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25
forum-topic-127424
127424
[2.0.39] Legendary Refined Concrete when put down and removed reverts to common
Duplicates
https://forums.factorio.com/viewtopic.php?t=127424
Omzig
funny thing, i find it difficult to blueprint legendary concrete so that i can use it up instead of destroying it, but i cannot seem to make a blueprint that will use it. The only thing that i can find that will stamp down the quality stuff is my person.
[ { "author": "Muche", "content": "Duplicate of 122146 Tiles ignore quality .", "date": "2025-03-12T14:46:45+00:00", "quotes": [] } ]
1
2025-03-12T06:01:04-05:00
forum-topic-120089
120089
Serious Question: Can Gleba not be idle?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=120089
JackTheSpades
I'm not talking about the spoilable things sitting on belts. I generally understand that any setup needs to be "self purging" of spoilage and you can use normal assembly machines to make your first batch of Yomako Mash and Nutrients to kickstart things... But what about the eggs? In general, if I want to turn the factory off I can just use a signal to the tree farms to leave the fruit trees alone and not harvest them. They will remain unspoiled and ready to harvest forever. Basically like a buffer chest. But the Pentapod Eggs need to be recycled every ~15 minutes or they hatch and when (not if) they hatch the system is completely deadlocked since you need to manually fetch new eggs to restart it. But recycling them need Nutrients, which spoil. You could craft Nutrients from Spoilage on demand every time but this would take a TON of spoilage and with the factory in "idle" you will run out soon with no means to replenish it. So unless I'm missing something the factory can never be idle, it need to constantly harvest and produce spores, driving evolution more and more. The only way to be idle would be to destroy all your eggs and then fetch new ones when you want to start the factory up again.
[ { "author": "mmmPI", "content": "You can restart eggs production by recycling biochamber \nYou can restart nutrient production by transforming spoilage \n \nCombined those allow to let the factory \"idle\" if you wish.", "date": "2024-11-06T14:29:24+00:00", "quotes": [ { "author": "Jac...
15
2024-11-06T08:23:14-06:00
forum-topic-102327
102327
[REQUEST] Sapling tree graphics
Texture Packs
https://forums.factorio.com/viewtopic.php?t=102327
FuryoftheStars
I'm editing one of the tree sapling mods and am almost done. Something I'd like to expand upon with the original is different growth stages of the saplings, but I'm no artist. Attached are the current sprites in use. What I'd like to get: A couple variants of sprouts (just coming out of the ground) A couple variants of saplings about half the size of the current ones A couple variants of saplings about halfway in size between the current ones and the full grown trees If you want to provide other size variants in-between, or more variations than what there already is/requested, I will not say no. If interested, please let me know here, via PM, or I should have the mod on the mod portal in the next few days to 1 week and will link to it from here (in case you are registered there but not here and don't want to register here). Thank you.
[ { "author": "FuryoftheStars", "content": "a month later… \n \nFigures. \n \n https://mods.factorio.com/mod/TreeSaplings-Redux", "date": "2022-05-31T06:47:59+00:00", "quotes": [ { "author": "FuryoftheStars wrote: Tue May 03, 2022 9:38 pm", "content": "" } ] } ]
1
2022-05-03T16:38:57-05:00
forum-topic-62426
62426
Unofficial Factorio Web API Documentation
Development tools
https://forums.factorio.com/viewtopic.php?t=62426
Artentus
As you may or may not know, Factorio has a Web API that allows developers of 3rd party software to do such things as: log in, download mods, search for game servers or download Factorio updates. However, this API is not officialy documented, and so whenever a dev wants to use any of it they have to reverse engineer it for themselves. I, too, was one of these devs. When writing my mod manager ModMyFactory I learned how the API worked. Now, I had the idea that I could make it a great deal easier for other devs in the future by sharing my knowlege of the API, so they may not have to do what I did back then. That is why I have created an unofficial API documentation over at my GitHub . It is detailed, fully interactive, contains examples and can be found here: https://artentus.github.io/FactorioApiDoc/ Special thanks to Danacus for helping me create this. As is the nature with unofficial solutions, the docs may not be complete or 100% correct. If you are a developer and find anything missing or a mistake, please help us out and contribute over at GitHub. For example we are currently missing some information about the matchmaking API, and none of us two have actually ever used it so we don't know how to fill it in. Help would be greatly appreciated.
[ { "author": "", "content": "Why aren't you using/improving the documentation hosted on the wiki: https://wiki.factorio.com/Category:Technical ? I saw Danacus improving that, so I don't understand why you are rehosting it.", "date": "2018-09-08T17:33:24+00:00", "quotes": [] }, { "author": "...
2
2018-09-08T11:27:12-05:00
forum-topic-123035
123035
Factorio Forums • [raiguard][2.0.22] Space connection drawn incorrectly
[Modded] A space-connection created between to planets doesn't cross direction above the sun If the shortest connection between the two planets (possibly with the same magnitude) (for example planet1.orientation = 0.1 & planet2.orientation = 0.9) would cross above sun it is instead drawn around the bottom of the sun. Screenshot 2024-11-26 230744.png (152.93 KiB) Viewed 900 times
[ { "author": "", "content": "Thanks for the report, this has been fixed for 2.0.34.", "date": "", "quotes": [] } ]
1
forum-topic-39570
39570
Most chunks blacked out in map.
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=39570
mooklepticon
This was a fun one. Loaded my game and got the below stuff. Mod list attached. Can zip if needed. 2017-01-07_20-41-09.png (175.37 KiB) Viewed 2052 times
[ { "author": "", "content": "Can you reproduce it?", "date": "2017-01-08T02:56:40+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "No, sadly. I reloaded several times from the original save, it's fixed every time. Played some, saved and loaded and it's fixed. \n \nNow tha...
3
2017-01-07T20:43:55-06:00
forum-topic-32046
32046
it has to be said....
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=32046
alphamax86
Hi all, Am i really the only one here who thinks the Mod portal SUCKS ASS it is so much worse than the " http://www.factoriomods.com/ " page was and lets be honest that was one big mess... bud this mod portal is so much much much worse Just had to say it sorry very much love the game though
[ { "author": "", "content": "I trust the mod portal will evolve as Factorio evolves. I'm sure Factorio v0.1 was a lot crappier than it is now, and look at the hell of a game it is now", "date": "2016-09-02T16:58:15+00:00", "quotes": [] }, { "author": "Nexela", "content": "While the mod po...
19
2016-09-02T11:35:50-05:00
forum-topic-123654
123654
Move get_item_localised_name from the quality mod to core utils
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=123654
LuziferSenpai
Hey, the function get_item_localised_name from the quality mod is awesome, but it would be even better if it was a utils function. Greetz, Luzifer
[ { "author": "PennyJim", "content": "That would force the get_prototype function to be in util and that's honestly the one I feel needs to be in there more \n \nBut yeah I do think they are simple and useful enough functions to deserve to be canon utilities", "date": "2024-12-03T21:06:26+00:00", "qu...
4
2024-12-03T14:59:14-06:00
forum-topic-119969
119969
Remove ability for inserters to interact with the beacons
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=119969
Hares
TL;DR Inserters should not be able to insert modules into beacons and, more importantly, remove them. What? Literally "What?". "What?" was my first thought when I saw them doing so. So many times rotating an inserter ended up with it grabbing out a module or two and putting them in the belt or getting stuck in its hand. Why? WHY do you think it increases the value of Factorio as a game? Exactly. WHY this interaction is in the game in the first place? No other entity can interact with the modules in such way, and there's literally no reason to do so. Beacons don't consume less energy when they have no modules, and construction robots (especially in 2.0) can add/change/remove modules easily via upgrade planner (or even Ctrl+C/Ctrl+V).
[ { "author": "Tinyboss", "content": "But the buildings in their area of effect do use less energy without (speed/prod) modules. And inserters can be automated with the circuit network. The point is to allow a factory to choose automatically and dynamically which modules to use. \n \nAs an example off the top...
9
2024-11-05T12:51:57-06:00
forum-topic-103578
103578
Mod Pack String (proposal)
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=103578
Hornwitser
Mod Pack String is a string format I'm proposing for exchanging a complete mod pack setup between client and server tools that deal with mods. They are similar to Blueprint Strings and for example allow a user to easily transfer a pack of mods including the mod settings between different mod and server managers. Basic Format A Mod Pack String is a JSON structure that has been compressed with zlib deflate and then base64 encoded. This is very similar to blueprint strings except there's no version byte in front. The root of the JSON structure is a ModString object containing all of the information of the mod pack. Note that all fields documented here are required to be present unless explicitly marked optional. ModString object name <string> - The name of this mod pack. Should not be an empty string. description <string> - A description for this mod pack. May be an empty string if the user provides no description for this mod pack. factorio_version <string> - The exact version of Factorio this Mod Pack String was made for, i.e. 1.1.68. Partial versions like 1.1 should not be used. mods <ModEntry[]> - Contains an array of ModEntry objects defining the mods of this mod pack. The order of the mods is unspecified and must not be relied upon. Multiple mod entries with the same name must not be present in the array. The builtin base mod should always be present in the array. The builtin core mod should not be present in the array. settings <object> - Contains ModSettings objects under the "startup", "runtime-global" and "runtime-per-user" keys which defines the mod settings used in this mod pack and correspond to the three scopes a mod setting may be present under in the game. startup <ModSettings> - Startup settings for mods. runtime-global <ModSettings> - Map settings for mods, this is only relevant when creating a new save. runtime-per-user <ModSettings> - Per player settings for mods, this is only relevant when creating a new save. ModEntry name <string> - Internal name of the mod, this is the value of the "name" field in the mod's info.json file. enabled <boolean> - If the mod should be loaded. Including a mod that is not loaded has two use cases: To disable the base mod that is bundled with the game, and to provide optional mods in a mod pack that a user can easily choose to enable or not. This field should not be used for dumping all the disabled mods a user may have in their mods folder into a mod pack. version <string> - Version of the mod, this is the value of the "version" field in the mod's info.json file. sha1 <string> (optional) - 40 lower case hex digits representing the SHA1 digest of the mod's zip file. If present this should be used to validate the integrity of the mod. ModSettings Object mapping mod setting names to <ModSetting> objects, the property names correspond to the internal name mods have defined and access the setting under. If there are no settings for this scope then this is an empty object. setting-name <ModSetting> (optional) - Value for the mod setting of the given name. ModSetting The value of a mod setting is an object containing the single property "value" with the actual value of the setting. This mirrors how the game serialize mod settings into mod-settings.dat. value <boolean|number|string|object> - Value of the mod setting. JSON Schema A complete description of the format follows in JSON Schema. Code: Select all { "$id": "ModString", "$defs": { "ModEntry": { "type": "object", "required": ["name", "enabled", "version"], "properties": { "name": { "type": "string" }, "enabled": { "type": "boolean" }, "version": { "type": "string", "format": "^\\d+\\.\\d+\\.\\d+$" }, "sha1": { "type": "string", "format": "^[0-9a-f]{40}$" } } }, "ModSetting": { "type": "object", "required": ["value"], "properties": { "value": { "type": ["boolean", "number", "string", "object"], "properties": { "r": { "type": "number" }, "g": { "type": "number" }, "b": { "type": "number" }, "a": { "type": "number" } } } } }, "ModSettings": { "type": "object", "additionalProperties": { "$ref": "#/$defs/ModSetting" } } }, "type": "object", "required": ["name", "description", "factorio_version", "mods", "settings"], "properties": { "name": { "type": "string" }, "description": { "type": "string" }, "factorio_version": { "type": "string", "format": "^\\d+\\.\\d+\\.\\d+$" }, "mods": { "type": "array", "items": { "$ref": "#/$defs/ModEntry" } }, "settings": { "type": "object", "required": ["startup", "runtime-global", "runtime-per-user"], "properties": { "startup": { "$ref": "#/$defs/ModSettings" }, "runtime-global": { "$ref": "#/$defs/ModSettings" }, "runtime-per-user": { "$ref": "#/$defs/ModSettings" } } } } } Creating Mod Pack Strings The simplest way to create a mod pack string is to inspect game.active_mods, settings and player.mod_settings from the Lua API while the game is running, and then build a JSON table from those. As an example, the following command will print a mod pack string of the currently loaded mods to the client/server log file: Code: Select all /command local modpack = { name="pack", description="", factorio_version=game.active_mods.base, mods={}, settings={ startup={}, ["runtime-global"]={}, ["runtime-per-user"]={} } } for n, v in pairs(game.active_mods) do table.insert(modpack.mods, { name=n, enabled=true, version=v }) end local function set(settings, scope) for n, v in pairs(settings) do modpack.settings[scope][n] = v end end set(settings.startup, "startup") set(settings.global, "runtime-global") if game.player then set(game.player.mod_settings, "runtime-per-user") else set(settings.player, "runtime-per-user") end log(game.encode_string(game.table_to_json(modpack))) It is possible to create a modpack string by inspecting the mods in the mods directory along with mod-list.json and mod-settings.dat, but this should be avoided because it has the major drawback that mod-settings.dat contains all settings for all mods ever loaded (unless it was freshly created). Another option is to recreate the Lua settings stage and run it for all enabled mods and then use the resulting settings prototypes, but that is rather involved to set up. Applying Mod Pack Strings To apply a Mod Pack String to a mods folder, obtain any missing mods from The Mod Portal API , then replace mod-list.json such that it enables mods enabled in the mod pack string and disabled all other mods. Then update mod-settings.dat ( a description of the format is on the wiki ) by overwriting any settings defined in the modpack and leaving the rest untouched. The structure of the settings key mirror that of the structure of the mod-settings.dat file. Once done Factorio should start up with the same mods and settings as the mod pack. Editing Mod Pack Strings The goal of the Mod Pack string is to contain only what's necessary to recreate a given configuration of mods and their settings, and for this reason it does not contain enough information to effectively edit it on its own. Therefore the best approach to edit a mod pack string is to download all the mods in it in order to extract the necessary dependency and settings prototype information from the mods to then build a UI and edit tools from that. While it would be possible to include this information in the mod pack string it would bloat the string and the information would be of little use because as soon as any mods are added, updated or removed it's no longer valid. Software Supporting Mod Pack Strings Nothing that I know of. I'm currently working on mod management for Clusterio which will support importing and exporting Mod Packs with strings as defined here. Feel free to add support for mod pack strings in your own software, if you have any suggestions, issues, or know about something using mod pack strings please let me know. Changes 2024-01-21: Added color-setting values to the JSON schema.
[]
0
2022-09-26T16:57:44-05:00
forum-topic-119846
119846
LuaPlayer::physical_vehicle is not MapPosition
Resolved Requests
https://forums.factorio.com/viewtopic.php?t=119846
PennyJim
LuaPlayer::physical_vehicle is listed as a MapPosition, that is simply not true Also why does `player.character.vehicle` not return the same thing? I'll be making a separate bug report for that though. ( 119848 )
[ { "author": "randomflyingtaco", "content": "Seconding, since it is a LuaEntity\n \n \n \n 11-19-2024, 23-42-04.png (91.61 KiB) Viewed 170 times", "date": "2024-11-20T05:43:46+00:00", "quotes": [] }, { "author": "", "content": "This was fixed at some point.", "date": "2025-03-14T17:49...
2
2024-11-04T18:05:32-06:00
forum-topic-3762
3762
Peace with Aliens - Page 7
Development Proposals
https://forums.factorio.com/viewtopic.php?t=3762&start=120
Foreros
I remember that insects can be "tamed", after all. Bees and few kinds of other insects can be trained to act differently with its owner and so you can act similarly with these insect-like aliens. If you teach them that harm you is worse than interact with you, this will let you a new level of game.
[ { "author": "uliks", "content": "Basically there is nothing to give aliens instead of pollution . If we could create with factories happy environment then meybee it could be other story. But this game is to much straight forward pollutional.", "date": "2017-05-04T20:17:47+00:00", "quotes": [] }, ...
19
2014-05-21T02:31:58-05:00
forum-topic-124986
124986
Ability to change PlanetPrototype.player_effects during runtime
Won't implement
https://forums.factorio.com/viewtopic.php?t=124986
Senpai1337
Copying the template from the ideas and suggestions area. TL;DR The property PlanetPrototype.player_effects should likely be moved to LuaPlanet or LuaSurface that way modders can update the effects without needing to restart the client. What? player_effects is used by space age to give Gleba a constant rain, as well as Aquilo a nice snowy effect. It's very nice to use and very performant. Why? Not being able to change it live makes it difficult to implement any kind of weather system. Even just having the ability to change the opacity or something would be a big plus over what's there currently. Ideally more of these surface effects should be moved to LuaPlanet or LuaSurface to allow for implementing a weather system, but I also understand that's probably a bigger ask. These appearance settings, while they don't directly affect gameplay, I believe should be considered similar, if not the same, to LuaSurface.map_gen_settings . Also, and I realize this might need to be a new thread, it would be nice if PlanetPrototype.persistent_ambient_sounds was also moved / made available to change.
[ { "author": "", "content": "Sorry but I don't see this ever happening. Those things are prototype defined and not save/load/changeable runtime. So, \"moving them to LuaPlanet\" makes no sense in the state they are.", "date": "2024-12-30T20:48:30+00:00", "quotes": [] }, { "author": "curiosity...
4
2024-12-23T01:02:05-06:00
forum-topic-111358
111358
[Solved] [1.1.104] [Modded] Desync when joining multiplayer game or within a few minutes
Desyncs with mods
https://forums.factorio.com/viewtopic.php?t=111358
Oniguro
Since the Desyncs with mods subforum seems locked, I'll post this here in the hopes anyone can help us. After starting a new game with the HEAVILY MODDED Modpack it went fine for ~200 hours before we've suddenly started getting desyncs, first sometimes but after a while right away when one person was joining the hoster (switching host also didn't work). We've been trying to figure out which mod might be the cause but we haven't been able to get any closer to a solution. At this point we've disabled a ton of mods that we weren't using in the hopes it would help (it did, but only a little and only sometimes). Even when we thought it might be LTN, so we disabling the entire mod but no luck. So right now we're just playing in turns I first posted on the HMM page itself but it's been over 2 weeks with no response. I've uploaded the latest desync report to Dropbox, it can be found here . While writing all of this and checking some of the desync reports that I have I noticed that the following line was often before the first line containing desync information: 118.346 Script @_heroturrets_/control.lua:470: control.local_on_start So I'll be checking with my brother as soon as possible if it's perhaps this mod that's causing the issues. (I'll update this part once I know more) If you need any info, please let me know and I'll try to help as much as possible!
[ { "author": "Oniguro", "content": "Okay, so it seems we were able to pinpoint the issue. \nIt seems to have been the belt balancer mod , especially the part in the added screenshot.\n \n \n \n Factorio 1.1.104 - 2024-02-19 07_15_24-005674.png (859.75 KiB) Viewed 1444 times \n \n \nWhen they are not too loa...
2
2024-02-17T12:42:56-06:00
forum-topic-17734
17734
New types of vehicles (train, tank, car, plane, ship...)
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=17734
This is a collection of ideas about new vehicles. Flying vehicles There are ideas about introducing planes/Zeppelins or ships/boats viewtopic.php?f=6&t=3973 planes and such viewtopic.php?f=6&t=7750 Flying buildings viewtopic.php?f=6&t=7798 Air Transportation viewtopic.php?f=6&t=8620 Whater Vehicles Ship viewtopic.php?f=33&t=8838 Zeppelins! viewtopic.php?f=6&t=8955 Planes! (specifically mentioning gyrocopters) viewtopic.php?f=6&t=12731 Airships viewtopic.php?f=80&t=14024 Boats viewtopic.php?f=80&t=14121 Planes viewtopic.php?f=6&t=32599 Airships viewtopic.php?f=6&t=33864 One bigger logistic robot = "logistic ship" viewtopic.php?f=6&t=35885 Better motion: Helicopters viewtopic.php?f=6&t=43882 Cargo Airships? Tanks or Cars viewtopic.php?f=6&t=1111 Flamethrower car viewtopic.php?f=6&t=2240 vehicle and building ideas viewtopic.php?f=6&t=3722 New Vehicles viewtopic.php?f=6&t=5468 Road-rail vehicle viewtopic.php?f=6&t=6033 more cars viewtopic.php?f=6&t=12837 Logistics in vehicles. viewtopic.php?f=6&t=13291 Mobile Construction Vehicle viewtopic.php?f=6&t=26790 the "Build"Dozer... viewtopic.php?f=6&t=27823 Drill Bore Vehicle suggestion viewtopic.php?f=6&t=29032 Expeditionary Tank viewtopic.php?f=6&t=38557 Tree Crusher Machine. viewtopic.php?f=6&t=45431 Deforester vehicle And see bulldozer mod below! About Trains (locomotive, wagon) General ideas about new types: viewtopic.php?f=6&t=1512 My observations from playing the game (Trains/wishlist) - very old, but quite interesting and actual viewtopic.php?f=6&t=2848 Enrichment of train-stuff, and other viewtopic.php?f=6&t=3309 Additions to the train system. viewtopic.php?f=67&t=8973 Electric locomotives ☸ viewtopic.php?f=6&t=9291 More wagons types [Roboport, Turret, Battery, Logistic...] viewtopic.php?f=6&t=16492 Multipurpose modular platform wagons viewtopic.php?f=6&t=23261 Aditional Rail Features viewtopic.php?f=6&t=28399 RoboCart / Logistic Trains viewtopic.php?f=6&t=33982 Way to load car/tank to train. viewtopic.php?f=6&t=34293 New types of trains viewtopic.php?f=6&t=43884 Idea: Steam, Diesel and Electric locomotives viewtopic.php?f=6&t=47472 Trains: Flatbed Wagon viewtopic.php?f=6&t=50113 Steam/diesel locomotives This is an important problem: There is a difference between vertical and horizontal train length: viewtopic.php?f=6&t=16464 Train length [wagon, locomotive] viewtopic.php?f=5&t=17795 Train car length changes depending on orientation? viewtopic.php?f=6&t=23261 Aditional Rail Features Fluids with trains There are very detailed overview about introducing fluid transport (tank-wagons or barrelling): viewtopic.php?f=80&t=15330 Transport of Fluids/Liquids via Barrels or Tank Wagons Newer suggestion: viewtopic.php?f=6&t=28101 Water Reservoir / Fluid Transfer System viewtopic.php?f=6&t=28143 fluid barrels Electric trains / Electric vehicles ... todo ... Most suggested, when talking about new train types, so see above! Meanwhile use this search: search.php?keywords=%22electric%2Btrain ... d%5B0%5D=6 New suggestions: viewtopic.php?f=6&t=31220 electric trains viewtopic.php?f=6&t=45643 Modern Trains Here related: viewtopic.php?f=6&t=17053 Make moving objekts acceppt Power from The Grid With the new vehicle grid this idea changes to: viewtopic.php?f=6&t=31616 Let Vehicle Grid tap the engine for electricity viewtopic.php?f=6&t=31760 Electric transport ideas viewtopic.php?f=6&t=32365 Electric Trains Steam Engine Trains viewtopic.php?f=6&t=20616 Steam Engines for Railroads viewtopic.php?f=6&t=21927 Electric and Steam Train viewtopic.php?f=6&t=32596 Steam Locomotives (and much more) Armored trains viewtopic.php?f=71&t=332 Train cars, armored vehicles, nuclear power, and more viewtopic.php?f=6&t=823 Artillery viewtopic.php?f=6&t=4200 Comprehensive overview of how artillery could be implemented viewtopic.php?f=6&t=21350 Gun Wagons viewtopic.php?f=6&t=22678 Things I would like with trains viewtopic.php?f=6&t=26118 train wagons - gun wagon and roboport wagon viewtopic.php?f=6&t=28140 Laser Cart Related list: viewtopic.php?f=6&t=823&p=34941#p34902 New types of transport (transport without vehicles) viewtopic.php?f=6&t=7977 Ropeway conveyor above the factory... viewtopic.php?f=5&t=13200 Discussing the (missing?) 4th type of transport! Teleport: todo (important distinction between item-transport and character transport!) Related viewtopic.php?f=6&t=2851 A Bulldozer viewtopic.php?f=6&t=9658 An early-game way to easily remove Trees is needed viewtopic.php?f=14&t=9341 Bulldozer MOD viewtopic.php?f=14&t=9478 RoadTrain MOD (aka Trailers) viewtopic.php?f=6&t=3196 Bulldozer to fill in water tiles viewtopic.php?f=6&t=1351 Moving Fortress viewtopic.php?f=6&t=3072 Outpost logistics viewtopic.php?f=6&t=3882 Low volume, long range, low infrastructure goods transport Graphical viewtopic.php?f=6&t=12587&hilit=vehicle * Character Customization (also valid for vehicles) About Fuel viewtopic.php?f=6&t=12770 Wood and coal fuel should yield less power and top speed viewtopic.php?f=6&t=12772 Diesel. Liquid fuel instead of solid fuel viewtopic.php?f=6&t=17053 Make moving objekts acceppt Power from The Grid Roads and tracks viewtopic.php?f=6&t=10315 Roads/streets as steering guide. Cars will try to stay on it ... todo ... Modular Vehicles viewtopic.php?f=6&t=2241 Vehicles from parts viewtopic.php?f=6&t=3399 Custom vehicles and turrets like the modular armor viewtopic.php?f=6&t=5463 Modular Tanks viewtopic.php?f=6&t=7233 Modular Tanks Expansion viewtopic.php?f=6&t=13286 Modular Vehicles viewtopic.php?f=6&t=17645 Modules for vehicles (Equipment, PowerSuit for vehicles) viewtopic.php?f=6&t=21287 more combat option:Modular Combat Vehicle w/ remote control? viewtopic.php?f=6&t=25593 Vehicles should get power armor slots viewtopic.php?f=6&t=29775 Modular Vehicles + Vehicle Assembler. viewtopic.php?f=6&t=30821 modular train viewtopic.php?f=6&t=46631 Make the upcoming artillery wagon modular Remote control viewtopic.php?f=6&t=6885 I like tanks. The new tanks are awesome. (Remote control of many vehicles at once) Far related viewtopic.php?f=6&t=7792 Filters (Stack Filters for all Vehicles) viewtopic.php?f=80&t=15326 Stack Filters for Chest, Vehicles and others viewtopic.php?f=6&t=7475 Large and Heavy items viewtopic.php?f=6&t=8161 Items, too big for the inventory viewtopic.php?f=6&t=18262 Vehicle Assembly Plant / no hand crafting of tanks / trains viewtopic.php?f=6&t=5263 New Biomes And New Kinds Of Playing ( use of tanks , roads ) viewtopic.php?f=6&t=12663 Garage loader/unloader, parking lot viewtopic.php?f=6&t=16509 Whistle for when train is about to depart viewtopic.php?f=6&t=13979&hilit=wagon+tank%2A Add physics to Trains, and support for more Wagon options viewtopic.php?f=6&t=3383 multiple planets,bridges,vehicles and more recources viewtopic.php?f=6&t=2247 Chest-on-a-belt viewtopic.php?f=80&t=17734 New types of vehicles (train, tank, car, plane, ship...)
[ { "author": "dapullia", "content": "Steam Powered Railroad Engines + Support Cars to Operate them as first step into railroads instead of the current Diesel Electric Engine: viewtopic.php?f=6&t=20616#p129506", "date": "2016-03-12T05:59:16+00:00", "quotes": [] }, { "author": "", "content...
4
2015-11-12T06:00:30-06:00
forum-topic-125010
125010
Make prototype.output_slots >1 useful
Already exists
https://forums.factorio.com/viewtopic.php?t=125010
ownlyme
viewtopic.php?f=23&t=125005&p=655063 It may not be a bug, but can we do something about it so prototype.result_inventory_size = 2 or higher is actually good for anything?
[ { "author": "", "content": "The only reason to have it be > 1 is for recipes that produce > 1 result.", "date": "2024-12-23T15:13:44+00:00", "quotes": [] } ]
1
2024-12-23T08:11:13-06:00
forum-topic-104430
104430
Put the release notes on the download page
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=104430
silverdev2482
Add the release notes on the download page or a link to the download page. TL;DR Put the release notes on the download page. What ? I suggest putting the release notes as a link or the whole list in the text boxes on the release page. Putting the whole list may take up too much space so a link may be a better option Here is what I would think for the release page should look like. Download Factorio - Experimental - 1.1.74 This is the cutting edge "experimental" version. There might be some nasty bugs. Use on your own risk. Be sure to report bugs on our forum! If you are running a server, you can use this link to always download the latest experimental version. Release Notes (per platform download option available here) As for why I'm asking, for some reason I was on the release page, probably to recommend the demo to a friend. I looked and saw an option for experimental. I wondered what the differences were and got confused for the next 30 seconds looking for the release notes an figured out they were on the forum. In my opinion that isn't the best site design and in some capacity the release notes should be available on the download page. Note for mods: I'm not sure where suggestion for the website should go. The only other valid option seems to be the thread "this forum" however I hesitantly decide this would be a better place to put it.
[ { "author": "silverdev2482", "content": "Using the power of inspect element, grim (a screen shotting tool for wayland), and gimp to crop off my other moniter I have made what I think it should look like \n \nNormal website \n \n \n \nWhat it might look like", "date": "2022-12-14T21:56:18+00:00", "qu...
2
2022-12-14T15:32:00-06:00
forum-topic-124919
124919
Attachment limit is actually 30 MB
This Forum
https://forums.factorio.com/viewtopic.php?t=124919
tinker9
On the forums attachment screen, it says the attachment limit is 1GB. But the "how to report a bug" post viewtopic.php?f=7&t=3638 suggests it is 30 MB. It's also confusing because there is no error message for a large attachment, it just simply doesn't appear. Screenshot 2024-12-22 at 17.19.14.png (218.73 KiB) Viewed 575 times
[]
0
2024-12-22T01:22:16-06:00
forum-topic-117342
117342
[2.x/Space Age] The old map view was much better!
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=117342
FritzHugo3
The old map view was much better! 01. why can't you zoom in when the game is paused, you could look around and plan without being attacked! 02. i can instand mine ghosts, except now on the new map, it makes no sense to mine ghosts as if they were real! You have great innovations in Space Age but unfortunately destroyed a lot of useful functions in the process.
[ { "author": "DarkShadow44", "content": "I never even used the pause, AFAIK game simply isn't designed around being able to pause anytime. \n \n\nYes it does. It allows you to intuitively interact with the world remotely. \n \nYou have yet to provide reasons as to why the old one was better, and which functi...
16
2024-10-25T00:08:52-05:00
forum-topic-86365
86365
[twinsen] [0.18.32] DNS/hostname with both IPv6 and IPv4, uses only IPv4, when using --mp-connect or GUI
Minor issues
https://forums.factorio.com/viewtopic.php?t=86365
movax20h
It is a rather minor issue, but. Code: Select all 0.173 2020-06-25 20:34:55; Factorio 0.18.32 (build 52799, linux64, alpha) 0.338 Operating system: Linux (Debian testing) I have a headless server running on IPv6 only, using `--bind [::1]:8181--rcon-bind [::1]:8182` When I try to connect to it using `factorio --mp-connect localhost:8181`, or use "localhost:8181" in the GUI to connect, factorio only tries 127.0.0.1 for the network address: Code: Select all 88357.782 Joining game IP ADDR:({127.0.0.1:8181}) Which does fail with the error eventually. It never tries IPv6 first (despite this being my configuration AFAIK), or fallbacks to other addresses after IPv4 failed. My configuration is very standard and not modified from default: Code: Select all $ getent hosts localhost ::1 localhost ip6-localhost ip6-loopback $ Code: Select all $ getent ahosts localhost ::1 STREAM localhost ::1 DGRAM ::1 RAW 127.0.0.1 STREAM 127.0.0.1 DGRAM 127.0.0.1 RAW $ getent ahostsv4 localhost 127.0.0.1 STREAM localhost 127.0.0.1 DGRAM 127.0.0.1 RAW 127.0.0.1 STREAM 127.0.0.1 DGRAM 127.0.0.1 RAW $ getent ahostsv6 localhost ::1 STREAM localhost ::1 DGRAM ::1 RAW Code: Select all $ cat /etc/hosts | grep localhost 127.0.0.1 localhost debian ::1 localhost ip6-localhost ip6-loopback $ Code: Select all $ grep hosts /etc/nsswitch.conf hosts: files mdns4_minimal [NOTFOUND=return] dns myhostname mymachines $ (files mean to check `/etc/hosts.conf` first, before trying DNS resolves are configured in `resolv.conf` - standard behavior). Code: Select all $ egrep -v '^#' /etc/gai.conf $ Code: Select all $ cat /etc/host.conf multi on # If set to on, the resolver library will return all valid addresses for a host that appears in the `/etc/hosts` file, instead of only the first. Code: Select all $ host localhost localhost has address 127.0.0.1 localhost has IPv6 address ::1 $ I am guessing when there are multiple results for the host, factorio uses just the first one. I would suggest to trying all in order returned by the resolver? Similar to how web browsers maybe do it? If the system doesn't have IPv6 available (this can be tested by opening the socket to destination - if there are no route to it or the protocol is disabled system wise, it will fail opening in `connect` immedietly, with `ENETUNREACH` error), the testing can be skipped. Otherwise factorio could be trying all address in the system default order, and only return back an error if all addresses failed? But there must be more to it, because even if I change the gai.conf to: Code: Select all $ egrep -v '^#' /etc/gai.conf label ::1/128 0 # IPv6 localhost will be returned first label ::/0 1 label 2002::/16 2 label ::/96 3 label ::ffff:0:0/96 4 # IPv4 in "tunneled IPv6 form", will be returned, but last precedence ::1/128 50 precedence ::/0 40 precedence 2002::/16 30 precedence ::/96 20 precedence ::ffff:0:0/96 10 $ it still doesn't work (factorio is still trying IPv4 address by default). Similarly, if I use, ask DNS resolver (which is not used for `localhost`, because it is handled by hosts resolver), to return tunneled form for IPv4 addresses, it still doesn't. Code: Select all $ cat /etc/resolv.conf nameserver 2001:1620:2777:1::10 nameserver 2001:1620:2777:2::20 options inet6 # Ask `gethostbyname` to do AAAA query before A query, and wrap IPv4 addresses (A records) as "tunneled form" back to app if there are no AAAA records. AFAIK it is ignored by `getaddrinfo`, which requires explicit `AI_V4MAPPED` in the app for same functionality. If I change the `/etc/hosts` to only list IPv6 for localhost it does work: Code: Select all # cat /etc/hosts 127.0.0.1 ipv4-localhost debian ::1 localhost ip6-localhost ip6-loopback # Connect using "localhost": Code: Select all 13.228 Joining game IP ADDR:({[::1]:34197}) So I think still it has something to do with only trying the first address. I know in reality if the factorio server has DNS address (and clients asked to use it), the factorio server process should listen on all IP addresses exposed via this DNS address, so any address would work (not doing so would be a server misconfiguration really). The problem is it is not totally possible with factorio headless server. It can only listen on ALL (current and future) interfaces (using `--port`), or on only one (via `--bind`). For non-public server, it doesn't is exactly a good option, because it forces one to listen on all interfaces or one. However I do think the factorio is not respecting current standards: RFC 6724: https://tools.ietf.org/rfc/rfc6724.txt - Default Address Selection for Internet Protocol Version 6 (IPv6) (obsoletes RFC 3484) RFC 3493: https://tools.ietf.org/rfc/rfc3493.txt - Basic Socket Interface Extensions for IPv6 (obsoletes RFC 2553) RFC 4291: https://tools.ietf.org/rfc/rfc4291.txt - IP Version 6 Addressing Architecture (obsoletes RFC 3513) RFC 4862: https://tools.ietf.org/rfc/rfc4862.txt - IPv6 Stateless Address Autoconfiguration (obsoletes RFC 2462) Quote from RFC 6724 , section 2: And more details about treatment of IPv4 and IPv6: "preferred" (in the RFC 4862) only means that they can be used unrestricted by the applications (i.e. they are not stale, or link-local). It doesn't determinine priority of which address to use. All "preferred" addresses (which is some set IPv6 and IPv4 addresses) are considered equal in this sense: From RFC 4862: A non-preferred address types are tentative addresses and deprecated address. These will not be used. It is more for the purpose of selecting the source address, not the destination address, or the host resolution priorities. As far as I know `getaddrinfo` in Linux (glibc 2.30 in my case), does respect this behaviors (as tested in other apps), but Factorio is not. It somehow feels factorio is using own non-glibc resolver, and/or sets own address sorting, and only tries the first address. It does appear factorio uses `getaddrinfo`, as I checked with gdb and ltrace: Code: Select all Thread 1 "factorio" hit Breakpoint 1, __GI_getaddrinfo (name=0x7ffd6deb5ca0 "localhost", service=0x7ffd6deb5cc0 "34197", hints=0x7ffd6deb5d10, pai=0x7ffd6deb5c88) at ../sysdeps/posix/getaddrinfo.c:2161 2161 in ../sysdeps/posix/getaddrinfo.c (gdb) bt #0 __GI_getaddrinfo (name=0x7ffd6deb5ca0 "localhost", service=0x7ffd6deb5cc0 "34197", hints=0x7ffd6deb5d10, pai=0x7ffd6deb5c88) at ../sysdeps/posix/getaddrinfo.c:2161 #1 0x0000000000ff69d8 in SocketAddress::SocketAddress () at /tmp/factorio-build-6v7ua5/src/Net/SocketAddress.cpp:117 #2 0x0000000000ff6b5b in NamedSocketAddress::resolve () at /tmp/factorio-build-6v7ua5/src/Net/NamedSocketAddress.cpp:12 #3 0x0000000001001164 in NamedSocketAddress::getAddress () at /tmp/factorio-build-6v7ua5/src/Net/NamedSocketAddress.cpp:5 #4 MultiplayerConnectSettings::getAddress () at /tmp/factorio-build-6v7ua5/src/Net/MultiplayerConnectSettings.cpp:27 #5 ClientRouter::joinGame () at /tmp/factorio-build-6v7ua5/src/Net/ClientRouter.cpp:40 #6 0x00000000011c3b22 in ClientMultiplayerManager::joinGame () at /tmp/factorio-build-6v7ua5/src/Net/ClientMultiplayerManager.cpp:271 ... (gdb) print *hints $4 = {ai_flags = 1024, ai_family = 0, ai_socktype = 2, ai_protocol = 0, ai_addrlen = 0, ai_addr = 0x0, ai_canonname = 0x0, ai_next = 0x0} (gdb) `ai_flags = 1024`, is equivelent to `ai_flags = AI_NUMERICSERV`, which is OK (it asks getaddrinfo to only resolve the `service` from string to integer, without checking service resolution, i.e. in `/etc/services` or DNS SRV). That is OK. `ai_family = 0` means `AF_UNSPEC`, which is also OK (return both AF_INET and AF_INET6). `ai_socktype = 2` means `SOCK_DGRAM`, that is OK. All is good, and if I trace it manually after the return: Code: Select all Thread 1 "factorio" hit Breakpoint 1, __GI_getaddrinfo (name=0x7ffd6deb5ca0 "localhost", service=0x7ffd6deb5cc0 "34197", hints=0x7ffd6deb5d10, pai=0x7ffd6deb5c88) at ../sysdeps/posix/getaddrinfo.c:2161 2161 ../sysdeps/posix/getaddrinfo.c: No such file or directory. (gdb) print pai $8 = (struct addrinfo **) 0x7ffd6deb5c88 (gdb) advance getaddrinfo 0x0000000000ff69d8 in SocketAddress::SocketAddress () at /tmp/factorio-build-6v7ua5/src/Net/SocketAddress.cpp:117 117 /tmp/factorio-build-6v7ua5/src/Net/SocketAddress.cpp: No such file or directory. (gdb) print **(struct addrinfo**)(0x7ffd6deb5c88) $17 = {ai_flags = 1024, ai_family = 10, ai_socktype = 2, ai_protocol = 17, ai_addrlen = 28, ai_addr = 0x4a996f0, ai_canonname = 0x0, ai_next = 0xae6dc10} (gdb) print *(**(struct addrinfo**)(0x7ffd6deb5c88))->ai_next $20 = {ai_flags = 1024, ai_family = 2, ai_socktype = 2, ai_protocol = 17, ai_addrlen = 16, ai_addr = 0xae6dc40, ai_canonname = 0x0, ai_next = 0x0} (gdb) print *(**(struct addrinfo**)(0x7ffd6deb5c88)).ai_addr $22 = {sa_family = 10, sa_data = "\205\225", '\000' <repeats 11 times>} (gdb) print *(*(**(struct addrinfo**)(0x7ffd6deb5c88))->ai_next).ai_addr $26 = {sa_family = 2, sa_data = "\205\225\177\000\000\001\000\000\000\000\000\000\000"} I can see glibc does return two addresses for "localhost", one IPv6 and one IPv4. Code: Select all "\205\225", '\000' <repeats 11 times> corresponds to (sockaddr_in6 value) of [::1]:34197 '\205\225\177\000\000\001...' corresponds to (sockaddr_in value) of 127.0.0.1:34197 (0205 * 256 + 0225 == 34197) (gdb) print ((**(struct addrinfo**)(0x7ffd6deb5c88)).ai_addr.sa_data)[/*port*/2+/*flow_info*/4+/*address_length*/16-1/*last_digit*/] $73 = 1 '\001' # 1 in `0000:0000:0000:0000:0000:0000:0000:0001` So factorio knows about both addresses, and as you can see glibc returns IPv6 as the first one.
[ { "author": "", "content": "For other developers: Factorio iterates all of the network adapters on a computer and finds the first IPv4 one it can, or falls back to IPv6. I'm not sure if it forces ipv6 if you use --bind. \n \nFrom all of my testing it's almost impossible to force Factorio to use IPv6 without...
16
2020-06-26T17:19:11-05:00
forum-topic-123398
123398
Come play with me
Multiplayer
https://forums.factorio.com/viewtopic.php?t=123398
gamesmaster879
Hi, I'm in the UK, currently playing quite a lot on my server which has a well-established base on Vulcanus, a functional space platform which can move between Nauvis and Vulcanus, and a discarded base on Nauvis (I left Nauvis, headed to Vulcanus, and haven't gone back). Come play with me! (I have about 900 hours of Factorio experience, but all but 50 hours of it are pre-Space Age)
[ { "author": "Hopscotch1337", "content": "I am looking for a mutliplayer session long ago, have completed space age and want to go bigger. \n \nAre you using any mods? \nIs your server dedicated or 24/7 online? \nDo you have any goals or just want to finishing space age? \n \nGreetings, \nhops", "date": ...
1
2024-11-30T14:42:46-06:00
forum-topic-91770
91770
[1.1.0] Error on headless server: Child 53 was terminated by signal 9, saving process crashed
Pending
https://forums.factorio.com/viewtopic.php?t=91770
luketyleruk
last of the script. 762.660 Info AsyncScenarioSaver.cpp:144: Saving process PID: 53 790.036 Error ChildProcessAgent.cpp:62: Child 53 was terminated by signal 9 790.047 Error Util.cpp:83: Attempting to create notice box in headless mode. Message: 'Saving process crashed.' 793.464 Info ServerMultiplayerManager.cpp:113: Disconnecting multiplayer connection. 793.464 Info ServerMultiplayerManager.cpp:780: updateTick(4294967295) changing state from(InGame) to(DisconnectingScheduled) 793.690 Info ServerMultiplayerManager.cpp:140: Quitting multiplayer connection. 793.690 Info ServerMultiplayerManager.cpp:780: updateTick(4294967295) changing state from(DisconnectingScheduled) to(Closed) 793.690 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/remove-game/8647461 794.010 Info UDPSocket.cpp:218: Closing socket 794.010 Info UDPSocket.cpp:248: Socket closed 794.010 Info UDPSocket.cpp:218: Closing socket 794.124 Info UDPSocket.cpp:218: Closing socket 794.124 Info UDPSocket.cpp:248: Socket closed 794.128 Goodbye
[ { "author": "", "content": "Post the complete log.", "date": "2020-11-24T15:35:28+00:00", "quotes": [] }, { "author": "luketyleruk", "content": "Code: Select all 0.002 2020-11-24 15:00:44; Factorio 1.1.0 (build 56997, linux64, headless)\n 0.070 Operating system: Linux (Debian 10)\n ...
9
2020-11-24T09:31:31-06:00
forum-topic-127157
127157
LuaSchedule::add_record insert index
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=127157
LuziferSenpai
Hey, it would be awesome if we could give the add_record option a index at which it should insert. Greetz, Luzifer
[ { "author": "", "content": "ok", "date": "2025-02-27T16:53:20+00:00", "quotes": [] } ]
1
2025-02-26T19:51:13-06:00
forum-topic-127227
127227
[2.0.37] Grey line next to car icon when in car
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=127227
Quezler
The button thingie for the car has a dark vertical line to the right of it, just make a fresh instance, create a new world and place a car:
[ { "author": "Quezler", "content": "the left side and bottom left corner of the production tab of assembling machines seem to have it too:", "date": "2025-03-03T09:33:00+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report. This is now fixed for the next release.", ...
2
2025-03-02T10:15:54-06:00
forum-topic-124974
124974
[2.0.28] Crash loading save - ElectricNetwork.cpp:633: Missing statistics.
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=124974
Zanko
Hello, Hello! My main save file has begun crashing upon trying to load it. No matter if it's _autosave1 or the manual save I made. If I load a very old save (first trip to fulgora) from 13 hours before, the game does load. I don't know how well redoing 13 hours of work sits with me however. The issue happens if mods are enabled or not. The mods I did have enabled at the time of "corruption"? were mostly quality of life, no big overhauls. I've searched the forum for similar incidents, and it seems this has happened before, viewtopic.php?t=109413 I don't believe that to be the issue in this case, but it seemed relevant as the crash message is the same. I have also tried: -Doing a memory test, checked out. -Validating my game files, save didn't load. -Reinstalling game, save didn't load -Restarting my PC, save didn't load. What was I doing before the crash? I don't know what really "caused it" but the game had been open for about 26 hours, and I was currently in the process of building/moving/creating new space platforms. Code: Select all 0.000 2024-12-22 17:25:23; Factorio 2.0.28 (build 81088, win64, steam, space-age) 0.000 Operating system: Windows 11 (build 22631) 0.000 Initializing Steam API. 0.000 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.000 Config path: C:/Users/wool9/AppData/Roaming/Factorio/config/config.ini 0.000 Read data path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/data 0.000 Write data path: C:/Users/wool9/AppData/Roaming/Factorio [289780/1907214MB] 0.000 Binaries path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/bin 0.013 System info: [CPU: AMD Ryzen 5 7600 6-Core Processor, 12 cores, RAM: 17850/130168 MB, page: 44537/138360 MB, virtual: 4352/134217727 MB, extended virtual: 0 MB] 0.027 Memory info: 0.027 [0]: Unknown CMK64GX5M2B6000C40 32768 MB 3600 MHz 1.1 v 0.027 [1]: Unknown CMK64GX5M2B6000C40 32768 MB 3600 MHz 1.1 v 0.027 [2]: Unknown CMK64GX5M2B6000C40 32768 MB 3600 MHz 1.1 v 0.027 [3]: Unknown CMK64GX5M2B6000C40 32768 MB 3600 MHz 1.1 v 0.056 Display options: [FullScreen: false] [VSync: true] [UIScale: manual-pixels (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: en] 0.355 Video driver: windows 0.355 Available displays: 3 0.356 [0]: \\.\DISPLAY1 - NVIDIA GeForce RTX 3090 {0x05, [0,0], 2560x1440, 32bit, 120Hz} 0.356 [1]: \\.\DISPLAY2 - NVIDIA GeForce RTX 3090 {0x01, [-1440,181], 1440x900, 32bit, 60Hz} 0.357 [2]: \\.\DISPLAY3 - NVIDIA GeForce RTX 3090 {0x01, [2560,7], 1920x1080, 32bit, 60Hz} 0.384 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: -1; d3dcompiler_47.dll 0.513 Initialised Direct3D[0]: NVIDIA GeForce RTX 3090; id: 10de-2204; driver: nvldumdx.dll 32.0.15.6590 0.513 D3D Feature Level: 11.1, DXGI 1.5+, SwapChain: 3,flip-discard,-,-,-,none 0.513 [Local Video Memory] Budget: 23558MB, CurrentUsage: 8MB, Reservation: 0/11907MB 0.513 [Non-Local Vid.Mem.] Budget: 64316MB, CurrentUsage: 0MB, Reservation: 0/32286MB 0.513 Tiled resources: Tier 2 0.513 Unified Memory Architecture: No 0.513 BGR 565 Supported: Yes 0.513 MaximumFrameLatency: 3, GPUThreadPriority: 0 0.513 Graphics settings preset: very-high 0.513 Dedicated video memory size 24326 MB 0.547 Desktop composition is active. 0.547 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality] 0.547 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWTl] [B:10,C:10,S:120] 0.574 [Audio] Driver:wasapi, Device:Default device, Depth:16, Frequency:44100, Channels:2, Interpolation:linear 0.661 Info ModManager.cpp:438: FeatureFlag expansion-shaders = true 0.661 Info ModManager.cpp:438: FeatureFlag freezing = true 0.661 Info ModManager.cpp:438: FeatureFlag quality = true 0.661 Info ModManager.cpp:438: FeatureFlag rail-bridges = true 0.661 Info ModManager.cpp:438: FeatureFlag segmented-units = true 0.661 Info ModManager.cpp:438: FeatureFlag space-travel = true 0.661 Info ModManager.cpp:438: FeatureFlag spoiling = true 0.663 Loading mod settings squeak-through-2 0.1.2 (settings.lua) 0.663 Loading mod settings AutoSwitchTechs 1.3.1 (settings.lua) 0.663 Loading mod settings even-distribution 2.0.2 (settings.lua) 0.664 Loading mod settings fluid-void-extra 1.6.0 (settings.lua) 0.664 Loading mod settings omnimatter_move_renasci 1.0.0 (settings.lua) 0.664 Loading mod settings pump 2.1.8 (settings.lua) 0.664 Loading mod settings cybersyn 2.0.16 (settings.lua) 0.664 Loading mod settings RateCalculator 3.3.5 (settings.lua) 0.664 Loading mod settings RitnWaterfill 1.5.3 (settings.lua) 0.665 Loading mod settings aai-containers 0.3.1 (settings.lua) 0.665 Loading mod settings loaders-modernized 0.7.8 (settings.lua) 0.665 Loading mod settings loaders-modernized 0.7.8 (settings-updates.lua) 0.667 Loading mod core 0.0.0 (data.lua) 0.716 Loading mod base 2.0.28 (data.lua) 0.935 Loading mod AutoSwitchTechs 1.3.1 (data.lua) 0.943 Loading mod elevated-rails 2.0.28 (data.lua) 0.969 Loading mod even-distribution 2.0.2 (data.lua) 0.978 Loading mod flib 0.16.0 (data.lua) 0.989 Loading mod fluid-void-extra 1.6.0 (data.lua) 1.000 Loading mod omnimatter_move_renasci 1.0.0 (data.lua) 1.008 Loading mod pump 2.1.8 (data.lua) 1.020 Loading mod quality 2.0.28 (data.lua) 1.045 Loading mod some-luaconsole 2.0.3 (data.lua) 1.054 Loading mod cybersyn 2.0.16 (data.lua) 1.064 Loading mod factoryplanner 2.0.16 (data.lua) 1.071 Loading mod RateCalculator 3.3.5 (data.lua) 1.079 Loading mod RitnWaterfill 1.5.3 (data.lua) 1.087 Loading mod space-age 2.0.28 (data.lua) 1.456 Loading mod aai-containers 0.3.1 (data.lua) 1.475 Loading mod loaders-modernized 0.7.8 (data.lua) 1.493 Loading mod base 2.0.28 (data-updates.lua) 1.509 Loading mod CleanFloor 2.0.0 (data-updates.lua) 1.521 Loading mod quality 2.0.28 (data-updates.lua) 1.548 Loading mod space-age 2.0.28 (data-updates.lua) 1.561 Loading mod loaders-modernized 0.7.8 (data-updates.lua) 1.575 Loading mod squeak-through-2 0.1.2 (data-final-fixes.lua) 1.591 Loading mod pump 2.1.8 (data-final-fixes.lua) 1.594 Script @__pump__/data-final-fixes.lua:4: Map of which extractors are usable for each fluid type: 1.594 Script @__pump__/data-final-fixes.lua:5: { ["basic-fluid"] = { extractors = { "pumpjack" }, fluids = { "crude-oil", "sulfuric-acid-geyser", "lithium-brine", "fluorine-vent" } } } 1.606 Loading mod cybersyn 2.0.16 (data-final-fixes.lua) 1.620 Loading mod aai-containers 0.3.1 (data-final-fixes.lua) 1.633 Loading mod loaders-modernized 0.7.8 (data-final-fixes.lua) 1.742 Checksum for core: 283742623 1.742 Checksum of base: 1505520187 1.742 Checksum of CleanFloor: 2254551355 1.742 Checksum of squeak-through-2: 1101572755 1.742 Checksum of AutoSwitchTechs: 1791776663 1.742 Checksum of elevated-rails: 3624276517 1.742 Checksum of even-distribution: 281457414 1.742 Checksum of flib: 728527376 1.742 Checksum of fluid-void-extra: 3230606643 1.743 Checksum of omnimatter_move_renasci: 1193319355 1.743 Checksum of pump: 244163891 1.743 Checksum of quality: 1945933776 1.743 Checksum of RitnLib: 0 1.743 Checksum of some-luaconsole: 1826646908 1.743 Checksum of cybersyn: 337412423 1.743 Checksum of factoryplanner: 1350146402 1.743 Checksum of RateCalculator: 1295360039 1.743 Checksum of RitnWaterfill: 1381852469 1.743 Checksum of space-age: 507955763 1.743 Checksum of aai-containers: 3255584102 1.743 Checksum of loaders-modernized: 3979722326 2.044 Prototype list checksum: 1256966092 2.104 Loading sounds... 2.407 Info PlayerData.cpp:68: Local player-data.json unavailable 2.408 Info PlayerData.cpp:71: Cloud player-data.json available, timestamp 1734917216 2.410 Post-data load graphics options: [Light occlusion: YES] 2.686 Crop bitmaps. 2.689 Parallel sprite loader initialized (threads: 12, bitmaps: 8215) 12.646 Initial atlas bitmap size is 16384 12.656 Created an atlas bitmap (size 16384x16340) [none] 12.671 Created an atlas bitmap (size 16384x16384) [none] 12.687 Created an atlas bitmap (size 16384x16372) [none] 12.688 Created an atlas bitmap (size 16384x14552) [none] 12.688 Created an atlas bitmap (size 16384x8392) [decal] 12.692 Created an atlas bitmap (size 16384x16384) [low-object] 12.692 Created an atlas bitmap (size 4096x1120) [low-object] 12.693 Created an atlas bitmap (size 16384x13440) [corpse-decay] 12.693 Created an atlas bitmap (size 16384x5596) [none] 12.693 Created an atlas bitmap (size 1676x79) [not-compressed] 12.694 Created an atlas bitmap (size 16384x4208) [mipmap, linear-minification, linear-magnification, linear-mip-level] 12.698 Created an atlas bitmap (size 16384x16352) [terrain, mipmap, linear-minification, linear-mip-level] 12.698 Created an atlas bitmap (size 16384x4944) [terrain, mipmap, linear-minification, linear-mip-level] 12.698 Created an atlas bitmap (size 8192x3872) [terrain-effect-map, mipmap, linear-minification, linear-mip-level] 12.699 Created an atlas bitmap (size 4096x3104) [smoke, mipmap, linear-minification, linear-magnification] 12.699 Created an atlas bitmap (size 8192x2576) [mipmap] 12.699 Created an atlas bitmap (size 2048x1520) [mipmap] 12.699 Created an atlas bitmap (size 4096x3152) [mipmap] 12.699 Created an atlas bitmap (size 4096x3152) [mipmap] 12.699 Created an atlas bitmap (size 4096x3152) [mipmap] 12.700 Created an atlas bitmap (size 8192x4128) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level] 12.700 Created an atlas bitmap (size 16384x6120) [alpha-mask] 12.715 Created an atlas bitmap (size 16384x16356) [shadow, linear-magnification, alpha-mask] 12.719 Created an atlas bitmap (size 16384x16364) [shadow, linear-magnification, alpha-mask] 12.719 Created an atlas bitmap (size 16384x7684) [shadow, linear-magnification, alpha-mask] 12.719 Created an atlas bitmap (size 8192x3952) [shadow, mipmap, linear-magnification, alpha-mask] 12.719 Created an atlas bitmap (size 2048x520) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 12.719 Loading 3D bitmaps. 12.734 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82 12.748 Parallel sprite loader initialized (threads: 11, bitmaps: 8365) 27.364 Sprites loaded 27.408 Generated mipmaps (4) for atlas [5] of size 16384x16384 27.419 Generated mipmaps (4) for atlas [6] of size 4096x1120 27.430 Generated mipmaps (3) for atlas [10] of size 16384x4208 27.452 Generated mipmaps (3) for atlas [11] of size 16384x16352 27.463 Generated mipmaps (3) for atlas [12] of size 16384x4944 27.475 Generated mipmaps (3) for atlas [13] of size 8192x3872 27.486 Generated mipmaps (3) for atlas [14] of size 4096x3104 27.526 Generated mipmaps (3) for atlas [15] of size 8192x2576 27.538 Generated mipmaps (3) for atlas [16] of size 2048x1520 27.549 Generated mipmaps (3) for atlas [17] of size 4096x3152 27.574 Generated mipmaps (3) for atlas [18] of size 4096x3152 27.585 Generated mipmaps (3) for atlas [19] of size 4096x3152 27.596 Generated mipmaps (5) for atlas [20] of size 8192x4128 27.607 Generated mipmaps (3) for atlas [25] of size 8192x3952 27.633 Custom mipmaps uploaded (3223) 27.656 Video memory usage: 3588.78 MB (Atlases: 3458.48 MB, Textures: 130.30 MB) 27.659 Custom inputs active: 22 27.768 Factorio initialised 27.822 Steam Storage Quota: 23132/23841 38.218 Loading map C:\Users\wool9\AppData\Roaming\Factorio\saves\TheSecondComing.zip: 41470664 bytes. 38.249 Loading level.dat: 153135403 bytes. 38.252 Info Scenario.cpp:178: Map version 2.0.27-3 41.375 Loading blueprint storage: Local timestamp 1734911878, Cloud timestamp 1734914255 Factorio crashed. Generating symbolized stacktrace, please wait ... C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Energy\ElectricNetwork.cpp(633): ElectricNetwork::checkStatisticsConsistency C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Map\MapSetupHelper.cpp(184): MapSetupHelper::MapSetupHelper C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Map\Map.cpp(828): Map::setupEntities C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Scenario\Scenario.cpp(331): Scenario::loadFactory C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Scenario\ParallelScenarioLoader.cpp(192): ParallelScenarioLoader::doLoad C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\VC\Tools\MSVC\14.29.30133\include\thread(56): std::thread::_Invoke<std::tuple<void (__cdecl*)(MapInterface,ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputSource *,MultiplayerManagerBase *,NamedBool<EnableReplayTag>),MapInterface,ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputSource *,MultiplayerManagerBase *,enum NamedBool<EnableReplayTag>::Enum>,0,1,2,3,4,5,6,7> minkernel\crts\ucrt\src\appcrt\startup\thread.cpp(97): thread_start<unsigned int (__cdecl*)(void *),1> ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF8FBA9259D) 00007FF8FBA9259D (KERNEL32): (filename not available): BaseThreadInitThunk ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF8FDA0AF38) 00007FF8FDA0AF38 (ntdll): (filename not available): RtlUserThreadStart Stack trace logging done 43.396 Error ElectricNetwork.cpp:633: Missing statistics. Connected entities dump: 43.396 Error CrashHandler.cpp:643: Received 22 Logger::writeStacktrace skipped. 43.441 Info CrashHandler.cpp:318: Executable CRC: 2137041080 43.441 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. 44.766 Uploading log file 44.784 Error CrashHandler.cpp:270: Heap validation: success. 44.785 Creating crash dump. 44.899 CrashDump success I would like to know if this is something that can be "fixed" (not just for future, but for my save) or if I should just move on and start rebuilding my Fulgora. Either way, I hope it doesn't happen to others!
[ { "author": "", "content": "I believe this save will load in the latest version due to a migration for a different bug. But without finding out why it happened, it could happen again.", "date": "2025-01-20T20:32:41+00:00", "quotes": [] } ]
1
2024-12-22T19:43:39-06:00
forum-topic-110878
110878
Request for new tag/category
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=110878
Pi-C
TLDR Please add a new "Character" tag (or even category) for the mod portal! Why? During the past two years, a number of mods providing new player characters have been released (see the dependency list on my character-selector mod miniMAXIme -- there may still be others I'm not aware of). While some of these mods may affect game play (e.g. by changing inventory size, reach etc.), most of these mods are about changing the appearance of the player character in the game by changing graphics/animations and, possibly, sounds. Especially in multiplayer games, this allows players to better identify each other (player color is no longer the only distinction). In my opinion, none of the tags available as of today really covers such mods. One tag ("Cheats") has the description "Play it your way" -- but obviously, using different graphics for your character is not really cheaty but rather a matter of personal taste. A new category "Characters" could make sense as well. Among the categories currently available, "Tweaks: Small changes concerning balance, gameplay, or graphics" seems the one to fit best. However, I wouldn't call the changes to graphics "small" as most of the character mods are not about scaling or recoloring the vanilla character, but create new characters from scratch.
[ { "author": "ChakatStormCloud", "content": "This, for the love of god this, searching for character replacements is a nightmare at present. Since there's really no good way to search for them, other than a handful of keywords that get used intermittently in the description, if there even is one. I've had...
4
2024-01-22T09:41:09-06:00
forum-topic-124828
124828
[2.0.28] API has incorrect link: LuaSurface.html#request_path has outdated reference to LuaEntity.html#set_command
Resolved Requests
https://forums.factorio.com/viewtopic.php?t=124828
berggen
https://lua-api.factorio.com/latest/cla ... quest_path says and links to https://lua-api.factorio.com/latest/cla ... et_command . That anchor is not present. I believe this should instead link to https://lua-api.factorio.com/latest/cla ... et_command , possibly with a tip about how to access from LuaEntity?
[ { "author": "", "content": "Thanks, fixed for 2.0.42.", "date": "2025-03-14T17:43:10+00:00", "quotes": [] } ]
1
2024-12-20T11:54:59-06:00
forum-topic-25133
25133
South Africa Co-Op ???
Multiplayer
https://forums.factorio.com/viewtopic.php?t=25133
PUNISHER989
Are there anyone Hosting a server in South Africa or close by? Looking for a Multiplayer server i can join,
[ { "author": "PUNISHER989", "content": "So many views, and no response. I can connect to EU servers just fine, just haven't found a server that hasn't been over run by the aliens. \nIm not a noob, i have played a few maps. so if you are out there, let me know.", "date": "2016-05-11T08:10:45+00:00", "...
13
2016-05-10T08:39:54-05:00
forum-topic-113783
113783
Free Icon Resource: 400+ Item/Fluid/Tech Icons
Texture Packs
https://forums.factorio.com/viewtopic.php?t=113783
CmmdrNeverborn
I've been working on a mod, but decided to put it on hold for the time being. If you'd like to use the renders I made for it, they are organized into a GitHub repository here. Free for personal or commercial use, so feel free to edit, adapt, redistribute or otherwise transmogrify the images to suit your needs. Happy modding!
[ { "author": "Saiph", "content": "Nice work! I love the Sardine Tin!", "date": "2024-10-25T23:30:59+00:00", "quotes": [] } ]
1
2024-06-07T19:02:52-05:00
forum-topic-122358
122358
Show actual required Factorio version in downloads page
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=122358
rimbas
The downloads page listing should show what version of "base" is listed in dependencies instead of the "factorio_version". The dependencies page shows them only for the latest release. This should help users with finding which mod version to download if for example there's an extended Factorio experimental phase. Mockup
[]
0
2024-11-21T02:15:07-06:00
forum-topic-77315
77315
Problems with making sand using the centrifuge.
DyWorld
https://forums.factorio.com/viewtopic.php?t=77315
Yaaman42
I've set up a centrifuge to make sand from water using resin filters. I have an assembler making the filter direct inserting them into the centrifuge and a filter inserter to remove the empty filter and make a new resin filter. However, the centrifuge gets stuck. If I connect a tank to the water OUTPUT of the centrifuge, it will run. However, how do I get rid of the water? Just use a "recycler" to burn it away. Is there a better way? Also I have problems doing the math on all the different boilers and steam engines. Anyone who can help will be much appreciated. Having lots of fun with the mod. It got me back to the game after watching KatherineOfSky on YouTube. I have about a thousand hours in vanilla...
[ { "author": "Yaaman42", "content": "Perhaps a waste pipe that works like an inverse offshore pump would be a cool item to have?", "date": "2019-10-28T20:20:49+00:00", "quotes": [] } ]
1
2019-10-28T15:19:00-05:00
forum-topic-101110
101110
Normal6969 learns to do modpacks here. :)
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=101110
Normal69
Yes I know it is terrible to upload this unprepared for the rigorous rules and guildelines early in the morning. I am just happy that the mods together are still working together - and I feel the same if I gave you some new ideas. In theory you will be able to import the pack with ModMyFactory: https://github.com/Artentus/ModMyFactory2/releases The importable file is the one you dowload and unzip from the bottom. Some recap of how this became: My favourite games are those which I could transform with mods to my unrefined tastes. It's a hobby. Krastorio 2 and Space Exploration are already compatible, after looking around I've spiced them up with several interesting, dangerous and quality of life mods, trying to keep in mind the loading time and how well it runs. Always check the mod options fully. A lot of combinations were taken from other modpacks I've tried to play, I encourage you to do the same. I have an ongoing playthru, where my character and knowledge survives the world-reset after overhauling the pack again and again. I'd also be glad if you direct me to a text based FAQ how can I upload this to the mod portal as a real pack. Please? Updated the mods (202-01-08), removed Map Cleanup as it caused errors (after map restart via NewGame+, and missing chunks in Factorissimo houses). Have fun!
[ { "author": "Normal69", "content": "It seems that these mods need to be activated whatever I do : \n-Bio Industries \n-Shield Projector \n \nJust edited the files. Hope they are right now. \nThose 12 people who downloaded it: \nI'd be happy to have some feedback.", "date": "2022-01-04T17:38:21+00:...
19
2022-01-03T01:07:06-06:00
forum-topic-126824
126824
A fan project for Helldivers 2
Off topic
https://forums.factorio.com/viewtopic.php?t=126824
Puppet
Hi engineers ! Or should I say helldivers if you've read the title. I had a project idea for quite a long time now on helldivers 2, which is to make a tactical squadron. Obviously groups like this already exists but what makes it original is the features I would like to make inside it : 1. What I would call a strategic pole, where strategists elected by the community think about strategies to take dependently on the galactic war status. Then "head strategists" would be the few ones to chose which tactic to adopt, then dispatch it to the community to execute. 2. Special "Units" that would be composed of trues veterans of helldivers, and would be deployed in certains urgent situations. 3. Other side things like people to create good loadouts for people who are lost in all the weapons and stratagems that Super Earth have to offer, some events maybe. Anyways, the most important goal of the project is to create strong bonds between helldivers, and have also organize our strength around the galaxy to spread and defend democracy. Plus I already got the name of the squadron. So if you're interested in helping me with the project feel free to tell me and add me on discord "puppet816". Please consider that is it only a fan project, there isn't any kind of engagements, only be very motivated, have spare time and be sure that you want this squadron to emerge.
[]
0
2025-02-13T11:27:14-06:00
forum-topic-25752
25752
Factorio Forums • You can find it cool Mod Pack
A bit of challange from mods like DyTech War, Natural Evolution, Swarm etc. A bit of complexity from mods like Bob's mods, Angels mods etc. A bit of exploration from Rso mod. A bit of other small addons to sweetewn the whole. Enjoy picture of mods in this pack lights mod pack Light's mod pack v_0.1 some more info about configuration Dytech war difficulty = 5 Dytech world = only xp system left, ruins/loot generation turned off Dyzyllia spawner on (very hard enemies) Changed few recipes (e.g. dytech laser turrets) There should be no duplicates No overly good machines changelog v_0.1 - fixed recipes List and links of used mods in this pack 5dim core, trains Advanced Logistic System Aircraft Angels Infinie Ores Angels Refining Angels Processing Autofill Better Icons Biter Friendly Rails Bob's mods DyTech mods Day Night Extender Enhanced Map Colors EvoGUI Factorio Basics (Extended) FARL Fractional Destilation Landfill Macromanaged Turrets Map Labels Natural Evolution Orbital Ion Cannon Oxygen Rail Tanker Red Alerts Rso mod Swarm The Fat Controller Treefarm Lite Uranium Power VanillaΣx Werehousing Sort Invenory
[ { "author": "", "content": "You need to post proper link, this one is wrong. (you probably took it from your direct search bar instead of share link) \nOtherwise, woah.. This combination of mods. Definetaly a challenge, will try!", "date": "", "quotes": [] }, { "author": "", "content": "...
7
forum-topic-121878
121878
New Live Stream
Videos
https://forums.factorio.com/viewtopic.php?t=121878
DeadHippie
Live Streaming Factorio Now YouTube DeadHippie62. :lol: https://youtu.be/WrApeEWEkiA
[ { "author": "DeadHippie", "content": "Will be live streaming from 12:00 Noon to 2:00pm PST Sunday Nov.24,2024.", "date": "2024-11-24T16:40:07+00:00", "quotes": [] }, { "author": "DeadHippie", "content": "Live Now on Youtube DeadHippie62. Nov. 27,2024 9:30 am PST", "date": "2024-11-2...
10
2024-11-17T13:17:16-06:00
forum-topic-127140
127140
[2.0.35] Quality burner-generator has wrong max consumption tooltip
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127140
StephenB
Go in map editor. Use the sidebar to place down a legendary burner-generator. Tooltip says max consumption is 2.0 MW (efficiency 50% , power output 2.5 MW). If you put coal in it and put down an electric interface to use up the energy, and time it, it burns 50 coal in 40 seconds so it's actually consuming 5MW. This power consumption scales with quality the same way as power output, but the tooltip always says 2.0 MW max consumption making it look like it's going to generate more energy than it consumes. This is different from other entities (boiler, reactor, generator) where the tooltip shows quality scaling of max consumption correctly. I don't care about the actual `data.raw["burner-generator"]["burner-generator"]` entity but I'm working on a mod that uses that type.
[]
0
2025-02-26T00:13:27-06:00
forum-topic-127251
127251
[2.0.33] Ctrl+Click remotely in equipment grid removes one of each
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127251
sben
What did you do? What happened? I was trying to set forced-item-replacement requests in equipment grid over the remote viewer (which does not seem to work or to be implemented). What I found is that [Ctrl+Click] on an empty slot does have wrong effect: It splits up the equipment grid, randomly selecting which items to keep and on which equipment to place removal request (or in case of ghosts, the ghost is removed immediately). What did you expect to happen instead? It might be obvious to you, but do it anyway! To either remove all equipment or none, not randomly selecting which one to keep. Removing no items would be desirable for me. Tested this few times, each time different equipment pieces were kept and removed. Note that I did not have enough space in the user inventory that would be sufficient to store all the equipment, but this should be irrelevant to this case, since these are bot requests made over the remove viewer. Does it happen always, once, or sometimes? Always. See pictures: Before [Ctrl + Click]: broken-grid-removal-1.png (115.89 KiB) Viewed 156 times After [Ctrl + Click]: broken-grid-removal-2.png (96.26 KiB) Viewed 156 times
[ { "author": "sben", "content": "seems someone renamed the title of this bug report, \nI did not notice how many pieces of the different equipment types get removed - but can confirm the one of each behaviour after a little bit of testing", "date": "2025-03-04T16:13:06+00:00", "quotes": [] } ]
1
2025-03-03T19:55:25-06:00
forum-topic-30853
30853
Circuit network features for 0.15 - Page 7
Development Proposals
https://forums.factorio.com/viewtopic.php?t=30853&start=120
Optera
Would be my top priority as well. So many sleek train loader and smart furnace designs suddenly becoming possible..... My votes for bit operators and more decider operands have been implemented already. Here's hoping the switchable beacon might become reality too.
[ { "author": "MeduSalem", "content": "Yeah, train loader/unloading... smart furnaces... I miss especially the later. Though I XNight's approach to overcome the stack size problems is truly awesome... I wish it would be easier. \n \nMy votes were: \n \nAssembler Set Recipes ... obviously. \nMore decider opera...
16
2016-08-12T07:26:12-05:00
forum-topic-117432
117432
[raiguard] [2.0.11] [starmap] data.raw["surface-property"].hidden = true has no effect.
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=117432
micromario
Greetings, I have defined the following ["surface-property"] Code: Select all data:extend{{ name = "ceiling", type = "surface-property", default_value = 1, is_time = true, hidden = true }} However it seems the hidden field has no effect. The values are still visible in the starmap. 10-25-2024, 10-24-56.png (128.04 KiB) Viewed 924 times
[ { "author": "micromario", "content": "Log", "date": "2024-10-25T15:25:49+00:00", "quotes": [] }, { "author": "micromario", "content": "Here is the offending mod:", "date": "2024-10-25T15:28:05+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report, ...
3
2024-10-25T10:25:11-05:00
forum-topic-44305
44305
[MOD 0.16 - 1.1] Portals
Mods
https://forums.factorio.com/viewtopic.php?t=44305
Description Adds portals that can teleport players (and only players!). Build the portals using the portal gun: Left click for the orange portal, SHIFT+ Left click (ghost build) for the blue portal. Every player can have one set of portals which can be distinguished using the number next to the portal. Adds combustible lemons that work similiar to cluster grenades, just with fire. Details Name: Portals Version: 0.7.1 Factorio-Version: 0.16 to 1.1 (0.14 and 0.15 available on github ) Description: Adds combustible lemons, a portal gun and portals. Each player has their own set of portals that can be used by all players. License: MIT First release: 2017-03-26 Download: Mod portal Dependencies: base Category: Transportation Tags: Transportation Changelog: https://mods.factorio.com/mod/Portals/changelog Author: Bilka Pictures Recipes: Technologies: Custom events on_player_teleported_event: When a player teleports using a portal. Contains: player_index = Index of the player that is teleporting entrance_portal = LuaEntity, the portal the player is teleporting from target_portal = LuaEntity, the portal the player is teleporting to on_player_placed_portal_event: When a player places a portal using the portal gun. Contains: portal = LuaEntity, the portal that was placed player_index = Index of the player that placed the portal, which is the player the portal belongs to Example: Code: Select all script.on_load(function() script.on_event(remote.call("portals", "get_on_player_teleported_event"), function(event) game.print("Woosh!") game.print(game.players[event.player_index].name .. " teleported from " .. serpent.line(event.entrance_portal.position) .. " to " .. serpent.line(event.target_portal.position)) end) script.on_event(remote.call("portals", "get_on_player_placed_portal_event"), function(event) game.print(game.players[event.player_index].name .. " created " .. event.portal.name .. " at " .. serpent.line(event.portal.position)) end) end) script.on_init(function() script.on_event(remote.call("portals", "get_on_player_teleported_event"), function(event) game.print("Woosh!") game.print(game.players[event.player_index].name .. " teleported from " .. serpent.line(event.entrance_portal.position) .. " to " .. serpent.line(event.target_portal.position)) end) script.on_event(remote.call("portals", "get_on_player_placed_portal_event"), function(event) game.print(game.players[event.player_index].name .. " created " .. event.portal.name .. " at " .. serpent.line(event.portal.position)) end) end) Remote functions build_portal_a: function(player, surface, position) Build an orange portal. Parameters: position: Position of the new portal surface: LuaSurface, the surface of the new portal player: LuaPlayer that the portal belongs to. This player can't have more than one pair, build_portal will delete any excess portals build_portal_b: function(player, surface, position) Build a blue portal. Parameters: position: Position of the new portal surface: LuaSurface, the surface of the new portal player: LuaPlayer that the portal belongs to. This player can't have more than one pair, build_portal will delete any excess portals destroy_portal: function(entity) Destroy the given entity if it is a portal (also destroys label + animation). Parameter: entity: LuaEntity, the portal to destroy disable_long_distance_placing: function(bool) Change whether the blue portal can be placed from a long distance. Parameter: bool: Boolean, if this is true the player can never place from a long distance, if it is false, the player can place from a long distance depending on the mod option Examples in the console: Code: Select all /c remote.call("portals", "build_portal_b", game.player, game.player.surface, game.player.position) --place at current player position /c remote.call("portals", "destroy_portal", game.player.selected) --destroy currently selected portal /c remote.call("portals", "disable_long_distance_placing", true) --disable long distance placing
[ { "author": "teenkertoy", "content": "How has nobody thanked you for this? Portals in Factorio was a small revolution for me. Awesome work. \n \nTwo requests: \n \nCould you make the portals a little larger? They are sometimes hard to walk through when I'm using lots of exoskeleton because my ability to ...
19
2017-04-18T09:49:47-05:00
forum-topic-118305
118305
Problems and inconsistences in lua api docs
Documentation Improvement Requests
https://forums.factorio.com/viewtopic.php?t=118305
GlassBricks
Hi Bilka & co, it's me again! This has now evolved into a random list of things I've noticed are inconsistent or problematic in the lua-api docs. Title has been updated to latest version where all these issues are still confirmed. The following concepts don't seem to be referenced anywhere else: - VirtualSignalId - LogisticSections, LogisticSection, BlueprintLogisticFilter - BurnerUsageID - CircuitNetworkSelection Currently an completely empty table?? - RaiseEventParameters Yes, I do have a thing doing DFS/floodfill shenanigans over things in the api docs json. The above are some unconnected components.
[ { "author": "GlassBricks", "content": "More: \ndefines.default_icon_size is empty and unused \n \nIn SoundPath's description, the last 2 \"notes\" have been removed. Compare with docs for v1.1.110 \n \nIn FluidIdentification, ForceIdentification, TechnologyIdentification, \"Identification\" has been shorten...
9
2024-10-28T21:49:51-05:00
forum-topic-127449
127449
[2.0.41] Lamps load with "Beige" color by default
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127449
eugenekay
What did you do? 0eNrtV8GK2zAQ/ZWisxIsWZJlQy972UuhZW8lhKBk1dQgS65sJw3B/96RvdvQ3U0TdevCQi/haTSaefPisUdHtDadrn1pW1QcUblxtkHF4oiacmuVCTarKo0KFHZaZdvZxlXr0qrWedRjVNp7/R0VpF9ipG1btqUeAwyLw8p21Vp7cMCPgZpKGTMzqqoRRrVr4IizIRGEmQk55xgdABEy5xAf0rbemdVaf1W7EnKCY9fo1cYZ5yFT6zsdvGC1qty9DlQe1sF1zLxFRYLRevhVo4cye3VoViFzCNHjZ4zplYyzqRjPBcsSLiVjXIiUcUqYZGnGoytJr6xETFQJiWbMrmTM/zrj5A8Z8ysZs4kYj883iWAsrmScTtuRc56QXCSSpHmek0wklKd5IiiPKCWLfbnkr6jkMh0Z++aYlk4e2/7T0iFJbHNPzIfEtu7EfGhsY07M5/T5eGkG+F2bZWeJNXoTjjS/YhgbHucJjL6UptX+qbU91IHJrvRtB/PJSaphXpl5fQ+2b7AFJYDZOl8NbsC4Vn5gXKD3g6ELMw/lPIwuW++6Gnbubm9mdxCjX/b9S1qwWC2yN6YF/pmAXkyw9VrbuBREPJP7o1d2q88qzmMVF/8Vv/CAf9bGuP1ZxUWs4nwqxf+VILdDlHN6ZLF6sKn0SC/qEW5zr5bjJgQ5p4aMVSN9s/04hdyEyqdyf+p8bR4Eh6196Ycr9CLDFMPHly7xQgbIBpgHyAcIkxRgMWIScDZiGjCcWUK4stUVJDpd8zEyaq3NmPzdBxguGrDtQNzhX+OC5izPuSCJpFL2/Q8XRk00 Copy blueprint Place a Lamp with "Use colors" --> "Color Components" (or use Blueprint provided) Set an appropriate Enable condition (or "Always On") Save as Scenario Exit to Main Menu (or Restart game completely) Load Scenario (so that the game starts "Paused") What happened? Lamps connected to a Circuit are rendered with the Default Beige color (255-255-191), not with the Values at-rest on the Circuit Network, for exactly one tick . Screenshot 2025-03-12 194625.png (599.59 KiB) Viewed 161 times What did you expect to happen instead? It might be obvious to you, but do it anyway! Lamps would render with the same Color that they had when the Game/Scenario was Saved. The Circuit Network already has the Values "on the wire", and the RGB numbers in the Lamp's UI seems to indicate that it "knows about" these values. Screenshot 2025-03-12 194641.png (546.66 KiB) Viewed 161 times Does it happen always, once, or sometimes? Every time a Scenario (or Game which does not automatically Tick/begin Play) is Loaded, for exactly one tick . I first noticed this behavior a few days ago, on 2.0.38, but it seems to have been there for a long time (haven't checked 1.1). I spent about an hour debugging my Combinator Display "flickering" colors, before I figured out it was an issue in the base game - not my Mods (I had one which changed the Lamp sprite; still evident without it as in screenshot). I have searched the Forums for "lamp", "color", and "tick", with no relevant matches.... this is a very Minor Graphical issue - it only happens for 1 Tick when the Game is first loaded. It also seems like there is a Saturation difference between Lamps setup with the Eyedropper (top row), and which receive a Circuit Signal (bottom row). I cannot think of any reasonable use case for having perfect color rendering with the Lamps..... we do not need to render Pixel art in perfect 16/24/32-bit color . I don't think I have ever used a Lamp for colors other than White, without also connecting a Wire. I am only mentioning it because I had to double-check that I got the RGB values correct after looking at the Screenshot - did not notice it In-Game. Thanks for reading!
[]
0
2025-03-12T19:10:03-05:00
forum-topic-32186
32186
[photos] Factorio in real life - Page 7
Off topic
https://forums.factorio.com/viewtopic.php?t=32186&start=120
Ghoulish
The Schwerer Gustav (Heavy Gustav). The fully assembled gun weighed nearly 1,350 tonnes ~1,224,700kg and could fire shells weighing 7t ~6,985kg a range of 47 km (29 miles). Schwerer Gustav was the largest calibre rifled weapon ever used in combat and, in terms of overall weight, the heaviest mobile artillery piece ever built. It fired the heaviest shells of any artillery piece. Schwerer Gustav.jpg (118.63 KiB) Viewed 17647 times Its intended use was to blow up the French Maginot Line at the outbreak of World War II, but it wasn't ready in time, and the attack through Belgium meant it was never needed for its original purpose. The size of the shells was staggering. Schwerer Gustav Shells.jpg (133.18 KiB) Viewed 17647 times https://en.wikipedia.org/wiki/Schwerer_Gustav
[ { "author": "NotRexButCaesar", "content": "m8je946phes61.jpg (84.53 KiB) Viewed 17432 times", "date": "2021-04-11T20:27:11+00:00", "quotes": [] }, { "author": "Ghoulish", "content": "Found another angle of the beetle-bug-thing from a couple of pages ago, there're 2 of them! \n \n \n \n D...
19
2016-09-05T04:08:13-05:00
forum-topic-1878
1878
Factorio development explained in gifs - Page 3
General discussion
https://forums.factorio.com/viewtopic.php?t=1878&start=40
When someone posts a negative review on steam
[ { "author": "", "content": "when someone says im going to post a positive review", "date": "2016-03-02T09:31:57+00:00", "quotes": [] }, { "author": "Ringgeest11", "content": "Troubleshooting bugs", "date": "2016-03-08T12:20:55+00:00", "quotes": [] }, { "author": "", "...
19
2013-12-27T07:58:11-06:00
forum-topic-122781
122781
Outdated technology descriptions
Translations
https://forums.factorio.com/viewtopic.php?t=122781
Fosforus_x1a1
Version: 2.0.21 Here are a few language/description issues I've noticed in the tech tree. For the "circuit network" technology: - one of the effects shown is red and green wires, with the caption "Unlocks circuit network." This isn't really true anymore; red and green wires are always available. - another effect is iron stick, which seems erroneous. For the "Rail support foundations" technology: - in the description, "Allows to build" is missing a word or something. For the "Fast inserter" technology: - description still mentions item filtering, which is no longer tied to this research.
[ { "author": "Muche", "content": "Welcome to the forum, and thank you for the report. \n \n Circuit technology's \"Unlock circuit network\" is correct, see 122605 Circuit Network Wires Unlocked Prematurely . \nIts Iron stick unlock is also correct, see 120062 Circuit network research tech shows iron sti...
1
2024-11-24T13:34:29-06:00
forum-topic-123917
123917
How to hide quality icon on hidden entities
Modding discussion
https://forums.factorio.com/viewtopic.php?t=123917
Pikachar
Hello! In a mod I'm working on I've got hidden entities that facilitate some logic, but the player should not really know that they are there. They're supposed to be hidden after all. Is there a way to specifically hide the quality icon on such an entity? And if so, what is the proper way of doing that? I saw that somebody had asked that question before, but the link directed me to a post that was deleted. I've tried setting hidden = true, but that does not seem to do anything. And I'm not seeing any other property in the LuaEntityPrototype that I could set to achieve this result. Any help is much appreciated!
[]
0
2024-12-06T19:00:27-06:00
forum-topic-119198
119198
[2.0.13] Interface scaling hides UI above 100%
Won't fix.
https://forums.factorio.com/viewtopic.php?t=119198
ylsid
1. Set shortcut bar rows to 2 2. Set interface scaling to 125% or higher This happens Suggested fix 11-02-2024, 12-04-35.png (2.47 MiB) Viewed 861 times Allowing us to simply move it to the left would fix these issues entirely
[ { "author": "Muche", "content": "Related: 119141 Thruster side panel doesn't fit screen when UI scale is 100% .", "date": "2024-11-02T12:37:05+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report however we have no plans to do anything with this. Scales above 100% a...
5
2024-11-01T22:08:51-05:00
forum-topic-87377
87377
Factorio Forums • Oil refinery HD Graphics
Has the oil refineries HD graphic update been missed, I was disappointed to hear that all the graphics were completed but the refinery didn’t get one...or at least it didn’t look like it...the flame just doesn’t look as good as the smoke from the chemical plants.
[ { "author": "", "content": "I was thinking the same as well", "date": "", "quotes": [] }, { "author": "", "content": "The refineries have HD graphics, yes. \n \n \n \n hr-oil-refinery.png (951.74 KiB) Viewed 1638 times \n \n \n \n \n \n oil-refinery.png (260.45 KiB) Viewed 1638 times", ...
3
forum-topic-126845
126845
Incorrect capitalization of 'Extinct chimney Vent'
Translations
https://forums.factorio.com/viewtopic.php?t=126845
Havitner
Should be 'Extinct chimney vent' rather than 'Extinct chimney Vent', to match the other vents (and almost everything else in the game). Both the world hover tooltip and 'pedia are wrong (they are presumably referencing the same string). 02-14-2025, 16-37-36.png (92.33 KiB) Viewed 484 times I am going to be a rebel here and not include the log file, since it couldn't possibly be needed.
[ { "author": "Sharparam", "content": "I've raised it as an issue on Crowdin: https://crowdin.com/editor/factorio/200 ... able#69974", "date": "2025-02-15T11:41:49+00:00", "quotes": [] }, { "author": "", "content": "Fixed for the next release, 2.0.40.", "date": "2025-03-10T09:29:48+00...
2
2025-02-14T10:41:37-06:00
forum-topic-93587
93587
Industrial Revolution 2 discussion - Page 6
Mods
https://forums.factorio.com/viewtopic.php?t=93587&start=100
Chaos_Dwarf
Hey, Deadlock, I want to say Great Big Thank You for your mod. I love it. Some things I wanted to say. 1) In your Industrial Revolution "1" you had 3x3 storage chests, made of bronze, iron and steel, they helped a lot with the game. When you made "IR-2", you removed them. Any plans to add them back, or why, if you don't? 2) Ark smelter can only use efficiency modules. I understand why it can't use production, but why can't it benefit from speed? 3) Casting machines can't use any modules at all, and don't react to beacons. Why not add speed/efficiency to them?
[ { "author": "Kyralessa", "content": "If I remember correctly, it was discussed previously, and the answer to #1 was that the big chests cause UPS problems . \n \nFor #2, I'm only guessing that it's because at the point where you get arc furnaces, space shouldn't be at such a premium, so part of the puzzle ...
19
2020-12-26T04:07:00-06:00
forum-topic-127497
127497
Tooltip of researches that give bonuses are not always matching the actual bonus
Duplicates
https://forums.factorio.com/viewtopic.php?t=127497
Carrod
Here is an example of the bug. I took a screenshot of Processing Unit productivity research with tooltips. Here is research level 4 where it correctly displays: +10% [+30% --> +40%] Blue-productivity-4.png (114.59 KiB) Viewed 45 times And here is research level 5 where the tooltip also says: +10% [+30% --> +40%] Blue-productivity-5.png (115.61 KiB) Viewed 45 times But: Level 5 does not increase the productivity from +30% to +40%; it increases it from +40% to +50%. The tooltip always displays the current increase (as I am researching level 4 right now), not the actual increase of the research.
[ { "author": "", "content": "See 116018", "date": "2025-03-14T21:13:19+00:00", "quotes": [] } ]
1
2025-03-14T15:56:39-05:00
forum-topic-32931
32931
[LIB 0.14+] Mod console
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=32931
Adil
Here's little something I've devised recently to debug and test the mods. Standard console runs in its own environment and cannot access the inner state of the mod. That state can only be accessed by functions from within the mod. You can use loadstring inside the mod to execute an orbitrary command in the environment. This file defines a simple interface to the above route. To use it, simply put file in your mod and put `require "console" in control.lua When ingame use following interface call: Code: Select all /c remote.call('console','show') A textbox will appear, in which you can type your code, which will be run with a click onto the button. Remove the lib when releasing the mod. It is not sophisticated and not designed to avoid clashes in case it is present in multiple mods.
[ { "author": "aubergine18", "content": "Always wondered but not got round to testing yet, is it possible to include a file from another mod, for example: \n Code: Select all require '__SomeOtherMod__/api.lua'\n \n\nWhere your mod would define SomeOhterMod as a dependency.", "date": "2016-09-19T10:33:42+...
3
2016-09-18T18:11:50-05:00
forum-topic-114062
114062
Friday Facts #417 - Space Age development
News
https://forums.factorio.com/viewtopic.php?t=114062
Here it is! (beep boop) https://factorio.com/blog/post/fff-417
[ { "author": "luckymike11", "content": "Yeeeaaaa!!! \n \n\"Since things are getting stable and I'm starting to be pretty happy with the state of the game now, we are ready to give a specific date of the Space Age release... \nWhich we will tell you next week \" \n \nYeeeeeeeeaaaaaaaaaa!!!! \n \nTake my mone...
19
2024-06-28T06:00:02-05:00
forum-topic-14710
14710
Alien Juice / Handling of Corpses / Recycling Dead
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=14710
About getting more resources (besides alien eggs) from the natives. Also recycling of dead biter corpses, using the dead parts of natives. Mods that implement handling of dead corpses: https://forums.factorio.com/forum/viewforum.php?f=43 DyTech (drops corpses that can be processed further) https://forums.factorio.com/forum/vie ... =51&t=9243 Bob's Enemies (drops small alien artefacts) related: viewtopic.php?f=80&t=171 Alien juice ? viewtopic.php?f=6&t=224 Alien Technology, Advanced AI, More Planets,Factorio "World" viewtopic.php?f=6&t=1152 Dead creepers can have their uses viewtopic.php?f=6&t=964 Robot station (aliens instead of robots) viewtopic.php?f=6&t=805 Body Recycling viewtopic.php?f=6&t=14706 Recycled Corpses (what to do with them) viewtopic.php?f=6&t=15129 Biter Corpses viewtopic.php?f=6&t=18091 Biters and animals being able to salvage things from them viewtopic.php?f=6&t=45897 enslaved aliens Far related: viewtopic.php?f=6&t=3440 What do biters do in their spare time? (Pheromone pathfind) viewtopic.php?f=6&t=2335 Bug Repellant viewtopic.php?f=80&t=14710 Alien Juice / Handling of Corpses / Recycling Dead
[]
0
2015-08-10T14:57:32-05:00
forum-topic-126591
126591
Factorio Forums • Color consistency in tier or ability level should be normalized
I know that the belts and inserters and everything have been their colors forEVER and are unlikely to change, but it's a little confusing to me. Code: Select all Item | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 Inserter* | yellow | blue | green | white | n/a Belt | yellow | red | blue | green | n/a Assembler | gray | blue | green | n/a | n/a Furnace | yellow | gray | blue | n/a | n/a Rockets | yellow | red | green | n/a | n/a Circuits | green | red | blue | n/a | n/a Quality | gray | green | blue | purple | orange *Burner inserters are not typically used in progression so are not included, but could be designated gray or black to differentiate them from stack inserters. Additionally, long variants are not discussed because there is only one base-game long variant. This is really weird for consistency's sake. It seems like color consistency was attempted. Yellow and gray are usually lower, red is usually middle, and blue or green are usually higher. (except green circuits) I think it'd be a lot more intuitive if every tier # corresponded to a color. Everything tier 1 was yellow or whatever. I don't care what the color is, much less that they're all consistently ordered. PS Modules also throw a wrench in this, but their tier dots are sufficiently intuitive, so I'm not bothered by them.
[ { "author": "", "content": "It’s not going to be changed, most likely. The developers like that color variety adds to the visual variety even in endgame bases.", "date": "", "quotes": [] }, { "author": "", "content": "I would consider your list not complete, as it's missing: \nchests - b...
2
forum-topic-7874
7874
Games Like Factorio - Page 11
Off topic
https://forums.factorio.com/viewtopic.php?t=7874&start=200
blazespinnaker
Yeap. But it's OK, I think, in my way of looking at things. This is pure flattery. They are at least decent enough to steal and not just borrow. Would be nice if they coughed up some royalties tho. Got to underwrite factorio expansion kit somehow! As for Dyson Sphere Program, I was initially extremely excited when I saw this, but after some review I have to say while it looks like all idea and no execution. it looks more original concept wise than satisfactory, which is good. I mean, they're not just bloating on 3d graphics. But I really didn't see anything particularly interesting or new in terms of game play. Just a lot of fancy graphics. That said, I think they are onto the right idea (universe scale!), but I doubt they will have budget or talent to do it correctly. Too much obsession with eye candy and not enough with mechanics. If I were them, I'd suggest forgetting everything they knew about factorio and pull some a bunch of hard sci books off the shelves. There's some really great universe building stories out there which they could start looking at for new ideas. I think some kind of combination of starcraft and civ would be what I'd go for, RTS and PVE but with the civilization / economy building aspect on a universe scale. To be frank, DSP seems like someone had a very cool idea for a game and then some well meaning idiot came along and said "oh can we make it like factorio??" I mean seriously: Screenshot 2021-01-30 005400.png (981.79 KiB) Viewed 19656 times At least they are wise enough to utilize isometric and not fps, I'll give them that.
[ { "author": "Hoodier", "content": "I'd like to play Rim world. Is it difficult?", "date": "2021-03-08T08:22:16+00:00", "quotes": [] }, { "author": "Kyralessa", "content": "It has a \"peaceful\" mode where you don't get raided. There are still a few minor threats (e.g. the occasional ang...
13
2015-01-07T04:39:09-06:00
forum-topic-60889
60889
How to report a bug or request assistance - READ BEFORE POSTING
Logistic Train Network
https://forums.factorio.com/viewtopic.php?t=60889
Optera
I'm constantly getting similar incomplete reports and assistance requests, so to help me quickly resolve them follow this guidelines I adapted from the general Bug report procedure. Report only bugs cause directly by the most recent version of LTN. The current version can be seen in Logistic Train Network (LTN) - Description & Information post. Report the bug as new topic. Watch out for other announcement posts like this. Report errors caused by LTN companion mods like LTN-Tracker in their respective threads. Make sure the bug is caused by LTN and not an interface recipient The mod causing the error is listed in the 2nd line of the 2nd paragraph. Example of a bug in LTN Tracker: Code: Select all The mod LTN - Logistic Train Network caused a non-recoverable error. Please report this error to the mod author. Error while running event LogisticTrainNetwork::on_tick (ID ???) The mod LTN Tracker caused a non-recoverable error. Please report this error to the mod author. Error while running event LTN_Tracker::Custom event (ID ???) Search first Use the advanced search, you can limit it to only look in the Bug Report sub-forum, use keywords like: Crash, load, start, inserter, train,... Read the Known issues , if it is there, don't make a new topic. Search the Bug reports board, if your bug has been reported before contribute to that report, don't open a new one. Make a useful title start with the version number of the latest version of LTN you had experienced the issue with in square brackets e.g. [1.2.3] two things should be included in the title if possible: What happened and in what context: "What is a train limit?." or "Layered Icons misaligned". Bad: "Game crashed" or "LTN not working". Describe the problem as best as you can What did you do? What happened? What did you expect to happen instead? It might be obvious to you, but do it anyway! Write down the steps to reproduce the bug if you know them. Does it happen always, once, or sometimes? Be precise! When i click with the mouse on Quit in the main menu... Not: When I close the game. Provide Logfile if it's reproducabele turn on logging in options - mod settings - map - enable debug log let the event happen attach factorio-current.log optionally attach meaningful screenshots showing ALL signals going in and out of LTN stops Answer Questions Many times I will ask for more information about the bug or ask you to try various things. Please track your bug report(using bookmarks, subscriptions, or "View your posts" feature) and answer when more details are requested. Thank you!
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0
2018-06-09T00:04:48-05:00
forum-topic-113403
113403
Railway stations – Hell for a perfectionist
General discussion
https://forums.factorio.com/viewtopic.php?t=113403
SANTIMEL
Goal Correct mistake. Situation The positioning of trains in different directions, is different. This problem does not allow the use of only six containers per wagon. For loading/unloading . This forces the addition of a seventh container.
[ { "author": "Illiander42", "content": "This is because rails are on a 2-grid, wagons are 6 long, and have a 1 gap between them.", "date": "2024-05-09T09:15:28+00:00", "quotes": [] }, { "author": "SANTIMEL", "content": "Why is there an asymmetry in different directions? \nAlthough not. I'...
17
2024-05-09T02:33:28-05:00
forum-topic-112763
112763
[1.1.104] Decider combinator Output input count uses wrong value on Each
Not a bug
https://forums.factorio.com/viewtopic.php?t=112763
ChakatStormCloud
Using output "input count" has a completely different behaviour with "Each" than it with any other input setting, making it behave more like an arithmetic combinator. Specifically when used like this: while every other setting treats [A] as the value to output if true: But on each, it completely ignores the value of [A]: and act's more like an arithmetic combinator, converting the signal to [A] and adding it up. I would expect Each to always function the exact same as if you had a combinator set for each signal in the wire. like these should be equivalent:
[ { "author": "", "content": "Most of the stuff you mentioned makes a lot of sense, however i am not sure i am willing to change current behavior. \n \nCurrent behavior is kind of a mash-up of something that can be implemented explicitly using 2 combinators: first doing [each]>0, output [each] (input count), ...
7
2024-03-29T02:20:31-05:00
forum-topic-53548
53548
Feedback - Page 18
Bob's mods
https://forums.factorio.com/viewtopic.php?t=53548&start=340
alercah
Why are the science requirements for base-game logistics equipment not tweaked at all? You can get cargo robots and the corresponding big chests almost immediately after hitting green science, but the small chests are locked with regular logistics or construction robots far, far deeper in the green tech tree. And despite buffer big chests being immediately obtainable after getting cargo robots (as your third green tech!), you still need far more kinds of science to get to the small ones. (this is made even worse by silos and warehouses in Angel's, since those are at blue tech for all varieties).
[ { "author": "bobingabout", "content": "You've lost me. \nCargo robots, Big chests and big buffer chests aren't part of bob's mods. \n \nAlso, my MK2 logistic chests are locked behind Production/BobLogistic science. I make many tweaks to the logistic tree, for example, you actually unlock the requester chest...
19
2017-10-23T04:17:58-05:00
forum-topic-57495
57495
Factorio Mod Downloader
Mod and installation managers
https://forums.factorio.com/viewtopic.php?t=57495
MineGame159
Small mod downloader. Download: https://mega.nz/#!Eg8FCRoQ!Z7Un8XbXzqPw ... D0vJUptGeA You must have installed factorio to run this. Downloaded mods are stored next to this application. Have fun.
[]
0
2018-02-04T08:07:26-06:00
forum-topic-84955
84955
Foreman 0.18.0, Now on Github!
Cheatsheets / Calculators / Viewers
https://forums.factorio.com/viewtopic.php?t=84955
salbris
Hey, I published a similar post on Reddit last week but I wanted to reach out here as well since they might not be the same people. Post: https://www.reddit.com/r/factorio/comme ... ill_alive/ Basically, I wanted to let everyone know that Foreman is still alive and it's active development is being managed by myself. I've managed to fix a number of bugs related to 0.17 and 0.18 compatibility as well as support for some of the more complicated mod packs such as Bobs mods. There is a still a lot of polish needed but by moving this to Github (and to no longer use Mercurial) I'm hoping we can give Foreman the attention it needs. We already have a number of pull requests merged but I wanted to reach out to the greater community to ask for any assistance. The project is a fully licensed open source project and I plan to continue supporting the project at the very least by managing it. I'll be available for advice about making contributions and merging pull requests. Hopefully I'll also have time to help make some UX improvements as well. Thank you for any help you can give! Github: https://github.com/Rybadour/Foreman Discord room for contributors: https://discord.gg/q96w5y6 Again special thanks to the previous developers Nick Powell (PowellNGL) and Robin Rexstedt (Pobiega). The core functionality of Foreman was all their work I just added on top of it!
[]
0
2020-05-14T15:06:52-05:00
forum-topic-94842
94842
Youtube - SharpeTV - 2021 Factorio Beginner's Guide
Videos
https://forums.factorio.com/viewtopic.php?t=94842
sharpe tv
Hey Guy's I have been working & still am working on making a simple easy to follow guide to getting started as a beginner in factorio. This is not a mega base guide or a guide were anything is rushed or skimmed over. I will cover every step of my play though and talk about how certain items work and give advice on what key points to focus on as a beginner. This might appeal to some people that have already got a good understanding of the game, and i will welcome any tips my self that i have missed in order to give people starting out the best start to the game. I will play this run with the sole intent of giving information, up until a point were i believe people should be able to work out how things work. If you have any questions or would like more advice please leave me a message or a comment and i will either reply or make a video on the subject. Thank you and please enjoy. Episode 1: Map Settings - https://youtu.be/e52-FX6aZ8M Episode 2: Resources & Mining - https://youtu.be/EQp0xJYRCzM Episode 3: Power & Automation - https://youtu.be/lnykFbbC5Ec Episode 4: How Do Labs Work - https://youtu.be/dzhvKfB6ECM Episode 5: How Do Assembling Machines Work - https://youtu.be/LfogoyuljfE More to come... If you would like to support me then simple subscribe and like will help out so much.
[]
0
2021-01-23T10:26:22-06:00
forum-topic-18283
18283
(0.13.4) MoTransport 0.2.1
MoMods
https://forums.factorio.com/viewtopic.php?t=18283
ludsoe
MoTransport is a mod seeking to improve transportation by allowing some tracks to go over body's of water, and including boats. Mod Listing: https://mods.factorio.com/mods/ludsoe/motrans Mirror Download: http://www.mediafire.com/download/691ml ... otrans.zip Installation Non-ModPortal Download the mod, and extract its zips contents into your mods folder. If done properly you should end up with a second zip with the mod's version in its name. Features Boats: Adds a craft-able, working Boat that works in water. What else is there to say? Tracks On Water: Allows you to build railways above water. Images: Coming Soon
[ { "author": "Bizobinator", "content": "Will this mod work with 0.13.1?", "date": "2016-06-29T16:24:10+00:00", "quotes": [] }, { "author": "GhengizCohen", "content": "image error of loading the mod to an existing 0.13.4 game\n \n \n \n f4c6655d0a352b418ab5c91e2dbb22eb.png (80.93 KiB) View...
4
2015-12-09T17:20:55-06:00
forum-topic-123219
123219
[Genhis][2.0.23] recipe.results[].ignored_by_stats gets ignored when a different quality gets produced
Not a bug
https://forums.factorio.com/viewtopic.php?t=123219
Quezler
in my latest mod i wanted to hide an internal item from the production stats, so i marked it as ignored_by_stats = 1 on the recipe prototype, however when the machine uses quality modules and the quality upgrades an instance of the higher quality is visible under production and the lower quality under consumption, the expected behavior is that the item _never_ shows up on either side of the chart. Code: Select all quality_holmium_solution_recipe.results = { {type = "item", name="holmium-solution-quality-based-productivity", amount = 1, ignored_by_stats = 1}, {type = "fluid", name="holmium-solution", amount = 100}, } to reproduce: - install https://mods.factorio.com/mod/quality-h ... m-solution version 1.0.0 (the version number is important) - place this blueprint in a fresh 50x50 world Code: Select all 0eNqFVO1ymzAQfBf9ljKGgh38KpkOI8RBNBES1Uca6uHdewJCY1tO+Yfu2L3bXXEhjQowWqk9OV+IFEY7cn65ECd7zVU803wAcibOG8t7YJ7rNzJTInULH+SczTTR/GrUIMPAxCsMUnDFRsWRgZJfgSvpJ2xR0INuuZ2+gOXzT0pAe+klrGMsL1Otw9CARTb6yQAKhLdSMNBg+4nhAmA7LgBJRuMQweg4EKKyrKIEKVmBTE3oOrC1k38QJTvsT1zjhizfyaTupMZS3Mf5FMPpqVw58qdy2Wf9oHbgvdS9i40WBvMOdcCawmGhraWHAUsdVw4oWY/Xvf+JruFKNhilwANhQnTsRMlg2kWPDy68msi1MTd2GPsdWFY+RkNn5oREP3aJXGic54smjw3I50cJuEMuduQmqDe014FFdb7VPkPtE1AlTWb4HinPNqRDGuhI/5vvu+Gev0BS0kqLsV3qRVoKijERcowkW5l9kjmjwibw2lPfOJkY+XSf4TGiJyY9bpNmjxO8Qf3mmxNgBfKhosvNxDDjCffBwlWYuGcKON6bOV7vmPno6v7boeQdU79MUh7zqqiqsqjy52NxmOe/rJGLCw== - wait till the quality modules do their thing and notice the item with the tech modifyer showing up on both sides of the graph strigweasel pointed out the existance of 120132 that describes that this was intentionally added, but this prevents me from actually *ignoring* and item from the stats, and there is no item prototype flag or anything to blacklist an item from showing up in the production stats.
[ { "author": "", "content": "Thanks for the report. This logic is done in the same way as products with probability which has the following documented behavior : \n \n\nBecause of this, I think this is not a bug. Feel free to make a modding interface request on this topic.", "date": "2024-12-02T15:09:59...
1
2024-11-28T14:54:00-06:00
forum-topic-12193
12193
Factorio command line options
Tools
https://forums.factorio.com/viewtopic.php?t=12193
Factorio has command line options for starting multiplayer servers, creating saves and more: https://wiki.factorio.com/Command_line_parameters
[ { "author": "StanFear", "content": "hey, where can we ask for more commandline options ? \n \nif there is no place yet, I think I'll ask here right (don't hesitate to move my post if it is not the place) \nanyways, \nI was wondering if there could be some option to pass the savefile we want to play in the ...
4
2015-05-10T04:17:15-05:00
forum-topic-118083
118083
__level__/freeplay.lua:197: attempt to index global 'global' (a nil value)
Technical Help
https://forums.factorio.com/viewtopic.php?t=118083
kpgg
When attempting to load a years-long save file without mods after the space age update, I encountered this error when loading and fixing Code: Select all The scenario level caused a non-recoverable error. Please report this error to the scenario author. Error while running event level::on_configuration_changed __level__/freeplay.lua:197: attempt to index global 'global' (a nil value) stack traceback: __level__/freeplay.lua:197: in function 'on_configuration_changed' __core__/lualib/event_handler.lua:87: in function <__core__/lualib/event_handler.lua:84> How do I fix it?
[ { "author": "kpgg", "content": "If you have steam cloud enabled, disable it first. \nThen, navigate to your save file location\n \n On windows, it's \"%appdata%\\factorio\\saves\" \n On linux, it's (probably) \"~/.factorio/saves\" \n \n\nThen, find your world save, it's name should be \"<name-of-your-world>...
2
2024-10-27T22:01:39-05:00
forum-topic-100614
100614
3 and 4 way intersections - Page 21
Railway Setups
https://forums.factorio.com/viewtopic.php?t=100614&start=400
coppercoil
I fixed my intersections. I updated images and blueprints in my original posts: Lilac+U viewtopic.php?p=629757#p629757 Bottle+U, Airplane+U viewtopic.php?p=636998#p636998
[ { "author": "sparr", "content": "My attempt at a nice simple one chunk one layer intersection with four way rotational symmetry and LHD. RHD is easier, see the next post in the thread for the simple solution to that. \n32x32 tiles \n2-rail spacing \nScore: 44.24 \n \nOne (well, four) rail signal block is la...
19
2021-11-14T07:48:56-06:00
forum-topic-66194
66194
Factorio Forums • [0.17.3] Crash using 1x1 empty.png
I stumbled into the weirdest hard to reproduce error. For Deep Mine I'm generating a module to add mining productivity to assembler type mines: Code: Select all { type = "module", name = "deep-mine-prod-module", icon = "__core__/graphics/empty.png", icon_size = 1, flags = { "hidden" }, subgroup = "module", category = "productivity", tier = 0, stack_size = 1, effect = { productivity = {bonus = 0.02}} -- productivity step size is 2% we use as many as actual force mining-bonus requires }, This works fine until I load Dectorio alongside it, suddenly Factorio throws an error: Code: Select all AtlasSystem.cpp:1204: The given sprite rectangle (left_top=0x0, right_bottom=32x32) is outside the actual sprite size (left_top=0x0, right_bottom=1x1). Sprite name: __core__/graphics/empty.png.: __core__/graphics/empty.png However this is not Dectorio messing with my prototype, but the Atlas system getting confused as you can see in the serpent.block made in the attached logfile the icon_size is still set to 1. Setting the icon to any 32x32 icon, even leaving the size at 1 it loads without problem.
[ { "author": "", "content": "Are you sure that Dectorio did not take icon that uses empty.png from one of other mods and changed it by giving it icon_size while creating it's own icon or something? \nI've seen a discussion about similar issue in mod forum I think.", "date": "", "quotes": [] }, { ...
6
forum-topic-120784
120784
[2.0.14] Bots jumping / snapping backwards on Aquilo
Bug Reports
https://forums.factorio.com/viewtopic.php?t=120784
morganc
When robots divert to charge at roboport on Aquilo they are jumping backwards. See video attachment. Seems to be purely visual gameplay is working perfectly otherwise. Worker robot speed 6 researched. Using Factorio 2.0.16 experimental / Steam / Linux.
[ { "author": "", "content": "Looks like this is just the point they are all running out of power so the position is corrected retroactively, see https://factorio.com/blog/post/fff-421 .", "date": "2024-11-19T19:10:40+00:00", "quotes": [] }, { "author": "DarkShadow44", "content": "Seems l...
5
2024-11-10T09:53:21-06:00
forum-topic-125864
125864
[2.0.30] 1st row of recipes has no background square (mac?)
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=125864
Quezler
Looks like commit 2e171cc between 2.0.28 and 2.0.29 is to blame. Log file available on request since it wasn't generated by a public build. Note that this happens even with no mods installed, even without space age.
[ { "author": "", "content": "Thanks for the report. This is now fixed for the next release.", "date": "2025-01-12T23:38:28+00:00", "quotes": [] }, { "author": "hgschmie", "content": "I had the same issue in a mod and was tearing my hair out trying to understand what I did wrong. Thanks fo...
3
2025-01-12T11:38:22-06:00
forum-topic-15337
15337
Additions to the Character Logistic Slots
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=15337
This covers - One-time requesting / temporary requests - Dump-slots, that automatically remove items, that are too much in the inventory - Additions to handle the requests easier Recovering requests slots after dying in MP is AFAIK in the current dev-todo-list, so not handled here. Temporary requests viewtopic.php?f=6&t=3868 Player logistic slot improvements (Part 1 is already implemented) viewtopic.php?f=6&t=8295 Request "blueprint resource package" from logistics viewtopic.php?f=6&t=13435 Logistics System Requests viewtopic.php?f=6&t=14504 Request blueprint materials from logistic system viewtopic.php?f=6&t=15274 Temporary Logistic Slots viewtopic.php?f=6&t=25398 Ordering items from logistics network Improve handling with the dump-slots viewtopic.php?f=6&t=1267 Player inventory: requester/provider switchable (Switch between requester and provider) viewtopic.php?f=6&t=4469 Request for logistics robots (Having also slots with a minimum number of items, see also next) Additions to handle requesting easier viewtopic.php?f=68&t=1938 Player as requester/provider chest (reserve slots in inventory, requesting stacks instead of exact amounts) viewtopic.php?f=6&t=4469 Request for logistics robots (Request the bots back, needed for personal roboport) viewtopic.php?f=6&t=13176 Logistic Slot UI Shortcut (list only items, that are available in the current network) viewtopic.php?f=6&t=14521 Inventory and toolbelt filters act as request slots See also viewtopic.php?f=80&t=15326 Stack Filters for Chest, Vehicles and others Other related viewtopic.php?f=6&t=1267 Player inventory: requester/provider switchable (Turning all request slots on/off) viewtopic.php?f=68&t=1938 Player as requester/provider chest (if no items of this type currently available, reserved slot shows blurred image.) viewtopic.php?f=6&t=4602 Intelligent Logistic Slider / Logistics UI (The amount of default request item # depends on what you request and where, in which context) viewtopic.php?f=6&t=5265 Different scaling for player logistics requests viewtopic.php?f=6&t=7692 Multiple occurrences in requester chests (should not be possible in my eyes) viewtopic.php?f=6&t=13393 Interface For Logistics Storage
[]
0
2015-08-29T13:23:06-05:00
forum-topic-76383
76383
The mod needs valves very badly.
DyWorld
https://forums.factorio.com/viewtopic.php?t=76383
andre2
I have set up plate production from molten iron, molten copper, molten nickel etc. From the slag processing there are additional molten metals left over. I want to put thoose in a leftovers fluid bus. So that they are processed at the plant for iron, copper, Nickel plate and so on. But the copper smelting topped the molten copper fluid bus off, so that the iron slag processing can´t empty the molten copper. I want valves, with which I can priotize that the fluid bus for leftovers gets emptied first, before the molten metals get used, which are created on site. The other solution would be, that I use up every byproduct on site. But that would mean, that for iron for example I would have to set up 3 additional plate productions, to dispose the leftover fluids. That is to work intensive, as this setup does not scale up so easily. I would have to connect 3 more belts for the leftover production, for every iron plate productuion blueprint. That is not fun!!! With my leftover fluid bus, I simply put down another blueprint and connect it. And then I can focus on other things.
[ { "author": "DaleStan", "content": "If you want to use only DyWorld, you can use tanks and circuit-controlled pumps for this purpose. I, however, recommend that everyone should use Advanced Fluid Handling for all their fluid handling needs. I recommend it for its many wonderful not-valve parts, but you ca...
2
2019-10-04T06:29:17-05:00
forum-topic-127473
127473
Modded robots don't respect surface conditions fully
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=127473
Templarfreak
Modded Logi / Construction bots properly can't be hand-placed on a surface if their surface conditions are not fulfilled by the surface's properties, but they can still be kept in inventory or put into roboports and then get assigned jobs and execute them on the same surface despite their conditions still not being met. Example code: Code: Select all data.raw["logistic-robot"]["logistic-robot"].surface_conditions = {{property = "pressure", min = 350}} this example would prevent them from being placed on Aquilo, but if put into a Roboport they can still get assigned jobs and will fulfill them even though their surface condition is not met.
[]
0
2025-03-13T16:14:18-05:00
forum-topic-127441
127441
Factorio Forums • Keep a minimum on space ship?
How do I keep a minimum on a space ship? I have a ship running between vulcanas and nauvis. It requests 1k calcite from nauvis. I want it to drop 950 of that on nauvis and keep 50. Nauvis cargo landing pad is requesting said 950. I have a generic "space platform starter" logistic group on the spaceship that has the 50 kept calcite in it. This makes it so that NO calcite is dropped on the planet. If I remove that 50 in the spaceship logistics, then it works fine, but the ship doesn't have any calcite kept in reserve for its own use. context: More details as I thought this was a bug, it's not. viewtopic.php?t=127433
[ { "author": "", "content": "Put the reserve on a belt...", "date": "", "quotes": [] } ]
1
forum-topic-67835
67835
Trains treat fuel as cargo?
Not a bug
https://forums.factorio.com/viewtopic.php?t=67835
Blastodial
I have found a train with "full cargo inventory" criteria seems to get stuck at a train station. The only reason I noticed was 1 solid fuel missing, and that stop was trying to add coal as fuel.
[ { "author": "Gummiente27", "content": "Solid fuel is an item. And therefore put into a cargo wagon. There are different wagons for fluid available. \n \n https://wiki.factorio.com/Cargo_wagon \n https://wiki.factorio.com/Fluid_wagon", "date": "2019-03-16T15:49:08+00:00", "quotes": [] }, { "a...
3
2019-03-16T09:39:31-05:00
forum-topic-51920
51920
TreePlant - A green thumb (inserter?)
Reika's Mods
https://forums.factorio.com/viewtopic.php?t=51920
Reika
Mod Info: I hate clearing trees, and not just because of NauvisDay. I genuinely think that they - especially some of the modded ones - are quite appealing visually, and my ideal factory is one inset into the trees like this and this . However, one is inevitably forced to clear trees, both to make space for infrastructure, and because they often end up pollution-damaged and unsightly. Well, that is no longer a concern. Depending on how it is configured, TreePlant can make trees replantable and healable in a variety of ways, including stumps that can be regrown into trees, sapling drops, or a simple tree healing capsule. As bonus features, it also includes options to stop biters from tearing a hole through your forests, and a water capsule to put out unwanted forest fires. Screenshots/Video: Putting out a forest fire: Tree Healing Capsule in action: Tree Replanting Machine: Notice the natural tree clustering:
[ { "author": "i_i", "content": "The mod T-Re(e)plant caused a non-recoverable error. \nError while running event TreePlant::on_player_mined_entity (ID 65) \nUnknown item name stone-var1 \nstack traceback: \n__TreePlant__/functions.lua:55: in function 'onEntityMined' \n__TreePlant__/functions.lua:60: in funct...
8
2017-08-17T00:17:48-05:00
forum-topic-121854
121854
[2.0.15][win64] Crash switching audio device "Error SoundInterfaceSDL.cpp:271: Unsupported format 0"
Bug Reports
https://forums.factorio.com/viewtopic.php?t=121854
lucdem
Starting the game with no audio devices connected to the PC, connecting an audio device after the game is open, the trying to switch devices on the "preferred output" settings, can cause a crash. You can see in the screenshot the crash as I select a bluetooth device while in a game, but I can easily replicate this bug on the main menu as well.
[]
0
2024-11-17T10:18:20-06:00
forum-topic-117952
117952
[hrusa] [2.0.11] Ghost Assembling Machines w/ Modules don't show accurate crafting speeds
Assigned
https://forums.factorio.com/viewtopic.php?t=117952
_ramar
TL;DR: ghost: 10-27-2024, 23-16-06.png (44.7 KiB) Viewed 434 times module ghost: 10-27-2024, 23-16-20.png (42.11 KiB) Viewed 434 times real: 10-27-2024, 23-16-28.png (47.26 KiB) Viewed 434 times module real: 10-27-2024, 23-16-37.png (41.37 KiB) Viewed 434 times as a lazy engineer, i'm a huge fan of the new overlay for items / second! i noticed when trying to design a system, placing modules in is super easy and nice, but it doesn't update this value! great work on 2.0 and the DLC everyone <3
[ { "author": "nthexwn", "content": "I've been finding this rather annoying when trying to design things in advance. There's no easy way to know how fast the machines will be until all the beacons, machines, and modules are present and powered on.", "date": "2024-11-22T06:57:06+00:00", "quotes": [] ...
3
2024-10-27T10:17:38-05:00
forum-topic-108862
108862
Friday Facts #377 - New new rails
News
https://forums.factorio.com/viewtopic.php?t=108862
Here it is! (beep boop) https://factorio.com/blog/post/fff-377
[ { "author": "mmmPI", "content": "That's legendary good news hahaha", "date": "2023-09-22T11:02:16+00:00", "quotes": [] }, { "author": "Hares", "content": "Great changes! Now I can build even more rails!", "date": "2023-09-22T11:08:52+00:00", "quotes": [] }, { "author": "S...
19
2023-09-22T06:00:09-05:00
forum-topic-116258
116258
[StrangePan][2.0.7][macos 10.13.6] Crash on launch, after "Cloud player-data.json unavailable"
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=116258
SevenMass
After double clicking the app icon, the factorio.app program launches. It spend some time loading stuff, and then it crashes. The main menu never appears. Log file: factorio-current.log (3.46 KiB) Downloaded 37 times
[ { "author": "", "content": "I believe this issue and 116227 are related", "date": "2024-10-21T16:01:35+00:00", "quotes": [] }, { "author": "SevenMass", "content": "Update: \n \nThe problem goes away if i delete this file: \n Code: Select all ~/Library/Application\\ Support/factorio/c...
10
2024-10-21T09:00:02-05:00
forum-topic-61287
61287
Hidden Object-Information
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=61287
Mr_Happy_212
What? Hide the equipment box when you hover over an object that has more Information that your screen can Show. Why? The box is over the description of the object, so you cant see what is under it.
[ { "author": "bobucles", "content": "Could you please show an example? ctrl-print screen, Mspaint and ctrl-V work wonders.", "date": "2018-06-30T12:56:48+00:00", "quotes": [] }, { "author": "eradicator", "content": "There's mods that auto-hide the minimap, which is far larger than the gun...
6
2018-06-30T04:18:27-05:00
forum-topic-25469
25469
Angel's Bio Processing
Angels Mods
https://forums.factorio.com/viewtopic.php?t=25469
Arch666Angel
Angels Mods I. Angels Infinite Ores II. Angels Refining III. Angels PetroChem IV. Angel's Smelting V. Angel's Bio Processing VI. Angel's Industries VII. Angel's Addons X. Development and Discussion XI. Bugs & FAQ XII. Donations and Chocolate Fund Angel's Bio Processing (Beta) Description: -Algae Farming: Different Algae live of a variety of liquid solutions and growth enhancer, they then can be processed for the element they metabolized while growing. -Green Algae: Live of Mineralized Water and produce fibers which can replace some aspects of wood -Blue Algae: Live of Waste Water and produce nitrogen heavy compounds -Red Algae: Live of Thermal Water and produce silicate heavy compounds -Alien Spores: Can be filtered from the air and cultivated in the Algae Farm to further process them to artefacts Downloads Mod File: angelsbioprocessing Licence: CC BY-NC-ND 4.0
[ { "author": "Arch666Angel", "content": "Long description Angels Processing \n \nAlgae Farm \n \n \nDesert Tree \n \n \nSeed Extractor \n \n \nComposter \n \n \nFarming Processor \n \n \nPress \n \n \nTree Seed Generator \n \n \nArboretum \n \n \nSwamp Tree \n \n \nTemperate Tree \n \n \nGardens \n \n \nTemp...
1
2016-05-18T17:59:08-05:00
forum-topic-109528
109528
Create logistic group from blueprint
Implemented in 2.0
https://forums.factorio.com/viewtopic.php?t=109528
TL;DR With the logistic groups announced, I think it's time to revisit this suggestion : Allow the engineer to create a logistic group in one operation by importing a blueprint item list. What ? The core idea is we need some kind of interaction between blueprints and logistic requests, and the logistic groups are (were) one of the missing steps for that. Now that we can (will be able to with 2.0) group a set of individual logistic requests into a coherent whole, the last thing we need is use the contents of a blueprint to feed the logistic group. The things I will want to do at some point : 1) I have a blueprint ( [Edit] : Or a "Copy" selected) in hand, or I'm browsing my BP library, I want to : - create a new logistic group with the items listed in the blueprint/blueprint book - add to an existing logistic group the items listed in the blueprint/blueprint book 2) I am in my inventory preparing something, I want to be able to : - Create a now logistic group by importing a blueprint/blueprint book from my library (or my inventory if blueprints in the inventory are still a thing in 2.0) - Add to an existing logistic group the contents of a blueprint/blueprint book from my library Cherry on top : QoL minor feature like pre-filling the new logistic group's name with the BP/BP book's name Why ? I think the why is pretty obvious, given it's one of the oldest feature requests regularly re-requested for 8 years. I'm aware having two paths to access the same core feature is twice the work, but I'm sure there are clever ways to do that to minimise the double work (like for example invoque the same interface from two starting points). I totally see myself using both, hence the suggestion to allow both. [Edit] : In the 1) Blueprint in hand , I added a nuance : as soon as I have "Copied a zone on screen, even when there is no actual blueprint in hand, I want to be able tu use that feature.
[ { "author": "morsk", "content": "edit: Er, I misunderstood the suggestion and thought it was something else. I don't have anything to say about this, unfortunately. Except that obviously some people want it, and it would be convenient.", "date": "2023-11-05T13:03:14+00:00", "quotes": [] }, { ...
13
2023-11-05T06:06:09-06:00
forum-topic-126544
126544
Factorio seed reader?
Tools
https://forums.factorio.com/viewtopic.php?t=126544
ElectroMagnetic
Is there such a thing as a Factorio seed reader? In my phrasing a Factorio seed reader is basically a Minecraft seed visualizer but for Factorio. I want this because I like to plan for stuff(Almost excessively) and I sorta want the world map so I can see how much free space I have between oil patches and stuff. If there is, link it below please! Thanks for any help, Electromagnetic.
[ { "author": "atomizer", "content": "The game itself can generate previews for you: https://wiki.factorio.com/Command_line_parameters", "date": "2025-02-02T19:25:24+00:00", "quotes": [] }, { "author": "ElectroMagnetic", "content": "Ok thanks!", "date": "2025-02-02T19:38:10+00:00", ...
2
2025-02-02T13:15:45-06:00
forum-topic-50281
50281
[MOD 2.0] Global Tick Time Scale - Change the UPS/FPS of Factorio without changing the game pace. - Page 2
Mods
https://forums.factorio.com/viewtopic.php?t=50281&start=20
Zanthra
if you only replaced half the reactors, take a look at the speed at which the fuel cells are consumed between one that was replaced and one that was not and see if they are the same. If I recall when I replaced a reactor I watched it burn through most of a fuel cell while an adjacent reactor that I did not replace barely touch its, perhaps only the output is recalculated. I'll take a look again at solar panels and roboports when I get a chance. I really appreciate the reports, thanks!
[ { "author": "Zanthra", "content": "Alright, I added the \"charging_energy\" to fix roboports, and added \"production\" to fix the solar panels, and added a few values specific to the rocket silo. Should be working proper now with 1.1.2 .", "date": "2017-07-25T21:14:56+00:00", "quotes": [ { ...
19
2017-06-27T17:26:37-05:00
forum-topic-126973
126973
offset and offset_deviation in create_entity and create_asteroid_chunk
Won't implement
https://forums.factorio.com/viewtopic.php?t=126973
gogogadgetdisco
The noise in velocity and position of the resulting downsized asteroids when asteroids are destroyed appear to be accomplished by the offset and offset_deviation keys inside the dying_trigger_effects of the entity-type asteroids (used on both the create-entity and create-asteroid-chunk type effects). So far as I can tell from the docs, neither Surface's create_entity() or SpacePlatform's create_asteroid_chunks() appear to take this as input, would it be possible to expose these on both methods? My use case is spawning additional asteroid entities/chunks prior to asteroid destruction, and without this I think I'm restricted to noiseless/inorganic feeling methods to set the position and velocity for the new objects? (Apologies if this duplicates another request, is documented somewhere I missed, or is a dumb ask that can be done another way, this is my first tiny mod to orient myself in the code)
[ { "author": "", "content": "I don't understand what do you mean by this, or rather why do you think offset and offset_deviation makes things organic in a way that you can't do by setting position and velocity yourself? Trigger just uses uniform random generator to generate random offset. How would that be d...
3
2025-02-19T22:20:49-06:00
forum-topic-95222
95222
Friday Facts #364 - 1.1 stable
News
https://forums.factorio.com/viewtopic.php?t=95222
Here it is! (beep boop) https://factorio.com/blog/post/fff-364
[ { "author": "mikiqex", "content": "Thanks guys, those new features are amazing, with exception to the automatic underground belt traversal, which is freaking EPIC! \n \nI'm always grateful for articles about optimizations, so also thanks to Rseding for the Save game speed explanation, I was curious about ...
19
2021-01-29T03:41:01-06:00
forum-topic-125728
125728
[posila] [2.0.29] crash to desktop without animation repeat_count defined
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=125728
Quezler
Playing around with getting hurricane graphics to work, whilst trying to debug animations layers desyncing i ran into this crash to desktop: Code: Select all 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 0x1b01874a3 src/Graphics/Animation.cpp (69): loadFrames src/Graphics/Animation.cpp (350): load src/Graphics/Animation.cpp (278): load src/Graphics/Animation4Way.cpp (41): load src/Graphics/WorkingVisualisations.cpp (160): load src/Graphics/WorkingVisualisations.cpp (103): WorkingVisualisations src/Graphics/WorkingVisualisations.cpp (101): WorkingVisualisations src/Entity/CraftingMachinePrototype.cpp (29): CraftingMachineGraphicsSet src/Entity/CraftingMachinePrototype.cpp (31): CraftingMachineGraphicsSet src/Entity/CraftingMachinePrototype.cpp (129): CraftingMachinePrototype src/Entity/FurnacePrototype.cpp (27): FurnacePrototype src/Entity/FurnacePrototype.cpp (32): FurnacePrototype src/Data/PrototypeLoader.hpp (30): operator() src/Data/PrototypeLoader.hpp (26): __invoke src/ID/PrototypeList.cpp (28): executeLoader /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/Data/PrototypeLoader.cpp (283): loadPrototypeForType src/Data/PrototypeLoader.cpp (71): loadPrototypes src/Data/ModManager.cpp (965): loadModPrototypes src/Data/ModManager.cpp (1378): processMods src/Data/ModManager.cpp (590): loadData src/GlobalContext.cpp (506): init src/MainLoop.cpp (286): run src/Main.cpp (1357): fmain src/Main.cpp (1379): main This error comes and goes as you (un)comment energy-condenser-quality-edition/graphics/disruptor/pictures.lua:15 Earlier during this mod's development i did get a "1 != 80" ish error but it looks like "that" doesn't trigger for this situation.
[ { "author": "", "content": "Thanks for the report. \nAnimation definition using \"stripes\" causes crash when trying to compose the error message about mismatch in frame count. \nFixed for 2.0.30", "date": "2025-01-09T09:11:16+00:00", "quotes": [] } ]
1
2025-01-08T03:30:50-06:00
forum-topic-118063
118063
[raiguard] [2.0.11] Pipeline overextended when it is not
Not a bug
https://forums.factorio.com/viewtopic.php?t=118063
luc
First: congratulations on the space launch! Still working on the first rocket launch in a fresh world so I have yet to experience it but I'm very excited I built an electric miner at the end of a pipeline which caused several overextended error messages to appear, but there is no problem: the miner works perfectly fine. I thought maybe the error is like at the exit port of the machine and appears despite the machine itself still being able to receive the liquid on the near side, so it's like an off-by-one error where the error appears at the limit of where there would be a problem, but no: adding another miner also still works, it still receives fluid. Perhaps it's the daisy chaining where you give some leeway, make it work like one big machine/requester? No: I can also put a piece of pipe in between (which will also complain about overextension) and put a miner on the end and it still receives fluid. Perhaps the error starts appearing before the limit is actually reached? (In which case it should be a suppressable warning; I have gone as far as I want to with this pipeline for now.) No: the maximum of 320 tiles ( source ) is reached because it says¹ 320 meters (=tiles?) horizontal and 122 meters vertical distance = over 400 tiles total since there are no diagonals. (Edit: I also just noticed the "pipeline extent" property saying 321 out of 320) I cannot explain the behavior. It seems that either the error appears too soon, or that the distance limit is not being enforced. Considering the extent showing as 321 out of 320, I guess the distance limit is not being enforced As a separate issue, there is no help information in the tips and tricks about this error, or pipelines in general for that matter, nor anymore info when you click on it (the map simply appears, having error icons plastered all over it but nothing useful). It is not clear what the game wants from you if you haven't read the friday facts -- which I purposefully haven't to get the full exploration experience once it comes out
[ { "author": "", "content": "Please provide a save file showing the issue you’re having.", "date": "2024-10-28T02:21:29+00:00", "quotes": [] }, { "author": "luc", "content": "Was playing on multiplayer; I've asked my friend to send over the save file (they're sleeping now though), will po...
8
2024-10-27T18:46:36-05:00
forum-topic-106306
106306
[Twinsen][1.1.80][switch] Cannot enter newlines in multiline text fields
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=106306
VisibleReality
Problem On switch, it is not possible to type a newline in any multiline text field, such as the Description field for hosting a multiplayer server, it is not possible to input a newline, because the "Return" button is greyed out. Additionally, it is not possible to use an external keyboard to enter a newline either. Expected Behaviour The return button is usable and behaves the same way as pressing Enter in the PC version of Factorio. I do not know if it is possible to provide a log file from the switch version of the game. The return button is greyed out and unusable when the multiline text field is selected. Factorio No Return.jpg (499.13 KiB) Viewed 1000 times
[ { "author": "", "content": "After a long time, Fixed in 1.1.92. \n \nThanks for the report.", "date": "2023-09-19T13:12:02+00:00", "quotes": [] } ]
1
2023-05-22T02:00:20-05:00
forum-topic-124483
124483
Can't filter Big Fulgora rock
Duplicates
https://forums.factorio.com/viewtopic.php?t=124483
AndrolGenhald
Since the deconstruction planner trees/rocks mode unfortunately doesn't deconstruct ruins , I made my own with all the fulgoran stuff whitelisted. I later noticed that there is a "Big Fulgora rock" (which maybe should be renamed to "Big Fulgoran rock" to be consistent with other entities) that isn't listed in the filter menu, so now I have to deconstruct things twice, once with the trees/rocks planner and then again with my own ruins/cliffs planner.
[ { "author": "IsaacOscar", "content": "Not a bug, several things have been merged in the filters to not overwhelm people. \n \nIt's probably just under 'big rock' or something lime that, play around with the different types and see what works.", "date": "2024-12-15T16:09:27+00:00", "quotes": [] }, ...
4
2024-12-15T09:44:13-06:00
forum-topic-73131
73131
You won't like but here's what would fix fluids:
Implemented in 2.0
https://forums.factorio.com/viewtopic.php?t=73131
StephenLynx
Remove flow mechanics entirely. Just like durability and pickaxes were removed entirely and no one looked back. Hear me out: when someone is designing a factory, having to wrestle fluid resistance and pumps that don't add pressure is not fun. All people want is to get stuff from point A to point B. So why not treat pipes like electric poles? If X is being served from somewhere and somewhere else can consume X, just make it get there. We are halfway there with fluid mix prevention anyway. Bonus points: no more performance and parallelization issues.
[ { "author": "mudcrabempire", "content": "Hmm, it has the charm of a problem being solved with a sledgehammer (solving problems with a sledgehammer does have some charm). \n \nPros: \n-It would work \n-Perfomance and easy to code \n-I probably wouldn't be able to tell the difference \n \nCons: \n-I've neve...
19
2019-07-10T19:41:25-05:00
forum-topic-70603
70603
[2.0.42] Upcoming breaking mod changes - Page 2
Modding discussion
https://forums.factorio.com/viewtopic.php?t=70603&start=20
2.0. 22 will include several small breaking changes to make portions of the Lua API support quality when reading/writing. Code: Select all - Changed all instances of get_item_count to support quality. - Changed LuaPlayer::get_quick_bar_slot to include quality. - Changed LuaEquipmentGrid::get_contents() to include quality. - Changed LuaEquipmentGrid::count() to support quality. - Changed LuaEntity::storagE_filter read to include quality.
[ { "author": "", "content": "2.0.25 changes how burner inserters initial energy is handled. \n \nIn this release the burner energy source prototype will have 2 new optional properties: initial_fuel and initial_fuel_percent.", "date": "2024-12-09T17:32:14+00:00", "quotes": [] }, { "author": ""...
3
2019-05-09T05:28:40-05:00
forum-topic-109638
109638
Combiner 2.0 Feedback
General discussion
https://forums.factorio.com/viewtopic.php?t=109638
Roflhouse42
Loving the new changes so far to Combinator but I definitely feel like there are some key missing parts. I started thinking about how this will affect the design of train stops and think that adding a few different options could help a lot for new players. Also, additions to the Arithmetic Combinator and chests I am super sad to not see added. Arithmetic Combinator or the Decider Combinator NEEDS to have at minimum support for Min and Max. Ideally it would have the clamp operator as well but at minimum please add min/max. To make a min operator you need two Decider and a multiplier. On top of that you need to hardcode the constant value in each or wire up a constant combinator to all three. Its complex and annoying and very error prone. Also you need to understand the wire merge/addition mechanic which merges the two branching signals back together. Its the most difficult part for a noob to understand when making train stops. Please add that functionality to the Arithmetic Combinator. Adding this alone would simplify train stops by almost half the complexity and number of operators. Unloader stations/item request stations are annoying and hard to build. Please add additional functionality to make this better. Some useful tools for that would be for chests to emit signals around how empty the chest is such as number of empty slots or the number of selected items that can fit in the chest. AKA you select copper ore or 100 copper ore, and it tells you how much more copper ore is needed to full up to that amount (both a full chest or a constant amount). This would make calculating the number of missing items a stop much easier and automatic. Also please add an option for the chest to output a constant value(aka 1 chest) so you can count how many chests are connected. A count of how many chests are connected at a train stop plus the stack size operator seems very powerful. Mostly i just want it to make sure that all my chests at a train stop are connected to a wire. I think this would make it much easier to build unloader stations and stations requesting items. Next let's look at calculating the inventory at loader train stations. Stack size is great, but for train stops, really not what you want. I imagine you would use the stack size operator to calculate the train capacity then calculate the # of trains. something like: Input-------------------------------------------------------------------------------------------------------> Input->Selector(Stack Size)----------------------------------------->mul(items per train)->div(# trains) Constant Combinator 160------------------------------------------> This works and it is much better then vanilla because it offers a much more robust solution not needing to manually edit the constant combinator for item types but it also has a lot very complex wiring. I think it also has noob unfriendly features like the Constant Combinator is representing both the number of cargo wagons per train and number of stacks per wagon and it only works for stack based loading. Alternatively, if we had Cargo Wagon Capacity as an option for the selector: Input-----------------------------------------------------------------------------------------------> Input->Selector(Cargo Wagon Capacity)------------------->mul(items/train)->div(# trains) Constant Combinator 4(wagon/train)-----------------------> I think is this much more noob friendly because all simplification of the constant combinator and it also it works for liquids. Also, when building this setup you are working with simple understandable intermediate values, Cargo wagon capacity, number of wagons per train, number of items per train. Selector could even offer a number modifier to the cargo wagon capacity so it would provide 4x cargo wagon capacity if you wanted to remove the need for a constant combinator and multiply. A different approach would be to provide a more robust divide operator. This would likely be an additional option in the Arithmetic Combinator operators instead of a selector operator. Two useful examples would be converting a signal into the number of stacks of that signal or the number of cargo wagons of that signal. Both of these operators would be equivalent to dividing the signal by the Stack size or Cargo wagon capacity which make sense as an option when selecting the constant value of the Arithmetic Combinator's divide. The Arithmetic Combinator already allows you to select a constant or a signal value. This might be going too far in simplifying, however. Example for Number of stacks in a signal: Input->selector(Number of stacks in inventory)--------------------------------->div(# trains) Constant Combinator 160(40 stacks per wagon * number of trains 4)-> This method saves only one multiply but simplifies the wiring significantly (only three wire connections). But only works for non-liquids. Note that you don't need to wire the original input into the div which is much simpler to figure out for a noob. I think this is going too far in simplifying but i though i would include it. Finally, if we had Number of Cargo Wagons: Input->Selector(number of Cargo Wagons)-> Constant Combinator 4(Number of trains)->div(# trains) This is the simplest and works for both liquids and non-liquids. It is however probably too simple. Conclusions on the Selector: I think that the number of stacks per signal is not really in the spirt of the selector but if simplify is the goal it helps a lot. If it were up to me i think adding "Cargo Wagon Capacity" is a no brainer as it is very simpler to "Rocket Capacity" which is a function of the selector already and allows for a train stop to support both liquids and non-liquids very easily. TLDR: Please add "Cargo Wagon Capacity" to the selector and maybe even "Steel Chest Capacity" min/max/clamp operators to Arithmetic Combinator or Decider Combinator. Add option for chests to output a signal for empty space or missing items from chest. Add option for chest to emit constant value for chest counting.
[ { "author": "Nidan", "content": "I'd put free/used/total slots into the circuit settings for containers (and train stops). Having selector modes only usable for only specific items begs the question of how modded variants could be supported. (I even feel \"rocket capacity\" is a bit out of place as there wi...
3
2023-11-10T13:31:31-06:00
forum-topic-119843
119843
Early game automatic mall
Combinator Creations
https://forums.factorio.com/viewtopic.php?t=119843
CircuitBreaker
This is an automatic mall that can be built very early, you only need to have researched automation, circuit networks, and logistics for the lane balancer. It can build anything that can be built by assembling machines with no more than two intermediate steps from the ingredients you supply. I have used this successfully to produce things which I want to have constantly available, but don't constantly consume in large quantities: many of the buildings and all railroad stuff except the rails themselves (signals, locomotives, wagons). screenshot.jpg (496.81 KiB) Viewed 3940 times 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 Copy blueprint How to use it? You can connect the ingredients on the incoming belts in any order, but you must configure the inserters so their enable condition matches the item on their belt. Due to the sushi belt design, you can easily add more input materials as you progress. Set the production targets on the constant combinator in the lower left, and that's it! Your requested products will be delivered into the output chest. A green light will light up when all requests are fulfilled. There is a 4x4 space where you can later fit a roboport and connect this to your logistics network. Adapting the control circuit to integrate with the logistics network is left as an exercise for the player The two assemblers on the top pre-produce intermediate products which are commonly needed and cheap to produce. In the blueprint, it is set to produce gears, iron sticks and copper wire. You can program it to something else (via the constant combinator in the middle), it just has to be something that can be directly produced from what you supply on the belt. Initially, the pre-production assemblers will consume most of the iron and copper plates until they have reached their production target. If you don't want to wait, manually put gears, iron sticks and copper wire into the output chests of the pre-production to jumpstart production. Given iron plates, copper plates, steel, electronic (green) circuits and stone bricks as inputs, the mall can produce: iron and steel chests, medium and big electric poles, pumps, train stops and signals, locomotives, wagons, storage tanks, lamps, most combinators, repair kits, steam engines, solar panels, electric drills, pumpjacks, steel furnaces, assembling machines level 1&2, oil refineries, chemical plants, labs, radars, gun turrets. (Also, belts and inserters up to the fast level, pipes, walls, ammunition, and red and green science, but I don't recommend that because those are things you need in large quantities, so you're better off having dedicated production lines for those.) How to speed up production: This is obviously not designed for maximum throughput. The ratio of upstream to downstream production is always 1:1, which is not the optimal ratio for most recipes. Having said that, a large slowdown, based on my observation, is that when assemblers get a new recipe, all of the excess ingredients they hold must be moved out before they accept the new recipe. Upgrading the inserters to fast inserters will give you a good speed boost. Troubleshooting: If the control circuit becomes stuck on a recipe it shouldn't hold (for example, if you accidentally requested something for which you don't have the ingredients), disconnect the green wire that connects the input and output of the memory cell (the decider combinator that shows an equals sign on its display) and then reconnect it. Over time, the chests in the recycling loop accumulate excess inventory that was cleaned out when switching recipes. Theoretically, if the output chests of the upstream assemblers become completely filled, the mall will get jammed because the upstream products can no longer flow downstream to the assembler that needs them, but in practice you will probably get to logistics robots long before this happens. It does happen that the final output chest gets full, but that doesn't interrupt the production chain, just the recycling loop. Update the chests to steel chests as soon as you have steel! How does it work? Annotated screenshot mall_annotated.jpg (180.69 KiB) Viewed 3940 times (Note: this screenshot is very slightly outdated, I managed to rearrange things to make this one tile smaller while keeping the space for the roboport.) The assemblers in the bottom row produce based on your demand. They are connected into a production chain, so if you request something that requires intermediate products, those will be produced by the upstream assemblers. For example, if you request a locomotive, the main assembler will have its recipe set to the locomotive, the middle one will produce engines for the locomotive, and the right one pipes for the engine. In the production chain, the output inserters move outputs from chest to chest in a "recycling loop" that allows outputs to be reused as ingredients, this is because excess ingredients are cleaned out each time the recipe changes. The control circuit does not decide which item to produce first. When multiple things are in demand, the assembler will pick one (in inventory order, I think). Two combinators keep a snapshot of the demand in memory until the production of one item is completed. This prevents switching between different production targets before any production completed and never getting anything done. The reset signal is sent by the assembler when it finishes producing its recipe. I found that the reset signal has to be delayed by one tick, otherwise the demand calculation is not updated yet. This is done by a combinator that simply forwards the R signal. Each assembler outputs its ingredients as demand to the next upstream assembler's control circuit. There is no memory cell for the upstream assemblers. It's not required: if the main assembler's recipe doesn't change, then its ingredients will also not change. Feel free to use this as-is or to reuse elements from it in your own designs!
[ { "author": "saberTech", "content": "I have a question about this auto mall. How can you get it so that it does not clear out that final assembler after each completion if you are making a specific quantity of a specific product?", "date": "2024-12-04T19:57:37+00:00", "quotes": [] }, { "aut...
3
2024-11-04T17:22:15-06:00
forum-topic-126858
126858
[2.0.34] Fix default value of CustomInputPrototype::linked_game_control
Documentation Improvement Requests
https://forums.factorio.com/viewtopic.php?t=126858
Geheim
CustomInputPrototype::linked_game_control has an empty default value of "", which is no valid union member of LinkedGameControl .
[]
0
2025-02-15T08:37:44-06:00
forum-topic-5
5
Electric energy - Page 12
Development Proposals
https://forums.factorio.com/viewtopic.php?t=5&start=220
raidho36
Each fission reaction only produces a small handful of neutrons and most of them just fly out of fuel rod, it's important that at least one on average sets off another fissure, otherwise the reaction halts. The fission products "dampen" reaction because being nuclei they still consume neutrons, but contribute nothing to the reaction - because low atomic number, one neutron can't sway it out of stability and nothing happens, but the neutron is gone. Also because of low atomic number it can't be made to fissure. But after building up substantial number of neutrons it will decay, likely increasing atomic number but without releasing amounts of energy comparable to normal nuclear fuel fission. To become nuclear fuel again through beta decay, the particle will have to consume hundreds of neutrons on average, in practice this rarely happen and most of material is non-radioactive. But because fission products nuclear mass and neutron absorption is random, some nucleus will beta-decay upwards high enough to become radioactive, and some fission products are heavy enough to be radioactive to begin with, so nuclear waste will contain radioactive material and not just random mash of low atomic number non-radioactive matter. Note that even if it's not radioactive, it's still poisonous - many elements are, and there are many elements in the waste. And then some chemical reactions may occur in the waste, too. That's what makes it dangerous - it's both radioactive and poisonous, and there's no easy way to separate elements because there's so many of them, normal chemical reagents only have a handful, not dozens and possibly hundreds. Just to be clear, I'm referring to 100% waste, not spent fuel rods. My point is, as you use up fuel, the unusable waste should build up. The mash of random elements that's radioactive and can't be really used as fuel nor anything else. For game's sake you can go without waste altogether, but it was in original suggestion that waste becomes fuel, rather than fuel remains are extracted from waste which then remains permanently, and so I argued.
[ { "author": "Enkal", "content": "Actually, in a regular light water reactor you do breed and use Plutonium (going up in nuclear number). They have a breeder factor of about 0.6 meaning that they produce 60 % of their fuel by raising the atomic number. \n \nBreeder reactors, ie. breeder factor over 1, can us...
19
2013-02-07T09:30:50-06:00
forum-topic-127350
127350
My Shattered Planet Ship
Show your Creations
https://forums.factorio.com/viewtopic.php?t=127350
Scalinger2
I didn't think this ship would be able to make it there and I had a spare fusion generator I slapped on (I should have put them next to each other for the neighbor bonus). I was crawling at the end (~45 km/s) but it worked out. I centered everything around beacons and made squares of underground belts to hold a lot of asteroids. I forgone anything to hold promethium chunks because I wanted to go all in on making it to the planet. The asteroids come in, get sorted, the overflow goes into reprocess and back into the sorter and the super overflow gets tossed. The simple crushers only feed into the mix when I need more of carbon etc. Railguns for huge/big asteroids, missiles for medium and lasers for small.
[ { "author": "Scalinger2", "content": ".", "date": "2025-03-09T02:55:16+00:00", "quotes": [] }, { "author": "eugenekay", "content": "Neat! I like that the Platform Hub is at the “rear”, and not in the center. \n \nYou can use an Attachment (as .TXT file type) for larger Blueprint strings...
6
2025-03-08T20:52:36-06:00
forum-topic-122394
122394
[kovarex] [2.0.20]Galaxy of fame UI not avalable.
Assigned
https://forums.factorio.com/viewtopic.php?t=122394
oobanooba
I'm not 100% certain that this isn't a case of user error, but I also can't for the life of me figure out why the galaxy of fame option isn't avalable. I've already beaten the game on this save and had uploaded my save already, so I should have met all the conditions. But now I want to reupload my save to be able to show off all the new things i've built. I've parked my ship at the solar system edge just like I did when I beat the game initially. but the menu option is entirely absent. I lost the option when my first spacecraft to the solar system edge was destroyed (shortly after I beat the game), and it hasnt been avalable to me since then. If anyone knows whats going on here, i would greatly appreciate it. 11-22-2024, 03-28-02.png (13.05 KiB) Viewed 1493 times 11-22-2024, 03-28-28.png (1.88 MiB) Viewed 1493 times
[ { "author": "", "content": "Hey there, can you please post your Factorio log file? I think the UI doesn't show when you're not logged in, maybe that's the reason it's not showing. Are you logged in when checking the Other category in Settings?", "date": "2024-11-21T16:31:27+00:00", "quotes": [] },...
9
2024-11-21T10:29:22-06:00