quotes": []
},
{
"author": "Stringweasel",
"content": "The maintenance of the whole Bobs/Angels and Seablock is being maintained by one person, KiwiHawk. And as far as I'm aware he is busy updating it all, but it's a lot of work so it might take some time. Best might be to downgrade for the moment to Factorio 1.1 as mentioned by ezylot.",
"date": "2024-10-29T10:31:09+00:00",
"quotes": []
},
{
"author": "Haless",
"content": "Oh, only he is updating all the angel's and bob's mods? Man that must be alot of work. \n \nI also love playing bob's angel's and I am waiting for when it will become avaliable for 2.0. Good to know it is being updated!",
"date": "2024-12-16T07:28:32+00:00",
"quotes": []
}
] | 3 |
2024-10-29T04:40:36-05:00
|
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.