Hello,
We're using --run-replay for automated speedrun validation.
However, for some saves, the replay fails to terminate and hangs indefinitely.
The shortest/latest run that reproduces (v2.0.69): see run linked in description of https://www.speedrun.com/factorio/runs/z5g361gm
I suspect this ...
Search found 65 matches
- Fri Oct 17, 2025 2:52 am
- Forum: Bug Reports
- Topic: [2.0.69] --run-replay runs indefinetely after game is won
- Replies: 0
- Views: 119
- Fri Oct 17, 2025 2:02 am
- Forum: Bug Reports
- Topic: [2.0.71] factorio with --run-reply does not respond to sigint
- Replies: 0
- Views: 111
[2.0.71] factorio with --run-reply does not respond to sigint
When running replay in headless mode, the process does not respond on one sigint/sigterm.
Sending 2 signals does kill it however.
Sending 2 signals does kill it however.
- Fri Oct 03, 2025 5:30 am
- Forum: Ideas and Suggestions
- Topic: Let's overhaul smart belt!
- Replies: 25
- Views: 3048
The prototype mod is finally out!
Check it out at https://mods.factorio.com/mod/smarter-belt- Fri Sep 19, 2025 5:27 am
- Forum: Ideas and Suggestions
- Topic: Let's overhaul smart belt!
- Replies: 25
- Views: 3048
Special Splitter Shenanigans Survey
Special Splitter Shenanigans Survey
TL,DR; Which of the behaviors pictured below makes sense to you? How far down the rows do things make sense?
Some spec details
1. Running directly into a curved belt will fail with "curved belt in the way"
- Justification: in absence of failures, smart belt ...
TL,DR; Which of the behaviors pictured below makes sense to you? How far down the rows do things make sense?
Some spec details
1. Running directly into a curved belt will fail with "curved belt in the way"
- Justification: in absence of failures, smart belt ...
- Wed Aug 20, 2025 2:21 pm
- Forum: Ideas and Suggestions
- Topic: Let's overhaul smart belt!
- Replies: 25
- Views: 3048
Re: Let's overhaul smart belt!
Imagine many more existing belts _before_ the splitter. do you attempt to underground over those too? (This also means not attempting to upgrade them)
Don't know the best answer, hence why I'm now asking
Don't know the best answer, hence why I'm now asking
- Mon Aug 18, 2025 12:22 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.64] Crash with --run-replay when player crafts something
- Replies: 1
- Views: 972
[2.0.64] Crash with --run-replay when player crafts something
With the new (niche) --run-replay option, if the replay has the player craft something, the replay crashes.
Attached is save and log.
The save file replay consists of: starting Freeplay, mining 2 rocks, crafting furnaces, then moving items in/out of the crashed ship.
From the stacktrace, I'm ...
Attached is save and log.
The save file replay consists of: starting Freeplay, mining 2 rocks, crafting furnaces, then moving items in/out of the crashed ship.
From the stacktrace, I'm ...
- Thu Aug 14, 2025 4:40 pm
- Forum: Ideas and Suggestions
- Topic: Let's overhaul smart belt!
- Replies: 25
- Views: 3048
Re: Let's overhaul smart belt!
I suggest moving the discussion here, so more people can see it
- Thu Aug 14, 2025 3:10 pm
- Forum: Ideas and Suggestions
- Topic: Let's overhaul smart belt!
- Replies: 25
- Views: 3048
Re: Let's overhaul smart belt!
Asking for feedback on dealing with splitters
Here's some cases with splitters, where it might be ambiguous if want to underground over them.
- In the first row, it's reasonable to want to underground over the first bit
- In the second row, from feedback reasonable to _not_ underground over the ...
Here's some cases with splitters, where it might be ambiguous if want to underground over them.
- In the first row, it's reasonable to want to underground over the first bit
- In the second row, from feedback reasonable to _not_ underground over the ...
- Wed Aug 13, 2025 4:31 am
- Forum: Ideas and Suggestions
- Topic: Let's overhaul smart belt!
- Replies: 25
- Views: 3048
Re: Let's overhaul smart belt!
I've just updated the spec to have much more and cleaner explanations/motivations, with some images, to be readable by a wider audience!
That wider audience may include an LLM someday... Don't worry, there will be no vibe-coding here; my code quality standards are much higher that most LLMs have ...
That wider audience may include an LLM someday... Don't worry, there will be no vibe-coding here; my code quality standards are much higher that most LLMs have ...
- Sun Aug 10, 2025 7:30 pm
- Forum: Ideas and Suggestions
- Topic: Let's overhaul smart belt!
- Replies: 25
- Views: 3048
Re: Let's overhaul smart belt!
More on why do this:
Searching "smart belt bug", especially recent posts, will get you a glimpse into one motivation.
While playing around found a ton of questionable behaviors in the current implementation.
It's the "I can't tell if this is intended or not" part that gets me; hence trying to ...
Searching "smart belt bug", especially recent posts, will get you a glimpse into one motivation.
While playing around found a ton of questionable behaviors in the current implementation.
It's the "I can't tell if this is intended or not" part that gets me; hence trying to ...
- Sun Aug 10, 2025 6:53 pm
- Forum: Ideas and Suggestions
- Topic: Let's overhaul smart belt!
- Replies: 25
- Views: 3048
Let's overhaul smart belt!
TL;DR
Let's overhaul smart belt β fixing bugs, adding features, and making it handle all possible scenarios! Iβm volunteering to implement this.
UPDATE: PROTOTYPE MOD IS OUT HERE
https://mods.factorio.com/mod/smarter-belt
What
Iβve drafted a complete redesign of smart belt, aiming for ...
Let's overhaul smart belt β fixing bugs, adding features, and making it handle all possible scenarios! Iβm volunteering to implement this.
UPDATE: PROTOTYPE MOD IS OUT HERE
https://mods.factorio.com/mod/smarter-belt
What
Iβve drafted a complete redesign of smart belt, aiming for ...
- Tue Aug 05, 2025 3:17 pm
- Forum: Resolved Requests
- Topic: More lua api docs problems
- Replies: 1
- Views: 278
More lua api docs problems
I'm back!
Found a few more inconsistencies in lua-api docs, introduced recently. Last checked in [2.0.63]:
Problems:
- The new BlueprintEntity variant_parameter_groups is missing "rocket_silo", making RocketSiloBlueprintControlBehavior unused.
- In the new TechnologyModifier variant_parameter ...
Found a few more inconsistencies in lua-api docs, introduced recently. Last checked in [2.0.63]:
Problems:
- The new BlueprintEntity variant_parameter_groups is missing "rocket_silo", making RocketSiloBlueprintControlBehavior unused.
- In the new TechnologyModifier variant_parameter ...
- Tue Apr 22, 2025 8:01 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 241
- Views: 88165
Re: Version 2.0.45
Problem solved:
https://mods.factorio.com/mod/cheevos_base
https://mods.factorio.com/mod/cheevos_spage
Problem not quite fully "solved":
As a note, a potential mod to revert to pre-.45 behavior won't be simple.
Removing allowed_without_fight allows you to set map generation to anything ...
- Fri Apr 18, 2025 12:32 am
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 241
- Views: 88165
Re: Version 2.0.45
I see one main reason for the disapproval of the achievement is how sudden and arbitrary it feels: the biter achievement behavior has previously existed for nearly 10 years now, all through 1.0 and 1.1, and 6 months into space age; this behavior is even listed on the wiki. Then, it's suddenly ...
- Fri Apr 18, 2025 12:29 am
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 241
- Views: 88165
Re: Version 2.0.45
Adding to the "fix it with a mod" idea, speaking as a speedrun.com admin and one of the main contributes to 1.1 100% blueprints: I'm not sure that people would want to do runs with a mod. Having to run with that feels quite contrived. The same can be said of an "88%" category that excludes the biter ...
- Thu Apr 17, 2025 11:40 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 241
- Views: 88165
Re: Version 2.0.45
As a note, a potential mod to revert to pre-.45 behavior won't be simple.
Removing allowed_without_fight allows you to set map generation to anything including more favorable map settings than before (e.g. biter nest size <100%).
So such a mod may be possible, but would require re-implementing the ...
Removing allowed_without_fight allows you to set map generation to anything including more favorable map settings than before (e.g. biter nest size <100%).
So such a mod may be possible, but would require re-implementing the ...
- Sat Apr 12, 2025 12:56 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.44] Signals in Single combinator can no longer over or underflow
- Replies: 14
- Views: 3704
Re: [2.0.44] Signals in Single combinator can no longer over or underflow
If this is intended behavior and not a bug... I think it should be at least announced in the changelog.
Cuz this just broke a whole bunch of stuff
Cuz this just broke a whole bunch of stuff
- Thu Mar 06, 2025 12:16 am
- Forum: Resolved Requests
- Topic: Problems and inconsistences in lua api docs
- Replies: 10
- Views: 1679
Re: [2.0.21] Problems and inconsistences in lua api docs
[2.0.39] the newly LuaSchedule::get_records, set_records, and clear_records have parameters of type "uint: interrupt_index" instead of "interrupt_index: uint".
...have you considered making a compiler to check for type errors? I guess I accidentally have
...have you considered making a compiler to check for type errors? I guess I accidentally have
- Thu Mar 06, 2025 12:13 am
- Forum: Won't fix.
- Topic: productivity exploit +100%
- Replies: 18
- Views: 6443
Re: productivity exploit +100%
- only give bonus items once main item is complete.
Also possible fix: Count the ingredients as consumed for the current crafting cycle, whenever a bonus productivity item is created.
- doesn't give back item when cancel recipe like before (that could hurt player)
But please please don't ...
- Sun Mar 02, 2025 9:48 am
- Forum: Won't fix.
- Topic: productivity exploit +100%
- Replies: 18
- Views: 6443
Re: productivity exploit +100%
It requires manual input, but is possible to parallelize:
If this ends up _not_ getting fixed, factorio speedrunning may end up no longer "glitchless". Which may be an interesting world to live in?
If this ends up _not_ getting fixed, factorio speedrunning may end up no longer "glitchless". Which may be an interesting world to live in?