Factorissimo2


Factorissimo adds factory buildings to Factorio. Place them down, walk in, build your factories inside!

Content
3 years ago
0.14 - 1.1
222K

g Factory Buildings refuse to accept power

7 years ago

I have tried multiple times and with multiple different power options and I am still unable to power up my buildings. They show powered from the outside but as soon as I enter them the no power symbol is everywhere. Are there any known conflict mods that could cause this or is this mod in need of an update?

7 years ago

Remove all the power poles you placed (they only interfere with power transport) and make sure that the yellow arrow by the entrance points north. Then try again.

7 years ago

The only poles I had placed were on the outside of the factory, I tried by putting poles on all different areas outside the factory and from the outside it shows to be powered but as soon as I enter I see the no power flashing icon. Yellow arrow is facing north and I have the power input set at 100MW which should be well above what I need for what I am putting inside but it still does not light up or power anything inside. I have all the research done that is available for Factorissimo2 up to the largest building and the interior lighting.

7 years ago

Weird. I have no idea what could cause this. Could you post a screenshot of the inside and outside?

7 years ago
(updated 7 years ago)

Some experiments I'd like you to do inside the factory building:

-Hover over the substation by the entrance and tell me what happens. Do you get a yellow selection indicator? Does a tooltip appear?

-Click on the substation by the entrance and tell me what happens. If you see a power graph, tell me the listed entities.

-Connect the substation to an assembler with vanilla small power poles. Does a yellow no-connection indicator blink on the assembler, or a red no-power indicator, or neither?

Here's a random guess for now: you placed some sort of floor underneath the substation (only possible if you have the water-fix mod installed) and then mined the floor again, thereby destroying some of the hidden entities Factorissimo2 uses, probably the energy transfer buffers.

7 years ago
(updated 7 years ago)

I'm having the same issue. As soon as I enter my completely empty factory, I see a flashing yellow "no connection" symbol every 10 or so tiles. There is plenty of power being provided to the factory. When I put down anything that requires power, it just flashes the same yellow "no connection" symbol.

When I hover over the substation, a picture pops up of the exterior of the factory, and its info shows up in the top right window.

If I click on the substation I do get a power graph, but it's totally empty. It shows an accumulator charge of 666 (seriously) kJ.

I am unable to connect the substation to anything - power poles straight-up don't connect. I've not yet researched substations (don't have the science for it), but I wouldn't think that would be the problem.

I do not have the water-fix mod installed.

Here's a pic showing what the interior looks like when I enter an empty, powered factory
https://imgur.com/vBpiGUX

7 years ago
(updated 7 years ago)

The substation has a wire reach of 0, it's not supposed to connect to anything else. The 666KJ is also fine, that's the required 20MWt buffer size.

Maybe some other mod messes up the supply area of the substation? If you hover over the substation, does the area turn blue? Maybe some other mod also adds another power pole that causes everything to be on a separate network.

I'd like you to try the following. Place down a new Mk1 factory building, power it, and stand inside. Then run these commands and tell me what it says:

/c local px = 512*math.floor(player.position.x/512+0.5); local py = 512*math.floor(player.position.y/512+0.5); for _, e in pairs(game.player.surface.find_entities_filtered{area={{px-5,py+16},{px-3,py+18}}}) do game.player.print(e.name) end

/c local px = 512*math.floor(player.position.x/512+0.5); local py = 512*math.floor(player.position.y/512+0.5); for _, e in pairs(game.player.surface.find_entities_filtered{area={{px-5,py+16},{px-3,py+18}}, type="electric-pole"}) do game.player.print(e.prototype.supply_area_distance) end

/c local px = 512*math.floor(player.position.x/512+0.5); local py = 512*math.floor(player.position.y/512+0.5); for _, e in pairs(game.player.surface.find_entities_filtered{area={{px-60,py-60},{px+60,py+60}}, type="electric-pole"}) do game.player.print(e.name) end

7 years ago

Now that you mention that, I'm reminded that I'm using the "full power coverage" mod as well, which changes the power coverage area for wooden & medium power poles to match their drag distance. It doesn't change the range for substations though. I don't suppose you could look into providing compatibility with that mod? It's compatible with Bob's power so it should definitely be possible. I could remove it but then I'd have to go back and rewire literally my entire base.

That said, I don't actually expect you to go out of your way just because I'm lazy, but it WOULD be INCREDIBLY appreciated :D

I'll get on in a few minutes and run those commands. Is there an easy way to copy/export the output? Never even tried to copy stuff from the factorio console before.

7 years ago

I suspect something got mangled, because with all of those commands I got an error: 'Cannot execute command. Error: [string "local px = 512 * math.floor(player.position.x/5..."]:1:attempt to index global player (a nil value)

7 years ago

To answer your other question, when I hover over the substation I get a little blue outline over the substation - like the inner 'ring' inside the yellow ring that also shows up, but not sure if that's what you're talking about.

7 years ago

It's definitely the Full Power Coverage mod causing the issue - as soon as I disabled it the power worked with no problems. I'd still love to see compatibility between the two (seriously, it's really nice), but at least I can fix the problem.

7 years ago
(updated 7 years ago)

Ah, whoops, the "player" should have been "game.player". Yes, now that you tell me about Full Power Coverage the issue seems pretty obvious.

A perfectly simple fix for the Full Power Coverage mod would just be to change it so it doesn't actually decrease a power pole's coverage by accident. To do that, simply edit line 4 of Full Power Coverage's data.lua to the following line:

v.supply_area_distance = math.max(v.supply_area_distance, math.floor( v.maximum_wire_distance / 2 ) + 0.5)

Done!

7 years ago

You're a friggin' champ, sir! Thank you very much!

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