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post_662644
|
Friday Facts #392 - Parametrised blueprints - Page 8
|
[
"News"
] |
Author: GottZ
Date: 2024-11-07T09:34:14+00:00
so.. I still need dozen of blueprints for individual items, to create train stops and the actual trains. that's a bit sad.
the parametric stuff is awesome. don't get me wrong there.. it's just only delivering 80% of what is required for trains to work.
It's especially funny, since the blog shows train station blueprints, but doesn't allow setting train station names.
I also noticed I can't set train station color within the parameters, and since it can't be set via circuit network either, this really feels like a 80% solution that was too hard to finish to 100%.
In essence, this makes me want to build a blueprint book via Lua instead of using the UI for parameters.
---
Author: SirSmuggler
Date: 2024-11-07T14:05:34+00:00
Mabye you can't sett the text-part of the name i BP-parameters, but you can sett the icon-part of a station name as a parameter. I have done this my self. I've got an generic ore-station BP and the train station gets the apropriate ore-icon from a parameter.
Quotes:
Quote from GottZ wrote: Thu Nov 07, 2024 9:34 am:
---
Author: GottZ
Date: 2024-11-07T14:18:13+00:00
oh you are right!
11-07-2024, 15-16-14.png (16.86 KiB) Viewed 2124 times
the train name is changed too, even though it's not listed!
that's a bug I guess.
Quotes:
Quote from SirSmuggler wrote: Thu Nov 07, 2024 2:05 pm:
---
Author: TheDeadFerryman
Date: 2025-02-12T19:26:15+00:00
Hi!
First I'd like to say that this feature is huge. I mean, HUGE .
I had an experience playing Bobs+Angels a while ago. I decided to go with modular train-oriented base (basically City Blocks) with trains orchestrated by LTN.
And I was really dried up fiddling with combinator settings for each and every new station, and then trying to catch errors due to some value set slightly incorrectly on one of the stations.
Now with this it would be much less irritating (not to mention that with new train features you wouldn't need LTN at all in most cases).
However, there is one feature I feel missing - detached intermediate variables. I mean, there's no way now to declare a variable that wouldn't be physically present in the blueprint (like in one of combinators). I'm currently building a modular rail station system and I need to squeeze in a constant combinator to hold these variables
that I only use in formulas. E.g. I need train length (wagon-wise) and wagon slots count as inputs, which I then use in a formula to specify the total train capacity.
These input values are not supposed to show up in any of the result combinators, but there's no way to do that. I tried to configure everything first in a constant combinator then delete it from the blueprint, but this also deletes the variables.
It's not like it is a big deal to have a constant combinator that does nothing once built in the world, it just feels... ugly
|
forum
|
https://forums.factorio.com/viewtopic.php?p=662644
|
post_665892
|
[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?p=665892
|
topic_127488
|
[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?t=127488
|
topic_127535
|
[StrangePan][2.0.41] Crash on pressing tab key (GameView::updateSoundFilters: Zoom(-0.21))
|
[
"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?t=127535
|
topic_117740
|
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?t=117740
|
topic_124077
|
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?t=124077
|
post_666038
|
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 365 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?p=666038
|
post_665893
|
Bug Report: Incorrect Localization in Czech – 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 "Láva (Dlaždice)", the description includes:
"Wydobywany z" (Polish) instead of the correct Czech translation.
Steps to Reproduce:
Open the Factoriopedia in the game.
Navigate to the "Láva (Dlaždice)" entry.
Observe that some of the text appears in Polish instead of Czech.
|
forum
|
https://forums.factorio.com/viewtopic.php?p=665893
|
post_665912
|
[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?p=665912
|
post_666019
|
Hidden space platforms
|
[
"Modding interface requests"
] |
Author: thesixthroc
Date: 2025-03-09T15:47:47+00:00
It would be useful to be able to hide space platforms from the sidebar GUI and the manual rocket launch GUI.
This would allow scripted space platforms that can trigger rocket launches by their logistic requests, but cannot be interacted with by the player directly.
---
Author: BraveCaperCat
Date: 2025-03-17T02:00:48+00:00
Have you tried hiding the space platform surface?
If that doesn't work, it seems like a good idea.
Quotes:
Quote from thesixthroc wrote: Sun Mar 09, 2025 3:47 pm:
---
Author: thesixthroc
Date: 2025-03-17T15:21:29+00:00
Yes
|
forum
|
https://forums.factorio.com/viewtopic.php?p=666019
|
post_665814
|
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?p=665814
|
topic_118785
|
More Exciting Quality Effects (pls)
|
[
"Ideas and Suggestions"
] |
Author: Merlin_
Date: 2024-10-31T11:46:38+00:00
Most of the quality effects are good and fun, but some are just a let-down.
Quite often it's just "more health" aka "nothing".
Here are just some:
- quality belts are not faster
- quality underground belts/pipes don't reach further
- quality locomotives and cars are not faster
- quality cargo pods, chests and (fluid-)wagons all don't hold more items
- quality boiler, nuclear reactor, and turbines are not more efficient. Just consumes more with same ratio (Always better to just build more)
- quality agricultural tower just has 'more health'
- quality cliff explosives have higher throwing range instead of higher AOE (no point)
- quality Offshore pump doesn't pump faster
And most importantly:
- quality atomic bomb is not bigger, just more damage. Everything dies anyway.
If the game lets me make a legendary Atomic bomb, I want a legendary Atomic bomb pls
Right now, these quality items ^^^ provide no value. Maybe you can just make that a little more exciting.
Much Love <3. Awesome Game!
---
Author: JackTheSpades
Date: 2024-10-31T17:27:09+00:00
I agree that some items are really disappointing when you see how great/intuitive other items are.
I don't know how useful faster belts are since you usually need them by the thousands but at least longer underground belts and pipes could be used individually in certain situations, which would also provide some nice early game usage for quality.
Trains also feel really neglected. Even with all the new infinite researches and quality modules we still have no way to upgrade trains other than using better fuel. Speed/Breaking Force would be a nice payoff.
Rocket Silos could use a productivity bonus instead of just speed. Since there is an actual infinite research for it anyway it wouldn't really hurt to reward someone who goes through the trouble of making a high quality silo.
Laser Turrets only gain more range. It would be great if Energy Per Shot also went down. Once again making them more valuable in the early game pre nuclear power.
---
Author: Riyshn
Date: 2024-10-31T17:58:35+00:00
Quality fluid recipes could use some love, too. I understand not wanting to make actual "quality fluid" recipes, but why do those recipes even exist in their current state? It's especially egregious with the Holmium Solution recipe, as that's the only direct use for Holmium Ore; Why do the basic recipe and Legendary recipe have the same output, despite the value difference in the ingredients?
---
Author: Stringweasel
Date: 2024-10-31T18:14:06+00:00
https://mods.factorio.com/mod/quality-rebalance
---
Author: Mur
Date: 2024-10-31T18:19:56+00:00
Not sure why quality liquid exists as its not used in the craft. It should just make larger quantities of the normal solution.
Quotes:
Quote from Riyshn wrote: Thu Oct 31, 2024 5:58 pm:
---
Author: Stargateur
Date: 2024-10-31T18:53:36+00:00
cause belt with quality would break the balance of the game I think.
Personally, I still didn't play enough (lol only 120 hours since the start of space age) to know if we really miss some effect.
BUT I would like quality lamp to light more.
---
Author: Kyralessa
Date: 2024-10-31T19:07:19+00:00
That used to be true:
viewtopic.php?f=3&t=118651
Quotes:
Quote from Merlin_ wrote: Thu Oct 31, 2024 11:46 am:
Quote from :
---
Author: Kyralessa
Date: 2024-10-31T19:10:25+00:00
I'd like to see more quality features with the car. The car used to be not that interesting in Factorio, but with the new map changes it's a great way to get around now.
It does have more health and longer machine gun range.
Other possibilities for a higher-quality car:
- More trunk space.
- Tighter turning radius.
- Faster movement (per fuel type).
It would also be cool to have an equipment grid, even if a small one, on the car, which could then grow with quality as with the tank.
---
Author: Riyshn
Date: 2024-10-31T19:22:09+00:00
Thinking about it more, this same thing would apply to any Foundry smelting, too. Is quality iron/copper ore ever worth trying to get, when it doesn't benefit the Foundry recipe and you could put 4 quality modules in that instead of 2?
Quotes:
Quote from Riyshn wrote: Thu Oct 31, 2024 5:58 pm:
---
Author: imi___
Date: 2024-10-31T19:23:09+00:00
Nobody mentioned the Roboports yet?
Higher Quality on Roboports really should increase their area.
---
Author: BraveCaperCat
Date: 2024-10-31T20:34:15+00:00
That mod is depreciated. So I've made a fork!
Well... kind of. It's currently exactly the same as the original.
Quotes:
Quote from Stringweasel wrote: Thu Oct 31, 2024 6:14 pm:
---
Author: Theragus
Date: 2024-11-30T06:39:37+00:00
Hi, sorry for the revival of old post!
but I found this topic interesting enough!
Some of these proposals have already been implemented, for instance, chest scaling with quality and pumping speed of offshore pumps
I do find most of these changes here to be pretty good and interesting to make quality feel more like a "goal" to aim for certain items.
Especially the rocket silo is for me currently a very questionable implementation since animation speed is gonna be your limiting factor, which you will hit... pretty quickly in the game... before even building a single quality rocket silo...
some of the changes although wouldn't fit in very well, for instance, the change for Steam Turbines, Boilers, Steam Engines, Heat Exchangers, etc...
if you change the efficiency / ratios of these buildings (for instance, more Power out of same steam, more steam out of water, more heat out of fuel etc...) it would through off builds if you suddenly change their ratios, that's also the reason why larger roboport coverage sounds nice, but doesn't make much sense in this context.
generally, quality is thought with space platforms in mind, where "Space" comes at a premium "price", therefore the less space you use the more "efficient" it becomes, in a sense that just "build more of it" on platforms always has drawbacks (weight, space, power, foundations etc...)
So I think in general the buildings just working "faster" is better than trying to change any ratios or functionality which would pretty much force you to redesign entire builds based on which quality level you have access to.
This allows you to still benefit from Quality by just making specific parts of your factory or even single machines run faster, without increasing their "footprint" (size, beacons etc...), it's just a straight-up increase in production rate.
Also this ties in very well with the way you build quality machines because you just "produce more" machines by sacrificing some of them for a roll at higher quality.
In the context of "Always better to just build more" you're basically doing exactly that, just that you're not placing these machines down and instead recycle them for higher quality, so the end result in that you produce more of this item is the same.
This way it allows you to benefit from the "lucky" Epic machine placements in certain places while you can still have the possibility to redesign entire builds at later stages of the game around legendary quality if you have enough of them
---
Author: AileTheAlien
Date: 2024-11-30T08:35:58+00:00
All of the electric poles get longer ranges though, so that's not really correct.
If you just got more of something from the same inputs, it wouldn't force you to change your builds. It would just allow you to change them, which I think is a good thing. Plus, accumulators, liquid tanks, and chests already have different storage for the same footprint, which already allows you to change your blueprints. I'm pretty sure more types of bonuses would always just allow more viable builds but not force them, except for maybe things that have a 100% loop right now. But I think the only thing with that, is the re-circulating coolant in fusion reactors, and that should be balance-able if you keep the ratios between those two buildings (and their bonuses) the same.
Quotes:
Quote from Theragus wrote: Sat Nov 30, 2024 6:39 am:
Quote from Theragus wrote: Sat Nov 30, 2024 6:39 am:
---
Author: Theragus
Date: 2024-11-30T08:52:42+00:00
Hi,
logistics buildings don't have a "production" in that kind of sense so my example was a bit unfitting, but the basic point here still stands, it allows you straight up upgrade a building without any changes to their footprint, in this case wire length and reach
it's true that there arent that many looping recipes in the game. Regarding your other points:
- Accumulators changing their battery size in 100% increments I think is mostly concerning Fulgora, where you don't really have a solar panel to accumulators ratio and the standard 30 % increase per Quality level would just not be sufficient enough, but I do agree it offsets their ratios which contradicts my point
- Storage Tanks do not benefit from quality
- chests are exactly as I described, they change their "effectiveness" due to having a larger capacity without changing their footprint, still, this doesn't break any existing builds.
Quotes:
Quote from AileTheAlien wrote: Sat Nov 30, 2024 8:35 am:
Quote from Theragus wrote: Sat Nov 30, 2024 6:39 am:
Quote from AileTheAlien wrote: Sat Nov 30, 2024 8:35 am:
Quote from Theragus wrote: Sat Nov 30, 2024 6:39 am:
---
Author: AileTheAlien
Date: 2024-11-30T17:38:19+00:00
Whoops, I wrote that last message late at night and imagined that storage tanks already had a bonus.
Anyways, you haven't explained how increasing the radius of roboports (or other similar changes) would break a build, instead of just allowing more efficient builds. Like, their robot-recharge rate has always been low enough that you either can't use them to easily replace all of your belts. (But if you do want to replace all belts, you need to spam roboports. )
Quotes:
Quote from Theragus wrote: Sat Nov 30, 2024 8:52 am:
---
Author: kitters
Date: 2024-12-03T22:52:48+00:00
That's the whole point, no?
Quality production machines (assemblers, plants, chambers...) and ALSO ENERGY production units like solar, ....., nuclear - just have higher SPEED, which means, it's more SPACE efficient, but it does NOT give PRODUCTIVITY bonus.
So you literally always can " build more ", that's was the idea.
So, it's perfectly in line with other things, in line with the whole picture.
Quotes:
Quote from Merlin_ wrote: Thu Oct 31, 2024 11:46 am:
---
Author: BraveCaperCat
Date: 2024-12-03T23:49:00+00:00
But it should have better productivity, otherwise quality is just a resource and ups saver. (and maybe useful when lining up ratios between different recipes)
Quotes:
Quote from kitters wrote: Tue Dec 03, 2024 10:52 pm:
Quote from Merlin_ wrote: Thu Oct 31, 2024 11:46 am:
---
Author: PureTilt
Date: 2024-12-04T02:36:14+00:00
yes its exactly what quality are for
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: Arcus
Date: 2024-12-04T13:02:24+00:00
My thought on the rocket silo issue is that you could give them reduced power consumption or allow them to buffer more rockets at a time.
---
Author: Tinyboss
Date: 2024-12-04T16:43:02+00:00
My preference is that it speeds up the animation.
Quotes:
Quote from Arcus wrote: Wed Dec 04, 2024 1:02 pm:
|
forum
|
https://forums.factorio.com/viewtopic.php?t=118785
|
post_665932
|
Random thought about Fulgora
|
[
"General discussion"
] |
Author: Mooninaut
Date: 2025-03-06T17:14:17+00:00
Obviously there's no oxygen on Fulgora since the entire planet is covered in flammable hydrocarbons, there's constant lightning (which doesn't start fires when it hits the ocean), and no photosynthetic life...
But boilers and burners work.
Video game logic!
---
Author: eugenekay
Date: 2025-03-06T17:39:26+00:00
The Heating Tower and Boiler do have a minimum pressure requirement (do not work on Platforms), so there is at least the idea of physics in Factorio, but yeah, it is indeed a bit loosey-goosey…. The other planets’ atmospheres aren’t much better for combustion:
Vulcanus surface temperature is likely to be very warm, at or near the auto-ignition point for wood (hence the carbonized trees). The lack of plants and closeness to the Sun would likely exhaust any naturally-occurring Oxygen in the atmosphere.
Gleba is entirely covered in green-ish chlorophyll-containing oxygen-producing plants… even with the quantity of Pentapods I think that the O2 content would be VERY high - leading to uncontrolled wildfires. The surface is very wet and marshy, which may slow their spread.
Aquilo is heavy on Ammonia. I’m not sure how much of this would sublimate at the ambient temperature…. Lighting the first frozen Solid Fuel cube on fire sounds about as difficult as getting icy kindling to spark in the rain.
Given all of this, Nuclear Fuel actually starts to make sense: you don’t need Oxygen if you’re combusting Uranium!
---
Author: NineNine
Date: 2025-03-06T17:56:20+00:00
Fulgora is the only planet where I feel that I'm really limited by the resource patches. I recycle and reuse almost everything, but the number of patches I need to be mining at the same time, and the logistics of trying to get all of that together across islands is sort of a chore.
---
Author: Premu
Date: 2025-03-08T14:40:07+00:00
Hm, strange - for me ressources were abundant on Fulgora, it was the building space which was limiting.
Look out for small islands which are basically only a big ressource patch - these contain a lot more scrap than the random deposits on the larger islands.
Quotes:
Quote from NineNine wrote: Thu Mar 06, 2025 5:56 pm:
---
Author: coffee-factorio
Date: 2025-03-16T16:10:04+00:00
As for not burning, there's a couple of reasons why that might be: oxygen balance rather than a lack of the stuff. Fuel additives. There's extra magnets in the ground, those always help things like this.
The stuff with space is like... I mean you have to make explosives. You should be able to handle steam. It's kind of one of those things where the fantasy material science doesn't support the engineer not being able to make an internal combustion engine. On the one hand it prevents a player from being able to just solve some problems. On the other hand, it's very transparently because a solution was not found and simple was considered too easy. There's a few things like that in Space Age, so it gives me a degree of frustration. When I have empathy I'm not suspending disbelief; it causes cognitive dissonance.
|
forum
|
https://forums.factorio.com/viewtopic.php?p=665932
|
topic_127570
|
[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?t=127570
|
topic_127359
|
Hidden space platforms
|
[
"Modding interface requests"
] |
Author: thesixthroc
Date: 2025-03-09T15:47:47+00:00
It would be useful to be able to hide space platforms from the sidebar GUI and the manual rocket launch GUI.
This would allow scripted space platforms that can trigger rocket launches by their logistic requests, but cannot be interacted with by the player directly.
---
Author: BraveCaperCat
Date: 2025-03-17T02:00:48+00:00
Have you tried hiding the space platform surface?
If that doesn't work, it seems like a good idea.
Quotes:
Quote from thesixthroc wrote: Sun Mar 09, 2025 3:47 pm:
---
Author: thesixthroc
Date: 2025-03-17T15:21:29+00:00
Yes
|
forum
|
https://forums.factorio.com/viewtopic.php?t=127359
|
topic_118122
|
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 770 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.
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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.
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forum
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https://forums.factorio.com/viewtopic.php?t=118122
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topic_127566
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on_script_trigger_effect with quality infomation
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[
"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.
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forum
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https://forums.factorio.com/viewtopic.php?t=127566
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topic_127509
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Boolean operators for train stop selection
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[
"Ideas and Suggestions"
] |
Author: CaffeinatedCucumber
Date: 2025-03-15T04:58:48+00:00
TL;DR
I believe the train scheduling system could benefit from the ability to optionally apply boolean logic operators to stop selection, just like how it can be applied to wait/interrupt conditions, to allow players to heavily optimize train networks in ways that currently either aren't possible or require an unreasonable amount of circuit network manipulation.
What?
By default, the train schedules will have "then" selected, just like how conditions have "and" by default. In this state, trains act as they do now. However, clicking it will cycle it between "then", "and", and "or" (or bring up a selection menu).
I am not suggesting that this is where you should actually put the button. I am not a UI designer.
then.png (73.51 KiB) Viewed 381 times
OR operator:
When multiple stops are linked with OR, the train will just choose between them as if they were all stops with the same name.
or.png (66.56 KiB) Viewed 381 times
AND operator:
When multiple stops are linked with AND, the train will visit all of them in any order
and.png (80.2 KiB) Viewed 381 times
Why?
OR Operator:
I've found in many instances there were certain schedules I wanted to make that were seemingly impossible without it, mainly when dealing with trains of mixed sizes. If I wanted an "iron unload" station that could accept trains of different sizes, and another that only accepted small trains, as it is, I can't have the smaller train treat both sizes of station the same. Another case I've ran into was when wanting to mix 2-headed and 1-headed trains; I would like 2-headed trains to visit both pull-through stations and back-out stations while 1-headed trains only visit pull-through stations. Ultimately, it boils down to the fact that in 2.0, this setup, which at least for me is desired surprisingly frequently, isn't possible without horrendous double-headed train pathing abuse:
Train A sees Station A and Station B as the same
Train B doesn't
However, that's not all. As of right now, this less common but still common thing isn't possible:
Train A sees Station A and Station B as the same when choosing next destination
Train A waits for condition A at Station A, but waits for condition B at Station B
That is, unless you want to break out the circuit network and use it to emulate your desired wait condition—or shove all possible wait conditions for each optional station into the single wait condition while reading a constant combinator signal ID for each station to disambiguate the and decide between them and then translate all of that into conjunctive normal form (which means comparing with the station ID in every term of the expression , which is incredibly annoying). I feel both of these are overkill and too inflexible to be a good solution for such a simple task, especially once multiple trains get involved.
Closely related are interrupt conditions. While not as prominent, as players don't always check what station a train is at when using them, it's still something that would be made more flexible and easier to set up when it's relevant.
AND operator:
While this doesn't technically allow for schedule types that aren't possible now aside from some really esoteric ones that I'm not sure are practical, I personally have found that the addition of interrupts has made it so my trains are a lot less predictable and are more susceptible to:
being unexpectedly and significantly closer to the station it's going to next than the station it's going to currently
having to wait for other trains to leave the station it's currently going to while the next station in its schedule is completely open.
This isn't an issue for trains which just move single resources around because order matters in that instance, but the second a train starts carrying around resources to and/or from multiple stations at once, suddenly it would be much more efficient to be able to rearrange the order while guaranteeing all still get visited.
Unlike the functionality of the OR operator, I'm not entirely sure this behavior is even possible to recreate reliably in 2.0, circuits or not . If it is possible to make a circuit network that tracks where trains are and signals to them to reorder their dispatch, it would would absolutely be unjustifiably complicated for something so incredibly simple conceptually and would not be expandable at all, requiring manual tweaks every single time the rail network was changed whatsoever.
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forum
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https://forums.factorio.com/viewtopic.php?t=127509
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post_666051
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What does science_pack_drain_multiplier do?
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[
"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?
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Author:
Date: 2025-03-16T01:38:03+00:00
Its about lab quality and rate it consumes items.
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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:
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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 339 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:
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forum
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https://forums.factorio.com/viewtopic.php?p=666051
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post_666061
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[2.0.28] Decider combinator menu visual bug when no output
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[
"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=⁄=1.png (9.02 KiB) Viewed 568 times
2=1.png (9.89 KiB) Viewed 568 times
Closing and reopening the menu updates the condition correctly
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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 .
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Author:
Date: 2025-03-17T20:36:41+00:00
Thanks for the report. This will be fixed for 2.0.42 due to 120624 .
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forum
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https://forums.factorio.com/viewtopic.php?p=666061
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post_666063
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[2.0.41] Error loading save, electric network not found
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[
"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
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forum
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https://forums.factorio.com/viewtopic.php?p=666063
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post_666042
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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 “jump” to a past point, as the game has to “play” 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.
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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)
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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.
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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!
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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:
|
forum
|
https://forums.factorio.com/viewtopic.php?p=666042
|
post_665753
|
Reduce player movement speed in polution
|
[
"Outdated/Not implemented"
] |
Author: datarza
Date: 2025-03-14T22:09:55+00:00
More pollution, less breathing
|
forum
|
https://forums.factorio.com/viewtopic.php?p=665753
|
post_666044
|
[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 651 times
And then after rotating it in place:
After.png (222.63 KiB) Viewed 651 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.
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forum
|
https://forums.factorio.com/viewtopic.php?p=666044
|
topic_127518
|
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 398 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?t=127518
|
topic_127572
|
Allow thruster-less platforms unlimited upward height
|
[
"Ideas and Suggestions"
] |
Author: urquelle
Date: 2025-03-17T17:39:33+00:00
TL;DR
Space platforms without thrusters should be allowed to expand ( quasi ) indefinitely in all directions.
What?
Currently, due to the exploitable nature of very tall spaceships, the max upward height is limited to 200 for all space platforms.
This may be an understandable limitation for all space platforms that use thrusters. However, my colleagues and I, who greatly appreciate symmetric designs in Factorio, have found this limitation greatly impacting the aesthetic and practicality of some of our late-game builds.
For instance,
ugly platform.png (424.21 KiB) Viewed 411 times
is a calcite-producing platform without thrusters, which has 4 symmetric arms extending from the center. This design is fully modular and allows it to expand in either direction almost indefinitely. Sadly, due to height limitation, the top side has to remain fixed at 200 blocks tall, which results in a very limited production throughput for this branch. This is just a single example, but we have found that most of our symmetric designs fail to scale up for the same reason. Currently, I could not find a mod that lifts this limitation and I believe the core game could benefit from only enforcing this limit when thrusters are built on the space platform.
Why?
Such a change would not result in another spaceship exploit, as platforms can expand in the other 3 directions almost indefinitely anyway. However, it would allow for fully symmetric designs of large space platforms. I realize my sample size of 3 veteran Factorio friends is not representative, but we all have independently found this limitation frustrating.
---
Author:
Date: 2025-03-17T17:48:31+00:00
Unfortunately i am not seeing this idea as being feasible. This feature would create a lot of annoying corner cases that would be hard to communicate to players because if the space platform would get past the 200 tiles from the north, we would have to disallow placing thrusters with some type of message suggesting that in order to build thrusters the platform needs to shrink from the top. Without such messages players could get stuck building large space platform and then being unable to place thrusters without knowing why they are blocked. We really do not want to have players build beyond 200 tile to the north to avoid the spear strat.
---
Author: urquelle
Date: 2025-03-17T17:58:31+00:00
Maybe we could get a cheat command that allows to disable this limit entirely? Usually such big platforms are built past the official game ending anyway.
---
Author:
Date: 2025-03-17T18:01:07+00:00
Mods can change this limit in data stage. There is a utility constant related to this:
Quotes:
Quote from https://github.com/wube/factorio-data/blob/1f69aae36a8f9011609bd84c5021eb2bced54225/core/prototypes/utility-constants.lua#L521 wrote::
---
Author: eugenekay
Date: 2025-03-17T18:08:33+00:00
Asteroid Spawn Speed is Constant while a Platform is at Rest; building it larger will not help improve Throughput by permitting you to collect more Asteroid Chunks. The solution to collect more Asteroids is for your Platform to move through space with Thrusters…. Which brings up all of the Balance questions around Width vs Thrust etc. This does not matter if you are exclusively shipping resources up from the Surface to process.
Quotes:
Quote from urquelle wrote: Mon Mar 17, 2025 5:39 pm:
---
Author: urquelle
Date: 2025-03-17T18:28:09+00:00
400 hours in expansion and I just learned asteroid spawn rate is fixed for stationary platforms.
I guess this kind of resolves this issue?
EDIT: Nvm, some of our builds are without collectors.
EDIT2: Something is not adding up. I tested small (2 segments on each side), medium (12 segments on each side) and large (20 segments on each side, except for top) sizes of this template. Small plateaus at around 60 calcite/min, medium is around 150/min, and large had about 200/min before it got destroyed. If the spawn rate is the same for any size of the platform, why are there any differences if the entire platform is packed tight with collectors?
|
forum
|
https://forums.factorio.com/viewtopic.php?t=127572
|
post_665176
|
Unofficial Factorio Troll/Griefer Database - Page 12
|
[
"Multiplayer"
] |
Author: Tyraelange
Date: 2021-01-20T23:47:20+00:00
2 new troll on deu server
2 name: DerLangeStecher and Walzen665
they grief trolling and kill player on allie server
---
Author: ptx0
Date: 2021-01-21T00:11:02+00:00
user "Liver" griefed comfy servers.
---
Author: luafish
Date: 2021-01-30T02:38:29+00:00
Over the past couple days there have been griefers in a few of the multiplayer games that I've played. Almost all of them were on one or more of these lists.
Unfortunately, these lists were disorganized, so I wrote a script which ingests banlists from all of the major servers in this thread and produces a clean server-banlist.json. It currently includes the lists from UFTGD, Comfy, M45-BHMM, RedMew, Dae, and Judos. It removes duplicates, removes invalid IPs, and lists the servers a user was banned from in the ban reason.
If you have a large server and want to be included in this list, post your server-banlist.json and I can include it the next time I rebuild this file.
Enjoy!
---
Author: distortions864
Date: 2021-01-31T09:24:53+00:00
Player named 'VaNdaLizERR' logged in, and predictably went right to work trying to... vandalize.
soft-mod prevented him from accomplishing his goal, and he was banned.
You might just add him to your ban-list, and wube should not offer to rename his account.
M45's banlist URL changed, so here is the updated one:
http://m45sci.xyz/server-banlist.json
---
Author: maxp779
Date: 2021-02-18T19:56:38+00:00
Thanks for this man! Really great list. I host a public server where some random people were building a small factory and it looks like two guys TurtleBurger and _Lightning joined and wrecked it. Surprise surprise they're already on this list. I've added it to my server to help prevent future occurrences.
Quotes:
Quote from luafish wrote: Sat Jan 30, 2021 2:38 am:
---
Author: gunmaker
Date: 2021-02-22T00:55:10+00:00
getting tired of players using hacked steam client to join factorio and grief my servers. this is the 5th time its happened even with blacklists.
so id like to havea channel in the forum or this post stickied, so that people can collectively report players
(providing they have proof and evidence)
and hopefully have them banned at the factorio level, perhaps even at the IP level
heres number one. cheers !
proof:: https://ibb.co/1Mhyj1m
name of idiot:: ipiptfan1
time of stupidity:: 4:51 pm mountain time
time of ban:: 5:01 pm mountain time
---
Author: distortions864
Date: 2021-03-22T04:08:05+00:00
Nice little chat log for you...
Code: Select all — Today at 1:08 PM
09-18-39-03 (SYSTEM) Welcome TuckBuckk to the map!
09-18-39-03 TuckBuckk joined (New Player)
— Today at 1:44 PM
09-19-14-42 TuckBuckk was killed at [gps: 578,-220]
— Today at 1:54 PM
09-19-24-38 TuckBuckk was killed at [gps: 33,-404]
— Today at 2:03 PM
09-19-33-30 (SYSTEM) Welcome DR3Y to the map!
09-19-33-30 DR3Y joined (Regular)
09-19-33-34 TuckBuckk: hi
09-19-33-58 DR3Y: hi
09-19-34-14 TuckBuckk: I'm going to blow the reactors :)
09-19-34-22 DR3Y: xD
09-19-34-22 TuckBuckk: [gps: 710,28]
09-19-34-29 DR3Y: wait for me
09-19-34-35 TuckBuckk: you have to be active for 30 mins to gried
09-19-34-38 TuckBuckk: grief
09-19-34-51 TuckBuckk: I need 6 mote minutes
09-19-36-19 TuckBuckk: 4 more mins
09-19-36-31 DR3Y: ok (:
09-19-36-36 TuckBuckk: :)
09-19-37-59 DR3Y: do you have a rocket launcher ?
09-19-38-03 TuckBuckk: no
09-19-38-09 TuckBuckk: theres no friendly fire tho
09-19-38-26 DR3Y: ahh forgot it
09-19-38-39 TuckBuckk: 2 more minutes
09-19-39-59 TuckBuckk is now a member!
09-19-40-08 TuckBuckk: ready
09-19-40-11 DR3Y: yes
09-19-40-36 TuckBuckk: how do you exactly do this
09-19-41-15 TuckBuckk deconstructing [gps: 754,-32] to [gps: 754,4] AREA: 1262sq
09-19-41-43 TuckBuckk: how do they blow up?
09-19-42-02 DR3Y: fire rockets but friendly firwe
09-19-42-12 TuckBuckk: I thought they would overheat
09-19-42-52 TuckBuckk: well bye then
09-19-42-56 TuckBuckk disconnected. (Quit)
09-19-49-00 DR3Y disconnected. (Quit)
09-19-49-12 davem876 joined (Regular)
09-19-49-31 DR3Y joined (Regular)
09-19-49-55 davem876: what the hell has happened here!
09-19-50-07 DR3Y: idk
09-19-50-40 DR3Y: my ears bleeding
09-19-51-07 DR3Y: [gps: 762,-13]
09-19-51-12 DR3Y: there is the problem
09-19-51-12 davem876: 1st thing turn them off... where is it from?
09-19-51-27 davem876: we got a greifer
09-19-53-34 davem876: did you turn it off?
09-19-53-54 DR3Y: TuckBuckk maybe
09-19-54-23 davem876: where was it it
09-19-54-59 davem876: do you want to help
09-19-55-09 davem876: suit up and fight these
09-19-55-12 davem876: [gps: 337,-2313]
09-19-55-26 DR3Y: the server is laggy sorry cant help
09-19-55-27 DR3Y disconnected. (Quit)
TuckBuckk and DR3Y.
They both played (not afk) for 30 minutes to grief...
Banned, and map reverted to just before they logged in.
---
Author: kroklion
Date: 2021-04-01T22:23:09+00:00
Someone named YOurDog moving through the factory picking up belts/pipes/manufacturers.
---
Author: distortions864
Date: 2021-04-10T05:10:15+00:00
script kiddie who wants to annoy.
Code: Select all 00-18-38-20 (SYSTEM) Welcome gabi2casap to the map!
00-18-38-20 gabi2casap joined (Regular)
00-18-39-19 gabi2casap: im testing a pontential cheat to help have an anti cheat
00-18-39-32 gabi2casap disconnected. (TOO MANY DESYNC)
00-18-39-40 gabi2casap joined (Regular)
00-18-39-54 gabi2casap disconnected. (TOO MANY DESYNC)
00-18-40-15 gabi2casap joined (Regular)
Factorio gabi2casap
Discord NoRoblox / 476057232186933274
Steam: https://steamcommunity.com/profiles/76561198858400928
Screenshot of Discord chat included.
---
Author: peterletran
Date: 2021-07-18T00:06:57+00:00
hsnester
---
Author: distortions864
Date: 2021-12-24T19:51:10+00:00
Christmas eve griefer:
Code: Select all 04-13-05-29 (SYSTEM) Welcome pipodirkjeNL to the map!
04-13-05-29 pipodirkjeNL joined (New Player)
04-13-12-46 David_dghbsdgsdgs: Hi
04-13-31-25 David_dghbsdgsdgs: Hi
04-13-31-33 RootWyrm: Hey :)
04-13-31-46 pipodirkjeNL: hi
04-13-32-40 pipodirkjeNL: may i blow up your nuclear power plant?
04-13-35-59 pipodirkjeNL is now a member!
04-13-39-26 gameboy01923 joined (Regular)
04-13-39-46 David_dghbsdgsdgs: ??? what do you do ???
04-13-39-56 pipodirkjeNL: ehh
04-13-40-04 gameboy01923: where is the power
04-13-40-08 pipodirkjeNL: i accidentally removed all the nuclear reactors
04-13-40-10 (SYSTEM) Welcome pilypas to the map!
04-13-40-11 pilypas joined (Regular)
04-13-40-12 gameboy01923: what did you guys do
04-13-40-15 David_dghbsdgsdgs: HI gameboy01923
04-13-40-18 gameboy01923: NANI
04-13-40-27 gameboy01923: hi david
04-13-40-30 pipodirkjeNL: and i took your spidertron and removed it
04-13-41-19 gameboy01923: and ofcourse its a dutch guy
04-13-41-29 pipodirkjeNL: : )
04-13-41-29 RootWyrm voted to banish: pipodirkjeNL for: griefed nuclear
04-13-42-01 RootWyrm: And now he's using nukes
04-13-42-04 pilypas voted to banish: pipodirkjeNL for: nuking base
04-13-42-04 pipodirkjeNL has been banished.
04-13-42-04 pipodirkjeNL was killed at [gps=205,-251]
04-13-42-30 pipodirkjeNL: nukes dont affect
04-13-42-44 pipodirkjeNL: otherwise your whole base would be gon
04-13-42-45 David_dghbsdgsdgs: how can I vote for banning
04-13-42-46 pilypas: if you fire at nuclear
04-13-42-54 gameboy01923: yea your mom does
04-13-42-54 pipodirkjeNL: i removed them
04-13-42-59 pipodirkjeNL: not blew them up
04-13-43-18 pilypas: in name list his name is arrow
04-13-43-57 gameboy01923 voted to banish: pipodirkjeNL for: destroying equipment
04-13-44-08 David_dghbsdgsdgs: who can I vote to banish ?
04-13-44-10 pilypas: you can system ban him
04-13-45-02 Distortions864 joined (Admin)
04-13-45-17 Distortions864: looks like banish worked to me...?
04-13-45-19 David_dghbsdgsdgs voted to banish: pipodirkjeNL for: destroing equipment
04-13-45-24 pipodirkjeNL: by y'all have a nice day good luck fixing the nuke plant!
04-13-45-41 Distortions864: i can just rewind the map, you twat
04-13-45-47 pilypas: system distortion you admin?
04-13-45-49 pipodirkjeNL: ok boomer
04-13-45-50 RootWyrm: Stupid f*ing child.
04-13-46-01 pipodirkjeNL was banned by <server>. Reason: f* off twat.
04-13-46-01 pipodirkjeNL was killed at [gps=-1,21]
04-13-46-01 pipodirkjeNL disconnected. (BANNED)**
---
Author: distortions864
Date: 2022-01-18T13:59:09+00:00
https://github.com/Distortions81/QuickBanCombine
(Public domain)
Program to combine ban lists, remove duplicates and combines ban reasons.
QuickBanCombine <file1> <file2> <file...>
---
Author: LazarusDarkeyes
Date: 2022-05-13T01:48:43+00:00
On 5/12/2022, ~6:40pm PDT, "dubudubu" joined a game, picked up the nuclear power plant, rotated tons of belts, picked up the steam plant, picked up rail tracks. Then mass deleted rest of base.
No admins were present to stop him. Was dedicated server "Cope's US East Server".
This player should be banned from all games ever.
---
Author: distortions864
Date: 2022-05-22T12:45:28+00:00
Community ban lists:
https://github.com/M45-Science/Factorio-Community-List
---
Author: distortions864
Date: 2022-12-27T08:40:52+00:00
https://m45sci.xyz:8443/
M45's ban server, with several useful links.
---
Author: Suplexinator
Date: 2023-11-14T23:04:49+00:00
Somehow I got placed on this banlist. Not sure how but I was associated with spamming? How do I go about getting off of the banlist?
---
Author: BraveCaperCat
Date: 2024-12-08T19:22:57+00:00
Hi! I was banned from the FJFF server and would like to know how to get unbanned. All I did was question why both of my space platforms were (mostly) deleted after getting kicked (and having to rejoin) after making two mistakes.
Mistake 1 was that my space platforms were ejecting their "waste" as the other members of the server called it (copper ore and sulfur) onto the ground when possible instead of into space. I didn't know that other people weren't ok with that and they should have made that clear from the start.
Mistake 2 occurred when I "fixed" mistake 1 where a filter on the inserters taking items out of the space platform hubs were missing.
Mistake 1 should never have happened and Mistake 2 shouldn't have caused me being kicked from the server.
Asking why my space platforms were deleted (except for the platform tiles and the hub) shouldn't have caused me being banned from the server.
I would also like if the moderator(s) who banned and kicked me could be reported, as they said (after a previous time they kicked me) that "you are stupid" and the "reason" I was banned was labelled as "griefing by it's own repeated stupidity" which doesn't even make sense as a sentence. I wasn't deliberately griefing in any way I know of. I was repeatedly kicked afterwards until the kick mentioned above, then got banned.
These practices for Factorio server moderators seem unreasonable. I made a couple of honest mistakes and was under a lot of pressure from the previous kicks and people saying I was stupid, which eventually led to me making more and more mistakes.
I also didn't know where to put this (anywhere else would be too odd) so as a reply in the global ban list seems the closest thing to what I'm looking for. Maybe you could add a separate category for that, but I don't want to get off topic.
---
Author: rollc_at
Date: 2024-12-13T09:32:04+00:00
I would like to report the user PODOLCHAK.
They attempted to deconstruct all of Nauvis (twice - first time we cancelled the decon before finding out who tried it).
I do not have the save/server logs as I do not have shell access.
---
Author: Biometrix
Date: 2025-03-10T00:35:06+00:00
Respectfully, tough shit. Server admins/moderators can kick/ban for any reason at all, and you can do nothing about it. Play on a different server and move on.
Quotes:
Quote from BraveCaperCat wrote: Sun Dec 08, 2024 7:22 pm:
---
Author: Kyralessa
Date: 2025-03-10T07:47:57+00:00
You don't know what the word "respectfully" means, do you?
Quotes:
Quote from Biometrix wrote: Mon Mar 10, 2025 12:35 am:
|
forum
|
https://forums.factorio.com/viewtopic.php?p=665176
|
topic_127493
|
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 340 times
|
forum
|
https://forums.factorio.com/viewtopic.php?t=127493
|
topic_127560
|
[2.0.41] Desync, no mods (Big demolisher)
|
[
"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
|
forum
|
https://forums.factorio.com/viewtopic.php?t=127560
|
post_665905
|
[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 342 times
|
forum
|
https://forums.factorio.com/viewtopic.php?p=665905
|
post_665777
|
Boolean operators for train stop selection
|
[
"Ideas and Suggestions"
] |
Author: CaffeinatedCucumber
Date: 2025-03-15T04:58:48+00:00
TL;DR
I believe the train scheduling system could benefit from the ability to optionally apply boolean logic operators to stop selection, just like how it can be applied to wait/interrupt conditions, to allow players to heavily optimize train networks in ways that currently either aren't possible or require an unreasonable amount of circuit network manipulation.
What?
By default, the train schedules will have "then" selected, just like how conditions have "and" by default. In this state, trains act as they do now. However, clicking it will cycle it between "then", "and", and "or" (or bring up a selection menu).
I am not suggesting that this is where you should actually put the button. I am not a UI designer.
then.png (73.51 KiB) Viewed 380 times
OR operator:
When multiple stops are linked with OR, the train will just choose between them as if they were all stops with the same name.
or.png (66.56 KiB) Viewed 380 times
AND operator:
When multiple stops are linked with AND, the train will visit all of them in any order
and.png (80.2 KiB) Viewed 380 times
Why?
OR Operator:
I've found in many instances there were certain schedules I wanted to make that were seemingly impossible without it, mainly when dealing with trains of mixed sizes. If I wanted an "iron unload" station that could accept trains of different sizes, and another that only accepted small trains, as it is, I can't have the smaller train treat both sizes of station the same. Another case I've ran into was when wanting to mix 2-headed and 1-headed trains; I would like 2-headed trains to visit both pull-through stations and back-out stations while 1-headed trains only visit pull-through stations. Ultimately, it boils down to the fact that in 2.0, this setup, which at least for me is desired surprisingly frequently, isn't possible without horrendous double-headed train pathing abuse:
Train A sees Station A and Station B as the same
Train B doesn't
However, that's not all. As of right now, this less common but still common thing isn't possible:
Train A sees Station A and Station B as the same when choosing next destination
Train A waits for condition A at Station A, but waits for condition B at Station B
That is, unless you want to break out the circuit network and use it to emulate your desired wait condition—or shove all possible wait conditions for each optional station into the single wait condition while reading a constant combinator signal ID for each station to disambiguate the and decide between them and then translate all of that into conjunctive normal form (which means comparing with the station ID in every term of the expression , which is incredibly annoying). I feel both of these are overkill and too inflexible to be a good solution for such a simple task, especially once multiple trains get involved.
Closely related are interrupt conditions. While not as prominent, as players don't always check what station a train is at when using them, it's still something that would be made more flexible and easier to set up when it's relevant.
AND operator:
While this doesn't technically allow for schedule types that aren't possible now aside from some really esoteric ones that I'm not sure are practical, I personally have found that the addition of interrupts has made it so my trains are a lot less predictable and are more susceptible to:
being unexpectedly and significantly closer to the station it's going to next than the station it's going to currently
having to wait for other trains to leave the station it's currently going to while the next station in its schedule is completely open.
This isn't an issue for trains which just move single resources around because order matters in that instance, but the second a train starts carrying around resources to and/or from multiple stations at once, suddenly it would be much more efficient to be able to rearrange the order while guaranteeing all still get visited.
Unlike the functionality of the OR operator, I'm not entirely sure this behavior is even possible to recreate reliably in 2.0, circuits or not . If it is possible to make a circuit network that tracks where trains are and signals to them to reorder their dispatch, it would would absolutely be unjustifiably complicated for something so incredibly simple conceptually and would not be expandable at all, requiring manual tweaks every single time the rail network was changed whatsoever.
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forum
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https://forums.factorio.com/viewtopic.php?p=665777
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topic_127499
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Better Quality / Circuit Tools
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"Ideas and Suggestions"
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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 362 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 362 times
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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 362 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 362 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?t=127499
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post_666050
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Allow thruster-less platforms unlimited upward height
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[
"Ideas and Suggestions"
] |
Author: urquelle
Date: 2025-03-17T17:39:33+00:00
TL;DR
Space platforms without thrusters should be allowed to expand ( quasi ) indefinitely in all directions.
What?
Currently, due to the exploitable nature of very tall spaceships, the max upward height is limited to 200 for all space platforms.
This may be an understandable limitation for all space platforms that use thrusters. However, my colleagues and I, who greatly appreciate symmetric designs in Factorio, have found this limitation greatly impacting the aesthetic and practicality of some of our late-game builds.
For instance,
ugly platform.png (424.21 KiB) Viewed 412 times
is a calcite-producing platform without thrusters, which has 4 symmetric arms extending from the center. This design is fully modular and allows it to expand in either direction almost indefinitely. Sadly, due to height limitation, the top side has to remain fixed at 200 blocks tall, which results in a very limited production throughput for this branch. This is just a single example, but we have found that most of our symmetric designs fail to scale up for the same reason. Currently, I could not find a mod that lifts this limitation and I believe the core game could benefit from only enforcing this limit when thrusters are built on the space platform.
Why?
Such a change would not result in another spaceship exploit, as platforms can expand in the other 3 directions almost indefinitely anyway. However, it would allow for fully symmetric designs of large space platforms. I realize my sample size of 3 veteran Factorio friends is not representative, but we all have independently found this limitation frustrating.
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Author:
Date: 2025-03-17T17:48:31+00:00
Unfortunately i am not seeing this idea as being feasible. This feature would create a lot of annoying corner cases that would be hard to communicate to players because if the space platform would get past the 200 tiles from the north, we would have to disallow placing thrusters with some type of message suggesting that in order to build thrusters the platform needs to shrink from the top. Without such messages players could get stuck building large space platform and then being unable to place thrusters without knowing why they are blocked. We really do not want to have players build beyond 200 tile to the north to avoid the spear strat.
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Author: urquelle
Date: 2025-03-17T17:58:31+00:00
Maybe we could get a cheat command that allows to disable this limit entirely? Usually such big platforms are built past the official game ending anyway.
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Author:
Date: 2025-03-17T18:01:07+00:00
Mods can change this limit in data stage. There is a utility constant related to this:
Quotes:
Quote from https://github.com/wube/factorio-data/blob/1f69aae36a8f9011609bd84c5021eb2bced54225/core/prototypes/utility-constants.lua#L521 wrote::
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Author: eugenekay
Date: 2025-03-17T18:08:33+00:00
Asteroid Spawn Speed is Constant while a Platform is at Rest; building it larger will not help improve Throughput by permitting you to collect more Asteroid Chunks. The solution to collect more Asteroids is for your Platform to move through space with Thrusters…. Which brings up all of the Balance questions around Width vs Thrust etc. This does not matter if you are exclusively shipping resources up from the Surface to process.
Quotes:
Quote from urquelle wrote: Mon Mar 17, 2025 5:39 pm:
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Author: urquelle
Date: 2025-03-17T18:28:09+00:00
400 hours in expansion and I just learned asteroid spawn rate is fixed for stationary platforms.
I guess this kind of resolves this issue?
EDIT: Nvm, some of our builds are without collectors.
EDIT2: Something is not adding up. I tested small (2 segments on each side), medium (12 segments on each side) and large (20 segments on each side, except for top) sizes of this template. Small plateaus at around 60 calcite/min, medium is around 150/min, and large had about 200/min before it got destroyed. If the spawn rate is the same for any size of the platform, why are there any differences if the entire platform is packed tight with collectors?
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forum
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https://forums.factorio.com/viewtopic.php?p=666050
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