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25
forum-topic-64373
64373
Bioluminescence - Because lamps need not be the only things to glow in the dark
Reika's Mods
https://forums.factorio.com/viewtopic.php?t=64373
FuriousPineapple
Is the glow of the glow trees supposed to exist after the tree is removed ? I have this issue. Cant seem to find an answer on github or here, my apologies if I have missed it. The unexplained patches of glowingness irk me, but I do enjoy the feel it adds to the game alongside alien biomes. If there is a fix I'd like to continue using it un-irked. Thanks, PS: Great work on your mods. I have used them in several games now, from Nauvis Day and End Game Combat to Rotarycraft and Reactorcraft to name just a few. You really get around.
[ { "author": "Reika", "content": "This is already fixed for the next release, and there is a way - albeit more fiddly and command-based - to remove leftover light. \n \nAlso, this is not the place to report bugs.", "date": "2018-10-29T16:59:29+00:00", "quotes": [] }, { "author": "FuriousPinea...
18
2018-10-28T19:21:17-05:00
forum-topic-120352
120352
Factorio Forums • Friday Facts #436 - Lost in Translation
Here it is! (beep boop) https://factorio.com/blog/post/fff-436
[ { "author": "", "content": "I am very impressed. Customized support for \"IME troubles\" is exceptionally rare to see, and I'm very glad to have it. It is just that little bit of extra annoyance, having to carefully convert words in IME, just because you want to search for something, so this can really help...
19
forum-topic-105312
105312
Adding way to skip music.
Implemented in 2.0
https://forums.factorio.com/viewtopic.php?t=105312
Rafiz
Base-game should give ability to skip music, or even implement in-game player (like in ParadoxInteractive games). Reasoning behind it is - right now you have option to please one player (by disabling/enabling some ambient sounds in data phase). However it's impossible to satisfy many players if you want to add music in modded server game. Each of them HAS to have exactly same ambient sound set.
[ { "author": "", "content": "I like this idea, I'll put it on my list of potential features, no promises or estimates though. I'm thinking a simple keyboard shortcut to skip current track would do.", "date": "2023-02-22T15:31:04+00:00", "quotes": [] }, { "author": "FuryoftheStars", "conte...
4
2023-02-20T08:50:55-06:00
forum-topic-108872
108872
The big question: Are you going to try v2?
General discussion
https://forums.factorio.com/viewtopic.php?t=108872
NineNine
That's been the biggest question in my mind over the past week: Do I want to play version 2? And even more... do I even want to *try* version 2? I have complete confidence that the fine people over at Wube will make 2.0 very cool. The only thing is that I'm so into the mechanics of 1.1, that I really don't know if I *want* to play v2. I've got a nice vanilla base doing about 2k science that I really don't want to abandon, but I can't spend time building two different factories with 2 different sets of mechanics (largely, because I'll get confused). What do you think? Are you excited about v2, or are you going to cling to v 1.1 as long as you can?
[ { "author": "Tertius", "content": "I will get v2. 0, start a new game with it, and probably never look back. New game, new challenges, new fun.", "date": "2023-09-23T03:23:01+00:00", "quotes": [] }, { "author": "pointa2b", "content": "All BPs have already been deleted for a clean slate. ...
19
2023-09-22T20:45:45-05:00
forum-topic-68339
68339
Terminology issue with reactor/batteries
Won't fix.
https://forums.factorio.com/viewtopic.php?t=68339
AndrolGenhald
Compilatron says to "Build an electric pole beside reactor". What he's pointing at is called "Emergency batteries".
[ { "author": "wheybags", "content": "Thet entity is WIP, and will be completely replaced soon, so I'm moving this to won't fix.", "date": "2019-04-12T11:56:08+00:00", "quotes": [] } ]
1
2019-03-23T19:58:50-05:00
forum-topic-32559
32559
Research Belt Loop
Show your Creations
https://forums.factorio.com/viewtopic.php?t=32559
aul1999
Whats about this?? to prevent this! Is this solution good? Comments pls.
[ { "author": "mergele", "content": "It does work of course. Though I personally don't see the big advantage of it. There have several times been threads about this and in the end it always comes down to personal taste.", "date": "2016-09-12T19:40:17+00:00", "quotes": [] }, { "author": "aul199...
8
2016-09-12T13:02:12-05:00
forum-topic-113623
113623
Friday Facts #412 - Undo/Redo improvements & Car Latency driving
News
https://forums.factorio.com/viewtopic.php?t=113623
Here it is! (beep boop) https://factorio.com/blog/post/fff-412
[ { "author": "ochrid-fact", "content": "Undo preview . With these quality of life improvements, they are setting the bar so very high, no other game will come close for decades.", "date": "2024-05-24T11:14:42+00:00", "quotes": [] }, { "author": "Tooster", "content": "This is the FFF I've...
19
2024-05-24T06:00:02-05:00
forum-topic-126046
126046
SWITCH 2!!!
Off topic
https://forums.factorio.com/viewtopic.php?t=126046
cybersteve547
ITS BEEN ANNOUNCED! Will we get space age dlc?
[ { "author": "eugenekay", "content": "The (purported, not officially confirmed. not being Reposted here) Technical Specifications include \"12GB memory\". My understanding from previous discussions in the Forums is that (V)RAM is the limiting factor on the Switch for Sprites; while CPU speed is the big fac...
1
2025-01-16T15:33:53-06:00
forum-topic-116020
116020
Factorio Forums • [Genhis][2.0.5] Playing 2.0 loses Space Age achievements
Get expansion achievements Disable expansion, play Re-enable expansion: expansion achievements no longer achieved
[ { "author": "", "content": "Thanks for the report however as far as I know this is intended. Changing mods - in this case adding or removing space age - fundamentally changes the balance of the game and tech tree.", "date": "", "quotes": [] }, { "author": "", "content": "Actually I was w...
6
forum-topic-95869
95869
Warehousing entities for Yuoki???
Yuoki Industries
https://forums.factorio.com/viewtopic.php?t=95869
ChurchOrganist
These days I always find I'm adding a warehousing mod to the Yuoki suite when playing to help deal with byproducts etc. Do the rest of the community feel that adding warehousing to Yuoki would be beneficial??
[]
0
2021-02-08T06:05:05-06:00
forum-topic-56590
56590
Factorio Forums • how long have you played factorio ? - Page 2
Why does everyone say "legos"?! I always have used "lego" to describe them, as a plural and a noun. Example 1: "I have a lego brick" (Singular Noun) Example 2: "My floor is covered with lego " (Plural) Sorry for being a grammar Nazi
[ { "author": "", "content": "same over here (ok i did not quit because of factorio but the extra time i can invest very good in my factory) - before had around 600 hours - in the last time already up to ~850 \n \nEDIT: i did all this hours only vanilla - only mod i use sometimes for testing out layouts is ...
16
forum-topic-127000
127000
[2.0.32] Factorio Crash - Random Crashes every few min
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=127000
Moj1t
Hello! It is my first time reporting a crash of factorio. I have this irritating crash that keeps occurring, I can sometimes make it from one autosave to the next. I have had similar crashes in various other games in the past also. I can't make heads or tails of the log, please help me understand what is going on! factorio-current.log (15.42 KiB) Downloaded 10 times
[ { "author": "", "content": "This is a hardware problem, likely the raptor lake defect.", "date": "2025-02-20T21:43:00+00:00", "quotes": [] }, { "author": "pioruns", "content": "Yes, sounds like hardware problem. \nRun memtest86+ for a few hours as a starting point. What hardware are you ...
8
2025-02-20T15:27:43-06:00
forum-topic-125652
125652
My Gleba Base
Show your Creations
https://forums.factorio.com/viewtopic.php?t=125652
Jepakazol
I simply in love with Gleba - I don't want to go to other planets, I found my new home https://factorioprints.com/view/-OFa_ZWh1hQypFqucMTy
[ { "author": "jdrexler75", "content": "Gleba is my favorite planet too. How much SPM does this support?", "date": "2025-01-06T20:24:09+00:00", "quotes": [] }, { "author": "Jepakazol", "content": "This suppose to be an early game bp - except arti, all is Nauvis tech. It provides 171 spm. R...
3
2025-01-06T09:50:22-06:00
forum-topic-100963
100963
Auto-trash items that are automatically picked up from belts.
Outdated/Not implemented
https://forums.factorio.com/viewtopic.php?t=100963
waitofaiorur
I love belts, but working with them always leaves my inventory messy. Whenever I remove belts or replace them with a splitter or underground belt, the items on the belt is automatically picked up. This is way better than leaving them on the ground, but unless I explicitly grab items from a belt, I do not want them; ever. Auto-trash is a solution for this, but configuring it for every item is tedious and boring. Especially when using mods where the number of items can sometimes get a bit ridiculous. I would love a toggle to make auto-picked-up items just go straight into the trash. This would make working with belts a carefree experience!
[ { "author": "", "content": "Why don’t you use ghosts and let your construction bots do that? \n \nFrom gameplay-perspective this doubles an already existing mechanism, the personal requests. So Me as a developer would not add this. Maybe I would make the interface simpler so I can click into the inventory ...
12
2021-12-18T17:44:21-06:00
forum-topic-121797
121797
Add a dynamic multi-channel transmitter and receiver
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=121797
bluegreen1024
TL;DR Add an entity that can broadcast or receive circuit network signals in a specific channel, such that the channel itself can be set using the circuit network. What? I suggest an entity or pair of entities that can broadcast or receive signals without wires, including between surfaces, in the following way. The entity connects to the circuit network and has a setting called "Set Channel" which defaults to the abstract signal "C" (for example). Each value of this signal corresponds to a different channel which can carry signals independently of other channels. Each transmitter or receiver entity can only access one channel at a time, but it can switch at any time by changing the value of the "Set Channel" signal. In the case of transmitters, every signal except the specified "Set Channel" signal is broadcast to the selected channel (the exception is to avoid constantly changing the channel of other devices using the same "Set Channel" signal), and signals from multiple transmitters are added, just like placing signals from multiple sources onto the same circuit wire works. Receiver entities read the signals on whatever channel they are set to and can transfer them to the ordinary circuit network. For simplicity I suggest either two entities or two modes: transmit and receive, only one of which can be active at a time. Why? I recently made a suggestion viewtopic.php?f=6&t=121782 about a possibility for more flexible and precise Space Age rocket logistics using the circuit network, and this suggestion combined with that one would allow fully dynamic automation of rocket launches (and many other things as well) to whatever extent the player is able and willing to set up, without simply doing the work for them. It removes the manual step of the player needing to change the launch ID signal to target another platform. There are several related suggestions for example this one viewtopic.php?f=6&t=121016 and this one viewtopic.php?f=6&t=121440 . And of course there is Earendel's AAI Signal Transmission mod, which does something similar. As it stands, all of those ideas are "static" in some sense, which prevents full automation and limits flexibility. Using AAI Signal Transmission as an example (because it is actually implemented), I can have multi-channel wireless communication, but if I want to switch channels I have to open the device's GUI and do it manually. By allowing the channel to be changed using the circuit network itself, we don't need any specialized GUI, we don't need to have the foresight to have named everything correctly in advance, and we don't need duplicate infrastructure for every channel. Adding a new entity also avoids changing radar behavior (again), and it can be gated using tech or resources separately from radars, combinators, or logistic groups. I think it also adheres to the common Factorio pattern of "one item for one thing, and the player connects them together".
[]
0
2024-11-16T21:21:50-06:00
forum-topic-120714
120714
Deleting a Logistics Request Section needs to have an "Are you sure?" prompt
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=120714
GregoriusT
Deleting a Logistics Request Section needs to have an "Are you sure?" prompt, because i just accidentally clicked the darn trash can and cant recover my NOT NAMED personal logistics List... (not named so others cant mess with it in multiplayer!)
[ { "author": "Ranec1", "content": "Some mods use the double click with delay as well. So if you click once you would need to wait a few seconds go confirm or it stays.", "date": "2024-11-11T00:45:40+00:00", "quotes": [] }, { "author": "Xellnix", "content": "either a prompt, a multi click ...
2
2024-11-09T23:28:03-06:00
forum-topic-127225
127225
Filtered Train Group Naming
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127225
theclayj2u
I would find it convenient if train group naming while in the train locomotive menu could be filtered to the individual surface. Similar to how train overview is filtered to surface. I think this would help with focus as the type of trains I use on one surface versus another can be different. Still having access to other groups on surfaces would be nice as well. Sorry if this is already suggested this is my first post here. :p
[]
0
2025-03-02T09:53:52-06:00
forum-topic-37490
37490
Movie Player - Page 3
Combinator Creations
https://forums.factorio.com/viewtopic.php?t=37490&start=40
Andrzejef
I bow before you, and your movie player. Keep up the good work, and maybe we'll see Factorio VR one day:) If we do, I'm going to start worshipping you, and maybe even I'll make sacrificial offerings to you and your contraptions
[ { "author": "impetus maximus", "content": "don't say such things! if factorio sells out and is bought by ANYONE, i will give up on electronic gaming for good!!! \n \ncan we please just stick to talking about how cool the movie player is please?", "date": "2016-11-25T02:14:14+00:00", "quotes": [ ...
19
2016-11-20T04:10:28-06:00
forum-topic-126661
126661
A way to get all the missing construction materials mentioned in alerts for a surface
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=126661
Quezler
Currently there is no support for getting the missing construction materials for a roboport network due to how the construction queue functions, periodically checking a player's alert queue is the next best thing. However, what these 2 mods run into is that non-custom alerts only point to entities and never an item(count): https://mods.factorio.com/mod/se-inters ... ulfillment https://mods.factorio.com/mod/fulgora-l ... uction-hub In order to get a feel for what a surface is missing one would need to grab all the missing construction materials through several api calls per entity: Screenshot 2025-02-07 at 11.34.49.png (68.74 KiB) Viewed 109 times Furthermore you cannot really track how much is still missing very well based on that alerts are tied to entities, having a `player.get_missing_construction_materials_from_alerts()` would be quite neat since that would be just one api call to get what the player already sees in their gui. This is what i would imagine it could look like, with optionally a surface argument/table to only check for that surface, it would take care of construction, upgrading & cliffs all in one: Screenshot 2025-02-07 at 11.38.31.png (1.66 MiB) Viewed 109 times Screenshot 2025-02-07 at 11.40.28.png (169.33 KiB) Viewed 109 times (devs: i have some prototype code for this, it wasn't perfect enough to submit yet but do reach out if you wish to study it or use it as a starting point for this)
[]
0
2025-02-07T04:40:56-06:00
forum-topic-124389
124389
HTTP API rough limits
Tools
https://forums.factorio.com/viewtopic.php?t=124389
O2theC
I've been using the HTTP API a bunch recently and downloading mods, getting mod info and other things, something i have been wondering, since i don't want to stress factorio infra, or get rate limited, what are some rough limits for the API, just so i can get an idea of what is reasonable and unreasonable to do?
[ { "author": "eugenekay", "content": "You will (almost) never receive fully correct information on API rate limits in Public, because this same knowledge is also VERY valuable to “the bad guys”. The published limits are often much lower than the actual limits, until they are suddenly enforced. \n \nA more us...
3
2024-12-13T18:23:49-06:00
forum-topic-125299
125299
[2.0.28] Guns continue shooting after switching to map mode
Resolved for the next release
https://forums.factorio.com/viewtopic.php?t=125299
Henir
while shooting a gun at anything and switching to map mode via tab, the gun continues to shoot indefinetly until leaving map mode works with all guns in SA (have only tried it with SA) i would expect them to stop shooting when map mode is open, as there is no more character input to shoot video, in modded factorio, bug was also able to be recreated in SA without extra mods (the character moving around is because of the grappling hook gun and does not happen in SA) https://clips.twitch.tv/WanderingPiliab ... Wx8gQAHfi-
[ { "author": "", "content": "Thanks for the report. This is now fixed for the next release.", "date": "2025-03-13T19:04:21+00:00", "quotes": [] } ]
1
2024-12-29T05:53:14-06:00
forum-topic-5412
5412
[MOD 0.12.x] Fluid Void
Mods
https://forums.factorio.com/viewtopic.php?t=5412
This is a tiny mod that adds a single item: the Phantom Pipe. It erases any fluid that enters it every 5~ seconds or so. Image Current version: 1.0.2 Download [>=0.12.11]: Fluid Void_1.0.2.zip (7.29 KiB) Downloaded 3766 times Download [0.11.x]: Fluid Void_1.0.0.zip (7.32 KiB) Downloaded 2351 times Change log: Code: Select all 1.0.2: updated for Factorio 0.12.11 1.0.1: updated for Factorio 0.12.0 1.0.0: initial release
[ { "author": "das7002", "content": "I made a forum account just to say thanks for this, so thanks! \n \nEdit: This actually causes a crash with DyTech installed if you mouse over the corpse to gems recipes from an assembler. I fixed it by changing \n Code: Select all results = {{type = \"fluid\", name = \"w...
19
2014-08-17T00:00:56-05:00
forum-topic-127232
127232
[Request] Disable decals from loading
Ideas and Requests For Mods
https://forums.factorio.com/viewtopic.php?t=127232
randomguy1234
Since the 2.0 update, loading sprites has been very slow for startup, specially for space age Is there anyone who can : remove certain sprites or lower the sprite quality for much of the game so that it loads faster
[ { "author": "DaveMcW", "content": "Ctrl + Alt + Click on Settings. \n \nClick The rest. \n \nClick both sprite-altas checkboxes. \n \nThis makes startup slightly slower the first time, then much faster every other time.", "date": "2025-03-04T02:37:55+00:00", "quotes": [] } ]
1
2025-03-02T15:32:12-06:00
forum-topic-114302
114302
Custom title for Script Inventory GUI
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=114302
Stringweasel
What When opening a script inventory GUI the title always shows "Script Inventory". The request is to be able to add a custom name to be shown instead. Why Currently it always shows "Script Inventory", as defined in the locale file. This means that only one mod can define what should be shown in this title, which means it can't really be used reliably. It can be circumvented by instead creating a custom container entity, but that adds a lot of maintenance, and in some ways defeats the purpose of the script inventory. Suggestion An additional optional paramter to the create_inventory function that accepts a LocalizedString, which will be the title of the GUI. If not supplied it defaults to "Script Inventory" as it is now.
[ { "author": "DarkShadow44", "content": "Good idea, always a fan of usability improvements. Knowing me I might take a short break and come back to \"what is is again?\"", "date": "2024-08-14T17:13:50+00:00", "quotes": [] }, { "author": "Stringweasel", "content": "This has been implemented...
2
2024-07-15T02:49:24-05:00
forum-topic-126553
126553
Why wont spidertron insert a robot into a chest?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=126553
adam_bise
Trying to insert a construction bot into a steel chest, no logi network or roboports nearby, just the single spidertron and a steel chest. It has 100 bots in it's inventor, only 25 capacity from personal roboport. The spidertron can insert any other item in the chest except construction bots. The message says "1 entity missing the material for construction" What gives?
[ { "author": "Muche", "content": "As a fix for 123638 Construction bot looping between character and rocket , construction robots from personal roboport won't carry (other) construction robots. \n \nAlso see 123958 Personal bots don't deliver bots , 124806 Construction bots won't fulfill requests for cons...
2
2025-02-02T18:44:28-06:00
forum-topic-127102
127102
2.0.35 Parameterized machines show don´t show "no power" icon
Won't fix.
https://forums.factorio.com/viewtopic.php?t=127102
GrumpyJoe
I noticed this when setting parameter placeholder for later unlocked recipes in the mall. It´s the same for refinieries and chemical plants, didn´t test Space Age buildings First i thought it would only be a minor issue, because my personal usecase is kinda small and who let parameters in when placing blueprints? But you can absolutely do that, parameterize a reciepe in a BP and select a parameter again when placing that BP. When you´r away you might not connect a whole factory to power and not notice for some time. Kinda smearing another set reciepe BP over a prebuild factory and look away before you notice it blinking. Screenshot Factorio.png (529.37 KiB) Viewed 183 times
[ { "author": "computeraddict", "content": "I think this is the same behavior behind disabled machines not showing no power icons. It's probably optimizations to make sure machines that can't operate due to logic don't even bother checking for power.", "date": "2025-02-24T16:23:17+00:00", "quotes": []...
3
2025-02-24T10:18:06-06:00
forum-topic-47089
47089
Complete 2-Lane system RHD as a Blueprint-Book! Suggestions? - Page 2
Railway Setups
https://forums.factorio.com/viewtopic.php?t=47089&start=20
Distelzombie
Is it linux only? Looks like it. Uses git BTW: About 90% of the people clicking the links in my signature use windows.
[ { "author": "mophydeen", "content": "git is not linux only", "date": "2017-05-18T17:01:40+00:00", "quotes": [ { "author": "Distelzombie wrote:", "content": "" }, { "author": "sparr wrote:", "content": "" } ] }, { "author": "0570", ...
7
2017-05-09T16:57:05-05:00
forum-topic-127445
127445
Hiding modules from allowed module list
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=127445
MsBinaryLily
TL;DR Add ability to hide module from "allowed modules" list What? Add a field "hide_from_allowed_modules_list" in ModulePrototype Optional. Defaults to false. Setting it to true hides the module from "allowed modules" list when hovering over module slots on beacons, assemblers, etc. Why? изображение.png (2.62 MiB) Viewed 72 times I'm making a mod that allows you to modify and make different versions of modules This makes the essentially same module show up in the list 8 14 additional times, generating insane amount of clutter, and greatly reducing UX for mod users. However, I do not want to hide the module completely as I still need to show it's recipe and effects. (So I made a separate ui tab for that) With this, I could just hide the modified versions from the list, as they are assumed to be allowed anyway.
[]
0
2025-03-12T16:40:12-05:00
forum-topic-108594
108594
Version 1.1.90
Releases
https://forums.factorio.com/viewtopic.php?t=108594
Changes Removed option to capture system mouse cursor when using a controller due to it breaking touch screen input. The temporary virtual cursor shown when using the mouse in controller input mode will now disappear when a controller stick is moved instead of after 1.5 seconds ( 108534 ) Bugfixes Fixed some visual glitches related to LuaGuiElement::auto_toggle and LuaGuiElement::toggled. Fixed that some remapped keys wouldn't work on Linux. ( 108229 ) Fixed that some default mappings on Steam Deck would map to back grip buttons but there was no way to trigger them. Fixed that --dump-data did not work if the script output folder didn't exist. ( 108259 ) Fixed sounds.large_explosion ignoring volume parameter. ( 108493 ) Modding Removed unused rocket silo prototype property idle_energy_usage. Scripting LuaEntity::neighbours read for underground belt ghost returns far end. Removed LuaEntityPrototype::idle_energy_usage read. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental .
[ { "author": "Matryoshka", "content": "Is it really not possible to have the option back? \nHaven't been using touch input but capturing cursor allowed for example to correct cursor position when trying to place something but first pointing with right stick but then you decide it's better to use more prec...
6
2023-09-07T03:52:19-05:00
forum-topic-125617
125617
Remove the length limit on string literals in localised strings
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=125617
IsaacOscar
Bassically, for some reason if you try and do prototype.localised_name = {"some.key", str}, the length of 'str' is limited to 200 characters. For example, you could get this error: Code: Select all Localised string key is too large: 201 > 200 (limit). in property tree at ROOT.recipe.basic-oil-processing.localised_name[2] I understand having this limit for localised keys , but programmatically generating text with more than 200 characters seems reasonable. Especially as there is no such limit in the values in the locale file, e.g. Code: Select all [some] key=... really long string ... But mods can't generate locale files! I have found a workaround to the above problem by nesting {"", ...} locale keys, but it's not simple, as there's a limit of 19 paramater's to the "". Complicated Code Code: Select all local function locat_fill(depth, pos) if depth == 0 then pos.i = pos.i + 200 return pos.str:sub(pos.i - 200, pos.i - 1) else local result = {""} while #result <= 20 and pos.i <= pos.n do table.insert(result, locat_fill(depth - 1, pos)) end return result end end function locat(str) local pos = {i=1, n = str:len(), str=str} local depth = 0 local result = locat_fill(depth, pos) while pos.i <= pos.n do result = {"", result} while #result <= 20 and pos.i <= pos.n do table.insert(result, locat_fill(depth, pos)) end depth = depth + 1 end return result end Then you can just do: Code: Select all prototype.localised_name = {"some.key", locat(str)} (Note there is a limit of about 20 to the recursion depth of the {'"}, but using the above locat function it is impossible to reach, as you'd need a string of length 19^20^20 × 200 ≈ 7 octillion. But that's a 93 bit number, so you can't even theoretically have a string that big.)
[ { "author": "curiosity", "content": "That's weird, since there is no such restriction at runtime. \n \nBut I guess you shouldn't be dealing in unlocalized strings right there, that defeats the point of localization.", "date": "2025-01-05T14:30:13+00:00", "quotes": [] }, { "author": "IsaacOsc...
2
2025-01-05T08:14:13-06:00
forum-topic-127413
127413
[boskid][2.0.39] Crash loading save (BlueprintEntities check -> AssemblingMachine check)
Resolved for the next release
https://forums.factorio.com/viewtopic.php?t=127413
PedroBoomin
Any game save with Map version 2.0.39-1 is failing to start for me and all backup saves are not working either. 03-12-2025, 02-18-00.png (1.85 MiB) Viewed 331 times Please see attached game files and current log.
[ { "author": "", "content": "Ref.: 127470", "date": "2025-03-13T20:42:59+00:00", "quotes": [] }, { "author": "", "content": "For now a workaround for you to keep playing those save files is to load them in a prototype changed mode which seems to be able to fix the save. To load a save fi...
3
2025-03-11T21:19:05-05:00
forum-topic-127440
127440
[2.0.39] Crash clicking tips and tricks while dead in multiplayer (TipsAndTricksNotificationButton.cpp)
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127440
blizgerg
Factorio version 2.0.39 Space Age Playing on a server with a Linux client, died, then before respawn, noticed the new tip button next to the tips and tricks button with a new tips and tricks, clicked on it before respawn, crash. Log attached. My searching found viewtopic.php?t=94464 which may or may not be related. I tried to reproduce this on both a Windows and Linux machine and I could not while self hosting (start new game, /reset-tips, wait for new tip button, go die), the new tip thing disappeared while I was dead waiting for respawn. So, at the very least, it requires that the client is not the host.
[]
0
2025-03-12T14:33:51-05:00
forum-topic-121816
121816
A vehicle that burrows itself underground like the NOD Subterranean APC
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=121816
Yokozori
I think it would be a cool idea to have a vehicle much like the NOD Subterranean APC from Command and Conquer Tiberian Sun. Of course it ought to be a late game vehicle as it would ruin early and mid game - essentially minimizing danger. But by late game nothing is dangerous anymore anyway. The vehicle would have no way to attack. It will only be able to drive or burrow itself and tunnel around underground. Exactly liKe the one from C&C. If the area is unexplored (the black fog of war thing) and you are underground as you drive through it, it will be left unexplored except for the part where you decide to resurface - if it's full of bugs, so be it. If you try to re-surface in water, you can but the machine will be destroyed and you will die. Basically this would make a very good way to go from place to place without building train tracks everywhere or whatever. Idk. I just always liked the Subterranean APC lmao. The game just reminds me of the good ole Tiberian Sun so I thought why not? The CAR already strongly resembles the NOD Attack Buggy anyway. The lab partly resembles the GDI Tech Center etc. I'd be damned if the artistic style of the game was not inspired by C&C Tiberian Sun. Thank you for reading.
[]
0
2024-11-17T03:01:10-06:00
forum-topic-119931
119931
Factorio Forums • Sort rich text groups by icon
TL;DR The game should respect icon & style in rich text objects. What? Unordered lists of rich text objects should be sorted by respecting rich text meta: Non-rich characters are sorted alphabetically Non-displayable rich text characters should be ignored Icons should be ordered either all before or all after text characters, icons are sorted as on UI. Why? Current implementation is sometimes annoying. Lists of train stops/groups/trains, list of logistic requests, space platforms -- in all these places I want to group related entries together (i.e., machines grouped with machines, liquids with liquids, materials with materials, Nauvis before Fulgora, etc.). Sorting those by icon and not icon name would solve the problem. Belts, pt.1 11-05-2024, 18-05-41.png (27.08 KiB) Viewed 171 times Belts, after train stuff (because TRAnsport-belt) 11-05-2024, 18-05-44.png (23.99 KiB) Viewed 171 times Same list, filtered by "belt" 11-05-2024, 18-05-49.png (32.41 KiB) Viewed 171 times
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0
forum-topic-54659
54659
Factorio Forums • [0.16.1] Artillery shells stack size = 1
The stack size of Artillery sheels is one so each shot takes one space in inventory, moreover loading cannons is a pain. I'm sure it wasn't intended as it makes cannons hardly useable.
[ { "author": "", "content": "[Koub] Moved to Balancing \nI'm pretty sure it's WAI. However, discussion on wether it's a good choice or not can be held here.", "date": "", "quotes": [] }, { "author": "", "content": "The stack size is definitely a bit of a shock, when you consider that ever...
19
forum-topic-22919
22919
Decorations / Headquarters / Home / Houseing
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=22919
(source viewtopic.php?f=6&t=6425 ) Before you suggest something, you should note, that currently with every version there was an visible improvement, best examples are the changed trees and especially the floor mechanic introduced in v0.12, which was a big improvement into that direction. So my personal opinion is, that this is already in progress. And for a full implementation of this idea I think it needs also food. Related lists viewtopic.php?f=80&t=191 Throne room / Command center, camera and bots remote control viewtopic.php?f=80&t=14638 Producing food / Herbalism / Health Suggestions See also this search about "throne room": search.php?keywords=throne+room&fid%5B0%5D=9 in viewtopic.php?f=9&t=6 viewtopic.php?f=66&t=209 Decorations viewtopic.php?f=66&t=281 Furnance off grid. [could be seen as implemented] viewtopic.php?f=6&t=972 Home sweet home viewtopic.php?f=6&t=3980 Item stand viewtopic.php?f=6&t=5345 Homebase viewtopic.php?f=6&t=6425 Floors and other shift viewtopic.php?f=6&t=20852 Toilet viewtopic.php?f=6&t=21102 Decorative Blocks viewtopic.php?f=6&t=22783 Cosmetic Stuff viewtopic.php?f=6&t=25313 (Re)planting Trees viewtopic.php?f=6&t=32307 Creative Blocks viewtopic.php?f=6&t=47618 Being able to sit on Tree Stumps and chests and/or similar viewtopic.php?f=80&t=22919 Decorations / Headquarters / Home / Houseing
[ { "author": "Tepalus", "content": "Thanks for unite all this stuff in one post! \n \nI will come here and search for some more ideas of cosmetics/decorations. \n \nI would make a mod with all this stuff implemented, but i've never done any mod and run on a mac", "date": "2016-04-01T12:42:09+00:00", ...
1
2016-04-01T07:29:26-05:00
forum-topic-118200
118200
2.0.11 Desync with 2.0 without Space Age Modded
Desyncs with mods
https://forums.factorio.com/viewtopic.php?t=118200
Buggi
For some reason I couldn't post this in the Desyncs with mods forum. Running a Modded dedicated server with 2.0.11 with Elevated Rail and Quality but NOT running Space Age Desync on the server then causes desyncs on joining until the server is rebooted, only to desync again after a couple minutes. If I knew how to track down WHY its desyncing I could debug the situation myself. https://drive.google.com/file/d/1F0jNVu ... sp=sharing We don't have many mods, but without knowing what is causing it I can't track it down. Nothing causes the desync, it just happens. Though I know I triggered one by placing down a parameterized blueprint. That was one instance, there are many that have no obvious cause.
[ { "author": "", "content": "Thanks for the report however it looks like parts of the desync point at an aai-express-loader entity, which means i am not considering this to be a base game issue until proven otherwise.", "date": "2024-10-28T18:09:41+00:00", "quotes": [] }, { "author": "Buggi",...
4
2024-10-28T13:01:15-05:00
forum-topic-123157
123157
Restore uranium bullet formula
Bob's mods
https://forums.factorio.com/viewtopic.php?t=123157
TiffanyMoody
Hi, is there a way or a settings option to revert to the old uranium bullet magazine recipe? I'd hate to have to remove the Bob's Warfare mod just because of this issue. The new recipe doesn't quite fit with my gameplay style, and I enjoyed the previous version. Any guidance on how to change it back would be greatly appreciated! Thank you!
[]
0
2024-11-27T21:27:27-06:00
forum-topic-126755
126755
[2.0] How do I delete the spaces in the GUI?
Modding help
https://forums.factorio.com/viewtopic.php?t=126755
yaim904
I am creating some MODs and I have noticed that some spaces are being created, but I don't know the reason why these spaces are appearing. How do I avoid or eliminate these spaces?
[]
0
2025-02-10T15:59:36-06:00
forum-topic-116638
116638
[2.0.7] Game crahses on creating recipes in 'quality mod' - no debug info - quick fix
Modding discussion
https://forums.factorio.com/viewtopic.php?t=116638
QubixRubix
Great game, loving the expansion, When modding old large mods, if a recipe contains an unspecified 'fluid' the game crashes and gives you the following error message attached. The message informs that the "quality mod" (great work) cannot complete its creation of a recipe (reading between the lines!) The issue is on large mods there is little way of working out where. the log file is empty and message ambiguous. I have included the 30 second fix that helps when fault finding the issue raised, outputting to the "factorio-current" log file, etc. Qubixrubix Q_Mod
[ { "author": "jamiechi1", "content": "Quite often when testing old mods, it helps to disable all other mods, including space age mods and the quality mod. \nIn my case I found the Quality error to be a false positive. \nTesting and debugging my mod this way helped a lot. \nOnce I verified my mod worked wit...
2
2024-10-22T13:04:18-05:00
forum-topic-64842
64842
[0.16 / 0.17] LTN Tracker - a GUI for LTN - Page 14
Logistic Train Network
https://forums.factorio.com/viewtopic.php?t=64842&start=260
S_gamez
So far i have only found a other issue by having your mod in use. Thanks for helping. Love the new GUI
[ { "author": "Mevius", "content": "Hello, \n \nMe and my friend are building a megabase (1k spm) and of course we are using LTN. (thanks for the great mod!) After 107 hours in game we get a crash from LTN. \n \n What do we play? \n- Factorio 0.18.18 \n- Headless server \n- Installed mods:\n EvoGUI 0.4.501 \n...
10
2019-02-10T10:10:43-06:00
forum-topic-47883
47883
Factorio Forums • Gate wall patch
Not sure if this is a complicated request but it would be awesome if the wall_patch property of the gate entity could be specified directly in the wall entity prototype (similar to how wall_diode_green and wall_diode_red are specified in the wall, rather than the gate). This would allow for custom wall entities that patch the gap between the gate and the wall using custom sprites rather than having to create entirely new gate entities for each type of wall.
[ { "author": "", "content": "I noticed this is now implemented in 0.17 through the gate_connection_patch property. Thanks!", "date": "", "quotes": [] } ]
1
forum-topic-111082
111082
Self-balancing Kovarex setup
Mechanical Throughput Magic (circuit-free)
https://forums.factorio.com/viewtopic.php?t=111082
TBC_x
So I came up with Kovarex setup that uses belt and inserter mechanics to achieve self-balancing. Now deadlock-free! 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 Copy blueprint Screenshot Factorio - deadlock-free self-balancing kovarex.png (1016.4 KiB) Viewed 4579 times We can use to our advantage the way inserters pick items up from the belt, first we need to set up the inserters to feed back to the same centrifuge. When the centrifuge consumes the items as it starts spinning the inserter tries to top it up and it will pick whatever it needs from the closest lane on the belt. In our case that is U-238 on the inner lane, letting any U-235 from the last cycle through. This can be more fine-tuned by overriding stack size on the inserter (not tested). The yellow belt slows the entire thing down and ensures that the loop won't get stuck as more U-238 is inserted on the belt. Advantages: - No circuits or wires whatsoever - Very simple, you just create a loop and place centrifuges on the inside - Easy to scale - Can be extended with beacons pretty easily, as it is based on very simple principles - No deadlocks once it's full Disadvantages: - Takes a long time before it produces U-235 Old design 0eNq9XF1zo7gS/SsUz3EKoU/yth8v9/Xu3qfdqRTGss0GA1eIzKSm8t9X2JPEyUDS6i7nacYOnG6J7tPiqK3v6boZbe/q1qc339ONHSpX977u2vQm/b10d8nOWdsmrqvuhsR3id/b8E9/nfyxr9uHV3+tuoNNutE/Xebq3d5f/93+3f4ZPvXdUE+4Sbc9/rVuB+u8dcm2c8n/Vjk3ycaGz4e6tUOy774mfVnd2c3x4rVtfLKzfrhO/rNNHroxfFu3d9P/XDJYP/ZJPUwX+LrdJYMfq7vkn3HwyaG7t6/Nbbqv7fGbJhg6evdf+/+xdpPRst2sttZuJpDJJZmsw3BqH4Y2NpvgRVIOyVfbNMnadWMYXbJ+SMqTd5sAUfnm4Wn0YSKCtab8YeQP22xX6zJ8rib03nV98OfhOGlDsnXd4XjXtqzC/O1Ln3zdh4ktk8q23tXbcWfDsErnh2To67adMM6HFdyqg1s7V65fwKqmG2yYhMmJZFu74fQ0fhn9vnM3yZ+//rb6ll6lddW1Q3rz1/d0qHdt2UyB4B96GyKg9vYQrmjLw/TpxZf0MdzWbuy39IY9Xn144+jKth4P04ye3ZlH3WnO7uSPX67S4EwIKHvy/Pjh4bYdD2vrglPPAD4ADH3n/Gp6SgH4KQ4nk5P7mVbX8ip9SG9WudTZtQxmTs/yeJGYnHyDniPRlYGgcyx6AUEXz+iHEOdhZm0TLnd1teq7xs7akGc2gr3HGVSJ9VlBfFZYdA1B1xHoKjtDF2/R1Qy6iUFnsehFDHoei86yGHgeDR+TpRNkJHxMmioZDR+Tp0pFw4sYeB0NH5OxE29Fwsek7ERckfAxOaujc5a9JO22HPwKYOM8c+VbG/mcjYJkQ8zzcJ5Fo+bveT5b/Vi0jXepYW528qgSm0fD8+ghyGgbItqGiLYhX9t4Wg1+WBjlQvioaJ91tM862sa75BkiJaxfveua27Xdl/d156Y7q9pVY+1vbVuuG3u7qYfp3/RmWzaDvXr+s7Pl5nZa999OIMHVsJz0bjy74un706WHbmOnNe/cwOJZw0RPXjxrFLE2eDSHGBZtI5pDTBZtI4+2Ec1TPJpITDRZ8WgiMe8Syew7xwuRNN2uHnx4H6j24d1xNfjOlTv74WI4P5px4VU63HW7rZvppfT4avb0njj7Njgl7zhpD9njlzm/FMYvdnm/XkjsPc595Qmf51xuYFAZAKrAzFZ+8dkSGWyI+cdDFG+IY+ib2i9VPPYK7SrtRt+P/rZ3oUYE0IBxlKjSOTt5hJ38zfyd5u2nOfrZfGO389Y5aRm3NHcvRLK2ZahrH9ak03AmRWaYLhh6azerUALHxq7yia3mrEgSXeUgEUORbHCQDR2xtjovHAzyiiEM6QmzhSdckFCzBXEnm1MAP1okZz+opKqPst5dd186+21lW1dX+0PAWfWuq+wwpGcRFr7ajGHa7oP9jwJNsshwlgUinGUOHPyrRdDlB8/h0Wmio1PSlhwgEVXSeIKBbChcDssCsjCTSIaQBvQMSAxxHMEcKokhjp7PCbQYhpD60kmiGCJ3P8GtHJe7sLhRSGaAxbwiMYMEbVEoEjNI0CaLemGGYVwPvjxeOitOPgOH2U5bG1aM6248roq1uGJCza14FZYaFOgh0KhBLyQxjRoWdoZ0FlulFaJKa4YMetB865wUkLBdKE6yAdpH0wIY9EYvB33IHCbFXNBriQx6CeE1rUjhuaB4ak1CXZDhtcHUQ3HpwqOL2FzkiFw0GabqXnzwBksRoOg0NIoAiXSGRhGgzR0jkDnMIURqsAyRg54BjSEWVBNDY4h8ARXFEOziSVJgcvfibhUZMndBcVNgmQEU8wWNGUBaVUFjBpDmVmCZIQPNkiRl2YIeVtAYYUEPK3RsGc0QZbQwyKiEzXdBihiQ+sKyjGQkgxlhuLgUBawFKqeEkFiQYVhGUviFWYIViLIizKX5m2UyMmWERqRMeFtHlK/PGL7G5TI0Rg0lz4SB5RmJMQRI+WEsQyazBvVcMSxXKFg/I40rFnQZxmhcoZZgUVwhL54sZ62JEUn8CX4pZBIDgwfLEcDQp3GEhqUvjSNAIhbLsRwB6rZhiPbG/I2RWVgaN8glWB5bWAWmsOYCGZzAOScp/kLC4obUNCAEzAhS+Bcc1tJOUv4FX4oikvQvFjQOxjHbgiK/OJPz2M4BwTBJwzGtA58xfOQOITBGaf2KAiRGME5jDA4zgmwfEAzEehzLFRnsOdC4IltKahpXLCg1TGC4ghcXTxaB6SH4DL+QTQTA4BFYjoCFvqBxBEx+onUiCpj8JOIbCbiB76kybBsiN7AHQSIJviRv0RoR+ZK8JWObCX7MQmThlsgNAeCcS9KOAIcpKZK0JcBhmpCMbyj4OfinFNLzwS+R+4Vcw34DSdoe4EvCiiTtGPIlGUhitgy5unglkrFdBVxiklJh2go+YfgKSxawGFU0soDpNopGFjDdRiE3EDns97QKyxXAHzTTuGJJFlI0rliShRSKK/jlkwXTX/AJfmlkgwEweLDticDQp/UncpiyRWtQ5DCNTmM5IodNFKnLgC/pXLTWRL6kyunYPgOO+b0W08hGA+ick/YEOEwOMqROAw6TgwxpZ4AvKR+GtDPAl3Sa+G7BVwkFkwkM6ZADqBFJOa0BaoR09AHUCOnsA6gR0jkEUCOkgwiARoqMckoA1AijHHcANUI6iwBqhHQYAdQISbmDGiEpd3xGHvxyKotTKX0+7/AqbcqAF757czjfjwXm6WDBcNm9dcOpwBkmdJFrkxc6M8Xj479FsDEF Copy blueprint Screenshot Factorio - self-balancing kovarex.png (2.54 MiB) Viewed 4700 times
[ { "author": "mmmPI", "content": "The beacons are somewhat in the way but otherwise this could be modified by making only a small loop for the first 2 centrifuge and then use splitter priority so that only when the first small loop is filled with U-235 it would start overflowing on the rest of the centrifuge...
6
2024-02-03T16:13:56-06:00
forum-topic-123464
123464
[boskid][2.0.23] Selector Combinator wrong sound
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=123464
Vio
As the title suggests, the Selector Combinator doesn't play the same sound as the other combinators when interacted with. Instead it uses the same sounds as Assembling Machines, Centrifuges and Splitters.
[ { "author": "kefkja", "content": "I second this post! Just noticed it today, it plays an entirely different sound Immersion ruined!", "date": "2025-01-17T18:00:02+00:00", "quotes": [] }, { "author": "Quezler", "content": "looks like the power switch & programmable speaker use the machi...
3
2024-12-01T08:43:51-06:00
forum-topic-116018
116018
[Klonan][2.0.5] Research effect bonus tooltip wrong (upgrade/percentage/technology) MR
Not a bug
https://forums.factorio.com/viewtopic.php?t=116018
Phoenix27833
After you have researched worker robot speed the effect tooltip changes from showing [+0% -> +35%] to [+35% -> +70%] I would expect it to still show the effect of this research which was [+0% -> +35%] Also unresearched upgrades should show their effect 10-18-2024, 12-44-03.png (67.69 KiB) Viewed 945 times 10-18-2024, 12-54-49.png (81.95 KiB) Viewed 942 times
[ { "author": "frodo", "content": "I observed this bug in [2.0.10] in many more multi stepped technologies involving some kind of increasing bonus. \n \nIf I queue up multiple researches that enhance the same property, the tooltip of the first queued research is correct: +<increase of bonus> [+<current bonus>...
4
2024-10-18T05:46:27-05:00
forum-topic-91752
91752
Yuoki for Factorio 1.1.0
Yuoki Industries
https://forums.factorio.com/viewtopic.php?t=91752
ChurchOrganist
You all probably know that Factorio 1.1.0 is out now. Some of you may also be aware that the base Yuoki mod throws errors if you try to run it in the new version. The good news is that I have now got an error free version running with Factorio 1.1.0, but I want to do a few changes to stack sizes and implement fast replace on some entities before I release. If you're desperate to play Yuoki with Factorio 1.1.0 drop me a personal message and I will send you the fixed version. I haven't yet tried the other Yuoki mods - that joy is yet to come
[ { "author": "ChurchOrganist", "content": "The code changes to make the Yuoki Base mod compatible with Factorio 1.1.0 are no up as a pull request at Github..... \n https://github.com/Yuoki-Industries/yuoki/pull/17/files \n \nThis is not an official release yet, but those of you desparate for a fix may find t...
7
2020-11-24T05:58:03-06:00
forum-topic-117317
117317
[kovarex] Force Ghost Placing Parameterized Blueprint doesnt set paremeters in some situations
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=117317
BiffBish
Force Ghost Placing Parameterized Blueprint on top of existing chest of different type doesnt set logistic filter parameter Blueprint string of blueprint used in question Code: Select all 0eNqFU11vgkAQ/C/7fBilgpW0T/0LfTOGHLDqJnDo3WFrDP+9u4dKrP0IL8fc7M7sLJyhqDvcWzIesjNQ2RoH2eoMjrZG14IZ3SBk4Hxr9RajcofOQ6+ATIWfkM36tQI0njzhUBpeTrnpmgItE9TPLRTsW8dVrREV7hTN00mi4ARZnEwSVmAz3rZ1XuBOH6m1wivJlh35nO+qUJyj0UWNFWQbXTvkMouHjgXyDdUerZMqh6VwB39X4wpujDv04navLR/4Ppqy10Ona56KcdPahpMRe41wvBiD1wB0EiMnwk+vHpKIb7032vmIjEPL/f9MIg1JVGSHCSB7/juXWxredqge4xLuhizHM27Yn/Zi6kjWd2Gy674CI8Ij2pPfkdnCsBTntcwZT6ffQniBvpfP4YPtSqqrmZqpWM3WjN3iHOK+aFI1yr0LpAT6Jfzobor/NxJ2cBG67EBdDxmw/VH7LaxOvJPHhoHxt1DA87sgmqTxcr5cJvPpIk0XT33/BU3rGJk= Attached is a full reproduction of the bug, Im not sure how to attach and embed video automaticlly, So im trying a few options
[ { "author": "", "content": "Hello, I tried to reproduce it in the current version, and it seems to be working properly, so the bug was fixed sometime in the meantime", "date": "2024-11-18T06:38:37+00:00", "quotes": [] } ]
1
2024-10-24T21:14:04-05:00
forum-topic-124550
124550
Factorio Forums • Version 2.0.26
Minor Features Re-added the sandbox scenario questionnaire. Changes Space age mods no longer count as "has mods" in the server browser. ( 117812 ) Removed default secondary keybinding for redo action on AZERTY keyboards as it collided with super force building while moving up. ( 124377 ) Optimizations Improved asteroid collector performance - we estimate it should be 5x - 15x faster when there are thousands of asteroid chunks on the map. ( 118736 ) Improved asteroid update performance by up to 20%. Bugfixes Fixed a crash at startup when mods would define fluid with no fuel value as a fluid energy source fuel. ( 124177 ) Fixed that LuaPlayer::opened did not work with equipment grids. ( 123922 ) Fixed some asteroid graphic variations were defined twice. ( 123453 ) Fixed that it was possible to click the update selected mods button while update data was being fetched. ( 124094 ) Fixed several edge cases where the mod explore results table selection would get out of sync with the mod info pane. ( 123992 ) Changed graphics setting turret-overdraw-scale-threshold to turret-overdraw-estimated-pixel-overdraw-threshold to fix artillery range overdraw performance. ( 123380 ) Fixed fulgorite pieces icon had empty mipmaps. ( 121347 ) Fixed that rocket silos would not launch quickly when there were platform requests that couldn't be satisfied. ( 122321 ) Fixed a crash when building terrain in remote view. ( 124420 ) Fixed that layered quality icons did not work correctly in recipe overlays. ( 122184 ) Fixed that "hidden in factoriopedia" technologies still showed in Factoriopedia. ( 123695 ) Fixed a crash when mods set ItemRequestProxy::active to false. ( 124022 ) Fixed incorrect space platform bounds and weight when space platform foundations were covered by other tiles. Fixed a crash when mining closed power switch. ( 124455 ) Fixed a performance issue when rendering radar minimap visualization. ( 124400 ) Fixed a crash when clicking give-item technology modifiers in the technology GUI. ( 124525 ) Fixed a crash when a recipe has a research-progress result. ( 124509 ) Scripting Added LuaEntity::minable_flag read/write. Write to LuaEntity::minable is now deprecated. Added LuaEntity::is_updatable read, disabled_by_script read/write, disabled_by_control_behavior read and disabled_by_recipe read. Added LuaEntity::is_freezable read and frozen read. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental .
[ { "author": "", "content": "GOATED", "date": "", "quotes": [ { "author": "", "content": "" } ] }, { "author": "", "content": "Oh, what a Tease! I thought for a minute that it may have been possible to place Hazard Concrete on a Space Platform…. But this o...
7
forum-topic-85195
85195
Abandoned Labolatory 3 - Day 1
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=85195
PanTobi
Day one in title means that i was working on this map only one Day ^_^ lol Yes i started Yesterday But Scenario is already playable TL:DR ( i don't want to write too much anywaa ) You are in underground Labolatory, Survive and build Epic Factory ^_^ Later you can use Trains to travel to other labolatories, connect Caves and Labolatories together to Send Rocket Here is Map: Abandoned Labolatory 3.rar (553.32 KiB) Downloaded 419 times Tell me what u think and send SS from Your game plz ^_^... Today im gonna work on Skyrim Braverock 4 Mod, tomorrow im gonna work on my little Game... so probably i will update this map in next 3/4 days ...
[ { "author": "rph", "content": "nice work, would be great to see progress on this development! \n \ni like the adventure game aspects for opening/closing the gates for example, you could add even more of these riddles \n \nsome ideas: \n- is it possible to disable the manual production of certain items? so f...
7
2020-05-22T22:06:24-05:00
forum-topic-25074
25074
Factorio Forums • [EN+HE] My testing grounds mod pack (mod's I translate) מודים שאני מתרגם לעברית ומציג בשידור
עברית אחרי האנגלית Following is the list of mods I use on my stream when testing the hebrew translations with download links שבו אני בודק את התרגומים שאני מוסיף עם קישורים להורדות בשידור להלן רשימת המודים/הרחבות שאני משתמש Since Factorio 0.13 came out with a mod portal There is no need to use the links in here - just get those mods from there כיוון שיצאה גירסאת פקטוריו 0.13 שכוללת פורטל מודים, אין סיבה להשתמש בקישורים כאן, פשוט מצאו את המודים באתר לפי השמות כאן 5dim's (core + decoration) Advanced logistics system AmmoBox Autotrash Easy Belt Layer EvoGui F.A.R.L. Fluid Barrel Foreman - Blueprint Manager Larger Inventory MoreLights MoreLogisticsSlots Rail Tanker - Liquid transport Red Alerts Roadworks YARM ( Resource Monitor) If you have a mod you'd like me to translate go ahead and suggest it and I might check it out אם יש מוד שאתם רוצים שאתרגם, אתם מוזמנים להציע ואבדוק אותו
[]
0
forum-topic-124086
124086
"Simple" Auto-scaling train supply depot
Railway Setups
https://forums.factorio.com/viewtopic.php?t=124086
ruhroh
Still mostly a noob at this game...but I've finally worked through a design on my own without any direct help from the forums or youtube. That is to say, I didn't look at any other designs...only at the fundamentals like : "How does a combinator work?" and "What is an SR latch?". It's one of my first designs that's made me genuinely happy. Thought it'd be worth sharing.(I hope?) Though, it wouldn't surprise me if something like this already exists...or if this design has some fatal flaw that I've overlooked...(Though it has been happily running for the last 10 hours of game-time...) Works with version 2.0.23 of Factorio space age, no mods required. Open to critique / improvement ideas as well...As I'd be incredibly surprised if I didn't screw up at least *something*. The design 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 Copy blueprint Basic automation photos for train and stops Basic train automation Zero item interrupt Skip home and go to the next outpost, if active The stop itself... What it does - Only a single train needed, to supply multiple robo-port based outposts for perimeter defense - Works in either a to/from, or loop setup. Shown above is the looped setup train config...but flip the 2nd train engine around and it does to/from without needing to change the station blueprint design. But if single line, then make sure there are no loops in the railway, because if the train turns itself around, then it'll show up to the stop backwards...and won't be able to unload. - Automatically scales/adjusts the supplies needed at any given outpost using arithmetic combinators, based on the number of robo-ports in the network being supplied. Slap down another robo-port in that station's network? The station will adjust it's item demands for that automatically. - Uses the almighty SR-latch, to only summon train-sama when any one supply type is low, refilling everything back to 100% during the supply visit. - Indicator lights to show what the status is. Red = Needs supplies, Green = Reset state / Everything is at 100%, Yellow = after reset, supplies not at 100%, but not low enough for concern... *** Red + Green at the same time = something is screwed up / I screwed something up / agggghhhhhhh - Uses interrupts to keep train-sama from heading home if there are other outposts that need resupply. (Currently untested though/hasn't happened yet) - Uses an interrupting interrupt to send train-sama back home if any one of its own supply items hits 0 in cargo. (Tested and working...) But why -- Because I'm inherently lazy, that's why...And also it was kinda fun! But also, also : -- All outpost stations actually require having the same name for this to work, which is great! And it means no more having to name each and every single one of them... -- Did I mention that it works using just one train? Yeah...No more multi-train waiting groups, loading stations...Rail...signals...ugh...no, that's just too much effort. With the addition of raised railways, having a single train dedicated to a single railway line, has helped me realize this dream. -- No more changing parameters for each and every station. Sure, I could just dump a cargo train worth of items into every single station outpost, but that to me seems really inefficient, and just...well, bad. I want my [roughly] 100 repair packs, 50 walls, 10 logistic bots, 10 construction bots and 1,250 light oil for every roboport in the network at any given station...I don't want to have to count how many robo-ports I put down...or change any of the values for the combinators, grabby arms, pump...ugh...just, ack!, no. -- A newly placed station will automatically summon the train, so long as it can get there. Given that the initial condition for the circuit will be 0 items in network, this *should* trigger the SR-latches "set" state condition...Which means I don't even have to interact with the train at all to get it there, so long as it's on autopilot. Can also keep that one train active and out resupplying things, while I go add in new outposts...which it will then come visit without me having to ask less than nicely...(So long...as it can path there...which would be my own fault) -- Copies/uses the provided robo-port + chest settings to evenly store and distribute supplies across great distances. Having the items stored/distributed evenly next to each of the robo-ports cuts down on travel time, and helps keep the robos *behind* the walls. The 2x passive provider chests are there to store any minor excess the grabby arms happen to steal off the train...or any extra-extra supplies one might want sitting at the station. I also had/have the idea for a more detailed overview of this thing, explaining it in excruciatingly painful detail : the controller circuit, the SR-latch, etc...but I don't even know if anyone would actually be interested in such a thing...alas...lazy to the bitter end! Hopefully this design was interesting enough to warrant the read...I know I at least had some fun with it...And it has significantly helped improve my sanity while setting up larger perimeters. -Thanks for reading!
[ { "author": "Tertius", "content": "Consider using the real signals to compare if there is demand or not. Not the replacement signals (ghosts, lines). \nYou can multiply the demand by -1 and wire inventory + negated demand to the inserters, then activate the inserter if its item < 0. \nOr you can directly s...
3
2024-12-09T04:19:18-06:00
forum-topic-123414
123414
Full Details for Map Generation Settings?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=123414
wizcreations
Is there a guide with more details for what the numbers mean on the Enemy and Advanced tabs of the Map Generator? The wiki page doesn't seem to give any more details than the Map Generator tool tips. For instance, with the Evolution settings Time, Destroy, and Pollution factors, it is unclear to me how I should change the numbers to make the biters more or less powerful. Same with Pollution settings, I am unsure how changing the modifiers will affect the spread and absorption of pollution.
[ { "author": "mmmPI", "content": "You may find complementary information at the bottom of the the ennemy pages of the wiki : https://wiki.factorio.com/Enemies \n \nThings like time \"Evolution settings Time, Destroy, and Pollution factors\" are part of the formula and there's some graph too which may help. ...
6
2024-11-30T19:41:58-06:00
forum-topic-109276
109276
Friday Facts #381 - Space Platforms
News
https://forums.factorio.com/viewtopic.php?t=109276
Here it is! (beep boop) https://factorio.com/blog/post/fff-381
[ { "author": "SnowZyDe", "content": "Omg", "date": "2023-10-20T11:00:41+00:00", "quotes": [] }, { "author": "MassiveDynamic", "content": "7:00 am have been waiting all week for this", "date": "2023-10-20T11:01:11+00:00", "quotes": [] }, { "author": "Akronymus", "conten...
19
2023-10-20T06:00:02-05:00
forum-topic-126506
126506
[2.0.33] Pipette tool used on normal quality refined concrete puts legendary refined concrete into hand
Bug Reports
https://forums.factorio.com/viewtopic.php?t=126506
travvo
If I have legendary refined concrete in inventory and I use the pipette tool on a placed (normal quality) refined concrete tile, I end up holding a stack of legendary refined concrete (I would expect normal quality refined concrete). It doesn't make a difference if I have the normal RC or not. I've tried on several planets, saving and exiting and trying again. Thank you, love this game. Edit: log factorio-current.log log (8.08 KiB) Downloaded 23 times made a brand new save and used /editor to confirm: RefinedConcrete_Test.zip (1.3 MiB) Downloaded 20 times
[ { "author": "travvo", "content": "Follow-up: In that same test save, I confirmed that for stone brick, concrete, hazard concrete, refined concrete, refined hazard concrete, and landfill that using pipette tool on placed tile will result in the highest quality tier item currently in inventory, rather than th...
5
2025-01-31T16:45:34-06:00
forum-topic-99610
99610
Read access to LuaEntityPrototype.max_logistic_slots
Already exists
https://forums.factorio.com/viewtopic.php?t=99610
eradicator
I can see it in the prototype explorer but can't read it from the API. LuaEntity.filter_slot_count isn't an option because I need to know the maximum number of possible filters (which can be infinite).
[ { "author": "curiosity", "content": "Then read it from the prototype: https://lua-api.factorio.com/latest/LuaEntityPrototype.html#LuaEntityPrototype.filter_count", "date": "2021-08-14T12:12:29+00:00", "quotes": [] }, { "author": "eradicator", "content": "Thank you very much! I must've h...
5
2021-08-13T15:24:42-05:00
forum-topic-17917
17917
Friday Facts #113 - Better rail building
News
https://forums.factorio.com/viewtopic.php?t=17917
How could we play without it? https://www.factorio.com/blog/post/fff-113
[ { "author": "diego-fm", "content": "Nice! \n \nDamm, now i want to just skip time until 0.13 release... \n \nEdit: Wohooo, first!", "date": "2015-11-20T15:37:17+00:00", "quotes": [] }, { "author": "Gandalf", "content": "Damn those automatic curves are sexy.", "date": "2015-11-20T15...
19
2015-11-20T09:19:38-06:00
forum-topic-126379
126379
Underground Energy Distribution
Questions, reviews and ratings
https://forums.factorio.com/viewtopic.php?t=126379
Jimmy G1
can someone update Underground Energy Distribution it is a cool mod and it has not been updated so can someone update it here is a link when you do please link the updated mod here https://mods.factorio.com/mod/undergrou ... stribution
[ { "author": "picklock", "content": "Why don't you just use the original mod SLP - Underground pole ? This has been updated for version 2.0.", "date": "2025-01-28T06:17:33+00:00", "quotes": [] }, { "author": "Jimmy G1", "content": "i did not know it was updated", "date": "2025-01-28T...
3
2025-01-27T14:28:00-06:00
forum-topic-5576
5576
Foreman 0.1.9 - A factory optimisation tool.
Cheatsheets / Calculators / Viewers
https://forums.factorio.com/viewtopic.php?t=5576
Nicksaurus
Update - Version 0.1.9 is here! Get it here! Requirements: .Net 4.0 or higher Visual C++ 2012 x86 I felt like making something to help optimise my factory layouts, so here it is. It generates flowcharts for the item amounts/assembler numbers you need to create specific items at specific rates. Here's an example flowchart: http://i.imgur.com/cWYtJhL.png Here's another example: http://i.imgur.com/gi33Maf.png Here's a screenshot of the program: http://i.imgur.com/Il1hGq4.png Try it: - Download link! - https://bitbucket.org/Nicksaurus/foreman/downloads - Source code! - https://bitbucket.org/Nicksaurus/foreman/src It should be compatible with any mods you have installed too! Finally, if you have any suggestions, bugs, untempered vitriol etc. post it here or on the issues page .
[ { "author": "Nirahiel", "content": "That's really nice", "date": "2014-08-28T14:00:01+00:00", "quotes": [] }, { "author": "micomico", "content": "Very nice stuff. It's a pity it wasn't made using a decent framework.", "date": "2014-08-28T14:12:14+00:00", "quotes": [] }, { ...
19
2014-08-28T08:08:34-05:00
forum-topic-127060
127060
Is there a way to speed up platform build time?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=127060
adam_bise
Assuming I am building an absurdly large platform and have no bottleneck with the materials. The actual construction fans out a tile at a time slowly. If I am using a repeating blueprint I have to wait a long time for this. Is it because of technical reasons or is there a tweak to speed it up?
[ { "author": "eugenekay", "content": "Platform de/construction seems to occur at 1 Tile/Tick (not scientifically tested), Unless it can happen to an entire “Row” at a time. It seems like this is to prevent Holes or Donuts from forming; instead you get a long “river” until the last pieces are laid. \n \n \nB...
6
2025-02-22T11:48:01-06:00
forum-topic-58207
58207
[16.26] Items on belt overcompressed after last update
Not a bug
https://forums.factorio.com/viewtopic.php?t=58207
firty
so I updated and entered my map, I came across a mat that was unused moving, when I got to the end of it I came across what is in the image.
[ { "author": "", "content": "Thanks for the report. \nThis is (most probably) result of a migration of a belt that was not in proper state (at least to the rules we have now). So it ended up like this instead of crashing. \nIf you have other way how to reproduce it after the 0.16.26, let me know.", "date...
8
2018-02-26T12:52:39-06:00
forum-topic-91657
91657
Version 1.1.0
Releases
https://forums.factorio.com/viewtopic.php?t=91657
Major Features Added logistic requests to spidertron. Train stop allows to set limit of incoming trains. Features The continue button now respects the last type of game played (single player, MP host, MP client). Added support to use blueprints, deconstruction planners, upgrade planners, and modded selection tools from the map view. Hovering the alert notification will show arrows on the edge of the pointing to alert locations. Rich text icon selector. Newly unlocked recipes are highlighted until hovered. Spidertron remotes now allow to add queue commands and a command to follow any entity. Added vertical/horizontal blueprint flipping. Transport belt drag building is locked into a line, can be turned off by an interface setting. Ghosts can be fast replaced and rotated. Ghost build can be used to fast replace non-ghost entities, which results in an upgrade order with (optionally) a direction change order. Minor Features When editing blueprint: Added a way to specify relative grid position for blueprint that is snapping to absolute grid. Blueprint preview rendering box is updated based on selected grid size and position. Inventory transfer works on empty equipment grid slot the same as on empty inventory slot (moves all). Equipment can be placed by moving. Cursor replenishes when placing into the equipment grid the same way as when building in world. Spidertron item shows its color. Added a way to reset spidertron remote. Spider tries to move legs away when they are blocking robots construction. Power poles/underground belts built by dragging logic works also with ghost building. Power pole ghosts show connections. Power pole connections are saved in the blueprint. They still auto connect to other poles outside the blueprint. Entities marked for deconstruction show the target upgrade. Added tags, worker robots, rail signal states and recipes toggles into the settings to what show on the map. Added support to use the add-stop and add-temporary-stop controls for the train you're driving in the map view. Added hotkey (F10) to switch between viewed player in replay. Added support to reset mod settings in the "failed to load mods" startup GUI. Expanded undo to work with fast replace and upgrade planner. Added SteelSeries GameSense support. ( https://steelseries.com/engine/apps ) Graphics Added unique technology icon for Advanced material processing 2 (Electric furnace). Changed postprocessing effect in zoomed-to-world view. Added detailed night lighting of entities. Optimisations Multithreaded belt update logic. Overall small entity update time reduction + statistics of how much update time is taken by individual entities. Balancing Productivity module 1 decreases speed of the machine by 5% instead of 15%. Productivity module 2 decreases speed of the machine by 10% instead of 15%. Changes the Close GUI key-binding (default value is "E") was renamed to Confirm Gui. It works the same as before for many cases (just closing the GUI), but in a lot of other cases, it works as confirm, which generally means the same as clicking the "green button". Renamed clean-cursor to clear-cursor on all the relevant places (locale, key-binding name) Equipment placing now uses the build key-binding instead of the cursor transfer. The default same key-binding is the same. Changed maximum temperature of all fluids apart water and steam to be the same as the default. Poles built by dragging are now actually build on the maximum connection distance from the last built pole instead of the previous logic that was working weird in a lot of corner cases. Underground belt build by dragging now accept the existing piece you start building on as part of the dragging logic. Removed 'mineable wreckage' entity. ( 89381 ) Removed the (+/-) buttons for logistic requests, instead they expand dynamically when something is put in the last line. Wave defense can now only be won by launching a rocket. Invalid names of icons in preview icons of blueprint tools now load as unknowns instead of canceling the import string process for that item. ( 87383 ) Fluids in train circuit logic treat summed < 1 fluid values as 1 instead of 0. Clicking non-empty quickbar slot with something in cursor sets the quickbar slot to the cursor value rather than selecting the quickbar value. Invalid rail signals output no values into circuit network. Added a confirmation message when loading saves with removed mods or changed mod settings. The cut tool now properly includes trains. It showed trains in the selection preview, but ignored them. Added alternate control locales for keyboard and mouse scroll control binds. ( 83430 ) Disabled loading of saves before 0.18.0 version (You can use 1.0 to load older saves and re-save them). Adjusted the artillery turret collision box so it is possible to squeak through. Removed the 'Rocket silos stats' GUI. Arithmetic combinator 'Each' signal can now be used in either left or right parameter. Gui Added unique icons for technology effects. Added list of affected entities to the technology effect tooltips. Menu background now features various factory simulations instead of a static picture. When entering vehicle, the vehicle window is shown next to the character gun window, instead of replacing it. Moved the character/vehicle gun window to the left of the quickbar. Removed the "Character" tab from the character window. Changed the flat character screen option to be defaulted to true. Added held stack item slot for inserter window. Improved the tips and tricks window: it contains index, search and allows interactive text tags to be used. Added search to loading/saving, settings, shortcuts selection, multiplayer host settings windows and rename stop. Moved the ammo/used-up/health indicator of items down, so it is not obstructed by the number. Added underline for hyperlinks. Personal request button have custom text + red diode when it is out of network or when the personal requests are turned off. Logistic/Trash request buttons show only one number when the trash and request count is the same. Train elapsed time condition has confirmation button and only updates the time when confirmed. Fixed styles for: browse games GUI, host game settings, opened character and select upgrade slot. Tabbing into a textfield selects the text. Removed tiles stay in the list of components in the blueprint setup GUI with 0, the same way as entities, so they can be easily enabled. Added minimum/maximum temperature and heat capacity info to the fluid tooltip. Added usage instruction to capsules/fish. Fixed fish tooltip so it shows consumption/healing instead of shooting/damage. Sounds Added blueprint building sound. Added undo sound. Added sound for rail planner activation. Added sound for copy/paste. Added sound for opening items and armor. Added sound for selection start and selection finish. Related to blueprint tools. Added sound for pipe to ground as per the pipe. Added sound effects and a specific music track to the main menu. Assembling Machine 2 and 3 made less noisy Robot repair reworked to sound more high tech Removed dead space at the end of some sounds which may have stopped sounds playing Ghost rail building now has the ghost building sound Lowered volume on game won and lost sounds Assembling Machine 2 and 3 made less noisy. Robot repair reworked to sound more high tech. Removed dead space at the end of some sounds which may have stopped sounds playing. Ghost rail building now has the ghost building sound. Lowered volume on game won and lost sounds. Bugfixes Fixed that copying the spider in the map editor while it had equipment crashed the game. ( 87920 ) Fixed a crash when trying to use different weapons in the spider. ( 87974 ) Fixed a crash when reading/writing blueprint icons through the Lua API in some cases. ( 87981 ) Fixed a crash when importing blueprint books in some cases. ( 88307 ) Fixed that the spidertron would still be marked as moving when it wasn't resulting in the 'enable logistics while moving' option not working. ( 88018 ) Fixed splitter behaviour when putting to it directly and it has the priority output blocked. ( 81421 ) Fixed that spidertron descriptions didn't show the custom name. ( 87955 ) Fixed building curved rails with damaged rails could duplicate rails. ( 84046 ) Fixed logistic request slot highlighting when they're changed through circuit connections. ( 85619 ) Fixed a game freeze when empty unit groups are told to build bases. ( 88435 ) Fixed LuaTrain::path_end_stop would return nil when train had path extended due to waypoint. Fixed the spidertron preview box. Fixed that the blueprint book preview disappeared after editing it. Fixed that spidertron and its remote weren't swappable. Fixed that players could be stuck in walls when building them. Removed the possibility to specify alpha when changing player color by command. Fixed LuaInventory::find_empty_stack would return only filtered stacks when filter is provided. ( 88430 ) Fixed that blueprint library slots padding was too big. Fixed that some items didn't render properly in the world. Specifically blueprint like items, spidertrons and spider remotes. ( 88297 ) Fixed a crash when a modded fast train goes through junction occupied by another train. ( 88396 ) Fixed replay desync when existing save is given to a server which promotes or demotes a player based on its own admin list. ( 86262 ) Fixed train GUI instructions for translations that are long. ( 87925 ) Fixed interaction with the delete button in the blueprint setup. ( 85101 ) Fixed that map preview in the train window wasn't squashing its size when needed. ( 85964 ) Fixed that force-building blueprint from the blueprint library on top of an existing electric pole triggered wire removal instead of blueprint building. ( 87695 ) Fixed that the map editor spawn-items GUI didn't work with chat rich text. ( 88651 ) Fixed that deconstruction planners and upgrade planners wouldn't show the logistic overlay when used from the blueprint library. ( 87824 ) Fixed that rebinding rotate to middle mouse button caused conflicts when trying to rotate while modifiers were pressed. ( 84302 ) Fixed on_gui_switch_state_changed was not fired for custom switch elements in some cases. ( 88760 ) Fixed that entities were selected under the GUI on the right side. Fixed that the key to activate tooltips didn't work outside game, or when the game was stopped. Fixed Team production script error when building before any round starts. ( 88846 ) Fixed Wave defense error message would error due to trying to concatenate a nil variable. ( 88845 ) Fixed that it was possible to stay invulnerable after the crash site cutscene. ( 88024 ) Fixed train mini-tutorial script errors due to missing entity prototypes. ( 88056 ) Fixed tightspot script error when trying to restore invalid entities. ( 88021 ) Fixed that bonus research production could add progress even if no research could be done. ( 88154 ) Fixed that game.server_save() was able to write to locations outside the saves folder. ( 88866 ) Fixed that technology tooltip in the lab GUI wouldn't update when research changed. ( 88633 ) Fixed a bad message when using the permissions command. ( 88946 ) Fixed a crash when remote calls fail. ( 88974 ) Fixed that biters would sometimes not be able to attack entities blocking their way. ( 89002 ) Fixed that writing .energy for entities with heat energy sources didn't work correctly. ( 87043 ) Fixed that non-blueprint items in blueprint books didn't draw their name. ( 88679 ) Fixed that the cut-paste tool allowed alt-cutting which didn't deconstruct what was selected. ( 88262 ) Fixed that setting rolling-stock inventory size to 0 while having an equipment great meant the GUI couldn't be opened. ( 89160 ) Fixed that trying to save temporary LuaItemStacks from some events resulted in the save failing to load. ( 89271 ) Fixed that blueprint component icons weren't kept in a stable order. ( 89297 ) Fixed that the finished game sound could play multiple times. ( 87847 ) Fixed that building blueprints by dragging in the map view didn't work correctly. ( 89122 ) Fixed that building train ghosts manually didn't work in most cases. ( 87656 ) Fixed that moving blueprint sin the blueprint library didn't make sounds. Fixed that opening/closing sound were not working properly in latency in some cases. Fixed that LuaEntity::can_insert() didn't work right for module inventories. ( 89410 ) Fixed that on_player_built_tile had the wrong 'tile' when using hazard concrete in some cases. ( 89382 ) Fixed that some of the checkboxes weren't highlighted as they should when hovering reset in the map generator GUI. ( 88028 ) Fixed performance issue related to rendering long train paths. ( 84766 ) Fixed missing tooltip on the editing button in upgrade planner, deconstruction planner and blueprint book. ( 89455 ) Fixed Shallow water 2 to be layered above sand tiles and therefore missing transitions with sand tiles. ( 89351 ) Fixed stone path and concrete were missing transitions to out-of-map tiles. ( 88888 ) Fixed the upgrade planner to upgrade the corresponding underground belt for all combinations of real/ghost connections. Fixed that biters could get stuck trying to pathfind toward spidertron, causing performance issues. ( 88744 89327 ) Fixed lights near right or bottom edge of the screen would render twice sometimes. ( 88388 ) Fixed that setting style properties on LuaGuiElements didn't work correctly for some widget types. ( 84607 ) Fixed that rails didn't have the building smoke. Fixed that modded locomotives with void energy sources and equipment grids wouldn't show the grid in the GUI. ( 89642 ) Fixed that modded productivity bonuses in tooltips didn't always show everything. ( 86020 ) Fixed that unit groups could get stuck in the gathering phase. ( 81238 ) Fixed that negative damage stickers didn't work. ( 89789 ) Fixed that selection tool type items marked as mod-openable didn't work correctly in the quickbar. ( 89661 ) Fixed that train would not repath when possible due to being in chain signal section. ( 89587 ) Fixed GeneratorPrototype::scale_fluid_usage would cause non-linear scaling of fluid consumption based on energy demand. ( 88263 ) Fixed crash when storage tank was defined with too small fluid flow sprite with low priority and ended up streamed. ( 89256 ) Fixed rotating assembling machines with heat and fluid connections. ( 89945 ) Fixed that it was possible to hold ghost building + blueprint from the library at the same time. ( 89055 ) Fixed crash related to being possible to insert blueprint for re-assignment into the blueprint library. ( 89886 ) Fixed that previous technology key-binding focused search in the blueprint library. ( 88851 ) Fixed that ghosts created by destroying entities weren't upgradeable. ( 87684 ) Fixed that kick & ban commands broke replays. ( 89141 ) Fixed that spidertron would stretch its leg way too much in some special situations. ( 87982 ) Fixed offshore pump underwater layer being drawn over landfill tiles sometimes. ( 87696 ) Fixed decimal textfield would not take decimal point as input when selection would make it valid input. ( 89025 ) Fixed that train could get stuck within chain signal section when exit signal is requested to close by circuit network and train is forced to repath. ( 90015 ) Fixed that train would not immediately reserve signals in chain signal section after repath when there are no signals within braking distance. Fixed that wrong slider position when requesting items in some cases. ( 89680 ) Fixed that rocket silo without fixed_recipe didn't save its recipe in the blueprint. ( 88753 ) Fixed that the total-raw list in the recipe tooltip for some translations. ( 85188 ) Fixed glitching sound loops: steam turbine and electric furnace. ( 89108 ) Fixed changing dawn property of a surface would create visual glitch in day-night cycle. ( 88585 ) Fixed misleading tooltip for disabled shortcut bar items. ( 87380 ) Fixed startup music volume balance. ( 84459 ) Fixed that sounds outside of radar coverage would still play. ( 88145 ) Fixed personal laser defense with minimum range would stop working when enemies would get within minimum range. ( 88515 ) Fixed that automatic rail signal direction selection works also when ghost-force building over trees/rocks in the way. ( 83937 ) Fixed that the replay controls weren't accessible when the current player opened the technology screen. ( 84127 ) Fixed the hand behaviour for some cases of fast entity transfer. ( 88610 ) Fixed sizing of the right panel when show_side_menu is disabled. ( 82529 ) Fixed that blueprint book tooltip based on chat icon had overflowing contents. ( 87735 ) Fixed that the entity hover interval wasn't applied when switching from entity to entity. ( 86410 ) Fixed that belts didn't show the proper curved preview when fast replacing. ( 88340 ) Fixed that the entity tooltip was being shown in some cases where it was not supposed to. ( 82117 ) Fixed that the station name icons were clipped in some cases. ( 83591 ) Fixed that the minimap focus wasn't updating when switching player in the replay. ( 85387 ) Fixed that it wasn't possible to start scenario with replay enabled. ( 85646 ) Fixed losing chain signals in the advanced rail mini-tutorial. ( 89333 ) Fixed train buttons being cut off in advanced rail mini-tutorial in some locales. ( 89210 ) Fixed a crash related to building laser turrets through robots. ( 87139 ) Fixed Bulgarian language name. ( 80695 ) Fixed text box font not refreshing after being changed. ( 78003 ) Clarified tooltip text for locked levels in new game GUI. ( 87852 ) Fixed server crashing when quitting while it's saving for desync report. ( 84819 ) Fixed that rolling stock rotation was not set correctly when using the pipette tool. ( 89154 ) Fixed that if else chain noise expressions would sometimes produce corrupt results. ( 87698 ) Fixed a crash when using identical literal expression in spot noise expressions. ( 87663 ) Fixed that steam engine would show as producing 960kW in electric network GUI. ( 82509 ) Fixed that rail ghost building didn't play the ghost building sound. Fixed a crash when a startup error tried to use rich-text. ( 90438 ) Fixed a crash when related to editing edited scenarios while in vehicles. ( 90199 ) Fixed that it was possible to specify a rail signal pair that does not collide with each other. ( 86385 ) Fixed that collision box could be removed from the rail signal resulting in a signal that could be placed not on a tile center. ( 82623 ) Fixed that it was possible to specify a transport belt connectable entity that would not collide with other belt connectable entities. ( 82294 ) Fixed barrel recipe generation not taking into account fluid icon_size if fluid icons were defined. ( 90526 ) Fixed that clients wouldn't be able to join a multiplayer game if the banlist was too large. ( 85425 ) Fixed that selecting folders in the save-game-gui would still allow saving as the save file name. ( 85935 ) Fixed a crash when opening the blueprint library through lua. ( 90494 ) Fixed the program exit status code when a dedicated server fails. ( 89819 ) Fixed that blueprints with rolling stocks could get invalidated when syncing shelves. ( 90545 ) Fixed that the technology screen would show a "Resume" button for technology levels that haven't yet been researched at all. ( 85642 ) Fixed that cars with minimap_representation set would still render the default triangle. ( 89915 ) Fixed building assembling machine ghosts with unresearched recipes left them with no fluid connection previews. ( 88881 ) Fixed that biters who couldn't reach their spawner would remain on the map, potentially preventing other biters from spawning. ( 88614 ) Fixed script data leak in wave defense scenario. ( 90615 ) Fixed that background sound didn't fade out when stopping replay. ( 90467 ) Fixed that the deconstruction planner ignored tile mode & filters when cancelling deconstruction. Fixed signature error when updating non-steam version on OSX. ( 87964 ) Fixed fast-replacing entity connected to a ghost entity by circuit network. ( 90515 ) Fixed that on some maps, biter attacks could decrease almost to nothing. ( 89324 ) Fixed inserter with fluid energy source could consume too much fluid when no fluid usage was given and scaling was disabled. ( 90613 ) Fixed that building rolling stock could place multiple of them when there are close adjacent rails. ( 89152 ) Fixed that LuaPlayer::can_place_entity would not calculate player reach the same way as manual building. ( 90162 ) Fixed that steam engine in multiple connected electric networks would overproduce and waste energy. ( 86243 ) Fixed problems related to opening blueprint while other blueprint is in the process of being configured. ( 89387 ) Fixed cutscene starting at {0,0} instead of player position when no start_position was given. ( 90694 ) Fixed electric network GUI production bar related to tertiary energy sources. ( 85725 ) Fixed a crash in the pathfinder that could happen when the bounding box didn't contain the tile center. ( 90146 ) Fixed tooltips not showing electric energy source information for electric-energy-interface entities. ( 90779 ) Fixed that undoing a deconstruction order of entities with item requests didn't recover these requests unless the entity was actually removed. ( 83571 ) Fixed that spidertron remote usage on map was bound to open item control rather than the build item control it is bound to in normal view. ( 89949 ) Fixed that flamethrower turrets could fail to shoot at a target. ( 90815 ) Fixed problem with rich text in blueprint library. ( 87268 ) Fixed tiles would be rendered with 1px gap between them at some positions, zoom levels and screen resolutions. ( 83023 ) Fixed heat pipe related drawing only working for boiler type entities. ( 85306 ) Fixed that running /server-save wouldn't save anything if the server was started with --start-server-load-scenario. ( 76767 ) Fixed activation working sound playing even when the entity was already active when being encountered. ( 80646 ) Fixed a pathfinding-related crash. ( 87204 ) Fixed crash when organizing sprites into atlases when using "not-compressed" sprite flag. ( 87820 ) Fixed pipe-to-ground working sound would ignore flow rate. ( 91073 ) Fixed crash when calling take_screenshot with very small resolution values. ( 91095 ) Fixed that setting fluid wagon fluid through the Lua API didn't update the train inactivity value. ( 91101 ) Fixed various issues related to entities leaving gaps when building too fast. Fixed a crash when setting specific fluids in the infinity pipe GUI. ( 91211 ) Fixed that the admin GUI didn't live-update the whitelisted field. ( 91347 ) Fixed crash related to migrating circuit network entities while loading the blueprint library. ( 91470 ) Fixed that artillery would keep shooting at something when it moved out of range. ( 91498 ) Fixed softlock in tutorial if the player took the iron plates too quickly. ( 91618 ) Fixed missing blueprint components scroll bar when there is a lot of components. ( 91426 ) Modding New item flag "spawnable", every item has to have that flag to be creatable through the shortcuts directly. ( 87777 ) Renamed create-blueprint-item shortcut action to spawn-item and item_to_create to item_to_spawn. Increased the total number of collision masks from 14 to 55. See the lua-api collision mask concepts page for which layers the game doesn't actively use. Changed collision mask 'layer-11' to 'rail-layer'. Changed collision mask 'layer-12' to 'transport-belt-layer'. Changed loader to only connect to the front belt, not from side. This is to fix internal problems related to modded loaders with custom sizes and side loading of it. Implemented NoiseExpressions::fromPropertyTree for the "offset-points" noise expression function. Removed rocket silo rocket prototype property "result_items" because it did nothing. Added draw_as_light and draw_as_glow property to sprite definitions. draw_as_shadow, draw_as_light and draw_as_glow are mutually exclusive and draw_as_shadow takes precedence. Unified laser and beam related ammo categories to just "laser" and "beam". Renamed technology "laser-turret-speed"->"laser-shooting-speed", it now affects both robots and laser turrets. Renamed technology "turrets"->"gun-turret", "laser-turrets"->"laser-turret", "combat-robotics"->"defender", "combat-robotics-2"->"distractor", "combat-robotics-3"->"destroyer" "tanks"->"tank", "stone-walls"->"stone-wall", "gates"->"gate" Internal spidertron specification in a way to make torso and leg scaling much easier. Renamed "source_effects" property of line trigger item to "range_effects", due to ambiguity with source_effects on action delivery. ( 90591 ) Added the "linked-container" entity type. Removed 'small-plane', 'computer', 'railgun-dart' and 'railgun' items. Removed 'bait-chest', 'crash-site-assembling-machine-1-broken', 'crash-site-assembling-machine-1-repaired', 'crash-site-assembling-machine-2-broken', 'crash-site-assembling-machine-2-repaired', 'crash-site-electric-pole', 'crash-site-generator', 'crash-site-lab-broken' and 'crash-site-lab-repaired' entities. Removed the "auto-character-logistic-trash-slots" modifier and forceDataValues. The auto trash are now always enabled when any trash slots present. Added direction to SimpleEntityWithOwner and SimpleEntityWithForce. Constrained collision_box and collision_mask of transport belt connectable prototypes so it is not possible to build the entities in overlapping positions. ( 82294 ) Added optional draw_fluid_icon_override boolean to pipe to ground prototypes. Causes fluid icon to be drawn, ignoring the usual pair requirement. Removed fluid turret prototype property 'indicator_light'. Added fluid turret prototype properties 'enough_fuel_indicator_light' and 'not_enough_fuel_indicator_light'. Added locomotive and car prototype properties 'front_light_pictures' and 'darkness_to_render_light_animation'. Renamed logistic-container prototype property 'logistic_slots_count' to 'max_logistic_slots'. The data stage files are no longer divided into demo and non-demo. This means the files with the demo- prefix were either merged into files without the prefix and/or the prefix was removed from the file name. Scripting Renamed the clean_cursor method to clear_cursor. Renamed on_put_item to on_pre_build, as it is much more precise name for that event. It fires when anything is used for building: item, blueprint, blueprint record or ghost cursor. Changed 'control_behavior.parameters.parameters' to just 'control_behavior.parameters' for LuaDeciderCombinatorControlBehavior, LuaConstantCombinatorControlBehavior, and LuaArithmeticCombinatorControlBehavior. Changed LuaItemStack::active_index to return `nil` if the blueprint book inventory has zero slots. ( 88427 ) Changed LuaItemStack::count to return 0 instead of failing when the stack is empty. Changed LuaControl for players in cutscenes so the character is still usable. Changed on_player_cancelled_crafting 'cancel_count' to report the exact number of crafts cancelled. Decoupled deactivation by script and deactivation by circuit network. mod-gui.lua no longer defines 'mod_gui' as a global variable, it is now only available when required: local mod_gui = require("mod-gui") Made LuaEntity::speed read work with spider-vehicle. Made LuaEntityPrototype::guns read work for spider-vehicle. Removed LuaEntityPrototype::production read. Removed LuaBootstrap::is_game_in_debug_mode read. Added LuaEntityPrototype::max_energy_production read. Added LuaEntity::trains_limit read/write. Added LuaEntity::trains_count read. Added LuaTrainStopControlBehavior::trains_count_signal, trains_limit_signal, set_trains_limit and read_trains_count read/write. Added LuaEntity::tree_gray_stage_index, read/write. Added LuaEntity::tree_gray_stage_index_max read. Added LuaEntity::can_wires_reach(). Added LuaEntity::crafting_queue_progress read. Added on_spider_command_completed event. Added LuaEntity::get_connected_rolling_stock(). Added 'create_at_cursor' to LuaPlayer::create_local_flying_text(). Added LuaGameScript::map_gen_presets read. Added LuaStyle::extra_margin_when_activated and extra_padding_when_activated write, which also accept arrays of values. Added LuaStyle::size write. Added LuaGuiElement::name write support. Added LuaGuiElement::tags read/write. Added LuaTile::to_be_deconstructed(). Added LuaGuiElement::bring_to_front(). Added 'has-rocket-launch-products' filter to ItemPrototypeFilters. Added support to save/load LuaProfilers. They simply reset the time when saved/loaded. Added LuaEntityPrototype::guns for artillery turrets and wagons. Added LuaEntity::combat_robot_owner read/write. Added LuaPlayer::clear_recipe_notifications and LuaPlayer::add_recipe_notification Added LuaGuiElement::add "index" property, allowing insertion to anywhere in the parent element. Added LuaGuiElement::get_index_in_parent(). Added support to connect/disconnect power switches through LuaEntity::connect_neighbour/disconnect_neighbour. Added LuaForce::get_linked_inventory(). Added LuaEntity::link_id read/write. Added LuaGui 'relative' (player.gui.relative). For showing a CustomGuiElement relative to some base game C++ GUI. Added LuaGuiElement::anchor read/write. Added 'alt_mode' to on_player_toggled_alt_mode event. Added 'cursor_position' to the custom input events. Added 'queued_count' to on_pre_player_crafted_item. Added LuaPlayer::cutscene_character read. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental .
[ { "author": "eksdee", "content": "tldr: factorio devs are awesome", "date": "2020-11-23T20:33:57+00:00", "quotes": [] }, { "author": "valneq", "content": "exactly my thoughts", "date": "2020-11-23T20:35:35+00:00", "quotes": [ { "author": "eksdee wrote: Mon Nov 23, 2...
19
2020-11-23T14:29:28-06:00
forum-topic-124877
124877
[raiguard] [2.0.28] Linux Wayland (F12) Screenshot doesnt work
Won't fix.
https://forums.factorio.com/viewtopic.php?t=124877
schorsch_76
I play on Linux (Debian 12) the steam version. I tried to use the wayland protocol. Nearly everything works except the F12 key to make a screenshot. This just works on X11. Attached both logs. One where wayland was enabled and pressed F12 to create a screenshot during startup. The second one with X11 enabled and pressen F12 to create a screenshot on startup.
[ { "author": "", "content": "This is likely due to the absence of the steam overlay, which simply does not work on Wayland. I will investigate to see if there is a fix on steam's side.", "date": "2025-03-10T17:59:50+00:00", "quotes": [] }, { "author": "", "content": "Steam overlay and oth...
2
2024-12-21T10:53:43-06:00
forum-topic-114367
114367
Multiplayer Servers
Multiplayer
https://forums.factorio.com/viewtopic.php?t=114367
RealK
I wonder if there exists more servers rather than the ones we can find in the 'Multiplayer Menu' in the game? Like an website or something where we can find more servers?
[]
0
2024-07-20T07:45:58-05:00
forum-topic-25970
25970
Factorio Forums • [0.12.33+] Ultimate Mega Modpack
This has only been tested on 0.12.33. Please do not report problems for older Factorio versions. Welcome one and all, to the Ultimate Mega Modpack! 63 mods to rule them all. ~-~ If the game slows down when you reach 'Loading mods ...' then the modpack is loading. ~-~ Download: https://github.com/LewisTehMinerz/Ultim ... o/releases | Contains all releases of the modpack. This post will be used as an update post (most of the time) to say when versions are coming out. Mods Bob's Mods Aircraft Air Filtering BurnTheWood Crafted Artifacts Dark Matter Replicators Eco Trees Electric Furnaces EMP Biters Equalizer Chests EvoGUI Explosive Termites FARL Flow Control Fluid Void Force Fields FuPower Landfill Larger Inventory Logistic Gun Turret Logistics Mining Misanthrope MoCombat MoIndustry MoPower MoTransport More Better Logistics Ore Expansion Left-Right Load Balancer Filtered Splitters Squeak Through Terraforming Test Mode Treefarm Lite Underground Mining Uranium Power Vanilla Plus Warehousing Yuoki Industries Mods Official Series Episode 1 Episode 2 Episode 3 The reason for this modpack? None, really. It gives you choice on what you want to do. So what if there's 3 different ways of growing wood? It's just about the fun, that's all. You can make a choice of which mod you want to use to grow that wood. There is no issue, is there? ~- LewisTehMinerz -~
[ { "author": "", "content": "First release finally published.", "date": "", "quotes": [] }, { "author": "", "content": "so yeah.. \nwould be nice to know which mods you offer here.", "date": "", "quotes": [] }, { "author": "", "content": "First, good job on your modp...
6
forum-topic-127448
127448
Unbeatable anti-cheat.
General discussion
https://forums.factorio.com/viewtopic.php?t=127448
gir489
I have been attempting to break this game's anti-cheat for about 4 months now. I have found a big fat 0 number of exploits... I can't believe the only game I've never been able to hack the multiplayer for, is some $30 nothing game... I've hacked every game I've ever played online since Doom 2. Everything from Counter-Strike, to Battlefield 2, TFC, all of the Far Cry games that had MP, almost every single COD (including Warzone 1 and 2), PUBG, Apex Legends, Dota 2, League of Legends, Rise of Nations, Starcraft 1 and 2, Valorant, Fortnite, GTA IV and V (with BattleEye), untold numbers of mobile games. And the one game, THE ONE GAME I haven't been able to break is Factorio. I don't know what mad genius coding engineer you have working for you, but they deserve a raise. I mapped out every single class, function, memory handler, Lua interface I could find with IDA, and not one of them is vulnerable. At first, I tried basic cheat-engine style of attacks. But I was being detected by the game flat-out, even so much the game would log in the file "Cheat engine detected, ignore log!." I thought: "How stupid are these guys leaving strings in the binary for attackers to find? I found out, it wasn't stupidity, it was brazenness... It would force-crash on functions that did basic sanity checks where it would store a backup of the value, and if the backup didn't match, it would just fail fast. Those were easy to patch out with ASM replacement, but what I couldn't defeat was the sync code. The MOMENT your client falls out of sync with another, you just desync. I tried Lua injection, I tried memory attacks, I tried packet crafting. NOTHING works. The moment the other client doesn't agree with what you said, they just drop. Absolutely outstanding work. You have finally given me a challenge. A challenge I could not best.
[ { "author": "NineNine", "content": "Yeah. Neat. \n \nWhat's the point of \"cheating\" in a sandbox game?", "date": "2025-03-13T03:56:14+00:00", "quotes": [] }, { "author": "eugenekay", "content": "There are many ways to play the game. I am glad you are able to find Fun in looking for ...
9
2025-03-12T18:39:34-05:00
forum-topic-94281
94281
pY Alternative Energy - Discussion - Page 8
PyMods
https://forums.factorio.com/viewtopic.php?t=94281&start=140
factoriogame1121
graphics: geothermal plant, pipe joint
[ { "author": "factoriogame1121", "content": "Fluid mining drill - similar situation", "date": "2022-11-26T12:55:57+00:00", "quotes": [] }, { "author": "factoriogame1121", "content": "Reformer furnace - similar situation", "date": "2022-12-02T19:00:17+00:00", "quotes": [] }, { ...
19
2021-01-12T17:25:00-06:00
forum-topic-127553
127553
Fac.Up Your Life - the dream of playing Factorio while getting your rl shit done
Ideas and Requests For Mods
https://forums.factorio.com/viewtopic.php?t=127553
UnlceShupp
Imagine playing Factorio for 10 hours – easy. Sit down, start the game, 10 hours gone – done. Now imagine you need to solve a real-life problem that you have. One that you don’t want to deal with. For 10 hours. – That’s just nuts. If you’re normal, like me, you will push it away for months, as long as possible. And even further. What’s the difference in these two scenarios? – Of course, one is your favorite addictive game, and the other is something you don’t want to deal with. That’s where I come in! Hello, I’m UncleSchupp, and I’m a gamification nerd. Because I like games, and I don’t like chores. One day, I realized two things: - A lot of work and chores that I have to do are in front of my PC, and - Sometimes, Factorio feels like a chore when I’m overwhelmed – but then I still don’t stop. I keep on pushing until the thing I want to do is done. That’s how I came up with my idea, that I want to share with you today: Fac. (torio) Up Your Life. Short: Use the addicting part of Factorio to become motivated and get your real-life tasks done. (or the other way around: wanting to see your factory grow so bad that you’ll do the thing you have to do, so you can keep building – the factory must grow.) Let me give you an example: I’m currently writing my master’s thesis in philosophy. So I have to read, learn, think of a topic, and use those to build up arguments. So, I give my problem to ChatGPT, and it provides me with a step-by-step to-do list. But what I would rather have is to see my master’s thesis project growing like my factory. This is where the way Factorio works comes in handy, because you take stuff, and you put it into a machine, and then other stuff comes out until you have a science pack – which is actually just an empty thing with an abstract value. My idea now is that I can just create stuff in the game, like coal, but I can name it something useful for my thesis. Then I put it into a machine, and the output is my goal. So, I can just name the item I put in, and I can write into the machine what it is doing. (I admit, that sounds stupid, because it’s too easy – Factorio would also be stupid if you put coal in a machine, and your rocket pops out, and the game is over. So we need more complexity.) That’s the part where I start to use Factorio like a mind map tool. Every machine is a thing that needs to be done (by me in real life), and every belt is an arrow connecting one thing with the next step. (That’s still so simple, it sounds stupid and useless, but hear me out... ) So, on one hand, I have to do things I like, like reading and putting thoughts on paper – since I like that, I know how to do it, and I don’t feel overwhelmed. But there are also things that drive me crazy, like, for example, working through my notes, which takes a lot of time and brainpower, and it’s kind of boring because I never know what I’m looking for... So, I would use my Fac.Up Your Life system for those steps to visualize it. I will have a button where I can spawn ore that I can name like I want. (Ideally, I can also choose from a variety of icons/pics for the stuff.) The first ore I create will be called “text” or “paper” or “page,” since this is the stuff I have to work with. My “page ore” is moving on a belt to my first machine I call “reading.” So whatever the machine works in-game, is the thing I have to do in real life. So I read, let’s say, a paragraph or a page, and then I push a button in the machine. The push of the button creates an output that I decide to call “notes.” That is my first factory part. I read stuff, and I end with notes. No problem, this is easy for me – so you could say it’s useless to build that in-game. But the next part is hard for me, so I’m happy to build a machine that shows what I’m actually doing in real life. I imagine it something like this: I now have a pile of “note ore” icons on my belts, or I’ve even filled some boxes with it. But now comes the hard part... How do I work with the notes? AND THIS IS THE GENIUS OF THIS WAY OF USING Fac.Up: I don’t know how to deal with my notes, and I don’t want to do it, so my brain is not working for it... But what I know, and what I like, is how to make my factory work! So, I build each step as a factory, and I check where the problem is because I can fix any chain of factory problems. So, in my factory, I have “notes ore,” and I want to have a finished thesis. I need to make smaller steps; the thesis is put together by chapters, these are put together by paragraphs, these are built by sentences. So how do I come to sentences? – I need to know what to say. Where do I find what to say? -> In the notes that I took. I hope by this point that I could make sense of this. By focusing on planning the factory, I made the thoughts of how to deal with the real-life stuff... So, whenever I get stuck in real life, I add a machine into my factory that solves that problem. Let’s say I cannot motivate myself to start. -> That’s a tough question, but it’s an easy factory to build... I want a finished thesis, but I lack (let’s say) the energy to do something. What do I need to build and create now? A machine that produces “energy ore.” Everybody is different, so the solution to this problem will differ from person to person... But you could try a few things... Like movement -> build a machine that takes movement and creates energy or motivation... Listen to a song or eat some chocolate... Whatever works for you! Try it, build the factory parts, and then try that in real life. If you feel overwhelmed, build a machine that dissolves that or transforms that into something else. Think about this way of giving yourself what you need and want, to be able to do what you need to do. And now! Comes the next step for this idea: You can (like with blueprints) name your machines and add text to describe what it does. And then you can share your blueprint of your factory of how you did something. So, when my thesis is done, I share my factory blueprint. And if you need to write one, you have a step-by-step guide on how I did that. So, if you lack motivation, you can check how I dealt with that. Maybe that inspires you to come up with something... You could even make an online course with that system. Imagine you have a “how to mod Factorio” blueprint, where every machine, every building is a step you need to learn. So you have, in every machine/building, one lecture that you need to know, and with every new building, you learn one more thing. Then you share this tutorial blueprint of your factory with the community. Now they can learn how to mod, by working through your blueprint. They can also add things and tricks that helped them and so on... Do you know Anki? – It’s a flashcard program where you can make your own flashcards... There are thousands of flashcards for students and so on... Imagine these boring flashcards turned into your own factory blueprints! I don’t know... But that sounds so amazing to me! My ideas go on... Let’s take the one chore you hate the most. Let’s say it’s doing your dishes... So, that’s a machine that creates “dishes ore,” and you “burn” the dishes with every use, and the machine produces new dishes forever... But! After some time, it gets rusty, so it doesn’t work anymore. You have no more dishes... What do you need to do now? You need to repair your rusty machine (that means in real life, you need to clean your dishes). But here’s the thing... In the game, you just push a button, and the machine spits out more dishes... But no, no! Now you need to think about how you can motivate yourself so much that you actually do it. For the sake of the argument, let’s say, getting a piece of chocolate cake or you can take a round of fun after you did it. That’s your process you come up with. -> So the machine “clean dishes” gets rusty, you need another machine that makes oil, so the rusty machine can work again. Your real life is you have to clean it and then have the cake, or a round of fun, if you’re not into chocolate. Another example: Let’s say you fight all the time with your partner, or maybe you don’t have a partner but want one... Hard topic, but not if you build a factory out of it! you have the product "having a fight with partner - ore" and you want the solution "peaceful realation - ore" well.. what skills do you need to have, to change that? i dont know... you dont know, but what you know, is how to build a factory! so what does your factory need? your ore is "fighting" why? how did that come? you know your side of the story, so build a factory for that. now... do you know your partners side? yes? than build that factory next to yours. so if your partners factory, doesnt make sence, or you dont know their side at all.. what do you need? more info to make the factory work. so talk with them. find the information. and then you built a factory that fits their stroy.. now you can check, if you agree with that fatory design.. its not wrong, its maybe just very different. -> all of a sudden you are thinking about hard topics, but you also built your factory. isnt that great? i also have szenarios for the ennoying boss, or what ever... just think of the possibilitys that this community has in terms of making hughe processes to change one thing into an other.. and then we share this things with our blue prints! i think its only minor changes in the game, but the possible output is endless! so now comes the downer... of course i dont know how to programm, so i wanna find like minded people, who would help me build this, and share it with the world. this was just a very small peak to see if this is of some interest. but i have a lot more ideas and systems how to make that work. also some "blue prints" in a mind map tool... so please reach out to me, if you like that idea or if you have some input! this is the first idea in my life, that only got better and better by thinking more of it, instead of finding a ton of problems... im looking foreward to hear from you, and if you know some people that could like this idea, please share thank you a lot! Cheers!
[ { "author": "eugenekay", "content": "Are you on drugs? I’m not judging, I just cannot understand what this is supposed to be about. Something about using Factorio as a form of therapy? \n \nIf you are having trouble keeping up with daily tasks or a TODO list, my wife recommends Finch: Self-Care Pet. It ...
4
2025-03-16T11:23:46-05:00
forum-topic-122157
122157
Mod Download API with Powershell on Windows
Tools
https://forums.factorio.com/viewtopic.php?t=122157
Kinson25
I have not found a good example to auto update mods on windows, so here is my powershell script. Just input the directory for your mods (usually in %appdata%/factorio/mods), your factorio username and the token from your profile here. Save it as FactorioModUpdates.ps1 I hope this helps someone. Code: Select all clear # Define variables $modsDir = "C:\factorio-server\mods" # Path to your Factorio mods directory $factorioUsername = "" # Replace with your Factorio username $apiKey = "" # Replace with your Factorio token # Read mod-list.json $modListPath = Join-Path $modsDir "mod-list.json" if (!(Test-Path $modListPath)) { Write-Error "mod-list.json not found in $modsDir." exit } # Parse mod-list.json $modList = Get-Content -Path $modListPath | ConvertFrom-Json $enabledMods = $modList.mods | Where-Object { $_.name -ne "base" -and $_.enabled -eq $true } # Function to download a mod function Download-Mod { param ( [string]$modName, [string]$downloadUrl, [string]$version ) # Ensure the download URL starts with a slash if (-not $downloadUrl.StartsWith("/")) { $downloadUrl = "/$downloadUrl" } # Construct the full download URL #https://mods.factorio.com/{download_url}?username={username}&token={token} $fullDownloadUrl = "https://mods.factorio.com$($downloadUrl)?username=$factorioUsername&token=$apiKey" write-host $fullDownloadUrl $outputFile = Join-Path $modsDir "$($modName)_$version.zip" try { # Validate the constructed URI if (![System.Uri]::IsWellFormedUriString($fullDownloadUrl, [System.UriKind]::Absolute)) { throw "Invalid URI constructed: $fullDownloadUrl" } # Attempt to download the mod Invoke-WebRequest -Uri $fullDownloadUrl -OutFile $outputFile -ErrorAction Stop Write-Host "Downloaded $modName $version successfully." } catch { Write-Error "Failed to download $modName. $_" } } # Loop through enabled mods and update foreach ($mod in $enabledMods) { $modName = $mod.name Write-Host "Checking updates for $modName..." if($modName -eq "elevated-rails" -or $modName -eq "space-age" -or $modName -eq "quality" ){write-host "skipping" }Else { # Get mod info try { $modInfo = Invoke-RestMethod -Uri "https://mods.factorio.com/api/mods/$modName" -ErrorAction Stop $latestRelease = $modInfo.releases | Sort-Object released_at -Descending | Select-Object -First 1 $latestVersionNumber = $latestRelease.version $downloadUrl = $latestRelease.download_url # Check if mod needs updating $existingMod = Get-ChildItem -Path $modsDir -Filter "$modName*.zip" if ($existingMod.Name -notlike "*$latestVersionNumber*") { Write-Host "$modName needs update. Downloading version $latestVersionNumber..." Download-Mod -modName $modName -downloadUrl $downloadUrl -version $latestVersionNumber if($existingMod.Name -ne "" -and $existingMod.Name -ne $null){ Remove-Item "mods/$($existingMod.Name)" } } else { Write-Host "$modName is already up-to-date." } } catch { Write-Error "Error retrieving info for $modName. $_" continue } } } Write-Host "`tMod updates complete."
[]
0
2024-11-19T14:58:53-06:00
forum-topic-127563
127563
Problem with jetpack
Not a bug
https://forums.factorio.com/viewtopic.php?t=127563
Maximuz74
Hello, I've been playing Factorio for a long time, and now I've bought the SpaceAge version, I see that the current one is 2.0.41 a problem arose, I created a jetpack, but the character doesn't want to fly when I press "J" the key at the bottom left it says: "A jetpack is required for flight" in the middle of the screen, where the character is: "You can't attach a rolling stock without being in transport" Of course, the jetpack is part of the power armor and there is fuel. What should I do?
[ { "author": "", "content": "Thanks for the report but if you have issues with https://mods.factorio.com/mod/jetpack that is not an issue on our side unless proven otherwise.", "date": "2025-03-17T08:53:04+00:00", "quotes": [] } ]
1
2025-03-16T22:16:53-05:00
forum-topic-124686
124686
Topic delete because off topic?
This Forum
https://forums.factorio.com/viewtopic.php?t=124686
T3rm1
12-18-2024, 19-51-10.png (11.9 KiB) Viewed 376 times Who did that? And why was it considered off topic? Are bug reports not welcome any more?
[ { "author": "", "content": "You are not reporting a bug, you are requesting a feature.", "date": "2024-12-18T19:03:16+00:00", "quotes": [] }, { "author": "T3rm1", "content": "Ok, so you are saying it is intended that trains are hardly visible? To make the game harder? Or why would you co...
2
2024-12-18T12:52:22-06:00
forum-topic-15587
15587
Quick swap of mods and saves
Mod and installation managers
https://forums.factorio.com/viewtopic.php?t=15587
HeilTec
I like to avoid copying files when not needed, and the mklink /j command allows just that. To make it a little easier I use different versions of this: bat Code: Select all @ECHO Remove mods and saves Directories ( or junctions if that is what it is ) @ECHO Hit Ctrl-C to cancel ... pause rmdir mods rmdir saves mklink /j mods ..\FactorioH-modpacks\Amass-bob\mods mklink /j saves ..\FactorioH-modpacks\Amass-bob\saves @ECHO Done ... pause Note: rmdir will not remove a normal folders with files - only empty folders and links. Install: 1. Make a backup of saves and mods folders. 2. Create a folder to hold the modpacks (see folders I use) 3. Copy the selected mods ands saves to the respective folders in the mod-packs. 4. Place the .bat-files in the game folder. 5. delete saves and mods folders and files in game folder (you have the backup - right?) Use: 1. To change mods Factorio must be terminated (exit) 2. Double-click the apropriate mod-pack .bat (2x enter to confirm and close) 3. start Factorio. .bat-files are for windows linux users will just make their own scripts Mac users - I don't know. folders Code: Select all Folders I use: <parent>\FactorioH (home game folder) (add the .bat-files here) | \FactorioH-ModPacks - \Amass-bob - \saves \mods \rso-farl-pack - \saves \mods
[ { "author": "HeilTec", "content": "I am lazy. I act proactively on that. So I spent a little more time on making it even easier. \n amass-bob.bat Code: Select all @echo off\n\n:check_run\ntasklist /FI \"IMAGENAME eq factorio.exe\" 2>NUL | find /I /N \"factorio.exe\">NUL\nif \"%ERRORLEVEL%\"==\"0\" goto ask...
4
2015-09-07T10:32:01-05:00
forum-topic-114468
114468
Friday Facts #421 - Optimizations 2.0
News
https://forums.factorio.com/viewtopic.php?t=114468
Here it is! (beep boop) https://factorio.com/blog/post/fff-421
[ { "author": "SnowZyDe", "content": "Omg", "date": "2024-07-26T11:00:58+00:00", "quotes": [] }, { "author": "pleegwat", "content": "But what if a chunk is revealed by more than 255 radars?", "date": "2024-07-26T11:18:01+00:00", "quotes": [] }, { "author": "sorrydnoodle", ...
19
2024-07-26T06:00:07-05:00
forum-topic-108851
108851
FFF is killing me
General discussion
https://forums.factorio.com/viewtopic.php?t=108851
Hopscotch1337
Since 4 weeks we are recieving the FFFs again, I used to love them but now they are real torture. To get this information of all the cool stuff, with the knowlegde that we have to wait for one more year, is killing me. Anybody has the same feelings? Help D*:
[ { "author": "FuryoftheStars", "content": "Well, so far they haven't announced anything that's gotten me all excited for, but even if they had, I feel like I'd have no problems waiting it out (even if I may post \"can't wait!\" in response to something. ). \n \nMaybe that comes with age? Because I feel lik...
19
2023-09-21T14:56:45-05:00
forum-topic-100872
100872
Factorio RCON GUI
Multiplayer / Dedicated Server
https://forums.factorio.com/viewtopic.php?t=100872
wlkrd1
Just wanted to share this here as I think some might find it helpful! I'm currently working on a RCON GUI for Factorio It is still in development and I would love your feedback / suggestions. You can follow the development on Github https://github.com/ComputerComa/Facotorio-rcon-gui
[]
0
2021-12-09T11:08:36-06:00
forum-topic-121601
121601
Biter nest state after capture
Duplicates
https://forums.factorio.com/viewtopic.php?t=121601
Highafter
Hello, When trying to capture a biter nest, my capture pod got destroyed, i when back with my spidertron to clear the area around it, only to see that it doesnt target the nest i tried to capture. My arty also does not target it, whyle it is clearly in range. it appears that that game thinks it is friendly, evn thou its not and spawns biters as usual.
[ { "author": "dog80", "content": "now you can go and recapture the nest - it says in the description when hovering it, that it is protected from automatic fire", "date": "2024-11-15T16:04:26+00:00", "quotes": [] }, { "author": "", "content": "119500", "date": "2024-11-17T22:56:30+00:0...
2
2024-11-15T09:56:38-06:00
forum-topic-127370
127370
[boskid] Uranium 238 recycling
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=127370
KiwiHawk
Recycling Uranium 238 gives Depleted uranium fuel cells. This really doesn't make sense! Uranium 238 should recycle to itself. Depleted uranium fuel cell reprocessing recipe needs to be marked as auto_recycle = false. 03-10-2025, 16-52-06.png (54.58 KiB) Viewed 1601 times
[ { "author": "Muche", "content": "I was confused for a bit, because it was marked auto_recycle = false when I tried. \n \nIt is being set in space-age/data.lua (among other recipes), but not when using base+quality mods only.", "date": "2025-03-10T06:11:26+00:00", "quotes": [] }, { "aut...
3
2025-03-09T22:52:27-05:00
forum-topic-63668
63668
Factorio Abandoned Colony/Cities (WIP and really large map)
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=63668
lilstrip
Hey, just wanted to post this on here. Don't have the energy to actually make something that looks presentable so I will just be straight to the point. This took a couple hundreds hours to make painfully so its kinda my baby and I am waiting for the new update to start working on it again since it will be a lot faster. This isn't done so please keep that in mind and also you might want to upgrade your ram and reduce autosave times by A LOT. Anyways have fun and please don't steal this to make your own version... the next time I get the chance to keep working on it your version will be completely out-dated so for the time being just have fun looking at the progress. Anyways I know most people won't bother to read this and just download it like a seagull would savagely eat McDonald fries so I guess contact me on discord if you wanna help :3 would be fun Maelstrom #6959 (normally I am not that anti-social, I only have 3 hours of sleep right now so keep that in mind :3 ) heres the latest map version download https://drive.google.com/open?id=1CHTyu ... bbs4jhG_eL <===== heres pics of some of the sections: aaa
[ { "author": "CJ5Boss", "content": "That looks amazing. Now I want to go on the map editor and make my own megafactory for play.", "date": "2019-01-10T17:08:59+00:00", "quotes": [] }, { "author": "Phil87", "content": "Ive tried downloading this but all that comes down is a blueprint.dat f...
19
2018-11-25T14:37:00-06:00
forum-topic-92486
92486
[1.1.4] Factorio becomes non-responsive after switching consoles on linux
Minor issues
https://forums.factorio.com/viewtopic.php?t=92486
mothringer
Switching the active console away from the X server (using ctrl-alt-f2 or similar) causes the game to become non-responsive, although sound continues. It appears to be an actual hang rather than just graphics freezing, as it will immediately disconnect other players in multiplayer as well with a server is not responding error.
[ { "author": "Squelch", "content": "Is your attached log from the crashed instance or had you restarted? There does not appear to be any evidence of a crash.", "date": "2020-12-03T17:35:20+00:00", "quotes": [] }, { "author": "mothringer", "content": "It's not crashing, the process is stil...
7
2020-12-03T11:23:38-06:00
forum-topic-111904
111904
Version 1.1.105
Releases
https://forums.factorio.com/viewtopic.php?t=111904
Gui Added Paste button to exchange string import GUIs Scrolling is smoother when using scrollbars with a controller. Hotkey hints GUI will try to move out of the way of chat messages. Bugfixes Fixed that LuaForce::chart_all() wouldn't chart surfaces that had never had any charting. ( 110966 ) Fixed LuaEntity::circuit_connection_definitions could return copper wires from ghost entities. ( 111087 ) Fixed a desync related to changing in-progress infinite research levels. ( 111127 ) Fixed a crash when quitting to the main menu while non-blocking saving is running. ( 110661 ) Fixed a rare crash when switching audio devices. ( 111407 ) Fixed copying train stop settings could cause some trains to arrive. ( 111511 ) Fixed a save corruption issue related to large amounts of overlapping small electric poles. ( 111580 ) Fixed crash when finishing a mini-tutorial after changing the input method from keyboard and mouse to controller while in the mini-tutorial. Fixed strange entity selection behavior after finishing a mini-tutorial after changing the input method from controller to keyboard and mouse while in the mini-tutorial. Fixed entity status icons being visible in simulations. ( 111618 ) Fixed that the game window was missing decorations when using Gnome on Wayland. ( 105512 ) Fixed a crash related to XDG cursor themes on Wayland. ( 111787 ) Fixed a crash when giving NaN values to some lua APIs. ( 111807 ) Fixed a desync when changing the force of a requester chest with filters set from the circuit network. ( 111359 ) Fixed a rendering issue with pumpjack arrows when holding some items. ( 106116 ) Scripting Added LuaRendering::move_to_back. Added LuaItemStack::is_ammo read. Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental .
[]
0
2024-03-20T09:26:49-05:00
forum-topic-126172
126172
Absurdly large space ship
Show your Creations
https://forums.factorio.com/viewtopic.php?t=126172
kaminbanks
I built a massively large spaceship using 1.5m foundations and needs 576 legendary thrusters to get 200 km/s. Someone suggested I post here in case anyone wants to see or inquire on the game performance as it runs at about 20% speed around 1.5m km to the shattered planet. https://www.reddit.com/r/factorio/comme ... _with_576/
[ { "author": "waterBear", "content": "Don't let anyone tell you otherwise, that thing is beautiful. Totally made my evening.", "date": "2025-01-21T02:01:10+00:00", "quotes": [] }, { "author": "adam_bise", "content": "Love it! I wonder how the collector selection routine even finishes try...
2
2025-01-20T13:03:47-06:00
forum-topic-121555
121555
Whitelist and blacklist combinator should be displayed in "Tutorial:Circuit network cookbook"
Wiki Talk
https://forums.factorio.com/viewtopic.php?t=121555
Sworn
in this page: https://wiki.factorio.com/Tutorial:Circ ... k_cookbook We should have this super useful combinator for white and black listing. From Muchaszewski comment in this reddit post: https://www.reddit.com/r/factorio/comme ... are_button
[]
0
2024-11-15T02:43:46-06:00
forum-topic-102722
102722
[1.1.59] Krastorio and QoL mods desync
Desyncs with mods
https://forums.factorio.com/viewtopic.php?t=102722
peternlewis
Seems to happen shortly after connecting. Frequently when you first use “q” or first place an item. Frequently, but not always the server crashes. 2022-06-20 14:58:37 [JOIN] peternlewis joined the game 88547.672 Info ServerMultiplayerManager.cpp:947: updateTick(7761359) received stateChanged peerID(6) oldState(InGame) newState(DesyncedWaitingForMap) 88547.672 Info ServerMultiplayerManager.cpp updateTick(7761359) received playerDesynced peer (6) 88547.683 Info ServerMultiplayerManager.cpp:796: updateTick(7761359) changing state from(InGame) to(InGameSavingMapForDesyncReport) 88547.912 Error CrashHandler.cpp:635: Received SIGSEGV 88549.837 Error StacktraceToStream.cpp:13: Error getting stacktrace: executable file is not an executable 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information Factorio crashed. Generating symbolized stacktrace, please wait ... 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information 88549.838 Error StacktraceToStream.cpp:13: Error getting stacktrace: failed to read executable information Stack trace logging done 88549.838 Error CrashHandler.cpp:191: Map tick at moment of crash: 7761359 88549.838 Error Util.cpp:97: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums. Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash. ------------- Error ------------- 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. Log file location: /Users/peter/Library/Application Support/factorio/factorio-current.log Would you like to open the folder containing the log file? --------------------------------- 88549.838 Uploading log file 88549.841 Info SystemUtil.cpp:564: Started /Users/peter/factorio.app/Contents/MacOS/factorio; trampoline PID: 41372 88549.844 Info ChildProcessAgent.cpp:60: Child 41372 exited with return value 0 After the server crashes, I have to check when the MAP.zip file or an _autosave is more recent otherwise I can lose a lot of gameplay as frequently the MAP.zip file is hours out of date compared to the 10 minute autosaves. It looks like the log file is overwritten when I restart the server, so it wont be much use but may indicate something.
[ { "author": "", "content": "This is a mod desync related to \"Placeables\" mod which holds parts of its data outside of save-loaded structures. There are variables like \"itemValidCache\" and \"ignoreEventFlag\" which are not save-loaded properly because they are not stored inside of `global` and both of th...
9
2022-06-20T02:40:26-05:00
forum-topic-117986
117986
[raiguard] [2.0.11] Memory "leak" when pausing the game and switching from window manager to terminal on Linux
Pending
https://forums.factorio.com/viewtopic.php?t=117986
f2d5cfe689
If I pause the game and press ctrl+alt+F1 to switch away from my window manager on tty7 to the tty1 terminal, the game starts consuming an unbounded amount of memory and only frees it when I switch back to the window manager. Log file: Code: Select all 0.000 2024-10-27 08:50:17; Factorio 2.0.11 (build 79682, linux64, full, space-age) 0.056 Operating system: Linux (Linuxmint 20.1) 0.056 Program arguments: "/home/ben/software/factorio/bin/x64/factorio" 0.056 Config path: /home/ben/software/factorio/config/config.ini 0.056 Read data path: /home/ben/software/factorio/data 0.056 Write data path: /home/ben/software/factorio [106451/291253MB] 0.056 Binaries path: /home/ben/software/factorio/bin 0.075 System info: [CPU: Intel(R) Xeon(R) CPU E5-2697 v2 @ 2.70GHz, 48 cores, RAM: 177217 MB] 0.075 Environment: DISPLAY=:0.0 WAYLAND_DISPLAY=<unset> DESKTOP_SESSION=xfce XDG_SESSION_DESKTOP=xfce XDG_CURRENT_DESKTOP=XFCE SDL_VIDEODRIVER=<unset> __GL_FSAA_MODE=<unset> __GL_LOG_MAX_ANISO=<unset> __GL_SYNC_TO_VBLANK=<unset> __GL_SORT_FBCONFIGS=<unset> __GL_YIELD=<unset> 0.077 Display options: [FullScreen: true] [VSync: true] [UIScale: manual-pixels (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: en] 0.116 Video driver: x11 0.116 Available displays: 1 0.116 [0]: S20B300 20" - {[0,0], 1600x900, SDL_PIXELFORMAT_RGB888, 60Hz} 0.353 Initialised OpenGL:[0] Quadro K5000/PCIe/SSE2; driver: 3.3.0 NVIDIA 470.256.02 0.354 [Extensions] s3tc:yes; KHR_debug:yes; ARB_clear_texture:yes, ARB_copy_image:yes, ARB_pipeline_statistics_query:yes, ARB_gl_spirv:yes, ARB_ES2_compatibility:yes 0.354 [Version] 3.3 0.354 Graphics settings preset: very-high 0.354 Dedicated video memory size 4096 MB 0.436 Graphics options: [Graphics quality: medium] [Video memory usage: low] [DXT: high-quality] 0.436 [Max threads (load/render): 32/32] [Max texture size: 2048] [Tex.Stream.: true] [Rotation quality: normal] [Other: STDCWT] [B:0,C:0,S:100] 0.445 [Audio] Driver:pulseaudio, Device:Default device, Depth:16, Channels:2, Frequency:44100 0.725 Info ModManager.cpp:434: FeatureFlag expansion-shaders = true 0.725 Info ModManager.cpp:434: FeatureFlag freezing = true 0.725 Info ModManager.cpp:434: FeatureFlag quality = true 0.725 Info ModManager.cpp:434: FeatureFlag rail-bridges = true 0.725 Info ModManager.cpp:434: FeatureFlag segmented-units = true 0.725 Info ModManager.cpp:434: FeatureFlag space-travel = true 0.725 Info ModManager.cpp:434: FeatureFlag spoiling = true 0.727 Loading mod settings VehicleSnap 2.0.0 (settings.lua) 0.729 Loading mod settings AutoDeconstruct 1.0.2 (settings.lua) 0.730 Loading mod settings DiscoScience 2.0.0 (settings.lua) 0.731 Loading mod settings even-distribution 2.0.1 (settings.lua) 0.732 Loading mod settings mining-patch-planner 1.6.16 (settings.lua) 0.733 Loading mod settings Milestones 1.4.1 (settings.lua) 0.735 Loading mod settings RateCalculator 3.3.0 (settings.lua) 0.736 Loading mod settings AutoDeconstruct 1.0.2 (settings-final-fixes.lua) 0.739 Loading mod core 0.0.0 (data.lua) 0.763 Loading mod base 2.0.11 (data.lua) 0.975 Loading mod VehicleSnap 2.0.0 (data.lua) 0.989 Loading mod DiscoScience 2.0.0 (data.lua) 0.999 Loading mod elevated-rails 2.0.11 (data.lua) 1.042 Loading mod even-distribution 2.0.1 (data.lua) 1.057 Loading mod flib 0.15.0 (data.lua) 1.074 Loading mod mining-patch-planner 1.6.16 (data.lua) 1.087 Loading mod quality 2.0.11 (data.lua) 1.105 Loading mod Milestones 1.4.1 (data.lua) 1.116 Loading mod RateCalculator 3.3.0 (data.lua) 1.129 Loading mod space-age 2.0.11 (data.lua) 1.615 Loading mod base 2.0.11 (data-updates.lua) 1.633 Loading mod quality 2.0.11 (data-updates.lua) 1.665 Loading mod space-age 2.0.11 (data-updates.lua) 1.844 Checksum for core: 1043092351 1.844 Checksum of base: 708330460 1.844 Checksum of VehicleSnap: 4054656447 1.844 Checksum of AutoDeconstruct: 3603960023 1.844 Checksum of DiscoScience: 2800209080 1.844 Checksum of elevated-rails: 1891730324 1.844 Checksum of even-distribution: 281457414 1.844 Checksum of flib: 2235140407 1.844 Checksum of mining-patch-planner: 707171646 1.844 Checksum of quality: 4264147466 1.844 Checksum of Milestones: 4077187412 1.844 Checksum of RateCalculator: 2191928673 1.844 Checksum of space-age: 4032004066 2.498 Prototype list checksum: 3218787095 2.588 Loading sounds... 2.911 Info PlayerData.cpp:66: Local player-data.json available, timestamp 1730018650 2.911 Info PlayerData.cpp:73: Cloud player-data.json unavailable 3.484 Initial atlas bitmap size is 2048 3.488 Created an atlas bitmap (size 2048x2048) [none] 3.489 Created an atlas bitmap (size 2048x2020) [none] 3.489 Created an atlas bitmap (size 2048x596) [none] 3.489 Created an atlas bitmap (size 2048x1988) [decal] 3.489 Created an atlas bitmap (size 2048x1940) [decal] 3.489 Created an atlas bitmap (size 2048x1996) [decal] 3.490 Created an atlas bitmap (size 2048x2032) [decal] 3.490 Created an atlas bitmap (size 2048x2048) [decal] 3.490 Created an atlas bitmap (size 2048x2044) [decal] 3.490 Created an atlas bitmap (size 2048x1880) [decal] 3.490 Created an atlas bitmap (size 2048x1940) [decal] 3.490 Created an atlas bitmap (size 2048x2040) [decal] 3.490 Created an atlas bitmap (size 2048x352) [decal] 3.492 Created an atlas bitmap (size 2048x2048) [low-object] 3.494 Created an atlas bitmap (size 2048x2048) [low-object, linear-minification] 3.495 Created an atlas bitmap (size 2048x2048) [low-object] 3.495 Created an atlas bitmap (size 2048x2048) [low-object] 3.496 Created an atlas bitmap (size 2048x1984) [low-object] 3.496 Created an atlas bitmap (size 2048x2048) [low-object] 3.496 Created an atlas bitmap (size 2048x2048) [low-object] 3.496 Created an atlas bitmap (size 2048x1760) [low-object] 3.497 Created an atlas bitmap (size 2048x2020) [none] 3.497 Created an atlas bitmap (size 2048x1960) [none] 3.497 Created an atlas bitmap (size 2048x1884) [none] 3.497 Created an atlas bitmap (size 2048x2044) [none] 3.497 Created an atlas bitmap (size 2048x1940) [none] 3.497 Created an atlas bitmap (size 2048x1988) [none] 3.497 Created an atlas bitmap (size 2048x1956) [none] 3.497 Created an atlas bitmap (size 2048x1976) [none] 3.497 Created an atlas bitmap (size 2048x1740) [none] 3.497 Created an atlas bitmap (size 2048x2012) [none] 3.497 Created an atlas bitmap (size 2048x1936) [none] 3.497 Created an atlas bitmap (size 2048x1936) [none] 3.497 Created an atlas bitmap (size 1096x208) [none] 3.497 Created an atlas bitmap (size 904x41) [not-compressed] 3.498 Created an atlas bitmap (size 2048x2048) [mipmap, linear-minification, linear-magnification, linear-mip-level] 3.498 Created an atlas bitmap (size 2048x2048) [mipmap] 3.498 Created an atlas bitmap (size 2048x2048) [mipmap, linear-minification, linear-magnification, linear-mip-level] 3.498 Created an atlas bitmap (size 2048x1056) [mipmap, linear-minification, linear-magnification, linear-mip-level] 3.502 Created an atlas bitmap (size 2048x2016) [terrain, mipmap, linear-minification, linear-mip-level] 3.504 Created an atlas bitmap (size 2048x2016) [terrain, mipmap, linear-minification, linear-mip-level] 3.507 Created an atlas bitmap (size 2048x2032) [terrain, mipmap, linear-minification, linear-mip-level] 3.509 Created an atlas bitmap (size 2048x1984) [terrain, mipmap, linear-minification, linear-mip-level] 3.510 Created an atlas bitmap (size 2048x1984) [terrain, mipmap, linear-minification, linear-mip-level] 3.511 Created an atlas bitmap (size 2048x2048) [terrain, mipmap, linear-minification, linear-mip-level] 3.513 Created an atlas bitmap (size 2048x2048) [terrain, mipmap, linear-minification, linear-mip-level] 3.514 Created an atlas bitmap (size 2048x2048) [terrain, mipmap, linear-minification, linear-mip-level] 3.516 Created an atlas bitmap (size 2048x2016) [terrain, mipmap, linear-minification, linear-mip-level] 3.517 Created an atlas bitmap (size 2048x2016) [terrain, mipmap, linear-minification, linear-mip-level] 3.519 Created an atlas bitmap (size 2048x2048) [terrain, mipmap, linear-minification, linear-mip-level] 3.520 Created an atlas bitmap (size 2048x2016) [terrain, mipmap, linear-minification, linear-mip-level] 3.521 Created an atlas bitmap (size 2048x2016) [terrain, mipmap, linear-minification, linear-mip-level] 3.523 Created an atlas bitmap (size 2048x2016) [terrain, mipmap, linear-minification, linear-mip-level] 3.524 Created an atlas bitmap (size 2048x2032) [terrain, mipmap, linear-minification, linear-mip-level] 3.525 Created an atlas bitmap (size 2048x1984) [terrain, mipmap, linear-minification, linear-mip-level] 3.526 Created an atlas bitmap (size 2048x2016) [terrain, mipmap, linear-minification, linear-mip-level] 3.527 Created an atlas bitmap (size 2048x2016) [terrain, mipmap, linear-minification, linear-mip-level] 3.528 Created an atlas bitmap (size 2048x2048) [terrain, mipmap, linear-minification, linear-mip-level] 3.529 Created an atlas bitmap (size 2048x1984) [terrain, mipmap, linear-minification, linear-mip-level] 3.529 Created an atlas bitmap (size 2048x1984) [terrain, mipmap, linear-minification, linear-mip-level] 3.529 Created an atlas bitmap (size 2048x1984) [terrain, mipmap, linear-minification, linear-mip-level] 3.530 Created an atlas bitmap (size 2048x2032) [terrain, mipmap, linear-minification, linear-mip-level] 3.530 Created an atlas bitmap (size 2048x2016) [terrain, mipmap, linear-minification, linear-mip-level] 3.530 Created an atlas bitmap (size 2048x2016) [terrain, mipmap, linear-minification, linear-mip-level] 3.530 Created an atlas bitmap (size 2048x2032) [terrain, mipmap, linear-minification, linear-mip-level] 3.530 Created an atlas bitmap (size 2048x1104) [terrain, mipmap, linear-minification, linear-mip-level] 3.531 Created an atlas bitmap (size 2048x2048) [terrain-effect-map, mipmap, linear-minification, linear-mip-level] 3.531 Created an atlas bitmap (size 2048x2048) [terrain-effect-map, mipmap, linear-minification, linear-mip-level] 3.531 Created an atlas bitmap (size 2048x1440) [terrain-effect-map, mipmap, linear-minification, linear-mip-level] 3.531 Created an atlas bitmap (size 2048x2032) [smoke, mipmap, linear-minification, linear-magnification] 3.532 Created an atlas bitmap (size 2048x2032) [smoke, mipmap, linear-minification, linear-magnification] 3.532 Created an atlas bitmap (size 2048x1984) [smoke, mipmap, linear-minification, linear-magnification] 3.532 Created an atlas bitmap (size 1328x144) [smoke, mipmap, linear-minification, linear-magnification] 3.532 Created an atlas bitmap (size 2048x2000) [mipmap] 3.532 Created an atlas bitmap (size 2048x800) [mipmap] 3.532 Created an atlas bitmap (size 2048x1520) [mipmap] 3.532 Created an atlas bitmap (size 2048x2000) [mipmap] 3.532 Created an atlas bitmap (size 2048x1568) [mipmap] 3.532 Created an atlas bitmap (size 2048x1568) [mipmap] 3.532 Created an atlas bitmap (size 2048x1040) [mipmap] 3.532 Created an atlas bitmap (size 2048x2000) [mipmap] 3.533 Created an atlas bitmap (size 2048x1568) [mipmap] 3.533 Created an atlas bitmap (size 2048x1568) [mipmap] 3.533 Created an atlas bitmap (size 2048x1040) [mipmap] 3.533 Created an atlas bitmap (size 2048x2000) [mipmap] 3.533 Created an atlas bitmap (size 2048x1568) [mipmap] 3.533 Created an atlas bitmap (size 2048x1568) [mipmap] 3.533 Created an atlas bitmap (size 2048x1040) [mipmap] 3.535 Created an atlas bitmap (size 2048x2048) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level] 3.535 Created an atlas bitmap (size 2048x2032) [icon, not-compressed, mipmap, linear-minification, linear-magnification, ] 3.535 Created an atlas bitmap (size 2048x1952) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 3.535 Created an atlas bitmap (size 2048x2048) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 3.535 Created an atlas bitmap (size 2048x2048) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 3.536 Created an atlas bitmap (size 2048x2048) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 3.536 Created an atlas bitmap (size 2048x2048) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 3.536 Created an atlas bitmap (size 2048x2000) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 3.536 Created an atlas bitmap (size 2048x1424) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 3.540 Created an atlas bitmap (size 2048x2016) [alpha-mask] 3.543 Created an atlas bitmap (size 2048x2016) [alpha-mask] 3.546 Created an atlas bitmap (size 2048x2016) [alpha-mask] 3.548 Created an atlas bitmap (size 2048x2016) [alpha-mask] 3.550 Created an atlas bitmap (size 2048x2016) [alpha-mask] 3.552 Created an atlas bitmap (size 2048x2016) [alpha-mask] 3.552 Created an atlas bitmap (size 2048x1728) [alpha-mask] 3.579 Created an atlas bitmap (size 2048x2048) [shadow, linear-magnification, alpha-mask] 3.584 Created an atlas bitmap (size 2048x2004) [shadow, linear-magnification, alpha-mask] 3.590 Created an atlas bitmap (size 2048x2048) [shadow, linear-magnification, alpha-mask] 3.595 Created an atlas bitmap (size 2048x2028) [shadow, linear-magnification, alpha-mask] 3.601 Created an atlas bitmap (size 2048x2044) [shadow, linear-magnification, alpha-mask] 3.606 Created an atlas bitmap (size 2048x1944) [shadow, linear-magnification, alpha-mask] 3.610 Created an atlas bitmap (size 2048x2032) [shadow, linear-magnification, alpha-mask] 3.615 Created an atlas bitmap (size 2048x2048) [shadow, linear-magnification, alpha-mask] 3.620 Created an atlas bitmap (size 2048x2040) [shadow, linear-magnification, alpha-mask] 3.625 Created an atlas bitmap (size 2048x2020) [shadow, linear-magnification, alpha-mask] 3.630 Created an atlas bitmap (size 2048x2040) [shadow, linear-magnification, alpha-mask] 3.635 Created an atlas bitmap (size 2048x2044) [shadow, linear-magnification, alpha-mask] 3.639 Created an atlas bitmap (size 2048x2032) [shadow, linear-magnification, alpha-mask] 3.649 Created an atlas bitmap (size 2048x2012) [shadow, linear-magnification, alpha-mask] 3.653 Created an atlas bitmap (size 2048x2048) [shadow, linear-magnification, alpha-mask] 3.659 Created an atlas bitmap (size 2048x2048) [shadow, linear-magnification, alpha-mask] 3.664 Created an atlas bitmap (size 2048x2044) [shadow, linear-magnification, alpha-mask] 3.669 Created an atlas bitmap (size 2048x2040) [shadow, linear-magnification, alpha-mask] 3.673 Created an atlas bitmap (size 2048x2036) [shadow, linear-magnification, alpha-mask] 3.677 Created an atlas bitmap (size 2048x2048) [shadow, linear-magnification, alpha-mask] 3.678 Created an atlas bitmap (size 2048x2024) [shadow, linear-magnification, alpha-mask] 3.680 Created an atlas bitmap (size 2048x2040) [shadow, linear-magnification, alpha-mask] 3.682 Created an atlas bitmap (size 2048x2032) [shadow, linear-magnification, alpha-mask] 3.684 Created an atlas bitmap (size 2048x2048) [shadow, linear-magnification, alpha-mask] 3.685 Created an atlas bitmap (size 2048x2044) [shadow, linear-magnification, alpha-mask] 3.686 Created an atlas bitmap (size 2048x2032) [shadow, linear-magnification, alpha-mask] 3.687 Created an atlas bitmap (size 2048x2016) [shadow, linear-magnification, alpha-mask] 3.688 Created an atlas bitmap (size 2048x2036) [shadow, linear-magnification, alpha-mask] 3.688 Created an atlas bitmap (size 2048x1992) [shadow, linear-magnification, alpha-mask] 3.689 Created an atlas bitmap (size 2048x2044) [shadow, linear-magnification, alpha-mask] 3.689 Created an atlas bitmap (size 2048x2044) [shadow, linear-magnification, alpha-mask] 3.690 Created an atlas bitmap (size 2048x1988) [shadow, linear-magnification, alpha-mask] 3.690 Created an atlas bitmap (size 2048x2000) [shadow, linear-magnification, alpha-mask] 3.691 Created an atlas bitmap (size 2048x2016) [shadow, linear-magnification, alpha-mask] 3.691 Created an atlas bitmap (size 2048x2048) [shadow, linear-magnification, alpha-mask] 3.692 Created an atlas bitmap (size 2048x2040) [shadow, linear-magnification, alpha-mask] 3.692 Created an atlas bitmap (size 2048x2044) [shadow, linear-magnification, alpha-mask] 3.693 Created an atlas bitmap (size 2048x1916) [shadow, linear-magnification, alpha-mask] 3.693 Created an atlas bitmap (size 2048x1968) [shadow, linear-magnification, alpha-mask] 3.694 Created an atlas bitmap (size 2048x2036) [shadow, linear-magnification, alpha-mask] 3.694 Created an atlas bitmap (size 2048x2048) [shadow, linear-magnification, alpha-mask] 3.695 Created an atlas bitmap (size 2048x1900) [shadow, linear-magnification, alpha-mask] 3.695 Created an atlas bitmap (size 2048x2044) [shadow, linear-magnification, alpha-mask] 3.696 Created an atlas bitmap (size 2048x1964) [shadow, linear-magnification, alpha-mask] 3.696 Created an atlas bitmap (size 2048x1956) [shadow, linear-magnification, alpha-mask] 3.696 Created an atlas bitmap (size 2048x1912) [shadow, linear-magnification, alpha-mask] 3.697 Created an atlas bitmap (size 2048x2000) [shadow, linear-magnification, alpha-mask] 3.697 Created an atlas bitmap (size 2048x1896) [shadow, linear-magnification, alpha-mask] 3.698 Created an atlas bitmap (size 2048x1964) [shadow, linear-magnification, alpha-mask] 3.698 Created an atlas bitmap (size 2048x1984) [shadow, linear-magnification, alpha-mask] 3.699 Created an atlas bitmap (size 2048x2000) [shadow, linear-magnification, alpha-mask] 3.699 Created an atlas bitmap (size 2048x2004) [shadow, linear-magnification, alpha-mask] 3.699 Created an atlas bitmap (size 2048x2044) [shadow, linear-magnification, alpha-mask] 3.700 Created an atlas bitmap (size 2048x1936) [shadow, linear-magnification, alpha-mask] 3.700 Created an atlas bitmap (size 2048x1948) [shadow, linear-magnification, alpha-mask] 3.700 Created an atlas bitmap (size 2048x1992) [shadow, linear-magnification, alpha-mask] 3.700 Created an atlas bitmap (size 2048x2048) [shadow, linear-magnification, alpha-mask] 3.701 Created an atlas bitmap (size 2048x1948) [shadow, linear-magnification, alpha-mask] 3.701 Created an atlas bitmap (size 2048x1868) [shadow, linear-magnification, alpha-mask] 3.701 Created an atlas bitmap (size 2048x2040) [shadow, linear-magnification, alpha-mask] 3.702 Created an atlas bitmap (size 2048x2024) [shadow, linear-magnification, alpha-mask] 3.702 Created an atlas bitmap (size 2048x1960) [shadow, linear-magnification, alpha-mask] 3.702 Created an atlas bitmap (size 2048x1960) [shadow, linear-magnification, alpha-mask] 3.702 Created an atlas bitmap (size 2048x2028) [shadow, linear-magnification, alpha-mask] 3.703 Created an atlas bitmap (size 2048x1960) [shadow, linear-magnification, alpha-mask] 3.703 Created an atlas bitmap (size 2048x1900) [shadow, linear-magnification, alpha-mask] 3.703 Created an atlas bitmap (size 2048x1904) [shadow, linear-magnification, alpha-mask] 3.703 Created an atlas bitmap (size 2048x1880) [shadow, linear-magnification, alpha-mask] 3.704 Created an atlas bitmap (size 2048x1820) [shadow, linear-magnification, alpha-mask] 3.704 Created an atlas bitmap (size 2048x1896) [shadow, linear-magnification, alpha-mask] 3.704 Created an atlas bitmap (size 2048x1988) [shadow, linear-magnification, alpha-mask] 3.704 Created an atlas bitmap (size 2048x2048) [shadow, linear-magnification, alpha-mask] 3.704 Created an atlas bitmap (size 2048x1896) [shadow, linear-magnification, alpha-mask] 3.705 Created an atlas bitmap (size 2048x1968) [shadow, linear-magnification, alpha-mask] 3.705 Created an atlas bitmap (size 2048x1884) [shadow, linear-magnification, alpha-mask] 3.705 Created an atlas bitmap (size 2048x2032) [shadow, linear-magnification, alpha-mask] 3.705 Created an atlas bitmap (size 2048x1892) [shadow, linear-magnification, alpha-mask] 3.705 Created an atlas bitmap (size 2048x1980) [shadow, linear-magnification, alpha-mask] 3.706 Created an atlas bitmap (size 2048x1996) [shadow, linear-magnification, alpha-mask] 3.706 Created an atlas bitmap (size 2048x2040) [shadow, linear-magnification, alpha-mask] 3.706 Created an atlas bitmap (size 2048x2040) [shadow, linear-magnification, alpha-mask] 3.706 Created an atlas bitmap (size 2048x2032) [shadow, linear-magnification, alpha-mask] 3.706 Created an atlas bitmap (size 2048x2016) [shadow, linear-magnification, alpha-mask] 3.707 Created an atlas bitmap (size 2048x2048) [shadow, linear-magnification, alpha-mask] 3.707 Created an atlas bitmap (size 2048x1920) [shadow, linear-magnification, alpha-mask] 3.707 Created an atlas bitmap (size 2048x2048) [shadow, linear-magnification, alpha-mask] 3.707 Created an atlas bitmap (size 2048x1596) [shadow, linear-magnification, alpha-mask] 3.707 Created an atlas bitmap (size 2048x2032) [shadow, mipmap, linear-magnification, alpha-mask] 3.707 Created an atlas bitmap (size 2048x576) [shadow, mipmap, linear-magnification, alpha-mask] 3.708 Created an atlas bitmap (size 2048x520) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 3.757 Created a virtual atlas bitmap (size 4096x4096) [none] 3.796 Created a virtual atlas bitmap (size 4096x4096) [none] 3.835 Created a virtual atlas bitmap (size 4096x4096) [none] 3.869 Created a virtual atlas bitmap (size 4096x4096) [none] 3.908 Created a virtual atlas bitmap (size 4096x4096) [none] 3.946 Created a virtual atlas bitmap (size 4096x4096) [none] 3.975 Created a virtual atlas bitmap (size 4096x4096) [none] 4.003 Created a virtual atlas bitmap (size 4096x4096) [none] 4.036 Created a virtual atlas bitmap (size 4096x4096) [none] 4.063 Created a virtual atlas bitmap (size 4096x4096) [none] 4.088 Created a virtual atlas bitmap (size 4096x4096) [none] 4.112 Created a virtual atlas bitmap (size 4096x4096) [none] 4.138 Created a virtual atlas bitmap (size 4096x4096) [none] 4.163 Created a virtual atlas bitmap (size 4096x4096) [none] 4.188 Created a virtual atlas bitmap (size 4096x4096) [none] 4.211 Created a virtual atlas bitmap (size 4096x4096) [none] 4.234 Created a virtual atlas bitmap (size 4096x4096) [none] 4.257 Created a virtual atlas bitmap (size 4096x4096) [none] 4.278 Created a virtual atlas bitmap (size 4096x4096) [none] 4.299 Created a virtual atlas bitmap (size 4096x4096) [none] 4.320 Created a virtual atlas bitmap (size 4096x4096) [none] 4.341 Created a virtual atlas bitmap (size 4096x4096) [none] 4.362 Created a virtual atlas bitmap (size 4096x4096) [none] 4.383 Created a virtual atlas bitmap (size 4096x4096) [none] 4.404 Created a virtual atlas bitmap (size 4096x4096) [none] 4.425 Created a virtual atlas bitmap (size 4096x4096) [none] 4.445 Created a virtual atlas bitmap (size 4096x4096) [none] 4.465 Created a virtual atlas bitmap (size 4096x4096) [none] 4.484 Created a virtual atlas bitmap (size 4096x4096) [none] 4.504 Created a virtual atlas bitmap (size 4096x4096) [none] 4.536 Created a virtual atlas bitmap (size 4096x4096) [none] 4.559 Created a virtual atlas bitmap (size 4096x4096) [none] 4.582 Created a virtual atlas bitmap (size 4096x4096) [none] 4.604 Created a virtual atlas bitmap (size 4096x4096) [none] 4.625 Created a virtual atlas bitmap (size 4096x4096) [none] 4.649 Created a virtual atlas bitmap (size 4096x4096) [none] 4.684 Created a virtual atlas bitmap (size 4096x4096) [none] 4.706 Created a virtual atlas bitmap (size 4096x4096) [none] 4.726 Created a virtual atlas bitmap (size 4096x4096) [linear-magnification] 4.761 Created a virtual atlas bitmap (size 4096x4096) [linear-magnification] 4.791 Created a virtual atlas bitmap (size 4096x4096) [none] 4.812 Created a virtual atlas bitmap (size 4096x4096) [none] 4.815 Created a virtual atlas bitmap (size 4096x1024) [none] 4.815 Created virtual atlas pages 4096x4096x43 4.816 Created virtual atlas of size 32768x24576 with physical texture size 8192x4096 4.816 Loading 3D bitmaps. 4.838 Texture processor created (1024). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82 5.007 Parallel sprite loader initialized (threads: 32, bitmaps: 8302) 29.333 Warning! Sprite at {0,0; 64x64} from __mining-patch-planner__/graphics/no-entity-zero.png is defined with 3 mipmap levels, but level 2 is expected to be at {96,0; 16x16} which is out of bounds of the source image. 74.749 Sprites loaded 74.790 Generated mipmaps (3) for atlas [13] of size 2048x2048 74.792 Generated mipmaps (3) for atlas [14] of size 2048x2048 74.800 Generated mipmaps (3) for atlas [15] of size 2048x2048 74.802 Generated mipmaps (3) for atlas [16] of size 2048x2048 74.803 Generated mipmaps (3) for atlas [17] of size 2048x1984 74.810 Generated mipmaps (3) for atlas [18] of size 2048x2048 74.811 Generated mipmaps (3) for atlas [19] of size 2048x2048 74.813 Generated mipmaps (3) for atlas [20] of size 2048x1760 74.814 Generated mipmaps (3) for atlas [35] of size 2048x2048 74.815 Generated mipmaps (3) for atlas [36] of size 2048x2048 74.816 Generated mipmaps (3) for atlas [37] of size 2048x2048 74.817 Generated mipmaps (3) for atlas [38] of size 2048x1056 74.839 Generated mipmaps (3) for atlas [39] of size 2048x2016 74.860 Generated mipmaps (3) for atlas [40] of size 2048x2016 74.881 Generated mipmaps (3) for atlas [41] of size 2048x2032 74.901 Generated mipmaps (3) for atlas [42] of size 2048x1984 74.922 Generated mipmaps (3) for atlas [43] of size 2048x1984 74.943 Generated mipmaps (3) for atlas [44] of size 2048x2048 74.964 Generated mipmaps (3) for atlas [45] of size 2048x2048 74.985 Generated mipmaps (3) for atlas [46] of size 2048x2048 75.005 Generated mipmaps (3) for atlas [47] of size 2048x2016 75.026 Generated mipmaps (3) for atlas [48] of size 2048x2016 75.046 Generated mipmaps (3) for atlas [49] of size 2048x2048 75.067 Generated mipmaps (3) for atlas [50] of size 2048x2016 75.087 Generated mipmaps (3) for atlas [51] of size 2048x2016 75.108 Generated mipmaps (3) for atlas [52] of size 2048x2016 75.129 Generated mipmaps (3) for atlas [53] of size 2048x2032 75.149 Generated mipmaps (3) for atlas [54] of size 2048x1984 75.170 Generated mipmaps (3) for atlas [55] of size 2048x2016 75.191 Generated mipmaps (3) for atlas [56] of size 2048x2016 75.212 Generated mipmaps (3) for atlas [57] of size 2048x2048 75.232 Generated mipmaps (3) for atlas [58] of size 2048x1984 75.253 Generated mipmaps (3) for atlas [59] of size 2048x1984 75.273 Generated mipmaps (3) for atlas [60] of size 2048x1984 75.294 Generated mipmaps (3) for atlas [61] of size 2048x2032 75.315 Generated mipmaps (3) for atlas [62] of size 2048x2016 75.335 Generated mipmaps (3) for atlas [63] of size 2048x2016 75.356 Generated mipmaps (3) for atlas [64] of size 2048x2032 75.367 Generated mipmaps (3) for atlas [65] of size 2048x1104 75.388 Generated mipmaps (3) for atlas [66] of size 2048x2048 75.408 Generated mipmaps (3) for atlas [67] of size 2048x2048 75.423 Generated mipmaps (3) for atlas [68] of size 2048x1440 75.443 Generated mipmaps (3) for atlas [69] of size 2048x2032 75.464 Generated mipmaps (3) for atlas [70] of size 2048x2032 75.484 Generated mipmaps (3) for atlas [71] of size 2048x1984 75.486 Generated mipmaps (3) for atlas [72] of size 1328x144 75.515 Generated mipmaps (3) for atlas [73] of size 2048x2000 75.523 Generated mipmaps (3) for atlas [74] of size 2048x800 75.538 Generated mipmaps (3) for atlas [75] of size 2048x1520 75.558 Generated mipmaps (3) for atlas [76] of size 2048x2000 75.574 Generated mipmaps (3) for atlas [77] of size 2048x1568 75.589 Generated mipmaps (3) for atlas [78] of size 2048x1568 75.600 Generated mipmaps (3) for atlas [79] of size 2048x1040 75.612 Generated mipmaps (3) for atlas [80] of size 2048x2000 75.623 Generated mipmaps (3) for atlas [81] of size 2048x1568 75.632 Generated mipmaps (3) for atlas [82] of size 2048x1568 75.640 Generated mipmaps (3) for atlas [83] of size 2048x1040 75.659 Generated mipmaps (3) for atlas [84] of size 2048x2000 75.673 Generated mipmaps (3) for atlas [85] of size 2048x1568 75.689 Generated mipmaps (3) for atlas [86] of size 2048x1568 75.699 Generated mipmaps (3) for atlas [87] of size 2048x1040 75.752 Generated mipmaps (5) for atlas [88] of size 2048x2048 75.788 Generated mipmaps (5) for atlas [89] of size 2048x2032 75.833 Generated mipmaps (5) for atlas [90] of size 2048x1952 75.877 Generated mipmaps (5) for atlas [91] of size 2048x2048 75.925 Generated mipmaps (5) for atlas [92] of size 2048x2048 75.986 Generated mipmaps (5) for atlas [93] of size 2048x2048 76.037 Generated mipmaps (5) for atlas [94] of size 2048x2048 76.093 Generated mipmaps (5) for atlas [95] of size 2048x2000 76.115 Generated mipmaps (5) for atlas [96] of size 2048x1424 76.117 Generated mipmaps (3) for atlas [191] of size 2048x2032 76.119 Generated mipmaps (3) for atlas [192] of size 2048x576 76.366 Custom mipmaps uploaded (3240) 76.888 Generated mipmaps for virtual atlas of size 32768x24576 76.991 Custom inputs active: 10 77.086 Factorio initialised 77.088 Info HttpSharedState.cpp:55: Downloading https://updater.factorio.com/updater/get-available-versions?username=f2d5cfe689&token=<private>&apiVersion=2 77.677 0 packages available to download (experimental updates disabled). 100.569 Loading map /home/ben/software/factorio/saves/world.zip: 6848408 bytes. 100.587 Loading level.dat: 13629009 bytes. 100.595 Info Scenario.cpp:178: Map version 2.0.11-3 101.234 Loading script.dat: 78036 bytes. 101.242 Checksum for script __level__/control.lua: 2463946943 101.244 Checksum for script __VehicleSnap__/control.lua: 1130947901 101.251 Checksum for script __AutoDeconstruct__/control.lua: 1679648599 101.254 Checksum for script __DiscoScience__/control.lua: 1176986181 101.256 Script @__even-distribution__/framework.lua:22: 0 [ED] Initializing framework... DEBUG = false 101.256 Script @__even-distribution__/framework.lua:22: 0 [ED] Registering custom scripts... 101.256 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: metatables 101.257 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: util 101.257 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: helpers 101.258 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: setup 101.260 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: remote 101.260 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: visuals 101.260 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: gui-tools 101.261 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: drag 101.262 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: cleanup 101.262 Script @__even-distribution__/framework.lua:22: 0 [ED] GUI-Script: settings-gui 101.264 Script @__even-distribution__/framework.lua:22: 0 [ED] Registering default event handlers... 101.264 Script @__even-distribution__/framework.lua:22: 0 [ED] Registering custom inputs... 101.264 Script @__even-distribution__/framework.lua:22: 0 [ED] Input: inventory-cleanup event: on_inventory_cleanup 101.264 Script @__even-distribution__/framework.lua:22: 0 [ED] Input: fast-entity-transfer-hook event: on_fast_entity_transfer_hook 101.264 Script @__even-distribution__/framework.lua:22: 0 [ED] Input: fast-entity-split-hook event: on_fast_entity_split_hook 101.266 Script @__even-distribution__/framework.lua:22: 0 [ED] Successfully initialized 101.266 Checksum for script __even-distribution__/control.lua: 576614558 101.290 Checksum for script __mining-patch-planner__/control.lua: 695640068 101.303 Checksum for script __Milestones__/control.lua: 3827947592 101.311 Checksum for script __RateCalculator__/control.lua: 206298920 219.282 Info AppManager.cpp:310: Saving to _autosave2 (blocking). 219.850 Info AppManagerStates.cpp:2050: Saving finished 520.002 Info AppManager.cpp:310: Saving to _autosave3 (blocking). 520.550 Info AppManagerStates.cpp:2050: Saving finished 821.231 Info AppManager.cpp:310: Saving to _autosave1 (blocking). 821.716 Info AppManagerStates.cpp:2050: Saving finished 1121.831 Info AppManager.cpp:310: Saving to _autosave2 (blocking). 1122.299 Info AppManagerStates.cpp:2050: Saving finished 1426.147 Info AppManager.cpp:310: Saving to _autosave3 (blocking). 1426.632 Info AppManagerStates.cpp:2050: Saving finished 1726.713 Info AppManager.cpp:310: Saving to _autosave1 (blocking). 1727.180 Info AppManagerStates.cpp:2050: Saving finished 2080.449 Info AppManager.cpp:310: Saving to _autosave2 (blocking). 2080.930 Info AppManagerStates.cpp:2050: Saving finished 2381.015 Info AppManager.cpp:310: Saving to _autosave3 (blocking). 2381.478 Info AppManagerStates.cpp:2050: Saving finished 2681.566 Info AppManager.cpp:310: Saving to _autosave1 (blocking). 2682.078 Info AppManagerStates.cpp:2050: Saving finished 3053.864 Info AppManager.cpp:310: Saving to _autosave2 (blocking). 3054.361 Info AppManagerStates.cpp:2050: Saving finished 3354.358 Info AppManager.cpp:310: Saving to _autosave3 (blocking). 3354.892 Info AppManagerStates.cpp:2050: Saving finished 3663.028 Info AppManager.cpp:310: Saving to _autosave1 (blocking). 3663.518 Info AppManagerStates.cpp:2050: Saving finished 3963.524 Info AppManager.cpp:310: Saving to _autosave2 (blocking). 3964.041 Info AppManagerStates.cpp:2050: Saving finished 4307.244 Info AppManager.cpp:310: Saving to _autosave3 (blocking). 4307.773 Info AppManagerStates.cpp:2050: Saving finished 4607.805 Info AppManager.cpp:310: Saving to _autosave1 (blocking). 4608.339 Info AppManagerStates.cpp:2050: Saving finished 5452.920 Info AppManager.cpp:310: Saving to _autosave2 (blocking). 5453.387 Info AppManagerStates.cpp:2050: Saving finished 6190.851 Info AppManager.cpp:310: Saving to _autosave3 (blocking). 6191.369 Info AppManagerStates.cpp:2050: Saving finished 6491.417 Info AppManager.cpp:310: Saving to _autosave1 (blocking). 6491.952 Info AppManagerStates.cpp:2050: Saving finished 6738.771 Info AppManagerStates.cpp:2050: Saving finished 20883.707 Info AppManager.cpp:310: Saving to _autosave2 (blocking). 20884.209 Info AppManagerStates.cpp:2050: Saving finished 21184.257 Info AppManager.cpp:310: Saving to _autosave3 (blocking). 21184.775 Info AppManagerStates.cpp:2050: Saving finished 21493.457 Info AppManager.cpp:310: Saving to _autosave1 (blocking). 21493.992 Info AppManagerStates.cpp:2050: Saving finished 21857.761 Info AppManager.cpp:310: Saving to _autosave2 (blocking). 21858.277 Info AppManagerStates.cpp:2050: Saving finished 22213.342 Info AppManager.cpp:310: Saving to _autosave3 (blocking). 22213.873 Info AppManagerStates.cpp:2050: Saving finished 22513.956 Info AppManager.cpp:310: Saving to _autosave1 (blocking). 22514.491 Info AppManagerStates.cpp:2050: Saving finished 22814.493 Info AppManager.cpp:310: Saving to _autosave2 (blocking). 22815.040 Info AppManagerStates.cpp:2050: Saving finished 23115.109 Info AppManager.cpp:310: Saving to _autosave3 (blocking). 23115.639 Info AppManagerStates.cpp:2050: Saving finished 23415.625 Info AppManager.cpp:310: Saving to _autosave1 (blocking). 23416.155 Info AppManagerStates.cpp:2050: Saving finished 23716.175 Info AppManager.cpp:310: Saving to _autosave2 (blocking). 23716.699 Info AppManagerStates.cpp:2050: Saving finished 24025.054 Info AppManager.cpp:310: Saving to _autosave3 (blocking). 24025.588 Info AppManagerStates.cpp:2050: Saving finished 24325.574 Info AppManager.cpp:310: Saving to _autosave1 (blocking). 24326.087 Info AppManagerStates.cpp:2050: Saving finished 24626.403 Info AppManager.cpp:310: Saving to _autosave2 (blocking). 24626.938 Info AppManagerStates.cpp:2050: Saving finished 24926.958 Info AppManager.cpp:310: Saving to _autosave3 (blocking). 24927.505 Info AppManagerStates.cpp:2050: Saving finished 25270.151 Info AppManager.cpp:310: Saving to _autosave1 (blocking). 25270.702 Info AppManagerStates.cpp:2050: Saving finished 25612.483 Info AppManager.cpp:310: Saving to _autosave2 (blocking). 25613.001 Info AppManagerStates.cpp:2050: Saving finished 26400.325 Info AppManager.cpp:310: Saving to _autosave3 (blocking). 26400.825 Info AppManagerStates.cpp:2050: Saving finished 30805.136 Info AppManagerStates.cpp:2050: Saving finished 30807.277 Loading map /home/ben/software/factorio/saves/world.zip: 6807199 bytes. 30807.301 Loading level.dat: 14500980 bytes. 30807.305 Info Scenario.cpp:178: Map version 2.0.11-3 30807.722 Loading script.dat: 79101 bytes. 30807.727 Checksum for script __level__/control.lua: 2463946943 30807.728 Checksum for script __VehicleSnap__/control.lua: 1130947901 30807.733 Checksum for script __AutoDeconstruct__/control.lua: 1679648599 30807.735 Checksum for script __DiscoScience__/control.lua: 1176986181 30807.736 Script @__even-distribution__/framework.lua:22: 0 [ED] Initializing framework... DEBUG = false 30807.736 Script @__even-distribution__/framework.lua:22: 0 [ED] Registering custom scripts... 30807.736 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: metatables 30807.737 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: util 30807.737 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: helpers 30807.738 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: setup 30807.739 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: remote 30807.739 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: visuals 30807.739 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: gui-tools 30807.740 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: drag 30807.740 Script @__even-distribution__/framework.lua:22: 0 [ED] Script: cleanup 30807.741 Script @__even-distribution__/framework.lua:22: 0 [ED] GUI-Script: settings-gui 30807.742 Script @__even-distribution__/framework.lua:22: 0 [ED] Registering default event handlers... 30807.743 Script @__even-distribution__/framework.lua:22: 0 [ED] Registering custom inputs... 30807.743 Script @__even-distribution__/framework.lua:22: 0 [ED] Input: inventory-cleanup event: on_inventory_cleanup 30807.743 Script @__even-distribution__/framework.lua:22: 0 [ED] Input: fast-entity-transfer-hook event: on_fast_entity_transfer_hook 30807.743 Script @__even-distribution__/framework.lua:22: 0 [ED] Input: fast-entity-split-hook event: on_fast_entity_split_hook 30807.744 Script @__even-distribution__/framework.lua:22: 0 [ED] Successfully initialized 30807.744 Checksum for script __even-distribution__/control.lua: 576614558 30807.763 Checksum for script __mining-patch-planner__/control.lua: 695640068 30807.775 Checksum for script __Milestones__/control.lua: 3827947592 30807.783 Checksum for script __RateCalculator__/control.lua: 206298920 31020.870 Info AppManager.cpp:310: Saving to _autosave1 (blocking). 31021.406 Info AppManagerStates.cpp:2050: Saving finished System info: Code: Select all System: Host: ben-HP-Z820-Workstation Kernel: 5.4.0-198-generic x86_64 bits: 64 Desktop: Xfce 4.14.2 Distro: Linux Mint 20.1 Ulyssa Machine: Type: Desktop System: Hewlett-Packard product: HP Z820 Workstation v: N/A serial: <superuser/root required> Mobo: Hewlett-Packard model: 158B v: 1.01 serial: <superuser/root required> UEFI: Hewlett-Packard v: J63 v03.96 date: 10/28/2019 CPU: Topology: 2x 12-Core model: Intel Xeon E5-2697 v2 bits: 64 type: MT MCP SMP L2 cache: 60.0 MiB Speed: 2058 MHz min/max: 1200/3500 MHz Core speeds (MHz): 1: 2679 2: 1965 3: 1974 4: 2617 5: 1252 6: 1257 7: 1369 8: 1574 9: 1603 10: 1779 11: 1356 12: 1492 13: 2638 14: 1457 15: 1302 16: 1298 17: 1305 18: 2675 19: 2669 20: 2647 21: 2670 22: 2289 23: 2617 24: 1962 25: 2650 26: 2576 27: 2189 28: 2019 29: 1999 30: 1416 31: 1278 32: 1322 33: 1523 34: 1432 35: 2141 36: 1349 37: 1705 38: 1523 39: 1497 40: 1548 41: 1447 42: 1388 43: 1412 44: 2300 45: 1964 46: 1983 47: 2425 48: 1892 Graphics: Device-1: NVIDIA GK104GL [Quadro K5000] driver: nvidia v: 470.256.02 Display: x11 server: X.Org 1.20.13 driver: nvidia unloaded: fbdev,modesetting,nouveau,vesa resolution: 1600x900~60Hz OpenGL: renderer: Quadro K5000/PCIe/SSE2 v: 4.6.0 NVIDIA 470.256.02 Audio: Device-1: Intel C600/X79 series High Definition Audio driver: snd_hda_intel Device-2: NVIDIA GK104 HDMI Audio driver: snd_hda_intel Sound Server: ALSA v: k5.4.0-198-generic Network: Device-1: Intel 82579LM Gigabit Network driver: e1000e IF: eno1 state: up speed: 1000 Mbps duplex: full mac: d8:9d:67:c6:3e:09 Device-2: Intel 82574L Gigabit Network driver: e1000e IF: enp1s0 state: down mac: d8:9d:67:c6:3e:08 Drives: Local Storage: total: 15.28 TiB used: 201.87 GiB (1.3%) ID-1: /dev/sdf model: X447_S163A800ATD size: 745.21 GiB ID-2: /dev/sdg vendor: Seagate model: ST4000NM0023 size: 3.64 TiB ID-3: /dev/sdh vendor: Seagate model: ST4000NM0023 size: 3.64 TiB ID-4: /dev/sdi vendor: Seagate model: ST4000NM0023 size: 3.64 TiB ID-5: /dev/sdj vendor: Seagate model: ST4000NM0023 size: 3.64 TiB RAID: Hardware-1: Intel C600/X79 series SATA RAID Controller driver: ahci Partition: ID-1: / size: 91.11 GiB used: 35.81 GiB (39.3%) fs: ext4 dev: /dev/sdf5 ID-2: /home size: 284.43 GiB used: 166.02 GiB (58.4%) fs: ext4 dev: /dev/sdf7 ID-3: swap-1 size: 7.45 GiB used: 0 KiB (0.0%) fs: swap dev: /dev/sdf6 Sensors: System Temperatures: cpu: 42.0 C mobo: N/A gpu: nvidia temp: 42 C Fan Speeds (RPM): N/A gpu: nvidia fan: 30% Info: Processes: 634 Uptime: 12h 30m Memory: 173.06 GiB used: 9.20 GiB (5.3%) Shell: bash inxi: 3.0.38 video.mp4 (1.93 MiB) Downloaded 20 times
[ { "author": "", "content": "I can't reproduce this. Does this still happen if you use a Wayland compositor?", "date": "2024-12-09T22:42:51+00:00", "quotes": [] } ]
1
2024-10-27T12:47:38-05:00
forum-topic-124542
124542
Factorio 2.0 - Sandstorm
Medium/Big/Gigantic Sized Structures
https://forums.factorio.com/viewtopic.php?t=124542
Master-Ferrari
i remade DaveMcW's 8-year-old build and created an online gif-to-screen blueprint generator . ..
[ { "author": "Mjork_Ore", "content": "Awesome stuff, and the gif to blueprint generator is amazing work. I do have to ask, simply because I am completely new to all this stuff, how do you activate the video? I've pasted and built the blueprint generated by your site, but It's stuck on a single frame. I haven...
5
2024-12-16T07:52:08-06:00
forum-topic-127471
127471
[2.0.39] Quality module quick insertion mismatch
Duplicates
https://forums.factorio.com/viewtopic.php?t=127471
Moterius
Control-inserting items into a machine using quality modules prefers Q3-Normal over Q2-Uncommon, which means it prefers 2.5 over 2.6.
[]
0
2025-03-13T15:47:29-05:00
forum-topic-125988
125988
[2.0.30] Crash on loading savegame
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=125988
HpBanger
Hello Forum, I have a multiplayer world, and wanted to update from 2.0.23 to 2.0.30, but the save game keeps crashing when trying to load the world (see screenshot). What did I try? 1. I tried these versions: - 2.0.23: Game loads/works fine (on my machine and a friends machine as well) - 2.0.24: Game loads/works fine as well - 2.0.25/28/30: Game crashes on load with save games from both 2.0.23 and 24 (I created a new save when it loaded with 2.0.24) 2. I tried to disable all mods (see mod-list attached), including space-age related mods, which resulted in the same behavior 3. I also tried reinstalling all these different versions, as well as the zipped Windows Versions. I have saves from 2.0.23 and 24 here: https://drive.google.com/drive/folders/ ... drive_link If the save game is broken, is there any way to fix it, or are we stuck playing on 2.0.24? Best regards, HpBanger
[ { "author": "", "content": "Provided link to a save file is private.", "date": "2025-01-16T03:33:20+00:00", "quotes": [] }, { "author": "HpBanger", "content": "Sorry, I changed it. Hope it works now.", "date": "2025-01-16T09:32:05+00:00", "quotes": [] }, { "author": "", ...
4
2025-01-15T03:16:02-06:00
forum-topic-124704
124704
Inserter energy consumption jargon
Wiki Talk
https://forums.factorio.com/viewtopic.php?t=124704
evanrinehart
The infoboxes for all inserters, as well as historical remarks for the burner inserter, refer to the max consumption stat as "energy consumption." There's been some confusion in a few places about whether this number is the sustained power draw during operation (with or without drain). It's not. Inserters have a more complicated power usage where max consumption only occurs as periodic spikes and average power usage is much less, depending on what its doing. So basically "energy consumption" of inserters as reported on the wiki isn't reflecting actual power usage in the game very well. Should the infoboxes, which currently report max consumption, say "max consumption"? If anybody wants to see recent confusion on this, as well as an attempt to get more reliable average power stats see viewtopic.php?p=653701
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0
2024-12-18T17:43:26-06:00
forum-topic-127573
127573
Add Platform distance along route (circuit value)
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127573
Chumfactor
I'd like to use circuitry to read the distance along the current space-platform path. I'm talking about the value displayed in the UI between the two planet<etc> icons, and "read" the same way I can read Speed (S) and Damage taken (D). THIS post asks how to do it and THIS one is about how it was added for scripting/modding. I just want that same value, but accessible via circuit network. My specific use case is to make adjustments to platform behaviour (specifically, thruster throttling) at various steps along the way, but I can think of several additional uses. Thanks!
[ { "author": "computeraddict", "content": "Can't you integrate the speed?", "date": "2025-03-17T19:38:41+00:00", "quotes": [] } ]
1
2025-03-17T14:32:32-05:00
forum-topic-92862
92862
Factorio Forums • Create module request when placing ghost over existing building
TL;DR Pasting a blueprint of entities with modules should function as expected, even if the entities already exist without modules. What ? Currently, module-request proxies for construction are only created along with the ghost image for the production machine. Why not allow their creation on existing entities (and unmoduled ghosts) by pasting a new blueprint with modules included? Why ? Consistency. Pasting blueprints applies recipes, circuit settings, etc... Why not module requests too?
[ { "author": "", "content": "Sounds like a good improvement. If you're stuck in the meantime not wanting to update tons of machines, this mod can help: \n \n https://mods.factorio.com/mods/Choumiko/ModuleInserter", "date": "", "quotes": [] }, { "author": "", "content": "TL;DR \nBuilding ...
19
forum-topic-126045
126045
[Hrusa] [2.0.27][demo] Error in background simulations
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=126045
eugenekay
What did you do? - Installed Factorio Experimental (v2.0.31, via Steam) - Installed the Factorio Demo (v2.0.27, Build 81069) - Renamed %appdata%/Factorio/ to %appdata%/zactorio (to eliminate effects from Mods, Saves, Settings, etc from the Steam version) - Started the Demo - Waited for the Menu Simulation to change What happened? 2025-01-16 16-30-11.mp4 (2.98 MiB) Downloaded 24 times Screenshot 2025-01-16 160722.png (134.22 KiB) Viewed 263 times What did you expect to happen instead? It might be obvious to you, but do it anyway! Main Menu Simulations would play in background endlessly. Does it happen always, once, or sometimes? Sometimes, when the Menu Simulation Changes. It also happens sometimes when "Exit"-ing to Main Menu.
[ { "author": "", "content": "Thank you for bringing this to our attention. It should be fixed with the next release.", "date": "2025-03-12T10:12:08+00:00", "quotes": [] } ]
1
2025-01-16T15:32:50-06:00
forum-topic-109770
109770
2 player Wave Defense Factorio Scenario/mod
Multiplayer
https://forums.factorio.com/viewtopic.php?t=109770
LegoDude
Me and my buddy whom used to game together all the time but have jobs+kids now are going to have a spot to play a game this upcoming holiday season. ​ We have already done the base game together. Is there a more PvE scenario TD game defense mod/scenario anyone would recommend? Thank you in advance!
[ { "author": "", "content": "Have you tried the Wave defense scenario that comes with the game?\n \n \n \n factorio_d7BYfeoKRC.png (1.85 MiB) Viewed 1620 times", "date": "2023-12-14T22:58:25+00:00", "quotes": [ { "author": "LegoDude wrote: Fri Nov 17, 2023 10:34 pm", "content": ...
2
2023-11-17T16:34:49-06:00
forum-topic-118753
118753
[Solved] minor: a bit confusing table in Electric furnace article
Wiki Talk
https://forums.factorio.com/viewtopic.php?t=118753
lelick
Table has entries like Code: Select all 0.0625 (1/16s) which reads as a fraction of second. it should be something like Code: Select all 0.0625 (1/16) /sec Screenshot 2024-10-31 at 10.54.05.png (111.79 KiB) Viewed 520 times
[ { "author": "vadcx", "content": "Changed to be 0.0625/s (1/16) with this regex ( https://docs.kde.org/stable5/en/kate/ka ... -capturing ) \n Code: Select all Find: (\\d\\.\\d+) \\((\\d+/\\d+)s\\)\nReplace: \\1/s \\(\\2\\) \n\nStill, what even are the rows for if there are only 2 module slots? I'll add th...
2
2024-10-31T01:57:18-05:00
forum-topic-51911
51911
Support Rules/FAQ
Reika's Mods
https://forums.factorio.com/viewtopic.php?t=51911
Reika
Rules: All bug reports should be posted on my GitHub . Not here, not on the mod portal page, not in a reddit PM, and definitely not to my minecraft email address. If you post a bug to anything other than the GitHub, consider yourself lucky if I even acknowledge your post. When you do post, please be informative. Nothing useful can come of a report consisting only of "it crashes", or if when I ask for info you never reply. Modlists, steps to reproduce, and exact crash reports are basically a necessity. Depending on the issue, I may ask for further information, such as you to try removing mods to find a specific interaction. For getting background/general info, asking questions to learn more, making suggestions on new content, giving balance feedback, or having other non-issue-related discussion, you have come to the right place; discuss as you like on the mod threads. Read the first page and the last page or two to ensure you are not repeating the post of someone two replies before you; noone likes looking like he is incapable of even basic reading comprehension. Additionally, it should not need to be said, but I have learned the hard way that it does, so: Please only post on the relevant threads. Noone likes, or often even understands, a suggestion for one mod on the thread of another. Or worse, a question about my Minecraft mods on a thread about Factorio. And please, remember that I do this on my own time, in parallel with other Factorio mods, and mods for other games. I try to check threads on a regular basis, but have no guarantees that I can do so, much less release updates to fix issues, within any specific timeframe. If you want to look mature and intelligent, you post the issue/request/etc and only rarely call attention to it. If you want to look like a child with...substandard cognitive capacity, then demand fixes immediately, get upset when I do not reply within four hours of your post, or act like I am obligated to do things like change mod mechanics to satisfy you. With that, enjoy, discuss, or run around flapping your arms if it pleases you. Just please do not sacrifice your dignity/credibility or my time for nothing. FAQ: Any: Where can I get these mods? All downloads are on the Factorio mod portal . EndgameCombat: I sometimes end up with turrets with "rangeboost" in my inventory! What do I do? EGCombat's turret range research, for game API reasons, requires making range-boosted copies of every turret. Normally, blueprints, mining, and similar are handled normally, but some mods (BlueBuild being a known example) do not produce drops in the normal manner, and as such yield the modified version directly. It can easily be converted to the base turret by placing and mining it, manually or with robots. Any: Is this compatible with Bob/Angel/Biter9001/DirtToDiamonds? I have done playthroughs with both a "vanilla style" game and with (most of) Bob's mods. Updates breaking things notwithstanding, they should be compatible. With few exceptions, I have never used other "overhaul" mods, so I cannot tell you offhand without reports from other users. But a general rule of thumb often proves accurate: Is the mod small and/or only has a few features that have nothing to do with the mod of mine in question (eg Ion Cannon vs Geothermal)? If so, a conflict is possible, but very unlikely. Any: How balanced are these mods? I do have a slightly unusual definition of balance. To me, no feature is inherently overpowered, it just needs to have a cost/progression/risk to compensate it. So some things in some mods might seem grossly overpowered, but I suggest trying to obtain them in survival before passing judgement. I am open to feedback - especially in the form of a setting, rather than a de facto change - on tweaks, within reasonable limits (outright removal, even from an option, is usually out of the question, especially if the feature is core or extremely popular). Any: Can I do a mod spotlight? I am definitely interested. That said, I would like to be involved, if only as an advisor to ensure accuracy and completeness of information. Any: Where is the source code? All my Factorio mods have released source on GitHub . Any: Can I make non-config changes or derivative mods? For personal use, do whatever you like. Make all the sprites into smiley faces, or change the localized names to the names of cartoon characters for all I care. For anything intended to be shared, including with your friends, family, or pet hamster, ask me first, and be prepared for the very-likely-negative response. This includes use of my assets - excepting those which I did not create, such as the occasional Yuoki sprite - and my code. That said, if you want to use my implementation as a guide for your own features (such as seeing how I get around a specific API limitation), go ahead.
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0
2017-08-16T20:52:22-05:00
forum-topic-121661
121661
Asteroids not moving?
Duplicates
https://forums.factorio.com/viewtopic.php?t=121661
Xellnix
corner.PNG (1.44 MiB) Viewed 393 times front.PNG (1.06 MiB) Viewed 393 times i had a platform idle at aquilo over quite some time, then i noticed that some of the asteroids just idle at the range of the turrets, all these fragments that form like 2 lines around the platform are results of the destuction from bigger ones, looks like some parts dont move at all or barely after they are generated by destruction currently there is a "line" with small and medium asteroids id expect that the fragments either move away or to the platform to get cut down further not idle at range
[ { "author": "valneq", "content": "you said \"idle for some time\" … can you specify? hours? days? \nConsidering that the newly created smaller asteroids/chunks appearing from destroying bigger ones have randomized velocities it is expected that some of them have (almost) no velocity. And then they don't man...
3
2024-11-15T18:13:57-06:00
forum-topic-121886
121886
crusher selects unsignaled recipe (resolved, kinda, not really, but its a "feature")
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=121886
Rauschkind
i have a crusher that frequently selects "metallic asteroid crushing" for a tick when switching between "no recipe" and "metallic asteroid reprocessing", throwing off my control logic and breaking my system. i double, tripple and 10x checked if there was any combinator with that recipe which could interfere. there is not. i have one combinator with that recipe, but the condition can not be met (condition is storage tank of copper filled and there is no copper consumer currently). furthermore, the behaviour persists if i remove said combinator. i installed a powerpole and connected it to the wires to see if there is a signal. there is none. however, i am not fast enough to visually detect a signal turning on for just one tick, not even on 1/4 speed. i am trying to make sense of this for a very long time now and i start to think it must be a bug because there simply is nothing in my network that could give this singal. edit: the issue is, that the machine interprets the signal "metallic asteroid chunk" as "metallic asteroic cruishing" which is just bad because these are just two different things and there are multiple recipes made from "metallic asteroid chunk". i understand the difference between a feature and a bug, but i kindly ask to reclassify this one because it seems impossible to read the content of that machine without setting the recipe to nonsense.
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0
2024-11-17T14:23:43-06:00
forum-topic-57642
57642
[0.16.22] Inserters not picking up items from source
Minor issues
https://forums.factorio.com/viewtopic.php?t=57642&p=341846
Ardagan
Build 35382 (seen this in earlier 0.16 builds/versions also) Sometimes inserters just get stuck and don't pick up items from chests/factories. Have seen it multiple times already. See image attached for sample situation. Couldn't find specific logic for this. I'm not sure how to repro this. However in the save attached, character stands right by the sample chest+inserter.
[ { "author": "", "content": "Thanks for the report. The inserter is sleeping in the curved rail because inserters are setup to prioritize interacting with rails over anything else. See: \n \nYou can fix it by changing the curved rail to be straight for 1 more piece then turning.", "date": "2018-02-09T07...
10
2018-02-09T01:17:11-06:00
forum-topic-73967
73967
Server: automatically pause when a new player is joining
Implemented in 2.0
https://forums.factorio.com/viewtopic.php?t=73967
Eiermann
TL;DR Not all players can keep up with the speed of the server. Additional options for pausing the server when needed would be very helpful for larger bases / servers. What ? Players often pause the game or reduce the game speed while other players are connecting or catching up with the server. Of course this happens only when the server is hosting a base with a high ups load. But its kinda frustrating if you can not join your own server because you messed up the whole base the day before. Since the server is not throttling the ups load on its own its nearly impossible to join a bigger server. Currently the only solutions are 1.1) on empty servers someone with a faster / better pc has to connect and slow down / pause the server with a command 1.2) on empty servers the admin has to manually connect to server cli and pause / throttle the game speed 2) on server with other players online you have to kindly ask if they could throttle or pause the game 3) buy a faster pc. For privat servers with bigger bases the easiest change would be an additional parameter for the server to configure the servers behaviour when someone is joining / catching up. Example Code: Select all { "__catchup_behaviour_description": "available options are: never (disabled), pause (pause the server), slowdown (throttle the server)", "catchup_behaviour": "never", "__catchup_interval_ticks_description": "the number of ticks before the configured behaviour kicks in", "catchup_interval_ticks": "60", "__catchup_slowdown_steps_description": "defines the throttle if the behaviour 'slowdown' is configured", "catchup_slowdown_steps": "0.5" } Why ? - People dont have to pause / throttle the game per hand while another player is joining / trying to catch up. - Administrators dont need to pause / slow down the server over the CLI just to connect and pause the game per hand. - People with slowers PCs could join empty servers with large bases. - Buy merchandise instead of new hardware! - The problem cant be solved with a mod
[ { "author": "mmmPI", "content": "I like the idea, it wouldn't be used much for popular game due to the annoyance, but if you play a massive modded game with few friend and/or one just like me have a bad computer you would appreciate setting up the server this way.", "date": "2019-08-02T14:41:23+00:00", ...
15
2019-08-02T07:07:31-05:00
forum-topic-119359
119359
Short U (Ў) is always written with upper case (Belarusian translation)
Translations
https://forums.factorio.com/viewtopic.php?t=119359
Dareda
[ { "author": "EustaceCS", "content": "Yupp, even on loadscreen these upper case letters do appear, screenshot included. \nIt shouldn't be like this - our language (even in its current state) don't have mid-word capital letters. \nPretty generic (and unmolested this time) Ubuntu 24.10 x64, no global font over...
2
2024-11-02T12:42:03-05:00
forum-topic-101408
101408
[Raiguard] [1.1.53] Mod with broken info.json prevents Factorio from updating any mods
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=101408
causa-sui
I'm working on my own mod pack for convenience and so others can get a look at the mods I'm using when they ask. Version 0.0.1 of this mod is broken, because I entered `base >= ???` as a dependency in info.json, and "???" is not a version. I attempted to fix that in version 0.0.3. Locally, I have 0.0.3 installed. However, when I go to Mods -> Updates, I am met with "Unable to check for updates" and no mods can be updated whether they are part of this pack or not. Console log: Code: Select all 25.911 Info HttpSharedState.cpp:54: Downloading https://mods.factorio.com/api/mods?page_size=max&full=True&version=1.1.53&lang=en 26.978 Error ModInfo.cpp:134: Mod anentiresleeve-pack dependency base >= ??? not matching pattern "[?|(?)|!|~] ModName [ModVersion specifier]". 26.981 Error UpdateModsPane.cpp:93: Failed to fetch mod update information: Failed to parse the mod portal API response: Mod anentiresleeve-pack dependency base >= ??? not matching pattern "[?|(?)|!|~] ModName [ModVersion specifier]". I have not tried deleting the old, broken release because I wanted to leave it visible for this bug report. factorio-current.log attached.
[ { "author": "causa-sui", "content": "I deleted the broken distribution from the portal because I wanted to iterate on the mod pack, so I've attached it here.", "date": "2022-01-30T20:16:16+00:00", "quotes": [] }, { "author": "", "content": "This appears to no longer be the case in 2.0 - ...
2
2022-01-27T17:17:35-06:00
forum-topic-59580
59580
DyWorld Bug Reports
DyWorld
https://forums.factorio.com/viewtopic.php?t=59580
Dysoch
All bug reports can be given oin the following area's: Github Issues: https://github.com/Dysoch/DyWorld/issues (MOST PREFERED METHOD, AS IT IS THE TO DO LIST AS WELL) Discord: https://discord.gg/yR5vBWy (use #bug-reports channel) In this topic. All bug reports outside these 3 places will be ignored. Mod Portal doesnt allow notifications, and checking every area all the time is too much work. Before submitting, please check the following: - Is the bug already reported on one of the 3 places. - Has it already been fixed? (check: https://github.com/Dysoch/DyWorld/issue ... s%3Aclosed and https://github.com/Dysoch/DyWorld/commits/master ) - Are you using latest version? ( https://mods.factorio.com/mod/DyWorld/downloads ) When reporting, please state the following: - The exact way to reproduce (if it is needed) - Other mods installed - A screenshot of DyWorld Startup Options (which options are enabled and disabled. Can also be written, but screenshots are easier for everybody) - If the bug is persistant, ALWAYS provide a savegame (mods are not needed, game allows for syncing mods) - some common sense is needed. dont say this is broken and leave it at that. Provide correct details. This makes Dysochs's life easier to fix things, and will be done quicker then. Please keep in mind, that until version 1.0.0, everything is still a WIP. Stuff can, and most likely, will change!
[]
0
2018-04-13T01:26:18-05:00