r/factorio • • 3d ago

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5 Upvotes

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2

u/ToLongDR 3d ago edited 3d ago

Does anyone know why my bots aren't showing up on my minimap as the white boxes anymore?

https://imgur.com/a/sNZDnp5

Settings are enabled as well in the map screen

Solved by /u/Dymiaz - below

Long shot, but have you used FactorioAchievementEnabler at some point? There is a similar visual issue with temporary train routes not being visible, and it was identified that's likely due an outdated version.dll. Removing that file fixed the train path issue, might fix bots on the minimap as well.

https://forums.factorio.com/viewtopic.php?t=136279

3

u/Soul-Burn 3d ago

Did you click the button on the right of the map screen that shows them?

2

u/ToLongDR 3d ago

Yes, i just added screenshots, the button is selected

https://imgur.com/a/sNZDnp5

3

u/Soul-Burn 3d ago

Maybe some mod? Did it just start?

Did you tweak the F4 debug options?

2

u/ToLongDR 3d ago

The screenshots are from me loading the game without any mods active. However, the save game does have mods.

I am on the experimental branch however.

I am not aware of any F4 debug options

Edit: This is happening across save files. Any save, regardless of mods or not (that made it to the bot area). This might be related to the experimental branch

6

u/Dymiaz 3d ago

Long shot, but have you used FactorioAchievementEnabler at some point? There is a similar visual issue with temporary train routes not being visible, and it was identified that's likely due an outdated version.dll. Removing that file fixed the train path issue, might fix bots on the minimap as well.

https://forums.factorio.com/viewtopic.php?t=136279

3

u/ToLongDR 3d ago

Yep. that was it.

What a fucking pull my friend. You solved it. I removed the .dll and now I see my bots flying around again. Thank you!

DM if you want me to venmo you 5 for a coffee or something

3

u/Dymiaz 3d ago

No need, happy to help!

Stalking the bug report forums to see what kind of shenanigans other people are up to finally pays off.

2

u/Dailand 3d ago

Could be related to the new "Hide tall entities" (which includes drones) setting maybe?

1

u/ToLongDR 3d ago

Edit: I saw it but it just hides the drones, still nothing about the minimap

1

u/ferrofibrous player onboarding specialist 1d ago

Are there any hurdles to running two different versions of the game (one with SA enabled and one with SA disabled) at the same time, with both connected to separate multiplayer sessions? I've disabled SA and copied my folder and will execute from there, and re-enabled SA on my primary install.

1

u/Soul-Burn 1d ago

You can run a Steam version and several portable copies at the same time. I don't think you can run multiple Steam versions at the same time, though.

It's a standard method for mod makers to test multiplayer features of their mods.

1

u/warpspeed100 1d ago

I set my programmable speakers to Surface mode. The sounds only play when I look at the respective surface, but the alert shows up globally. How do I get my speaker alerts to only show when I look at the surface like the sound does?

Is this a bug?

3

u/ssgeorge95 1d ago

You're wanting a functionality that just is not there. So not a bug but a feature request.

The GUI Alerts are always global. There is no vanilla way to have alerts per surface. https://wiki.factorio.com/Alerts

The speaker sound alerts can be configured as you've discovered. https://wiki.factorio.com/Programmable_speaker

1

u/terrendos 1d ago

I'm replaying Space Age experimental and kept it unmodded to get the achievement for doing an extraplanetary research before unlocking purple or yellow science. Mission accomplished. But I'd like to add a few extra planet mods: Cerys, Moshine, Paracelsin, maybe 1-2 more.

My question is when to add them. Presumably the best time would have been before I started. Right now I've cleared Vulcanus and Fulgora and am about to go to Gleba. Should I add them before I go to Aquilo, or should I wait until the "postgame?" Or should I even try and get the achievements for the Shattered Planet first?

1

u/Soul-Burn 1d ago

Usually the specific mods say when they are intended to be used.

Some are early, some are mid-game, some are post-game.

Also, the mods sometimes say if it's safe to add them to an existing run or not.

1

u/Viper999DC 1d ago

Cerys is a moon attached to Fulgora, so you're good. Moshine is mid-tier, so you can do it before Aquilo. Paracelsin is post Aquilo. Go ahead and add them all now anyway, your starmap will dictate what your options are.

1

u/Darrelc 20h ago

Is there a specific way to init two pulsed reactors simultaneously?

https://i.ibb.co/nsW3j8ss/image.png

Even timing the inserters to swing at same time, prefilling with 100 CFK etc , I still get 8 generators at 1.99 and two at 1.95 million c.

Only a minor thing, but it's mugging me off.

1

u/Dymiaz 18h ago

https://www.reddit.com/r/factorio/comments/1x0517m/you_are_probably_overfilling_your_fusion_reactors/

I think in this case you should have exactly two barrels (100 units) of fluoroketone in the system.

But it's a minor thing indeed. Fusion power cells are cheap to make, and used up very slowly, so you don't need to limit them. Neighbour bonus kicks in when power demand gets high anyway.

2

u/Darrelc 18h ago

Yeah it's built like that and runs flawlessly when it comes to both pulsing together....

....or rather it did until I just checked it tick by tick in the editor and I think I've found the issue - the green reactor wire to the pipe was only measuring pipeline contents, not total hot flouroketone in the system (which the cryo plant runs when >20).

Gonna rebuild/reinit and see what happens