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25
forum-topic-126730
126730
Demolishers should gain flat phsyical resistance with tier
Outdated/Not implemented
https://forums.factorio.com/viewtopic.php?t=126730
fencingsquirrel
Demoishers being very weak to several offworld planet weapons like tesla turrets and railguns feels fine to me, it's just progress. But the very silly thing is you can even beat all three tiers of demolisher with just gun turret spam, and not even a huge amount of infinite research is needed either. Considering h...
[ { "author": "Kyralessa", "content": "Well, it is a game about automation, after all.", "date": "2025-02-10T07:03:32+00:00", "quotes": [ { "author": "fencingsquirrel wrote: Mon Feb 10, 2025 7:00 am", "content": "" } ] }, { "author": "fencingsquirrel", "co...
9
2025-02-10T01:00:03-06:00
forum-topic-118421
118421
[2.0.12] Draggin belt over underground belt sideways does not work (MR)
Bug Reports
https://forums.factorio.com/viewtopic.php?t=118421
Mefisto1029
Dragging the belt over 1 underground belt works fine, but with more belts strange things happen: With 2 belts only first half of underground belt is created. With 3 then the Middle underground belt is shifted to 4th lane? Notice that it changed direction to left. With 4+ it's getting even more wild. Just watch video...
[ { "author": "Thelaststandn", "content": "Another thing I found to add to this report. \n \nCreate an underground belt ghost that goes under something. \nAttempt to drag-place the belt & tunnel. \nThe exit of the underground belt fails to place. \nI've tried under a number of things, this seems to fail every...
6
2024-10-29T12:06:50-05:00
forum-topic-127120
127120
[2.0.32] 2.0 non-SA Rocket Silo has redisual UI artifacts after migration to SA
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127120
Usul
A Rocket Silo built/placed in vanilla 2.0 without Space Age, will show "residual" UI artifacts after migrating to Space Age. The checkbox "Send to orbit automatically", irrelevant for Space Age, is left over. Additionally, in german language, a strip of wasted UI space appears. Removing and replacing the rocket silo...
[]
0
2025-02-25T06:33:17-06:00
forum-topic-125862
125862
Is it possible to forbid quality recipes basing on assembler quality?
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=125862
snakeru
I noticed that on my second run I'm intentionally delaying researching the quality because of the UI downside: all recipe selections suddenly get a second step and that step is in most cases completely unneeded - I have to just confirm that normal quality is indeed what I want. Is it possible to restrict quality rec...
[ { "author": "Arcus", "content": "This just sounds like a total pain in the ass that would add a massive amount of annoyance to the gameplay and massively restricts dozens of playstyles. If you're \"totally fine with it\", you obviously did not think through the implications at all. If anything this is rid...
2
2025-01-12T09:54:53-06:00
forum-topic-127040
127040
Utility Constants missing factoriopedia_recycling_recipe_categories
Resolved Requests
https://forums.factorio.com/viewtopic.php?t=127040
PennyJim
You can add recipe categories to `data.raw["utility-constants"].default.factoriopedia_recycling_recipe_categories` and have recipes belonging to those categories appear in a section titled "Recycling recipes" in factoriopedia. This is useful for when you need to add new recycling categories for some reason. Eit...
[ { "author": "", "content": "Thanks, fixed for 2.0.42.", "date": "2025-03-14T17:30:06+00:00", "quotes": [] } ]
1
2025-02-21T19:51:23-06:00
forum-topic-127008
127008
Tips and Trick Crashing 1.1.109 Modded VS 2.0.35 Modded
Modding help
https://forums.factorio.com/viewtopic.php?t=127008
S_gamez
So i notice that my modded 1.1.109 Tips & Tricks don't crash or anything. While playing in 2.0.35 Modded. Tips & Tricks have multiple issues with the feature so I'm asking if this is going to be looked at or not? It really is disappointing that 2.0 tips & tricks will crash while the old 1.1.109 don't even in modded. ...
[ { "author": "Muche", "content": "What mods do you have enabled?", "date": "2025-02-21T15:29:10+00:00", "quotes": [] }, { "author": "S_gamez", "content": "Right at the time it's beta testing bobs mods and my own mods along with space age to see how good they all go together possibly patch...
5
2025-02-21T00:05:12-06:00
forum-topic-121912
121912
[2.0.19] Inserter even when set to "Spoiled first" ignore first item on the belt
Duplicates
https://forums.factorio.com/viewtopic.php?t=121912
Erfar
Subject 11-18-2024, 04-03-46.png (2.11 MiB) Viewed 519 times 11-18-2024, 04-04-17.png (1.5 MiB) Viewed 519 times
[ { "author": "Xenonex", "content": "My understanding based on the tooltip for the \"spoiled first\" setting is that it only applies to inventories (e.g. chests, assemblers) and not belts.", "date": "2024-11-18T02:25:53+00:00", "quotes": [] }, { "author": "danbopes", "content": "I encounte...
4
2024-11-17T20:05:31-06:00
forum-topic-80890
80890
Batteries
Bob's mods
https://forums.factorio.com/viewtopic.php?t=80890
Nakinto
I have played through to batteries twice now, thinking it might have been a bug. I can't research the first battery research. I have a large number of mods, many of both Bob's and Angel's and I have been trying to track down where the recipe is for the battery so I can just unlock it. I am including screenshots of the ...
[ { "author": "bobingabout", "content": "That's a lot of science packs required to research it there... \n \nAll I can really say is... it isn't Bobs, my mods should only be changing the recipe, and in my mods it only takes science packs 1 and 2. \nProbably a combination of the other mods.", "date": "2020...
6
2020-02-04T22:29:22-06:00
forum-topic-114633
114633
Underflow Valve attached to almost full Tailings Pond still lets fluid through.
PyMods
https://forums.factorio.com/viewtopic.php?t=114633
Berserker55
Attaching an underflow Valve to a Tailings Pond, should, according to its tooltip at least, prevent overflowing the pond. The tooltip says that it allows flow only if the *output* (Pond) is under 80%. factorio_HKGgjxicUB.png (724.67 KiB) Viewed 817 times Once this ghost is replaced with the actual valve t...
[ { "author": "Necronium", "content": "Thats not a bug it works as intended. The tooltip is telling you that it is voiding machine and you need pump to get fluid out that means tailing pond is lower than normal pipe, so valve like that wont work there.", "date": "2024-10-04T12:01:08+00:00", "quotes": ...
1
2024-08-03T20:59:09-05:00
forum-topic-103658
103658
Item.ammo_type.range_modifier doen't work with artillery.
Not a bug
https://forums.factorio.com/viewtopic.php?t=103658
Rafiz
ammo.ammo_type.range_modifier doesn't apply to entity called : "artillery-wagon-cannon" (which is also gun of artillery-turret) in (10MB) attachment - you can see - blue shell clearly has 250% range modifier, but turret don't have bigger range after placing this type of ammo in it. I did test with "artillery can...
[ { "author": "", "content": "Thanks for the report however artillery does not use any of these values by design. The only values artillery uses are defined in the artillery prototype and modified by the force data values (research).", "date": "2022-10-04T16:38:07+00:00", "quotes": [] } ]
1
2022-10-04T11:13:54-05:00
forum-topic-126705
126705
need help
Questions, reviews and ratings
https://forums.factorio.com/viewtopic.php?t=126705
Vigr
Hey? i have ~300 mods and 02-09-2025, 14-18-02.png (574.08 KiB) Viewed 104 times when I look at the tooltip I see too much information about where it is created, can anyone tell me which property is responsible for this information? I have an idea to write a mod to hide it
[ { "author": "Muche", "content": "Welcome to the forum. \n \nI believe this is controlled by always_show_made_in .", "date": "2025-02-09T18:02:02+00:00", "quotes": [] } ]
1
2025-02-09T05:19:37-06:00
forum-topic-18278
18278
(0.13.4) MoMining 0.1.2
MoMods
https://forums.factorio.com/viewtopic.php?t=18278
ludsoe
Momining is a mod centered around expanding the possible ways to mine resources. Currently it only features Mining robots. As this is a early build of the mining robots, Id like some feed back on their operation and balance. Lets create the best robotic mining together, eh? ModListing: https://mods.factorio.com/m...
[ { "author": "StanFear", "content": "Hey, interesting mod ! \nwill use it in my nexts playtrough ! \n \njust after a quick test, I think it's weird that your mining robotport works even when there is no power ! \nand I think it would be interesting to have the place where the ressource is mined not always a...
7
2015-12-09T17:17:46-06:00
forum-topic-107560
107560
Plates to ingots?
Angels Mods
https://forums.factorio.com/viewtopic.php?t=107560
mooklepticon
I'm working on making solder to make electronic components. Using FNEI I can see several ways to make it, but the default enabled method is lead ingots and tin ingots to molten solder. Ok, I can make lead plates and tin plates, can I melt them? Nope. Wait, what? I can't melt plates? What about plates to ingots? Nop...
[ { "author": "KiwiHawk", "content": "No, there are no recipe for Plate -> Ingots.", "date": "2023-12-23T00:08:19+00:00", "quotes": [] } ]
1
2023-06-28T13:12:47-05:00
forum-topic-122143
122143
Dynamic Deconstruction Planner
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=122143
Trollseidon
The deconstruction planner is great but it feels a bit backwards and/or not as smooth as it could be and I believe the blueprint actually holds the answer. I would love the ability to either have a new button or an additional hotkey similar to super-force paste when using the deconstruction planner. When you finish ...
[]
0
2024-11-19T13:28:04-06:00
forum-topic-9410
9410
[0.11.11+] FARL 0.2.93 (Rail Layer)
F.A.R.L
https://forums.factorio.com/viewtopic.php?t=9410
Choumiko
Latest release: FARL 0.2.93 Minimal required Factorio: 0.11.11 Older versions Mod Spotlight Thanks to Xterminator Video of FARL (0.2.5) in action (starts at ~ 20m30s) thanks to vampiricdust Features: Automated placement Rails, signals, electric poles, lamps Connect poles with red/green wires ...
[ { "author": "Choumiko", "content": "New version \n \n FARL 0.2.9 \n \nChanges:\n Improved placement of poles and other entities defined in the blueprints. It shouldn't place disconnected poles anymore (was mostly when using medium poles). When selecting \"flip poles\" in the settings it will now correctly m...
9
2015-04-03T16:53:13-05:00
forum-topic-25468
25468
Bugs & FAQ - Page 195
Angels Mods
https://forums.factorio.com/viewtopic.php?t=25468&start=3880
KiwiHawk
Researching either Bio-plastics 1 or Swamp arboretum 1 will give you a recipe for liquid plastic. These techs both use Green science analyzers so you shouldn't be stuck! BioPlastic.png (183.03 KiB) Viewed 3925 times Ideally, you would only be able to research Plastics tech after researching one or the oth...
[ { "author": "KiwiHawk", "content": "I've not been able to reproduce this. Can you upload a save file please? \n \nThe Tungsten Plate sintering recipe should have been unlocked at the same time as the Tungsten powder mixture recipe.", "date": "2024-05-19T07:57:55+00:00", "quotes": [ { ...
13
2016-03-23T17:21:46-05:00
forum-topic-124099
124099
Quality upscaler
Show your Creations
https://forums.factorio.com/viewtopic.php?t=124099
Dergonic
Upgrade your stuff in the easiest way possible this blueprint allows you to upscale to legendary and / or build from basic ressources to legendary product. Blueprint is available here : https://factoriobin.com/post/fhx9w0 How to use ? All is simple - Paste the blueprint - Select the item you want to produce...
[]
0
2024-12-09T09:40:55-06:00
forum-topic-127536
127536
[Donion] [2.0.41] sand-decal fully covered with concrete still plays sound when walked on
Assigned
https://forums.factorio.com/viewtopic.php?t=127536
Abkaal
Sand-decal fully covered with concrete still produces its sound. I expected a fully covered sand to not produce any sound aside from walking on covering concrete. In the screenshot I uncovered some parts producing sound as an example. Additionally the sound is identical to walking on mud. It might be intention...
[]
0
2025-03-15T19:20:47-05:00
forum-topic-116087
116087
Hello World for LTN - A Beginner's Guide
Logistic Train Network
https://forums.factorio.com/viewtopic.php?t=116087
Kyralessa
Hello World for LTN - A Beginner's Guide In looking through LTN guides trying to figure out how the heck it works, I haven't found one that starts with the most basic setup. I don't want to start with 50 trains, or a perfectly balanced set of loading chests; I just want to get a Depot/Provider/Requester loop runnin...
[]
0
2024-10-19T06:44:39-05:00
forum-topic-60229
60229
F.A.R.L breaks with my mod "Workbench" - I may have fixed..
F.A.R.L
https://forums.factorio.com/viewtopic.php?t=60229
akipfer
I was happy as i could be, u know, playing factorio and all....then u make a train, a FARL module, and bammm, error all over the screen(printed, not crash) can anyone tell me what i need to do to fix it? any idea, direction at all would be massive help already! FARL CODE BELOW if farl:update(event) then ...
[ { "author": "steinio", "content": "What's in your on_robot_built event? \n \nLooks like farl doesn't filter out not farl things.", "date": "2018-05-10T07:52:04+00:00", "quotes": [] }, { "author": "Choumiko", "content": "Workbench crashes the game when a robot builts anything (unrelated t...
2
2018-05-09T18:04:15-05:00
forum-topic-39905
39905
Are there any tutorials for making scenarios?
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=39905
ATMunn
Hello fellow Factorians! For a little bit now I've been interested in creating scenarios for Factorio. I understand the map editor and how to use it, but all that seems to allow is essentially glorified Freeplay maps. I would like to know if there is somewhere where I can find a tutorial on actually scripting a scena...
[ { "author": "Adil", "content": "Well, creating scenario is not different from performing any other act of modding. So you'd actually need the tutorial to scripting in factorio. \n \nEach scenario has its own control.lua file, which is executed when the scenario is loaded and it is that file that performs al...
4
2017-01-15T10:49:04-06:00
forum-topic-101095
101095
Factorio Forums • Add capital/tool/something like that to recipe.
TL;DR Game could provide API for items that are needed to craft something, but don't get used in process. What ? I thought kovarex process and some modded recipes could benefit from that suggestion being implemented. Right now - 40 U-235 needs to be ingredient in Kovarex provess and it returns 41 U-235. If my sugg...
[ { "author": "", "content": "To be honest I don’t understand your suggestion at all", "date": "", "quotes": [] }, { "author": "", "content": "I think he means, that recipes should have a \"catalyst\"-field/slot, (he refers to it as capital). The idea being, you should be placing some item...
7
forum-topic-79023
79023
Cliff deconstruction is broken
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=79023
elifyinght
TL;DR Stop pesky robots removing my cliffs without permission. I feel this is almost a bug. What ? I don't really care how you fix it. Perhaps allowing the default deconstruction planner to be customized and using that whenever placing a blueprint or ghost would provide enough flexibility around the new behav...
[ { "author": "PyroFire", "content": "Put a deconstruction planner in your inventory then right click on it.", "date": "2019-12-16T15:43:21+00:00", "quotes": [ { "author": "elifyinght wrote: Mon Dec 16, 2019 11:48 am", "content": "" } ] }, { "author": "", "c...
17
2019-12-16T05:48:23-06:00
forum-topic-117595
117595
[raiguard] [2.0.11] Slowdown after game save, UPS drops from 60 -> 30
Pending
https://forums.factorio.com/viewtopic.php?t=117595
sukano1
On nearly _all_ game saves, both automatic or manual, the game becomes noticably slower: Debug view shows UPS goes down to 30 from 60 (FPS remains fixed 30). Workaround: What does help is switching to map view with 'm', after which UPS returns to 60. In rare cases reloading the savegame is necessary. This has...
[ { "author": "", "content": "If this is still happening, could you try switching to wayland in the graphics settings and see if that improves performance? \n \nI don't expect it to make much of a difference but it's worth trying.", "date": "2025-01-22T01:22:39+00:00", "quotes": [] }, { "autho...
2
2024-10-26T04:22:32-05:00
forum-topic-116302
116302
LTN and Factorio 2.0
Logistic Train Network
https://forums.factorio.com/viewtopic.php?t=116302
Sopenas
Hi, have anyone tested out how LTN works on 2.0? Even with train improvements (interrupts) in factorio I think LTN provides much better experience.
[ { "author": "Arcane_7", "content": "Also curious", "date": "2024-10-23T07:03:06+00:00", "quotes": [] }, { "author": "Freitagabend", "content": "I started the first space age and opened a transformed save game from 1.1 - and LTN was removed and is not working/available in Factorio 2.0/Spa...
19
2024-10-21T11:10:05-05:00
forum-topic-118755
118755
GPU Usage at 100% Since 2.0.10
Technical Help
https://forums.factorio.com/viewtopic.php?t=118755
Buster9990
While my GPU is certainly not very great (Nvidia MX 130) it used to give me a stable 60FPS, even after the 2.0 update. However, after one of the patches, it suddenly got so much worse somehow? Now it is very unstable jumping from 15-25 frames, despite the UPS still being normal? My CPU sits at 20% usage, GPU at 100...
[ { "author": "", "content": "Please help us debug by providing us with a log file and ideally also a save.", "date": "2024-10-31T10:55:44+00:00", "quotes": [] }, { "author": "Buster9990", "content": "I created a new account just for this, so by the time the topic got approved, I fixed t...
2
2024-10-31T02:08:26-05:00
forum-topic-96646
96646
Allow for vertical progress bar GUIs
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=96646
Techfish3000
The progress bar next to modular armor has a vertical progress bar for a battery indicator, but I can't seem to emulate that via mods. just maybe in a progressbar_style table add an optional field called direction that changes what direction it faces. https://imgur.com/a/oGOvq1D
[]
0
2021-03-04T02:18:03-06:00
forum-topic-127514
127514
setting requests to ship based on ckt ?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=127514
Eternal
Ahoy, Anyone knows how to set up requests to ships based on ckt conditions? my dilema: I programed my prometheum ships on full auto, going to Aquilo getting power cells and chips, then go fill up storage, and come back to Nauvis orbit and start making science. all piorfect there. now... in Nauvis orbit it requests ...
[ { "author": "trancexpress", "content": "My inserter throws away eggs only if the destination planet is not Nauvis. So when I get the last egg shipment, they are not used (not enough prometheum chunks), the platform starts going to the next planet, the inserter starts removing the eggs.", "date": "2025-0...
6
2025-03-15T03:01:53-05:00
forum-topic-123950
123950
Suggestions for integrating YI with Space Age
Yuoki Industries
https://forums.factorio.com/viewtopic.php?t=123950
DrSuperEvil
The Youki Industries mod(s) currently does not have support for Space Age. As the expansion adds several new features, there is the potential for YI to use the new features and include additional content. This thread is for people to post their ideas and suggestions for what could be added to make YI fit into SA withou...
[]
0
2024-12-07T06:07:14-06:00
forum-topic-117768
117768
[raiguard][2.0.11] LuaEntity::get_fluid returns wrong value
Not a bug
https://forums.factorio.com/viewtopic.php?t=117768
hgschmie
Consider this storage tank: Screenshot 2024-10-26 at 14.23.55.png (1.88 MiB) Viewed 475 times Calling `get_fluid(1)` on the entity returns 26,000, not 25,000 : Screenshot 2024-10-26 at 14.26.06.png (216.51 KiB) Viewed 475 times It seems that the call returns the contents of the pipeline, no...
[ { "author": "przemo1232", "content": "Same thing happens when calling fluidbox methods, entity.fluidbox.get_capacity(1) for example returns the capacity of the entire pipeline. \nSimilarly, setting the entity.fluidbox[1] field sets the amount for the entire pipeline instead of just the entity's fluidbox", ...
4
2024-10-26T16:28:53-05:00
forum-topic-127325
127325
FluidEnergySource additional fields
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=127325
KilJaeden
1- there should be a temperature settings to allow temperature-based power generation, including min/max temp, base (at min temp) and per-degree energy amounts (like 100J perliquid at base temp and 5J per additional temperature degree per liquid unit) 2- instead of a single fluidbox input, the API should allow two arr...
[ { "author": "MrSmoothieHuman", "content": "+1 on it all, but i'd absolutely love even just the first one being actually implemented", "date": "2025-03-07T16:42:28+00:00", "quotes": [] } ]
1
2025-03-07T09:45:51-06:00
forum-topic-87175
87175
Hornwitser's Python Scripts (desync diff/.dat parse/multi instance)
Development tools
https://forums.factorio.com/viewtopic.php?t=87175
Hornwitser
I've made some open source Python scripts for helping with diffing desync reports, inspecting .dat files (not level.dat) and running multiple instances of Factorio on Windows from the same installation. Of these tools the desync differ is probably the most interesting one. You can install it (and all the other tool...
[ { "author": "Hornwitser", "content": "I added a ping tool which can ping Factorio servers over UDP and show basic statistics about it, might be useful for troubleshooting multiplayer issues. See the README on the Github/PyPi page linked in my previous post for details.", "date": "2021-10-29T17:51:05+00:...
1
2020-07-26T10:06:14-05:00
forum-topic-115259
115259
SpriteParameters::rotation
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=115259
LuziferSenpai
Hey, it would be nice if we could define a rotation for a sprite, so that we dont need to provide different angles or rotations of something. I personly would use this for a mod, that would automaticly make 3 more equipment pieces for each one, for each direction. Another use case: When doing new pipe visuali...
[ { "author": "Oktokolo", "content": "That's a nice modder QoL feature and could also help make big mods with tons of animations less of a VRAM hog. \nShould probably be an angle in radians for easy scripting in prototype phase.", "date": "2025-02-03T21:06:17+00:00", "quotes": [] }, { "author"...
6
2024-09-11T10:10:57-05:00
forum-topic-127357
127357
LuaRenderObject.prototype or prototypes.animation
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=127357
jurgy
I'm trying to get the number of frames in an animation. It's stored as the frame_count property of the animation prototype but I believe there's no way to get the prototype of a LuaRenderObject. There's neither a LuaRenderObject.prototype field nor a table in the prototypes object that contains the animation prototy...
[ { "author": "", "content": "What do you want to use the frame_count for?", "date": "2025-03-09T12:48:40+00:00", "quotes": [] }, { "author": "curiosity", "content": "https://lua-api.factorio.com/latest/cla ... #animation \nThe exact same property name as on creation. \n \nOr if you mean t...
4
2025-03-09T07:28:26-05:00
forum-topic-116197
116197
[SOLVED] Space Age bought from site is actually bought on Humble Bundle
General discussion
https://forums.factorio.com/viewtopic.php?t=116197
targetsan
EDIT: You'll get email from HB with a link. That link is one-time, in the sense if you close page you opened through it, your key will be transferred to your HB account where you can claim it, If you don't have one, you can create it bound to your email from which you bought SA. Hello! Just bought Space Age thro...
[ { "author": "Sopenas", "content": "You will get email from humble bundle with link that you need to press. There you will see website kee and instruction how to activate it on website. \n \nAfter that i exported steam keys from website and activated factorio on steam too", "date": "2024-10-21T12:12:08+...
7
2024-10-21T06:42:42-05:00
forum-topic-127063
127063
[2.0.35] (lots of) asteroid collision particles form several horizontal black lines
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127063
Quezler
It is best observed on video (see attachments) and not as an image. When you have a lot of asteroid collision particles going on you'll observe evenly spaced horizontal lines in which no asteroid fragments seem to render. Minor issue, under normal circumstances you will not see enough asteroid particles to notice...
[]
0
2025-02-22T14:35:41-06:00
forum-topic-116328
116328
Just bought this program, it doesn't run on my system can I please get some help?
Technical Help
https://forums.factorio.com/viewtopic.php?t=116328
Strum
I just bought this program and it doesn't run can I please get some help? I had already read 52433 before my first post and found nothing that helped with my problem.
[ { "author": "ezekiel", "content": "What operating system/type of computer are you using? When you say it doesn't run, what happens? Does it run slowly, or not at all?", "date": "2024-10-21T17:34:54+00:00", "quotes": [] }, { "author": "Strum", "content": "I put that information in my firs...
11
2024-10-21T12:22:49-05:00
forum-topic-6
6
RTS direction - Page 6
Development Proposals
https://forums.factorio.com/viewtopic.php?t=6&start=100
VinWij
Kind of like how one could enter the factories in Battlezone 2, to configure your units, and then enter the radar building, where you could control everything from above. Good part in that game was that enemy units were invisible when your units couldn't spot them, and this was a serious drawback. So, where this wil...
[ { "author": "Adil", "content": "Eh, what? That's exactly what you are now, it's only that shotgun and poison capsules are more resource efficient than photon torpedoes and six exoskeletons probably aren't enough to qualify as battlemech. \nThe game is indeed about factories, and weapon factories aren't unhe...
19
2013-02-07T09:38:46-06:00
forum-topic-122006
122006
[2.0.15] Personal laser origin point offset firing on stompers
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=122006
Owl57849
427520_2.jpg (656.57 KiB) Viewed 956 times Personal lasers have a visual offset when triggered against stompers bug continues on other enemies. Factorio - 2024-11-18 21-18-03.mp4 (17.07 MiB) Downloaded 24 times It works fine against everyone else or i think it is. Factorio - 2024-11-18 21-28-3...
[ { "author": "", "content": "Thanks for the report. It was actually the tesla gun you have equipped causing the issue. It's now fixed for the next release.", "date": "2025-03-10T17:16:48+00:00", "quotes": [] } ]
1
2024-11-18T14:17:13-06:00
forum-topic-116080
116080
[2.0.6] Global LuaForce get_*_statistics
Won't implement
https://forums.factorio.com/viewtopic.php?t=116080
BurninSun
LuaForce had attributes changed to methods for get_item_production_statistics, get_fluid_production_statics, get_kill_count_statistics, and get_entity_build_count_statistics so that they now take a surface as a parameter and return relevant LuaFlowStatistics for that surface only. I'm requesting that the `surface` ...
[ { "author": "Stringweasel", "content": "+1 would be useful for Better Victory Screen which has to keep track of many things. And having to add it all in Lua will be a little slower.", "date": "2024-10-19T08:15:35+00:00", "quotes": [] }, { "author": "Wiwiweb", "content": "+1 would be usef...
3
2024-10-19T02:48:42-05:00
forum-topic-103616
103616
(removed)
Texture Packs
https://forums.factorio.com/viewtopic.php?t=103616
raspberrypuppies
(removed)
[ { "author": "vjbone", "content": "Great art", "date": "2022-10-01T05:05:21+00:00", "quotes": [] }, { "author": "raspberrypuppies", "content": "(removed)", "date": "2022-10-11T02:24:19+00:00", "quotes": [] }, { "author": "raspberrypuppies", "content": "(removed)", ...
12
2022-09-30T22:19:26-05:00
forum-topic-113890
113890
[Raiguard] [1.1.109][Linux] Desync editing Blueprint
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=113890
pingger
Hi, just had my first dsync in 2 years. The desync occured, while I was painstakingly editing a blueprint (deleting many landfill entities, except for a select view). - I was editing the blueprint for ~10 minutes without saving. - The blueprint was a copy of another blueprint. - Both blueprints are saved in th...
[ { "author": "", "content": "Thanks for the report, sorry I missed it. Unfortunately, the desync report is no longer obtainable from that URL, so I cannot diagnose the issue. \n \nIf you encounter this again in the future, please open another ticket.", "date": "2025-01-21T22:58:50+00:00", "quotes": [...
3
2024-06-16T11:20:31-05:00
forum-topic-119247
119247
Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=119247
Sworn
TL;DR Add elevated big power pole in fulgura together with elevated rails What? When you get in fulgora, you can make a train network with elevated rails in the lighter oil patches, but you can't place anything else. Islands are far enough away that 99% of the time you can't reach from one island to the other, e...
[ { "author": "mmmPI", "content": "I think that it would remove one important part of the \"challenge\" in Fulgora, the puzzle is not only about how to deal with byproducts, but also in limited space. The fact that you can't connect the different island early/mid game is on purpose from what i understand. \n ...
19
2024-11-02T03:59:03-05:00
forum-topic-73127
73127
Patreon
Bob's mods
https://forums.factorio.com/viewtopic.php?t=73127
bobingabout
I finally did it. I made a Patreon . I'm not exactly sure what I should offer Patreons over other users, but I'm sure I'll figure it out.
[ { "author": "Light", "content": "Do it like most Patreons and lock everything behind the paywall. \n \n$5 tier to download three mods of your choice \n$10 tier unlocks pure modules + Silicon/Aluminium/Cobalt ores \n$15 tier unlocks god modules + Titanium/Tungsten ores + Thorium Fuel for three new reactors!!...
15
2019-07-10T16:09:55-05:00
forum-topic-123795
123795
Version 2.0.24 - Page 3
Releases
https://forums.factorio.com/viewtopic.php?t=123795&start=40
x2605
No... I loved making reactive armored ships. Why they are changing a thing so extremely? not like Wube. One of fun contents of 2.0 is planned to be removed?
[ { "author": "blastinburn", "content": "This is a terrible change, for the primary reason that it's a huge gotcha for anyone that hasn't been checking the patch notes. It inconsiderate to everyone that currently has a game in progress. If nothing else this should not be pushed past experimental for this reas...
14
2024-12-05T09:03:28-06:00
forum-topic-121184
121184
[Developers, Please Read This][Space Age] Space Platform Teleportation
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=121184
BraveCaperCat
This topic is a request to allow Space Platforms to teleport, either allowing write access to the space_location of Space Platforms or adding a new function to change it. Some good alternatives (for me): Creation of temporary Space Connections which can be travelled upon as normal for specific Space Platforms. All...
[ { "author": "petrathekat", "content": "+1, this would be sick.", "date": "2024-12-18T15:18:53+00:00", "quotes": [] }, { "author": "BraveCaperCat", "content": "Which one? \nThe feature, or the mod? \nThough, I personally think that both would be great!", "date": "2024-12-18T19:52:05+0...
8
2024-11-12T14:35:44-06:00
forum-topic-103707
103707
[Raiguard] [1.1.69] Ghosting belts drags smart belt undergrounds through empty space
Pending
https://forums.factorio.com/viewtopic.php?t=103707
Zaspar
This bug is very easy to replicate. Just copy what I do in the video and it will give you an underground through empty space for no reason. Happened to me while speedrunning and I have attached the save of the finished run here. Let me know if any more info about the bug is needed. https://streamable.com/1gdnqw
[ { "author": "", "content": "The video is no longer viewable. Do you remember what the issue was / can you still reproduce it?", "date": "2025-01-21T23:03:43+00:00", "quotes": [] } ]
1
2022-10-09T14:28:28-05:00
forum-topic-28225
28225
5Dim Mods
5dim's mod
https://forums.factorio.com/viewtopic.php?t=28225
scottdl51
I downloaded/installed the 5Dim mods through the portal however, they all appear in red when looking at the installed mods. I tried rolling back to 13.0 with no success. Any suggestions?
[ { "author": "provet", "content": "Not sure what you mean by that.. \n \nEither you mean that: \n5Dim did work in 13.0, but not later versions (current is 0.13.4) \nOR \nThat you weren't able to roll back successfully to 13.0 \n \nI got a simple solution for the second problem: \nDownload the 13.0 vers...
5
2016-07-04T11:59:48-05:00
forum-topic-123072
123072
[boskid][2.0.22] When crafting machine has fixed_quality selecting other quality gives "Unknown key: """
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=123072
Quezler
steps to reproduce: - set fixed_quality to the name of some quality on a crafting machine prototype - select a product - select a quality other than the one you've selected - notice the "" locale thing show up the expected behavior is that either the other quality buttons are disabled or the message by default...
[ { "author": "", "content": "For 2.0.25 i made AssemblingMachinePrototype to ignore fixed_quality when fixed_recipe is not specified.", "date": "2024-12-09T12:04:38+00:00", "quotes": [] } ]
1
2024-11-27T03:34:40-06:00
forum-topic-125160
125160
Can I change the scale on the production graphs?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=125160
mooklepticon
Right now the production and consumption graphs are scaled individually. Sometimes I want that, sometimes I don't. Scenario I do: I'm producing 1000/min and consuming 1/min. It's nice to see I'm over producing, but I can also see how I'm consuming. If they're the same scale, it essentially flattens the 1/min into no...
[ { "author": "mmmPI", "content": "No it is not possible to change the production graph scales.", "date": "2024-12-26T16:11:02+00:00", "quotes": [] }, { "author": "NineNine", "content": "I was just thinking about this the other day. I agree this would be helpful. Maybe this is worth a po...
2
2024-12-26T10:09:01-06:00
forum-topic-111376
111376
crash when using fluid network
PyMods
https://forums.factorio.com/viewtopic.php?t=111376
Borszcz
Hi, unfortunetely I get crashes when using the fluid network. Tbh I do not really understand how to use it correctly, but when playing a bit around with it it crashes. I already tried to ungrade the AlienLife version but still get the crash. I already got 4 such crashes (2 after upgrade). Here the error message (u...
[ { "author": "Borszcz", "content": "Anyone any idea? \n \nWould appreciate some help, as I still get the crashes.", "date": "2024-02-21T09:39:20+00:00", "quotes": [] }, { "author": "chrisdec", "content": "Greetings Borszcz, \n as you might have noticed there is not much activity on these ...
4
2024-02-18T08:28:23-06:00
forum-topic-125003
125003
Question to the devs about rendering methods
Off topic
https://forums.factorio.com/viewtopic.php?t=125003
Omnix
Hi, With all those FFs you've been doing on rendering sprites and assets in the game over the years, i've been wondering if you've ever considered other methods to render stuff in an isometric style game. I happen to be quite heavily involved in part of modding community for an old game called "Original War" which a...
[ { "author": "", "content": "Hello, \nYes, I am aware of the technique. I didn't know Original War was using it, but I am aware of Original War (and when I first saw Factorio, I assumed it was going to be similar RTS). I know kovarex and Tomas chose 2D because they wanted the game to be about large scale fac...
2
2024-12-23T06:45:28-06:00
forum-topic-69507
69507
[MOD 0.17.x] ColorTIERHR "ShinyBob on sterides"
Bob's mods
https://forums.factorio.com/viewtopic.php?t=69507
Kamsta99
Hello Factorians ! This mod adds colors tiering for Bob's machines to make it easily see to which is better. Also adds some improves some machines to HR quality. Side effect of coloring now more new and less rusty. AAt the moment works only with HR quality in graphic settings (this will change in future). Also i dont ...
[ { "author": "GrumpyJoe", "content": "looking great \nexcept for the power poles, too much color imho", "date": "2019-04-14T12:06:45+00:00", "quotes": [] }, { "author": "Kamsta99", "content": "Added download link because i forgot \n \nAbout electric poles i like how them look in g...
16
2019-04-13T21:59:21-05:00
forum-topic-15061
15061
TimeDisplay-Mod
Modding help
https://forums.factorio.com/viewtopic.php?t=15061
fishycat
Hey guys, I started a new game with factorio 0.12.4 and wanted to use time display mod. It´s version 1.0.1 so i guess latest update. But when i push play error box came up with : __TimeDisplay__/control.lua:135: LUAGameScript doesn´t contain key onevent Hopefully one of you knows how to fix it and can help me ple...
[ { "author": "ratchetfreak", "content": "try on_event in 0.12 most functions got renamed to use _ as word separators", "date": "2015-08-20T07:53:32+00:00", "quotes": [ { "author": "fishycat wrote:", "content": "" } ] }, { "author": "fishycat", "content": "f...
3
2015-08-20T00:33:47-05:00
forum-topic-34038
34038
some kind of mod manager
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=34038
HammerPiano
I have few campaigns running at the same time at each of then needs different mods. It would be quite usefull to be able to add modpacks to enable/disable more than 1 mod at the same time. And i have an idea for this: the game will ask you if you want to change the current enabled mods for the save that you want to ...
[ { "author": "mooklepticon", "content": "+1 \n \nThat would be awesome. \n \nThere's a short term work-around where you make multiple mod folders. See here: viewtopic.php?p=187147", "date": "2016-10-10T21:05:09+00:00", "quotes": [] }, { "author": "", "content": "Added to the others in ...
3
2016-10-10T12:27:32-05:00
forum-topic-13874
13874
[linux] Dedicated server init script - Page 5
Multiplayer / Dedicated Server
https://forums.factorio.com/viewtopic.php?t=13874&start=80
yfcz
Hello, thanks for nice tool. I just wonder. Is STOP command also supposed to save game (if so its missing in command description)? Or is map saved directly by Factorio during shutdown? I ask coz saving on STOP command doesn't work properly on my server. Every time save operation is unfinished save and file is ...
[ { "author": "Bisa", "content": "- learning by doing, nice that you got it working, good luck with your server!", "date": "2016-09-06T17:55:09+00:00", "quotes": [ { "author": "feds wrote:", "content": "" } ] }, { "author": "tacgnol", "content": "Would it be...
19
2015-07-22T04:14:13-05:00
forum-topic-113517
113517
PvP faction war
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=113517
TopPredator
I would like to play the vanilla PvP on a 24/7 server till world domination. Prolbem is that anyone can join any team. Are there any options or mods where you can team up with other players by inviting them? greetings
[ { "author": "TioQueToca74", "content": "I don't know if there's a mod, but what I can say, is that it can be implemented by overriding the on_player_changed_force and defining a custom \"add_to_team\" command or UI, just note that afaik, pvp is not played in Factorio due to hard to balance, only bitter bat...
2
2024-05-16T23:43:30-05:00
forum-topic-119249
119249
[2.0.41] Shoot on <Enter> triggers in text fields
Bug Reports
https://forums.factorio.com/viewtopic.php?t=119249
Elyviere
Hello! Since I'm using a split ergodox keyboard, I happen to have my enter key on my left keyboard instead of my spacebar (spacebar being on the right half only). Therefore, I've got the [Enter] key bound to the "Shoot enemy" action. When typing in the game, e.g. in the chat or when searching for something in the...
[ { "author": "Kyralessa", "content": "I can see two different shoot actions: \n \n Shoot enemy \n Shoot selected \n \n\nWhich one are you binding Enter to? \n \nYou should probably be binding to Shoot enemy unless you really want Enter to shoot anything (rocks, trees, chests, etc.). \n \nAnd then Enter sho...
6
2024-11-02T04:27:19-05:00
forum-topic-127513
127513
[2.0.41] Ghost + "Belt-helper"-Feature error
Duplicates
https://forums.factorio.com/viewtopic.php?t=127513
scooter010
This bug is since some versions inside the game. I cannot say the exact version, but I have seen the bug at least since 2.0.32. Maybe it's too old and I couldn't find the "won't fix" thread. Sorry for that in advance. Only relevant if you are without robots, I think. Reproduce: Place a mining-BP and adding the po...
[ { "author": "", "content": "118408", "date": "2025-03-15T08:23:59+00:00", "quotes": [] } ]
1
2025-03-15T02:57:05-05:00
forum-topic-127204
127204
Enable an "Anything" icon to the alarm of Programmable Speaker
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127204
AnriMachishiro
TL;DR Making it possible to choose the "Anything" virtual signal in the icon list of Programmable Speaker, which would correspond to the "Anything" virtual signal inputting. What? We know Display Panel can input and output an "Anything" signal at the same time. If the inputting is "Anything >=0" and the outpu...
[]
0
2025-03-01T11:40:35-06:00
forum-topic-94427
94427
Last hope: blueprint library recovery from save file. (v1.1.9+)
Technical Help
https://forums.factorio.com/viewtopic.php?t=94427
Introduction Recently v453000 asked me about options to recover blueprints of a player that lost his blueprint library ( viewtopic.php?p=530872#p530872 ). I looked at possible options and there were not many, however thinking a little more lead me to the simple conclusion: when blueprints from library are used in game...
[ { "author": "Diablo", "content": "I just wanted to say here again, thank you so much for helping me out with this. \nIt means more then I can express here. \n \nTHANK YOU!", "date": "2021-01-15T11:34:27+00:00", "quotes": [] }, { "author": "", "content": "Would/should have been a nearly p...
19
2021-01-15T05:00:03-06:00
forum-topic-126335
126335
[2.0.32] 7900GRE graphics instability
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=126335
BDRandy
1. What did you do? Literally just playing the game on a XFX 7900GRE. Takes nothing special in-game to reproduce besides specific hardware. 2. What happened? Horizontal graphics artifacts that happen infrequently. I have uploaded a video demonstrating the artifacts. Normally they are not as frequent as in the video, ...
[ { "author": "", "content": "Post the log of a session with the issue, see 3638 .", "date": "2025-01-26T00:56:13+00:00", "quotes": [] }, { "author": "computeraddict", "content": "A very cursory search showed tons of people complaining about similar problems with their 7900gre's. This is ...
4
2025-01-25T18:46:46-06:00
forum-topic-118623
118623
[2.0.12] Wrong quality tooltip in upgrade planner
Duplicates
https://forums.factorio.com/viewtopic.php?t=118623
Gergely
TLDR: When hovering a quality machine or module in the upgrade planner, the tooltip only shows the base machine stats and no quality effects. Steps to reproduce: Add a rare assembling machine 3 to a slot in an upgrade planner. Observe the tooltip of what was just added. Expected: Tooltip is for rare assemb...
[ { "author": "atomizer", "content": "duplicate of viewtopic.php?f=7&t=118174", "date": "2024-10-30T20:40:22+00:00", "quotes": [] } ]
1
2024-10-30T11:30:31-05:00
forum-topic-121983
121983
[done] Quality combat robots doing more damage is not listed on wiki
Wiki Talk
https://forums.factorio.com/viewtopic.php?t=121983
infogulch
Edit: The wiki pages show quality damage scaling now. The wiki shows that quality combat robots have more health, but does not show that they do more damage (they do). This applies to Defender, Distractor, and Destroyer capsules. The wiki should show how much damage quality robots do for each quality level. h...
[]
0
2024-11-18T11:34:46-06:00
forum-topic-117130
117130
[SA] Add option to rename space platforms
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=117130
Hares
TL;DR It is impossible to rename a platform after it is created. What? It is impossible to rename a platform after it is created. Until it is deployed, you can delete the "ghost" platform and create a new one, but after it is created there's no way to change the name. Why? Multiple reasons to rename a platform a...
[ { "author": "DarkShadow44", "content": "You can rename it in the hub: \n \n \n \n Screenshot_20241025_104436.jpg (157.1 KiB) Viewed 4549 times", "date": "2024-10-25T08:46:46+00:00", "quotes": [] }, { "author": "Hares", "content": "Not intuitively. You can delete it from the Remote View s...
8
2024-10-24T07:10:07-05:00
forum-topic-122505
122505
[2.0.21]Biolabs Animation Low Framerate
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=122505
D4RT-one
I'm not sure if this is normal, but Biolab animations seems to have lower framerate than everything else. They had same animation in FFF #431, so I suppose it's been like this from the start. But it looks unnatural compared to the rest of the game
[ { "author": "", "content": "Thanks for the report. \nI am not artist, I am graphics programmer, and I don't want it to have higher framerate (as in - double the frame count). It's a large entity, entire entity animates (breathing), it's not used everywhere as assembling machine is, it already takes up lot o...
5
2024-11-22T07:33:44-06:00
forum-topic-61015
61015
Friday Facts #247 - Pricing and its exploits
News
https://forums.factorio.com/viewtopic.php?t=61015
https://factorio.com/blog/post/fff-247
[ { "author": "Claudius1729", "content": "Oh yes, I definitely agree with this . I must say, I am getting quite excited for 0.17. \n \nYou guys are doing a great job, I don't know how this other game will do, but Factorio will live on for a long time I feel.", "date": "2018-06-15T22:54:39+00:00", "...
19
2018-06-15T17:50:50-05:00
forum-topic-127089
127089
One of the best songs in the space age soundtrack isn't in the game
General discussion
https://forums.factorio.com/viewtopic.php?t=127089
Huckled
I've been listening to disk 2 of the soundtrack release, Fulgora 7 - Resonant Frequency really stood out to me, a great ambient track where the sounds could pass as incidental electronic signals from the machinery on fulgora. It has a slow, repetitive progression with an understated melody that sneaks in and out which ...
[ { "author": "", "content": "Hello, \nThe standalone soundtrack contains the final versions of the tracks, remixed and remastered. And it sounds like Fulgora 7 - Resonant Frequency is actually quite different. \nThe in-game versions haven't been updated yet. They will be at some point.", "date": "2025-02...
2
2025-02-23T19:09:35-06:00
forum-topic-53449
53449
Optimize Fluid calculations
Implemented in 2.0
https://forums.factorio.com/viewtopic.php?t=53449
MagicKyrano
Summary Optimize Fluid calculations. Additional resource links [0.15.x] Fluid mechanics: viewtopic.php?t=19851 (explanation of Fluid mechanics) Explanation If you have a lot of pipes / pumps / storage tanks, the way fluids work (as explained in the link above to [0.15.x] Fluid mechanics ) makes that...
[ { "author": "", "content": "viewtopic.php?f=18&t=19851&start=40#p270273", "date": "2017-10-17T14:12:28+00:00", "quotes": [] }, { "author": "Engimage", "content": "Hopefully this is going to happen", "date": "2017-10-17T19:07:53+00:00", "quotes": [ { "author": "Rsedi...
10
2017-10-17T07:38:04-05:00
forum-topic-109008
109008
Headless Server Health
Technical Help
https://forums.factorio.com/viewtopic.php?t=109008
Tuetenk0pp
I want to monitor if my headless server is up and be notified if it crashes for some reason. I use uptime kuma for other websites and apps I host and also used it to monitor my factorio server. I was able to make it work with this link: https://multiplayer.factorio.com/get-ga ... s/16025881 . But unfortunately, the ga...
[ { "author": "adam_bise", "content": "Factorio using UDP and I don't know if it responds to a rudimentary test connection. So maybe monitor the process or service. \n \nLinux? try using watchdogsec and onfailure systemd options. With those you could run scripts to send an alert email or restart the servic...
4
2023-10-03T06:58:07-05:00
forum-topic-95020
95020
[1.1.19] Blueprints won't update to 1.1.19 [Workaround]
Technical Help
https://forums.factorio.com/viewtopic.php?t=95020
GenosHK
Updated to 1.1.19 tonight and on loading my game I received an error that my blueprints couldn't be loaded. The map was created this past weekend on v1.0.0. I've had my blueprints since like 0.14 or something crazy old. I'd rather keep my blueprints if I'm able. I've attacked a picture of the error, and my blueprint...
[ { "author": "GenosHK", "content": "Here's a workaround: 94427 \n \nThis allowed me to grab most of my blueprints. I exported all of the blueprints as a book and reimported them. There were a few REALLY old blueprints that were made before they updated the science packs that did not appear. Those assembly m...
1
2021-01-26T18:22:52-06:00
forum-topic-67064
67064
factorio downloader for UNIX-like systems
Tools
https://forums.factorio.com/viewtopic.php?t=67064
moviuro
Hi all, Last year, I wrote a downloader script for unattended downloads of factorio, it's here: https://gitlab.com/moviuro/factorio-dl . Clearly inspired by the work done on the AUR , but improved so that it runs on any Linux distro, as well as BSD, and it should work on macOS and WSL too (though both are unte...
[ { "author": "moviuro", "content": "I have updated my downloader script. Now it will try to use the token whenever possible. \n \nAs with last version, you can find it here . \n \nFeedback is appreciated!", "date": "2019-09-02T18:46:38+00:00", "quotes": [] }, { "author": "moviuro", "cont...
2
2019-03-07T13:47:16-06:00
forum-topic-55178
55178
[togos] [for 0.17] [0.16.4] "Enemy Bases" settings effect no changes
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=55178
5thHorseman
When creating a new world, there are 3 options for "Enemy Bases." Frequency, Size, and Richness. "Frequency" does affect the frequency of bases. Also, those bases are smaller if more frequent, and larger if less frequent. "Size" does not affect the size of the bases, seemingly at all. "Richness" does not affect th...
[ { "author": "sicklag", "content": ".", "date": "2017-12-18T12:54:57+00:00", "quotes": [] }, { "author": "Xuerian", "content": "Noticed this too. \n \nDeathworld feels a lot less death-y for those of us who enjoy a good biting.", "date": "2017-12-21T03:48:11+00:00", "quotes": [] ...
18
2017-12-17T15:06:56-06:00
forum-topic-126323
126323
Api Request : Add defines.inventory.assembling_machine_trash & a way to write in assembling machine inv
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=126323
Puke
Hello ! Could you please add the defines : inventory.assembling_machine_trash ? It looks like it's intended to be here, but currently missing. I'm trying to hotswap items in several types of inventories with a script. It works for every inventory I have tried, except for assembling-machines. I understand why I ...
[ { "author": "Quezler", "content": "+1 & ref: 122675", "date": "2025-01-27T14:37:40+00:00", "quotes": [] }, { "author": "Oktokolo", "content": "+1 as while I don't know whether it is the last thing preventing mods from chance and count of side products being affected by any runtime event...
4
2025-01-25T13:23:46-06:00
forum-topic-125959
125959
Accumulator wagon redux for 2.0
Mods
https://forums.factorio.com/viewtopic.php?t=125959
ownlyme
I have way too many mods already, uploading it here so i can post it in the discussion tab https://mods.factorio.com/mod/accumulat ... discussion Update 1.0.2: - Fixed train stop crash, the charge and discharge signals work now Update 1.0.3: - Full quality support
[]
0
2025-01-14T09:24:21-06:00
forum-topic-126430
126430
Quality module 1 could use a buff
Balancing
https://forums.factorio.com/viewtopic.php?t=126430
fencingsquirrel
tl;dr Think this module could get a full 60% buff from 1% to 1.6%, both for balance and to make modest quality early game gear viable. ------ Judging from past patches, it seems like initial module balance is taken seriously, with productivity module 1 undergoing multiple changes to make it more useable. Comp...
[ { "author": "Kyralessa", "content": "Why? There are three slots, so you can put in 3 quality module 1s and get 3% higher quality ore. \n \nThe base ingredients for a rocket launcher are just iron and copper. \n \nSo sticking quality in your iron and copper miners will get you all the ingredients you need f...
2
2025-01-29T01:25:30-06:00
forum-topic-121834
121834
Improvements to "blueprint upgrade planner"
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=121834
Rouilleur
TL;DR 1) Add an option to avoid upgrade planner to edit the original blueprint. 2 Allow to apply a temporary upgrade planner rather than a predefined one What? 1) When applying an upgrade planner to a blueprint, make it possible to save the result as a copy rather than editing the original blueprint. It could...
[]
0
2024-11-17T08:10:48-06:00
forum-topic-125692
125692
whyd my topics get deleted?
This Forum
https://forums.factorio.com/viewtopic.php?t=125692
cybersteve547
so i just posted 2-3 topics, and 1 minute after posting they all got deleted! also i didnt get any notifications so idk why! and yes, i did check "your posts"
[ { "author": "", "content": "There were two topics from you deleted for being Off topic.", "date": "2025-01-07T09:44:41+00:00", "quotes": [] }, { "author": "cybersteve547", "content": "what were they called and how were they off topic?", "date": "2025-01-07T09:45:39+00:00", "quote...
2
2025-01-07T03:42:52-06:00
forum-topic-3563
3563
Tech Tree
Cheatsheets / Calculators / Viewers
https://forums.factorio.com/viewtopic.php?t=3563
DaveMcW
Here is a tech tree in the style of Civ5, another game I have spent many hours playing. Factorio Tech Tree
[ { "author": "robhol", "content": "That's pretty neat, though... hard to make out. \n \nHow did you make it?", "date": "2014-05-13T12:46:45+00:00", "quotes": [] }, { "author": "Apollysis", "content": "That is so useful for planning things out. I hope this gets pinned or something.", ...
19
2014-05-13T06:16:51-05:00
forum-topic-127165
127165
[2.0.37] Pasted inserter does not take from train on curve
Minor issues
https://forums.factorio.com/viewtopic.php?t=127165
tinker9
What did you do? I copy-pasted a train stop with an inserter taking from the rear of the last train carriage, where that train carriage is on a slight curve. What happened? That specific inserter does not take anything from the train carriage, but the other inserter at right angles to that carriage does. Wh...
[ { "author": "", "content": "Thanks for the report. IT looks like the inserter found the curved rail as the drop target since the bounding box intersects with the tile it's trying to drop onto, and the chest did not originally exist at the time it found it. Once an inserter find a drop target, or pickup targ...
1
2025-02-27T03:32:14-06:00
forum-topic-101120
101120
Feature requests
Resource Spawner Overhaul
https://forums.factorio.com/viewtopic.php?t=101120
FuryoftheStars
Only if not too much trouble. I realize my reasoning for these is rather niche to me. A minimum spawn range for resources, either on a resource by resource basis that may require editing of a config file to adjust (so settings don't become swamped), or with resources lumped into categories (early/mid/late, though ...
[ { "author": "orzelek", "content": "This is a mixed bag of requests. \n1. This is a pain tbh. It would require recreating resource config pretty much every time code has to spawn something. I think it might be a bit to much for a feature like this. Currently enemies have this but ores are counted once or on ...
3
2022-01-03T12:02:58-06:00
forum-topic-109560
109560
Version 1.1.95
Releases
https://forums.factorio.com/viewtopic.php?t=109560
Changes Technology researched message does not play chat notification sound. Bugfixes Fixed that the prototype explorer and CustomInputEvent::selected_prototype did not work on crafting machine fluid slots. Fixed LuaEntity::disconnect_neighbour called on electric pole would disconnect left side of power s...
[ { "author": "", "content": "This experimental version also contains cross-platform checks for x86 vs arm floating point conversions. x86 and arm do floating point conversions differently and if we don't handle it correctly on the C++ side it results in different values which results in multiplayer desyncs."...
8
2023-11-07T08:17:13-06:00
forum-topic-77314
77314
UPS Wars 3 - Electronic Circuits - Page 4
Medium/Big/Gigantic Sized Structures
https://forums.factorio.com/viewtopic.php?t=77314&start=60
Stevetrov
I do not think this would help. This technique would reduce the total number of trains at the expense of more rolling stock. As the biggest UPS hit from trains is for the collision checks on the rolling stock this is likely to be a bad trade off. Although it would look fairly cool!
[ { "author": "flame_Sla", "content": "fine tuning to 100000 \ncircuit everything", "date": "2019-11-05T07:33:30+00:00", "quotes": [] }, { "author": "DaveMcW", "content": "54902.083 ms - flame_Sla v5.5", "date": "2019-11-05T09:08:02+00:00", "quotes": [] }, { "author": "Dave...
19
2019-10-28T14:17:05-05:00
forum-topic-117896
117896
Unrestrict Poductivity Moduls
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=117896
IIClimaxII
As the Title says, i need to find a way to unrestrict productivity moduls. I hope someone can help. greets Max
[ { "author": "EustaceCS", "content": "https://mods.factorio.com/mod/productiv ... rom=search ?", "date": "2024-10-27T12:36:50+00:00", "quotes": [] } ]
1
2024-10-27T05:54:36-05:00
forum-topic-110317
110317
Why even have "crushed stone" back to stone? why not make all stone recipes just use crushed stone?
Angels Mods
https://forums.factorio.com/viewtopic.php?t=110317
coffee_fiend
I'm starting a new run that is an Angel Bob run. But I just realized how unrealistic it is to "reassemble crushed stone" to plain stone. Why even have this mechanic when you could just make the recipes that use stone, use crushed stone instead? Which would make a lot of sense too. If you want to make stone pipes you...
[]
0
2023-12-21T07:39:22-06:00
forum-topic-125315
125315
Audio clip sample "__AK47__/3ound/03138.mp3" not loaded idk what to do bc path correct
Modding discussion
https://forums.factorio.com/viewtopic.php?t=125315
HIF
code:data:extend({ { type = "gun", name = "AK47", icon = "__AK47__/graphics/ak47.png", icon_size = 255, subgroup = "gun", order = "a[weapon]-a[AK47]", stack_size = 1, attack_parameters = { type = "projectile", ammo_category = "bullet", cooldown = 60 / 600,...
[ { "author": "", "content": "mp3s are not supported. See https://lua-api.factorio.com/latest/typ ... l#filename", "date": "2025-01-21T14:00:46+00:00", "quotes": [] } ]
1
2024-12-29T11:51:20-06:00
forum-topic-65008
65008
PY Functionnal - Discussion - Page 4
PyMods
https://forums.factorio.com/viewtopic.php?t=65008&start=60
aklesey1
Hi again Slasherbane Just 1 wish to this mod - pls fix "ammonia heating" recipe Now - 300 ammonia + 100 hot air = 100 nitrogen + 300 hydrogen Must be - 100 ammonia + 100 hot air = 100 nitrogen + 300 hydrogen Just more realism for py mods - this process must go without losses
[ { "author": "chrisdec", "content": "hello, \nwith recent update off py petrolium handling your mod needs a fix \n \ni have the full py suite on \n \n https://i.imgur.com/Wsav5oe.jpg", "date": "2020-07-05T16:10:27+00:00", "quotes": [] }, { "author": "aklesey1", "content": "So how to fix i...
19
2019-02-22T03:37:08-06:00
forum-topic-27540
27540
Factorio RCon V1.0.2 W/Whitelisting
Multiplayer / Dedicated Server
https://forums.factorio.com/viewtopic.php?t=27540
JetFox
GitHub: https://github.com/SoulDemon/Factorio-RCON Features: RCon Console Some built in commands such as evolution, help etc Whitelisting Saving Settings SAVE MAP New Image: Download: http://www.foxgamingservers.com/factori ... v1.0.2.zip NOTE TO USER: When using whitelist it is case sensitive, an...
[ { "author": "JetFox", "content": "Updated to V0.0.7 \n \nNew Features: Whitelisting", "date": "2016-07-01T14:26:37+00:00", "quotes": [] }, { "author": "JetFox", "content": "V0.0.8 -- V0.0.9 \nBackGroundWorker changed to an active thread.... \n \nPlans for V0.1.0 \nRewrite Disconnect(); t...
19
2016-06-29T09:18:13-05:00
forum-topic-90121
90121
I want to play factorio but I lack a goal
General discussion
https://forums.factorio.com/viewtopic.php?t=90121
fderty
guys I need your help. I think that game has amazing mechanics so I want to play it. However I'm not interested in its intended objective (launching a satellite to what end ???) Neither am I interested in slaughtering aliens, having all the techs, owning a big factory for the purpose of owning a big factory. etc...
[ { "author": "jodokus31", "content": "launching a rocket or killing biters are by far not the only goals, which you can imagine \n- Did you play at all? Did you play the tutorial missions? \n- If you don't like biters, switch them off. \n- You can hunt achievements. f.e. lazy bastard, get on track like a pro...
19
2020-10-05T14:36:50-05:00
forum-topic-126774
126774
[2.0.34] Non-deterministic chunk population with trees over ores during map generation
Duplicates
https://forums.factorio.com/viewtopic.php?t=126774
Data
What did you do? Run Factorio 2.0.34, base game without mods and without Space age DLC Single Player > New Game > Freeplay Set seed to 2953497924 (any seed will work, but you need to find an ore patch with trees over it outside pre-generated area and teleport to it instead) Start the game with default setting...
[ { "author": "", "content": "I have a feeling this bug report may be effectively a duplicate of 87106 . Near the beginning when chunks are still generated, if you teleport to that position it is possible just by changing exact tick at which you teleport, you may get different order of chunks generated becau...
2
2025-02-11T15:06:59-06:00
forum-topic-89842
89842
Earth Economy Multiplayer Map HELP
Multiplayer
https://forums.factorio.com/viewtopic.php?t=89842
RawChicken
Hello, first post here, long time player. For some time Ive been wanting to set up a multiplayer map but need help with some topics I don't even know how to start addressing, so I thought I would ask the forum. Need help with: - Setting up a dedicated server (paid/rented, I don't own a computer to host the server...
[ { "author": "Keltamar", "content": "Hello =) \n \nare you still looking for help? This project sounds interesting. I already had a server runing for myself and my brother. But we stoped playing a while ago. I can setup the server and probably help with the moding required. I work as a software developer. \n...
8
2020-09-26T05:22:54-05:00
forum-topic-123535
123535
[Rseding91] [2.0.23] LuaSurface::force_generate_chunk_requests() works differently than advertised
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=123535
Quezler
surface.orce_generate_chunk_requests() is advertised as: Code: Select all Blocks and generates all chunks that have been requested using all available threads. when you create a new lab tile world, and then request a chunk to generate + force generate + set tiles all the same tick the concrete gets overwritten: C...
[ { "author": "", "content": "Thanks for the report. This is now fixed for the next release.", "date": "2024-12-02T15:31:52+00:00", "quotes": [] } ]
1
2024-12-02T05:56:29-06:00
forum-topic-33825
33825
[MOD 0.14+] Always Show Recipe Products v0.1.2
Mods
https://forums.factorio.com/viewtopic.php?t=33825
Mooncat
Type: Mod Name: Always Show Recipe Products Description: Makes recipe products always visible on tooltip, even if there is only one product in the recipe. License: Attribution-NonCommercial 4.0 International (CC BY-NC 4.0) Version: 0.1.2 Release: 2016-10-8 Tested-With-Factorio-Version: 0.14.13 Category: (Helper...
[ { "author": "mooklepticon", "content": "Thank you for this!", "date": "2016-10-05T17:35:41+00:00", "quotes": [] }, { "author": "Mooncat", "content": "My pleasure.", "date": "2016-10-05T18:37:02+00:00", "quotes": [ { "author": "mooklepticon wrote:", "content"...
19
2016-10-05T11:52:13-05:00
forum-topic-111788
111788
non-recoverable error
PyMods
https://forums.factorio.com/viewtopic.php?t=111788
bobDoesThings
is this the right place to let you know: 772.880 Error MainLoop.cpp Exception at tick 99362351: The mod Pyanodons Alternative Energy (1.2.20) caused a non-recoverable error. Please report this error to the mod author. Error while running event pyalternativeenergy::on_nth_tick(61) __pyalternativeenergy__/scrip...
[]
0
2024-03-12T21:20:25-05:00
forum-topic-115929
115929
[RHD] Space Age Grid Rail Blueprints
Railway Setups
https://forums.factorio.com/viewtopic.php?t=115929
LuziferSenpai
Hey, I made a massiv book of blueprints for space age. I hope you find it useful. A little build together grid_rail_blueprints.png (23.01 MiB) Viewed 26883 times The pieces, some are placed together grid_rail_blueprints_all.png (6.08 MiB) Viewed 26883 times 0eNrtfU1zHEeS5V+h4TBzQbZleHzLrA+...
[ { "author": "SIGSTKFLT", "content": "Lacks compact (i.e., 32x32) T and X junctions, which would make it much better imo", "date": "2024-10-25T03:59:22+00:00", "quotes": [] }, { "author": "LuziferSenpai", "content": "I didnt add them on purpose, I dont really like them for thoughput issue...
3
2024-10-14T13:54:57-05:00
forum-topic-3784
3784
Use the Wiki, Luke!
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=3784
The Factorio Wiki is the official source of documentation for Factorio, it provides detailed up to date information about Factorio gameplay. Like any wiki, it can be edited and extended by anyone after creating an account . Make sure to check out the How to... topic first. For discussions around the wiki itself...
[ { "author": "sjwt", "content": "I would, but all the pages come up blank, using uptodate version of chrome 45.0.2454.85 m, on windows 10.", "date": "2015-09-14T11:46:08+00:00", "quotes": [] }, { "author": "", "content": "Seems to be a configuration/version error on the server side, it is...
6
2014-05-21T17:09:47-05:00
forum-topic-123987
123987
[Showcase] In-forum instant link button [v1.1.1]
This Forum
https://forums.factorio.com/viewtopic.php?t=123987
Hares
Hi there. There's ancient (somebody also says forbidden) technique of injecting JS-code to a page via bookmarks link, so I am sharing my instant-pretty-link-button for this forum. This works in desktop versions of Chrome, Firefox, and partially Safari. Copy-to-clipboard feature may not work on all OSes. Source Code ...
[ { "author": "Hares", "content": "Version 1.1 \n2024-12-11 \nVersion 1.1 released \n \n Changes \n \n Instead of short links to the topic, generates full links to the topic+post pair, so the links are ensured to survive topic merging. \n See details: 124123: Question: Link to a topic/post that is topic-me...
2
2024-12-07T17:32:30-06:00
forum-topic-125846
125846
1x1 containers have never been so inadequate as they are now
Balancing
https://forums.factorio.com/viewtopic.php?t=125846
antstar
I'm not really sure why the choice was made to not add more containers? But clearly it was a deliberate choice, as there are a large range of mods the devs could have drawn from, or drawn inspiration from if the author wasn't cooperative. I've used them in at least the last 10 modded playthroughs, so I am used to th...
[ { "author": "CyberCider", "content": "Well, you answered your own question", "date": "2025-01-12T10:10:48+00:00", "quotes": [ { "author": "antstar wrote: Sun Jan 12, 2025 7:28 am", "content": "" } ] }, { "author": "DeadMG", "content": "Tentatively I'm goin...
16
2025-01-12T01:28:15-06:00
forum-topic-52428
52428
Run process at higher priority
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=52428
Jon8RFC
This would be very handy to have it as an option to setup, rather than remembering to manually change the process priority to above normal or high in Windows. Maybe it's not as big of a deal for beefy computers, but it seems to smooth out minor hiccups in multiplayer for me on my old machine.
[ { "author": "Jap2.0", "content": "I don't think programs themselves can do that. Perhaps there is an option in Windows. I think it could be a major security flaw if that could happen.", "date": "2017-09-05T21:58:42+00:00", "quotes": [] }, { "author": "Zeblote", "content": "Programs can...
7
2017-09-05T13:43:59-05:00
forum-topic-108600
108600
TURD - list of options
PyMods
https://forums.factorio.com/viewtopic.php?t=108600
mrozpara
Hello, I'm wonder if anyone has a list of all TURD options and could share it? Thanks
[ { "author": "D0rus", "content": "That should be in the py codex. There is a button to switch between researched, not-researched, and even selected and unselected TURD.", "date": "2023-09-15T11:55:50+00:00", "quotes": [] }, { "author": "mrozpara", "content": "well, my question was not pre...
2
2023-09-07T09:44:03-05:00