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Matchmaking_API
|
Matchmaking API - Factorio Wiki
|
[] |
Matchmaking API - Factorio Wiki
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Category:
Internal API
The matchmaking API allows Factorio servers to advertise themselves, and for players to browse open game servers. The matchmaking server currently uses
Heroku
and
Green Unicorn
software.
API root:
https://multiplayer.factorio.com/
Some of the API endpoints require the use of an authentication token, which is obtained through the
Web Authentication API
. It is sent as the HTTP parameter named
token
and encoded using hexadecimal. All requests are encoded as JSON objects.
Work in progress! I'm just going to jot down some random notes in the mean time :P
https://multiplayer.factorio.com/get-games
https://multiplayer.factorio.com/get-game-details/
Unauthenticated
https://multiplayer.factorio.com/create-game
https://multiplayer.factorio.com/post-game-heartbeat/
https://multiplayer.factorio.com/remove-game/
Contents
1
Object Types
1.1
Server Description Object
1.2
Application Version
1.3
Mod Description
1.4
Error Message
2
Endpoints
2.1
get-games
2.2
get-game-details
Object Types
Server Description Object
| Key | Type | get-games | get-game-details | create-game | Description |
| ------------------------- | --------------- | --------- | ---------------- | ----------- | --------------------------------------------------------------------------------------------- |
| application_version | object | β | β | β | Seeapplication versionbelow. |
| description | string | | β | β | The server's description. |
| game_id | integer | β | β | β | A unique id generated by the matchmaking server to identify a server for other API endpoints. |
| game_secret | string | | | β | |
| game_time_elapsed | string(integer) | β | β | β | Number of in-game minutes the loaded map has elapsed. |
| has_password | string(boolean) | β | β | β | "true" if a password is required to join the server. |
| host_address | string(ip:port) | | β | β | The IP address and port number the game server is hosted on. |
| last_heartbeat | number | | β | | The Unix timestamp of when the game server was last heard from. |
| max_players | string(integer) | β | β | β | Maximum number of players allowed to connect at once. 0 = unlimited. |
| mod_count | integer | β | | | Number of mods installed on the server. |
| mods | object[] | | β | β | List ofmods and their versionsinstalled on the server. |
| mods_crc | integer | | β | | |
| name | string | β | β | β | Server's name. |
| players | string[] | β | β | | List of player's usernames connected to the server. |
| require_user_verification | string(boolean) | β | β | β | "true" if the server requires the user to be logged in to join. |
| server_id | string | β | β | | |
| tags | string[] | | β | β | List of server tags. |
Application Version
| Key | Type | Description |
| ------------- | --------------- | ---------------------------------------------------------- |
| build_mode | string | "alpha", "headless", or "steam". |
| build_version | string(integer) | The build version associated with the game version. |
| game_version | string | Game version running on the server, e.g. "0.14.21". |
| platform | string | OS the server is running on: "linux64", "mac", or "win64". |
Mod Description
| Key | Type | Description |
| ------- | ------ | -------------------------- |
| name | string | ID of the mod. |
| version | string | Version string of the mod. |
Error Message
This object is returned whenever there's been an error with your request.
| Key | Type | Description |
| ------- | ------ | --------------------------------- |
| message | string | A short description of the error. |
Endpoints
get-games
GET
https://multiplayer.factorio.com/get-games
Returns the available Factorio game servers as a list of
Server Description Objects
, but only with the object keys marked as available in the "get-games" column. Requires two GET parameters:
| username | The factorio username associated with the auth token. |
| -------- | ---------------------------------------------------------------- |
| token | A valid auth token, as obtained using theWeb Authentication API. |
Exceptions
"Missing username."
"User not found."
"Token doesn't match."
get-game-details
GET
https://multiplayer.factorio.com/get-game-details/
{game_id}
Returns more details about the server, where {game_id} is the server's game_id as seen in the response from the get-games endpoint. This endpoint doesn't require an authentication token.
|
wiki
|
https://wiki.factorio.com/Matchmaking_API_-_Factorio_Wiki
|
Electric_energy_distribution_1_(research)
|
Electric energy distribution 1 (research) - Factorio Wiki
|
[] |
Electric energy distribution 1 (research) - Factorio Wiki
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| | Electric energy distribution 1 (research) | Edit |
| | ----------------------------------------- | ---- |
| Cost | Cost |
| --------------------- | ------------------------------ |
| 3011β120 | 3011β120 |
| Prototype type | technology |
| Internal name | electric-energy-distribution-1 |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| 2 | 2 |
| Effects | Effects |
| | |
Electric energy distribution 1
gives the player access to bigger power poles, very useful for transferring power over a greater distance. It also unlocks
Electric energy accumulators (research)
, essential for a pollution-less power generating system.
See also
Research
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
https://wiki.factorio.com/Electric_energy_distribution_1_(research)_-_Factorio_Wiki
|
Cliff
|
Cliff - Factorio Wiki
|
[] |
Cliff - Factorio Wiki
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| | Cliff | Edit |
| | ----- | ---- |
| Acts as an obstacle in the world. Can be removed withcliff explosives. | Acts as an obstacle in the world. Can be removed withcliff explosives. |
| ---------------------------------------------------------------------- | ---------------------------------------------------------------------- |
| Map color | |
Cliffs
are part of the natural terrain generation. Cliffs are usually generated in lines with gaps, creating significant obstacles that have to be avoided until they can be blown up by players or robots using
cliff explosives
. Large blasts from
atomic bombs
will also remove them. They do not drop any resources when removed. Driving into cliffs does not damage the
vehicle
.
Cliffs should not be generated in the
starting area
. While it looks like they create elevation, this is just a visual trick and no elevation is actually present. This means that other entites can be built around cliffs as usual, including underground belts/pipes going "under" cliffs.
Turrets
can be placed "atop" cliffs for a tactical advantage - firing from an area the enemy can't easily get to. Players should be wary of the environment, as it's possible to be cornered in an area surrounded by cliffs; however, players can also use such a setup to funnel enemies into a specific area. Cliff walls going straight across and facing north can have
long-handed inserters
move items past them, though cliffs of any other nature are too thick for such inserters to reach across. Cliffs also appear on the planets
Gleba
and
Vulcanus
.
A long handed inserter reaching across a cliff.
Gallery
Cliffs on the planet Gleba.
Cliffs on the planet Vulcanus.
Utilize cliff terrain for defense, seen on expansion's title screen.
History
0.17.0
:
Map generation will now produce more predictable cliff placement.
Map generation settings have better controls for cliffs.
Cliffs can now be marked with the
deconstruction planner
and removed by
construction robots
.
0.16.0
:
Introduced
See also
Friday Facts #219 - Cliffs
| Environment | Environment |
| ----------- | ------------------------------------------------------------------------------------------------------------------- |
| Generic | PlayerCliffRock |
| Nauvis | TreeBiters |
| Vulcanus | Ashland tree |
| Gleba | JellystemYumako treeStromatoliteWater caneHairy clubnubBoompuffCuttlepopSlipstackStingfrondLickmawTeflillyPentapods |
| Fulgora | Fulgoran ruinFulgoran vault ruinFulgoran lightning attractorFulgorite |
| Aquilo | Lithium ice formation |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Cliff_-_Factorio_Wiki
|
Version_history_0.3.0
|
Version history/0.3.0 - Factorio Wiki
|
[] |
Version history/0.3.0 - Factorio Wiki
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0.3.2
Compatibility with Windows XP
0.3.1
Bugfixes
Compatibility with older windows systems fix (Vista and older).
Fix of the character projectile creation position.
Fixed of the not working flame thrower.
German translation fix.
Fix of the script crash when player dies in beta scenario mission 1
Fixed the stuck assembling machines. (It affected saves where assembling machines had items inside, the order of items was changed.)
Fixed the building of walls in map editor.
Fixed the bug of autoclosing character screen when the player is in vehicle.
Fixed the splitter bug.
Fixed bug in loading Lua packages in modules data.Lua
Fixed the crash in the beta campaign level 02 (as well changing the core to show script error (instead of freezing) message when different object is given)
Map size settings didn't affect freeplay.
0.3.0
Features
Game updates are using timer event. The program keeps 60 game updates even with FPS < 60 or FPS > 60. The "catchup rate" is configurable. When the FPS drops very low this stops having the effect.
Added walls. (Walls are made from stone bricks, these are created from stone in the furnace.)
Storing console history in the player data.
Graphics
New tree graphics (8 dry trees 12 big trees)
New inserter graphics
New laser turret and gun turret graphics
Bullet particles for gun turret
New solar panel graphics
Lighter stone furnace graphics
New logistic robot graphics
Bugfixes
Fixed crash when restarting the game with technology GUI opened.
Fixed crafting queue properties when saved during crafting.
Fixed laser turret not consuming energy in idle state.
Splitter has maximum memory of 5 items when forced to send items on one side because the other one is blocked. This means that when left is block for a long time, and then both are free, the right will get mostly 5 items before it is split 1:1 again.
Fixed that the electric pole has the same orientation all the time (regardless connections)
GUI
Removed the text length limit from the input console.
Wrapping of the console text in the game.
Modding
Mods are self sustainable folders now. They contain the prototype definitions, graphics, sounds, locale, scenarios or campaigns.
Mods GUI in the game to enable / disable mods and change their ordering.
The default game contents is treated as a mod (called base).
Prototype definitions are generated by Lua scripts (no json anymore). Mods can manipulate the definitions from previous mods.
Mods can have control.lua script that supplements / changes the behavior of the default scenario script.
Multiple running scripts (from the mods) can communicate with each other using interfaces.
General furnace energy source specification in json (so it can be electric)
Started to use the name of the recipe, this allows different recipes for the same product. Having different recipes for the same product for player crafting is not tested (regarding the auto crafting)
Translation files are merged properly.
Default English fallback for translations.
Scripting
Simple way to add GUI elements using script.
Divided the player and its character, some functions that are not directly connected with the character (goal description, printing etc)are accessible from the player object, the rest from the character. The access to character is game.player.character
The migration script runs before the control.lua is loaded and can be used to reload scripts from the original scenario this is used to solve the issue of incompatible scripts in the save game.
Merged onunitdied and onplayerdied to onentitydied
Check for positive addition in the LuaInventory::insert method
Added LuaInventory::remove method
Added LuaInventory::getcontents method
Simpler access to player from game object (game.player instead of game.getplayer())
Added LuaRecipe::reload method
Added force parameter in createentity so player can specify the owner of the created entity (was always enemy now)
Added way to change force of entity and damage entity (damaging is different then sethealth).
Position doesn't need to be in format {x = 34, y = 7}, the format {34 ,7} works as well, the same with bounding box.
Added simple interface for the Freeplay that allows manipulating the attacks from mod scripts.
Scripts receive only events they have subscribed to.
Scripts can emit their own events (for instance Freeplay emits an event whenever it starts the attack).
| Versions | Versions |
| --------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 0.1-0.6 | 0.1.00.1.10.1.20.2.00.2.10.2.20.2.30.2.40.2.50.2.60.2.70.2.80.2.90.2.100.3.00.3.10.3.20.4.00.4.10.5.00.5.10.5.20.5.30.6.00.6.10.6.20.6.30.6.4 |
| 0.7-0.11 | 0.7.00.7.10.7.20.7.30.7.40.7.50.8.00.8.10.8.20.8.30.8.40.8.50.8.60.8.70.8.80.9.00.9.10.9.20.9.30.9.40.9.50.9.60.9.70.9.80.10.00.10.10.10.20.10.30.10.40.10.50.10.60.10.70.10.80.10.90.10.100.10.110.10.120.11.00.11.10.11.20.11.30.11.40.11.50.11.60.11.70.11.80.11.90.11.100.11.110.11.120.11.130.11.140.11.150.11.160.11.170.11.180.11.190.11.200.11.210.11.22 |
| 0.12 | 0.12.00.12.10.12.20.12.30.12.40.12.50.12.60.12.70.12.80.12.90.12.100.12.110.12.120.12.130.12.140.12.150.12.160.12.170.12.180.12.190.12.200.12.210.12.220.12.230.12.240.12.250.12.260.12.270.12.280.12.290.12.300.12.310.12.320.12.330.12.340.12.35 |
| 0.13-0.14 | 0.13.00.13.10.13.20.13.30.13.40.13.50.13.60.13.70.13.80.13.90.13.100.13.110.13.120.13.130.13.140.13.150.13.160.13.170.13.180.13.190.13.200.14.00.14.10.14.20.14.30.14.40.14.50.14.60.14.70.14.80.14.90.14.100.14.110.14.120.14.130.14.140.14.150.14.160.14.170.14.180.14.190.14.200.14.210.14.220.14.23 |
| 0.15 | 0.15.00.15.10.15.20.15.30.15.40.15.50.15.60.15.70.15.80.15.90.15.100.15.110.15.120.15.130.15.140.15.150.15.160.15.170.15.180.15.190.15.200.15.210.15.220.15.230.15.240.15.250.15.260.15.270.15.280.15.290.15.300.15.310.15.320.15.330.15.340.15.350.15.360.15.370.15.380.15.390.15.40 |
| 0.16 | 0.16.00.16.10.16.20.16.30.16.40.16.50.16.60.16.70.16.80.16.90.16.100.16.110.16.120.16.130.16.140.16.150.16.160.16.170.16.180.16.190.16.200.16.210.16.220.16.230.16.240.16.250.16.260.16.270.16.280.16.290.16.300.16.310.16.320.16.330.16.340.16.350.16.360.16.370.16.380.16.390.16.400.16.410.16.420.16.430.16.440.16.450.16.460.16.470.16.480.16.490.16.500.16.51 |
| 0.17 | 0.17.00.17.10.17.20.17.30.17.40.17.50.17.60.17.70.17.80.17.90.17.100.17.110.17.120.17.130.17.140.17.150.17.160.17.170.17.180.17.190.17.200.17.210.17.220.17.230.17.240.17.250.17.260.17.270.17.280.17.290.17.300.17.310.17.320.17.330.17.340.17.350.17.360.17.370.17.380.17.390.17.400.17.410.17.420.17.430.17.440.17.450.17.460.17.470.17.480.17.490.17.500.17.510.17.520.17.530.17.540.17.550.17.560.17.570.17.580.17.590.17.600.17.610.17.620.17.630.17.640.17.650.17.660.17.670.17.680.17.690.17.700.17.710.17.720.17.730.17.740.17.750.17.760.17.770.17.780.17.79 |
| 0.18-1.0 | 0.18.00.18.10.18.20.18.30.18.40.18.50.18.60.18.70.18.80.18.90.18.100.18.110.18.120.18.130.18.140.18.150.18.160.18.170.18.180.18.190.18.200.18.210.18.220.18.230.18.240.18.250.18.260.18.270.18.280.18.290.18.300.18.310.18.320.18.330.18.340.18.350.18.360.18.370.18.380.18.390.18.400.18.410.18.420.18.430.18.440.18.450.18.460.18.471.0.0 |
| 1.1 | 1.1.01.1.11.1.21.1.31.1.41.1.51.1.61.1.71.1.81.1.91.1.101.1.111.1.121.1.131.1.141.1.151.1.161.1.171.1.181.1.191.1.201.1.211.1.221.1.231.1.241.1.251.1.261.1.271.1.281.1.291.1.301.1.311.1.321.1.331.1.341.1.351.1.361.1.371.1.381.1.391.1.401.1.411.1.421.1.431.1.441.1.451.1.461.1.471.1.481.1.491.1.501.1.511.1.521.1.531.1.541.1.551.1.561.1.571.1.581.1.591.1.601.1.611.1.621.1.631.1.641.1.651.1.661.1.671.1.681.1.691.1.701.1.711.1.721.1.731.1.741.1.751.1.761.1.771.1.781.1.791.1.801.1.811.1.821.1.831.1.841.1.851.1.861.1.871.1.881.1.891.1.901.1.911.1.921.1.931.1.941.1.951.1.961.1.971.1.981.1.991.1.1001.1.1011.1.1021.1.1031.1.1041.1.1051.1.1061.1.1071.1.1081.1.1091.1.110 |
| 2.0.0 | 2.0.72.0.82.0.92.0.102.0.112.0.122.0.132.0.142.0.152.0.162.0.172.0.182.0.192.0.202.0.212.0.222.0.232.0.242.0.252.0.262.0.272.0.282.0.292.0.302.0.312.0.322.0.332.0.342.0.352.0.362.0.372.0.382.0.39 |
|
wiki
|
https://wiki.factorio.com/Version_history/0.3.0_-_Factorio_Wiki
|
User_talk_Maulr
|
User talk:Maulr - Factorio Wiki
|
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User talk:Maulr - Factorio Wiki
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Welcome to the Official Factorio Wiki!
Now that you have an account, there are a few key places on this Wiki that will be helpful in your efforts to improve it.
First and foremost, please be sure to read and understand the
rules of this Wiki
. If you have any questions or concerns with these rules, please don't hesitate to ask an Admin.
Secondly, if you're new to editing Wikis and are unfamiliar with MediaWiki's formatting, please be sure to read the
help pages
. In addition to the help provided by MW, we also provide a
style guide
that we enforce.
If you're unsure where to begin, please see the
editor noticeboard
, where information on the current objectives and projects of the Wiki may be found.
Again, welcome, we hope you contribute as much high quality information as you can.Β :)
Bilka
(
talk
) -
Admin
18:23, 4 July 2019 (UTC)
Apology
Sorry for going insane with editing right from the get go, I was just so hyper about changing and creating pages. My bad, --
Maulr
(
talk
) -
Certified Idiot
22:23, 4 July 2019 (UTC)
βSorry again for all the editing, I accidently hit the save changes button a bunch going back and forth between list edits and stuff... Either way hope you enjoy your 4th of July!Β :] --
Maulr
(
talk
) -
Certified Idiot
22:23, 4 July 2019 (UTC)
Biome
Well, uh... yeah sorry about all of that but there was already a file named Grass biome.png on the wiki page, what could that lead too? also I found a source on this website that led me to believe there is biomes in-game:
Roadmap/History
β
Factorio 0.15 (April 24th 2017) β
New terrain (red desert biome)
yeah sorry about all that, dirt... ehaehaehaea *nervous luahg& ghe --
Maulr
(
talk
) -
Certified Idiot
15:11, 5 July 2019 (UTC)
wait a minute i was just doing some research and literally found you on a page about biomes??????
1. You are on your own talk page, not mine. 2. [[AutoplaceSheets]] is 4 years old and predictably wrong, as obvious by the big "deletion request" template at the top of the page. 3. Even if someone calls the different terrain types in Factorio "biomes", that doesn't mean that we need files by that name. Nomenclature matters. I recommend you to read the rules about page creation and create pages accordingly β create pages
first
in your userspace, then someone can tell you if the info is correct and useful before the page is moved into the main wiki. As a side note, keeping a list of your contributions on your user page is unnecessary, they can be found on
Special:Contributions/Maulr
. --
Bilka
(
talk
) -
Admin
15:33, 5 July 2019 (UTC)
oh thanks, im just not gonna mess with biomes they are confusing as hell. i was talking on my talk page cause i didnt want yours to be 2 years long, lol --
Maulr
(
talk
) -
Extra Certified Idiot
15:37, 5 July 2019 (UTC)
|
wiki
|
https://wiki.factorio.com/User_talk:Maulr_-_Factorio_Wiki
|
Fish
|
Raw fish - Factorio Wiki
|
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Raw fish - Factorio Wiki
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| | Raw fish | Edit |
| | -------- | ---- |
Base game
Space Age mod
| Health | 2026323850 | | | | 20 | | 26 | | 32 | | 38 | | 50 |
| --------------- | ------------------------------------------------ | | ---------- | | --------- | | ---------- | | ---------- | | --------- | | ---------- |
| | | | 20 | | | | | | | | | | |
| | 26 | | 32 | | | | | | | | | | |
| | 38 | | 50 | | | | | | | | | | |
| Restores | 80104128152200health | | | | 80 | | 104 | | 128 | | 152 | | 200 |
| | | | 80 | | | | | | | | | | |
| | 104 | | 128 | | | | | | | | | | |
| | 152 | | 200 | | | | | | | | | | |
| Stack size | 100 | | | | | | | | | | | | |
| Rocket capacity | 300 (3 stacks) | | | | | | | | | | | | |
| Mining time | 0.4 | | | | | | | | | | | | |
| Spoil time | 2h 5m 50s2h 43m 34s3h 21m 20s3h 59m 5s5h 14m 35s | | | | 2h 5m 50s | | 2h 43m 34s | | 3h 21m 20s | | 3h 59m 5s | | 5h 14m 35s |
| | | | 2h 5m 50s | | | | | | | | | | |
| | 2h 43m 34s | | 3h 21m 20s | | | | | | | | | | |
| | 3h 59m 5s | | 5h 14m 35s | | | | | | | | | | |
| Spoil result | | | | | | | | | | | | | |
| Prototype type | capsule | | | | | | | | | | | | |
| Internal name | raw-fish | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------- | ------------------------------------------------ | | ---------- | | --------- | | ---------- | | ---------- | | --------- | | ---------- |
| 6+2+100+100β3 | 6+2+100+100β3 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 6+2+100+100 | 6+2+100+100 | | | | | | | | | | | | |
| Health | 2026323850 | | | | 20 | | 26 | | 32 | | 38 | | 50 |
| | | | 20 | | | | | | | | | | |
| | 26 | | 32 | | | | | | | | | | |
| | 38 | | 50 | | | | | | | | | | |
| Restores | 80104128152200health | | | | 80 | | 104 | | 128 | | 152 | | 200 |
| | | | 80 | | | | | | | | | | |
| | 104 | | 128 | | | | | | | | | | |
| | 152 | | 200 | | | | | | | | | | |
| Stack size | 100 | | | | | | | | | | | | |
| Rocket capacity | 300 (3 stacks) | | | | | | | | | | | | |
| Mining time | 0.4 | | | | | | | | | | | | |
| Spoil time | 2h 5m 50s2h 43m 34s3h 21m 20s3h 59m 5s5h 14m 35s | | | | 2h 5m 50s | | 2h 43m 34s | | 3h 21m 20s | | 3h 59m 5s | | 5h 14m 35s |
| | | | 2h 5m 50s | | | | | | | | | | |
| | 2h 43m 34s | | 3h 21m 20s | | | | | | | | | | |
| | 3h 59m 5s | | 5h 14m 35s | | | | | | | | | | |
| Spoil result | | | | | | | | | | | | | |
| Prototype type | capsule | | | | | | | | | | | | |
| Internal name | raw-fish | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Raw fish
can be harvested from
water
. They can be used to refill a small amount of health instantly. In order to catch raw fish, mine one of the dark spots that can be found moving around in water bodies. Each dark spot yields 5 fish when mined. Fish can be also collected via
construction robots
, by marking a water area that contains fish with a
deconstruction planner
.
Raw fish is used to heal by clicking on the character or anywhere else in the world with the fish in the cursor. They heal 80 HP each and have a short cooldown for reuse, limiting the amount of incoming DPS that fish healing can absorb. Using a fish produces a munching sound.
Using
landfill
on water where a fish is swimming will "destroy" the fish. Fish can be shot and killed via
pistol
or
submachine gun
, and also by explosions, but are immune to any kind of
shotgun
fire. Shooting fish does not grant any fish items.
Fish are created in water when the world is generated and do not despawn or respawn. While inserters can remove fish from the water, they cannot put them back. The player can manually return fish to the water in stacks of 5, which resets both the quality and freshness of the fish.
Contents
1
Alternative recipes
2
Achievements
3
Gallery
4
Trivia
5
History
Alternative recipes
In
Space Age
, fish can be automated by breeding them in a
biochamber
after unlocking the fish breeding recipe with
agricultural science packs
. Fish breeding can only be conducted on
Nauvis
. Fish also are given a
spoilage
time of just over 2 hours.
| Process | Input | Output | Made in | Required technology | Crafted only on |
| ------------- | ----------- | ------ | ------- | ------------------------ | --------------- |
| Fish breeding | 6+2+100+100 | 3 | | Fish breeding (research) | |
Note that the fish produced by this recipe always have 100% freshness. Neither
quality modules
nor
productivity modules
can be used in this recipe.
Achievements
| | So long and thanks for all the fish |
| | ----------------------------------- |
| | Today's fish is trout a la cremeEat a legendary fish. |
| | ----------------------------------------------------- |
Gallery
Inserters
can catch fish.
Trivia
The fish item icon is meant to represent a
European perch
, a freshwater fish widespread in Europe and elsewhere. This was chosen because a perch is the favorite plushie of the artist's daughter, see the
Reddit comment by V453000
Prior to version
2.0
it was possible to automate fish by launching
space science packs
with a
rocket silo
, which would return fish at a 1:1 ratio, to a maximum of 100 fish per launch.
In Space Age, a base quality fish has a
spoilage
time of 2 hours, 5 minutes, and 50 seconds. This equates to 7,550 seconds, or 453,000
game ticks
, which is a reference to developer V453000, the artist behind the fish icon.
History
2.0.7
:
Launching space science pack into space no longer returns fish as there is now an other method to automate obtaining fish.
1.0.0
:
Launching a rocket with space science packs inside now returns fish (Undocumented)
0.17.77
:
Inserters can now catch fish (Undocumented)
0.15.0
:
Fish can be collected by robots
Amount of fish collected at once increased from 1 to 5
Amount of health restored by fish increased from 20 to 80
0.6.0
:
New fish graphics
0.1.0
:
Introduced
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
|
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|
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User_talk_Immibis
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User talk:Immibis - Factorio Wiki
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Welcome to
factorio
!
We hope you will contribute much and well.
You will probably want to read the
help pages
.
Again, welcome and have fun!
Slpwnd
(
talk
) 08:46, 11 February 2014 (CET)
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Language code
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Total number of views in the last week: 347,233 (292,496 unique)
| # | Page | Number of views (unique) |
| -- | --------------------------------- | ------------------------ |
| 1 | Main_Page | 13471 (10135) |
| 2 | Foundry | 3177 (1889) |
| 3 | Quality | 3030 (2728) |
| 4 | Vulcanus | 2980 (1580) |
| 5 | Console/ru | 2274 (1920) |
| 6 | Gleba | 2114 (1798) |
| 7 | Fulgora | 2096 (1765) |
| 8 | Main_Page/zh | 2082 (1206) |
| 9 | Tutorial:Nuclear_power | 2010 (1840) |
| 10 | console | 1951 (1725) |
| 11 | Aquilo | 1881 (1628) |
| 12 | Space_Age | 1809 (1584) |
| 13 | Space_platform | 1805 (1602) |
| 14 | Tutorial:Circuit_network_cookbook | 1785 (1571) |
| 15 | Enemies | 1755 (1490) |
| 16 | Science_pack | 1681 (1475) |
| 17 | Recycler | 1660 (1479) |
| 18 | Rocket_silo | 1530 (1336) |
| 19 | Fusion_reactor | 1451 (1243) |
| 20 | Captive_biter_spawner | 1357 (1144) |
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Construction_robot
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Construction robot - Factorio Wiki
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Construction robot - Factorio Wiki
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| | Construction robot | Edit |
| | ------------------ | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | -------------------------------- | | ----- | | ---- | | ---- | | ---- | | ----- | | ----- |
| 0.5+2+1β1 | 0.5+2+1β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 26.75+2+7.5+1+5+1 | 26.75+2+7.5+1+5+1 | | | | | | | | | | | | |
| Health | 100130160190250 | | | | 100 | | 130 | | 160 | | 190 | | 250 |
| | | | 100 | | | | | | | | | | |
| | 130 | | 160 | | | | | | | | | | |
| | 190 | | 250 | | | | | | | | | | |
| Resistances | Electric: 0/50%Fire: 0/85% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 (1 stack) | | | | | | | | | | | | |
| Energy consumption | 75.9 kW (electric) | | | | | | | | | | | | |
| Energy capacity | 3 MJ6 MJ9 MJ12 MJ18 MJ(electric) | | | | 3 MJ | | 6 MJ | | 9 MJ | | 12 MJ | | 18 MJ |
| | | | 3 MJ | | | | | | | | | | |
| | 6 MJ | | 9 MJ | | | | | | | | | | |
| | 12 MJ | | 18 MJ | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | construction-robot | | | | | | | | | | | | |
| Internal name | construction-robot | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Construction robots
are autonomous floating devices capable of repairing or building the
player's
structures. They are one of two type of floating robotic devices, the other being the
logistic robots
. They run on electricity from
roboports
, or a
personal roboport
.
Contents
1
Mechanics
2
Achievements
3
History
4
See also
Mechanics
Construction robots accomplish various tasks, including:
They repair damaged entities using
repair packs
.
They replace destroyed entities as long as they are available in a
provider chest
or
storage chest
.
They remove entities marked with the
deconstruction planner
. Removed entities are transported into storage chests; if a
requester
/
buffer
chest has an unfulfilled logistics request for the item being deconstructed then construction bots will prioritise placing items directly in to these chests. This includes environmental entities such as
fish
and
trees
;
cliffs
can be "deconstructed" if a construction robot has access to
cliff explosives
in a provider or storage chest in their network, or in the player's inventory.
They add entities marked with a
blueprint
or placed as
ghosts
as long as these entities are available. Entities are fetched from the closest logistic chest.
They can carry up to four items at once, depending on the researched
worker robot cargo size
. They can use the items to build up to four
tiles
at once, but they can only build one entity at a time.
Construction robots have no means of defending themselves and do not run when they encounter enemies. Because they often operate at the "front", they are in high danger to be destroyed. Despite being a floating entity, ground units using melee are still capable of destroying them, and any fire (such as ones from
flamethrower turrets
) can also damage them.
Researching
more cargo
or
more speed
for the logistic bots are also valid for the construction robots. Note that more speed will also increase the robots' energy consumption.
Construction robots building on ghost entities.
Achievements
| | Automated cleanupDeconstruct 100 objects with theconstruction robots. |
| | --------------------------------------------------------------------- |
| | Automated constructionConstruct 100 machines usingrobots. |
| | --------------------------------------------------------- |
| | You are doing it rightConstruct more machines usingrobotsthan manually. |
| | ----------------------------------------------------------------------- |
History
2.0.7
:
Construction robots consider the amount of robots currently traveling to roboports to charge before deciding which roboport to charge at.
Construction robots can be assigned multiple tasks instead of only being given new ones after completing their current task.
Construction robots attempt to always charge at a roboport closer to their final destination
Increased battery capacity of construction robot from 1.5MJ to 3MJ.
0.17.75
:
Construction robots will attempt to batch build tiles.
0.17.0
:
Construction robots can blow up cliffs.
Landfill can be built by construction robots and be included in blueprints.
0.15.0
:
Fish can be collected by construction robots.
0.12.4
:
Construction robots when used by the player will take primarily from the player's inventory, then the hotbar.
Construction robots will check if their target is still in the network area when they return to personal roboport for charging.
0.12.0
:
Construction robots can now be used by the player via a
personal roboport
embedded into a type of modular armor.
0.11.17
:
AI of the construction robots improved.
0.10.2
:
Construction robots take as many
repair packs
as they can when going to repair.
0.10.0
:
Construction robots no longer die of lack of electricity, they just slow down to 20% of their normal speed.
0.9.0
:
The
deconstruction planner
can be used to order bots to destroy buildings/trees.
0.8.6
:
Robots can rebuild
land mines
.
0.8.1
:
Construction robots now use the durability of the
repair packs
when using them.
0.8.0
:
Introduced
See also
Robots
Logistic robot
Repair pack
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
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Tungsten_plate
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Tungsten plate - Factorio Wiki
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| | Tungsten plate | Edit |
| | -------------- | ---- |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 10+4+10β1 | 10+4+10β1 |
| Total raw | Total raw |
| 10+4+10 | 10+4+10 |
| Stack size | 50 |
| Rocket capacity | 250 (5 stacks) |
| Prototype type | item |
| Internal name | tungsten-plate |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
Space Age
expansion exclusive feature.
The
tungsten plate
is an intermediate product made from
tungsten ore
which can only be found on
Vulcanus
. It is used in multiple late game recipes as well as
metallurgic science packs
.
History
2.0.7
:
Introduced in
Space Age
expansion.
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
|
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Circuit_network
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Circuit network - Factorio Wiki
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Circuit network - Factorio Wiki
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Circuit networks
are built using
red
or
green wire
, and enable the control of receivers, based upon information broadcast onto the network by connected senders. Most senders are storage devices, and broadcast their information onto a specific channel, based on the item or liquid the storage device contains. Each circuit network contains a channel for every kind of item, as well as 48 extra
virtual signals
which act as user-definable channels. '
Everything
', '
Anything
' and '
Each
' are also available wildcards.
Two circuit networks shared over one
small electric pole
.
Contents
1
Usage
1.1
Send information
1.2
Control devices
2
Devices
3
Physical network structure
4
Combinators
5
Virtual signals
5.1
Logic signals
5.1.1
Everything
5.1.2
Anything
5.1.3
Each
6
Tutorials
7
Logistic network
8
History
Usage
Send information
Senders broadcast the amount of items or fluids they contain or other data definable by the player. Each amount is broadcast as a numeric value on a 'channel' corresponding to the item. For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel.
The channels are separated from each other, so each network can simultaneously carry a number for each item and fluid in the game, and for each of the extra user-defined channels (digits 0-9, letters A-Z, and 9 different colors). All unused channels have the value zero.
Multiple broadcasts of the same item or fluid are additive: If there are two connected Storage Tanks with 1000 Crude Oil each, the value of the Crude Oil channel within the network will be 2000.
All wires of the same color which are connected together by junctions form a network, i.e. they will pass their signals to each other. For example, if two red wires are connected to the same combinator input, each wire receives the content from the other. This can result in feedback if care is not taken; see Feedback (under
arithmetic combinator
, below) for discussion.
Numbers are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647 inclusive, and are encoded in
two's complement representation
. The numbers wrap around on overflow, so e.g. 2147483647 + 10 becomes -2147483639. When entering a number in a combinator it can appear to exceed the 32 bit limit until the GUI is closed, at which point the number will overflow/underflow.
[1]
Control devices
Receivers can use broadcast information, in most cases to enable/disable the device. They can either compare results between different channels, or compare a channel to a specific value.
Receiving devices sum all signals from each wire connected to them, even red and green wires. For example, if an inserter is connected to a red wire carrying a signal for 20 copper plates and a green wire with 10 copper plates, the input signal set for that receiver will be 30 copper plates.
Multiple wires of the same color will share & sum their signals. For example, 3 chests A, B and C connected in a row (A -> B -> C) with green wire will output the sum of their contents along any green wire connected to any of the chests. However, if a red wire connects chest A to an inserter, that inserter will only be given the contents of A as its input signal.
Devices
Each device that is able to be connected to a circuit network has a
icon located in the top right corner of its info pane. Clicking this icon will display the available circuit network options for that device (note: a red or green wire must be connected, otherwise the message "not connected" will display instead). Clicking the
icon next to it, the device can be connected to a logistic network if in range of one, which also allows conditions to be set.
Conditions can be set for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.
The following devices can be connected to a circuit network:
| Icon | Name | Possible output signals | Possible circuit control | Possible logistic network control |
| ---- | --------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------- |
| | Transport belts | Transport belts can send their content to the circuit network.Pulse mode: The signal is sent for only 1 tick when the item enters the belt.Hold mode: The signal is sent continuously as long as the items are on the belt.Hold mode(All belts): The signal is sent continuously for all items on the entire transport belt line. The count continues through underground belts, but not splitters or side loading. | Transport belts can be enabled on a condition. | Transport belts can be enabled on a logistic network condition. |
| | Inserters | All inserters can send their held items to the circuit network.Pulse mode: The signal is sent for only 1 tick when the item is picked up.Hold mode: The signal is sent continuously as long as the inserter is holding the item. | All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable; values less than 1 are treated as 1). Filters can be set on a signal. | All inserters can be enabled on a logistic network condition. |
| | Assembling machines,Oil refinery,Chemical plant,Centrifuge,Crusher,Foundry,Electromagnetic plant,Biochamber,Cryogenic plant | All crafting machines can output:Their contents, including fluids, in all slotsOptionally, can include the items within the current crafting jobIf the machine has fuel, can optionally include the current fuel, including the unit of fuel currently being burnedThe ingredients of the set recipeA control signal, for 1 tick, when the recipe finishes craftingA control recipe, when the building is working | All crafting machines can enable on a condition and set their recipe based on a signal | |
| | Furnacesand theRecycler | Furnace-style crafting machines can output:Their contents, including fluids, but not fuel, in all slotsOptionally, can include the items within the current crafting jobIf the machine requires fuel, can optionally include the current fuel, including the unit of fuel currently being burnedThe ingredients of automatically determined recipeA control signal, for 1 tick, when the recipe finishes craftingA control signal, when the building is working | All furnace-style crafting machines can enable on a condition | |
| | Chests | All chests can send their contents to the circuit network. Logistic chests automatically send their contents to thelogistic network. | Logistics chests can be enabled on a condition. | |
| | Cargo landing pad | The landing pad can send its contents to the circuit network. | The landing pad can have its requests set by the circuit network. | |
| | Rocket silo | The rocket silo can output its contents or requests from space platforms. | | |
| | Space platform hub | Can output its contents, destination and source planet, current speed, and damage takenDefault: Read Speed = SignalVDefault: Read Damage Taken = SignalD | Platform hub can be sent the contents of the circuit network to use for wait conditions | |
| | Asteroid collector | Can output its contents to the circuit network | Can enable on a condition and set filters on a signal | |
| | Requester chest,Buffer chest,Storage chest,Passive provider chest,Active provider chest | Can send its contents to the circuit network. | Buffer and requester chests can have their requested items set by the circuit network.Can be enabled/disabled via a circuit network condition. When disabled, chests that provide items to the logistics network no longer provide those items. When disabled, chests that request items from the logistics network no longer request those items. | |
| | Storage tank | The storage tank can send its fluid content to the circuit network. | | |
| | Gate | Gates can send a signal to the circuit network.Default: Player detected = | Gates can be opened on a condition. | |
| | Nuclear reactor,Heating tower | The reactor and heating tower can output any fuel, including the fuel currently being burned, to the circuit network, as well as its current temperatureDefault: Read temperature = | | |
| | Agricultural tower | Can output any seeds and harvested plants in its inventory | Agricultural tower can be enabled on a condition | Can be enabled on a logistic network condition |
| | Gun turret,Laser turret,Flamethrower turret,Rocket turret,Tesla turret,Railgun turret | Can send their respective ammunition to the circuit networkLaser and tesla turrets will not send any signal if this option is selected, due to not using ammo | Can enable, set priorities, and ignore priorities on a condition | Can be enabled on a logistic network condition |
| | Artillery turret | Can send its ammunition to the circuit network | Can be enabled on a condition | Can be enabled on a logistic network condition |
| | Rail signal | Rail signals can send their state to the circuit network.Default:Note: If red due to circuit network, does NOT output red signal | Rail signals can be set to red on a condition. | |
| | Rail chain signal | Rail chain signals can send their state to the circuit network.Default: | | |
| | Train stop | Train stops can output:The contents, except fuel, of a stopped trainAny fluid amounts are rounded down to the nearest full number, except when the fluid is < 1, then it is rounded to 1.The unique Train ID of a stopped train, defaulting toThe number of trains en-route to the current stop, including the currently stopped train, defaulting to | Send the signal to the train, to use in wait conditionsEnable the stop on a conditionDisabled stops act as if their train limit = 0. Trains attempting to go here will enter the "Destination Full" state.Set the stop's train limit to the value of a control signal, defaulting toSet the stop's priority to the value of a control signal, defaulting to "P" | Train stops can be enabled on a logistic network condition. |
| | Accumulator | It can send its charge level in percent to the circuit network.Default: ChargeΒ % = | | |
| | Roboport | It can send its logistic network contents and/or its robot statistics to the circuit network. The signals used for robot statistics are configurable.Default: Available Logistics Bots =Default: Total Logistics Bots =Default: Available Construction Bots =Default: Total Construction Bots =Default: Roboports in Network = | | |
| | Radar | Radars will transmit any signals passed into it to all other radars on the same planet.Unlike other machine outputs, signals from red and green wires are transmitted separately. | | |
| | Display panel | | Can display a label and/or custom message on a condition | |
| | Mining drills | All mining drills can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. | Mining drills can be enabled on a condition. | Mining drills can be enabled on a logistic network condition. |
| | Pumpjack | It can output the current oil mining rate. | It can be enabled on a condition. | It can be enabled on a logistic network condition. |
| | Power switch | | Power switches can connect power networks on a condition. | It can be enabled on a logistic network condition. |
| | Programmable speaker | | Shows alerts and plays sounds based on circuit network signals. It can be used to make simple tunes. | |
| | Lamp | | The lamp can be enabled on a condition.Color mapping: The color is set based on the provided color signalsColor components: The color is set based on the values of incoming red, green, and blue color signals, which should be between 0 and 255Packed RGB: The color is set based on a single hex encoded RGB color on the white color signal. It should be between 0 and 16777215 | The lamp can be enabled on a logistic network condition. |
| | Offshore pump | | The offshore pump can be enabled on a condition. | The offshore pump can be enabled on a logistic network condition. |
| | Pump | | The pump can be enabled on a condition and set its filter on a signal | The pump can be enabled on a logistic network condition. |
Physical network structure
A circuit network consists only of those devices connected together with the same color wire. Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.
Note that each connected set of wires forms a separate network. For example, it's entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up. However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.
To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.
To erase a wire or cable connection, place the same color wire over an existing connection. You don't get the wire/cable back.
To remove
all
connections from a power pole, shift-click on the pole. The first shift-click will remove all electrical connections, and the second will remove all red and green wires.
When connecting to a
arithmetic combinator
or
decider combinator
, take care to connect the wire to the correct input or output side. Use "Show details" mode to see the orientation of the combinator.
Hovering the mouse cursor over an item will highlight all wires which connect to the item.
Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.
Cut-pasting entities tries to preserve all wire connections to external entities and reconnect the new ghost to all its previous connection points, even when pasted multiple times, making it easy to rearrange entities without breaking connections.
Deconstructing a power pole tries to keep all affected wire connections intact, forming new wires between previously-connected entities as needed. This can result in redundant wire connections forming when cut-pasting or undoing deconstruction. Note that this doesn't happen when the power pole is destroyed, though its ghost remains connected.
Combinators
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.
The
constant combinator
broadcasts up to 20 values on any of the channels for whatever networks it is connected to. (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.) You can use any item channel or any of the
virtual signal
channels.
Note that using two of the 20 slots to broadcast values on the
same
channel is the same as broadcasting the sum of the two values from one slot.
The
arithmetic combinator
performs arithmetic operations on input values and broadcasts the result to the specified output channel. The input and output channels can be any item channel or any of the virtual signal channels.
Connecting: The arithmetic combinator connects to a red or green network on its
input
side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its
output
side (the output wires appear to stretch out a bit from the body of the device).
Feedback: Note that the input network and the output network
are not the same network
. Connecting the output network back to the input network will result in a feedback loop. For example, adding 1 to the value for copper plates and broadcasting it as copper plates is an action that results in an infinite loop if output is connected back to input. The value for copper plates will rapidly (but not instantly) shoot upward. (The rate at which it climbs is determined by the current tick rate.) This technique can be combined with decider combinator logic to make electronic clocks, gates, and other systems; see
Combinator Tutorial
for advanced techniques.
Each: This combinator can use the 'Each' signal for both input and output, in which case
all
non-zero input channels will have the combinator's operation performed and broadcast on the output side. Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a 'one-way' wire; all the information from the input network is copied to the output network, but the reverse is not true.
Multi-network: The arithmetic combinator can be joined to both red and green networks on the input side and will sum their inputs.
The
decider combinator
functions much like an arithmetic combinator, but is designed to compare values. Essentially, it is a conditional. In terms of connecting, feedback, and the Each signal it functions as specified above. In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks. See the
decider combinator
page for more details on how to use this.
The
selector combinator
has various functions designed for filtering out and analyzing specific signals from its inputs. It is able to output the largest or smallest signal in a series of inputs, output the stack size of items, count the number of inputs, and output a random input every certain number of game ticks. If
Space Age
is enabled, it has three more functions for detecting an item's rocket capacity, and filtering/transferring
quality
grades.
Virtual signals
Some of the Virtual Signals available for use in the circuit network in the base game
Virtual signals are special signals that do not correspond to game items or fluids. Other than the three logic signals, virtual signals do not behave differently from item signals.
There are 177 virtual signals available (or 241 in
Space Age
) split between the Signals, Enemies, Environment, and Unsorted tabs. These include but are not limited to, numbers, letters, various lines & arrows, information icons, every
enemy
variant, environmental features, and the signal for the planet
Nauvis
.
Additionally, if the "Show parameters in selection lists" option is enabled under game Settings > Interface > Interaction, the Unsorted tab receives 10 special purple "parameter" icons which can be used for blueprint
parameterisation
.
Logic signals
The icons of the three logic signals
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.
Everything
Everything
can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the
everything
signal behaves as
universal quantification
.
If a signal (rather than a constant number) is used on the right side of the comparison with
everything
, it is implicitly excluded from the set of signals that
everything
checks, so the signal is not matched against itself. That means it is meaningful test e.g.
everything
>
X
, without getting a trivially false result on
X
>
X
.
The output of a
decider combinator
may also use
everything
, unless the input is set to
each
. When used, the combinator will output signal on every channel with non-zero input as long as the condition is true; the value will either be the input value or 1, depending on the corresponding setting.
Anything
Anything
can be used on the left side of conditions. It will be false when there are no inputs. The condition will be true when the condition is true for at least one signal. This means the
anything
signal behaves as
existential quantification
.
If a signal (rather than a constant number) is used on the right side of the comparison with
anything
, it is implicitly excluded from the set of signals that
anything
checks, so the signal is not matched against itself. That means it is meaningful test e.g.
anything
>=
X
, without getting a trivially true result on
X
>=
X
.
When used in both the input and output of a decider combinator,
anything
will return the first matching signal following the order of precendence as they appear in Factoriopedia,
wooden chest
being first in line.
Each
Each
can only be used in left input side and output of
decider
and
arithmetic
combinators. The signal can only be used as an output when also used as an input. When used in both the input and output, it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.
A combinator using
each
is like a stack of combinators with all inputs connected and all outputs connected in parallel. For example, if there are signals "copper" and "iron" present, one combinator would be evaluating conditions for copper, and the other combinator would be evaluating conditions for iron. The different output signals would then be added together on the shared wire.
Unlike
everything
and
anything
above, if a signal is used on the right hand side of an
each
operation, it is NOT implicitly excluded. So if you e.g. have
each
*
X
then you will also get
X
multiplied with itself in the output.
Each as an input will only be processed on signals that have a non-zero value. If you have a
decider
condition that inputs and output each, but wants to output only one value for an input signal that passes the condition, it will never output 1 for a signal which has a zero value, even if the condition is one that would be passed for a zero value.
Tutorials
Tutorial:Circuit network cookbook
-
Example-heavy tutorials; for beginners who want to get to know and use the benefits of the circuit network.
Tutorial:Combinator tutorial
-
Mainly textual and detailed tutorials.
Logistic network
The logistic network used by
logistic robots
is essentially a third network (a wireless one), along with the green and red wired networks. The logistic network is based on coverage by
roboports
.
Some devices can also be connected to the logistic network and enabled based on a condition. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true. Devices that can also be controlled with the logistic network:
Agricultural tower
Crafting machines
Inserters
Lamp
Mining drills
Offshore pump
Power switch
Pump
Pumpjack
Train stop
Transport belts
Turrets
See the
logistic network
and
roboport
articles for more information.
History
2.0.35
:
Furnaces can be connected to circuit network.
2.0.34
:
Extended the virtual signals, and unified/changed graphics of some of the existing ones.
2.0.7
:
Added selector combinator. It allows to select one of the signals, or the signal count from an input.
Added display panel. 1X1 entity which can show specified icon and/or text, possibly also on the map. It can be also controlled by the circuit network.
Added editable description to combinator entities.
Decider Combinators are now allowed to check multiple conditions and send multiple outputs per combinator.
Radar can now be connected to circuit network, allowing to wirelessly transmit a single channel of red and green signals on each planet/surface.
All turrets (including artillery) can now be connected to the circuit network to read their current ammo count and/or deactivate them.
Assembling machines, chemical plants, oil refineries and centrifuges can now send the ingredient list of their recipes to the circuit network.
0.15.0
:
Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.
Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.
Train Stop can output the contents of the stopped train's cargo.
Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.
Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.
Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.
Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.
Added additional operators to the Decider Combinator and Circuit Conditions.
0.13.0
:
Many machines are now connectible to the circuit network.
Wire disconnecting is incorporated into the latency hiding.
Wires are now highlighted on entity mouseover.
Reduced memory usage of circuit network.
0.12.33
:
Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.
0.12.1
:
One can copy paste circuit network conditions between the
inserter
,
lamp
,
pump
and
offshore pump
.
0.12.0
:
Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.
The
lamp
,
storage tank
,
pump
and
offshore pump
can be connected to the circuit network.
0.10.0
:
Blueprints
copy circuit network connections.
0.8.3
:
Circuit network contents info has colored slots to specify the network it represents.
0.1.0
:
Introduced
|
wiki
|
https://wiki.factorio.com/Circuit_network_-_Factorio_Wiki
|
Spidertron_remote
|
Spidertron remote - Factorio Wiki
|
[] |
Spidertron remote - Factorio Wiki
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| | Spidertron remote | Edit |
| | ----------------- | ---- |
| Allows sending simple move commands to the spidertron from the map or the world. Must be first connected to a spidertron by clicking it with the remote. | Allows sending simple move commands to the spidertron from the map or the world. Must be first connected to a spidertron by clicking it with the remote. |
| -------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Stack size | 1 |
| Prototype type | spidertron-remote |
| Internal name | spidertron-remote |
The
spidertron remote
can be used to remotely control a
spidertron
. It can be created with
ALT
+
A
or by pressing the respective button on the
shortcut bar
after unlocking the spidertron
research
.
First, the remote needs to be connected to spidertrons. This is done by, when holding a remote, holding
Left mouse button
and dragging over one or more spidertrons.
Once a group of spidertrons is selected with a remote, clicking
Right mouse button
with the remote in the world or map view will prompt the connected spidertron(s) to move to the selected location. They will move to that location in a straight line from their current position, not attempting to pathfind around obstacles.
A sequence of move commands can be queued by using
SHIFT
+
Right mouse button
with the remote in the world or map view. Queuing move commands allows creating complex paths for the spidertron. The queued goal positions and their connections are drawn in the spidertron's color both in the map view and in the world. Alternatively,
SHIFT
+
Right mouse button
with the remote can be used to command the spidertron(s) to follow a specific entity, such as a
player
or another
vehicle
.
Once connected to spidertrons, the remote can be placed in the
quickbar
for easy access. Remotes placed here will remember its connected spidertron(s) and will remain in the quickbar even if the player dies.
If playing in
Space Age
, a remote placed in the quickbar will remember its connected spidertron(s) even if the player is on another planet. It will also remember which planet those spidertrons are on. The remote's icon in the quickbar will gain a small overlay showing which planet the spidertron(s) are on, if that is not the same planet the player is currently viewing. Clicking the remote will instantly open the map and center the view on the connected spidertron(s), even if they are on a different planet.
Gallery
The spidertron remote's tooltip that shows controls. Additionally, being on Aquilo, the remote shows the connected spidertron(s) are on Nauvis.
History
2.0.7
:
Improved the way spidertrons are remotely controlled. Instead of spidertron remote being linked to single spidertron, it can be used to group select and command spidertrons like in your typical RTS game.
1.1.0
:
Spidertron remotes now allow to add queue commands and a command to follow any entity.
Added a way to reset spidertron remote.
1.0.0
:
Introduced
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Spidertron_remote_-_Factorio_Wiki
|
Stack_filter_inserter
|
Stack filter inserter - Factorio Wiki
|
[] |
Stack filter inserter - Factorio Wiki
Jump to navigation
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| |
| ---------------------------------------------------------------------------------------------------------------------------------- |
| Stack filter inserterhas beenarchived. |
| The information on this page pertains to a previous version of the game.It may be incorrect, or concern a removed/changed feature. |
| | Stack filter inserter | Edit |
| | --------------------- | ---- |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 0.5+5+1β1 | 0.5+5+1β1 |
| Total raw | Total raw |
| 48.25+39.5+60+2 | 48.25+39.5+60+2 |
| Map color | |
| Health | 160 |
| Resistances | Fire: 0/90% |
| Stack size | 50 |
| Dimensions | 1Γ1 |
| Energy consumption | 132 kW (electric) |
| Drain | 1 kW (electric) |
| Mining time | 0.1 |
| Prototype type | inserter |
| Internal name | stack-filter-inserter |
| Required technologies | Required technologies |
| | |
| Boosting technologies | Boosting technologies |
| | |
| Produced by | Produced by |
| | |
The
stack filter inserter
combines the characteristics of the
filter inserter
and the
stack inserter
, allowing for filtered high throughput. It is the most expensive type of inserter.
Unlike the regular
filter inserter
, the Stack Filter Inserter only has one filter slot.
For more information on mechanics and uses see
Inserters
.
Stack size
The stack size is increased by the
Inserter capacity bonus (research)
technology.
| Inserter capacity bonus | Stack size bonus | Total stack size |
| ----------------------- | ---------------- | ---------------- |
| none | 0 | 2 |
| 1 | +1 | 3 |
| 2 | +1 | 4 |
| 3 | +1 | 5 |
| 4 | +1 | 6 |
| 5 | +2 | 8 |
| 6 | +2 | 10 |
| 7 | +2 | 12 |
History
2.0.7
:
Removed from game.
0.17.0
:
Filter inserters can be set to whitelist or blacklist filters.
0.15.0
:
Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.
0.13.7
:
Updated stack inserter tech icon.
0.13.6
:
Now unlocked by their own research.
0.13.0
:
Introduced
See also
Stack inserter
Filter inserter
Inserters
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Stack_filter_inserter_-_Factorio_Wiki
|
Turret
|
Turret - Factorio Wiki
|
[] |
Turret - Factorio Wiki
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| |
| ---------------------------------------------------------- |
| Multiple pages share the title or description of "Turret". |
| They are listed below. |
Turret
may refer to:
Gun turret
Laser turret
Flamethrower turret
Artillery turret
Although not a turret in the standard sense,
worms
act as turrets in their method of attacking.
Space Age
turrets
Rocket turret
Tesla turret
Railgun turret
|
wiki
|
https://wiki.factorio.com/Turret_-_Factorio_Wiki
|
Template_Merge
|
Template:Merge - Factorio Wiki
|
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Template:Merge - Factorio Wiki
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| |
| --------------------------------------------------------------------------------------- |
| Page "Merge" has been recommended for merge into:No page provided |
| Before merging & deleting, consultwhat links hereto prevent link breakage. |
| After merging, please make this page a redirect or delete it. |
| Further recommendations/debate for this page's merge can be made atTemplate talk:Merge. |
|
wiki
|
https://wiki.factorio.com/Template:Merge_-_Factorio_Wiki
|
Personal_battery_MK2
|
Personal battery MK2 - Factorio Wiki
|
[] |
Personal battery MK2 - Factorio Wiki
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| | Personal battery MK2 | Edit |
| | -------------------- | ---- |
Base game
Space Age mod
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ----------------------------------- | | ----- | | ----- | | ----- | | ----- | | ----- | | ----- |
| 10+10+5+15β1 | 10+10+5+15β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 185+50+100+25+15+110 | 185+50+100+25+15+110 | | | | | | | | | | | | |
| Stack size | 20 | | | | | | | | | | | | |
| Dimensions | 1Γ2 | | | | | | | | | | | | |
| Placed in | Placed in | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Energy capacity | 100MJ130MJ160MJ190MJ250MJ(electric) | | | | 100MJ | | 130MJ | | 160MJ | | 190MJ | | 250MJ |
| | | | 100MJ | | | | | | | | | | |
| | 130MJ | | 160MJ | | | | | | | | | | |
| | 190MJ | | 250MJ | | | | | | | | | | |
| Prototype type | battery-equipment | | | | | | | | | | | | |
| Internal name | battery-mk2-equipment | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ----------------------------------- | | ----- | | ----- | | ----- | | ----- | | ----- | | ----- |
| 10+10+5+15β1 | 10+10+5+15β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 185+50+100+25+15+110 | 185+50+100+25+15+110 | | | | | | | | | | | | |
| Stack size | 20 | | | | | | | | | | | | |
| Dimensions | 1Γ2 | | | | | | | | | | | | |
| Placed in | Placed in | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Energy capacity | 100MJ130MJ160MJ190MJ250MJ(electric) | | | | 100MJ | | 130MJ | | 160MJ | | 190MJ | | 250MJ |
| | | | 100MJ | | | | | | | | | | |
| | 130MJ | | 160MJ | | | | | | | | | | |
| | 190MJ | | 250MJ | | | | | | | | | | |
| Prototype type | battery-equipment | | | | | | | | | | | | |
| Internal name | battery-mk2-equipment | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
This article is about the personal battery MK2 as modular armor equipment. For the intermediate product, see
battery
. For the technology, see
personal battery MK2 (research)
.
The
personal battery MK2
provides 100MJ power storage for
modular armor
, the
tank
and the
spidertron
. This type is an improved version of the
personal battery
as it provides five times more capacity per size.
Battery power seen on the HUD.
History
0.17.0
:
Renamed from "Battery MK2" to "Personal battery".
0.13.0
:
Increased battery equipment power storage, input, and output by a factor of 20.
All energy used and provided in equipment grids was multiplied by 10.
0.12.0
:
Increased battery equipment power storage, input, and output by a factor of 100.
0.7.0
:
Introduced
See also
Modular armor
Personal battery
Personal battery MK3
| Combat items | Combat items |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower |
| Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() |
| Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule |
| Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() |
| Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() |
| Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote |
| Defense | WallGateRadarLand mine |
| Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() |
| Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Personal_battery_MK2_-_Factorio_Wiki
|
Concrete_from_molten_iron
|
Concrete - Factorio Wiki
|
[] |
Concrete - Factorio Wiki
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| | Concrete | Edit |
| | -------- | ---- |
Base game
Space Age mod
| Recipe | Recipe |
| --------------------- | --------------------- |
| 10+1+5+100β10 | 10+1+5+100β10 |
| Total raw | Total raw |
| 10+1+5+100 | 10+1+5+100 |
| Map color | |
| Walking speed | 140% |
| Stack size | 100 |
| Rocket capacity | 100 |
| Prototype type | tile |
| Internal name | concrete |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Recycling results | Recycling results |
| 0.0250.125 | 0.0250.125 |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 10+1+5+100β10 | 10+1+5+100β10 |
| Total raw | Total raw |
| 10+1+5+100 | 10+1+5+100 |
| Map color | |
| Walking speed | 140% |
| Stack size | 100 |
| Rocket capacity | 100 |
| Prototype type | tile |
| Internal name | concrete |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Recycling results | Recycling results |
| 0.0250.125 | 0.0250.125 |
Concrete
is an ingredient utilized for
rocket silos
,
refined concrete
,
artillery turrets
and facilities relating to nuclear material (
reactors
and
centrifuges
). Concrete serves as path with more advanced bonuses compared with
stone bricks
. Concrete increases walking speed by 40% and decreases vehicle rolling resistance, allowing for extra acceleration and top speed, although each vehicle is affected differently; the tank is only affected by a 20% bonus, for example. Concrete has no effect on the movement speed of
enemies
. When placed, it reduces the
pollution
absorption of ground to zero.
Contents
1
Placement
2
Alternative recipes
3
History
4
See also
Placement
Concrete is placed using
Left mouse button
and can be removed by using
Right mouse button
while holding any kind of
path
.
The area in which concrete is placed can be increased and decreased by using
Numpad +
and
Numpad -
. Placing it over another type of path automatically mines the previous path.
Alternative recipes
Space Age
expansion exclusive feature.
| Process | Input | Output | Made in | Required technology |
| ------------------------- | ----------- | ------ | ------- | ------------------- |
| Concrete from molten iron | 10+5+20+100 | 10 | | Foundry (research) |
Despite concrete not being an intermediate, the foundry recipe can use
productivity modules
, in addition to the 50% productivity of the foundry.
History
2.0.7
:
Casting recipes added in the
Space Age
expansion.
0.16.0
:
All terrains, including stone path and concrete, have transitions with water.
0.13.0
:
Added hazard concrete.
0.12.7
:
Placing stone or concrete floors will remove bushes.
0.12.0
:
Introduced
Terrain modifies vehicle friction force (sand: 1.8, grass: 1.6, dirt: 1.4, stone path: 1.1, concrete: 0.8).
See also
Stone brick
Hazard concrete
Refined concrete
Refined hazard concrete
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Concrete_-_Factorio_Wiki
|
Template_No_language_suffix_doc
|
Template:No language suffix/doc - Factorio Wiki
|
[] |
Template:No language suffix/doc - Factorio Wiki
Jump to navigation
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Strips the language suffix from the link, if there is one.
Example 1: Page the template is on: "Infobox:Accumulator" -> {{No language suffix}} gives "Infobox:Accumulator".
Example 2: Page the template is on: "Accumulator/de" -> {{No language suffix}} gives "Accumulator".
Example 3: Page the template is on: "Infobox:Accumulator/de" -> {{No language suffix}} gives "Infobox:Accumulator".
|
wiki
|
https://wiki.factorio.com/Template:No_language_suffix/doc_-_Factorio_Wiki
|
User_talk_Commander_Keen
|
User talk:Commander Keen - Factorio Wiki
|
[] |
User talk:Commander Keen - Factorio Wiki
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Welcome to
factorio
!
We hope you will contribute much and well.
You will probably want to read the
help pages
.
Again, welcome and have fun!
Kovarex
(
talk
) 13:38, 28 March 2016 (UTC)
hi
Hi, I'm engineer too. But I'm from in Russia. Lets translate together
I'm marking pages by Category:To_translate/ru, you can use Category:To_translate/de or something else --
Π‘ ΡΠ²Π°ΠΆΠ΅Π½ΠΈΠ΅ ΠΠ΅Π΄ΡΡΠΈΠΉ ΠΈΠ½ΠΆΠ΅Π½Π΅Ρ ΠΠΠ Forwald aka ALF...
(
talk
) 19:58, 29 March 2016 (UTC)
Hi
Hello Commander Keen! We can surely work together in translating pages into german. But i don't understand the concept of
Template:Translation/de
. Perhaps we can chat together to clear my confusions and try to coordinate our efforts.
Greetings, --
Rldml
(
talk
) 11:12, 30 March 2016 (UTC)
Hello again,
first, thanks for your explanation - it looks much better to do it this wayΒ :)
My proposal is, you start with the player equipment as you want it, and i would starting next week with the main page, so that we have a german entry to this wiki. --
Rldml
(
talk
) 11:59, 3 April 2016 (UTC)
|
wiki
|
https://wiki.factorio.com/User_talk:Commander_Keen_-_Factorio_Wiki
|
Metallic_asteroid_crushing
|
Metallic asteroid chunk - Factorio Wiki
|
[
"stub"
] |
Metallic asteroid chunk - Factorio Wiki
Jump to navigation
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| | Metallic asteroid chunk | Edit |
| | ----------------------- | ---- |
| Stack size | 1 |
| --------------- | ----------------------- |
| Rocket capacity | 10 |
| Prototype type | item |
| Internal name | metallic-asteroid-chunk |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| |
| --------------------------------------------- |
| This article is astub, and not comprehensive. |
| You can help this wiki byexpanding it. |
Space Age
expansion exclusive feature.
Metallic asteroid chunk
is a resource gathered by
asteroid collectors
and processed in
crushers
. It is the main source for
iron ore
, used to make
thruster oxidizer
, and later
copper ore
in space. It is dropped from metallic asteroids, which is the most common
asteroid
when traversing between the first 4 planets. It can also be used in asteroid reprocessing.
As they only stack of 1, it is recommended to use
belts
as buffers rather than using
cargo bays
.
Alternative recipes
| Recipe | Ingredients | Result | Produced by | Required Research |
| ----------------------------------- | ----------- | ----------- | ----------- | --------------------------------------- |
| Metallic asteroid crushing | 2+1 | 20+0.2 | | Space platform (research) |
| Metallic asteroid reprocessing | 2+1 | 0.4+0.2+0.2 | | Asteroid reprocessing (research) |
| Advanced metallic asteroid crushing | 5+1 | 10+4+0.05 | | Advanced asteroid processing (research) |
See also
Asteroids
Carbonic asteroid chunk
Oxide asteroid chunk
Promethium asteroid chunk
History
2.0.7
:
Introduced in
Space Age
expansion.
| Space | Space |
| -------------------- | ------------------------------------------------------------------------------------------- |
| Planetside buildings | Rocket siloCargo landing pad |
| Space platform | Space platform foundationCargo bayAsteroid collectorCrusherThrusterSpace platform hub |
| Rocket cargo | SatelliteSpace platform starter pack |
| Asteroids | Metallic asteroid chunkCarbonic asteroid chunkOxide asteroid chunkPromethium asteroid chunk |
| Locations | NauvisVulcanusGlebaFulgoraAquiloSolar system edgeShattered planet |
| Navigation | LogisticsProductionIntermediate productsCombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Metallic_asteroid_chunk_-_Factorio_Wiki
|
Rocket_control_unit
|
Rocket control unit - Factorio Wiki
|
[] |
Rocket control unit - Factorio Wiki
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| |
| ---------------------------------------------------------------------------------------------------------------------------------- |
| Rocket control unithas beenarchived. |
| The information on this page pertains to a previous version of the game.It may be incorrect, or concern a removed/changed feature. |
| | Rocket control unit | Edit |
| | ------------------- | ---- |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 30+1+1β1 | 30+1+1β1 |
| Total raw | Total raw |
| 98.75+32.5+15+10+1 | 98.75+32.5+15+10+1 |
| Stack size | 10 |
| Prototype type | item |
| Internal name | rocket-control-unit |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
The
rocket control unit
was used in the production of orbital rockets.
History
2.0.7
:
Removed from the game, recipes that previously required rocket control unit now instead require processing unit
0.12.0
:
Introduced
See also
Rocket components
Low density structure
Rocket fuel
Satellite
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Rocket_control_unit_-_Factorio_Wiki
|
Stingfrond
|
Stingfrond - Factorio Wiki
|
[] |
Stingfrond - Factorio Wiki
Jump to navigation
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| | Stingfrond | Edit |
| | ---------- | ---- |
| Can be chopped down forspoilageandwood. | Can be chopped down forspoilageandwood. |
| --------------------------------------- | --------------------------------------- |
| Map color | |
| Expected resources | 8+2 |
| Health | 50 |
| Mining time | 0.5 |
Space Age
expansion exclusive feature.
Stingfronds
are part of the natural
terrain generation
in
Gleba
. They are lichens that glow in the dark, and yield
spoilage
and
wood
when mined.
History
2.0.7
:
Introduced in
Space Age
expansion.
| Environment | Environment |
| ----------- | ------------------------------------------------------------------------------------------------------------------- |
| Generic | PlayerCliffRock |
| Nauvis | TreeBiters |
| Vulcanus | Ashland tree |
| Gleba | JellystemYumako treeStromatoliteWater caneHairy clubnubBoompuffCuttlepopSlipstackStingfrondLickmawTeflillyPentapods |
| Fulgora | Fulgoran ruinFulgoran vault ruinFulgoran lightning attractorFulgorite |
| Aquilo | Lithium ice formation |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Stingfrond_-_Factorio_Wiki
|
Personal_battery_MK2_(research)
|
Personal battery MK2 (research) - Factorio Wiki
|
[] |
Personal battery MK2 (research) - Factorio Wiki
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| | Personal battery MK2 (research) | Edit |
| | ------------------------------- | ---- |
Base game
Space Age mod
| Cost | Cost |
| --------------------- | --------------------- |
| 30111β100 | 30111β100 |
| Prototype type | technology |
| Internal name | battery-mk2-equipment |
| Required technologies | Required technologies |
| | |
| Effects | Effects |
| | |
| Cost | Cost |
| --------------------- | --------------------- |
| 301111β100 | 301111β100 |
| Prototype type | technology |
| Internal name | battery-mk2-equipment |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
See also
Research
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
https://wiki.factorio.com/Personal_battery_MK2_(research)_-_Factorio_Wiki
|
Planet_discovery_Aquilo_(research)
|
Planet discovery Aquilo (research) - Factorio Wiki
|
[] |
Planet discovery Aquilo (research) - Factorio Wiki
Jump to navigation
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| | Planet discovery Aquilo (research) | Edit |
| | ---------------------------------- | ---- |
| Cost | Cost |
| --------------------- | ----------------------- |
| 60111111111β3000 | 60111111111β3000 |
| Prototype type | technology |
| Internal name | planet-discovery-aquilo |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
Space Age
expansion exclusive feature.
Unlocks traveling to
Aquilo
with
space platforms
.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Aquilo
Research
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
https://wiki.factorio.com/Planet_discovery_Aquilo_(research)_-_Factorio_Wiki
|
Train_stop
|
Train stop - Factorio Wiki
|
[] |
Train stop - Factorio Wiki
Jump to navigation
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| | Train stop | Edit |
| | ---------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 0.5+5+6+6+3β1 | 0.5+5+6+6+3β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 8.25+7.5+14+3 | 8.25+7.5+14+3 | | | | | | | | | | | | |
| Map icon | | | | | | | | | | | | | |
| Health | 250325400475625 | | | | 250 | | 325 | | 400 | | 475 | | 625 |
| | | | 250 | | | | | | | | | | |
| | 325 | | 400 | | | | | | | | | | |
| | 475 | | 625 | | | | | | | | | | |
| Stack size | 10 | | | | | | | | | | | | |
| Rocket capacity | 10 (1 stack) | | | | | | | | | | | | |
| Dimensions | 2Γ2 | | | | | | | | | | | | |
| Mining time | 0.2 | | | | | | | | | | | | |
| Prototype type | train-stop | | | | | | | | | | | | |
| Internal name | train-stop | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Train stops
are used to automate item transportation by trains by providing nameable locations for trains to travel to. Like
locomotives
, the color of the stops can be customized. Furthermore, the stop can be named, with
rich text
making it possible to further customize the name, such as by adding item icons.
Contents
1
Mechanics
2
Circuit Network
3
Indicators
4
Gallery
5
History
6
See also
Mechanics
Train stops are used to denote a place for a train to stop. Every placed train stop will appear as a possible stop in the scheduling area of a
train
's GUI. This can be used to create loading and unloading stations for trains.
When there are multiple train stops with the same name, trains will always travel to the closest stop. "Closest" in this case does not mean rail distance, instead the
pathfinding distance
is used. This distance is influenced by trains on the track, in addition to rail distance, so empty train stops are preferred over occupied ones if the empty stop is not too far away.
Opening the GUI of a stop will show the information of every train connected to that stop, including its name, current activity and location on the map. Additionally, it is possible to set a train limit for train stops via their GUI or with the circuit network. Only the set amount of trains may reserve the train stop as their destination when trying to path to it. If the train limit is lowered below the amount of trains that currently have the stop reserved as their destination, those trains will continue to go to the stop.
[1]
Trains will attempt to avoid routes that pass through stops that are not designated as the next destination. This is represented by a penalty to the pathfinding distance, which usually forces a train to pick a "shorter" path.
Circuit Network
Train stops can be enabled or disabled using the
circuit network
. When a train stop is disabled, trains will not go to that station. If a train is scheduled to go to a stop that is disabled, it will select a stop with the same name which is enabled. If no such stops exist, the train will enter the "destination full" state and wait until a stop becomes enabled again. If a train is en-route or already parked at a stop when it becomes disabled, the train will continue to the stop and complete its wait conditions.
When a train attempts to go to an enabled stop, it first checks to see if the stop has a "train limit" set. This limit specifies the maximum number of trains allowed to go to this station. If the number of trains headed to that stop (including one sitting at the stop) is greater than or equal to the stop's current train limit, then the train will not go to that stop. It will check other enabled stops with that name. If all stops with that name are full, the train will enter the "destination full" state. Once a stop with that name opens up to allow more trains, the train will proceed. Like disabling, if a train limit changes while a train is en-route to a stop, the train will continue to the stop and complete its wait conditions. A stop with a train limit of 0 behaves identically to a stop which has been disabled.
When there are multiple valid stops with the same name, the train will next check each stop's "priority". Stop priority can be set manually or with the circuit network, and can be set between 0 and 255, defaulting to 50. The lowest priority is 0, and the highest priority is 255. Trains will prefer stops with a higher priority. If all valid stops have the same priority value, the train will select the closest stop. Priority values are only considered when a train is dispatched; if a train is en-route and priority values of its stop change so that it is no longer going to the highest priority stop, the train will
not
re-path to the new highest priority stop and will continue on its original schedule.
While a train is en-route, it may
repath
to a different train stop of the same name, provided the new train stop has not reached its capacity. When this happens, the train ceases to count toward the train limit of the original stop.
Train stops can be used to pass circuit signals to trains, read train contents, uniquely identify trains with an ID number, or count the amount of trains going to the train stop.
When reading the content of a stopped train, fluid amounts are rounded down to the nearest integer, except when the fluid amount is < 1, then it is is rounded to 1.
Indicators
There are indicator lights on the top of the train stop. These show:
Solid light β The train stop is unoccupied/available.
Alternate blinking β A train is approaching or passing the train stop.
Simultaneous blinking β A train is stopped/occupying the train stop.
No lights β The train stop is invalid.
Blinking red β The train stop is disabled via circuit network.
Gallery
Three railways with different color train stops.
Four trains listed in a train stop's GUI.
History
1.1.0
:
Train stop allows to set limit of incoming trains.
Fluids in train circuit logic treat summed < 1 fluid values as 1 instead of 0.
0.17.0
:
Train stop recipe now uses iron sticks.
0.15.0
:
Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.
Train Stop can output the contents of the stopped train's cargo.
Train Stop can be disabled using the circuit network.
When the active train stop is removed, trains will immediately leave the station if they're waiting at the station.
0.13.0
:
New graphics
Placement indicator
Indicator of train position when stopped at station on hover.
0.10.0
:
Station names can now be changed.
0.7.0
:
Show the direction of incoming trains when being built.
Multiple train stops for each train station.
0.4.1
:
Cannot be rotated after building.
0.4.0
:
Introduced
See also
Locomotive
Railway
Rail signal
Rail chain signal
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Train_stop_-_Factorio_Wiki
|
Tutorial_Solar_power_math
|
Tutorial:Solar power math - Factorio Wiki
|
[] |
Tutorial:Solar power math - Factorio Wiki
Jump to navigation
Jump to search
In this tutorial we will properly quantify the amount of
solar panels
and
accumulators
needed and the proper ratio that is needed between the two buildings.
Contents
1
Equation symbols and units
2
Average output of 1 solar panel
3
Accumulators per solar panel
3.1
Best ratios
3.2
Testing ratios
Equation symbols and units
The game uses SI units and reflects how they are used in the real world.
Energy
E
and
power
P
are often used interchangeably, but power is the first time derivative of energy, i.e. how much energy is used or produced per second. Power can be used to get machines moving, as they perform
work
W
. A type of work can be lifting some mass against gravitational acceleration for a set distance. Usually there is always a loss of usable energy due to thermal energy being released, but Factorio does not take such losses into consideration. Lastly there is the charge in accumulators. Charge traditionally has the unit Coulomb and the energy in a capacitor depends on the charge and the voltage across it, but as Factorio also doesn't consider equipment using different voltages, a the charge
A
of a factorio-accumulator can be defined to use this combined value.
Therefore the important equation symbols for energy are as follows:
E
... energy, in
J
Joule, also often written in
k
W
h
kilowatt-hours, where
1
k
W
h
=
3
6
0
0
0
0
0
J
=
3
.
6
M
J
.
W
... performed work, in
k
g
m
s
2
m
or
N
m
Newton-meter which is equal to
J
Joule
A
:
=
1
2
Q
β
U
2
... accumulator charge, in
J
Joule
And the important equation symbols for power are as follows, with dot-notation for the time derivative:
P
S
:
=
d
d
t
E
=
E
Λ
... supplied power, in
W
Watt, or
J
s
Joule per second.
W
Λ
:
=
d
W
d
t
... ongoing mechanical work, in
W
Watt
A
Λ
:
=
d
A
d
t
... change in accumulator charge, in
W
Watt
Energy can't be generated or destroyed, only converted into a different form. This means that the balance of energy must be upheld, and therefore its rate of change must be zero. If we subtract from the supplied power both the ongoing mechanical work and the rate at which accumulators are charging (therefore taking energy from the grid), the result will be zero. As such we can write
P
S
β
W
Λ
β
A
Λ
=
0
.
The player will not have to worry about overproduction, as any power generating equipment will cap its output automatically. Only too little production will no longer provide machines with the amount of power that they desire, causing them to throttle their own power demand and working slower. Therefore in almost all cases these rates will change over time, where solar panels produce energy dependant on the time of day, while machines equally draw more or less power depending on how much they are used. For example, inserters only draw their power when they swing their arms, while only using a tiny fraction of it on standby. As such we introduce notation for various statistically relevant values.
Average value over an interval
T
is annotated with a bar above:
x
Β―
=
1
T
β«
t
t
+
T
x
(
t
)
d
t
Peak value with an upward facing chevron:
x
^
=
m
a
x
(
x
(
t
)
)
Average output of 1 solar panel
While only the peak output of a solar panel can be easily be told at
P
^
=
6
0
k
W
, its exact power output over the day changes with available daylight. Thankfully, if we install some accumulators, they can do the integration for us.
0
=
P
(
t
)
β
A
Λ
(
t
)
A
Λ
(
t
)
=
P
(
t
)
A
(
T
)
=
β«
0
T
P
(
t
)
d
t
In an experiment with one solar panel and 4 accumulators, we can see that one solar panel will produce 17.6 MJ of energy per day.
Due to rounding, this could be anywhere between 17.55 MJ and 17.65 MJ, therefore the experiment can be repeated over multiple days.
| day number | accumulator charge | energy produced per day |
| ---------- | ------------------ | ----------------------- |
| 1 | 17.6 MJ | 17.6 MJ |
| 2 | 35.3 MJ | 17.65 MJ |
| 3 | 52.9 MJ | 17.633 MJ |
| 4 | 70.6 MJ | 17.65 MJ |
| 5 | 88.2 MJ | 17.64 MJ |
| 6 | 106 MJ | 17.666 MJ |
Further experiments show that the true number will swing around and approach 17.64 MJ
A
(
T
)
=
1
7
6
4
0
k
J
P
Β―
=
β«
0
T
P
(
t
)
d
t
T
=
A
(
T
)
T
=
1
7
6
4
0
k
J
4
2
0
s
=
4
2
k
W
A day on Nauvis lasts 7 minutes, or
T
=
4
2
0
s
, which means that each solar panel provides about 42 kW of power on average.
Solarpanel output as a function
For further calculations we assume the power output function of a solar panel looks as follows:
P
(
t
)
=
{
6
0
8
4
t
0
s
β€
t
<
5
0
4
0
6
0
s
6
0
5
0
4
0
6
0
s
<
t
β€
1
7
6
4
0
6
0
s
6
0
β
6
0
8
4
β
(
t
β
1
7
6
4
0
6
0
s
)
1
7
6
4
0
6
0
s
<
t
β€
2
2
6
8
0
6
0
s
0
2
2
6
8
0
6
0
s
<
t
β€
2
5
2
0
0
6
0
s
β«
0
T
P
(
t
)
d
t
=
1
7
6
4
0
k
J
Knowing how much power a solar panel provides on average we can construct a fitting load to test how much max accumulator charge
A
^
is needed.
In a second experiment we take two solar panels on separate grids and put a load of
1
7
6
0
0
k
J
4
2
0
s
β
4
1
.
9
k
W
on one, and one with
1
7
6
4
0
k
J
4
2
0
s
=
4
2
k
W
, which can be achieved with...
8 Assembly machines 2 (5 kW per unit), and
3/4 fast inserters (500 W per unit), and
1/0 regular inserters (400 W per unit).
To that we add a generous 100 accumulators and observe the energy in the system.
41.9 kW grid
42 kW grid
42 kW grid (zoomed in)
Experimental values for the 41.9 kW grid show the first peak has a height of about 4.24 MJ, with each consecutive peak growing higher as the true output of a solar panel is indeed more than 41.9 kW.
Experimental values for the 42 kW grid show each peak reaching about 4.24 MJ, but falling short for 5 seconds if it has to start from no charge at all. This may be due to the fact that machines start to behave differently when power is low. However, if we start the experiment with some slight pre-existing charge, the system will be stable.
Accumulators per solar panel
4.24 MJ is enough to fill 0.848 accumulators as they can hold a charge of 5 MJ each. Conservatively we can therefore set 0.85 accumulators per solar panel, or a ratio of 20 solar panels to 17 accumulators. A less conservative approach is to use 0.84 accumulators per solar panel, or a ratio of 25 solar panels to 21 accumulators.
Analytic solution: 2646/3125
We can set the previously defined power function as the rate of change of the accumulator and subtract it's average output as the load which the setup should be able to continuously supply. First we check when the power reaches 42 kW
4
2
=
6
0
8
4
β
t
start
t
start
=
3
5
2
8
6
0
Then we shift the function for power in time and reduce it by the 42 kW so that the function will start at zero.
A
Λ
(
t
)
=
P
(
t
β
3
5
2
8
6
0
)
β
P
^
=
{
6
0
k
W
8
4
s
β
t
0
s
β€
t
<
1
5
1
2
6
0
s
6
0
k
W
β
4
2
k
W
1
5
1
2
6
0
s
<
t
β€
1
4
1
1
2
6
0
s
6
0
k
W
β
6
0
k
W
8
4
s
β
(
t
β
1
4
1
1
2
6
0
s
)
β
4
2
k
W
1
4
1
1
2
6
0
s
<
t
β€
1
9
1
5
2
6
0
s
β
4
2
k
W
1
9
1
5
2
6
0
s
<
t
β€
2
1
6
8
0
6
0
s
6
0
k
W
8
4
s
β
(
t
β
2
1
6
7
2
6
0
s
)
β
4
2
k
W
2
1
6
7
2
6
0
s
<
t
β€
2
5
2
0
0
6
0
s
A
(
T
=
4
2
0
s
)
=
β«
0
T
A
Λ
(
t
)
d
t
=
0
J
To find the critical point in time
t
crit
at which the accumulator charge reaches it's peak
A
^
=
A
(
t
crit
)
, we need to see when it's derivative passes zero. This happens in it's 3rd section.
A
Λ
(
t
crit
)
=
0
=
6
0
k
W
β
6
0
k
W
8
4
s
β
(
t
crit
β
1
4
1
1
2
6
0
s
)
β
4
2
k
W
t
crit
=
(
6
0
k
W
β
4
2
k
W
)
6
0
k
W
8
4
s
+
1
4
1
1
2
6
0
s
=
1
5
6
2
4
6
0
s
=
2
6
0
.
4
s
A
(
t
crit
)
=
β«
0
t
crit
A
Λ
(
t
)
d
t
=
β«
0
s
1
5
1
2
6
0
s
6
0
k
W
8
4
s
β
t
d
t
+
β«
1
5
1
2
6
0
s
1
4
1
1
2
6
0
s
6
0
k
W
β
4
2
k
W
d
t
+
β«
1
4
1
1
2
6
0
s
1
5
6
2
4
6
0
s
6
0
k
W
β
6
0
k
W
8
4
s
β
(
t
β
1
4
1
1
2
6
0
s
)
β
4
2
k
W
d
t
=
6
0
k
W
8
4
s
β
1
2
β
(
1
5
1
2
6
0
s
)
2
+
(
6
0
k
W
β
4
2
k
W
)
β
(
1
4
1
1
2
6
0
s
β
1
5
1
2
6
0
s
)
+
(
6
0
k
W
β
4
2
k
W
)
β
(
1
5
6
2
4
6
0
s
β
1
4
1
1
2
6
0
s
)
β
6
0
k
W
8
4
s
β
1
2
β
(
1
5
6
2
4
6
0
s
β
1
4
1
1
2
6
0
s
)
2
=
1
1
3
4
5
k
J
+
3
7
8
0
k
J
+
1
1
3
4
5
k
J
=
2
1
1
6
8
5
k
J
=
4
2
3
3
.
6
k
J
The true perfect ratio for solar panels to accumulators therefore turns out to be...
2
1
1
6
8
5
k
J
5
0
0
0
k
J
=
2
6
4
6
3
1
2
5
=
0
.
8
4
6
7
2
It takes 0.84672 accumulators per solar panel, or a ratio of 2646 accumulators to 3125 solar panels. Speaking conservatively we can take a higher ratio of 0.85 with 17 accumulators to 20 solar panels.
Best ratios
These ratios approach the one we got from the analytic solution, but to get more accurate, they need a larger number of individual equipment to do so.
| accumulators | solar panels | ratio |
| ------------ | ------------ | ----------- |
| 1 | 1 | 1 |
| 6 | 7 | 0.857142857 |
| 17 | 20 | 0.85 |
| 28 | 33 | 0.848484848 |
| 39 | 46 | 0.847826087 |
| 50 | 59 | 0.847457627 |
| 61 | 72 | 0.847222222 |
| 72 | 85 | 0.847058824 |
| 83 | 98 | 0.846938776 |
| 94 | 111 | 0.846846847 |
| 105 | 124 | 0.846774194 |
| 221 | 261 | 0.846743295 |
| 337 | 398 | 0.846733668 |
| 453 | 535 | 0.846728972 |
| 569 | 672 | 0.84672619 |
| 685 | 809 | 0.846724351 |
| 801 | 946 | 0.846723044 |
| 917 | 1083 | 0.846722068 |
| 1033 | 1220 | 0.846721311 |
| 1149 | 1357 | 0.846720707 |
| 1265 | 1494 | 0.846720214 |
| 2646 | 3125 | 0.84672 |
| accumulators | solar panels | ratio |
| ------------ | ------------ | ----------- |
| 1 | 2 | 0.5 |
| 2 | 3 | 0.666666667 |
| 3 | 4 | 0.75 |
| 4 | 5 | 0.8 |
| 5 | 6 | 0.833333333 |
| 11 | 13 | 0.846153846 |
| 116 | 137 | 0.846715328 |
| 1381 | 1631 | 0.846719804 |
| 2646 | 3125 | 0.84672 |
Testing ratios
The most commonly recommended ratio is 21/25 or 0.84, let's see how it fairs against 17/20 or 0.84, and then check out ratios for 0.8467 and 0.8469. And for fairness, these tests start off with fully charged accumulators before a load is applied.
84/100 (21/25 or 0.84)
fell 0 kJ accumulator charge for 18 seconds
85/100 (17/20 or 0.85)
lowest recorded accumulator charge: 959 kJ (11.282 kJ per accumulator)
83/98 (or 0.8469)
lowest recorded accumulator charge: 107 kJ (1.289 kJ per accumulator)
116/137 (or 0.8467)
fell 0 kJ accumulator charge for half a second
The tests support the analytic solution. The ratio for 0.8467 barely falls short of being able to sustain 42 kW of power, while 0.8469 almost fully discharges to 0.025%.
|
wiki
|
https://wiki.factorio.com/Tutorial:Solar_power_math_-_Factorio_Wiki
|
Prototype_CustomInput
|
Prototype/CustomInput - Factorio Wiki
|
[] |
Prototype/CustomInput - Factorio Wiki
Jump to navigation
Jump to search
The prototype docs have moved to a new website with an improved format.
This documentation page can now be found here:
https://lua-api.factorio.com/latest/prototypes/CustomInputPrototype.html
This wiki page is no longer updated and
will be removed at some point in the future
, so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback
on the forums
.
|
wiki
|
https://wiki.factorio.com/Prototype/CustomInput_-_Factorio_Wiki
|
Explosives_(research)
|
Explosives (research) - Factorio Wiki
|
[] |
Explosives (research) - Factorio Wiki
Jump to navigation
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| | Explosives (research) | Edit |
| | --------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 1511β100 | 1511β100 |
| Prototype type | technology |
| Internal name | explosives |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| 4 | 4 |
| Effects | Effects |
| | |
Researching
explosives
allows the ability to craft the
intermediate
item
explosives
, which can be used to make explosive, high-damage weapons and ammunition.
See also
Research
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
https://wiki.factorio.com/Explosives_(research)_-_Factorio_Wiki
|
Aquilo
|
Aquilo - Factorio Wiki
|
[
"stub"
] |
Aquilo - Factorio Wiki
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| |
| --------------------------------------------- |
| This article is astub, and not comprehensive. |
| You can help this wiki byexpanding it. |
Space Age
expansion exclusive feature.
Aquilo
is a desolate, freezing ocean
planet
. Its surface consists solely of a vast ocean of liquid ammonia, with the occasional floating iceberg.
Progression wise, Aquilo is meant to be visited after establishing factories on all the previous planets.
Planet discovery Aquilo (research)
requires
rocket turrets
,
Advanced asteroid processing (research)
, and
heating towers
from Gleba,
Asteroid reprocessing (research)
from
Vulcanus
, and
Electromagnetic science pack (research)
from
Fulgora
.
Planet discovery Aquilo (research)
is required to travel to the planet.
Contents
1
Achievements
2
Exclusive items
3
Surface
3.1
Properties
3.2
Natural resources
4
Access to basic resources
5
Mechanics
5.1
Ice terrain
5.2
Freezing
5.3
Notes
5.4
Solar energy
6
Space routes
7
Orbit
7.1
Properties
8
Gallery
9
Trivia
10
History
11
See also
Achievements
| | Visit AquiloTravel to planetAquilo. |
| | ----------------------------------- |
Exclusive items
The following items are unlocked on Aquilo:
Cryogenic plant
Cryogenic science pack
Fusion generator
Fusion reactor
Railgun turret
Railgun
Captive biter spawner
Portable fusion reactor
Surface
Properties
| Property | Value |
| ------------------ | ---------- |
| Pollutant Type | None |
| Day Night Cycle | 20 Minutes |
| Magnetic Field | 10 |
| Solar Power | 01% |
| Pressure | 300 |
| Gravity | 15 |
| Robot energy usage | 500% |
Natural resources
In terms of directly exploitable natural resources, Aquilo has:
Ammoniacal solution
(via
offshore pump
on the edge of the ammoniacal seas)
Lithium brine
(via
pumpjack
)
Fluorine
(via pumpjack)
Crude oil
(via pumpjack)
With crude oil being the only non-exclusive resource to Aquilo, excluding ice obtained from
lithium ice formation
.
Stone, iron and copper (and coal if desired) need to be imported from other planets as Aquilo lacks ways to obtain these from the environment.
Access to basic resources
Water
can be obtained via
Ammoniacal solution separation
and
Ice melting
Stone
is not available and must be shipped in from other planets
Iron ore
is not available and must be shipped in from other planets
Copper ore
is not available and must be shipped in from other planets
Coal
is not available and must be shipped in from other planets
Crude oil
can be obtained using pumpjacks as normal
Mechanics
The starting area on Aquilo is a relatively small patch of snow and ice terrain. Beyond this small platform are the vast ammoniacal seas, which have small dots of icey terrain in them, usually around
crude oil
,
fluorine
, or
lithium brine
resource geysers. Aquilo is notable for having nothing to drill with any kind of miner. All natural resources, spare the
lithium ice formations
, are gathered either by an
offshore pump
or
pumpjack
. Bases on Aquilo will be reliant on regularly shipping in resources from other planets.
Ice terrain
On Aquilo, most terrain must be constructed, but
landfill
and
foundation
are no help. Instead, you must use
ice platforms
. These platforms are created by first using
ammoniacal solution separation
to make
ice
and
ammonia
, then re-combining those into a platform that can be placed on the ocean like
landfill
.
Snowy terrain can be built on directly, but on any kind of ice terrain or
ice platform
, most buildings will require an insulating floor of
concrete
tiles or derivatives before they can be placed.
Stone Bricks
can not be used to pave ice.
Freezing
Aquilo is brutally cold. The harsh ambient temperatures drain the energy from any airborne
construction robots
and
logistic robots
, making them consume 5 times more power than normal. Most buildings will freeze and stop working unless heated by a
heat pipe
or heat generator. Heat can be generated by the
nuclear reactor
or
heating tower
.
Once a building is adjacent to a heat source above 30Β°C, it will consume heat energy to maintain its state, reducing the energy (and temperature) in the heat source. Different entities consume different amounts of heat to prevent freezing.
Notes
Underground belts
and
pipes
are substantially larger heat drains than their above-ground versions
Heat pipes do not lose heat to the environment; they only lose heat to entities that need to be kept warm.
All
burner
entities and heat-producing machines are immune to freezing.
For details on heat throughput, see the
heat pipe
page.
A building is adjacent to a heat source when it is one tile away from the heat source either orthogonally or diagonally. All of the pipes would be heated in the below example:
| | |
| | |
| Building | Kilowatts |
| -------- | --------- |
| | 10 |
| | 50 |
| | 100 |
| | 150 |
| | 200 |
| | 40 |
| | 1 |
| | 150 |
| | 30 |
| | 100 |
| | 20 |
| | 30 |
| | 30 |
| | 50 |
| | 50 |
| | 50 |
| | 50 |
| | 50 |
| | 100 |
| | 100 |
| | 100 |
| | 200 |
| | 300 |
| | 400 |
The following Entities are immune from freezing. Many may be placed directly on ice tiles (with the exceptions you might expect, mostly).
| Tile | Entities | Category |
| ---- | -------- | ------------------------------ |
| | | Space Cargo |
| | | Offshore Pumps |
| | | Chests |
| | | Electric Poles |
| | | Basic Electric Devices |
| | | Player Notification Devices |
| | | Burner Entities |
| | | Heat Generators and Heat Pipes |
| | | Fusion Power |
| | | Tesla Turrets |
| | | Flamethrower Turrets |
| | | Walls and Gates |
| | | Bots |
| | | Vehicles |
| | | Trains |
| | | Rail Pieces |
| Any | | Rail Pieces |
Solar energy
Aquilo is far from its sun, and so
solar panels
on its surface only output at 1% of their rate on Nauvis: 0.6 kW peak production. This makes panels practical for little more than powering the first machines to produce the water needed for real power generation.
The minimum machines needed to produce water is either a single
chemical plant
to melt
ice
(which can initially be dropped from a space platform), or a single
assembling machine 2
to
empty barrels of water
also dropped from the platform. Assembling machine 2s require less power than chemical plants, and the unbarreling recipe is faster than
ice melting
. So on the whole, the assembler version will be faster.
Note that it is not necessary to fully power these machines. As long as the available power is greater than their drain, they will be able to function, albeit at reduced speed.
Efficiency modules
can speed this process up. With 3 efficiency modules, an assembling machine 2 only needs 35 kW to run at full speed (59 solar panels). To reach just 1/8th of max speed requires only 8.75 kW, which only needs 15 (base
quality
) solar panels.
Once even a little water is available,
heat exchangers
heated by either
heating towers
or
nuclear reactors
can feed
steam turbines
for power. This power can be used to process
ammoniacal solution separation
to generate ice, which can be melted into water for continuous power generation.
Space routes
Aquilo
is connected to 2 other planets,
Gleba
and
Fulgora
, along with the
Solar system edge
| Planet | Distance (km) |
| ----------------- | ------------- |
| Gleba | 30,000 |
| Fulgora | 30,000 |
| Solar system edge | 100,000 |
Asteroid rate graphs:
| Space route fromGlebatoAquilo | Space route fromFulgoratoAquilo | Space route fromAquilotoSolar system edge |
| ----------------------------- | ------------------------------- | ----------------------------------------- |
Graph legend:
| Asteroid type | Chunk | Medium | Big |
| ------------- | ------- | -------- | ------- |
| Metallic | βBlue | βRed | βCyan |
| Carbonic | βOrange | βYellow | βBrown |
| Oxide | βGreen | βMagenta | βPurple |
Orbit
Properties
| Property | Value |
| ----------- | ----- |
| Solar Power | 60% |
| AsteroidType | Spawn Ratio |
| ------------------------- | ----------- |
| Metallic asteroid chunk | 1 |
| Carbonic asteroid chunk | 2 |
| Oxide asteroid chunk | 20 |
| Promethium asteroid chunk | 0 |
| AsteroidSize | SpawnΒ % |
| ------------ | ------- |
| Chunk | .10 |
| Medium | 0 |
| Big | 0.25 |
| Huge | 0 |
Note:
Chunks spawn at Nauvis at 1.25%
Huge Asteroids only spawn past
Aquilo
Gallery
Example landscape of Aquilo.
Aquilo seen on the expansion's title screen.
Trivia
In mythology, Aquilo is the Roman god of the north wind, storms, and winter.
During development, Aquilo was home to floating, jellyfish-like enemies, concept art for which were shown in Friday Facts
#367
. However, they were removed due to them making progression "much slower".
[1]
Aquilo's design with ice and liquid ammonia oceans is based on real-world
ice planets
.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Fulgora
Gleba
Nauvis
Vulcanus
Space platform
| Space | Space |
| -------------------- | ------------------------------------------------------------------------------------------- |
| Planetside buildings | Rocket siloCargo landing pad |
| Space platform | Space platform foundationCargo bayAsteroid collectorCrusherThrusterSpace platform hub |
| Rocket cargo | SatelliteSpace platform starter pack |
| Asteroids | Metallic asteroid chunkCarbonic asteroid chunkOxide asteroid chunkPromethium asteroid chunk |
| Locations | NauvisVulcanusGlebaFulgoraAquiloSolar system edgeShattered planet |
| Navigation | LogisticsProductionIntermediate productsCombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Aquilo_-_Factorio_Wiki
|
Express_splitter
|
Express splitter - Factorio Wiki
|
[] |
Express splitter - Factorio Wiki
Jump to navigation
Jump to search
| | Express splitter | Edit |
| | ---------------- | ---- |
Base game
Space Age mod
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 2+10+1+10+80β1 | 2+10+1+10+80β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 130.75+72.5+86+80+20 | 130.75+72.5+86+80+20 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 190247304361475 | | | | 190 | | 247 | | 304 | | 361 | | 475 |
| | | | 190 | | | | | | | | | | |
| | 247 | | 304 | | | | | | | | | | |
| | 361 | | 475 | | | | | | | | | | |
| Resistances | Fire: 0/60% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 | | | | | | | | | | | | |
| Dimensions | 1Γ2 | | | | | | | | | | | | |
| Belt speed | 45 Items/s | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | splitter | | | | | | | | | | | | |
| Internal name | express-splitter | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| 3 | 3 | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 2+10+1+10+80β1 | 2+10+1+10+80β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 130.75+72.5+86+80+20 | 130.75+72.5+86+80+20 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 190247304361475 | | | | 190 | | 247 | | 304 | | 361 | | 475 |
| | | | 190 | | | | | | | | | | |
| | 247 | | 304 | | | | | | | | | | |
| | 361 | | 475 | | | | | | | | | | |
| Resistances | Fire: 0/60% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 | | | | | | | | | | | | |
| Dimensions | 1Γ2 | | | | | | | | | | | | |
| Belt speed | 45 Items/s | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | splitter | | | | | | | | | | | | |
| Internal name | express-splitter | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| 3 | 3 | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Express splitters
are
splitters
which are three times as fast as
normal splitters
and 50% faster than
fast splitters
. The items are placed in 1:1 relation on the outgoing belts. It is possible to set a filter and input and output priorities as described on
belt transport system
.
Contents
1
Other express belts
2
Other Splitters
3
Gallery
4
History
5
See also
Other express belts
| Express transport belt | Express underground belt |
| ---------------------- | ------------------------ |
Other
Splitters
| Splitter | Fast splitter | Turbo splitter |
| -------- | ------------- | -------------- |
Gallery
History
0.17.0
:
Match
express transport belt
speed of 45 items/per second.
0.16.17
:
Added filter to splitter.
Added input and output priority to splitter.
0.16.16
:
Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent. The decision whether item goes to left or right output is now independent of the item type.
0.11.0
:
Fast/express splitters are now made from their lesser variants.
Express splitters require lubricant.
0.5.0
:
Introduced
New graphics.
See also
Belt transport system
Transport belts
Underground belts
Inserters
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Express_splitter_-_Factorio_Wiki
|
Capsules
|
Capsules - Factorio Wiki
|
[] |
Capsules - Factorio Wiki
Jump to navigation
Jump to search
| |
| ------------------------------------------------------------ |
| Multiple pages share the title or description of "Capsules". |
| They are listed below. |
Capsules
may refer to:
Poison capsule
Slowdown capsule
Defender capsule
Distractor capsule
Destroyer capsule
|
wiki
|
https://wiki.factorio.com/Capsules_-_Factorio_Wiki
|
Electronic_circuit
|
Electronic circuit - Factorio Wiki
|
[] |
Electronic circuit - Factorio Wiki
Jump to navigation
Jump to search
| | Electronic circuit | Edit |
| | ------------------ | ---- |
Base game
Space Age mod
| Recipe | Recipe |
| --------------------- | --------------------- |
| 0.5+3+1β1 | 0.5+3+1β1 |
| Total raw | Total raw |
| 1.25+1.5+1 | 1.25+1.5+1 |
| Stack size | 200 |
| Rocket capacity | 2000 (10 stacks) |
| Prototype type | item |
| Internal name | electronic-circuit |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 0.5+3+1β1 | 0.5+3+1β1 |
| Total raw | Total raw |
| 1.25+1.5+1 | 1.25+1.5+1 |
| Stack size | 200 |
| Rocket capacity | 2000 (10 stacks) |
| Prototype type | item |
| Internal name | electronic-circuit |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
The
electronic circuit
(or "green circuit") is a basic intermediate product, widely used throughout the game. The electronic circuit is the first in a line of circuit-type intermediate products.
Electronic circuits are used as an ingredient for many item recipes, including creation of all kinds of
inserters
, and most production machines such as
assemblers
,
solar panels
and
electric mining drills
. Certain other logistic devices will also need electronic circuits to be created, such as rail signalling equipment. The
logistic network
is also incredibly dependent on products constructed with these circuits.
Electronic circuits need to be made in order to produce the upgraded variants of circuit such as the
advanced circuits
and
processing units
. Combined together, these circuits can also make
modules
.
The ratios of assembling machines of the same tier to craft this item are:
Normal mode
3
Copper cable
assembling machines β 2
Electronic circuit
assembling machines
Expensive mode
4
Copper cable
assembling machines β 1
Electronic circuit
assembling machine
Achievements
| | Mass production 1Produce 10kelectronic circuits. |
| | ------------------------------------------------ |
| | Mass production 2Produce 1Melectronic circuits. |
| | ----------------------------------------------- |
| | Mass production 3Produce 20Melectronic circuits. |
| | ------------------------------------------------ |
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Electronic_circuit_-_Factorio_Wiki
|
post_666040
|
Allow use to use "Z" to place modules one at a time in remote view
|
[
"Ideas and Suggestions"
] |
Author: RusselRaZe
Date: 2024-10-26T19:13:48+00:00
TL;DR
Let us place modules remotely like we can locally.
What?
When in remote view and holding a ghost module, let use place a single module by pressing "Z" like we can when we do it locally.
Why?
Currently, if we want to place at least 2 different module types into a machine, we have to open up the building and place the modules manually in each slot rather than just hovering over the building and pressing Z. In several cases, being able to drop in a module with Z is more convenient.
---
Author: neoChaos12
Date: 2025-02-02T19:09:33+00:00
+1
---
Author: Nemoricus
Date: 2025-02-02T20:22:35+00:00
Duplicate of but better title than: viewtopic.php?p=636786
---
Author: Iridium
Date: 2025-02-05T07:33:42+00:00
+1
---
Author: hanni79
Date: 2025-02-28T12:46:00+00:00
+1
---
Author: rosilisk
Date: 2025-03-15T16:53:58+00:00
+1 from me, also. I would personally use this for placing 3 efficiency 1 into a big miner and some more complex mixed-module setups in cryogenic plants.
---
Author: FritzHugo3
Date: 2025-03-16T01:30:04+00:00
At first I couldn't understand why Z - then I realized that y and z are reversed in English layouts LUL.
I mean, you don't even have to press the Z key. Just go to the remote view, select a module cmd/strg and simply drag it over the factories - I don't see that Z is better than cmd/strg.
---
Author: SempfgurkeXP
Date: 2025-03-16T03:08:39+00:00
Z / Y would be very useful if you make mixed setups, like beacons with 1 speed and 1 efficiency module etc
Quotes:
Quote from FritzHugo3 wrote: Sun Mar 16, 2025 1:30 am:
---
Author: FritzHugo3
Date: 2025-03-17T17:26:26+00:00
Ah ok, I get it Thx
Quotes:
Quote from SempfgurkeXP wrote: Sun Mar 16, 2025 3:08 am:
Quote from FritzHugo3 wrote: Sun Mar 16, 2025 1:30 am:
|
forum
|
https://forums.factorio.com/viewtopic.php?p=666040
|
post_666054
|
Factorio Multiplayer Protocol
|
[
"Ideas and Suggestions"
] |
Author: BBBBSammich
Date: 2025-03-16T11:52:14+00:00
TL/DR
I want to know a few details about the multiplayer joining protocol
WHY
I want to make a proxy that automatically launches a VM and gives interactive feedback to the player. I have done this before for Minecraft, it worked, and my peers have requested that I do it for Factorio.
MORE
I would like to make a proxy for Factorio which serves to redirect joining players to a server which is not necessarily running. Itβs expensive for me to keep a factorion server running 24/7 (when paid by the hour) and it makes financial sense to only run the server when someone is playing. I have done this for Minecraft, and it worked great. I believe Minecraftβs multiplayer protocol is reverse engineered by the community https://minecraft.wiki/w/Java_Edition_protocol . But I do not have the capacity to do so for Factorio, some attempts were made in the past, but not to a significant degree. It would be great if some insight could be given to the workings of the factorion multiplayer protocol, (specifically the server joining part). I know that maintaining documentation about the full protocol is impossible because of the way the game works.
---
Author:
Date: 2025-03-16T13:35:35+00:00
The Factorio server auto paused by default when no one is online, so in that sense it will use virtually no CPU. Is that not the goal?
---
Author: Tertius
Date: 2025-03-16T13:39:39+00:00
Is it really necessary to write a whole proxy service?
What do you need to start on demand, is it just a service (the Factorio server process) or do you need to start up a whole virtual machine?
With systemd, it's possible to listen on a port (in this case the Factorio udp port) with a *.socket unit and start a *.service unit that's supposed to serve this port. So the service isn't running as default, and if systemd detects activity on the port, it starts the associated *.service unit.
This *.service doesn't need to be the factorio server service, it can be any *.sh script. I guess you're able to start your vm from within, and if it is up, add an iptables rule to forward the local udp port to the vm udp port. This is actually your proxy: a corresponding iptables NAT rule for udp traffic on the given port. Don't need to look inside the packets.
---
Author: BBBBSammich
Date: 2025-03-17T08:14:24+00:00
Yes, it does have to do with starting a virtual machine. In my country at least, it is a lot cheaper to run a virtual machine on demand rather than using a hosting service or other solutions. I have so far written a discord bot where players can send a command to start the vm, but it is more convenient for players to start the vm by trying to join the server. I am a uni student hosting a game for my class, and it worked great with minecraft. Setting up the proxy was actually easier than the discord bot, as the edge cases were actually a lot fewer. I just had to look at the active TCP connections to see if anyone was online for instance. I know it's a bit different for UDP but I believe the principles stay the same.
I'd only have to detect when a player joins, maybe send some sort of message and kick them off. The vm is then started and any other connection attempts will be deferred until the server has successfully started. Then any further connection attempts will route all further messages directly between server and client. So I just need to know how to accept a connection and then immediately kick the player. A ping would also be useful to check if the server is online.
---
Author: BBBBSammich
Date: 2025-03-17T08:26:57+00:00
This could work, I'd just have to set up a subprocess wrapper that reads the console logs, and sends an api call to stop the vm when all players leave. Or I can maybe check if the network activity ceases from the "proxy" machine, which would also be a failsafe if the server fails to start. It would just miss the interactive element that gives feedback to the player whether the server is responding and actually starting or not.
So if it is possible to do what my previous comment suggests with the existing factorio protocol, then that would still work better.
Quotes:
Quote from Tertius wrote: Sun Mar 16, 2025 1:39 pm:
---
Author: eugenekay
Date: 2025-03-17T15:05:07+00:00
Just because you CAN do something does not mean that you SHOULD , or that it is easy.
Factorio uses a custom UDP based protocol for multiplayer communication, which will be very difficult to setup an intelligent βparserβ to handle the connection attempts and kick-off the orchestration described. It will then take at least a few seconds - possibly a minute or more - to start the Gameβs Virtual Machine Environment, load and process the Game and Data, prepare the Savegame for loading, and only THEN will it be possible to attempt to process the Clientβs login packetβ¦. By which time the Client has already given-up and shown an Error to the User for Server Timeout.
In comparison, the existing default behavior of the headless server is to auto-Pause the game once all Clients have disconnected, and it has authentication built in to the network protocol so that garbage packets are ignored. Why reinvent a more complicated, less functional Wheel? You cannot "Save" much by stopping the Process by running, since the Proxy & Orchestrator would still need to run on the same Machine / IP Address. The Server does use some Memory (which can be Paged to disk by the OS if needed) and very little CPU while Paused.
---
Author: BBBBSammich
Date: 2025-03-17T15:32:16+00:00
when there's money at stake, nothing is overkill. Also please read my comment describing why the auto-pause is not an option, I do not want to be redundant. But I'll say this again: the intention is to kick the player with a message when they join to tell them that the server is starting. I know this system works because I have used it before with over 50 users all having near to no issues. They have asked that I implement the same system on factorio because they enjoyed not having to open discord to play online. It saves costs by 50% compared to other game hosting services, and even more to renting a VM.
Quotes:
Quote from eugenekay wrote: Mon Mar 17, 2025 3:05 pm:
---
Author: eugenekay
Date: 2025-03-17T15:51:47+00:00
You have missed my point slightly: there are EASIER ways to achieve your goal than parsing an entire network protocol. RCON already exists to provide a communication channel with the Factorio Server itself.
If you are already planning to run two instances of Factorio side-by-side (aka a "Waiting Room" with a restricted map to save resources, and a "Main Game" which has your MegaBase), you don't need a Proxy at all. Use a firewall-level Port Redirect (eg, IPTables) rule to send traffic to your desired Instance.
If you want to Pause the Factorio Instance to save CPU/RAM you don't need a Virtual Machine - Linux can do Process Backgrounding by itself - see the man page for "fg".
Quotes:
Quote from BBBBSammich wrote: Mon Mar 17, 2025 3:32 pm:
Quote from eugenekay wrote: Mon Mar 17, 2025 3:05 pm:
---
Author: BBBBSammich
Date: 2025-03-17T18:58:35+00:00
I suppose so. With my discord bot I am currently controlling the server over RCON, I did not think to set up a waiting room server, but that could work. So that is a solution. I have just always felt that getting access to Factorio on a slightly more fundamental level could streamline it a bit.
I thought that if there was a simple way for the devs to release the required information I would happily slave away at the hard parts. For some reason I decided to code this bot in Java instead of C#, and I also decided to make use of docker, except the existing wrappers for the docker API are shit, so I wrote my own wrapper (excuse the language). But the point is that, I don't really care to dig deep into documentation etc. The proposed solution would work, especially if I write a custom scenario that would be able to communicate with my wrapper through rcon. So this is perhaps my final call to something that might be impossible but I would still maybe like some consideration.
Thank you all for the help I do really appreciate the new perspective gained. (Sorry for the verbose language, perhaps you can see part of my Factorio style )
Quotes:
Quote from eugenekay wrote: Mon Mar 17, 2025 3:51 pm:
Quote from BBBBSammich wrote: Mon Mar 17, 2025 3:32 pm:
Quote from eugenekay wrote: Mon Mar 17, 2025 3:05 pm:
---
Author: eugenekay
Date: 2025-03-17T19:07:00+00:00
They already have - you have the Game Binaries - and can Capture the Network Packets - it's just a lot of work to figure out what is going on, and create a packet-compatible Proxy/Fake Server for Clients to connect to..... if you already have a RCON-connected bot it is a lot less code to listen on the Waiting Room instance for New Player connections --> fire up the MegaBase Instance / Wait for RCON to come up --> Print a Chat Message to the Waiting Room --> Shut Down Waiting Room & Swap IPtables rules.
No Disagreement here.
Quotes:
Quote from BBBBSammich wrote: Mon Mar 17, 2025 6:58 pm:
Quote from :
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forum
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https://forums.factorio.com/viewtopic.php?p=666054
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post_666035
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[Kovarex] [2.0.23] Crash accepting parameters after pasting blueprint (FillBlueprintParametersGui::confirm())
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[
"Assigned"
] |
Author: Sheridan
Date: 2024-12-02T16:37:07+00:00
Description:
What did you do?
I pasted a blueprint that has more than one parameter. When the parameter selection window appeared, I accidentally clicked outside of it.
What happened?
The blueprint was pasted again in a new location, and a new parameter selection window opened. If I close this new window, the previous one remains open. When I accept the parameters by clicking the checkmark, the game crashes.
What did you expect to happen instead?
I expected that the game would not allow me to paste the blueprint again while the parameter selection window is open.
Does it happen always, once, or sometimes?
This issue happens every time I try to paste a blueprint with multiple parameters and click outside the selection window.
Steps to reproduce:
Create or obtain a blueprint with multiple parameters.
Paste the blueprint in the game.
When the parameter selection window appears, click outside of it.
Observe that the blueprint is pasted again and a new parameter selection window opens.
Close the new window and try to accept the parameters in the original window.
The game crashes.
---
Author: Sheridan
Date: 2024-12-02T19:04:32+00:00
Additionally, I would like to point out a small inconvenience that contributes to reproducing the bug. When a parameter does not have a quality option, the game prompts you to select a quality in the parameter selection dialog when pasting the blueprint. Usually, quality is not needed, so itβs faster to double-click on the desired icon.
However, if the parameter includes quality (or if this parameter is present in the blueprint in all qualities), a single click is sufficient. Since double-clicking is often required in most cases, players tend to do it out of habit. This second click frequently lands on the surface, triggering the blueprint to be pasted again.
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Author:
Date: 2024-12-05T23:00:44+00:00
This may be related to 120531
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Author:
Date: 2025-03-17T16:51:16+00:00
Ref.: 127570
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forum
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https://forums.factorio.com/viewtopic.php?p=666035
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topic_127552
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Keeping biters at bay
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[
"Gameplay Help"
] |
Author: samuri
Date: 2025-03-16T14:59:49+00:00
Has anyone come up with a sustainable, working solution to permanently keep biters at bay on Nauvis while you're travelling around in space? And I mean something that can be left alone so you don't keep having to go back to Nauvis just to maintain stuff.
I've got something that semi-works but I still have to go back regularly to repair/rebuild things.
This is my base on Nauvis.
03-16-2025, 14-49-50.png (1019.82 KiB) Viewed 523 times
I have a train that continually travels round in a loop and stops at each station on the loop, like this.
03-16-2025, 14-51-32.png (3.5 MiB) Viewed 523 times
Each station looks very similar to that. The train distributes turret ammo and repair kits for the robots at each station. The train also has two artillery turrets which take out biter nests each time the train stops. The biters attack where the train was but the turrets shoot them all. This maintains a buffer zone around my base.
Sometimes the biters destroy a turret, I've not yet taken to putting spare turrets on the train for robots to install, maybe that's part of the answer.
Obviously the artillery turrets need restocking so I have an artillery shell manufacturing factory which loads them all up at a single station.
03-16-2025, 14-55-50.png (3.79 MiB) Viewed 523 times
Naturally I have a supply chain working automatically from Vulcanus to keep the shells being built up and I'm making my own calcite in orbit around Nauvis.
Interested to see what anyone else has tried for this.
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Author: eugenekay
Date: 2025-03-16T15:40:50+00:00
Youβre doing pretty good so far! A few suggestions to reduce the amount of Repairs that are needed:
Eliminate any Concave sections of your Perimeter wall. The outside βring of defensesβ should be a Convex shape, such as a Square or Octagon
Use the Natural terrain to your advantage. I like to make a series of Straight walls between Lakes/Rivers (uncrossable by Nauvis enemies) to define my Base.
Use all the Turret types you have available: Guns, Lasers, Flamethrowers, Tesla. Each one adds something unique to the defenses, slowing and stopping enemies.
Add a ring of Land mines at the edge of your Repair Roboportβs range to soften up enemies as they approach
Yes, you need to have spare Turrets in-stock at each outpost - or defenses will get Weaker as they are attacked
Good luck!
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Author: Mr Wednesday
Date: 2025-03-16T17:59:46+00:00
I don't see any walls. A double wall will keep biters off of your turrets. My edges are double walls backed by gun, laser, and Tesla turrets (with arty to keep the spawners well outside of the pollution cloud), and my defenses run indefinitely on their own.
I keep spares of turrets and walls in addition to repair packs.
You may want to consider converting your supply train to on-demand instead of having it always make a circuit.
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Author: Tertius
Date: 2025-03-16T18:23:05+00:00
I built a wall around my base. I chose the shortest possible wall length by using water as natural barrier, just closing the space between water.
The wall is defended by artillery (after I unlocked it on Vulcanus) to keep nests far away. For directly defending the walls, I use flamethrower turrets for big damage and laser turrets to finish enemies off. Laser turrets don't need ammo, just electricity, so it's easier to build and keep working. Flamethrower turrets deal incredible damage, need an oil suply very easy to add and have almost no oil consumption. One single oil well is enough for the whole base. However, you need pumps every 320 tiles to overcome the 320 tile pipe limit.
Gun turrets are not the best weapons here any more.
I divided the whole perimeter wall into segments of perhaps 800 tiles, and each segment is one logistics network wit and has one supply station to provide repair packs, construction robots and replacement items. And later to supply artillery shells of course.
Without walls, biters will be able to destroy your turrets before they kill the biters, so it's definitely required. That's different to other planets where walls have no use, but on Nauvis walls are a defacto requirement.
03-16-2025, 19-20-38.png (1.86 MiB) Viewed 463 times
03-16-2025, 19-22-19.png (6.25 MiB) Viewed 463 times
---
Author: samuri
Date: 2025-03-17T17:27:16+00:00
Thanks for the tips. I'll try walls in the relevant places.
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Author: theolderbeholder
Date: 2025-03-17T17:43:30+00:00
Remember tp leave gaps in the wall so the biters can reach the turrets. This will prevent them from attacking the walls, and slows them down to give the turrets more time to shoot at them.
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Author: NineNine
Date: 2025-03-17T20:21:57+00:00
If you're supplying enough artillery shells to this base, then at some point, artillery will have demolished all of the biters, and the attacks will largely be over, except for the very occasional nest that spawns within reach of the artillery. So, you can just keep doing it however you'd like (guns, flamethrowers, mines, walls, etc) until the artillery knocks them all back completely. Once that happens, you're essentially done with biters on Nauvis.
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Author: pioruns
Date: 2025-03-17T21:23:41+00:00
I do the same thing, built full walled perimeter early on, since I left for other planets I never needed to come back. Perimeter consists of:
double wall
Laser turrets
Flamethrowers
Vulcanus artillery
Light Oil supply train stations in separate wall sections, so I don't need to run pipes through separate sections or water.
I don't get any destroyed items, only occassional damage. Light Oil is more efficient to run in flamethrowers, as you get more light oil out of crude in advanced refining process.
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forum
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https://forums.factorio.com/viewtopic.php?t=127552
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topic_127487
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Quality Upgrade Blueprint (nΒΊ) Tier
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[
"Ideas and Suggestions"
] |
Author: Ruyeex
Date: 2025-03-14T11:31:58+00:00
The concept of the suggestion is to implement a signal that automatically detects a next tier depending on how much you need to add to another tier, as well as a way to upgrade the tiers automatically like how you can do with the default upgrade blueprint (It could be Ctrl+Left-click and Ctrl+Right click).
The amount of + Tier should have the limit of the integer of the signals, as there's a mod that add unlimited tiers. ( https://mods.factorio.com/mod/infinite- ... rom=search )
03-14-2025, 11-55-16.png (1.51 KiB) Viewed 378 times
Signal to switch automatically to another Tier (Speculation)
03-14-2025, 11-50-35.png (1.46 KiB) Viewed 382 times
Example:
+1 Tier:
Left-click: Common -> Uncommon -> Rare -> ...
Right-click: Legendary -> Epic -> Rare
+2 Tier:
Left-click: Common -> Rare -> Legendary
Right-click: Legendary -> Rare -> Common
3+ Tier:
Left-click: Common -> Epic -> Legendary (since there's no higher than Legendary)
Right-click: Legendary -> Uncommon -> Common (since there's no lower than Common)
The idea to make upgrading with blueprints easier while being flexible with mods that add more tiers.
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forum
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https://forums.factorio.com/viewtopic.php?t=127487
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post_666022
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More Exciting Quality Effects (pls) - Page 2
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[
"Ideas and Suggestions"
] |
Author: Tinyboss
Date: 2024-12-04T16:44:21+00:00
Saving space is huge on platforms. And sometimes on Aquilo.
Quotes:
Quote from BraveCaperCat wrote: Tue Dec 03, 2024 11:49 pm:
Quote from kitters wrote: Tue Dec 03, 2024 10:52 pm:
---
Author: Nemoricus
Date: 2024-12-04T16:44:48+00:00
Also on Fulgora.
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Author: BraveCaperCat
Date: 2024-12-04T20:20:29+00:00
No it's not, because otherwise why use quality ? (except in megabases) That's the biggest issue with no additional productivity (for input->output machines like assemblers and nuclear reactors) with quality.
On Aquilo, you can just add more parts of your iceberg or more nuclear reactors to provide heat.
On Fulgora, you can just use elevated rails. It's not that hard! In fact I've already made a factory which produces electromagnetic science packs on a single (large) island, so why even use elevated rails until you're making a interplanetary-megabase?
Quotes:
Quote from PureTilt wrote: Wed Dec 04, 2024 2:36 am:
Quote from BraveCaperCat wrote: Tue Dec 03, 2024 11:49 pm:
Quote from kitters wrote: Tue Dec 03, 2024 10:52 pm:
Quote from Merlin_ wrote: Thu Oct 31, 2024 11:46 am:
Quote from Tinyboss wrote: Wed Dec 04, 2024 4:44 pm:
Quote from BraveCaperCat wrote: Tue Dec 03, 2024 11:49 pm:
Quote from kitters wrote: Tue Dec 03, 2024 10:52 pm:
Quote from Nemoricus wrote: Wed Dec 04, 2024 4:44 pm:
---
Author: FasterJump
Date: 2024-12-18T11:56:42+00:00
Quality silo and any quality crafting machine saves you power. Double the speed means it needs to be working ("ON") only 50% of the time for the same output, hence using 50% less energy per craft. Another way to see it: quality machines double your production without increasing the power cost.
There is a reason quality have no effect on some buildings: roboport layout would be messy, same for belts, pipes and underground pipes. It would be a nightmare. Cargo wagon size would change the throughput and change the designs of the stations, which is why I think that it will not be implemented. Locomotive speed is determined by fuel type/quality, but I'm not sure if tanks can also benefit from fuel quality (+exoskeleton). Maybe they could make acceleration and/or speed dependent on the vehicle quality and energy / consumption rate speed dependent on the fuel type/quality? Or just make the 2 adds up, like exoskeleton in other vehicles.
off-topic: +1 range on underground pipes (all qualities) would be helpful to align them with green underground belts.
Quotes:
Quote from Arcus wrote: Wed Dec 04, 2024 1:02 pm:
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Author: Theragus
Date: 2024-12-18T18:33:33+00:00
Unfortunately, your statement about lower power requirements is not true for rocket silos, at least later in the game.
Even with low rocket part productivity, you can cap out a rocket silos max speed (limited by animation) with only 4 legendary beacons with speed modules and can use the rest with beacons for efficiency modules to get it to -80%, so the power draw is the same.
Again, it all boils down to the fact that the throughput of the rocket silo is limited by the animation speed and not a lot of speed is needed to get to this point when considering mid to late-game materials.
Quotes:
Quote from FasterJump wrote: Wed Dec 18, 2024 11:56 am:
Quote from Arcus wrote: Wed Dec 04, 2024 1:02 pm:
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Author: BraveCaperCat
Date: 2024-12-18T19:53:36+00:00
The fix: Speed up (or make non-relevant) the Rocket Silo animation speed.
Quotes:
Quote from Theragus wrote: Wed Dec 18, 2024 6:33 pm:
Quote from FasterJump wrote: Wed Dec 18, 2024 11:56 am:
Quote from Arcus wrote: Wed Dec 04, 2024 1:02 pm:
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Author: CyberCider
Date: 2024-12-18T19:54:38+00:00
Itβs vertical scaling. Instead of building wide, you build tall. Instead of clearing territory and connecting logistics, you can simply apply an upgrade planner.
Also, think about this: If you want more productivity, you will use high quality productivity modules. Those have to go into every machine you build, right? And if you increase the quality of the machines themselves or their speed beacons, that will decrease the number of machines. Less machines to fill with legendary modules means less legendary modules that need to be made
Quotes:
Quote from BraveCaperCat wrote: Wed Dec 04, 2024 8:20 pm:
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Author: Premu
Date: 2024-12-18T21:27:05+00:00
It also helps a lot if you have limited space. For example on space platforms having epic assemblers with an inherent 1.9 speed bonus makes a big difference.
Quotes:
Quote from BraveCaperCat wrote: Tue Dec 03, 2024 11:49 pm:
Quote from kitters wrote: Tue Dec 03, 2024 10:52 pm:
Quote from Merlin_ wrote: Thu Oct 31, 2024 11:46 am:
---
Author: AileTheAlien
Date: 2024-12-19T08:38:42+00:00
I fail to see how roboport layout would get messier, if the construction and logistic areas got bigger with quality. You could space them farther apart, which would give you more opportunities to work around other existing buildings, but it doesn't force you to change anything else. You still have the option of spamming them, to recharge robots faster. I also don't see how changing underground pipes' or belts' lengths would make things messier - you just get more options to use less of them, and can still make them shorter if needed. If anything, these both make your base cleaner , because you've got less things spammed all over the place.
Changing cargo wagon size would change throughput, but not in a bad way. In sparse locations like ore mines, you've got plenty of room to load from both sides of the wagon. (And if you're already loading from both sides, then the result is the same as unloading, or loading in confined spaces.) Unloading materials would be slower, but you're still providing useful materials - the train's not being wasted. If anything, it could let you have fewer buffer chests, or possibly none at high tiers, which would let you reclaim some space and inserters. The trains are sitting unloading for longer, but with train groups it's trivial to add more trains to your network. If you already have a lot of trains, to fully saturate mines unloading stations, with extras sitting at the depot, then you shouldn't really affected. I think you'd just have slightly too many trains sitting at the depot with ore from mines (or far-away loading stations), since you don't need to compensate as much for the gaps between trains. (As the unloading times increase, the gaps between a train unloading and another train pulling into the station become a smaller fraction of the total time.)
Quotes:
Quote from FasterJump wrote: Wed Dec 18, 2024 11:56 am:
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Author: Tinyboss
Date: 2024-12-19T15:12:33+00:00
It would ruin any setup that has inventory filters set on every slot, counting on that to prevent any other item type from being loaded. They could make it so that when a world is first loaded in the new version, all the higher quality trains start with their extra slots disabled. It would be a PITA to go unblock the slots in every cargo wagon in the world, but I can't think of any better way to handle it.
Quotes:
Quote from AileTheAlien wrote: Thu Dec 19, 2024 8:38 am:
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Author: AileTheAlien
Date: 2024-12-20T05:54:44+00:00
If a wagon has all slots filtered, filter the new ones to nothing. Otherwise, don't filter them.
Quotes:
Quote from Tinyboss wrote: Thu Dec 19, 2024 3:12 pm:
Quote from AileTheAlien wrote: Thu Dec 19, 2024 8:38 am:
---
Author: Tinyboss
Date: 2024-12-20T14:12:58+00:00
How do you know the player wasn't counting on just one or a few slots being unfiltered?
Look, I'm not saying it's some kind of unsolvable problem. Just that I understand why it wasn't a no-brainer to do it at the same time as chests.
Quotes:
Quote from AileTheAlien wrote: Fri Dec 20, 2024 5:54 am:
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Author: mcmase
Date: 2024-12-20T15:39:15+00:00
Agree/disagree with some, not too concerned overall though.
But DANG I was also sad when quality nuclear bomb only did more damage. It already kills most everything with common quality. I want a legendary bomb that's 10x the size!!!
---
Author: AileTheAlien
Date: 2024-12-21T20:10:14+00:00
Can you put filters onto a cargo wagon and screenshot it, to show what you're talking about? There's only three states I can imagine here, that should cover all players without any problems:
The cargo wagon is completely unfiltered. The player needs to set up their train schedules carefully, to avoid (un)loading the wrong material at the wrong place.
The cargo wagon is completely filtered. For example, I do this in my science wagon so that I'm always guaranteed some space for all sciences, and avoid having one science clogging the wagon. all
1-all-filtered.png (34.51 KiB) Viewed 1039 times
The wagon is partially filtered. I can only imagine that this is used when the unfiltered slots are expected to be filtered with exactly one bulk good, because otherwise you'd have to use circuits to stop loading based on item counts. And if you're doing that, you don't need to use the filters anyways, because item-slots multiplied by stack size is just a different number item-limit. So for example, this train could be used to load bullets for turrets, then load missiles for missile turrets, but it has to wait until fully unloaded or risk not having enough of either of those. It's always got some materials to repair the walls and turrets, and replace destroyed ones. (Note that I don't have missile turrets researched yet here; Imagine the laser turrets are missile turrets.) some
2-some-filtered.png (35.93 KiB) Viewed 1039 times
The completely filtered wagon is the only one where I'd care about extra slots being added, because it'd mess up my item-counts. (But like, I personally wouldn't care very much, because I just need some of all sciences, and having one science get a bit extra is just asymmetric and not actually damaging to my specific use-case.) The completely unfiltered wagon is the same with 40 slots or 400 - it's cargo is controlled by its schedule and the stations' circuit and inserter logic. The partially-filled wagon is like the completely unfiltered one, but with a few slots reserved for special needs - the rest is controlled by its schedule and the stations' circuit and inserter logic.
Quotes:
Quote from Tinyboss wrote: Fri Dec 20, 2024 2:12 pm:
---
Author: Arcus
Date: 2025-01-19T13:48:57+00:00
Hmm, would it be possible for higher quality rocket silos to have increased lift capacity per rocket? Just spitballing.
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Author: BraveCaperCat
Date: 2025-01-23T11:48:40+00:00
It's currently not possible to have different lift capacities for different rocket silos, let alone the same rocket silo.
Quotes:
Quote from Arcus wrote: Sun Jan 19, 2025 1:48 pm:
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Author: rosilisk
Date: 2025-03-17T15:46:50+00:00
+1 from me for quality increasing cargo wagon space in vanilla, see also viewtopic.php?t=124077 .
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forum
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https://forums.factorio.com/viewtopic.php?p=666022
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topic_127573
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Add Platform distance along route (circuit value)
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[
"Ideas and Suggestions"
] |
Author: Chumfactor
Date: 2025-03-17T19:32:32+00:00
I'd like to use circuitry to read the distance along the current space-platform path. I'm talking about the value displayed in the UI between the two planet<etc> icons, and "read" the same way I can read Speed (S) and Damage taken (D).
THIS post asks how to do it and THIS one is about how it was added for scripting/modding. I just want that same value, but accessible via circuit network.
My specific use case is to make adjustments to platform behaviour (specifically, thruster throttling) at various steps along the way, but I can think of several additional uses.
Thanks!
---
Author: computeraddict
Date: 2025-03-17T19:38:41+00:00
Can't you integrate the speed?
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Author: eugenekay
Date: 2025-03-17T21:48:50+00:00
I think this is better as a βCombinator Mod Ideaβ; I am just thankful that it was added to the Lua API. I am a little surprised there has not been one created yet.
The Velocity signal provided by the Platform Hub is an Integer, whereas the actual Velocity has a floating-point component - so it is inherently inaccurate, and does not βSumβ correctly over any significant period of timeβ¦. I have nonetheless used it as a primitive βOdometerβ to slow down / speed up during certain conditions.
Quotes:
Quote from computeraddict wrote: Mon Mar 17, 2025 7:38 pm:
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forum
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https://forums.factorio.com/viewtopic.php?t=127573
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post_666026
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[StrangePan][2.0.41] Crash on pressing tab key (GameView::updateSoundFilters: Zoom(-0.21))
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[
"Resolved for the next release"
] |
Author: mellowengineer
Date: 2025-03-16T00:17:20+00:00
Game crashes after I resume from my save file when I press the <tab> key. I'm happy to share my save file just tell me where to email it. Thanks.
Code: Select all 0.000 2025-03-15 17:09:35; Factorio 2.0.41 (build 81968, linux64, steam, space-age)
0.000 Operating system: Linux
0.000 Initializing Steam API.
0.000 Program arguments: "/home/mark/.var/app/com.valvesoftware.Steam/.local/share/Steam/steamapps/common/Factorio/bin/x64/factorio"
0.000 Config path: /home/mark/.factorio/config/config.ini
0.000 Read data path: /home/mark/.var/app/com.valvesoftware.Steam/.local/share/Steam/steamapps/common/Factorio/data
0.000 Write data path: /home/mark/.factorio [848773/952228MB]
0.000 Binaries path: /home/mark/.var/app/com.valvesoftware.Steam/.local/share/Steam/steamapps/common/Factorio/bin
0.003 System info: [CPU: AMD Ryzen 9 9900X 12-Core Processor, 24 cores, RAM: 31179 MB]
0.003 Environment: DISPLAY=:0 WAYLAND_DISPLAY=wayland-0 DESKTOP_SESSION=gnome XDG_SESSION_DESKTOP=gnome XDG_CURRENT_DESKTOP=GNOME SDL_VIDEODRIVER=<unset> __GL_FSAA_MODE=<unset> __GL_LOG_MAX_ANISO=<unset> __GL_SYNC_TO_VBLANK=<unset> __GL_SORT_FBCONFIGS=<unset> __GL_YIELD=<unset>
0.003 Display options: [FullScreen: true] [VSync: true] [UIScale: automatic (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: en]
0.009 Video driver: x11
0.009 Available displays: 2
0.009 [0]: DP-3 32" - {[5120,0], 7680x4320, SDL_PIXELFORMAT_RGB888, 35Hz}
0.009 [1]: HDMI-1 27" - {[0,272], 5120x2880, SDL_PIXELFORMAT_RGB888, 60Hz}
0.009 Failed to get primary display index, defaulting to 0.
0.160 Initialised OpenGL:[0] AMD Radeon RX 7800 XT (radeonsi, navi32, LLVM 19.1.7, DRM 3.61, 6.13.6-200.fc41.x86_64); driver: 4.6 (Core Profile) Mesa 24.3.4 (git-769e51468b)
0.160 [Extensions] s3tc:yes; KHR_debug:yes; ARB_clear_texture:yes, ARB_copy_image:yes, ARB_pipeline_statistics_query:yes, ARB_gl_spirv:yes, ARB_ES2_compatibility:yes
0.160 [Version] 4.6
0.161 Graphics settings preset: very-high
0.161 Dedicated video memory size 16384 MB
0.166 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality]
0.166 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWTl] [B:0,C:0,S:100]
0.198 [Audio] Driver:pulseaudio, Device:Default device, Depth:16, Frequency:44100, Channels:2, Interpolation:linear
0.308 Info ModManager.cpp:444: FeatureFlag expansion-shaders = true
0.308 Info ModManager.cpp:444: FeatureFlag freezing = true
0.308 Info ModManager.cpp:444: FeatureFlag quality = true
0.308 Info ModManager.cpp:444: FeatureFlag rail-bridges = true
0.308 Info ModManager.cpp:444: FeatureFlag segmented-units = true
0.308 Info ModManager.cpp:444: FeatureFlag space-travel = true
0.308 Info ModManager.cpp:444: FeatureFlag spoiling = true
0.317 Loading mod core 0.0.0 (data.lua)
0.324 Loading mod base 2.0.41 (data.lua)
0.378 Loading mod elevated-rails 2.0.41 (data.lua)
0.387 Loading mod quality 2.0.41 (data.lua)
0.393 Loading mod space-age 2.0.41 (data.lua)
0.471 Loading mod base 2.0.41 (data-updates.lua)
0.477 Loading mod quality 2.0.41 (data-updates.lua)
0.485 Loading mod space-age 2.0.41 (data-updates.lua)
0.534 Checksum for core: 931939137
0.534 Checksum of base: 3006295925
0.534 Checksum of elevated-rails: 1046198653
0.534 Checksum of quality: 3509504682
0.534 Checksum of space-age: 476339876
0.717 Prototype list checksum: 752621429
0.764 Loading sounds...
0.837 Info PlayerData.cpp:66: Local player-data.json unavailable
0.837 Info PlayerData.cpp:69: Cloud player-data.json available, timestamp 1742068318
0.838 Post-data load graphics options: [Light occlusion: YES]
0.971 Initial atlas bitmap size is 16384
0.978 Created an atlas bitmap (size 16384x16384) [none]
0.987 Created an atlas bitmap (size 16384x16380) [none]
0.999 Created an atlas bitmap (size 16384x16376) [none]
0.999 Created an atlas bitmap (size 16384x14776) [none]
1.001 Created an atlas bitmap (size 16384x16384) [low-object]
1.001 Created an atlas bitmap (size 4096x1664) [low-object]
1.001 Created an atlas bitmap (size 16384x14224) [corpse-decay]
1.001 Created an atlas bitmap (size 16384x8392) [decal]
1.001 Created an atlas bitmap (size 16384x5596) [none]
1.001 Created an atlas bitmap (size 1676x79) [not-compressed]
1.001 Created an atlas bitmap (size 16384x4240) [mipmap, linear-minification, linear-magnification, linear-mip-level]
1.001 Created an atlas bitmap (size 4096x3040) [smoke, mipmap, linear-minification, linear-magnification]
1.004 Created an atlas bitmap (size 16384x16352) [terrain, mipmap, linear-minification, linear-mip-level]
1.004 Created an atlas bitmap (size 16384x4944) [terrain, mipmap, linear-minification, linear-mip-level]
1.004 Created an atlas bitmap (size 8192x4128) [terrain-effect-map, mipmap, linear-minification, linear-mip-level]
1.004 Created an atlas bitmap (size 8192x2576) [mipmap]
1.004 Created an atlas bitmap (size 3504x768) [mipmap]
1.004 Created an atlas bitmap (size 4096x3152) [mipmap]
1.004 Created an atlas bitmap (size 4096x3152) [mipmap]
1.004 Created an atlas bitmap (size 4096x3152) [mipmap]
1.005 Created an atlas bitmap (size 8192x3872) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]
1.005 Created an atlas bitmap (size 16384x6120) [alpha-mask]
1.017 Created an atlas bitmap (size 16384x16384) [shadow, linear-magnification, alpha-mask]
1.019 Created an atlas bitmap (size 16384x16332) [shadow, linear-magnification, alpha-mask]
1.019 Created an atlas bitmap (size 16384x3764) [shadow, linear-magnification, alpha-mask]
1.019 Created an atlas bitmap (size 8192x3968) [shadow, mipmap, linear-magnification, alpha-mask]
1.019 Created an atlas bitmap (size 4096x336) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]
1.019 Loading 3D bitmaps.
1.025 Texture processor created (4096). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82
1.110 Parallel sprite loader initialized (threads: 23, bitmaps: 8298)
9.561 Sprites loaded
9.574 Generated mipmaps (4) for atlas [4] of size 16384x16384
9.575 Generated mipmaps (4) for atlas [5] of size 4096x1664
9.578 Generated mipmaps (3) for atlas [10] of size 16384x4240
9.580 Generated mipmaps (3) for atlas [11] of size 4096x3040
9.586 Generated mipmaps (3) for atlas [12] of size 16384x16352
9.588 Generated mipmaps (3) for atlas [13] of size 16384x4944
9.590 Generated mipmaps (3) for atlas [14] of size 8192x4128
9.618 Generated mipmaps (3) for atlas [15] of size 8192x2576
9.619 Generated mipmaps (3) for atlas [16] of size 3504x768
9.620 Generated mipmaps (3) for atlas [17] of size 4096x3152
9.631 Generated mipmaps (3) for atlas [18] of size 4096x3152
9.632 Generated mipmaps (3) for atlas [19] of size 4096x3152
9.634 Generated mipmaps (5) for atlas [20] of size 8192x3872
9.636 Generated mipmaps (3) for atlas [25] of size 8192x3968
9.642 Custom mipmaps uploaded (3435)
9.658 Video memory usage: 3572.06 MB (Atlases: 3441.75 MB, Textures: 130.30 MB)
9.696 Factorio initialised
9.699 Steam Storage Quota: 23248/23841
11.276 Loading map /home/mark/.factorio/saves/biter free21.zip: 28142725 bytes.
11.283 Loading level.dat: 83480860 bytes.
11.286 Info Scenario.cpp:153: Map version 2.0.41-0
12.054 Loading blueprint storage: Local timestamp -1, Cloud timestamp 1740879594
12.055 Loading script.dat: 1267 bytes.
12.057 Checksum for script __level__/control.lua: 3998407281
Factorio crashed. Generating symbolized stacktrace, please wait ...
src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream
src/Util/StacktraceToStream.cpp (60): printStacktraceToStream
src/Util/Logger.cpp (334): writeStacktrace
src/Util/Logger.cpp (379): logStacktrace
src/Util/Logging.cpp (58): logStackTrace
src/Util/Logging.cpp (103): logAndAbortOrThrow
src/Util/StrongTypedef.hpp (36): StrongTypedef
src/Util/StrongTypedef.hpp (66): operator-
src/Util/StrongTypedef.hpp (63): operator-
src/GameView.cpp (1822): updateSoundFilters
src/GameView.cpp (1529): prepareRender
src/Game.cpp (331): prepareRender
src/MainLoop.cpp (1144): prepare
src/MainLoop.cpp (708): mainLoopStep
src/MainLoop.cpp (414): run
src/Main.cpp (1357): fmain
src/Main.cpp (1379): main
__libc_start_call_main
__libc_start_main
_start
0xffffffffffffffff
Stack trace logging done
16.822 Error StrongTypedef.hpp:36: invalid strong type value: -0.21
16.822 Error CrashHandler.cpp:643: Received 6
Logger::writeStacktrace skipped.
16.822 Error CrashHandler.cpp:190: Map tick at moment of crash: 26528953
16.822 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.
20.977 Uploading log file
21.003 Info SystemUtil.cpp:869: Started /home/mark/.var/app/com.valvesoftware.Steam/.local/share/Steam/steamapps/common/Factorio/bin/x64/factorio; trampoline PID: 3540
---
Author:
Date: 2025-03-16T00:21:30+00:00
See 3638 .
Quotes:
Quote from mellowengineer wrote: Sun Mar 16, 2025 12:17 am:
---
Author:
Date: 2025-03-16T00:50:46+00:00
Given that this crashes on a Zoom value check and it involves multiple values obtained from zoom navigator which could be affected by the display resolution and display density, i will assign this to StrangePan as he was doing most of the changes around all of those pieces of code.
-- edit:
I was able to reproduce this crash. For my testing purposes i injected a display resolution of 8000x8000 with a display density of 1. This caused zoom navigator to report getMinZoomInGameView of 1.25 and this value when later subtracted from a zoom of 0.99 caused Zoom(-0.26) to be constructed causing a check to trip with the exact same stacktrace as in the report.
-- edit:
With display resolution from the log file (7680x4320), this gives minZoom of 1.2 and the operation gives Zoom(-0.21) to be constructed that trips. This value exactly matches the value from the report.
---
Author:
Date: 2025-03-17T16:23:49+00:00
Thank you for your detailed report (and to @boskid for the in-depth investigation). This uncovered a number of potential issues related to zooming, remote view, and very large displays such as yours. These issues will be fixed in the next version.
|
forum
|
https://forums.factorio.com/viewtopic.php?p=666026
|
post_665676
|
[2.0.41] Train priority overrides enable/disable and train limit 0
|
[
"Bug Reports"
] |
Author: vrcngtrx
Date: 2025-03-14T13:50:46+00:00
In the video I have a double-headed train with a schedule in which it stops at an "Enter" station, is unloaded until the chests at the station are full, and then it leaves by going to the "Exit" station with no wait condition. Each "Enter" station is disabled via a circuit once the chests are full and are not renabled until they are empty. The schedule also has an interrupt to wait at the "Depot" station in case every "Enter" station is full.
If every "Enter" station has the same priority, then this works almost as expected. There is some weird behavior in which the train goes back to visit the same stop twice before going to the depot in the case where all the "Enter" stations are disabled, but this is only a minor part of the issue. The real issue is when one of the "Enter" stations has a higher priority than the others. In this case, the train will visit this stop when it is enabled, and then continually circle back to it, even when it is disabled by the circuit.
I would expect that if a station is disabled, then it is impossible for a train to choose it as a destination. Hence whenever all the stations are disabled, it should be forced to go to the depot station.
I don't think there is any chance that the circuit is enabling the stop for 1 tick or something like this, at least assuming it is working correctly in-game. Perhaps I made my schedule poorly, but I still don't see why this behavior should arise. This seems to be a problem with the way the train is choosing which "Enter" station it wants to visit.
Below I am attaching a dropbox link to a video showing the behavior. It is very consistently reproducible. I am also including the save file this was recorded on. The save file is using the mods Editor Extensions v2.4.2 and Factorio Library v0.16.2 for demonstration purposes, but this happens without these mods as well.
EDIT: I forgot to add the log file.
https://www.dropbox.com/scl/fi/mu46xjyj ... kxd89&dl=0
|
forum
|
https://forums.factorio.com/viewtopic.php?p=665676
|
post_666024
|
Quality should increase train wagons capacity.
|
[
"Ideas and Suggestions"
] |
Author: functional
Date: 2024-11-28T06:36:02+00:00
Why?
With Space Age, potential throughput has increased drastically due to new tier of belts and stacking. Where previous max throughput per a single belt was 45/s, the new limit is 240/s. Quality changes to inserters also help you to reach these ridiculous levels quite easily.
Trainsβin particular cargo trainsβhave difficulties in keeping up with this new level of throughput. Having quality affect wagon capacity it under standard multiplier (up to 2.5x) would help trains at least slightly here. Otherwise trains, by comparison, remain mostly the same as before besides fluid wagon capacity doubling. While bridges allow better throughput in intersections, intersections themselves rarely were the issue before Space Age assuming one was designed properly.
---
Author: Wappinhat
Date: 2024-11-28T07:49:17+00:00
It would be great if train wagon + fluid + storage tanks https://wiki.factorio.com/Storage_tank etc size increased
Storage chests were gladly adjusted
---
Author: AileTheAlien
Date: 2024-11-28T08:57:41+00:00
Definitely a +1 for quality improving cargo / liquid storage tanks on trains!
---
Author: NGMZero
Date: 2024-11-28T10:23:57+00:00
that would leave storage tanks
---
Author: AileTheAlien
Date: 2024-11-28T18:44:17+00:00
Oh yeah, improving those would be nice too! I could totally reduce the size of my acid-storage on Nauvis.
Quotes:
Quote from NGMZero wrote: Thu Nov 28, 2024 10:23 am:
---
Author: SHADOW13
Date: 2024-11-28T19:03:31+00:00
+1
also locomotives should increase max speed/acceleration with quality as well
---
Author: jopo_jp
Date: 2024-11-28T19:05:28+00:00
+1
For me too
---
Author: functional
Date: 2024-11-28T21:26:47+00:00
Technically it already does, because it does so for the fuel. While this may seem trivial, after playing with legendary fuel the difference is absolutely bonkers. Of course, that requires you to keep making legendary fuel.
Quotes:
Quote from SHADOW13 wrote: Thu Nov 28, 2024 7:03 pm:
---
Author: spacedog
Date: 2024-12-03T18:08:09+00:00
+1, but I won't hold my breath. I think the devs secretly hate trains.
I agree it's completely nonsensical that they increased chest capacity with quality, and not cargo wagon capacity. 99% of rail setups involve trains loading from chests. With the larger capacity chests, now we just need more trains to empty them. It's lame that we have to run 2.5x as many trains to empty the same amount of chests. I find I'm just running long turbo belts in a lot of places I would have previously used trains.
Storage tanks also deserve the same buff, but the tiny cargo wagons are 100x more annoying.
---
Author: Orum
Date: 2024-12-03T21:20:13+00:00
I'm in the same boat. I have no idea why they increased chest size with quality, but then left storage tanks, cargo wagons, and fluid wagons untouched? It doesn't make any sense.
---
Author: Khazul
Date: 2024-12-04T15:21:52+00:00
Being selfish and just thinking about my train network and the way I use stops and little circuits to auto-set priorities and limits based upon how much cargo space in boxes vs the train, then I would never use this - too much trouble because there is no way to specify that this stop can accept a train right now with this much space in it per carriage for this cargo.
I also know for a fact that many other players do an almost identical thing with their stops for the same reason, so I'm not sure they would use this either.
OTOH if trains got a significant overhaul that allowed for much richer signalling and reading of sizes along with interrupts condition for how much space they have in their carriages then it becomes useuable.
I would also add a caveat that all carriage must be of the same quality. Probably easier to just state that the entire train must be of the same quality as this constraint would allow for a simple implementation of extra signaling and/or interrupts for train capacity.
---
Author: Khazul
Date: 2024-12-04T15:25:33+00:00
As soon as they cranked up the fluid wagon capacity, I made a mod to increase the the storage tank to 50K as well as it just broke blueprint that depend on 2 tanks having more space than a wagon for setting limits/priorities etc. II never understood the point of the change TBH and would have been just as happy had they left them at 25K or they had at least done both. 4 tanks per carriage per stop is just a space hog.
Quotes:
Quote from spacedog wrote: Tue Dec 03, 2024 6:08 pm:
---
Author: rosilisk
Date: 2025-03-17T15:47:35+00:00
+1 from me, see also viewtopic.php?p=666022#p666022 and viewtopic.php?t=124077 .
|
forum
|
https://forums.factorio.com/viewtopic.php?p=666024
|
topic_127564
|
Smart Upcycler
|
[
"Combinator Creations"
] |
Author: krozu
Date: 2025-03-17T03:52:07+00:00
See it in action!
https://youtu.be/x4A7gZ5a7qM
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 Copy blueprint
Upcycles whichever recipe you set. Initial setup is going to require some explaining.
Can set quotas for each quality. This is done on the popup menu when placing the blueprint, along with the recipe.
In the combinators on the left containing the qualities, delete all empty conditions. Wish the blueprint would do this automatically, oh well.
In the constant combinator you set the upper limit for how much of each quality can be in the logistics network. Anything exceeding this gets scrapped. Omitting a quality scraps everything.
In the requester chest you set the ingredients for the recipe. Must have AT LEAST enough to craft the item twice.
The selector combinator(bottom right) controls in which order you want it to craft. Low quality to high? Other way around? Pick whichever you want.
The lights on the left show which qualities are queued up for crafting. The lights on the top right(excluding the far right one) indicate at what stage the crafting is. One green light when its the first craft. Two green lights when its doing its second craft. This has to do with the EM plants' innate productivity bonus. This is also the reason why you should NOT use this for blue circuits since its productivity bonus changes based on research.
You might needs to jump start the system to get it going. This can be done by disabling and re-enabling the red wire of the first condition of the bottom right combinator.
After that, just watch it go.
On a final note, I recommend setting the Legendary quota to 0 for recipes that can use productivity modules for maximum efficiency. Just craft the legendary one elsewhere.
|
forum
|
https://forums.factorio.com/viewtopic.php?t=127564
|
post_665983
|
Allow setting locked field of choose-elem-button as an argument to .add()
|
[
"Modding interface requests"
] |
Author: jagoly
Date: 2025-03-17T02:58:59+00:00
LuaGuiElement has a handy boolean option that prevents the user from modifying the value of a choose-elem-button . However, for some reason this can only be set after the element is created by doing element.locked = true . It would be much more convenient if this field could be set by adding locked = true to the argument table passed to parent.add() .
|
forum
|
https://forums.factorio.com/viewtopic.php?p=665983
|
post_665725
|
[2.0.41] Growing trees display very fast animation
|
[
"Bug Reports"
] |
Author: kyle788
Date: 2025-03-14T19:05:45+00:00
What did you do?
Enable tree animations in graphic settings. Then plant tree seeds via an Agricultural Tower on Nauvis or Gleba and observe growing trees.
What happened?
The growing trees have a very fast and unnatural animation speed. Once they are fully grown their animation speed goes back to normal.
What did you expect to happen instead? It might be obvious to you, but do it anyway!
I expect to see the trees have consistent animation speed when they are growing just like when they are fully grown.
Does it happen always, once, or sometimes?
It happens consistently.
Please find my log file attached and also two save files showcasing the bug. One on Nauvis, and one on Gleba.
factorio-current.log
(10.95 KiB) Downloaded 4 times
spaceage275-fast-nauvis-trees.zip
(24.87 MiB) Downloaded 4 times
spaceage275-fast-gleba-trees.zip
(21.39 MiB) Downloaded 3 times
It is distracting to have a tree farm and the shimmering caused by this fast animation bug so I am hoping it is an easy fix!
|
forum
|
https://forums.factorio.com/viewtopic.php?p=665725
|
topic_127492
|
[2.0.41] Growing trees display very fast animation
|
[
"Bug Reports"
] |
Author: kyle788
Date: 2025-03-14T19:05:45+00:00
What did you do?
Enable tree animations in graphic settings. Then plant tree seeds via an Agricultural Tower on Nauvis or Gleba and observe growing trees.
What happened?
The growing trees have a very fast and unnatural animation speed. Once they are fully grown their animation speed goes back to normal.
What did you expect to happen instead? It might be obvious to you, but do it anyway!
I expect to see the trees have consistent animation speed when they are growing just like when they are fully grown.
Does it happen always, once, or sometimes?
It happens consistently.
Please find my log file attached and also two save files showcasing the bug. One on Nauvis, and one on Gleba.
factorio-current.log
(10.95 KiB) Downloaded 4 times
spaceage275-fast-nauvis-trees.zip
(24.87 MiB) Downloaded 4 times
spaceage275-fast-gleba-trees.zip
(21.39 MiB) Downloaded 3 times
It is distracting to have a tree farm and the shimmering caused by this fast animation bug so I am hoping it is an easy fix!
|
forum
|
https://forums.factorio.com/viewtopic.php?t=127492
|
topic_127574
|
[2.0.41] Error loading save, electric network not found
|
[
"Bug Reports"
] |
Author: RandomFactoryWorker
Date: 2025-03-17T21:29:06+00:00
Hi Forum.
Please help me resolve this bug, as I'm unable to continue my 600h save file
What did you do?:
Loading my save from the menu
What happened?:
Loading of the save goes to a halt, and gives the error:
"ElectricNetworkDeserialiser::getElectricSubNetwork, the electric network with
the given index (1080033280) was not found."
Video showing the issue:
Factorio-bug.mp4
Video showing the issue (87.73 MiB) Downloaded 5 times
What did you expect to happen instead? It might be obvious to you, but do it anyway!:
I expect the save to be loaded.
Does it happen always, once, or sometimes?:
It happens always, and unfortunately the bug impacts all my prior saves for this run.
Additional info:
Don't run any mods.
Link to savefile: https://drive.google.com/file/d/1weN2-P ... sp=sharing
|
forum
|
https://forums.factorio.com/viewtopic.php?t=127574
|
post_665766
|
[2.0.41] Crash setting train schedule of moving train (RollingStock::checkConsistency)
|
[
"Bug Reports"
] |
Author: Ashier
Date: 2025-03-15T01:00:08+00:00
I will attempt to explain as best I can. The relevant lua code for my mod can be found here: https://github.com/AtelierAmber/RSAD-Tr ... r.lua#L281 Linked to the line that I think is causing it.
Also attached is a save file to test it on. It is extremely easy to reproduce if timed correctly and will happen every time. I have included a small video to demonstrate it as well.
Steps to repro:
- Click the train and send it to the already scheduled station. This, similar to cybersyn, will register the train with the RSAD train system and send it to deliver the wagon.
- After the train has picked up the wagon, place another one at the back of the remaining wagon. This may not be necessary to crash it.
- Once the train is returning to the station, and after it has passed the crossing (such that it can path to the wagon pick up stop), delete the wagon at the drop off stop. This will trigger the linked code above to run and set a new schedule for the train.
Mod list:
- Base Mod
- Elevated Rails
- Debug Adapter for Factorio Mods (via vscode)
- Editor Extensions
- Factorio Library
- Pipe Visualizer 2.0 (Likely not required)
- RSAD Train Yards (My in-dev mod linked above)
Let me know if you require anything else.
Video
2025-03-14 18-48-50.mp4
(12.85 MiB) Downloaded 14 times
Log
factorio-current.log
(11.5 KiB) Downloaded 19 times
Dump
factorio-dump-current.dmp
(1.12 MiB) Downloaded 15 times
Save
default test-.zip
(881.02 KiB) Downloaded 15 times
|
forum
|
https://forums.factorio.com/viewtopic.php?p=665766
|
topic_127529
|
Tains: planet from/to platform (similar to Space exploration mod)
|
[
"Ideas and Requests For Mods"
] |
Author: Green Cat
Date: 2025-03-15T18:51:24+00:00
Aside from the masochistic need of constantly feed resources, I really loved the ideea of having trains go from planet to the space station in the Space exploration mod
I don't know if anyone did already such a mod (mind you, I'm talking about using TRAINS and not storage or rockets or whatever).
What is the main things of the ideea:
Not an end game stuff. Sorry, I never understood why we need to play all the way to the end game just to have access to stuff we will use (for anyone who don't get what I mean, imagen playing Space Age and both bots need Promethium, but hey, after you can create all the bots you want....)
Mid game is perfect.
Trains on platform: no. Not really.
Train that are staying (not moved) on the platform, yes, this is more.
If it helps, imagen we are seeing an island and a ship (aka the platform), the train, can move from land onto the ship. The train can't move on the ship, and ship can't get access to train's storage. But once the ship has traveled the sea (aka space), the train can get off the ship onto the land (aka it reached a new planet).
And if you do want to create an end game stuff that used Promethium, how about using a gate that train uses? Like how linked belt works but for trains <- and please, if you want the game to need Promethium or whatever else to function, at least add a tickbox. Like in my case, I would love if the game, uses JUST electricity (even if massive, aka to use uranium and plotonium for something), but no need to top them on with anything else.
That is the bare bone ideea.
Also, no, sending the stuff via rockets is not the same as what I wrote. You are talking about loading and unloading the trains contend on SMALL, slow, and take ages, little boats, while in my case, I am talking about the train, as a whole, regadless how much it has, to be transported. Heck, you might even add a research on how many wagons the train can have.
|
forum
|
https://forums.factorio.com/viewtopic.php?t=127529
|
topic_125064
|
[2.0.28] Decider combinator menu visual bug when no output
|
[
"Duplicates"
] |
Author: Super
Date: 2024-12-24T13:54:48+00:00
The conditions are:
- It doesn't have any signals to output
- Its output is connected to something
When those are met and the player has the combinator's menu open while a condition turns from met to unmet or vice versa the change will only be displayed the next time that the condition is supposed to be flipped
For example if I have an input cycling between 0 and 3 with the condition "[input] = 1" the menu will show:
- "0 = 1" false
- "1 = 1" false
- "2 = 1" true
- "3 = 1" false
1=β=1.png (9.02 KiB) Viewed 569 times
2=1.png (9.89 KiB) Viewed 569 times
Closing and reopening the menu updates the condition correctly
---
Author: Muche
Date: 2024-12-24T22:29:13+00:00
Related to / possible duplicate of 118223 Decider combinator condition becomes green when the condition isn't met .
---
Author:
Date: 2025-03-17T20:36:41+00:00
Thanks for the report. This will be fixed for 2.0.42 due to 120624 .
|
forum
|
https://forums.factorio.com/viewtopic.php?t=125064
|
post_666023
|
[Lou][2.0.38] Agricultural tower shows total infertility on landfill with overgrowth soil placeable
|
[
"Resolved for the next release"
] |
Author: DEMEMZEA
Date: 2025-03-05T21:08:59+00:00
Whenever I placed landfill in Gleba, the Agricultural tower only shows total soil infertility ( red ), even though I can clearly place Overgrowth soil ( in this case jellynut but it works for both ), meaning it should only show partial soil infertility ( yellow ).
Agricultural tower showing total soil infertiity 03-05-2025, 18-03-59.png (445.48 KiB) Viewed 578 times
How the place looks 03-05-2025, 18-03-57.png (1.22 MiB) Viewed 578 times
Me trying to place overgrowth soil ( I can ) 03-05-2025, 18-03-56.png (1.53 MiB) Viewed 578 times
Location: 448;1887.5 seed 1069292623
---
Author:
Date: 2025-03-06T10:25:30+00:00
EDIT: Nevermind, I misread and now managed to reproduce it
Could you please provide a savefile where this occurred?
I assume it is single player, since no multiplayer mentioned.
---
Author:
Date: 2025-03-17T15:47:28+00:00
Thanks for the report, as of 2.0.42, the mentioned tiles will be visualised as "growable with different soil" in apt cases
|
forum
|
https://forums.factorio.com/viewtopic.php?p=666023
|
post_665810
|
Combine Alternative recipes in the "Bonuses" menu [2.0.4.1 SA]
|
[
"Ideas and Suggestions"
] |
Author: kulik32
Date: 2025-03-15T12:05:54+00:00
The productivity of the new alternative recipies of the Space Age DLC are separated in the bonuses menu even though their productivity bonus is always the same.
03-15-2025, 14-03-20.png (270.13 KiB) Viewed 397 times
The menu would look less loaded it you combined them together (for example: all asteroid recipies, steel+casting steel, plastic + bioplastic etc)
|
forum
|
https://forums.factorio.com/viewtopic.php?p=665810
|
post_666060
|
[2.0.11] Decider combinator condition becomes green when the condition isn't met
|
[
"Duplicates"
] |
Author: ElderAxe
Date: 2024-10-28T19:58:19+00:00
weird logic.gif (1.03 MiB) Viewed 890 times
This logic doesn't work correctly. third option should be green when 1 signal equals zero. But it works on opposite case. It works when 1 is NOT zero.
This is the combinator:
10-28-2024, 22-55-36.png (449.45 KiB) Viewed 890 times
This is the blueprint for test:
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 Copy blueprint
---
Author: robot256
Date: 2024-11-22T23:07:19+00:00
Replicated on 2.0.21, but probably not a bug. This is the result of the time delay present in the drawing of the condition highlight effect, which seems to update after the signal is stable for one second. They are updated at a slower rate than the signals themselves to avoid unnecessary flashing. When I told the train (using legendary nuclear fuel) to stop and wait for a while rather than go in a continuous circuit, the '1' signal became 0 and became correctly highlighted. It just so happened that the train running continuously made a loop every two seconds, so it looked like it was always opposite of what it should be when actually it was phase-lagging.
Untitled.png (2.31 MiB) Viewed 829 times
---
Author: ElderAxe
Date: 2024-11-23T16:33:25+00:00
I have some crazy combinators which changes conditions a lot faster than this and never had this issue with them. If they can correctly update their status, this combinator should as well. It has a lot more time to update between status changes.
I played with editor by pausing time. It shows the correct color based on the condition when you hover the signals on input section. (Which triggers refreshing the backgrounds to show the status for that specific signal)
Also when you close the combinator modal and open it again, then the coloring is correct until the next cycle.
But if you don't do anything it stays on the wrong color. Green for false, Default gray for true.
---
Author: robot256
Date: 2024-11-23T16:40:56+00:00
The highlighting updates immediately if the output state of the condition changes. It appears to update after 1 second if the output does not change as a result (because other conditions are still not met).
It's important to be clear that it's not *opposite* the state it should be, it's *delayed* by the same length of time that the signal is changing in. Put coal in the locomotive and give it a longer track, and you will see what I mean.
---
Author: ElderAxe
Date: 2024-11-23T18:33:23+00:00
Yeah. You're right. The behavior makes sense with slower train. It's not a bug but an inconvenience.
Since it only needs to be updated when the player is watching this modal, I would expect to see the change sooner (hopefully at the same tick). It updates the input value shown on the condition. So it makes sense that the condition is checked and updated accordingly as well.
---
Author: Waity5
Date: 2024-11-25T16:19:37+00:00
I found the same issue in 2.0.21, the combi is being blinked on for 1 tick every 100 ticks. Interacting with it in any way updates it
---
Author: Muche
Date: 2024-12-24T22:29:30+00:00
Ref 125064 Decider combinator menu visual bug when no output .
---
Author:
Date: 2025-03-17T20:36:07+00:00
Thanks for the report. This will be fixed in 2.0.42 (due to 120624 ).
|
forum
|
https://forums.factorio.com/viewtopic.php?p=666060
|
topic_127568
|
SpoilToTriggerResult : Trigger once per stack option
|
[
"Implemented mod requests"
] |
Author: Puke
Date: 2025-03-17T12:29:50+00:00
Hello !
Currently, SpoilToTriggerResult has a key "items_per_trigger" that allows us to define (if my understanding is correct) to trigger the script only if there is the required amount of items in the stack.
However, if we want to set this value to 1, meaning only one item is needed to trigger the script, it will fire one event PER item in the stack.
I see how this can be desirable, but there are many cases where it is not, and I wish I could only fire a single event.
Also, having many items stacks firing one event per item is very bad for performance. I tested it, just firing the events without doing anything else can kill the UPS counter.
Can we get a way to fire a single event / a single trigger per stack instead of per items in a stack, please ?
Thanks you for reading, cheers
---
Author:
Date: 2025-03-17T12:37:09+00:00
I could add such a value. But, currently the way it works is: it will always run at least once for a given stack. The health ratio for created entities will depend on the ratio between items_per_trigger and the count in the stack. If the trigger is not creating entities then that has no impact on things.
---
Author:
Date: 2025-03-17T13:35:37+00:00
For 2.0.42 i did 2 changes: fixed items_per_trigger computation because the trigger was not running correct amount of times, and also got rid of the health scaling artifact. That means in 2.0.42 you will be able to have "trigger once per stack" behavior by setting items_per_trigger set to the stack size of the item: any amount of items from 1 up to stack size will cause trigger to run exactly once.
---
Author: Puke
Date: 2025-03-17T14:22:44+00:00
Thank you !
---
Author: curiosity
Date: 2025-03-17T14:58:07+00:00
Duplicate of (a poorly formulated) viewtopic.php?t=127091
|
forum
|
https://forums.factorio.com/viewtopic.php?t=127568
|
post_665741
|
Better Quality / Circuit Tools
|
[
"Ideas and Suggestions"
] |
Author: brucemalt
Date: 2025-03-14T21:09:08+00:00
TL;DR
The current quality circuit tools are limited and require a lot of clicking and many parts for a setup to do anything useful. I'm sure there is "design space" that can be explored, that doesn't make it too easy, but makes it a little easier to handle quality on the circuit network.
What?
"WHAT do you suggest? What is your idea that should be changed?"
I'm not really sure what the solution should look like. After writing the post, maybe the thing I want is a "each quality" meta logic signal, similar to "each", "every" and "any".
Or maybe I just want the quality symbols that already exist to be functional meta symbols, that function "intuitively"? e.g. "x number of uncommon items == uncommon quality == True"?
Maybe I want a "items" x "qualities" => "list of all each item and at each quality" multiplication? Not like this, but you get what I mean?
03-14-2025, 22-04-52.png (50.21 KiB) Viewed 361 times
Why?
I think the quality system really enhances the game and offers a lot of interesting choices! But dealing with it is really hard. Even with "programming". The circuit system feels dis-proportionally weak when dealing with quality, compared to other aspects of the game.
Dealing with quality and items usually result in a matrix of [items] x [quality tiers]. The tools don't really fit this problem well. We can separate decently with filters, but it's very very hard to combine them or do something holistic.
For example, I would like to set up a requester chest, to request the highest available tier of science pack first, so they get used first, before I have to resort to using lower tier science. This requires a lot of manual clicking and one quality transfer combinator for each science pack.
03-14-2025, 21-52-59.png (522.98 KiB) Viewed 361 times
0eNrNWduOmzAQ/Rc/k1XMnUj9ktUqcoiTtQqGGrNttOLfO4ZA2HZIgYKEeJkYz/FwZnw8kE9ySkqeKyE1OXwSEWeyIIfXT1KIq2SJGZMs5eRACp7wWGdqF2fpSUgGJqksIuSZ/yIHWr1ZhEsttOANQP3jdpRleuIKJlgtkFlCM6n7QBbJswJ8M2lWBLydHb54FrmRg+14Lx4sBG5aZcnxxN/ZhwAfmFhARKKOuG/D4m1UFrmIRHP15+g9FFbqLGXGbVfEgsuY73IWf4dwfpQsgfBhjsxUCkSYANKcqTrcA/lWD5SGNVpZHbTdQSfZVRRaxAsBOx1wKsCfqdtCwO4jL+88FTFLFgL2OuBcZecyXpBlv4MutWFjKS6CDrcAIL4QavhIHdcsSUp1XawsokcpX5WIy0SXarEM0n2HXu99BXvlKvlyRU17oqBu2ZXL5aDtfvkB8e+iTP8LG/SNQRF/AOSFJQX/uuvXlxkflZkx0KUEzBSkdRjc3qNaMwad5yJ+ghyiWrOwOnprqaO/ljoG66ljuJI6RivqWE9qlpTensCsoY/22vrorKeP7tL62MP2JuzzEeIU9MWJ+mMrRTHFn6B6++oNrspg/9Gr2r1KPxtemvTCY+RZwrFmNfjSrCKQj0xifTSC6H9pfs9CNe1tLaJYK5zlXLFmRsvBTismiws3+M2qx/ud4wVyfmxbfK1K3hF3LLJSxfz4V/8/dBZUD9czh1zLes4Ef4wudypdzuboGtSb0YQNI2CUeZOLlv6raP25RRtsJQt4OzA2AwPeGFXBXKr8rVCFS/VYqga8MarCuXt7M1U1cBiP5WrIHSMrmkvWZurqaWs0lrLnIBhxvY5y+iEe4XrYaycn7vJoK9kYetsYm4hBf5Qvey5f4Wa2OvraN3qn494oV87cnR5uqLbQF4kJtYX7o3y5M2vLpVvhC3l/GUsV5oqy5M1lab8VltCPGGN5wp1Rpvz5/XNdUhjm3K7QtTfTQA996hndQw8CVOaT6k94RPPV9JVatuVY9pv1alueue4W5MWYcMsK6tsOTAssBywXxqJ6zIWxqB4zrnD0Gxe/czEWnEWN2XobCwaNGXZAxqLO3WwxjQWDxjTQbUiUPmAb22vtDrmxvcY2z0CbiAycwaGd3QRF3R6O25vv9nDcdj7wJzRPgeXHn3gW+eCqqCvC8+3IjSLPp/vQDsOq+g1IBY9g Copy blueprint
I can't set up e.g. a constant combinator, select all science types at basic quality, "matrix multiply" it with quality and cross reference that with my logistics network data.
I can currently also not do something like this to select things from [base list] and compare it against [rarity]:
03-14-2025, 21-54-21.png (70.06 KiB) Viewed 361 times
I wanted to set up an auto mall to automatically put unwanted "not top quality" material into science, like uncommon material. I put a lot of effort into building said automall with belts, (here is a BP in case you're curious)
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 Copy blueprint
but what I didn't expect before starting, was that filtering what I have, to detect which outputs I should be setting is actually way harder than setting up that mall. The setup below isn't even complete, I could output the missing ingredients with another decider, but the main point is that the part on the right does very little, but requires a lot of space and clicking to build.
03-14-2025, 21-53-54.png (1.06 MiB) Viewed 361 times
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 Copy blueprint
Can the current tools do what I want? Probably, yes.
Maybe I am misunderstanding how the tools that already exist are supposed to be used, but it feels like an unreasonable amount of effort, to achieve relatively simple results.
If I am wrong and what I'm asking for already exists but I missed it, please share some hints.
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forum
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https://forums.factorio.com/viewtopic.php?p=665741
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topic_127522
|
savegame replay Video
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[
"Ideas and Suggestions"
] |
Author: FritzHugo3
Date: 2025-03-15T14:11:12+00:00
I am aware that the replay function is not a video recording, but a reconstruction of the player input and the seed of the map.
However, I don't understand why you can't jump forward or back at a certain time - surely, it would take a long time to βjumpβ to a past point, as the game has to βplayβ the whole way from the first second to the newly selected point (64x speed).
You could enter a time, then the game calculates and in that time you can just go for lunch and don't have to wait for the moment yourself.
If you miss the important 5 minutes in a 10 hour gameplay that you wanted to show, you have to start from the beginning and stay with it the whole time.
Short version:
Please an input field where you can enter the timestamp to which the simulation should pre-calculate
+ please show us the playtime
+ The regulary playtime from a save in the debug menue would be also a good thing.
+ An otion to show the evolution in the debug menue.
(So booth can be shown permanent without a mod or a third party speed run tool).
Thx.
---
Author:
Date: 2025-03-15T14:34:22+00:00
Replay has only a limited set of data which it can use: there is level-init.dat inside of save file which is a state of save file at the beginning of recording (used when starting a replay playback), there are all the input actions recording actions player did (replay.dat) and there is level at the end of replay (level.dat), not used by a replay but just to allow resuming given save file without having to rely on replay artifacts. This effectively means a replay recording is like a a video file, where the only I-frame is at the beginning of the record and everything else has to be computed from the start of the game. We have no "update 1 tick bacward" because that is simply not possible to implement, game can only advance game state forward by 1 tick if its given input actions to apply in that tick. Fast forward rewinding is not available because it just requires full game update to happen from beginning to end and if a save file was taking 100% cpu to update when recording, it will take 100% cpu to update when doing a playback. All the features you are asking for would require an extra replay playback session that would save game state with some high interval (lets say a save file every minute) just so doing a seek backward could read a precomputed game state at that tick or slightly earlier and then move it forward to the required timestamp. All such extra full game state records would take significant amount of disk space, possibly making a save file take 500x as much (if your save file takes 50MB, having extra data stored every minute for a 10 hour recording, assuming all save files would take 50MB and are done every minute, that would be a set of 600 save files each taking 50MB, just so you could seek backward without having replay doing full update). This is way too much to ask for in terms of what features we want to have.
The only possible feature that would not explode without player noticing would be ability of doing manual save of game state at a specific point in time of the replay where an intermediate game state would be saved (as level-init.dat) with all remaining input actions to be applied from this point onwards. This would give you a manual control of where to put the "I-frames" from which a replay could be resumed without having to watch replay from the beginning. Such save files would still take about twice as much as normal save files (level would have to be saved as both level-init.dat and level.dat)
---
Author: FritzHugo3
Date: 2025-03-16T01:40:05+00:00
I'm not sure if you really read everything I wrote or if the meaning was completely lost in the automatic translation.
There shouldn't be any technical problems at all, as I actually wrote. All that happens is the player stops at a time specified by the player, after simulating the entire simulation at 64x game speed.
My point is not to wait permanently at the computer until the game time xy has been reached during a recording of several hours.
All it would need is an input from the player for the time to be reached, the player lets the simulation run from second 1 to the right point and then stops on its own - that's all that should happen and I don't see any major technical hurdles.
Then the player can play football or do something else in the hours he would otherwise have to wait in front of the computer to press the pause button.
---
Author: eugenekay
Date: 2025-03-16T02:04:12+00:00
It is not able to start from an Arbitrary point because Intermediate State is not saved - only the Starting State + Input along the way. The Game Engine cannot run in reverse - so there is no way to "Rewind", only start over from the beginning. It is possible to reconstruct the "Game State" at an intermediate point - this is exactly what playing a Replay is doing. You can also Save a (copy of a) Replay while it is in-progress, so that you can Continue from that point.
I have never tried using a Replay file with the Command Line Parameter --load-game, maybe give that a shot? The --until-tick option may also be of interest. If you have a lot of Replays to watch you can try capturing them with a tool such as OBS to get a rewindable Video file.
Good Luck!
---
Author: FritzHugo3
Date: 2025-03-17T17:23:08+00:00
This is exact what I have written in my first post!
And that's not what I wrote, no one seems to read what I write.
The game simulates from second 1, up to a value that the player enters. The recordplayer already does that, but without pausing at a certain time - please read what I write before answering. Very frustrating.
Quotes:
Quote from eugenekay wrote: Sun Mar 16, 2025 2:04 am:
---
Author: eugenekay
Date: 2025-03-17T17:31:36+00:00
You have asked for an Option to " enter a time, then the game calculates" - this is what --until-tick Command Line Parameter's purpose is.
From here, you could then Save the Game (to create a new, resumable Replay from this point), or you could Capture the entire replay with OBS. As-covered, there is no "Reverse"; only "Start Over".
Quotes:
Quote from FritzHugo3 wrote: Sat Mar 15, 2025 2:11 pm:
Quote from eugenekay wrote: Sun Mar 16, 2025 2:04 am:
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forum
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https://forums.factorio.com/viewtopic.php?t=127522
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post_665849
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Tains: planet from/to platform (similar to Space exploration mod)
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[
"Ideas and Requests For Mods"
] |
Author: Green Cat
Date: 2025-03-15T18:51:24+00:00
Aside from the masochistic need of constantly feed resources, I really loved the ideea of having trains go from planet to the space station in the Space exploration mod
I don't know if anyone did already such a mod (mind you, I'm talking about using TRAINS and not storage or rockets or whatever).
What is the main things of the ideea:
Not an end game stuff. Sorry, I never understood why we need to play all the way to the end game just to have access to stuff we will use (for anyone who don't get what I mean, imagen playing Space Age and both bots need Promethium, but hey, after you can create all the bots you want....)
Mid game is perfect.
Trains on platform: no. Not really.
Train that are staying (not moved) on the platform, yes, this is more.
If it helps, imagen we are seeing an island and a ship (aka the platform), the train, can move from land onto the ship. The train can't move on the ship, and ship can't get access to train's storage. But once the ship has traveled the sea (aka space), the train can get off the ship onto the land (aka it reached a new planet).
And if you do want to create an end game stuff that used Promethium, how about using a gate that train uses? Like how linked belt works but for trains <- and please, if you want the game to need Promethium or whatever else to function, at least add a tickbox. Like in my case, I would love if the game, uses JUST electricity (even if massive, aka to use uranium and plotonium for something), but no need to top them on with anything else.
That is the bare bone ideea.
Also, no, sending the stuff via rockets is not the same as what I wrote. You are talking about loading and unloading the trains contend on SMALL, slow, and take ages, little boats, while in my case, I am talking about the train, as a whole, regadless how much it has, to be transported. Heck, you might even add a research on how many wagons the train can have.
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forum
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https://forums.factorio.com/viewtopic.php?p=665849
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post_666059
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[boskid][2.0.16] Accumulator output signal display value differently rounded than one used for condition check
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[
"Resolved for the next release"
] |
Author: LCStark
Date: 2024-11-09T17:32:56+00:00
I've used a decider combinator to create an RS latch and used an accumulator as the control signal. I've noticed that despite the condition being set to signal value < 60, the accumulator signal value 59 doesn't pass the check and only becomes true when the value falls down to 58. When the accumulator charges, it should stop passing the check when the value once again reaches 60, but it's still shown as true when the combinator shows the value of 60 < 60 and turns false only when it gets to 61:
I've done a quick check in Factorio 1.1.110 and it didn't use to work like that, the combinator immediately caught the value change properly (R combinator is set to >60):
I'm assuming it has something to do with the way display value is rounded and the signal used for condition check is either not rounded or rounded in a different way. I'd expect it to work the same way it used to in Factorio 1.1.110.
---
Author: robot256
Date: 2024-11-09T22:06:35+00:00
I was able to reproduce this using just combinator clocks, so it has nothing to do with the accumulator (circuit signal values are always converted to integer before being sent along the wire anyways). What I found is not a functional error, but a visual one. In a multi-condition decider combinator, the input true/false visualization is updated immediately when the output state changes. But if the input signals causes some conditions to change state without affecting the decider output, then the visualization is delayed. This is either a minor bug or an intentional performance optimization.
In other words, in your video the "S < 60" comparison didn't update until it went down to 58 or up to 61 because that transition did not affect the decider's output. If you wait for it to go all the way down to 39, so that the "on" condition is tripped, and then all the way back up to 60 so that the "off" condition is tripped, I believe you will find the visualization updates immediately as you would expect.
---
Author: LCStark
Date: 2024-11-09T22:18:59+00:00
Huh, interesting, thanks for testing that! I've only tried to recreate it with constant combinator using simple signals, so I didn't find that. But yeah, from what I've observed it appears to be a visual-only bug. Not a very important one, but I'd still consider it something that needs fixing. That immediate feedback was one of the big advantages of old combinators and was really helpful in learning how to use them, I'd imagine such a delay could really be confusing for somebody who's just starting to experiment with the circuit network.
Quotes:
Quote from robot256 wrote: Sat Nov 09, 2024 10:06 pm:
---
Author:
Date: 2025-03-17T20:33:29+00:00
Thanks for the report. I looked carefully at the decider combinator gui highlighting and i was able to identify the issue. For 2.0.42 i did a significant rewrite of the decider combinator conditions highlighting which should fix this issue and couple of other unreported issues for good.
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forum
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https://forums.factorio.com/viewtopic.php?p=666059
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topic_127546
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Factorio Multiplayer Protocol
|
[
"Ideas and Suggestions"
] |
Author: BBBBSammich
Date: 2025-03-16T11:52:14+00:00
TL/DR
I want to know a few details about the multiplayer joining protocol
WHY
I want to make a proxy that automatically launches a VM and gives interactive feedback to the player. I have done this before for Minecraft, it worked, and my peers have requested that I do it for Factorio.
MORE
I would like to make a proxy for Factorio which serves to redirect joining players to a server which is not necessarily running. Itβs expensive for me to keep a factorion server running 24/7 (when paid by the hour) and it makes financial sense to only run the server when someone is playing. I have done this for Minecraft, and it worked great. I believe Minecraftβs multiplayer protocol is reverse engineered by the community https://minecraft.wiki/w/Java_Edition_protocol . But I do not have the capacity to do so for Factorio, some attempts were made in the past, but not to a significant degree. It would be great if some insight could be given to the workings of the factorion multiplayer protocol, (specifically the server joining part). I know that maintaining documentation about the full protocol is impossible because of the way the game works.
---
Author:
Date: 2025-03-16T13:35:35+00:00
The Factorio server auto paused by default when no one is online, so in that sense it will use virtually no CPU. Is that not the goal?
---
Author: Tertius
Date: 2025-03-16T13:39:39+00:00
Is it really necessary to write a whole proxy service?
What do you need to start on demand, is it just a service (the Factorio server process) or do you need to start up a whole virtual machine?
With systemd, it's possible to listen on a port (in this case the Factorio udp port) with a *.socket unit and start a *.service unit that's supposed to serve this port. So the service isn't running as default, and if systemd detects activity on the port, it starts the associated *.service unit.
This *.service doesn't need to be the factorio server service, it can be any *.sh script. I guess you're able to start your vm from within, and if it is up, add an iptables rule to forward the local udp port to the vm udp port. This is actually your proxy: a corresponding iptables NAT rule for udp traffic on the given port. Don't need to look inside the packets.
---
Author: BBBBSammich
Date: 2025-03-17T08:14:24+00:00
Yes, it does have to do with starting a virtual machine. In my country at least, it is a lot cheaper to run a virtual machine on demand rather than using a hosting service or other solutions. I have so far written a discord bot where players can send a command to start the vm, but it is more convenient for players to start the vm by trying to join the server. I am a uni student hosting a game for my class, and it worked great with minecraft. Setting up the proxy was actually easier than the discord bot, as the edge cases were actually a lot fewer. I just had to look at the active TCP connections to see if anyone was online for instance. I know it's a bit different for UDP but I believe the principles stay the same.
I'd only have to detect when a player joins, maybe send some sort of message and kick them off. The vm is then started and any other connection attempts will be deferred until the server has successfully started. Then any further connection attempts will route all further messages directly between server and client. So I just need to know how to accept a connection and then immediately kick the player. A ping would also be useful to check if the server is online.
---
Author: BBBBSammich
Date: 2025-03-17T08:26:57+00:00
This could work, I'd just have to set up a subprocess wrapper that reads the console logs, and sends an api call to stop the vm when all players leave. Or I can maybe check if the network activity ceases from the "proxy" machine, which would also be a failsafe if the server fails to start. It would just miss the interactive element that gives feedback to the player whether the server is responding and actually starting or not.
So if it is possible to do what my previous comment suggests with the existing factorio protocol, then that would still work better.
Quotes:
Quote from Tertius wrote: Sun Mar 16, 2025 1:39 pm:
---
Author: eugenekay
Date: 2025-03-17T15:05:07+00:00
Just because you CAN do something does not mean that you SHOULD , or that it is easy.
Factorio uses a custom UDP based protocol for multiplayer communication, which will be very difficult to setup an intelligent βparserβ to handle the connection attempts and kick-off the orchestration described. It will then take at least a few seconds - possibly a minute or more - to start the Gameβs Virtual Machine Environment, load and process the Game and Data, prepare the Savegame for loading, and only THEN will it be possible to attempt to process the Clientβs login packetβ¦. By which time the Client has already given-up and shown an Error to the User for Server Timeout.
In comparison, the existing default behavior of the headless server is to auto-Pause the game once all Clients have disconnected, and it has authentication built in to the network protocol so that garbage packets are ignored. Why reinvent a more complicated, less functional Wheel? You cannot "Save" much by stopping the Process by running, since the Proxy & Orchestrator would still need to run on the same Machine / IP Address. The Server does use some Memory (which can be Paged to disk by the OS if needed) and very little CPU while Paused.
---
Author: BBBBSammich
Date: 2025-03-17T15:32:16+00:00
when there's money at stake, nothing is overkill. Also please read my comment describing why the auto-pause is not an option, I do not want to be redundant. But I'll say this again: the intention is to kick the player with a message when they join to tell them that the server is starting. I know this system works because I have used it before with over 50 users all having near to no issues. They have asked that I implement the same system on factorio because they enjoyed not having to open discord to play online. It saves costs by 50% compared to other game hosting services, and even more to renting a VM.
Quotes:
Quote from eugenekay wrote: Mon Mar 17, 2025 3:05 pm:
---
Author: eugenekay
Date: 2025-03-17T15:51:47+00:00
You have missed my point slightly: there are EASIER ways to achieve your goal than parsing an entire network protocol. RCON already exists to provide a communication channel with the Factorio Server itself.
If you are already planning to run two instances of Factorio side-by-side (aka a "Waiting Room" with a restricted map to save resources, and a "Main Game" which has your MegaBase), you don't need a Proxy at all. Use a firewall-level Port Redirect (eg, IPTables) rule to send traffic to your desired Instance.
If you want to Pause the Factorio Instance to save CPU/RAM you don't need a Virtual Machine - Linux can do Process Backgrounding by itself - see the man page for "fg".
Quotes:
Quote from BBBBSammich wrote: Mon Mar 17, 2025 3:32 pm:
Quote from eugenekay wrote: Mon Mar 17, 2025 3:05 pm:
---
Author: BBBBSammich
Date: 2025-03-17T18:58:35+00:00
I suppose so. With my discord bot I am currently controlling the server over RCON, I did not think to set up a waiting room server, but that could work. So that is a solution. I have just always felt that getting access to Factorio on a slightly more fundamental level could streamline it a bit.
I thought that if there was a simple way for the devs to release the required information I would happily slave away at the hard parts. For some reason I decided to code this bot in Java instead of C#, and I also decided to make use of docker, except the existing wrappers for the docker API are shit, so I wrote my own wrapper (excuse the language). But the point is that, I don't really care to dig deep into documentation etc. The proposed solution would work, especially if I write a custom scenario that would be able to communicate with my wrapper through rcon. So this is perhaps my final call to something that might be impossible but I would still maybe like some consideration.
Thank you all for the help I do really appreciate the new perspective gained. (Sorry for the verbose language, perhaps you can see part of my Factorio style )
Quotes:
Quote from eugenekay wrote: Mon Mar 17, 2025 3:51 pm:
Quote from BBBBSammich wrote: Mon Mar 17, 2025 3:32 pm:
Quote from eugenekay wrote: Mon Mar 17, 2025 3:05 pm:
---
Author: eugenekay
Date: 2025-03-17T19:07:00+00:00
They already have - you have the Game Binaries - and can Capture the Network Packets - it's just a lot of work to figure out what is going on, and create a packet-compatible Proxy/Fake Server for Clients to connect to..... if you already have a RCON-connected bot it is a lot less code to listen on the Waiting Room instance for New Player connections --> fire up the MegaBase Instance / Wait for RCON to come up --> Print a Chat Message to the Waiting Room --> Shut Down Waiting Room & Swap IPtables rules.
No Disagreement here.
Quotes:
Quote from BBBBSammich wrote: Mon Mar 17, 2025 6:58 pm:
Quote from :
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forum
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https://forums.factorio.com/viewtopic.php?t=127546
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topic_127536
|
[Donion] [2.0.41] sand-decal fully covered with concrete still plays sound when walked on
|
[
"Assigned"
] |
Author: Abkaal
Date: 2025-03-16T00:20:47+00:00
Sand-decal fully covered with concrete still produces its sound.
I expected a fully covered sand to not produce any sound aside from walking on covering concrete.
In the screenshot I uncovered some parts producing sound as an example.
Additionally the sound is identical to walking on mud. It might be intentional, but I found it a bit jarring, given sand-decals look dry.
Edit: All sand-decals that I found behaved this way.
Last version I played before current was 2.0.33 and I'm quite sure it wasn't the case back then.
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forum
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https://forums.factorio.com/viewtopic.php?t=127536
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post_665845
|
Silo entity name whitelist for space platform hubs
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[
"Modding interface requests"
] |
Author: thesixthroc
Date: 2025-03-15T18:22:10+00:00
An optional whitelist field for space platform hub prototypes, specifying which rocket silo entities are allowed to launch to that space platform, would be very useful.
It would for example lead to modded rocket silos that can supply certain planets for a lower cost, or silos with other special behavior triggered by manual or automated launches to special platforms.
Ideally silos not on the whitelist, if there is a whitelist, wouldn't show the platform in the launch menu and wouldn't fulfill logistic requests for that platform.
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forum
|
https://forums.factorio.com/viewtopic.php?p=665845
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post_665970
|
[2.0.41] Desync, no mods (Big demolisher)
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[
"Bug Reports"
] |
Author: BlueMarkers
Date: 2025-03-17T00:20:20+00:00
Loaded the game and immediately desynced. A second load was successful, so I'm not sure how useful this will be...unable to reproduce but passing along anyways.
https://drive.google.com/file/d/18vbn5B ... sp=sharing
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forum
|
https://forums.factorio.com/viewtopic.php?p=665970
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topic_127501
|
Reduce player movement speed in polution
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[
"Outdated/Not implemented"
] |
Author: datarza
Date: 2025-03-14T22:09:55+00:00
More pollution, less breathing
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forum
|
https://forums.factorio.com/viewtopic.php?t=127501
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topic_127537
|
What does science_pack_drain_multiplier do?
|
[
"Modding discussion"
] |
Author: Holy-Fire
Date: 2025-03-16T00:38:02+00:00
I looked at quality.lua in the quality mod, and it defines a science_pack_drain_multiplier for each quality level.
Is this what makes quality science packs have more science capacity? One would think so, but then the value for legendary, for example, should be 1/6, rather than 95/100.
Is this an additional reduction to drain on top of the increased durability? But then what is a mere +5% increase good for?
---
Author:
Date: 2025-03-16T01:38:03+00:00
Its about lab quality and rate it consumes items.
---
Author: Holy-Fire
Date: 2025-03-16T02:29:48+00:00
Ok, cool. Is this disabled in vanilla? Because it's not documented in-game or in the wiki.
Quotes:
Quote from boskid wrote: Sun Mar 16, 2025 1:38 am:
---
Author: eugenekay
Date: 2025-03-17T18:38:54+00:00
Yes, but the Numbers are the other way around from what you expect. Look at all of the Quality levels next to each other :
Normal is not listed - 100/100 = 100%
Uncommon - 99/100 = 200%
Rare - 98/100 = 300%
Epic - 97/100 = 400%
Legendary - 95/100 = 600%
This corresponds with the "Science Capacity" values in Factoriopedia:
Screenshot 2025-03-17 143712.png (69.41 KiB) Viewed 337 times
Note: Quality's Tier system intentionally has a gap between Epic and Legendary. Entity Health (for example) goes up by +30%, +60%, +90%, and then +150%.
I hope this helps!
Quotes:
Quote from Holy-Fire wrote: Sun Mar 16, 2025 12:38 am:
|
forum
|
https://forums.factorio.com/viewtopic.php?t=127537
|
topic_118223
|
[2.0.11] Decider combinator condition becomes green when the condition isn't met
|
[
"Duplicates"
] |
Author: ElderAxe
Date: 2024-10-28T19:58:19+00:00
weird logic.gif (1.03 MiB) Viewed 893 times
This logic doesn't work correctly. third option should be green when 1 signal equals zero. But it works on opposite case. It works when 1 is NOT zero.
This is the combinator:
10-28-2024, 22-55-36.png (449.45 KiB) Viewed 893 times
This is the blueprint for test:
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 Copy blueprint
---
Author: robot256
Date: 2024-11-22T23:07:19+00:00
Replicated on 2.0.21, but probably not a bug. This is the result of the time delay present in the drawing of the condition highlight effect, which seems to update after the signal is stable for one second. They are updated at a slower rate than the signals themselves to avoid unnecessary flashing. When I told the train (using legendary nuclear fuel) to stop and wait for a while rather than go in a continuous circuit, the '1' signal became 0 and became correctly highlighted. It just so happened that the train running continuously made a loop every two seconds, so it looked like it was always opposite of what it should be when actually it was phase-lagging.
Untitled.png (2.31 MiB) Viewed 832 times
---
Author: ElderAxe
Date: 2024-11-23T16:33:25+00:00
I have some crazy combinators which changes conditions a lot faster than this and never had this issue with them. If they can correctly update their status, this combinator should as well. It has a lot more time to update between status changes.
I played with editor by pausing time. It shows the correct color based on the condition when you hover the signals on input section. (Which triggers refreshing the backgrounds to show the status for that specific signal)
Also when you close the combinator modal and open it again, then the coloring is correct until the next cycle.
But if you don't do anything it stays on the wrong color. Green for false, Default gray for true.
---
Author: robot256
Date: 2024-11-23T16:40:56+00:00
The highlighting updates immediately if the output state of the condition changes. It appears to update after 1 second if the output does not change as a result (because other conditions are still not met).
It's important to be clear that it's not *opposite* the state it should be, it's *delayed* by the same length of time that the signal is changing in. Put coal in the locomotive and give it a longer track, and you will see what I mean.
---
Author: ElderAxe
Date: 2024-11-23T18:33:23+00:00
Yeah. You're right. The behavior makes sense with slower train. It's not a bug but an inconvenience.
Since it only needs to be updated when the player is watching this modal, I would expect to see the change sooner (hopefully at the same tick). It updates the input value shown on the condition. So it makes sense that the condition is checked and updated accordingly as well.
---
Author: Waity5
Date: 2024-11-25T16:19:37+00:00
I found the same issue in 2.0.21, the combi is being blinked on for 1 tick every 100 ticks. Interacting with it in any way updates it
---
Author: Muche
Date: 2024-12-24T22:29:30+00:00
Ref 125064 Decider combinator menu visual bug when no output .
---
Author:
Date: 2025-03-17T20:36:07+00:00
Thanks for the report. This will be fixed in 2.0.42 (due to 120624 ).
|
forum
|
https://forums.factorio.com/viewtopic.php?t=118223
|
post_665868
|
[Donion] [2.0.41] sand-decal fully covered with concrete still plays sound when walked on
|
[
"Assigned"
] |
Author: Abkaal
Date: 2025-03-16T00:20:47+00:00
Sand-decal fully covered with concrete still produces its sound.
I expected a fully covered sand to not produce any sound aside from walking on covering concrete.
In the screenshot I uncovered some parts producing sound as an example.
Additionally the sound is identical to walking on mud. It might be intentional, but I found it a bit jarring, given sand-decals look dry.
Edit: All sand-decals that I found behaved this way.
Last version I played before current was 2.0.33 and I'm quite sure it wasn't the case back then.
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forum
|
https://forums.factorio.com/viewtopic.php?p=665868
|
post_666064
|
Add Platform distance along route (circuit value)
|
[
"Ideas and Suggestions"
] |
Author: Chumfactor
Date: 2025-03-17T19:32:32+00:00
I'd like to use circuitry to read the distance along the current space-platform path. I'm talking about the value displayed in the UI between the two planet<etc> icons, and "read" the same way I can read Speed (S) and Damage taken (D).
THIS post asks how to do it and THIS one is about how it was added for scripting/modding. I just want that same value, but accessible via circuit network.
My specific use case is to make adjustments to platform behaviour (specifically, thruster throttling) at various steps along the way, but I can think of several additional uses.
Thanks!
---
Author: computeraddict
Date: 2025-03-17T19:38:41+00:00
Can't you integrate the speed?
---
Author: eugenekay
Date: 2025-03-17T21:48:50+00:00
I think this is better as a βCombinator Mod Ideaβ; I am just thankful that it was added to the Lua API. I am a little surprised there has not been one created yet.
The Velocity signal provided by the Platform Hub is an Integer, whereas the actual Velocity has a floating-point component - so it is inherently inaccurate, and does not βSumβ correctly over any significant period of timeβ¦. I have nonetheless used it as a primitive βOdometerβ to slow down / speed up during certain conditions.
Quotes:
Quote from computeraddict wrote: Mon Mar 17, 2025 7:38 pm:
|
forum
|
https://forums.factorio.com/viewtopic.php?p=666064
|
topic_123557
|
[Kovarex] [2.0.23] Crash accepting parameters after pasting blueprint (FillBlueprintParametersGui::confirm())
|
[
"Assigned"
] |
Author: Sheridan
Date: 2024-12-02T16:37:07+00:00
Description:
What did you do?
I pasted a blueprint that has more than one parameter. When the parameter selection window appeared, I accidentally clicked outside of it.
What happened?
The blueprint was pasted again in a new location, and a new parameter selection window opened. If I close this new window, the previous one remains open. When I accept the parameters by clicking the checkmark, the game crashes.
What did you expect to happen instead?
I expected that the game would not allow me to paste the blueprint again while the parameter selection window is open.
Does it happen always, once, or sometimes?
This issue happens every time I try to paste a blueprint with multiple parameters and click outside the selection window.
Steps to reproduce:
Create or obtain a blueprint with multiple parameters.
Paste the blueprint in the game.
When the parameter selection window appears, click outside of it.
Observe that the blueprint is pasted again and a new parameter selection window opens.
Close the new window and try to accept the parameters in the original window.
The game crashes.
---
Author: Sheridan
Date: 2024-12-02T19:04:32+00:00
Additionally, I would like to point out a small inconvenience that contributes to reproducing the bug. When a parameter does not have a quality option, the game prompts you to select a quality in the parameter selection dialog when pasting the blueprint. Usually, quality is not needed, so itβs faster to double-click on the desired icon.
However, if the parameter includes quality (or if this parameter is present in the blueprint in all qualities), a single click is sufficient. Since double-clicking is often required in most cases, players tend to do it out of habit. This second click frequently lands on the surface, triggering the blueprint to be pasted again.
---
Author:
Date: 2024-12-05T23:00:44+00:00
This may be related to 120531
---
Author:
Date: 2025-03-17T16:51:16+00:00
Ref.: 127570
|
forum
|
https://forums.factorio.com/viewtopic.php?t=123557
|
topic_127291
|
[Lou][2.0.38] Agricultural tower shows total infertility on landfill with overgrowth soil placeable
|
[
"Resolved for the next release"
] |
Author: DEMEMZEA
Date: 2025-03-05T21:08:59+00:00
Whenever I placed landfill in Gleba, the Agricultural tower only shows total soil infertility ( red ), even though I can clearly place Overgrowth soil ( in this case jellynut but it works for both ), meaning it should only show partial soil infertility ( yellow ).
Agricultural tower showing total soil infertiity 03-05-2025, 18-03-59.png (445.48 KiB) Viewed 579 times
How the place looks 03-05-2025, 18-03-57.png (1.22 MiB) Viewed 579 times
Me trying to place overgrowth soil ( I can ) 03-05-2025, 18-03-56.png (1.53 MiB) Viewed 579 times
Location: 448;1887.5 seed 1069292623
---
Author:
Date: 2025-03-06T10:25:30+00:00
EDIT: Nevermind, I misread and now managed to reproduce it
Could you please provide a savefile where this occurred?
I assume it is single player, since no multiplayer mentioned.
---
Author:
Date: 2025-03-17T15:47:28+00:00
Thanks for the report, as of 2.0.42, the mentioned tiles will be visualised as "growable with different soil" in apt cases
|
forum
|
https://forums.factorio.com/viewtopic.php?t=127291
|
topic_120624
|
[boskid][2.0.16] Accumulator output signal display value differently rounded than one used for condition check
|
[
"Resolved for the next release"
] |
Author: LCStark
Date: 2024-11-09T17:32:56+00:00
I've used a decider combinator to create an RS latch and used an accumulator as the control signal. I've noticed that despite the condition being set to signal value < 60, the accumulator signal value 59 doesn't pass the check and only becomes true when the value falls down to 58. When the accumulator charges, it should stop passing the check when the value once again reaches 60, but it's still shown as true when the combinator shows the value of 60 < 60 and turns false only when it gets to 61:
I've done a quick check in Factorio 1.1.110 and it didn't use to work like that, the combinator immediately caught the value change properly (R combinator is set to >60):
I'm assuming it has something to do with the way display value is rounded and the signal used for condition check is either not rounded or rounded in a different way. I'd expect it to work the same way it used to in Factorio 1.1.110.
---
Author: robot256
Date: 2024-11-09T22:06:35+00:00
I was able to reproduce this using just combinator clocks, so it has nothing to do with the accumulator (circuit signal values are always converted to integer before being sent along the wire anyways). What I found is not a functional error, but a visual one. In a multi-condition decider combinator, the input true/false visualization is updated immediately when the output state changes. But if the input signals causes some conditions to change state without affecting the decider output, then the visualization is delayed. This is either a minor bug or an intentional performance optimization.
In other words, in your video the "S < 60" comparison didn't update until it went down to 58 or up to 61 because that transition did not affect the decider's output. If you wait for it to go all the way down to 39, so that the "on" condition is tripped, and then all the way back up to 60 so that the "off" condition is tripped, I believe you will find the visualization updates immediately as you would expect.
---
Author: LCStark
Date: 2024-11-09T22:18:59+00:00
Huh, interesting, thanks for testing that! I've only tried to recreate it with constant combinator using simple signals, so I didn't find that. But yeah, from what I've observed it appears to be a visual-only bug. Not a very important one, but I'd still consider it something that needs fixing. That immediate feedback was one of the big advantages of old combinators and was really helpful in learning how to use them, I'd imagine such a delay could really be confusing for somebody who's just starting to experiment with the circuit network.
Quotes:
Quote from robot256 wrote: Sat Nov 09, 2024 10:06 pm:
---
Author:
Date: 2025-03-17T20:33:29+00:00
Thanks for the report. I looked carefully at the decider combinator gui highlighting and i was able to identify the issue. For 2.0.42 i did a significant rewrite of the decider combinator conditions highlighting which should fix this issue and couple of other unreported issues for good.
|
forum
|
https://forums.factorio.com/viewtopic.php?t=120624
|
topic_127468
|
Inserter filter slots are interactible
|
[
"Ideas and Suggestions"
] |
Author: protocol_1903
Date: 2025-03-13T19:16:04+00:00
TL;DR
Clicking an inserter filter slot while filtering (`Use filters`) is disabled should enable filtering and set a filter.
What?
Currently, clicking on the inserter filter slots does nothing when `Use filters` is off, because the filter slots are non-interactable. I would like to be able to click on them when `Use filters` is off and have it automatically turn on.
Alternatively, remove the `Use filters` selection entirely, and default inserters to blacklist. Then, the player can manually select a filter much faster.
03-13-2025, 12-12-24.png (80.52 KiB) Viewed 432 times
Why?
It doesn't make sense to not have those slots interactable. At the very least players should be able to add filters, possibly change it from whitelist to blacklist, then enable filtering.
---
Author: Ruyeex
Date: 2025-03-17T19:03:19+00:00
You can enable filters and drag the item you want onto the filter
---
Author: protocol_1903
Date: 2025-03-17T20:12:18+00:00
The request is to not have to enable filtering before dragging the item into the filter
Quotes:
Quote from Ruyeex wrote: Mon Mar 17, 2025 7:03 pm:
---
Author: Ruyeex
Date: 2025-03-17T22:28:36+00:00
Sure why not having since it at least it's a nice QoL
|
forum
|
https://forums.factorio.com/viewtopic.php?t=127468
|
topic_127551
|
[2.0.41] Crash when manipulating blueprints (PlaceAsTile::checkCondition)
|
[
"Bug Reports"
] |
Author: ov3rcl9ck
Date: 2025-03-16T12:58:41+00:00
Hello, I've been trying to make blueprints, and while trying to work with the grid position, the game crashed
https://pastebin.com/FP7KXEF3
The save is in attachment, and I guess the mods are listed within the save, that should be enough right?
|
forum
|
https://forums.factorio.com/viewtopic.php?t=127551
|
topic_127498
|
Factorio Infested β A Biological Total Overhaul Mod
|
[
"Ideas and Requests For Mods"
] |
Author: CodeManMike
Date: 2025-03-14T20:59:42+00:00
03-14-2025, 22-54-41.png (2.01 MiB) Viewed 329 times
Factorio Infested β A Biological Total Overhaul Mod
As a massive fan of StarCraft , Warhammer 40K , and all things sci-fi, Iβve always loved the idea of adding more biological elements to Factorio . Seeing how the Krastorio team introduced creep and organic mechanics into the game inspired me to take it even further.
And so, the idea for Factorio Infested was born.
Iβm still fleshing out the details, but I wanted to share the basic concept so far. Iβd love to hear any feedback, suggestions, or ideas for what youβd like to see in the mod!
If anyone is interested in helping out, especially with graphics and sprites , please reach out! This is a big project, and Iβd love to have a team working together to bring it to life.
https://github.com/CodeManMike/Factorio-Infested
|
forum
|
https://forums.factorio.com/viewtopic.php?t=127498
|
topic_119271
|
[boskid][2.0.13] Rotating splitter adds items after filter
|
[
"Resolved for the next release"
] |
Author: rvb30
Date: 2024-11-02T11:56:56+00:00
IDK if this is a bug or not, but the behaviour has changed from 1.1 and I personally prefer the old version.
If you have a splitter with a filter and you rotate it (R key by default) then items pass through from the input and appear on the filtered side defying the filter
Here I have a splitter:
Before.png (238.84 KiB) Viewed 652 times
And then after rotating it in place:
After.png (222.63 KiB) Viewed 652 times
In 1.1 the extra items on the bottom right of the splitter wouldn't be there
---
Author:
Date: 2024-11-05T15:21:19+00:00
I traced back this change and it is related to adding support to flip entities. There is some attempt at swapping line contents when splitter is rotated which seems suspicious as lines should be only swapped when entity gets sides flipped. This has quite low priority right now so i will reconsider how to handle this at a later point in time. One of the options is to move line content swapping to only happen when flipping sides but not when rotating.
---
Author: rvb30
Date: 2024-11-05T15:29:26+00:00
Hey, thanks for the reply,
I know it's not a priority, but wanted to flag it up.
p.s. I notice you've officially got a blue belt of posts, well done!
---
Author:
Date: 2025-03-17T17:41:18+00:00
Thanks for the report. I looked at this feature of rotating splitters and decided to get rid of it which fixes the issue. This feature was trying to swap content of splitter lines in a way that would keep items "static" (remain on the same relative screen position after rotation was done) but it actually failed to do so because that would require swapping input lanes with output lanes and this operation would require more tricks as those lines are of different length. So this lines swapping is now removed for 2.0.42.
|
forum
|
https://forums.factorio.com/viewtopic.php?t=119271
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topic_127548
|
[2.0.41] Ghost blueprinted entities become created in inventory
|
[
"Pending"
] |
Author: razorcakes
Date: 2025-03-16T12:03:35+00:00
I didn't see this on forums so my apologies if double posted.
Legendary substations were created in my inventory after blueprinting them in early game. Unsure how to recreate at this point, however after using them for spacing I've now (twice) had them pop up into my inventory after removing the blueprint. I am able to use them as if I researched the tech but I'm only at blue science,
I haven't tried different entities of items I shouldn't have access to, but I'll keep playing around to see if I can recreate the issue.
factorio bug report.png (5.4 MiB) Viewed 343 times
|
forum
|
https://forums.factorio.com/viewtopic.php?t=127548
|
post_665992
|
on_script_trigger_effect with quality infomation
|
[
"Modding interface requests"
] |
Author: meifray
Date: 2025-03-17T08:15:02+00:00
the source might from a legendary ammo,capsule or even just item spoilage trigger,
When action delivered,quality item do get a boost on damage,so my custom effect too want to scale with its quality.
|
forum
|
https://forums.factorio.com/viewtopic.php?p=665992
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post_666036
|
Interrupt triggers for inaccessible station
|
[
"Not a bug"
] |
Author: RiverRob
Date: 2024-10-28T10:05:26+00:00
Interrupts are triggering and generating temp entries into the trains schedule when the train cannot access the station.
The trigger also does not reserve a space at the station (train limit does not change when interrupt is triggered).
The image is an example of the interrupt
10-28-2024, 03-01-18.png (48.25 KiB) Viewed 769 times
This is working in a pull system where one train goes out and gathers all the ingredients instead of multiple trains delivering all the different ingredients. Blue print string of example trains and their interrupt schedule is below
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 Copy blueprint
---
Author: robot256
Date: 2024-11-05T20:22:46+00:00
I don't think trains have ever checked station accessibility before deciding where to go. I would expect that a train that has departed for an inaccessible station will continue looking for an accessible station with the same name, but will not re-evaluate any interrupt conditions or return to its prior station.
---
Author: robot256
Date: 2024-11-06T14:04:37+00:00
Related: 116107
Edit: I misremembered what I was told in 102289 . At least in 1.1, trains without an accessible, available stop will continually attempt to path to inaccessible, available stops until a better station becomes available. It seems this logic has been transferred to interrupt conditions and created some new side effects.
---
Author:
Date: 2025-03-17T17:03:16+00:00
This is Not a bug.
|
forum
|
https://forums.factorio.com/viewtopic.php?p=666036
|
post_664042
|
Factorio MEMES
|
[
"Off topic"
] |
Author: Kc_spot
Date: 2025-02-25T19:19:43+00:00
Lets just have a meme thread based on the game.
This isn't a promotion for r/factoriohno I have no idea what you're talking about
|
forum
|
https://forums.factorio.com/viewtopic.php?p=664042
|
post_656609
|
Spotted this in The Guardian today...
|
[
"Spread the Word"
] |
Author: Makka77
Date: 2024-12-31T09:13:19+00:00
There was no mention of Factorio in any of their other year end gaming coverage. Good to see someone keeping the flame alive lol x
https://www.theguardian.com/games/2024/ ... f-the-year
|
forum
|
https://forums.factorio.com/viewtopic.php?p=656609
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post_665987
|
Smart Upcycler
|
[
"Combinator Creations"
] |
Author: krozu
Date: 2025-03-17T03:52:07+00:00
See it in action!
https://youtu.be/x4A7gZ5a7qM
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 Copy blueprint
Upcycles whichever recipe you set. Initial setup is going to require some explaining.
Can set quotas for each quality. This is done on the popup menu when placing the blueprint, along with the recipe.
In the combinators on the left containing the qualities, delete all empty conditions. Wish the blueprint would do this automatically, oh well.
In the constant combinator you set the upper limit for how much of each quality can be in the logistics network. Anything exceeding this gets scrapped. Omitting a quality scraps everything.
In the requester chest you set the ingredients for the recipe. Must have AT LEAST enough to craft the item twice.
The selector combinator(bottom right) controls in which order you want it to craft. Low quality to high? Other way around? Pick whichever you want.
The lights on the left show which qualities are queued up for crafting. The lights on the top right(excluding the far right one) indicate at what stage the crafting is. One green light when its the first craft. Two green lights when its doing its second craft. This has to do with the EM plants' innate productivity bonus. This is also the reason why you should NOT use this for blue circuits since its productivity bonus changes based on research.
You might needs to jump start the system to get it going. This can be done by disabling and re-enabling the red wire of the first condition of the bottom right combinator.
After that, just watch it go.
On a final note, I recommend setting the Legendary quota to 0 for recipes that can use productivity modules for maximum efficiency. Just craft the legendary one elsewhere.
|
forum
|
https://forums.factorio.com/viewtopic.php?p=665987
|
post_665726
|
30 minutes tab in production window
|
[
"Outdated/Not implemented"
] |
Author: datarza
Date: 2025-03-14T19:25:16+00:00
03-14-2025, 15-24-54.png (157.53 KiB) Viewed 339 times
|
forum
|
https://forums.factorio.com/viewtopic.php?p=665726
|
post_666062
|
Keeping biters at bay
|
[
"Gameplay Help"
] |
Author: samuri
Date: 2025-03-16T14:59:49+00:00
Has anyone come up with a sustainable, working solution to permanently keep biters at bay on Nauvis while you're travelling around in space? And I mean something that can be left alone so you don't keep having to go back to Nauvis just to maintain stuff.
I've got something that semi-works but I still have to go back regularly to repair/rebuild things.
This is my base on Nauvis.
03-16-2025, 14-49-50.png (1019.82 KiB) Viewed 520 times
I have a train that continually travels round in a loop and stops at each station on the loop, like this.
03-16-2025, 14-51-32.png (3.5 MiB) Viewed 520 times
Each station looks very similar to that. The train distributes turret ammo and repair kits for the robots at each station. The train also has two artillery turrets which take out biter nests each time the train stops. The biters attack where the train was but the turrets shoot them all. This maintains a buffer zone around my base.
Sometimes the biters destroy a turret, I've not yet taken to putting spare turrets on the train for robots to install, maybe that's part of the answer.
Obviously the artillery turrets need restocking so I have an artillery shell manufacturing factory which loads them all up at a single station.
03-16-2025, 14-55-50.png (3.79 MiB) Viewed 520 times
Naturally I have a supply chain working automatically from Vulcanus to keep the shells being built up and I'm making my own calcite in orbit around Nauvis.
Interested to see what anyone else has tried for this.
---
Author: eugenekay
Date: 2025-03-16T15:40:50+00:00
Youβre doing pretty good so far! A few suggestions to reduce the amount of Repairs that are needed:
Eliminate any Concave sections of your Perimeter wall. The outside βring of defensesβ should be a Convex shape, such as a Square or Octagon
Use the Natural terrain to your advantage. I like to make a series of Straight walls between Lakes/Rivers (uncrossable by Nauvis enemies) to define my Base.
Use all the Turret types you have available: Guns, Lasers, Flamethrowers, Tesla. Each one adds something unique to the defenses, slowing and stopping enemies.
Add a ring of Land mines at the edge of your Repair Roboportβs range to soften up enemies as they approach
Yes, you need to have spare Turrets in-stock at each outpost - or defenses will get Weaker as they are attacked
Good luck!
---
Author: Mr Wednesday
Date: 2025-03-16T17:59:46+00:00
I don't see any walls. A double wall will keep biters off of your turrets. My edges are double walls backed by gun, laser, and Tesla turrets (with arty to keep the spawners well outside of the pollution cloud), and my defenses run indefinitely on their own.
I keep spares of turrets and walls in addition to repair packs.
You may want to consider converting your supply train to on-demand instead of having it always make a circuit.
---
Author: Tertius
Date: 2025-03-16T18:23:05+00:00
I built a wall around my base. I chose the shortest possible wall length by using water as natural barrier, just closing the space between water.
The wall is defended by artillery (after I unlocked it on Vulcanus) to keep nests far away. For directly defending the walls, I use flamethrower turrets for big damage and laser turrets to finish enemies off. Laser turrets don't need ammo, just electricity, so it's easier to build and keep working. Flamethrower turrets deal incredible damage, need an oil suply very easy to add and have almost no oil consumption. One single oil well is enough for the whole base. However, you need pumps every 320 tiles to overcome the 320 tile pipe limit.
Gun turrets are not the best weapons here any more.
I divided the whole perimeter wall into segments of perhaps 800 tiles, and each segment is one logistics network wit and has one supply station to provide repair packs, construction robots and replacement items. And later to supply artillery shells of course.
Without walls, biters will be able to destroy your turrets before they kill the biters, so it's definitely required. That's different to other planets where walls have no use, but on Nauvis walls are a defacto requirement.
03-16-2025, 19-20-38.png (1.86 MiB) Viewed 460 times
03-16-2025, 19-22-19.png (6.25 MiB) Viewed 460 times
---
Author: samuri
Date: 2025-03-17T17:27:16+00:00
Thanks for the tips. I'll try walls in the relevant places.
---
Author: theolderbeholder
Date: 2025-03-17T17:43:30+00:00
Remember tp leave gaps in the wall so the biters can reach the turrets. This will prevent them from attacking the walls, and slows them down to give the turrets more time to shoot at them.
---
Author: NineNine
Date: 2025-03-17T20:21:57+00:00
If you're supplying enough artillery shells to this base, then at some point, artillery will have demolished all of the biters, and the attacks will largely be over, except for the very occasional nest that spawns within reach of the artillery. So, you can just keep doing it however you'd like (guns, flamethrowers, mines, walls, etc) until the artillery knocks them all back completely. Once that happens, you're essentially done with biters on Nauvis.
---
Author: pioruns
Date: 2025-03-17T21:23:41+00:00
I do the same thing, built full walled perimeter early on, since I left for other planets I never needed to come back. Perimeter consists of:
double wall
Laser turrets
Flamethrowers
Vulcanus artillery
Light Oil supply train stations in separate wall sections, so I don't need to run pipes through separate sections or water.
I don't get any destroyed items, only occassional damage. Light Oil is more efficient to run in flamethrowers, as you get more light oil out of crude in advanced refining process.
|
forum
|
https://forums.factorio.com/viewtopic.php?p=666062
|
post_666017
|
SpoilToTriggerResult : Trigger once per stack option
|
[
"Implemented mod requests"
] |
Author: Puke
Date: 2025-03-17T12:29:50+00:00
Hello !
Currently, SpoilToTriggerResult has a key "items_per_trigger" that allows us to define (if my understanding is correct) to trigger the script only if there is the required amount of items in the stack.
However, if we want to set this value to 1, meaning only one item is needed to trigger the script, it will fire one event PER item in the stack.
I see how this can be desirable, but there are many cases where it is not, and I wish I could only fire a single event.
Also, having many items stacks firing one event per item is very bad for performance. I tested it, just firing the events without doing anything else can kill the UPS counter.
Can we get a way to fire a single event / a single trigger per stack instead of per items in a stack, please ?
Thanks you for reading, cheers
---
Author:
Date: 2025-03-17T12:37:09+00:00
I could add such a value. But, currently the way it works is: it will always run at least once for a given stack. The health ratio for created entities will depend on the ratio between items_per_trigger and the count in the stack. If the trigger is not creating entities then that has no impact on things.
---
Author:
Date: 2025-03-17T13:35:37+00:00
For 2.0.42 i did 2 changes: fixed items_per_trigger computation because the trigger was not running correct amount of times, and also got rid of the health scaling artifact. That means in 2.0.42 you will be able to have "trigger once per stack" behavior by setting items_per_trigger set to the stack size of the item: any amount of items from 1 up to stack size will cause trigger to run exactly once.
---
Author: Puke
Date: 2025-03-17T14:22:44+00:00
Thank you !
---
Author: curiosity
Date: 2025-03-17T14:58:07+00:00
Duplicate of (a poorly formulated) viewtopic.php?t=127091
|
forum
|
https://forums.factorio.com/viewtopic.php?p=666017
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topic_127544
|
Bug Report: Incorrect Localization in Czech β Mixed Polish Text in Factoriopedia
|
[
"Translations"
] |
Author: bakykentaky
Date: 2025-03-16T07:58:46+00:00
Game Version: [2.0.39 build 81895]
Platform: [PC/Console]
Language Setting: Czech
Issue:
In the Factoriopedia, while using the Czech language setting, some elements contain Polish text instead of Czech. Specifically, for "LΓ‘va (DlaΕΎdice)", the description includes:
"Wydobywany z" (Polish) instead of the correct Czech translation.
Steps to Reproduce:
Open the Factoriopedia in the game.
Navigate to the "LΓ‘va (DlaΕΎdice)" entry.
Observe that some of the text appears in Polish instead of Czech.
|
forum
|
https://forums.factorio.com/viewtopic.php?t=127544
|
topic_127506
|
[2.0.41] Crash setting train schedule of moving train (RollingStock::checkConsistency)
|
[
"Bug Reports"
] |
Author: Ashier
Date: 2025-03-15T01:00:08+00:00
I will attempt to explain as best I can. The relevant lua code for my mod can be found here: https://github.com/AtelierAmber/RSAD-Tr ... r.lua#L281 Linked to the line that I think is causing it.
Also attached is a save file to test it on. It is extremely easy to reproduce if timed correctly and will happen every time. I have included a small video to demonstrate it as well.
Steps to repro:
- Click the train and send it to the already scheduled station. This, similar to cybersyn, will register the train with the RSAD train system and send it to deliver the wagon.
- After the train has picked up the wagon, place another one at the back of the remaining wagon. This may not be necessary to crash it.
- Once the train is returning to the station, and after it has passed the crossing (such that it can path to the wagon pick up stop), delete the wagon at the drop off stop. This will trigger the linked code above to run and set a new schedule for the train.
Mod list:
- Base Mod
- Elevated Rails
- Debug Adapter for Factorio Mods (via vscode)
- Editor Extensions
- Factorio Library
- Pipe Visualizer 2.0 (Likely not required)
- RSAD Train Yards (My in-dev mod linked above)
Let me know if you require anything else.
Video
2025-03-14 18-48-50.mp4
(12.85 MiB) Downloaded 14 times
Log
factorio-current.log
(11.5 KiB) Downloaded 19 times
Dump
factorio-dump-current.dmp
(1.12 MiB) Downloaded 15 times
Save
default test-.zip
(881.02 KiB) Downloaded 15 times
|
forum
|
https://forums.factorio.com/viewtopic.php?t=127506
|
topic_127527
|
Silo entity name whitelist for space platform hubs
|
[
"Modding interface requests"
] |
Author: thesixthroc
Date: 2025-03-15T18:22:10+00:00
An optional whitelist field for space platform hub prototypes, specifying which rocket silo entities are allowed to launch to that space platform, would be very useful.
It would for example lead to modded rocket silos that can supply certain planets for a lower cost, or silos with other special behavior triggered by manual or automated launches to special platforms.
Ideally silos not on the whitelist, if there is a whitelist, wouldn't show the platform in the launch menu and wouldn't fulfill logistic requests for that platform.
|
forum
|
https://forums.factorio.com/viewtopic.php?t=127527
|
topic_127571
|
Blueprint size calculation incorrect?
|
[
"Not a bug"
] |
Author: datarza
Date: 2025-03-17T17:07:41+00:00
From where comes this wrong data?
03-17-2025, 13-06-14.png (206.75 KiB) Viewed 366 times
---
Author:
Date: 2025-03-17T17:14:03+00:00
Size on disk may be different than size in memory. This estimate is a size in memory.
|
forum
|
https://forums.factorio.com/viewtopic.php?t=127571
|
post_665740
|
Factorio Infested β A Biological Total Overhaul Mod
|
[
"Ideas and Requests For Mods"
] |
Author: CodeManMike
Date: 2025-03-14T20:59:42+00:00
03-14-2025, 22-54-41.png (2.01 MiB) Viewed 328 times
Factorio Infested β A Biological Total Overhaul Mod
As a massive fan of StarCraft , Warhammer 40K , and all things sci-fi, Iβve always loved the idea of adding more biological elements to Factorio . Seeing how the Krastorio team introduced creep and organic mechanics into the game inspired me to take it even further.
And so, the idea for Factorio Infested was born.
Iβm still fleshing out the details, but I wanted to share the basic concept so far. Iβd love to hear any feedback, suggestions, or ideas for what youβd like to see in the mod!
If anyone is interested in helping out, especially with graphics and sprites , please reach out! This is a big project, and Iβd love to have a team working together to bring it to life.
https://github.com/CodeManMike/Factorio-Infested
|
forum
|
https://forums.factorio.com/viewtopic.php?p=665740
|
post_666066
|
Inserter filter slots are interactible
|
[
"Ideas and Suggestions"
] |
Author: protocol_1903
Date: 2025-03-13T19:16:04+00:00
TL;DR
Clicking an inserter filter slot while filtering (`Use filters`) is disabled should enable filtering and set a filter.
What?
Currently, clicking on the inserter filter slots does nothing when `Use filters` is off, because the filter slots are non-interactable. I would like to be able to click on them when `Use filters` is off and have it automatically turn on.
Alternatively, remove the `Use filters` selection entirely, and default inserters to blacklist. Then, the player can manually select a filter much faster.
03-13-2025, 12-12-24.png (80.52 KiB) Viewed 431 times
Why?
It doesn't make sense to not have those slots interactable. At the very least players should be able to add filters, possibly change it from whitelist to blacklist, then enable filtering.
---
Author: Ruyeex
Date: 2025-03-17T19:03:19+00:00
You can enable filters and drag the item you want onto the filter
---
Author: protocol_1903
Date: 2025-03-17T20:12:18+00:00
The request is to not have to enable filtering before dragging the item into the filter
Quotes:
Quote from Ruyeex wrote: Mon Mar 17, 2025 7:03 pm:
---
Author: Ruyeex
Date: 2025-03-17T22:28:36+00:00
Sure why not having since it at least it's a nice QoL
|
forum
|
https://forums.factorio.com/viewtopic.php?p=666066
|
topic_127569
|
Recipe Set Event Handler
|
[
"Modding help"
] |
Author: adam_bise
Date: 2025-03-17T14:53:35+00:00
Looking for an event handler that triggers on setting or changing a recipe in any way. But the closest one I could find was on_selected_entity_changed, but I don't know how it works.
What I am wanting to do is, in a scenario, only allow certain recipes to be configured in a given area by unsetting recipes that were set outside of the allowed area.
But then I found this post, so now I am wondering if this scenario is even possible. viewtopic.php?t=61339
The whole premise of the scenario revolves around restricting recipes and entities to certain areas. If I can't do the recipe part then there is no point.
Any tips appreciated!
|
forum
|
https://forums.factorio.com/viewtopic.php?t=127569
|
topic_127562
|
Allow setting locked field of choose-elem-button as an argument to .add()
|
[
"Modding interface requests"
] |
Author: jagoly
Date: 2025-03-17T02:58:59+00:00
LuaGuiElement has a handy boolean option that prevents the user from modifying the value of a choose-elem-button . However, for some reason this can only be set after the element is created by doing element.locked = true . It would be much more convenient if this field could be set by adding locked = true to the argument table passed to parent.add() .
|
forum
|
https://forums.factorio.com/viewtopic.php?t=127562
|
post_665772
|
Version 2.0.39
|
[
"Releases"
] |
Author:
Date: 2025-03-05T17:59:31+00:00
Changes
Added extra info about the evaluation order and dependencies into the blueprint parametrisation UI.
Bugfixes
Fixed not being able to interact with GUI elements behind transparent parts of other windows. ( 119608 )
Fixed display panels not drawing text correctly at larger GUI scales. ( 122533 )
Fixed a crash related to placing cargo landing pads on space platforms. ( 127260 )
Fixed a crash when rendering thrusters without fire plumes defined. ( 127265 )
Fixed that fast-transfer of ghost modules did not work for out of reach entities. ( 122150 )
Fixed that trains with the same top in their schedule would not move between stops even if the one it is waiting at is disabled. ( 118475 )
Fixed decider combinator GUI signals tables getting squashed too much when there are a lot of conditions/outputs. ( 126808 )
Fixed intro sound not respecting music-muted and master-muted settings. ( 127154 )
Fixed graphical issue happening when lightning attractor's collection range boundary was touching larger range attractor's collection range boundary from the inside. ( 122739 )
Fixed incorrect lightning protection visualisation when surface lightning search range was larger than attractor's protection range.
Fixed overbuilding ghost with module requests with physical entity of different quality would not retain the module requests. ( 125374 )
Fixed normal building underground belts and pipes in remote view would deconstruct rocks, trees and cliffs. ( 123925 )
Fixed normal building underground belts and pipes in remote view would have missing tiles autofilled. ( 123817 )
Fixed crash in latency when upgrading ghost of elevated rails to different quality ( 120345 , 124222 )
Fixed crash when car would collide with 0 health entity in latency ( 126295 )
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental .
---
Author: Omzig
Date: 2025-03-11T12:34:17+00:00
After i upgraded, my entire base lost 80% of its power, the fusion reactor no longer will work at 100% the inputs and outputs look fine, i can visually trace them. I went and saved after the update, so now i don't have a pre version save now , doh, same thing on Vulcanus, power is out, only 1 fusion reactor is running out of the 4. Its almost like the other 3 fusion reactors are not connected, but they are and they have <> arrows going in both directions.
You can see how some are not spinning, like every fusion generator is off.
03-11-2025, 07-31-43.png (1.46 MiB) Viewed 3309 times
See its worse on vulcanus:
03-11-2025, 07-47-34.png (2.29 MiB) Viewed 3267 times
____________________________________________________________________________________________________
So i reworked my Fusion power to this, now my main base is back up and running.
03-11-2025, 08-00-27.png (2.12 MiB) Viewed 3246 times
---
Author: salopesensible
Date: 2025-03-11T12:41:38+00:00
I got a bunch of X-recycling recipes removed notices on my saves. I DID save a copy after the patch. So I have before & after. Looks benign to me though. I got:
tank-machine-gun-recycling
vehicle-machine-gun-recycling
tank-flamethrower-recycling
some wirestuff-recycling.
---
Author: robot256
Date: 2025-03-11T14:21:19+00:00
They removed recycling recipes for items that are not obtainable in game.
Quotes:
Quote from salopesensible wrote: Tue Mar 11, 2025 12:41 pm:
---
Author: ener156
Date: 2025-03-11T16:26:20+00:00
Good day
I noticed that some symbols have been renewed and wanted to ask if there is a way to go back to the original ones because I have trouble recognizing them properly. I had no problems with the old design but I can recognize the new ones. I personally even think that the symbols have become smaller.
I also wonder if black is really the right color, I mean black on a black background??
Kind regards
groΓ
NEU
ALT
NEU ALT
---
Author: Muche
Date: 2025-03-11T18:12:42+00:00
You can try mods, for example Old Signal Icons seems to aim to do exactly that.
Quotes:
Quote from ener156 wrote: Tue Mar 11, 2025 4:26 pm:
---
Author: Henry Loenwind
Date: 2025-03-11T18:19:35+00:00
Something between .32 and this one was a breaking change for mods. I looked over the change log, but did not see anything listed about breaking compatibility.
Code: Select all Error ModManager.cpp:1758: Error while loading entity prototype "..." (unit): Missing filename in sound specification in property tree at ...
Can we please avoid breaking mod compatibility in patch releases? Even additional checks for broken prototypes should stay warnings until a minor release, in my opinion. That's what the difference between patch and minor in semver is all about...
---
Author:
Date: 2025-03-11T18:21:25+00:00
If you have issues running game, please report this through bug reports and not under a release topic. I do not remember any significant changes that would cause this type of error.
Quotes:
Quote from Henry Loenwind wrote: Tue Mar 11, 2025 6:19 pm:
---
Author: Muche
Date: 2025-03-11T18:41:33+00:00
Cargo-wagon.drive_over_tie_trigger.sound , for example, was changed from using "[SoundDefinition]" to "struct".
Maybe some mod you're using does not properly support both options?
Quotes:
Quote from Henry Loenwind wrote: Tue Mar 11, 2025 6:19 pm:
---
Author: dmikalova
Date: 2025-03-15T02:51:59+00:00
Something borked circuits when I loaded up my run - values were not getting updated ie clocks were not running and values from the roboport network was not updating. I tried a new run with no mods and that worked fine, and then when I reloaded back into my modded run everything is working fine again. So if you're having issues try turning off and back on again.
|
forum
|
https://forums.factorio.com/viewtopic.php?p=665772
|
post_666034
|
[2.0.41] Crash placing blueprint (FillBlueprintParametersGui::confirm)
|
[
"Duplicates"
] |
Author: Beefstah
Date: 2025-03-17T16:23:51+00:00
I'm running 2.0.41, on my Steam Deck (which is fully up to date)
When pasting a simple parameterised chest+inserter, if I double-click the parameter, and the second click lands on the map instead of in the parameter selection box, the parameter selection box is empty, and the ghost has moved to where the cursor was for the second click.
If I then choose a suitable item as the parameter, and click confirm, the ghost updates with the new parameter, but the parameter selection box remains. If I then click confirm again the game crashes completely.
The BP string I'm using is
Code: Select all 0eNqNU8tug0AM/BeflyihJQ/UnnrqsecoQgu4iSVYqFmSRhH/Xhvy7EsRl93BMx574ABp0WLN5DzEB6Cscg3EywM0tHa2UMzZEiEG4soF2QYbD50Bcjl+QjzpzHWp39dauiX2rSDmxGVab3xgmavdFTm8jzxUBDm6/RX5oVsZQOfJEw6O+8s+cW2ZIos184tzA3XVCKVy2lFkgjAaRQb2EM+mo6hTR990wouOa5C9YP+pzETFQE6M2VAwNyBL9VwVSYobu6WKlZURZy35BJ1NC8wh9tyiOcNCyc8d3okbn/xIpLYsBzEUjHUxGp23mmM01lup7712gyeQyUSmkOJhWaf8zG9iBj4kAVmC4K7isk/jRvAZdP1tg8lZVP0ruJPRtcdyYkJ9VoKdxYfmx6Qpv4T86rGUm0B/WAluNnKHP43y2OgYpTkdYojGl9Zvre0TF2RrmTQO/er6CUltxVf/iIHCpigpwIv12UY5MlXvKpqGi8fFIppOxvNwPu+6L67xHc8=
I'll get the save uploaded shortly.
---
Author: Beefstah
Date: 2025-03-17T16:28:10+00:00
savegame
---
Author:
Date: 2025-03-17T16:29:51+00:00
Post the log of a session with the crash please, see 3638 .
---
Author: Beefstah
Date: 2025-03-17T16:41:18+00:00
I don't have a dmp logfile. I've looked in ~/.factorio, and I only have the factorio-current.log file
---
Author: Beefstah
Date: 2025-03-17T16:44:55+00:00
This is what I do have
---
Author:
Date: 2025-03-17T16:49:07+00:00
Great, that is the only thing I asked for.
Quotes:
Quote from Beefstah wrote: Mon Mar 17, 2025 4:44 pm:
---
Author:
Date: 2025-03-17T16:50:23+00:00
123557
|
forum
|
https://forums.factorio.com/viewtopic.php?p=666034
|
topic_127543
|
[Genhis][2.0.41] Extremely inefficient construction bot delivery to silo
|
[
"Assigned"
] |
Author: thuejk
Date: 2025-03-16T07:25:21+00:00
In the attached save, I have ghosted 1000 iron to be delivered by construction bot to the silo. There are 1397 idle construction bots, while the iron is being delivered by 3 construction bots at a time, taking forever.
The inefficiency happens when there are machines with unfulfillable module requests.
--------------------------
The below is my guess at what happens. It is speculation, it might be wrong, feel free to ignore:
There is a separate shared circular construction queue for delivering stuff to existing machines, both modules and e.g. ghosted stacks of iron in a rocket silo. Each tick, X (=10 or whatever) machines with such requests are looked at. So if there are 1000 machines with such requests, a bot will only have a chance to be dispatched to it every 1000/X ticks. Hence why module requests can make iron delivery to the silo slow.
The problem arises because apparently each time the silo request is visited by this queue, only 1 bot is dispatched. So if the silo is requesting 1000 iron via construction bots, then this construction bot queue has to loop through the whole queue 1000 times before the 1000 bots are dispatched, one at a time. And if there are lots of unfulfillable module requests making the queue permanently long, each of those 1000 queue loops required will take a non-trivial number of ticks. So you can end up with idle construction bots, while requests are unserviced.
Assuming the above is correct, there is an apparently obvious fix: Allow more than one construction bot to be dispatched, each time the construction queue visits the silo.
This is not new behavior btw. 2.0.7 behaved the same way as 2.0.41.
|
forum
|
https://forums.factorio.com/viewtopic.php?t=127543
|
post_666021
|
The cargo wagons are too small for DLC
|
[
"Balancing"
] |
Author: zzy8570860
Date: 2024-12-09T07:00:25+00:00
Whether to consider adding quality effect to improve capacity
---
Author: Hares
Date: 2024-12-09T11:44:02+00:00
Can you explain the topic more?
Why do you think they are too small for DLC?
Why do you think this should be changed?
What items do you want to transport on rails?
Also, about quality -- it's dual-edged blade. On one side, you add higher-tier wagons. Countrary, it requires changing logic on train stops for calculating dynamic train limit as one wagon can now be > 40 stacks.
---
Author: danbopes
Date: 2024-12-09T11:52:17+00:00
Related: viewtopic.php?f=6&t=119199
---
Author: zzy8570860
Date: 2024-12-10T02:43:05+00:00
I didn't use complicated circuit control.
I'm just used for transporting ores.
The new quality Bulk inserter and Turbo transport belt can empty the train in a flash.
Trains in the buffer zone were too late to arrive.
Quotes:
Quote from Hares wrote: Mon Dec 09, 2024 11:44 am:
---
Author: Hares
Date: 2024-12-10T10:20:18+00:00
Without trains limit control, trains would arrive to the closest train stop and ignore the actual demand, resulting in resource overflow in some places and starving in other, i.e. they might arrive to almost depleted mine and wait there for two minutes (together with 4 other trains), or never deliver iron ore to steel production because all is delivered to plates production (for example!)
---
Author: zzy8570860
Date: 2024-12-11T03:56:26+00:00
I'm just making a suggestion. Let the developers decide what to do.
Quotes:
Quote from Hares wrote: Tue Dec 10, 2024 10:20 am:
---
Author: Mavets
Date: 2024-12-15T00:55:34+00:00
I absolutely support the author: trains need quality for slots.
not everyone and not always use logic in trains, to sacrifice 99% of the benefit for everyone, for the sake of the dubious 1% who can reconfigure trains and make them even better for themselves, is not a very effective solution.
---
Author: Stargateur
Date: 2024-12-15T11:31:33+00:00
I would say train are too small for stack mechanic, thus, with elevated rail you can have way more train running. I would still like a small buff to wagons that quality could offer.
---
Author: Dreepa
Date: 2024-12-17T12:59:50+00:00
Yeah, I had the same impression.
---
Author: TiemDuJardin
Date: 2024-12-19T02:14:33+00:00
In my opinion trains are used to transport items over medium or long distances: They load enough items so the buffers have just enough time to fill back up till the next train comes and unload enough items so the buffers last long enough till the next train comes. I think the important factor is the uptime (load/unload) to downtime (arrive/depart) ratio.
With the DLC, stacked belts and quality inserters have insane throughput and buildings require a lot more items per second (with quality buildings, beacons, modules, ...), so trains are filled/emptied way too fast now and they don't provide enough items that make up for the time they spend arriving, departing and traveling. This can be solved by either making the trains longer (they are big entities and it makes them slower + slower depart so this is not always desired) or spamming more trains (more traffic is also not desired and this is capped by the depart time).
A huge upgrade that would feel in line with the other upgrades is more wagon slots with quality. More items means the buffers get filled/emptied more so the uptime/downtime ratio is better. Chests and cargo bays already get more capacity with quality so why not wagons? Belts have 4 times throughput, pipe throughput is nearly infinite and legendary inserters are 2.5x faster. It feels like trains as a logistic part of the game are left behind in the DLC. Faster locomotives with quality would be nice, similar to quality fuel, but this would only decrease depart time and I think we really need more load/unload time to make trains simularly powerful to other parts of the late-game.
Quality is optional, if the logistics is too annoying you don't have to engage with it. You can choose to only use normal quality trains, you can choose to only use uniform quality trains or you can choose to use mixed trains. Each choice has its upsides and downsides.
For almost all cases a higher quality train would be an upgrade without any downsides. Trainconditions like full cargo would behave very intuitively (all slots of each cargo filled with full stacks) and other conditions would be entirely the same, even with mixed quality trains.
The only problem i can think off is circuit conditions that depend on the capacity of the train, which would only fail with mixed trains. I've never needed anything like this before and for that edgecase you could just use normal or uniform trains while enjoying the upgrades everywhere else.
Quality has always been a dual-edged and required some rethinking and redesigning for the upgrades to work. I don't see how this is any different.
Quotes:
Quote from Hares wrote: Mon Dec 09, 2024 11:44 am:
Quote from Hares wrote: Mon Dec 09, 2024 11:44 am:
---
Author: PESOKOTiK
Date: 2024-12-21T19:07:37+00:00
True, i was so glad they added quality buff to chests and i was so dissapointed when i checked and saw that cargo wagons didnt got it. Therefore ig it should have more capacity with higher quality
---
Author: Dr. Dog PhD
Date: 2024-12-31T02:31:38+00:00
I actually think that not having bonus slots for quality for cargo wagons is a good thing that leads to more interesting factories.
I assume the reason why trains (locomotives, cargo wagons, and fluid wagons) don't benefit from quality is to encourage higher throughput rail systems and requiring more trains overall. A 2.5 times increase in capacity would effectively cut the number of needed trains in a rail network by over half. If the player wants a higher throughput of items, they need to 1. design a rail network capable of handling that increase in traffic and 2. ensure loading/unloading stations can handle this throughput.
To solve issue 1, the player was given tons of fun tools to design higher throughput rail systems from elevated rails, train interrupts, train groups, and additional circuit conditions for train stations/train schedules.
Issue 2 is largely mitigated by higher quality inserters/buffer chests. Although I often found these not to be enough, so I'd design my stations capable of handling multiple trains at the same time. This problem can also be helped by productivity bonuses/the new production buildings so resources can go further.
Overall, I think Wube liked the idea of large factories needing a giant and bustling train network to support it and not adding quality bonuses to wagon slots is a nudge to encourage players to make good use of all the fun new tools. Being able to upgrade wagon capacity would permit the easy, but less fun option.
---
Author: Hares
Date: 2025-01-06T13:25:50+00:00
Partially covered by 125641: Version 2.0.29
Not included in the game, but now possible by mods.
Quotes:
Quote from FactorioBot wrote: Mon Jan 06, 2025 11:04 am:
---
Author: rosilisk
Date: 2025-03-17T15:37:47+00:00
I'm not sure if this post is the 'canonical' post to recommend that cargo wagons should increase cargo size with quality, but +1 from me. Given the high throughput of inserters and belts, plus the stone and coal requirements for late-game research productivity research, trains no longer feel like the obvious best way to get high throughput input for megabases. I have a 'good' 2-8 layout with train stackers and legendary nuclear fuel, and it only sustains about 2 fully-saturated stacked green belts per station. Yes, with more careful input and output buffering I could probably get around 4 lanes per station, but even that is nowhere near the impressive 'wow' of trains in 1.1.
I agree that this change needs to wait for a minor version bump for a few reasons:
If a pre-change save state already has high-quality wagons and the network relies on the wagon being a specific size (eg. mixed train with filtered slots, or using the loaded cargo to determine when to depart), this change would break those setups. This problem could be mitigated with a migration script to block off cargo wagon slots if they get expanded, and I also guess that high-quality wagons are not widely in use.
If high-quality wagons are in demand, there should be some automated way to upgrade them, probably with the upgrade planner. The development and testing for this probably goes along with a more significant update.
I personally don't see the need for meaningful upgrades to the locomotives themselves, at least not in terms of acceleration. (Maybe they consume less fuel, so upgrading can be done on multiple independent axes?) But to me the main issue with trains currently is the cargo size.
|
forum
|
https://forums.factorio.com/viewtopic.php?p=666021
|
topic_123163
|
Quality should increase train wagons capacity.
|
[
"Ideas and Suggestions"
] |
Author: functional
Date: 2024-11-28T06:36:02+00:00
Why?
With Space Age, potential throughput has increased drastically due to new tier of belts and stacking. Where previous max throughput per a single belt was 45/s, the new limit is 240/s. Quality changes to inserters also help you to reach these ridiculous levels quite easily.
Trainsβin particular cargo trainsβhave difficulties in keeping up with this new level of throughput. Having quality affect wagon capacity it under standard multiplier (up to 2.5x) would help trains at least slightly here. Otherwise trains, by comparison, remain mostly the same as before besides fluid wagon capacity doubling. While bridges allow better throughput in intersections, intersections themselves rarely were the issue before Space Age assuming one was designed properly.
---
Author: Wappinhat
Date: 2024-11-28T07:49:17+00:00
It would be great if train wagon + fluid + storage tanks https://wiki.factorio.com/Storage_tank etc size increased
Storage chests were gladly adjusted
---
Author: AileTheAlien
Date: 2024-11-28T08:57:41+00:00
Definitely a +1 for quality improving cargo / liquid storage tanks on trains!
---
Author: NGMZero
Date: 2024-11-28T10:23:57+00:00
that would leave storage tanks
---
Author: AileTheAlien
Date: 2024-11-28T18:44:17+00:00
Oh yeah, improving those would be nice too! I could totally reduce the size of my acid-storage on Nauvis.
Quotes:
Quote from NGMZero wrote: Thu Nov 28, 2024 10:23 am:
---
Author: SHADOW13
Date: 2024-11-28T19:03:31+00:00
+1
also locomotives should increase max speed/acceleration with quality as well
---
Author: jopo_jp
Date: 2024-11-28T19:05:28+00:00
+1
For me too
---
Author: functional
Date: 2024-11-28T21:26:47+00:00
Technically it already does, because it does so for the fuel. While this may seem trivial, after playing with legendary fuel the difference is absolutely bonkers. Of course, that requires you to keep making legendary fuel.
Quotes:
Quote from SHADOW13 wrote: Thu Nov 28, 2024 7:03 pm:
---
Author: spacedog
Date: 2024-12-03T18:08:09+00:00
+1, but I won't hold my breath. I think the devs secretly hate trains.
I agree it's completely nonsensical that they increased chest capacity with quality, and not cargo wagon capacity. 99% of rail setups involve trains loading from chests. With the larger capacity chests, now we just need more trains to empty them. It's lame that we have to run 2.5x as many trains to empty the same amount of chests. I find I'm just running long turbo belts in a lot of places I would have previously used trains.
Storage tanks also deserve the same buff, but the tiny cargo wagons are 100x more annoying.
---
Author: Orum
Date: 2024-12-03T21:20:13+00:00
I'm in the same boat. I have no idea why they increased chest size with quality, but then left storage tanks, cargo wagons, and fluid wagons untouched? It doesn't make any sense.
---
Author: Khazul
Date: 2024-12-04T15:21:52+00:00
Being selfish and just thinking about my train network and the way I use stops and little circuits to auto-set priorities and limits based upon how much cargo space in boxes vs the train, then I would never use this - too much trouble because there is no way to specify that this stop can accept a train right now with this much space in it per carriage for this cargo.
I also know for a fact that many other players do an almost identical thing with their stops for the same reason, so I'm not sure they would use this either.
OTOH if trains got a significant overhaul that allowed for much richer signalling and reading of sizes along with interrupts condition for how much space they have in their carriages then it becomes useuable.
I would also add a caveat that all carriage must be of the same quality. Probably easier to just state that the entire train must be of the same quality as this constraint would allow for a simple implementation of extra signaling and/or interrupts for train capacity.
---
Author: Khazul
Date: 2024-12-04T15:25:33+00:00
As soon as they cranked up the fluid wagon capacity, I made a mod to increase the the storage tank to 50K as well as it just broke blueprint that depend on 2 tanks having more space than a wagon for setting limits/priorities etc. II never understood the point of the change TBH and would have been just as happy had they left them at 25K or they had at least done both. 4 tanks per carriage per stop is just a space hog.
Quotes:
Quote from spacedog wrote: Tue Dec 03, 2024 6:08 pm:
---
Author: rosilisk
Date: 2025-03-17T15:47:35+00:00
+1 from me, see also viewtopic.php?p=666022#p666022 and viewtopic.php?t=124077 .
|
forum
|
https://forums.factorio.com/viewtopic.php?t=123163
|
post_665727
|
Add filtering and sorting by statuses of trains and stations (on both tabs)
|
[
"Ideas and Suggestions"
] |
Author: datarza
Date: 2025-03-14T19:29:22+00:00
03-14-2025, 15-28-40.png (739.15 KiB) Viewed 337 times
and on train station window as well, same filtering:
03-14-2025, 15-32-36.png (390.94 KiB) Viewed 330 times
|
forum
|
https://forums.factorio.com/viewtopic.php?p=665727
|
topic_127494
|
Add filtering and sorting by statuses of trains and stations (on both tabs)
|
[
"Ideas and Suggestions"
] |
Author: datarza
Date: 2025-03-14T19:29:22+00:00
03-14-2025, 15-28-40.png (739.15 KiB) Viewed 338 times
and on train station window as well, same filtering:
03-14-2025, 15-32-36.png (390.94 KiB) Viewed 331 times
|
forum
|
https://forums.factorio.com/viewtopic.php?t=127494
|
topic_127520
|
Generic train and combinators
|
[
"Gameplay Help"
] |
Author: Nefish
Date: 2025-03-15T12:17:10+00:00
Hi,
I have, on fulgora, a recycling station that take items we have too much of and either fully destroy them or extract useful component and send them to the train station that accept those items.
I'm working on the loading part of the scrap station and I'm trying to make a generic train. I'm trying to make it so that when a train arrive at the recycling loading station, the inserter select the items with the highest count and put them in the train. Then the train goes to a station depending on its content.
The train part is done.
My issue is trying to ensure the train is only loading one type of item.
An example of what I'm trying to do is: currently the station is receiving copper cable and green circuit. If there are more green circuits in the loading station's chest, when a train arrive at the station, I want this train to be loaded with only with green circuit, even if all the green circuits get loaded before the end of the train's waiting time. The selection of the item to load would only be remade when the next train arrive.
I also want the station to work for all items so that, for example, if I start adding plastic to the station I don't have anything to change.
I've tried using a selector combinator with the content of the chest of the loading station and either using the "select input" or "random input" modes (and setting the inserter's filter with the output of the combinator) but if the chests become empty during the loading, the output of the combinator will change depending on the next item inserted in the chest and the train end up getting loaded with a mix of items.
Also, in "select input" mode, if the item being loaded in the train stop being the item with the highest count in the chest, the output of the combinator will change.
"random input" isn't the behavior I'd want (if possible) and has the issue of the update of the output being in the middle of loading a train.
My first instinct was to use a memory that would be reset every time a train enter the station but the examples of memories I've found either work on number and not signal type or change output if a item (which wasn't the same as the previous output of the memory) is inserted a lot in the chest.
Is there a way to do what I want to do? If there is, how can I do that?
|
forum
|
https://forums.factorio.com/viewtopic.php?t=127520
|
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