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forum-topic-127424
127424
[2.0.39] Legendary Refined Concrete when put down and removed reverts to common
Duplicates
https://forums.factorio.com/viewtopic.php?t=127424
Omzig
funny thing, i find it difficult to blueprint legendary concrete so that i can use it up instead of destroying it, but i cannot seem to make a blueprint that will use it. The only thing that i can find that will stamp down the quality stuff is my person.
[ { "author": "Muche", "content": "Duplicate of 122146 Tiles ignore quality .", "date": "2025-03-12T14:46:45+00:00", "quotes": [] } ]
1
2025-03-12T06:01:04-05:00
forum-topic-120089
120089
Serious Question: Can Gleba not be idle?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=120089
JackTheSpades
I'm not talking about the spoilable things sitting on belts. I generally understand that any setup needs to be "self purging" of spoilage and you can use normal assembly machines to make your first batch of Yomako Mash and Nutrients to kickstart things... But what about the eggs? In general, if I want to turn the factory off I can just use a signal to the tree farms to leave the fruit trees alone and not harvest them. They will remain unspoiled and ready to harvest forever. Basically like a buffer chest. But the Pentapod Eggs need to be recycled every ~15 minutes or they hatch and when (not if) they hatch the system is completely deadlocked since you need to manually fetch new eggs to restart it. But recycling them need Nutrients, which spoil. You could craft Nutrients from Spoilage on demand every time but this would take a TON of spoilage and with the factory in "idle" you will run out soon with no means to replenish it. So unless I'm missing something the factory can never be idle, it need to constantly harvest and produce spores, driving evolution more and more. The only way to be idle would be to destroy all your eggs and then fetch new ones when you want to start the factory up again.
[ { "author": "mmmPI", "content": "You can restart eggs production by recycling biochamber \nYou can restart nutrient production by transforming spoilage \n \nCombined those allow to let the factory \"idle\" if you wish.", "date": "2024-11-06T14:29:24+00:00", "quotes": [ { "author": "JackTheSpades wrote: Wed Nov 06, 2024 2:23 pm", "content": "" } ] }, { "author": "JackTheSpades", "content": "Ah, I forgot all about recycling. \nI guess the one thing that bothers me about it is the chance of not getting the egg back. The chance of failing to get an egg from N recycles is 0.75^N which comes out to: \n \n1 = 75.0% \n2= 56.3% \n3 = 42.2% \n4 = 31.6% \n5 = 23.7% \n10 = 5.63% \n20 = 0.32% \n40 = 0.001% \n \nSo at two stacks you're almost guaranteed to get the egg back. \nIt becomes comically unlikely that you'd fail but the fact that you can never be safe bothers the same part of my brain that demands I build everything symmetrical regardless of actual ratio requirements.", "date": "2024-11-06T16:12:36+00:00", "quotes": [] }, { "author": "GrumpyJoe", "content": "Let the science rot if you don't need it. Better use them than to fight hatched eggs \n \nMy Gleba is never idle, I don't want to look at the belts again every time I turned it on.", "date": "2024-11-06T16:16:06+00:00", "quotes": [] }, { "author": "MeduSalem", "content": "So just leave the gleba egg production running then. ^^ \n \nI am doing the same. While I totally know it is possible to put the factory in idle mode using the method that mmmPi wrote, I will never do that except as a guaranteed fail-safe if the factory goes haywire. But definitely not as a regular \"idle mdoe\". ^^ \n \nIn that regard, I keep on producing science packs forever. And since my science pack production is ever so slightly pentapod-egg starved they never exist long enough to hatch into pentapods. ^^ \n \nBecause the science packs can rot without any repercussions. And you don't need to deal with the hassle of a delayed upstart from an idle-mode.", "date": "2024-11-06T16:17:57+00:00", "quotes": [ { "author": "JackTheSpades wrote: Wed Nov 06, 2024 4:12 pm", "content": "" } ] }, { "author": "Krusnik", "content": "Never idle so far. If you want constant science production, why would you want idle? \n \nI guess you could easily setup a system that only starts nutrient production when your science goes below a certain amount.", "date": "2024-11-06T20:31:49+00:00", "quotes": [] }, { "author": "JackTheSpades", "content": "The main reason I'd want to factory to be idle is spores and evolution. Also, there's still plenty of research that just doesn't need the Agriculture science. \nI guess once you got defenses properly set up it won't be a concern anymore, much like how I left Nauvis crunching science without caring about evolution since I know even Behemoth Biters won't get through flamethrowers + repair bots. \n \nHonestly, now that I have a steady flow of Agriculture Science going, I'll probably just take out the eggs when I'm done and manually pick up new ones. My brain doesn't like solutions that don't \"automate\" properly but my brain also doesn't like designing a circuit for 4 hours to try and handle every edge case.", "date": "2024-11-06T21:52:30+00:00", "quotes": [] }, { "author": "GrumpyJoe", "content": "Having said \"let science rot\", I now remember that I may have played around with enemy values too much. Maybe pollution too... \nNever got attacked and I'm a few infinite researches I into Agriculture", "date": "2024-11-07T05:12:58+00:00", "quotes": [] }, { "author": "mmmPI", "content": "From what i understand the spores only comes from the harvest of trees, only when they are \"cut\" are the spore generated, so a way to \"mitigate\" pollution, or rather to be \"efficient\" on it, would be to make sure that every harvested tree is put to good use. \n \nI found it more difficult to try and defend against the attacks than to make to sure they don't happen by having artillery covering more than my spore cloud. The more difficult even would be to make an \"on demand\" production for science ( on my list i made this after the others to try and 'go further'). \n \nOne can compare the logic with Fulgora science pack, where you can have the factory idle, you can also have a factory that produces only half the science of your regular nauvis science, and have in vulcanus also a factory that produces half the science, and you queue 1 tech from Fulgora 1 from Vulcanus 1 from Fulgora 1 from Vulcanus and so on. \n \nThis logic in Gleba is difficult to apply, because if you try to stockpile some buffer with a slow and steady production, it will be worth almost nothing or spoil. Therefore it seemed important to me to be able to produce \"a lot\" of science, \"fast\". Which is easier to do than setting up a proper stop mechanism, hence the need to defend against attacks at first, then bringing artillery, and then having time to make the system smarter before scaling it more while controlling the extend of the spore cloud/ arty range research. \n \nThis is feels easier when it's not the first time", "date": "2024-11-07T05:27:37+00:00", "quotes": [] }, { "author": "Junorus", "content": "For idling eggs, you can just disable the biochamber making eggs during production. Ingredients already consumed for production seen not to spoil.", "date": "2024-11-07T10:53:19+00:00", "quotes": [] }, { "author": "frony0", "content": "This feels like such a dirty trick, but I love it. This might be the only way I'll be able to satisfy myself", "date": "2025-01-23T01:02:31+00:00", "quotes": [ { "author": "Junorus wrote: Thu Nov 07, 2024 10:53 am", "content": "" } ] }, { "author": "NineNine", "content": "You can certainly idle it, but restarting it remotely can be a challenge if you don't have a good system in place. I just let mine run. The natives on Gleba don't seem to expand like the biters on Nauvis, so evolution doesn't seem to be a problem with Gleba. I've got some artillery and tesla turrets around in case some of the natives come to check out my factory, but it seems that once you clear out a nest, they don't make new ones in the same area.", "date": "2025-01-23T01:25:56+00:00", "quotes": [] }, { "author": "waterBear", "content": "It sounds like your only reason for turning Gleba off is spores. The real problem here is not how to start and stop Gleba, it's how to automate defenses against Gleba's natives. That's pretty much just artillery, turrets, and bots. Build repair packs and other replacements on-planet. \n \nIn my experience, the way to deal with Gleba is to just trash excess. Let everything run straight into a recycler or heating tower. Belt unused science on Nauvis right into the trash. It's amazing how many other engineering problems on Gleba this will solve. You don't get spoilage on belts if items never back up. You don't have to restart factories if they never stop. There's never a shortage of eggs if you're always producing fresh ones.", "date": "2025-01-23T02:41:30+00:00", "quotes": [] }, { "author": "Mr Wednesday", "content": "They definitely do expand, and to me it looks a bit like biter expansion, though perhaps not as frequent.", "date": "2025-01-23T05:04:57+00:00", "quotes": [ { "author": "NineNine wrote: Thu Jan 23, 2025 1:25 am", "content": "" } ] }, { "author": "frony0", "content": "I just put together https://mods.factorio.com/mod/hard-boiled-gleba to make the whole egg situation less annoying... Puts my mind at ease at least", "date": "2025-01-23T06:43:52+00:00", "quotes": [] }, { "author": "adam_bise", "content": "In my line of science chambers the science and egg chambers input inserters are disabled save for the first one that just keeps making eggs over and over. Those eggs go along a belt past all of the disabled chambers and into a line of heating towers to be burned. Once a request for ag science appears on the wire, the inserters enable and begin full production. \n \nI've had outposts that I turn completely off when not used, but this isn't possible for bases that handle pentapod eggs. Even if you disable your ag towers and use spoilage to make the nutrients for your egg keepalive chamber, you could potentially run out of spoilage. \n \nYou pretty much have to abandon the concept of completely shutting down a factory that handles pentapod eggs. Unless you're OK with sending spidertrons out to get more eggs every time you want to boot it back up.", "date": "2025-01-24T16:21:47+00:00", "quotes": [] } ]
15
2024-11-06T08:23:14-06:00
forum-topic-102327
102327
[REQUEST] Sapling tree graphics
Texture Packs
https://forums.factorio.com/viewtopic.php?t=102327
FuryoftheStars
I'm editing one of the tree sapling mods and am almost done. Something I'd like to expand upon with the original is different growth stages of the saplings, but I'm no artist. Attached are the current sprites in use. What I'd like to get: A couple variants of sprouts (just coming out of the ground) A couple variants of saplings about half the size of the current ones A couple variants of saplings about halfway in size between the current ones and the full grown trees If you want to provide other size variants in-between, or more variations than what there already is/requested, I will not say no. If interested, please let me know here, via PM, or I should have the mod on the mod portal in the next few days to 1 week and will link to it from here (in case you are registered there but not here and don't want to register here). Thank you.
[ { "author": "FuryoftheStars", "content": "a month later… \n \nFigures. \n \n https://mods.factorio.com/mod/TreeSaplings-Redux", "date": "2022-05-31T06:47:59+00:00", "quotes": [ { "author": "FuryoftheStars wrote: Tue May 03, 2022 9:38 pm", "content": "" } ] } ]
1
2022-05-03T16:38:57-05:00
forum-topic-62426
62426
Unofficial Factorio Web API Documentation
Development tools
https://forums.factorio.com/viewtopic.php?t=62426
Artentus
As you may or may not know, Factorio has a Web API that allows developers of 3rd party software to do such things as: log in, download mods, search for game servers or download Factorio updates. However, this API is not officialy documented, and so whenever a dev wants to use any of it they have to reverse engineer it for themselves. I, too, was one of these devs. When writing my mod manager ModMyFactory I learned how the API worked. Now, I had the idea that I could make it a great deal easier for other devs in the future by sharing my knowlege of the API, so they may not have to do what I did back then. That is why I have created an unofficial API documentation over at my GitHub . It is detailed, fully interactive, contains examples and can be found here: https://artentus.github.io/FactorioApiDoc/ Special thanks to Danacus for helping me create this. As is the nature with unofficial solutions, the docs may not be complete or 100% correct. If you are a developer and find anything missing or a mistake, please help us out and contribute over at GitHub. For example we are currently missing some information about the matchmaking API, and none of us two have actually ever used it so we don't know how to fill it in. Help would be greatly appreciated.
[ { "author": "", "content": "Why aren't you using/improving the documentation hosted on the wiki: https://wiki.factorio.com/Category:Technical ? I saw Danacus improving that, so I don't understand why you are rehosting it.", "date": "2018-09-08T17:33:24+00:00", "quotes": [] }, { "author": "Artentus", "content": "Firstly, I am not actually registered on the wiki. \n \nI considered applying for an account but when I actually took a look at it I realized I was not at all happy about how the wiki handled this \"documentation\". I wanted a much finer structure of pages, similar to how big API docs (for example the ones from Microsoft) do it. The wiki just throws everything at a single page with very little guidance and calls it a day, I don't find this particulary useful. \n \nI can imagine part of the problem is that the wiki software is not actually intended for such use. On GitHub I was able to use software specifically designed to host documentation. As a result, it actually looks and feels like one big connected documentation, and not like a bunch of wiki pages thrown together. \nThe nature as a wiki is just counterproductive for hosting docs. There is too much overhead for other wiki-related stuff. The information gets burried under too much wiki-related stuff, the entire site structure does not optimally depict an API structure.", "date": "2018-09-08T17:54:42+00:00", "quotes": [] } ]
2
2018-09-08T11:27:12-05:00
forum-topic-123035
123035
Factorio Forums • [raiguard][2.0.22] Space connection drawn incorrectly
[Modded] A space-connection created between to planets doesn't cross direction above the sun If the shortest connection between the two planets (possibly with the same magnitude) (for example planet1.orientation = 0.1 & planet2.orientation = 0.9) would cross above sun it is instead drawn around the bottom of the sun. Screenshot 2024-11-26 230744.png (152.93 KiB) Viewed 900 times
[ { "author": "", "content": "Thanks for the report, this has been fixed for 2.0.34.", "date": "", "quotes": [] } ]
1
forum-topic-39570
39570
Most chunks blacked out in map.
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=39570
mooklepticon
This was a fun one. Loaded my game and got the below stuff. Mod list attached. Can zip if needed. 2017-01-07_20-41-09.png (175.37 KiB) Viewed 2052 times
[ { "author": "", "content": "Can you reproduce it?", "date": "2017-01-08T02:56:40+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "No, sadly. I reloaded several times from the original save, it's fixed every time. Played some, saved and loaded and it's fixed. \n \nNow that I think about it, this isn't the first time it's happened, either. About 2 months ago, this happened and I just saved/loaded.", "date": "2017-01-08T03:42:27+00:00", "quotes": [ { "author": "Rseding91 wrote:", "content": "" } ] }, { "author": "", "content": "Could be a hardware issue on your end (I've never seen it nor have any of the other developers). \n \nBut, without a way to reproduce it there's nothing we can do.", "date": "2017-01-08T04:47:59+00:00", "quotes": [] } ]
3
2017-01-07T20:43:55-06:00
forum-topic-32046
32046
it has to be said....
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=32046
alphamax86
Hi all, Am i really the only one here who thinks the Mod portal SUCKS ASS it is so much worse than the " http://www.factoriomods.com/ " page was and lets be honest that was one big mess... bud this mod portal is so much much much worse Just had to say it sorry very much love the game though
[ { "author": "", "content": "I trust the mod portal will evolve as Factorio evolves. I'm sure Factorio v0.1 was a lot crappier than it is now, and look at the hell of a game it is now", "date": "2016-09-02T16:58:15+00:00", "quotes": [] }, { "author": "Nexela", "content": "While the mod portal has some small issues overall it works. The biggest thing holding back improvements to the mod portal is this \n \n https://www.factorio.com/job/python-developer", "date": "2016-09-02T17:06:55+00:00", "quotes": [] }, { "author": "Rockstar04", "content": "The biggest problem with the biggest problem is", "date": "2016-09-02T17:43:25+00:00", "quotes": [ { "author": "Nexela wrote:", "content": "" }, { "author": "", "content": "" } ] }, { "author": "alphamax86", "content": "Ulgh never heard of remote working stations i guess.....", "date": "2016-09-04T14:07:15+00:00", "quotes": [ { "author": "Rockstar04 wrote:", "content": "" }, { "author": "Nexela wrote:", "content": "" }, { "author": "", "content": "" } ] }, { "author": "steinio", "content": "Maybe use php instead python? \nNever heard of a web backend with python - i see it more like a linux console script language.", "date": "2016-09-04T14:24:48+00:00", "quotes": [] }, { "author": "aubergine18", "content": "I'm not convinced a permanent web developer will be long-term beneficial for Wube Software... not unless they are planning to get in to web development. IMO it would make more sense to hire a contractor on an as-needed basis - more costly in the short-term, but much less costly in the long-term. It would help keep projects short and focussed on getting stuff done and then moving on, rather than the situation that could arise whereby a full-time web dev ends up spending lots of time dreaming up ever more convoluted ways to fill the hours once the initial maintenance/upgrade work is done.", "date": "2016-09-04T22:55:16+00:00", "quotes": [] }, { "author": "", "content": "Or how about no? I don't see a reason why anyone should use PHP for anything.", "date": "2016-09-05T07:37:03+00:00", "quotes": [ { "author": "steinio wrote:", "content": "" } ] }, { "author": "credomane", "content": "There is nothing wrong with PHP. Every language has quirks and issues. Don't go dismissing a language because you don't like it. :/", "date": "2016-09-06T18:37:37+00:00", "quotes": [ { "author": "HanziQ wrote:", "content": "" } ] }, { "author": "aubergine18", "content": "While PHP has improved in recent years, it's somewhat lagging behind other languages. That being said, these forums are PHP based and are incredibly fast (I assume due to extensive caching and HTTP 2.x goodness).", "date": "2016-09-06T21:39:25+00:00", "quotes": [] }, { "author": "steinio", "content": "But with luck the developers find a php coder faster then a python coder and we get the mod portal we deserve at last.", "date": "2016-09-06T21:48:20+00:00", "quotes": [] }, { "author": "", "content": "I tell you some: I've a house with a big garden, a car, cats, a wife (but she has her own job), and I don't have to starve. \nAnd the truth is: It works for all PHP programmers I know, but I cannot say that to many Phython-programmers I know. \n \nOk, more seriously. In fact my opinion is this: \n- Every programming language can be misused. Indeed you can program wonderful clear code in PHP - if you know how. And you can program super ugly code in Java. Not to mention C++. The problem with PHP is: It's used too often by people, who don't know how. \n- Never use a programming language, cause you know it. Choose the right programming language for the right project. You wouldn't also use a hammer for everything. \n \nAnd before we discuss: Using Python for the mod-portal is a good choice. No question. Maybe others are more useful, but who knows? \n \nPS: Yes, the trend goes away from PHP, especially in big industrial projects I'm working, that's the reason why I learn Lua and Go-lang (my 8th and 9th programming language). \nBut, hey, that may take some time: https://w3techs.com/technologies/overvi ... nguage/all", "date": "2016-09-07T17:32:52+00:00", "quotes": [ { "author": "HanziQ wrote:", "content": "" } ] }, { "author": "lux", "content": "Actually there is a big problem: \"In 2013, 9% of all vulnerabilities listed by the National Vulnerability Database were linked to PHP, historically, about 30% of all vulnerabilities listed since 1996 in this database are linked to PHP.\" - source: https://en.wikipedia.org/wiki/PHP#Security . PHP (and the LAMP stack as a whole) did introduce a lot of people to web development (myself included), which is great a great thing for the internet, but there are good reasons to move to greener pastures. Languages like ruby and python provide the same flexibility for scripting, better standard libraries and documentation, and a very strong set of frameworks that make them ideally suited for web development. The only good reason to use PHP for a new project if you have a team of veteran PHP engineers (or if you are facebook, but even there, some people refuse to write php). \n \nFor a custom site that is rich in interactivity, most people are building single page javascript applications these days. Webpack / React / Redux / and many others: there is a huge eco-system that has sprung up in the few years. But with that kind of architecture, what language you write the backend starts to matter a lot less - phoenix/elixir looks pretty awesome, but Python is certainly fine, especially if you have senior folks on staff. \n \nI did like that the earlier mod portal was open source, but it is worth the trade-off to lose a few features in order to get in-game integration. What would probably be most helpful is to list specific things you miss. For me personally the biggest issues are \na) the thumbnails do not work at all (in chrome) \nb) lack of sub-categorization, top level categorization could be improved \nc) it would be nice to have more views onto the mods such as popular in last 3/7/30/60/180 days, or highest rated, or \"people who use this mod also use x,y,z..\"", "date": "2016-09-10T06:58:11+00:00", "quotes": [ { "author": "credomane wrote:", "content": "" }, { "author": "HanziQ wrote:", "content": "" } ] }, { "author": "steinio", "content": "The damn search is not working probably because the Ajax call fails.", "date": "2016-09-10T07:23:55+00:00", "quotes": [] }, { "author": "alphamax86", "content": "yeah its nice to talk about what different programming languages etc bud that is not the issue the game works and with adding a lot of new features without first completing old ones (or at least not the right way) makes for a cluster F in malfunctioning features which paying customers are not satisfied with, \n \nlong story short. Its one thing to be willing to give your players new content its a whole other thing to have 100 beta's running while the main game is still at version 0.01...", "date": "2016-09-11T15:11:40+00:00", "quotes": [] }, { "author": "lux", "content": "So among the \"100s of betas\" that are \"not done right\", did you find any meaningful feedback or suggestions to share? or did you just come here to troll?", "date": "2016-09-11T19:55:35+00:00", "quotes": [ { "author": "alphamax86 wrote:", "content": "" } ] }, { "author": "alphamax86", "content": "it's just a way of me saying why go so far ahead when the gremlins are not yet tamed to a way you like them to be or your customers which in the long run will be more important than your own opinion ofc. i worked at CCP for a while (8 years) and we did just that hard lesson learned player base shrinking we had to bring production to a near dead stop and take a year just fixing stuff making sure that everything worked like it should work and mainly satisfy the player.", "date": "2016-09-13T14:11:09+00:00", "quotes": [ { "author": "lux wrote:", "content": "" }, { "author": "alphamax86 wrote:", "content": "" } ] }, { "author": "aubergine18", "content": "Uh, from what I've seen Wube are ninjas when it comes to fixing stuff. Almost every release they fix way more bugs than the release creates, even going to so far as to fix bugs in the modding API (which most other game devs tend to leave until after final release, and then never really fix - Prison Architect being a great example). The bug reporting forum on this site is by far the most well maintained I've seen on any site - every single bug responded to, every single bug categorised once investigated, forums constantly updated to clarify progress of bugfixing... \n \nThe mod portal is a different matter, because they have a lack of available resource in that area, but I don't doubt that at some point they'll kick it in to shape (it's already pretty good despite the grinding thread blocking issues).", "date": "2016-09-13T15:19:40+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "Jeez, could you find a more dick-ish way to say that? Saying \"Sorry\" after being a jackass like that doesn't make it any better because it's insincere.", "date": "2016-09-13T15:50:22+00:00", "quotes": [ { "author": "alphamax86 wrote:", "content": "" } ] }, { "author": "Ratzap", "content": "Most people looking for that kind of work will be young and male. Have you seen the quality of young ladies in the Czech Republic? Many of whom can no doubt speak English and would love to talk to the exotic new guy in town. The weathers decent, lovely countryside and living is cheaper than where you probably are. If I was 30 years younger that's the sort of opportunity I'd leap at.", "date": "2016-09-13T16:23:27+00:00", "quotes": [ { "author": "Rockstar04 wrote:", "content": "" }, { "author": "Nexela wrote:", "content": "" }, { "author": "", "content": "" } ] } ]
19
2016-09-02T11:35:50-05:00
forum-topic-123654
123654
Move get_item_localised_name from the quality mod to core utils
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=123654
LuziferSenpai
Hey, the function get_item_localised_name from the quality mod is awesome, but it would be even better if it was a utils function. Greetz, Luzifer
[ { "author": "PennyJim", "content": "That would force the get_prototype function to be in util and that's honestly the one I feel needs to be in there more \n \nBut yeah I do think they are simple and useful enough functions to deserve to be canon utilities", "date": "2024-12-03T21:06:26+00:00", "quotes": [] }, { "author": "protocol_1903", "content": "+1, i dont understand why it isn't there already", "date": "2024-12-06T00:21:50+00:00", "quotes": [] }, { "author": "IsaacOscar", "content": "Several of my otherwise simple mods have had to define my own get_prototypes function (which retuens an array so you can either loop over everything, or get a specific prototype), so I was very surprised it's not already in utils.", "date": "2024-12-29T12:17:01+00:00", "quotes": [] }, { "author": "", "content": "I agree that this would be nice to have in lualib. In the meantime, I have added some similar things to flib for getting localised names and prototypes by base type .", "date": "2025-01-09T04:30:23+00:00", "quotes": [] } ]
4
2024-12-03T14:59:14-06:00
forum-topic-119969
119969
Remove ability for inserters to interact with the beacons
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=119969
Hares
TL;DR Inserters should not be able to insert modules into beacons and, more importantly, remove them. What? Literally "What?". "What?" was my first thought when I saw them doing so. So many times rotating an inserter ended up with it grabbing out a module or two and putting them in the belt or getting stuck in its hand. Why? WHY do you think it increases the value of Factorio as a game? Exactly. WHY this interaction is in the game in the first place? No other entity can interact with the modules in such way, and there's literally no reason to do so. Beacons don't consume less energy when they have no modules, and construction robots (especially in 2.0) can add/change/remove modules easily via upgrade planner (or even Ctrl+C/Ctrl+V).
[ { "author": "Tinyboss", "content": "But the buildings in their area of effect do use less energy without (speed/prod) modules. And inserters can be automated with the circuit network. The point is to allow a factory to choose automatically and dynamically which modules to use. \n \nAs an example off the top of my head, you could have a ship that uses prod/speed in assemblers when stopped in orbit, but swaps them out for efficiency during travel to reserve power for laser turrets.", "date": "2024-11-05T19:25:28+00:00", "quotes": [ { "author": "Hares wrote: Tue Nov 05, 2024 6:51 pm", "content": "" } ] }, { "author": "Hares", "content": "On the ground, power switch exists. The starship case is irrelevant as the only chest available is space platform hub, and making a belt full of modules just to potentially save some of cheap & infinite asteroic resources doesn't look like someone sane would do. Unless they are doing so on purpose but then they can use mods.", "date": "2024-11-05T19:45:08+00:00", "quotes": [] }, { "author": "Tinyboss", "content": "The ship example was just to illustrate the idea. Work was done to make automatic selection of recipes possible, and it makes a lot of sense that we'd want to use different modules depending on the recipe being crafted.", "date": "2024-11-05T20:25:45+00:00", "quotes": [] }, { "author": "Tinyboss", "content": "True, but that can only turn off a beacon, not put different modules into it. And having one beacon with each kind of modules obviously won't work because it wastes beacon spots.", "date": "2024-11-06T01:22:52+00:00", "quotes": [ { "author": "Hares wrote: Tue Nov 05, 2024 7:45 pm", "content": "" } ] }, { "author": "Stargateur", "content": "haha I love it, so many possibility, I would left this feature", "date": "2024-11-06T01:27:36+00:00", "quotes": [] }, { "author": "myridium", "content": "\"Remove this feature from the game because sometimes I accidentally use it.\"", "date": "2024-11-06T04:18:44+00:00", "quotes": [] }, { "author": "DeadMG", "content": "Honestly I don't see any genuine use case for this, it only ever seems to be used by mistake, so removing it seems fine to me.", "date": "2024-11-06T12:24:03+00:00", "quotes": [] }, { "author": "MeduSalem", "content": "No. \n \nI remember I was one of the original people who wanted the ability to be able to remove modules from beacons with inserters in the first place. So I just say no. ^^ \n \nI would only agree with the removal of the feature of being able to use inserters to remove the modules, if they would give beacons a circuit network connection that allows to disable beacons on demand. \n \nOtherwise leave it as it is. \n \nBecause currently the only other way to turn beacons \"off\" is to use power switches. But I am one of those players who hates using the power switch to turn them off because it is sometimes difficult to do that when power poles effect such big areas. But what is way more annoying is the constant blinking when machines are un-powered. ^^", "date": "2024-11-06T16:07:01+00:00", "quotes": [] }, { "author": "Hares", "content": "You don't disable beacons with power switches; you disable the entire production areas to stop energy drain. And I can't really imagine a non-modded scenario where you really need to manage which modules are inserted into the beacon – feel free to give me one. Why am I speaking of unmodded? Because in modded Factorio, recursive blueprints exist, allowing to programmatically apply any update to your facility. And the feature in subject – it hurts more than benefits.", "date": "2024-11-06T16:26:13+00:00", "quotes": [] } ]
9
2024-11-05T12:51:57-06:00
forum-topic-103578
103578
Mod Pack String (proposal)
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=103578
Hornwitser
Mod Pack String is a string format I'm proposing for exchanging a complete mod pack setup between client and server tools that deal with mods. They are similar to Blueprint Strings and for example allow a user to easily transfer a pack of mods including the mod settings between different mod and server managers. Basic Format A Mod Pack String is a JSON structure that has been compressed with zlib deflate and then base64 encoded. This is very similar to blueprint strings except there's no version byte in front. The root of the JSON structure is a ModString object containing all of the information of the mod pack. Note that all fields documented here are required to be present unless explicitly marked optional. ModString object name <string> - The name of this mod pack. Should not be an empty string. description <string> - A description for this mod pack. May be an empty string if the user provides no description for this mod pack. factorio_version <string> - The exact version of Factorio this Mod Pack String was made for, i.e. 1.1.68. Partial versions like 1.1 should not be used. mods <ModEntry[]> - Contains an array of ModEntry objects defining the mods of this mod pack. The order of the mods is unspecified and must not be relied upon. Multiple mod entries with the same name must not be present in the array. The builtin base mod should always be present in the array. The builtin core mod should not be present in the array. settings <object> - Contains ModSettings objects under the "startup", "runtime-global" and "runtime-per-user" keys which defines the mod settings used in this mod pack and correspond to the three scopes a mod setting may be present under in the game. startup <ModSettings> - Startup settings for mods. runtime-global <ModSettings> - Map settings for mods, this is only relevant when creating a new save. runtime-per-user <ModSettings> - Per player settings for mods, this is only relevant when creating a new save. ModEntry name <string> - Internal name of the mod, this is the value of the "name" field in the mod's info.json file. enabled <boolean> - If the mod should be loaded. Including a mod that is not loaded has two use cases: To disable the base mod that is bundled with the game, and to provide optional mods in a mod pack that a user can easily choose to enable or not. This field should not be used for dumping all the disabled mods a user may have in their mods folder into a mod pack. version <string> - Version of the mod, this is the value of the "version" field in the mod's info.json file. sha1 <string> (optional) - 40 lower case hex digits representing the SHA1 digest of the mod's zip file. If present this should be used to validate the integrity of the mod. ModSettings Object mapping mod setting names to <ModSetting> objects, the property names correspond to the internal name mods have defined and access the setting under. If there are no settings for this scope then this is an empty object. setting-name <ModSetting> (optional) - Value for the mod setting of the given name. ModSetting The value of a mod setting is an object containing the single property "value" with the actual value of the setting. This mirrors how the game serialize mod settings into mod-settings.dat. value <boolean|number|string|object> - Value of the mod setting. JSON Schema A complete description of the format follows in JSON Schema. Code: Select all { "$id": "ModString", "$defs": { "ModEntry": { "type": "object", "required": ["name", "enabled", "version"], "properties": { "name": { "type": "string" }, "enabled": { "type": "boolean" }, "version": { "type": "string", "format": "^\\d+\\.\\d+\\.\\d+$" }, "sha1": { "type": "string", "format": "^[0-9a-f]{40}$" } } }, "ModSetting": { "type": "object", "required": ["value"], "properties": { "value": { "type": ["boolean", "number", "string", "object"], "properties": { "r": { "type": "number" }, "g": { "type": "number" }, "b": { "type": "number" }, "a": { "type": "number" } } } } }, "ModSettings": { "type": "object", "additionalProperties": { "$ref": "#/$defs/ModSetting" } } }, "type": "object", "required": ["name", "description", "factorio_version", "mods", "settings"], "properties": { "name": { "type": "string" }, "description": { "type": "string" }, "factorio_version": { "type": "string", "format": "^\\d+\\.\\d+\\.\\d+$" }, "mods": { "type": "array", "items": { "$ref": "#/$defs/ModEntry" } }, "settings": { "type": "object", "required": ["startup", "runtime-global", "runtime-per-user"], "properties": { "startup": { "$ref": "#/$defs/ModSettings" }, "runtime-global": { "$ref": "#/$defs/ModSettings" }, "runtime-per-user": { "$ref": "#/$defs/ModSettings" } } } } } Creating Mod Pack Strings The simplest way to create a mod pack string is to inspect game.active_mods, settings and player.mod_settings from the Lua API while the game is running, and then build a JSON table from those. As an example, the following command will print a mod pack string of the currently loaded mods to the client/server log file: Code: Select all /command local modpack = { name="pack", description="", factorio_version=game.active_mods.base, mods={}, settings={ startup={}, ["runtime-global"]={}, ["runtime-per-user"]={} } } for n, v in pairs(game.active_mods) do table.insert(modpack.mods, { name=n, enabled=true, version=v }) end local function set(settings, scope) for n, v in pairs(settings) do modpack.settings[scope][n] = v end end set(settings.startup, "startup") set(settings.global, "runtime-global") if game.player then set(game.player.mod_settings, "runtime-per-user") else set(settings.player, "runtime-per-user") end log(game.encode_string(game.table_to_json(modpack))) It is possible to create a modpack string by inspecting the mods in the mods directory along with mod-list.json and mod-settings.dat, but this should be avoided because it has the major drawback that mod-settings.dat contains all settings for all mods ever loaded (unless it was freshly created). Another option is to recreate the Lua settings stage and run it for all enabled mods and then use the resulting settings prototypes, but that is rather involved to set up. Applying Mod Pack Strings To apply a Mod Pack String to a mods folder, obtain any missing mods from The Mod Portal API , then replace mod-list.json such that it enables mods enabled in the mod pack string and disabled all other mods. Then update mod-settings.dat ( a description of the format is on the wiki ) by overwriting any settings defined in the modpack and leaving the rest untouched. The structure of the settings key mirror that of the structure of the mod-settings.dat file. Once done Factorio should start up with the same mods and settings as the mod pack. Editing Mod Pack Strings The goal of the Mod Pack string is to contain only what's necessary to recreate a given configuration of mods and their settings, and for this reason it does not contain enough information to effectively edit it on its own. Therefore the best approach to edit a mod pack string is to download all the mods in it in order to extract the necessary dependency and settings prototype information from the mods to then build a UI and edit tools from that. While it would be possible to include this information in the mod pack string it would bloat the string and the information would be of little use because as soon as any mods are added, updated or removed it's no longer valid. Software Supporting Mod Pack Strings Nothing that I know of. I'm currently working on mod management for Clusterio which will support importing and exporting Mod Packs with strings as defined here. Feel free to add support for mod pack strings in your own software, if you have any suggestions, issues, or know about something using mod pack strings please let me know. Changes 2024-01-21: Added color-setting values to the JSON schema.
[]
0
2022-09-26T16:57:44-05:00
forum-topic-119846
119846
LuaPlayer::physical_vehicle is not MapPosition
Resolved Requests
https://forums.factorio.com/viewtopic.php?t=119846
PennyJim
LuaPlayer::physical_vehicle is listed as a MapPosition, that is simply not true Also why does `player.character.vehicle` not return the same thing? I'll be making a separate bug report for that though. ( 119848 )
[ { "author": "randomflyingtaco", "content": "Seconding, since it is a LuaEntity\n \n \n \n 11-19-2024, 23-42-04.png (91.61 KiB) Viewed 170 times", "date": "2024-11-20T05:43:46+00:00", "quotes": [] }, { "author": "", "content": "This was fixed at some point.", "date": "2025-03-14T17:49:52+00:00", "quotes": [] } ]
2
2024-11-04T18:05:32-06:00
forum-topic-3762
3762
Peace with Aliens - Page 7
Development Proposals
https://forums.factorio.com/viewtopic.php?t=3762&start=120
Foreros
I remember that insects can be "tamed", after all. Bees and few kinds of other insects can be trained to act differently with its owner and so you can act similarly with these insect-like aliens. If you teach them that harm you is worse than interact with you, this will let you a new level of game.
[ { "author": "uliks", "content": "Basically there is nothing to give aliens instead of pollution . If we could create with factories happy environment then meybee it could be other story. But this game is to much straight forward pollutional.", "date": "2017-05-04T20:17:47+00:00", "quotes": [] }, { "author": "chridder", "content": "Hi, \n \nI thought of the following idea: \n- Biters still get angry by pollution, but you can reduce the angriness by giving them food. \n- Biters are living on that world consuming something, for example wood. \n- If we destroy the trees and increase pollution, the reaction of the biters is understandable. \n \nSo, giving them food, produces somehow from wood would solve two issues: \n1. Have another use for wood and maybe a new production line \n - Wood farming, for example by setting wood fences up to 20x20 fields with a farming facility at one place at the fence. Bots can manage the farming and deliver the wood to the facility, from where it can be transported via belts to a food production (maybe a new factory type). delivering the food to a specific main builing of the biters keep them happy \n2. You do not have to fight against the biters, instead you have to take care of their mood and healthiness. To be save, you can put a wall around their villages. \n \nNext to food, other things could be interesting, e.g. some kind of medicine (or drugs), water, etc. \nTheir could be a productine line, combining wood and oil products, this would also give oil some other use cases. \n \nNext to that, it could result into a completly different end game. Instead of builing the rocket, user could decide to renaturate the planet again. Maybe with some sort of mega maching, much larger than everything is in the game so far. After player has polluted the planet so much, a kind of oxygen production, CO2 filter (in large scale) can be placed to get the planet green again. Therefore, player has to switch all industries to electricity without burning coal anymore. And he has to pull a lot of material into the new machine to refresh the atmosphare. A map mode or a progress bar shows the progress the user makes in cleaning the atmosphare. Any activity with coal or oil reduces the progress again. \n \nWith all said above, user can switch play style at any time, as soon as he starts producing food & co, he can live in peace, if he stops it, he might get attacked folling current pullution rules / hungriness of biters. \n \nChridder", "date": "2017-05-25T20:56:59+00:00", "quotes": [] }, { "author": "Foreros", "content": "Nice idea the wood farming. \nYou can build trees where needed, for absorb pollution and maybe replace the wood you farm for get building ground.", "date": "2017-05-26T18:09:23+00:00", "quotes": [] }, { "author": "Factorie", "content": "Never found the main focus of the game to be the aliens. I mostly play on peaceful because I just see them as a headache right now.", "date": "2017-06-06T01:17:05+00:00", "quotes": [] }, { "author": "chridder", "content": "me too. \n \nBut I feel that they could add something to the game even in a more peaceful oriented gameplay. Take care for your \"pets\" (aliens) and you get no trouble with them. \nThis might need \n- additional planning for your factory: build around their village or build a kind of reservat for them \n- additional production lines to feed them: make food out of wood by adding tree farming, wood production, food production: for example use windmills or watermills (in the middle age sense) to produce food \n- bring water to their villages \n- additional production lines to take medical care of them: for example produce drugs from chemical production lines or add another plant type with healthy ingredients you need to extract \n- additional efforts to reduce pollution: maybe some modules for pollution reduction (as some kind of air filters), but with effects on production speed or efficiency or energy consumption \n \n \nBut if you do not care about them at all, and destroy their environment you might get angry animals and run into the same gameplay as right now with aliens. \n \nIt would allows both play styles within one game mode adding options for everyone. \nFor sure, it must be possible to reach relevant researches early enough to stay in peaceful gameplay. \n \nIt would solve the issue, that wood is currently only waste in most times of the game. \nA village you do not take care of might get angry while others keep peaceful. \n \nQuestion is: if you have many villages spread over the map, and you need to supply all of them, it could get really much effort, so maybe a central building will take care later on, OR a new type of robot for \"Alien Supply\", which can land in/on alien houses starting from specific supply roboport which gets delivered with the products mentioned above and has a large range to supply a whole region for example.", "date": "2017-06-07T12:06:15+00:00", "quotes": [ { "author": "Factorie wrote:", "content": "" } ] }, { "author": "Daz3", "content": "Like others have said the Bitters seem too feral for diplomacy. Though taming/controlling them could be interresting. \n \nA new race might be an option; we have the Biters so how about the 'Writers?' A more civilised group. This leaves a few options; \n \nThey could be a bronse age hunter/gather group that are in awe of the players technology. \n \nA industrial age group with similar, if not as advanced, systems. \n \nA high tech group with better tech than the player. \n \nThis could then work out several ways depending on game settings; you could try and fight them. Easier with the nomads, hardest with the techies. Trade or even make an alliance (Federation? Can that apply to two species?) \n \nEach group would have it's own needs and wants. Would become hostile in diffrent ways and open diffrent tech for research. (You can't learn the natives super-tech from the primative nomads. But they could teach you how to get stuff from the biters which the techys can't.) \n \nJust a rough idea. Not sure about balance or anything.", "date": "2017-06-09T11:56:50+00:00", "quotes": [] }, { "author": "Factory Lobster", "content": "The Sci Fi culture usually deals with this by giving mindless hive/swarmy aliens some kind of intelligent queen variant. A master brain that is buried deep behind enemy lines and is orchestrating everything. Some execution of this idea seems appropriate for the game, for example having to seek out a brain or brains which have spawned in random locations in the world, to contact and reason with in order to make peace.", "date": "2017-06-14T15:21:05+00:00", "quotes": [ { "author": "Daz3 wrote:", "content": "" } ] }, { "author": "Daz3", "content": "Imagine finding one of the Queens; you ride up to check out an odd looking spawner on your tamed Biter and have to explain why you're riding around on one of her enslaved children!", "date": "2017-06-14T20:44:52+00:00", "quotes": [ { "author": "Factory Lobster wrote:", "content": "" }, { "author": "Daz3 wrote:", "content": "" } ] }, { "author": "Factory Lobster", "content": "There are so many directions to take something like this. For example, there could be warring alien factions, and all are hostile to you at the beginning. But you can choose which one(s) to ally with by finding and killing the brain(s) of a faction and taking a special drop from it to a brain of another faction you want to make peace with. Or another example, have a reputation system where killing one faction improves your standing with another, or others. \n \nSomething like that could not be required at all, just a side thing to do, and completely customizeable. Build your own scenario. But the cool thing is that you would really have to apply (or not apply) your military tech shrewdly to accomplish your alien peace goals.", "date": "2017-06-15T16:15:53+00:00", "quotes": [ { "author": "Daz3 wrote:", "content": "" } ] }, { "author": "Vladmirangel", "content": "Im pretty glad there is a mode turning off alien aggression. im tired of having to do turret creeps and manually repairing outposts since roboport construction bots only fly straight and sometimes end up suiciding in the enemy base.", "date": "2017-08-04T02:14:35+00:00", "quotes": [] }, { "author": "wemdee", "content": "I say we take off and nuke the site from orbit. It's the only way to be sure.", "date": "2017-08-30T21:21:24+00:00", "quotes": [] }, { "author": "AcolyteOfRocket", "content": "If you want peace with the aliens then we need to stop polluting. \n \nThe game could be changed to have pollution created by the recipe, not the machine, which will allow higher level machines to produce less pollution. \n \nYou could combine this by refactoring productivity to always be less than 100% and allow productivity modules to move towards this ideal limit on an asymptotic basis, reducing pollution-per-machine as we go. \n \nThen just start the player with polluting low tech stuff to start the war, then as tech increases and base size increases pollution goes down and biters eventually completely stop attacking as the base pollution tends to zero due to pollution control systems you research. \n \nYou know.... sort of how we do it in the real world \n \n(Note - this post seriously influence by my playing angel-bobs at the moment).", "date": "2017-08-31T14:38:18+00:00", "quotes": [] }, { "author": "Pascali", "content": "Contracts would be nice with high evolution alines. \n \n-to deal resscoures (some offers will be rare some not, not on every map there will be all offers - or the change after a while) -> you can hire them to attack an other player(Multiplayergame). The other player will not know, if you forced them by dealing with them or not. And the won´t kill the whole fabrik. Only 2 or 3 buildings (depending on the loan). You have a decision: To i buy the expensive resources from the alien(maybe per konvoy, spaceship) or do i get it from far away and have to protect the way and invest in the building-time). \n-deal with them to stop them attacking you - maybe a pirate alien-race, like in anno. ->In multiplayer the one who is allied with the pirates - will focus them more on the other player(s). \n-race who don´t destroys you whole fabric, but some special building - cause they need something from that - or are afraid of that. -> you can spend ressources in expensive buildings again vs. defend them better. So you have a decission.", "date": "2017-09-01T10:41:34+00:00", "quotes": [] }, { "author": "a4dd2b88", "content": "Reforestation? Have a tree of research focused specifically on balancing the harmful effects of pollution, with nurseries and greenhouses for large-scale trees replanting, based on the use of Builder Robots.", "date": "2017-09-15T12:05:17+00:00", "quotes": [ { "author": "uliks wrote:", "content": "" } ] }, { "author": "Sonik-HSC", "content": "Hello mrs Devs... I have a small idea or at least 30% of idea. If we can catch fish why we can give fish to them to they dont atack us by the polution like a candy.... I dont think he can have peace with aliens because they aren´t an civilizations they are kind of Ants.....", "date": "2017-12-08T12:48:22+00:00", "quotes": [] }, { "author": "AcolyteOfRocket", "content": "Instead of considering peace with aliens as equals why not farm them ? \n \nBiters could be farmed for meat and Ivory, and Spitters could be farmed for mucus that might have pharmaceutical benefits. Worms could be planted and harvested too. Fish could be farmed and maybe used as food for other livestock. \n \nThis could form the second phase of the invasion that earlier versions of factorio posited as the basis for the game (way back in the days of rocket defence). \n \nSuch exploitation of the environment fits in well with the theme of factorio as would also give a reason to control pollution, as polluted farms would produce contaminated products. \n \nMwaaah ha ha", "date": "2017-12-11T11:08:33+00:00", "quotes": [] }, { "author": "olafthecat", "content": "I'm amused by this for some reason! \nI literally just discovered this area of the forum and immediately discovered that the most necroed topic there: 'electrical energy' had just been locked. \nPretty amused by this, as electricity is pretty much essential in today's factorio!", "date": "2017-12-13T13:19:24+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Nightshade", "content": "I'm not too fond of this idea and would actually prefer more development on the opposite. \nRight now the space shrimps (\"shrimps\" is what the humans call the aliens in the movie District 9) are no more than a nuisance. Early in the game - and on Death World I should add - they pose a threat. But once you get your laser turrets, flame throwers and a tank, they are just in the way for further expansion. \n \nInstead of doing going for this \"peace with aliens path\" I would prefer if more work was put into making the shrimps dangerous throughout the entire game - and not just the beginning.", "date": "2017-12-30T16:16:32+00:00", "quotes": [] }, { "author": "ttapada", "content": "I totally agree! I think this is the thing I would like the most to see done before the final release!", "date": "2018-01-02T14:55:39+00:00", "quotes": [ { "author": "", "content": "" } ] } ]
19
2014-05-21T02:31:58-05:00
forum-topic-124986
124986
Ability to change PlanetPrototype.player_effects during runtime
Won't implement
https://forums.factorio.com/viewtopic.php?t=124986
Senpai1337
Copying the template from the ideas and suggestions area. TL;DR The property PlanetPrototype.player_effects should likely be moved to LuaPlanet or LuaSurface that way modders can update the effects without needing to restart the client. What? player_effects is used by space age to give Gleba a constant rain, as well as Aquilo a nice snowy effect. It's very nice to use and very performant. Why? Not being able to change it live makes it difficult to implement any kind of weather system. Even just having the ability to change the opacity or something would be a big plus over what's there currently. Ideally more of these surface effects should be moved to LuaPlanet or LuaSurface to allow for implementing a weather system, but I also understand that's probably a bigger ask. These appearance settings, while they don't directly affect gameplay, I believe should be considered similar, if not the same, to LuaSurface.map_gen_settings . Also, and I realize this might need to be a new thread, it would be nice if PlanetPrototype.persistent_ambient_sounds was also moved / made available to change.
[ { "author": "", "content": "Sorry but I don't see this ever happening. Those things are prototype defined and not save/load/changeable runtime. So, \"moving them to LuaPlanet\" makes no sense in the state they are.", "date": "2024-12-30T20:48:30+00:00", "quotes": [] }, { "author": "curiosity", "content": "The suggestion very clearly is to change that state.", "date": "2024-12-30T21:33:34+00:00", "quotes": [ { "author": "Rseding91 wrote: Mon Dec 30, 2024 8:48 pm", "content": "" } ] }, { "author": "", "content": "Triggers (which this uses) are prototypes and are not changeable runtime. We are not going to be writing completely new logic that clones all of the trigger prototype definitions into a \"runtime changeable\" version.", "date": "2024-12-30T21:43:34+00:00", "quotes": [ { "author": "curiosity wrote: Mon Dec 30, 2024 9:33 pm", "content": "" }, { "author": "Rseding91 wrote: Mon Dec 30, 2024 8:48 pm", "content": "" } ] }, { "author": "curiosity", "content": "Fair. But the OP isn't asking for quite that much, only enough to implement a \"weather system\". I imagine being able to specify a collection of effects would be sufficient, even if the effects themselves are predetermined. Some kind of a free-standing TriggerPrototype that could be named and thus referenced, maybe? In likeness of SpritePrototype and such.", "date": "2024-12-30T23:38:29+00:00", "quotes": [ { "author": "Rseding91 wrote: Mon Dec 30, 2024 9:43 pm", "content": "" } ] } ]
4
2024-12-23T01:02:05-06:00
forum-topic-111358
111358
[Solved] [1.1.104] [Modded] Desync when joining multiplayer game or within a few minutes
Desyncs with mods
https://forums.factorio.com/viewtopic.php?t=111358
Oniguro
Since the Desyncs with mods subforum seems locked, I'll post this here in the hopes anyone can help us. After starting a new game with the HEAVILY MODDED Modpack it went fine for ~200 hours before we've suddenly started getting desyncs, first sometimes but after a while right away when one person was joining the hoster (switching host also didn't work). We've been trying to figure out which mod might be the cause but we haven't been able to get any closer to a solution. At this point we've disabled a ton of mods that we weren't using in the hopes it would help (it did, but only a little and only sometimes). Even when we thought it might be LTN, so we disabling the entire mod but no luck. So right now we're just playing in turns I first posted on the HMM page itself but it's been over 2 weeks with no response. I've uploaded the latest desync report to Dropbox, it can be found here . While writing all of this and checking some of the desync reports that I have I noticed that the following line was often before the first line containing desync information: 118.346 Script @_heroturrets_/control.lua:470: control.local_on_start So I'll be checking with my brother as soon as possible if it's perhaps this mod that's causing the issues. (I'll update this part once I know more) If you need any info, please let me know and I'll try to help as much as possible!
[ { "author": "Oniguro", "content": "Okay, so it seems we were able to pinpoint the issue. \nIt seems to have been the belt balancer mod , especially the part in the added screenshot.\n \n \n \n Factorio 1.1.104 - 2024-02-19 07_15_24-005674.png (859.75 KiB) Viewed 1444 times \n \n \nWhen they are not too loaded, and are only handling a single resource, everything seems to be fine (after disabling the mod we seem to have 940 of them in our factories), but when handling high-load multi resource belts, it seems to fail.", "date": "2024-02-19T06:24:06+00:00", "quotes": [] }, { "author": "jpgosselin", "content": "https://wetransfer.com/downloads/79eeba ... 209/931a8e \nwe just started having this problem today avec 100+ hours with krastorio and SE i cant seem make a new thread", "date": "2024-03-08T14:15:04+00:00", "quotes": [] } ]
2
2024-02-17T12:42:56-06:00
forum-topic-17734
17734
New types of vehicles (train, tank, car, plane, ship...)
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=17734
This is a collection of ideas about new vehicles. Flying vehicles There are ideas about introducing planes/Zeppelins or ships/boats viewtopic.php?f=6&t=3973 planes and such viewtopic.php?f=6&t=7750 Flying buildings viewtopic.php?f=6&t=7798 Air Transportation viewtopic.php?f=6&t=8620 Whater Vehicles Ship viewtopic.php?f=33&t=8838 Zeppelins! viewtopic.php?f=6&t=8955 Planes! (specifically mentioning gyrocopters) viewtopic.php?f=6&t=12731 Airships viewtopic.php?f=80&t=14024 Boats viewtopic.php?f=80&t=14121 Planes viewtopic.php?f=6&t=32599 Airships viewtopic.php?f=6&t=33864 One bigger logistic robot = "logistic ship" viewtopic.php?f=6&t=35885 Better motion: Helicopters viewtopic.php?f=6&t=43882 Cargo Airships? Tanks or Cars viewtopic.php?f=6&t=1111 Flamethrower car viewtopic.php?f=6&t=2240 vehicle and building ideas viewtopic.php?f=6&t=3722 New Vehicles viewtopic.php?f=6&t=5468 Road-rail vehicle viewtopic.php?f=6&t=6033 more cars viewtopic.php?f=6&t=12837 Logistics in vehicles. viewtopic.php?f=6&t=13291 Mobile Construction Vehicle viewtopic.php?f=6&t=26790 the "Build"Dozer... viewtopic.php?f=6&t=27823 Drill Bore Vehicle suggestion viewtopic.php?f=6&t=29032 Expeditionary Tank viewtopic.php?f=6&t=38557 Tree Crusher Machine. viewtopic.php?f=6&t=45431 Deforester vehicle And see bulldozer mod below! About Trains (locomotive, wagon) General ideas about new types: viewtopic.php?f=6&t=1512 My observations from playing the game (Trains/wishlist) - very old, but quite interesting and actual viewtopic.php?f=6&t=2848 Enrichment of train-stuff, and other viewtopic.php?f=6&t=3309 Additions to the train system. viewtopic.php?f=67&t=8973 Electric locomotives ☸ viewtopic.php?f=6&t=9291 More wagons types [Roboport, Turret, Battery, Logistic...] viewtopic.php?f=6&t=16492 Multipurpose modular platform wagons viewtopic.php?f=6&t=23261 Aditional Rail Features viewtopic.php?f=6&t=28399 RoboCart / Logistic Trains viewtopic.php?f=6&t=33982 Way to load car/tank to train. viewtopic.php?f=6&t=34293 New types of trains viewtopic.php?f=6&t=43884 Idea: Steam, Diesel and Electric locomotives viewtopic.php?f=6&t=47472 Trains: Flatbed Wagon viewtopic.php?f=6&t=50113 Steam/diesel locomotives This is an important problem: There is a difference between vertical and horizontal train length: viewtopic.php?f=6&t=16464 Train length [wagon, locomotive] viewtopic.php?f=5&t=17795 Train car length changes depending on orientation? viewtopic.php?f=6&t=23261 Aditional Rail Features Fluids with trains There are very detailed overview about introducing fluid transport (tank-wagons or barrelling): viewtopic.php?f=80&t=15330 Transport of Fluids/Liquids via Barrels or Tank Wagons Newer suggestion: viewtopic.php?f=6&t=28101 Water Reservoir / Fluid Transfer System viewtopic.php?f=6&t=28143 fluid barrels Electric trains / Electric vehicles ... todo ... Most suggested, when talking about new train types, so see above! Meanwhile use this search: search.php?keywords=%22electric%2Btrain ... d%5B0%5D=6 New suggestions: viewtopic.php?f=6&t=31220 electric trains viewtopic.php?f=6&t=45643 Modern Trains Here related: viewtopic.php?f=6&t=17053 Make moving objekts acceppt Power from The Grid With the new vehicle grid this idea changes to: viewtopic.php?f=6&t=31616 Let Vehicle Grid tap the engine for electricity viewtopic.php?f=6&t=31760 Electric transport ideas viewtopic.php?f=6&t=32365 Electric Trains Steam Engine Trains viewtopic.php?f=6&t=20616 Steam Engines for Railroads viewtopic.php?f=6&t=21927 Electric and Steam Train viewtopic.php?f=6&t=32596 Steam Locomotives (and much more) Armored trains viewtopic.php?f=71&t=332 Train cars, armored vehicles, nuclear power, and more viewtopic.php?f=6&t=823 Artillery viewtopic.php?f=6&t=4200 Comprehensive overview of how artillery could be implemented viewtopic.php?f=6&t=21350 Gun Wagons viewtopic.php?f=6&t=22678 Things I would like with trains viewtopic.php?f=6&t=26118 train wagons - gun wagon and roboport wagon viewtopic.php?f=6&t=28140 Laser Cart Related list: viewtopic.php?f=6&t=823&p=34941#p34902 New types of transport (transport without vehicles) viewtopic.php?f=6&t=7977 Ropeway conveyor above the factory... viewtopic.php?f=5&t=13200 Discussing the (missing?) 4th type of transport! Teleport: todo (important distinction between item-transport and character transport!) Related viewtopic.php?f=6&t=2851 A Bulldozer viewtopic.php?f=6&t=9658 An early-game way to easily remove Trees is needed viewtopic.php?f=14&t=9341 Bulldozer MOD viewtopic.php?f=14&t=9478 RoadTrain MOD (aka Trailers) viewtopic.php?f=6&t=3196 Bulldozer to fill in water tiles viewtopic.php?f=6&t=1351 Moving Fortress viewtopic.php?f=6&t=3072 Outpost logistics viewtopic.php?f=6&t=3882 Low volume, long range, low infrastructure goods transport Graphical viewtopic.php?f=6&t=12587&hilit=vehicle * Character Customization (also valid for vehicles) About Fuel viewtopic.php?f=6&t=12770 Wood and coal fuel should yield less power and top speed viewtopic.php?f=6&t=12772 Diesel. Liquid fuel instead of solid fuel viewtopic.php?f=6&t=17053 Make moving objekts acceppt Power from The Grid Roads and tracks viewtopic.php?f=6&t=10315 Roads/streets as steering guide. Cars will try to stay on it ... todo ... Modular Vehicles viewtopic.php?f=6&t=2241 Vehicles from parts viewtopic.php?f=6&t=3399 Custom vehicles and turrets like the modular armor viewtopic.php?f=6&t=5463 Modular Tanks viewtopic.php?f=6&t=7233 Modular Tanks Expansion viewtopic.php?f=6&t=13286 Modular Vehicles viewtopic.php?f=6&t=17645 Modules for vehicles (Equipment, PowerSuit for vehicles) viewtopic.php?f=6&t=21287 more combat option:Modular Combat Vehicle w/ remote control? viewtopic.php?f=6&t=25593 Vehicles should get power armor slots viewtopic.php?f=6&t=29775 Modular Vehicles + Vehicle Assembler. viewtopic.php?f=6&t=30821 modular train viewtopic.php?f=6&t=46631 Make the upcoming artillery wagon modular Remote control viewtopic.php?f=6&t=6885 I like tanks. The new tanks are awesome. (Remote control of many vehicles at once) Far related viewtopic.php?f=6&t=7792 Filters (Stack Filters for all Vehicles) viewtopic.php?f=80&t=15326 Stack Filters for Chest, Vehicles and others viewtopic.php?f=6&t=7475 Large and Heavy items viewtopic.php?f=6&t=8161 Items, too big for the inventory viewtopic.php?f=6&t=18262 Vehicle Assembly Plant / no hand crafting of tanks / trains viewtopic.php?f=6&t=5263 New Biomes And New Kinds Of Playing ( use of tanks , roads ) viewtopic.php?f=6&t=12663 Garage loader/unloader, parking lot viewtopic.php?f=6&t=16509 Whistle for when train is about to depart viewtopic.php?f=6&t=13979&hilit=wagon+tank%2A Add physics to Trains, and support for more Wagon options viewtopic.php?f=6&t=3383 multiple planets,bridges,vehicles and more recources viewtopic.php?f=6&t=2247 Chest-on-a-belt viewtopic.php?f=80&t=17734 New types of vehicles (train, tank, car, plane, ship...)
[ { "author": "dapullia", "content": "Steam Powered Railroad Engines + Support Cars to Operate them as first step into railroads instead of the current Diesel Electric Engine: viewtopic.php?f=6&t=20616#p129506", "date": "2016-03-12T05:59:16+00:00", "quotes": [] }, { "author": "", "content": "Indeed, seems like I forgot to press save after adding it... thank you... added it now...", "date": "2016-03-12T10:22:30+00:00", "quotes": [] }, { "author": "tobsimon", "content": "There was another planes thread: \n \n viewtopic.php?f=6&t=8955 Planes! (specifically mentioning gyrocopters)", "date": "2016-06-19T08:37:43+00:00", "quotes": [] }, { "author": "", "content": "Yeah, thanks. The long term idea was to split this topic into the different vehicle-types.", "date": "2016-06-19T17:01:11+00:00", "quotes": [] } ]
4
2015-11-12T06:00:30-06:00
forum-topic-125010
125010
Make prototype.output_slots >1 useful
Already exists
https://forums.factorio.com/viewtopic.php?t=125010
ownlyme
viewtopic.php?f=23&t=125005&p=655063 It may not be a bug, but can we do something about it so prototype.result_inventory_size = 2 or higher is actually good for anything?
[ { "author": "", "content": "The only reason to have it be > 1 is for recipes that produce > 1 result.", "date": "2024-12-23T15:13:44+00:00", "quotes": [] } ]
1
2024-12-23T08:11:13-06:00
forum-topic-104430
104430
Put the release notes on the download page
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=104430
silverdev2482
Add the release notes on the download page or a link to the download page. TL;DR Put the release notes on the download page. What ? I suggest putting the release notes as a link or the whole list in the text boxes on the release page. Putting the whole list may take up too much space so a link may be a better option Here is what I would think for the release page should look like. Download Factorio - Experimental - 1.1.74 This is the cutting edge "experimental" version. There might be some nasty bugs. Use on your own risk. Be sure to report bugs on our forum! If you are running a server, you can use this link to always download the latest experimental version. Release Notes (per platform download option available here) As for why I'm asking, for some reason I was on the release page, probably to recommend the demo to a friend. I looked and saw an option for experimental. I wondered what the differences were and got confused for the next 30 seconds looking for the release notes an figured out they were on the forum. In my opinion that isn't the best site design and in some capacity the release notes should be available on the download page. Note for mods: I'm not sure where suggestion for the website should go. The only other valid option seems to be the thread "this forum" however I hesitantly decide this would be a better place to put it.
[ { "author": "silverdev2482", "content": "Using the power of inspect element, grim (a screen shotting tool for wayland), and gimp to crop off my other moniter I have made what I think it should look like \n \nNormal website \n \n \n \nWhat it might look like", "date": "2022-12-14T21:56:18+00:00", "quotes": [] }, { "author": "", "content": "This has been implemented!", "date": "2023-08-01T12:56:30+00:00", "quotes": [] } ]
2
2022-12-14T15:32:00-06:00
forum-topic-124919
124919
Attachment limit is actually 30 MB
This Forum
https://forums.factorio.com/viewtopic.php?t=124919
tinker9
On the forums attachment screen, it says the attachment limit is 1GB. But the "how to report a bug" post viewtopic.php?f=7&t=3638 suggests it is 30 MB. It's also confusing because there is no error message for a large attachment, it just simply doesn't appear. Screenshot 2024-12-22 at 17.19.14.png (218.73 KiB) Viewed 575 times
[]
0
2024-12-22T01:22:16-06:00
forum-topic-117342
117342
[2.x/Space Age] The old map view was much better!
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=117342
FritzHugo3
The old map view was much better! 01. why can't you zoom in when the game is paused, you could look around and plan without being attacked! 02. i can instand mine ghosts, except now on the new map, it makes no sense to mine ghosts as if they were real! You have great innovations in Space Age but unfortunately destroyed a lot of useful functions in the process.
[ { "author": "DarkShadow44", "content": "I never even used the pause, AFAIK game simply isn't designed around being able to pause anytime. \n \n\nYes it does. It allows you to intuitively interact with the world remotely. \n \nYou have yet to provide reasons as to why the old one was better, and which functions \"got destroyed\".", "date": "2024-10-25T08:53:22+00:00", "quotes": [ { "author": "FritzHugo3 wrote: Fri Oct 25, 2024 5:08 am", "content": "" }, { "author": "FritzHugo3 wrote: Fri Oct 25, 2024 5:08 am", "content": "" }, { "author": "FritzHugo3 wrote: Fri Oct 25, 2024 5:08 am", "content": "" } ] }, { "author": "BlueTemplar", "content": "Can use this mod as a workaround : \n https://mods.factorio.com/mod/vlads_AutoTime", "date": "2024-10-25T09:01:54+00:00", "quotes": [ { "author": "", "content": "" }, { "author": "", "content": "" } ] }, { "author": "Hares", "content": "You still can insta mine ghosts by using a decon planner.", "date": "2024-10-25T10:35:41+00:00", "quotes": [ { "author": "FritzHugo3 wrote: Fri Oct 25, 2024 5:08 am", "content": "" } ] }, { "author": "Maxvoss12", "content": "the mining ghosts thing is weird to get used to, but its only on the FIRST right click press. So if you want to dismantle multiple things either hold right click or use deconstruction planner", "date": "2024-10-25T10:56:38+00:00", "quotes": [] }, { "author": "FritzHugo3", "content": "\"It allows you to intuitively interact with the world remotely.\" Space Exploration \ncould do the same, but in an extremely more awesome way, have you ever played it? You can install remotely in neatly This has absolutely nothing to do with my two points mentioned here! \n \nyou may see it differently, I have grown accustomed and fond of the quality of life with 5,500 hours of play and now see the disadvantages when they have been abolished! \n \nThis is not a survey. If you think it's great the way it is now, then I wonder why you're even writing here. It doesn't contribute anything to the topic. \n \nI have no problem if other south players want to play differently, but respect my desire to enjoy the comforts of the old map again. Should everyone play how they want fair enough? \n \n \n\nMod does many fix and good, nice things - But I want after a long time with 160 Mods a vanila run. (For achievements but also as princiep). \nI'm sure there will be many mods that will straighten things out in the future. (For example, disabling that wafting ghost animation that's so hard on my eyes, why is there nothing for people with vision problems to disable that ^^). \n \n \n \n\nMaybe is this a bug? Workaround are not a general solutions for something that was there before and worked wonderfully, why do you make something worse than before? It should be changed again \n \n \n \nAnyway, 2.x/Space Age is only just out, the studio will certainly make further improvements, as they have done for many years - and sometimes that also means re-introducing functions that they have simply removed from the souekler - this weird smart beld dragging - let the people who think it's great use it, but why are they cancelling the deactivation in the options, I'm constantly tearing down wrongly set tunnels, it's so incredibly annoying! \n \nThe add-on brings great new features but unfortunately also negative ones, which is a shame. \n___________________________ \nAnd the Germans are told that they want to pick apart the wishes of others and don't want to respect other opinions.", "date": "2024-10-25T15:14:05+00:00", "quotes": [ { "author": "DarkShadow44 wrote: Fri Oct 25, 2024 8:53 am", "content": "" }, { "author": "FritzHugo3 wrote: Fri Oct 25, 2024 5:08 am", "content": "" }, { "author": "FritzHugo3 wrote: Fri Oct 25, 2024 5:08 am", "content": "" }, { "author": "FritzHugo3 wrote: Fri Oct 25, 2024 5:08 am", "content": "" }, { "author": "BlueTemplar wrote: Fri Oct 25, 2024 9:01 am", "content": "" }, { "author": "", "content": "" }, { "author": "", "content": "" }, { "author": "Hares wrote: Fri Oct 25, 2024 10:35 am", "content": "" }, { "author": "FritzHugo3 wrote: Fri Oct 25, 2024 5:08 am", "content": "" }, { "author": "Maxvoss12 wrote: Fri Oct 25, 2024 10:56 am", "content": "" } ] }, { "author": "DarkShadow44", "content": "What? I was just trying to explain why you ran right click to mine entities - because it's intuitive. It works in remote view like it works in normal view. \nI played it, what did Space Exploration do better? \n \nWhat quality of life got \"abolished\"? \n \nNow that's just mean. You realize you complain about things being \"worse\" without actually telling us what exactly you consider bad, right?", "date": "2024-10-25T16:07:15+00:00", "quotes": [ { "author": "FritzHugo3 wrote: Fri Oct 25, 2024 3:14 pm", "content": "" }, { "author": "FritzHugo3 wrote: Fri Oct 25, 2024 3:14 pm", "content": "" }, { "author": "FritzHugo3 wrote: Fri Oct 25, 2024 3:14 pm", "content": "" } ] }, { "author": "Ovidian", "content": "I agree that we'll get used to the changes to blueprint mining, but there are QOL issues with the remote view and I worry missing 1.x features will get lost in the knee-jerk reaction to the new. Specifically, wherever the default place blueprints go when the cursor is cleared MUST be available from remote view. Probably a couple dozen times in just the last hour or so of play I've cleared the cursor of a random blueprint while doing something remotely, then had to close the remote view to go get my blueprint again, then reopen remote view and find my place again. Each time it's just \"ugh, this again,\" and it didn't used to be this way.", "date": "2024-10-25T16:53:02+00:00", "quotes": [] }, { "author": "FritzHugo3", "content": "Ok, now it's getting completely absurd! It makes no sense to demolish ghosts and at the same time all the buildings built are marked for demolition - who came up with this strange new mechanic - it's completely unacceptable. You can't play like this! \n \nPLEASE add an option so that you CAN switch it OFF. And give back the option to deactivate the Smart Beld mode - you've broken the controls. It's no fun at all anymore. All the fine, sophisticated mechanics are gone. \n \nI'm seriously considering downgrading, it's insane. \n \nThe remote control in Space Exploration used earlier was so nice before! \nThis vanila way are the wrong way! \n \n \nYou didn't just add 100 cool and meaningful things, you threw away old meaningful things and for no reason, both could have complemented each other wonderfully, new and old - but you preferred to destroy the old things. \nAnd for no recognisable reason at all. \nI'm extremely unhappy right now! \n \nV. 1.1 with the corresponding qol mods feels a thousand times better to me than the current 2.0, for me it's a step backwards.", "date": "2024-10-25T23:41:02+00:00", "quotes": [] }, { "author": "jamiechi1", "content": "I agree with the OP. Especially this: \n\" (For example, disabling that wave like ghost animation that's so hard on my eyes, why is there nothing for people with vision problems to disable that ^^). \" \nI'm old and I have glasses with eyesight issues. I can't take it any more!", "date": "2024-10-26T02:08:29+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "What do you mean ?", "date": "2024-10-26T10:14:24+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "mmmPI", "content": "This was already the case in 1.1 if you use the normal deconstruction planner \n \nThere is a special configuration for it to remove only the ghost : \n \n \n \n custom decon planner.jpg (86.69 KiB) Viewed 1724 times", "date": "2024-10-26T10:21:32+00:00", "quotes": [ { "author": "FritzHugo3 wrote: Fri Oct 25, 2024 11:41 pm", "content": "" } ] }, { "author": "FritzHugo3", "content": "Man please I speak from manual NOT FROM ALT + D - ONLY WITH CLICK RIGHT MOUSE - THIS WORKED 10 YEARS PERFECT! \nI KNOW THIS WHAT YOU SHOW ME! This is absolut indiscutable to use for a quick, detailed change!!! You make me really angry. it dispointing, what I say. \n \nI BUILD VERRY CLOSE BECAUSE BIG BUILDING IS BORING, LET ME GIVE MY WISH TO HAVE WHAT IS WAS - IT WAS BEFORE BETTER! \n \nIt is absolutely disrespectful! To want to deny someone their wish. Apparently you don't know the subtleties that Facrodio had before the intervention, or you didn't use it the way I did.", "date": "2024-10-26T15:43:57+00:00", "quotes": [ { "author": "mmmPI wrote: Sat Oct 26, 2024 10:21 am", "content": "" }, { "author": "FritzHugo3 wrote: Fri Oct 25, 2024 11:41 pm", "content": "" } ] }, { "author": "mmmPI", "content": "Sorry i didn't notice you were being subtle, you are correct i probably didn't use factorio the way you did. \nI'm glad you were able despite the langage barrier to clarify that you were indeed aware that there existed a tool to remove only ghosts. \nI find you disrespectful too, i guess that's just a culture thing", "date": "2024-10-26T16:57:27+00:00", "quotes": [ { "author": "FritzHugo3 wrote: Sat Oct 26, 2024 3:43 pm", "content": "" } ] }, { "author": "FritzHugo3", "content": "Because you can now right-click to mark everything that has already been built for demolition, even without the demolition planner. HERE it would be logical and sensible to demolish only with the planner \n \n \n_________ \n@ mmmPI \nI've been playing this game almost since the first beta release. I have more than 5,000 hours of gameplay, although I've only streamed less than 200 of them. Thanks, I know how to use Alt+D and the filters - WHAT does that have to do with my thread. \n \nAGAIN, this subforum is for writing to the developers, not for help requests for game tips. \n \nFor any complaints regarding the translation, you can write to Deeple.com and make suggestions for improvement. \n \n \nOne last attempt to make it more plausible. My blueprint file (I have NEVER downloaded anything from the net in my life) is 190MB in size. I work with huge blueprints that I plan myself. A single city block can easily take between 20-100 hours of planning, which has always happened without me personally being present. And I can no longer play the way I want to. \n \n \nI'll have a moderator delete this soon and repost it and then ask him to block the new one. If this goes on, no developer will read it anymore. This is no longer a suggestion, this is a discussion and you have no business here. THIS IS A suggestions subforum! Developers don't want to read discussions, it's about making very short and concise suggestions that they don't have to read more than two or three minutes. Basically you're making this thread pointless with your ‘tips’ I'm a game developer myself, I know how little time you have for suggestions and bug reports. Everything that contains a lot of text is directly ignored because there isn't time for more. \n \n_______ \nAnd now I implore you not to discuss this any further, unless you would also like to fulfil the points I have raised or add to them. (Or I must call a moderator). Any contributions, such as Maxvoss12, Ovidian, jamiechi1, are of course welcome because that contributes to the topic.", "date": "2024-10-27T04:55:43+00:00", "quotes": [ { "author": "BlueTemplar wrote: Sat Oct 26, 2024 10:14 am", "content": "" }, { "author": "", "content": "" } ] }, { "author": "mmmPI", "content": "It's difficult to understand the point you tried to raise, notice that another user asked you to clarify too, when you said : \n \n[/quote] \n \nThis is because your sentence is very confusing and make it sound like you don't know that you can demolish only ghosth if you want. Or even the opposite, demolish only the building with the decon planner. \n \nAt no point did you mention that you were talking about the right click before people asked you. No amount of suggestion for improving the translation could help making your first post not sound like a childish complaint without argument for me. \n \nNow that it's clearer what you suggest, i'm afraid i have to express my disagreements with the suggestions. I find it handy that i can deconstruct building from map view by mining them remotely, i like this. If it was instant, it would be too fast, too risky too error prone, if there was the need for using a decon planner everytime it would be a step back. I like the feature that you want removed ,and it's my right to express it on the forum for the devs to read it too. despite your imploration for people who disagree or don't understand to be censored.", "date": "2024-10-27T07:11:51+00:00", "quotes": [ { "author": "FritzHugo3 wrote: Sun Oct 27, 2024 4:55 am", "content": "" }, { "author": "", "content": "" } ] }, { "author": "FritzHugo3", "content": "If you right-click and hold on a ghost, ghosts must remain locked and only ghosts may disappear! \n \nIf you right-click on a building to demolish it (for construction robots), it must be locked on buildings! \n \nIf it was like this, everything would be great, but as it is now, it's an absolute disaster! \n \nIt must not be mixed? It's the same with the right demolition, by the way. If I cut down trees and stones, no building may be demolished by mistake. That was also broken. \n \nI'm felling trees in the forest and have recently been tearing down all the electricity pylons and undergound pipes. The problem didn't exist before \n \nThere are so many points I found in the short duration of the game, why make existing ones worse? Take research, why is it no longer possible to cancel research with the right mouse button? Leave the new X there for all I care BUT ALSO LEAVE THE RIGHT CLICK. That is a deterioration \n \nI'm really at the end of my tether \n \nI know a different quality of Factorio and I want it back. a cool, well thought-out control system. At the moment, 2.0 is a long way from a great control system and that in many places. It feels completely unfinished.", "date": "2024-10-27T23:04:14+00:00", "quotes": [] } ]
16
2024-10-25T00:08:52-05:00
forum-topic-86365
86365
[twinsen] [0.18.32] DNS/hostname with both IPv6 and IPv4, uses only IPv4, when using --mp-connect or GUI
Minor issues
https://forums.factorio.com/viewtopic.php?t=86365
movax20h
It is a rather minor issue, but. Code: Select all 0.173 2020-06-25 20:34:55; Factorio 0.18.32 (build 52799, linux64, alpha) 0.338 Operating system: Linux (Debian testing) I have a headless server running on IPv6 only, using `--bind [::1]:8181--rcon-bind [::1]:8182` When I try to connect to it using `factorio --mp-connect localhost:8181`, or use "localhost:8181" in the GUI to connect, factorio only tries 127.0.0.1 for the network address: Code: Select all 88357.782 Joining game IP ADDR:({127.0.0.1:8181}) Which does fail with the error eventually. It never tries IPv6 first (despite this being my configuration AFAIK), or fallbacks to other addresses after IPv4 failed. My configuration is very standard and not modified from default: Code: Select all $ getent hosts localhost ::1 localhost ip6-localhost ip6-loopback $ Code: Select all $ getent ahosts localhost ::1 STREAM localhost ::1 DGRAM ::1 RAW 127.0.0.1 STREAM 127.0.0.1 DGRAM 127.0.0.1 RAW $ getent ahostsv4 localhost 127.0.0.1 STREAM localhost 127.0.0.1 DGRAM 127.0.0.1 RAW 127.0.0.1 STREAM 127.0.0.1 DGRAM 127.0.0.1 RAW $ getent ahostsv6 localhost ::1 STREAM localhost ::1 DGRAM ::1 RAW Code: Select all $ cat /etc/hosts | grep localhost 127.0.0.1 localhost debian ::1 localhost ip6-localhost ip6-loopback $ Code: Select all $ grep hosts /etc/nsswitch.conf hosts: files mdns4_minimal [NOTFOUND=return] dns myhostname mymachines $ (files mean to check `/etc/hosts.conf` first, before trying DNS resolves are configured in `resolv.conf` - standard behavior). Code: Select all $ egrep -v '^#' /etc/gai.conf $ Code: Select all $ cat /etc/host.conf multi on # If set to on, the resolver library will return all valid addresses for a host that appears in the `/etc/hosts` file, instead of only the first. Code: Select all $ host localhost localhost has address 127.0.0.1 localhost has IPv6 address ::1 $ I am guessing when there are multiple results for the host, factorio uses just the first one. I would suggest to trying all in order returned by the resolver? Similar to how web browsers maybe do it? If the system doesn't have IPv6 available (this can be tested by opening the socket to destination - if there are no route to it or the protocol is disabled system wise, it will fail opening in `connect` immedietly, with `ENETUNREACH` error), the testing can be skipped. Otherwise factorio could be trying all address in the system default order, and only return back an error if all addresses failed? But there must be more to it, because even if I change the gai.conf to: Code: Select all $ egrep -v '^#' /etc/gai.conf label ::1/128 0 # IPv6 localhost will be returned first label ::/0 1 label 2002::/16 2 label ::/96 3 label ::ffff:0:0/96 4 # IPv4 in "tunneled IPv6 form", will be returned, but last precedence ::1/128 50 precedence ::/0 40 precedence 2002::/16 30 precedence ::/96 20 precedence ::ffff:0:0/96 10 $ it still doesn't work (factorio is still trying IPv4 address by default). Similarly, if I use, ask DNS resolver (which is not used for `localhost`, because it is handled by hosts resolver), to return tunneled form for IPv4 addresses, it still doesn't. Code: Select all $ cat /etc/resolv.conf nameserver 2001:1620:2777:1::10 nameserver 2001:1620:2777:2::20 options inet6 # Ask `gethostbyname` to do AAAA query before A query, and wrap IPv4 addresses (A records) as "tunneled form" back to app if there are no AAAA records. AFAIK it is ignored by `getaddrinfo`, which requires explicit `AI_V4MAPPED` in the app for same functionality. If I change the `/etc/hosts` to only list IPv6 for localhost it does work: Code: Select all # cat /etc/hosts 127.0.0.1 ipv4-localhost debian ::1 localhost ip6-localhost ip6-loopback # Connect using "localhost": Code: Select all 13.228 Joining game IP ADDR:({[::1]:34197}) So I think still it has something to do with only trying the first address. I know in reality if the factorio server has DNS address (and clients asked to use it), the factorio server process should listen on all IP addresses exposed via this DNS address, so any address would work (not doing so would be a server misconfiguration really). The problem is it is not totally possible with factorio headless server. It can only listen on ALL (current and future) interfaces (using `--port`), or on only one (via `--bind`). For non-public server, it doesn't is exactly a good option, because it forces one to listen on all interfaces or one. However I do think the factorio is not respecting current standards: RFC 6724: https://tools.ietf.org/rfc/rfc6724.txt - Default Address Selection for Internet Protocol Version 6 (IPv6) (obsoletes RFC 3484) RFC 3493: https://tools.ietf.org/rfc/rfc3493.txt - Basic Socket Interface Extensions for IPv6 (obsoletes RFC 2553) RFC 4291: https://tools.ietf.org/rfc/rfc4291.txt - IP Version 6 Addressing Architecture (obsoletes RFC 3513) RFC 4862: https://tools.ietf.org/rfc/rfc4862.txt - IPv6 Stateless Address Autoconfiguration (obsoletes RFC 2462) Quote from RFC 6724 , section 2: And more details about treatment of IPv4 and IPv6: "preferred" (in the RFC 4862) only means that they can be used unrestricted by the applications (i.e. they are not stale, or link-local). It doesn't determinine priority of which address to use. All "preferred" addresses (which is some set IPv6 and IPv4 addresses) are considered equal in this sense: From RFC 4862: A non-preferred address types are tentative addresses and deprecated address. These will not be used. It is more for the purpose of selecting the source address, not the destination address, or the host resolution priorities. As far as I know `getaddrinfo` in Linux (glibc 2.30 in my case), does respect this behaviors (as tested in other apps), but Factorio is not. It somehow feels factorio is using own non-glibc resolver, and/or sets own address sorting, and only tries the first address. It does appear factorio uses `getaddrinfo`, as I checked with gdb and ltrace: Code: Select all Thread 1 "factorio" hit Breakpoint 1, __GI_getaddrinfo (name=0x7ffd6deb5ca0 "localhost", service=0x7ffd6deb5cc0 "34197", hints=0x7ffd6deb5d10, pai=0x7ffd6deb5c88) at ../sysdeps/posix/getaddrinfo.c:2161 2161 in ../sysdeps/posix/getaddrinfo.c (gdb) bt #0 __GI_getaddrinfo (name=0x7ffd6deb5ca0 "localhost", service=0x7ffd6deb5cc0 "34197", hints=0x7ffd6deb5d10, pai=0x7ffd6deb5c88) at ../sysdeps/posix/getaddrinfo.c:2161 #1 0x0000000000ff69d8 in SocketAddress::SocketAddress () at /tmp/factorio-build-6v7ua5/src/Net/SocketAddress.cpp:117 #2 0x0000000000ff6b5b in NamedSocketAddress::resolve () at /tmp/factorio-build-6v7ua5/src/Net/NamedSocketAddress.cpp:12 #3 0x0000000001001164 in NamedSocketAddress::getAddress () at /tmp/factorio-build-6v7ua5/src/Net/NamedSocketAddress.cpp:5 #4 MultiplayerConnectSettings::getAddress () at /tmp/factorio-build-6v7ua5/src/Net/MultiplayerConnectSettings.cpp:27 #5 ClientRouter::joinGame () at /tmp/factorio-build-6v7ua5/src/Net/ClientRouter.cpp:40 #6 0x00000000011c3b22 in ClientMultiplayerManager::joinGame () at /tmp/factorio-build-6v7ua5/src/Net/ClientMultiplayerManager.cpp:271 ... (gdb) print *hints $4 = {ai_flags = 1024, ai_family = 0, ai_socktype = 2, ai_protocol = 0, ai_addrlen = 0, ai_addr = 0x0, ai_canonname = 0x0, ai_next = 0x0} (gdb) `ai_flags = 1024`, is equivelent to `ai_flags = AI_NUMERICSERV`, which is OK (it asks getaddrinfo to only resolve the `service` from string to integer, without checking service resolution, i.e. in `/etc/services` or DNS SRV). That is OK. `ai_family = 0` means `AF_UNSPEC`, which is also OK (return both AF_INET and AF_INET6). `ai_socktype = 2` means `SOCK_DGRAM`, that is OK. All is good, and if I trace it manually after the return: Code: Select all Thread 1 "factorio" hit Breakpoint 1, __GI_getaddrinfo (name=0x7ffd6deb5ca0 "localhost", service=0x7ffd6deb5cc0 "34197", hints=0x7ffd6deb5d10, pai=0x7ffd6deb5c88) at ../sysdeps/posix/getaddrinfo.c:2161 2161 ../sysdeps/posix/getaddrinfo.c: No such file or directory. (gdb) print pai $8 = (struct addrinfo **) 0x7ffd6deb5c88 (gdb) advance getaddrinfo 0x0000000000ff69d8 in SocketAddress::SocketAddress () at /tmp/factorio-build-6v7ua5/src/Net/SocketAddress.cpp:117 117 /tmp/factorio-build-6v7ua5/src/Net/SocketAddress.cpp: No such file or directory. (gdb) print **(struct addrinfo**)(0x7ffd6deb5c88) $17 = {ai_flags = 1024, ai_family = 10, ai_socktype = 2, ai_protocol = 17, ai_addrlen = 28, ai_addr = 0x4a996f0, ai_canonname = 0x0, ai_next = 0xae6dc10} (gdb) print *(**(struct addrinfo**)(0x7ffd6deb5c88))->ai_next $20 = {ai_flags = 1024, ai_family = 2, ai_socktype = 2, ai_protocol = 17, ai_addrlen = 16, ai_addr = 0xae6dc40, ai_canonname = 0x0, ai_next = 0x0} (gdb) print *(**(struct addrinfo**)(0x7ffd6deb5c88)).ai_addr $22 = {sa_family = 10, sa_data = "\205\225", '\000' <repeats 11 times>} (gdb) print *(*(**(struct addrinfo**)(0x7ffd6deb5c88))->ai_next).ai_addr $26 = {sa_family = 2, sa_data = "\205\225\177\000\000\001\000\000\000\000\000\000\000"} I can see glibc does return two addresses for "localhost", one IPv6 and one IPv4. Code: Select all "\205\225", '\000' <repeats 11 times> corresponds to (sockaddr_in6 value) of [::1]:34197 '\205\225\177\000\000\001...' corresponds to (sockaddr_in value) of 127.0.0.1:34197 (0205 * 256 + 0225 == 34197) (gdb) print ((**(struct addrinfo**)(0x7ffd6deb5c88)).ai_addr.sa_data)[/*port*/2+/*flow_info*/4+/*address_length*/16-1/*last_digit*/] $73 = 1 '\001' # 1 in `0000:0000:0000:0000:0000:0000:0000:0001` So factorio knows about both addresses, and as you can see glibc returns IPv6 as the first one.
[ { "author": "", "content": "For other developers: Factorio iterates all of the network adapters on a computer and finds the first IPv4 one it can, or falls back to IPv6. I'm not sure if it forces ipv6 if you use --bind. \n \nFrom all of my testing it's almost impossible to force Factorio to use IPv6 without completely uninstalling ipv4 from the system. Once an address is chosen nothing ever \"tries the other if one fails\". You basically have to force the game to use one and then it uses it; otherwise you get IPv4.", "date": "2020-10-16T20:21:03+00:00", "quotes": [] }, { "author": "", "content": "Some more info: \n \nThe issue as I see it on our side: If the game has to choose between an IPv4 or an IPv6 adapter when doing network communication - the chances that a given IPv6 address will have internet connection *and* be what the user wants to use (host on or otherwise) is so near zero that we're statistically always better off choosing the IPv4 adapter. \n \nAt least - on windows - every system out there since Vista has an IPv6 LAN address that only works for LAN communication and will have no internet connection unless that user happens to have an IPv6 address from their ISP or has a router with 4to6 or some variant configured. \n \nSo in the end: if Factorio sees 2 network adapters - one with IPv4 and one with IPv6 - we're always better off choosing the IPv4 one. \n \nI don't know if that story is the same on Linux but it's why Factorio never chooses IPv6 as the network adapter to use unless it can't find an IPv4 one.", "date": "2020-10-21T16:14:20+00:00", "quotes": [] }, { "author": "orzelek", "content": "Is IPv6 really so rare? \nI have functioning IPv6 address from at least few years.", "date": "2020-10-21T20:30:06+00:00", "quotes": [] }, { "author": "", "content": "According to a quick search: yes. 20% to 22% of the world has them. Now, which % has them and uses them as their primary connection I have no idea - some smaller % still.", "date": "2020-10-21T21:24:25+00:00", "quotes": [ { "author": "orzelek wrote: Wed Oct 21, 2020 8:30 pm", "content": "" } ] }, { "author": "Squelch", "content": "This is the current state of hosts announcing IPv6 according to RIPE NCC \n \nie just under 29% \n \n IPv6 statistics", "date": "2020-10-21T22:11:04+00:00", "quotes": [] }, { "author": "SoShootMe", "content": "The issue as I see it, is that the game chooses in the first place. Discounting advertisement/discovery communication, if all clients talk only to the server (as I understand is the case), I don't see why either the client or server need to choose. \n \nAs it happens I have network client/server software development experience (and so I realise it is far from a trivial problem, particularly on the server side, and perhaps an even bigger problem to fix now) but it is plain for anyone to see that other software manages IPv4/IPv6 just fine.", "date": "2020-10-23T12:56:27+00:00", "quotes": [ { "author": "Rseding91 wrote: Wed Oct 21, 2020 4:14 pm", "content": "" } ] }, { "author": "", "content": "I'd be interested to see how other software handles it. Every piece of game software i've seen requires you give it the host IP address for it to bind to. Or it just hosts through steam networking which then falls back to steam to do it.", "date": "2020-10-23T15:44:16+00:00", "quotes": [ { "author": "SoShootMe wrote: Fri Oct 23, 2020 12:56 pm", "content": "" } ] }, { "author": "SoShootMe", "content": "With regards to binding sockets, the \"TL;DR\" version is that in my experience, typical clients don't explicitly bind to a particular address (or port) but may provide an option to do so, and typical servers bind to what they're configured to, with a default of either any (one socket; TCP and sometimes UDP) or all addresses (one socket per address; only UDP). This is separate to IP version considerations. \n \nThe IPv4/IPv6 side is different on clients and servers. For clients, because of the above it's basically about choosing a destination address: trying each in turn, in the order provided, whether IPv4 or IPv6, is one approach indicated in RFC6724 (as quoted by the OP) and works well in many cases: attempting an IPv6 address will fail immediately as the OP described in the (common, currently) case of full IPv4 connectivity but the only IPv6 being link-local. For servers, portability is probably the biggest challenge due to variation between (and within) platforms, notably around IPv6-mapped IPv4, but network code portability in general is not a new problem.", "date": "2020-10-24T01:40:32+00:00", "quotes": [ { "author": "Rseding91 wrote: Fri Oct 23, 2020 3:44 pm", "content": "" }, { "author": "SoShootMe wrote: Fri Oct 23, 2020 12:56 pm", "content": "" } ] }, { "author": "justarandomgeek", "content": "Most software i've interacted with defaults to binding to all addresses on the machine unless configured to a single interface/address (or, in really nice ones, a list of them).", "date": "2020-10-30T04:31:02+00:00", "quotes": [ { "author": "Rseding91 wrote: Fri Oct 23, 2020 3:44 pm", "content": "" } ] }, { "author": "blahfasel2000", "content": "Google reports that 30% of their users are using their services through native IPv6: https://www.google.com/intl/en/ipv6/statistics.html \nIn some countries (Germany and India for example) IPv6 adoption has reached 50% already. And the numbers are going up steadily. \n \nAlso, in more and more countries you can't actually get a new internet connection with native IPv4 anymore, unless you pay extra for a business account. Access to IPv4 is provided through DS-Lite tunneling, which means you are basically behind a NAT shared with many other customers, with no control over it (no port forwarding!). So for more and more people IPv6 is the only option when they want to host a game. \n \n\nThe once common problem of broken systems having IPv6 configured for some reason but having no internet connectivity has been more or less weeded out years ago (see https://en.wikipedia.org/wiki/World_IPv ... Launch_Day ). Today you can basically just assume that if a system has a public IPv6 address configured then it will have proper IPv6 internet connectivity.", "date": "2020-10-30T14:09:13+00:00", "quotes": [ { "author": "Rseding91 wrote: Wed Oct 21, 2020 9:24 pm", "content": "" }, { "author": "Rseding91 wrote: Wed Oct 21, 2020 4:14 pm", "content": "" } ] }, { "author": "Squelch", "content": "Maybe this example code for the Happy Eyeballs algorithm may be of help? \n \n https://github.com/shtrom/happy-eyeballs-c", "date": "2020-10-30T15:20:04+00:00", "quotes": [] }, { "author": "", "content": "So I looked into this. To my understanding this is what happens: \n \n \nWhen resolving addresses Factorio will call getaddrinfo and then use the first ipv4 address, otherwise the first ipv6 address. The preference for ipv4, while not technically correct, is not the problem. \n \nThe problem is not respecting RFC 6724, section 2. Currently Factorio takes the first address and uses it everywhere. \n \nUnfortunately implementing this correctly will mean a serious refactor of how we handle and save addresses. \nAlso since we use UDP, correctly and quickly choosing the correct address to connect to probably means updating our network protocol. \nI'm not sure if this is worth the effort. In practice, I don't really see the current implementation causing problems that can't be worked around(in the most common use cases). \n \nThat implementation works for TCP, but we use UDP. \nAlso, in my opinion RFC 6555 is solving a problem that really shouldn't exist, but that's irrelevant.", "date": "2020-11-02T14:30:00+00:00", "quotes": [ { "author": "Squelch wrote: Fri Oct 30, 2020 3:20 pm", "content": "" } ] }, { "author": "justarandomgeek", "content": "The big one i see is that it seems like it would be impossible to host a game that's accessible to both ipv4-only and ipv6-only clients, if the server is only binding to a single address (as opposed to the more common all-addresses-on-machine)", "date": "2020-11-02T14:33:47+00:00", "quotes": [ { "author": "Twinsen wrote: Mon Nov 02, 2020 2:30 pm", "content": "" } ] }, { "author": "Squelch", "content": "I meant it as a hint under the assumption that TCP was being used for initial server/client setup. I later found RFC 6936 outlining the use of zero checksum datagrams over IPv6. It would appear that it's not simple, and if it also needs a major netcode refactor, then that makes it just that bit harder. I do foresee it becoming more of a problem as time goes on, so there's only so long before it will need to be addressed.", "date": "2020-11-02T14:52:29+00:00", "quotes": [ { "author": "Twinsen wrote: Mon Nov 02, 2020 2:30 pm", "content": "" } ] }, { "author": "", "content": "That's more of a feature request of being able to bind to a list of addresses instead of just one, which probably makes sense given the whole ipv4 and ipv6 transition (and will probably make more sense in the future)", "date": "2020-11-02T15:15:33+00:00", "quotes": [ { "author": "justarandomgeek wrote: Mon Nov 02, 2020 2:33 pm", "content": "" } ] }, { "author": "SoShootMe", "content": "It's not strictly necessary to allow binding to a list of addresses to support IPv4-only and IPv6-only clients on the same server: most platforms allow a single IPv6 socket bound to the wildcard address, by default or with appropriate setup (IPV6_V6ONLY off), to be used to serve both IPv4 and IPv6 clients. \n \nThis works well for a TCP server, and usually also for a UDP server, but there are certain network configurations - regardless of IP version or versions - where a single socket bound to the wildcard address can precipitate problems for a UDP server. Without going into details (I'm happy to if there's interest), the end result is that multiple sockets is the best way to support such configurations in a UDP server.", "date": "2020-11-03T11:30:37+00:00", "quotes": [ { "author": "Twinsen wrote: Mon Nov 02, 2020 3:15 pm", "content": "" }, { "author": "justarandomgeek wrote: Mon Nov 02, 2020 2:33 pm", "content": "" } ] } ]
16
2020-06-26T17:19:11-05:00
forum-topic-123398
123398
Come play with me
Multiplayer
https://forums.factorio.com/viewtopic.php?t=123398
gamesmaster879
Hi, I'm in the UK, currently playing quite a lot on my server which has a well-established base on Vulcanus, a functional space platform which can move between Nauvis and Vulcanus, and a discarded base on Nauvis (I left Nauvis, headed to Vulcanus, and haven't gone back). Come play with me! (I have about 900 hours of Factorio experience, but all but 50 hours of it are pre-Space Age)
[ { "author": "Hopscotch1337", "content": "I am looking for a mutliplayer session long ago, have completed space age and want to go bigger. \n \nAre you using any mods? \nIs your server dedicated or 24/7 online? \nDo you have any goals or just want to finishing space age? \n \nGreetings, \nhops", "date": "2024-12-01T10:40:42+00:00", "quotes": [] } ]
1
2024-11-30T14:42:46-06:00
forum-topic-91770
91770
[1.1.0] Error on headless server: Child 53 was terminated by signal 9, saving process crashed
Pending
https://forums.factorio.com/viewtopic.php?t=91770
luketyleruk
last of the script. 762.660 Info AsyncScenarioSaver.cpp:144: Saving process PID: 53 790.036 Error ChildProcessAgent.cpp:62: Child 53 was terminated by signal 9 790.047 Error Util.cpp:83: Attempting to create notice box in headless mode. Message: 'Saving process crashed.' 793.464 Info ServerMultiplayerManager.cpp:113: Disconnecting multiplayer connection. 793.464 Info ServerMultiplayerManager.cpp:780: updateTick(4294967295) changing state from(InGame) to(DisconnectingScheduled) 793.690 Info ServerMultiplayerManager.cpp:140: Quitting multiplayer connection. 793.690 Info ServerMultiplayerManager.cpp:780: updateTick(4294967295) changing state from(DisconnectingScheduled) to(Closed) 793.690 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/remove-game/8647461 794.010 Info UDPSocket.cpp:218: Closing socket 794.010 Info UDPSocket.cpp:248: Socket closed 794.010 Info UDPSocket.cpp:218: Closing socket 794.124 Info UDPSocket.cpp:218: Closing socket 794.124 Info UDPSocket.cpp:248: Socket closed 794.128 Goodbye
[ { "author": "", "content": "Post the complete log.", "date": "2020-11-24T15:35:28+00:00", "quotes": [] }, { "author": "luketyleruk", "content": "Code: Select all 0.002 2020-11-24 15:00:44; Factorio 1.1.0 (build 56997, linux64, headless)\n 0.070 Operating system: Linux (Debian 10)\n 0.071 Program arguments: \"./bin/x64/factorio\" \"--port\" \"34197\" \"--server-settings\" \"data/server-settings.json\" \"--start-server\" \"mega.zip\" \n 0.071 Read data path: /home/container/data\n 0.071 Write data path: /home/container [16875/40007MB]\n 0.071 Binaries path: /home/container/bin\n 0.076 System info: [CPU: QEMU Virtual CPU version 2.5+, 4 cores, RAM: 11981 MB]\n 0.076 Environment: DISPLAY=<unset> WAYLAND_DISPLAY=<unset> DESKTOP_SESSION=<unset> XDG_SESSION_DESKTOP=<unset> XDG_CURRENT_DESKTOP=<unset> __GL_FSAA_MODE=<unset> __GL_LOG_MAX_ANISO=<unset> __GL_SYNC_TO_VBLANK=<unset> __GL_SORT_FBCONFIGS=<unset> __GL_YIELD=<unset>\n 0.076 Running in headless mode\n 0.119 Loading mod core 0.0.0 (data.lua)\n 0.164 Loading mod base 1.1.0 (data.lua)\n 0.395 Loading mod base 1.1.0 (data-updates.lua)\n 0.503 Checksum for core: 1359792165\n 0.503 Checksum of base: 2334436397\n 0.652 Prototype list checksum: 1154245852\n 0.686 Info PlayerData.cpp:70: Local player-data.json available, timestamp 1606230042\n 0.686 Info PlayerData.cpp:77: Cloud player-data.json unavailable\n 0.689 Factorio initialised\n 0.690 Info ServerSynchronizer.cpp:29: nextHeartbeatSequenceNumber(0) initialized Synchronizer nextTickClosureTick(0).\n 0.690 Info ServerMultiplayerManager.cpp:780: updateTick(4294967295) changing state from(Ready) to(PreparedToHostGame)\n 0.690 Info ServerMultiplayerManager.cpp:780: updateTick(4294967295) changing state from(PreparedToHostGame) to(CreatingGame)\n 0.690 Loading map /home/container/mega.zip: 278226999 bytes.\n 0.701 Loading level.dat: 678435850 bytes.\n 0.705 Info Scenario.cpp:199: Map version 1.1.0-40\n 15.147 Loading script.dat: 425 bytes.\n 15.150 Checksum for script /home/container/temp/currently-playing/control.lua: 2384004003\n 15.298 Info UDPSocket.cpp:27: Opening socket at (IP ADDR:({0.0.0.0:34197}))\n 15.298 Hosting game at IP ADDR:({0.0.0.0:34197})\n 15.298 Info HttpSharedState.cpp:54: Downloading https://auth.factorio.com/generate-server-padlock-2?api_version=4\n 15.687 Info AuthServerConnector.cpp:68: Obtained serverPadlock for serverHash (9ZMM5Gwuo1KmweJWtNCEvel9jVPs6ky8) from the auth server.\n 15.687 Info ServerMultiplayerManager.cpp:780: updateTick(27513066) changing state from(CreatingGame) to(InGame)\n 15.784 Info ServerRouter.cpp:636: Asking pingpong servers (pingpong1.factorio.com:34197, pingpong2.factorio.com:34197, pingpong3.factorio.com:34197, pingpong4.factorio.com:34197) for own address\n 15.785 Info UDPSocket.cpp:39: Opening socket for broadcast\n 15.785 Info CommandLineMultiplayer.cpp:278: Maximum segment size = 100; minimum segment size = 25; maximum-segment-size peer count = 10; minimum-segment-size peer count = 20\n 15.870 Info ServerRouter.cpp:519: Own address is IP ADDR:({51.77.226.83:34197}) (confirmed by pingpong1)\n 15.887 Info ServerRouter.cpp:519: Own address is IP ADDR:({51.77.226.83:34197}) (confirmed by pingpong3)\n 16.038 Info ServerRouter.cpp:519: Own address is IP ADDR:({51.77.226.83:34197}) (confirmed by pingpong4)\n 16.279 Info MatchingServer.cpp:114: Matching server game `8647461` has been created.\n 16.291 Info ServerMultiplayerManager.cpp:712: Matching server connection resumed\n 27.907 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({213.104.125.23:2094}))\n 27.907 Info ServerRouter.cpp:602: Generated hmac(dAtxadx7ezOvHsPfLEgoUQ==) and serverKey(xkcvXViSFKZZ1mIyVCOunw==) for username(ColonelWill) differ. Generated from message(ColonelWill_uyeNI1maSCtpaxnNKk1D97czogZHbEBXHDQbh8mZgdk=_201124145121).\n 27.907 Refusing connection for address (IP ADDR:({213.104.125.23:2094})), username (ColonelWill). UserVerificationMismatch\n 28.662 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({213.104.125.23:2098}))\n 28.662 Info ServerRouter.cpp:453: Replying to connectionRequest for address(IP ADDR:({213.104.125.23:2098})).\n 28.662 Info ServerSynchronizer.cpp:600: nextHeartbeatSequenceNumber(383) adding peer(1)\n 28.679 Warning WriteFileGuard.cpp:96: Couldn't chown /home/container/player-data.tmp.json: Operation not permitted\n 28.680 Info ServerMultiplayerManager.cpp:780: updateTick(27513066) changing state from(InGame) to(InGameSavingMap)\n 28.748 Info ServerMultiplayerManager.cpp:930: updateTick(27513066) received stateChanged peerID(1) oldState(Ready) newState(ConnectedWaitingForMap)\n 35.111 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({217.137.42.72:1403}))\n 35.111 Info ServerRouter.cpp:602: Generated hmac(cW9Wuz9RhknDO+c7kBZFqg==) and serverKey(g7IB7udPhrOIBmqagnrHIQ==) for username(studix2002) differ. Generated from message(studix2002_uyeNI1maSCtpaxnNKk1D97czogZHbEBXHDQbh8mZgdk=_201124145128).\n 35.111 Refusing connection for address (IP ADDR:({217.137.42.72:1403})), username (studix2002). UserVerificationMismatch\n 36.173 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({217.137.42.72:1406}))\n 36.173 Info ServerRouter.cpp:453: Replying to connectionRequest for address(IP ADDR:({217.137.42.72:1406})).\n 36.173 Info ServerSynchronizer.cpp:600: nextHeartbeatSequenceNumber(606) adding peer(2)\n 36.275 Info ServerMultiplayerManager.cpp:930: updateTick(27513066) received stateChanged peerID(2) oldState(Ready) newState(ConnectedWaitingForMap)\n 37.568 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({82.11.248.109:57122}))\n 37.568 Info ServerRouter.cpp:602: Generated hmac(+qZ+Lx31Ia3C12zGax2UcQ==) and serverKey(+OXcWLKnLm/o+eK5XsrZ2g==) for username(lukus) differ. Generated from message(lukus_uyeNI1maSCtpaxnNKk1D97czogZHbEBXHDQbh8mZgdk=_201124144739).\n 37.568 Refusing connection for address (IP ADDR:({82.11.248.109:57122})), username (lukus). UserVerificationMismatch\n 38.105 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({82.11.248.109:59264}))\n 38.105 Info ServerRouter.cpp:453: Replying to connectionRequest for address(IP ADDR:({82.11.248.109:59264})).\n 38.105 Info ServerSynchronizer.cpp:600: nextHeartbeatSequenceNumber(664) adding peer(3)\n 38.155 Info ServerMultiplayerManager.cpp:930: updateTick(27513066) received stateChanged peerID(3) oldState(Ready) newState(ConnectedWaitingForMap)\n 40.447 Info ServerMultiplayerManager.cpp:997: UpdateTick(27513066) Serving map(/home/container/temp/mp-save-0.zip) for peer(1) size(277641637) crc(2030808986)\n 40.447 Info ServerMultiplayerManager.cpp:997: UpdateTick(27513066) Serving map(/home/container/temp/mp-save-0.zip) for peer(2) size(277641637) crc(2030808986)\n 40.447 Info ServerMultiplayerManager.cpp:997: UpdateTick(27513066) Serving map(/home/container/temp/mp-save-0.zip) for peer(3) size(277641637) crc(2030808986)\n 40.447 Info ServerMultiplayerManager.cpp:780: updateTick(27513066) changing state from(InGameSavingMap) to(InGame)\n 40.564 Info ServerMultiplayerManager.cpp:930: updateTick(27513066) received stateChanged peerID(3) oldState(ConnectedWaitingForMap) newState(ConnectedDownloadingMap)\n 40.615 Info ServerMultiplayerManager.cpp:930: updateTick(27513066) received stateChanged peerID(1) oldState(ConnectedWaitingForMap) newState(ConnectedDownloadingMap)\n 40.682 Info ServerMultiplayerManager.cpp:930: updateTick(27513066) received stateChanged peerID(2) oldState(ConnectedWaitingForMap) newState(ConnectedDownloadingMap)\n 41.643 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({81.140.239.206:50204}))\n 41.643 Info ServerRouter.cpp:602: Generated hmac(rOoHPgHse/XlD0XewYsWJg==) and serverKey(x1Afi5pQVj77kBez22BxuQ==) for username(Higiey) differ. Generated from message(Higiey_uyeNI1maSCtpaxnNKk1D97czogZHbEBXHDQbh8mZgdk=_201124145615).\n 41.644 Refusing connection for address (IP ADDR:({81.140.239.206:50204})), username (Higiey). UserVerificationMismatch\n 42.287 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({81.140.239.206:58614}))\n 42.287 Info ServerRouter.cpp:453: Replying to connectionRequest for address(IP ADDR:({81.140.239.206:58614})).\n 42.287 Info ServerSynchronizer.cpp:600: nextHeartbeatSequenceNumber(780) adding peer(4)\n 42.305 Info ServerMultiplayerManager.cpp:780: updateTick(27513066) changing state from(InGame) to(InGameSavingMap)\n 42.461 Info ServerMultiplayerManager.cpp:930: updateTick(27513066) received stateChanged peerID(4) oldState(Ready) newState(ConnectedWaitingForMap)\n 54.197 Info ServerMultiplayerManager.cpp:997: UpdateTick(27513066) Serving map(/home/container/temp/mp-save-1.zip) for peer(4) size(277641637) crc(1592605191)\n 54.197 Info ServerMultiplayerManager.cpp:780: updateTick(27513066) changing state from(InGameSavingMap) to(InGame)\n 54.424 Info ServerMultiplayerManager.cpp:930: updateTick(27513066) received stateChanged peerID(4) oldState(ConnectedWaitingForMap) newState(ConnectedDownloadingMap)\n 113.311 Info ServerMultiplayerManager.cpp:930: updateTick(27513066) received stateChanged peerID(3) oldState(ConnectedDownloadingMap) newState(ConnectedLoadingMap)\n 120.791 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({5.146.195.184:52859}))\n 120.791 Refusing connection for address (IP ADDR:({5.146.195.184:52859})), username (posteule). UserVerificationMissing\n 121.641 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({5.146.195.184:52939}))\n 121.641 Refusing connection for address (IP ADDR:({5.146.195.184:52939})), username (posteule). PasswordMissing\n 128.374 ConnectionRequestReplyConfirm (type(ConnectionRequestReplyConfirm) ) from(IP ADDR:({5.146.195.184:52991}))\n 128.374 Info ServerRouter.cpp:453: Replying to connectionRequest for address(IP ADDR:({5.146.195.184:52991})).\n 128.374 Info ServerSynchronizer.cpp:600: nextHeartbeatSequenceNumber(3378) adding peer(5)\n 128.391 Info ServerMultiplayerManager.cpp:780: updateTick(27513970) changing state from(InGame) to(InGameSavingMap)\n 128.437 Info ServerMultiplayerManager.cpp:930: updateTick(27513970) received stateChanged peerID(5) oldState(Ready) newState(ConnectedWaitingForMap)\n 128.808 Info ServerMultiplayerManager.cpp:930: updateTick(27513970) received stateChanged peerID(4) oldState(ConnectedDownloadingMap) newState(ConnectedLoadingMap)\n 137.745 Info ServerMultiplayerManager.cpp:930: updateTick(27513970) received stateChanged peerID(3) oldState(ConnectedLoadingMap) newState(TryingToCatchUp)\n 140.242 Info ServerMultiplayerManager.cpp:997: UpdateTick(27513970) Serving map(/home/container/temp/mp-save-2.zip) for peer(5) size(277591974) crc(3012265541)\n 140.242 Info ServerMultiplayerManager.cpp:780: updateTick(27513970) changing state from(InGameSavingMap) to(InGame)\n 140.421 Info ServerMultiplayerManager.cpp:930: updateTick(27513984) received stateChanged peerID(5) oldState(ConnectedWaitingForMap) newState(ConnectedDownloadingMap)\n 147.080 Info ServerMultiplayerManager.cpp:930: updateTick(27514384) received stateChanged peerID(4) oldState(ConnectedLoadingMap) newState(TryingToCatchUp)\n 147.815 Info ServerMultiplayerManager.cpp:930: updateTick(27514428) received stateChanged peerID(1) oldState(ConnectedDownloadingMap) newState(ConnectedLoadingMap)\n 155.692 Info ServerMultiplayerManager.cpp:930: updateTick(27514901) received stateChanged peerID(3) oldState(TryingToCatchUp) newState(WaitingForCommandToStartSendingTickClosures)\n 155.694 Info GameActionHandler.cpp:4976: UpdateTick (27514901) processed PlayerJoinGame peerID(3) playerIndex(10) mode(connect) \n 155.798 Info ServerMultiplayerManager.cpp:930: updateTick(27514907) received stateChanged peerID(3) oldState(WaitingForCommandToStartSendingTickClosures) newState(InGame)\n 166.777 Info ServerMultiplayerManager.cpp:930: updateTick(27515326) received stateChanged peerID(1) oldState(ConnectedLoadingMap) newState(TryingToCatchUp)\n 173.219 Info ServerMultiplayerManager.cpp:930: updateTick(27515326) received stateChanged peerID(4) oldState(TryingToCatchUp) newState(WaitingForCommandToStartSendingTickClosures)\n 173.287 Info ServerMultiplayerManager.cpp:930: updateTick(27515326) received stateChanged peerID(4) oldState(WaitingForCommandToStartSendingTickClosures) newState(InGame)\n 175.250 Info ServerMultiplayerManager.cpp:930: updateTick(27515326) received stateChanged peerID(5) oldState(ConnectedDownloadingMap) newState(ConnectedLoadingMap)\n 189.063 Info ServerMultiplayerManager.cpp:930: updateTick(27515326) received stateChanged peerID(1) oldState(TryingToCatchUp) newState(WaitingForCommandToStartSendingTickClosures)\n 189.198 Info ServerMultiplayerManager.cpp:930: updateTick(27515326) received stateChanged peerID(1) oldState(WaitingForCommandToStartSendingTickClosures) newState(InGame)\n 195.219 Info GameActionHandler.cpp:4976: UpdateTick (27515326) processed PlayerJoinGame peerID(1) playerIndex(0) mode(connect) \n 195.219 Info GameActionHandler.cpp:4976: UpdateTick (27515326) processed PlayerJoinGame peerID(4) playerIndex(33) mode(connect) \n 210.254 Info ServerMultiplayerManager.cpp:930: updateTick(27516229) received stateChanged peerID(5) oldState(ConnectedLoadingMap) newState(TryingToCatchUp)\n 307.029 Info ServerMultiplayerManager.cpp:930: updateTick(27522014) received stateChanged peerID(5) oldState(TryingToCatchUp) newState(WaitingForCommandToStartSendingTickClosures)\n 307.030 Info GameActionHandler.cpp:4976: UpdateTick (27522014) processed PlayerJoinGame peerID(5) playerIndex(41) mode(connect) \n 307.119 Info ServerMultiplayerManager.cpp:930: updateTick(27522020) received stateChanged peerID(5) oldState(WaitingForCommandToStartSendingTickClosures) newState(InGame)\n 436.657 Info ServerMultiplayerManager.cpp:930: updateTick(27529787) received stateChanged peerID(2) oldState(ConnectedDownloadingMap) newState(ConnectedLoadingMap)\n 466.526 Info ServerMultiplayerManager.cpp:930: updateTick(27531579) received stateChanged peerID(2) oldState(ConnectedLoadingMap) newState(TryingToCatchUp)\n 743.681 Info ServerMultiplayerManager.cpp:930: updateTick(27539658) received stateChanged peerID(2) oldState(TryingToCatchUp) newState(WaitingForCommandToStartSendingTickClosures)\n 743.766 Info ServerMultiplayerManager.cpp:930: updateTick(27539658) received stateChanged peerID(2) oldState(WaitingForCommandToStartSendingTickClosures) newState(InGame)\n 756.914 Info GameActionHandler.cpp:4976: UpdateTick (27539658) processed PlayerJoinGame peerID(2) playerIndex(3) mode(connect) \n 762.618 Info AppManager.cpp:285: Saving to _autosave5 (non-blocking).\n 762.660 Info AsyncScenarioSaver.cpp:144: Saving process PID: 53\n 790.036 Error ChildProcessAgent.cpp:62: Child 53 was terminated by signal 9\n 790.047 Error Util.cpp:83: Attempting to create notice box in headless mode. Message: 'Saving process crashed.'\n 793.464 Info ServerMultiplayerManager.cpp:113: Disconnecting multiplayer connection.\n 793.464 Info ServerMultiplayerManager.cpp:780: updateTick(4294967295) changing state from(InGame) to(DisconnectingScheduled)\n 793.690 Info ServerMultiplayerManager.cpp:140: Quitting multiplayer connection.\n 793.690 Info ServerMultiplayerManager.cpp:780: updateTick(4294967295) changing state from(DisconnectingScheduled) to(Closed)\n 793.690 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/remove-game/8647461\n 794.010 Info UDPSocket.cpp:218: Closing socket\n 794.010 Info UDPSocket.cpp:248: Socket closed\n 794.010 Info UDPSocket.cpp:218: Closing socket\n 794.124 Info UDPSocket.cpp:218: Closing socket\n 794.124 Info UDPSocket.cpp:248: Socket closed\n 794.128 Goodbye", "date": "2020-11-24T15:43:14+00:00", "quotes": [] }, { "author": "luketyleruk", "content": "just found a link about the crash on auto save, just looked at that and i think this is same issue, just testing now", "date": "2020-11-24T16:18:26+00:00", "quotes": [] }, { "author": "luketyleruk", "content": "looks like the autosave was killing the server, i turned off autosave and seems stable atm, might have another issue with the Child 53 thing.", "date": "2020-11-24T16:40:10+00:00", "quotes": [] }, { "author": "", "content": "I think it's a different manifestation of 82786 .", "date": "2020-11-24T16:41:33+00:00", "quotes": [] }, { "author": "movax20h", "content": "Do you have any mods? I heard sometimes mods might cause asynchronous auto save to crash. \n \nIf it is unmodded, if you can share the save, I can test async autosave on my Linux machine. I personally use async autosave for a long time, (vanilla, no mods), and never had a crash, even on hugs bases, and frequent autosaves.", "date": "2020-11-24T21:08:29+00:00", "quotes": [] }, { "author": "luketyleruk", "content": "no mods, save file is attached", "date": "2020-11-25T15:27:45+00:00", "quotes": [] }, { "author": "Squelch", "content": "It does seem to be.\n \nWhat's the environment for your headless server? It appears to be virtualised and this might be a factor in the problems encountered with non blocking saves. Can you confirm that you have this set in server settings?", "date": "2020-11-25T17:02:35+00:00", "quotes": [ { "author": "Loewchen wrote: Tue Nov 24, 2020 4:41 pm", "content": "" }, { "author": "luketyleruk wrote: Tue Nov 24, 2020 4:40 pm", "content": "" } ] }, { "author": "blahfasel2000", "content": "Signal 9 is SIGKILL. Assuming noone was messing around and manually killing processes on the server the most likely explanation is that the OP's server simply ran out of memory, which caused the OOM killer to kill the autosave process (the OOM killer uses SIGKILL). \n \nOP, if you still have the server's kernel message logs from the time of the crash, please take a look to confirm, there should be a bunch of kernel message about the OOM killer (search for \"Out of memory: Kill process\"). \n \nIt doesn't look like those other instances of async autosave crashes/hangs at all to me. Although I would say that in the case of this happening (ie. the child getting SIGKILLed), instead of terminating I think factorio should probably just display an error to players and turn off async saves (odds are that without forking the OOM might not happen again) while continueing to run normally.", "date": "2020-12-22T10:30:35+00:00", "quotes": [] } ]
9
2020-11-24T09:31:31-06:00
forum-topic-127157
127157
LuaSchedule::add_record insert index
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=127157
LuziferSenpai
Hey, it would be awesome if we could give the add_record option a index at which it should insert. Greetz, Luzifer
[ { "author": "", "content": "ok", "date": "2025-02-27T16:53:20+00:00", "quotes": [] } ]
1
2025-02-26T19:51:13-06:00
forum-topic-127227
127227
[2.0.37] Grey line next to car icon when in car
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=127227
Quezler
The button thingie for the car has a dark vertical line to the right of it, just make a fresh instance, create a new world and place a car:
[ { "author": "Quezler", "content": "the left side and bottom left corner of the production tab of assembling machines seem to have it too:", "date": "2025-03-03T09:33:00+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report. This is now fixed for the next release.", "date": "2025-03-03T16:03:29+00:00", "quotes": [] } ]
2
2025-03-02T10:15:54-06:00
forum-topic-124974
124974
[2.0.28] Crash loading save - ElectricNetwork.cpp:633: Missing statistics.
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=124974
Zanko
Hello, Hello! My main save file has begun crashing upon trying to load it. No matter if it's _autosave1 or the manual save I made. If I load a very old save (first trip to fulgora) from 13 hours before, the game does load. I don't know how well redoing 13 hours of work sits with me however. The issue happens if mods are enabled or not. The mods I did have enabled at the time of "corruption"? were mostly quality of life, no big overhauls. I've searched the forum for similar incidents, and it seems this has happened before, viewtopic.php?t=109413 I don't believe that to be the issue in this case, but it seemed relevant as the crash message is the same. I have also tried: -Doing a memory test, checked out. -Validating my game files, save didn't load. -Reinstalling game, save didn't load -Restarting my PC, save didn't load. What was I doing before the crash? I don't know what really "caused it" but the game had been open for about 26 hours, and I was currently in the process of building/moving/creating new space platforms. Code: Select all 0.000 2024-12-22 17:25:23; Factorio 2.0.28 (build 81088, win64, steam, space-age) 0.000 Operating system: Windows 11 (build 22631) 0.000 Initializing Steam API. 0.000 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 0.000 Config path: C:/Users/wool9/AppData/Roaming/Factorio/config/config.ini 0.000 Read data path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/data 0.000 Write data path: C:/Users/wool9/AppData/Roaming/Factorio [289780/1907214MB] 0.000 Binaries path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/bin 0.013 System info: [CPU: AMD Ryzen 5 7600 6-Core Processor, 12 cores, RAM: 17850/130168 MB, page: 44537/138360 MB, virtual: 4352/134217727 MB, extended virtual: 0 MB] 0.027 Memory info: 0.027 [0]: Unknown CMK64GX5M2B6000C40 32768 MB 3600 MHz 1.1 v 0.027 [1]: Unknown CMK64GX5M2B6000C40 32768 MB 3600 MHz 1.1 v 0.027 [2]: Unknown CMK64GX5M2B6000C40 32768 MB 3600 MHz 1.1 v 0.027 [3]: Unknown CMK64GX5M2B6000C40 32768 MB 3600 MHz 1.1 v 0.056 Display options: [FullScreen: false] [VSync: true] [UIScale: manual-pixels (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: en] 0.355 Video driver: windows 0.355 Available displays: 3 0.356 [0]: \\.\DISPLAY1 - NVIDIA GeForce RTX 3090 {0x05, [0,0], 2560x1440, 32bit, 120Hz} 0.356 [1]: \\.\DISPLAY2 - NVIDIA GeForce RTX 3090 {0x01, [-1440,181], 1440x900, 32bit, 60Hz} 0.357 [2]: \\.\DISPLAY3 - NVIDIA GeForce RTX 3090 {0x01, [2560,7], 1920x1080, 32bit, 60Hz} 0.384 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: -1; d3dcompiler_47.dll 0.513 Initialised Direct3D[0]: NVIDIA GeForce RTX 3090; id: 10de-2204; driver: nvldumdx.dll 32.0.15.6590 0.513 D3D Feature Level: 11.1, DXGI 1.5+, SwapChain: 3,flip-discard,-,-,-,none 0.513 [Local Video Memory] Budget: 23558MB, CurrentUsage: 8MB, Reservation: 0/11907MB 0.513 [Non-Local Vid.Mem.] Budget: 64316MB, CurrentUsage: 0MB, Reservation: 0/32286MB 0.513 Tiled resources: Tier 2 0.513 Unified Memory Architecture: No 0.513 BGR 565 Supported: Yes 0.513 MaximumFrameLatency: 3, GPUThreadPriority: 0 0.513 Graphics settings preset: very-high 0.513 Dedicated video memory size 24326 MB 0.547 Desktop composition is active. 0.547 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality] 0.547 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWTl] [B:10,C:10,S:120] 0.574 [Audio] Driver:wasapi, Device:Default device, Depth:16, Frequency:44100, Channels:2, Interpolation:linear 0.661 Info ModManager.cpp:438: FeatureFlag expansion-shaders = true 0.661 Info ModManager.cpp:438: FeatureFlag freezing = true 0.661 Info ModManager.cpp:438: FeatureFlag quality = true 0.661 Info ModManager.cpp:438: FeatureFlag rail-bridges = true 0.661 Info ModManager.cpp:438: FeatureFlag segmented-units = true 0.661 Info ModManager.cpp:438: FeatureFlag space-travel = true 0.661 Info ModManager.cpp:438: FeatureFlag spoiling = true 0.663 Loading mod settings squeak-through-2 0.1.2 (settings.lua) 0.663 Loading mod settings AutoSwitchTechs 1.3.1 (settings.lua) 0.663 Loading mod settings even-distribution 2.0.2 (settings.lua) 0.664 Loading mod settings fluid-void-extra 1.6.0 (settings.lua) 0.664 Loading mod settings omnimatter_move_renasci 1.0.0 (settings.lua) 0.664 Loading mod settings pump 2.1.8 (settings.lua) 0.664 Loading mod settings cybersyn 2.0.16 (settings.lua) 0.664 Loading mod settings RateCalculator 3.3.5 (settings.lua) 0.664 Loading mod settings RitnWaterfill 1.5.3 (settings.lua) 0.665 Loading mod settings aai-containers 0.3.1 (settings.lua) 0.665 Loading mod settings loaders-modernized 0.7.8 (settings.lua) 0.665 Loading mod settings loaders-modernized 0.7.8 (settings-updates.lua) 0.667 Loading mod core 0.0.0 (data.lua) 0.716 Loading mod base 2.0.28 (data.lua) 0.935 Loading mod AutoSwitchTechs 1.3.1 (data.lua) 0.943 Loading mod elevated-rails 2.0.28 (data.lua) 0.969 Loading mod even-distribution 2.0.2 (data.lua) 0.978 Loading mod flib 0.16.0 (data.lua) 0.989 Loading mod fluid-void-extra 1.6.0 (data.lua) 1.000 Loading mod omnimatter_move_renasci 1.0.0 (data.lua) 1.008 Loading mod pump 2.1.8 (data.lua) 1.020 Loading mod quality 2.0.28 (data.lua) 1.045 Loading mod some-luaconsole 2.0.3 (data.lua) 1.054 Loading mod cybersyn 2.0.16 (data.lua) 1.064 Loading mod factoryplanner 2.0.16 (data.lua) 1.071 Loading mod RateCalculator 3.3.5 (data.lua) 1.079 Loading mod RitnWaterfill 1.5.3 (data.lua) 1.087 Loading mod space-age 2.0.28 (data.lua) 1.456 Loading mod aai-containers 0.3.1 (data.lua) 1.475 Loading mod loaders-modernized 0.7.8 (data.lua) 1.493 Loading mod base 2.0.28 (data-updates.lua) 1.509 Loading mod CleanFloor 2.0.0 (data-updates.lua) 1.521 Loading mod quality 2.0.28 (data-updates.lua) 1.548 Loading mod space-age 2.0.28 (data-updates.lua) 1.561 Loading mod loaders-modernized 0.7.8 (data-updates.lua) 1.575 Loading mod squeak-through-2 0.1.2 (data-final-fixes.lua) 1.591 Loading mod pump 2.1.8 (data-final-fixes.lua) 1.594 Script @__pump__/data-final-fixes.lua:4: Map of which extractors are usable for each fluid type: 1.594 Script @__pump__/data-final-fixes.lua:5: { ["basic-fluid"] = { extractors = { "pumpjack" }, fluids = { "crude-oil", "sulfuric-acid-geyser", "lithium-brine", "fluorine-vent" } } } 1.606 Loading mod cybersyn 2.0.16 (data-final-fixes.lua) 1.620 Loading mod aai-containers 0.3.1 (data-final-fixes.lua) 1.633 Loading mod loaders-modernized 0.7.8 (data-final-fixes.lua) 1.742 Checksum for core: 283742623 1.742 Checksum of base: 1505520187 1.742 Checksum of CleanFloor: 2254551355 1.742 Checksum of squeak-through-2: 1101572755 1.742 Checksum of AutoSwitchTechs: 1791776663 1.742 Checksum of elevated-rails: 3624276517 1.742 Checksum of even-distribution: 281457414 1.742 Checksum of flib: 728527376 1.742 Checksum of fluid-void-extra: 3230606643 1.743 Checksum of omnimatter_move_renasci: 1193319355 1.743 Checksum of pump: 244163891 1.743 Checksum of quality: 1945933776 1.743 Checksum of RitnLib: 0 1.743 Checksum of some-luaconsole: 1826646908 1.743 Checksum of cybersyn: 337412423 1.743 Checksum of factoryplanner: 1350146402 1.743 Checksum of RateCalculator: 1295360039 1.743 Checksum of RitnWaterfill: 1381852469 1.743 Checksum of space-age: 507955763 1.743 Checksum of aai-containers: 3255584102 1.743 Checksum of loaders-modernized: 3979722326 2.044 Prototype list checksum: 1256966092 2.104 Loading sounds... 2.407 Info PlayerData.cpp:68: Local player-data.json unavailable 2.408 Info PlayerData.cpp:71: Cloud player-data.json available, timestamp 1734917216 2.410 Post-data load graphics options: [Light occlusion: YES] 2.686 Crop bitmaps. 2.689 Parallel sprite loader initialized (threads: 12, bitmaps: 8215) 12.646 Initial atlas bitmap size is 16384 12.656 Created an atlas bitmap (size 16384x16340) [none] 12.671 Created an atlas bitmap (size 16384x16384) [none] 12.687 Created an atlas bitmap (size 16384x16372) [none] 12.688 Created an atlas bitmap (size 16384x14552) [none] 12.688 Created an atlas bitmap (size 16384x8392) [decal] 12.692 Created an atlas bitmap (size 16384x16384) [low-object] 12.692 Created an atlas bitmap (size 4096x1120) [low-object] 12.693 Created an atlas bitmap (size 16384x13440) [corpse-decay] 12.693 Created an atlas bitmap (size 16384x5596) [none] 12.693 Created an atlas bitmap (size 1676x79) [not-compressed] 12.694 Created an atlas bitmap (size 16384x4208) [mipmap, linear-minification, linear-magnification, linear-mip-level] 12.698 Created an atlas bitmap (size 16384x16352) [terrain, mipmap, linear-minification, linear-mip-level] 12.698 Created an atlas bitmap (size 16384x4944) [terrain, mipmap, linear-minification, linear-mip-level] 12.698 Created an atlas bitmap (size 8192x3872) [terrain-effect-map, mipmap, linear-minification, linear-mip-level] 12.699 Created an atlas bitmap (size 4096x3104) [smoke, mipmap, linear-minification, linear-magnification] 12.699 Created an atlas bitmap (size 8192x2576) [mipmap] 12.699 Created an atlas bitmap (size 2048x1520) [mipmap] 12.699 Created an atlas bitmap (size 4096x3152) [mipmap] 12.699 Created an atlas bitmap (size 4096x3152) [mipmap] 12.699 Created an atlas bitmap (size 4096x3152) [mipmap] 12.700 Created an atlas bitmap (size 8192x4128) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level] 12.700 Created an atlas bitmap (size 16384x6120) [alpha-mask] 12.715 Created an atlas bitmap (size 16384x16356) [shadow, linear-magnification, alpha-mask] 12.719 Created an atlas bitmap (size 16384x16364) [shadow, linear-magnification, alpha-mask] 12.719 Created an atlas bitmap (size 16384x7684) [shadow, linear-magnification, alpha-mask] 12.719 Created an atlas bitmap (size 8192x3952) [shadow, mipmap, linear-magnification, alpha-mask] 12.719 Created an atlas bitmap (size 2048x520) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ] 12.719 Loading 3D bitmaps. 12.734 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82 12.748 Parallel sprite loader initialized (threads: 11, bitmaps: 8365) 27.364 Sprites loaded 27.408 Generated mipmaps (4) for atlas [5] of size 16384x16384 27.419 Generated mipmaps (4) for atlas [6] of size 4096x1120 27.430 Generated mipmaps (3) for atlas [10] of size 16384x4208 27.452 Generated mipmaps (3) for atlas [11] of size 16384x16352 27.463 Generated mipmaps (3) for atlas [12] of size 16384x4944 27.475 Generated mipmaps (3) for atlas [13] of size 8192x3872 27.486 Generated mipmaps (3) for atlas [14] of size 4096x3104 27.526 Generated mipmaps (3) for atlas [15] of size 8192x2576 27.538 Generated mipmaps (3) for atlas [16] of size 2048x1520 27.549 Generated mipmaps (3) for atlas [17] of size 4096x3152 27.574 Generated mipmaps (3) for atlas [18] of size 4096x3152 27.585 Generated mipmaps (3) for atlas [19] of size 4096x3152 27.596 Generated mipmaps (5) for atlas [20] of size 8192x4128 27.607 Generated mipmaps (3) for atlas [25] of size 8192x3952 27.633 Custom mipmaps uploaded (3223) 27.656 Video memory usage: 3588.78 MB (Atlases: 3458.48 MB, Textures: 130.30 MB) 27.659 Custom inputs active: 22 27.768 Factorio initialised 27.822 Steam Storage Quota: 23132/23841 38.218 Loading map C:\Users\wool9\AppData\Roaming\Factorio\saves\TheSecondComing.zip: 41470664 bytes. 38.249 Loading level.dat: 153135403 bytes. 38.252 Info Scenario.cpp:178: Map version 2.0.27-3 41.375 Loading blueprint storage: Local timestamp 1734911878, Cloud timestamp 1734914255 Factorio crashed. Generating symbolized stacktrace, please wait ... C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Energy\ElectricNetwork.cpp(633): ElectricNetwork::checkStatisticsConsistency C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Map\MapSetupHelper.cpp(184): MapSetupHelper::MapSetupHelper C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Map\Map.cpp(828): Map::setupEntities C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Scenario\Scenario.cpp(331): Scenario::loadFactory C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Scenario\ParallelScenarioLoader.cpp(192): ParallelScenarioLoader::doLoad C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\VC\Tools\MSVC\14.29.30133\include\thread(56): std::thread::_Invoke<std::tuple<void (__cdecl*)(MapInterface,ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputSource *,MultiplayerManagerBase *,NamedBool<EnableReplayTag>),MapInterface,ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputSource *,MultiplayerManagerBase *,enum NamedBool<EnableReplayTag>::Enum>,0,1,2,3,4,5,6,7> minkernel\crts\ucrt\src\appcrt\startup\thread.cpp(97): thread_start<unsigned int (__cdecl*)(void *),1> ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF8FBA9259D) 00007FF8FBA9259D (KERNEL32): (filename not available): BaseThreadInitThunk ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF8FDA0AF38) 00007FF8FDA0AF38 (ntdll): (filename not available): RtlUserThreadStart Stack trace logging done 43.396 Error ElectricNetwork.cpp:633: Missing statistics. Connected entities dump: 43.396 Error CrashHandler.cpp:643: Received 22 Logger::writeStacktrace skipped. 43.441 Info CrashHandler.cpp:318: Executable CRC: 2137041080 43.441 Error Util.cpp:95: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums. Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash. 44.766 Uploading log file 44.784 Error CrashHandler.cpp:270: Heap validation: success. 44.785 Creating crash dump. 44.899 CrashDump success I would like to know if this is something that can be "fixed" (not just for future, but for my save) or if I should just move on and start rebuilding my Fulgora. Either way, I hope it doesn't happen to others!
[ { "author": "", "content": "I believe this save will load in the latest version due to a migration for a different bug. But without finding out why it happened, it could happen again.", "date": "2025-01-20T20:32:41+00:00", "quotes": [] } ]
1
2024-12-22T19:43:39-06:00
forum-topic-110878
110878
Request for new tag/category
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=110878
Pi-C
TLDR Please add a new "Character" tag (or even category) for the mod portal! Why? During the past two years, a number of mods providing new player characters have been released (see the dependency list on my character-selector mod miniMAXIme -- there may still be others I'm not aware of). While some of these mods may affect game play (e.g. by changing inventory size, reach etc.), most of these mods are about changing the appearance of the player character in the game by changing graphics/animations and, possibly, sounds. Especially in multiplayer games, this allows players to better identify each other (player color is no longer the only distinction). In my opinion, none of the tags available as of today really covers such mods. One tag ("Cheats") has the description "Play it your way" -- but obviously, using different graphics for your character is not really cheaty but rather a matter of personal taste. A new category "Characters" could make sense as well. Among the categories currently available, "Tweaks: Small changes concerning balance, gameplay, or graphics" seems the one to fit best. However, I wouldn't call the changes to graphics "small" as most of the character mods are not about scaling or recoloring the vanilla character, but create new characters from scratch.
[ { "author": "ChakatStormCloud", "content": "This, for the love of god this, searching for character replacements is a nightmare at present. Since there's really no good way to search for them, other than a handful of keywords that get used intermittently in the description, if there even is one. I've had more luck searching by mods that depend on the character helper mod, to the point that close to half of them I was only able to find through that method, and meaning there's probably still a handful of ones I've missed.", "date": "2024-11-07T16:08:06+00:00", "quotes": [] }, { "author": "UselessAqua", "content": "Yes, please. I don't won't to get bothered by people that tag there characters with literally all tags available and no option to report/block those creators.", "date": "2024-12-21T22:13:01+00:00", "quotes": [] }, { "author": "heyqule", "content": "They should add one for planets too.", "date": "2025-01-18T23:22:15+00:00", "quotes": [] }, { "author": "Dae", "content": "+1 for planets", "date": "2025-02-01T09:18:58+00:00", "quotes": [] } ]
4
2024-01-22T09:41:09-06:00
forum-topic-124828
124828
[2.0.28] API has incorrect link: LuaSurface.html#request_path has outdated reference to LuaEntity.html#set_command
Resolved Requests
https://forums.factorio.com/viewtopic.php?t=124828
berggen
https://lua-api.factorio.com/latest/cla ... quest_path says and links to https://lua-api.factorio.com/latest/cla ... et_command . That anchor is not present. I believe this should instead link to https://lua-api.factorio.com/latest/cla ... et_command , possibly with a tip about how to access from LuaEntity?
[ { "author": "", "content": "Thanks, fixed for 2.0.42.", "date": "2025-03-14T17:43:10+00:00", "quotes": [] } ]
1
2024-12-20T11:54:59-06:00
forum-topic-25133
25133
South Africa Co-Op ???
Multiplayer
https://forums.factorio.com/viewtopic.php?t=25133
PUNISHER989
Are there anyone Hosting a server in South Africa or close by? Looking for a Multiplayer server i can join,
[ { "author": "PUNISHER989", "content": "So many views, and no response. I can connect to EU servers just fine, just haven't found a server that hasn't been over run by the aliens. \nIm not a noob, i have played a few maps. so if you are out there, let me know.", "date": "2016-05-11T08:10:45+00:00", "quotes": [] }, { "author": "Phillip_Lynx", "content": "Maybe make an own server and tell here, so you can invite people?", "date": "2016-05-11T08:56:35+00:00", "quotes": [] }, { "author": "PUNISHER989", "content": "not in my capability to do so.", "date": "2016-06-15T09:48:56+00:00", "quotes": [ { "author": "Phillip_Lynx wrote:", "content": "" } ] }, { "author": "Capayo", "content": "I live in South Africa, If it's not too late I'd love to host a server to play on. I'm getting tired of the lag on EU servers.", "date": "2017-04-03T14:16:38+00:00", "quotes": [] }, { "author": "DBNULL", "content": "I'll join. Got no one else in SA to play with.", "date": "2017-05-02T10:50:43+00:00", "quotes": [] }, { "author": "rndmremy", "content": "looks your way. *Shows Interest*", "date": "2017-07-25T09:28:00+00:00", "quotes": [] }, { "author": "wingspan", "content": "Ok Lets Do this! \nIf we have 3 People here I will hire a Server!!", "date": "2018-03-27T11:23:18+00:00", "quotes": [] }, { "author": "Thejudge999", "content": "Wink wink *Shows interest*", "date": "2018-04-11T13:15:22+00:00", "quotes": [] }, { "author": "lukazoid", "content": "I'd be keen but not too active with multiplayer as I'm playing with mods a lot", "date": "2018-04-11T22:23:38+00:00", "quotes": [] }, { "author": "Sicarus", "content": "Is this still happening? If not, will it? South Africa really needs more servers in a lot of games...", "date": "2018-05-13T22:22:35+00:00", "quotes": [] }, { "author": "x10sion", "content": "Im looking to join a server a well!!! Havn't played the game in a while but i am keen to join one if one has become available?", "date": "2018-11-22T12:36:06+00:00", "quotes": [] }, { "author": "K4G", "content": "Any one in SA want to play co-op thx", "date": "2024-09-10T10:30:56+00:00", "quotes": [] }, { "author": "Danx", "content": "Add me on WhatsApp plz ‪+27 81 269 8746‬", "date": "2025-01-24T16:12:51+00:00", "quotes": [ { "author": "K4G wrote: Tue Sep 10, 2024 10:30 am", "content": "" } ] } ]
13
2016-05-10T08:39:54-05:00
forum-topic-113783
113783
Free Icon Resource: 400+ Item/Fluid/Tech Icons
Texture Packs
https://forums.factorio.com/viewtopic.php?t=113783
CmmdrNeverborn
I've been working on a mod, but decided to put it on hold for the time being. If you'd like to use the renders I made for it, they are organized into a GitHub repository here. Free for personal or commercial use, so feel free to edit, adapt, redistribute or otherwise transmogrify the images to suit your needs. Happy modding!
[ { "author": "Saiph", "content": "Nice work! I love the Sardine Tin!", "date": "2024-10-25T23:30:59+00:00", "quotes": [] } ]
1
2024-06-07T19:02:52-05:00
forum-topic-122358
122358
Show actual required Factorio version in downloads page
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=122358
rimbas
The downloads page listing should show what version of "base" is listed in dependencies instead of the "factorio_version". The dependencies page shows them only for the latest release. This should help users with finding which mod version to download if for example there's an extended Factorio experimental phase. Mockup
[]
0
2024-11-21T02:15:07-06:00
forum-topic-77315
77315
Problems with making sand using the centrifuge.
DyWorld
https://forums.factorio.com/viewtopic.php?t=77315
Yaaman42
I've set up a centrifuge to make sand from water using resin filters. I have an assembler making the filter direct inserting them into the centrifuge and a filter inserter to remove the empty filter and make a new resin filter. However, the centrifuge gets stuck. If I connect a tank to the water OUTPUT of the centrifuge, it will run. However, how do I get rid of the water? Just use a "recycler" to burn it away. Is there a better way? Also I have problems doing the math on all the different boilers and steam engines. Anyone who can help will be much appreciated. Having lots of fun with the mod. It got me back to the game after watching KatherineOfSky on YouTube. I have about a thousand hours in vanilla...
[ { "author": "Yaaman42", "content": "Perhaps a waste pipe that works like an inverse offshore pump would be a cool item to have?", "date": "2019-10-28T20:20:49+00:00", "quotes": [] } ]
1
2019-10-28T15:19:00-05:00
forum-topic-101110
101110
Normal6969 learns to do modpacks here. :)
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=101110
Normal69
Yes I know it is terrible to upload this unprepared for the rigorous rules and guildelines early in the morning. I am just happy that the mods together are still working together - and I feel the same if I gave you some new ideas. In theory you will be able to import the pack with ModMyFactory: https://github.com/Artentus/ModMyFactory2/releases The importable file is the one you dowload and unzip from the bottom. Some recap of how this became: My favourite games are those which I could transform with mods to my unrefined tastes. It's a hobby. Krastorio 2 and Space Exploration are already compatible, after looking around I've spiced them up with several interesting, dangerous and quality of life mods, trying to keep in mind the loading time and how well it runs. Always check the mod options fully. A lot of combinations were taken from other modpacks I've tried to play, I encourage you to do the same. I have an ongoing playthru, where my character and knowledge survives the world-reset after overhauling the pack again and again. I'd also be glad if you direct me to a text based FAQ how can I upload this to the mod portal as a real pack. Please? Updated the mods (202-01-08), removed Map Cleanup as it caused errors (after map restart via NewGame+, and missing chunks in Factorissimo houses). Have fun!
[ { "author": "Normal69", "content": "It seems that these mods need to be activated whatever I do : \n-Bio Industries \n-Shield Projector \n \nJust edited the files. Hope they are right now. \nThose 12 people who downloaded it: \nI'd be happy to have some feedback.", "date": "2022-01-04T17:38:21+00:00", "quotes": [] }, { "author": "Normal69", "content": "See a short recap what kinds of mods are there: \n \naai-industry\t\t\t\t\t- some light recipe and research modifications, a bit more burner stuff \naai-programmable-structures\t\t- automated control, depos, garages, auto-deployment of vehicles \naai-programmable-vehicles\t\t- for automated vehicles (can be set up like a strategy game) \naai-signal-transmission\t\t\t- wireless logisctics even between planets \naai-signals\t\t\t\t\t\t- special signal types for the above \naai-vehicles-chaingunner\t\t- your usual turret on tracks \naai-vehicles-flame-tank\t\t\t- scaled up spider exterminator \naai-vehicles-flame-tumbler\t\t- a crash-proof racecar with flamers \naai-vehicles-hauler\t\t\t\t- a transport truck (my low-level long range transport - use shipt clicks to set up a route-loop, then set the vehicle on it) \naai-vehicles-laser-tank\t\t\t- your energy turret on tracks \naai-vehicles-miner\t\t\t\t- moving mine, park it on an ore patch, also harvests wood and uses it as fuel \naai-vehicles-warden\t\t\t\t- a multipurpose armed repair vehicle \naai-zones\t\t\t\t\t\t- set up restricted zones for the programmed auto-behaviors above \nAfraidOfTheDark\t\t\t\t\t- better flashlight and lamps \nAircraft\t\t\t\t\t\t- from a simple scout ro the flying fortress, AAI covers them too \nalien-biomes\t\t\t\t\t- biomes on different planets \nBig_Brother\t\t\t\t\t\t- surveillance buildings \nBio_Industries\t\t\t\t\t- biology related factories, terraformers, but compressed logistics, like solar farm, power pole and substation \nbobinserters\t\t\t\t\t- after several researches, tell your inserters exactly where from/to move \nBottleneck\t\t\t\t\t\t- icons will show problems with production lines \nbullet-trails\t\t\t\t\t- nice looks \ncar-finder\t\t\t\t\t\t- where I've parked? \nCold_biters\t\t\t\t\t\t- cold themed enemies for cold biomes, several researches and stuff \ncombat-mechanics-overhaul\t\t- combat-related settings, for example shots don't go over walls, acid pools don't hurt fliers, and such \nCompanion_Drones\t\t\t\t- your personal entourage of death-buld drones \nCopyPasteModules\t\t\t\t- copy module setup with recipes \nEnhanced_Map_Colors\t\t\t\t- nice \neven-distribution\t\t\t\t- draging your items over containers distribute them evenly \nExplosive_biters\t\t\t\t- hot themed enemies for hot biomes, several researches and stuff \nFactorissimo2\t\t\t\t\t- different sized houses with bigger, but limited surfaces, makes it easier to group and move your factories (use Factory Bulk Transfer Pipes for fluid trasfer) \nfactoryplanner\t\t\t\t\t- play your ftroughput and craft speed \nFill4Me\t\t\t\t\t\t\t- auto filling fuel into anything placed down \nflib\t\t\t\t\t\t\t- library mod for other stuff \nFlow Control\t\t\t\t\t- fixed shapes for pipes, for tight areas \nFNEI\t\t\t\t\t\t\t- search all recipes \ngrappling-gun\t\t\t\t\t- shoot where you want to go \ninformatron\t\t\t\t\t\t- wiki mod for AAI and Space Exploration \njetpack\t\t\t\t\t\t\t- fly with fuel, an armor module \nKrastorio2\t\t\t\t\t\t- a difficulty and function overhaul, the end-game is to open a wormhole to message home, lots of interesting and useful stuff \nKrastorio2Assets\t\t\t\t- library mod for other stuff \nmanual-inventory-sort\t\t\t- sort inventories with a button combo or click (I set up the buttons) \nMF_Base\t\t\t\t\t\t\t- library mod for other stuff \nMining_Drones\t\t\t\t\t- wind up dwarves for mining with a depot - no power needed, but pollutes \nMobile_Factory\t\t\t\t\t- 3 kinds of crawler-vehicles, inside can be expanded, has an matter-storage system like Applied Energistics \nMobile_Factory-Jets\t\t\t\t- multipurpose flying drones for that \nMobile_Factory_Graphics\t\t\t- library mod for other stuff \nmore-minimap-autohide-017\t\t- don't get it in the way \nNatural_Evolution_Buildings2\t- buffed up enemies with several researches and buildables \nNewGamePlus\t\t\t\t\t\t- restart your game, but keep evolution/inventory/research intact (a great testing tool, I've used it 5 times already on my playtrough when the mods changed a lot) \nNightfall\t\t\t\t\t\t- enemies come at night \nNova-Natural_Evolution_Enemies\t- library mod for other stuff \nNoxys_Extra_Settings_Info\t\t- in the mod settings tooltips say min/max values too \nNoxys_Trees\t\t\t\t\t\t- tree growth and spread \nNoxys_Waterfill\t\t\t\t\t- amke water holes, research, and crafting is needed \nNPBees2\t\t\t\t\t\t\t- make resources, but needs several researches and complicated production \nqol_research\t\t\t\t\t- better avatar abilities via research \nRateCalculator\t\t\t\t\t- select a production line, it auto-calculates the speed of components and recipes \nReactor Interface\t\t\t\t- a logistic connection for start/stop a reactor \nrobot_attrition\t\t\t\t\t- drones can break down on different planets \nRobot_Battery_Research\t\t\t- as it says \nRPGsystem\t\t\t\t\t\t- better avatar abilities via combat experience \nshield-projector\t\t\t\t- as it says, needed for Space Exploration to protect your ship from meteors \nspace-exploration\t\t\t\t- your quadrant of galaxy to explore, huge amount of new stuff, really extended engame to fly home in a huge built starchip \nspace-exploration-graphics\t\t- library mod for other stuff \nspace-exploration-graphics-2\t- library mod for other stuff \nspace-exploration-graphics-3\t- library mod for other stuff \nspace-exploration-graphics-4\t- library mod for other stuff \nspace-exploration-graphics-5\t- library mod for other stuff \nspace-exploration-postprocess\t- library mod for other stuff, other mod compatibilities \nspidertron-logistics\t\t\t- buffing it with new possibilities, remote control on different planets \nSqueak Through\t\t\t\t\t- you can walk between connecting buildings, and over pipes \nstdlib\t\t\t\t\t\t\t- library mod for other stuff \nTimeTools\t\t\t\t\t\t- change time and day-speed \nTodo-List\t\t\t\t\t\t- don't forget what you wanted to do yesterday, an in-game notepad, assign work to others in multiplayer \nTransport_Drones\t\t\t\t- little cars trasferring resources over prebuilt roads, less laggy than drone network, a lot of different researches \nVehicleSnap\t\t\t\t\t\t- choose degrees of turning to snap to \nVoidChestPlus\t\t\t\t\t- anything you put in, disappears \nWater_Ores\t\t\t\t\t\t- oregen over water", "date": "2022-01-08T07:57:34+00:00", "quotes": [] }, { "author": "Normal69", "content": "By the way, if you speak mordorian, here are some moments: \n https://www.youtube.com/playlist?list=P ... i44x0Ggi4d", "date": "2022-01-08T23:29:13+00:00", "quotes": [] }, { "author": "Normal69", "content": "I'll cross my fingers that there are no problems with this: \n https://mods.factorio.com/mod/unholy_legacy \n \nIt seems that only one version number was mistyped.", "date": "2022-01-10T17:05:42+00:00", "quotes": [] }, { "author": "robot256", "content": "Looks like an ambitious pack! I'll just make a comment that for mods with a lot of mandatory dependencies like Space Exploration, you don't have to include all of its dependencies in your info.json unless you want to peg all of them equal to a specific version. That way, if their list changes, you don't have to update your pack.", "date": "2022-01-10T21:49:46+00:00", "quotes": [] }, { "author": "Normal69", "content": "Thank you! \nDo you mean I should remove lines like these? \n Code: Select all \"shield-projector >= 0.1.3\",\n \"space-exploration-graphics >= 0.5.14\",\n \"space-exploration-graphics-2 >= 0.1.1\",\n \"space-exploration-graphics-3 >= 0.1.1\",\n \"space-exploration-graphics-4 >= 0.1.1\",\n \"space-exploration-graphics-5 >= 0.1.2\",\n \"space-exploration-postprocess >= 0.5.27\",\n \n\nI've thought by using this \"greater than\" version number, any later version would fit in.", "date": "2022-01-16T11:55:26+00:00", "quotes": [ { "author": "robot256 wrote: Mon Jan 10, 2022 9:49 pm", "content": "" } ] }, { "author": "robot256", "content": "Yes, that's right. The Space Exploration mod itself is already a modpack, which sets the versions of everything it needs to function. Anything required there doesn't need to be also listed in yours. More importantly, putting just \"Space Exploration\" in your modpack makes it easy for users to see what's in it without confusing them. (Also reduces the amount of work you need to do, and opportunities for mistakes, copying/updating the Space Exploration dependency list into your list.) \n \nOther mods that fall into this category are Krastorio 2 Assets, Factorio Standard Library, Mobile Factory Graphics, MF: Base, Informatron, Jetpack, AAI Signal Transmission, Alien Biomes, AAI Industries, AAI Signals, AAI Zones. \n \nStrictly speaking, there's no need to specify versions in your modpack for anything if the latest version of everything works together when you first release it. If some mods update and cause a new incompatibility bug, you might need to put a \"=\" version requirement to avoid using the later, breaking version until the bug is fixed. Other than that, you can just have the mod names in your list and if someone has a problem, they just need to update to the latest of everything.", "date": "2022-01-16T16:04:37+00:00", "quotes": [] }, { "author": "Normal69", "content": "Thank you! \nI will notice if something off because I'm currently playing it. \n \nAnother questin: is this arrangement for the pack a problem, or it's enough to remove already standing dependencies (like you wrote) when I'll refresh the pack?", "date": "2022-01-17T16:00:09+00:00", "quotes": [ { "author": "robot256 wrote: Sun Jan 16, 2022 4:04 pm", "content": "" } ] }, { "author": "robot256", "content": "It's not a problem as it is. You can clean it up later. Have fun!", "date": "2022-01-17T18:29:40+00:00", "quotes": [] }, { "author": "Normal69", "content": "Oh wow, this is wonderful! \n \nSo it would work like this?\n Code: Select all \"TimeTools\",\n \"!Todo-List\",\n \"?Transport_Drones\",\n \n\nPlease confirm. :O", "date": "2022-01-23T19:50:57+00:00", "quotes": [ { "author": "robot256 wrote: Sun Jan 16, 2022 4:04 pm", "content": "" } ] }, { "author": "robot256", "content": "Yes, just like that! \n \nYou probably saw there are two other dependency prefixes, optional hidden \"(?)\" [to force load order without cluttering the list] and non-ordered \"~\" [intentionally ignore load order], but those aren't needed for modpacks at all.", "date": "2022-01-23T20:09:06+00:00", "quotes": [ { "author": "Normal69 wrote: Sun Jan 23, 2022 7:50 pm", "content": "" } ] }, { "author": "Normal69", "content": "Of course! Would I lie to you? \n \nNo I didn't. \nAll the indo I've got is from looking into other modpack zips. \n \nSo we have a load order? \nWhy? What is it for? How it would react if a ~ mod ignores it? \nSo many questions, and so little time!", "date": "2022-01-27T19:37:10+00:00", "quotes": [ { "author": "robot256 wrote: Sun Jan 23, 2022 8:09 pm", "content": "" } ] }, { "author": "robot256", "content": "Give the docs a read: https://lua-api.factorio.com/latest/Data-Lifecycle.html \n \nMod A can only reference or modify things made by Mod B if the other mod was loaded first during a particular stage. Mod A includes a dependency on Mod B to make sure that Mod B always loads before it. If Mod C needs to modify Mod A, and includes its own dependency, then the game will always load Mod B, then Mod A, then Mod C. \n \nThis is also the reason that you have to reload the entire game every time you change anything in the mod configuration. Any mod can modify any other mod that loads before it, and slight changes in one mod or its dependencies can change the load order or game state for everything else. \n \nBut what happens if Mod A requires Mod B, and Mod B requires Mod A? That's a circular dependency. Mod B can't change Mod A if Mod A also has to change Mod B because one of them has to load before the other. If, however, Mod B needs Mod A to exist when the game starts but doesn't need to change Mod A during loading, then Mod B can include Mod A as an unordered dependency. No loops, and both mods still get installed together automatically. \n \nThis feature was added specifically for Space Exploration, where the Postprocess script has everything as hard dependencies so it loads last (since it changes all the recipes and technologies based on what you have installed), but the main mod has Postprocess as an unordered dependency so that nobody forgets it by accident.", "date": "2022-01-27T21:51:09+00:00", "quotes": [] }, { "author": "Normal69", "content": "You are a good teacher. \n \nSo my \"modpack mod\" is loaded last as it has hard dependencies for everything, except where - by your wise lead - I've removed the dependent-dependent mods. \n \nI was wondering if I can make a compatibility patch for two mods which have some items duplicated, like sand or oxygen, and you seem to provided the info for that. \nFor example the Krastorio2 one is called Sand and the Mobile Factory one is mfSand.", "date": "2022-01-29T21:45:48+00:00", "quotes": [ { "author": "robot256 wrote: Thu Jan 27, 2022 9:51 pm", "content": "" } ] }, { "author": "robot256", "content": "You could, but it could also be a separate patch mod. Maybe message the author of this one to try adding it: https://mods.factorio.com/mod/MF_Compat \n \nThat type of compatibility fix typically requires looping through every recipe and changing one ingredient name to another. This would go in data-final-fixes.lua.", "date": "2022-01-29T23:58:28+00:00", "quotes": [] }, { "author": "Normal69", "content": "I've dropped him a comment, thanks! \nI lack the exact knowledge, but I've offered him to do the boring Notepad++ work.", "date": "2022-01-30T09:07:37+00:00", "quotes": [ { "author": "robot256 wrote: Sat Jan 29, 2022 11:58 pm", "content": "" } ] }, { "author": "Normal69", "content": "My gaming friend commented on me that I am a chicken and will never reach space. \nSo I've thought about it, and took his hidden wisdom to my hearth. \n \nWent looking around for another modpack-solution for providing more recipe advancements, different paths of going forwards, keeping the adventure aspect, perhaps multiplayer and easier loading/running. \n \nIt might be a success and a new pack coming around, dubbed Kras Ghoulash, from your favourite ork mekboy granpa. \n \nSpace Exploration and it's dependecies went away, freeing up almost 350MB from loading. \nTried Dark Utilities which is a fine one, but haven't been updated for a time, now I'm looking into 248k with great interest. \nThere are several modules from ModMash Splinters which I fit in, for example we have now underground levels, and different dimensions? \nMust play with it a few hundred hours till I'm satisfied with the unbalances I'll introduce. \nAlso found a few quality of life ones. \n \nPlus Team Competition seems to be a great one, teams with separate starting places, diplomacy, new dangers, no offline biter attacks, npc market, and several types of game: \n \n \nFor example this is a possible starting area: \n \n \nThey are running together, and I am testing.", "date": "2022-01-30T09:19:04+00:00", "quotes": [] }, { "author": "Normal69", "content": "For all of your dose of horror and terror: https://mods.factorio.com/mod/kras_ghoulash", "date": "2022-01-31T19:34:32+00:00", "quotes": [] }, { "author": "Normal69", "content": "I wonder how I can make the mod-settings for the pack public? \nAs an optional thing if you wanna play my packs with the balance I consider pleasing?", "date": "2022-02-07T09:39:46+00:00", "quotes": [] } ]
19
2022-01-03T01:07:06-06:00
forum-topic-126824
126824
A fan project for Helldivers 2
Off topic
https://forums.factorio.com/viewtopic.php?t=126824
Puppet
Hi engineers ! Or should I say helldivers if you've read the title. I had a project idea for quite a long time now on helldivers 2, which is to make a tactical squadron. Obviously groups like this already exists but what makes it original is the features I would like to make inside it : 1. What I would call a strategic pole, where strategists elected by the community think about strategies to take dependently on the galactic war status. Then "head strategists" would be the few ones to chose which tactic to adopt, then dispatch it to the community to execute. 2. Special "Units" that would be composed of trues veterans of helldivers, and would be deployed in certains urgent situations. 3. Other side things like people to create good loadouts for people who are lost in all the weapons and stratagems that Super Earth have to offer, some events maybe. Anyways, the most important goal of the project is to create strong bonds between helldivers, and have also organize our strength around the galaxy to spread and defend democracy. Plus I already got the name of the squadron. So if you're interested in helping me with the project feel free to tell me and add me on discord "puppet816". Please consider that is it only a fan project, there isn't any kind of engagements, only be very motivated, have spare time and be sure that you want this squadron to emerge.
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0
2025-02-13T11:27:14-06:00
forum-topic-25752
25752
Factorio Forums • You can find it cool Mod Pack
A bit of challange from mods like DyTech War, Natural Evolution, Swarm etc. A bit of complexity from mods like Bob's mods, Angels mods etc. A bit of exploration from Rso mod. A bit of other small addons to sweetewn the whole. Enjoy picture of mods in this pack lights mod pack Light's mod pack v_0.1 some more info about configuration Dytech war difficulty = 5 Dytech world = only xp system left, ruins/loot generation turned off Dyzyllia spawner on (very hard enemies) Changed few recipes (e.g. dytech laser turrets) There should be no duplicates No overly good machines changelog v_0.1 - fixed recipes List and links of used mods in this pack 5dim core, trains Advanced Logistic System Aircraft Angels Infinie Ores Angels Refining Angels Processing Autofill Better Icons Biter Friendly Rails Bob's mods DyTech mods Day Night Extender Enhanced Map Colors EvoGUI Factorio Basics (Extended) FARL Fractional Destilation Landfill Macromanaged Turrets Map Labels Natural Evolution Orbital Ion Cannon Oxygen Rail Tanker Red Alerts Rso mod Swarm The Fat Controller Treefarm Lite Uranium Power VanillaΣx Werehousing Sort Invenory
[ { "author": "", "content": "You need to post proper link, this one is wrong. (you probably took it from your direct search bar instead of share link) \nOtherwise, woah.. This combination of mods. Definetaly a challenge, will try!", "date": "", "quotes": [] }, { "author": "", "content": "Damn, thanks for pointing that out! Dunno why I didn't share that one.", "date": "", "quotes": [ { "author": "SlyJacob wrote:", "content": "" } ] }, { "author": "", "content": "A text list aswell as links to the mods would be great!", "date": "", "quotes": [] }, { "author": "", "content": "nie mozna zrobic steam enginow, bo wymagaja jakichs circuitow ktorych nie mozna zrobic \n http://screenshot.sh/ouEYXN7wNDcDe \n http://screenshot.sh/oAzO7UhvyPi0k \n http://screenshot.sh/mE60wMXmQ8YOI \npozdrawiam", "date": "", "quotes": [] }, { "author": "", "content": "Pamiętam, że zmieniałem recepty i dane technologi ponieważ, jak wyżej przedstawiłeś, mody wchodziły w konflikt. \nDziwne. \nZaraz to naprawię i odświeżę link do paczki. Dla was wrzucę naprawione pliki w tym poście. \nPs. Paczka w 100% wspiera język polski \n \nEnglish. \nI remember that I changed those recipes and technologies to make it so mods don't get in conflict with each other. \nWeird. \nI will fix that in no time. I will refresh mod pack link and post repaired files in this post. \n \nEdit* \nOk. Gotowe / It is done. \nReplace this : and everything will be okay.\n \n \n CORE-DyTech-Core_1.9.9.zip \n (2.1 MiB) Downloaded 226 times \n \n \n \n \n MapLabels_0.1.0.zip \n (5.57 KiB) Downloaded 228 times", "date": "", "quotes": [ { "author": "jestemrozem wrote:", "content": "" } ] }, { "author": "", "content": "Dzieki teraz działa \nThanks its now working ! use this files to fix some problems with recipes greetings ! \nmasz skype'a ? albo jakiegos tsa ? \nale dalej cos jest zle, bo z saphritu recipy nie akceptuja crushed stune, tylko z stiratitu, taki byl zamysl ? ;p", "date": "", "quotes": [] }, { "author": "", "content": "Mówisz o ręcznym tworzeniu kamienia? \nJeśli tak, wtedy zakładam, że mod domyślnie wybiera tę rudę. \nNadal możesz zbierać skruszony kamień z każdej rudy i przerabiać go w kamień. Po prostu kiedy robisz to ręcznie, domyślnie (gdy brak jest skruszonego kamienia) mod wybiera ten jeden rodzaj rudy. \nTakie są moje przypuszczenia", "date": "", "quotes": [ { "author": "jestemrozem wrote:", "content": "" } ] } ]
7
forum-topic-121878
121878
New Live Stream
Videos
https://forums.factorio.com/viewtopic.php?t=121878
DeadHippie
Live Streaming Factorio Now YouTube DeadHippie62. :lol: https://youtu.be/WrApeEWEkiA
[ { "author": "DeadHippie", "content": "Will be live streaming from 12:00 Noon to 2:00pm PST Sunday Nov.24,2024.", "date": "2024-11-24T16:40:07+00:00", "quotes": [] }, { "author": "DeadHippie", "content": "Live Now on Youtube DeadHippie62. Nov. 27,2024 9:30 am PST", "date": "2024-11-27T17:21:33+00:00", "quotes": [] }, { "author": "DeadHippie", "content": "Will be live steaming today Dec 1, 2024 From 12:00 pm to 2:00 pm ish PST", "date": "2024-12-01T14:14:06+00:00", "quotes": [] }, { "author": "DeadHippie", "content": "lIVE ON yOUTBE/DeadHippie62. 12/7/2024 8:00pm PST", "date": "2024-12-08T04:07:10+00:00", "quotes": [] }, { "author": "DeadHippie", "content": "Live Steaming today 12/8/2024 12:00pm to whenever PST. Stop by and have chat.", "date": "2024-12-08T19:47:33+00:00", "quotes": [] }, { "author": "DeadHippie", "content": "Live Stream up now. Stop by and have a chat...12/15/2024 https://www.youtube.com/watch?v=eZpIrw9N1H4", "date": "2024-12-15T20:05:02+00:00", "quotes": [] }, { "author": "DeadHippie", "content": "Live streaming now 12/20/2024 2:30 pst https://youtu.be/WrApeEWEkiA", "date": "2024-12-20T22:29:26+00:00", "quotes": [] }, { "author": "DeadHippie", "content": "Live STreaming Now 5:30 PM PST https://youtu.be/69ymXzw9pKk", "date": "2024-12-25T01:29:57+00:00", "quotes": [] }, { "author": "DeadHippie", "content": "Live streaming now on youtube. come join me and chat. https://youtu.be/nxvCOT_eH3Q", "date": "2025-01-27T20:58:57+00:00", "quotes": [] }, { "author": "DeadHippie", "content": "Live streaming now on youtube. come join me and chat. https://youtube.com/live/3UdAsYu4KU8?feature=share", "date": "2025-02-02T02:40:59+00:00", "quotes": [] } ]
10
2024-11-17T13:17:16-06:00
forum-topic-127140
127140
[2.0.35] Quality burner-generator has wrong max consumption tooltip
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127140
StephenB
Go in map editor. Use the sidebar to place down a legendary burner-generator. Tooltip says max consumption is 2.0 MW (efficiency 50% , power output 2.5 MW). If you put coal in it and put down an electric interface to use up the energy, and time it, it burns 50 coal in 40 seconds so it's actually consuming 5MW. This power consumption scales with quality the same way as power output, but the tooltip always says 2.0 MW max consumption making it look like it's going to generate more energy than it consumes. This is different from other entities (boiler, reactor, generator) where the tooltip shows quality scaling of max consumption correctly. I don't care about the actual `data.raw["burner-generator"]["burner-generator"]` entity but I'm working on a mod that uses that type.
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0
2025-02-26T00:13:27-06:00
forum-topic-127251
127251
[2.0.33] Ctrl+Click remotely in equipment grid removes one of each
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127251
sben
What did you do? What happened? I was trying to set forced-item-replacement requests in equipment grid over the remote viewer (which does not seem to work or to be implemented). What I found is that [Ctrl+Click] on an empty slot does have wrong effect: It splits up the equipment grid, randomly selecting which items to keep and on which equipment to place removal request (or in case of ghosts, the ghost is removed immediately). What did you expect to happen instead? It might be obvious to you, but do it anyway! To either remove all equipment or none, not randomly selecting which one to keep. Removing no items would be desirable for me. Tested this few times, each time different equipment pieces were kept and removed. Note that I did not have enough space in the user inventory that would be sufficient to store all the equipment, but this should be irrelevant to this case, since these are bot requests made over the remove viewer. Does it happen always, once, or sometimes? Always. See pictures: Before [Ctrl + Click]: broken-grid-removal-1.png (115.89 KiB) Viewed 156 times After [Ctrl + Click]: broken-grid-removal-2.png (96.26 KiB) Viewed 156 times
[ { "author": "sben", "content": "seems someone renamed the title of this bug report, \nI did not notice how many pieces of the different equipment types get removed - but can confirm the one of each behaviour after a little bit of testing", "date": "2025-03-04T16:13:06+00:00", "quotes": [] } ]
1
2025-03-03T19:55:25-06:00
forum-topic-30853
30853
Circuit network features for 0.15 - Page 7
Development Proposals
https://forums.factorio.com/viewtopic.php?t=30853&start=120
Optera
Would be my top priority as well. So many sleek train loader and smart furnace designs suddenly becoming possible..... My votes for bit operators and more decider operands have been implemented already. Here's hoping the switchable beacon might become reality too.
[ { "author": "MeduSalem", "content": "Yeah, train loader/unloading... smart furnaces... I miss especially the later. Though I XNight's approach to overcome the stack size problems is truly awesome... I wish it would be easier. \n \nMy votes were: \n \nAssembler Set Recipes ... obviously. \nMore decider operands as well \nLogic Combinator ... because sometimes they would be better and more straight forward than emulating the behaviour with deciders \nTimer Combinator ... because emulating that behaviour sometimes turns awkward too \n \nThough I'm looking forward to the train station features as well... because I would have voted on them too, but they won the popularity votes anyways. xD \n \nA question though... is the switchable beacon really necessary? ... because it can be done with the powerswitch too. That said I hate the yellow blinking and it would be nice if one could turn them off without that...", "date": "2016-12-17T19:30:59+00:00", "quotes": [ { "author": "Optera wrote:", "content": "" } ] }, { "author": "Optera", "content": "For me being able to switch off beacons would be a quality of life enhancement. \nCurrently I switch off whole modules when not needed but it has some ugly side effects. \na) if one pole is replanted it very likely will short circuit the power switch \nb) I need to run a separate power line to keep the lights on \nc) inserters stop mid cycle which looks really ugly \nWith switchable beacons I could turn off resource input and switch the beacons off, which would be a much more graceful way to turn off a module. \n \nI can't wait to see how the changes to train stops will break my Logistic Train Network mod", "date": "2016-12-18T16:25:41+00:00", "quotes": [] }, { "author": "mrvn", "content": "I saw a mod for buildings that you can enter and then place other buildings inside. The mod was for placing assembler inside so you could for example make a factory that takes iron plates and copper plates and produces electronic circuits in a single building. So factorio seems to already have the ability to do recursive constructs. So how about adding a breadboard or circuit board item that you can place. On the outside it would have circuit connections for input and output. Number of inputs and outputs could depend on size (level 1 research has 2x1 tiles, level 2 has larger boards with 2x2 tiles, ...). And then you enter them and can place combinators and wires inside. \n \nA followup idea would be an assembler that takes a blueprint of such a circuit board and then builds them according to the blueprint. If you don't like the idea of entering the circuit board to design it then the assembler could take the blueprint of a normally build circuit and create a circuit board of it.", "date": "2016-12-25T17:02:44+00:00", "quotes": [ { "author": "vanatteveldt wrote:", "content": "" } ] }, { "author": "MadOverlord", "content": "I started playing too late for the poll, but with respect to being able to set Assembler recipes, I would definitely like this as an endgame feature. \n \nOne suggestion that might make implementation / use easier: do LRU or \"smallest quantity\" cache ejection when needed to open up a buffer slot. You're going to have to sort the ejected materials out of the finished products belt/box anyway, so it doesn't matter if it happens automatically or is commanded somehow (and the former is simpler). Might be nice to have a \"flush\" recipe that just clears the buffers though.", "date": "2016-12-30T17:04:05+00:00", "quotes": [] }, { "author": "hansinator", "content": "Yes that's true. Hopefully the dev's will change their mind. I haven't visited this thread for a while and missed the current discussion on this topic. My unawareness and recent disappointment caused me to start this thread: viewtopic.php?f=5&t=39218 \nI already feel a little bad now for posting a separate complaints thread.. \n \nTo sum it up: The general problem is, that there are quite a few things that make it impossible to control the flow of items in quantity and time which in turn makes all advanced control circuits problematic. What I would like is that changes like inserter stack size are checked (before implementing them) if they would break the ability to precisely control count-perfect (or tick-perfect) movement of items.", "date": "2016-12-31T19:02:38+00:00", "quotes": [ { "author": "siggboy wrote:", "content": "" } ] }, { "author": "vanatteveldt", "content": "@hansinator: I don't think it is quite as bad as you sketch it. Some fine grained tuning is indeed impossible due to stack sizes and implementation details, but at least for things like variable numbers of ticks for some operations it would be the case IRL as well: everything has a tolerance, and nothing is perfect. And there's a number of useful things in the circuit network that are possible now: disable production lines for certain conditions, including if output is backed up, store items in buffer if input is backed up, move items only to a destination X tiles away if the supply is low and there are no items in transit, balanced loading etc. It could be a lot nicer with some additions, but it is certainly not a gimmick as it is right now. \n \nFor the problem of imprecise control over numbers of items, what about this simple solution: allow a second option when connecting chests to the circuit network to limit the contents and size of a chest to the supplied value, i.e. if you connect a chest to a constant combinator that emits 3 iron and 1 steel, the chest will only accept exactly that content. This allows you to move exactly N items from A to B by placing the chest inbetween, and allows for dynamic filtering. \n \nOne other improvement would be to make inserters a bit 'smarter' by having them grab at most the number of items that the destination will accept. Currently if there is room for 1 plate in a chest, an inserter will happily grab 12 plates, insert 1, and keep hovering over the chest with the remainder. \n \nAlternatively, allow inserters to accept a filter+amount option, so if you wire 2 iron to the inserter it will only grab iron and only 2 at a time.", "date": "2017-01-01T15:51:05+00:00", "quotes": [] }, { "author": "aober93", "content": "Where is the option to vote for inserter stack size?", "date": "2017-01-08T15:13:37+00:00", "quotes": [] }, { "author": "MeduSalem", "content": "Twinsen mentioned in another thread that the inserter stack size stuff will probably be added with 0.15.", "date": "2017-01-08T16:48:41+00:00", "quotes": [ { "author": "aober93 wrote:", "content": "" } ] }, { "author": "hansinator", "content": "Just found that post. \n \n\nThe solutions that I have seen being discussed before don't work with filter inserters. If you don't need filtering you don't even need a combinator, just a wire and a pole..", "date": "2017-02-02T23:10:58+00:00", "quotes": [ { "author": "siggboy wrote:", "content": "" }, { "author": "Optera wrote:", "content": "" }, { "author": "DaveMcW wrote:", "content": "" }, { "author": "vanatteveldt wrote:", "content": "" } ] }, { "author": "Hugedata", "content": "How about the ability to count the number of active/available robots in a logistic network? \n \nI would love to be able to automate building more robots anytime the available robots hits zero", "date": "2017-02-16T13:53:07+00:00", "quotes": [] }, { "author": "steinio", "content": "This is already implemented. Just connect a roboport to your circuit network. You can select different signals outputting amount and available logistic or construction robots. \n \nGreetings steinio", "date": "2017-02-16T14:01:44+00:00", "quotes": [ { "author": "Hugedata wrote:", "content": "" } ] }, { "author": "js1", "content": "With the recent implementations of von Neumann probes, I think anything that allows blueprint placement (what e.g. Conman mod does https://mods.factorio.com/mods/justarandomgeek/conman ) would qualify for consideration as well. Also, some more capability to read the map with circuit combinators would be useful, too. \n \nI am so looking forward to contests of two different von Neumann probes in Factorio.", "date": "2017-04-10T12:52:25+00:00", "quotes": [] }, { "author": "DaveMcW", "content": "I would love to have a >>> operator for logical shift instead of arithmetic shift . \n \nAny bitwise operation that touches the sign bit is very awkward to do without it.", "date": "2017-04-28T06:01:33+00:00", "quotes": [] }, { "author": "justarandomgeek", "content": "Alternately, the current arithmetic shift can be a yellow >> and a logical shift could be the blue >>, to preserve the arithmetic/bitwise coloring. << could then be either color.", "date": "2017-05-14T01:22:54+00:00", "quotes": [ { "author": "DaveMcW wrote:", "content": "" } ] }, { "author": "Claudius1729", "content": "The concept of an item circuitboard that would be built from a blueprint of a circuit network seems very cool. But in practice, how it would work? Let's say for instance I build a small circuit that takes in input signal A, B and C, and then return 2*A+B-min(A,B) (basic, but footprint of a dozen factorio circuit components). \n \nHow would the circuitboard know where are the \"external\" inputs, and where are the \"external\" outputs?", "date": "2017-05-16T08:54:59+00:00", "quotes": [ { "author": "mrvn wrote:", "content": "" }, { "author": "vanatteveldt wrote:", "content": "" } ] }, { "author": "mrvn", "content": "Every combinator, which would include such user designed circuit boards, has 2 bus inputs and 2 bus outputs: red wire and green wire. Combinators are 1x2m large so that they have an input tile and output tile. Custom circuit boards would be just the same. At least 1x2m large with input and output tiles predefined. This takes care of connecting the outside world to the chip. But what about internally connecting the signals to the combinators? \n \nI imagine in the blueprint you need to define some terminals where the input and output connects to. I would add a new combinator \"terminal\" that also has an input side and output side. But whatever signal you connect to the input side becomes the output of the chip and whatever is connected to the input of the chip becomes the output of the combinator. If the chip has more than one of them then every output is the same and the inputs are additive.", "date": "2017-05-16T09:12:38+00:00", "quotes": [ { "author": "Claudius1729 wrote:", "content": "" }, { "author": "mrvn wrote:", "content": "" }, { "author": "vanatteveldt wrote:", "content": "" } ] } ]
16
2016-08-12T07:26:12-05:00
forum-topic-117432
117432
[raiguard] [2.0.11] [starmap] data.raw["surface-property"].hidden = true has no effect.
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=117432
micromario
Greetings, I have defined the following ["surface-property"] Code: Select all data:extend{{ name = "ceiling", type = "surface-property", default_value = 1, is_time = true, hidden = true }} However it seems the hidden field has no effect. The values are still visible in the starmap. 10-25-2024, 10-24-56.png (128.04 KiB) Viewed 924 times
[ { "author": "micromario", "content": "Log", "date": "2024-10-25T15:25:49+00:00", "quotes": [] }, { "author": "micromario", "content": "Here is the offending mod:", "date": "2024-10-25T15:28:05+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report, this has been fixed for 2.0.33.", "date": "2025-01-28T00:17:59+00:00", "quotes": [] } ]
3
2024-10-25T10:25:11-05:00
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