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forum-topic-104204
104204
Extreme spawn changes from minimal setting changes
Resource Spawner Overhaul
https://forums.factorio.com/viewtopic.php?t=104204
DenFromEarth
I have been trying to find a nice map today and I'm seeing some strange resource spawns as I make little changes with the slider bars for the frequency and size on the Resources tab. I'm using the Initial Scan mod ( https://mods.factorio.com/mod/initial-scan ) with the default 70 chunk radius to reveal the locations of the ore patches. I'm not using any overhaul mods or other mods that alter or add new types of resources to the game. These are some of the extreme changes I have seen which should not be related imo. 1) I found a map with a nice spread of copper and iron patches, and 5 separate oil patches within the 70 chunk radius. I started a new game with the same map string so I could increase the stone patch size from 25% to 33% which worked, but it also removed all 5 oil patches from the map which did not respawn anywhere else. The oil patches where not near any other resources and when I changed the stone setting back to 25% and restarted all 5 oil patches spawned back at the previous locations. I did not change any other settings. 2) I found a map with many iron patches and the only copper patch near the starting area within the 70 chunks. I increased the frequency of the copper resource in the settings by 50% on the same map string and the map regenerated with all of the iron patches replaced by copper and the only iron patch left was at the starting area. I did not change any other settings. 3) I had another seed with more coal patches than I wanted. I regenerated the seed with a 50% lower frequency on the coal and received a map with 6 uranium patches that replaced some stone and copper patches, but the coal patches were still there in the same locations that I had on the previous map string. All of them! Their frequency did not decrease! I did not change any other settings. I have seen all of these many times today to a lesser extent with oil the most common resource to be changed or removed. I've used RSO for a long time and I don't recall such drastic changes to spawns after minimal differences within the map settings. So I have to ask, WTF is going on?
[]
0
2022-11-24T22:44:49-06:00
forum-topic-122738
122738
[raiguard][2.0.20] Crash when loading attached save (Error FluidBox.cpp:931: Volume 'changed' when it shouldn't have.)
Pending
https://forums.factorio.com/viewtopic.php?t=122738
kjagodka
Steps to reproduce: load the attached saved game. What happened?: game crashes What did you expect to happen instead?: Loading the save Does it happen always, once, or sometimes?: Happens every time. Last autosaves are also affected with identical messages in log file. Very old saves load properly.
[ { "author": "", "content": "Sorry for the delay. It's crashing because one of your generators at map position 199.5, 598.5 has an absolutely absurd volume of 134 million fluid. This seems like corruption to me. \n \nDo you know of a way to reproduce it?", "date": "2025-01-07T22:41:43+00:00", "quotes": [] } ]
1
2024-11-24T06:12:46-06:00
forum-topic-118420
118420
[StrangePan][2.0.11] Demolisher kills not registered.
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=118420
JackTheSpades
I've killed multiple Demolishers and only on the 5th-ish (I don't remember exactly) did I get an achievment. I also checked with my statistics afterwards and sure enough, only one kill has been registered. I'm using the Tesla gun and turret and am generally able to kill them relatively quickly. Perhaps the registered kill was done in by the gun instead of the turrets and they don't register for user kills? Also perhaps related or not, not sure. I got the achievment for "Get off my lawn" way late too. I placed some pipes on the path to know when the Demolisher would circle back around and I only got the achievment just before it walzed over my pipes. The description says to "disturb" the Demolisher so I don't know if it should trigger instantly or only when it becomes aggravated. The map clearly indicates multiple territories claimed which requires killing Demolishers. Demolisher.JPG (156.69 KiB) Viewed 2322 times
[ { "author": "Contrast", "content": "Can confirm, tesla kills have some trouble with demolishers. I've saved and reloaded a couple times just before starting to fight one, and have had no luck with getting kill credit.", "date": "2024-10-30T16:51:21+00:00", "quotes": [] }, { "author": "", "content": "I see two bugs listed in this report: the first is the kill statistics (possibly related to tesla turrets and the tesla gun) and the second is the Get off my lawn achievement.", "date": "2024-11-01T08:05:06+00:00", "quotes": [] }, { "author": "", "content": "The achievement bug will be fixed in 2.0.14", "date": "2024-11-01T08:10:23+00:00", "quotes": [] }, { "author": "", "content": "The kill statistics and kill achievement bug will be fixed in 2.0.15.", "date": "2024-11-01T16:22:24+00:00", "quotes": [] }, { "author": "ryan_ketcham", "content": "Hi, sorry if this is wrong place to post this (first time on forum), but I am still encountering this issue. I am on 2.0.15 and just killed a small demolisher and did not get the achievement \"If it bleeds, we can kill it\". I do not have Tesla turrets unlocked yet so it is not related to that, I used a tank with cannon shells and gun turrets (and also have personal laser defence, but not sure if I was close enough to it for that to trigger). I do not see the kill in the kill statistics. No other issues with achievements so far (I got \"Get off my lawn\" a minute or so prior to killing the demolisher).", "date": "2024-11-11T20:19:57+00:00", "quotes": [] }, { "author": "", "content": "Make a new report please, see 3638 .", "date": "2024-11-11T22:16:00+00:00", "quotes": [ { "author": "ryan_ketcham wrote: Mon Nov 11, 2024 8:19 pm", "content": "" } ] } ]
6
2024-10-29T12:06:32-05:00
forum-topic-108534
108534
[1.1.89] Delayed transitions between joystick & mouse input modes (steam deck)
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=108534
Stewmat
I've gotten addicted to factorio on my steam deck, with the controller input mode, and I'm really pleasantly surprised with how well it works. But I do have this little gripe about the controls. The steam deck, of course, behaves mostly as a controller, but the trackpad simulates a mouse. I'm using the trackpad 80% of the time, but sometimes the joystick is better (ie. for combat). I'd like to have the best of both worlds, using both the trackpad and joystick where appropriate, but transitioning between the two is finicky. When the free cursor is disabled, it still turns on automatically when the trackpad/mouse is used, and then lingers for about 1 second before being disabled. I don't think this is ideal behaviour, both because I don't like having the cursor disappear, and because it's impossible to switch back to joystick input for a second after releasing the trackpad (it just moves the cursor instead). Why not stay in free cursor mode indefinitely until the right joystick is used again? That is, the behaviour that I think would be ideal (for the steam deck) is: when I touch the trackpad / move the mouse, it automatically switches to free cursor mode, and stays there ; when I use the right joystick, it switches back to joystick mode (immediately), and stays there . This wouldn't have any effect on how normal controllers work, and I think it would work a lot better for the steam deck. I've tried to do this myself with steam input profiles, by configuring a touch and release of the right joystick to toggle the free cursor on and off. This doesn't work perfectly, because sometimes the toggle gets stuck in the opposite state that I want; and also, it doesn't work if I've touched the trackpad within the last second, as then the joystick just moves the cursor.
[ { "author": "", "content": "Moved to Ideas and Suggestions as this is not a bug. \n \nBut the suggestion makes sense, I will test it and think if there are any edge cases and see how it goes.", "date": "2023-09-04T17:28:09+00:00", "quotes": [] }, { "author": "", "content": "I implemented this pretty much as suggested. Moving the mouse(touching the touchpad) will switch to \"mouse mode\". \"Mouse mode\" will be disabled when right stick is touched, or when left stick is touched and a window is open(so you can navigate the gui with a stick and also move the character in \"mouse mode\"). \n \nThe change will be available on 1.1.90 experimental. \n \nOther players are welcome to also give feedback on the change.", "date": "2023-09-06T17:10:32+00:00", "quotes": [] }, { "author": "Stewmat", "content": "Awesome! Looking forward to trying it.", "date": "2023-09-07T02:55:54+00:00", "quotes": [] }, { "author": "Stewmat", "content": "Works just as I pictured it. It's a nice improvement for the steam deck, thanks!", "date": "2023-09-10T18:40:53+00:00", "quotes": [] } ]
4
2023-09-04T11:39:31-05:00
forum-topic-111470
111470
Friday Facts #399 - Trash to Treasure
News
https://forums.factorio.com/viewtopic.php?t=111470
Here it is! (beep boop) https://factorio.com/blog/post/fff-399
[ { "author": "BlacKcuD", "content": "The hype is real. This will be one of the few games I will preorder without hesitation.", "date": "2024-02-23T12:08:47+00:00", "quotes": [] }, { "author": "WeirdConstructor", "content": "I just love the concept of Fulgora. Deep respect for the game design thoughts that went into this. Can't wait to play it. Finally a good reason to build rail roads and not having to rebuild factories for all the intermediate products like cogs, steel, ... it sounds like exciting fun!", "date": "2024-02-23T12:15:30+00:00", "quotes": [] }, { "author": "Nosferatu", "content": "Lots of rails and sorter spaghetti. Sounds like my planet", "date": "2024-02-23T12:15:53+00:00", "quotes": [] }, { "author": "MEOWMI", "content": "Amped and electrified for sure! \n \nDeveloping it behind closed doors is and has been the completely correct solution, I think.", "date": "2024-02-23T12:19:09+00:00", "quotes": [] }, { "author": "Ghoulish", "content": "The changes keep on coming, the difference once you launch that first rocket is amazing, so much more stuff to do!", "date": "2024-02-23T12:24:40+00:00", "quotes": [] }, { "author": "aka13", "content": "While all of this does look brilliant, I can't say that I am looking forward to it, it's just not fun for me. \nIt's all the mechanics that make SE not fun cramped into one, obviously mandatory, location. \n \n- You have to build defensive coverage everywhere you build - check, although this time it seem you don't get a planet-wide solution, but HAVE to do it on every point. Can't wait to have additional entiities on mining outposts which have to be delivered and stamped down in a grid. \n - You need to ship in a resource which is usually abundant and is needed in huge amounts - check. \"But you don't have to\" - yeah, trains will be burning what then? \n[EDIT] I somehow managed to ignore the solid fuel from the recycler, trains are safu \n- No \"landfill\" - you now HAVE to build spaghetti for the third time now, because that's obviously such a fun mechanic somehow, being cramped. First the cliffs, then the lava fields, now the oil fields. I don't know, maybe it's me, but the novelty of cliffs wears off 30 minutes after starting a vanilla game in 1.0. Yeah, you can wall of biters every now and then for free, but otherwise they are literally undermine what made factorio great for me in the first place, when it all began - that you can quickly scale to ludicrous amounts, without being artificially limited by performance. Is this also a performance thing, like in other games, finally catching up? We should not build wide anymore? \n- Recycling - I somewhat warmed up to quality, whatever, I could deal with that. But now it's the most unfun mechanic from SE shoehorned in again. Was quality not enough with recycling, is the space platform not enough? \nIt is not fun to have 98237546 byproducts, and have to have a convoluted way to delete them from the world is just not fun, and not interesting gameplay. This is the same as robots needing maintenance, assemblers needing lubrication, and other tedium-inducing mods. \n \nI very much appreciate the hard work that went into the design and playtesting it, and am really sorry for being so harsh, but this is just tedium for the sake of tedium.", "date": "2024-02-23T12:25:04+00:00", "quotes": [] }, { "author": "DeadMG", "content": "Um, does this mean that UPS usage from distinct electric networks will be fixed? Because this sounds like it would destroy perfomance in 1.1.", "date": "2024-02-23T12:30:22+00:00", "quotes": [] }, { "author": "WeirdConstructor", "content": "As far as I got, you can get heavy oil, which you can use to fuel trains?", "date": "2024-02-23T12:31:23+00:00", "quotes": [ { "author": "aka13 wrote: Fri Feb 23, 2024 12:25 pm", "content": "" } ] }, { "author": "quaatal", "content": "So Vulcanus is \"craft everything from lava\" and Fulgora is \"craft everything from scrap\". Instead of creating new planets why not just add more stuff to Nauvis like caverns/mountains/islands/deep ocean or other biomes, each with unique resources? It also doesn't help that both of those planets are completely lifeless and devoid of risk.", "date": "2024-02-23T12:33:54+00:00", "quotes": [] }, { "author": "floven1", "content": "not enough HYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYPE!! need more from you forum posters... \n \nI, for one, have been waiting all week for this post \n \nworth", "date": "2024-02-23T12:38:57+00:00", "quotes": [] }, { "author": "FasterJump", "content": "All of this looks good. \n \nIf we can have 5 module slots (not to mention 50% native productivity bonus), does it means that an infinite production loop is possible with recyclers? \n \nNot that it would be necessarily a bad thing (or would it?)", "date": "2024-02-23T12:39:30+00:00", "quotes": [] }, { "author": "Tooster", "content": "I am pretty amped for that planet! I love how you took an existing core mechanic of factorio, assembling ingredients into products, inverted it into recycling and managing chance-driven byproducts and made something that creates completely new challenges and puzzles, yet still feels familiar and non-repetitive and fresh. That's game design 101! \n \nCouple of things I noticed: \n \n- In the lower right, the belts seem to be passing from one island to another over the moat and oily-mud. Does it mean that they can be placed underneath the plateau, or is this some kind of new, elevated/floating belt kind of thing? If I read correctly in the post, the belts on the mud should sink, no? \n- I wonder what is this green, weirdly cramped space in the upper left corner? Doesn't seem like any kind of factory part I am familiar with? \n \n \nThe color of the liquid in this pipe is different than the other liquids, and looks very similar to the color of the Holmium science pack. Does it mean liquid science packs are added? \n \n \nAnd I wonder what's this new blue wire is", "date": "2024-02-23T12:41:41+00:00", "quotes": [] }, { "author": "floven1", "content": "it's pretty is what it is \n \nbut I too wonder what it's made of and for? \n \nedit: after some thought, I bet it's a superconductor", "date": "2024-02-23T12:45:27+00:00", "quotes": [ { "author": "Tooster wrote: Fri Feb 23, 2024 12:41 pm", "content": "" } ] }, { "author": "GregoriusT", "content": "Yeah nah, I pick Door #3, either it's the best of all options or it's the least taken route, therefore its a win win no matter what! \n \nThe Ancient Aliens Desert Planet will be my second Planet to go for though, since I dont really need better Mining Drills or more Smelting. Quality is way more important at that point. \n \nAnyways, Quantity Modules, really need those to be added too, or rename Productivity Modules to that. XD", "date": "2024-02-23T12:46:20+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Dev-iL", "content": "Supercapacitor \n \nElectrolyte \n \nSuperconductor", "date": "2024-02-23T12:46:25+00:00", "quotes": [ { "author": "Tooster wrote: Fri Feb 23, 2024 12:41 pm", "content": "" }, { "author": "Tooster wrote: Fri Feb 23, 2024 12:41 pm", "content": "" } ] }, { "author": "TheoMarque", "content": "Very nice ideas, plan before expand. Thinking before spam machines by bots. Balancing on tight line is my way to play (I'm guy who set trees and cliffs to max amount and add more water). \nBut, overall, I found repetitive, boring part. When we need more holmium - we need more and more repetitive islands. Maybe world gen can give us larger and richer islands far from start? \n \nI think, miners drilling trough scrap looks wek - I would like see something bigger, massive - due scrap parts are not smal rocks but large chunks of technology dump. \n \nOn Fulgora we saw only environmental hazards so next planet will be probably connected to BIO Theme, need to have tight balance between tech and planet environment, pushing us to thing how to expand without zero impact.", "date": "2024-02-23T12:49:30+00:00", "quotes": [] }, { "author": "FasterJump", "content": "For those wondering how to eliminate excess ressources, just use a non-quality recycler loop, because without quality modules, recyclers give only 25% of the ressource back. Craft it, recycle again, and you only have 6.25% left.", "date": "2024-02-23T12:50:20+00:00", "quotes": [] }, { "author": "Justderpingalong", "content": "As someone who's currently playing Space Exploration, the name Holmium is familiar to me. I believe that to be Holmium cable. \n \nAnyway. Love the new planet design but gotta ask one thing: This seems cool and all but... I remember when you first introduced the elevated rails you said they're toggle-able. This planet makes it seem like they're a mandatory part of the game (at least when playing Space Age), unless you're gonna give us landfill, which seems tedious. Quality is something that feasibly can be turned off. However I don't see that being possible with elevated rails here. Not that I care, this planet is going to be my first stop because oh boy am I a train nerd.", "date": "2024-02-23T12:50:35+00:00", "quotes": [ { "author": "Tooster wrote: Fri Feb 23, 2024 12:41 pm", "content": "" } ] }, { "author": "SheepStorm", "content": "This looks really awesome! \nThat being said, and iirc it wasn't mentionned in this FFF or the previous one, but will there be a way to disable the light flashes coming with the thunderstrikes? This, similarly to the wave-y effect on the blueprint ghosts, hurts my eyes.", "date": "2024-02-23T12:54:26+00:00", "quotes": [] } ]
19
2024-02-23T06:00:03-06:00
forum-topic-9300
9300
Solving common graphic issues
Technical Help
https://forums.factorio.com/viewtopic.php?t=9300
Version 0.17 or newer. Issues can be bad performance, broken graphics or the game simply failing to start. Version 0.17 requires DirectX 10 capable GPU and uses Direct3D 11 by default on Windows and OpenGL 3.3 core on Linux and macOS. Make sure you have up-to-date graphics drivers, especially drivers older than major update of Windows you are using can cause issues. For nVidia GPUs on Linux, non-free binnary drivers seem to work better than free drivers in some cases. Unfortunately on GPUs that no longer receive driver updates, you might run into graphics issues that we won't be able to work around. Most notably, OpenGL crashes on 2009 MacBooks with GeForce 9400M and macOS 10.11.6; or despite implementing many workarounds for Intel Sandy Bridge iGPUs (for example Intel HD Graphics 4000) you may experience crashes when using these GPUs. Note : Version 0.17 heavily utilizes texture compression to greatly reduce VRAM requirements and improve performance by lowering GPU overhead of reading textures. If your GPU is weak, you should use "Low quality" texture compression graphics option, disabling compressing entirely by setting the option to "None" is discouraged even if you have powerful GPU, and you should not try it unless you have powerfull graphics card has with at least 4GB of VRAM. If the game does not start you need to edit the config-file or use launch options. How to edit the config-file On Steam , you can use launch options. They can be edited in Factorio properties in Steam Library. On non-Steam version you need to edit config file which is located in your Application Directory in config/config.ini. Exit the game, edit the config-file, start the game. The file is in INI format, and config options that are set to default value are commented out - the line starts with semicolon ';'. When changing a value, make sure to delete the semicolon and following space at the start of the line you are changing. If you were not able to launch the game at least once, config.ini won't exist on your computer, so you'll need to download following one and place it to location where the game expects it to be on your OS. config.ini (462 Bytes) Downloaded 1015 times Toggle flip presentation model - Windows only If the game starts to menu, but crashes randomly, toggle "Use flip presentation model" option in graphics options. If the game crashes before you are able to option graphics settings, use launch option Code: Select all --dxgi-blit-model or edit config and change "use-flip-presentation-model" Code: Select all [graphics] use-flip-presentation-model=false Launch the game in graphics safe mode If you can't start the game to menu, try to use launch option Code: Select all --gfx-safe-mode . Or edit following in the config. Code: Select all [graphics] graphics-quality=normal texture-compression-level=low-quality video-memory-usage=all max-texture-size=4096 gpu-accelerated-compression=false gpu-accelerated-mipmap-compression=false cache-sprite-atlas=false lights-render-quality=0.25 Force OpenGL - Windows only Try to force the game to use OpenGL instead of Direct3D, you can change it by changing the config to: Code: Select all [graphics] force-opengl=true This obviously only works on Windows. Reduce Memory usage Set video memory usage to a lower setting. This can also be set via config edit with: Code: Select all [graphics] video-memory-usage=medium Accepted values are: all, high, medium, low Reduce Sprite Resolution High sprite resolution needs at least 2GB of VRAM, set it to Normal otherwise. You can set it via config edit with: Code: Select all [graphics] graphics-quality=normal Accepted values are: high, normal Reduce texture size Some OpenGL drivers crash with texture size of 16384x16384, to workaround this edit the config to: Code: Select all [graphics] max-texture-size=8192 This applies mainly for Linux and MacOS X. Steam launch options For Steam version some of the graphical options can be configured through launch options in properties of the game. They will override values in config.ini. --force-d3d Equivalent of setting force-opengl=false in config. Use if you have graphics glitches (or random crashes) on AMD graphics card. (Windows only) --force-opengl Equivalent of setting force-opengl=true in config. Use if you have graphics glitches (or random crashes) on nVidia or Intel graphics card. (Windows only) --fullscreen= {true|false} --max-texture-size= {0|2048|4096|8192} --graphics-quality= {high|normal} --video-memory-usage= {all|high|medium|low} Note: --option= {red|green|white} means there is switch --option which accepts values red, green or white. Example --option=green Issues with capturing the game footage Your capture software might record just black screen. This happens for example in OBS with Window Capture. You should use Game Capture instead. If you can't use Game Capture (or equivalent mode in other software), you can try to disable "Use flip presentation model" in graphics settings and restart the game. If your issue can be solved by one of those measures, then there is no need to make a new report.
[ { "author": "", "content": "Version 0.16.51 or older. Issues can be bad performance, broken graphics or the game simply failing to start. \n The most common cause is not enough Video Memory or it being used by other processes. \n \nIf the game does not start you need to edit the config-file.\n How to edit the config-file It is located in your Application Directory in config/config.ini. \nExit the game, edit the config-file, start the game. On Steam , you can use launch options instead. \n Reduce Memory usage Set video memory usage to a lower setting. This can also be set via config edit with:\n Code: Select all [graphics]\nvideo-memory-usage=medium\n \nAccepted values are: all, high, medium, low \n Reduce Sprite Resolution High sprite resolution needs at least 3GB of VRAM, set it to Normal otherwise. You can set it via config edit with:\n Code: Select all [graphics]\ngraphics-quality=normal\n \nAccepted values are: high, normal \n Force opengl Try to force the game to use opengl instead of d3d, you can change it by changing the config to:\n Code: Select all [graphics]\nforce-opengl=true\n \nThis obviously only works on Windows \n Reduce texture size Some OpenGL drivers crash with texture size of 16384x16384, to workaround this edit the config to:\n Code: Select all [graphics]\nmax-texture-size=8192\n \nThis applies mainly for Linux and MacOS X.\n \n Steam launch options For Steam version some of the graphical options can be configured through launch options in properties of the game. They will override values in config.ini.\n \n --force-d3d \nEquivalent of setting force-opengl=false in config. Use if you have graphics glitches (or random crashes) on AMD graphics card. (Windows only)\n --force-opengl \nEquivalent of setting force-opengl=true in config. Use if you have graphics glitches (or random crashes) on nVidia or Intel graphics card. (Windows only)\n --fullscreen= {true|false} \n --max-texture-size= {0|2048|4096|8192} \n --graphics-quality= {high|normal} \n --video-memory-usage= {all|high|medium|low} \n \nNote: --option= {red|green|white} means there is switch --option which accepts values red, green or white. Example --option=green \n If your issue can be solved by one of those measures, then there is no need to make a new report.", "date": "2019-09-23T10:11:18+00:00", "quotes": [] } ]
1
2015-03-26T04:04:28-05:00
forum-topic-125552
125552
Feature-bound properties should say which feature
Documentation Improvement Requests
https://forums.factorio.com/viewtopic.php?t=125552
curiosity
There should be indication which feature adds the property. Right now they all just say "requires Space Age to use".
[ { "author": "Quezler", "content": "+1", "date": "2025-03-15T20:08:31+00:00", "quotes": [] } ]
1
2025-01-03T21:26:56-06:00
forum-topic-22166
22166
*
Modding discussion
https://forums.factorio.com/viewtopic.php?t=22166
tyaigan
*
[ { "author": "Factorio2016", "content": "the easiest and fastest way is to simply not use them. \n \n2 ways \n1) fix one of the mods. \n2) make a mod to disable the recipes in one of the mods. \n \n you wrote your message in the wrong topic!", "date": "2016-03-24T18:00:34+00:00", "quotes": [] }, { "author": "", "content": "I hesitated a lot but I think this topic belongs to the Modding discussion subforum. \n \n [Topic moved by Koub]", "date": "2016-03-24T22:45:13+00:00", "quotes": [] } ]
2
2016-03-24T03:54:58-05:00
forum-topic-21278
21278
Recycling/Disassembling of Waste / Scrap / Trash
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=21278
Before you ask: The current way to get rid of items you don't need anymore is to put them into a wooden chest and shoot at it until destroyed. There are two general directions: - Recycling of (assembled) items (which this thread will go about) - Recycling of (generated) waste/pollution. For example instead of pollution something produces waste as a new item. The waste cannot be destroyed like normal items. A good thread about this concept is for example: viewtopic.php?f=6&t=1677 New pollution mechanic viewtopic.php?f=6&t=5826 Valuable Byproducts viewtopic.php?f=6&t=18238 Trash and (chemical) waste This topic is more or less around the first direction , but there are so many ideas, that there is sometimes not a clear line between both. So forgive me, if there is a mix of ideas. The actual opinion of the devs about a device to recylce items is (because of that), that there is so less material, which can be usefully recycled compared to the material that you produce, that it is currently not worth the afford to be implemented, cause it will have nearly no effect to the game-play. See viewtopic.php?f=6&t=3439&p=32722#p32722 or viewtopic.php?f=6&t=18364#p120784 But because this is suggested so often I made this thread. (my opinon about this is, that the need for this is so big, that is no way around it) Of course - and as said - a simple recycling doesn't make sense at all . There needs to be some kind of " added effect ". So if you want to make a new suggestion about this, please consider that the better recycling ideas would influence the game-play much more, for example if there would be a bigger benefit to recycle stuff. (which is the second direction - as you see, this topic is really dependent to others) Ideas, which seems to go into the right direction: - An recycler would help (new) players, that have overproduced some items (for example rails and now don't have stone anymore, but you will loose items of course). But this isn't such a good idea, see for example "better" suggestions about mining with a yield. For example: viewtopic.php?f=6&t=21216 Endless ore patches - which is in some way also a "recycling idea". - Reduce pollution (waste related ideas), there are also some mods, that play/played around with that idea. Many forum members think that this is would be an interesting way to go. This will result in a mix of the two directions I already mentioned above. - Recycling cylcles combined with production cycles, that miraculously create more items, than you put into. Just out of the pure energy. There are already some mods, that have that type of production (but to be honest I think this is not a very good game-play). Related Collections viewtopic.php?f=80&t=14710 Alien Juice / Handling of Corpses / Recycling Dead Suggestions viewtopic.php?f=6&t=84&hilit=recycl%2A Pollution ! [Very, very early post! It explains, where the idea of the pollution comes from.] viewtopic.php?f=5&t=233 Recycle or Dump? viewtopic.php?f=33&t=840 Recycle Center | Sorter viewtopic.php?f=6&t=888 Item Recycling/Recycler/Scrap Yard (merged topics) viewtopic.php?f=6&t=1316 Recycler viewtopic.php?f=6&t=1886 Recycling viewtopic.php?f=6&t=1899 Dismantler/Recycler Bots viewtopic.php?f=5&t=2020 Request for a Diss-assembler / De-constructor viewtopic.php?f=6&t=2415 Recycling plant viewtopic.php?f=6&t=2422&hilit=recycl%2A Some suggestions(or may be even requests) [A statement of the devs, that a recyler was planned in two years ago, but viewtopic.php?f=28&t=2698 Generic item recipe (recycler) [in Modding Interface requests - The reason, why it is quite difficult to mod this] viewtopic.php?f=6&t=3269 Dropping Items / Recycler viewtopic.php?f=6&t=3439 Disassembly Machine/disposing items/Incinerator/Recyling viewtopic.php?f=6&t=3273 Waste disposal viewtopic.php?f=18&t=3808 Deconstruction of items into their components viewtopic.php?f=6&t=5473 Disassemble Items? viewtopic.php?f=33&t=5546 Recycle/landfill(dump) mod request [In Ideas and Requests for Mods] viewtopic.php?f=6&t=6050 Deconstruction Machine viewtopic.php?f=6&t=6738 Dis-assembler. viewtopic.php?f=6&t=7068 trash bins viewtopic.php?f=33&t=7500 Recycling obsolete items [In Ideas and Requests for Mods] viewtopic.php?f=6&t=7810 Idea: Recycler station viewtopic.php?f=6&t=7963 Recycle Center, Radar Controlled Tank viewtopic.php?f=5&t=8471 Recycleing viewtopic.php?f=6&t=13483 Recycler? viewtopic.php?f=6&t=18238 Trash and (chemical) waste viewtopic.php?f=6&t=18364 Disassembling machine viewtopic.php?f=6&t=21071 An Actual Trash Can viewtopic.php?f=6&t=21292 Item Destroying viewtopic.php?f=6&t=26444 Recycler / disassembly machine viewtopic.php?f=6&t=26878 Intermidiate objects with a lifetime viewtopic.php?f=6&t=27259 Upgrades & Modules [The first part is relevant] viewtopic.php?f=6&t=28651 Item burner viewtopic.php?f=6&t=32564 Incinerator viewtopic.php?f=6&t=33201 Recycle burner inserters/miners in smelters viewtopic.php?f=6&t=33897 Using Unused Items (Waste) as Energy viewtopic.php?f=6&t=33997 dismantle unused objects to recover raw materials viewtopic.php?f=6&t=35889 Pollution and waste viewtopic.php?f=6&t=37023 Remove guns and green ammo viewtopic.php?f=6&t=37104 Trash, Garbage, Refuse viewtopic.php?f=6&t=38509 Make pollution management matter in endgame viewtopic.php?f=6&t=40470 Delete every thing viewtopic.php?f=6&t=41644 Waste production Mod/Development proposal viewtopic.php?f=6&t=42746 Wasted water, shovel and water drill or miner viewtopic.php?f=6&t=43844 Item Shredder! (For scrap parts) viewtopic.php?f=6&t=46016 Trashcan in the inventory + Drone-slots in personal hangar viewtopic.php?f=6&t=46809 Recycling machine Related viewtopic.php?f=6&t=805 Body Recycling viewtopic.php?f=6&t=7963 Recycle Center, Radar Controlled Tank viewtopic.php?f=6&t=14706 Recycled Corpses (what to do with them) Mods viewtopic.php?f=40&t=2578 Anti-Pollution-Mod v0.2.0 [v0.9 !!!] viewtopic.php?f=87&t=3612 Scrap Mod - now with recycling! [v0.11 !!] viewtopic.php?f=93&t=7548 Air Filtering viewtopic.php?f=87&t=10247 Recycling Plant [v0.11 !!] viewtopic.php?f=93&t=24119 Trashcan https://mods.factorio.com/mods/vanatteveldt/recycling viewtopic.php?f=80&t=21278 Recycling/Disassembling of Waste / Scrap / Trash
[ { "author": "", "content": "http://xkcd.com/1821/", "date": "2017-04-10T08:40:19+00:00", "quotes": [] }, { "author": "vuvffufg", "content": "Why has nobody acknowledged this? We NEED it!", "date": "2018-04-14T04:39:22+00:00", "quotes": [] }, { "author": "Tairon96", "content": "I find it a little strange : \n \nAll assembly machines are working perfectly ( no rejected goods) \n \nThere are no left overs by the assembly machines. \n \nThe drills do not produce any excavation material. \n \nThe smelting machines do not produce any slag. \n \nNo toxic wastes are produced by the refinery or the chemical factories. \n \nAnd last but not least : The science labs burn the science packages without any leftovers. \n \n___ \n \nA very big waste dump is needed IHMO. \n \n___ \n \nAfter the human visitor has launched a thousand or more rockets and finally decides to leave the planet ... it may look like this ...", "date": "2018-11-24T22:48:13+00:00", "quotes": [] }, { "author": "Berboulli", "content": "I can understand the devs saying there is not really a need for disassembling machines. But since we are all unhappy with killing a chest containing unused items, we should think about disassembling in the inventory. It should be easy to implement and doesnt make the game more complicated. Simply give us half of the resources back and everything should be fine.", "date": "2019-03-14T06:28:03+00:00", "quotes": [] }, { "author": "spazm", "content": "Please, consider and implement a not complicated chain of disposal of unnecessary items. Or the incinerator, once studied the technology or a small automatic / processing plant, which produced a certain percentage of resources expended (for example, from a stone furnace or a manipulator).", "date": "2019-06-20T06:30:51+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Merged into older topic with tens of recycling suggestions.", "date": "2019-06-20T08:15:42+00:00", "quotes": [] }, { "author": "SkiCarver", "content": "I think converting unwanted items to landfill seems a simple and reasonable thing to do. \n \nA related question ... should any of these by-products be toxic to the player? I have long thought that standing next to a uranium processor should start to damage the health of the player and perhaps carrying the toxic by-products should also give a small health effect. Perhaps the landfill made from by-products should be slightly toxic and mean there are areas where they player cannot go.", "date": "2019-06-20T09:26:37+00:00", "quotes": [] }, { "author": "Sasuga", "content": "I like the idea of items being disassembled back into their base-parts. An electric pole is turned back into copper wires and wood, copper wires could be placed into furnaces and turned back into plates.", "date": "2019-06-27T23:06:16+00:00", "quotes": [] } ]
8
2016-03-10T17:03:56-06:00
forum-topic-122969
122969
Instructional video to play
Bob's mods
https://forums.factorio.com/viewtopic.php?t=122969
saveloydead
Hello, I'm a new player. I wanted to ask if there are any video tutorials that give detailed information for your mod system, because they are really complicated for me.
[]
0
2024-11-26T01:48:01-06:00
forum-topic-26852
26852
[Rseding91] Bug when setting a inventory logistics slot
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=26852
Danielv123
How to reproduce: /c game.local_player.force.manual_crafting_speed_modifier=10000 Set up a long crafting queue Try setting logistics slot. Expected result: Slot remains blank after clicking it. Does not happen when not crafting or when crafting slowly.
[ { "author": "", "content": "Related: viewtopic.php?f=11&t=18486", "date": "2016-06-18T13:04:21+00:00", "quotes": [] } ]
1
2016-06-18T05:04:36-05:00
forum-topic-81703
81703
ptx0's LTN Tracker Mod Pack
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=81703
ptx0
The new LTN API breaks LTN Tracker, but the old version works "just fine" for me, so here they are, unmodified. I can't put them on the mod portal due to limitations there with the license, the file checksums must be the same. Download and place into the mods/ directory on your local installation. LTN 1.12.1: LogisticTrainNetwork_1.12.1.zip old version of LTN (190.95 KiB) Downloaded 359 times LTN Tracker: ptx0_LTN_Tracker_0.10.9.zip LTN Tracker with 18.8 compatibility (578.83 KiB) Downloaded 337 times
[ { "author": "stergil", "content": "Thanks for this! \n \nI don't know how people are supposed to manage large bases without a tracker tool like this. It's invaluable to catch and work through problems where cargo doesn't get fully unloaded and then has a domino effect of problems.", "date": "2020-03-05T07:09:54+00:00", "quotes": [] }, { "author": "khalismur", "content": "You should stop distributing these mods, as you are violating the licenses. Let's show some respect for the authors who created them in their free times. If LTN tracker isn't available anymore, too bad. Wait for a similar, original mod that is on the making.", "date": "2020-03-06T03:58:53+00:00", "quotes": [] }, { "author": "ptx0", "content": "nope, not violating licenses.", "date": "2020-03-06T06:26:21+00:00", "quotes": [] }, { "author": "rlidwka", "content": "Licenses are a technical detail which is for lawyers to argue. It can go either way. \n \nAs far as respect goes, author of LTN tracker (eduran84) is not answering, I believe many people (including factorio devs) tried to contact him. In this scenario the best way to show respect may be to continue his work, providing proper attribution, as far as license can reasonably allow it, which as I said is arguable. \n \nWhy are you assuming that author of LTN tracker doesn't want people on 0.18 to use his mod? I've found no such statement on forums, github or anywhere else.", "date": "2020-03-06T15:20:23+00:00", "quotes": [ { "author": "khalismur wrote: Fri Mar 06, 2020 3:58 am", "content": "" } ] }, { "author": "Deadlock989", "content": "Because he put a freakin' license on it. Doh.", "date": "2020-03-06T15:33:09+00:00", "quotes": [ { "author": "rlidwka wrote: Fri Mar 06, 2020 3:20 pm", "content": "" } ] }, { "author": "rlidwka", "content": "Yes, and it allows minor modifications for compatibility reasons. \n \nLook, license is nothing but copy-pasted peace of lawyerese. It may contain errors just like the rest of the code may contain errors. If there is any dispute (which there is), it's a common sense to make reasonable steps to contact mod author and ask for clarifications. \"Is this mod stopped being updated because you don't have time to update it? Or is it never intended to work on 0.18?\" That question has been asked. No answer. Only thing we can do is try to guess which one is more likely.", "date": "2020-03-06T15:50:26+00:00", "quotes": [ { "author": "Deadlock989 wrote: Fri Mar 06, 2020 3:33 pm", "content": "" }, { "author": "rlidwka wrote: Fri Mar 06, 2020 3:20 pm", "content": "" } ] }, { "author": "Deadlock989", "content": "So because someone doesn't immediately respond to hassle from randoms off the internet, you can do whatever you like with their shit, up to and including slapping your own name on it and distributing it on a forum because you know it'll go down like a ton of bricks on the official portal. \n \nGotcha.", "date": "2020-03-06T15:53:15+00:00", "quotes": [] }, { "author": "rlidwka", "content": "1. \"Immediately\"? How much time should someone reasonably wait for a response? A week? Two weeks? A month? That person was inactive for half a year. \n2. \"Randoms off the internet\"? One may argue that factorio dev team are not randoms as far as mod portal questions are concerned. An attempt to contact has been made with no known response so far. \n \n\nI find it very funny how someone can ask to treat mod author with respect and call their work \"shit\" at the same time. \n \n\nI agree that attribution isn't ideal here. Please suggest a better way to convey the information that ptx0 isn't an author, but merely a person applying compatibility changes. \n \n\nIt exists on the official portal. Currently distributed on a forum because of compatibility reasons with newer LTN versions (which I, respecting Optera as a developer, believe to be accidental, to be fixed in later versions).", "date": "2020-03-06T16:22:35+00:00", "quotes": [ { "author": "Deadlock989 wrote: Fri Mar 06, 2020 3:53 pm", "content": "" }, { "author": "Deadlock989 wrote: Fri Mar 06, 2020 3:53 pm", "content": "" }, { "author": "Deadlock989 wrote: Fri Mar 06, 2020 3:53 pm", "content": "" }, { "author": "Deadlock989 wrote: Fri Mar 06, 2020 3:53 pm", "content": "" } ] }, { "author": "Deadlock989", "content": "Can't be bothered to banter with someone trying to justify grave-robbing. Make yourself think it's OK however you like.", "date": "2020-03-06T16:41:56+00:00", "quotes": [ { "author": "rlidwka wrote: Fri Mar 06, 2020 4:22 pm", "content": "" } ] }, { "author": "khalismur", "content": "No! Big, huge NO! Licenses have to be respected in the open source community. \n \nDoes not matter what you believe. If he wanted people to continue his work he'd have that in the license. He did not want anyone to redistribute without his permission, hence the license. \n \nI never assumed that. The software simply isn't updated and if people want to use it, they should downgrade the game and all LTN Tracker dependencies to the released version, that's it. There's zero assumptions there. I'm only trying to remind someone who's violating a FOSS license that they should not do it.", "date": "2020-03-06T19:14:25+00:00", "quotes": [ { "author": "rlidwka wrote: Fri Mar 06, 2020 3:20 pm", "content": "" }, { "author": "rlidwka wrote: Fri Mar 06, 2020 3:20 pm", "content": "" }, { "author": "rlidwka wrote: Fri Mar 06, 2020 3:20 pm", "content": "" } ] }, { "author": "rlidwka", "content": "There are two mistakes in that one statement: \n \n1. he's not violating it (\"Exceptions to the no modification rule include: Minor bug fixes/tweak for compatibility reasons\") \n2. it is not a FOSS license (neither free nor open source )", "date": "2020-03-06T19:59:07+00:00", "quotes": [ { "author": "khalismur wrote: Fri Mar 06, 2020 7:14 pm", "content": "" } ] }, { "author": "khalismur", "content": "I'll bite slightly. You are right it isn't free, but it is OS ( https://github.com/eduran84/LTN_Tracker ). \n \nRegarding the license, you are well aware what he's doing is against what the original author intended. There's nothing else to be discussed. His modifications go against the authors intentions, even though not clearly prohibited unambiguously by the license.", "date": "2020-03-06T20:34:45+00:00", "quotes": [] }, { "author": "ptx0", "content": "I am in contact with eduran84 who now has a baby, go complain about license violations to someone else who's just trying to help players out.", "date": "2020-03-07T23:07:32+00:00", "quotes": [] }, { "author": "Donnti", "content": "Did he say what you did was just fine? I believe that what you did to fix LTNT was within the license as it was just for a compatibility reason. I like LTN but I am going to start a new game and use TSM until there is a working tracker version for LTN.", "date": "2020-04-02T01:59:52+00:00", "quotes": [ { "author": "ptx0 wrote: Sat Mar 07, 2020 11:07 pm", "content": "" } ] }, { "author": "proclion", "content": "From an ethical (as opposed to legal) viewpoint, updating a mod/game/other piece of software to work with a new version of the game/hardware where the original creator(s) are uncontactable seems like a straight win. No one loses out and people get to use the mod/software. \nAt least if you're using anything vaguely consequentialist as your ethical system...", "date": "2020-04-04T20:52:44+00:00", "quotes": [ { "author": "Deadlock989 wrote: Fri Mar 06, 2020 3:53 pm", "content": "" }, { "author": "Deadlock989 wrote: Fri Mar 06, 2020 4:41 pm", "content": "" }, { "author": "rlidwka wrote: Fri Mar 06, 2020 4:22 pm", "content": "" } ] }, { "author": "GrumpyJoe", "content": "As someone who isn´t that much into coding, but wants his modded games working: \nIf i came across this and wanted to solve the 0.18 issue, i´d think: \"tweak for compatibility reasons\"? That sounds like its ok to upgrade it, if the auther wont/can´t \nThis has been done more than once over the years \n \nAs someone who is not a lawyer: \nI´d say \"minor bug fixes\" even sounds like i can bugfix, if i find any, and reupload the whole thing \nTho, I wouldn´t do that. \nIf that meant its ok to fix my own copy and never redistribute it, i dont need someone to allow that in the first place (modify code on my machine) and is just lawyer speak for \"i can write a legal sentence\" \n \nWhat you need to keep in mind is, people are different and have different backgrounds. Are we lawyers? Are we experienced coders? Do we even know what licences are? \n \nLTNT is useless without LTN, there is nothing to be gained here. \nOn 0.18 release I gave away ownership of a little mod i wrote a year ago, to make pY less painful, because i didn´t have the time to simply change one line and upload. \nBut then again, i dont need to piss my name in the snow to claim it. \nFrankly i dont care about MY stuff that i previously gave away. If it was only for me, i´d never had published it in the first place. I wanted to help people who felt the same. (save yourself to search for it. Yes there is a licence on it, but i just randomly clicked one) \n \nI bet the people complaining here never cared to message Eduran about the \"issue\", they just jumped on an opportunity to rage, just like grammar nazis. \n \njust my 2 copper cables \n \n \nI know, licences are important!, but: \n https://www.youtube.com/watch?v=xzpndHtdl9A", "date": "2020-04-05T18:36:09+00:00", "quotes": [ { "author": "", "content": "" } ] } ]
16
2020-02-26T21:32:56-06:00
forum-topic-54985
54985
[0.16.3][Linux] Video hang on game exit
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=54985
talchas
On exiting the game in 0.16 (.0 through .3) sometimes the nvidia driver hangs, freezing the screen and all input, though the system still works underneath (as long as you don't touch anything too involved in the video card or X or anything like that). 0.15 worked fine. As a workaround, kill -9 instead of a clean exit works fine. This is obviously at root an nvidia driver issue, is probably ~impossible for you to debug on top of that, and is quite possibly system specific, but hey, maybe you'll find it useful or someone else will have this issue too, and I was bored and did some digging. The hang in the one crash I went through the trouble of looking through occurred in glXDestroyContext, as called by xdpy_destroy_display_hook_default in backtraces.log. Just LD_PRELOADing that with an empty replacement wasn't sufficient, and neither was patching xdpy_destroy_display_hook_default to immediately ret. LD_PRELOADing glXDestroyContext to kill(getpid(), 9) does appear to be fine though. The attached core dump is a bit hacked up - gdb didn't work on a thread hung in kernel, so the core has the general registers from the presumably-interesting thread patched in; I didn't bother with fp/sse or updating the tid metadata so those are all wrong. The delta-<pid> files are xdelta3 patches to the core file for the other threads. Vsync was irrelevant, the sprite cache was irrelevant, nvidia drivers 384.90, 387.22, 387.34 all fail, nvidia.modeset=0 or 1 fails, gentoo-sources kernel 4.4.39 and 4.12.12 both fail. I haven't tested lower graphics settings and am planning on playing the game now rather than repeatedly crashing my system
[ { "author": "thecatlover1996", "content": "On 0.16.10 and 0.16.12, the game also hangs for me when I click exit or the \"close window\" button on the top-right. \nUsing Ubuntu 16.04 with XFCE, Linux kernel 4.10-42, NVIDIA drivers 384.90. \nDoesn't stop me from playing Factorio though, I'll just make sure I close all other programs before I click exit in Factorio and have to kill my PC \nDidn't try `kill -9` yet, but thanks for the tip, I'll try it next time I play", "date": "2018-01-02T13:01:31+00:00", "quotes": [] }, { "author": "thecatlover1996", "content": "Nope, using `kill -9 $(pidof factorio)` still makes my PC hang. \nI can't switch to a TTY (like talchas said, input is frozen), but I can log in with SSH and see that Factorio is using an entire core of the CPU. \nI could try to run Factorio with a debugger via SSH. It probably won't give much more information, since taichas already mentioned that it's a kernel thread that hangs.", "date": "2018-01-03T13:21:57+00:00", "quotes": [] }, { "author": "thecatlover1996", "content": "Magic! Today my Nvidia drivers updated to 384.111, and as experiment I tried the regular exit button in the main menu after playing Factorio, and nothing crashed! (and now thumbs up and hope that this wasn't a one-time lucky shot ) \n \n@talchas (if you're still reading this): can you also try updating your drivers? \n \nEDIT: Never mind, I just tried again and my system froze again. So it was a one-time lucky shot", "date": "2018-01-09T23:35:13+00:00", "quotes": [] }, { "author": "thecatlover1996", "content": "I managed to attach GDB to Factorio and generate a core dump right before I clicked Exit. It's probably useless, but I can send a link in PM if you want. \n \nAfter I clicked Exit, I couldn't manage to pause the debugger (or attach a new one) anymore in order to generate the core dump. Factorio was running at 100% CPU on one core, and so was one of my Chrome processes (my guess is that that's the GPU process, but I didn't check). \n \nIf there's any steps I can try in order to get closer to the cause of the system hang, please let me know", "date": "2018-01-16T08:33:03+00:00", "quotes": [] }, { "author": "", "content": "Since the entire system hangs, this is probably a problem either in the driver or the kernel. We're also rewriting the renderer for 0.17, so there's a chance it'll be fixed by that.", "date": "2018-02-16T15:12:53+00:00", "quotes": [] }, { "author": "thecatlover1996", "content": "Thanks for your reply, I already read it in the FFF. \nGood luck with the new engine!", "date": "2018-02-16T20:46:40+00:00", "quotes": [] }, { "author": "DiRaven", "content": "Having exactly the same problem. Sincerely hoping it gets fixed in .17. \n \nIt's worth mentioning though that the problem is not always there. The game sometimes exits just fine. The issue tends to arise more often when the play session is long enough, or a few mod reloads happened (due to the new mods installed or deleted, for example).", "date": "2018-07-14T07:01:47+00:00", "quotes": [] }, { "author": "Muffindrake", "content": "This has in fact not been resolved in 0.17 and is an issue isolated to the Nvidia closed source binary driver. The OP claims that pkill -9 lets you quit the game without freezing your system, but it is not so - it's a 100% certainty that your entire video/display will freeze if you launch it and the only way to recover from that is rebooting your system (try SysRq + REISUB). \n \nThis is a really serious problem that renders the game a risky business for anyone with an nvidia card and no way to use other graphics cards. I tested with 418.43 and kernel 4.19.20. I can still quit the game just fine if I run my entire session on my integrated Intel card rather than the dedicated Nvidia one, but isn't an acceptable workaround. \n \nNote: this doesn't cause a kernel panic, but the nvidia driver completely locks up any display (I was still able to move my mouse here) \n \nSince this issue was introduced in 0.16, please review your GPU cleanup routines and check what functions are being registered as signal handlers for cleanup purposes - I suspect the issue lies there.", "date": "2019-02-27T01:07:09+00:00", "quotes": [] }, { "author": "Mike5000", "content": "FWIW I've never experienced this on my previous Nvidia nor my current NVidia Quadro P2000 - currently using driver 390.87 and kernel 4.19.0 in Linux Devuan Ascii using the TDE desktop. \n \nHard to guess what is causing this but hopefully more data points will help. \n \nEDIT: Desktop.", "date": "2019-02-27T12:25:00+00:00", "quotes": [] }, { "author": "torment", "content": "I was hoping this was fixed on 0.17, but it still happens \n \nI have updated SO (Linux Mint), updated kernel, updated Nvidia drivers, and about 80% of game exits completelly freezes my computer \n \nIt is really annoying because it's not only when you click exit, but when you install/update mods, change mods settings, anything that makes the game restart, and sometimes you forget about this and lose anything not saved on workspace \n \nAnd to get worse, when you change mod settings and freezes, sometimes when you reboot the change is not made, so you have to try again, resulting in 3 - 4 consecutive reboots..", "date": "2019-02-27T14:37:49+00:00", "quotes": [] }, { "author": "torment", "content": "maybe its something related to notebooks graphic cards? \n \nMine is GeForce GTX 960M", "date": "2019-02-27T15:44:36+00:00", "quotes": [ { "author": "Mike5000 wrote: Wed Feb 27, 2019 12:25 pm", "content": "" } ] }, { "author": "talchas", "content": "Yeah, the kill -9 was not actually sufficient. I thought I'd edited the post, but apparently not. And yeah, mine is also a 960M, and \"run it in intel\" does work. It didn't crash when exiting 0.17.1 for me on nvidia, but it was never 100% consistent and I only tried the once, so I'll make sure to go back to running it in intel.", "date": "2019-02-28T00:28:29+00:00", "quotes": [] }, { "author": "Muffindrake", "content": "My graphics card are a nvidia 950m and an intel HD 530, for completeness sake.", "date": "2019-02-28T05:10:43+00:00", "quotes": [] }, { "author": "talchas", "content": "Hmmm, doing like 10 quick attempts this morning after I'd lost power anyways, I got no crashes on 0.17.2, nvidia 418.43, xorg 1.20.3 and kernel 4.14.52-gentoo. I guess I'll go back to doing it on nvidia and see if it crashes again for me after longer playtimes.", "date": "2019-02-28T16:47:51+00:00", "quotes": [] }, { "author": "roothorick", "content": "I've played on a desktop 660Ti, 760, 1070 and now 1080Ti on numerous binary driver versions and had no issues. This is probably hybrid graphics related. My only laptop is an Intel-only model so I can't do meaningful testing myself.", "date": "2019-02-28T21:06:03+00:00", "quotes": [] }, { "author": "Muffindrake", "content": "So what I just did (I triple-checked my X11 session is running on the 950M) is play factorio for an hour and then quit the game (of course after 'sync'ing all my files first), and I didn't encounter a driver crash. This was done with game version 0.17.4. \n \nI then launched the game (after Steam was done synchronizing my save files with a measly 60KiB/s upload) and immediately quit it. This used to trigger a crash. I will try twenty more times. \n \nI didn't manage to trigger the crash a single time. I suspect this may have to do with graphics settings, as I've changed them to bare minimum due to having played on the weaker integrated card. \n \n \n \nI then changed the graphics settings to nigh-maximum. \n \n \n \nStarting the game with this setup already consumes 2230MiB of VRAM in the main menu (my graphics card has 4GB in total) - while the low-spec mode above consumed around 60MiB. Unlike the low-spec setup, these settings have me crash my video driver every single time I attempt to quit the game. I have a hunch the culprit is the \"All\" setting for VRAM usage - it would at least be nice to know how much VRAM the other settings are designed to use. \n \nOf the other processes using any VRAM on my NVIDIA GPU, there's X11 at 251MiB, Chromium at 74MiB and Steam at 36MiB. They were also running every time I triggered the crash and I was not doing anything graphics-intensive like watching video while attempting to quit Factorio.", "date": "2019-03-02T07:59:29+00:00", "quotes": [] }, { "author": "thecatlover1996", "content": "Seems to be fixed for me, based on one time playing 0.17.4 and shutting it down normally after that Using kernel 4.15.0-45 and Nvidia 390.77.", "date": "2019-03-02T22:27:56+00:00", "quotes": [] }, { "author": "torment", "content": "Still happens for me, i believe you have to enable a lot of mods to trigger, because i disabled all mods and on this restart the game freezes, but without any mod, a restarted a couple of times and it's ok, enabled the mods again, and happened again.. \n \nI tried to lower the memory usage, to high and it did not work too \n \n \n \nEDIT: \nAfter put memory usage on medium and decrease 1 thread, i played a few hours yesterday without freezes on exit", "date": "2019-03-02T23:25:36+00:00", "quotes": [] }, { "author": "talchas", "content": "Hmm, I've had high quality texture compression on, but otherwise was at max quality, this gave me 822 MiB of VRAM usage (and no longer hanging). I haven't tried no-compression or mods yet; I don't know what the memory usage was like when I was testing it in 0.16, I assume I at least tested vanilla and not only the big modpack I spent a lot of time playing. I think 0.16 defaulted to no texture compression though, and my leftover installs do have it disabled.", "date": "2019-03-06T03:14:52+00:00", "quotes": [ { "author": "Muffindrake wrote: Sat Mar 02, 2019 7:59 am", "content": "" } ] } ]
19
2017-12-15T20:26:01-06:00
forum-topic-97671
97671
[1.1.30] Desync when joining multiplayer game
Desyncs with mods
https://forums.factorio.com/viewtopic.php?t=97671
LiverandOnion
When joining a multiplayer game the game desyncs before I am put into the game. This happened when joining the 'ExpGaming - S1 Public' server. Steps to reproduce: Start game fresh with no mods join the 'ExpGaming - S1 Public' server from the browser desync Three desync reports: The first occurrence: https://drive.google.com/file/d/1rtEZpe ... sp=sharing The second obtained by immediately hitting 'Reconnect': https://drive.google.com/file/d/1vUJnNJ ... sp=sharing The third after closing the game, restarting from steam, and going straight to join that server: https://drive.google.com/file/d/1WEljqn ... sp=sharing
[ { "author": "", "content": "I am going to believe that it is the server script causing the issue", "date": "2021-04-14T20:32:23+00:00", "quotes": [] } ]
1
2021-04-06T01:13:57-05:00
forum-topic-127433
127433
[2.0.39] Cargo landing pad requests by circuit not working on 1/2 space ships
Not a bug
https://forums.factorio.com/viewtopic.php?t=127433
mooklepticon
Describe the problem by answering these questions What did you do? I automated landing pad requests via circuit. Constant combinator requests are set (4.0k calcite, etc). Another combinator takes logistic network inventory and multiplies it by -1. So, if I have 3.0k calcite, it results -3.0k calcite. Add them together, so it's only requesting the deficit. (4.0k - 3.0k = 1.0k calcite). That's wired to the landing pad. The landing pad has set requests checked on. The landing pad shows that it's requesting 1.0k calcite. I have a space ship flying from Nauvis to Vulcanus. It requests 1.0k calcite from Vulcanus. It has it, and is in orbit of Nauvis. It should be dropping calcite to Nauvis. Additionally, this same setup works with orange science! It's working just fine! Just not calcite. Additionally, I have this same setup with space science. I have a Nauvis orbiting platform that makes 1.0k space science and drops it when it's requested. This is very confusing that it works on one ship/platform, but not the other. What happened? The calcite stays on the Nauvis - Vulcanus ship. The space science drops out of orbit. This worked before 2.0.39. What did you expect to happen instead? It might be obvious to you, but do it anyway! I expected to calcite to drop from orbit. Does it happen always, once, or sometimes? The calcite never drops. The space science does.
[ { "author": "Muche", "content": "Please attach the savefile.", "date": "2025-03-12T16:28:10+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "Done. Thanks for the reminder.", "date": "2025-03-12T16:30:04+00:00", "quotes": [ { "author": "Muche wrote: Wed Mar 12, 2025 4:28 pm", "content": "" } ] }, { "author": "Muche", "content": "Not a bug. \n \n Space Platform Starter logistic group (enabled on both platforms) contains a request for 50 Calcite from Nauvis . \nIf a platform requests something from a planet, it will not drop it down to the same planet.", "date": "2025-03-12T16:53:03+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "That makes sense. Thank you.", "date": "2025-03-12T19:32:00+00:00", "quotes": [] } ]
4
2025-03-12T11:25:32-05:00
forum-topic-123266
123266
[Rseding91] [2.0.23] Crash of client in latency mode placing ghost (with linked fluidboxes)
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=123266
Quezler
Code: Select all Error Entity.cpp:3562: Failed to get EntityGhost for [name=holmium-chemical-plant, type=assembling-machine(AssemblingMachine), position={-27.500, -34.500}, direction=East, force=player, surface=vulcanus, setup=false, owned-by-ghost=true, to-be-deconstructed=false, to-be-upgraded=false, simulation=true] https://mods.factorio.com/mod/quality-h ... m-solution and/or syncing with the save is required. notice how placing a ghost in single player does not crash, but when placing a ghost on a server your client crashes, upon reconnecting the ghost will be there and looking at it will not crash you, just initially placing it does. my uneducated guess is that linked fluidboxes are somehow involved and/or to blame, since other than that there is nothing truly weird going on under the hood. Code: Select all 0.000 2024-11-29 10:03:21; Factorio 2.0.23 (build 80769, mac-arm64, full, space-age) 0.003 Operating system: macOS 12.7.6 0.003 Program arguments: "/Applications/factorio.app/Contents/MacOS/factorio" 0.003 Config path: /Users/quezler/Library/Application Support/factorio/config/config.ini 0.003 Read data path: /Applications/factorio.app/Contents/data 0.003 Write data path: /Users/quezler/Library/Application Support/factorio [82757/948584MB] 0.003 Binaries path: /Applications/factorio.app/Contents 0.030 System info: [CPU: arm64, 20 cores, RAM: 65536 MB] 0.033 Info ModManager.cpp:255: Found duplicate mod alchemical-combinator, using higher version (1.0.4 > 1.0.3). 0.034 Info ModManager.cpp:255: Found duplicate mod alchemical-combinator, using higher version (1.0.5 > 1.0.4). 0.037 Info ModManager.cpp:255: Found duplicate mod check-surface-radar-signals-by-selecting-yourself, using higher version (1.0.3 > 1.0.2). 0.038 Info ModManager.cpp:255: Found duplicate mod check-surface-radar-signals-by-selecting-yourself, using higher version (1.0.4 > 1.0.3). 0.038 Info ModManager.cpp:255: Found duplicate mod check-surface-radar-signals-by-selecting-yourself, using higher version (1.0.5 > 1.0.4). 0.039 Info ModManager.cpp:255: Found duplicate mod decider-combinator-output-constant-editor, using higher version (1.0.6 > 1.0.1). 0.040 Info ModManager.cpp:255: Found duplicate mod decider-combinator-output-constant-editor, using higher version (1.1.1 > 1.0.6). 0.040 Info ModManager.cpp:255: Found duplicate mod decider-combinator-output-constant-editor, using higher version (1.1.2 > 1.1.1). 0.043 Info ModManager.cpp:255: Found duplicate mod demolisher-compass, using higher version (1.0.3 > 1.0.2). 0.045 Info ModManager.cpp:255: Found duplicate mod demolisher-compass, using higher version (1.0.5 > 1.0.3). 0.049 Info ModManager.cpp:262: Found duplicate mod EditorExtensions, using folder version (2.3.1). 0.053 Info ModManager.cpp:255: Found duplicate mod fulgora-linked-construction-hub, using higher version (1.0.5 > 1.0.3). 0.054 Info ModManager.cpp:255: Found duplicate mod fulgora-linked-construction-hub, using higher version (1.0.6 > 1.0.5). 0.058 Info ModManager.cpp:255: Found duplicate mod lane-balancers, using higher version (1.1.0 > 1.0.1). 0.059 Info ModManager.cpp:255: Found duplicate mod lane-balancers, using higher version (1.1.2 > 1.1.0). 0.060 Info ModManager.cpp:255: Found duplicate mod newly-constructed-machines-wait-for-their-modules, using higher version (1.1.15 > 1.0.0). 0.060 Info ModManager.cpp:255: Found duplicate mod newly-constructed-machines-wait-for-their-modules, using higher version (1.1.16 > 1.1.15). 0.064 Info ModManager.cpp:255: Found duplicate mod newsletter-for-mods-made-by-quezler, using higher version (12024.11123.11735 > 12024.11115.10724). 0.064 Info ModManager.cpp:255: Found duplicate mod newsletter-for-mods-made-by-quezler, using higher version (12024.11128.12131 > 12024.11123.11735). 0.068 Info ModManager.cpp:255: Found duplicate mod notice-me-senpai, using higher version (1.0.7 > 1.0.6). 0.068 Info ModManager.cpp:255: Found duplicate mod notice-me-senpai, using higher version (1.0.8 > 1.0.7). 0.070 Info ModManager.cpp:255: Found duplicate mod platform-construction-only-no-construction-robots, using higher version (1.2.0 > 1.0.5). 0.072 Info ModManager.cpp:255: Found duplicate mod platforms-do-not-request-full-stacks-of-buildings, using higher version (1.0.12 > 1.0.11). 0.075 Info ModManager.cpp:255: Found duplicate mod quality-upgrade-planner, using higher version (1.0.5 > 1.0.4). 0.075 Info ModManager.cpp:255: Found duplicate mod quality-upgrade-planner, using higher version (1.0.6 > 1.0.5). 0.076 Info ModManager.cpp:255: Found duplicate mod quality-upgrade-planner, using higher version (1.0.7 > 1.0.6). 0.077 Info ModManager.cpp:255: Found duplicate mod read-belt-contents-hold-all-belts-read-belt-count, using higher version (1.0.2 > 1.0.0). 0.077 Info ModManager.cpp:255: Found duplicate mod read-belt-contents-hold-all-belts-read-belt-count, using higher version (1.0.3 > 1.0.2). 0.078 Info ModManager.cpp:255: Found duplicate mod remote-view-search-request-from-buffer-chests, using higher version (1.0.3 > 1.0.2). 0.079 Info ModManager.cpp:255: Found duplicate mod sign-post, using higher version (2.0.2 > 2.0.1). 0.079 Info ModManager.cpp:255: Found duplicate mod sign-post, using higher version (2.0.3 > 2.0.2). 0.082 Info ModManager.cpp:255: Found duplicate mod thruster-control-behavior, using higher version (1.0.8 > 1.0.3). 0.087 Display options: [FullScreen: false] [VSync: true] [UIScale: automatic (100.0%)] [Native DPI: false] [Screen: 255] [Special: lmW] [Lang: en] 0.278 Video driver: cocoa 0.278 Available displays: 2 0.278 [0]: 0 - {[0,0], 1920x1080, SDL_PIXELFORMAT_ARGB8888, 60Hz, 0x0001(0x01)} 0.278 [1]: 1 - {[-880,1080], 1920x1080, SDL_PIXELFORMAT_ARGB8888, 60Hz, 0x0003(0x04)} 0.296 Initialised OpenGL:[0] Apple M1 Ultra; driver: 4.1 Metal - 76.3 0.296 [Extensions] s3tc:yes; KHR_debug:NO; ARB_clear_texture:NO, ARB_copy_image:NO, ARB_pipeline_statistics_query:NO, ARB_gl_spirv:NO, ARB_ES2_compatibility:yes 0.296 [Version] 4.1 0.296 Graphics settings preset: very-high 0.296 Dedicated video memory size 49152 MB (detected from Apple M1 Ultra; VendorID: 0x1027f00) 0.301 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality] 0.301 [Max threads (load/render): 32/20] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWTl] [B:0,C:0,S:100] 0.371 [Audio] Driver:coreaudio, Device:Default device, Depth:16, Frequency:44100, Channels:2, Interpolation:linear 0.823 Info ModManager.cpp:434: FeatureFlag expansion-shaders = true 0.823 Info ModManager.cpp:434: FeatureFlag freezing = true 0.823 Info ModManager.cpp:434: FeatureFlag quality = true 0.823 Info ModManager.cpp:434: FeatureFlag rail-bridges = true 0.823 Info ModManager.cpp:434: FeatureFlag segmented-units = true 0.823 Info ModManager.cpp:434: FeatureFlag space-travel = true 0.823 Info ModManager.cpp:434: FeatureFlag spoiling = true 0.941 Loading mod settings better-copper-wire-shortcut-icon 1.0.2 (settings.lua) 0.942 Loading mod settings far-reach 2.0.0 (settings.lua) 0.942 Loading mod settings Milestones 1.4.2 (settings.lua) 0.943 Loading mod settings aai-containers 0.3.1 (settings.lua) 0.943 Loading mod settings keep-off-the-grass-and-off-my-planet-silly-goose 1.0.0 (settings.lua) 0.943 Loading mod settings no-minimap-on-platforms 1.0.3 (settings.lua) 0.944 Loading mod settings platforms-do-not-request-full-stacks-of-buildings 1.0.12 (settings.lua) 0.944 Loading mod settings Water-Friendly-Walls 2.0.1 (settings.lua) 0.944 Loading mod settings planets-have-flow-statistics-for-their-cargo-pods 1.1.1 (settings.lua) 0.948 Loading mod core 0.0.0 (data.lua) 0.975 Loading mod base 2.0.23 (data.lua) 1.066 Loading mod newsletter-for-mods-made-by-quezler 12024.11128.12131 (data.lua) 1.079 Loading mod better-copper-wire-shortcut-icon 1.0.2 (data.lua) 1.084 Loading mod change-recipe-quality-without-re-selecting-recipe 1.0.2 (data.lua) 1.088 Loading mod check-surface-radar-signals-by-selecting-yourself 1.0.5 (data.lua) 1.092 Loading mod ctrl-click-modules-into-ghost-as-character 1.0.2 (data.lua) 1.096 Loading mod decider-combinator-output-constant-editor 1.1.2 (data.lua) 1.100 Loading mod elevated-rails 2.0.23 (data.lua) 1.116 Loading mod flib 0.15.0 (data.lua) 1.121 Loading mod newly-constructed-machines-wait-for-their-modules 1.1.16 (data.lua) 1.126 Loading mod quality 2.0.23 (data.lua) 1.132 Loading mod remote-view-search-request-from-buffer-chests 1.0.3 (data.lua) 1.137 Loading mod factoryplanner 2.0.16 (data.lua) 1.142 Loading mod Milestones 1.4.2 (data.lua) 1.148 Loading mod quality-upgrade-planner 1.0.7 (data.lua) 1.152 Loading mod space-age 2.0.23 (data.lua) 1.278 Loading mod aai-containers 0.3.1 (data.lua) 1.288 Loading mod alchemical-combinator 1.0.5 (data.lua) 1.296 Loading mod demolisher-compass 1.0.5 (data.lua) 1.302 Loading mod disposable-construction-robots 1.0.3 (data.lua) 1.310 Loading mod keep-off-the-grass-and-off-my-planet-silly-goose 1.0.0 (data.lua) 1.316 Loading mod lane-balancers 1.1.2 (data.lua) 1.324 Loading mod platform-construction-only-no-construction-robots 1.2.0 (data.lua) 1.332 Loading mod platforms-do-not-request-full-stacks-of-buildings 1.0.12 (data.lua) 1.339 Loading mod quality-holmium-ore-returns-more-holmium-solution 1.0.2 (data.lua) 1.349 Loading mod sign-post 2.0.3 (data.lua) 1.356 Loading mod space-platform-graveyard 1.0.3 (data.lua) 1.365 Loading mod thruster-control-behavior 1.0.8 (data.lua) 1.373 Loading mod Water-Friendly-Walls 2.0.1 (data.lua) 1.382 Loading mod fulgora-linked-construction-hub 1.0.6 (data.lua) 1.390 Loading mod planets-have-flow-statistics-for-their-cargo-pods 1.1.1 (data.lua) 1.398 Loading mod base 2.0.23 (data-updates.lua) 1.406 Loading mod quality 2.0.23 (data-updates.lua) 1.420 Loading mod space-age 2.0.23 (data-updates.lua) 1.428 Loading mod lane-balancers 1.1.2 (data-updates.lua) 1.436 Loading mod check-surface-radar-signals-by-selecting-yourself 1.0.5 (data-final-fixes.lua) 4.822 Loading mod aai-containers 0.3.1 (data-final-fixes.lua) 4.831 Loading mod platform-construction-only-no-construction-robots 1.2.0 (data-final-fixes.lua) 4.839 Loading mod quality-holmium-ore-returns-more-holmium-solution 1.0.2 (data-final-fixes.lua) 4.902 Checksum for core: 2271797277 4.902 Checksum of base: 2653859856 4.902 Checksum of newsletter-for-mods-made-by-quezler: 264518686 4.902 Checksum of assembling-machine-request-chest-paste-multiplier: 0 4.902 Checksum of better-copper-wire-shortcut-icon: 1267728165 4.902 Checksum of change-recipe-quality-without-re-selecting-recipe: 2210540073 4.902 Checksum of check-surface-radar-signals-by-selecting-yourself: 934449138 4.902 Checksum of ctrl-click-modules-into-ghost-as-character: 1518167415 4.902 Checksum of decider-combinator-output-constant-editor: 1380108157 4.902 Checksum of elevated-rails: 2929976872 4.902 Checksum of far-reach: 2454916370 4.902 Checksum of flib: 2235140407 4.902 Checksum of newly-constructed-machines-wait-for-their-modules: 539472295 4.902 Checksum of no--inventory-is-full--corpse-pickup-troubles: 0 4.902 Checksum of quality: 1943953612 4.902 Checksum of remote-view-search-request-from-buffer-chests: 3941925243 4.902 Checksum of factoryplanner: 1350146402 4.902 Checksum of Milestones: 4077187412 4.902 Checksum of notice-me-senpai: 0 4.902 Checksum of quality-upgrade-planner: 2533898319 4.902 Checksum of space-age: 3216146193 4.902 Checksum of aai-containers: 191454033 4.902 Checksum of agricultural-tower-placement-helper: 0 4.902 Checksum of alchemical-combinator: 2611088733 4.902 Checksum of demolisher-compass: 2019634929 4.902 Checksum of display-panel-can-display-circuit-amount-as-text: 0 4.902 Checksum of disposable-construction-robots: 3669166319 4.902 Checksum of keep-off-the-grass-and-off-my-planet-silly-goose: 1872473927 4.902 Checksum of lane-balancers: 3266028401 4.902 Checksum of no-minimap-on-platforms: 2297619153 4.902 Checksum of platform-construction-only-no-construction-robots: 3502696822 4.902 Checksum of platforms-do-not-request-full-stacks-of-buildings: 3143497726 4.902 Checksum of quality-holmium-ore-returns-more-holmium-solution: 1369759373 4.902 Checksum of rocks-heal-over-time-just-like-trees: 0 4.902 Checksum of sign-post: 1583676505 4.902 Checksum of space-platform-graveyard: 2927355036 4.902 Checksum of thruster-control-behavior: 2655067452 4.902 Checksum of Water-Friendly-Walls: 3475572195 4.902 Checksum of chronological-platform-order: 0 4.902 Checksum of fulgora-linked-construction-hub: 4184843229 4.902 Checksum of planets-have-flow-statistics-for-their-cargo-pods: 363077821 5.123 Prototype list checksum: 1944146403 5.198 Loading sounds... 5.282 Info PlayerData.cpp:66: Local player-data.json available, timestamp 1732870923 5.282 Info PlayerData.cpp:73: Cloud player-data.json unavailable 5.284 Post-data load graphics options: [Light occlusion: YES] 5.585 Initial atlas bitmap size is 16384 5.593 Created an atlas bitmap (size 16384x16384) [none] 5.602 Created an atlas bitmap (size 16384x16384) [none] 5.615 Created an atlas bitmap (size 16384x16368) [none] 5.616 Created an atlas bitmap (size 16384x15780) [none] 5.616 Created an atlas bitmap (size 16384x8376) [decal] 5.618 Created an atlas bitmap (size 16384x16384) [low-object] 5.618 Created an atlas bitmap (size 4096x1312) [low-object] 5.618 Created an atlas bitmap (size 16384x13472) [corpse-decay] 5.618 Created an atlas bitmap (size 16384x5580) [none] 5.618 Created an atlas bitmap (size 1676x79) [not-compressed] 5.618 Created an atlas bitmap (size 8192x6096) [mipmap, linear-minification, linear-magnification, linear-mip-level] 5.621 Created an atlas bitmap (size 16384x16320) [terrain, mipmap, linear-minification, linear-mip-level] 5.621 Created an atlas bitmap (size 16384x4832) [terrain, mipmap, linear-minification, linear-mip-level] 5.621 Created an atlas bitmap (size 8192x3872) [terrain-effect-map, mipmap, linear-minification, linear-mip-level] 5.621 Created an atlas bitmap (size 4096x3088) [smoke, mipmap, linear-minification, linear-magnification] 5.621 Created an atlas bitmap (size 8192x2576) [mipmap] 5.621 Created an atlas bitmap (size 2048x1520) [mipmap] 5.621 Created an atlas bitmap (size 4096x3152) [mipmap] 5.621 Created an atlas bitmap (size 4096x3152) [mipmap] 5.621 Created an atlas bitmap (size 4096x3152) [mipmap] 5.621 Created an atlas bitmap (size 8192x4224) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level] 5.621 Created an atlas bitmap (size 16384x6120) [alpha-mask] 5.633 Created an atlas bitmap (size 16384x16376) [shadow, linear-magnification, alpha-mask] 5.636 Created an atlas bitmap (size 16384x16372) [shadow, linear-magnification, alpha-mask] 5.636 Created an atlas bitmap (size 16384x8376) [shadow, linear-magnification, alpha-mask] 5.636 Created an atlas bitmap (size 8192x2336) [shadow, mipmap, linear-magnification, alpha-mask] 5.636 Created an atlas bitmap (size 2048x528) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 5.636 Loading 3D bitmaps. 5.663 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 36.09, BC3 PSNR: 33.82 6.227 Atlases loaded from disk cache in 0.564093 seconds. 6.389 Parallel sprite loader initialized (threads: 19, bitmaps: 66) 9.154 Sprites loaded 9.177 Generated mipmaps (4) for atlas [5] of size 16384x16384 9.179 Generated mipmaps (4) for atlas [6] of size 4096x1312 9.184 Generated mipmaps (3) for atlas [10] of size 8192x6096 9.426 Generated mipmaps (3) for atlas [11] of size 16384x16320 9.481 Generated mipmaps (3) for atlas [12] of size 16384x4832 9.527 Generated mipmaps (3) for atlas [13] of size 8192x3872 9.548 Generated mipmaps (3) for atlas [14] of size 4096x3088 9.595 Generated mipmaps (3) for atlas [15] of size 8192x2576 9.607 Generated mipmaps (3) for atlas [16] of size 2048x1520 9.624 Generated mipmaps (3) for atlas [17] of size 4096x3152 9.654 Generated mipmaps (3) for atlas [18] of size 4096x3152 9.676 Generated mipmaps (3) for atlas [19] of size 4096x3152 9.681 Generated mipmaps (5) for atlas [20] of size 8192x4224 9.684 Generated mipmaps (3) for atlas [25] of size 8192x2336 9.694 Custom mipmaps uploaded (3218) 9.705 Video memory usage: 3584.11 MB (Atlases: 3453.80 MB, Textures: 130.30 MB) 9.707 Custom inputs active: 21 9.770 Factorio initialised 9.775 Info HttpSharedState.cpp:55: Downloading https://updater.factorio.com/updater/get-available-versions?username=Quezler&token=<private>&apiVersion=2 10.176 0 packages available to download (experimental updates enabled). 11.767 Joining game IP ADDR:({83.137.145.42:34497}) 11.767 Info UDPSocket.cpp:38: Opening socket 11.771 Info ClientMultiplayerManager.cpp:607: UpdateTick(18446744073709551615) changing state from(Ready) to(Connecting) 11.833 Connection refused 11.833 Info ClientMultiplayerManager.cpp:198: Quitting multiplayer connection. 11.833 Info ClientMultiplayerManager.cpp:607: UpdateTick(18446744073709551615) changing state from(Connecting) to(Disconnected) 11.833 Info HttpSharedState.cpp:55: Downloading https://auth.factorio.com/generate-user-server-key-2?api_version=6 12.223 Info AuthServerConnector.cpp:146: Received key from auth server. 12.237 Info UDPSocket.cpp:233: Closing socket 12.237 Info UDPSocket.cpp:263: Socket closed 12.238 Joining game IP ADDR:({83.137.145.42:34497}) 12.238 Info UDPSocket.cpp:38: Opening socket 12.238 Info ClientMultiplayerManager.cpp:607: UpdateTick(18446744073709551615) changing state from(Ready) to(Connecting) 12.300 Info ClientSynchronizer.cpp:27: Initialized Synchronizer local peer(1) latency(32). 12.301 Info ClientMultiplayerManager.cpp:607: UpdateTick(18446744073709551615) changing state from(Connecting) to(ConnectedWaitingForMap) 12.301 Info ClientRouter.cpp:228: ConnectionAccepted 13.804 Info ClientMultiplayerManager.cpp:746: Received mapReadyForDownload 13.804 Downloading file /Users/quezler/Library/Application Support/factorio/temp/mp-download.zip (55536500 B, auxiliary 189 B, 110412 blocks) 13.812 Info ClientMultiplayerManager.cpp:607: UpdateTick(18446744073709551615) changing state from(ConnectedWaitingForMap) to(ConnectedDownloadingMap) 20.329 Finished download (6 s, 55.5 MB, 8.5 MB/s) 20.427 Info ClientMultiplayerManager.cpp:726: updateTick(18446744073709551615) map download finished creating scenario 20.432 Loading map /Users/quezler/Library/Application Support/factorio/temp/mp-download.zip: 55536500 bytes. 20.432 Info ClientMultiplayerManager.cpp:607: UpdateTick(18446744073709551615) changing state from(ConnectedDownloadingMap) to(ConnectedLoadingMap) 20.452 Loading level.dat: 182888396 bytes. 20.456 Info Scenario.cpp:178: Map version 2.0.23-0 21.678 Warning Commander.cpp:211: Enemy entities with auto place controls 'gleba_enemy_base' on surface 'alchemical-combinator' have different collision masks. Enemy expansions may not work properly. Entities: gleba-spawner, gleba-spawner-small 21.678 Warning Commander.cpp:211: Enemy entities with auto place controls 'gleba_enemy_base' on surface 'cargo-flow-c[gleba]-gleba' have different collision masks. Enemy expansions may not work properly. Entities: gleba-spawner, gleba-spawner-small 21.678 Warning Commander.cpp:211: Enemy entities with auto place controls 'gleba_enemy_base' on surface 'cargo-flow-a[nauvis]-nauvis' have different collision masks. Enemy expansions may not work properly. Entities: gleba-spawner, gleba-spawner-small 21.678 Warning Commander.cpp:211: Enemy entities with auto place controls 'gleba_enemy_base' on surface 'cargo-flow-d[fulgora]-fulgora' have different collision masks. Enemy expansions may not work properly. Entities: gleba-spawner, gleba-spawner-small 21.678 Warning Commander.cpp:211: Enemy entities with auto place controls 'gleba_enemy_base' on surface 'cargo-flow-b[vulcanus]-vulcanus' have different collision masks. Enemy expansions may not work properly. Entities: gleba-spawner, gleba-spawner-small 21.678 Warning Commander.cpp:211: Enemy entities with auto place controls 'gleba_enemy_base' on surface 'cargo-flow-e[aquilo]-aquilo' have different collision masks. Enemy expansions may not work properly. Entities: gleba-spawner, gleba-spawner-small 21.689 Loading script.dat: 1849151 bytes. 21.691 Checksum for script __level__/control.lua: 1487321736 21.694 Checksum for script __newsletter-for-mods-made-by-quezler__/control.lua: 3363741823 21.695 Checksum for script __assembling-machine-request-chest-paste-multiplier__/control.lua: 622740631 21.697 Checksum for script __change-recipe-quality-without-re-selecting-recipe__/control.lua: 1698443032 21.698 Checksum for script __check-surface-radar-signals-by-selecting-yourself__/control.lua: 1554618702 21.699 Checksum for script __ctrl-click-modules-into-ghost-as-character__/control.lua: 649625678 21.700 Checksum for script __decider-combinator-output-constant-editor__/control.lua: 221348125 21.700 Checksum for script __far-reach__/control.lua: 915480886 21.701 Checksum for script __newly-constructed-machines-wait-for-their-modules__/control.lua: 1712599242 21.702 Checksum for script __no--inventory-is-full--corpse-pickup-troubles__/control.lua: 611157063 21.703 Checksum for script __remote-view-search-request-from-buffer-chests__/control.lua: 2254187786 21.728 Checksum for script __factoryplanner__/control.lua: 3026688016 21.736 Checksum for script __Milestones__/control.lua: 3037647016 21.738 Checksum for script __notice-me-senpai__/control.lua: 2942556063 21.738 Checksum for script __quality-upgrade-planner__/control.lua: 3914555974 21.741 Checksum for script __agricultural-tower-placement-helper__/control.lua: 2028644681 21.742 Checksum for script __alchemical-combinator__/control.lua: 1067272578 21.743 Checksum for script __demolisher-compass__/control.lua: 2760465025 21.745 Checksum for script __display-panel-can-display-circuit-amount-as-text__/control.lua: 1712714088 21.745 Checksum for script __disposable-construction-robots__/control.lua: 2552619368 21.746 Checksum for script __keep-off-the-grass-and-off-my-planet-silly-goose__/control.lua: 304505309 21.746 Checksum for script __no-minimap-on-platforms__/control.lua: 3268220426 21.749 Checksum for script __platform-construction-only-no-construction-robots__/control.lua: 1911592319 21.750 Checksum for script __platforms-do-not-request-full-stacks-of-buildings__/control.lua: 3929667377 21.752 Checksum for script __quality-holmium-ore-returns-more-holmium-solution__/control.lua: 1310645152 21.753 Checksum for script __rocks-heal-over-time-just-like-trees__/control.lua: 456926241 21.753 Checksum for script __sign-post__/control.lua: 637793456 21.754 Checksum for script __space-platform-graveyard__/control.lua: 1875314426 21.755 Checksum for script __thruster-control-behavior__/control.lua: 3388126654 21.755 Checksum for script __chronological-platform-order__/control.lua: 674261748 21.756 Checksum for script __fulgora-linked-construction-hub__/control.lua: 2864553826 21.757 Checksum for script __planets-have-flow-statistics-for-their-cargo-pods__/control.lua: 1796559539 21.902 Info ClientMultiplayerManager.cpp:607: UpdateTick(64789792) changing state from(ConnectedLoadingMap) to(TryingToCatchUp) 21.950 Info ClientMultiplayerManager.cpp:607: UpdateTick(64789792) changing state from(TryingToCatchUp) to(WaitingForCommandToStartSendingTickClosures) 22.015 Info ClientMultiplayerManager.cpp:607: UpdateTick(64789792) changing state from(WaitingForCommandToStartSendingTickClosures) to(InGame) 22.016 Info GameActionHandler.cpp:4322: UpdateTick (64789792) processed PlayerJoinGame peerID(2) playerIndex(0) mode(connect) 32.984 Info ClientSynchronizer.cpp:319: Latency changed to (5) 37.000 Info AppManagerStates.cpp:2095: Saving finished 37.672 Info ClientMultiplayerManager.cpp:137: Disconnecting multiplayer connection. Reason: Quit. 37.672 Info ClientMultiplayerManager.cpp:607: UpdateTick(64790658) changing state from(InGame) to(DisconnectScheduled) 37.673 Info ClientMultiplayerManager.cpp:607: UpdateTick(64790658) changing state from(DisconnectScheduled) to(WaitingForDisconnectConfirmation) 37.732 Info ClientMultiplayerManager.cpp:607: UpdateTick(64790658) changing state from(WaitingForDisconnectConfirmation) to(Disconnected) 37.732 Info ClientMultiplayerManager.cpp:873: Disconnect notification for peer (2) 37.733 Info ClientMultiplayerManager.cpp:216: Deleting active scenario (global = true). 38.018 Info UDPSocket.cpp:233: Closing socket 38.018 Info UDPSocket.cpp:263: Socket closed 40.540 Loading map /Users/quezler/Library/Application Support/factorio/saves/holmium chemical plant crash.zip: 56025624 bytes. 40.565 Loading level.dat: 182912573 bytes. 40.570 Info Scenario.cpp:178: Map version 2.0.23-0 41.796 Warning Commander.cpp:211: Enemy entities with auto place controls 'gleba_enemy_base' on surface 'alchemical-combinator' have different collision masks. Enemy expansions may not work properly. Entities: gleba-spawner, gleba-spawner-small 41.796 Warning Commander.cpp:211: Enemy entities with auto place controls 'gleba_enemy_base' on surface 'cargo-flow-c[gleba]-gleba' have different collision masks. Enemy expansions may not work properly. Entities: gleba-spawner, gleba-spawner-small 41.796 Warning Commander.cpp:211: Enemy entities with auto place controls 'gleba_enemy_base' on surface 'cargo-flow-a[nauvis]-nauvis' have different collision masks. Enemy expansions may not work properly. Entities: gleba-spawner, gleba-spawner-small 41.796 Warning Commander.cpp:211: Enemy entities with auto place controls 'gleba_enemy_base' on surface 'cargo-flow-d[fulgora]-fulgora' have different collision masks. Enemy expansions may not work properly. Entities: gleba-spawner, gleba-spawner-small 41.796 Warning Commander.cpp:211: Enemy entities with auto place controls 'gleba_enemy_base' on surface 'cargo-flow-b[vulcanus]-vulcanus' have different collision masks. Enemy expansions may not work properly. Entities: gleba-spawner, gleba-spawner-small 41.796 Warning Commander.cpp:211: Enemy entities with auto place controls 'gleba_enemy_base' on surface 'cargo-flow-e[aquilo]-aquilo' have different collision masks. Enemy expansions may not work properly. Entities: gleba-spawner, gleba-spawner-small 41.807 Loading script.dat: 1860547 bytes. 41.809 Checksum for script __level__/control.lua: 1487321736 41.812 Checksum for script __newsletter-for-mods-made-by-quezler__/control.lua: 3363741823 41.813 Checksum for script __assembling-machine-request-chest-paste-multiplier__/control.lua: 622740631 41.815 Checksum for script __change-recipe-quality-without-re-selecting-recipe__/control.lua: 1698443032 41.816 Checksum for script __check-surface-radar-signals-by-selecting-yourself__/control.lua: 1554618702 41.818 Checksum for script __ctrl-click-modules-into-ghost-as-character__/control.lua: 649625678 41.818 Checksum for script __decider-combinator-output-constant-editor__/control.lua: 221348125 41.819 Checksum for script __far-reach__/control.lua: 915480886 41.820 Checksum for script __newly-constructed-machines-wait-for-their-modules__/control.lua: 1712599242 41.821 Checksum for script __no--inventory-is-full--corpse-pickup-troubles__/control.lua: 611157063 41.821 Checksum for script __remote-view-search-request-from-buffer-chests__/control.lua: 2254187786 41.845 Checksum for script __factoryplanner__/control.lua: 3026688016 41.852 Checksum for script __Milestones__/control.lua: 3037647016 41.855 Checksum for script __notice-me-senpai__/control.lua: 2942556063 41.855 Checksum for script __quality-upgrade-planner__/control.lua: 3914555974 41.857 Checksum for script __agricultural-tower-placement-helper__/control.lua: 2028644681 41.859 Checksum for script __alchemical-combinator__/control.lua: 1067272578 41.860 Checksum for script __demolisher-compass__/control.lua: 2760465025 41.861 Checksum for script __display-panel-can-display-circuit-amount-as-text__/control.lua: 1712714088 41.862 Checksum for script __disposable-construction-robots__/control.lua: 2552619368 41.862 Checksum for script __keep-off-the-grass-and-off-my-planet-silly-goose__/control.lua: 304505309 41.863 Checksum for script __no-minimap-on-platforms__/control.lua: 3268220426 41.865 Checksum for script __platform-construction-only-no-construction-robots__/control.lua: 1911592319 41.867 Checksum for script __platforms-do-not-request-full-stacks-of-buildings__/control.lua: 3929667377 41.868 Checksum for script __quality-holmium-ore-returns-more-holmium-solution__/control.lua: 1310645152 41.868 Checksum for script __rocks-heal-over-time-just-like-trees__/control.lua: 456926241 41.869 Checksum for script __sign-post__/control.lua: 637793456 41.870 Checksum for script __space-platform-graveyard__/control.lua: 1875314426 41.871 Checksum for script __thruster-control-behavior__/control.lua: 3388126654 41.871 Checksum for script __chronological-platform-order__/control.lua: 674261748 41.872 Checksum for script __fulgora-linked-construction-hub__/control.lua: 2864553826 41.873 Checksum for script __planets-have-flow-statistics-for-their-cargo-pods__/control.lua: 1796559539 66.467 Info AppManager.cpp:339: Deleting active scenario. 68.600 Joining game IP ADDR:({83.137.145.42:34497}) 68.600 Info UDPSocket.cpp:38: Opening socket 68.600 Info ClientMultiplayerManager.cpp:607: UpdateTick(18446744073709551615) changing state from(Ready) to(Connecting) 68.665 Info ClientSynchronizer.cpp:27: Initialized Synchronizer local peer(1) latency(32). 68.665 Info ClientMultiplayerManager.cpp:607: UpdateTick(18446744073709551615) changing state from(Connecting) to(ConnectedWaitingForMap) 68.665 Info ClientRouter.cpp:228: ConnectionAccepted 70.232 Info ClientMultiplayerManager.cpp:746: Received mapReadyForDownload 70.232 Downloading file /Users/quezler/Library/Application Support/factorio/temp/mp-download.zip (55525361 B, auxiliary 189 B, 110390 blocks) 70.237 Info ClientMultiplayerManager.cpp:607: UpdateTick(18446744073709551615) changing state from(ConnectedWaitingForMap) to(ConnectedDownloadingMap) 75.887 Finished download (5 s, 55.5 MB, 9.8 MB/s) 75.984 Info ClientMultiplayerManager.cpp:726: updateTick(18446744073709551615) map download finished creating scenario 75.989 Info ClientMultiplayerManager.cpp:607: UpdateTick(18446744073709551615) changing state from(ConnectedDownloadingMap) to(ConnectedLoadingMap) 75.989 Loading map /Users/quezler/Library/Application Support/factorio/temp/mp-download.zip: 55525361 bytes. 76.010 Loading level.dat: 182915472 bytes. 76.014 Info Scenario.cpp:178: Map version 2.0.23-0 77.229 Warning Commander.cpp:211: Enemy entities with auto place controls 'gleba_enemy_base' on surface 'alchemical-combinator' have different collision masks. Enemy expansions may not work properly. Entities: gleba-spawner, gleba-spawner-small 77.229 Warning Commander.cpp:211: Enemy entities with auto place controls 'gleba_enemy_base' on surface 'cargo-flow-c[gleba]-gleba' have different collision masks. Enemy expansions may not work properly. Entities: gleba-spawner, gleba-spawner-small 77.229 Warning Commander.cpp:211: Enemy entities with auto place controls 'gleba_enemy_base' on surface 'cargo-flow-a[nauvis]-nauvis' have different collision masks. Enemy expansions may not work properly. Entities: gleba-spawner, gleba-spawner-small 77.229 Warning Commander.cpp:211: Enemy entities with auto place controls 'gleba_enemy_base' on surface 'cargo-flow-d[fulgora]-fulgora' have different collision masks. Enemy expansions may not work properly. Entities: gleba-spawner, gleba-spawner-small 77.229 Warning Commander.cpp:211: Enemy entities with auto place controls 'gleba_enemy_base' on surface 'cargo-flow-b[vulcanus]-vulcanus' have different collision masks. Enemy expansions may not work properly. Entities: gleba-spawner, gleba-spawner-small 77.229 Warning Commander.cpp:211: Enemy entities with auto place controls 'gleba_enemy_base' on surface 'cargo-flow-e[aquilo]-aquilo' have different collision masks. Enemy expansions may not work properly. Entities: gleba-spawner, gleba-spawner-small 77.240 Loading script.dat: 1861478 bytes. 77.242 Checksum for script __level__/control.lua: 1487321736 77.246 Checksum for script __newsletter-for-mods-made-by-quezler__/control.lua: 3363741823 77.246 Checksum for script __assembling-machine-request-chest-paste-multiplier__/control.lua: 622740631 77.249 Checksum for script __change-recipe-quality-without-re-selecting-recipe__/control.lua: 1698443032 77.250 Checksum for script __check-surface-radar-signals-by-selecting-yourself__/control.lua: 1554618702 77.251 Checksum for script __ctrl-click-modules-into-ghost-as-character__/control.lua: 649625678 77.252 Checksum for script __decider-combinator-output-constant-editor__/control.lua: 221348125 77.253 Checksum for script __far-reach__/control.lua: 915480886 77.254 Checksum for script __newly-constructed-machines-wait-for-their-modules__/control.lua: 1712599242 77.254 Checksum for script __no--inventory-is-full--corpse-pickup-troubles__/control.lua: 611157063 77.255 Checksum for script __remote-view-search-request-from-buffer-chests__/control.lua: 2254187786 77.280 Checksum for script __factoryplanner__/control.lua: 3026688016 77.287 Checksum for script __Milestones__/control.lua: 3037647016 77.290 Checksum for script __notice-me-senpai__/control.lua: 2942556063 77.291 Checksum for script __quality-upgrade-planner__/control.lua: 3914555974 77.293 Checksum for script __agricultural-tower-placement-helper__/control.lua: 2028644681 77.294 Checksum for script __alchemical-combinator__/control.lua: 1067272578 77.295 Checksum for script __demolisher-compass__/control.lua: 2760465025 77.297 Checksum for script __display-panel-can-display-circuit-amount-as-text__/control.lua: 1712714088 77.297 Checksum for script __disposable-construction-robots__/control.lua: 2552619368 77.298 Checksum for script __keep-off-the-grass-and-off-my-planet-silly-goose__/control.lua: 304505309 77.299 Checksum for script __no-minimap-on-platforms__/control.lua: 3268220426 77.301 Checksum for script __platform-construction-only-no-construction-robots__/control.lua: 1911592319 77.302 Checksum for script __platforms-do-not-request-full-stacks-of-buildings__/control.lua: 3929667377 77.304 Checksum for script __quality-holmium-ore-returns-more-holmium-solution__/control.lua: 1310645152 77.305 Checksum for script __rocks-heal-over-time-just-like-trees__/control.lua: 456926241 77.305 Checksum for script __sign-post__/control.lua: 637793456 77.306 Checksum for script __space-platform-graveyard__/control.lua: 1875314426 77.307 Checksum for script __thruster-control-behavior__/control.lua: 3388126654 77.307 Checksum for script __chronological-platform-order__/control.lua: 674261748 77.308 Checksum for script __fulgora-linked-construction-hub__/control.lua: 2864553826 77.308 Checksum for script __planets-have-flow-statistics-for-their-cargo-pods__/control.lua: 1796559539 77.452 Info ClientMultiplayerManager.cpp:607: UpdateTick(64790663) changing state from(ConnectedLoadingMap) to(TryingToCatchUp) 77.486 Info ClientMultiplayerManager.cpp:607: UpdateTick(64790663) changing state from(TryingToCatchUp) to(WaitingForCommandToStartSendingTickClosures) 77.549 Info ClientMultiplayerManager.cpp:607: UpdateTick(64790663) changing state from(WaitingForCommandToStartSendingTickClosures) to(InGame) 77.549 Info GameActionHandler.cpp:4322: UpdateTick (64790663) processed PlayerJoinGame peerID(3) playerIndex(0) mode(connect) 82.939 Time travel logging: 37.733 Scenario is being deleted 66.467 Scenario is being deleted Factorio crashed. Generating symbolized stacktrace, please wait ... src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream src/Util/StacktraceToStream.cpp (60): printStacktraceToStream src/Util/Logger.cpp (334): writeStacktrace src/Util/Logger.cpp (379): logStacktrace src/Util/Logging.cpp (58): logStackTrace src/Util/Logging.cpp (103): logAndAbortOrThrow src/Entity/Entity.cpp (3562): getOuterEntity src/Fluid/FluidBox.cpp (589): findOtherLinkedEnd src/Fluid/FluidBox.cpp (621): findOtherEnd<Surface> src/Fluid/FluidBox.cpp (677): setupConnection src/Fluid/FluidBox.cpp (1537): setup src/Fluid/FluidBoxManager.cpp (274): setup src/Entity/CraftingMachine.cpp (1948): inTheGhostSetup src/Entity/AssemblingMachine.cpp (942): inTheGhostSetup src/Entity/EntityGhost.cpp (460): setupInnerEntity src/Entity/EntityGhost.cpp (430): setup src/Entity/Entity.cpp (348): runSetup src/LatencyStateAdapter.cpp (160): setupEntity src/LatencyStateManualBuilder.cpp (60): registerEntity src/ManualBuilder.cpp (350): build src/ManualBuilder.cpp (97): buildFromInputAction src/CommonInputHandler.cpp (162): actionPerformed src/LatencyInputHandler.cpp (28): actionPerformed src/LatencyInputHandler.cpp (63): update src/Game.cpp (166): latencyUpdate src/MainLoop.cpp (1416): gameUpdateStep src/MainLoop.cpp (1208): gameUpdateLoop /opt/libcxx16-macos10.10-11.0/lib/../include/c++/v1/__functional/function.h (510): operator() /opt/libcxx16-macos10.10-11.0/lib/../include/c++/v1/__functional/function.h (1156): operator() src/Util/WorkerThread.cpp (70): loop /opt/libcxx16-macos10.10-11.0/lib/../include/c++/v1/__functional/invoke.h (359): __invoke<void (WorkerThread::*)(), WorkerThread *, void> /opt/libcxx16-macos10.10-11.0/lib/../include/c++/v1/thread (282): __thread_execute<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (WorkerThread::*)(), WorkerThread *, 2UL> /opt/libcxx16-macos10.10-11.0/lib/../include/c++/v1/thread (293): __thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (WorkerThread::*)(), WorkerThread *> > 0x18508426b Stack trace logging done 84.261 Error Entity.cpp:3562: Failed to get EntityGhost for [name=holmium-chemical-plant, type=assembling-machine(AssemblingMachine), position={-27.500, -34.500}, direction=East, force=player, surface=vulcanus, setup=false, owned-by-ghost=true, to-be-deconstructed=false, to-be-upgraded=false, simulation=true] 84.261 Error CrashHandler.cpp:643: Received 6 Logger::writeStacktrace skipped. 84.261 Error CrashHandler.cpp:190: Map tick at moment of crash: 64790952 84.261 Uploading log file 84.315 Info SystemUtil.cpp:871: Started /Applications/factorio.app/Contents/MacOS/factorio; trampoline PID: 1940 84.315 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. pic Screenshot 2024-11-29 at 10.04.21.png (1.11 MiB) Viewed 897 times
[ { "author": "", "content": "Thanks for the report. This is now fixed for the next release.", "date": "2025-01-15T18:34:57+00:00", "quotes": [] } ]
1
2024-11-29T03:09:41-06:00
forum-topic-122875
122875
[2.0.21] inserter compare modes are visible from space
Duplicates
https://forums.factorio.com/viewtopic.php?t=122875
Quezler
additionally they are also drawn full-white-stregth in logistic requests within sections that are disabled, possibly a related issue.
[ { "author": "yetenol", "content": "Sounds similar to [2.0.16][Space Age] Display panel text overlaps onboard rocket launch cinematic , where the display panel's always-on text shows during launch. Thought a link might help.", "date": "2024-11-25T16:28:16+00:00", "quotes": [] }, { "author": "Muche", "content": "117030 Splitter filter condition drawn under splitter in preview (quality/window/layer) and 120233 Alt-mode in blueprint preview doesn't display quality conditions might be related and will be fixed in 2.0.22, so rechecking this thread's issue in next version might be a good idea.", "date": "2024-11-25T16:47:29+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report. \nDuplicate: 120632", "date": "2024-12-14T16:42:44+00:00", "quotes": [] } ]
3
2024-11-25T10:14:09-06:00
forum-topic-53258
53258
Programmable Speaker alert signal variables
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=53258
Helveg
Hello, I suggest: The possibility to append signal values to programmable speaker alerts. Eq: "Total tier 3 modules: " + value of signal A Integrating signal values in the alert of programmable speakers would be valuable for global exact monitoring purposes, especially troubleshooting, of diverse numerical values. I admit you could use an array of decider combinators to emulate this to a certain extent but there's already the setting of the pitch of the signal, it would just be a lot more... human readable. Thanks and let me know what you all think!
[ { "author": "i_like_dragons", "content": "I second this", "date": "2017-10-09T15:53:51+00:00", "quotes": [] }, { "author": "Jap2.0", "content": "I never knew I needed this.", "date": "2017-10-09T17:23:10+00:00", "quotes": [] }, { "author": "HammerPiano", "content": "+1 this would be so awesome to play with", "date": "2017-10-10T17:15:37+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "Yes, please. \n \nOr at least to be able to set the alert icon to Anything (/ Everything / Each ?) \n \nIn my case, I wanted to have an alert telling me a belt (single lane) is backed up, one among several lanes. \nIt works great, but of course then I also wanted the alert to show me which lane is backed up (by what item(s)), and that doesn't really seem to be an option (without a much more complex set up with multiple programmable speakers) :\n \n \n \n not_programmable_enough_speaker.png (48.3 KiB) Viewed 1330 times \n \n \n \nWhen clicking to pick the alert icon, Anything (/ Everything / Each) are not options. \n \n \n \n no_anything-everything-each.png (126.73 KiB) Viewed 1330 times \n \n \n \nAnd the alert icon would then also show the value of the signal ! \n \nYou can add the icon as a rich text (like I did above), but it's just the fixed icon :\n \n \n \n fixed_alert.png (14.68 KiB) Viewed 1330 times \n \n \n\n(I guess it's debatable as to whether rich text should work this way too, maybe this ought to be reserved to more complex combinator contraptions ??) \n \nPotentially related : \n viewtopic.php?f=182&t=118080 \n viewtopic.php?f=6&t=117923 \n viewtopic.php?f=11&t=116148 \n viewtopic.php?f=6&t=82635", "date": "2024-11-02T13:17:07+00:00", "quotes": [] }, { "author": "A7x49", "content": "I really need this. It would change the whole game. \n \nI could create a whole system of customized alerts. Without the ability to programatically set the alert symbol or text, its not feasible. \n \nI set up a whole system expecting there would be some way to get get a custom alert when an item is low. It counts all the items in my logistic network and checks to see if any of the items that at one point were greater than 0 are now 0. I was hoping to display this as a custom alert. \n \nI could technically make an array of programmable speakers, one for each item. But that's too much of a chore. If we could just use \"Each\" or \"Any\" in the alert symbol or text as BlueTemplar says, that would solve everything.", "date": "2024-11-19T03:06:33+00:00", "quotes": [] }, { "author": "IsaacOscar", "content": "You could just connect a decider combinator to your alarm, and when it goes off, click the combinator to see what signal triggered it. \n \nBut yes, using the special logic signals would be nice, also with display panels (which I've never used).", "date": "2024-11-19T05:53:16+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "Or in my case also just look at the belts. But sometimes it takes several seconds to see, especially with those sneaky low density structures on yellow belts (maybe I should try other belt colours, hmm...) \n \nCan't you do that with display panels already ? \n(Which serve a different use case, since they only 'alert' you when you look at them.)", "date": "2024-11-19T09:34:42+00:00", "quotes": [] }, { "author": "IsaacOscar", "content": "Yes you can!\n \n \n \n 11-19-2024, 20-08-38.png (200.32 KiB) Viewed 1152 times \n \n \nAnd you can use anything:\n \n \n \n 11-19-2024, 20-11-30.png (131.02 KiB) Viewed 1152 times \n \n \n\nSo they should just do the same thing with the programmable speakers.", "date": "2024-11-19T10:11:39+00:00", "quotes": [] }, { "author": "forums.mattias", "content": "TL;DR \nAdd the each, everything, and anything signals to the Programable Speaker icon filter UI similar to how display panels are setup allowing for dynamic switching of the icon (and text) based on circuit signals. \n What? \nAdd the each, everything, and anything signals to the Programable Speaker icon filter UI similar to how display panels are setup. \n Why? \nWith these signals on the display panel, it's possible to dynamically update the icon based on the circuit network signal sent to them. This functionality does not exist on the speakers. With new additions such as the selector combinator, having to hard code the speaker icon (and text) becomes more annoying. If i'm selecting signals based on iondex for example, the signal may change as items move in and out of chests/containers making the speaker incorrect. \n Display Panel \n \n \n \n Display Panel UI 11-19-2024, 16-46-07.png (125.4 KiB) Viewed 1090 times \n \n \n Speaker UI \n \n \n \n Speaker Icon UI 11-19-2024, 16-44-21.png (212.17 KiB) Viewed 1090 times", "date": "2024-11-19T21:46:40+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Merged into an older thread with a similar suggestion", "date": "2024-11-21T22:00:03+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "+1 for this. \n \nAs an example, I've created bar graphs for inventory levels using combinators. 1 light for 10 stacks. 2 lights for 20 stacks. Etc. The constant combo defines the item filter and it shows on the display panel. When it's too low, then the programmable speaker says (something too low). Literally something. If I could add the icon, like display panel does, then the gui alert would tell me what's too low at least graphically.", "date": "2024-12-27T13:54:10+00:00", "quotes": [] }, { "author": "Hares", "content": "I have a good news and a bad news for you. \nGood news: You can do it.\n \n \n \n 12-28-2024, 01-47-40.png (51.86 KiB) Viewed 644 times \n \n \n\nBad news: It shows ANY signal icon, not any signal icon \n But how", "date": "2024-12-27T22:50:37+00:00", "quotes": [] } ]
12
2017-10-09T10:26:07-05:00
forum-topic-110609
110609
FactorioCalc: a Python module to help you symbolically plan your factory
Cheatsheets / Calculators / Viewers
https://forums.factorio.com/viewtopic.php?t=110609
kevina
When I first started playing Factorio one of the first things wanted to do was express my factories symbolically. For example something like: "2 electronic-circuit() + 3 copper-cable()" (for 2 assembling-machine-3 producing electronic circuits and 3 producing copper cables) and then simply query the object created to find out what it consumes and produces. I looked, but couldn't find anything close to what I wanted, so I wrote a Python package to that effect. About a year ago, I released the first version and posted on reddit without it getting much attention. It has been under continuous development since then and now version 0.2.0 is available. With FactorioCalc you can: Symbolically express your exact machine configuration and ask it what the resulting inputs and outputs is. Import a blueprint and determine what it produces. Specify the recipes you want to use and let FactorioCalc determine the exact number of machines needed. Specify what you want, and let FactorioCalc determine both the recipes and the number of machines required. Combine factories, which were created using any of the above methods, to create a larger factory. FactorioCalc has supports for using custom recipe data and mods. The companion mod, Recipe Exporter, provides the recipe data. FactorioCalc contains a custom simplex solver so it can easily handle complex cases that involve recipes with more than one output, such as oil and uranium processing. I have used FactorioCalc to help produce a factory that produces around 2k science packs per minute, and with Space Exploration and Krastorio 2. I personally find FactorioCalc a better way to plan my factory than using FactorioLab and perhaps a spreadsheet. I also find it more flexible than in game tools such as "Factory Planner" or "Helmod". That being said I realize I have a tendency to go about things in a unique way, so I am really interested if anyone other than me finds this useful. If this sounds like something you are interested in please check out the documentation at and try it out. You can find it on PyPI ( https://pypi.org/project/factoriocalc/ ) and GitHub ( https://github.com/FactorioCalc/FactorioCalc ). The overview section of the documentation is available as Jupyter notebook that you can use in your browser .
[ { "author": "BrainGamer_", "content": "I guess this didn't exist 2 years ago yet but now you can use the --dump-data CLI arg to get factorio to dump the entire data.raw table as a JSON file ( with some quirks ) and use that to get recipes, items, etc instead of a custom companion mod \n \n\nDoes this just count machines and their recipes or actually detect belts, pipes, inserters, etc to determine what feeds into what (with certain bottlenecks)?", "date": "2024-01-10T10:48:07+00:00", "quotes": [ { "author": "kevina wrote: Wed Jan 10, 2024 3:49 am", "content": "" }, { "author": "kevina wrote: Wed Jan 10, 2024 3:49 am", "content": "" } ] }, { "author": "kevina", "content": "Thanks for the tip. I was not aware of that option; it looks it it was added in March of 2023. It might of saved me a little bit of trouble; however, my mod exports the data via a console command so it is also to determine if a recipe is enabled or not. \n \n\nAt the moment it just counts. A more detailed analysis that determines what feeds into what is something I have thought about, but not yet implemented.", "date": "2024-01-10T18:01:11+00:00", "quotes": [ { "author": "BrainGamer_ wrote: Wed Jan 10, 2024 10:48 am", "content": "" }, { "author": "BrainGamer_ wrote: Wed Jan 10, 2024 10:48 am", "content": "" }, { "author": "kevina wrote: Wed Jan 10, 2024 3:49 am", "content": "" } ] }, { "author": "kevina", "content": "To expand on \"just counts\": FactorioCalc can be used to do more than just compute maximum rates. For example, if you analyses a blueprint for space science that includes the satellite, it can take into account that the assembling machine producing the satellite is idle most of the time. By taking this into account, FactorioCalc can give you a better idea of the resources used than in-game tools such as Rate Calculator or Max Rate Calculator. A full analysis to determine what feeds into what would certainly be more useful, though a lot more complicated.", "date": "2024-01-11T23:06:52+00:00", "quotes": [ { "author": "kevina wrote: Wed Jan 10, 2024 6:01 pm", "content": "" } ] } ]
3
2024-01-09T21:49:56-06:00
forum-topic-122997
122997
[raiguard][2.0.21] Fluid moving to unconnected segment on marking then unmarking pipe for deconstruction
Assigned
https://forums.factorio.com/viewtopic.php?t=122997
Odfury
Two separate pipe segments in line with one another, no connection between them at all. Screenshot 1.png (4.25 MiB) Viewed 524 times 2 One is empty and the other is piping in water. Screenshot 2.png (4.4 MiB) Viewed 524 times 3 When the water pipe section is marked for deletion and then canceled Screenshot 3.png (4.1 MiB) Viewed 524 times 4 the water teleports into the unconnected pipe section and contaminates it. Screenshot 4.png (3.85 MiB) Viewed 524 times
[ { "author": "", "content": "I can reproduce this: 0eNqd1O9ugyAQAPB3uc/Y1D+o+CrN0tB6M2QVDOC2xvjuO23WrSuZtR/B4wd3cA5wOPXYWaU9VAOoo9EOqt0ATjVanqY5LVuECpw3VjYYeanfYGSgdI2fUMXjCwPUXnmFl5Xz4LzXfXtASwEsKDDojKNFRk97TBDPNpzBGaooFtsNpy1qZfF4CclGdicnV7lTHbEmaqzpdR2ws+RqlyXZAS290RYMETayFSdKb7WbbOMkgPMVOP8HD5UyX0w+X0y+WHG+fPE6ysc1nqzMVjz3cPK/dhmw4+0VV/pVafoWPVDTZLa/V+wdeq90437134f05JOC9kh7UiPNveWxpRnpezuNyWtNPYVLH51QOg+h4sbxc3eV3leAul/RGUj6+ZEweEfr5gCeJyITgmeFKHiRjuMXSCZsgg== Copy blueprint", "date": "2024-11-26T14:53:30+00:00", "quotes": [] }, { "author": "", "content": "This looks almost like a \"wont fix\" because it is just extremally annoying consequence of the fluids rework. Marking entities to deconstruct is not an instant action applied to all entities at the same time, under the hood this is performed sequentially so the bug effectively reads as following: \"in some cases when i first mark the right pipe to ground to be deconstructed the left pipe to ground that has a water in it connects to the not to be deconstructed pipe near the oil refinery\". Before the fluid segments rework that would not be a problem because the fluid would not be transferred until the fluid update, however after the fluid segments were introduced, this intermediate state causes segments to be merged immediately causing some water to propagate. \n \nCore of this behavior can be observed with this configuration: \n \n \n \n 12-05-2024, 00-25-10.png (78.93 KiB) Viewed 449 times \n \n \n 0eNqdlWFvgjAQhv/LfS6GFhDhr5jFVLmRZlJIW7YZw3/fiTFqRte6DyTQ3vv0jrzXO8P+OOJglHZQn0Edem2h3p7BqlbL42VNyw6hBut6I1tMnNQfMDFQusFvqPn0xgC1U07hVTl/nHZ67PZoKIDdCIMaEBgMvaXgXl/YBEjEqmBwopd0VUwT+wUQ0QC+DMieAInrk9b0o24WUPwRxaBRBg/XfS4WyPk/yGkUuQgUzQM/bR2dmXgtsTIanHnB+QJ3Eyg4DxRcRedVvpQXT18H8yhwqDE2gYq5iAV4+oJnsZ3lyyCPdKlPH+tyXwHrgD4L6MuAXgT0IdMWAX0VaXqPXqSRet/Nerfg0+3uv72EB3S3otLvStNe8vcfyeYWuQXvLDqndGsf5s2XdIQmAJoDHUfJzbPEYUcr0o0Grwbq+uYSLl1yRGkdLOaXRRZaPtZJg03RcSS6z0gGn2jsLCjWosqrqqAn5xs+TT+zSFX8 Copy blueprint \n \nIn this contraption when the inner 2 pipes to ground are marked to be deconstructed, the storage tank on the left will fill with the water. After emptying the storage tank, undo which is also performed sequentially is also going to cause the same issue regardless of the cancel deconstruction order.", "date": "2024-12-04T23:26:49+00:00", "quotes": [] }, { "author": "", "content": "Boskid is correct, for the time being this is \"won't fix\". It is the result of the segments sharing a single fluid buffer. Fixing it will be non-trivial and will be first on my list for 2.1.", "date": "2024-12-18T21:26:40+00:00", "quotes": [] } ]
3
2024-11-26T07:58:55-06:00
forum-topic-102870
102870
[Request] Train textures
Texture Packs
https://forums.factorio.com/viewtopic.php?t=102870
snoekbaars
For the electric and diesel train mods, currently the trains are the same texture but with a different standard colour. I want to retexture them to make the electric one look like the Bombadier Traxx ( https://railway-news.com/wp-content/upl ... scaled.jpg ) and the diesel one to be the Vossloh HLD 77 ( https://live.staticflickr.com/5326/7055 ... 6a9a_b.jpg ). Does anyone have any idea/skill on how to do this? For the Traxx I see there exist 3D printing files so maybe I could make something from that? Thanks in advance for your replies
[ { "author": "FuryoftheStars", "content": "When I was the maintainer of the diesel train mod, I changed the graphics of the regular trains to the old train graphics from back in the day. Alas, people apparently didn’t like that, because when I went a couple year hiatus and someone else picked it up, they removed it completely.", "date": "2022-07-12T12:22:25+00:00", "quotes": [] }, { "author": "darkfrei", "content": "How about this 3d models? \n https://sketchfab.com/3d-models/br111-e ... ce8053bf53 \n https://sketchfab.com/3d-models/emd-gp7 ... 0f82e042c3", "date": "2022-07-12T12:25:34+00:00", "quotes": [ { "author": "snoekbaars wrote: Mon Jul 11, 2022 8:26 pm", "content": "" } ] }, { "author": "snoekbaars", "content": "Hey, cool to see the maker of the mod here. I don't really like the old train design, either. But having a different one for diesel and coal and electric is cool", "date": "2022-07-13T17:19:25+00:00", "quotes": [ { "author": "FuryoftheStars wrote: Tue Jul 12, 2022 12:22 pm", "content": "" } ] }, { "author": "snoekbaars", "content": "Those look good! Thank you. Will look into making them into sprites in the near future", "date": "2022-07-13T17:24:43+00:00", "quotes": [ { "author": "darkfrei wrote: Tue Jul 12, 2022 12:25 pm", "content": "" }, { "author": "snoekbaars wrote: Mon Jul 11, 2022 8:26 pm", "content": "" } ] }, { "author": "darkfrei", "content": "Autor of model: Jesper Landin https://sketchfab.com/JesperLandin \nModel: EMD GP7 Western Pacific 713 https://sketchfab.com/3d-models/emd-gp7 ... 0f82e042c3 \nLicense: CC Attribution (credit the author)\n \n \n \n 0048-hr.png (800.76 KiB) Viewed 4625 times \n \n \n\nSpritesheet (not tested):\n \n \n \n train-best_spritesheet_4x8.png (687.5 KiB) Viewed 4625 times", "date": "2022-07-17T00:09:36+00:00", "quotes": [] } ]
5
2022-07-11T15:26:44-05:00
forum-topic-127354
127354
How to make trees rare?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=127354
Rafiz
In newest version of the game it seems that it's impossible to make low tree amount. I set tree coverage to 17% and there's still planety of forests around, also it looks like 50% of what "coverage 100%" looks like. I think this setting worked better in previous versions.
[]
0
2025-03-09T05:12:08-05:00
forum-topic-33817
33817
Price
General discussion
https://forums.factorio.com/viewtopic.php?t=33817
leroderick
Dear Factorio crew. first let me say i love your game, currently it is the only game i play. i think the entry price for the game is just right , since it is hard to understand what you really are buying, now that i do , i feel the game would be well worth the same as a AAA title , however i am sure that would be hard sell as a entry level price. so are there a way to donate the difference ? , i would love to support the further development of your title. i am by no means a rich person i just feel like games like yours comes around very rarely Best regards. Leon
[ { "author": "mooklepticon", "content": "Buy more copies and give them away. Plenty of people want to play but can't for whatever reason.", "date": "2016-10-05T14:56:34+00:00", "quotes": [ { "author": "leroderick wrote:", "content": "" } ] }, { "author": "", "content": "When you buy a game on the Factorio website , you can add a bonus tip if wou wish to do so.", "date": "2016-10-05T17:46:05+00:00", "quotes": [] }, { "author": "leroderick", "content": "thank you nice suggestion. \n \n https://www.humblebundle.com/gift?key=eUMqcvKhUS7TZS8K \n \nfirst person to use that link will get a free copy of the game.", "date": "2016-10-05T19:01:11+00:00", "quotes": [] }, { "author": "Samuellp2k", "content": "hi, i am spanish, and i want the game but i can't play it..., if you buy a extra key, can you done me?, i love videos of this games but my parents will not let me buy it, but i think is my favourite game and i want play it..., if you pay a keny to done, please, done me... thx for the atention.", "date": "2016-10-05T19:48:31+00:00", "quotes": [] }, { "author": "Ninja_Dog81", "content": "Hey guys and gals, \n \nI have had the game for a little while now and it is easily my favourite of all time. I wondered, because I didn't in the beginning, if it was possible to top up my purchase to the more expensive option. Supporting this team to me is important because more dev's need to be like them and supporting them will only encourage them more. \n \nSo, is there a way to \"top up\" one's purchase? I wouldn't mind having my name on a train station either \n \nThanks!", "date": "2016-10-06T05:44:56+00:00", "quotes": [] }, { "author": "", "content": "Hi, \n \nThere is no \"expensive version\" any more since the game was pre-released on Steam. \n [Koub] Merged with similar topic.", "date": "2016-10-06T05:46:47+00:00", "quotes": [] }, { "author": "leroderick", "content": "you can buy a another game an give it away as i did , just post the link here, and some lucky person will get a free game.", "date": "2016-10-06T05:59:16+00:00", "quotes": [] }, { "author": "Samuellp2k", "content": "It's a good idea!", "date": "2016-10-06T15:39:28+00:00", "quotes": [] }, { "author": "Samuellp2k", "content": "If you take off another key, i will be the first to click it, i only have the demo..., you will buy more keys?", "date": "2016-10-06T15:52:59+00:00", "quotes": [ { "author": "leroderick wrote:", "content": "" } ] } ]
9
2016-10-05T06:47:47-05:00
forum-topic-85746
85746
Abandoned Labolatory 3 - Day 8
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=85746
PanTobi
Hello ^_^ Here is my Little update for Abandoned Labolatory 3 Here you can watch "Short gameplay = 1" ^_^ https://www.youtube.com/watch?v=Kb1_0FqsRBI Here you can download Scenario: Abandoned Labolatory 3.rar (741.67 KiB) Downloaded 460 times ScreenShots screenshot-tick-1935426.png (2.19 MiB) Viewed 5504 times screenshot-tick-1930080.png (2.81 MiB) Viewed 5504 times screenshot-tick-1931532.png (1.28 MiB) Viewed 5504 times screenshot-tick-1932927.png (1.95 MiB) Viewed 5504 times What is new? + Markets for Trade * Sell Circuits ( Green for one Coin, Red for 5 Coins and Blue for 10 Coins ) * Buy amazing stuff in other labolatories - in the future You can also buy upgrades for labolatories and expand them - i'm thinking about Money generators in "War" Zones + Power Supply Control Rooms * Each Labolatory have own Power Room, by default Power is cut, if You want to have free energy in Your Labolatory -> turn it ON - in the future some labs ( for example Nuclear New Age Company Lab ) will have free energy production You can design ( infinite Heat Source etc. ) + More Rooms and more decorations * Just look at ground ^_^ There is way more decorations What im doing now? -> Working on Level Design and Decorations -> Working on Money Generators -> Working on MALL SHOP -> Working on new Labolatory About Labolatories You start Your game in first easiest labolatory, but there will be more labolatories Each labolatory belong to other Company, some of them may be Enemy to You, some of them are Friendly to You Here is list: If You enter Enemy Faction Labolatories they will attack You, get ready for fight If You enter Friend Faction Labolatories they will send You Supply All Factions NewHope Labolatories Belong: Player Faction Work on: Technology Military: Very Weak Richnes: Poor Eden SolarTechnology Lab Belong: Eden Corporation ( Friend ) Work on: Solar Power Military: Medium Richnes: Medium Nuclear NewAge Company Belong: NewAge Group ( Friend ) Work on: Nuclear Power Military: Medium Richnes: Very Rich Fearrous Corporation Belong: Fearrous hellstar ( Enemy ) Work on: Military Military: POWERFUL Richnes: Very Rich Farradus BlackCity Belong: Farradus Sandhill ( Neutral ) Work on: Oil Rafinery Military: Very Strong Richnes: Very Rich Tell me what You think about Map ^_^ What You want to see etc. .
[ { "author": "lilstrip", "content": "Really love where this is going! Keep it up!", "date": "2020-06-13T05:06:06+00:00", "quotes": [] }, { "author": "rph", "content": "Nice! Really like the progress! \n \nHere some feedback:\n \n- I had trouble finding the right door codes: I found some codes in the lab and tried them, but could not find out the number, some more clues would be nice \n- The riddle for the doors with the chest rooms was nice! you should work more with hints and clues here \n- I dislike the fact, that as soon as you get some assembly machines you could produce a ton of stuff, I would like to have more of the key components exclusivly produced by locked assembly machines. Maybe you could disable user-assembly machines completly and keep on as you did it with the gears/red lab/green lab area \n- Why not make some missions to solve? Like you first need to bring water to the generators and for that you need to find pipes across the lab. As soon as you have the water, you need to switch on a coal supply belt that is locked behind a wall,... and so on \n- I like the thing about collecting wood across the lab to build poles and then connect areas, this might a level designing tool to limit the users-ability to switch on the whole lab immediatly (by limiting the accessible wood in unlocked areas)\n \n\nFor the development and Replay-Value, you should maybe focus on certain areas and lock areas that are not ready. \n \nKeep it up!! I look forward for the next version! (please add version codes for the map somewhere )", "date": "2020-07-31T15:42:29+00:00", "quotes": [] } ]
2
2020-06-08T01:52:17-05:00
forum-topic-46948
46948
[1.1] Bob's Mods: Alternate Textures mod
Bob's mods
https://forums.factorio.com/viewtopic.php?t=46948
Necriptos
Hello everyone, i'm making a full topic for my mod that was previously being discussed in Bob's Mod Graphics Update Discussion Download : mod portal GitHub : https://github.com/Ncrpts/bobmods_gfxtweak Removed stuff because it was implemented better elsewhere: Description : This is a set of alternate textures for Bob's mods the goal was to make them more "vanilla friendly" while keeping bob's spirit in them, you can configure wich textures you'd like to use in the mods settings menu. Bob's Electronics new components [/img]are based on vanilla Factorio components. Bob's Warfare new textures were made by CitizenJoe. Bob's Logistics new textures were also made by CitizenJoe. (note: removed in 0.17+) More textures to come later, if you'd like to contribute to this project please show us what you got in here, if it fits vanilla more than what bob's mod currently use we would love to add it to this project. Also, all the textures are unlicensed, feel free to use them anywhere you'd like. Changelog : 0.15.1 - Added to mod portal (previously known as Bob's Electronics alternate textures), Added Bob's Warfare icons made by CitizenJoe, added mod settings in settings menu. 0.15.2 - Added the new icons to their corresponding tech (you were still seeing the old tech icons wich was creating inconsistency in the color scheme) 0.15.3 - Added new animated sprites for Construction and Logistic robots MK2, MK3 and MK4 made by CitizenJoe, see gifs in the post 0.16.0 - Updated to version .16, nothing new has been added yet, they are new robots (logistics and construction mk4) that will not be retextured yet. everything else should looks the same as it did in .15 0.17.0 - Updated to version .17, very late update i'm sorry, removed robots because the ones in bob's mode are of higher quality, updated code to allow my lower res picture to overwrite the higher res one from bob's. 0.18.0 - Updated to version .18, not much changed, added optional settings to disable tech icons override. 1.1.0 - Updated to version 1.1, No changes, tech icons are no longer being replaced by this mod. Upcoming Features : - Nothing new really planned anymore, i'll try to keep the mod updated to newer versions when someone reminds me and I'm open for requests. Other: - Note that the mod is not compatible with Shiny mod, as of right now shiny mod will overwrite all the textures by default because it will be loaded last, you can get the components textures if you disable the component textures from shiny bob's in it's mod settings, but when both mods are active at the same time there is no way to get the other textures because shiny mod's warfare textures are not disable-able. I strongly recommend you to pick one or the other.
[ { "author": "Necriptos", "content": "Updated to 15.2 : Added the new icons to their corresponding tech (you were still seeing the old tech icons wich was creating inconsistency in the color scheme)", "date": "2017-06-02T07:28:17+00:00", "quotes": [] }, { "author": "Necriptos", "content": "Updated to 15.3 : Added new animated sprites for Construction and Logistic robots MK2, MK3 and MK4 made by CitizenJoe, see gifs in the top post", "date": "2017-06-10T19:22:11+00:00", "quotes": [] }, { "author": "Air", "content": "Great mod! \nI used shinybob before. But it hasn't been updated to 0.15. And for some reason it also changes a lot of logic along with the textures. (which is why I couldn't simple modify it myself to support 0.15) \nYour mod has been a saver for me. I hope in the future you add textures for poles, mines, radars etc. Having all tier1-tier4 pictures be the same - sucks.", "date": "2017-06-11T11:43:49+00:00", "quotes": [] }, { "author": "Zombiee", "content": "Greetings, \n \nAny chance your upcoming textures would include some differentiation on the parts to build the robots? Mk1 thru Mk4 tools/weapons in particular because there are no visual differences and it bothers me. A lot. \n \nI've recently revived the original ShinyBob pattern in ShinyBobGFX and my plans have been limited to tinting on-map entities so I could tell them apart (and their icons). Our changes don't seem to have much crossover (just circuits for now) and what you've done already looks better than anything I could imagine creating. Would you mind me putting a link to your mod in my mod description?", "date": "2017-06-19T10:30:03+00:00", "quotes": [] }, { "author": "zgrillo2004", "content": "Hi. Can this mod be reverse compatible with 0.14.23?", "date": "2017-06-26T04:51:41+00:00", "quotes": [] }, { "author": "Necriptos", "content": "Hello, the robot components part had been on my radar for a while now but the truth is i don't really know how to change them to make them more \"vanilla\" themed, once i came up with an idea or someone make some cool looking ones i'll make sure to add them. \n \nI myself only did the components and the code, all credits for the rest to CitizenJoe's amazing work. And you can link this mod anywhere, also it's unlicensed so feel free to pick up textures or code and put it anywhere you see fit \n \nHello, \n \nthere as been some changes with some of the stuff during the transition to 0.15 so you could just try to change the versions in the info.json and see if that works, or you could download the old mod wich is still up in the portal for that purpose : https://mods.factorio.com/mods/Necripto ... s_gfxtweak it's final version is 0.14 but it only has the components.", "date": "2017-07-03T04:09:58+00:00", "quotes": [ { "author": "Zombiee wrote:", "content": "" }, { "author": "zgrillo2004 wrote:", "content": "" } ] }, { "author": "Zombiee", "content": "Groovy, I'll do so. I really like what your mod does and the look of the graphics CitizenJoe made. Creating new graphics from nothing is not something I can do. That said, if I feel froggy I might clean up the recolors I've done for my personal play and send em your way. That sort of change doesn't fit in ShinyBobGFX and I'm trying to be really careful to keep it limited to it's current scope. \n \n\nOnce I'm done with my current to-do list, I might steal the robot stuff and recolor it since it's different than my color progression but I doubt it. I rather like the look of them as is.", "date": "2017-07-03T04:46:54+00:00", "quotes": [ { "author": "Necriptos wrote:", "content": "" }, { "author": "Necriptos wrote:", "content": "" } ] }, { "author": "Necriptos", "content": "Just bumping the thread to let you all know i updated the mod to 0.16 sorry for being late to the party", "date": "2018-03-16T16:12:50+00:00", "quotes": [] }, { "author": "Zombiee", "content": "Welcome back! I ended up doing my own recolor of robots and ammo bits but clearly took inspiration from yours. I look forward to any further changes you may make.", "date": "2018-03-17T01:23:30+00:00", "quotes": [] }, { "author": "Necriptos", "content": "Thank you for your support , Yeah i noticed you ShinyBobGFX looks really great, i want to add an optional dependency to it and make a checkbox in the mod option menu to allow the user to choose wich version they prefer for the textures both mods changed so they can coexist in the same environnement, i haven't tried to launch both and see what happen at the moment, with no clear dependancy i assume the texture picked is choosed by either alphabetical order or at random wich can be annoying for someone who wants only certain textures from each, as for future changes i planed to add the new robot tier and change some of the new modules textures to make them match the base ones more.", "date": "2018-03-17T13:58:24+00:00", "quotes": [ { "author": "Zombiee wrote:", "content": "" } ] }, { "author": "Necriptos", "content": "Hey everyone, just updated to 0.17. changelog: \n \n17.0 - Updated to version .17, very late update i'm sorry, removed robots because the ones in bob's mode are of higher quality, updated code to allow my lower res picture to overwrite the higher res one from bob's. \n \nAnother note, this mod is not compatible with ShinyBobGFX, have both enabled and you won't see this mod's texture, only components can be toggled in ShinyBobGFX mod settings.", "date": "2019-11-11T10:26:57+00:00", "quotes": [] }, { "author": "Mecejide", "content": "Can you update the textures for glass, the zinc plate, and the rockets?", "date": "2019-12-26T20:37:28+00:00", "quotes": [] }, { "author": "obuw", "content": "Hey there, I really love the textures you made! I did some quick changes to your mod for my personal use: \n \n- I added shinybobgfx as an optional dependency, which causes your mod to be loaded *after* shinybobgfx, allowing it to overwrite the textures. \n- If shinybobgfx is installed, it won't replace shotgun technology icons (as shinybobgfx provides 256x versions - could probably add a config setting?) \n- Added a config setting to enable/disable ammo icons separately from the rest of the warfare icons. I love your textures, but since the rockets are missing I wanted to go with shinybobgfx for the final ammo icons, so I added a config option to toggle just those ones on/off. \n \nWould you like me to send you the changes I made, in case you want to merge some of them into the mod? \n \nCheers.", "date": "2020-01-02T19:49:52+00:00", "quotes": [] }, { "author": "Necriptos", "content": "Hey everyone, Updated the mod to 0.18, Enjoy. \n \n \n\nHey sorry for late reply I don't come here often. \n \nI never put an optional dependency on ShinyBobGFX because I didn't want my mod to overwrite his mod by default arbitrarily but we've been talking with Zombiee, and he plan to add in a future update settings to disable or enable certain icons, this way both mods will be able to coexist nicely. \n \nI added a config setting per your suggestion for disabling the tech icons override. \n \nAnd finally I will be adding more settings to enable/disable certain icons and bring new modules icons that I've been working on at a later time.", "date": "2020-01-31T16:51:35+00:00", "quotes": [ { "author": "obuw wrote: Thu Jan 02, 2020 7:49 pm", "content": "" } ] }, { "author": "bobingabout", "content": "I do actually like the look of your replacement gun ammos by the way. \n \nAlthough I haven't changed my other icons, you might notice that the new plasma weapons have icons that more closely match the newer base game icons.", "date": "2020-01-31T17:19:55+00:00", "quotes": [] }, { "author": "Illiander42", "content": "Icons are broken due to icon size again.", "date": "2020-11-09T07:20:01+00:00", "quotes": [] }, { "author": "Necriptos", "content": "Updated to 1.1, Enjoy \n \n\nDo you know if this is still happening? tried a bit but did not notice anything strange with my mod, so it might have fixed itself with later builds", "date": "2021-01-30T10:55:37+00:00", "quotes": [ { "author": "Illiander42 wrote: Mon Nov 09, 2020 7:20 am", "content": "" } ] } ]
17
2017-05-08T10:27:00-05:00
forum-topic-125810
125810
defines.entity_status.broken cannot be set through LuaEntity::status
Documentation Improvement Requests
https://forums.factorio.com/viewtopic.php?t=125810
Quezler
It is read only.
[]
0
2025-01-10T13:47:53-06:00
forum-topic-127373
127373
Removing unnecessary rail segment blocking
Outdated/Not implemented
https://forums.factorio.com/viewtopic.php?t=127373
KilJaeden
Currently when a chain signal is reserved, it instantly reserves the chain of segments in front of it. This leads to segments being unnecessarily blocked while there's no train passing. For example if a segment is blocked due to a chain of signals being reserved by a train arriving in 15 seconds, it should pass trains during the 15 seconds (if they exit the segment before the reserving train arrives). Here's my proposal: 1- Segments now have a table for reservations. Each train reserves the segment has its entry and exit time. 2- Rail signals allow trains to make a reservation only if their segment has no reservations. 3- Chain signals allow trains to make a reservation if their reservation does not collide with any existing reservations. This should be fairly easy to implement, not break any existing saves and improve the train system.
[ { "author": "", "content": "No. \n \nThis suggestion is fundamentally broken and will never be applied. Rail blocks ahead of chain signal are reserved because they must be reserved. If another train would enter one of the rail blocks ahead and would stop here because of out of fuel, collisions, switching to manual, stopping at unrelated signal while being too long or whatever, then the train that already passed chain signal and requested rail blocks ahead to be reserved would have to stop at a different chain signal before the now occupied block which violates the most basic principle of chain signals which is that train that passed chain signal (is in chain signal section, often said to be \"in the intersection\") should not need to stop at any other chain signal because if it would do so it will block an intersection possibly causing deadlocks.", "date": "2025-03-10T14:32:17+00:00", "quotes": [] }, { "author": "KilJaeden", "content": "Even with this system once a chain signal permits entry, the train will be able to pass through all the segments. While fuel, switching to manual and similar events are harder to account for, this could be presented as a new challenge (always keep your trains fueled or risk a crash) with a new kind of signal (express chain signal or idk something like that).", "date": "2025-03-10T15:18:50+00:00", "quotes": [] }, { "author": "Muche", "content": "A train taking 15 seconds to come through a row of segments sounds like you are overusing rail chain signals in places where regular rail signals could be used instead.", "date": "2025-03-10T15:44:54+00:00", "quotes": [] }, { "author": "Kyralessa", "content": "Yes, exactly. \n \nThe simple golden rule of chain signals is: \n \nChain signal into an intersection, regular signal out of an intersection. \n \nIf you have a long line of chain signals, you're most likely doing it wrong.", "date": "2025-03-10T15:52:09+00:00", "quotes": [ { "author": "Muche wrote: Mon Mar 10, 2025 3:44 pm", "content": "" } ] }, { "author": "robot256", "content": "And add bidirectional passing blocks at the start and end of long bidirectional tracks so the train doesn't have to reserve intersections while it is traveling a long way to get there.", "date": "2025-03-11T13:16:08+00:00", "quotes": [] } ]
5
2025-03-10T09:22:44-05:00
forum-topic-117761
117761
[Raiguard] [2.0.11] Mods GUI larger than window/screen size
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=117761
slama
OS: MacOS Apple Silicon The mods menu pop up is larger than my screen and when I try to move the window, some of the elements inside it escape the bounding box of the window and don't render properly. See attached screenshot
[ { "author": "slama", "content": "I realize my GUI scale was increased to 225%. Shrinking it improved things", "date": "2024-10-27T17:16:39+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report, this was fixed in 2.0.30.", "date": "2025-01-20T23:12:30+00:00", "quotes": [] } ]
2
2024-10-26T15:39:45-05:00
forum-topic-90593
90593
Reverse-facing locomotives contribute to total train power
Outdated/Not implemented
https://forums.factorio.com/viewtopic.php?t=90593
Tesse11ation
What is this "problem"? Hello fellow Nauvians, My request is a very simple one. It's a feature this game has been missing for far too long, and it has some pretty big implications for people who use double-headed trains, and even general QoL. In the game's current state, trains that are on a multiple locomotive configuration will behave differently depending on which direction(s) the locomotives are facing. I will diagrammatically illustrate my point by showing a few examples of this. Legend: > - Forward-facing locomotive < - Rear-facing locomotive = - Cargo/fluid wagon Trains in a configuration where all locomotives contribute power: ==>, ====>>, >====>, ==>==>, etc. Trains in a configuration where only forward-facing locomotives contribute power: <====>, ====<>, etc. The main takeaway from this is that if a train is moving from left to right in these examples, the locomotives facing to the left are just dead weight. How can we fix this? Simple: make the locomotive facing the opposite direction of how the train is moving also burn fuel and contribute power to the train. Why should we even do this? Locomotives actually weigh a lot and cost fuel efficiency and speed because the locomotive facing in the direction the train is moving has to do all the work. In a system that's primarily 1-4-1, the locomotive in the rear will not do anything until the train stops somewhere and then switches directions. This behavior means that there is a tradeoff between sacrificing compact track layouts (i.e. no loops, two-way tracks in stations) for acceleration and fuel efficiency. In real life (at least in the US, I can't speak for other countries), it is very common to see freight trains that are dozens of wagons long that have multiple locomotives in the front and sometimes one or two in the rear. Unlike in Factorio, the direction the locomotives face are irrelevant to the power contributed. All of the locomotives are synchronized and controlled simultaneously by the driver. This means for instance you can have a train which is 100 cars long with a configuration like this, where all of the locomotives contribute: <=[...]========<><> Where I'm from, this config is pretty common on big freight trains IRL. Factorio really needs this in my humble opinion, because it will allow the player to have twice as many options when designing their train conventions, and incentivize the space efficiency gained with double-headed trains. Potential design challenges This is more on part of the player's design rather than any challenge with implementation. Since I'm not a developer I can't speak to how difficult this would be to implement, but because it's not some abstract or ambitious idea I would imagine it's pretty simple (unless it breaks something.) In single-headed trains, how does the player prevent them from moving in the wrong direction, or arriving at the station facing the wrong way? Well, you could design around this by making your train configurations symmetrical or getting clever with signal placement or loops to prevent trains from turning around. What about the aerodynamics coefficient? Yeah, if you didn't know about this, locomotives have a bonus to aerodynamics which reduces acceleration time if they're facing the same direction they're moving in and are towards the front of the train. This is pretty easy to pull off if you have single-headed trains, just have all of your engines in the front. Conclusion I really think that this simple change to train behavior is a no-nonsense solution to an otherwise significant problem with running double-headed train conventions. As someone who always prefers double-headed trains, but always thought their behavior seemed a bit incompetent, I've really been wanting to see this and I've simply put off writing up a suggestion for it until now. With the new train stop feature implemented post-release in 1.1, it makes sense to me that our great Wube overlords might not ignore this post. Anyway if you got this far, thanks for coming to my TED talk. Let me know what you guys think of this idea!
[ { "author": "Pi-C", "content": "If you're not averse to using mods, you should try out Multiple Unit Train Control .", "date": "2020-10-21T13:12:53+00:00", "quotes": [] }, { "author": "Tesse11ation", "content": "I will definitely check this out. Thanks! \n \nEDIT: I did look at this mod and my one gripe with it is that based on the description, only one of the engines consumes fuel? That doesn't make a lot of sense to me, but I get that modders have limitations. \n \nAlso, I tend to play on vanilla only but I'm not super opposed to mods. Either way it would be great to have this feature make it into the base game.", "date": "2020-10-21T13:14:34+00:00", "quotes": [ { "author": "Pi-C wrote: Wed Oct 21, 2020 1:12 pm", "content": "" } ] }, { "author": "Serenity", "content": "There is a setting where the fuel automatically balances itself now and then. But it doesn't really matter. One locomotive will consume first and the second on the return trip. So it evens itself out. It's not like you are constantly monitoring fuel consumption in real time.", "date": "2020-10-21T14:39:10+00:00", "quotes": [ { "author": "KoblerMan wrote: Wed Oct 21, 2020 1:14 pm", "content": "" } ] }, { "author": "NotRexButCaesar", "content": "If this were added, why use single headed trains at all? You are getting rid of a choice (acceleration or space) and replacing it with a “right way”", "date": "2020-10-21T19:52:13+00:00", "quotes": [] }, { "author": "Tesse11ation", "content": "It's not getting rid of a choice, it's essentially just a buff for double-headed trains. Single-headed trains still have some advantages, the main one being that you save on materials by only having one locomotive. \n \nI daresay in Factorio, there is no \"right way\" to do things. You can increase efficiency in a setup and call that the right way, but ultimately it's different strokes for different folks - someone might know the advantages of double-headed trains if this feature gets implemented, and simply go with a single-headed convention instead. It all comes down to that player's design choice.", "date": "2020-10-21T20:12:34+00:00", "quotes": [ { "author": "AmericanPatriot wrote: Wed Oct 21, 2020 7:52 pm", "content": "" } ] }, { "author": "Tesse11ation", "content": "I can see a potential edge case with this where the train makes stops at more than just 2 stations, or stops at a signal for another train at random intervals, to the point where a round trip does not cost an even amount of fuel for each locomotive. If one of them runs out when it's that locomotive's turn to \"drive\", you might have another locomotive with fuel left that can't do anything. Although... I suppose this is also the default behavior of current double-headed trains?", "date": "2020-10-21T20:21:16+00:00", "quotes": [ { "author": "Serenity wrote: Wed Oct 21, 2020 2:39 pm", "content": "" }, { "author": "KoblerMan wrote: Wed Oct 21, 2020 1:14 pm", "content": "" } ] }, { "author": "Squelch", "content": "I believe it is like this to force the player into making a choice as @AmericanPatriot points out. We have to choose, and problem solve each particular set up. \n \n Forward only locomotives need some kind of turn-around and/or dual track between stations. Also, the player needs to provision routing of the tracks to allow entry and exit. The benefit is all power is used for acceleration, braking, and top speed. \n Forward and back facing locomotives can take advantage of simpler, single track layouts. They come with the cost of having to drag a dead load (opposite facing loco) \n \n\nEverything in factorio has a cost benefit equation, so by adding this buff, it would remove any kind of dilemma, or problem solving from the gameplay. I cannot support this proposal on this basis.", "date": "2020-10-21T21:30:14+00:00", "quotes": [] }, { "author": "Impatient", "content": "I agree very much with some of the other comments. The current game rules require the player to make choices and solve problems. IMO that is a good thing. I personally am here to solve problems and face challenges. Factorio is a complex game and IMO that makes it interesting and furthermore is actually one of it's biggest assets if not the single biggest asset. If anything, complexity should be increased, not reduced.", "date": "2020-10-22T00:58:54+00:00", "quotes": [] }, { "author": "ptx0", "content": "idk, still consuming more fuel and longer trains due to more locomotives to move in both directions. it's not free from a UPS perspective either. i don't buy your argument.", "date": "2020-10-22T04:27:31+00:00", "quotes": [ { "author": "AmericanPatriot wrote: Wed Oct 21, 2020 7:52 pm", "content": "" } ] }, { "author": "NotRexButCaesar", "content": "That is really no advantage at all: everyone would use two headed trains regardless.", "date": "2020-10-22T05:47:48+00:00", "quotes": [ { "author": "KoblerMan wrote: Wed Oct 21, 2020 8:12 pm", "content": "" } ] }, { "author": "NotRexButCaesar", "content": "No one really cares about fuel use. \n \n\nThe request is that the trains wouldn't be longer but the same size as single headed trains.", "date": "2020-10-22T05:49:55+00:00", "quotes": [ { "author": "ptx0 wrote: Thu Oct 22, 2020 4:27 am", "content": "" }, { "author": "ptx0 wrote: Thu Oct 22, 2020 4:27 am", "content": "" } ] }, { "author": "", "content": "I’m against this change. \nReason is: it’s a quite old suggestion and discussion has always been going around, that there are good reasons for this top and trail system. (See also this article that explains the jargon: viewtopic.php?p=102302#p102302 ) \n \nIt’s bidirectional trains, terminus layout .vs. roll on/roll off but loop based layout. \n \nThere was never a clear winner in the discussions. And to my personal feeling: both layouts are feeling pretty balanced against. There would be no more good reason to build loop based layouts if the train length would be equal (because you need not double the amount of locomotives). \n \nWhat keeps - and which seems to be a good argument - is that in real live reverse locos contribute to the propulsion of the train. But that is not a good argument for a game. Game-play value doesn’t increase much with this change. \n \nWhat I would (meanwhile, I changed my opinion) really like instead is \n viewtopic.php?f=6&t=32177 Turntables + Automated Detaching \n \n \nFormer discussions: \n viewtopic.php?f=6&t=14743 Push-pull trains? [recommended, and I’m sorry, I didn’t find other posts in suggestions before that, even if I said “already discussed before”, maybe in another board... but I think I pointed the arguments quite well out] \n viewtopic.php?f=71&t=26719 Locomotives should be able to run backwards [only a similar suggestion] \n viewtopic.php?f=5&t=35806 RoRo vs Terminus (was Loop vs 2-headed train network) \n viewtopic.php?f=6&t=40644 propulsion power of bidirectional trains \n viewtopic.php?f=6&t=59429 Locomotives capble to drive in reverse. \n viewtopic.php?f=6&t=55723 Trains should be willing to auto-reverse course", "date": "2020-10-22T07:05:01+00:00", "quotes": [] }, { "author": "Nosferatu", "content": "I think reducing the weight of Locomotives would be a better way to balance the two systems.", "date": "2020-10-22T08:05:45+00:00", "quotes": [] }, { "author": "jodokus31", "content": "I don't think \"everyone\" will suddenly switch to double headed trains. But, people will consider double headed trains a bit more. \nDouble headed trains have the downside, that they might arrive reversed at the station and this can be a problem with unsymmetrical trains. Also, signalling is quite different. UPS friendly folks probably use double headed anyway to avoid loops.", "date": "2020-10-22T10:38:12+00:00", "quotes": [ { "author": "AmericanPatriot wrote: Thu Oct 22, 2020 5:47 am", "content": "" }, { "author": "KoblerMan wrote: Wed Oct 21, 2020 8:12 pm", "content": "" } ] }, { "author": "Tesse11ation", "content": "I'll be honest, I wasn't exactly expecting 66% of people to try and shoot this down over balance concerns. If you don't like double-headed trains, nobody is forcing you to use them, guys. \n \n\nExcept for the people who have a centralized megabase late game, and actually have to account for fuel range. What happens when you send a train out tens of thousands of tiles to a mining outpost, and it runs out of fuel? This is more of a problem than you might think late game, especially if you're not running rocket or nuclear fuel. \n \n\nI think I've explained this well enough already, you still get a tradeoff. Yes, depending on how you look at it, you could argue that double-headed trains become less balanced. But I really don't see this as a game breaker. \n \n\nI will have to vehemently disagree with this, especially since I don't see a problem with in-game stuff being modeled after real life as long as it's not necessary to have an acceptable break from reality. Why make a game where you arbitrarily remove functionality from something like this, unless there is a legitimate balance concern? If anything this is more of a QoL addition than some massive balance change. That's why I think this adds to gameplay value, if I thought it didn't I wouldn't have suggested it. \n \n\nSee, this is what I'm talking about. I think we stand to benefit from this change a lot more than we stand to lose. And I really don't see it as unfair from a balance standpoint.", "date": "2020-10-22T12:31:50+00:00", "quotes": [ { "author": "AmericanPatriot wrote: Thu Oct 22, 2020 5:49 am", "content": "" }, { "author": "ptx0 wrote: Thu Oct 22, 2020 4:27 am", "content": "" }, { "author": "ssilk wrote: Thu Oct 22, 2020 7:05 am", "content": "" }, { "author": "ssilk wrote: Thu Oct 22, 2020 7:05 am", "content": "" }, { "author": "jodokus31 wrote: Thu Oct 22, 2020 10:38 am", "content": "" }, { "author": "AmericanPatriot wrote: Thu Oct 22, 2020 5:47 am", "content": "" }, { "author": "KoblerMan wrote: Wed Oct 21, 2020 8:12 pm", "content": "" } ] }, { "author": "Squelch", "content": "You are correct. nobody is forced, but with the buff, there becomes a single, obvious choice. \n \nI'm not against this per se, and as a mod it would satisfy those that don't want to have to make any kind of decision regarding train wrangling, and that is entirely their prerogative. I simply feel it should not be a vanilla buff. It's not just a balance dilemma - \"easy option\" is not the premise of the game, and in some ways its inclusion could devalue Factorio (a little). This is of course my humble opinion.", "date": "2020-10-22T13:06:44+00:00", "quotes": [ { "author": "KoblerMan wrote: Thu Oct 22, 2020 12:31 pm", "content": "" } ] }, { "author": "Tesse11ation", "content": "Sure, but having a single obvious choice just means you've discovered a more efficient way of doing things. You could compare this to figuring out what the ratio is for your smelting column - at that point, once you see the superior method, that becomes the single obvious choice, at least to that player. I would argue that this IS what Factorio is all about. \n \nAnd yeah this is all just my opinion too.", "date": "2020-10-22T13:16:18+00:00", "quotes": [ { "author": "Squelch wrote: Thu Oct 22, 2020 1:06 pm", "content": "" }, { "author": "KoblerMan wrote: Thu Oct 22, 2020 12:31 pm", "content": "" } ] }, { "author": "", "content": "I'm also in the camp of \"if a locomotive is facing the wrong way, it shouldn't contribute to motricity\". I like the current tradeoff space needed/throughput/speed of the train/convenience better than the one your suggestion would achieve.", "date": "2020-10-22T13:28:05+00:00", "quotes": [] }, { "author": "", "content": "I'm also in the camp of \"if a locomotive is facing the wrong way, it shouldn't contribute\". \n \nBidirectional trains have easier train stops but are a little slower, while unidirectional trains are a little faster but train stops need more space. I like when a player is forced to decide. \n \nThere are also other problems when locomotive in wrong direction would contribute: would that mean a train with all locomotives heading into one direction should be able to find a path in opposide direction and travel entirely in reverse? What if there would be 100 locomotives in one direction and a single one in opposite?", "date": "2020-10-22T13:39:06+00:00", "quotes": [] } ]
19
2020-10-21T07:51:34-05:00
forum-topic-124598
124598
Different railgun target selection color for ignored targets
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=124598
Quezler
It would be nice if the red "in range" highlighter would differentiate in color between ignored and/or prioritized targets.
[]
0
2024-12-17T04:39:40-06:00
forum-topic-49429
49429
Personal robots prioritizing nearest first
Outdated/Not implemented
https://forums.factorio.com/viewtopic.php?t=49429
BrickNukem
TL;DR (De)construct dense areas faster by having personal robots do the closest thing first, since you can then move around and keep flight distances short. What ? Construction bots from your personal roboports have a clumsy order in which they select construction tasks. This causes long flight times. For deconstruction, you can do better by deconstructing small patches and moving around, thereby keeping the flight distances short. A quick demonstration (gfycat cut off the video though): (takes about 40 seconds) (takes about 20 seconds) Why ? The shown work-around only works for deconstruction. As shown, nearest-first can save a lot of time in late game situations. It's not a big issue at all, but this game is about effective laziness, right?
[ { "author": "Factory Lobster", "content": "This could possibly be implemented as yet another thing to research in the tech tree...", "date": "2017-06-07T13:32:14+00:00", "quotes": [] }, { "author": "Terukio", "content": "Love this! Especially with many roboports your range can get very large, nearest first seems like a nobrainer as opposed to what appears to be random. In such a deterministic game, would make sense to be able to predict your own bot movement.", "date": "2017-06-07T13:34:31+00:00", "quotes": [] }, { "author": "mophydeen", "content": "rather than see this as a suggestion. I'd say it's currently a bug that should be fixed.", "date": "2017-06-07T14:57:30+00:00", "quotes": [] }, { "author": "Manron", "content": "i guess it is the way it is for performance reasons. \n \ncalculating which entity is currently 'nearest' has to be calculated every time a single entity is removed or you move. \n \ni dont think the QOL improvement would justify the performance hit. \n \nBut maybe i'm wrong here, who knows but the devs.", "date": "2017-06-07T15:43:34+00:00", "quotes": [] }, { "author": "Factory Lobster", "content": "Seems like it would be a simple sorting problem. If the sorting eats up processing power then the max selectable area could be decreased.", "date": "2017-06-07T15:59:08+00:00", "quotes": [] }, { "author": "malventano", "content": "Uhm, no. It is faster in your second example because you are walking around the area, meaning all robots are moving less total distance to achieve the same deconstruction. If you remain in the center without moving and choose the same sequence of individual areas that you did in the second video, it takes the same (longer) amount of time.", "date": "2017-06-07T16:05:16+00:00", "quotes": [] }, { "author": "Factory Lobster", "content": "I think that is exactly his point. If the larger area automatically started deconstructing the immediate area around the avatar, then he could at least move around while the bots did their thing and the whole process would take less time.", "date": "2017-06-07T16:09:30+00:00", "quotes": [ { "author": "malventano wrote:", "content": "" } ] }, { "author": "mp0011", "content": "Simplest solution: User controlled construction zone size. With ctrl-scroll. \nUser reduce zone size, and bots works exactly as in lower example.", "date": "2017-06-07T16:17:41+00:00", "quotes": [] }, { "author": "Factory Lobster", "content": "Or bots focus on a certain area around the mouse cursor, as long as it is within the selected work area. If outside, then it switches to its default deconstruction code, whatever that is.", "date": "2017-06-07T16:21:23+00:00", "quotes": [ { "author": "mp0011 wrote:", "content": "" } ] }, { "author": "mophydeen", "content": "this will be messy because you move your cursor around a lot. better to use the character position.", "date": "2017-06-07T16:33:18+00:00", "quotes": [ { "author": "Factory Lobster wrote:", "content": "" }, { "author": "mp0011 wrote:", "content": "" } ] }, { "author": "malventano", "content": "Agree there. If the player is willing to walk around during the process, that would speed things up.", "date": "2017-06-07T16:33:34+00:00", "quotes": [ { "author": "Factory Lobster wrote:", "content": "" }, { "author": "malventano wrote:", "content": "" } ] }, { "author": "BrickNukem", "content": "I understand that, but in this case it's trading cpu time for *my* time, so it's worth it to me!", "date": "2017-06-07T17:02:49+00:00", "quotes": [ { "author": "Manron wrote:", "content": "" } ] }, { "author": "<NO_NAME>", "content": "This could be a problem with stationary logistic site, but personal roboports don't cover that much ground. It should be possible. \n \nMaybe even better idea. In addition, when you reduce the area to zero, other players won't be able to troll your robots.", "date": "2017-06-07T17:13:32+00:00", "quotes": [ { "author": "Manron wrote:", "content": "" }, { "author": "mp0011 wrote:", "content": "" } ] }, { "author": "Hannu", "content": "This has been suggested many times. \n \nIt would not affect performance if only personal bots would seek the nearest target (and also have priority). There are typically far less than 100 personal bots and their searching area is few chunks. It seems that performance hit is common excuse for devs not to do things they do not want to do for some reason. In many cases it would be possible to decrease number of entities (like bots or biters) very significantly and therefore also save CPU time and get more effective and interesting results if they were a little bit more \"intelligent\". \n \nMaybe there should be 2 separate bot types. Current bots would be simple stupid mass bots for megabases which uses 10000 of them for high volume sorting and transport tasks and there would be more intelligent types for personal building and complex small volume transportations. They could be more expensive and not get cargo bonuses so that there would not be incentive to use massive numbers of them.", "date": "2017-06-08T05:31:50+00:00", "quotes": [ { "author": "mophydeen wrote:", "content": "" } ] }, { "author": "", "content": "Yes it would. A thing to work on finds a robot not the other way around.", "date": "2017-06-08T05:38:05+00:00", "quotes": [ { "author": "Hannu wrote:", "content": "" } ] }, { "author": "Engimage", "content": "But when you queue up \"things to work on\" maybe there is a way to put those things in it in a certain order? So you could possibly form up this queue based on certain logic. For example when player wants to deconstruct stuff objects could be queued based on a distance from a player. However this order would remain if a player moves... \n \nOr those things are processed every tick and just cycle through factory objects?", "date": "2017-06-08T06:57:00+00:00", "quotes": [ { "author": "Rseding91 wrote:", "content": "" }, { "author": "Hannu wrote:", "content": "" } ] }, { "author": "Hannu", "content": "It is just a stupid way to program this kind of thing. Or at least optimizing of some special thing at the price of poor performance in all other tasks. This leads also to situations in which I have tens of robots in my roboport but have to put one power pole manually in blueprinted construcion because it has been assigned to a robot which is out of the power 5 km away because it decided to fix something when I traveled by train. \n \nI understand that you may not want to change it for business reasons. In such case I would appreciate that you would told it and stop requests to change it. \n \nIf there were separate \"smart bots\" for personal roboports, they could behave so that free robot would seek work. If there were be 100 bots and 200 entities in construction area, calculating of distances would take few microseconds but it could save me hours of work in large base. 60 UPS in every situation is not the most important thing in entertaining gaming experience. Avoiding of boring player labor is much more important, at least in my opinion. There should be at least options to minimize player's waiting time instead of maximizing UPS when 10000 bots do high volume transport, which is probably very marginal use compared to building with blueprints.", "date": "2017-06-08T08:06:07+00:00", "quotes": [ { "author": "Rseding91 wrote:", "content": "" }, { "author": "Hannu wrote:", "content": "" } ] }, { "author": "BrickNukem", "content": "I see. That does make it trickier. Still though, is changing the behavior of personal robots something you are interested in?", "date": "2017-06-08T08:11:19+00:00", "quotes": [ { "author": "Rseding91 wrote:", "content": "" }, { "author": "Hannu wrote:", "content": "" } ] }, { "author": "mp0011", "content": "Also, you could select where construction robots to deconstruct/construct cames from - Your inventory, or the factory. \n \nIt's sometimes annoying, when You want to deconstruct something and reconstruct it somewhere else using same materials, but Your bots deconstruct just few elements, rest is waiting for factory construction bots (they are flying from far end of the base, so You wait some time). Then, factory bots grab things You are about to use, and puts it in some distant chest. So You wait AGAIN for that materials to build... \n \nIf Your zone is big, Your robots do all the jobs in it. If You want use factory bots, just shrink the zone.", "date": "2017-06-09T12:17:26+00:00", "quotes": [ { "author": "<NO_NAME> wrote:", "content": "" }, { "author": "mp0011 wrote:", "content": "" } ] } ]
19
2017-06-07T06:06:17-05:00
forum-topic-127046
127046
Where is ur lead dev
General discussion
https://forums.factorio.com/viewtopic.php?t=127046
Panzerknacker
Is he still playing WoW on the shitty new servers with dual spec? Man get ur ass back to playing Factorio, ur team needs guidance. Space Age is nowhere near the level of 1.1 on many fronts. Decisions need to be made here and u r the captain who knows best. Or are they working on 2.1 quietly? I hope they manage to reinvent the fluid system so that is more like the old one but with higher performance.
[ { "author": "Shulmeister", "content": "Why quietly ?", "date": "2025-02-22T12:19:45+00:00", "quotes": [ { "author": "Panzerknacker wrote: Sat Feb 22, 2025 11:35 am", "content": "" } ] }, { "author": "Daid", "content": "Didn't you hear? They moved on to developing robotic vacuum cleaners.", "date": "2025-02-22T12:23:33+00:00", "quotes": [] }, { "author": "Eternal", "content": "yeah , all we wanted is a new failed starcraft / warcraft....", "date": "2025-02-22T13:32:07+00:00", "quotes": [ { "author": "Daid wrote: Sat Feb 22, 2025 12:23 pm", "content": "" } ] }, { "author": "NineNine", "content": "Somebody's been drinking....", "date": "2025-02-22T14:03:08+00:00", "quotes": [] }, { "author": "feng", "content": "I guess because there are no news about it. In November they said they will need approx. 2 months, now its nearly march already. \n \nIm waiting a lot for 2.1 and for those QoL changes, expecially in circuit networks. I even stopped playing Factorio and thought... 'well, 2 months... I will wait for it....' \n \nHopefully we get some news soon.", "date": "2025-02-24T22:12:04+00:00", "quotes": [ { "author": "Shulmeister wrote: Sat Feb 22, 2025 12:19 pm", "content": "" }, { "author": "Panzerknacker wrote: Sat Feb 22, 2025 11:35 am", "content": "" } ] }, { "author": "Silari", "content": "The FFF said 2 months at least for bug fixes, not for 2.1. There wasn't an estimate on the release of 2.1, just that FFF may resume during development.", "date": "2025-02-25T02:04:23+00:00", "quotes": [ { "author": "feng wrote: Mon Feb 24, 2025 10:12 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Shulmeister", "content": "I remember them saying \"in at least 2 month\", and that they would be correcting bugs in the experimentals version before the 2.1 , seeing the regular updates with bugfixes, I assume devs are working, and it's not a secret or silent to me", "date": "2025-03-01T07:24:15+00:00", "quotes": [ { "author": "feng wrote: Mon Feb 24, 2025 10:12 pm", "content": "" } ] }, { "author": "feng", "content": "oh, no one said that they are not working \n \nI just hoped that after 3 months we get some news about how stuff is going. And that was also the intention of the thread starter. So, no complaining here, just a little bit impatience", "date": "2025-03-01T09:31:23+00:00", "quotes": [] }, { "author": "Shulmeister", "content": "The title of the topic made me think OP was unable to properly assess the regular updates as the devs announced they would do. \n \nIt also made me think it was some sort of trolling to mention the old fluid system as OP been doing ad nauseam on this forum.", "date": "2025-03-04T04:51:23+00:00", "quotes": [ { "author": "feng wrote: Sat Mar 01, 2025 9:31 am", "content": "" } ] }, { "author": "Panzerknacker", "content": "sssshhhh, he is back. I saw him. Things might get better now.", "date": "2025-03-04T20:56:33+00:00", "quotes": [] } ]
10
2025-02-22T05:35:59-06:00
forum-topic-127561
127561
Bug in decider combinator condition highlighting (and possibly output)
Duplicates
https://forums.factorio.com/viewtopic.php?t=127561
localengineer
While playing around with some combinators I noticed that one of the conditions is highlighted green when it is false and not highlighted when it should be true. In the below image, A = 0 but the condition is not highlighted. In this image, A = 1 but the condition is highlighted. This bug only appears to happen under very specific circumstances. The output of the combinator must be connected to something. The output must be set to "Input count". The condition must be checking if A = 0. Even then I can not always reproduce it. Here is a blueprint that seems to always cause the bug. The decider combinator on the right is the problem one. 0eNrNVsuumzAQ/ZVq1s5VwiMhSF20H9BFN11cRcjAJLEKhhqT2yji3zt2gKQoL6LetmIzjGeO53ngAHFWY6mE1BAeQCSFrCB8PUAlNpJnRid5jhBCiolIUU2SIo+F5LpQ0DAQMsWfEM6aFQOUWmiBR3/7so9knceoyIDdwGFQFhW5FtLcR3Bz78VnsIdwEdAdFJNWRRbFuOU7QfZk1KJEdJZaz8poz98ohrVQlY5Omeh9aSLYCaVr0vQhHS0mn0xCFRqQx52+QNOw0Vd9BZtXXnJlKxDCR+gUGLXOXKZg6lrUuqz1sC33k2lWjY1t0ApnXCv8f9GKbVGrTcar6mKdzsEiifqtUN/tpQpTCLWqkcFGIVIOa55V+N92yACWe6pcLXW0VkUeCUlAXdiX++eO69/yvH+pUJgcT4O/vFiDWr7DYHu9KVdCb3PUInmMZoLpldk+AQ0KMrICVYk0mid6MTSrueFcIsaiRKqLDQsm0JVlNPjFmvjPLfvVgrz7so/l376yt0nBLlTPCoYihnc9RCR/lgEGLHeDCdhzqFcWZX5yyXmWTTKelzeYI5i++FfGIREqqYWOUPI4O9WsU/dz8cTKtKRxtidDBrmU2qKH6VwfZADnao7VkTGr32Xqc/fvY2Yv06iG2ocml8EPOqQU6EAWKreGF747tS2CMzU5t1c47P7PySh49wzcZfe/kKPApzSMZhxpWd7oK2SK9TpjM+aw2YpZyWslx8hWcuk56jzSGp0585lrJafVuXQ6Zw5JhMAW1sMjT99KPln5ZEf3Co05BXX642WQ8RhpGuEbCpV++Hxse20mZUcNtYPiz52lt1z689k0cIKgaX4BjgfTYg== Copy blueprint I am running Vanilla SA on the most recent steam update of the game.
[ { "author": "", "content": "Duplicate 118223", "date": "2025-03-17T08:55:07+00:00", "quotes": [] } ]
1
2025-03-16T21:48:23-05:00
forum-topic-82387
82387
Sound when successfully copy/pasting an entity
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=82387
Kirk
When you shift click entities to copy over attributes from another entity, I always feel like I should double check if I didn't misclick or whatever, since that happens sometimes (especially with lots of small entities). Some kind of feedback could be nice here, like a sound
[ { "author": "Deadlock989", "content": "Could be added by a mod, the way some mods have added a \"rotate building\" sound. Some tricky choices to make about when exactly a sound should be played - whenever you paste? Or only if you paste new settings, which would be my preference - but would be difficult to script for any arbitrary entity, e.g. modded entities that have their own custom on_entity_settings_pasted logic.", "date": "2020-03-16T17:00:09+00:00", "quotes": [] }, { "author": "Sopel", "content": "I think it would make more sense for undo, since with copy/paste you always see the result.", "date": "2020-03-18T00:33:50+00:00", "quotes": [] }, { "author": "Deadlock989", "content": "I don't think Kirk meant C&Ping for construction - they meant copy-pasting settings from entity to entity. Recipes from assembler to assembler, combinator settings etc.", "date": "2020-03-18T00:39:06+00:00", "quotes": [ { "author": "Sopel wrote: Wed Mar 18, 2020 12:33 am", "content": "" } ] }, { "author": "5thHorseman", "content": "The only time I feel these doubts is when I click-drag down inserters or something like that and I doubt a little noise would help in that case. \n \nInstead of thinking, \"Did I miss one by accident? There's no sound to tell me\" I'll be thinking \"did I hear 6 dings or only 5? In all the confusion I lost count. Do I feel lucky?\"", "date": "2020-03-18T01:29:41+00:00", "quotes": [] }, { "author": "Deadlock989", "content": "I had a go at modding this and as 5thHorseman suggests, it quickly becomes noise. \n \nAlso, while it's trivial to add a ping or a boing or a whoosh to settings being pasted, it's remarkably difficult to determine whether any settings actually changed because of the paste, because of all the different kinds of entity that can have settings copied and pasted. You could laboriously customise the check for every kind of entity there is, but I fall asleep just thinking about it. Then you have things like SimpleEntityWithOwner which is typically used as a dummy entity by modders and could be functioning as almost anything, with any kind of settings simulated by any mod, that your copy-paste-ping mod wouldn't have a clue about. \n \nThe best you could probably do is not repeat a noise if a player copies twice in a row to the same entity. But that wouldn't stop the \"xylophone of doom\" effect you get from running down a line of inserters for example.", "date": "2020-03-18T23:47:12+00:00", "quotes": [] }, { "author": "Squelch", "content": "As the author of SoundOnRotate I can see both sides of this argument. I specifically added a sound to the rotate action because the action can very often be performed unintentionally, so the unobtrusive sound is there to alert, but not annoy or add further noise. \n \nPasting attributes is one area that could use some kind of feedback I agree. I'm not convinced a sound is the best solution however. There's a balance to be struck between confirmation and additional noise as @5thhorseman says. Perhaps floating text, or a brief colour change to the affected entities would be enough? That said, I do agree with @Deadlock989's observations on how to filter which and how many entities the feedback affects. I can see it becoming quite unwieldy very quickly. \n \nAs a brief aside, and with reference to the mentioned undo action, attribute pasting or changing is not added to the undo stack which can be rather annoying sometimes. Perhaps an action log would be of most help all told? This might consist of a history of the last x number of user actions performed, and could serve as confirmation and or reminder of what has been done. Especially when returning to a game after a couple of days. It would certainly aide my busy mind getting up to speed with what was happening the last time I played.", "date": "2020-03-19T00:36:26+00:00", "quotes": [] }, { "author": "Deadlock989", "content": "Flying text works out alright actually \n \n \n \nYMMV", "date": "2020-03-19T22:32:49+00:00", "quotes": [] }, { "author": "Squelch", "content": "Heh, that is pretty neat, I like the use of a symbol a lot", "date": "2020-03-20T12:57:47+00:00", "quotes": [ { "author": "Deadlock989 wrote: Thu Mar 19, 2020 10:32 pm", "content": "" } ] }, { "author": "Squelch", "content": "We now have vanilla sounds for cut and paste so this suggestion has been satisfied. I'm a little disappointed that entity rotation has been overlooked however.", "date": "2020-11-25T20:57:22+00:00", "quotes": [] }, { "author": "Deadlock989", "content": "Vanilla does have them now. The sound depends on the entity being rotated. I took it out of my mod because vanilla provides it. See core/sounds/rotate-{small/medium/big}.ogg.", "date": "2020-11-25T20:59:57+00:00", "quotes": [ { "author": "Squelch wrote: Wed Nov 25, 2020 8:57 pm", "content": "" } ] }, { "author": "Squelch", "content": "Good call. I thought I did read something, but lost it again while on a mobile device and could only find the rotate sound related to turret rotation again in the api docs. Possible I crossed over with an edit at the time. \n \nThanks for the heads up.", "date": "2020-11-25T21:04:34+00:00", "quotes": [ { "author": "Deadlock989 wrote: Wed Nov 25, 2020 8:59 pm", "content": "" }, { "author": "Squelch wrote: Wed Nov 25, 2020 8:57 pm", "content": "" } ] } ]
11
2020-03-16T11:49:09-05:00
forum-topic-116139
116139
Can i use space age with website buy with having base game on steam?
General discussion
https://forums.factorio.com/viewtopic.php?t=116139
freeafrica
The title basically is my question. I would prefer to buy SE on the website, just wan't aware of this option when I bought the base game, so my base game is "only steam". Will I have the option to claim a copy on steam from SE if I buy it on the website - just as with the base game? Will this be option available at the point of the release? I just don't wanna end up buying SE on website and not be able to play it, cause base is "only steam". Maybe there is an option to claim a "website-key" from the base-game when I bought in on steam?
[ { "author": "Amarula", "content": "Yes you link your account on Factorio.com with your steam account and whichever way you buy it, you can use it both standalone and on steam.", "date": "2024-10-20T13:04:54+00:00", "quotes": [ { "author": "freeafrica wrote: Sun Oct 20, 2024 1:02 pm", "content": "" } ] }, { "author": "Molay", "content": "Oh that's neat. I thought you needed to buy through the website for the standalone version access. Are you 100% sure about this?", "date": "2024-10-20T13:23:57+00:00", "quotes": [ { "author": "Amarula wrote: Sun Oct 20, 2024 1:04 pm", "content": "" }, { "author": "freeafrica wrote: Sun Oct 20, 2024 1:02 pm", "content": "" } ] }, { "author": "freeafrica", "content": "ty, i'm gonna go with the website buy of SE then!", "date": "2024-10-20T13:25:45+00:00", "quotes": [ { "author": "Amarula wrote: Sun Oct 20, 2024 1:04 pm", "content": "" }, { "author": "freeafrica wrote: Sun Oct 20, 2024 1:02 pm", "content": "" } ] }, { "author": "", "content": "Yes, you can use the Log in with Steam button on the Log in page and try for yourself. Let us know if you run into any issues.", "date": "2024-10-20T13:26:00+00:00", "quotes": [ { "author": "Molay wrote: Sun Oct 20, 2024 1:23 pm", "content": "" }, { "author": "Amarula wrote: Sun Oct 20, 2024 1:04 pm", "content": "" } ] }, { "author": "Molay", "content": "Thanks for the confirmation Sanqui!", "date": "2024-10-20T17:18:48+00:00", "quotes": [] }, { "author": "SuperTiberium", "content": "I brought DLC on steam but the website still doesn't show me owning the DLC can't download the standalone SA", "date": "2024-10-21T11:49:36+00:00", "quotes": [] }, { "author": "", "content": "please log out of the website and log in again", "date": "2024-10-21T11:54:56+00:00", "quotes": [ { "author": "SuperTiberium wrote: Mon Oct 21, 2024 11:49 am", "content": "" } ] }, { "author": "Pseudex", "content": "can also confirm that you can buy the dlc on factorio.com while having bought the base game on steam. \n \nyou have to upgrade your account in the page profile of factorio.com \nthere insert you key you got from humble bundle to which you were forwarded to when you bought it on factorio.com \nonce the account is upgraded you can get a steam key in the steam section of you profile. \nthere should be a button to send the key by mail to you.", "date": "2024-10-21T17:23:29+00:00", "quotes": [] } ]
8
2024-10-20T08:02:15-05:00
forum-topic-30608
30608
[Request] Vehicle Customization
Ideas and Requests For Mods
https://forums.factorio.com/viewtopic.php?t=30608
Duane
Hi. I'm making a mod for Factorio and rather than making higher tier vehicles in my mod, I'd like to make it so that existing vehicles could be customized somewhat. My ideas are seemingly simple but I don't know how well they translate into actual modding - I haven't fiddled with this specific thing yet. - Car Modules/Slots - Speed, armor, resistances? - Car-Specific Weapons - I really want these to be removable so I can add a few more. - Tank Modules / Slots - Tank-Specific Weapons If these things are all possible with the parts of the code that are changeable I'd be glad to take my own crack at it, but I'm garbage, so I'd love to see someone else's attempt as well.
[ { "author": "Danielv123", "content": "Mostly no. \n \nYou cannot edit a car at runtime, but you can do fancy lua hacks for aoe attacks, automated turrets and other cool stuff. Would definitely want that! \n \nLuckily, it looks like rseding91 is working on it, so it should be easy in 0.14: https://www.reddit.com/r/factorio/comme ... ent_grids/", "date": "2016-08-17T16:03:02+00:00", "quotes": [] } ]
1
2016-08-06T21:27:59-05:00
forum-topic-65947
65947
[0.17.2] x is in the way - same item placement
Duplicates
https://forums.factorio.com/viewtopic.php?t=65947
Gummiente27
Trying to place an item onto the exact same item (and for quickreplace like belts & inserters also in the same alignment) shows "x is in the way" floating text. But it is not in the way, its already placed.
[ { "author": "tehfreek", "content": "viewtopic.php?p=401415", "date": "2019-02-28T18:53:49+00:00", "quotes": [] } ]
1
2019-02-28T12:51:14-06:00
forum-topic-99469
99469
How to access Vehicle acceleration power?
Modding help
https://forums.factorio.com/viewtopic.php?t=99469
Rafiz
I cannot get this anywhere. Lua entity, lua entity prototype, burner, burner prototype, nothing gives me ability to get information about what's vehicle acceleration power. I'm already looking for it for 4 hours, is it even possible? I'm losing my mind on how hard is to find such information, so I decided to ask isntead. *thing* that I mean is Vehicle->Acceleration power in game UI, or data.raw['locomotive']['locomotive'].max_power in.. data.lua . How do I get that information in control.lua? I cannot reach it. I only know " game.entity_prototypes[locomotive.name] " this way of getting 'any' information about locomotive, but from my knowledge entity doesn't have anything that matches what I need. I can't find any game.vehicle_prototypes[](?) or anything simmilar. game.print(game.entity_prototypes[locomotive.type].max_energy_usage) returns 10'000, no matter what "type" of locomotive I enter. It doesn't have any sense, different locomotives should give different values, so it's for sure not value, that I was looking for. I see this thing : https://wiki.factorio.com/Prototype/Locomotive in API, but I don't know how to access it from LuaTrain.get_something, or from LuaGameScript.get_something(name) I found out that locomotive inherits from rolling stock, inheriting from vehicle, inheriting from entity with health inheriting from entity. So now I know a bit more.. Looking in "entity" was absolutely counter productive. Ahh, I think it might be impossible, I will wait for answers and stop banging my head against wall, trying to find solution that might not exist.
[ { "author": "DaveMcW", "content": "Code: Select all /c locomotive = game.player.selected\npower = locomotive.prototype.max_energy_usage\nbonus = locomotive.burner.currently_burning and locomotive.burner.currently_burning.fuel_acceleration_multiplier or 1\ngame.print(\"Acceleration power: \" .. util.format_number(60 * power * bonus))", "date": "2021-08-01T03:46:58+00:00", "quotes": [] }, { "author": "Rafiz", "content": "max_energy usage will work exactly same as my [code]local LuaEntity = surface.get_trains()[...x...].locomotives[\"...\"][1]; \nLuaEntity.max_energy_usage [/code]. I already tried it, and it didn't worked really. It returned 10'000 for every locomotive type. Doesn't matter what it's power was, but I will try to look in error in my code, if you're sure it should work correctly. \n \nIt actually... Just works... For junk train it in fact returns less. So I slipped through that answer yesterday x_x and believed that it doesn't work. \n \nThanks you a lot!", "date": "2021-08-01T10:27:04+00:00", "quotes": [] } ]
2
2021-07-31T21:50:07-05:00
forum-topic-127478
127478
[2.0.41] Stuff three rockets in a silo with space age
Not a bug
https://forums.factorio.com/viewtopic.php?t=127478
hgschmie
- Create a new game without space age. Create a rocket silo. Start building rockets until both green bars are full (one rocket on the launch pad, one "in the silo"). - Save the game. - Enable space age - Load the game. The silo still contains a rocket on the launch pad. But "in the silo" are now two rockets, because it contains 100 rocket parts (in space age, 50 parts are one rocket). Launch three rockets. (space age should probably reduce the rocket parts to 50 max if the mod gets activated on a game that already has rocket silos).
[ { "author": "", "content": "I do not care about this, there were some items consumed so a fix would be either loosing the already crafted items or drop them, whatever it would be it would be worst than keeping current behavior. It does not hurt anything and it is not something that can be automated. I will mark this as a Not a bug.", "date": "2025-03-14T11:10:23+00:00", "quotes": [] }, { "author": "hgschmie", "content": "Works for me. It is more a curious corner case than anything else.", "date": "2025-03-14T16:04:02+00:00", "quotes": [] } ]
2
2025-03-14T00:09:30-05:00
forum-topic-51943
51943
FastFurnaces - More throughput in less space
Reika's Mods
https://forums.factorio.com/viewtopic.php?t=51943
Reika
Mod Info: If you have ever found yourself in a situation where you cannot expand due to space limitations (such as deep water, a mountain, or far too many enemy bases) or want to pack more productivity into a smaller area, FastFurnaces may have what you seek. The name refers to the first things added, but at this point the mod also contains faster versions of most other processing machinery as well, plus a handful of other production boosters like fast long inserters and higher-tier modules. As this entire mod is one that could be seen as overpowered, every single feature has an option to disable it. If you have Bob's mods installed, FastFurnaces will add little new material, as Bob's Mk3/4/etc tier machinery/modules/etc is largely the same idea. Screenshots/Video: A field of improved mining drills, which are cleaner and more efficient: An accelerated furnace steel production area: A tier-3 beacon loaded with 12 Tier-5 productivity modules: Producing things faster with a fast long inserter:
[ { "author": "gnbrotz", "content": "I've just installed this mod, and immediately received the following message: \n \n \n \nInterestingly, the error also mentions a Recycling mod, which I have been using for quite some time without an issue.", "date": "2021-07-03T13:35:25+00:00", "quotes": [] }, { "author": "tmas", "content": "+1. Get the same error but without ZRecycling with just fast furnaces and dragon industries.", "date": "2022-04-18T15:45:05+00:00", "quotes": [] }, { "author": "themogul504", "content": "+1 Author needs to update the mod. Sad I can't figure out how to fix it.", "date": "2022-07-03T05:20:23+00:00", "quotes": [] }, { "author": "Pi-C", "content": "FastFurnaces tries to load images from the vanilla game. Following the path \"data/base/graphics/technology/\", there is no file \"effectivity-module.png\" in the latest version of the game. Instead, there are three files effectivity-module-x.png (x: 1, 2, or 3). Factorio 1.0 has the same files, but additionally, there is the un-tiered file effectivity-module.png, which seems to look very similar to effectivity-module-1.png (from 1.0), but quite different than effectivity-module-1.png from 1.1:\n \n \n \n effectivity-module-1.png (Factorio 1.0) effectivity-module-1.png (30.33 KiB) Viewed 2890 times \n \n \n \n \n \n effectivity-module-1.png (Factorio 1.1) effectivity-module-1.png (103.95 KiB) Viewed 2890 times \n \n \n\nFastFurnaces should add its own graphics for the new techs (the same problem will occur with productivity and speed modules). I guess as a quick'n'dirty hotfix you could go into data/base/graphics/technology/ and copy (on Linux, a symbolic link should work as well) effectivity-module-1.png to effectivity-module.png (repeat for the other module types). Perhaps that won't look as expected, but at least, a file will be found and the game should load. \n \nEDIT: It totally doesn't look as expected! The icon is too big, so you'd have to fix the technology prototypes by adding the scale property. But what can you expect from a quick'n'dirty hack?", "date": "2022-07-03T06:33:41+00:00", "quotes": [ { "author": "gnbrotz wrote: Sat Jul 03, 2021 1:35 pm", "content": "" } ] }, { "author": "Airat9000", "content": "load bug\n \n \n \n Скриншот 02-12-2022 153612.jpg (64.03 KiB) Viewed 2431 times", "date": "2022-12-02T12:37:07+00:00", "quotes": [] } ]
5
2017-08-17T14:16:01-05:00
forum-topic-127479
127479
[2.0.39] Train tutorial crashes
Duplicates
https://forums.factorio.com/viewtopic.php?t=127479
gemed42913
[2.0.39] Train tutorial crashes after user follows what it says and tries to add Station A: Step 1: Tutorial tells user what to do: https://i.imgur.com/e06RsIK.jpeg Step 2: User clicks on locomotive: https://i.imgur.com/3Xg6tJ7.jpeg Step 3: User clicks "Add station": https://i.imgur.com/2WCNdbC.jpeg Step 4: User selects "A" (crash): https://i.imgur.com/SfMpB3l.jpeg
[ { "author": "", "content": "127447", "date": "2025-03-14T11:21:29+00:00", "quotes": [] } ]
1
2025-03-14T01:47:03-05:00
forum-topic-97880
97880
Documentation Improvement Requests
Documentation Improvement Requests
https://forums.factorio.com/viewtopic.php?t=97880
Did you just run into a prototype property that was called pizza_type but didn't seem to do anything with pizzas at all and didn't have a description to tell you what it really does? Did you try to use a complicated method in the control stage but couldn't figure out how the format the doc describes should look like and there wasn't any example? We want to fix that :D We are looking for properties/methods that are missing descriptions or could use examples in both the prototype docs and the runtime docs . We would like to prioritize our documentation efforts by what mod authors specifically run into or have problems with due to missing explanations/examples. Please post your requests in this thread. Examples of the kind of requests we're looking for: 88004 89845 Examples of a recent improvement that we would like to repeat for other properties/methods: Added examples for LuaCommandProcessor.add_command and Types/LineTriggerItem Please do not just say "most things in the prototype docs", we know and we'd like to prioritize working what you run into, instead of going alphabetically.
[ { "author": "Honktown", "content": "A small request, the list of Attack Parameters is not complete nor exhaustive: https://lua-api.factorio.com/latest/Con ... Parameters \n \nSomething like \"examples of values\" would've been sufficient to prevent confusion I encountered (when looking for a value). In other words, the table contains a lot more attack-related stuff, not only those things. \n \n-> Updated for the next release", "date": "2021-04-15T16:55:48+00:00", "quotes": [] }, { "author": "eradicator", "content": "Today I was told that force_visibility can also affect the selectibilty of a SEWO. -> Added at SimpleEntityWithOwner#force_visibility", "date": "2021-04-15T17:12:02+00:00", "quotes": [] }, { "author": "DedlySpyder", "content": "Took a look through my bug reports, which were normally because something was unclear to me: \n \n [*] LuaEntity.destroy() Returns True on Invalid Entity - Rseding told me this only returns false if it failed to destroy a valid entity. \n [*] LuaSurface.find_non_colliding_position() Infinite Loop 0 Radius - This occurs when the chunks weren't generated. A hint to generate the chunks first would have been helpful. \n [*]That weird multiplayer save, but single player thing that happens. I'm still not entirely sure of how, but when you take a multiplayer game and just play it locally it's still kind of a multiplayer game. Specifically it will still fire on_player_joined_game but not on_player_left_game . \n [*] Ghost Lost in Migration When Changing Entity Type - It's just not supported, but I don't believe it's noted anywhere \n [*] Entity placeable_by Hidden Dependency on Item's Order - Placeable_by just adds the item to the items_to_place_this array, which is then sorted by order, so the lowest sort is always the winner here for blueprints. Whereas primary-place-result on the item places it at the beginning of the array. \n \n\n-> All of these have been dealt with, changes to the API docs will appear with the next release.", "date": "2021-04-15T21:38:25+00:00", "quotes": [] }, { "author": "curiosity", "content": "Explain what exactly \"stretch_and_expand\" means for horizontally/vertically stretchable/squashable (especially squashable) in Types/StyleSpecification. -> Added at https://wiki.factorio.com/Types/StretchRule", "date": "2021-04-18T01:07:38+00:00", "quotes": [] }, { "author": "curiosity", "content": "This should be added to LuaTile.hidden_tile (which is also missing description), LuaSurface.set_tiles and Prototype/Tile#minable. \n \nAlternative phrasing: \"The old tile becomes hidden if it is not minable and the new tile is.\" \n \n-> Improved for the next release", "date": "2021-04-19T13:45:23+00:00", "quotes": [ { "author": "Klonan wrote: Mon Apr 19, 2021 11:15 am", "content": "" } ] }, { "author": "eradicator", "content": "Regarding LuaForce.set/get_friend (and probably LuaForce.set/get_cease_fire) they have no effect on the neutral force. Which would've saved me a bunch of time had I known :D. \n \n[quote=Klonan post_id=544124 time=1618868332 user_id=5544] \nNeutral force is hardcoded to always return true for 'is_friend' checks, this isn't a bug \n[/quote] \n \n(Note from Therenas: The correction of this is waiting on the related bug being fixed) \n \n(Note from eradicator: Klonan has decided that he doesn't want to fix it for unclear reasons. So I'd want at least documentation of every hidden hardcoded effect on both set/get_cease_fire and set/get_friend for all directions. I.e. is PlayerForce.get_friend(NeutralForce) always true too? Or is it just NeutralForce.get_friend(PlayerForce) that's always treated as true even though the API lies about it?) \n \n(Note 2 from eradicator: So Klonan said he's going to think about it some more.)", "date": "2021-04-19T21:50:01+00:00", "quotes": [] }, { "author": "Xorimuth", "content": "Entity#remove_decoratives what does \"automatic\" mean? Presumably it depends on the subentity? I'm particularly interested in type \"car\". -> Correct, documented. Cars aren't considered buildings (= no removal).", "date": "2021-04-23T20:34:10+00:00", "quotes": [] }, { "author": "curiosity", "content": "It is worth noting in https://lua-api.factorio.com/latest/LuaGuiElement.html that a list box has a built-in scroll pane and a scroll pane has a built-in vertical flow. -> Improved for the next release", "date": "2021-04-25T14:10:54+00:00", "quotes": [] }, { "author": "Pi-C", "content": "When using named keys, either amount or (amount_min and amount_max) must be set. But what happens if all are used? -> amount taking precedence noted on FluidProductPrototype and ItemProductPrototype \n \nModerator note: Discussion of this post was split into a separate topic: 98070", "date": "2021-04-25T18:22:18+00:00", "quotes": [ { "author": "https://wiki.factorio.com/Types/ItemProductPrototype wrote:", "content": "" } ] }, { "author": "Xorimuth", "content": "https://lua-api.factorio.com/latest/Lua ... Entity.die it seems that 'force' should be 'optional'. \n \n-> Fixed and added example for the next release", "date": "2021-04-25T21:40:50+00:00", "quotes": [] }, { "author": "Xorimuth", "content": "I'd appreciate some explanation of HighlightBoxEntity please. \n https://wiki.factorio.com/Prototype/HighlightBoxEntity \n \nOverall, when would you use this? The following are the questions that I had as I read through it and tried it out, but from experimenting it seems that it is only used to display the highlight box permanently. Given that, is the description \"Used to attach graphics to entities during runtime.\" really true? It seems that it is a lot more specific (and less useful) than that. \n \nDoes setting `bounding_box` in the data do anything? -> Added on https://wiki.factorio.com/Prototype/HighlightBoxEntity \n \n In https://lua-api.factorio.com/latest/Lua ... ate_entity , according to the game, it must have either `target`, `source`, or `bounding_box` set, but it says that `source` is only used for 'beams'...? (It might be useful to expand on when you'd want to use `target` as well). \n \nIn the `highlight-box` specific arguments for `surface.create_entity`: \nIt would be useful if it stated that `bounding_box` is absolute coordinates, not relative coordinates like they are in entity data definitions. \nIt seems that `position` is ignored when using `bounding_box` but it has to be set anyway. \nWhat are the meanings of `box_type` ( https://lua-api.factorio.com/latest/Con ... RenderType ). When would you use each? Are there any examples of usage of those already in the game? EDIT it seems that they just set different colours. \nLess important it could state that time_to_live and blink_interval are in ticks (presumably... I've not tested yet). \n \n-> Fixed for the next release (finally!)", "date": "2021-04-25T22:25:10+00:00", "quotes": [] }, { "author": "ickputzdirwech", "content": "I am assuming that the items in https://lua-api.factorio.com/latest/events.html#on_player_cancelled_crafting are basically the same as in https://lua-api.factorio.com/latest/events.html#on_pre_player_crafted_item . Could still use some clarification imo. \n \n-> Improved for the next release.", "date": "2021-04-29T09:33:55+00:00", "quotes": [] }, { "author": "curiosity", "content": "The docs claim that LuaFlowStatistics.input_counts and output_counts are dictionaries of string to array of numbers, whereas in reality they are string to a single number. \n \n-> Fixed for the next release.", "date": "2021-05-08T16:52:24+00:00", "quotes": [] }, { "author": "Honktown", "content": "https://wiki.factorio.com/Prototype/Fluid \nremove pressure_to_speed_ratio from the example -> Fixed. \n \nIt does not exist among the prototype keys/links. It is mentioned in the example, but in the log: \n Code: Select all 39.413 Warning PrototypeLoader.cpp:202: Value ROOT.fluid.<some-fluid-name>.pressure_to_speed_ratio was not used.", "date": "2021-05-09T22:04:32+00:00", "quotes": [] }, { "author": "Impatient", "content": "Some time ago I ran into some undocumented behavior of surface.map_gen_settings . \n \nIt seems that a value of lower than 1/6th (0.166667) for the frequency of ore patches ( used in surface.map_gen_settings.autoplace_controls ) has no effect in game. The docs though do not state any limits as there is only a reference to MapGenSize for the type to be used. \n \nHere is a post about what I tested and found: 84632 \nAnd here is Rseding91's assessment of the situation: 91396 \n \nIt appears to be an obscure thing. Making it work for lower values would be my preferred solution, but if that is not possible, it would be nice, if the docs state the boundaries. \n \n-> Thanks for the detailed explanation. This has been noted on the MapGenSize concept. Basically, anything that's outside the range of values the vanilla map generator offers are not guaranteed to work as expected", "date": "2021-05-09T23:54:33+00:00", "quotes": [] }, { "author": "coderpatsy", "content": "Klonan tried fixing it but because it affects older saves it was shelved: viewtopic.php?p=540284#p540284 \n \n-> Thanks for the context!", "date": "2021-05-10T04:36:27+00:00", "quotes": [] }, { "author": "DoubleThought", "content": "Types/IconData ( https://wiki.factorio.com/Types/IconData ) does not specify what units shift works in. I am uncertain if it's in grid coordinates, where an icon ranges from [-1, 1], or where an icon ranges from [0, 1], or where an icon ranges from [0, icon_size]. \n-> Documented, thank you to snouz, Honktown and posila.", "date": "2021-05-12T06:59:25+00:00", "quotes": [] }, { "author": "Honktown", "content": "Worse than all those, it's in pixels (from an origin at the center, so negative shifts are left and up, respectively). Pixels after scaling iirc. \n-> Documented, thank you to snouz, Honktown and posila.", "date": "2021-05-13T05:03:45+00:00", "quotes": [ { "author": "DoubleThought wrote: Wed May 12, 2021 6:59 am", "content": "" } ] }, { "author": "ickputzdirwech", "content": "Apparently you can use entity_create{orientation=...} for rolling stock. See 98373 . But it's not documented in https://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.create_entity . \n \nPS: I wonder what else is available and not mentioned there... \n \n-> Fixed for the next release. We're also having a look at what else is missing.", "date": "2021-05-16T08:09:36+00:00", "quotes": [] } ]
19
2021-04-15T11:28:17-05:00
forum-topic-121981
121981
Display Collaborator Information on Mod Page
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=121981
Tserup
What: Add a more detailed collaborator information section on the mod introduction page. Mod creators can customize the role of each collaborator when inviting them or afterward, such as Owner, Author, Former Author, Programmer, Artist, Designer, Tester. Custom role titles should also be supported. Collaborator information will be displayed on the mod’s main page, and the projects they’ve contributed to can also be showcased on their profiles. Additionally, creators can assign specific permissions to each collaborator, such as uploading new versions, editing the mod description, or Full Ownership. Why: This feature allows mod creators to better showcase all contributors involved in the project. Sometimes, players are curious about who contributed to a mod and what other mods they have worked on. Highlighting contributors not only improves visibility for collaborators but also encourages greater participation in community-driven projects. ps.My English is not very good, so I used ChatGPT to translate it into English. I hope it doesn’t sound too awkward.
[]
0
2024-11-18T11:07:45-06:00
forum-topic-110153
110153
factario keep crashing every few seconds
Technical Help
https://forums.factorio.com/viewtopic.php?t=110153
ilb1007aer
please help
[ { "author": "", "content": "Post the log file, see 3638 .", "date": "2023-12-11T21:27:01+00:00", "quotes": [] }, { "author": "ilb1007aer", "content": "keep crashing every few seconds. \nnormal play", "date": "2023-12-12T17:11:05+00:00", "quotes": [] }, { "author": "", "content": "Post a few more logs with crashes please.", "date": "2023-12-12T17:18:01+00:00", "quotes": [] }, { "author": "ilb1007aer", "content": "here is the latest", "date": "2023-12-13T21:23:01+00:00", "quotes": [] }, { "author": "", "content": "The crashes are unrelated, this is a hardware issue.", "date": "2023-12-13T21:26:52+00:00", "quotes": [] }, { "author": "", "content": "Both of those log files are crashing in different and unrelated places. Additionally they're crashing in places that no known engine bug has ever been discovered in the wild. That combined *heavily* points towards your computer being unstable and or you having bad RAM. \n \nAre you currently overclocking your CPU or RAM? If so, try disabling that and see if it has any effect.", "date": "2023-12-13T21:29:20+00:00", "quotes": [] }, { "author": "ilb1007aer", "content": "ram is brand new, mb is brand new, hd is brand new video card is brand new low quiality but new \nno issues with pc ever crashing", "date": "2023-12-15T18:28:15+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "Just because it's new doesn't mean that something couldn't be faulty, or that some settings may be wrong. Factorio is also much heavier on RAM than most other games and programs, thus is more likely to experience issues from RAM issues/instability. \n \nAs Rseding suggested, if you're overclocking (such as XMP), try temporarily disabling it and giving it another try. Note that some MB manufacturers and models do have an XMP profile enabled by default, in case you don't ever remember enabling one. \n \nAlso, try using memtest on your computer, but note that some issues require running it for several loops to find and expose them.", "date": "2023-12-16T02:39:49+00:00", "quotes": [ { "author": "ilb1007aer wrote: Fri Dec 15, 2023 6:28 pm", "content": "" } ] }, { "author": "ilb1007aer", "content": "i test memory and pc from perfoming \"mdsched.exe\" all comes out ok. \nstill crashes every few minutes \nplease help", "date": "2023-12-16T18:38:52+00:00", "quotes": [] }, { "author": "FuryoftheStars", "content": "Use memtest, not mdsched.exe. Based on what I can find, mdsched.exe is not that great.", "date": "2023-12-16T18:48:07+00:00", "quotes": [] }, { "author": "", "content": "Sorry but there is nothing we can do. Your hardware is unstable under the load Factorio puts on it and that's something you need to address on your end.", "date": "2023-12-16T19:56:08+00:00", "quotes": [] }, { "author": "ilb1007aer", "content": "please how can i trouble shoot my computer \nto find out where the problem is?", "date": "2023-12-23T19:36:19+00:00", "quotes": [] }, { "author": "", "content": "Update the bios, increase CPU voltage, swap memory, swap CPU, swap mainboard, swap PSU.", "date": "2023-12-23T21:58:17+00:00", "quotes": [] }, { "author": "NineNine", "content": "It sounds to me like bad RAM to me, from my experience. Bad RAM will give you random errors all over the place like this. Luckily, it's easy to test and easy to replace. Hopefully, that's what it is. Trying to diagnose a bad motherboard is a lot tougher.", "date": "2023-12-24T00:09:00+00:00", "quotes": [] }, { "author": "", "content": "Bad memory would cause crashes in all applications and the os itself. This is likely a CPU issue.", "date": "2023-12-24T08:28:17+00:00", "quotes": [] }, { "author": "fishycat", "content": "Did you try with different graphic settings? Try with video memory usage high or medium. SE and Alien Biomes could be too heavy for your graphic card in highest settings. \n \nMerry Cogmas everyone", "date": "2023-12-24T11:29:05+00:00", "quotes": [] } ]
16
2023-12-11T13:42:04-06:00
forum-topic-123547
123547
"Planet" tag in Mod search
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=123547
fserb
A bunch of new mods implementing planets are being developed and they are not the easiest to find right now. Could we please have a "Planet" tag for new planets?
[ { "author": "", "content": "[Koub] Moved to Mod portal discussion.", "date": "2024-12-05T21:06:48+00:00", "quotes": [] }, { "author": "mergele", "content": "That does sound useful yeah.", "date": "2024-12-07T16:10:37+00:00", "quotes": [] }, { "author": "front", "content": "I'd make it an entire category, as these sit between content and overhaul. \n \nAlso most planet mods tick at least fluid, mining, manufacturing, power and environment just by existing. After those tags come the actual content that they have. xD \n \nThis is where I am now with an unfinished planet mod, and I may still tick more. For someone looking for an enemy mod this is bloat.\n \n \n \n 02-28-2025, 19-06-09.png (146.27 KiB) Viewed 82 times", "date": "2025-02-28T17:55:55+00:00", "quotes": [] } ]
3
2024-12-02T08:24:21-06:00
forum-topic-127496
127496
Add invert_colors to button_style
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=127496
_KiRiK_
123.png (71.01 KiB) Viewed 114 times hi. I'm making an interface mod and ran into a problem. black icons are not visible and their color needs to be inverted. but invert_colors does not work for button_style. Could you add this functionality?
[ { "author": "curiosity", "content": "If at all, it should be a property in SpritePrototype, not button style. But you can already include manually modified files and use those.", "date": "2025-03-15T09:00:08+00:00", "quotes": [] }, { "author": "_KiRiK_", "content": "hmm. This is not what it should be according to the logic of things. \nThe button style should define this. \nif a mod adds its own button to shortcuts or mod_gui_button, then it will be black and I need to catch all the icons and invert their colors. what if the icon is colored? it will invert its colors and ruin everything. \nNow I understand why this won't work properly. and why the game has icons of black and white versions. \n \n \n \n 3.png (45.94 KiB) Viewed 58 times \n \n \n \n \n \n 2.png (28.42 KiB) Viewed 58 times \n \n \n \n \n \n 4.png (118.54 KiB) Viewed 58 times \n \n \n \nfor shortcut and mod_gui I will have to make a light background. \nfor other buttons I will invert the colors of the sprites", "date": "2025-03-15T09:49:30+00:00", "quotes": [ { "author": "curiosity wrote: Sat Mar 15, 2025 9:00 am", "content": "" } ] } ]
2
2025-03-14T15:05:15-05:00
forum-topic-127542
127542
[2.0.41] pre_entity_died event
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=127542
hgschmie
There are "pre" events for all "mining" ways in which an entity can be removed: - on_pre_player_mined_item -> on_player_mined_entity - on_robot_pre_mined -> on_robot_mined_entity - on_space_platform_pre_mined -> on_space_platform_mined_entity However, there is no pre-event for on_entity_died. So in some of my mods, I now have to deal with "entity gets removed" events differently for the "mined" and "died" events (do pre-reqs in _pre_..._mined and on_entity_died and the actual op in _..._mined and on_post_entity_died). Would it be possible to have a "on_pre_entity_died" event similar to the pre_..._mined events that triggers before an entity actually dies?
[ { "author": "", "content": "The current entity died event is actually a pre-died event. Because once something is actually dead, we can't make a lua event for it (since it's dead). In the current died event if you set the health back to a non-zero value it doesn't actually die.", "date": "2025-03-17T12:39:05+00:00", "quotes": [] } ]
1
2025-03-16T00:55:29-05:00
forum-topic-119812
119812
Make promethium spoil, and quickly
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=119812
CyberCider
What? Make promethium chunks spoil within a few minutes, to prevent them from being brought back into the star system. Why? Two words: Belt storage. That terrible, brainless cheese strategy still exists, and people still use it, even after the recipe rebalance that was done before release. For those unaware, allow me to explain. Promethium science packs are crafted from promethium asteroid chunks, quantum processors and biter eggs, and are supposed to be crafted on the space platform, while it flies to/from the shattered planet. This is why promethium was made so difficult to store, and why its quantity in the science pack recipe is so high. But what did people do? They figured out that it’s easy to “store” promethium chunks using the surfaces of transport belts instead of slots of cargo bays. This allows you to ignore the challenge completely, simply haul promethium back to Nauvis, and do everything there. With free space, no danger from asteroids, and easy access to fully fresh biter eggs. Personally, I can’t stand it, I hate that it exists. And if a simple solution can be found, then I believe it should be applied, and as quickly as possible. And since there already exists a game mechanic that prevents item storage, I seems like a trivially simple thing to implement. Please, I can’t stand to see any more colorful belt vomit on people’s space platforms! Yes, I know that the proper method is more efficient. But people would rather do a lot of simple busywork than a little bit of clever designing. If there was an alterntive recipe to make every science pack out of 1 million iron ore, I guarantee you people would use it, no matter how inefficient it may be. And for the game’s ultimate challenge, I don’t think people should be given the option of “1 million iron ore”ing it. People that will be upset by this thing’s removal will be able to easily mod it back in, and properly mark themselves as unwilling to engage with the full extent of the gameplay, instead of their cheese designs being equally valid to proper ones. Oh, this is such an ugly rant, I know. But this problem really gets on my nerves, even moreso when I see that seemingly no one else is bothered. Can nobody see what a travesty this is?
[ { "author": "MeduSalem", "content": "The better solution would actually be if you would have to process the stupid promethium chunks into something else first (which then is the ingredient of the Promethium science packs) that can actually be stored better/more densely into the cargo bays and make the recipe take its crafting time. \n \nThen you would still have to do something on the platform during the flight back. \n \nAnd the people would not feel the need to resort to using belt-storage tricks in the first place. ^^ \n \n \nI mean, I am not even that far in the game yet, but I saw the recipes and some of the solutions that people came up with for the issue and I can not blame them for using such tricks.", "date": "2024-11-04T21:05:13+00:00", "quotes": [] }, { "author": "CyberCider", "content": "The science pack recipe *is* the processing, there’s no need for a middle step.", "date": "2024-11-04T21:16:06+00:00", "quotes": [ { "author": "MeduSalem wrote: Mon Nov 04, 2024 9:05 pm", "content": "" } ] }, { "author": "MeduSalem", "content": "Good. The result will be that you will have to keep on watching people using belt storages instead of cargo bays. ^^ \n \n[edit] \nAs long as the artificial storage-density issue is present I will totally do that too once I get to it if I am even still motivated to do that kind of grind by then (I consider just launching a ship to the edge of the solar system and be done because I stated in other threads in the past already that I never much was a fan of the endless research grind).", "date": "2024-11-04T21:27:09+00:00", "quotes": [ { "author": "CyberCider wrote: Mon Nov 04, 2024 9:16 pm", "content": "" } ] }, { "author": "CyberCider", "content": "Um, I’m not sure, but maybe there’s been a misunderstanding? You said that you haven’t reached this point in-game yet, so maybe you just don’t know, but… Promethium science packs do not spoil like lime science does. It doesn’t matter how fresh the biter eggs are when you craft the pack, only that they still exist. In that regard, it’s much more forgiving than lime science (rightfully so, because unlike it, it’s made of expensive and non-renewable resources). \nNo matter what, the completed science packs will always have their full value. You either successfully make the packs, or the eggs hatch and you don’t make the science packs at all (but no other ingredients are lost). You see, there’s no tangible value to bringing promethium back to Nauvis, all it does it let people get away with simpler, sloppier platform designs.", "date": "2024-11-04T21:42:30+00:00", "quotes": [ { "author": "MeduSalem wrote: Mon Nov 04, 2024 9:27 pm", "content": "" } ] }, { "author": "GrumpyJoe", "content": "So you want something changed because someone else is doing it, while you do it the \"right way\"? Why not keep doing it right and ignore others? \n \nI mean, this doesn't even come across as if its about competing with cheaters, more like a genuine worry about some gameplay oversight. \n \nBut on the other side: congratulations on the worst priority I've seen in a long time. \nNot because it provides a solution. It might, I've not been there yet. \n \n \nBut it restricts it even further into linear gameplay. \nBeside the meaningless choice in which order you visit the middle planets (*), there is already not much to chose. \nSo why even bother, let them cheese it. \n \n \n(*) I don't even hate the DLC, on the other side I've never been hyped and still pretty underwhelmed. \nSo many missed opportunities. \nBut i know im the minority that loves Gleba for example, if this had any replayabilty I'd go there first just for the fun.", "date": "2024-11-04T21:47:16+00:00", "quotes": [] }, { "author": "MeduSalem", "content": "Yea, my bad, I did not know that, until now. I thought that like most other things crafted from the spoilables that the promethium packs spoil too since they are crafted from biter eggs that can spoil. ^^ \n \nAnd the way you wrote in your original post \"and easy access to fully fresh biter eggs\" it had confirmed in my mind what I kinda already feared; that the promethium science packs probably also have freshness/spoilage rates and that you want to process them as fast as possible to get the most out of them. \n \nWell, if that is not the case then that is good for one part. \n \n \nBut then I really don't get why it even annoys you that people buffer storage the chunks on belts. Let them. It is not like you have to do it that way. It doesn't change a thing in terms of balancing anyway. It may be aesthetically ugly, but who really cares where the chunks are stored. ^^ \n \nI could just as much slap on 100 more cargo bays instead (not like weight of a platform matters either) and do the same but just less dense. Would that annoy you too, or is it just the underground belts?", "date": "2024-11-04T21:56:35+00:00", "quotes": [ { "author": "CyberCider wrote: Mon Nov 04, 2024 9:42 pm", "content": "" } ] }, { "author": "CyberCider", "content": "You’re completely correct, belt storage is not the core of the issue here. It’s only the currently most efficient method of performing this cheese. If belt storage was somehow selectively removed, people would only move on to the next, more inefficient method. Machines with the science pack recipe that store promethium in the ingredient slot, cargo bays, inserter hands… They would never stop. \nBut my suggestion, quickly spoiling promethium, would eliminate any possibility for any kind of long term storage. It would be a catch-all. Spoiling is the one thing that motivates people to do this, so if even stricter spoiling also awaited them if they tried the trick, then the intended method would become the more preferable one.", "date": "2024-11-04T22:59:33+00:00", "quotes": [ { "author": "MeduSalem wrote: Mon Nov 04, 2024 9:56 pm", "content": "" } ] }, { "author": "mmmPI", "content": "Just don't do it if you don't like it. \n \nI think making the chunk spoils quickly would make it pointless to make trips that last more than half the span of the biter eggs toward shattered planet. And is not good. \n \nI think you are supposed to spend time engineering a solution to keep your end game science infinite by scaling up designs or number of platforms. Using belt storage is one way to do, if you remove it , then there's 1 less way to do. It doesn't open up new possibilities that are already there for people that want to use them. \n \nYou can totally use many small ships for science in late game, it's just boring compared to trying to make bigger and faster one with or without belt storage, but if you can't carry nor the eggs, nor the chunks because both spoil, you automatically set a limit on the duration of trips.", "date": "2024-11-05T00:26:54+00:00", "quotes": [] }, { "author": "spacedog", "content": "So... what happens if I disable spoilage in the game settings? \n \nI mean, clearly the devs had a design for how they \"meant\" the game to be played? But how far should they go to force people to play that way?", "date": "2024-11-05T01:04:51+00:00", "quotes": [] }, { "author": "mmmPI", "content": "You can't remove spoilage from the game in settings, only make it super long which is not always a good thing, because then you have science packs that are worth nothing almost and you still need to ship them around or wait for hours that they spoil because that's actually a good thing sometimes x). \n \nThere is mod though : https://mods.factorio.com/mod/no-spoilage", "date": "2024-11-05T01:15:54+00:00", "quotes": [] }, { "author": "Stargateur", "content": "I don't understand how that a problem or even exploit, the game is over at this point so that only for fun, then how is this cheating ? it's only prove cargo bay are weak no ? but I don't think they are, cargo bay is 4x4, 20 slot of stack let's take an items that stack to 50, so 20 * 50 => 1000 items, a fully loaded belt is 32 items now, you can put 16 belt so 16x32 => 512 items. Now the number are wrong for thing that doesn't stack like asteroid, 20 slot mean 20 asteroid, and 16 belt mean 16*8 => 124 asteroids, so even a legendary cargo bay is much less efficient. Mean the real problem is not really belt or cargo bay but why asteroid doesn't stack more than 1... (like artillery shell again can't wait to finish my vanilla run and go mod) \n \nTL;DR: you can put 8 asteroid in a belt but only 1 in inventory slot, they need to stop item that doesn't stack cause it's breaking balance in the whole game. They need to design them to be stackable and balanced around that. Item that stack to 1 are evil, in 1.1 minimum was 8 now in 2.0 minimum must be 32. \n \nEDIT: fixed numbers and wording but they could still be wrong (doesn't change the general idea) \n \nPS: or buff cargo bay like crazy.", "date": "2024-11-05T02:09:39+00:00", "quotes": [] }, { "author": "mmmPI", "content": "Asteroid can only stack to 1 in a belt, since their stack size is 1, the stack inserter can only pick 1 and drop 1 at a time. \n \nThat means 8 asteroid no more on a belt, but you can have several colors of belts and underground at the same place. 4, 5 , 6 ... many possibilities.", "date": "2024-11-05T02:15:10+00:00", "quotes": [ { "author": "Stargateur wrote: Tue Nov 05, 2024 2:09 am", "content": "" } ] } ]
12
2024-11-04T14:19:56-06:00
forum-topic-127276
127276
LuaRendering::draw_icon()
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=127276
Quezler
It would be nice if you could draw alt-mode like icons with luarendering, LuaRendering::draw_sprite() exists but it is insufficient, it cannot: - draw those sdf/shadow things neatly around icons like alt mode would - draw quality (tbh just add another draw_sprite() for that, but this request is aimed for the shadow effect, but if we get that this would be nice too) So i would like a way to request that with luarendering we can get those outlines/shadows so we can draw realistic looking alt-mode's ourselves, currently we modders are limited to shadow sprites or drawing the icon in black a little bigger, like the factorissimo and ltn thought bubble mod: Screenshot 2025-03-05 at 13.01.26.png (533.83 KiB) Viewed 190 times Screenshot 2025-03-05 at 13.03.25.png (67.49 KiB) Viewed 190 times This can be made to resemble a somewhat familiar look but it is still very far off in lots of subtle ways. Therefore the MVP of this request is being able to draw the outline/background/sdf for items/fluids/signals/etc icons, things that never render as alt mode icons anyways can safely be ignored/excluded. A more advanced version would be similar to https://lua-api.factorio.com/latest/pro ... cification or https://lua-api.factorio.com/latest/typ ... oning.html where you can specify one (or more) items/fluids/signals/etc and have the luarenderer take care of their size/spacing/positioning based on the parameters provided and/or the target entity. A built-in quality draw option would be welcome too if something icon specific is being added anyways, but unlike the above it already has workarounds.
[ { "author": "protocol_1903", "content": "+1, would help immensely in a number of scenarios I've seen recently. \n \n\nThis would also be awesome, perhaps when specifying a sprite for LuaGUI (Sprite or SpriteButton) perhaps it could be a table, then a property `quality` could be specified to have that rendered over top? I couldn't figure out how to render layered sprites runtime, this would help immensely.", "date": "2025-03-05T16:27:05+00:00", "quotes": [ { "author": "Quezler wrote: Wed Mar 05, 2025 12:09 pm", "content": "" } ] }, { "author": "s6x", "content": "This would definitely be useful. I managed to get Lab Icon Revert looking \"good enough\" by drawing the shadows myself but it would definitely be nice to be able to do this automatically.", "date": "2025-03-05T18:25:10+00:00", "quotes": [] } ]
2
2025-03-05T06:09:11-06:00
forum-topic-117537
117537
[2.0.10] Turbo transport belt "burnin"
Not a bug
https://forums.factorio.com/viewtopic.php?t=117537
titiba581
when I play the game and place some green belts there is the border of the arrows on the betl still displaying on my screen but only in factorio.
[ { "author": "", "content": "Thanks for the report. Can you pleases show a screenshot or video of the issue you're having?", "date": "2024-10-26T13:03:03+00:00", "quotes": [] }, { "author": "titiba581", "content": "I can't do anithing better because when I rec it with obs it doesn't appear \nI have a RX7900XTX", "date": "2024-10-26T15:03:39+00:00", "quotes": [] }, { "author": "", "content": "I'm not sure what I'm supposed to be looking at in that video?", "date": "2024-10-26T15:22:12+00:00", "quotes": [] }, { "author": "titiba581", "content": "unfortunatly you can't see it on any videos I took. But it append when ther is things that move to quickly like greens belts or train light flikering.", "date": "2024-10-26T16:37:04+00:00", "quotes": [] }, { "author": "Nukewarhead", "content": "Hello, \nI have noticed this being an issue too, and hopefully i can provide more of a understanding of the issue, im on a Asus ROG Swift Pg279qe at 144hz 1440p, i can notice the effect is like a screen burn that starts after about 5 minutes of non movement, and only after you start to move you notice it slightly, the more time you spend standing still the more the effect can be seen. i have only noticed this issue with the new Turbo Belts so far. a static like image of the belt gets burned into the screen for about as long as you leave the belt onscreen for, in my case it disappeared after about 10 minutes after i think it was AFK for about 15 mins, but the belts burned image stuck around on the monitor even when outside of the game and a computer restart. i think the animation may be the issue but I'm not sure why its only the new belts doing this. its hard to capture a picture, but if it happens again ill do my best.", "date": "2024-11-16T19:22:04+00:00", "quotes": [] }, { "author": "ramhoj", "content": "I ran into this today as well on my Apple Studio Display, Windows 11, Steam edition. I got a distinct turbo-belt arrow pattern left on the screen for ~10 until I ran https://www.youtube.com/watch?v=39HUG7Q ... nBurnFixer for another ~10 minutes. \n \nI found this article https://forums.blurbusters.com/viewtopic.php?t=7539 . I don't know much about this topic but \"Anything that does exactly a half-Hz or quarter-Hz flicker with no dropped frames for a sustained period\" seems interesting, could it be that turbo belt specifically hits this frequency? \n \nI don't know if the issue is 100% guarantee to go away, but sure is super scary until it does given how it persist restarts and display-depower. \n \nIf any devs are reading this I'd experiment with tweaking the belt animation speed to see if that solves this issue .", "date": "2025-01-18T17:32:24+00:00", "quotes": [] }, { "author": "Lalaith", "content": "I agree, I am experiencing this as well, 2.0.32. I'm on a 1440p144hz IPS monitor, Gigabyte G27Q. It happens no matter my refresh rate. \n \nBurnin is otherwise known as image retention, for clarity. It's definitely something related to the turbo belt animation rate. With the game paused in editor mode, I experience no effects. If I run the game at 2x speed, I experience no effects. \n \nHowever, If I leave the game idle, closely looking at a turbo belt animating, I get some image retention around the edges of the turbo belt. I managed to capture it with my phone, with good contrast. To my eyes, also, it appears to flicker. YouTube Link . Best viewed at as high of resolution as possible. \n \nYou can see a shadow of the belts on the black paint canvas, as well as when I tab back into the game. I haven't experienced this at any other time with this monitor.", "date": "2025-01-27T04:15:30+00:00", "quotes": [] }, { "author": "Reghnach", "content": "I've just had this happen too; 1080p 75hz VA monitor with a RX6800XT. Lalaith's video reflects what I'm seeing.", "date": "2025-01-28T11:12:41+00:00", "quotes": [] }, { "author": "", "content": "Maybe one or more of the other developers disagree, but to me, this is a fault of the monitors - not Factorio's animations - and not something we will be changing.", "date": "2025-01-28T15:38:44+00:00", "quotes": [] }, { "author": "alcyr", "content": "I also have had this issue with an ASUS 1080p 144hz IPS monitor. \n \nI understand saying you won't fix this due to the likely small number of people affected, plus the difficulty in testing and fixing a hardware-specific issue. Especially since as far as I understand, image retention is purely temporary. But given that several people have only seen this issue with turbo belts in Factorio and not any other game, with a variety of monitors, it seems a little unfair to entirely blame the monitors and write it off for that reason.", "date": "2025-03-12T20:55:34+00:00", "quotes": [] }, { "author": "", "content": "The job of a PC monitor is to display the images software on the computer requests to be shown. If a set of monitors can't properly show a given set of images then the monitor is defective.", "date": "2025-03-14T01:15:44+00:00", "quotes": [] } ]
11
2024-10-25T19:11:56-05:00
forum-topic-126486
126486
Smart Autocrafter
Show your Creations
https://forums.factorio.com/viewtopic.php?t=126486
scruffyvoltherder
Mini Version https://factoriobin.com/post/1r31pj Giant Version https://factoriobin.com/post/9ksm65 Mods used: AAI containers, Renai Transportation, Text PLates, Compakt Circuits, Project Cybersyn
[]
0
2025-01-31T03:00:43-06:00
forum-topic-74526
74526
Version 0.17.65 - Page 2
Releases
https://forums.factorio.com/viewtopic.php?t=74526&start=20
BlueTemplar
Well, that's a short mod ! Code: Select all for k, v in pairs(data.raw.resource) do data.raw.resource[k].infinite = true data.raw.resource[k].minimum = 100 data.raw.resource[k].normal = 100 end Have you tied adding Code: Select all data.raw.resource[k].maximum = 100 ?
[ { "author": "Philuminati", "content": "As far as I know, there is no field called resource.maximum. I just tried it and it didn't change anything Is it possible to prevent depletion of resources without activating the infinite mode?", "date": "2019-08-15T18:35:13+00:00", "quotes": [ { "author": "BlueTemplar wrote: Thu Aug 15, 2019 5:41 pm", "content": "" } ] }, { "author": "BlueTemplar", "content": "Hmm, yeah... \n https://wiki.factorio.com/Prototype/ResourceEntity \n \nSo, the resources amounts are scaled after the mod's data stage ?", "date": "2019-08-15T19:09:54+00:00", "quotes": [] }, { "author": "Philuminati", "content": "Would make sense because the mods and the data is loaded on game start and the amounts are set when generating a map which is obviously later in the process. What I dont understand is, if I set the depletion amount of an infinte resource that has its normal and minimum settings on 1 to a really big number, and then mine one of it, it drops its yield to 10000% and not to 100%. I also don't see any change if I change the normal and minimum numbers no matter if I make the resources infinite or not. I also tried to use the remains_when_mined data field but I don't know what string I have to write there that the remainings of a resource are the resource itself. \n \nOh and for the devs, would it be possible to just expand the infinite_depletion_amount function to not infinite resources? This would solve the problem instantly I guess", "date": "2019-08-15T19:17:49+00:00", "quotes": [ { "author": "BlueTemplar wrote: Thu Aug 15, 2019 7:09 pm", "content": "" } ] }, { "author": "BlueTemplar", "content": "10000% = 100 * 100% ? \n(Note that the default value for data.raw.resource.normal is 1 !) \n \nSounds like one solution could be a mod that, when a new chunk is generated, goes through every non-infinite resource, and replaces them by (100%) infinite ones ?", "date": "2019-08-15T22:17:54+00:00", "quotes": [] }, { "author": "Philuminati", "content": "As I said, I set minimum and normal to 1 and not to 100 like the mod originally does. \n \n\nThat exceeds my abilities by far. If you know how to do this, tell me, but my modding knowledge ends at adding/modifying entities and simple manipulations of data.raw like the ones above. Is it possible to set the minimum without infinite resources so that you just mine the patch until 1 ore and this one doesn't deplete?", "date": "2019-08-16T00:03:10+00:00", "quotes": [ { "author": "BlueTemplar wrote: Thu Aug 15, 2019 10:17 pm", "content": "" }, { "author": "BlueTemplar wrote: Thu Aug 15, 2019 10:17 pm", "content": "" } ] }, { "author": "BlueTemplar", "content": "My bad ! \n \nI'm afraid that my mod knowledge is pretty fragmentary too, you probably should ask someone like orzelek ?", "date": "2019-08-16T12:46:43+00:00", "quotes": [] }, { "author": "orzelek", "content": "Manipulations on data.raw won't set all your resources to 100% unless you change resource autoplace. \nIf you want to have 100% on any resource you need a mod that will set each and every ore tile to 100%. \n \nIf you don't mind that ore will go over 100% and then slowly drop to 100% as it's mined then you need a mod that sets minimum and normal to something low like 100 in example above or even 10. Not sure how it will behave if you set both to 1 - but that would mean that normally generated tiles would reach thousands of % when generated. \n \nAs far as I know it works like this (I didn't look at this closely recently so it might be outdated): \nYou have minimum and normal values in prototype. And separately each resource pile also has it's own richness when it's generated or spawned from script. \n%-age displayed on the resource when infinite will be richness/normal * 100%. Minimum value defines how far infnite resource will deplete. So with minimum = normal it won't deplete below 100%. With minimum = 1/10th of normal it will deplete to 10% etc.", "date": "2019-08-16T15:09:38+00:00", "quotes": [ { "author": "BlueTemplar wrote: Fri Aug 16, 2019 12:46 pm", "content": "" } ] }, { "author": "Philuminati", "content": "OK, but the exceeding 100% is exactly what I don't want. The goal is a normal mining process like in vanilla but with non-depleting deposits. Is this achievable in any form using the minimum and normal values? If I understand correctly what you wrote, it is necessary that minimum equals normal if the deposits shall stay at 100%. And the higher the normal value gets, the lower are the percentages on initial generation. But how do I achieve that this: richness/normal * 100% equals 100% on every stack?", "date": "2019-08-16T20:33:40+00:00", "quotes": [ { "author": "orzelek wrote: Fri Aug 16, 2019 3:09 pm", "content": "" } ] }, { "author": "MasterBuilder", "content": "https://wiki.factorio.com/Prototype/ResourceEntity \nI see nothing for maximum so you'll have to get creative. \n \nFor keeping it at 100% on generation, I present this from a very old mod called \"practically_infinite_resources\" that I still have around for some reason. (Made in 2013). \n Code: Select all require \"defines\"\n\ngame.onevent(defines.events.onchunkgenerated, function(event)\n for _, resource in pairs(game.findentitiesfiltered{area=event.area, type=\"resource\"}) do resource.amount=-1 end\nend)\n\nremote.addinterface(\"infinite\", --used to find unknown power, aka DyTech added to already started game.\n{\n scan = function()\n local resources=game.findentitiesfiltered{type=\"resource\", area={{game.player.position.x-100, game.player.position.y-100},{game.player.position.x+100, game.player.position.y+100}}}\n for _, resource in pairs(resources) do resource.amount=-1 end\n end\n})\n\n\n// info.json for credit:\n{\n\t\"name\":\"practically_infinite_resources\",\n\t\"author\":\"FreeER\",\n\t\"version\":\"0.0.1\",\n\t\"title\":\"Practically Infinite Resources\",\n\t\"homepage\":\"https://forums.factorio.com/forum/viewtopic.php?f=14&t=1568\",\n\t\"description\":\"A mod that makes resources infinite\",\n\t\"dependencies\": [\"base >= 0.7.4\"]\n}\n \n\nBasically, I think you could achieve this if you make a mod with the following:\n \n data-final-fixes.lua to set the minimum & normal amounts to 100%. (And infinite to true.) \n control.lua with a listener for the chunk generation event. Find all generated resources in the new chunk and set the value to exactly 100%. \n \n\nThat should make up for the missing 'maximum' definition in the prototype. \nAs a side effect, all resources everywhere would be uniformly the same amount. \n \nAlternatively, you could go make a modding API request to add a maximum to resource prototype. That'll probably take longer though. \n \nPS: I don't know if there's a better way (a better event) to listen for generated resources as I haven't made a mod here in years.", "date": "2019-08-16T20:52:24+00:00", "quotes": [ { "author": "Philuminati wrote: Fri Aug 16, 2019 8:33 pm", "content": "" } ] }, { "author": "Philuminati", "content": "So the data-final-fixes.lua isn't a problem but how do I make the control.lua work? I edited the code you sent me for (minimum and normal value = 100):\n Code: Select all require \"defines\"\n\ngame.onevent(defines.events.onchunkgenerated, function(event)\n for _, resource in pairs(game.findentitiesfiltered{area=event.area, type=\"resource\"}) do resource.amount=10000 end\nend)\n\nremote.addinterface(\"infinite\", --used to find unknown power, aka DyTech added to already started game.\n{\n scan = function()\n local resources=game.findentitiesfiltered{type=\"resource\", area={{game.player.position.x-100, game.player.position.y-100},{game.player.position.x+100, game.player.position.y+100}}}\n for _, resource in pairs(resources) do resource.amount=10000 end\n end\n})\n \nBut I don't have a defines.lua and the game says on generating a new world that I tried to access \"game\" which is a nil value (obviously because the game hasn't started yet) in line 3.", "date": "2019-08-17T11:04:09+00:00", "quotes": [ { "author": "MasterBuilder wrote: Fri Aug 16, 2019 8:52 pm", "content": "" } ] }, { "author": "Philuminati", "content": "I actually think I did it. Now it is done by other means without setting the resources to infinite. Instead, all 5 minutes, the game checks all resouce patches for deposits with under 1000 units and then sets them on a random number between 1000 and 100000. On big maps this causes a small lag but as said, only every 5 minutes. As long as the ores are not set to infinite there is no problem with high yield percentages. I uploaded the mod here: https://mods.factorio.com/mod/endless_resources \n \nThank you for your ideas and support!", "date": "2019-08-17T14:24:28+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "Heh, yeah, if you don't want to have a depletion effect, I guess that this is the easiest way to go!", "date": "2019-08-17T16:26:34+00:00", "quotes": [] }, { "author": "Batmates", "content": "Well guys WE ARE!!! And we have Doppler effect as well!", "date": "2023-11-30T18:12:26+00:00", "quotes": [ { "author": "aka13 wrote: Wed Aug 14, 2019 8:18 pm", "content": "" }, { "author": "conn11 wrote: Wed Aug 14, 2019 6:15 pm", "content": "" }, { "author": "aka13 wrote: Wed Aug 14, 2019 5:16 pm", "content": "" }, { "author": "BlueTemplar wrote: Wed Aug 14, 2019 4:31 pm", "content": "" } ] } ]
13
2019-08-14T06:33:37-05:00
forum-topic-65549
65549
[0.17.x] Save and Load Quickbar Layouts like blueprints
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=65549
MiniHerc
Now that the quickbar is a shortcut list rather than another inventory (that can be favorited), I suggest that we be able to save and load layouts and carry over a quickbar layout between games, rather than needing to set it up again for each new game. With 10 potential quickbars, that is a lot of options and it would be really cool to start a new game, click a button and have the same quickbar layout that I had in the previous game. I'm imagining having bars 1 and 2 for early game, 3 and 4 for midgame, 5 and 6 for late game, with 7 thru 0 for other stuff. This would also be really handy for multiplayer, as I wouldn't need to manually set it all up again for every new multiplayer game I join. An example of what I consider to be an early game quickbar layout. I'm thinking a couple small buttons to the left or right with save/load icons, and when you click on save or load, it pops up a dialog/browser box that lets you save the current layout or load a saved one. Edit: Additional detail, provided by TheBloke with merged topic.
[ { "author": "SGH", "content": "I would also like this change. \nHaving to set up the quickbar again and again gets boring quickly.", "date": "2019-02-27T19:16:04+00:00", "quotes": [] }, { "author": "TheBloke", "content": "Idea: Allow users to preserve QuickBar settings between games, either with a \"QuickBar preset library\", or with an Export/Import String type system. \n \n Rationale: \n \nI really love the new Quickbar. It is fantastic, and I'm already busy setting up multiple bars for all the items I expect to need quickly. \n \nBut this raises a future annoyance: every time I start a new game I'm going to have to repeat this process, and that's going to be a bit tedious. And I wil l want to repeat it, because I'm already learning the hotkeys to select specific items on specific bars (another excellent feature!), so I'm going to want my QBs to be largely the same for every game. \n \nI am hoping therefore that we can have some way of keeping the same QBs across multiple games, as we can with blueprints. \n \nSome ideas:\n \n Add Export String and Import String type icons somewhere on the Quickbar, so we can export and import just like BPs \n And/Or, provide a QuickBar Library, allowing saving Quickbars in the same way as BPs. So when a QB is setup, one clicks an icon for \"Export to QuickBar library\". Ideally one could then give a name to this QB preset. Then when the next game is loaded, one opens the QuickBar Library, chooses the preset and clicks Import (with a warning that this will overwrite the current settings.) This has the great benefit that one could have multiple sets of presets, for example a Vanilla preset and a AngelBobs preset, etc. \n Or, make \"Quickbar Preset\" a new special kind of Blueprint, allowing a QuickBar preset to be saved as a blueprint, into the Blueprint Library and any BP book. \n \n\nI think this will be really helpful once people start properly customising their quickbars, and in fact the ability to preserve QBs across games will encourage them to do more customising. \n \nAs an example of the sort of customisation I'm doing - and will want to preserve - this is my current QuickBar setup (still WIP): https://i.imgur.com/7ly84BAm.png", "date": "2019-02-28T00:47:49+00:00", "quotes": [] }, { "author": "ahydra447", "content": "Definitely! Reprogramming up to 100 slots every time you start a new game will get annoying very quickly, even with Factorio's natural tendency to have long games.", "date": "2019-02-28T01:45:01+00:00", "quotes": [] }, { "author": "MiniHerc", "content": "Semi-duplicate of my topic over here: viewtopic.php?f=6&t=65549 You went into a lot more detail, though, and I think your title is better.", "date": "2019-02-28T08:47:43+00:00", "quotes": [] }, { "author": "Sammy1Am", "content": "This was THE first thought I had as soon as I tried the new quick bar. I love that I can set up so many specific bars, but I'm already annoyed that the next game I start (or next multiplayer server I join) I'm going to have to do it all over again.", "date": "2019-02-28T09:24:27+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Merged into older topic with same suggestion", "date": "2019-02-28T10:05:10+00:00", "quotes": [] }, { "author": "hansjoachim", "content": "Yes please get this feature! I think the chance of getting it will increase if somebody makes a mod first that gets popular", "date": "2019-02-28T11:35:11+00:00", "quotes": [] }, { "author": "chronodekar", "content": "Can we vote for this feature to be implemented? \n \nPossible reddit thread of interest = https://www.reddit.com/r/factorio/comme ... ckbar_017/ \n \n-chronodekar", "date": "2019-02-28T11:56:42+00:00", "quotes": [] }, { "author": "TheBloke", "content": "Sorry I missed your existing thread, Ambaire!", "date": "2019-02-28T13:37:47+00:00", "quotes": [] }, { "author": "MiniHerc", "content": "It's cool. You made a much more detailed post. Would you prefer I change my thread title to what yours was? \n \n@Koub I wish you'd merged mine into TheBloke's", "date": "2019-02-28T13:56:19+00:00", "quotes": [ { "author": "TheBloke wrote: Thu Feb 28, 2019 1:37 pm", "content": "" } ] }, { "author": "TheBloke", "content": "All the info is here from both of us, I think it's fine how it is. I can imagine the devs had already thought of it before us from their own games anyway", "date": "2019-02-28T14:23:51+00:00", "quotes": [] }, { "author": "", "content": "When merging two topics, posts are sorted chronologically. The oldest OP becomes the new topic's OP, and so on . \nYou should have been slower posting :p", "date": "2019-02-28T14:32:11+00:00", "quotes": [ { "author": "Ambaire wrote: Thu Feb 28, 2019 1:56 pm", "content": "" } ] }, { "author": "saors", "content": "A \"Load Quickbar Settings from save\" option might also be easier to implement? \nIt wouldn't require a new UI anyway. Just a save selector like you do for loading the map and it grabs/imports the quickbar settings from there", "date": "2019-02-28T19:40:18+00:00", "quotes": [] }, { "author": "TheBloke", "content": "Yeah good point. That'd certainly be good enough. \n \nIt'd be nice to have a proper library of them, but if it's a choice between Import from Save and nothing then of course that would be fine.", "date": "2019-02-28T19:43:43+00:00", "quotes": [ { "author": "saors wrote: Thu Feb 28, 2019 7:40 pm", "content": "" } ] }, { "author": "TheBloke", "content": "Thinking about it more, I really do think a Quickbar Preset Library - or at least an Import/Export String option - would be seriously useful. \n \nIf that were available, I'm certain people would start sharing and discussing their preferred presets: \n\"Here's the quickbar preset I use for Seablock\". \n\"Here's my preferred early game Quickbar.. and this is the one I switch to in late game\" \n \nExactly the same as the way people share and discuss blueprints. True it's not as important as for blueprints, but all the same principles apply. It would be very useful I think - and add to the appeal of the Quickbar in general.", "date": "2019-02-28T19:51:56+00:00", "quotes": [] }, { "author": "JD-Plays", "content": "+1", "date": "2019-02-28T22:43:40+00:00", "quotes": [] }, { "author": "TackleMcClean", "content": "Yes most def this!", "date": "2019-03-01T00:28:24+00:00", "quotes": [] }, { "author": "winkbrace", "content": "+1 \n \nWith great configuration comes great automation", "date": "2019-03-01T09:46:40+00:00", "quotes": [] }, { "author": "samthecoy", "content": "I agree. Especially with something like Bob's mods installed, setting up the quickbar can be a little tedious due to the number of possible items. That's fine, but I'd really rather only do it once, making small tweaks thereafter.", "date": "2019-03-01T10:28:18+00:00", "quotes": [] } ]
19
2019-02-27T10:39:29-06:00
forum-topic-85444
85444
Sharpened textures in 4k
Texture Packs
https://forums.factorio.com/viewtopic.php?t=85444
zaichichi
Just sharpened Entity, Technology, Decorative and Terrain HD textures with photoshop. While playing in 4k the difference is very nice. Check screenshots fullscreen.
[ { "author": "execthis", "content": "Hi zaichichi \n \nLooks very nice. Are they available for download somewhere? \n \nBest regards \nexec", "date": "2020-06-28T07:50:34+00:00", "quotes": [] }, { "author": "Alumenad", "content": "I need this! Where can I find it my man?", "date": "2021-01-28T10:30:23+00:00", "quotes": [] }, { "author": "darkfrei", "content": "Is it available on the mod portal?", "date": "2021-02-26T15:52:41+00:00", "quotes": [ { "author": "zaichichi wrote: Sat May 30, 2020 10:46 am", "content": "" } ] } ]
3
2020-05-30T05:46:25-05:00
forum-topic-113394
113394
Code-Convention for circuit networks
Cheatsheets / Calculators / Viewers
https://forums.factorio.com/viewtopic.php?t=113394
rldml
Hello everyone! I hope, this place is the right one for my proposal (don't kill me for my bad english...). for the case you think, another sub forum is more suitable for it, please let me know A central problem in talking about circuit networks is, that there is no compact way to show someone a complex network. You just can take pictures and explain combinator by combinator, what they are doing and why it is useful to do it this way. For smaller networks, it is no problem to handle this, but the bigger your circuit network will be, the more you need to write to explain what happens in your network. I would like to introduce an unambiguous and formalized language for circuit networks to allow talking about complex circuits networks in a compact way and i'm interested, if i am the only one who needs something like that. It would be amazing, if this post can be a starting point to create a way to talk about circuit networks more easily, without needing screenshots, long explanations or blueprints and a running factorio instance... This would be my proposal: Basic naming rules for entities Every entity in a circuit network needs a unique name. Entities of the same type should have a similar name. Proposal Entity will be named with a prefix based on the type. The first letter should be always a capital letter Constant Combinator -> C Arithmetic Combinator -> A Decider Combinator -> D Other Parts -> ONameOfEntityType (e.g. 'OLamp', 'ORailSignal', etc...) Because every entity needs a unique, but similar name, numbering entities with the same type would be a suitable way to name entities, e.g. A100 (Arithmetic Combinator 100) C2 (Constant Combinator 2) D34 (Decider Combinator 34) OLamp334 (Lamp 334) The number can be freely chosen as long as it is unqiue within the described set of circuit network As it is usual, that combinators are connected to other entities (otherwise circuit networks would be lame... ), there is a need to find a way to specify, how they are connected. Basic convention for describing a connection between two entities It has to be specified, which wire color is used to connect the two entities It has to be specified, if the input was used or the output When there are more than one connection, you need to separate them with a speparator like a comma for every input-connection you need to specify an output connection of another entity Proposal After defining an entity, you specify the connections in square brackets. The announced connections are separated with a comma. A connection is defined with a beginning small 'i' (input) or 'o' (output), followed with a small letter for the color of the connected wire. Example 1: A10 [irOMiner23] Arithmetic Combinator 10 input is connected to Miner 23 via red wire. OMiner23 [orA10] Output of miner 23 is connected to Arithmetic Combinator 10 via red wire. Example 2: C45 [ogA10, ogA11] Output of Constant Combinator 45 is connected to Arithmentic Combinator 10 and Arithmentic Combinator 11 via green wire A10 [igC45, orD20] Input of Arithmentic Combinator 10 is connected to Constant Combinator 45 via green wire and output is connected to Decider Combinator 20 via red wire. A11 [igC45, orD20] Input of Arithmentic Combinator 11 is connected to Constant Combinator 45 via green wire and output is connected to Decider Combinator 20 via red wire. D20 [irA10, irA11, ogOLamp12] input of Decider Combinator 20 is connected to Arithmentic Combinators 10 and 11 via red wire and its output is connected to Lamp 12 via green wire. OLamp12 [igD20] input of Lamp 12 is connected to Decider Combinator 20 Basic conventions for describing configuration of an entity You need to specify a way to easy communicate what is configured in each entity. Every configuration is described in usual brackets Signalnames will start with a capital 'S' and a Name of the type (e.g. "SCrudeOil" or "SG") The input and output of an entity is separated with "->". If there is no input or output, the side of configuration stays empty If an entity output allows a change of the output signal, it should be called with an 'as' followed by the name of the new signal If there are more than one signals may be displayed comma-separated Decider Combinators may be expressed as formula Arithemtic Combinators may be expressed as formula Constant Combinators may be expressed as formula Other entitities needs standardization based on the possibilities they supporting Examples: D667 ( SCrudeOil <= 50000 -> SCrudeOil as SA ) If Signal Crude Oil is lighter or equal 50000, send amount of Crude Oil as Signal A to output D668 ( SCrudeOil > 100000 -> as SB = 1) If Signal Crude Oil is greater than 100000, send 1 as Signal B to output. A23 (SMetalPlates * 4 -> SMetalPlates ) Multiply incoming Signal for Metal Plates with 4 and send this amount as Signal for Metal Plates to output C89 ( -> SA = 100, SB = 400) Send 100 as Signal A and 400 as Signal B to output. OLamp14 ( SA = 1 -> Activate ) Active Lamp 14 if Signal A is equal to 1 Standard Convention to describe an entity with its configuration and connections Basically defining an entity should follow this syntax ==> EntityName[Connections](Configuration) Example, based on Example 2 i mentioned earlier: C45[ogA10, ogA11](-> SA = 100) Output of Constant Combinator 45 is connected to Arithmentic Combinator 10 and Arithmentic Combinator 11 via green wire. Send Signal A with Value 100 to the output. A10 [igC45, orD20]( SA * 2 -> SA ) Input of Arithmentic Combinator 10 is connected to Constant Combinator 45 via green wire and output is connected to Decider Combinator 20 via red wire. Multiply Signal A with 2 and send new value as Signal A to output A11 [igC45, orD20]( SA + 100 -> as SB ) Input of Arithmentic Combinator 11 is connected to Constant Combinator 45 via green wire and output is connected to Decider Combinator 20 via red wire. Add 100 to Signal A and send new value as Signal B to output D20 [irA10, irA11, ogOLamp12]( SA >= SB -> as SC = 1) input of Decider Combinator 20 is connected to Arithmentic Combinators 10 and 11 via red wire and its output is connected to Lamp 12 via green wire. If Signal A is greater or equal than Signal B, then send Signal C with value 1 to output. OLamp12 [igD20]( SC = 1 -> Activate ) input of Lamp 12 is connected to Decider Combinator 20. Activate lamp if Signal C is equal 1. Same Example without comments would look like this: C45[ogA10, ogA11](-> SA = 100), A10[igC45, orD20](SA * 2 -> SA), A11[igC45, orD20](SA + 100 -> SB), D20[irA10,irA11,ogOLamp12](SA >= SB -> as SC = 1), OLamp12[igD20](SC = 1 -> Activate) To be fair, this short explanation is complicated by itself and you need to learn the formalism, but the advantage is you don't need to take screenshots or blueprints to describe your network. And much more important is the fact that you don't need long explanations how you connected the entities with each other and how you configured them. If you think, your circuit network behaves unexpected, you can share your network and other people can simply support answers like "A36 is wrong, you need config ( SH + 14 -> as SA )". What you are thinking about it?
[ { "author": "Tertius", "content": "It's good to be clear about how you will set up circuits and create some kind of formal language for this. However, I don't feel such a convention or language will get widespread use. It's about communication. You propose people use this convention if they talk about their circuits. But people will just not do it. They will continue to just post screenshots, a few words if you're lucky, and if you're very lucky a blueprint. \n \nThere is not enough pressure to invent such a convention. It's nice to have a proper description, but in the last 10 years we've managed with what has just been posted. Blueprints and screenshots are the materialization of circuit ideas, not a language on paper. \n \nA formal language defined this way totally reminds me of sendmail configuration files, which look like chicken walking across the keyboard:\n Code: Select all Kstorage macro\nHMessage-Id: $>CheckMessageId\nSCheckMessageId\nR$* $: $(storage {MessageIdCheck} $@ OK $) $1\nR< $+ @ $+ > $@ OK\nR$* $#error $: 553 Header Error\nScheck_eoh\nR$* $: < $&{MessageIdCheck} >\nR$* $: $(storage {MessageIdCheck} $) $1\nR< $+ > $@ OK\nR$* $: < $&{client_name} >\nR< > $@ OK\nR< $=w > $@ OKR$* $#error $: 553 Header Error \n\nIf it comes to myself, I draft my non trivial circuit ideas with on the spot made up descriptions not completely different to what you propose. After I made myself clear what I want and how I will do it with a very rough draft, I fire up Factorio and create the draft in map editor and flesh it out. \n \nAfterwards, I never again look at the draft, because the real circuits became very different to what I drafted. And I never feel like it to create a formal description. It's just not interesting, because I feel nobody ever will read it. If I post it somewhere, nobody will really use it. They look at the screenshot, they might perhaps import and test the blueprint, but I'm quite sure they will never read any formal description. Instead, if someone is interested, he will try to inspect the inner working of the circuit himself by importing the blueprint. \n \nIt is much more helpful in my opinion if I mark parts in a screenshot and describe the whole contraption, or parts of it, on a higher level: \n \n\"this is a counter, and resets if a used up fuel cell is pulsed from that inserter over there\" \n\"this is working as a whitelist, reset if signal R is pulsed\" \n\"this is a latch\" \n\"this moves items according to what you define in that constant combinator\" \n\"this is a filter. The filter works by shift left a 1 by 31 bit, add the input, then filter positive numbers in the decider combinator, because the shifted 1 makes numbers appear negative due to the two's complement representation\"", "date": "2024-05-08T17:27:39+00:00", "quotes": [] }, { "author": "mmmPI", "content": "Made me think of chess moves notations. Took centuries for people to agree on one and there is arguably less information to encode that people could disagree on the format. \n \nI like the idea, but when reading the proposal, i'm even more lost than when trying to put things apart in editor mode to understand a blueprint. \nGiving a number/ID to combinator without having a picture to me is difficult to grasp. \n \nIt would seem more intuitive to me to have the 2 parts in the other order, first having the ID of entities/settings, as a list, and then describe the wiring reusing the previous list index. \n \nWhat i think may be impossible using only 2 such notations parts would be to try and describe something like a connected sushi mess . As for those the position of the belts on the map is important to understand what's going on, not only the wiring/logical connexion and settings on the entity. Which belt is located after or before the other one, and which one side load to which other one. It's a niche case but it can also be the case for power switches or roboport/chest. \n \nIf you add that, you have the same information i think than in the blueprint (not including title commentaries and bookstructure). I suppose that the blueprint are already attempting to densify as much as possible the way the information is stored, and it may be the case that a notation, to really be able to describe a circuit, would need no less informations than the blueprint, or close. ( isn't the code-convention an attempt at re-inventing the blueprint ? ). \n \nIn such case, it may be necessary to drop the belts interactions and other things that need their position on the map to be documented for the circuit to be understood from the notation to have a chance at making it \"shorter\". It would allow to describe logic circuits, without considering wiring distances, electricity access, logisitic zone coverage, belts pipes rails positions/connexions. By not attempting to represent those, the \"circuit network logic\" cannot be represented fully, but what's left that can be represented, can be under a more compact form than the blueprint. ( that's a reasonning, not like an assertion sorry if it sound like this, i may have not considered some dimensions). \n \nI think some players/modders already developped some kind of convention of their own when making third party code that interact with blueprints, for vizualisation on web browsers, or generating some from outside-of-the-game programs, maybe some of the experience is documented somewhere ?", "date": "2024-05-08T17:34:11+00:00", "quotes": [] }, { "author": "Nidan", "content": "I agree with Tertius and mmmPI, this probably wont take off. For exact replication there's blueprints, for other conversations the syntax will be made up on the spot. Also, for larger contraptions this gets unwieldy very quickly. \n \nBut I'll attempt a bit of a review:\n \n distinction between arithmetic, decider and constant is obvious from the operations, no need for A, D, C indication, naming aside \n put configuration next to the combinator name, wiring can get arbitrarily long \n in the configuration the leading S for signal names is unnecessary most of the time, only single digits could be signal or number (maybe use S and/or # when the distinction is needed) \n having both \"->\" and \"as\" to split input from output is redundant, one of them (or anything else that could be interpreted as \"implies\" or \"results in\") will suffice \n your example of \"D667 ( SCrudeOil <= 50000 -> SCrudeOil as SA )\" is in fact nonsensical since the gui only allows for setting one output signal, so either \"crude oil\" or \"A\". And since this is a decider: is this supposed to be output 1 or input count? You can't pass on the value of \"crude oil\" onto \"A\". \n wiring can get arbitrarily complex, tying it to a single combinator might make sense for a star layout, but describing the set of connected in/outputs is probably simpler \n if I read your post right, you forbid connecting inputs with only other inputs, same with outputs. However, you can see this being done in blueprints to correctly join the overall inputs and outputs; possibly even with both colors to designate that the input or output can take either wire color. \n \n\nAs an example, here's a random blueprint from another thread: \nCombinators:\n \n 0 - each -> each each >> 2 -> each 0 + each -> each each << 30 -> each \n each ^ 2 -> each each ^ 2 -> each each < 0 -> each 1 each or -2^31 -> each each and -2^31 -> each each << 31 -> each each < 0 -> each 1 each or -2^31 -> each each and -2^31 -> each each << 31 -> each \n 0 - each -> each 0 + each -> each each = -2^31 -> each input each > 0 -> each input each = -2^31 -> each input each > 0 -> each input \n \nWires:\n \n red & green: 1i, 3i red & green: 2i, 4i \n red: 1o, 5i green: 2o, 5i, 6i red: 3o, 6i, 7i, 8i, 11i, 12i green: 3o, 7i, 8i red: 4o, 13i, 14i green: 4o, 9i, 10i, 13i, 14i \n red: 5o, 15i red: 6o, 16i green: 7o, 9o, 10o, 17i red: 8o, 9o, 18i green: 11o, 13o, 14o, 19i red: 12o, 13o, 20i \n red & green: 15o, 16o, 17o, 18o, 19o, 20o \n \n\nUsing your syntax, having to add extra poles for inputs and output and specifying each wire only from one combinator:\n \n OPole1, OPole2 \n A1 [irOPole1, igOPole1, orA5](0 - Seach -> Seach) A2 [irOPole2, igOPole2, ogA5, ogA6](Seach >> 2 -> Seach) A3 [irOPole1, igOPole1, orA6, orD7, orA8, orD11, orA12, ogD7, ogA8](0 + Seach -> Seach) A4 [irOPole2, igOPole2, orA13, orA14, ogA9, ogA10, ogA13, ogA14](Seach << 30 -> Seach) \n A5 (Seach ^ 2 -> Seach) A6 (Seach ^ 2 -> Seach) D7 (Seach < 0 -> Seach = 1) A8 (Seach or -2^31 -> Seach) A9 (Seach and -2^31 -> Seach) A10 (Seach << 31 -> Seach) D11 (Seach < 0 -> Seach = 1) A12 (Seach or -2^31 -> Seach) A13 (Seach and -2^31 -> Seach) A14 (Seach << 31 -> Seach) \n A15 [irA5, orOPole3, ogOPole3](0 - Seach -> Seach) A16 [irA6, orOPole3, ogOPole3](0 + Seach -> Seach) D17 [igD7, igA9, igA10, orOPole3, ogOPole3](Seach = -2^31 -> Seach input) D18 [irA8, irA9, orOPole3, ogOPole3](Seach > 0 -> Seach input) D19 [igD11, igA13, igA14, orOPole3, ogOPole3](Seach = -2^31 -> Seach input) D20 [irA12, irA13, orOPole3, ogOPole3](Seach > 0 -> Seach input) \n OPole3 \n \n\nTell me when you've reassembled this… To discuss what this does is probably impossible from just the above lists. \nI think I prefer sharing the actual blueprint", "date": "2024-05-09T01:23:09+00:00", "quotes": [] }, { "author": "mmmPI", "content": "I will have to try later because i got stuck : is this a \"0\" as the digit 0 as value, or is this \"0\" the signal \"0\" the digit that represent a channel ?", "date": "2024-05-09T03:33:36+00:00", "quotes": [ { "author": "Nidan wrote: Thu May 09, 2024 1:23 am", "content": "" } ] }, { "author": "FuryoftheStars", "content": "The number. Based on the proposed method, the signal would be \"S0\". \n \n \n \n \nThat said, as to the OP: nope. While some of that I do already, I'm not writing out \"SCrudeOil\" etc. Also, as pointed out a couple times, the whole thing reads like code. Many people can't deal with that.", "date": "2024-05-09T16:57:17+00:00", "quotes": [ { "author": "mmmPI wrote: Thu May 09, 2024 3:33 am", "content": "" }, { "author": "Nidan wrote: Thu May 09, 2024 1:23 am", "content": "" } ] }, { "author": "mmmPI", "content": "Ok, you are correct ,it's mentionned in the description, but why no 0# ? x) \n \nThat's not exactly the notation i proposed, and it's what i'm going to blame if the reproduction is not the same as the description : \n \n 0eNrtWltv2jAU/iuTXxeq2Am5oK7SpD1v0l6nDQVwwVpwIsdhRVX++xxou0Ju57iIIdEXUBLnHNvf+c7NeSSztOS5ElKTySMR80wWZPLjkRRiKZO0vqe3OScTIjRfE4fIZF1fJUro1ZprMR/Ns/VMyERnilQOEXLBH8iEVj8dwqUWWvC9wN3FdirL9YwrM+BFlOYPOk8TzUfFOknT0TJLF0ZRnhXm5UzWUzACxzdjh2zNv3czNmoWQvH5/rHvkI2ZTrK/8tzKaShjSGUhVBltUeYhlcVQZaxFmY9URilUm9eibYzU5j0rG1vsY2CrzLewkHDAspv22LEwY2qGQ1pl6XTGV8lGmJfNG/+kTs3jxU5SUT+4F6rQ0wbbNkLp0tx5mdZ+xIgn81VNs4LXYmpZhU5q7hq9Wc7V0xrJ3Z15NSt1XqKFV9VuCXK/ot0kaf2j+OI1kYW5opEZKtS8FHp/XbN+qTiXgJFGDavlto5nQXN81YJbZImbfxrc/u2/+4IJGsvXuI3OAlsIhi3shK1FLhS0+GUFCz4XC656EQtxTHsSeRqaHeBrJpknajfJCbm1BqoWlG/N/Eqpp/cqW0+FNGLI5D5JC46B0T3ebucQDtcWZjYsqZe9ND6W124I9Qpw9A1PSt+Tu91f56Bv3A97E8wu2Nv42s1u6sPYTSkW1PjCYumIUT/0Iy/wo0N4v30/i3tmaF73OWUG5CJDeeUYR8Qr8soUmelA8fFQ+NTTuICweUClA6g+nR4qrcpOpNr3vukqEQ6wESV9qOO1kNRuEz7W1T6bxaXmvx/P4mBdFOweGFYPCJt1HR1aFO3UupAOLBoS1LaSDq7ZIsF1dITK2MAFQAxM7WzL7fBSUjvPPUT39vYc8ILr7fAtmV1PfQfFN7asx8KLT90/f/1ycqRBna5GbMdh7OIyBTDFh6bVFbuYbckevFd3HfWBM+CK4T67JxQAOzLMtni/HA9P/0cnHO6LW0Yi68Mj4now386YJbLBVfr2NowHmNv0/J02MCAJFyOOPUrDQsAuhQ7ZGgV6EbteRfjeq+jpVVBM0cp8nE302CpeUrtN+FY2EVxWg/HuvJYAjOSY5kV/9OixgwFJ0OYHs25+RAPtCL9NW2BZsUbXfMIEDmQD54YUd1IRATOZ0LIEia4oRwX2AZw35aY0xvmETkQjy9w0uubPOI6PbwcyAnjEh0b02CqiR+8RffgEsAfHoYgOr0IidG5g7MBI230KOnn15ahD0mTGzc6RUv6W2R/5Qa+EXJr7G66KPciRSa5jFkZB7HquX1V/AWoQfbk= Copy blueprint \n \nEdited to fix the mistakes hopefully \n \n\nI have reassembled this, it should have been obvious in retrospect that without any constant combinators or instruction for attaching the blueprint to something else, it can do a whole range of things, from nothing at all if you just look at it, to any of the individual operation if you attach randomly; It may do some more interesting stuff. But those even with the blueprint i can't tell, there many points to potentially attach to try them all without clue. It may also contain mistake which would make it difficult to ananlyse input out to try and understand why things are this way.", "date": "2024-05-12T16:59:02+00:00", "quotes": [ { "author": "FuryoftheStars wrote: Thu May 09, 2024 4:57 pm", "content": "" }, { "author": "Nidan wrote: Thu May 09, 2024 1:23 am", "content": "" } ] }, { "author": "Nidan", "content": "The second version had extra power poles for in- and output. But considering that there aren't any looping wires the choices for in- and output are limited. Also note I wrote\n \nwhich should make it obvious where in- and outputs are. \n \nFrom just placing your blueprint (but not building it, not in an /editor save currently) I can spot three mistakes: The green output wire from combinator 3 / A3 is missing, you used signal 0 rather than number 0 (which is ambiguous in the first version), and combinators 10 and 14 / A10 and A14 should use >> rather than << (my mistake). \nRegarding the function, for now I'll say it does something useful, and you (mmmPI) were active in the (obvious?) thread I took the bp from.", "date": "2024-05-12T18:28:30+00:00", "quotes": [ { "author": "mmmPI wrote: Sun May 12, 2024 4:59 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "mmmPI", "content": "I agree, for the blueprint to be used the choices are limited and a little effort could help me find how to use it for its intended purpose. \n\"but\" \nfor the purpose of a hypothetical notation that would serve the purpose of discussing circuit's logic, one would need to consider that it is not always the case that things are used for their intented purposes, and someone could be asking for help to make a blueprint work ,describe it with a notation and it would seem fine for you, and the problem be in reading the input or output right. ( like me currently ) \n \n\nI had not thought this was adressed to me because i was not feeling like my post meant such interdiction. I had not thought of a literal definition for describing the wiring, just that conceptually it would be easier in the definition of the connexions to reference the entity described in a previous list, swapping the order. \n \nIt was possible to follow instruction system function, it 's quite difficult, probably harder to write them if the blueprint is untangled and hard to read, source of much errors x). \nI realized when making it that some combinators are set up the same way, there could be some data compression by giving each combinator an ID, and listing their ID next to a list of operations. \n \n5) each ^ 2 -> each \n6) each ^ 2 -> each \n \nwould become \n \n5,6) each ^2 -> each \n \n \n\nI read Fury's post, and wanted to build the blueprint accordingly, but i did the opposite mindlessly when opening the game \nI'm more used to s0 sE or [3] to name them as channel than 0# to identify as a digit. but also more used to use S0 and not 0# in actual circuit condition where it is used in the blueprint. \n \nIf i was to recognize the blueprint from another thread that would be unfair to say i understand it from the notation x). But now that you mention it, i think it is a random number generator, i remember the use of ^2 for a contraption around that size and dealing with \"each\" channel. If so that's a tough one to check if it working as intented x).", "date": "2024-05-12T19:26:38+00:00", "quotes": [ { "author": "Nidan wrote: Sun May 12, 2024 6:28 pm", "content": "" }, { "author": "", "content": "" }, { "author": "Nidan wrote: Sun May 12, 2024 6:28 pm", "content": "" } ] }, { "author": "Qon", "content": "There is the Verilog2factorio compiler . \n \nI've made the Combinassembly language, github | live demo . It's not meant for arbitrary circuits but it is meant for being readable and to do arbitrary computations in familiar assembly style programming and execution model. It is very simple and could be made even more readable, but at that point maybe something more like a high level language that compiles to Combinassembly would be a better way to spend that effort. \n \nI'm considering making a general factorio Hardware Descriptor Language (HDL) like you are proposing. But I wouldn't use your syntax, it's not very readable. And it has to be machine compilable for it to be useful.", "date": "2024-05-12T20:12:08+00:00", "quotes": [ { "author": "rldml wrote: Wed May 08, 2024 3:35 pm", "content": "" } ] }, { "author": "Nidan", "content": "It wasn't, it is part of my commentary on OPs suggested notation. However, it could therefore serve as a hint. \n \nThat would've shortened things quite a bit as combinators 7-10, 17, 18 are the same as 11-14, 19, 20. \n \nThe task was aimed towards OP, but since I asked what function the bp serves and you reacted to it, I might as well mention that you might be aware of the source. It's not an RNG; the reason I added \"(obvious?)\" was the use of \"each\" in each combinator.", "date": "2024-05-12T20:15:22+00:00", "quotes": [ { "author": "mmmPI wrote: Sun May 12, 2024 7:26 pm", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "mmmPI", "content": "I edited the bp to fix the 3 mentionned points. I went throught my \"pair wise operation\" book, which is the one you published plus some of the wonky addition i made but i don't have something similar. I sort of feel there are 2 sides, maybe a part to deal with negative and positive number differently, that i mistook for the 2 side of the mean square method for RNG. \n \nIt's ok if you don't spoil the answer it'd be a puzzle for later x), i thought since you took some time to write some blueprint with a notation i proposed it was only fair to try and decode. Thinking doing things in pratice tells a different story.", "date": "2024-05-13T05:57:19+00:00", "quotes": [ { "author": "Nidan wrote: Sun May 12, 2024 8:15 pm", "content": "" } ] }, { "author": "Nidan", "content": "You're on the right track there. Is your copy older than the latest burst of conversation in that thread?", "date": "2024-05-13T06:54:38+00:00", "quotes": [ { "author": "mmmPI wrote: Mon May 13, 2024 5:57 am", "content": "" } ] }, { "author": "mmmPI", "content": "Yes but i tried to keep it up to date with the new additions, i must have missed something that wouldn't be the first time", "date": "2024-05-13T07:19:30+00:00", "quotes": [ { "author": "Nidan wrote: Mon May 13, 2024 6:54 am", "content": "" } ] } ]
13
2024-05-08T10:35:21-05:00
forum-topic-116195
116195
Site see no DLC purchased (solved)
Technical Help
https://forums.factorio.com/viewtopic.php?t=116195
abnessor
How to update site info about purchase? I purchased by steam, but can't download standalone version to customize mod launching, and can't run steam version by bat files because game restarts with steam confirm dialog... PS: steam account linked, and I already launched steam version with space age loggined-in account...
[ { "author": "", "content": "Hello, \nplease try to log out and back in on the website. \n \nWe will make this better", "date": "2024-10-21T11:43:19+00:00", "quotes": [] }, { "author": "abnessor", "content": "It's working! Thanks You!", "date": "2024-10-21T11:51:01+00:00", "quotes": [] } ]
2
2024-10-21T06:41:31-05:00
forum-topic-30454
30454
[MOD 1.1] Inventory Sensor - Page 9
Mods
https://forums.factorio.com/viewtopic.php?t=30454&start=160
Sadawys
Hi, there is a (potential) bug, or not supported: - blueprints - copy/paste does not work. If placed manually everything is fine, but if blueprinted or copy paste the sensor simply is broken and shows the value from the "copy" always without changing. Best regards, Sadawys
[ { "author": "Optera", "content": "Blueprinting works perfectly fine for me.", "date": "2020-09-04T18:24:05+00:00", "quotes": [] }, { "author": "Sadawys", "content": "I added you two attachments where you can see after blueprinting and placing the old value will shown and the sensor will not be updated anymore :/", "date": "2020-09-04T20:06:47+00:00", "quotes": [] }, { "author": "Yuri", "content": "My modded server is getting plagued by occasional, seemingly random desyncs. I've been comparing the scripts.dat files and the only thing that seems consistent are some sporadic differences just by a bit or two and they all seem to be around areas referring to scripts that Inventory sensor uses such as ScanArea and SkipEntityScanning. \n Hex and plaintext images \n \n \n Text.PNG (25.81 KiB) Viewed 7034 times \n \n \n \n \n Hex data.PNG (69.36 KiB) Viewed 7034 times \n \n \n\nI honestly can't say for sure that it's Inventory Sensor causing it and I'm not 100% sure how to understand these files but I'm shooting in the dark in case this is a known issue.", "date": "2020-10-14T05:48:08+00:00", "quotes": [] }, { "author": "Optera", "content": "No idea how to parse desync report files either. \nThat's the first time I hear of IS producing desyncs in a very long time, so I'd assume it's a different mod.", "date": "2020-10-15T16:18:13+00:00", "quotes": [] }, { "author": "catsup8", "content": "I found a bug after the latest update. I have a train with opposing locomotives, and when I tried to decouple it, the game threw an error \n Code: Select all Error while running event Inventory Sensor::script_raised_built (ID 77)\n__Inventory Sensor__/control.lua:105: attempt to index field 'created_entity' (a nil value)\nstack traceback:\n\t__Inventory Sensor__/control.lua:105: in function <__Inventory Sensor__/control.lua:104>\nstack traceback:\n\t[C]: in function 'raise_event'\n\t__Robot256Lib__/script/carriage_replacement.lua:223: in function 'replaceCarriage'\n\t__MultipleUnitTrainControl__/control.lua:147: in function 'ProcessReplacement'\n\t__MultipleUnitTrainControl__/control.lua:222: in function 'ProcessTrain'\n\t__MultipleUnitTrainControl__/control.lua:324: in function 'ProcessTrainQueue'\n\t__MultipleUnitTrainControl__/control.lua:352: in function <__MultipleUnitTrainControl__/control.lua:349>\n \n\nThere seems to be a conflict with Multiple Unit Train Control, but I'm not sure why", "date": "2020-12-26T11:49:54+00:00", "quotes": [] }, { "author": "Xoro", "content": "A bug/unsupported feature request. When using the inventory sensor on a chest in the Space Exploration mod when the sensor changes location on a spaceship (flys to orbit for example) the sensor stops working and has to be removed and re-added before it starts reading from the chest correctly again. \nI am trying to use the sensor to read the contents from a requester chest that is also being used to set requests so I can't read from the chest using the normal method.", "date": "2020-12-27T17:20:00+00:00", "quotes": [] }, { "author": "Optera", "content": "Fixed in 1.10.2 \n \nI don't have time and will to play test Space Exploration.", "date": "2020-12-28T19:28:46+00:00", "quotes": [ { "author": "catsup8 wrote: Sat Dec 26, 2020 11:49 am", "content": "" }, { "author": "Xoro wrote: Sun Dec 27, 2020 5:20 pm", "content": "" } ] }, { "author": "salbee", "content": "I'm struggling to get this mod working. I've installed the mod, and researched it so Inventory Sensor appears in my inventory. I can place them on the map, but nothing works after that. I don't get an inventory, when I click on the sensor it says \"not operable\". \n \nI checked my log file and I see the mod being loaded: \n Code: Select all 0.718 Loading mod settings Inventory Sensor 1.8.3 (settings.lua)\n 0.719 Loading mod settings VehicleSnap 1.18.3 (settings.lua)\n 0.724 Loading mod core 0.0.0 (data.lua)\n 0.907 Loading mod base 1.0.0 (data.lua)\n 1.829 Loading mod Inventory Sensor 1.8.3 (data.lua)\n 1.983 Loading mod VehicleSnap 1.18.3 (data.lua)\n 2.135 Loading mod base 1.0.0 (data-updates.lua)\n 2.308 Checksum for core: 2630831588\n 2.308 Checksum of base: 3509992273\n 2.308 Checksum of Inventory Sensor: 230805478\n 2.308 Checksum of VehicleSnap: 726116391\n \nI don't see anything in the logs that looks like an error. What am I doing wrong?", "date": "2021-01-20T01:55:59+00:00", "quotes": [] }, { "author": "adamwong246", "content": "I'm getting the same \"Not Operable\" error. https://github.com/Yousei9/Inventory-Sensor/issues/19", "date": "2021-02-14T17:14:57+00:00", "quotes": [] }, { "author": "Optera", "content": "Honestly this mod worked for years now without needing to spell out the obvious. \nLook at the pictures. Place next to a valid target with the flat side facing towards it and hook it up to the circuit network. \n \nPS: I replaced the ancient beta screenshot of a furnace in case that was confusing you guys.", "date": "2021-02-14T18:02:05+00:00", "quotes": [] }, { "author": "Costin32121311", "content": "Hi, I seem to be having trouble with the mod, inventory sensors sense wagons belonging to the same trains at different times and are generally unreliable in terms of time needed to sense a stopped wagon and it's inventory, sometimes taking a few ticks and sometimes more, it's not too big of a problem but I want to ask, is there anything that can be done about this?", "date": "2021-02-28T23:59:32+00:00", "quotes": [] }, { "author": "DaleStan", "content": "You can change the mod settings (on the map tab) to increase the update frequency, but this will also reduce performance.", "date": "2021-03-01T19:53:29+00:00", "quotes": [] }, { "author": "Costin32121311", "content": "Hi, thanks for all the help, I'd like to ask another question, how can I diferentiate between an empty cargo wagon and an empty fluid wagon? The signals seem to be the same and I can't think of anything else.", "date": "2021-03-20T17:34:10+00:00", "quotes": [] }, { "author": "RaasKaler", "content": "Sorry for my english... This mod looks like a solution to all my problems. But if I click on this device I see message \"does not work\" \nWhat can be raeason? is it work o 1.1.36??", "date": "2021-07-24T07:36:28+00:00", "quotes": [ { "author": "Optera wrote: Sun Feb 14, 2021 6:02 pm", "content": "" } ] }, { "author": "aklesey1", "content": "Hi optera \nIs it possible to make item wagon and fluid wagon detection separately? \nCan you add rotation of sensor with button like normal combinator?", "date": "2022-08-02T18:09:49+00:00", "quotes": [] }, { "author": "Trigun", "content": "is possible to read the temperature of a storage tank for liquids? (liquid temps?)", "date": "2022-09-17T00:46:20+00:00", "quotes": [] }, { "author": "Trigun", "content": "a fix can be by copypaste the temp function inside the fluid part, the only problem should be that in this way if u have multiple fluids (no idea why) the temps get sum, but i don't think in that case u care about temps \neasiest way can be to check only if you have 1 fluid only \n \nORIGINAL\n Code: Select all --get temperature\n local temp = connectedEntity.temperature\n if temp then\n signals[signalIndex] = {index = signalIndex, signal = signal_temperature ,count = floor(temp+0.5)}\n signalIndex = signalIndex+1\n end\n \n \n -- get all fluids\n for i=1, #connectedEntity.fluidbox, 1 do\n local fluid = connectedEntity.fluidbox[i]\n if fluid then\n signals[signalIndex] = { index = signalIndex, signal = {type = \"fluid\",name = fluid.name}, count = ceil(fluid.amount) }\n signalIndex = signalIndex+1\n end\n end \n\nEDITED\n Code: Select all --get temperature\n local temp = connectedEntity.temperature\n if temp then\n signals[signalIndex] = {index = signalIndex, signal = signal_temperature ,count = floor(temp+0.5)}\n signalIndex = signalIndex+1\n end\n \n \n -- get all fluids\n for i=1, #connectedEntity.fluidbox, 1 do\n local fluid = connectedEntity.fluidbox[i]\n if fluid then\n signals[signalIndex] = { index = signalIndex, signal = {type = \"fluid\",name = fluid.name}, count = ceil(fluid.amount) }\n signalIndex = signalIndex+1\n --get temperature\n local temp = connectedEntity.fluidbox[i].temperature\n if temp then\n signals[signalIndex] = {index = signalIndex, signal = signal_temperature ,count = floor(temp+0.5)}\n signalIndex = signalIndex+1\n end\n end\n end", "date": "2022-09-18T23:39:42+00:00", "quotes": [] }, { "author": "Ringkeeper", "content": "does someone have a blueprint for loading a waggon with specific items ? Optera posted one loooong time ago but i lost all my blueprints and i can not find it. \nAlso i am too stupid to recreated it , combinators is a nightmare for me.", "date": "2024-12-09T10:37:10+00:00", "quotes": [] } ]
18
2016-08-04T04:10:47-05:00
forum-topic-126700
126700
Wube staff - wube/factorio-data github adjustment
Cheatsheets / Calculators / Viewers
https://forums.factorio.com/viewtopic.php?t=126700
mtfreitasf
Dear all, I am updating my excel calculator for Space Age. I used a lua script with all the recipes, but this is not working anymore for space age. I found the github repository made by wube named factorio-data. I downloaded it and found the recipe.lua files and I am trying to make a python code to extract all the recipes. One thing that I believe is a quirk and would appreciate if someone at Wube would adjust (if possible) is to name all the recipe files as recipe.lua. This is the case with the base, quality and space-age but not with elevated-rails. In the elevated-rails folder, the recipes are in a file called elevated-rails.lua in the recipe folder. I am adapting the code for this quirk but would appreciate if this could be corrected for the next releases / commits. I didn't post an issue in github as it is disabled for this repository. Best regards, Marcos
[ { "author": "Muche", "content": "An issue with limiting your processing to only some files is that it will miss changes to the recipes, which are done via executing data-updates.lua and data-final-fixes.lua of all mods. \n \nYou may have easier time running \"factorio --dump-data\" and processing the resulting file \"script-output/data-raw-dump.json\", which contains (among other things) the final versions of all recipes.", "date": "2025-02-09T02:40:51+00:00", "quotes": [] }, { "author": "mtfreitasf", "content": "Muche, \n \nThank you for your reply. I will try with the dump data process. But for the sake of following one structure, I believe that changing the name in the elevated-rails folder to recipe.lua would be neat (if possible). \n \nBest regards, \n \nMarcos", "date": "2025-02-09T15:52:06+00:00", "quotes": [] }, { "author": "", "content": "There are no rules about structure of data files other than mods having to provide data.lua/data-updates.lua/data-final-fixes.lua if they want to partifcipate at a specific point in time of game loading. I see no reason to make something that you seem to recognize as a pattern but i see as an implementation detail to become a rule. Mods are allowed to define prototypes however they like, also they are allowed to provide partial prototypes there and fill the gaps later as long it does not interfere with other mods. The only well defined point to get access to the prototypes is using the dump data process so i am rejecting your request.", "date": "2025-02-09T16:01:24+00:00", "quotes": [] }, { "author": "mtfreitasf", "content": "Boskid, \n \nThank you for your reply. \n \nI am just trying to get all the recipes for the vanilla space age to improve my 1.0 calculator. I got from the forums a lua script to create a csv file with them. It doesn’t work anymore. \n \nI’ll try Muche’s idea combined with a Python script to get the recipes. \n \nI am not a modder and don’t want to create new rules. \n \nBest regards, \n \nMarcos", "date": "2025-02-09T20:23:41+00:00", "quotes": [] } ]
4
2025-02-08T19:07:01-06:00
forum-topic-84435
84435
Version 0.18.22
Releases
https://forums.factorio.com/viewtopic.php?t=84435
Graphics Added shell particle effect for the artillery shooting. Added tinted scorch marks for explosion effects. Explosions on different tile types will result in scorch marks of different colors. Changes Pressing escape/close GUI when a search field is focused only closes the search field instead of the entire GUI. Updated GUI styles for PvP configuration GUI. Unit groups will determine their collision mask based on the collision masks of their members. ( 84204 ) Bugfixes Fixed landfill spawning under player when building landfill elsewhere. ( 84170 ) Fixed a crash when a train recalculating path during movement is unable to reserve rail signal within movement distance. ( 84216 ) Fixed production statistics corruption when recipe returns some but not all catalyst. ( 83881 ) Fixed a pathfinding crash related to changing tiles in a way that affected neighbouring tiles' transitions. ( 84181 ) Fixed that malformed data in data.raw wouldn't show the minimal-mode failure GUI. ( 84412 ) Modding Fixed that writing to mod settings would silently ignore bad values. Added "allowed_effects" support to the lab. Added "creation_distance_orientation", "use_source_position", "height" and "vertical_speed" to particle creation parameters (related to shooting effect shell particles). Added "scorch_mark_color" to TilePrototype. Added util.remove_tile_references for easier compatibility maintenance with future game updates when removing base game tiles. Removed migration for CustomInputPrototype consuming types that were removed in 0.15.24. 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": "vladdu", "content": "Is it just me, or did many mods break with this version? \"(custom-input): Unknown consuming type: script-only\" \nOh, I should have read everything \"Removed migration for CustomInputPrototype consuming types that were removed in 0.15.24.\"", "date": "2020-04-30T12:06:49+00:00", "quotes": [] }, { "author": "TooG", "content": "Yeah, this seems to have broken basically all my mods as well.", "date": "2020-04-30T12:13:08+00:00", "quotes": [] }, { "author": "lamenters", "content": "Post update, all my mods cause factorio to fail to load. \nUnknown consuming type: script-only \n \nAnything I can do? \n \nL", "date": "2020-04-30T12:40:13+00:00", "quotes": [] }, { "author": "aka13", "content": "Rolling back a version is always possible, and then wait for updates/mod updates, that's what I did. \n \nFunny thing, rolling the game back reset my achievements for the savefile. I wonder how that happened. I never loaded the save with .22", "date": "2020-04-30T12:42:05+00:00", "quotes": [ { "author": "lamenters wrote: Thu Apr 30, 2020 12:40 pm", "content": "" } ] }, { "author": "DJQuad", "content": "It broke all of my mods as well. Rolling back to .21 worked.", "date": "2020-04-30T13:33:41+00:00", "quotes": [] }, { "author": "mishugashu", "content": "Achievements are not per save file. It's per install.", "date": "2020-04-30T14:08:09+00:00", "quotes": [ { "author": "aka13 wrote: Thu Apr 30, 2020 12:42 pm", "content": "" } ] }, { "author": "leoch", "content": "Er, yes. Yay, a \"minor patch\" broke lots of stuff! \n \nAny chance you guys can use SemVer and do at least rudimentary testing that patch-releases don't break mods? This also implies checking a player *really* wants to upgrade to the next minor version (e.g. 0.19).", "date": "2020-04-30T14:24:28+00:00", "quotes": [] }, { "author": "khalismur", "content": "factorio is in alpha stage. the \"stable\" version exists for a reason. \n \nOr are you complaining you found a bug or issue in the \"experimental alpha\"?", "date": "2020-04-30T14:25:40+00:00", "quotes": [ { "author": "leoch wrote: Thu Apr 30, 2020 2:24 pm", "content": "" } ] }, { "author": "", "content": "Also the API removal that broke mods was removed in version 0.15, and left in with some internal migration. The API has been non-functional for nearly 3 years, and these mods are just plain wrong for having these values.", "date": "2020-04-30T15:02:12+00:00", "quotes": [ { "author": "leoch wrote: Thu Apr 30, 2020 2:24 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "vladdu", "content": "Note that what was removed had been deprecated in 0.15, so I guess that one thing to do would be to better notify mode devs that things will break, and another that the release note should note when some changes could break things like that. I would have liked to know before upgrading.", "date": "2020-04-30T15:04:26+00:00", "quotes": [] }, { "author": "bobingabout", "content": "It's all well and good saying that, but most data.lua oriented code is basically taken from looking at stuff in the game and copying, some old things like CustomInputPrototype in mods are from the initial example, and copied from other mods. \n \nsince it isn't used in the base game, being a mod specific thing, that isn't well documented, could you please point to information on how to fix the mods? The only reference to \"CustomInputPrototype\" in the wiki is in the patch notes saying it's changed, then removed. \n \nEDIT: \nA forum search did find this topic, which is useful: viewtopic.php?p=492101#p492101 \nIt's listed as custom-input on the wiki https://wiki.factorio.com/Prototype/CustomInput", "date": "2020-04-30T15:17:42+00:00", "quotes": [ { "author": "Klonan wrote: Thu Apr 30, 2020 3:02 pm", "content": "" }, { "author": "leoch wrote: Thu Apr 30, 2020 2:24 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "disentius", "content": "there is a thread for that: \n viewtopic.php?p=492101#p492101", "date": "2020-04-30T15:19:53+00:00", "quotes": [] }, { "author": "", "content": "There is documentation here: \n https://wiki.factorio.com/Prototype/CustomInput \n https://wiki.factorio.com/Types/ConsumingType", "date": "2020-04-30T15:22:49+00:00", "quotes": [ { "author": "bobingabout wrote: Thu Apr 30, 2020 3:17 pm", "content": "" } ] }, { "author": "bobingabout", "content": "Thanks for info.", "date": "2020-04-30T15:24:26+00:00", "quotes": [ { "author": "Klonan wrote: Thu Apr 30, 2020 3:22 pm", "content": "" }, { "author": "bobingabout wrote: Thu Apr 30, 2020 3:17 pm", "content": "" } ] }, { "author": "UrbanCee", "content": "so that means those mods stay dead until they get updated? (broke like 5 mods for me)", "date": "2020-04-30T15:59:41+00:00", "quotes": [ { "author": "Klonan wrote: Thu Apr 30, 2020 3:02 pm", "content": "" }, { "author": "leoch wrote: Thu Apr 30, 2020 2:24 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Kyralessa", "content": "Where do you find this \"minor patch\" description? \n \nWhere do you find the promise that an update to the experimental beta branch won't break anything? \n \nYou probably shouldn't be on the experimental branch if it's this upsetting to you that things might break. \n \n(ASIDE: This kind of entitled attitude explains a lot about why some mod authors get fed up and withdraw or quit on their mods. At least the Factorio devs are getting paid to deal with this kind of rudeness. When people react to mod authors this way when something breaks, no wonder they decide no longer to cast their pearls before the proverbial swine.) \n \nBut because I, on the other hand, am an extremely nice and helpful guy, I'll tell you how to avoid this problem in the future: \n \n Download the .zip version of the game, not the installer version. \n Install it in some place such as your user folder. \n Download more .zip versions of the game. 0.17 stable, 0.16 stable, heck, 0.6.4 stable just for grins to see what Factorio looked like seven years ago. \n You might want to even have multiple copies of a single version. One copy can be for playing with no mods, just to see the latest changes. Another copy can be with a game-changing mod like IR or Krastorio 2 or whatever the heck that Bob/Angel stuff is. \n If you handle it this way, the worst a new experimental version can do to you is temporarily set you back until you download the previous .zip version and get going again. It also makes dealing with mods much easier. \n \n\nI used to be a die-hard installer guy, but I've seen the light of Factorio .zip, and my life is better for it.", "date": "2020-04-30T16:07:45+00:00", "quotes": [ { "author": "leoch wrote: Thu Apr 30, 2020 2:24 pm", "content": "" } ] }, { "author": "Omnifarious", "content": "Yes. If you want to help the authors of the mods you like, and possibly increase the speed at which those mods will be updated, go and post a bug in the forum for the mod, or wherever the mod author says to post bugs (if one hasn't been posted already). Give them a link to this thread so they can quickly see what the issue is. \n \nIt's not a difficult problem to fix actually. I had a mod I maintain that ran afoul of it, and it was mostly because I just cut & pasted a prototype definition from someplace else without taking the time to understand it.", "date": "2020-04-30T16:21:35+00:00", "quotes": [ { "author": "UrbanCee wrote: Thu Apr 30, 2020 3:59 pm", "content": "" } ] }, { "author": "conn11", "content": "In addition to Kyralessa. \nSince most play on Steam it‘s even easier: \nJust don‘t select the .X version in the Beta Branche and only the version *really* wanted.", "date": "2020-04-30T16:54:46+00:00", "quotes": [ { "author": "leoch wrote: Thu Apr 30, 2020 2:24 pm", "content": "" } ] }, { "author": "leoch", "content": "Go find out what SemVer is. Not everyone is using SemVer compatible version numbers, but it's pretty-much the standard for software now. \n \nYes, I probably shouldn't play the alpha. This was somewhat unintentional (was using the 0.17.x beta and forgot that experimental updates were enabled, hit \"update\" as usual... whoops).", "date": "2020-04-30T20:15:43+00:00", "quotes": [ { "author": "Kyralessa wrote: Thu Apr 30, 2020 4:07 pm", "content": "" } ] } ]
19
2020-04-30T07:01:29-05:00
forum-topic-124544
124544
Defence Tactics Advice
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=124544
bbutle01
So I'm getting into mid-game now and spending more time trying to automate shipping back products from Fulgora and Vulcanus. It's close, I AM shipping back science packs and tungsten, but the volume is still a bit low and it's taking some manual choosing of what to launch into space and driving the ship. The problem is back on home. The bugs are closing in. I find myself going back to the map and driving over my tanks that have most of the stuff needed to repair each outpost. And it's to the point where I'm spending more time pushing them back than I am working on my other planets. I need to make this more resilient. So some things that came to mind... 1. Build walls around ALL of it, and throw up defensive weapons around the whole perimeter. That seems wasteful and soon I'll have to expand to more copper, so it really doesn't seem tenable either. 2. Fortify each outpost and the main base separately and don't worry about what spawns in between them (since they don't seem to attack power poles and railroad tracks) 3. Have a train that just takes around a single car that's stocked with walls, health packs and replacement laser turrets. Assuming they get damaged, but everything gets repaired. How are you guys doing it? If I can't find a way to make this place quite a bit stronger I'll never have time to get to the other planets. Screenshot 2024-12-16 at 8.14.49 AM.png (1.25 MiB) Viewed 1168 times
[ { "author": "NineNine", "content": "I'd wall it all in with lasers, and start placing artillery in places along the border.", "date": "2024-12-16T14:26:33+00:00", "quotes": [] }, { "author": "bbutle01", "content": "Whew, at least there's some natural water barriers West side of the map. But the east is going to take a lot of walls and lasers!", "date": "2024-12-16T15:11:59+00:00", "quotes": [] }, { "author": "NineNine", "content": "If you do lasers, you don't need walls. And yeah, it's a lot, but if you put production modules 2 in your laser assemblers, that'll make it better. And, since you've already been to Vulcanus, you've got foundries which will make the lasers a lot cheaper! \n \nI don't know if a better way to do it unless you want to have to babysit your borders all of the time, and that's tough to do when you're working on other planets, too. \n \nYou can do it with a single layer of lasers in mid-game, because the biters take a lot longer to evolve now (compared to 1.1). I'm also mid-game, and I'm trying to get artillery in place ASAP because I know a single layer of lasers alone won't continue to work as the biters evolve.", "date": "2024-12-16T15:22:13+00:00", "quotes": [] }, { "author": "bbutle01", "content": "Ok, that'll help a lot. I've already got some automated laser turret creating, so this should take so long. And I'll probably overlap so each one protects it's neighbors. \n \nI haven't done much work with higher quality stuff but maybe I'll try to make some higher quality lasers to increase the range", "date": "2024-12-16T17:27:41+00:00", "quotes": [] }, { "author": "tlix", "content": "Since you have gone to Fulgora, teslas (especially higher quality ones) are amazing at killing hordes. Highly recommend bringing some back to Nauvis for defending your active outposts (instead of flamethrowers, since they don't need ammo). Definitely bring them to Gleba though. \nAlso you might want to leave a closer base alone so that you have access to biter eggs for biolabs and prod3s before aquilo. Maybe wall 3~4 nests in with pipes after clearing out the biters with target-filtered lasers.", "date": "2024-12-16T18:27:09+00:00", "quotes": [] }, { "author": "Tertius", "content": "At some point I wall the Nauvis base in, with laser turrets as defense. I also added flamethrower turrets, but this doesn't seem necessary so far, so I didn't provide oil supply for half of the wall. \nPreviously, I built a bunch of turrets around the outposts that were usually attacked, but sometimes some patrol appears at the main base and I'm not able to determine from where they came, and this means the biters build nests in areas I cleared previously. To be absolutely sure where biters could attack and no attack to any production site, I don't see any way around building some kind of defensive wall around all. You can defend the main base and every mining outpost separately, or you can simply wall everything in with a large perimeter defense wall. The former is faster, but the latter gives you room to expand freely within the cleared area and you don't need to think about it. \n \nI used the water strategically and used it as natural borders to build less walls. Either I was lucky and half of the perimeter is behind a natural water border by chance, or the new 2.0 terrain generation is better with building this. \n \nI explored as far as possible, until the enemy bases got to their final size that's not comfortable any more to clear without spidertron or artillery. I did this before even going to the first planet. \n \n \n \n 12-16-2024, 19-32-17.png (934.77 KiB) Viewed 1110 times \n \n \n(the red circles inside are the remains of the previous on the spot defense)", "date": "2024-12-16T18:35:47+00:00", "quotes": [] }, { "author": "wizcreations", "content": "I use a service train with repair packs, turrets, walls, etc needed to repair defensive outposts. Use combinators to specify the quantity of each item you want at each train stop so it only unloads what is needed. \n \nBased on your map, you should also spend an hour driving around and killing all those biter nests in your pollution cloud so that you don't have to build as many walls.", "date": "2024-12-16T18:53:25+00:00", "quotes": [] }, { "author": "jdrexler75", "content": "One more thing people underestimate: Efficiency Modules. \n \nWhen you get your drills to -80% power usage, their pollution is also negligible. That makes defences much much easier, generally only small groups on an expansion trip, rather than pollution-based attacks.", "date": "2024-12-16T21:35:00+00:00", "quotes": [] }, { "author": "WOOL", "content": "Yes I am a big user of the efficiency modules for Nauvis, you only need t1 modules and you significantly reduce the biter attacks as well as evolution. \n \nAs well I just wall the full base in on Nauvis and don't have outposts. \n \nMy next plan is to move all (possible) science production to Vulcanus and ship it in to further minimise pollution or having to expand to new ore patches", "date": "2024-12-17T16:05:31+00:00", "quotes": [] }, { "author": "NineNine", "content": "The flip side to using efficiency modules to reduce the amount of pollution is to use red productivity modules in everything in the hopes that you don't have to expand out to new ore patches. (That's what I tend to do on Nauvis). \nI think that both green and red modules are good techniques to avoid biters. \nBlue speed modules, on the other hand only stand to exacerbate the biter problem.", "date": "2024-12-17T16:31:03+00:00", "quotes": [] }, { "author": "bbutle01", "content": "So I put in the line of lasers to the west and south, between the natural water barriers. I also started clearing out the nests to the north and east. They've already come and taken out some of those lasers so I'm going to have to find a way to bolster that. \n \nAnd I had no idea about the blue modules causing more biter problems, I'll swap them all out to green immediately", "date": "2024-12-17T17:36:02+00:00", "quotes": [] }, { "author": "jdrexler75", "content": "Switching to the big drills from Vulcanus asap is much more effective that productivity modules, since it has that \"50% resource drain\" (or even less with quality), so it will get twice as much out of one patch. Also red modules increase pollution per ore much more unless you pile on beacons with green modules. \n \nSpeed modules on the other hand barely affect pollution per ore, the \"per minute\" number goes up only a little more than the extra ore from the speed bonus. Whereas productivity modules slow it down and create extra pollution, so per ore you're looking at twice the pollution or more. If you want to make your ore patches last longer without a lot of pollution, the mining productivity research is more effective imho. Or just bombarding the planet with unlimited ore from space...", "date": "2024-12-17T17:38:59+00:00", "quotes": [ { "author": "NineNine wrote: Tue Dec 17, 2024 4:31 pm", "content": "" } ] } ]
12
2024-12-16T08:24:23-06:00
forum-topic-120088
120088
Gleba Biofactory Phase 3
Show your Creations
https://forums.factorio.com/viewtopic.php?t=120088
rockaday
After installing Space Age, building a basic base on Nauvis, and doing some research, I left for Gleba with nothing but a few steel plates in my pockets. I barely made it, and once there, it was surprisingly difficult just to get iron and copper going. My first attempt was a spaghetti mess that didn't generate enough iron or copper, sometimes ran out of nutrients, and generated a lot of spoilage. Then I switched to logistics bots, which was very nutrient-efficient with little spoilage, but consumed a massive amount of power, and still didn't generate enough iron or copper. Now I've replaced that with a new setup that's imperfect but much better. Efficiency modules really helped me tune it for equilibrium: the right amount of nutrients in the right spots. Screenshot from 2024-11-06 09-03-21.png (2.27 MiB) Viewed 5883 times Not sure the blueprint will be useful to anybody, but just in case here it is: 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 Copy blueprint I haven't been able to research any new technology, because I don't have a working space platform, so I can't bring military science here or agricultural science to Nauvis, and there's no coal on Gleba. But now that I've got a good biofactory, I quickly banked thousands of rocket part inputs, and I'll be able to start building a space platform in my next session.
[ { "author": "adam_bise", "content": "Whew you're much further along than me! \n \nI just finished a working setup, kinda. What a mess! But maybe I won't be stuck here after all! \n \n \n \n gleba.png (1.93 MiB) Viewed 4918 times", "date": "2024-11-27T02:40:23+00:00", "quotes": [] }, { "author": "the_potty_1", "content": "Gleba is kind of a pain. My main takeaway is it's too troublesome to ship bio science off planet, so I've moved my labs here, along with manually shipping about 4k of each science pack. I'll figure out how to set up a schedule at some point, I turned it off because I had a ship full of science packs, but all the drop pods were in use because the planet had requested 3 red science, 2 green science, etc, so I couldn't drop 2000 red science. \n \nAnyway, this is my base, kinda small as is usual for me, but it's pushing reasonable bio science, and once I open up bio labs that will skyrocket. The main problem is having to place inserters in the oddest places to remove any intermediary product that decays. It also ramps up in stages, you start the raw fruit coming in, then prime the nutrient from spoilage biochamber from the assembler, and once it's all running, you get the nutrients mainly from bioflux, and the spoilage feeds the heating towers. \n \n \n \n Gleba.png (3.8 MiB) Viewed 4653 times \n \n \n 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 Copy blueprint", "date": "2024-11-30T19:56:40+00:00", "quotes": [] }, { "author": "mrvn", "content": "Have you considered making nutrients from bioflux? And you can build nutrients in place where needed from bioflux. So always just short segments of belts with nutrients so that one biochamber runs near constantly. Otherwise it's a scaling issue. \n \nAnother thing: carbon from space. Although that requires a dedicated space platform at Gleba. Something to think about. Build one at Nauvis and send it over. Keep building space platforms at Nauvis. I recommend having a space station at each planet and a space ship each going between Nauvis and Glebal, Fulgora and Vulkanus. So 6 platforms to start with. Then 2 more for Aquilo much later. \n \nYou also must have at least one space platform, after all you reached Gleba with one. Do you lack the rocket silo? You don't need to have an automated one yet. But have your initial space platform come by and pick up 1000 agricultural science packs and bring them to Nauvis to do some research. You can also ship everything you need to build a silo and a few rockets from Nauvis easily. I recommend researching biter capture asap. The Biolabs consume only half the science packs for the same result and can have more productivity modules.", "date": "2024-11-30T20:20:57+00:00", "quotes": [ { "author": "rockaday wrote: Wed Nov 06, 2024 2:21 pm", "content": "" } ] }, { "author": "the_potty_1", "content": "So, I've had some encounters with stompers hitting my harvesters, and I've realised my focus on minimal power use is entirely irrelevant on gleba. So I ripped up both harvesters, and am allowing the pollution cloud to dissipate. Next I'm ripping out the iron, copper, and steel smelting entirely, and producing those in orbit, along with space science. Then I'll start up the harvesters with a single plot of land each, and produce only bioflux and it's downstream derivatives. There should be far less spoilage, science production will if anything be scaled up, and I shouldn't have any more trouble with stompers. I'll submit my new base when it's up and running. \n \nEDIT as I was rebuilding a fair chunk of my base anyway, I thought I would first scout around for a more defensible position for the main base, yes they don't actually attack your base unless they walk into it on their way to kill your harvester, but that would nevertheless be catastrophic. So I scouted around for perhaps an island that might even have the two types of growing biomes on it. Yup, scouting around, over the ocean, with my jetpack, looking for an island ... \n \n \n \n Gleba_island.png (1.03 MiB) Viewed 4532 times", "date": "2024-12-01T16:41:52+00:00", "quotes": [] }, { "author": "mrvn", "content": "It's too bad \"Island Elevation\" map type only applies to Nauvis. It should be possible to change the map type for each planet.", "date": "2024-12-02T19:41:21+00:00", "quotes": [] }, { "author": "the_potty_1", "content": "I agree, but I suppose they assume you're starting on Nauvis, and by the time you get to gleba, you have monster armor and need a bit of a challenge so you don't get bored. \n \nPersonally I like being bored, so I built this: \n \n \n \n \n Gleba_island 2.png (3.47 MiB) Viewed 4354 times \n \n \n \n 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 Copy blueprint \n \n \n \n \n Gleba_island_Map.png (22.62 KiB) Viewed 4354 times \n \n \n \nEDIT It does require iron, steel, copper, copper wire, sulphur, and space science from orbit, so as soon as I finish researching advanced asteroid processing, I'll design the orbital platform, and post the design. \n \nEDIT EDIT there's a missing inserter: \n \n \n \n \n Spoilage fix.png (43.07 KiB) Viewed 4337 times", "date": "2024-12-03T19:43:10+00:00", "quotes": [ { "author": "mrvn wrote: Mon Dec 02, 2024 7:41 pm", "content": "" } ] }, { "author": "the_potty_1", "content": ".. and the space platform .. \n \n \n \n \n Gleba_platform.png (1.66 MiB) Viewed 4251 times \n \n \n \n 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 Copy blueprint \n \n \nEDIT but I think it needs a redesign to throw ice overboard :/ And possibly to throttle iron sent down to gleba, or even discard it.", "date": "2024-12-04T19:35:09+00:00", "quotes": [] }, { "author": "mrvn", "content": "That is a very clean setup. You can improve the freshness some if you add recycler to get rid of excess Bioflux, Jelly and/or Mash. Or convert it to nutrients and burn the spoilage. Don't let anything sit on a belt. \n \nAnother tip: Put 3 deconstruction planner (or some other unsed item) on each side of all belt endings and set the inserters to \"blacklist: deconstruction planer\" if they transfer into a chest or another belt. That way there will only be 1 item per lane on the last belt piece that can spoil and the inserter will always pick those up. Without that trick the inserter will pick the newest item from the belt and 3 items per side will always rot and eventually spoil. \n \nNote: for undergrounds only put 2 deconstruction planners on each side.", "date": "2024-12-04T23:08:41+00:00", "quotes": [ { "author": "the_potty_1 wrote: Tue Dec 03, 2024 7:43 pm", "content": "" } ] }, { "author": "the_potty_1", "content": "After moving research back to Nauvus, I thought I better redesign the Gleba platform to not continuously back up and then run out of bullets and take damage. It now appears to be entirely self-sustainable, so I look forward to never having to check up on it again \n \n \n \n \n Gleba_platform_2.png (1.37 MiB) Viewed 4050 times \n \n \n \n 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 Copy blueprint \n \n \nObviously you can use the upgrade planner to change to non-quality items, you will have to move some solar panels if you want to switch to red underground belts, but nothing too complex. \n \nNext I'm going to modify Gleba itself to produce carbon fibre. \n \n \nEDIT Here are the cargo landing pad requests to pull resources from the platform. The pad will request resources until the amounts shown persist in the landing pad, which only happens when the chests are full and back up. \n \n \n \n \n Gleba_requests.png (329.81 KiB) Viewed 4045 times", "date": "2024-12-07T11:37:30+00:00", "quotes": [] }, { "author": "the_potty_1", "content": "Didn't have to do that much for carbon fibre, apart from move the entire factory 3 feet to the right. \n \n \n \n Gleba_island_3.png (3.31 MiB) Viewed 3991 times \n \n \n\nI scaled down the number of steam tanks, thing is, now I'm feeding excess carbon from space into the incinerators, I actually need the original layout. \n \n 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 Copy blueprint \n \nand I've automated shipping bio science back to nauvis, 2 loads of 1000 done with zero spoilage.", "date": "2024-12-07T12:28:36+00:00", "quotes": [] }, { "author": "the_potty_1", "content": "Science on Nauvis is larger scale than I've ever built, but it's meant to be burst research to finish off the bio science before it spoils, the rest of the factory couldn't sustain this speed on research that doesn't require bio science. \n \n \n \n \n Biolabs.png (1.7 MiB) Viewed 3989 times \n \n \n \n 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 Copy blueprint \n \n \n \n \n Biolab_power.png (164.1 KiB) Viewed 3989 times \n \n \n \nI'm blowing through 1000 bio science in 3-4 minutes, that last spike took me from 49% on Epic quality (5000 @ 60) to 82%. This is a 33% increase, and should have taken 1333 (EDIT 1666 - sorry) science. Actually the biolab was supposed to yield 2000 research for 1000 science? Not to mention the +50% productivity boost from modules? In any case, I'm happy enough.", "date": "2024-12-07T18:47:30+00:00", "quotes": [] }, { "author": "mrvn", "content": "The science packs give science according to their freshness. So at 50% spoiled you only get half the science progress out of it. \n \nNot sure how fresh your science packs are but mine start at >99.8% and >9h58m freshness minus however long it takes to produce enough for a rocket and ship it. From your numbers your science packs seem to be half spoiled (1666 / 2000 / 1.5 = 55% fresh). Since I don't think it takes you 4 hours to transport them to Nauvis I can only assume you are making them from ingredients that aren't fresh. Check on that.", "date": "2024-12-08T14:15:10+00:00", "quotes": [] }, { "author": "the_potty_1", "content": "Ah, thank you, that makes sense \n \nI think you turned down your spoil rate when you created your game, my bio science packs spoil in one hour not 4 hours. In any case, I'm happy enough with my build, I'm sure I could improve it more, but I'm not particularly driven to, it's good enough.", "date": "2024-12-08T15:30:51+00:00", "quotes": [ { "author": "mrvn wrote: Sun Dec 08, 2024 2:15 pm", "content": "" } ] }, { "author": "mrvn", "content": "Right, I might have. I was wondering why it was so long when I wrote the message.", "date": "2024-12-09T05:54:41+00:00", "quotes": [ { "author": "the_potty_1 wrote: Sun Dec 08, 2024 3:30 pm", "content": "" }, { "author": "mrvn wrote: Sun Dec 08, 2024 2:15 pm", "content": "" } ] } ]
14
2024-11-06T08:21:33-06:00
forum-topic-84741
84741
Factorio LandBlock
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=84741
mikehendi
Welcome to Factorio Landblock! It's a small world ain't it! Claim your space on this heavily populated chunk of land, but watch out! The locals evolve at double speed, and have fierce guards the further you push into their territory! Survived the beginning? Good! Now use your engineering skills and try to fit a fully working factory on a postmark stamp! ... Landblock start.png (2.72 MiB) Viewed 3841 times ... Full 25h playthrough Timelapse (+ map download): https://www.youtube.com/watch?v=Em8wJXjrtPc It started off as a way to even out the play:edit ratio a little more (my weekly video takes 5-10x more time to edit than to play), but alas, I failed here too. I took the opportunity to learn some new stuff like "what the hell are keyframes", "I really should use a better video editor", and "Hofstadters Law". Map settings: - Evolution progresses at 2x normal speed (all evolution factors doubled) - Naturally generated map (with tweaked settings, size 8x8 chunks), added medium/big/behemoth worms to prevent early-game steamrolling, added a bunch of nests (top left) and hidden sniper worms/coal rocks (bottom right), added uranium ore to increase gameplay options. - Download Landblock: https://www.dropbox.com/sh/axiobgdjqp3r ... 7frqa?dl=0
[]
0
2020-05-09T03:36:18-05:00
forum-topic-123631
123631
Quality Module 3 without Space Age
Wiki Talk
https://forums.factorio.com/viewtopic.php?t=123631
Unglück13
Hi, i just wanted to mention that you can craft Quality Module 3 without Space Age (deactivated Space Age "Mod", obviously need the DLC) it doesn't use the superconductor like the other Tier 3 Modules aswell (I checked it in game). The wiki article only has the Space Age Crafting Recipe and doesn't even show it can be crafted without it.
[ { "author": "DaveMcW", "content": "I added the deactivated-Space-Age recipe to the info box.", "date": "2024-12-04T02:24:29+00:00", "quotes": [] } ]
1
2024-12-03T08:32:59-06:00
forum-topic-19191
19191
Ability to set Pollution on a per recipe basis
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=19191
Blu3wolf
It would be useful to be able to set a default pollution for an assembly machine, which can be overridden by individual recipes. For instance, smelting copper from native copper with coal could be moderate pollution, but smelting copper from chalcocite could be heavy pollution. It would also be useful if this extra pollution setting could be set to be disregarded based on whether a fluid output is possible from the assembly machine or not. For instance, the copper smelting from chalcocite above could be normal or even low pollution in the event that there is a pipe taking the sulfur dioxide away, presumably for use elsewhere. Even the first suggestion alone would open up extra options for recipes - for instance, the difference between evaporating oxygen, and evaporating chlorine gas or sulfur dioxide.
[ { "author": "starholme", "content": "You can 'kinda' get these results by modifying the recipes already. The pollution is tied to the energy consumption of the assembler, so a longer time means more pollution. Make the chalcocite take a longer time to smelt. \n \nYou can output a liquid as part of another recipe that runs faster, so it essentially pollutes less. \n \nI know this isn't exactly what you are looking for though, just some currently usable alternatives.", "date": "2016-01-15T17:13:39+00:00", "quotes": [] }, { "author": "Blu3wolf", "content": "Unfortunately this will not be viable for me, as the time efficiency is another important aspect of the mod Im working on. Cheers for the tip though!", "date": "2016-01-15T21:15:25+00:00", "quotes": [] }, { "author": "bobucles", "content": "You can sort of do this by tying the recipes to a new structure. If you want a low pollution recipe, link up with a clean assembler. If you need a very polluting recipe, use a grisly assembler.", "date": "2016-01-15T23:42:11+00:00", "quotes": [] }, { "author": "Blu3wolf", "content": "I have considered this but it will not work with the mod paradigm I am developing. In particular it will not be appropriate for several of the furnaces, which I intend to already have a reasonably large selection of; Adding more of them will make things more confusing. Having two versions of the building depending whether the recipe should be polluting or not does not match the recipe unfortunately. \n \nI agree its a useful stopgap measure in general, just not that it is applicable to my position.", "date": "2016-01-16T01:09:19+00:00", "quotes": [] }, { "author": "bobingabout", "content": "I agree, I've often wanted to do things where the pollution generated would want to be dependant on the recipe. \n \nOne of these examples is gas venting, releasing oxygen into the atmosphere would actually help to reduce pollution, rather than create it, where releasing things chlorine might be highly polluting. \n \nsame could be said for a liquid releasing pump of some kind. Releasing water shouldn't be polluting, where releasing oils or acids should be.", "date": "2016-01-18T10:53:52+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "I'm interested in this, as well. I like the choosing a recipe to change the outputs. Thanks for the tip.", "date": "2016-03-07T17:38:34+00:00", "quotes": [] } ]
6
2016-01-15T00:22:00-06:00
forum-topic-119774
119774
[2.0.13] "Error UpdateChartbundleRequest failed: Failed to reach auth server" on uploading save after victory
Minor issues
https://forums.factorio.com/viewtopic.php?t=119774
Erichteia
I got the following error when I tried to upload my save file post victory: Error when uploading save to the galaxy thingy 11-04-2024, 17-05-05.png (14.21 KiB) Viewed 690 times My internet connection is fine, so I don't expect the issue to be from my end. I attached the log report and save below. Code: Select all 0.001 2024-11-04 10:35:01; Factorio 2.0.13 (build 79912, win64, steam, space-age) 0.001 Operating system: Windows 11 (build 22631) 0.000 Initializing Steam API. 0.001 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.001 Config path: C:/Users/nicol/AppData/Roaming/Factorio/config/config.ini 0.001 Read data path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/data 0.001 Write data path: C:/Users/nicol/AppData/Roaming/Factorio [87945/487108MB] 0.001 Binaries path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/bin 0.074 System info: [CPU: Intel(R) Core(TM) i7-9750HF CPU @ 2.60GHz, 12 cores, RAM: 7831/16304 MB, page: 12846/35805 MB, virtual: 4357/134217727 MB, extended virtual: 0 MB] 0.101 Memory info: 0.101 [0]: Ramaxel RMSA3300ME78HBF-2666 16384 MB 2400 MHz 1.2 v 1.360 Display options: [FullScreen: true] [VSync: true] [UIScale: automatic (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: en] 2.248 Video driver: windows 2.248 Available displays: 1 2.248 [0]: \\.\DISPLAY1 - NVIDIA GeForce GTX 1650 {0x05, [0,0], 1920x1080, 32bit, 60Hz} 2.310 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: -1; d3dcompiler_47.dll 2.859 Initialised Direct3D[0]: NVIDIA GeForce GTX 1650; id: 10de-1f91; driver: nvldumdx.dll 31.0.15.2849 2.859 D3D Feature Level: 11.1, DXGI 1.5+, SwapChain: 3,flip-discard,-,-,-,none 2.859 [Local Video Memory] Budget: 3356MB, CurrentUsage: 22MB, Reservation: 0/1777MB 2.859 [Non-Local Vid.Mem.] Budget: 7488MB, CurrentUsage: 15MB, Reservation: 0/3872MB 2.859 Tiled resources: Tier 2 2.859 Unified Memory Architecture: No 2.859 BGR 565 Supported: Yes 2.859 MaximumFrameLatency: 3, GPUThreadPriority: 0 2.860 Graphics settings preset: very-high 2.860 Dedicated video memory size 3949 MB 2.957 Desktop composition is active. 2.957 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality] 2.957 [Max threads (load/render): 32/12] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWTl] [B:0,C:0,S:100] 3.242 [Audio] Driver:wasapi, Device:Default device, Depth:16, Channels:2, Frequency:44100 3.732 Info ModManager.cpp:434: FeatureFlag expansion-shaders = true 3.732 Info ModManager.cpp:434: FeatureFlag freezing = true 3.732 Info ModManager.cpp:434: FeatureFlag quality = true 3.732 Info ModManager.cpp:434: FeatureFlag rail-bridges = true 3.732 Info ModManager.cpp:434: FeatureFlag segmented-units = true 3.732 Info ModManager.cpp:434: FeatureFlag space-travel = true 3.732 Info ModManager.cpp:434: FeatureFlag spoiling = true 3.794 Loading mod core 0.0.0 (data.lua) 4.019 Loading mod base 2.0.13 (data.lua) 6.944 Loading mod elevated-rails 2.0.13 (data.lua) 7.459 Loading mod quality 2.0.13 (data.lua) 7.773 Loading mod space-age 2.0.13 (data.lua) 16.042 Loading mod base 2.0.13 (data-updates.lua) 16.085 Loading mod quality 2.0.13 (data-updates.lua) 16.154 Loading mod space-age 2.0.13 (data-updates.lua) 16.416 Checksum for core: 3480657504 16.416 Checksum of base: 2691306720 16.416 Checksum of elevated-rails: 2288905443 16.416 Checksum of quality: 4264147466 16.416 Checksum of space-age: 542481865 17.170 Prototype list checksum: 124222065 17.274 Loading sounds... 40.740 Info PlayerData.cpp:68: Local player-data.json unavailable 40.740 Info PlayerData.cpp:71: Cloud player-data.json available, timestamp 1730574807 41.709 Crop bitmaps. 41.713 Parallel sprite loader initialized (threads: 12, bitmaps: 8227) 65.151 Initial atlas bitmap size is 16384 65.174 Created an atlas bitmap (size 16384x16380) [none] 65.201 Created an atlas bitmap (size 16384x16384) [none] 65.240 Created an atlas bitmap (size 16384x16376) [none] 65.241 Created an atlas bitmap (size 16384x15436) [none] 65.242 Created an atlas bitmap (size 16384x8392) [decal] 65.248 Created an atlas bitmap (size 16384x16384) [low-object] 65.249 Created an atlas bitmap (size 4096x960) [low-object] 65.250 Created an atlas bitmap (size 16384x13440) [corpse-decay] 65.250 Created an atlas bitmap (size 16384x5596) [none] 65.251 Created an atlas bitmap (size 1676x79) [not-compressed] 65.251 Created an atlas bitmap (size 8192x6096) [mipmap, linear-minification, linear-magnification, linear-mip-level] 65.260 Created an atlas bitmap (size 16384x16320) [terrain, mipmap, linear-minification, linear-mip-level] 65.260 Created an atlas bitmap (size 16384x4832) [terrain, mipmap, linear-minification, linear-mip-level] 65.261 Created an atlas bitmap (size 8192x3872) [terrain-effect-map, mipmap, linear-minification, linear-mip-level] 65.261 Created an atlas bitmap (size 4096x3104) [smoke, mipmap, linear-minification, linear-magnification] 65.262 Created an atlas bitmap (size 8192x2576) [mipmap] 65.262 Created an atlas bitmap (size 2048x1520) [mipmap] 65.262 Created an atlas bitmap (size 4096x3152) [mipmap] 65.262 Created an atlas bitmap (size 4096x3152) [mipmap] 65.262 Created an atlas bitmap (size 4096x3152) [mipmap] 65.263 Created an atlas bitmap (size 8192x3792) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level] 65.265 Created an atlas bitmap (size 16384x6120) [alpha-mask] 65.298 Created an atlas bitmap (size 16384x16380) [shadow, linear-magnification, alpha-mask] 65.305 Created an atlas bitmap (size 16384x16368) [shadow, linear-magnification, alpha-mask] 65.305 Created an atlas bitmap (size 16384x8364) [shadow, linear-magnification, alpha-mask] 65.306 Created an atlas bitmap (size 8192x2352) [shadow, mipmap, linear-magnification, alpha-mask] 65.306 Created an atlas bitmap (size 2048x496) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 65.306 Loading 3D bitmaps. 65.331 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82 65.353 Parallel sprite loader initialized (threads: 11, bitmaps: 8227) 98.120 Sprites loaded 98.166 Generated mipmaps (4) for atlas [5] of size 16384x16384 98.178 Generated mipmaps (4) for atlas [6] of size 4096x960 98.189 Generated mipmaps (3) for atlas [10] of size 8192x6096 98.265 Generated mipmaps (3) for atlas [11] of size 16384x16320 98.277 Generated mipmaps (3) for atlas [12] of size 16384x4832 98.288 Generated mipmaps (3) for atlas [13] of size 8192x3872 98.300 Generated mipmaps (3) for atlas [14] of size 4096x3104 98.368 Generated mipmaps (3) for atlas [15] of size 8192x2576 98.379 Generated mipmaps (3) for atlas [16] of size 2048x1520 98.401 Generated mipmaps (3) for atlas [17] of size 4096x3152 98.430 Generated mipmaps (3) for atlas [18] of size 4096x3152 98.441 Generated mipmaps (3) for atlas [19] of size 4096x3152 98.453 Generated mipmaps (5) for atlas [20] of size 8192x3792 98.465 Generated mipmaps (3) for atlas [25] of size 8192x2352 98.497 Custom mipmaps uploaded (3203) 98.508 Video memory usage: 3555.42 MB (Atlases: 3425.12 MB, Textures: 130.30 MB) 98.626 Factorio initialised 98.664 Steam Storage Quota: 23217/23841 109.129 Loading map C:\Users\nicol\AppData\Roaming\Factorio\saves\SpaceAge.zip: 27846143 bytes. 109.206 Loading level.dat: 79517699 bytes. 109.212 Info Scenario.cpp:178: Map version 2.0.12-2 110.808 Loading blueprint storage: Local timestamp 1730141637, Cloud timestamp 1730141642 111.183 Loading script.dat: 1222 bytes. 111.188 Checksum for script __level__/control.lua: 2463946943 647.373 Info AppManager.cpp:310: Saving to _autosave1 (blocking). 647.834 Info AppManagerStates.cpp:2069: Saving finished 1248.345 Info AppManager.cpp:310: Saving to _autosave2 (blocking). 1248.815 Info AppManagerStates.cpp:2069: Saving finished 1849.708 Info AppManager.cpp:310: Saving to _autosave3 (blocking). 1850.180 Info AppManagerStates.cpp:2069: Saving finished 2450.991 Info AppManager.cpp:310: Saving to _autosave1 (blocking). 2451.525 Info AppManagerStates.cpp:2069: Saving finished 3237.041 Info AppManager.cpp:310: Saving to _autosave2 (blocking). 3237.828 Info AppManagerStates.cpp:2069: Saving finished 3881.029 Info AppManager.cpp:310: Saving to _autosave3 (blocking). 3881.779 Info AppManagerStates.cpp:2069: Saving finished 4482.257 Info AppManager.cpp:310: Saving to _autosave1 (blocking). 4483.003 Info AppManagerStates.cpp:2069: Saving finished 5127.918 Info AppManager.cpp:310: Saving to _autosave2 (blocking). 5129.066 Info AppManagerStates.cpp:2069: Saving finished 11760.686 Info AppManager.cpp:310: Saving to _autosave3 (blocking). 11761.454 Info AppManagerStates.cpp:2069: Saving finished 12773.356 Info AppManager.cpp:310: Saving to _autosave1 (blocking). 12774.148 Info AppManagerStates.cpp:2069: Saving finished 13374.408 Info AppManager.cpp:310: Saving to _autosave2 (blocking). 13374.932 Info AppManagerStates.cpp:2069: Saving finished 13975.360 Info AppManager.cpp:310: Saving to _autosave3 (blocking). 13975.876 Info AppManagerStates.cpp:2069: Saving finished 14576.012 Info AppManager.cpp:310: Saving to _autosave1 (blocking). 14576.548 Info AppManagerStates.cpp:2069: Saving finished 15176.741 Info AppManager.cpp:310: Saving to _autosave2 (blocking). 15177.269 Info AppManagerStates.cpp:2069: Saving finished 15777.716 Info AppManager.cpp:310: Saving to _autosave3 (blocking). 15778.239 Info AppManagerStates.cpp:2069: Saving finished 16378.368 Info AppManager.cpp:310: Saving to _autosave1 (blocking). 16378.911 Info AppManagerStates.cpp:2069: Saving finished 16979.619 Info AppManager.cpp:310: Saving to _autosave2 (blocking). 16980.156 Info AppManagerStates.cpp:2069: Saving finished 17580.508 Info AppManager.cpp:310: Saving to _autosave3 (blocking). 17581.037 Info AppManagerStates.cpp:2069: Saving finished 18136.187 Info AppManager.cpp:310: Saving to _autosave-platform-7s-first-trip-to-solar-system-edge (blocking). 18136.718 Info AppManagerStates.cpp:2069: Saving finished 18182.243 Info AppManager.cpp:310: Saving to _autosave1 (blocking). 18182.740 Info AppManagerStates.cpp:2069: Saving finished 18782.858 Info AppManager.cpp:310: Saving to _autosave2 (blocking). 18783.627 Info AppManagerStates.cpp:2069: Saving finished 19383.747 Info AppManager.cpp:310: Saving to _autosave3 (blocking). 19384.271 Info AppManagerStates.cpp:2069: Saving finished 19524.669 Info AppManager.cpp:310: Saving to _autosave-platform-7s-first-trip-to-solar-system-edge (blocking). 19525.175 Info AppManagerStates.cpp:2069: Saving finished 19984.829 Info AppManager.cpp:310: Saving to _autosave1 (blocking). 19985.350 Info AppManagerStates.cpp:2069: Saving finished 20061.756 Info AppManager.cpp:310: Saving to _autosave-platform-7s-first-trip-to-solar-system-edge (blocking). 20062.253 Info AppManagerStates.cpp:2069: Saving finished 20094.815 Loading map C:\Users\nicol\AppData\Roaming\Factorio\saves\_autosave-platform-7s-first-trip-to-solar-system-edge.zip: 27068531 bytes. 20094.901 Loading level.dat: 79931989 bytes. 20094.908 Info Scenario.cpp:178: Map version 2.0.13-1 20095.926 Loading blueprint storage: Local timestamp 1730141637, Cloud timestamp 1730141642 20095.939 Loading script.dat: 1222 bytes. 20095.988 Checksum for script __level__/control.lua: 2463946943 20099.455 Info AppManager.cpp:310: Saving to _autosave-platform-7s-first-trip-to-solar-system-edge (blocking). 20099.952 Info AppManagerStates.cpp:2069: Saving finished 20157.507 Info AppManager.cpp:310: Saving to _autosave-platform-7s-first-trip-to-solar-system-edge (blocking). 20158.015 Info AppManagerStates.cpp:2069: Saving finished 20520.167 Info AppManager.cpp:310: Saving to _autosave-platform-7s-first-trip-to-solar-system-edge (blocking). 20520.711 Info AppManagerStates.cpp:2069: Saving finished 20562.176 Loading map C:\Users\nicol\AppData\Roaming\Factorio\saves\_autosave-platform-7s-first-trip-to-solar-system-edge.zip: 27003555 bytes. 20562.238 Loading level.dat: 79875014 bytes. 20562.243 Info Scenario.cpp:178: Map version 2.0.13-1 20563.215 Loading blueprint storage: Local timestamp 1730141637, Cloud timestamp 1730141642 20563.227 Loading script.dat: 1222 bytes. 20563.232 Checksum for script __level__/control.lua: 2463946943 20664.322 Info AppManager.cpp:310: Saving to _autosave2 (blocking). 20664.821 Info AppManagerStates.cpp:2069: Saving finished 20700.484 Loading map C:\Users\nicol\AppData\Roaming\Factorio\saves\_autosave2.zip: 26970123 bytes. 20700.543 Loading level.dat: 79766955 bytes. 20700.548 Info Scenario.cpp:178: Map version 2.0.13-1 20701.441 Loading blueprint storage: Local timestamp 1730141637, Cloud timestamp 1730141642 20701.453 Loading script.dat: 1222 bytes. 20701.458 Checksum for script __level__/control.lua: 2463946943 21098.603 Info AppManager.cpp:310: Saving to _autosave-platform-7s-first-trip-to-solar-system-edge (blocking). 21099.131 Info AppManagerStates.cpp:2069: Saving finished 21302.473 Info AppManager.cpp:310: Saving to _autosave3 (blocking). 21302.978 Info AppManagerStates.cpp:2069: Saving finished 21372.868 Info AppManager.cpp:310: Saving to _autosave-platform-7s-first-trip-to-solar-system-edge (blocking). 21373.371 Info AppManagerStates.cpp:2069: Saving finished 21448.449 Loading map C:\Users\nicol\AppData\Roaming\Factorio\saves\_autosave-platform-7s-first-trip-to-solar-system-edge.zip: 26993493 bytes. 21448.511 Loading level.dat: 79801550 bytes. 21448.515 Info Scenario.cpp:178: Map version 2.0.13-1 21449.456 Loading blueprint storage: Local timestamp 1730141637, Cloud timestamp 1730141642 21449.468 Loading script.dat: 1222 bytes. 21449.473 Checksum for script __level__/control.lua: 2463946943 21742.248 Loading map C:\Users\nicol\AppData\Roaming\Factorio\saves\_autosave-platform-7s-first-trip-to-solar-system-edge.zip: 26993493 bytes. 21742.342 Loading level.dat: 79801550 bytes. 21742.347 Info Scenario.cpp:178: Map version 2.0.13-1 21743.282 Loading blueprint storage: Local timestamp 1730141637, Cloud timestamp 1730141642 21743.294 Loading script.dat: 1222 bytes. 21743.299 Checksum for script __level__/control.lua: 2463946943 21935.546 Info AppManager.cpp:310: Saving to _autosave-platform-7s-first-trip-to-solar-system-edge (blocking). 21936.061 Info AppManagerStates.cpp:2069: Saving finished 21936.805 Info AppManager.cpp:310: Saving to _autosave-platform-7s-first-trip-to-solar-system-edge (blocking). 21937.302 Info AppManagerStates.cpp:2069: Saving finished 21937.890 Info AppManager.cpp:310: Saving to _autosave-platform-7s-first-trip-to-solar-system-edge (blocking). 21938.397 Info AppManagerStates.cpp:2069: Saving finished 22057.449 Loading map C:\Users\nicol\AppData\Roaming\Factorio\saves\_autosave-platform-7s-first-trip-to-solar-system-edge.zip: 27213825 bytes. 22057.508 Loading level.dat: 80343798 bytes. 22057.513 Info Scenario.cpp:178: Map version 2.0.13-1 22058.384 Loading blueprint storage: Local timestamp 1730141637, Cloud timestamp 1730141642 22058.396 Loading script.dat: 1222 bytes. 22058.400 Checksum for script __level__/control.lua: 2463946943 22135.749 Loading map C:\Users\nicol\AppData\Roaming\Factorio\saves\_autosave-platform-7s-first-trip-to-solar-system-edge.zip: 27213825 bytes. 22135.801 Loading level.dat: 80343798 bytes. 22135.806 Info Scenario.cpp:178: Map version 2.0.13-1 22136.689 Loading blueprint storage: Local timestamp 1730141637, Cloud timestamp 1730141642 22136.700 Loading script.dat: 1222 bytes. 22136.705 Checksum for script __level__/control.lua: 2463946943 22168.190 Info AppManager.cpp:310: Saving to _autosave-platform-7s-first-trip-to-solar-system-edge (blocking). 22168.695 Info AppManagerStates.cpp:2069: Saving finished 22480.618 Info AppManager.cpp:310: Saving to _autosave1 (blocking). 22481.134 Info AppManagerStates.cpp:2069: Saving finished 22769.761 Info HttpSharedState.cpp:55: Downloading https://auth.factorio.com/spaceage/api/existing_upload 22826.519 Starting Chartbundle creation 22838.617 Chartbundle creation is done, starting upload 22838.618 Info HttpSharedState.cpp:55: Downloading https://auth.factorio.com/spaceage/api/init_upload 22839.022 Info HttpSharedState.cpp:55: Downloading https://uploads.mods.factorio.com/upload/chartbundle/token/.eJwNizcOAjEQRe_immKCx4HLrBy-BZIRkhcqxN3X7Qs_9z2xjmd3dxcsh0Y15ABRQ08ovppUd3MLZb52sjBRTmzSHmV9jvGeHWsLk6DsU4lSxPI-FdTJWFS0Vo5M2jPggUE1klqyrMwk2giD1f0vDgInOg.ZyjugA.pedr5sCUnTlwdpswnMKvbgK3Kvw 22871.368 Info HttpSharedState.cpp:187: Downloading https://uploads.mods.factorio.com/upload/chartbundle/token/.eJwNizcOAjEQRe_immKCx4HLrBy-BZIRkhcqxN3X7Qs_9z2xjmd3dxcsh0Y15ABRQ08ovppUd3MLZb52sjBRTmzSHmV9jvGeHWsLk6DsU4lSxPI-FdTJWFS0Vo5M2jPggUE1klqyrMwk2giD1f0vDgInOg.ZyjugA.pedr5sCUnTlwdpswnMKvbgK3Kvw 22871.368 Info HttpSharedState.cpp:188: Status code: 503 22871.371 Info AuthServerConnector.cpp:34: Failed to reach auth server: code(503) message(<!DOCTYPE html> <html> <head> <meta name="viewport" content="width=device-width, initial-scale=1"> <meta charset="utf-8"> <title>Application Error</title> <style media="screen"> html,body,iframe { margin: 0; padding: 0; } html,body { height: 100%; overflow: hidden; } iframe { width: 100%; height: 100%; border: 0; } </style> </head> <body> <iframe src="//www.herokucdn.com/error-pages/application-error.html"></iframe> </body> </html>) 22871.371 Error ChartBundleRequest.cpp:124: UpdateChartbundleRequest failed: Failed to reach auth server. Code: 503. Error: Unknown error. 23106.550 Info AppManager.cpp:310: Saving to _autosave2 (blocking). 23107.088 Info AppManagerStates.cpp:2069: Saving finished 23152.704 Loading map C:\Users\nicol\AppData\Roaming\Factorio\saves\_autosave1.zip: 27113792 bytes. 23152.769 Loading level.dat: 80169165 bytes. 23152.776 Info Scenario.cpp:178: Map version 2.0.13-1 23153.760 Loading blueprint storage: Local timestamp 1730141637, Cloud timestamp 1730141642 23153.774 Loading script.dat: 1222 bytes. 23153.779 Checksum for script __level__/control.lua: 2463946943 23163.877 Loading map C:\Users\nicol\AppData\Roaming\Factorio\saves\_autosave2.zip: 26989439 bytes. 23163.934 Loading level.dat: 79895458 bytes. 23163.939 Info Scenario.cpp:178: Map version 2.0.13-1 23164.819 Loading blueprint storage: Local timestamp 1730141637, Cloud timestamp 1730141642 23164.831 Loading script.dat: 1231 bytes. 23164.835 Checksum for script __level__/control.lua: 2463946943
[ { "author": "", "content": "Thanks for the report. The server may have been under higher load than usual at the time this happened. You should be able to simply re-submit the upload after waiting a moment.", "date": "2025-03-10T15:46:07+00:00", "quotes": [] } ]
1
2024-11-04T10:09:35-06:00
forum-topic-54419
54419
Ping / check FPS of all players
Won't implement
https://forums.factorio.com/viewtopic.php?t=54419
Angamara
in general, latency issues occur on small computer configurations depending on the size of the map. Reducing the speed of the game usually allows these small configurations to play like any other. Even if some systems will change to 0.16 to correct most latency issues. Is there a way to know the FPS of each connected player? Which would allow with a script to be able to automatically change the speed of the game according to the FPS of the players when an admin is not present.
[ { "author": "", "content": "Doesn't sound deterministic to me. I think the game should do this automatically instead of mod having try to do it.", "date": "2017-12-06T18:43:48+00:00", "quotes": [] }, { "author": "", "content": "I do not understand why you would want to control this via mod, and I do not see a chance for this being implemented. \nBut some time ago I made a feature request for what seems to be the actual purpose for your request: 43204", "date": "2017-12-06T19:52:23+00:00", "quotes": [] }, { "author": "Angamara", "content": "This is actually the same goal as your request. \n \nImplemented FPS verification of each player is perhaps faster and easier than an implementation of an automatic game speed system. \n \nBut reducing speed is only one solution among others. \n \nDoing it with a mod also allows the management of other parameters depending on the type of game or mod. \nIf a mod is particularly greedy with some of these features, the mod creator might choose to run them only if the players are able to follow.", "date": "2017-12-06T20:36:09+00:00", "quotes": [] }, { "author": "", "content": "Such a functionality is out of the question for vanilla itself, not to mention mods.", "date": "2017-12-06T21:21:23+00:00", "quotes": [ { "author": "Angamara wrote:", "content": "" } ] }, { "author": "Angamara", "content": "Why? \n \nIs it difficult for you to imagine scenario features too greedy?", "date": "2017-12-07T00:45:16+00:00", "quotes": [] }, { "author": "morganc", "content": "Doesn't sound deterministic to me. \n \nCould player latencies or FPS be made available via RCON or periodically logged without lua? \n \nCould player latencies be made available to players/admins? \n \nWe would like to track this information to understand how players are affected by upgrades and code changes. Seems it's not possible because: Reeeeee1! non-determinstic.", "date": "2025-01-13T13:33:57+00:00", "quotes": [] } ]
6
2017-12-06T11:49:57-06:00
forum-topic-124635
124635
Energy Optimization with Red Inserters
Show your Creations
https://forums.factorio.com/viewtopic.php?t=124635
GregFirehawk
Recently while doing some math I came across the fact that Red Inserters are slightly better than all other inserters in the game in terms of energy efficiency. Here is the calculation for reference: Energy Cost per Inserter Rotation: (Max Power Consumption - Drain) / (Rotation Speed / Full Rotation Constant) = kJ per Inserter Rotation (15.1kW - 400W) / (302 / 360)/s = ~17.523 kJ (21.4kW - 400W) / (432 / 360)/s = 17.5 kJ (59.3kW - 500W) / (864 / 360)/s = 24.5 kJ (169kW - 1kW) / (864 / 360)/s = 70kJ These are Yellow, Red, Blue, and Green Inserters respectively, in order of increasing cost. Notice how Yellow Inserters and Red Inserters are almost identical in price at ~17.5kJ, but Red Inserters are 17.5kJ exactly, while Yellow Inserters are an extra 23J. And that number is actually rounded to the nearest whole number, as there are quite a few more decimal places. For accurate comparison with Green Inserters, we need to account for stack size, using the following math: Energy Cost per Item Transfer: kJ per Inserter Rotation / Stack Size Default (15.1kW - 400W) / (302 / 360)/s / 1 = ~17.523 kJ (21.4kW - 400W) / (432 / 360)/s / 1 = 17.5 kJ (59.3kW - 500W) / (864 / 360)/s / 1 = 24.5 kJ (169kW - 1kW) / (864 / 360)/s / 2 = 35.5 kJ Capacity Bonus 2 (15.1kW - 400W) / (302 / 360)/s / 2 = ~8.762 kJ (21.4kW - 400W) / (432 / 360)/s / 2 = 8.75 kJ (59.3kW - 500W) / (864 / 360)/s / 2 = 12.25 kJ (169kW - 1kW) / (864 / 360)/s / 4 = 17.75 kJ Capacity Bonus 7 (15.1kW - 400W) / (302 / 360)/s / 3 = ~5.841 kJ (21.4kW - 400W) / (432 / 360)/s / 3 = ~5.833 kJ (59.3kW - 500W) / (864 / 360)/s / 3 = ~8.167 kJ (169kW - 1kW) / (864 / 360)/s / 12 = ~5.833 kJ These are the energy costs at the 3 milestones of capacity research. Note that at the endgame a Green Inserter that is fully utilized will be just as energy efficient per item as a Red Inserter. This means the only difference between them is the effective drain. Given that a Green Inserter spins twice as fast as a red one, and has a stack size of 4 times as much, that means its effective throughput is 8 times as much, while only 2.5 times as much Drain. This makes them 3.2 times as efficient as Red Inserters, but only when used at max throughput. This kind of comparison cannot be achieved in other conditions as the per item costs differ and therefore do not cancel out. This means we need to convert our drain from watts into per item units of joules, which requires a predetermined throughput. As such this cannot be generalized, and must be done on a case by case basis with reference to a pre determined design. More Data on Green Inserters: (169kW - 1kW) / (864 / 360)/s / 2 = 35.5 kJ (169kW - 1kW) / (864 / 360)/s / 3 = ~23.3 kJ (169kW - 1kW) / (864 / 360)/s / 4 = 17.75 kJ (169kW - 1kW) / (864 / 360)/s / 5 = 14 kJ (169kW - 1kW) / (864 / 360)/s / 6 = ~11.667 kJ (169kW - 1kW) / (864 / 360)/s / 7 = 10 kJ (169kW - 1kW) / (864 / 360)/s / 8 = 8.75 kJ (169kW - 1kW) / (864 / 360)/s / 9 = ~7.778 kJ (169kW - 1kW) / (864 / 360)/s / 10 = 7 kJ (169kW - 1kW) / (864 / 360)/s / 11 = ~6.364 kJ (169kW - 1kW) / (864 / 360)/s / 12 = ~5.833 kJ Looking at the additional data, we can see Green Inserters and Red Inserters also align at a stack size of 8. This means that between unlocking Capacity Bonus 5 and Capacity Bonus 7 , Green Inserters actually become superior to Red Inserters. Lets now discuss the practical takeaways of this data. Firstly we can establish that Red Inserters are in all contexts superior to Yellow Inserters. They spin faster, transfer more item/s, and do so using slightly less energy. This means replacing Yellow Inserters with Red Inserters where feasible is always advantageous by all metrics except for construction cost or upfront expense. Keep in mind though that this saving is recurring with every spin of the Inserter, so given enough time it will recuperate those additional expenses and become profitable. The exact amount of time can be calculated like so: Cost of change in J / ((15.1kW - 400W) / (302 / 360)/s) - ((21.4kW - 400W) / (432 / 360)/s) = Number of Spins to break even To translate spins into time, we can use a utilization formula. To avoid redundant calculations, we will be utilizing the throughput data on the wiki https://wiki.factorio.com/inserters . Take the following equation and apply it to your use case: (Items transferred per second / Max throughput of Inserter) * (Rotation Speed / Full Rotation Constant) = Spins per second averaged then obviously Number of spins to break even / Spins per second = Time Notice I have left the cost of implementing this change as an open variable, as that will also need to be calculated for your design case, and it is also determined by your supply chain. The way to make this calculation is first determine the difference in build cost in terms of raw resources like Plates. A single belt for example costs 3 plates. We will assume fabrication is free for the sake of simplicity, as though it were hand crafted. So the formula for the price of a plate would be: Cost of mining + Cost of Smelting + Cost of transferring Plate in and out of Furnace via Inserter = Energy Cost of Plate Steel would be a similar equation: Energy Cost of Plate + Cost of Smelting + Cost of transferring in and out of Furnace = Energy Cost of Steel So using the resource cost of the difference in designs we can arrive at an energy cost, and then calculate the time it will take for us to recover that much energy in savings. I would like to share a reference table of some reference costs, but that goes beyond the scope of this topic so I will save that for a separate post. Since you are already calculating your design costs, now would be a good time to revisit what I said earlier about reintroducing drain into our calculations. Since you have a fixed design, you have a fixed throughput of goods through your inserters, and can use our utilization equation from earlier to confirm which inserter would be optimal for your use case. Regardless to say, given enough time Red Inserters will always profit over their yellow counterpart, and that should be the primary takeaway from this topic. Another thing worth mentioning is that Blue Inserters should be generally avoided, as they are generally inefficient by every metric when compared to Yellow and Red Inserters. Even when compared to Green Inserters, we can see that after you unlock a Stack Size of 6, Green Inserters overtake them in efficiency, assuming the full stack size is utilized. 2 Red Inserters can match the throughput of 1 Blue Inserter, with a drain penalty of 300W. Given that we are consistently saving several kJ with each rotation though, and with both inserters rotating well over once per second, the 300W penalty is insignificant when compared to the energy savings. This means Blue Inserters should only be used in specific scenarios where less than 14.4 items/s of throughput is required, and equivalent throughput cannot be achieved through a combination of lesser Inserters. Once throughput requirements through a set of Blue Inserters exceed 14.4 items/s in total, they should be replaced with a Green Inserter. What this effectively means is that after Capacity Bonus 7 you should never use 3 or more Blue Inserters on a single machine ever, and should always upgrade to a Green Inserter at that point. Lastly, just for fun, I've included some information for the Burner Inserter: Burner Inserter Data: 144kW / (281 / 360)/s = ~184.484 kJ As most people have probably figured out already, Burner Inserters should only ever be used in extremely low throughput situations. The following equation describes the comparison between Burner Inserters and Electric Inserters: (Cost of Spin A - Cost of Spin B) / Drain = Spin Threshold In practice: ~184.5kJ - ~17.5kJ = 167 kJ 167kJ / 400W = 417.5 seconds or ~7 minutes So for any use case where the Inserter is making more than one spin every 7 minutes on average, these Inserters should be avoided like the plague. This leaves them only practical for kickstarting steam engines via circuit control in the event of an outage, or for odd tasks like shoving ammo into turrets occasionally. The most interesting potential use case for these would for manufacturing low demand items in your mall for your personal use. Keep in mind these inserters also benefit from stack bonus like the rest, so you would divide the above number by your stack size for a proper energy calculation. Also interesting to note at the time of writing this I learned two new facts. Firstly, Burner Inserters were apparently changed in 2.0. If it wasn't for me remembering the number as being closer to 3 minutes rather than 7, I would not have noticed, which just goes to show how often I use them. Here is the old cost calculation for comparison: 94.2kW / (281 / 360)/s = ~103.183 kJ (~103.2kJ - 17.5kJ) / 400W = ~214.2 seconds or ~3.5 minutes So apparently they are twice as bad now As for the second fact I mentioned, after looking at the wiki page here https://wiki.factorio.com/Burner_inserter it seems to be very badly maintained. For one thing they claim the cost per spin as 70 kJ, when we have just calculated that that is in fact less than half the actual number, and still significantly less than even the old number. Also the reason I visited the page is the first place was to clarify whether the Burner Inserter Fueling itself counted towards its energy consumption, so we could factor that into our calculation if true. My guess is it doesn't because it does not require spinning to do so, and energy seems to be defined in spins, but this information is completely missing from the page so I'm unable to confirm or deny this. Before wrapping up I just wanted to add some of the values from earlier using the burner equation I just introduced. When using 2 Red Inserters to replace 1 Blue Inserter for example, this is an equivalent equation to the one above, which we apply like so: Difference in energy cost per item transfer / Difference in Drain = Item Threshold As you can the the energy cost from spins has been replaced with energy cost per item, and as the total spin speed of the two options is identical they cancel out, leaving us with the equation above. Putting it into practice: (17.5kJ - 24.5kJ) / 300W = ~23.3 seconds So as long as we are moving at least 1 item every 70 seconds using 2 Red Inserters will always beat 1 Blue Inserter. We can invert this fraction for items/s, which would be ~0.043 . Obviously since we needed a second Red Inserter, we know that at a minimum we are moving at least 1.2 items per second, so there is no mathematical scenario where it is not profitable. This equation can be used to continue checking other variations. Also to clarify, the above calculation is made using the default spin values we originally referenced, for a stack size of 1. As you have probably caught on by now, these savings are affected by stack size. In the above equation, the stack size multiplier would be added to the denominator. This is just as with the Burner Inserter, except in this example it is actually working against us rather than in our favor. Where as the burner became more efficient each time due to how the equation was balanced, here we can see that as we divide the our values we are actually diminishing our energy savings. This is still a moot point in the above example, but perhaps possibly there is some combination of inserters you can put into this equation that makes that significant, though given there is an order of magnitude difference between the units of savings and the units of expenses I find it unlikely. 3 Yellow Inserters Replacing 1 Blue Inserter: (~17.5kJ - 24.5kJ) / 700W = 10 seconds or 0.1 items/s Also before I forget, here is one possible example of how you might choose to implement this in your factory for a visual reference asd.png (650.84 KiB) Viewed 2418 times That is all for now. Hopefully this information was interesting and thought provoking. Please feel free to add any observations you found interesting from the data. I apologize if there are any mistakes or if the logic doesn't flow well, I was quite distracted as I was chipping away at this. I am considering sharing more such calculations on various optimizations regarding energy and pollution if people are interested, perhaps in a video format. Any feedback is appreciated. Also please, please, please, help me get this documented on the wiki. Information regarding energy based optimizations like this as well as pollution calculations is severely lacking. This information would go beautifully right here https://wiki.factorio.com/inserters#Power_usage in that worthless section with three useless sentences in it. We can put some nice tables there like we did for the throughput, and make this data easily available TL;DR: You should replace all your inserters with the red long armed ones, its more power efficient. Update: For clarity I've decided to add the following equation: (Desired Items per second * Energy Cost difference) - Drain Difference = Power Savings What this means is that by simply plugging in the energy saving per item in kJ we calculated originally, and then multiplying that by the number of items we know we will want to load into our destination per second, we end up in terms of joules per second, which means our output number will once again be in watts. Now we can reintroduce drain by comparing the difference between how many Inserters of type A we would need vs type B, and subtracting the corresponding drain from our savings in items moved. That now gives us a total net savings in kW. This equation should be much simpler to apply in practice than the alternative I provided before
[ { "author": "jaylawl", "content": "I would love to add your findings to the wiki for you, but i don't have the brainpower to fully comprehend your massive analysis (very interesting btw!) \n \nSince you've already come this far anyway, why not make a wiki account yourself? It is a simple process and you seem to be just the right guy to expand that page with your newfound information.", "date": "2024-12-17T23:48:15+00:00", "quotes": [] }, { "author": "eugenekay", "content": "I like the math here; this is really neat to see it worked-out properly. \n \nHowever, If the Energy Efficiency of Inserters is a serious concern for your factory, maybe it is time to invest in a slightly larger power plant? I don’t think I have ever seen Inserters occupy even a Percentage of my Electric network demands.", "date": "2024-12-17T23:59:01+00:00", "quotes": [] }, { "author": "GregFirehawk", "content": "lol, the difference isn't much but it can add up quite more than you'd expect actually. \n \nThe difference between 2 Red Inserter and 1 Blue Inserters is 7kJ per spin. And they spin 1.2 times a second at max throughput. So in watts that's a saving of 8.4kw for every time you make that change. Do that roughly ~107 times and that's an entire steam engine worth of power being saved just by using different Inserters. So assuming you are around the red or blue science stage of the game, this could actually net you whole percentile differences in your power grid. \n \nRemember you have hundreds and hundreds of Inserters, and you can get into the purple and yellow sciences with just like 40 steam engines or so. That would make this potentially a multi percentile difference at scale. \n \nTo cherry pick an example, imagine we are fabricating stone walls in a tier 2 assembler, and we haven't unlocked capacity bonus 2 yet. That is 7.5 items/s, meaning by using 3 red Inserters instead of 2 Blue Inserters we are saving 52.5kW on feeding that machine, minus the drain difference of 200W, making it 52.3kW of saving. The entire machine only uses 155kW, so this one change is a huge difference in power consumption in that one spot. This also doesn't account for efficiency modules. If you put 2 efficiency 1 modules in the machine, you'll now be saving 52.3kW on a machine that only uses 65kW. Not considering Inserters could potentially cost you more in electricity than the actual machine itself. Now imagine these kind of things adding up all over your factory one after the other, with the hundreds and hundreds of assemblers and Inserters. It can become significant. I see a lot of people who just spam blue Inserters everywhere for convenience, and that can get expensive quickly. \n \nNow this is not an insurmountable expense or anything, we could just scale up our power grid a bit and brute force our way through it. But that costs more, and why play harder when you can play smarter. \n \nI apologize the math was not as crisp this time around. I really did not want to put in that level of work again so soon l \n \nEdit: I have realized that in order for my stone wall example to work we actually would need capacity bonus 2, so the actual power savings are less than I described in the math. I don't feel like correcting it because it's just a napkin example but keep in mind that those numbers need to be adjusted. Thankfully I provided all the equations I use so anyone really curious can always easily correct it themselves", "date": "2024-12-18T01:57:43+00:00", "quotes": [ { "author": "eugenekay wrote: Tue Dec 17, 2024 11:59 pm", "content": "" } ] }, { "author": "eugenekay", "content": "There are many ways to build a Factory. I rarely use Efficiency modules, but Gleba is teaching me to consider them. \n \nI try to minimize the Number of Inserters and Transport Belts in my “large factories”, because of the cumulative effects upon update-time (aka UPS) that comes from tens of thousands of active entities. Instead, I try to use Lots of Beacons (to make the machines as fast as possible), and direct-insertion from Train Wagons to machines & back. The net effect of this is that I use several Gigawatts of power, even while idle.", "date": "2024-12-18T02:08:28+00:00", "quotes": [ { "author": "GregFirehawk wrote: Wed Dec 18, 2024 1:57 am", "content": "" } ] }, { "author": "evanrinehart", "content": "Well met fellow inserter energy efficiency nut. \n \nThe \"max consumption\" reported for inserters is an upper bound for power usage rather than a steady draw. Actually the 15.1kW seems to be a short spike when picking up or dropping an item in a box. During the swing, which is most of the time during sustained item movement, the power usage is more like 4.6kW. Average power over time seems to be 6.1kW. Multiplying the average, rather than max, by the round trip time would give the energy used per item. \n \nYellow inserter average power for box to box seems to be about 6.1kW \nRed inserter average power for box to box seems to be about 8.8kW \n \nI tried to get round trip time from the wiki. There are 2 sets of data for this. They agree for red inserter. \n \nYellow inserter round trip time according to the \"inserter speed\" section is 72 ticks = 1.2s \nYellow inserter round trip time according to the \"throughput section (1.1 experimental)\" section is 1 / 0.83 items/s = 1.2048s \nBoth sections agree on the red inserter round trip time = 0.83333s (50 ticks) \n \nRed inserter work per item = 7.333 kJ \nYellow inserter work per item = 7.320 kJ or 7.349 kJ depending on the data used \n \nA better comparison might be to look at the power draw for each of the 50 or 72 ticks instead of eyeballing the dang power graph \n \nAnyway the \"max consumption\" wildly overestimates the actual energy used. But does provide an upper bound.", "date": "2024-12-18T05:22:51+00:00", "quotes": [] }, { "author": "GregFirehawk", "content": "This is a fascinating point. The idea that inserters don't use power in a steady fashion during movement never occured to me as even a possibility when I sat down to calculate. I guess this would need to be tested to collect proper data if that's true. Honestly I would probably take this is as good enough as long as the ratios between power consumption remain the same, but the estimate you provided suggests that it's not clear whether red or yellow Inserters have the advantage, and which is best is critical information for the persnickety blueprinter like myself. Thanks for sharing this insight \n \nEdit: In hindsight I think I actually knew this and just forgot completely. I've opened the power panel dozens of time so surely I'd have seen that waveform at least once, yet I didn't even think to consider it", "date": "2024-12-18T09:14:23+00:00", "quotes": [ { "author": "evanrinehart wrote: Wed Dec 18, 2024 5:22 am", "content": "" } ] }, { "author": "Sutoraika", "content": "i do really love things like this, in what other game will people be calculating the specific power draw from variations of the same item.", "date": "2024-12-18T09:34:39+00:00", "quotes": [] }, { "author": "jdrexler75", "content": "To measure this I would set up an accumulator, charge it and then separate it from the grid. Then count how many items each inserter can transfer using that charge until it's empty. (And for average power usage also measure the total time.) That would probably give the most relevant result, I should think. It will probably differ greatly when transferring between chests, or belts, especially for bulk inserters.", "date": "2024-12-18T09:36:01+00:00", "quotes": [ { "author": "evanrinehart wrote: Wed Dec 18, 2024 5:22 am", "content": "" } ] }, { "author": "evanrinehart", "content": "This post is old but has two things to obsess over. \n \n viewtopic.php?t=49697 \n \nNorth-south and east-west aligned inserters might have slightly different power usage. Maybe because of different swing length. Which leads into the second point. \n \nThey observe that if you factor out the drain then the inserters (of the same type?) seem to use the same amount of energy \"per cycle\", regardless of details during the swing. This corroborates what little is mentioned on the wiki about inserter power draw. Would be cool to back it up with a more recent and detailed analysis. Though how that would fit with the pulsing heartbeat power graph isn't clear to me. \n \nEdit: It occurs to me that the accumulator experiment idea might be able to observe the \"fixed energy per cycle\" effect, if it exists. I will try it at some point.", "date": "2024-12-18T16:56:12+00:00", "quotes": [] }, { "author": "GregFirehawk", "content": "I've devised a practical test. Once I sat down to do it it was actually shockingly easy, Probably more so than the math itself, which makes me feel a bit silly for doing all those calculations yesterday. \n \nFirst we ran a test with a stack size of 1 for each Inserter, moving chest to chest as full throughput. Here is the power graph data from the games menu \n \n \n \n power 5s.png (66.08 KiB) Viewed 2149 times \n \n \n \n \n \n power 10m.png (64.4 KiB) Viewed 2149 times \n \n \n\nNotice how the inserters do exhibit a wave like function as someone suggested before. Looking back I think I actually did know this at one point as I'd have surely seen this in the games power graph before, but for whatever reason it slipped my mind completely as a factor when doing the math earlier, and as such I ended up making myself look silly, on top of already feeling that way from just earlier. I chalk this up to not having played the game for a long time and only coming back recently to enjoy Space Age, but those are just excuses. Today is all about getting accurate data and fixing our hypothesis from before, so lets focus on that. \n \nLooking at the power graph we can see that thankfully the game does provide us an average but its not very accurate. and it isn't perfectly stable either, with the last decimal fluctuating slightly on some of these, and all the numbers are rounded to only the nearest 100W. This is a problem because the theoretical saving between a yellow and red inserter per swing is only 24J, which means this isn't really an appropriate level of detail. Still the game refuses to provide more precise data than this by default. Thus I devised the following test setup \n \n \n \n pulse finder.png (649.02 KiB) Viewed 2149 times \n \n \n\nThe test is initialized by the decider in the top right, which controls our GO signal. By switching the output from input count to 1, it will enable the test. It will then cutoff our GO signal after the inserter has picked up 1 rotation worth of plates. We will be using a stack size of 1 to start. Below is the finding for the Red Inserter \n \n \n \n red pulse.png (29.78 KiB) Viewed 2149 times \n \n \n \nThe curve or spike on the left is the inserter powering up and uncurling itself. This is something only exhibited the very first time an inserter is powered, and never again. Even if it was disconnected and reconnected, it will never repeat this behavior. Its purely for virgin inserters . After that we see the actual waveform for one cycle. Note there is a spike whenever the item enters and leaves the inserter, and then there is a valley when it is moving. So we have pick up, turn around, put down, turn back to reset. The spikes technically have a mild curve, but they are effectively a square wave so we will be ignoring that. \n \nLooking at our timer, it has in theory measured the exact duration of a spike. My timer reads 3 ticks , but the timer has a delay of 2 ticks that need to be subtracted from the final result for each time the GO signal is toggled off, meaning if this is correct our spike is effectively just 1 tick . By running another spin through our timer, we find a result of 51 ticks . Because the timer counts the time of loading the plate for its disable condition, there is one tick extra, meaning a spin is exactly 50 ticks . 1 second is 60 in game ticks, so doing the math we find this is perfectly in line with what we would expect from our stated speed of 432 deg/s . \n \nSo what this means is that our tester works, and we now know how to calculate our new power draw from each inserter as an average, as well as our total energy cost in joules, and we can update the original formula \n \n New Energy Cost per Inserter Rotation: \n ((Max Power Consumption - Drain) * (2 /seconds per tick)) + ((Power Consumption of Motion - Drain) * ((Full Rotation Constant / Rotation Speed) - (2 / seconds per tick))) = kJ per Inserter Rotation \n \nThe equation ends up a bit ugly because we need to keep converting between ticks and seconds. If I've written that correctly it should be taking the the length of the spin in ticks, multiplying it by the power cost of the actual motion of the inserter (so the valley on the graph) and swapping two of the ticks with the peak value to account for the spikes. This equation can technically be used as is if you just want to estimate based on the graph number, but since we are striving for accuracy lets see if we can collect more data. Ideally we would isolate the cost of loading the item separate from the cost of the spin, and implement that as its own constant like drain. To do this we would need accurate data for the spin power draw though, so it all circles back to more data. \n \nThis time I have isolated our setup with a single accumulator connected to a power switch. The switch is set to disconnect and isolate the grid when the GO signal is activated. We will run the test without a stop condition until it has exhausted the full 5 MJ of power in the accumulator. The testing setup also contains 9 deciders, and each consumes 1kw, so we will need to remember to compensate for that in our final result. This left us with a final time of 4 minutes, 40 seconds, and 53 ticks . Thats 16,853 converted into ticks, and since we know red inserters spin once every 50 ticks , that means we did a total of 337.06 Spins . This perfectly matches the visual state of the test as well, and lines up with our item counter, so we can be assured this is accurate. Now to calculate the power cost: \n \nFirst we need to subtract the 9kw of power from the combinators for the duration of the test: \n 280 seconds * 9 = 2520kJ \n(53 * 9) / 60 = 7.95kJ \ntotal: 2527.95kJ \n \nfunny enough this is actually over half our entire test consumption lol \n \nWe also exclude the drain in the same fashion \n 280 seconds * 400 = 112kJ \n((53 * 400) / 60) / 60 = 353.3333J \ntotal: 112.353333kJ \n \nSo our effective consumption over the total time was \n 5000kJ - 2527.95kJ = 2472.05kkJ \n 2472.05kJ - 112.353333kJ = ~2359.696666 \n \nNow we subtract the cost of item spikes. For Red Inserters this is 21kW, remembering we already excluded drain. The number of item spikes is known because we logged it during the test. \n \n (675 ticks of item spike / 60) * 21 = 236.25kJ \n \nSubtract that out along with the 675 ticks, and that leaves us with a perfect data set for our inserters cost of rotation. \n 2359.696666kJ - 236.25kJ = 2123.44667kJ \n16,853 - 675 = 16,178 ticks or ~269.6333 seconds \n \nDividing those gives us ~7.87531312 . Unfortunately we did not arrive at a neat number due to compounded rounding errors. Perhaps if someone is interested they can redo the entire calculation fractionally for better accuracy, but this is close enough for our current needs. \n \nHaving this number in kW is fantastic, because it lets us view inserters completely differently. For one thing we can now imagine the power consumption of an inserter spinning freely despite not carrying items. Not very applicable practically, but isolating the grabbing cost is interesting, and perhaps we can use that data alongside a reference table to simplify our earlier equations. I won't be bothering to generate that right now, its just a suggestion. \n \nAnyway all this leads to our new figure for Red Inserters being \n (21 * (2 / 60)) + (~7.87531312 * (48/60)) = ~7.0000025 \n \nThis result is so astonishingly close to a perfect 7kJ that I believe it easier to just round it there. It's already technically a rounded number, and a discrepancy of 0.08J likely won't be missed. So that gives us 7kj per spin or 8.4kw of operational cost. Reintroducing the drain gives 8.8kW! Which is exactly the number the game provided originally in our power panel... \n \nIt's rather underwhelming to end up in the same place we started, but at least we know that number with several decimal places more precision than before, and it also helps confirm our math was correct. I will be doing a follow up later with data for Yellow Inserters as well, so we can declare a final verdict on which is more efficient (as that was the original point of all this), and I'll also be collecting some practical data regarding belts and stack sizes. Currently I can only share that stack size does not effect cost per spin at all in chest to chest transfers, so we can divide spin cost by stack size to get item cost exactly like in the original numbers I provided. \n \nThat is all for this update. As I said I will be sharing more later. Here is the blueprint string of the test I devised in case you would like to help collect more data. It is slightly nicer than the previous image as it has been refined some from actual usage \n Code: Select all 0eNrNWFFv4jgQ/iuWnxNEAqQQ6Va6fdp76N7pysupW0UmGYjVxM7ZTlmu4r/fOA6B0rAtrKrliYk945nv8zeOyTNdFDVUigtD42eagU4VrwyXgsb0j9u//vx7/vvXeUzmvARFUq7SmhuSM00Y0XltiFwuSQYF26BFQmJ4+qgHZJ5zTUpgQhNgaY7DJRAMTGUtjPb2JjFrSeC7UcyFemSdcwzYyJqseVEQAZARI4muF+iUGrJUsiQmB6JA14UZkH+OXTOJ85h/KdVBdhtiGhRrrF4bWVWQDb6Jb2IusRhhlCyaYfuQcUsBVgNoNaFPDHnShAu3ELopvspNKbVB/CnPQA3IV4mJxYpAoaEpB/HJOrVjA+pRjitrGt8/U81XghWWccFKQKrbJfxUlgsumJGKbjFAZPCdxsHW6wkppFj5OUOXzOdCgzJwGBRuHzwKwiAScEmbh00i6nKBnnHg7VZiaVqXddFk9WglNXcCeKY2eTD26IbG/igItraQo2XCbplKrhGBXnOT5n3rRPt1PNoyniwgZ08cE6NXK68EBFsUkNHYqBq8brjbF+u75EqbZE+K2VS2hieuTI0jXVHOw18pAEFdXm2YVfvQPpQVUw3umP5GER515SfoYzB8yXAne0CPvB9sXA/06WByCD7jClLnMO2nol12j1k3BB083b/moC2JKyn8qrAAtkcYP1GrClmbqjYnlHgYvX3Y9m35+Ez0s1+Jfrfd4Wnk79POCTImnTsXSy5wyk9z0Ka3kzoihqiIplddSKLBGDwlGpwKSvkESY1zBfY0ZAk3UOpdO7hRh+E1Zgu5tniDIQq8lFnT4MYvgDU1dUfKQx+YyPvh6dLX1MeQDnY3CK+xzz81020uBSxLLEyb1SAbLc3ognugFMrQngXpI5bwH7RH8RFpN10RJb4u6tKHAhlQPPUrWcAbpGFv9G3E9AxVTX9eVX0lzLoSdly+u81fS2HcrwTt5vVLG4W9k+lLue9H35DBHEf+xQnEg4NCqrJxOjrv972C3dDf3cHwzLNutCfh5uPOujfg377sgKjnVXfpYfjl5EEYBGdSNb5Kqi5m5vY0M+GZzEyugZm7jxNRS3q1SZoGTOydPuECF9pduU4Qee69K7pKIi/m7e60xM69k91cAzPzj5PY3aUSm1x8uf2FRB5ce9552397Z04RFF383+ealPbTzGD8GqHY6PvQC7yxN3rw7kdojTor8oLGGuGstdCnHbMWSs2aM3RsTbxtoD1s4p0dODs4tkNn28SByxeMjm1XEf6gHTl7YtO6CuyPG0ck9iqIEPffgjxasAUU9iNQe/knn0GkecnUI07i1Vg3WziJwtl4NpuMZ+E0Gg+32/8B/hw5DA== \n\nUpdate: I believe I actually made an error when calculating how many ticks the accumulator test ran for. Because we ran it to failure, the two minute shut off delay on the timer should not have been applied, as we did not stop it via circuit condition but rather by power outage. That means there are two ticks missing, skewing our numbers higher than they actually are. I will be going back up to update the equations, but I will not be updating the text surrounding them as I am lazy. Hopefully this will be enough to avoid confusion. Ultimately the discrepancy was less than a tenth of a single joule, so... \n \nUpdate 2: caught another very big math mistake where drain was accidently calculated in kw instead of watts. After recalculating the result is no longer almost perfectly 7kw . Clearly I am off my game today so please let me know if I managed to miss any more errors \n \nUpdate 3: apparently the \"big math mistake\" was right the first time. It was calculated in watts, and there were a lot of seconds so it became kJ. I found one little mistake, so I started looking for more so hard I made one up. Ruined my entire calculation which was correct the first time", "date": "2024-12-18T18:53:06+00:00", "quotes": [] }, { "author": "evanrinehart", "content": "Half way through doing the accumulator test I figured it would be good to have up to date inserter box to box speeds. Here's the methodology. \n \n \n \n 12-18-2024, 12-52-17.png (1.12 MiB) Viewed 2147 times \n \n \n\nThe counter starts at zero and when activated, keeps adding 1 until deactivated. Everything is deactivated when the source box reaches zero. To account for 50 round trips I do an adjustment in the calculation later. \n \nExample, yellow inserter causes deactivation (takes item 50) when counter reaches 3433. Naively this is 68.66 ticks per item. But we didn't count the last trip so I divide (3433 + 68.66) / 50 instead. To get 70.0332. Concluding box to box round trip time for yellow inserter is 70 ticks. \n \nInserter speed results (round trip time box to box) \nburner inserter = 76 ticks \ninserter = 70 ticks \nlong-handed inserter = 50 ticks \nfast inserter = 24 ticks \nbulk inserter = 24 ticks", "date": "2024-12-18T18:55:18+00:00", "quotes": [] }, { "author": "evanrinehart", "content": "That explains a slight discrepancy between the seemingly solid round trips in ticks and my initial average power measurements. Which I'll report when done.", "date": "2024-12-18T18:59:48+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "GregFirehawk", "content": "Me and you happened to post our methods at the same time \n \nYou seem to be running your circuit off the chest. I tried that initially at first and found I get more accurate results when I let the inserter just count how many item it picks up, and use that exclusively as the measure for circuit control. I also just ordered it to do a single turn with my setup, which I found much easier than doing any math around chests. It spat out the exact time it took to make a spin, minus a two tick delay. For the accumulator test I ran, I just let it run until failure. Circuit control with the chest is just a bit more clunky I think, idk. I didn't like it when I tried it. \n \nI'm also curious what you're doing in the bottom right. Really just in general. I'm not super awesome with circuits and your design seems to be using a lot more variables than mine, so I'm wondering what we are doing differently", "date": "2024-12-18T19:18:16+00:00", "quotes": [ { "author": "evanrinehart wrote: Wed Dec 18, 2024 6:55 pm", "content": "" } ] }, { "author": "evanrinehart", "content": "Since I was just getting the speeds and assuming they're exact numbers of ticks the detailed method to get there shouldn't matter much. \n \nNote that when power runs out on a circuit network the individual combinators will continue to run for a short time because they have internal accumulators. So I made to sure to not rely on that to deactivate the counter. \n \nThe two arithmetic combinators on the bottom right are just splitting the counter into thousands (divide by 1000) and the rest of the number (remainder by 1000) so I can read the value. Which would otherwise show as like 24.7k instead of an exact number. Maybe there's an easier way to see that. \n \nStill testing individual inserters on the 5MJ accumulator. The methodology will simply be 5MJ / running time = average power usage (box to box). And 5MJ / (running time / speed) will give the joules of work per item. \n \nEdit: and I made sure that the \"uncurling\" at the beginning of powering up the inserter is already done! Good eye", "date": "2024-12-18T19:46:27+00:00", "quotes": [] }, { "author": "GregFirehawk", "content": "I just checked after you said this by slowing down the game speed, and I don't think the clock even did a single extra tick, so I think circuit clocks are reliable. Also I happened to catch a 2 tick mistake just now on the data I posted about the red inserters, and it accounted to less than a tenth of a joule difference. So I think the circuit clocks are trustworthy enough lol. But if your data is good then its good, doesn't matter how its derived", "date": "2024-12-18T20:21:25+00:00", "quotes": [ { "author": "evanrinehart wrote: Wed Dec 18, 2024 7:46 pm", "content": "" } ] }, { "author": "evanrinehart", "content": "TLDR yellow inserter is most efficient per item at hand size 1, beating red inserter somewhat, once you take into account the actual power usage not \"max consumption\". Bulk inserter is best at max hand size. \n \nMy raw data for how long one inserter can run sustained on 1 5MJ accumulator, box to box work. And some derived stuff. \n \ninserter = 48934 ticks \nlong-handed inserter = 33919 ticks \nfast inserter = 14351 ticks \nbulk inserter = 5058 ticks \n \nAverage power used is just 5MJ / (ticks / 60). Some computations had suggestive repeating decimals but I'm not sure how meaningful they are. Results are rounded. \n \ninserter = 6.131 kW \nlong-handed inserter = 8.845 kW \nfast inserter = 20.904 kW \nbulk inserter = 59.312 kW \nburner inserter = 52.511 kW [1] \n \nWork per item is 5MJ / (ticks / ticks-per-cycle). Same rounding. Except the red inserter came out very close to something. \n \ninserter = 7.152 kJ/item \nlong-handed inserter = 7.370500 kJ/item \nfast inserter = 8.362 kJ/item \nbulk inserter = 23.725 kJ/item \nburner inserter = 66.514 kJ/item [1] \n \nThe above assumes you override the capacity bonus to 1. So the bulk inserter will have clear advantage at max hand size. At least box to box. \n \nHere's my setup making sure only 1 inserter is running on the accumulator and nothing else. \n \n \n \n 12-18-2024, 14-51-55.png (1.24 MiB) Viewed 2084 times \n \n \n\n[1] I measured the average power usage of the burner inserter by running it so initial \"wood\" fuel is very close to out, which leaves it in a resting state, then moving exactly 50 items on a unit of replacement fuel. Then measuring the fuel bar's size in pixels with gimp. Just to dwell on burner inserter for a minute: even the wiki seems to be making a mistake on the difference between max consumption and average consumption, stating \"Energy consumption increased from 94.2 kW to 144 kW.\" for 2.0 burner inserter. When you look closely at the fuel bar while the burner inserter works, you can clearly see it is not moving at a steady pace, indicating the power pulsing happens also for burner inserter. And so 144kW is an upper bound for power consumption and an overestimate of average power. \n \n \n \n 12-18-2024, 14-52-22.png (16.26 KiB) Viewed 2084 times \n \n \n \nPS. I see your formulas went to great lengths to remove the drain. It is energy used while the inserter works, so I see no reason to remove it when comparing their efficiency.", "date": "2024-12-18T20:59:45+00:00", "quotes": [] }, { "author": "GregFirehawk", "content": "I had to rewrite this because the forum failed to save the draft properly. Stupid forum. Anyway I'm gonna be a bit sloppy about the formatting because as you can imagine typing this all out again sucks. \n \nOur test gave us a a rotational speed of 70 ticks for the yellow inserter spin speed, and it ran on an accumulator for 5 minutes, 31 seconds, and 5 ticks, using the same setup as before. For easier reference that 331 seconds and 5 ticks, or 19865 ticks. Here is the math going through the same process as last time. \n \n2020kJ without decider drain \n1887.816666666kJ without drain \n(568 / 60) * 14.7 = 139.16kJ \n1887.816666666kJ - 139.16kJ = ~1748.656666666kJ \n19297 -> 321.616666 \nCost of Motion is 5.437083kw \nCost per spin is 6.65203kJ \nOperational Cost is 6.10173824kW with drain reintroduced \n \nNow that I've recalculated, we find that the original hypothesis was proven wrong. Yellow Inserters do in fact cost less per spin by over half a kJ, despite the theoretical calculation suggesting otherwise. This is very disappointing to learn. This means most of the other testing is now unnecessary, and all that's left to do is see at what stack size a green inserter can beat a yellow inserter in cost per item transfer. I will be looking into that tomorrow, though it appears Evan probably beat me to it \n \nEdit: I have realized there is a 3 tick discrepancy here. the duration of ticks ends in an 8, not a 5. I apologize for frequently making such basic mistakes in this thread. I won't be redoing the calculation as this should only be a few joules worth of difference, which distributed out over hundreds of spins should disappear into a rounding error.", "date": "2024-12-18T23:01:30+00:00", "quotes": [] }, { "author": "evanrinehart", "content": "Referencing this discussion here viewtopic.php?p=653751", "date": "2024-12-18T23:44:24+00:00", "quotes": [] }, { "author": "GregFirehawk", "content": "The reason for removing it is because it is also used when the inserter doesn't work. \n \nIt's also why your cost per item is technically wrong \n \nYou've hard baked the drain into your cost per item from what I see, which is likely why our numbers are so different. Because I have isolated the drain I can use a utilization formula with item throughput to figure out my exact costs on an inserter. This is similar to how we calculate when a burner inserter becomes worthwhile, but we can apply it to all inserters. Lets say I want to move 0.1 items/s into a machine. We can do \n \n (items/s * the cost per item I calculated in joules) + Drain \n \nand that will accurately tell us exactly how much power that inserter would eat. Its very neat to apply in practice because item/s is an easily available unit right in the games UI. All you need is a reference table to use this freely. And it will be accurate at any utilization percentage. Because your number has the drain baked in, the lower your utilization percentage becomes the less accurate your estimate will be. In our 0.1 item/s example I calculated ~1 kw, while you would have calculated ~700W. That's a 300W difference, or in other words you would be using 1.4 times as much power as you actually accounted for. That's not insignificant. Granted these are just inserters, but if we're going to be pedantic and do all this math then we should go all the way \n \nIt just lets us make more accurate estimates for more varieties of situations. Basically the only practical application in the game for this is when discussing the Green Inserter or something, as it lets you compare all possible permutations of stack size and throughput accurately. Speaking of that, I will probably reconfigure my test tomorrow to collect data regarding green inserters and belts. \n \nBy the way, your analysis on the burner was super cool! I hadn't even considered trying to measure it because it doesn't use electricity or have drain, but the fact that you confirmed it also does a power pulse is mind blowing. Assuming your data is accurate they can beat a yellow inserter after just 2.7 minutes of inactivity. That is actually a very cool number, because that is very close to how often a lot of stuff needs fueling. For example a boiler running at 100% capacity would need 1 piece of coal every ~2.2 seconds. That means if we spec our boilers to aim for only around an 80% utilization, its optimal to use burner inserters right from the start of the game, before they even get any upgrades. This is very different to the natural impression that boilers should not be used for power due to their extremely inefficient movement. Also aiming for 70-80 % utilization in a power system is actually good practice, and its how most things work in real life. This gives you headroom for any surges, and there are some other benefits in real life too, but this is still a game so just that one for now \n \nThat is such a cool piece of knowledge that I am going to begin implementing right away, as soon as I do my due diligence to confirm it. It might also be worth using the data I gathered earlier to calculate the cost of these spikes as a ratio to see if there is a pattern. If the game just uses a consistent multiplier or something, that could help make testing more accurate. Another thing this makes me curious about is whether or not the burner inserters exhibit a cost for refueling themselves. Earlier I dismissed that possibility, but seeing the new data from the electric inserters its very possible. If it does a big power spike every time it fuels itself as well, that could be a problem. Also if you remember the scrunching behavior the virgin inserters exhibit, its possible burners also exhibit that every time they refuel themselves, which would be tragic. If they do a power spike grabbing the fuel, and they incur a scrunching penalty (which based on the earlier graph is twice as expensive as spinning) then it could potentially tank their potential. I'll try to devise some tests. \n \nAgain, very cool that you did that", "date": "2024-12-19T01:29:59+00:00", "quotes": [ { "author": "evanrinehart wrote: Wed Dec 18, 2024 8:59 pm", "content": "" } ] } ]
19
2024-12-17T17:14:21-06:00
forum-topic-118054
118054
Factorio + Parsec + SteelSeries Gamesense
Off topic
https://forums.factorio.com/viewtopic.php?t=118054
xarmin
Hey guys, This is a bit of an obscure post. I have a gaming machine that I play Factorio on, and I recently made the decision to move it to my server rack and stream from it with Parsec. Unfortunately, this meant losing the sweet integration between Factorio and my SteelSeries peripherals... but, I found a workaround. On the local machine: Ensure SteelSeries Engine is installed and running. Open the coreProps.json file. On MacOS, /Library/Application Support/SteelSeries Engine 3/ . On Windows, %PROGRAMDATA%/SteelSeries/SteelSeries Engine 3/ . Note the port number in the address property. Use a proxy to expose the port to the rest of the network. Do not do this on untrusted networks, and always implement appropriate firewall restrictions. Alternatively, as I did, establish an SSH tunnel from the remote machine to the local machine that accomplishes the same. On the remote machine: Ensure SteelSeries Engine is NOT installed. Create a coreProps.json file in the directory above, with the following content: Code: Select all { "address":"[steelseries host]:[exposed port]" } That's it! Factorio will find the Gamesense API connection details in the coreProps.json file, and attempt to establish a connection back to the proxy on your local machine. From there, the request will be passed directly to the Gamesense API, and your peripherals will work as if they are connected directly to the remote machine. Additionally, this should work with any game that makes use of the Gamesense API. If there's any interest, I may write a script or a proper write up for this. Hope this is helpful to someone out there!
[]
0
2024-10-27T17:58:40-05:00
forum-topic-115205
115205
LTN + Cargo Ships - Network masking bug
Logistic Train Network
https://forums.factorio.com/viewtopic.php?t=115205
Olav152
I have encountered a bug with network ID masking for ports. All stations are set to id=2, but I get "No station in network 0x08" and in LTN manager I see that: a: my depots have ID of 8 LTN bug2.png (2.31 KiB) Viewed 336 times b: my requesters have ID of 4 c: my provider has ID of 2 LTN bug.png (7.2 KiB) Viewed 336 times Additionally, sometimes, when I manually change combinator settings the ships will be scheduled properly and run ok, until I reload save. All stations are properly connected with wires to the lamps. Additional screenshots with combnators for depot and requester.
[]
0
2024-09-07T07:51:55-05:00
forum-topic-126756
126756
Train coloring, how to change "use destination train stop color" default behavior
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=126756
FenrirFanclub
Is there a global setting or a console command to change "use destination train stop color" from on as default to off? I don't currently want to use this automatic coloring option for all of my trains, but constantly forget to uncheck this option when making a new train.
[ { "author": "adam_bise", "content": "Try this: https://mods.factorio.com/mod/Automatic_Train_Painter", "date": "2025-02-11T13:58:58+00:00", "quotes": [] }, { "author": "FenrirFanclub", "content": "Thanks, I'll try that next run. Unfortunately I can't use mods during this first Space Age play through because of achievement. I decided to collect as many as I can, but modded game has different list of achievements than vanilla game.", "date": "2025-02-12T11:29:03+00:00", "quotes": [] } ]
2
2025-02-10T17:09:06-06:00
forum-topic-71830
71830
Farlands 2.0 [0.17.47+] [BETA]
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=71830
azakir nalda
Good day all. I hereby want to tell you about Farlands 2.0. Alot of people who have played for a long time might still remember the early days of factorio and the early stages of angels/bobs mods. During the 0.13 and 0.14 days someone by the name of Pandemoneus created a modpack called farlands . I had a lot of fun with the pack and i decided it was time for a update. Since Pandemoneus appears to be on hiatus and is therefor unreachable(i tried) i put together a spreadsheet on googledocs with all the mods that were included in the latest release of his pack. In the google docs file you will find all the mods that are in the pack both old versions and the newer (updated or replaced by different) mods. For now it will remain a modpack that you will have to download yourself. Allthough if things appears to be stable and no large issues appear i might make a single mod that pulls in the required mods for the modpack itself. If you decide to take a look at the pack do let me know and leave any/all feedback on here so we can help eachother in making a great modpack Google Docs link Mod list
[ { "author": "Nelloli", "content": "I want this pack if its balanced and for version available in steam (0.17.53+) \nI'll try to play it.", "date": "2019-08-27T17:53:26+00:00", "quotes": [] }, { "author": "Ajes", "content": "Is there any easier way, to get the modpack, than downloading each mod manually?", "date": "2019-10-06T09:40:20+00:00", "quotes": [] }, { "author": "Eysenleber", "content": "Hey - i downloaded all the mods in your file with the correct version but i get a load of errors ( i can only use the steam factorio 0.17.69 version as lowest because well fuck this version shit) \n \n1. ItemUpgrades ( something with the power armor vanilla \"require\") \n \n2. advanced assembler : something with the fluid pipe outputs ( bobsplates bobsassembly rocket payload and squeak through)", "date": "2019-10-27T12:57:27+00:00", "quotes": [] }, { "author": "jockeril", "content": "Hey you guys, nice to see you like this pack. There is a way to have one download that will get all of the \"required\" other mods to download and Factorio will suggest an update whenever any mod has a newer version - you can make an empty mod that lasts all the other mods as a requirement and then when you download it, you will be asked to download the other mods - you can even set the minimum version for each mod, \n \nIf this is something you would like to have but don't know how to do, and there is enough players that want it - I will create that for you with limited support - reply here if you want that \n \nBR, \nJockeril", "date": "2019-10-29T05:38:29+00:00", "quotes": [] } ]
4
2019-06-09T10:50:07-05:00
forum-topic-125471
125471
Pitch
PyMods
https://forums.factorio.com/viewtopic.php?t=125471
DrWillFro
I've started my first play through of the mods, and I cannot figure out how I make pitch. I don't see it in the crafting tab, and it isn't in the research tab either. How do I get pitch?
[ { "author": "mskala", "content": "Pitch is produced by the \"Tar refining bottoms\" recipe, which is unlocked by the \"Tar processing\" research.", "date": "2025-01-14T03:07:56+00:00", "quotes": [] } ]
1
2025-01-02T00:22:33-06:00
forum-topic-124530
124530
[Narrated Playthrough] Part 3 Agitation in Fulgora
Show your Creations
https://forums.factorio.com/viewtopic.php?t=124530
mmmPI
Part 1 Hostile Fulgora Start Introduction : The journal of the ship was damaged during the crash of the emergency shuttle , the following story therefore contain some of my best approximations to fill-in the gaps to try and recall how things ended up so bad. It is generally admited that the amnesia about previous life is due to a an abrupt stop of the cryogenic process. It is unclear what caused it, but it must have been pretty massive because there is no sign of the intergalactic ship that was carrying everyone from Earth to Centauri 3.14 anymore, the famous Winged-guitar. That's all i can recall , but that seem a weird name for a spaceship so i may still be under the influence of the impact, I will make sure to correct the details as soon as i can remember them more clearly. This is a modded playthru, with custom settings, if you want to have a look at the modlist, i made a save of the initial state, syncing mods and settings with it and launching it allow to get the seed and all the details similar : 003-Modded-SA-000-seed.zip (5.93 MiB) Downloaded 27 times 1) The landing : Roughly speaking i landed in area that looked like this : landing area.jpg (183.86 KiB) Viewed 1181 times There is strong smell of ozone ( O3), and lots of dust, it doesn't look like Centauri 3.14 at all, everything is in ruin, even far from the crashsite. I could read some old signboard on the tower we almost crashed into with some robotic translator, and that's how I learned the planet was called Fulgora by what seem to be its "previous" inhabitants and that the tower was a lightning attractor. It also quite rapidly appeared that i had luck in my bad luck, regarding landing next to one of those, because this planet has very short day and night cycle, too short for a proper night of sleep, and they are very noisy, thunderstorm are raging continuously. And this little tower protected me from those after i realized that the lightning storm were deadly. The respawning machine function pretty well, but it's still painful to get zapped as you can imagine so i tried to avoid it as much as possible for when exploring the surrounding to see if there was someone else that survived the crash. Allowing myself to venture in the unknown until around mid day, and then running back to safety to be there at night. Despite this slow process, i managed to find another of those "landmasses". Not that you can't walk elsewhere but it's slow and sticky. Those landmasses seem to be the only places really fit for constructions. And the previous occupants left tons of junks, iron, copper, circuits, some shiny rocks i haven't been able to identify yet, stuff that burn quite well, and even some ice. Which with the food reserve from the ship will probably allow me to survive there indefinitly. ( There's probably enough food in the ship for several lifetime, if you like dehydrated powder, so i'm not going to mention those anymore, just consider that everyday i get a good snack ). 2) first operations overview.jpg (147.89 KiB) Viewed 1181 times Located just south of the previous island, as you can see in this updated aerial view found in the shuttle archives, it was probably taken seconds before impact and may help locate the location in case a rescue team is sent to help me, i attempted to join the other islands surrounding the crash site and updated the image to fit the current island developements, but only the one immediate south seem to have a "Vault" and significantly more "scrap" than the other islands i could walk to during the limited day time. Some of them have more lightning collector, allowing me to stay the night there, but everything around me seem to be in the same state of ruin so i didn't pursue the exploration any further and instead tried to see what i could make from the scraps available to try and help my situation. Here is the initial setup : first landmass.jpg (318.51 KiB) Viewed 1181 times It doesn't produce much science like 10 to 15 per minutes, but it is still enough for me to remember how to do things like modules or engines. I do not drink the science packs by the way, it's just the best shape to keep knowledge for know. I don't know what that says about my previous life before the crash and i prefer not to think about it. It took me a bit more than an hour to get there by manually making everything ! I think i was always lazy, i don't think that's new but sometimes when i get something going, i forget about my lazyness. I try to make it better, and better, and it doesn't feel like an effort anymore. I guess it also helps when there is little need for manual intervention, because then my factory works when i "think" and importantly, the result of the factory's production doesn't depend on the effort put into the "thinking" process. With more handfeeding and handcrafting, i went ahead on this very tiny space, to try and get to blue science. Scaling up to this size when reaching it : toward blue science.jpg (370.78 KiB) Viewed 1181 times Around 40 science per minutes, with some manual intervention required to tansfer some material in the module-making assembly. Getting the first few quality and speed module forced me to increase accumulator numbers. Around 11MW of average electrical consumption. ( a bit less than 3 hours ingame). I am recycling the excess material like blue or red circuit that would otherwise jam my system that only require copper and iron plate and a little green circuit. 3) blue science This planet being covered with oil makes it quite easy to get the blue science going. I am craving for logistic bots at this point. This is almost 4 hours into the game and it is my next research. Walking on the island is getting difficult, it is necessary to "remember" the places in which a player can squeak thru, and i had to change some module to make sure i have enough electricity or ressources for everything. At this point the science per minute is closer to 15 than to the previous 40 although it is not very stable. with blue science.jpg (367.01 KiB) Viewed 1181 times Now maybe you don't care, but if you are following closely the story, you may start to wonder now, why "hostile fulgora start?". That would be a very appropriate timing to introduce the radar outposts. Yeah because the hostility doesn't come from the thunder. It comes from what they discovered on the map. Here is a radar outpost : radar outpost.jpg (31.49 KiB) Viewed 1181 times They do not work all the time, mostly at night and during the morning, but with 15 science per minutes, i don't really need a fast uncharting. I only occupy a single island. And luckily enough it also seem to be the only place where radars didn't find any "alerting presence". You can have a look for yourself : 4) first troubles red dots & pollution.jpg (63.45 KiB) Viewed 1181 times Funny eh ? so many little red dots all around the pollution cloud. Well it's not all that bad though, because the exploration also allowed me to find another survivor. I did not understand well its native langage though and the communication was difficult but we could easily agree one thing, the red dots were to be avoided as much as possible. Don't get me wrong, we're not coward, we tried to see what was there and if you are really curious, or just scrolling fast, you can also get to view what we saw there : closer view.jpg (191.96 KiB) Viewed 1181 times Death, death and more death, depending on how many attempts you make to recover your original body you may end up with a fierce collection of pistols too if you attempt the same thing ! With that in mind it appeared necessary to try and leave this planet as soon as possible. This is because there is no way to make military science from scrap. This planet has no coal. Any more time spent on this planet would increase the strengh of the hostile forces, while we can't increase our military power. This lead to the rehabilitaition of the crash island : silo island.jpg (286.1 KiB) Viewed 1181 times Now connected with robotport to the scrap island, the pair is allowed to launch the first few rockets in orbit to create its first platform. With the aim of not only making the space science, but also sending back to Fulgora some carbon to make the military science, thru coal synthesis to make grenades and explosives. The next part will be about the first steps into space
[ { "author": "mmmPI", "content": "5) The first platform \n\nAfter 7 hour of game a week being stranded on this planet, i'm proud to present you Adventure, hopefully, my ticket out of this planet. \n \n \n \n Adventure.jpg (125.5 KiB) Viewed 1157 times \n \n \n 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 Copy blueprint \n \nIt's very slow and tiny, just fitting for my current 17 research per minute when using \"space science\", it has a turret, but it's not necessary, there seem to be no dangerous asteroids in the orbit of Fulgora, probably they were all removed during the crash of the shuttle, like a reverse Kessler effect or maybe it was the previous inhabitants of the planets who only left little chunks of ressources whoo knows x). It doesn't even need repair packs and was enough to unlock the heavily missed logistic robots ! \n \nIt can be used to get carbon on fulgora and thus military science. But plans also include making purple science, and the space is the number 1 constraint at this point.", "date": "2024-12-16T14:52:06+00:00", "quotes": [] }, { "author": "mmmPI", "content": "Part 2 Space beginnings \n 6) Military science from Space carbon \n\nThinking the first platform in orbit as synonym of space travel was a rookie mistake. I got over-excited. First because a platform, to move , need thrusters. Then because with thrusters the platform moves, toward things that hurts the platforms. Which means it needs defenses. But without any coal in Fulgora, my defenses are quite weak, or rather very weak. No military research could be done, and it may have caused the death of the remaining crew members from the original Winged-Guitar, or maybe it's the respawning machine that's broken, i never knew how this one worked so i couldn't tell but i noticed i had to do the work all alone when it comes setting it up : \n \n \n \n Military Science.jpg (525.26 KiB) Viewed 1061 times \n \n \n\nNot everything is documented in my notes on the journal's entry for this date, but it mention something about holmium, related to this picture. I think it was taken when it was first put to use instead of being a shiny rock in a chest. It turns out that it has good electromagnetic properties. It's not helping my military for now, and it doesn't appear it could serve in Fulgora for this purpose even in the future. This because local droïds and replicators seem immunes to electricity that keeps falling on them. Probably rockets could help, but the coal supply is so low, it has to be used in grenades for science, to research rocketry first. \n \nDefender capsules were used at this stage to recover the many bodies left during early imprudent exploration and get a some breathing room around the \"safe island\" while trying to think of a strategy to continue. \n 7) Logistic & construction bots \n\nTaking advantage of the robots as much as possible, those do not slow down for the muddy ocean, therea are some occasionnal casualties from lightning storm, but as the saying goes \" this is a sacrifice i'm willing to make\". Maybe you spotted modules were relocated on the crash island before EM plant were available ,that was to make room for more recyclers and accumulators and also the lubricated engine, rocket fuel and bot assemblies : \n \n \n \n extra recyclers.jpg (602.75 KiB) Viewed 1061 times \n \n \n\nYes those are not fast, there is just 1 machine of each. But i'm not fast either, i needed time to set up a contraption that would use any quality of ice to make water, and setup recycling logic for solid fuel overflowing, concrete too at this point, and a little logic to make sure logistic bots would be added overtime when needed, but not too fast to not drain the slow trickle of ressources. \n \nScience is around 17/ minutes, researching \"Vulcanus\". Someone told me it was a shit hole even worse than current droïd-infested, lightning storm-covered, sandpitty planet. And that i couldn't even reach it from my current location. It sounded convincing,i didn't paid too much attention to astrology when i was younger, and i don't have a star map just yet, but i wanted to be sure. Legend has it that Vulcanus is a military planet, and i need military in this hostile world. It gave plenty of time for : \n 8) Purple science & Elevated Rails \n\nNo i'm kidding, i didn't do that part, i was busy doing the military alone without any help. It was done by the astronomer in the team before getting zapped by a droïd during a failure of the respawn machine. Long story short, there is no more astronomer in the team. It was put back into cryogenic stasis, what was left of it anyway. We need a doctor that's also a puzzle expert now. \n \n \n \n initial_purple.jpg (234.94 KiB) Viewed 1061 times \n \n \n\nThis was built on the north east island with \"some\" ressources, the early science was manually transported to the lab island, once there was enough to research elevated rails, and then first thing was to then transport the purple science using those. You want more details ? like was it annoying ? yes, did i got hit by lightning and died doing so ? yes, more than one time ? yes, could have this been avoided ? yes , do i have a good explanation ? yes one last rethorical question ? no, the explanation is quite simple, i was distracted by what's located in the top right part of this picture : \n \n \n \n with train delivery.jpg (406.76 KiB) Viewed 1061 times \n \n \n\nIt's my first : \n 9) First auto crafter \n\nNot \"first first\" as i never attempted this before. First on this planet. I think before the crash my job was related to this. I mean there must be a reason i was in a spaceship flying to Centauri 3.14. Maybe i was a circuit board engineer ? It felt natural to me that the first locomotive could be made during the time i would be laying tracks. So again i naturaly started to make an auto-crafter, it would do wagons too. It didn't work at first, i realized when i was laying tracks for the purple science, remember i said i died a lot ? That's the explanation right there, if you don't know how to get a new pistol : lay some tracks, stop in the middle of the muddy ocean with your attention caught by a bot ballet , look at the auto-crafter from map view to locate the source of the ballet, DO NOT MOVE FROM THE MIDDLE OF THE MUDDY OCEAN, this is important, otherwise you may end up in a safe area for the night and you wouldn't get zapped and wouldn't get a free pistol. \n \nAnyway this is the result : \n \n \n \n auto-craft-pair.jpg (162.11 KiB) Viewed 1061 times \n \n \n 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 Copy blueprint \n \nIt's difficult to estimate how much time it took to make the first locomotive, due to the different ways of counting time, and jetlags, but in standard Fulgora time, this correspond to around 12 days since the crash, although in Earth time that would be 12 hours. This is around 10 times the legendary \"1hour30minutes\" from the famous kid song \"getting on track like a pro in 1:30\". I guess i'm not a pro, or i'm not on track. But the auto-crafter \"worked\" well enough for the locomotives considering the \"little amount of time\" i could put into it with the pressure from ennemies and beelining space coal. \n \nThe blueprint shows a pair of pairs, where the left machine makes the \"more advanced\" good, and the right machine its ingredients. The upper pair is configured to try and make 10 locos and 10 wagons, while the bottom pair, some assembly machines bulk inserters refineries and other things that will be needed later i suppose. This is because knowing my system is not super efficient \"yet\" when changing recipe i give lots of time to prepare in advance. Further improvement would require not making things like \"green circuits\" in the right machine, because they could/should be made in foundries. And maybe not making any intermediate that is already in the network. Those are things to get distracted by when laying tracks \n 10) Space map update : \n\nAll of this happening while researching at the pace of 17 science per minutes eventually allowed for the discovery of a planet possible to reach from Fulgora. Astrolomers would probably want to confirm their predictions, so here is a map of our space quadrant, according to the data from the probe Tserup \n \n \n \n spacemap.jpg (86.14 KiB) Viewed 1061 times \n \n \n\nNow i can confirm that if you research Vulcanus before Nauvis or Gleba when starting on Fulgora you feel like an idiot. \n 11) First \"ship\" \n\nObviously this space map is meant to be explored, there must be some other remains elsewhere. And obviously \"Adventure\" needed an upgrade for this purpose, with thrusters. But without any military upgrade this was risky, and coal was slow to come from orbit , so at first some attempts were made to have the ship leave Fulgora, and fly a little away, and go back before the bigger asteroid shows up. Just to gather more chunks from \"moving\" while hoping to not have to face too much damage. Slow process. \n \nAnd there was this annoyance that the ship was going \"full speed\" at the beginning of the trip. So i made this little logic so that \"only when the ship is moving somewhere\" => start a clock that count up to 60 and restart. when the clock is above 59, some fuel is pumped into thrusters. This means only 1 tick per second. The aim here is to reduce the speed to what is deemed \"safe\". The clock would be counting up to 120 and fuel sent when above 119 if the speed was too fast. And when the military upgrade increase. I would just start fueling when the clock is above 58 or 57, to double or triple the quantity of fuel. \n \nThis is how it looks : \n \n \n \n little Adventurer.jpg (351.71 KiB) Viewed 1061 times \n \n \n 0eNrdndtu4zgShl9l4du1ByJF6hDMLrD3e703gyCQHTkRRpY8OmSnZ5AH2PfYJ9snWdKKT4loU/6me7obaKAZWSyRxaqfxVJV6ffZsuzzbVNU3ezu91mxqqt2dvfT77O2eKqy0l6rsk0+u5u122yVL7Zl1q3rZrN47pez1/msqB7zX2d34nU+1qUus2axzaq8PLlXvt7PZ3nVFV2RD8/a/fHpoeo3y7wxxOZ7Auus7RZF1eZNZ36Yz7Z1a3rVlX2GobRQP+j57JNpJD9o84DHoslXw+9C2hG9IywPhJ/6atH1TZN3I1SjgWb6OkIi9CMRXiChDiTM7PKmLh4Xq7oszcjrsTkG53M0C9Q1dfmwzJ+zl8L0MLetimbVF91Dm3cP66I0RA1fu6bP54efmjx7fLB9zWDefjTEmrztS8vhF3O5bsxTqr4sR8asvaYtL8w68l3UcD/f1GtNY6+R6QsjS3xHFk2TttRrZMmFkYnAWxPi/djMIEdJvVOqrsmqdls33WKZl90lgrHXZIWcSD+aSD+8lb6LIcqbt9o51GSMsD4n3BvUa56a2vzvGqs+Hes7Xsxn3aetJVb33bbvZmNPPOpWbmGkKVaLdd9UBq/HoOn8YUWXbwYULh5PoDtfr4tVkVerT4tN/diX+ex4r7m1ejjBDNv3+Jfha9tlq59nd4Ed6+gv4vX+1fwbmUo8mXnCh3lF5eKdt/aLaVKQ+tI9U7SxTSuYtl+ke3pqjB9/zvYhhd+2GQ8jH+fDEWGypuieN3ln5HxVb5ZFlY2zwsUINc6HI1k71ccdqZ24r4umNew5mDdvQvVSNF1vrhzGNdyxyLPVs1WXNrdkLC0j9ta+MitZb/MmG0Yx+6vpOWj1VNqvowwKvREtPJWRMVL+4Cid4pZclra8ypZl/vhe0g6cH2P825iKpq52lugOlY781YH9a7PNmp1A3M1+NKyazw4yvQOqwV6dn9GqG4uUvxiGGy6Yi5WxcHfMP6P2t5m1XPs2P9eSMf7pybJ6MPOi1+9TOo+bVFlXT4vnzKzE4yXJOgCunm74Xlv1VdYs68qsyRFSn/vq5z9WCOKbZzymSxfnY2Qgz8ypbJM9Zb8V1R8szdP3SOWzR0o/C1ns9WLsOBacLulTvVhmnz5SUJco+G1N8SUSx53pMV8VxmK5qOrxtF3pjeQ7pT/96ycnUBq4yMryo5i/vpOFv+9MIwcRl65MIlL/aibhQeF+DzoOL4RzRqMOCOfQR+8eH6M1VccWPZxklrmtMvVnGWWhmopPB1M1xKbl1wDQoZ7uaAq9TqthNJ2ynCgY1H6yNs9162lscrHv5NxzG+daMpnwh+VQY3TTiYLulnP1DYq5Ou6Rpw7ZCydHMX4qUCfjbvr2eVSeD34X+YFzpl1sHSBu6RXV02x/18PI/L8uV4WS03U8+HI6PkjWuYbLwFPFVTh9bsJLx5WarOPCR8fVyYmrbfPNsjTSZMzhlZGqfCEvOHPF1dMFWIXhpUm7E8/cKN7q5/eYO35kPajKCIFvSEUiP+S5CjzxRARz0UkmAFjw0cI5rMoIbH+DAJZOVvLAS8d1MJmwH3jo4wY08jbyA/XgsI5j2t3m1eNDVz/saczu1lnZ5nb9jFm9qV/MaprfT+zqX/q8PdnfLYnV8Qh23Nszc/Ulf6Nnd+lD16bePCz79frUPtj/uCna1j5yBw5Nv6P8sMnMswpDZ09thCnHfWiPKxePn06WKxefVodTp2PCF00c14nNx8SxF/rdziVUrJIwUuEg58OL5D/EjLr8jONGOHo6vPUB945TpQ6nbo+eKqmmOiT3NrD4Pt2R2u+NdvTGgzEKEzc3x56k41tP4d/HIVxP2ZMvnCneq+e3tx/r6fuxnzcimr4ff0lnxOpGP0QkpmJl+OVm9cEhfzbFyPcgFsmpc/RztUThjcelgYUHrRt57/CtqFukbnuv/hW9Vo+mv2bcbx5+72q/8U0+iia/EXe8EI+Ou/TWSr77PbiLQHLry8Dh7eef9/YvSq9NPbg89Ti4RkBcIeAN9NdGIq+M5NpAwqlBjC5C6spArkhTrKfZni4y0US/iiNEKfb1z0RX6JzYgs/5plgZ9TbH86q7oLDR+YbUPRvDzyzJYt3vRvDV7UauX6Rrn4pTb6YEZzw5h/cDh4y9tdjkZfeVGseT+ZME3vy5JjP2DFH8ttPn74Avwk8poxOmjJGR06DGodpJeG0T2BuwqYOA8iWQOAjoSVEabyH8yeeM0nizbAZfZlmvBjPoMMwq69d9+VTmy77q26Kszw8R4cctfX7LM16K9jMQfunLVWaG/RlIW45kn4GuZXbdfA7K2S/951k+g1pNts1KDz47I2uu2Nf/GihvPz3s3JiDE3uIp957uEeN7yQ6U9hFVy+GQO4Lm7lfykcS+1MOXJTHXiIm3gEIB5PVBTbpJLAJvhjWXFnlo4PinQD97z//RSLkEJI08DSEHXxOj5vctt9sXaF/yRdw/ExjsHX2vY99G53gtSOLvrxtpqFnfxeDr227V7bt9MRFsVr1m768FBQ5mgWVRn4kFungZw9GiZwcUUzv7MnARrZzZbvOKCJwzCjxNUSEw+Wfpt4UHGMQQeCXUCEvsEQER+XZm8CunD7XVEQg/RZnz5FxIuEUIXERUX5E0oss0R4s2XPV+kItJv7b4IpFxJ/UXMylnov7uWlK21SmKQN7We4um7a07d11Odwj9+3orW3JaDHcb9sGjHdt8/Ncq+GeyLTD03a6a4fy2Ne01eF6aK+r4Xo40LFjsCTmOh7uiY591QkdpY9t+99cy2M7OrmeDFPX8jjOaDf+4Xqkhjna55pb1TwZxmb/s201tNXcgLq8N3ztivItQdiRJyTsu/3xgIC1tQcGY8musyPF93YCmhJQlEAICQjYX8L+dPyUgXQFqQwmVADifeYw04EUqkAKNSCFCnBzfwn7C9Y/YN3h0+HkIe/h0kPJg4IP9S6BYvfWP4GwkUDYSCBsJBA2EggbCYSNBMJGwmAjYbCRMNhIGGwkDDYSBhsJg42EwUYC9T6Geh9DvY+h3sdQ72Oo9zHU+xjqfcz0PmZ6HzO9j5nex0zvY6b3MdP7mOn97XITHOsC3EQghf0T2D+G/SPYX8P+CvYPYX8J+wvWH4offDqcPOQ9XHooeVDwod5Btaeos4c9DWFPQ9jTEPY0hD0NYU9D2NMQ9jSEPQ1hTzPY0wz2NIM9zWBPM9jTDPY0gz3NYE8z2NMM9jSFPQVhT0HYUxD2FIQ9BWFPQdhTEPYUhD0FYU8x2FMM9hSDPcVgTzHYUwz2FIM9xWBPMdhTDPZul9o3wQkpboYQN0OImyHEzRDiZghxM4S4GULcDCFuhhA3Q4abIcPNkOFmyHAzZLgZMtwMGW6GDDdDhpshw82bxYai3h53JcVdCXFXQtyVEHclxF0JcVdC3JUQdyXEXQlxVzLclQx3JcNdyXBXMtyVDHclw13JcFcy3JUMdyXEXUlxV1DcFRB3BcRdAXFX0AhOGsBJ4zdp+CbEXQFxVzDcFTD4FMaewtBTGHkKA08Z7goYtgqjVhnuCoi7AuJuAGE3YKgbMNCFEcMwaB6GzMOAeRguHzC4DRjaBghsWaA/C/NnQf4sxJ8F+AcIZllyAEsNCBDGBgxiA4iw1LCFdi00a6FVC41aaNNCkxZatNCghfYsM2eZNcuMWWbLMlOWWbLMkGV2LDNjmRULjVhqw1KXLfTYQoct9NdCdy301kJnLfTVQlct9NQyRy3z0zI3LfPSMict89EyFy3z0DIHLfPPQvcsRUgYSwBDCWAkAQwkgHEEMIwARhHAIAIYQ8BCCFgEAQsgYPEDLHyARQ+w4AEWO8BCB1jkAAwcoOFWMEoVBqnCGFUYogojVGGAKoxPheGpMDqVBaey2FQWmsoiU1lgKotLZWGpLCqVBaWymFTFEFJBhITpSzB7CSYvwdwlmLoEM5dg4hLMW4JpSyxriSUtsZwllrLEMpZYwhLLV2LpSixbiSUraYaQGvoxaYYozIuHafEwKx4mxcOceJgSDzPiYUI8zIdn6fAsG54lw7NceJYKzzLhWSI8y4NnafAsCz5iCBtBhKWlR2KGsDFDWFjwCNY7guWOYLUjWOwI1jqCpY5YpSNW6IjVOWJljliVI1bkiNU4YiWOYoSwMULYmCFsDBE2gQibMISFNeVgKUlYSRIWkoR1JGEZSVhFEhaRZDUkWQlJVkGSFZBk9SNZ+UhWPZIVj0wQwiYIYROGsBQhU4aQsNpuyhASluiGFbphgW5YnxuW54bVuVlxblabm5XmZpW5WWFuVpebleVmVblZUe4UIWRKQ95hVpGAaUX0SwT0axz0Yxz0Wxz0UxwCJhcJmF0kWHoR/JAI/I4I/IwI/IoI/IiIYElG8BMk8AskguUZYdShuTY02YZm29B0G5pvQxNuaMYNTLmBOTcw6QZm3cC0G5h3AxNvYOYNlXuYBSFgGoSAeRCCJUIIlgkhWCqEYLkQAibACBjfLWCAt4AR3oKFeAsW4y1YkLdgUd4ChvYLGLkqYOiqgLGrAgbuChiXJmBgmoCRaZ797+ezoss35qZl2efbpqjs50nLbJmX5to/i64r87/849F+0L5vdh/ZfMmbdvc0HclUpanWIg3iJH59/T+X4NjC Copy blueprint \n \n \nI feel ready for space, but i'm not, i could leave, but i couldn't return if was to. You got the riddle ? I can make a hint, it's called droïds. I don't know why everyone keep saying \"biters\", they are \"zappers\" to me, on Fulgora they don't need to get close to you to kill. And yet they are coming close to me see : \n \n \n \n not quite ready.jpg (91.41 KiB) Viewed 1061 times \n \n \n\nI feel like something need to be settled before i leave for potentially long time. Like some sort of defense perimeter. Plans for the future !", "date": "2024-12-20T05:08:29+00:00", "quotes": [] }, { "author": "mmmPI", "content": "Part 3 Agitation in Fulgora \n 12) Landing pad Island \n\nThe relief, one may even say excitation, of finally getting access to rockets lead to grand ambitions of reclaiming land in Fulgora. Using defender capsule when possible to save on the coal, it was possible to extend the safe perimeter a little further than it used to be, in what would turn out to be a MUCH LENGTHIER THAN ANTICIPATED process deemed necessary to establish a reliable autonomously defended Fulgora BEFORE leaving it, just in case the first exploration end up a disaster, one need a back-up plan ! \n \nThis is what it ended up looking like after few hours of fighting : \n \n \n \n Landing pad island.jpg (89.6 KiB) Viewed 897 times \n \n \n\nThe arrow point at this train area with the landing pad : \n \n \n \n 9804_0022h45m 6s_fulgora.jpg (333.87 KiB) Viewed 897 times \n \n \n 13) First train interrupt experiments \n\nThis is supplied in electricity potentially by the very large island south of it, connected with big power poles, making it a viable island for a lot of robot traffic. It would serve as a testing ground for what could be done with those trains \"interrupts\". The goal being to have a single unload station on the spawing island, for a single train, to save on space. And it would fetch either \"space science\" or \"carbon\" or \"iron plate\" ( cuz why not ) coming from space, and delivered from the landing pad on the other island. \n \nAs seen on the previous picture, there are 3 different load stations, one for each dedicated ressource ( because the landing pad island is big ). The unload area is represented by a heart in the schedule, because that's where the train love to be But when the quantity of any of the aforementioned ressources drops below a certain threshold, then the train is \"interrupted\", and tasked to go to one of the unique station for loading the needed ressource that interrupted it. \n \nThis can be done by reading the quantities in logistic network from a roboport, filtering the signals, and sending to the train from the train stop, those quantities. The priority given to space science and then to carbon and then to iron plate in the list of interrupts is also the train's priority when coming back from the landing pad island. \n \n this was done using a schedule like this : \n \n \n \n 12-29-2024, 07-12-17.png (64.9 KiB) Viewed 897 times \n \n \n\nHere is a blueprint of a train having such schedule/interrupt configured already : \n \n 0eNrtWM2O2jAQfpXK1yZVEgghqNs36LWXFYqMY8DC2JHtsEUr3qy3vlhnYliyS5Dc3e5eCoqIHI+/+fnG40keyUK2vDFCOTJ7JIJpZcns/pFYsVJU4jNFt5zMiKFCkkNEhKr5TzJLD9GAkNRMb7UTO94TzQ7ziHDlhBPcg3eDfaXa7YIbwIpO660DNau1izttEWm0hVVaoQpUmpcR2cN9BOi1MJz5yTEa8wI0CwadpMGgo2jA0wHE7IzIFV1IXkm9EtYJZquHtYDxVu+EWpHZkkrLI6KNAFXUgyRfijwiTEttENHgk3Jc4m86TYoyKdJkPC6zdIpyAJJEZNH9044YIhzf+kiLuk+hZhvu4mXLPZNeCoRUJdQO9Guz96vOI4iNdZRtOnimW8yTLMHQDAqlIUJZX2h+gOsy0uNw+kbB9OXhoHkw6CQctAgGLZ5AGTUrHT/QFYgOQJb/INN6JKlWygFzpuE+hu/QMhi0CN+haRKOGp44aXiJKsIzJ83CykkxeSPJ2X9fTtJROIHXdimcYpated3K4zF2Jg3Ho958F2fOtKmPp+mJC3K/E8a1VMb+7Lzzt3jNqXFzsOaBClfBKVx3NvnVoKWhhldu36ADVNUgeBzwbeP2BHye4z523Ji2cX7Z0d97JObONpTx2DLIC7jDYIPa/kIRE4a1wvUXoZdLYayrLhqBS3WYIthdOOqZ6vhHddRhXpKv5IA+OCh33F1E7ZoPn18RMsSqfMa8lzPf0BlPiRU1r56YOe5QzNBn9ECVX2j1rpR4Fc8tz19Dw9HWDwn9kNHjt4dbGK3iRlLH3zXkZzVvCvt3wdaUy08/uFn//iVtrdXmI4J/zfxXEABlOXpZMNPsVjFvFfNWMW8V81YxBysmlkcHTTaarHwfenJUY+MLPe2i64CL7mOMfwjd6xKscL3pNOvN40vHadXcd+1gzvkrUER23NjOzXyS4XtCnmf5ZJSlh8MfcSAzXA== Copy blueprint \n \n 14) Unload station and more Autocrafters \n\nIt is impossible to share the blueprint of the unload station without sharing also part of another little new thingy : \n \n \n \n 9804_0023h10m30s_fulgora.jpg (397.97 KiB) Viewed 897 times \n \n \n\nIt may be not obvious what you are looking at, it's a bit messy, there's not much room in there, a single robotport is used to read the logistic content but without negative values ! as this would mess up the further logic a decider combinator was added to it. And such \"only positive values\" signal feed is used to determine where the train should go to pick up space science, carbon or iron plate, but it is also used to tell the newly built Electromagnetic plants which modules to build, or other products, accumulators, beacons, substations and more EM plants ... \n \nThis shows the settings of the train station (not its name) , roboport , and 3 Electromagnetic plants configured to make differents modules and different quality of infrastructure building as i used them in game, with some hardcoded value and others dynamic. Not a perfect system, a WIP one from a real game. \n \n 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 Copy blueprint \n 15) Electromagnetic Science Packs \n\nElectromagnetic plant required Fulgora's science, but at this point it feels like the research is unstoppable, and i can't build fast enough what i'm unlocking even though it's around 15 science per minute x). This part is called 15) but it's a lie, it was done in remote view, during the previous steps of reclaiming land, and testing the logic for the train interrupts which took a bit of time. It has a small footprint and felt easy. Here is what it look like considering accumulators received an uprade in quality, when i didn't know what to do with all those extra quality materials that keeps sprawling ? overflowing ? just being everywhere at this point. \n \n \n \n 9804_0023h30m24s_fulgora.jpg (442.42 KiB) Viewed 897 times \n \n \n 15) Yellow Science and Quality Red \n\nThe next logical step i felt was to \"upgrade\" the robot frame production to divert part of it for robots production and most of it for yellow science. Given the current bottleneck for coal, preventing getting the most desired techs faster, which by i'm refering to more military uprade for the ship, and possibly for establishing the much needed defense perimeter. \n \nIt also appear that in light of the amount of quality materials present in the logistic network, creating red science from uncommon material would be possible for quite a while, or even sustained and would allow to use the regular iron for steel, more needed for red ammunition and train rails in \"normal quality\", here's how it fitted : \n \n \n \n 9804_0023h34m19s_fulgora.jpg (411.33 KiB) Viewed 897 times \n \n \n 16) The loss of the Spaceship \n\nThe plan was to transform all red science production into higher quality, and also the the green, but unfortunatly this was interrupted by some more attacks from angry droids. Relentlessly exploiting the gaps in the island they managed to destroy a few chests, prompting me to focus turrets buildings in those areas, or attempting to do so with gun turrets of various quality, to see what could kill the intruders before they could commit any offense. The first attempts were unsuccesful, physical damage at 80 % was not enough to repell them without loosing a few turrets, so it was decided to use \"uncommon ones\". It was decided too late to do so in retrospect. \n \n \n \n 9804_0026h05m39s_fulgora.jpg (449.45 KiB) Viewed 897 times \n \n \n\nSee because now it's well defended, but there is no nore spaceship to defend. Believe it or not, it's one of the reason for the interruption of the journal, some of the archives needed to be transfered from what could be recovered after the raid of the droids. Not everything was destroyed though and the remaining parts of the spaceship could find some use i figured maybe a second platform could help to gather carbon more effectively. \n \nThis is further made necessary because if \"Adventure\" is to travel away from Fulgora, the carbon would stop dropping from space and no military science could be researched. \n 17) The second platform and improvement on the first \n\nSo this was made : \n \n \n \n 9804_0026h05m39s_platform-2.jpg (128.34 KiB) Viewed 897 times \n \n \n\nIt is only looking for carbon, and ignore ice and metallic asteroid chunk, plans are to make it a nice platform attached to Fulgora later. \n \nWhile adventure got an upgrade for more cargo, to make it easier to settle on Nauvis, \"eventually\" some day x): \n \n \n \n 9804_0026h05m39s_platform-1.jpg (336.19 KiB) Viewed 897 times \n \n \n \n18) Science pace update => Last 10 hours, 17 per minute average \n\nIt's not much but what do you expect from tiny bases on island, attacked by droids while having to deal with scrap and quality things ! I'm happy it's almost steady Despite the variation in demand of raw material changing and the different quality levels available for science. As you can see i'm researching mech armor, which drains stone for wall, for military science, and wouldn't be possible to research if i was also consuming purple science, which require stone for rails and stone for stone brick of electrical furnaces. It's quite the strategy to make sure there's always something to research, not overbuilding/underbuilding labs. And looking at the stats and buffers to understand what's going on before it is a problem, but rather when the trend of \"increasing\" or \"decreasing\" changes. \n \n \n \n science prod.jpg (183.1 KiB) Viewed 897 times \n \n \n\nJournal says : 26 hours days in Fulgora already !", "date": "2024-12-29T08:01:12+00:00", "quotes": [] } ]
3
2024-12-16T03:13:28-06:00
forum-topic-100508
100508
[Tobias][1.1.42] All GUIs becomes unresponsive after cutscene with Tips-And-Tricks open
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=100508
Stringweasel
This is a kind of obscure bug that a player came across. It's relatively easy to work around this in the mod, but thought I would let you guys know. What happened? When turning of game_view_settings.show_controller_gui and then viewing a cutscene while Tips-And-Tricks is open can cause all GUIs to become unresponsive. Even the ESC menu can be opened but not interacted with at all. What did I expect? Open Tips-And-Tricks, watch cutscene, finish cutscene, and still be able to interact with GUIs. Reproduction steps Start a new multiplayer world with no mods. It needs to be a multiplayer game so that the game doesn't pause while the Tips-And-Tricks is open Run the command below Open the Tips-And-Tricks window Wait and watch the beautiful cutscene Get stuck not being able to close Tips-And-Tricks or any other window. Force close Factorio This only works with the Tips-And-Tricks window. The other guis (like Train or Bonusses, etc) seem to close as soon as a cutscene plays, so it doesn't cause any issues. Code: Select all /c local player = game.players[1] player.game_view_settings.show_controller_gui = false script.on_nth_tick(5*60, function() player.set_controller { type = defines.controllers.cutscene, waypoints = { { position = {10, 10}, transition_time = 60*1, zoom = 1, time_to_wait = 0 }, }, start_position = {0, 0}, start_zoom = 1 } end)
[ { "author": "KeepResearchinSpoons", "content": "(full read w/ spoiler est. 3 min)\n A tiny bit more info \nFirst hand details: \n... \nHere, \"unresponsive\" actually means: \n[x] in the corner still has the \"esc/e to close\" caption on mouseover. \nHowever ESC actually brings the usual Resume-settings-etc menu, which does nothing . \nBTW, u also have the tips-ant-tricks top layer on the screen, (you need to manually drag it over to even see the esc menu) \n \nA player in no event ever should be unable to quit the game, they joined. \nimo, this is unacceptable and should be fixed. \nOfc \"soft-locked\"/hanged/freezed case like that is not the top priority one since alt-f4, taskkill, kill -9 etc.\n but remember there are newbs \nBut there are also players that do not know of even `/admins` in mp let alone chat properly. \nI suppose it won't be as nice for them (in a rare case they do join the mp world that has this bug). \n \n \nALSO, just in case it is an cheap-n-easy one-shot thing that can be done: \npls, add \n> PRESS (console-key) to CHAT \npopup/message in the freeplay's on_player_joined, pretty please? \n(or smth along the little tutorial for MP games maybe? not sure. \n Though NOONE EVER DOES OR READS TUTORIALS :> The how-did-you-just? but-it-was-in-tutorial! is pretty much another meme when someone starts dropping things near their feet to pass them plates over, or collects each furn by open-and-click. also, that drop-fishes-or-coins-to-a-player-not-on-the-floor case... naaah not today ) \n \nHad a nice one this day just before. A player was bugging us around in a certain \"newb world\" and then actually written \"chat\" in 3x3 letters with WALLS twice! to get the classy \"it's tilda, remap to enter in controls if you care\" answer by the other party who understood them first. \n \nThe \"tilda key\" is memes already. Top of FAQ, (literally my first line in it <<You can chat with [~] ([`]); top left in qwerty, near q and 1; to change, go to settings -> controls -> ctrl-F -> \"chat\" -> edit \"toggle chat\" to set a new key>>, aside from time zones, car latency, how-toes and other stuff). \nNot riding the other thread's \"backseat\" train, no. Just as a context of comparable \"player-value\" priorities example.\n \n \nA somewhat working workaround is to force-open another modal gui window. \nThe nearby gate-car's (enter to teleport) inventory did the trick back then. The usual E should have been perm-restricted since lobby surface, iirc. \nThe window goes off, and you are able to EXIT the game now. \n(minor issue is you seem to no longer be able to open ticks-and-tricks apparently).", "date": "2021-11-04T22:43:02+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report. The issue will be addressed in the upcoming release. \n \nThe Tips & Tricks window will close when a cutscene starts, like most other windows.", "date": "2022-02-18T15:01:15+00:00", "quotes": [] }, { "author": "Stringweasel", "content": "Great. Thanks Tobias!", "date": "2022-02-19T07:52:54+00:00", "quotes": [] } ]
3
2021-11-04T12:17:16-05:00
forum-topic-126571
126571
Factorio Forums • [2.0.32] fusion reactors not sharing fluoroketone
I have 2 fusion reactors which I'm pretty sure are hooked up correctly, that are not sharing cold fluoroketone properly. In the two screenshots, the lower reactor has 998 fluoroketone, and the upper left reactor has only 1.2 fluoroketone. Their fluoroketone ports are connected. I still get *some* flow into that starving reactor, and it does run. either that port is flowing somewhat or there's another path around (through the reactor in the upper right and then one at the top just peeking onto the edge of the screenshot). The reactor is successfully sending plasma to to the generators attached to it. I have 8 generators attached to it, each are topped up at 10/10 and consuming ~0.3/sec of plasma. Plasma temp is a touch under 2M°C. It is a 4-reactor setup. The other two reactors not highlighted by the screenshot have ~300ish fluoroketone in them. The bug survives a quit, restart, and reload of the save file. Adding 500 (10 barrels) fluoroketone to the setup (via the pipe doing downwards from the top right reactor) fixes the problem for a little bit, but the level of the top left reactor declines after 30 seconds or so back to almost 0. The new steady state in the 4 reactors changed from ~1000/300/300/0 to ~1000/700/400/0. Another 500 fluid gets to ~1000/900/700/0. Yet another 500 gets to ~1000/1000/1000/100 and "solves" the problem. Save file and log file attached.
[ { "author": "", "content": "This is because the fusion reactors have internal buffers that are separate from the pipeline that goes through them. This is unintuitive behavior, but it is not a bug. \n \nI plan to change this in 2.1 to be more intuitive.", "date": "", "quotes": [] } ]
1
forum-topic-98388
98388
A 1 TW Solar Panel Field
Videos
https://forums.factorio.com/viewtopic.php?t=98388
martinissimo
Hi All, I have built a 1 TW Solar Panel Field with more than 17 million solar panels and 14 million accumulators. Have look! https://www.youtube.com/watch?v=93F2NDPBsnk Cheers, Martinissimo
[ { "author": "mmmPI", "content": "And yet we can't see a single one on the video ! only from map view. \n \nLooks cool though but quite unexpected", "date": "2024-08-22T06:54:00+00:00", "quotes": [] } ]
1
2021-05-16T10:47:25-05:00
forum-topic-126563
126563
[Donion] [2.0.33] Crash with working_sound
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=126563
Quezler
Was trying to configure some electro-y sounds for a new machine im working on, and i noticed when trying to decrease the pauses between each sound (still haven't figured those out btw, i want them to spam/overlap) by trying to increase the probability above 1 but did that one level too high and got this crash: Code: Select all 16.261 Error CrashHandler.cpp:641: Received SIGSEGV Factorio crashed. Generating symbolized stacktrace, please wait ... src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream src/Util/StacktraceToStream.cpp (60): printStacktraceToStream src/Util/Logger.cpp (334): writeStacktrace src/Util/Logger.cpp (379): logStacktrace src/Util/CrashHandler.cpp (181): writeStackTrace src/Util/CrashHandler.cpp (644): commonSignalHandler src/Util/CrashHandler.cpp (652): SignalHandler 0x1b419f4a3 src/Sound/SDL/SoundInstanceSDL.cpp (48): play src/Sound/EntityWorkingSound.cpp (136): startPlayingActive src/Sound/EntityWorkingSound.cpp (94): startPlayingActive src/Sound/EntityWorkingSound.cpp (571): update src/Sound/EnvironmentSoundPlayer.cpp (249): updateEnvironmentSounds src/Sound/EnvironmentSoundPlayer.cpp (237): updateSounds src/Sound/EnvironmentSoundPlayer.cpp (145): update src/Game.cpp (332): prepareRender src/MainLoop.cpp (1143): prepare src/MainLoop.cpp (706): mainLoopStep src/MainLoop.cpp (412): run src/Main.cpp (1357): fmain src/Main.cpp (1379): main Stack trace logging done Which seems to happen when you have like probability or random keys on a main sound that has nested sounds: Code: Select all crafter_entity.working_sound.main_sounds["foo"] = "bar" crafter_entity.working_sound.main_sounds.probability = 2 -- crafter_entity.working_sound.main_sounds[1].sound.volume = 2 -- crafter_entity.working_sound.main_sounds[2].sound.volume = 2 Steps to reproduce: - install this mod (from zip, but its dependencies from the portal) - /cheat - place the quality condenser (2nd tab, right of the furnaces) - place any item in the container (selection box near its edge) - wait 3 seconds - crash to desktop
[ { "author": "", "content": "The issue here is that the working sound is so malformed you end up with an empty sound. \n \nThe solution is \"don't do that\" and define working sound properly. But I will add checks so this abomination won't get through the loading. \n \nNote: probability above or at 1 just makes the sound to loop, you can't overlap them. \n \nEdit: forgot to mention, this:\n Code: Select all crafter_entity.working_sound.main_sounds.probability = 2 \nis wrong, probability is a property of MainSound, doing this just breaks the main_sounds loading. \nI don't even know what this thing:\n Code: Select all crafter_entity.working_sound.main_sounds[\"foo\"] = \"bar\" \nshould do ...", "date": "2025-02-03T16:40:05+00:00", "quotes": [] }, { "author": "Quezler", "content": "As i had mentioned i put the probability one level to high, but that was the code i used to get this crash to desktop, and crash to desktops are bad. \n \nThe foo bar one was merely there as an extra example to illustrate it wasn't purely probability to blame, but that if it expected nested main sounds that other unexpected keys would crash as well.", "date": "2025-02-03T18:02:43+00:00", "quotes": [] }, { "author": "", "content": "Ah, I misunderstood what you meant by one level too high. \nI agree, I'm making it not crash as we speak.", "date": "2025-02-03T18:13:08+00:00", "quotes": [] }, { "author": "", "content": "This is off topic but .. if you want to have a sound playing multiple times, overlapped, you can just use the same sound to define multiple MainSounds (and possibly use probability to tweak the average number of sounds played and to add more randomness).", "date": "2025-02-03T19:35:00+00:00", "quotes": [] }, { "author": "", "content": "In any case, this is fixed for the next release, 2.0.34. Such malformed working sound won't load anymore. Thanks for the report. \nAdditionally, I added a note in the docs that probability is clamped to the range [0.0, 1.0].", "date": "2025-02-03T20:59:55+00:00", "quotes": [] } ]
5
2025-02-03T06:19:34-06:00
forum-topic-13135
13135
News and announcements
5dim's mod
https://forums.factorio.com/viewtopic.php?t=13135
McGuten
== 5dim's mod == we post here ideas, projects and news about mod You can find the changelog here You can find download link here If you find an bug you can post here If you have some idea or suggestion for all modules you can post here You can follow us on twitter You can ask us something on ask You can support us on patreon You can support us on paypal Official group for 5Dim's mod on steam
[ { "author": "McGuten", "content": "Hi guys \n \n UPDATE \n \nWe were updated 3 module version ( Automatization , Decoration and Transport ) \n \nYou can find the changelog here \nYou can find download link here \n \nIf you find an bug you can post here \nIf you have some idea or suggestion for all modules you can post here \n \n \nThanks you all for participating in the forum \n \n \n \n \n You can follow us on twitter \n You can ask us something on ask \n You can support us on patreon \n You can support us on paypal", "date": "2015-06-26T21:32:36+00:00", "quotes": [] }, { "author": "McGuten", "content": "Hi guys \n \n UPDATE \n \nWe were updated 4 module version ( Automatization , Energy , Trains and Transport ) \nWe were released 1 new module Resources \n \nYou can find the changelog here \nYou can find download link here \n \nIf you find an bug you can post here \nIf you have some idea or suggestion for all modules you can post here \n \n \nThanks you all for participating in the forum \n \n \n \n \n You can follow us on twitter \n You can ask us something on ask \n You can support us on patreon \n You can support us on paypal", "date": "2015-07-06T07:58:12+00:00", "quotes": [] }, { "author": "McGuten", "content": "Hi guys \n \n UPDATE \n \nWe were updated 1 module version ( Trains ) \n \nYou can find the changelog here \nYou can find download link here \n \nIf you find an bug you can post here \nIf you have some idea or suggestion for all modules you can post here \n \n \nThanks you all for participating in the forum \n \n \n \n \n You can follow us on twitter \n You can ask us something on ask \n You can support us on patreon \n You can support us on paypal", "date": "2015-07-08T08:11:52+00:00", "quotes": [] }, { "author": "McGuten", "content": "Hi guys \n \n UPDATE \n \nWe were updated 1 module version ( Trains ) \n \nYou can find the changelog here \nYou can find download link here \n \nIf you find an bug you can post here \nIf you have some idea or suggestion for all modules you can post here \n \n \nThanks you all for participating in the forum \n \n \n \n \n You can follow us on twitter \n You can ask us something on ask \n You can support us on patreon \n You can support us on paypal", "date": "2015-07-09T08:42:17+00:00", "quotes": [] }, { "author": "McGuten", "content": "Hi guys \n \n UPDATE \n \nWe were updated 2 module version ( Automatization and Transport ) \n \nYou can find the changelog here \nYou can find download link here \n \nIf you find an bug you can post here \nIf you have some idea or suggestion for all modules you can post here \n \n \nThanks you all for participating in the forum \n \n \n \n \n You can follow us on twitter \n You can ask us something on ask \n You can support us on patreon \n You can support us on paypal", "date": "2015-07-17T11:16:01+00:00", "quotes": [] }, { "author": "McGuten", "content": "Hi guys \n \n UPDATE \n \nWe were updated 2 module version ( Trains and Energy ) \n \nYou can find the changelog here \nYou can find download link here \n \nIf you find an bug you can post here \nIf you have some idea or suggestion for all modules you can post here \n \n \nThanks you all for participating in the forum \n \n \n \n \n You can follow us on twitter \n You can ask us something on ask \n You can support us on patreon \n You can support us on paypal", "date": "2015-07-19T12:28:23+00:00", "quotes": [] }, { "author": "McGuten", "content": "Hi guys \n \n UPDATE \n \nWe were updated 6 module version ( Automatization , energy , logistics , resources , trains and transport ) \n \nYou can find the changelog here \nYou can find download link here \n \nIf you find an bug you can post here \nIf you have some idea or suggestion for all modules you can post here \n \n Patreon \n \nThank you very much to the person who has donated through Patreon, thanks to that we have unlocked the goal of removing advertising, now you have new links without adfly \n \nOver the next week we will update Patreon to include new goals and new benefits to our patrons \n \nYou can see Patreon here \n \n \nThanks you all for participating in the forum \n \n \n \n \n You can follow us on twitter \n You can ask us something on ask \n You can support us on patreon \n You can support us on paypal", "date": "2015-07-25T01:19:00+00:00", "quotes": [] }, { "author": "McGuten", "content": "Hi guys \n \n UPDATE \n \nWe were updated 8 module version ( Automatization , core , decoration , energy , mining , resources , trains and transport ) \n \nYou can find the changelog here \nYou can find download link here \n \nIf you find an bug you can post here \nIf you have some idea or suggestion for all modules you can post here \n \n \nThanks you all for participating in the forum \n \n \n \n \n You can follow us on twitter \n You can ask us something on ask \n You can support us on patreon \n You can support us on paypal", "date": "2015-07-27T23:49:12+00:00", "quotes": [] }, { "author": "McGuten", "content": "Hi guys \n \n UPDATE \n \nWe were updated 8 module version ( Automatization , core , energy , logistic , mining , trains , transport and Vehicle ) \n \nYou can find the changelog here \nYou can find download link here \n \nIf you find an bug you can post here \nIf you have some idea or suggestion for all modules you can post here \n \n \nThanks you all for participating in the forum \n \n \n \n \n You can follow us on twitter \n You can ask us something on ask \n You can support us on patreon \n You can support us on paypal", "date": "2015-08-03T22:35:11+00:00", "quotes": [] }, { "author": "McGuten", "content": "Hi guys \n \n UPDATE \n \nWe were updated 4 module version ( Automatization , energy , core and vehicle ) \n \nYou can find the changelog here \nYou can find download link here \n \nIf you find an bug you can post here \nIf you have some idea or suggestion for all modules you can post here \n \n Patreon \n \nThank you very much to the person who has donated through Patreon. \n \nOver the next week we will update Patreon to include new goals and new benefits to our patrons \n \nYou can see Patreon here \n \n \nThanks you all for participating in the forum", "date": "2015-08-21T23:22:45+00:00", "quotes": [] }, { "author": "McGuten", "content": "Hi guys \n \n UPDATE \n \nWe were released 1 module version ( Module ) \n \nYou can find the changelog here \nYou can find download link here \n \nIf you find an bug you can post here \nIf you have some idea or suggestion for all modules you can post here \n \n \n \nThanks you all for participating in the forum", "date": "2015-09-04T04:58:52+00:00", "quotes": [] }, { "author": "McGuten", "content": "Hi guys \n \n UPDATE \n \nWe were updated ALL module version. \n \nYou can find the changelog here \nYou can find download link here \n \nIf you find an bug you can post here \nIf you have some idea or suggestion for all modules you can post here \n \n Patreon \n \nThank you very much to the persons who has donated through Patreon, thanks to that we have unlocked the goals of twitter and ask account and new website for mod \n \nYou can see Patreon here \n \n \nThanks you all for participating in the forum", "date": "2015-09-15T13:42:52+00:00", "quotes": [] }, { "author": "McGuten", "content": "Hi guys \n \n UPDATE \n \nWe were updated ALL module version. \n \nYou can find the changelog here \nYou can find download link here \n \nIf you find an bug you can post here \nIf you have some idea or suggestion for all modules you can post here \n \n \nThanks you all for participating in the forum", "date": "2015-09-26T11:27:53+00:00", "quotes": [] }, { "author": "McGuten", "content": "Hi guys \n \n UPDATE \n \nWe were updated train module version. \n \nYou can find the changelog here \nYou can find download link here \n \nIf you find an bug you can post here \nIf you have some idea or suggestion for all modules you can post here \n \n \nThanks you all for participating in the forum", "date": "2015-11-18T21:05:21+00:00", "quotes": [] }, { "author": "McGuten", "content": "Hi guys \n \n UPDATE \n \nWe were updated ALL module version. \n \nYou can find the changelog here \nYou can find download link here \n \nIf you find an bug you can post here \nIf you have some idea or suggestion for all modules you can post here \n \n \nThanks you all for participating in the forum", "date": "2016-02-10T15:14:08+00:00", "quotes": [] }, { "author": "McGuten", "content": "Hi guys \n \n UPDATE \n \nWe were created a steam group for 5Dims mod, you can visit here: http://steamcommunity.com/groups/5dim . \n \nYou can find the changelog here \nYou can find download link here \n \nIf you find an bug you can post here \nIf you have some idea or suggestion for all modules you can post here \n \n \nThanks you all for participating in the forum", "date": "2016-03-04T21:33:34+00:00", "quotes": [] }, { "author": "McGuten", "content": "Hi guys \n \n UPDATE \n \nWe were updated 5 module version ( Core , energy , logistic , module and transport ) \n \nYou can find the changelog here \nYou can find download link here \n \nIf you find an bug you can post here \nIf you have some idea or suggestion for all modules you can post here \n \n Patreon \n \nThank you very much to the person who has donated through Patreon. \n \nOver the next week we will update Patreon to include new goals and new benefits to our patrons \n \nYou can see Patreon here \n \n \nThanks you all for participating in the forum", "date": "2016-03-06T15:06:42+00:00", "quotes": [] }, { "author": "McGuten", "content": "Hi guys \n \n UPDATE \n \nWe were updated 2 module version ( Trains and transport ) \nWe were released a new module: 5Dim Battlefield Version 0.0.1 \n \nYou can find the changelog here \nYou can find download link here \n \nIf you find an bug you can post here \nIf you have some idea or suggestion for all modules you can post here \n \n Patreon \n \nThank you very much to the person who has donated through Patreon. \n \nOver the next week we will update Patreon to include new goals and new benefits to our patrons \n \nYou can see Patreon here \n \n \nThanks you all for participating in the forum", "date": "2016-03-09T17:57:31+00:00", "quotes": [] }, { "author": "McGuten", "content": "Hi guys \n \n UPDATE \n \nWe were updated 1 module version ( Battlefield ) \n \nYou can find the changelog here \nYou can find download link here \n \nIf you find an bug you can post here \nIf you have some idea or suggestion for all modules you can post here \n \n Patreon \n \nThank you very much to the person who has donated through Patreon. \n \nOver the next week we will update Patreon to include new goals and new benefits to our patrons \n \nYou can see Patreon here \n \n \nThanks you all for participating in the forum", "date": "2016-03-11T14:11:05+00:00", "quotes": [] } ]
19
2015-06-21T16:57:56-05:00
forum-topic-33889
33889
Hide and disable some autoplace-controls
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=33889
jkeywo
I'd like to be able to hide some autoplace controls and set them to 'none' by default. The underlying problem is this... I've added some new autoplace-controls for use on different surfaces (new worlds), but I can't stop them from spawning on nauvis. (I assume there is no existing way to solve this problem... I can't find one myself and viewtopic.php?f=25&t=33683 has had no replies)
[ { "author": "Danielv123", "content": "Changing mapgensettings after map creating is very unlikely to happen. RSOs way of working around it is to just delete all the defaults and do it by itself. I guess you won't be able to do that.", "date": "2016-11-07T22:32:05+00:00", "quotes": [] }, { "author": "aubergine18", "content": "It seems somewhat cumbersome to have to delete all the default autoplace settings in data.raw and then create custom logic to manually create them via Lua. Likewise, it's also cumbersome to create a new surface and then have to destroy the autoplaced resources/entities (I've only scratched the surface on how surfaces work so it may already be possible to do this another way?). \n \nMaybe if autoplace settings could define a category (or list?) and then surfaces could define which categories (or category) they support. A bit like how we can restrict certain recipes to certain assembling machines, etc.", "date": "2016-11-08T04:51:38+00:00", "quotes": [] } ]
2
2016-10-07T06:30:37-05:00
forum-topic-110144
110144
Turning your Factorio passion into a job
Off topic
https://forums.factorio.com/viewtopic.php?t=110144
Joan
Hi all! I'm currently building the best place for kids to hang out and do hard thing with their friends on the internet. I'm looking for a Factorio expert who is excited to guide kids through the game and to help us create a phenomenal curriculum to teach on top of it. Think anywhere from a beginners crash course to more advanced challenges and tutorials, thematic events, pvp, you name it! Whatever you're into, the kids will be into. Also, if you know someone who would be perfect for this job, please do send them my way! Appreciate it all! J.
[ { "author": "mmmPI", "content": "That sounds like something i would do for free to not feel compelled to deal with the kids when i don't want to, so they only see the good mood hahaha \n \nFeel free to PM if there is something I can do", "date": "2023-12-11T12:54:49+00:00", "quotes": [] }, { "author": "Joan", "content": "Awesome! Will send PM!", "date": "2023-12-12T01:03:26+00:00", "quotes": [] }, { "author": "HuntOrBeHunted", "content": "Hi Joan \n \nThis is something that I would really like to do. I have experienced the struggles of copying blueprints without understanding and would like to help other newbies at the game understand why stuff works not just it works. I also have over 200 hours into the game and have managed to beat the game many times. \n \nThanks \nHuntOrBeHunted", "date": "2024-01-24T01:49:07+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Missed that thread when it was first posted, moving it to off topic.", "date": "2024-01-24T06:20:20+00:00", "quotes": [] }, { "author": "factnewb", "content": "Hi Joan, \n \nI have had similar thoughts around helping high schoolers get into this game. \n \nHave you had any joy? Have you developed a curriculum? \n \nInquiring minds (mine) would like to know. \n \nThanks in advance. \n \nGeorge", "date": "2024-10-08T16:59:12+00:00", "quotes": [] } ]
5
2023-12-11T02:46:14-06:00
forum-topic-14563
14563
Factorio Forums • Negative Root's Mod Pack
People keep asking what I play with. Now you can play with the same! This collection are additions that I believe improve and compliment the stock game without introducing anything that is overpowered or unsuited within it. The goal is to enhance the stock game with this mod pack, not change it into another game entirely Click Here to Download the Mod Pack! Current Mods: - Blueprint String - Expanded Tools - RSO (1.0.3) - Rail Tanker - Oil Barrel - FARL I'll be keeping the pack up to date best I can. As I find more mods that fit the above criteria, I'll be adding them in. Have fun.
[ { "author": "", "content": "Question - why you are keeping the very old RSO?", "date": "", "quotes": [] }, { "author": "", "content": "Using the older RSO is actually made by original writer. \n \nAlso the older ones we like how it works more so than the newer one. \n \nIt is harder to explain but we use it as we like it more than most of the new version of it.", "date": "", "quotes": [] }, { "author": "", "content": "I see saladin's response a lot, and it leads me to believe that a lot of the people who keep 1.0.3 are keeping it because other people use it and say that the resource spawning is better. I haven't really seen anyone detail exactly what it is about the new versions that they don't like. \n \nOn topic: Have you looked at smart trains -root? Choumiko is doing some really nice stuff with it for bulk trains, which is what I would assume people who are using RSO are interested in.", "date": "", "quotes": [] }, { "author": "", "content": "One answer is simple. Keep the configuration your current world is using. \n \nAnd I was going to say the same, smart trains. Been loving every moment of them! \nI wont be playing factorio without smart trains, thats for sure. The leave on full/empty feature adds tons new ways to make your trains efficient.", "date": "", "quotes": [ { "author": "Vin wrote:", "content": "" } ] }, { "author": "", "content": "I noticed in one of your videoes that your rail wagons had slots reserved for specific items. \nExample: Wagon has 30 slots, 15 are reserved for straight rails, 5 for curved, 5 for big poles, 3 for rail signals and last 2 for rail change signals. \n \nI have tryed to find out how to do that in the game and I have tryed checking your list of mods to see if any of those has this feature implemented. \nPlease let me know how to get this feature \n \nBimme/Eumenides \n \nP.S. If it isn't a mod or game included feature, then I would LOVE if someone could make it. (maybe it was just that you had placed a single straight rail in 15 slots and 5 curved rails in 5 slots and so on. \nFor making new outposts, having a pre-defined wagon-load would be very helpfull", "date": "", "quotes": [] }, { "author": "", "content": "Click with middle mouse button on a slot in wagon to set a filter. To remove one use ctrl + middle click. This is a base game functionality for wagons.", "date": "", "quotes": [ { "author": "Eumenides wrote:", "content": "" } ] }, { "author": "", "content": "CHRIST that was a fast reply \nThanks a lot Orzelek, will try it right away", "date": "", "quotes": [] }, { "author": "", "content": "Any clue why i cant seem to get a desent resource spawn with RSO? i end up with say 8 or more oil spots closer than i want to my starting area... or bits and pices of a resource rather than a patch.. I have tried of RSO versions but there just to damn many piles to damn close... i just had a map that had 3 rather large size coal spots rather close... BTW i use Inital map scan....should i tweak inital map settings? dont bother with changing code... thats not anything i trust myself to do as it is not something i fully understand... I know logisitics...", "date": "", "quotes": [] }, { "author": "", "content": "This modpack has old RSO version. It doesn't use anything from initial map settings.", "date": "", "quotes": [ { "author": "Anomoly2012 wrote:", "content": "" } ] }, { "author": "", "content": "It looks like the dropbox link is no longer valid; could you update when you have a chance?", "date": "", "quotes": [] }, { "author": "", "content": "all those mods are hosted on these forums If you like them just download them individually", "date": "", "quotes": [] } ]
11
forum-topic-127524
127524
[2.0.41] Space Platform doesnt unload cargo when a request is set to 0/0 on the Space Platform.
Duplicates
https://forums.factorio.com/viewtopic.php?t=127524
KopiG
Space Platform doesnt unload cargo when a request is set to 0/0 on the Space Platform. Load the save file and observe Super Lightning 1 how it is unable to unload copper and gear onto Navius.
[ { "author": "", "content": "127244", "date": "2025-03-15T16:05:08+00:00", "quotes": [] } ]
1
2025-03-15T10:40:56-05:00
forum-topic-112987
112987
Is handcrafting green circuits still a thing ?
PyMods
https://forums.factorio.com/viewtopic.php?t=112987
Yosiu
I'm playing new game of alterantive anergy PY and I'm busy trying to automate green circuits. I've read in some places on forum about mysterious "simple handcrafting " green circuit recipe, but i can't do it in my game. Is this still a thing? Or was it removed ?
[ { "author": "chrisdec", "content": "Hey Yosiu, \nAre you playing with the full Py Suite? (beside Pyblock) \nI dont thick you can handcraft green circuits anymore, you will need a chipshooter machine mk01 \n \nKind regards \nChristophe", "date": "2024-04-16T09:02:34+00:00", "quotes": [ { "author": "Yosiu wrote: Mon Apr 15, 2024 3:29 pm", "content": "" } ] }, { "author": "Yosiu", "content": "I have found answer here \n https://www.reddit.com/r/factorio/comme ... e_circuit/ \nSimple circuit recipe was removed in pymods version 2.0", "date": "2024-04-16T14:27:21+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "In late versions of pY 1 you can craft basic circuits using the 2 assemblers left over your crash landing :", "date": "2024-05-11T14:04:06+00:00", "quotes": [] } ]
3
2024-04-15T10:29:16-05:00
forum-topic-31848
31848
Fluid handling - Friday facts topic?
Implemented in 2.0
https://forums.factorio.com/viewtopic.php?t=31848
Ratzap
With some fluid work coming in 0.15 and the whole fluid mechanics area being largely undescribed, could we get a Friday Facts dedicated to talking about fluid handling in Factorio? Like how does the game engine model fluids? Does it use level differences? Simulate pressure? How are tanks different to pipes. All that sort of thing.
[ { "author": "", "content": "Good idea, but I think it makes no sense now, cause they want to rewrite the fluid handling from ground up for nuclear energy. That's what I interpret into some devs-remarks.", "date": "2016-08-29T23:03:10+00:00", "quotes": [] }, { "author": "Ratzap", "content": "That's why I said in conjunction with the 0.15 work (which has the nuclear and railtanker penciled in). Some time when that's getting close to done and it's clear how it will work. Up till now fluid mechanics has been a case of try things out and try to guess how it works. Belts have been fully explained so once the new fluids are ready it would be good to have a write up of them.", "date": "2016-08-29T23:38:16+00:00", "quotes": [ { "author": "ssilk wrote:", "content": "" } ] }, { "author": "bobingabout", "content": "Fluid simulations do need some work... as a Modder, I've tried playing with some values before. \n \nUse a pipe with a fluid box smaller than 1 (10 units) EG 0.5 (5 units) like my copper/bronze/brass pipes, or... change a fluids values (EG, make it flow better, like a gas would) and it undulates back and forth at insane speeds along the length of the pipe, causing an \"Unstable simulation\" to quote one of the Devs. \n \nUsing larger pipes, or thicker fluids does work though. (I modded crude oil, heavy oil, and added Tungstic Acid that are all twice as thick as water)", "date": "2016-08-30T15:56:44+00:00", "quotes": [] }, { "author": "", "content": "[Koub] Implemented in 2.0 yay \\o/ : \n https://factorio.com/blog/post/fff-416", "date": "2024-06-21T12:31:00+00:00", "quotes": [] } ]
4
2016-08-29T15:55:03-05:00
forum-topic-32049
32049
Screenshots: original size
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=32049
DanteDHunter
Mod portal doesn't have "original size screenshot" function when click at the screenshot. Possible for fix?
[ { "author": "PantherX", "content": "I have this issue too. Clicking on the thumbnails doesn't do anything.", "date": "2016-09-03T06:46:07+00:00", "quotes": [] }, { "author": "aubergine18", "content": "I think it's just a short term thing to remove load on the mod portal. However, if you really need to see the full size, here's how to do it: \n \n1. Click the thumbnail image \n2. Click the mod title (the large heading text with mod name at top of page) \n \nIt will show the full size image under the thumbnails. You can repeat steps 1 and 2 to show full size for a different thumbnail.", "date": "2016-09-04T22:58:54+00:00", "quotes": [] }, { "author": "PantherX", "content": "Thanks, yes that does work!", "date": "2016-09-05T04:25:46+00:00", "quotes": [ { "author": "aubergine18 wrote:", "content": "" } ] } ]
3
2016-09-02T13:11:40-05:00
forum-topic-127500
127500
Rocket silo continues to launch rockets, even if landing pad is full
Pending
https://forums.factorio.com/viewtopic.php?t=127500
datarza
Situation happens, if I have a lot of rocket silos that is ready to launch a rocket. If I take some space science packs from filled landing pad, over 9000 rockets can be launched at the same time. Here should be condition to launch only one rocket if landing pad has enough space for 1k space science packs. And do not launch rocket, if there is empty space just for 1 science pack. 03-14-2025, 17-17-56.png (2.9 MiB) Viewed 136 times
[ { "author": "", "content": "Post the save and add the version to the title, see 3638 .", "date": "2025-03-14T21:34:42+00:00", "quotes": [] }, { "author": "datarza", "content": "[streamable] https://www.youtube.com/shorts/Df7rGsXXGtM [/streamable]", "date": "2025-03-14T22:54:06+00:00", "quotes": [] }, { "author": "pioruns", "content": "You need to upload your game save, otherwise devs will not be able to help you.", "date": "2025-03-15T05:12:23+00:00", "quotes": [] } ]
3
2025-03-14T16:20:10-05:00
forum-topic-92357
92357
Splitter GUI, clickable graphical priorities
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=92357
Ikonos
TL;DR Remake current yellow arrows for priorities in the splitter's GUI as buttons. splitter_gui.png (122.33 KiB) Viewed 6427 times What ? Click an arrow button to set the priority to that side. If it already has the priority, then clears it. Buttons should be rotated to match the splitter preview. Current GUI should also be kept. Why ? To have a graphical and intuitive way to set priorities.
[ { "author": "", "content": "Nice and simple.", "date": "2020-12-02T06:58:57+00:00", "quotes": [] }, { "author": "jodokus31", "content": "+1 \nAnd display the splitter in the same direction as in the World (probably is already but i cant Check atm)", "date": "2020-12-02T07:36:03+00:00", "quotes": [] }, { "author": "ickputzdirwech", "content": "It is already displayed in the correct direction.", "date": "2020-12-02T09:21:40+00:00", "quotes": [ { "author": "jodokus31 wrote: Wed Dec 02, 2020 7:36 am", "content": "" } ] }, { "author": "jodokus31", "content": "Thanks. I remember that i always screw up the side. So it would help, if dont have to think about right or left, but visually select the direction via correctly displayed splitter+buttons like op suggested", "date": "2020-12-02T11:59:28+00:00", "quotes": [ { "author": "ickputzdirwech wrote: Wed Dec 02, 2020 9:21 am", "content": "" }, { "author": "jodokus31 wrote: Wed Dec 02, 2020 7:36 am", "content": "" } ] }, { "author": "Ikonos", "content": "I am glad I am not the only one that has to think (click) twice when setting priorities. \n \nI don't know if the buttons would be confusing when the filter is active. I think It could look like this: \n \n \n \n \n splitter_gui_filter.png (267.93 KiB) Viewed 6315 times \n \n \n \nMaybe an \" * \" on the empty button.", "date": "2020-12-02T22:43:26+00:00", "quotes": [] }, { "author": "Daeruun", "content": "+1 \nwould be wonderful not to click the wrong filter in every second splitter", "date": "2020-12-02T23:15:05+00:00", "quotes": [] }, { "author": "foamy", "content": "Yes indeed.", "date": "2020-12-03T07:54:27+00:00", "quotes": [] }, { "author": "Fargotroniac", "content": "Looks good. \n \nClearer and better than the current GUI.", "date": "2020-12-03T08:37:26+00:00", "quotes": [] }, { "author": "Stimpatch", "content": "Hmm... this suggestion looks nice, yes. But this will create the first entity that has some kind of controls within the simulation box. So it will be a precedent for further \"Suggesstions\" and \"UI Improvements\" to come. I dont like that. \n \nLets remember that the simulation box is just an upgraded display of the entity. Also, it represents the ingame world... and there are no priority buttons in my factory. \n \nA preview would be kinda cool, though. So, if you had iron ore on the left belt and coal on the right, changing the settings could show a preview of how the splitter would work, i guess.", "date": "2020-12-03T08:47:10+00:00", "quotes": [] }, { "author": "ickputzdirwech", "content": "Not sure if I understand you correctly, but the preview already shows all the filters and items on the belt.", "date": "2020-12-03T12:11:20+00:00", "quotes": [ { "author": "Stimpatch wrote: Thu Dec 03, 2020 8:47 am", "content": "" } ] }, { "author": "Stimpatch", "content": "Yes, my bad. ofc the editor window is live, so if you change something there, no preview is needed \n \nThen, i guess i cna only vode agains the suggestion made in this thread.", "date": "2020-12-03T14:28:48+00:00", "quotes": [ { "author": "ickputzdirwech wrote: Thu Dec 03, 2020 12:11 pm", "content": "" } ] }, { "author": "NotRexButCaesar", "content": "+1. This would prevent me from accidentally mirroring what I want to do.", "date": "2020-12-03T18:15:40+00:00", "quotes": [] }, { "author": "Sad_Brother", "content": "+1. I do not mistake on splitters usually but this looks good.", "date": "2020-12-05T10:27:40+00:00", "quotes": [] }, { "author": "Squelch", "content": "I like this too. \n \nI wouldn't need to turn my monitor over to try and work out which side to set", "date": "2020-12-05T11:04:00+00:00", "quotes": [] }, { "author": "imTheSupremeOne", "content": "TL;DR \nMake additional clicking buttons inside GUI displays for some things: \n \n \n Why ? \nIt would be really convenient for things like splitters as you would never have to think where is right or left this time. Also mb this could be used by other entities as well to create more enjoyable and natural interactions then with regular sliders — like an actual breaker on power switch and many other interactions... I think something like that would definitely add more coolness and impressiveness to the game...", "date": "2021-07-15T01:21:52+00:00", "quotes": [] }, { "author": "", "content": "joined with existing thread \n \nThe more ground laying idea you described at the end. You are free to make an extra suggestion out of that. Don’t forget to make specific examples, because I’m not 100% sure, if I understood the idea with the circuit breaker for the switch (which is kind of big circuit breaker). E. g. What should happen when clicked?", "date": "2021-07-15T04:44:53+00:00", "quotes": [] }, { "author": "imTheSupremeOne", "content": "It's just additional stylistic GUI feature like in Satisfactory where you press not a sliders but actual realistic buttons, breakers... I did enjoyed it, and looking at the window it doesn't conflict with sliders. So just visually to the power switch could be added a breaker that you could press on entity display to interact with power switch to turn it On or Off...", "date": "2021-07-15T15:31:43+00:00", "quotes": [ { "author": "ssilk wrote: Thu Jul 15, 2021 4:44 am", "content": "" } ] } ]
17
2020-12-01T05:01:30-06:00
forum-topic-126424
126424
SoundAccent::audible_distance_modifier not in documentation
Resolved Requests
https://forums.factorio.com/viewtopic.php?t=126424
PennyJim
I was looking at how the foundry did the sound waypoints I remember hearing in a FFF. Just to see if I could somehow piggyback off that system to do smoke (doesn't look possible). I noticed that the base game defines an `audible_distance_modifier` on the SoundAccent s it provides, which is missing from the documentation entirely.
[ { "author": "curiosity", "content": "Have you seen the latest changelog ? This is not a documentation issue.", "date": "2025-01-29T07:49:12+00:00", "quotes": [] }, { "author": "", "content": "That's correct. SoundAccent::audible_distance_modifier has been removed with 2.0.33. SoundAccent::Sound::audible_distance_modifier should be used instead.", "date": "2025-01-29T09:20:11+00:00", "quotes": [] }, { "author": "PennyJim", "content": "Ah yeah that's my fault for forgetting I had an update I haven't let happen", "date": "2025-01-29T16:01:51+00:00", "quotes": [] } ]
3
2025-01-28T19:31:24-06:00
forum-topic-127212
127212
Flashlight color change...
Questions, reviews and ratings
https://forums.factorio.com/viewtopic.php?t=127212
PrimmSslim
PLEASEE I like the lamps a color and i hate how at night my flash light is off color. PLS if there is any mod or script or thing I can do please explain. Sorry so random, just wondering if possible
[]
0
2025-03-01T22:07:50-06:00
forum-topic-126572
126572
Inconsistent display of crafting machine ingredients (and/or outputs)
Not a bug
https://forums.factorio.com/viewtopic.php?t=126572
FasterJump
Sometimes, There is no line return before the recipe arrow There is no line return after the recipe arrow Other times, There is a line return before the recipe arrow There is another line return after the recipe arrow 02-04-2025, 15-02-03.png (37.72 KiB) Viewed 189 times 02-04-2025, 15-02-12.png (54.03 KiB) Viewed 189 times How to replicate the bug (if that's considered a bug): Setup a crafting machine with a recipe with at least 6 input ingredients.
[ { "author": "", "content": "Hi, \n \nThank you for the report, \n \nThis is working as intended, if the contents can't all fit on 1 line they are separated as shown", "date": "2025-02-04T10:55:34+00:00", "quotes": [] }, { "author": "FasterJump", "content": "Hi, thanks for the reply. \n \nI would have expected this instead (see below for edited picture), but fair enough (I guess I could make a suggestion post). \n \n \n \n 03-13-2025, 13-56-31.png (53.73 KiB) Viewed 53 times", "date": "2025-03-13T00:54:13+00:00", "quotes": [] } ]
2
2025-02-03T20:08:21-06:00
forum-topic-127355
127355
Factorio Forums • Pause LuaRenderObject animation
Hi, I wish there was an easier way to pause animations of LuaRenderObjects. Setting the animation_speed field to 0, jumps the animation to the first frame and later if you increase the speed again the animation jumps to the frame as if the animation was never paused. It is possible to account for this by using the tick the animation was started at, then when pausing calculating the current frame it's at, set that as the animation_offset and then when starting the animation again calculate the number of ticks the animation was paused and adjust the offset again accordingly but this is a fairly elaborate process and it would be really helpful if the API supported this natively. Thanks!
[ { "author": "", "content": "Would be great if it recalculated the offset to preserve the current frame instead of a dedicated pause function. Then it will work for any change of speed.", "date": "", "quotes": [] }, { "author": "", "content": "Yeah, that's a better idea, I guess", "date": "", "quotes": [ { "author": "curiosity wrote: Sun Mar 09, 2025 12:42 pm", "content": "" } ] } ]
2
forum-topic-121660
121660
[Lou] [2.0.15] Railgun is shooting other Railsguns
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=121660
Zazuno
good day. I built a spaceship where my railguns are constantly being torn apart without me noticing. Then I built a loudspeaker to hear this. Every 4-5 hours one railgun destroys the other. In this Twitch clip I sold the inserter arm for the ammunition and the other two railguns to recreate this scenario. The basic problem is that the game doesn't tell me that the railgun that is shooting doesn't tell me that it theoretically hits the other railgun. https://www.twitch.tv/zazunotv/clip/Jol ... 6Xx9_GR7YX
[ { "author": "True.Boriska", "content": "[2.0.20] \n+1 \nBP\n Code: Select all 0eNqVkt1OwzAMhd/F1wmif0D7KgihtLU6S2myOQnaVPXdcTs2KDAJ7mLnyzn2USZobcI9k4vQTECddwGa5wkCDc7YpefMiNAAG7JDcjomZoyg4JCMpXharxhhVkCuxyM02fyiAF2kSHgWW4vTq0tjiyyAuim690GeebcYi5Qus7tKgZjoXE7i0RNjdyay8scQIsDkWTraUoir+WWqq+kuDahHjMZa6rQJEdlTLwtc2XzLdoZb726wxZb1R+rxV7Dcgnv2MsOO0viFluAkd8+ok/vYhAL20EROuGh9SzL/R5LFJcns6Q9JrqNEHKX+/CEK3pDD+qR6yOuyrqvyscjvi2qe3wGlysUp \n pics \n \n \n railgun3.jpg (148.82 KiB) Viewed 5407 times \n \n \n \n \n \n railgun4.jpg (134.58 KiB) Viewed 5407 times \n \n \n \n \n \n railgun5.jpg (149.2 KiB) Viewed 5407 times \n \n \n \n \n \n railgun6.jpg (186.1 KiB) Viewed 5407 times", "date": "2024-11-20T20:14:33+00:00", "quotes": [] }, { "author": "Imaginos", "content": "I'm having this same problem on a different layout. My railgun isn't destroyed immediately, but the result is the same. \n \n railgun_bug.mp4 \n (14.03 MiB) Downloaded 140 times", "date": "2024-11-24T14:53:07+00:00", "quotes": [] }, { "author": "atomizer", "content": "another test setup in 123708", "date": "2024-12-04T13:31:23+00:00", "quotes": [] }, { "author": "TePa", "content": "No indication of the potential destruction caused, seems like the minimum range does something weird to the collision calc at least as moving the next turret down one highlights correctly \n \n \n 12-05-2024, 17-07-23.png (1.65 MiB) Viewed 4874 times \n \n \n \n \n 12-05-2024, 17-14-49.png (1.33 MiB) Viewed 4867 times", "date": "2024-12-05T15:09:10+00:00", "quotes": [] }, { "author": "Unn", "content": "[2.0.24] \nCan confirm that it is happening to my game as well in version 2.0.24. Railguns pointing diagonally that are right next to each other (but not within each other's firing cones) keep randomly getting destroyed. It's random enough that I have not caught it in the act yet. Platform has also taken 0 damage. This only seems to be occurring going to/from the shattered planet due to asteroid density. \n \n \n \n 20241205072658_1 (1).jpg (122.44 KiB) Viewed 4850 times \n \n \n \n \n \n 20241205073625_1.jpg (228.86 KiB) Viewed 4850 times", "date": "2024-12-05T15:39:17+00:00", "quotes": [] }, { "author": "The Phoenixian", "content": "Well, glad I searched a second time before finalizing the post. Also ran into this issue. Just going to move the whole post here and hope I add some useful context. \n \nVersion 2.0.23: Railgun turret fratricide from damage outside indicated firing arc \n \nIn brief: \nIn some setups Railguns have a chance to destroy each other, and other buildings, without any indication to the player that something is wrong until supplies run out. \n \nIn detail: \n \nWhen placing two railguns flush and at right angles (see attached image and the highlighted railgun within in specific) all indicators will show that neither turret is in the other's line of fire, as shown by a lack of red marks. As such, I expected they would not do damage to each other. \n \nHowever, when firing at the extreme angles of it's arc, a railgun round can do enough damage to instantly destroy not only everything everything in it's path, but also objects beside it's path without ever alerting the player that something is wrong. The same effect also happens on the other side, occasionally destroying the promethium filtered express splitter. \n \nOccurrences of the issue are intermittent, netting around maybe 36 railgun kills and 32 splitter kills within 6 hours for a pair of such setups, according to the kills chart. It should be at it's easiest to replicate when allowing railguns a broad range of targets. \n \nWhile this can be solved by repositioning, the main issue is that the game provides no notice of the problem . At first because the indicator that provides warning while building says nothing is amiss, and later because kills on buildings by one's own turrets do not alert the player to the loss before the turret is silently replaced. \n \n \n \n \n A ghost setup replicating the locations that caused the issue. 12-12-2024, 03-42-00.png (6.15 MiB) Viewed 4632 times", "date": "2024-12-12T12:02:46+00:00", "quotes": [] }, { "author": "Emblem", "content": "Had it happen to me too. Visual guide says they're fine, but they are very much not. \n \n https://youtu.be/On07n_yknbY [2.0.23 (build 80769 expansion, win64)] \n \n \nI believe the reason some people are only noticing this issue hours in when supplies run out, is because the \"victim\" railgun is shooting asteroids that the \"killer\" railgun would otherwise be inclined to reach for and shoot. The victim runs out first, and the next railgun reaches to the edge of its range, which hits the victim.", "date": "2024-12-13T23:33:14+00:00", "quotes": [] }, { "author": "cbhj1", "content": "from the videos I've seen of this, it looks like the target is being selected by bounding box, but the aim is for center, reaching outside the cone. If this is in fact the case, would it be solved by having it aim at the portion within the cone?", "date": "2024-12-17T01:13:24+00:00", "quotes": [] }, { "author": "EvoPulse", "content": "This is happening to me. I'm two hours into a shattered planet run and realized I'm down to 30 spare railguns from 100 after noticing that rail guns were dying right in front of my eyes. Double check the placement, and there are no red overlap markers. So they should not be destroying each other. \n \nI really don't want to have to reconfigure the ship, I have probably 10 to 20 hours in designing, re-configuring and testing my design. \n \nIn image: Bottom left most rail gun has not taken damage, it is a spare railgun that was previously damaged but placed in inventory and was automatically placed there when the previous gun was destroyed by friendly fire.", "date": "2024-12-18T23:34:25+00:00", "quotes": [] }, { "author": "warbaque", "content": "Same issue [2.0.28]. My rail guns are getting destroyed \n \n \n \n Screenshot from 2024-12-26 08-07-28.png (1.26 MiB) Viewed 4122 times \n \n \n \n \n \n Screenshot from 2024-12-26 08-06-51.png (1.19 MiB) Viewed 4122 times \n \n \n \n \n \n Screenshot from 2024-12-26 07-57-20.png (1.19 MiB) Viewed 4122 times", "date": "2024-12-26T06:21:18+00:00", "quotes": [] }, { "author": "tappi", "content": "12-28-2024, 13-43-40.png (1.72 MiB) Viewed 3712 times \n \n \n\nHappens to me as well, the targeting arc is nowhere near the splitter but it gets destroyed by a railgun shot every once in a while. It doesn't even shoot the undergrounds that are next to it but the splitter which is further away gets destroyed. \n \nThe ship is the vindicator in the savefile.", "date": "2024-12-28T11:46:50+00:00", "quotes": [] }, { "author": "Muche", "content": "Ref Asteroid collector disappears without receiving any damage .", "date": "2025-01-09T21:48:18+00:00", "quotes": [] }, { "author": "Orum", "content": "They don't just hit other railguns that claim to be outside their range, they also hit collectors that claim to be outside of their range. For example, here is my railgun's alleged range, showing the collector outside of it:\n \n \n \n range.jpg (166.27 KiB) Viewed 3085 times \n \n \nAnd here it is killing the collector it supposedly can't hit:\n \n \n \n railgun.jpg (35.55 KiB) Viewed 3085 times", "date": "2025-01-19T14:15:18+00:00", "quotes": [] }, { "author": "", "content": "Thank you all for the reports. \n \nTLDR: fixed for 2.0.34. \n \nThe source of the issue was, that the railgun's projectile creation position was not collinear with the turret itself and the target, which made the projectile's damage area sometimes reach outside of expected bounds near the turret. I introduced a flag to AttackParameters called true_collinear_ejection that is false by default, and when true, makes the shooter-projectileCreation-target collinear (unless nonzero offset is specified of course) and set it true for Railgun Turret's attack parameters. \n \nTo illustrate before and after with visualisations: \nbefore:\n \n \n \n before.png (1.22 MiB) Viewed 2277 times \n \n \nafter:\n \n \n \n after.png (1.22 MiB) Viewed 2277 times \n \n \nParaller red lines: marginal expected damage area (that is what the endengerement visualisations in game are based on) \nRed rectangles are collision boxes \n(following refers to last shot) \nWhite Square: Turret center \nBlue Square: Projectile creation position \nOrange square: Target position \nGreen recangle: Damage area", "date": "2025-02-05T16:16:31+00:00", "quotes": [] }, { "author": "sounderblue", "content": "Also seeing collectors being destroyed by railguns when there's no indication of collision when hovering the railgun. In this screenrint both ghosts are randomly destroyed, zero damage registered to platform- \n \n \n \n 02-08-2025, 15-43-01.png (2.26 MiB) Viewed 1903 times", "date": "2025-02-08T23:43:51+00:00", "quotes": [] }, { "author": "cbhj1", "content": "I'm still curious if asteroids are targeted by bounding box or center. Are they selected when any part enters the range, or the center? Also, whether the projectile is aimed only at the center or only part that is in range.", "date": "2025-02-09T00:07:04+00:00", "quotes": [] }, { "author": "", "content": "The case from the screenshot was happening with the old railguns but not with the new ones - was this unmoded 2.0.34 sounderblue? \n \n\nRailgun targets are acquired by their position (that ussually means center) and their projectile is also aimed to the target's position.", "date": "2025-02-09T13:06:52+00:00", "quotes": [ { "author": "sounderblue wrote: Sat Feb 08, 2025 11:43 pm", "content": "" }, { "author": "cbhj1 wrote: Sun Feb 09, 2025 12:07 am", "content": "" } ] }, { "author": "Scalinger2", "content": "I'm glad there's a fix for this. When is the .34 version coming out? This is driving me absolutely insane. The way I check that something got destroyed is I don't have extras of anything and look at the 'request for construction' so I immediately know if something got destroyed although now knowing the problem I'm just going to move the cannons for now. \n \nI attached my save where a railgun on the right side of my ship destroys a missile turret about 10 seconds into the save.", "date": "2025-02-09T21:29:52+00:00", "quotes": [] }, { "author": "Jap2.0", "content": ".34 is out, but on the experimental branch. That or a later version will probably be marked as stable somewhere in the next few days or weeks; if you'd rather not wait that long, then you can enable experimental updates (in settings, or if you're using Steam them right click Factorio -> properties -> betas).", "date": "2025-02-09T22:15:16+00:00", "quotes": [ { "author": "Scalinger2 wrote: Sun Feb 09, 2025 9:29 pm", "content": "" } ] } ]
19
2024-11-15T18:12:52-06:00
forum-topic-127383
127383
Train interruption exceeds train limit
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=127383
KFan
I have interruption 03-11-2025, 10-50-10.png (66.25 KiB) Viewed 631 times and I have 2 load stations, and 1 unload, all of them have limit of trains equal 1 and now here is question, why 2 trains starts interruption? I need only one at the time, because of two of them start, second of them stay at loading place and wait when i enable unload station again 03-11-2025, 10-53-22.png (62.53 KiB) Viewed 631 times
[ { "author": "KFan", "content": "save file with reproduce \n \n \n interrupt reproduce.zip \n (2.2 MiB) Downloaded 13 times", "date": "2025-03-11T09:31:48+00:00", "quotes": [] }, { "author": "Premu", "content": "Hm, you added the loading stations both in the schedule and as interrupt. I asssume that might be the problem. You shouldn't mix these two methods. \n \nYou can configure trains completely only using interrupts without any stations in the schedule. The typical setup is four interrupts for loading, unloading, refueling and as backup to drive to a depot in case no other target is available. That works very reliable.", "date": "2025-03-11T11:35:48+00:00", "quotes": [] }, { "author": "KFan", "content": "No, I didn't add any schedule manually (except depot) \n \nAnd your solution with different loading and unloading interrupt seems will not work, will be same problem", "date": "2025-03-11T11:49:26+00:00", "quotes": [ { "author": "Premu wrote: Tue Mar 11, 2025 11:35 am", "content": "" } ] }, { "author": "Tertius", "content": "It would help if you switch your game language to English for a forum screenshot. I guess you show the train schedule GUI, but I'm unable to read any letters, and the conditions are all incomprehensible for me.", "date": "2025-03-11T13:46:41+00:00", "quotes": [] }, { "author": "KFan", "content": "03-11-2025, 19-00-37.png (133.53 KiB) Viewed 520 times \n \n \n\nAll stations configured in this way\n \n \n \n 03-11-2025, 19-01-05.png (155.19 KiB) Viewed 520 times", "date": "2025-03-11T14:01:07+00:00", "quotes": [ { "author": "Tertius wrote: Tue Mar 11, 2025 1:46 pm", "content": "" } ] }, { "author": "robot256", "content": "I see what the problem is. This system will not work if there are more load stations than unload stations. \n \nWhen the first train departs, it reserves one of the two spots at the load station but does not yet reserve any spots at the unload station. The second train also departs, reserving the second spot at the load station and unaware that the first train is intending to reserve the only unload spot soon. \n \nYou can fix this by removing the second load stop or adding a second unload stop. You can also use circuits to only enable as many load stops as there are enabled unload stops.", "date": "2025-03-11T14:17:46+00:00", "quotes": [] }, { "author": "KFan", "content": "I guess that it is not easy to choose which of two stations should be enabled and it makes me to enumerate all stations, this is kind of problem \n \nIs there any way to force them reserve all spots in chain? \n \nYour description seems that even if i have 2 load and 2 unload, and one unload full and disabled - it will be bugged again", "date": "2025-03-11T15:08:40+00:00", "quotes": [ { "author": "robot256 wrote: Tue Mar 11, 2025 2:17 pm", "content": "" } ] }, { "author": "KFan", "content": "Looks like I should not make many depot, just use load stations as depot and make train for each resource (as many as I need), and in this case my interruption will have only unload condition", "date": "2025-03-11T15:12:18+00:00", "quotes": [] }, { "author": "robot256", "content": "Yes, the only generic system that seems to be officially supported is to have one interrupt dispatching empty trains from the depot to a loading station, and a second interrupt dispatching loaded trains to the unloading station of the resource it contains. \n \nThinking about it again, the solution I suggested of adding another unloading station does not work in the general case. Both trains will still depart for both loading stops and then queue wait the single unloading station. You would need more complicated circuits to limit which trains leave the depot and remember which unloading stations have trains destined for them.", "date": "2025-03-11T15:33:43+00:00", "quotes": [] }, { "author": "robot256", "content": "I think it will make much more sense if you use the Priority setting to increase the priority of the loading stops based on how few trains are already waiting loaded with that resource. That way you don't need one train for every loading stop necessarily, and you can ensure that the next empty train always loads a resource without any currently loaded trains.", "date": "2025-03-11T15:56:42+00:00", "quotes": [] }, { "author": "KFan", "content": "But there is no sense of interrupt then", "date": "2025-03-11T17:08:20+00:00", "quotes": [ { "author": "robot256 wrote: Tue Mar 11, 2025 3:33 pm", "content": "" } ] }, { "author": "robot256", "content": "The interrupt means that you don't need a separate train schedule for each resource, and don't need to manually ensure each resource has the correct number of trains. And using priorities, you can expand your train fleet and number of stops at different rates without causing issues. But I agree the use of interrupts is more limited than I'd like", "date": "2025-03-11T17:28:15+00:00", "quotes": [ { "author": "KFan wrote: Tue Mar 11, 2025 5:08 pm", "content": "" }, { "author": "robot256 wrote: Tue Mar 11, 2025 3:33 pm", "content": "" } ] }, { "author": "KFan", "content": "03-12-2025, 09-28-46.png (60.39 KiB) Viewed 346 times \n \n \n\nI am trying different way, like make train for each load station, and it work.... \n \nBut the problem is I have to create new train group for each resource and manually add interruption into them, because initial station is same for each group", "date": "2025-03-12T04:30:15+00:00", "quotes": [] }, { "author": "robot256", "content": "Everything gets simpler if you decide to allow loaded trains to wait at the loading stop until needed. Then you can use a generic interrupt with just one stop (unload [cargo item]). And the loading stations are the depots they return to.", "date": "2025-03-12T15:59:07+00:00", "quotes": [] }, { "author": "Tertius", "content": "Well, the cycle starts with an empty train. Its purpose is to carry material, so put as static schedule entry the loading station. Call all loading stations with the same train layout the same name, so the train will pick some open loading station, no matter the material. \nAs soon as the train is loaded and wants to leave the station, it consults the interrupts,. So it's useful to match the material just loaded with an unloading station for that material. For this, the green cargo item wildcard is made. It matches the cargo in the train and substitutes the wildcard with the actual cargo. You can construct destination station names with that - mention the cargo in the station name, and in the interrupt enter the wildcard instead of the cargo item. So if the interrupt triggers, it constructs the destination station name with the proper material name, and the train will drive there. \nIn case all unloading stations are full, the train just stays at the loading station. Since there are no unloading stations open, there is not more demand, so it's ok if there isn't another train starting to be loaded. \n \nAt the unloading station, the train gets empty eventually. No interrupt, but the static schedule entry directs the train again to a loading station. Now, if all loading stations are full, it isn't wise to let the empty wagon stay at the unloading station. So add an interrupt for a depot. Condition \"no path or destination full\". This will trigger if all loading stations are full and direct the train to the depot station mentioned in the interrupt. Here the train can wait, and if some loading station opens up, the static schedule entry is followed finally. \n \nThis is what was envisioned by the devs in fff-389 and fff-395: \n https://factorio.com/blog/post/fff-389 \n https://factorio.com/blog/post/fff-395", "date": "2025-03-12T18:49:17+00:00", "quotes": [] }, { "author": "torne", "content": "Many people have since discovered the issue with this approach: if you have trains just go and load whatever material is available and then wait for somewhere to unload it, you can get into a state where all the trains are full of some material that isn't in demand right now and there are no empty trains remaining to pick up a different material that is actually needed. Whether this will actually happen in practice depends how many loading/unloading stops you have for different things, what their train limits are, and how many trains you have in total, but guaranteeing that it will *never* happen (while still using this basic approach) is likely to mean adding a lot more trains than necessary, and it seems like in many cases you'll end up with just as many trains moving around/parked as if you had just dedicated trains for each different resource. \n \nThere are lots of different things people have tried to avoid this problem, but many of them create new problems - e.g. one next idea is to use circuit controls via a global wire network or radars to disable loading stops if the resource they provide is not currently needed, but by itself this doesn't do anything to prevent *many* trains from all going to get that resource at once as soon as it does become needed again, which might be more than necessary, ending up with less overall throughput than desired or just getting stuck entirely in the same way. \n \nThere are many threads on the forum going through (and arguing about) the advantages and disadvantages of different more complex approaches, and personally I've not found any of them to be both simple and reliable enough to be something I'd want to use in \"vanilla\" space age instead of the simple approach of just having separate trains for most resources and only using interrupts for refueling or depot parking, but that's just my personal preference. \n \nIt seems like the original poster here and several of the other people replying are talking about a more complex approach, though not necessarily the same one", "date": "2025-03-12T20:51:44+00:00", "quotes": [ { "author": "Tertius wrote: Wed Mar 12, 2025 6:49 pm", "content": "" } ] }, { "author": "Tertius", "content": "Yes, I encountered this issue and I solved it by carefully choosing train limits, amount of trains and depot space for empty trains. Really, I solved it for me. Not a single shortage of material, and 100% reliable item delivery without any manual intervention ever. \n \nI use a static train limit of 2 with all the loading and unloading stations and I have a waiting area for 1 train in front of each station. They can be shared, if there are multiple stations next to each other. At my base, I have 6 unloading stations directly next to each other, they share a common waiting area with 6 lanes. \n \nAdditionally, I have a depot as big as there are slots for unloading stations, so in case every loading station is full, there is guaranteed to be a space for every train in the unloading stations getting empty. Every depot lane has its own depot station with train limit 1, all the same name. \nFinally, I have as many trains as slots in all the stations (except the depot stations). This means if every unloading station has a train either at the station or in the waiting area, there are still enough trains to occupy every single loading station, so there isn't any train starvation. \n \nTo help with train distribution, I have a simple circuit in every loading station that sets station priority to 1 if there are 0 trains targeting this station and keeps it at 0 if there is 1+ train reserving the station. This way every station gets 1 train first, no matter the material, and only if every station has 1 train the 2nd train gets assigned. \n \nHonestly, works perfect. There is nothing to improve in my opinion. Train latency is at minimum due to the train limit of 2 and the waiting area. The next train just moves in if the previous one gets empty. At the loading stations, this interval is so short I don't even use buffer chests. \n \nThe only thing you need to make sure is that you're producing more than you're consuming. If you don't do that, the unloading stations more far away will starve. \n \nMain schedule entry is loading station. Interrupts are unloading, depot and refuel. No circuits except the small one to handle loading station priority. \n \nNo circuit micromanagement for assigning trains to stations. It just works without. I read all the threads trying to build some train management circuits. In my opinion, they're all unnecessary and so complex they have so many edge cases they are doomed to fail in the long run.", "date": "2025-03-12T21:23:10+00:00", "quotes": [ { "author": "torne wrote: Wed Mar 12, 2025 8:51 pm", "content": "" } ] } ]
17
2025-03-11T00:53:25-05:00
forum-topic-108243
108243
Version 1.1.89
Releases
https://forums.factorio.com/viewtopic.php?t=108243
Features Migrated the prototype modding documentation from the wiki to the docs website, enabling a more advanced presentation, an offline version, and machine-readability of the underlying format. They can be found at https://lua-api.factorio.com/latest/ind ... otype.html . Minor Features Added controller vibrations to some actions. Added option to capture system mouse cursor when using a controller. This fixes cursor teleporting when using both controller and mouse but locks the mouse cursor to the game window. ( 107969 ) Bugfixes Fixed a desync between ARM and x86 platforms when calling math.atan2() Lua function with NaN arguments. Fixed a player could not obtain achievements if it was in game for longer than 9942h. ( 107893 ) Fixed blueprint setup GUI cutting off at the bottom at certain UI scales. ( 107903 ) Fixed that LuaGuiElement type 'slider' didn't enable/disable correctly when first created. ( 107991 ) Fixed a crash when clearing the cursor stack through script when using capsules. ( 107862 ) Fixed a crash when viewing the map preview when one or more noise expressions are invalid. ( 89023 ) Fixed that the game could freeze if there were too many auto-placeable entities defined. ( 108048 ) Fixed cursor sometimes teleporting to nearby entities when selecting entities to be built from the Quick panel with controller, in multiplayer. Fixed that damage trigger effects would not pass the damage source when doing damage. ( 108224 ) Modding Added FurnacePrototype::cant_insert_at_source_message_key. ( 108146 ) Added game_controller_vibration_data to sounds. Scripting Added LuaEntity::copper_connection_definitions. LuaGameScript::kick_player and ban_player no longer accept LocalisedString for reason parameter but only regular strings. LuaSurface::map_gen_settings can be changed during on_chunk_generated. ( 108100 ) Added LuaEntityPrototype::vertical_selection_shift. Added LuaEntity::is_headed_to_trains_front read. Added LuaEntity::draw_data read for rolling stock. 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": "TinyDM", "content": "I can finally update my world that I've been working on for 9944 hours. The relief is sweet knowing that I can finally place a train and finish my remaining achievements. Thank you, devs, for fixing this little bug that has lurked in the saves of the biggest factories for too long.", "date": "2023-08-16T20:29:21+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "cackling.fiend", "content": "And then get run over by it", "date": "2023-08-16T21:04:48+00:00", "quotes": [ { "author": "TinyDM wrote: Wed Aug 16, 2023 8:29 pm", "content": "" }, { "author": "", "content": "" } ] }, { "author": "trampek", "content": "hello \nnot sure if thats place to post it but after this update i got some \"bad allocation\" error, it starts when game is saving but then it crashes my game \ncant be problem with my ram cos i got 24GB also on diffrent computer there is same problem \ni was playing this save 200h and this error happen just now (i updated today), never before ive even seen such thing \nother than that - before that error happen we noticed game is slower and have some lag from time to time but it wasnt much so we didnt really care but now i think mayby its related", "date": "2023-08-27T15:16:53+00:00", "quotes": [] }, { "author": "", "content": "Open a Technical help topic instead please, follow 52433 .", "date": "2023-08-27T15:21:33+00:00", "quotes": [ { "author": "trampek wrote: Sun Aug 27, 2023 3:16 pm", "content": "" } ] }, { "author": "BlueTemplar", "content": "This has increased the size of the doc-html folder from 26 Mo in 1.1.76 to 173 Mo in 1.1.94. \nWhich is fairly negligible when Factorio's own folder went from 1800 Mo to 1900 Mo. \nWhich made me wonder : how big is the wiki itself ? If it's also around 200 Mo (or less), why not also include the latest offline version of it ? And add a Wiki button in the game, which would redirect to the online version if pinged, and the offline version if not ?", "date": "2023-10-27T12:38:44+00:00", "quotes": [ { "author": "FactorioBot wrote: Wed Aug 16, 2023 5:25 pm", "content": "" } ] }, { "author": "mmmPI", "content": "I expect the wiki to be much heavier than 200 Mo due to pictures and videos ( at least 10 times ) , which is sad because they are already in the game, so it could be just the text, and images from the game engine rather than heavy web-images. \n \nThe in game help menu is better at providing images/ small simulations but many of the wiki text is based on images that would the need to be recreated for it to make sense. which may miss the point if light work was the goal. \n \nIf adding more in-game help is the aim, it may be possible to add some advanced tutorial or sections in the in-game help menu as those are less advanced and more practical explanations than what is found on the wiki.", "date": "2023-10-27T12:48:20+00:00", "quotes": [ { "author": "BlueTemplar wrote: Fri Oct 27, 2023 12:38 pm", "content": "" } ] } ]
6
2023-08-16T12:25:15-05:00
forum-topic-98620
98620
Host free Factorio servers
Multiplayer / Dedicated Server
https://forums.factorio.com/viewtopic.php?t=98620
eddiebeme
i was looking for a good solution to host free factorio servers and tried Factorio Zone (it's definitely great for casual play i would check it out) but i had some problems with large bases and having multiple friends on it at once. so i started a fun project called Host Factor . since Factorio is so lightweight i'm able to give anyone a free server and allow you to upgrade it whenever you want. i also allow you to download/upload your save files as well as configure your server through the website. lmk what you think!
[]
0
2021-05-30T19:46:14-05:00
forum-topic-122435
122435
belt based storage
Mechanical Throughput Magic (circuit-free)
https://forums.factorio.com/viewtopic.php?t=122435
Lattie
i was looking for a way to store a lot of asteroid chunks and thought of belt weaving as a potential solution... apparently this accursed thing can hold 11502 chunks, which is more than 8.2 times what i would have been able to store if i had used the space to fill it with legendary cargo holds also pleasantly surprised to see that other folks thought about doing the same thing!
[ { "author": "Zymoran", "content": "Looks pretty and all. Seen many threads like this and I still don't understand why anyone would ever make a chunk storage. Isn't the 39 storage in asteroid collector and a 10-20 length belt more than enough of a buffer for any purpose? (not snarky. legit question)", "date": "2024-11-22T00:14:25+00:00", "quotes": [] }, { "author": "zulrang", "content": "When you're collecting promethium chunks (which don't stack) you need all the belt storage you can get.", "date": "2024-11-22T04:56:03+00:00", "quotes": [] }, { "author": "IsaacOscar", "content": "Hmm I wonder if this is an \"exploit\" as I believe storage being limited was an intentionally balance decision (hence why you can't just use chests)", "date": "2024-11-22T05:05:25+00:00", "quotes": [] }, { "author": "Zymoran", "content": "I see. But in that case this design can only make around 5000 promethium science. \nWhy not just use overgrowth soil recycling, which will easily allow you to make 100000 science per trip using even less space ship capacity.", "date": "2024-11-22T23:42:25+00:00", "quotes": [ { "author": "zulrang wrote: Fri Nov 22, 2024 4:56 am", "content": "" } ] } ]
4
2024-11-21T16:03:22-06:00
forum-topic-90486
90486
Target masks for active-defense-equipment, artillery turret and spidertron
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=90486
Pi-C
Most entities have a trigger_target_mask. Most turrets have attack_target_mask and ignore_target_mask (the artillery turrets apparently don't). This way, it's easy to make new turrets that will attack only specific entities, or make entities that won't be attacked at all. Unfortunately, excluding entities from being attacked only works for automated killing (it won't if you use artillery turrets). But that leaves out the human factor! Players may equip some Personal Laser Defense which will automatically shoot at every enemy entity in its range. From this perspective, PLD actually are a kind of mobile turret you carry in your backpack. I would like to be able to assign attack_target_mask and ignore_target_mask to PLDs (or rather: entities based on the active-defense-equipment prototype) as well. Currently, PLD breaks my mod because it attacks things it isn't meant to attack as it can't damage them anyway. If I could add these entities to the PLD's ignore_target_mask, this would be a quick solution to half of my problems. The other half is that artillery turrets also shoot at entities they shouldn't shoot at. I've just noticed that artillery turrets attacking my dummies is the expected behavior because my dummies are based on entity-with-force, which is considered a military structure according to this . In this light, adding attack_target_mask and ignore_target_mask to artillery turrets as well does make sense because mods may use simple-entity-with-force for doing their magic. So, if it's possible in any way, please add attack_target_mask and ignore_target_mask to the properties of the active-defense-equipment and the active-defense-equipment prototypes!
[ { "author": "Pi-C", "content": "An addition: Spidertrons don't have ignore_target_mask and attack_target_mask either, so they attack dummies from Water Turret as well although they can't hurt them. So it would be great if they could get target masks as well.", "date": "2020-10-30T15:39:49+00:00", "quotes": [] }, { "author": "JonnyOnSeSocks", "content": "+1 \n \nI just found this request as I had the same issue with the artillery turret attacking enemy \"dummy target entities\" of the simple-entity-with-force prototype. I could also use the combat-robot or land-mine prototype workaround to keep the artillery from firing at the dummy entities but just realized the laser defense and spidertron issue due to this post. \nAfter a little more investigation I also found the same issue with combat-robots and the automatic player targeting (pistol, SMG) shooting at the dummy entities but there is no option to set the ignore_target_mask or attack_target_mask and the unit type prototype workaround does not work in this case like for the artillery. \n \nI think it would be great to add ignore_target_mask and attack_target_mask to the gun prototype as it would solve the player, artillery and spidertron issue (all use gun prototypes to shoot) as well as to the combat-robot and active-defense-equipment. \nThis would enable mods to use the simple-entity-with-force prototype as targetable military enemy structure (to do their magic ) and would complete the target_mask integration for the rest of the automatically attacking prototypes (hope I did not miss any). I also think this would open up interesting options for PvP mods. \n \nso in summary: \nplease add ignore_target_mask and attack_target_mask to prototypes \n> gun \n> active-defense-equipment \n> combat-robot \n \nTY!", "date": "2020-11-18T22:56:00+00:00", "quotes": [] }, { "author": "Deadlock989", "content": "+1 for ignore_target_mask at least on ADEs. It is currently impossible to get them to ignore entities that a turret entity equivalent ignores.", "date": "2021-08-02T17:12:36+00:00", "quotes": [] }, { "author": "sh4dow", "content": "+1", "date": "2022-04-30T15:58:25+00:00", "quotes": [] }, { "author": "Rafiz", "content": "+1, bump. I made mod with harder walls and siege turrets... But walls MUST be military target in order to get even considered and PLD now focuses walls that have high health...", "date": "2023-02-05T21:45:26+00:00", "quotes": [] }, { "author": "PrestonLeeC", "content": "I would like to make artillery turrets able to target units. Or some way to make an ammo-turret that looks like the artillery turret, one uses RotatedSprite and the other RotatedAnimation, and I can't figure out how to untangle that. \n \nOkay, I was able to make an ammo-turret that looks like the artillery turret. It doesn't have the barrel recession animation, but behind all the muzzle fire, shell casing, explosive sound effect, and the artillery shell itself, I don't think you'd notice.", "date": "2024-07-14T23:36:47+00:00", "quotes": [] } ]
6
2020-10-17T05:23:54-05:00
forum-topic-91888
91888
[Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=91888
AntiElitz
I recently noticed that power pole connections where quite often missing randomly when using blueprints. I was able to figure out this is due to the new blueprint system saving the pole connections in the blueprint. See here: https://youtu.be/EB98oSPDCHA This behavior feels absolutely unnatural and is very frustrating when it results in areas not being powered, especially since the bots will build the blueprint with a delay and the player doesn't get instant feedback on stuff not being powered. This is absolutely inferior to the prior behavior where you couldn't control the connections exactly, but it's result was always working.
[ { "author": "ardoRic", "content": "I also hit this issue a couple of times, it is indeed not ideal to drop a blueprint that \"should\" work and then it doesn't. \n \nI understand the rationale behind the power pole connection saving feature, but the end result working if it has enough power poles to work should take precedence. \n \nI wouldn't be so drastic as to call for reverting the feature, but it seems to be a niche use-case which could be an option while making the blueprints instead of the default.", "date": "2020-11-25T16:27:09+00:00", "quotes": [] }, { "author": "thuejk", "content": "One way to \"fix\" the power pole blueprinting would be to have a checkbox when creating it, saying \"save power wire layout\". Default off. Like the \"include trains\" checkbox.", "date": "2020-11-25T16:27:49+00:00", "quotes": [] }, { "author": "AntiElitz", "content": "*moved from 'ideas and suggestions' to 'Bug Reports' by developer recommendation*", "date": "2020-11-25T16:39:24+00:00", "quotes": [] }, { "author": "ptx0", "content": "while it's a problem that the blueprinted poles don't try and auto connect, i don't agree with your approach to tell them to roll it back and get rid of the feature. maybe don't do your speedruns on v1.1 yet?", "date": "2020-11-25T16:51:25+00:00", "quotes": [] }, { "author": "AntiElitz", "content": "I like thue's solution actually. \n \nedit: Also this problem has literally nothing to do with speedrunning? I don't get why you bring this up.", "date": "2020-11-25T17:04:30+00:00", "quotes": [ { "author": "ptx0 wrote: Wed Nov 25, 2020 4:51 pm", "content": "" } ] }, { "author": "ickputzdirwech", "content": "I would prefer the default being \"on\" but it would be disabled for copy/paste.", "date": "2020-11-25T17:08:58+00:00", "quotes": [ { "author": "thuejk wrote: Wed Nov 25, 2020 4:27 pm", "content": "" } ] }, { "author": "", "content": "I didn't encounter this even once during our playthgouh, and I was copy pasting a lot. It might be because I'm quite focused on not overbuilding poles, so the setup is nicely aligned when I start making copies. The only real solution to this would be to have an interface option to not remember connection in blueprints which would not save it in the blueprint, and mark the blueprint with a flag that it should autoconnect.", "date": "2020-11-25T18:01:04+00:00", "quotes": [] }, { "author": "AntiElitz", "content": "I would appreciate this solution. However the default should be to not save the wires and auto-connect instead as in previos versions. Otherwise, copy paste ist fairly useless because you would always have to open the interface and activate the option just in case this incident happens. While wanting to save the wire connections is something you can actively plan, non connecting poles is something that will not be foreseen. That would be practically removing quick copy from the game. \nI'm actually surprised you didn't encounter this problem. The reason I was looking deeper into it was that several people reported poles not connecting \"randomly\" on our discord. So I think it happens fairly often, but people don't notice it's not their own fault.", "date": "2020-11-25T18:14:57+00:00", "quotes": [] }, { "author": "ptx0", "content": "you could mark specific poles for autoconnect - or to do the other way and make default to not save, and mark specific poles for preservation?", "date": "2020-11-25T18:23:53+00:00", "quotes": [ { "author": "kovarex wrote: Wed Nov 25, 2020 6:01 pm", "content": "" } ] }, { "author": "bartmill", "content": "Could it be related to 'old' blueprints. And when I mean 'old', I mean blueprints that were placed when using the 1.0 version, then loading the save into 1.1 and then building it. \n \nBecause that's the scenario that I had with missing powerpoles..", "date": "2020-11-25T18:28:00+00:00", "quotes": [ { "author": "kovarex wrote: Wed Nov 25, 2020 6:01 pm", "content": "" } ] }, { "author": "seky16", "content": "+1", "date": "2020-11-25T18:36:23+00:00", "quotes": [ { "author": "AntiElitz wrote: Wed Nov 25, 2020 6:14 pm", "content": "" } ] }, { "author": "Squelch", "content": "I made a suggestion a while back along these lines. \n \n Allow disabling of power pole auto-connect in clipboard and blueprints \n \nIn fact, the new changes just about satisfy all aspects of that, and the older requests except for the meta key control or control while saving BPs. \n \nA revert is drastic. Some refinement is all that's needed.", "date": "2020-11-25T21:12:02+00:00", "quotes": [] }, { "author": "thuejk", "content": "Another example of why remembered power connections should not be default, from Nefrums' speedrun yesterday: https://clips.twitch.tv/HedonisticCuriousSardineKappa \n \nBlueprinting something, and then dragging power through it along the blueprinted power poles, seems like a reasonable use case to me. But that breaks in unintuitive ways as seen in the video, if the power connections are remembered.", "date": "2020-11-27T18:54:02+00:00", "quotes": [] }, { "author": "cliff_build", "content": "I can brainstorm two possible solution shapes: \nOne might be that, when generating a blueprint, detect if the source had all powerpoles in the same power network, and yet the generated blueprint has multiple networks, try and add connections to the generated blueprint that connect to the same network. \n \nAnother might be that when generating blueprints, any powerpole that has connections to \"outside of the copied area\" would not have its connections saved, and would instead add connections when that blueprint was placed (or, perhaps, would try and add connections to the existing blueprint as part of blueprint creation). \n \nAnyhow, just some brainstormed ideas, feel free to ignore.", "date": "2020-12-03T16:57:31+00:00", "quotes": [] }, { "author": "NotRexButCaesar", "content": "I disagree that this is a bug. It makes sense to me that it should work the way it does. If you want power connected for the top chemical plants, copy the pole connecting them too.", "date": "2020-12-16T21:24:23+00:00", "quotes": [] }, { "author": "", "content": "I just changed the title, as there was nothing random about it.", "date": "2020-12-19T09:10:48+00:00", "quotes": [] }, { "author": "AntiElitz", "content": "Related: \n \nVideo: https://youtu.be/0DiZNgVvJUw \n \nTLTR: Fast replacing an power pole with another entity will fuck up connections, too. This is quite obvious, but still not nice.", "date": "2021-01-03T01:28:07+00:00", "quotes": [] }, { "author": "pichutarius", "content": "i did a test, its actually not the problem of bp, but the ghost does not auto update wire connection like real poles. \n \ntry these steps: \n1. use right click and create 3 ghost power poles in adjacent. they are connected. (A--B--C) \n2. remove middle ghost (B) by right click it. the rest (A,C) are not connected even if they are within reach. \n3. use left click to build them (A,C). still not connected. \n \nif we build them without ghost, then remove the middle (B), the rest (A,C) will be connected. \n \nso it might be intended or unintended, if former case then this is a feature request, else its a bug.", "date": "2021-01-03T03:49:32+00:00", "quotes": [ { "author": "AntiElitz wrote: Sun Jan 03, 2021 1:28 am", "content": "" } ] }, { "author": "", "content": "Hello, \n \nFirst of all, thanks for bringing this issue to our attention as well as suggesting solutions. Changes to the ElectricPole system introduced in 1.1.7 should alleviate most of the concerns mentioned. Specifically: \n \n1) When creating a blueprint containing electric poles, pole pairs satisfying the following will be autmatically connected: \n - are in wire reach \n - have common neighbour (a pole they are both connected to) outside the blueprint \n - do not have common neighbour inside the blueprint \nthis should prevent accidental electric network disconnections while keep intentional disconnections \n \n2) As far as automatic electric connections between poles are considered, as of 1.1.7 ghost poles should behave pretty much as real poles. The described \"fast replace\" - destroying ghost by placing different entity over it - will trigger automatic reconnection between its neighbours (if in reach) very much like real poles would.", "date": "2021-01-04T15:47:19+00:00", "quotes": [] } ]
19
2020-11-25T10:18:25-06:00
forum-topic-93124
93124
Would it be possible to make it harder to take off armor?
Implemented in 2.0
https://forums.factorio.com/viewtopic.php?t=93124
Kyralessa
Everyone's done this a time or two or ten: Maybe you're switching MK2 armor sets and you do it in the wrong order. Or you meant to use a Spidertron remote but you were on the wrong toolbar. Now you have to have your bots pick up everything, or just load your last save and hope it wasn't too long ago. Does anyone ever completely remove armor on purpose ? A gentle suggestion: Devs, would it be possible to make it a bit harder to take armor off? For example, what about a special "take off armor" key combination to be used only when removing armor entirely instead of replacing it with a different set of armor? That would help ensure that if I do remove my armor completely, at least it's because I meant to do it.
[ { "author": "Durr", "content": "I haven't had this happen to me while switching armor, but it happens A LOT when I cancel too many handcrafts. I remapped the key for picking things up to the numpad decimal, and just run around sucking the stuff up when I do it. \n \nI think something similar to what happens when you try to deconstruct a chest when you don't have enough inventory for its contents would work here. If removing the armor would result in puking items all over the ground, don't let us remove it.", "date": "2020-12-16T03:56:45+00:00", "quotes": [] }, { "author": "", "content": "I think it’s part of the game and a lot of fun in multiplayer (turned pants off, he?nice, let’s see what you got here...)", "date": "2020-12-16T06:43:55+00:00", "quotes": [] }, { "author": "Kyralessa", "content": "Do you ever remove your armor (rather than replace it with a different armor) on purpose?", "date": "2020-12-16T09:05:18+00:00", "quotes": [ { "author": "ssilk wrote: Wed Dec 16, 2020 6:43 am", "content": "" } ] }, { "author": "ickputzdirwech", "content": "This sounds like a reasonable solution. Maybe alongside some modifier key like shift to force to take of the armor or just allow it if you repeat the action within a short time period.", "date": "2020-12-16T10:08:05+00:00", "quotes": [ { "author": "Durr wrote: Wed Dec 16, 2020 3:56 am", "content": "" } ] }, { "author": "wobbycarly", "content": "While I agree with your premise that it is unusual to take armour off completely (as opposed from swapping loadouts), why don't you just \"F\" and pick it all up yourself once you've re-dressed yourself? I've never reloaded just because of an inventory vomit.", "date": "2020-12-16T10:24:48+00:00", "quotes": [ { "author": "Kyralessa wrote: Tue Dec 15, 2020 7:00 pm", "content": "" } ] }, { "author": "Kyralessa", "content": "Sure, I could. But the point is that this has happened a dozen times in the same game, because I have two sets of armor assigned to slots 1 and 2 on toolbar 1, and I have two Spidertron remotes assigned to slots 1 and 2 on toolbar 0. \n \nI feel like I know what you're going to say next. Sure, I could assign the keys differently. But the point is that while switching armor is something I do frequently, removing armor is something I never do intentionally, but frequently do accidentally. When armor is hotkeyed like this, it's easy to do accidentally. \n \nThis problem arose because how armor works in the quickbar was changed. I think this may have happened in 1.0. Previously, if you had two MK2 armors in your inventory, you could assign a MK2 armor spot on your quickbar, and when you hit that key, you'd pick up the other armor. So switching armor was a matter of: 1 [pick up], click armor [to switch], 1 [drop back into inventory]. \n \nNow each MK2 armor is treated as unique in the quickbar, which means it's necessary to use two slots for two sets. This makes it very likely to pick up the wrong one and dump inventory as a consequence. I either have to remember which one I was using, or I have to mouse over the one I'm wearing and look at the grid before I switch. \n \nThe problem is compounded by the fact that in the quickbar, the armor I'm wearing and the armor I'm carrying look exactly the same. If they looked different, I could glance there to know which key to hit to switch. \n \nSo changing this situation could involve one or more of several possibilities: \n \n Revert armor behavior to the way it was pre-1.0 (quickbar armor slots don't uniquely identify sets of armor). \n Differentiate worn armor from carried armor in the quickbar. \n Require a special key-combo or key-mouse combo to remove armor without replacing it with some other set of armor.", "date": "2020-12-16T10:46:58+00:00", "quotes": [ { "author": "wobbycarly wrote: Wed Dec 16, 2020 10:24 am", "content": "" } ] }, { "author": "Deadlock989", "content": "At least the items don't spill onto belts any more. That sucked harder than a black hole made of Kim Kardashians. \n \nAnother solution would be that armour simply doesn't give any inventory bonuses and the player has a more generous inventory from the start. Then changing armour would never spill. Given that the player can already carry 500 oil refineries and a few thousand tonnes of ore, it seems almost churlish to make people scrabble around for rare resources and create huge research infrastructures just to add a pittance to your backpack.", "date": "2020-12-16T11:04:23+00:00", "quotes": [] }, { "author": "", "content": "Yes, when I’m at the sea and want to jump into the waves. Then my mobil, money, handkerchief, belt etc. falls down into the sand, quite similarly. \n \n \nAnd I must say, what really sucked was the spilling onto belts, it could break the whole factory. Deadlock already says it. No fun. As it is now, it’s funny: you just turn on the right pants and collect all as fast as possible, before the others come. You can use your personal robots with a filtered deconstruction “everything on ground”... \n \nThis fact that they fixed that with the belts, instead of removing the spilling, that they added a deconstruct filter for items on ground and the very, very old discussions tells me, that it is part of the game and very low chance to be removed.", "date": "2020-12-17T00:05:49+00:00", "quotes": [ { "author": "Kyralessa wrote: Wed Dec 16, 2020 9:05 am", "content": "" }, { "author": "ssilk wrote: Wed Dec 16, 2020 6:43 am", "content": "" } ] }, { "author": "eradicator", "content": "There's nothing \"fun\" about playing 52-pickup against yourself. Factorio is a singleplayer or cooperative multiplayer game, there are no \"others\" that come and steal your \"loot\". \n \nAs i see it spilling has always been a placeholder for situations that aren't being properly handled yet. It's been removed from everything else as the game got more polished (remember mine-a-chest-with-full-inventory-spilling?). It's about time to get rid of it altogether. \n \n+1 Prevent taking the armor off when the armor is the only thing holding all the stuff. \n \n[Edit: Or to get really fancy the surplus slots could be turned into ghost slots (visible but inaccessible) or \ntemporary slots (vanishes when you take the item out) that are converted back to normal slots when you put on another armor.]", "date": "2020-12-17T00:30:46+00:00", "quotes": [ { "author": "ssilk wrote: Thu Dec 17, 2020 12:05 am", "content": "" } ] }, { "author": "fishycat", "content": "That just happened in my recent playthrough. Me next to belts, wrong click on armor, when I already saw all the items happily travelling through my factory. But no, they snake nicely around the belts - best change ever! \n \nAh, and this madness actually is Factorio QR code for this. \n \n \n Factorio-QR.png (418.69 KiB) Viewed 7737 times \n \n \n click", "date": "2020-12-17T00:48:30+00:00", "quotes": [ { "author": "Deadlock989 wrote: Wed Dec 16, 2020 11:04 am", "content": "" } ] }, { "author": "5thHorseman", "content": "If the developers won't, how hard would it be to mod it in \n \n I imagine the \"like a chest\" solution would be harder than the \"give extra inventory outside of armor and remove inventory from armor\" solution. Because there is already a way to raise your inventory (the toolbelt upgrade) and editing item stats is pretty trivial.", "date": "2020-12-17T01:03:29+00:00", "quotes": [] }, { "author": "fishycat", "content": "The problem could be solved, when the state of the more inventory slots would be saved on first time putting on the armor. That way it wouldn't matter how one clicks on the armor.", "date": "2020-12-17T01:12:15+00:00", "quotes": [] }, { "author": "eradicator", "content": "Prevent the armor from being picked up in the first place: Impossible to mod. \n Detect when it happens and attempt to undo the spilling: Maybe. But annoying. \n Remove inventory bonus from armor and add a force bonus to armor technology: Trivial. But boring. \n \n\nHm... actually 1) might be doable with some arcane magic: Place a mod gui that looks like the armor slot right in front of the armor slot to intercept user clicks. Getting the positioning right would be tricky (can't read interface settings, have to compensate vehicle slot count and gui scale) - unless you can get the devs to add a relative gui anchor for it...", "date": "2020-12-17T01:19:37+00:00", "quotes": [ { "author": "5thHorseman wrote: Thu Dec 17, 2020 1:03 am", "content": "" } ] }, { "author": "5thHorseman", "content": "Spoken like a true modder \n \nI actually don't find it boring per-se, from a user perspective. It gives me a slight advantage over the current situation in that I don't actually have to CRAFT the armor to get the inventory benefit, but as I'm going to be crafting the armor anyway for all the other benefits, having the inventory upgrade a couple minutes early just means it's easier to get all the components into my hands to craft the armor. \n \nAs a hack modder, I think I may even write that mod. Eventually.", "date": "2020-12-17T05:35:36+00:00", "quotes": [ { "author": "eradicator wrote: Thu Dec 17, 2020 1:19 am", "content": "" }, { "author": "5thHorseman wrote: Thu Dec 17, 2020 1:03 am", "content": "" } ] }, { "author": "wobbycarly", "content": "I missed this bit... I don't swap armour often, so I don't use the toolbar for this, so I can see how your problem is more prevalent that it would be for me. I instead reserve the bottom-right slot in my inventory for MK2; always select from the inventory, click on the armour icon, and they swap over.", "date": "2020-12-17T05:49:01+00:00", "quotes": [ { "author": "Kyralessa wrote: Wed Dec 16, 2020 10:46 am", "content": "" }, { "author": "wobbycarly wrote: Wed Dec 16, 2020 10:24 am", "content": "" } ] }, { "author": "eradicator", "content": "In an MP scenario crafting it for everyone can take some time. Peronally I just don't like the feeling of getting bonuses out of thin air. \n \nBut apart from that it might not be that trivial after all. At least not if you want to preserve the exact same balance as now. The problem is that the armor gives you +X for exactly the armor you're wearing, but the technologies always give you all unlocked bonusses. In a modded game with multiple armor-research trees it's likely that there isn't any clear order in which the armors will be unlocked, and thus no way to guarantee that the bonusses stack in such a way that the result is exactly that of the \"highest\" tier armor available. So if you're going for an easy implementation of say +5 slots per armor tech you'll end up with a bunch more slots than usual. Can't ever have enough slots anyway ;).", "date": "2020-12-17T06:35:16+00:00", "quotes": [ { "author": "5thHorseman wrote: Thu Dec 17, 2020 5:35 am", "content": "" }, { "author": "eradicator wrote: Thu Dec 17, 2020 1:19 am", "content": "" }, { "author": "5thHorseman wrote: Thu Dec 17, 2020 1:03 am", "content": "" } ] }, { "author": "JimBarracus", "content": "You usually unequip the armor by accident. \n \nThe only edge case where you might want to switch armor later would be when you use different setups for armor like: \ncombat armor, a mix of everything \nbuilding armor with roboports \nspeed armor \npersonal laser defense armor for spidertron", "date": "2020-12-17T07:03:45+00:00", "quotes": [] }, { "author": "Kyralessa", "content": "Yep, I have an MK2 for speed and building, and an MK2 stuffed full of lasers. When I switch between them but hit the wrong one first, or when I accidentally grab my armor instead of my Spidertron remote, that's when the inventory dump happens. \n \n\nI tried this today, and it wasn't that bad, just a little more time-consuming than I'd like. But unlike some screw-ups where I say, \"At least I know not to do that again,\" I know I'll be doing this one over, and over, and over...", "date": "2020-12-17T07:37:09+00:00", "quotes": [ { "author": "JimBarracus wrote: Thu Dec 17, 2020 7:03 am", "content": "" }, { "author": "wobbycarly wrote: Wed Dec 16, 2020 10:24 am", "content": "" } ] }, { "author": "", "content": "Sorry, multiplayer was a bad comparison. But even I play: “oh no I did it again”, and I smile what mess I did. \n \nAnd the solution is simple: Either pressing F and run around for some seconds or use the destruction manager and filter for items on ground. \n \nI’m not 100 % sure, but I think I remember rare situations where you need this feature. \n \nThink of the hidden inventory in the crafting queue: what to do with the inventory when the player aborts? \n \nWhat is more important: changing to the power suite with less inventory but more fire power or forbid player to change , because he will loose items?", "date": "2020-12-17T07:57:30+00:00", "quotes": [ { "author": "eradicator wrote: Thu Dec 17, 2020 12:30 am", "content": "" }, { "author": "ssilk wrote: Thu Dec 17, 2020 12:05 am", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" } ] } ]
19
2020-12-15T13:00:02-06:00
forum-topic-124988
124988
Add the field "energy_source" to the prototypes: "transport-belt" "underground-belt","splitter","loader"
Won't implement
https://forums.factorio.com/viewtopic.php?t=124988
Keysivi
Hello, I suggest adding the field "energy_source" to the prototypes: "transport-belt" "underground-belt","splitter","loader" This will help modders add new tasks to the game to provide logistics systems with electricity, without big performance problems, as there are now Thanks!
[ { "author": "Morgott", "content": "I completely agree with this idea!", "date": "2024-12-23T10:36:33+00:00", "quotes": [] }, { "author": "", "content": "This is never happening. To add energy source support means making a given entity updatable which isn’t happening for belts. Loaders already are updatable and it was added in 2.0.", "date": "2024-12-23T11:08:08+00:00", "quotes": [] }, { "author": "Keysivi", "content": "It's sad. It would have allowed to add a bit more realism to the game. \n \nYou wrote that the main reason for the refusal is that \"transport-belt\", \"underground-belt\" and \"splitter\" are not updatable entities. \n \nPlease tell me, is it possible to make a request to make the entities \"transport-belt\", \"underground-belt\" and \"splitter\" updatable and assign the \"energy_source\" parameter to their prototypes? \n \nThanks!", "date": "2024-12-23T12:37:52+00:00", "quotes": [ { "author": "Rseding91 wrote: Mon Dec 23, 2024 11:08 am", "content": "" } ] } ]
3
2024-12-23T01:10:38-06:00