That's interesting that you have a router issue that's capable of killing packets. Were you hitting a max payload size like MTU? Was it trying to use jumbo frames but failing somewhere along the way?
I once had a similar issue with Streets of Rogue using too many mods at a time hitting some sort of ...
Search found 26 matches
- Thu Dec 04, 2025 8:05 pm
- Forum: Technical Help
- Topic: [2.0.72] Multiplayer connection issues.
- Replies: 4
- Views: 419
- Thu Dec 04, 2025 7:42 pm
- Forum: Questions, reviews and ratings
- Topic: Is there a mod like this? Wave-based enemies tied to research.
- Replies: 0
- Views: 108
Is there a mod like this? Wave-based enemies tied to research.
Is there a mod already that makes enemies attack in large waves only when you unlock a new technology, scaling harder as you unlock more?
One of my core issues with Factorio is the enemies and combat feels like an after-thought compared to the rest of the great gameplay, so much so they literally ...
One of my core issues with Factorio is the enemies and combat feels like an after-thought compared to the rest of the great gameplay, so much so they literally ...
- Fri Nov 28, 2025 9:17 pm
- Forum: Ideas and Suggestions
- Topic: Remember the password of the last server you connected to
- Replies: 2
- Views: 635
Re: Remember the password of the last server you connected to
As someone playing with working on mods, and then joining my friends server, this is my EXACT problem. Even if it only remembered "last net server password" but didn't forget it if you loaded a local game, would be better.
- Thu Nov 20, 2025 6:46 pm
- Forum: Bug Reports
- Topic: [2.0.72] Player duplicated on reload save
- Replies: 1
- Views: 229
[2.0.72] Player duplicated on reload save
My friend reloaded his dedicated server save, and it duplicated his player. Respawned him as a new, empty player with identical name but my pin view still followed the old version and then I could pin both. No mods were used, vanilla Factorio Space Age.
/Kick ing the old one and rejoining didn't ...
/Kick ing the old one and rejoining didn't ...
- Wed Nov 19, 2025 6:33 pm
- Forum: Ideas and Suggestions
- Topic: Automatically equip best armor
- Replies: 23
- Views: 6193
When picking up corpse, pickup ARMOR FIRST
TL;DR
- On pickup corpse, pickup and equip armor first.
Why?
- So when you pickup a full inventory you don't get immediately rejected with "you are full", have to manually open your corpse, drag the armor in, and then finally get your extra inventory slots. Especially in a combat scenario this ...
- On pickup corpse, pickup and equip armor first.
Why?
- So when you pickup a full inventory you don't get immediately rejected with "you are full", have to manually open your corpse, drag the armor in, and then finally get your extra inventory slots. Especially in a combat scenario this ...
- Wed Nov 19, 2025 5:59 pm
- Forum: Ideas and Suggestions
- Topic: Picture in Picture mode.
- Replies: 1
- Views: 183
Picture in Picture mode.
TL;DR
- OpenTTD style picture-in-picture
picture-in-picture.png
What?
- Add OpenTTD style persistent picture-in-picture pop-out windows for graphs and views.
Why?
In OpenTDD and many similar games (e.g. Rollercoaster Tycoon), which Factorio UI feels definitely inspired by, you can ...
- OpenTTD style picture-in-picture
picture-in-picture.png
What?
- Add OpenTTD style persistent picture-in-picture pop-out windows for graphs and views.
Why?
In OpenTDD and many similar games (e.g. Rollercoaster Tycoon), which Factorio UI feels definitely inspired by, you can ...
- Wed Nov 19, 2025 5:29 pm
- Forum: Ideas and Suggestions
- Topic: Please remove the Spidertron screen wobble
- Replies: 54
- Views: 12701
Re: Please remove the Spidertron screen wobble
Come to think of it, I have a simple in-game solution for this that could make everyone happy. (barring API/server-side/multi-sync issues as I don't know your entire API.)
- Belt equipment modules remove inertia for spidertrons.
They're already used to prevent you from moving... on belts. They ...
- Belt equipment modules remove inertia for spidertrons.
They're already used to prevent you from moving... on belts. They ...
- Fri Nov 14, 2025 4:12 pm
- Forum: Ideas and Suggestions
- Topic: Space platform inventory autosort
- Replies: 9
- Views: 961
QOL - Hold CTRL to freeze space hub inventory
TL;DR
- Control pauses inventory sorting.
What?
- Control pauses inventory sorting.
Why?
- How many times have you tried to dump something to a planet from your ship and your spaceship inventory is constantly changing position because of new items entering and leaving, and you pick the wrong ...
- Control pauses inventory sorting.
What?
- Control pauses inventory sorting.
Why?
- How many times have you tried to dump something to a planet from your ship and your spaceship inventory is constantly changing position because of new items entering and leaving, and you pick the wrong ...
- Tue Nov 11, 2025 7:36 pm
- Forum: Ideas and Suggestions
- Topic: Please remove the Spidertron screen wobble
- Replies: 54
- Views: 12701
Spidertrons ruin hand building
TL;DR:
- Spidertrons have inertia and their walking (say horizontal) can "pull" up and down, misaligning a simple "walk west and place rows of buildings" which is a core aspect of many people's building workflow.
What?
- Allow disabling spidertron inertia.
Long Read:
The TL;DR plus some ...
- Spidertrons have inertia and their walking (say horizontal) can "pull" up and down, misaligning a simple "walk west and place rows of buildings" which is a core aspect of many people's building workflow.
What?
- Allow disabling spidertron inertia.
Long Read:
The TL;DR plus some ...
- Thu Jan 09, 2025 9:16 pm
- Forum: Assigned
- Topic: [Klonan] [2.0.28] Ammo modifiers don't apply to turrets
- Replies: 2
- Views: 754
Re: [Klonan] [2.0.28] Ammo modifiers don't apply to turrets
Ahh! I just saw this reply! I'll have to verify my code then!
I made a new ammo type called "rocks" and had larger "rocks" have a longer range and it didn't do anything. It could be a bug for non-standard ammo types. But could also just be an error in my code. I'll to verify and report back!
I made a new ammo type called "rocks" and had larger "rocks" have a longer range and it didn't do anything. It could be a bug for non-standard ammo types. But could also just be an error in my code. I'll to verify and report back!
- Sat Jan 04, 2025 9:06 pm
- Forum: Assigned
- Topic: [Klonan] [2.0.28] Ammo modifiers don't apply to turrets
- Replies: 2
- Views: 754
[Klonan] [2.0.28] Ammo modifiers don't apply to turrets
Perhaps I did something wrong, but I month or so ago I encountered this while modding and forgot to make a report about it. I was experimenting with ammo modifiers that give range, or fire rate/cooldown, etc.
I put those ammos in turrets and it seems like they don't have any affect at all. I asked ...
I put those ammos in turrets and it seems like they don't have any affect at all. I asked ...
- Sat Jan 04, 2025 2:55 pm
- Forum: Technical Help
- Topic: Zipping the core files
- Replies: 8
- Views: 1276
Re: Zipping the core files
OOOOOH, thanks! (if someone stumbles on this post from google, hold control and alt while clicking settings to get the extra/hidden settings)
For a pittance of 3.2 GB of cache dumped into a file (not using the compressed atlas option, only stock 'mods')
9.21 seconds! More than double the speed.
For a pittance of 3.2 GB of cache dumped into a file (not using the compressed atlas option, only stock 'mods')
9.21 seconds! More than double the speed.
- Sat Jan 04, 2025 12:27 am
- Forum: Technical Help
- Topic: Zipping the core files
- Replies: 8
- Views: 1276
Re: Zipping the core files
Well, that was fun! Confirming what you said it would be:
~22.48 seconds zipped (5 - normal zip compression)
~22.48 seconds zipped (0 - STORE)
~22.10 seconds normal open directory
And of course none of those differences really matter compared to sampling error.
Also for the fun of it, I max zip ...
~22.48 seconds zipped (5 - normal zip compression)
~22.48 seconds zipped (0 - STORE)
~22.10 seconds normal open directory
And of course none of those differences really matter compared to sampling error.
Also for the fun of it, I max zip ...
- Fri Jan 03, 2025 11:56 pm
- Forum: Technical Help
- Topic: Zipping the core files
- Replies: 8
- Views: 1276
Re: Zipping the core files
Ah! Sorry for the misconception on my part!
And it looks like PNG decompression is multi-threaded. Perhaps that's just the nature of the beast barring some sort of faster PNG decompression library.
Hmmm.... perhaps I'm mining a dry well here.
[edit]
> You can try it yourself I believe. If you ...
And it looks like PNG decompression is multi-threaded. Perhaps that's just the nature of the beast barring some sort of faster PNG decompression library.
Hmmm.... perhaps I'm mining a dry well here.
[edit]
> You can try it yourself I believe. If you ...
- Fri Jan 03, 2025 8:59 pm
- Forum: Technical Help
- Topic: Zipping the core files
- Replies: 8
- Views: 1276
Re: Zipping the core files
To be clear, I'm not talking about compressed archives. You can run zips with no compression where they function as simple archives.
Fun side note: There was a time when even compression was used because disks were so much slower, compressing it, sending it, and later uncompressing in CPU was ...
Fun side note: There was a time when even compression was used because disks were so much slower, compressing it, sending it, and later uncompressing in CPU was ...
- Fri Jan 03, 2025 5:36 pm
- Forum: Technical Help
- Topic: Zipping the core files
- Replies: 8
- Views: 1276
Zipping the core files
As a fellow dev, I have a question, and I don't mean this is any kind of judgy way. Is there a reason the core files, game/space-age files aren't zipped with Factorio, the way mods are? In terms of loading time, loading 16,000 files with the operating system checking permissions on every one, is ...
- Fri Dec 27, 2024 2:59 pm
- Forum: Ideas and Suggestions
- Topic: signal sharing between planet and orbit
- Replies: 14
- Views: 7496
Re: signal sharing between planet and orbit
+1. Just talking with some people about this exact topic.
If there was a mod that did this, I'd immediately install it.
If there was a mod that did this, I'd immediately install it.
- Mon Dec 09, 2024 11:19 pm
- Forum: Ideas and Requests For Mods
- Topic: [Question] Music copyrights in mods
- Replies: 5
- Views: 1359
Re: [Question] Music copyrights in mods
> For starter it violates the term of services of the mod portal which says
Hmmm. But there are Starcraft mods out there too.
BUT, if I was gonna upload a copyrighted music album, it definitely wouldn't be a public mod database. It'd be private friends only thing. Fair use covers small clips ...
Hmmm. But there are Starcraft mods out there too.
BUT, if I was gonna upload a copyrighted music album, it definitely wouldn't be a public mod database. It'd be private friends only thing. Fair use covers small clips ...
- Mon Dec 09, 2024 11:16 pm
- Forum: Balancing
- Topic: Railguns were a disappointment
- Replies: 12
- Views: 4475
Re: Railguns were a disappointment
I think i'm going to experiment with modding demolishers to either he surrounded by pods of smaller demolishers, or split into smaller ones when you shoot them. Maybe even, shooting one in the mid segment splits it into two like a crazed centipede. So if you're going to kill them, you should have ...
- Mon Dec 09, 2024 11:10 pm
- Forum: Modding help
- Topic: Do turrets respect ammo_type->cooldown_modifier and range_modifier?
- Replies: 0
- Views: 282
Do turrets respect ammo_type->cooldown_modifier and range_modifier?
I've seen these fields used for nuke rockets but it appears, they have no effect when fired from turrets.
Is this a bug, my mistake, or by-design?
docs: https://lua-api.factorio.com/latest/types/AmmoType.html#range_modifier
I was trying to have an ammo type that would have extended range for the ...
Is this a bug, my mistake, or by-design?
docs: https://lua-api.factorio.com/latest/types/AmmoType.html#range_modifier
I was trying to have an ammo type that would have extended range for the ...