id stringlengths 13 18 | topic_id stringlengths 1 6 | title stringlengths 1 132 | section stringclasses 74
values | url stringlengths 0 60 | author stringlengths 0 20 | question stringlengths 0 60k | responses listlengths 0 19 | response_count int64 0 19 | timestamp stringlengths 0 25 |
|---|---|---|---|---|---|---|---|---|---|
forum-topic-127489 | 127489 | [2.0.41] Underground pipes and pipes overlap stacked belts items | Duplicates | https://forums.factorio.com/viewtopic.php?t=127489 | TRPhoenix61 | Underground pipes and pipes overlap stacked belts items
Factorio 2.0.41 no mods | [
{
"author": "",
"content": "Duplicate 118827",
"date": "2025-03-14T14:56:05+00:00",
"quotes": []
}
] | 1 | 2025-03-14T09:40:54-05:00 |
forum-topic-116069 | 116069 | Nix aarch64-darwin | Tools | https://forums.factorio.com/viewtopic.php?t=116069 | halorrr | Recently have been working on switching all my applications to be installed by either nix package manager or homebrew through nix. I noticed there is a factorio nix package but it is only currently available for x86_64-linux. Would it be possible for someone to add support for aarch64-darwin to this package? | [
{
"author": "BrainGamer_",
"content": "You could open a PR to add support for your target in the nixpkgs repo, the relevant files are here . \n \nTho I don't think its a good idea to use nix for game installs directly, rather have steam be installed through it instead. Especially with a lot of new releases... | 1 | 2024-10-18T23:30:28-05:00 |
forum-topic-112898 | 112898 | FactoriOTel - Factorio with OpenTelemetry metrics | Cheatsheets / Calculators / Viewers | https://forums.factorio.com/viewtopic.php?t=112898 | ismailbennani | FactoriOTel
https://github.com/FactorioSharp/Factor ... umentation
I wrote a tool that reads data from a factorio server by running commands through the RCON, and exports the data using OpenTelemetry exporters. It can be used to send live data to compatible tools such as Prometheus and Grafana and to make dashboar... | [
{
"author": "aka13",
"content": "Very cool, finally, I love it!",
"date": "2024-04-08T07:42:41+00:00",
"quotes": []
}
] | 1 | 2024-04-07T16:30:01-05:00 |
forum-topic-105639 | 105639 | Add compression level option (maybe hidden) for regular saving | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=105639 | Gummiente27 | We have hidden options for multiplayer compression level and for autosaving, why not for normal saves?
I'd like to put the normal saves on maximum compression level and keeping autosaves on fast. | [
{
"author": "FuryoftheStars",
"content": "I'd like to be able to have this, too. +1",
"date": "2023-03-20T03:01:57+00:00",
"quotes": []
}
] | 1 | 2023-03-19T18:27:12-05:00 |
forum-topic-114565 | 114565 | (web) Searchable Factorio Server List | Multiplayer / Dedicated Server | https://forums.factorio.com/viewtopic.php?t=114565 | distortions864 | I made this to have a web version, and a cached copy in case the list server is being slow or goes offline temporarily (outage)
Searchable by name, description, tag or player name. Currently sorts by players online and then alphabetical.
http://factorio.go-game.net/ | [
{
"author": "dog80",
"content": "can you also add the time the server is online? especially i am always looking for biterbattle server and there the round restarts often and resets the server time to 0... it would be nice to see that because then you know that a new round has started...",
"date": "2024-... | 10 | 2024-07-30T23:49:18-05:00 |
forum-topic-105158 | 105158 | Scripting camera position. | Modding help | https://forums.factorio.com/viewtopic.php?t=105158 | Rafiz | Is there way to change default camera behavior of just following player? I would like for camera to move when player cursor is close to screen border, so it extends his view in direction of where cursor is.
I know of controller [ https://lua-api.factorio.com/latest/Lua ... controller ] but I don't want cutscene cont... | [
{
"author": "Xorimuth",
"content": "Moving the camera position is basically impossible. Cutscenes is one option, maybe there's some other hacky solution I hadn't considered... \n \nA larger problem is that you can't read the player's cursor position. Or at least, you can, but only in response to a CustomInp... | 2 | 2023-02-07T13:47:19-06:00 |
forum-topic-116672 | 116672 | [Sanqui] 2.0.9 windows .zip download link is a copy of .exe link | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=116672 | npuldon | Looks like somehow the typical windows .zip file used for headless server on 2.0.9 on Factorio.com is not linked correctly as that buttons downloads the same file as the .exe link next to it instead of the typical .zip file for headless servers. | [
{
"author": "",
"content": "Fixed, the .zip package you expect is now there again.",
"date": "2024-10-22T21:32:22+00:00",
"quotes": []
},
{
"author": "npuldon",
"content": "Thank you!",
"date": "2024-10-22T21:39:37+00:00",
"quotes": []
}
] | 2 | 2024-10-22T14:50:57-05:00 |
forum-topic-126636 | 126636 | Version 2.0.34 - Page 2 | Releases | https://forums.factorio.com/viewtopic.php?t=126636&start=20 | B4SK3 | I don't see an entry on recycling yet I get this message when loading a 2.0.33 save: | [
{
"author": "Muche",
"content": "Most likely it's due to 124333 Factoriopedia shows impossible recycling recipes . \nSome fixes for it went to v2.0.34, some will be in v2.0.35.",
"date": "2025-02-08T18:29:57+00:00",
"quotes": [
{
"author": "B4SK3 wrote: Sat Feb 08, 2025 6:06 pm",
... | 19 | 2025-02-06T12:42:58-06:00 |
forum-topic-126462 | 126462 | [Request] beltlayer in 2.0 | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=126462 | Misthios83 | Hoping someone will take over the beltlayer mod by therax viewtopic.php?f=190&t=62567 | [] | 0 | 2025-01-29T23:39:04-06:00 |
forum-topic-127285 | 127285 | Add LuaEntity.drop_inventory [RW] and LuaEntity.pickup_inventory [RW] | Won't implement | https://forums.factorio.com/viewtopic.php?t=127285 | LeonSkills | With 2.0.38 we got the proxy-container with `proxy_target_entity` and `proxy_target_inventory`
Which allowed me to create this mod (WIP), where you can insert/outsert from custom inventories.
factorio_EhdAJYrusv.gif (4.21 MiB) Viewed 209 times
I currently implemented this by adding some invisible proxy-co... | [
{
"author": "",
"content": "Thanks for the suggestion but thats a Won't implement. \n \nproxy-container was specifically implemented to work with specific inventory using similar access methods as scripts interact with entities, however standard input/output inventory interactions are far from being as simp... | 2 | 2025-03-05T11:38:09-06:00 |
forum-topic-113787 | 113787 | Enable click-and-drag when setting item slot filters | Implemented in 2.0 | https://forums.factorio.com/viewtopic.php?t=113787 | macdjord | TL;DR
When copying settings from one building to another, you can Shift-Right-click on a building to copy its settings, then hold Shift-Left-click and drag your mouse over multiple buildings to update them all. But when you're setting item slot filters (e.g. in a cargo wagon), you have to Shift-Left-click on every s... | [
{
"author": "macdjord",
"content": "This has been implemented in 2.0.",
"date": "2024-10-22T16:26:23+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the pointer. \n [Koub] Moved to implemented for 2.0",
"date": "2024-10-22T21:28:26+00:00",
"quotes": []
}
] | 2 | 2024-06-08T01:29:01-05:00 |
forum-topic-28954 | 28954 | Allow setting recipies on factories before research - Page 3 | Implemented in 2.0 | https://forums.factorio.com/viewtopic.php?t=28954&start=40 | Nope. | [
{
"author": "Nexarius",
"content": "https://www.myinstants.com/instant/nooo ... ooooooooo/",
"date": "2020-12-27T19:12:26+00:00",
"quotes": [
{
"author": "Rseding91 wrote: Sun Dec 27, 2020 4:46 pm",
"content": ""
},
{
"author": "cyberdude wrote: Sat Dec 26, ... | 2 | 2016-07-13T17:43:05-05:00 | |
forum-topic-98797 | 98797 | How to upload a new release to the mod-portal (using python) | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=98797 | Karoschl | Hi,
I would like to use python to upload a updated mod release to the mod portal.
Assuming the package is valid and does not exist on the portal i would expect the following steps to work:
0. Using a single session
1. log in at https://auth.factorio.com/api-login and obtain an auth_token
2. log into mod port... | [
{
"author": "Xorimuth",
"content": "There isn’t an official API for this, but there are several GitHub actions and a VSCode extension that may contain what you are looking for.",
"date": "2021-06-11T16:45:37+00:00",
"quotes": []
},
{
"author": "Karoschl",
"content": "I started doing my o... | 7 | 2021-06-11T09:49:05-05:00 |
forum-topic-112946 | 112946 | Only one train serves the station | Logistic Train Network | https://forums.factorio.com/viewtopic.php?t=112946 | ShadeZP | Hi to all. The idea of my design was the constant simultaneous running of 2-3 trains for the consumers of the station. But in practice, only one train runs at a time. As soon as it was unloaded, a new one leaves the depot. It is similar to the behavior when there is a limit of 1 train for the station. But I didn't se... | [
{
"author": "JJomg99",
"content": "Hi. I have exactly the same problem. \n \nIt's like requester not generating propper request. \n \nChecked: \ntrain limits \nrequested items \nprovided items \ntrains in depot \nwires are corect on the station \n \nIn LTN manager there is no request displayed same as in y... | 1 | 2024-04-12T05:12:41-05:00 |
forum-topic-22036 | 22036 | mk2 medium pole vs substation and other balance | 5dim's mod | https://forums.factorio.com/viewtopic.php?t=22036 | braven25 | other than cosmetic reasons, why would anyone build a substation over the mk2 medium pole, which are both the same tech
Substation needs steel, copper and advanced circuits and covers 14x14 with 14 reach
yet
medium pole mk2 need steel, copper and iron but covers 15x15 with 15 reach
could we have at least a ... | [
{
"author": "Darkheart069",
"content": "10/15 belts would be a bit short. and lets keep its even please 10/16 if anything.. Honestly tho its mant to a means to getting ore around with having to used x20 underground belts in a row. and on a MP world thus causing more calulations. \n \nTho i have a beast of ... | 1 | 2016-03-22T11:58:32-05:00 |
forum-topic-119246 | 119246 | [raiguard] [2.0.28] Game does not load with native Wayland and steam | Pending | https://forums.factorio.com/viewtopic.php?t=119246 | Wicla | Hi,
UPDATE: 2.0.14 was released today and the issue is still present. Subject updated.
UPDATE: Reproducible in 2.0.20
UPDATE: Reproducible in 2.0.23
UPDATE: Reproducible in 2.0.28
Starting Factorio on Wayland the game starts but loads very slowly and finally crashes at around 50%. Looking in logs in appears Gr... | [
{
"author": "chayleaf",
"content": "I have been having a similar issue since launch. What I noticed is that it loads fine if I use the dedicated GPU, but it crashes at around 60% if I use the integrated GPU. Additionally, even with the dedicated GPU if the game hangs (doesn't draw a frame) for more than a c... | 8 | 2024-11-02T03:51:26-05:00 |
forum-topic-98854 | 98854 | Nullius ore configuration | Resource Spawner Overhaul | https://forums.factorio.com/viewtopic.php?t=98854 | Anachrony | I've attached an RSO config file for the Nullius overhaul:
nullius.lua
(1.76 KiB) Downloaded 238 times
I included it in mainconfig.lua after fillBztungstenConfig, with the following line:
Code: Select all if game.active_mods["nullius"] then
fillNulliusConfig(config)
config["enemy-base"] = nil
end... | [
{
"author": "orzelek",
"content": "I'll try to add it this week and release new version. \n \nAre you disabling enemies in vanilla? \nI think RSO should pick that up properly and don't need disabling enemies here. If it doesn't work I might need to fix that part.",
"date": "2021-06-15T18:19:17+00:00",
... | 4 | 2021-06-15T03:15:16-05:00 |
forum-topic-114705 | 114705 | Factorio Forums • [Rseding91] [1.1.109] Error on server on player connecting "Tell failed: Invalid argument" | I started headless server with this commandline:
C:\!Factorio\bin\x64\factorio.exe --start-server C:\!Factorio\saves\KAKL_EoW-T.zip
Server started successfully, but when I was trying to connect from client side, server crashed. Game save:
https://drive.google.com/file/d/1jU21dW ... sp=sharing
Server log file ... | [
{
"author": "",
"content": "Thanks for the report. This is now fixed for 2.0. The issue was related to the save file being larger than 4 gigabytes. 2.0 will now support save files up to 1.96~ terabytes.",
"date": "",
"quotes": []
}
] | 1 | ||||
forum-topic-127431 | 127431 | [Jerzy][2.0.39] Stone bricks have no snow layer on aquillo | Assigned | https://forums.factorio.com/viewtopic.php?t=127431 | SilentSimulacrum | When placed on aquillo stone bricks do not have the same snowy overlay that the other ground tiles do. | [] | 0 | 2025-03-12T09:45:07-05:00 |
forum-topic-71601 | 71601 | campaign mining speed | Campaign / Scenario suggestions | https://forums.factorio.com/viewtopic.php?t=71601 | ownlyme | wow, it's so slow...
i played 90% of the scenario with 10x game speed, until i reached the quest where it said "collect some of your equipment"
after searching the map for 5 minutes, looking for a weapon or anything and googling, i came to the conclusion that i was being asked to deconstruct my whole factory.
You ca... | [
{
"author": "mmmPI",
"content": "Can't you just burn bomb shoot everything ? because that's seems like some fun to me. \n \nI wonder where you are supposed to put what you deconstruct if not but i can understand that it feels like you are asked to commit sacrifice or some sort it's not like just chest full ... | 1 | 2019-06-05T16:18:23-05:00 |
forum-topic-124911 | 124911 | Factorio Forums • How to get the number of active construction bots of a certain quality? | I know I can get the total number of bots available from a roboport. Signals W, X, Y, and Z.
How do I get how many rare construction bots I have? For example, let's say I want to recycle any bots over 100. I tried having the roboport ask for bots to station there and that worked. I can withdraw them with an inserte... | [
{
"author": "",
"content": "I think this won't be possible ingame without seriously over-engineering the solution. The roboport signals you get from \"reading\" the available robots don't distinguish quality. You would need to remove them \"all\" and sort in the chest, and re-add 100 rare.",
"date": "",... | 13 | ||||
forum-topic-118557 | 118557 | [2.0.12] Hand crafting Yumako processing recipe results in unexpected stack spoilage value (MR) | Won't fix. | https://forums.factorio.com/viewtopic.php?t=118557 | mordof | I suspect this is a bug anyway, as this seems kind of bizarre to me.
If I have 100 Yumako in my inventory, and then queue them all up to hand-craft them all using Yumako processing (Recipe), all of the output Yumako mash share the same spoilage timer, as well as (what I think might be the biggest concern) having tur... | [
{
"author": "mordof",
"content": "Was just hand-processing Jellynuts, and they appear to have the same behavior.",
"date": "2024-10-30T08:50:28+00:00",
"quotes": []
},
{
"author": "mordof",
"content": "Additional information to add that I just discovered: \n \nIf I have, say, 150 of eith... | 10 | 2024-10-30T02:45:13-05:00 |
forum-topic-127540 | 127540 | [2.0.41] Crash placing underground ghost on top of belt | Duplicates | https://forums.factorio.com/viewtopic.php?t=127540 | robot256 | This crash appeared on my multiplayer server. From the player who triggered it: "i think what caused it is i put a turbo underground unconfirmed on top of a belt"
It might be an interaction between belt building and the ConstructionPlannerContinued_4.0.7 mod. Sorry I don't have time to make a full repro right now.... | [
{
"author": "",
"content": "Duplicate 127533",
"date": "2025-03-16T11:29:24+00:00",
"quotes": []
}
] | 1 | 2025-03-15T23:05:15-05:00 |
forum-topic-127366 | 127366 | R/W differences not properly documented | Documentation Improvement Requests | https://forums.factorio.com/viewtopic.php?t=127366 | PennyJim | The documentation can support describing different read and write types (as evidenced by LuaControl::force , but it's missing on a number of LuaEntity fields and only described in the description.
There might be more on other objects, but this is what I can easily find:
LuaEntity::last_user
LuaEntity::associat... | [] | 0 | 2025-03-09T18:02:09-05:00 |
forum-topic-122378 | 122378 | Unable to load previous saved game! - "Corrupt map. Unknown decorative ID: 132" | 1 / 0 magic | https://forums.factorio.com/viewtopic.php?t=122378 | LdV | I can no longer load my saved game. I get an error message: "Corrupt map. Unknown decorative ID: 132". | [
{
"author": "BraveCaperCat",
"content": "Duplicate of multiple previous threads.",
"date": "2024-11-21T13:45:10+00:00",
"quotes": []
},
{
"author": "LdV",
"content": "Can you maybe say that in plain English, please?",
"date": "2024-11-22T07:28:23+00:00",
"quotes": [
{
... | 9 | 2024-11-21T07:41:41-06:00 |
forum-topic-120585 | 120585 | Factorio Forums • [2.0.15] Inserter stuck loading furnace | Setup:
Furnace with single inserter which loads both ore and coal.
There is some ore in the furnace.
Steps:
While inserter is swinging with coal in hand, manually place full stack of coal into furnace.
Actual result:
Inserter is stuck in "Target full" state. It will not move even when furnace runs out of ore wh... | [
{
"author": "",
"content": "It's easy to avoid, though - instead of emptying your inventory directly into furnaces, have a chest that outputs on the coal belt and use it with priority before the main coal line.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Thanks for the repo... | 8 | ||||
forum-topic-126947 | 126947 | Please, decrease power consumption for burner inserter | Balancing | https://forums.factorio.com/viewtopic.php?t=126947 | datarza | 144 kW it seems like a lot coal burned for nothing | [
{
"author": "",
"content": "But look at how overpowered they are, they have no drain consumption.",
"date": "2025-02-19T07:08:31+00:00",
"quotes": []
},
{
"author": "datarza",
"content": "And how I have to look? The big power consumption removes any benefits of burner inserter. There is ... | 15 | 2025-02-18T23:40:46-06:00 |
forum-topic-126924 | 126924 | Blueprint Diffusion Model | Tools | https://forums.factorio.com/viewtopic.php?t=126924 | Scorchchamp | Hi,
I wanted to showcase a Blueprint Diffusion model that I have been working on for the past couple weeks.
Basically, the model takes a query as input, and uses a specifically-designed diffusion model that I developed to eventually generate a blueprint json (which is converted into a blueprint string). Below is... | [
{
"author": "eugenekay",
"content": "Neat concept! Now we can automate being drunk and making broken factory additions… \n \n \nI would be interested in seeing the “thought process” and code involved… Screenshots of localhost looks like a good Minimum Viable Page. \n \nHow are you loading Input Data? Blu... | 1 | 2025-02-17T16:00:55-06:00 |
forum-topic-91924 | 91924 | Menu sim sometimes freezes the game | Modding help | https://forums.factorio.com/viewtopic.php?t=91924 | PFQNiet | I'm trying to debug this but I'm a little stuck.
I'm making some custom menu sims, which is fine. But sometimes when I copy a save from my saves folder to the mod folder and add it to the list, the sim will run for a few ticks (about 15 or so) and then the game completely freezes. No error message, no logs, nothing.... | [
{
"author": "Squelch",
"content": "Just a thought, but does your character inventory have any blueprints present in the save? There was a hint that <17.0 BPs are to deprecated. \n \nSee viewtopic.php?p=517501#p517501 \n \nThis is speculation of course, but it seems plausible that the sim might not be migra... | 2 | 2020-11-25T16:08:00-06:00 |
forum-topic-123578 | 123578 | Recycler Formula / Description | Wiki Talk | https://forums.factorio.com/viewtopic.php?t=123578 | Beechsack | The wiki page for the Recycler currently contains the following :
Code: Select all For each type of item used as an ingredient in the recycled item's main recipe, the number of items returned by the recycler is decided by
⌊0.25 * i / o + r ], where i is the number of items used as ingredients, o is the number of... | [
{
"author": "DaveMcW",
"content": "The wiki formula does match what you are saying, though the math symbols make it hard to understand. \n \nThe topless brackets mean \"round down to the nearest integer\". \n \nAdding a random number between 0-1 to extra_fraction and then rounding down, is the same as rolli... | 3 | 2024-12-02T14:34:53-06:00 |
forum-topic-102523 | 102523 | PyMods Updates | Resource Spawner Overhaul | https://forums.factorio.com/viewtopic.php?t=102523 | TwentyEighty | It's the dawn of a new era in PyMods, including a new mod altogether.
Please replace these 5 configs
pyfusion.lua
pyhightech.lua
pypetroleumhandling.lua
pyrawores.lua
pycoal.lua
Please add this new config
pyalternativeenergy.lua
(pyalienlife.lua did not change)
And here's the bit that includes the new... | [
{
"author": "orzelek",
"content": "I took all the files and posted 6.2.15 with them. Let me know if it works correctly.",
"date": "2022-05-28T11:45:13+00:00",
"quotes": []
},
{
"author": "TwentyEighty",
"content": "It's perfect, thank you!",
"date": "2022-05-31T14:47:45+00:00",
"... | 2 | 2022-05-28T00:23:51-05:00 |
forum-topic-126594 | 126594 | Factorio Forums • [2.0.32] While playing in Linux, alt+tabbing scrambles keyboard inputs | After reopening the game after alt tabbing, keyboard inputs are randomized. So are some UI elements such as clicking on a chest. You press D to go right and instead the game selects your artillery targeting gadget, stuff like that. The game seems to, uh, for lack of a better term, remember the real keybindings if yo... | [
{
"author": "",
"content": "Gnome and Cinnamon sometimes do funky things with the alt key. I'd recommend going through your keybinds in the cinnamon settings to see if anything there is using alt, and disabling them (except alt+tab and alt+f4).",
"date": "",
"quotes": []
}
] | 1 | ||||
forum-topic-125411 | 125411 | Decrease the sound level of biochambers | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=125411 | 470lm | My enviornmental sounds is at 40%, at which I can hear every machine nicely, such as steam turbines, accumulators, assembling machines, etc. but the biochamber is way too loud compared to other machines. I had to set environmental sounds to 10% so those bubbly noises are on the same level as an assembling machine's, bu... | [
{
"author": "",
"content": "I've turned it down a few dbs.",
"date": "2025-01-23T13:30:38+00:00",
"quotes": []
}
] | 1 | 2024-12-31T12:08:40-06:00 |
forum-topic-125902 | 125902 | [2.0.30] inventory rows not drawing when partially off-screen to the left | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=125902 | Quezler | (potentially, maybe not) caused by the same commit as 125864 , yet the fix to that does not fix this: | [
{
"author": "",
"content": "Thanks for the report. This is now fixed for the next release.",
"date": "2025-01-13T13:12:35+00:00",
"quotes": []
}
] | 1 | 2025-01-13T06:11:50-06:00 |
forum-topic-120475 | 120475 | [Pard] [2.0.16] Gained unearned achievements after update from 2.0.15 | Assigned | https://forums.factorio.com/viewtopic.php?t=120475 | ephraim242 | - What did you do?
Updated from 2.0.15 to 2.0.16 and booted up the game
- What happened?
I gained 9 or 10 achievements when the menu loaded. Some may have been achieved in the past, but some are new to the expansion and have definitely not been earned yet. For example, I now have the 60k km traveled achievement, b... | [
{
"author": "",
"content": "potential duplicates 119182 and 126274",
"date": "2025-03-13T02:29:55+00:00",
"quotes": []
}
] | 1 | 2024-11-08T17:13:21-06:00 |
forum-topic-116876 | 116876 | [raiguard] [2.0.9] Crash when monitor resolution changes on Wayland (Wayland_GLES_SwapWindow) | Pending | https://forums.factorio.com/viewtopic.php?t=116876 | madkous | The game crashes for me consistently when I change my monitors PnP mode; the effect is to change the resolution for the machine running factorio between 5120x1440 and 2560x1440. The crash occurs regardless of the direction of the change and whether the game is full screen or not.
I'm running through sway 1.9-r1 and ... | [
{
"author": "",
"content": "Does this still occur? I cannot reproduce it.",
"date": "2025-01-23T20:03:01+00:00",
"quotes": []
}
] | 1 | 2024-10-23T08:41:54-05:00 |
forum-topic-126306 | 126306 | Gleba's evolution doesn't serve any purpose currently | General discussion | https://forums.factorio.com/viewtopic.php?t=126306 | fencingsquirrel | So in the base game and in Space age on Nauvis, the evolution factor pushes you to tech up in military and make a better, more efficient factory. The better your factory, the easier of a time you'll have fighting biters.
On gleba, your ability to grow your factory and make it run efficiently has virtually no bearin... | [
{
"author": "BlakeMW",
"content": "Artillery is not a requirement for Gleba. \n \nThe minimum requirement to have a good time on Gleba is actually the Tank, with normal cannon shells. It will take medium and even big stompers with relative ease. It is adequate for destroying their nests. It's really helpful... | 12 | 2025-01-25T00:21:11-06:00 |
forum-topic-13077 | 13077 | [WIP] new story idea for scenario. [ex.trading] | Maps and Scenarios | https://forums.factorio.com/viewtopic.php?t=13077 | matjojo | [wip]
This will be my first factorio scenario, for now this will be the main thread. Although I might eventually change to a new thread.
As said this will be my first scenario, I want to make it possible to trade with the "aliens' that might even get some new AI or textures to make them seem some more as trading ... | [
{
"author": "Danielv123",
"content": "New biter AI? Oh man, thats going to be hard. But I guess you could make a trading chest thatonly worked withing a certain proximity of biter nests, turned all nearby nests to your side (peacefull ish) when you inserted items.",
"date": "2016-01-06T10:15:41+00:00",
... | 1 | 2015-06-18T05:45:11-05:00 |
forum-topic-121566 | 121566 | [2.0.18] Crash | 1 / 0 magic | https://forums.factorio.com/viewtopic.php?t=121566 | WhiteFang | The game crashes at startup with an access violation crash.
It might be important (or not) to know that I'm hosting the game for multiplayer while starting the game through steam's "remote play" (local network) functionality. | [
{
"author": "WhiteFang",
"content": "It also crashes when running it at the source PC (no steam remote play)",
"date": "2024-11-15T10:34:56+00:00",
"quotes": []
},
{
"author": "WhiteFang",
"content": "Crashed once again, it seems like each time it crashes on a different thing, I've seen ... | 10 | 2024-11-15T04:32:21-06:00 |
forum-topic-117481 | 117481 | Please, PLEASE make circuit connection behavior configurable per wire | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=117481 | ActionJackson | With the new combinators we can specify what wires we want to operate on. I would REALLY like to be able to set the "Mode of operation" on a circuit connection PER WIRE
I want to set requests with one wire, and read contents on another. Let me give you a use case that makes sense now with SA...
10-25-2024, 1... | [
{
"author": "Erfar",
"content": "That even more important for assemblers where you can have at the same time \"read content\" and \"read ingiridints\" but can't separate those signals",
"date": "2024-10-26T06:24:49+00:00",
"quotes": []
},
{
"author": "mrvn",
"content": "TL;DR \nEliminate... | 19 | 2024-10-25T14:08:46-05:00 |
forum-topic-127501 | 127501 | Reduce player movement speed in polution | Outdated/Not implemented | https://forums.factorio.com/viewtopic.php?t=127501 | datarza | More pollution, less breathing | [] | 0 | 2025-03-14T17:09:55-05:00 |
forum-topic-72809 | 72809 | modded rails? | F.A.R.L | https://forums.factorio.com/viewtopic.php?t=72809 | doppelEben | is it possible that in future we can choose the poles to use like the rails? I have lighted poles,
and can't place them because the train would only build the vanilla one. With the rails its no
Problem since I can choose that the train use the moded powered-rails. | [] | 0 | 2019-07-02T07:29:10-05:00 |
forum-topic-127382 | 127382 | Asteroid movement direction | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=127382 | thesixthroc | Ideally we could make player-force asteroids that travel upwards, fighting the dastardly enemy asteroids that travel downwards. | [] | 0 | 2025-03-11T00:16:05-05:00 |
forum-topic-58416 | 58416 | How to make new belt graphics | Development tools | https://forums.factorio.com/viewtopic.php?t=58416 | darkfrei | The result for attract your attention.
2018-03-05 17_04_44-Factorio 0.16.27.jpg (88.61 KiB) Viewed 6560 times
1. Making with blender some sprites. As example, here is two files for straight and curved belts:
belt_02_05.7z
(232.48 KiB) Downloaded 298 times
2. Making spritesheet. You must make... | [
{
"author": "Deadlock989",
"content": "Very nice. Thanks for sharing.",
"date": "2018-03-05T18:26:57+00:00",
"quotes": []
},
{
"author": "boksiora",
"content": "nice, thanks fr posting",
"date": "2018-03-14T23:21:02+00:00",
"quotes": []
},
{
"author": "Deadlock989",
"... | 4 | 2018-03-05T11:02:41-06:00 |
forum-topic-98004 | 98004 | Desync error in Rampant mod multiplayer | Desyncs with mods | https://forums.factorio.com/viewtopic.php?t=98004 | shakeymac | Hello folks, I come to you today with an issue that my friends and I have had which has been disrupting games for a couple of months now. Specifically, we have about six people who all get together to play with one another and our main mod of choice is Rampant and it's accompanying Rampant Arsenal weapons pack. We've... | [
{
"author": "ptx0",
"content": "your desync is unlikely to be from Rampant. Try removing the natural evolution mods, because they do have unresolved desyncs.",
"date": "2021-04-21T14:49:40+00:00",
"quotes": [
{
"author": "shakeymac wrote: Wed Apr 21, 2021 2:17 pm",
"content":... | 9 | 2021-04-21T09:17:19-05:00 |
forum-topic-83528 | 83528 | [0.18] LTN Manager (ALPHA) | Logistic Train Network | https://forums.factorio.com/viewtopic.php?t=83528 | THIS MOD IS IN ALPHA. THINGS WILL PROBABLY BE BROKEN. PLEASE REPORT ANY BUGS OR FEEDBACK ON THE GITHUB REPOSITORY .
Download on the mod portal .
LTN Manager is a GUI for managing your Logistic Train Network. View the status of your trains and depots, browse through your network's inventory, see the delivery his... | [
{
"author": "Optera",
"content": "Looking good for an alpha. \n \n Pinned",
"date": "2020-04-10T06:57:05+00:00",
"quotes": []
},
{
"author": "TheTom",
"content": "Nice. Definitely a start. \n \nMay I say youshould possibly rename the mod to Experimental and then once released make the re... | 19 | 2020-04-09T18:47:24-05:00 | |
forum-topic-45554 | 45554 | [0.15] Folks Factorio Fabrications - Page 5 | Mods | https://forums.factorio.com/viewtopic.php?t=45554&start=80 | themadgunman | Being as how Folk hasn't been seen on the forums for a bit and hasnt responded to my PM i have taken the liberty of updating Shuttle Train and posting it on the portal for 0.17, if ppl are using it ill make a seperate forum post at some point if he doesnt come back and want to resume updating it. | [
{
"author": "KunibertSegensreich",
"content": "Thank you. One of my favorit mods.",
"date": "2019-03-01T21:10:15+00:00",
"quotes": []
},
{
"author": "Kamel",
"content": "And if anyone is looking for a fix for JustGo; replace the control.lua with the code from here: https://gist.github.c... | 6 | 2017-04-29T04:56:53-05:00 |
forum-topic-125157 | 125157 | Add specific warning when trying to delete entity on full hub space platform | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=125157 | Yonninout | I experience something that i thought was a bug but it was just a simple logistic problem here :
viewtopic.php?f=7&t=125156&p=655674#p655674
The fact is that i send to much stuff on my platform and I wanted to clean all the stuff on the platform to start from scratch my design.
I wasn't able to delete all the pl... | [
{
"author": "Yonninout",
"content": "It already exist",
"date": "2024-12-27T09:06:46+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Moving to Implemented then.",
"date": "2024-12-27T09:23:53+00:00",
"quotes": []
}
] | 2 | 2024-12-26T09:52:34-06:00 |
forum-topic-101721 | 101721 | Error in angelsinfiniteores while starting up server | Angels Mods | https://forums.factorio.com/viewtopic.php?t=101721 | jsylvis | When starting up the server to generate a new world, I'm encountering this error:
Code: Select all 22.531 Script @__boblibrary__/ore-functions.lua:63: stack traceback:
__boblibrary__/ore-functions.lua:63: in function 'add_result'
...gelsinfiniteores__/prototypes/generation/bob-options.lua:5: in main chunk
[C]:... | [
{
"author": "jsylvis",
"content": "So, based on the current versions of mods, I think I see at least part of the problem. \n \nThe object passed by angelsinfiniteores as the \"item_in\" parameter for bobmods.lib.resource.add_result seems to not be quite what's expected in bobmods. \nThis function starts at ... | 8 | 2022-02-26T21:36:21-06:00 |
forum-topic-13919 | 13919 | [0.12.x]Bob's mods: Downloads | Bob's mods | https://forums.factorio.com/viewtopic.php?t=13919 | bobingabout | File hosting provided by Revora creative network
This is a page designed as a quick stop to make finding and downloading my mods a little easier.
This page is for the 0.12 version only.
Please direct any general talk about the 0.12 version of my mods here https://forums.factorio.com/forum/vie ... 51&t=13716... | [] | 0 | 2015-07-23T02:16:44-05:00 |
forum-topic-127087 | 127087 | [Genhis][2.0.35] Crash placing stone brick (BuildCheckResult.cpp) | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=127087 | thesixthroc | A crash occurs in BuildCheckResult.cpp on Cerys versions 2.0.0 later.
Cerys creates a collision_layer called cerys_tile which is used for various purposes, one of which is to prevent stone-brick from being placed on Cerys. This is somehow causing the game to to crash when placing stone brick with an enlarged place... | [
{
"author": "thesixthroc",
"content": "Session log: \n Code: Select all 25.541 Checksum for script __Cerys-Moon-of-Fulgora__/control.lua: 3122310195\n 69.414 Error CrashHandler.cpp:641: Received SIGSEGV\nFactorio crashed. Generating symbolized stacktrace, please wait ...\nsrc/Util/StacktraceToStream.cpp... | 5 | 2025-02-23T18:26:57-06:00 |
forum-topic-121572 | 121572 | Friday Facts #437 - Cargo Pod Deep Dive - Page 3 | News | https://forums.factorio.com/viewtopic.php?t=121572&start=40 | BlueTemplar | Oh, which one ? | [
{
"author": "BraveCaperCat",
"content": "Wouldn't it be possible for a mod to allow platform <--> platform logistics? \nAlso, to help stay on topic - why was the decision made that stations had to be addressed by surface, force, station, hatch and not planet, surface/platform, force, station, hatch?",
"... | 5 | 2024-11-15T06:00:03-06:00 |
forum-topic-117631 | 117631 | "Keeping your hands clean" description is unclear | Translations | https://forums.factorio.com/viewtopic.php?t=117631 | DoubleThought | The description of the "Keeping your hands clean" achievement reads "Destroy your first enemy structure using artillery". This is confusing because I originally took the usage of "first" as similar to (for example) a hypothetical achievement reading "Research your first technology" - that is to say, "Destroy an enemy s... | [
{
"author": "undermark5",
"content": "I agree it is ambiguously phrased, and honestly, I'm still not sure what the correct, because I just got the achievement but I got both Art of Siege and Keeping your hands clean even after having killed biter nets via tank or guns (I got the Steamrolled achievement in t... | 1 | 2024-10-26T06:57:04-05:00 |
forum-topic-116353 | 116353 | How to refund Space Age? | Technical Help | https://forums.factorio.com/viewtopic.php?t=116353 | Baughn | Hi,
I'm having some trouble with my purchase.
I logged in to the website, went to the download page, and clicked 'buy' for Space age. This redirected me to Stripe, where I paid for a copy, but it ended up on an error page complaining about a missing zip code on my card.
I tried again. This time I ended up on H... | [
{
"author": "",
"content": "Please write to support@factorio.com with payment issues, we will do our best to resolve it",
"date": "2024-10-21T18:57:00+00:00",
"quotes": []
},
{
"author": "Stargateur",
"content": "you need to log in your humble account that is bound to the mail you used... | 2 | 2024-10-21T13:55:37-05:00 |
forum-topic-126436 | 126436 | Looking for Code to resolve noise expressions | Development tools | https://forums.factorio.com/viewtopic.php?t=126436 | Natha | Hello @Devs:
could you share the code which you use to resolve noise expressions? Like that every named noise expression/function and their local expressions and functions are replaced by their actual expression, so that only built-in constants and functions remain.
I need this to replace all occurences of certain va... | [
{
"author": "Xorimuth",
"content": "This isn't directly answering your question but I wonder if you've seen the section of the docs on name collisions? https://lua-api.factorio.com/latest/aux ... collisions . \n \nMy understanding is that this allows you to overwrite things just by adding to `local_express... | 1 | 2025-01-29T05:20:31-06:00 |
forum-topic-75950 | 75950 | The case for more Scenario Development | Campaign / Scenario suggestions | https://forums.factorio.com/viewtopic.php?t=75950 | Dark_star | Opinion:
Traditionally Factorio is 80% for builders, 20% split between fighters and explorers.
I am not into factorio mega base building (gasp) but do enjoy solving factory problems,
also like exploring and over coming pesky bitters.
I had stop playing, no interesting scenarios. But watched Xterminator do the "spa... | [
{
"author": "BlueTemplar",
"content": "See also : \n https://mods.factorio.com/mod/ZAdventure \n \n \nAnd : \n viewtopic.php?f=5&t=63171",
"date": "2019-09-22T08:43:03+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "eh, reason I did this map was to try multiple things and one... | 2 | 2019-09-21T19:58:25-05:00 |
forum-topic-50839 | 50839 | [Oxyd] [for 0.16] [0.15.27] Cannot connect at all with many mods | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=50839 | WorksAtTheHomotel | Using a mod pack assembled and hosted by a friend, I cannot connect to any server.
It doesn't matter if the server is running any mods or not, I don't even get a mismatch error.
When I disable all the mods, I get the appropriate errors (or can connect to unmodded servers)
I have seen similar errors reported bef... | [
{
"author": "Xuerian",
"content": "Friend here. \n \nServer log doesn't show anything at all when OP tries to connect with mods enabled, normal rejection without mods. \n \nOP has joined with previous, smaller modpacks on earlier 0.15 versions.",
"date": "2017-07-13T08:34:14+00:00",
"quotes": []
}... | 12 | 2017-07-13T00:32:34-05:00 |
forum-topic-4682 | 4682 | Planning (Signs, Cloning, Ghosts, Blueprinting and more...) | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=4682 | Here what I currently think about the whole subject:
1) Planning:
Planning is the following tasks:
- a sketchboard-mode: drawing directly on the map with some brush, some kind of graphic layer, that is a bit finer than the map-tiles to enable writing letters, arrows and so on.
- drawing lines, tracks or roads an... | [
{
"author": "",
"content": "Some links \n \n \n Planning : \n viewtopic.php?f=6&t=3616 Add a Planning Tool / construction planning \n viewtopic.php?f=6&t=4670 Scribbling around on the map \n viewtopic.php?f=6&t=12647 Custom Signs \n viewtopic.php?f=6&t=20530 Planning tool \n viewtopic.php?f=6&t=21043 F... | 5 | 2014-07-03T09:16:10-05:00 | |
forum-topic-121595 | 121595 | Compound conditions in train interrupts | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=121595 | lelick | Hi,
I'm not certain how to control priority of AND/OR operations (parenthesis basically). And also not sure how to read UI.
Attached (ignore station names) reads to me as A OR (B AND C AND D). I want to achieve (A OR B) AND C AND D.
Of course, as a workaround I could decompose it into two independent interru... | [] | 0 | 2024-11-15T09:37:08-06:00 |
forum-topic-121633 | 121633 | [2.0.15] Output calculation slightly off using modules | Won't fix. | https://forums.factorio.com/viewtopic.php?t=121633 | Sarion | What did you do?
The base production get calculated wrong in the game when it comes down to speed modules. Tested it in Assembler 3 and in Chemical Plants with 4 Speed modules and the receipe for batteries and for Laser Turrets
grafik.png (83.01 KiB) Viewed 394 times
grafik.png (76.26 KiB) Viewed 39... | [
{
"author": "",
"content": "Ref.: 122684",
"date": "2024-11-24T00:09:27+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report. I don't believe we will be doing anything about this. At some point the floating point number is converted into a string and if it's 1.49999... | 2 | 2024-11-15T14:24:26-06:00 |
forum-topic-88319 | 88319 | Version 1.0.01 of Yuoki Industries now available | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=88319 | ChurchOrganist | Version 1.0.01 of Yuoki Industries now available from the Github Repository.
You can download it here if you don't want to wait for YuokiTani to release it on the Mod Portal......
https://github.com/Yuoki-Industries/yuo ... ag/v1.0.01
This release......
Fixes a couple of bugs in the previous release.
Resets v... | [
{
"author": "ChurchOrganist",
"content": "Please be aware that the current mod portal versions of of 1.0.01 Yuoki Industries and 1.0.44 Yuoki Engines have been corrupted in some way. \n \nYuokiTani has been informed. \n \nBoth versions on Github are working - I suggest you download from there for the time b... | 2 | 2020-08-20T11:34:12-05:00 |
forum-topic-127484 | 127484 | Mod Water As A Resource | Mods | https://forums.factorio.com/viewtopic.php?t=127484 | medvedkun | https://mods.factorio.com/mod/WaterAsAResource
I searched the forum for this topic, but couldn't find it. I wanted to ask you to update this mod or make an analog for version 2.0. Or maybe there is already something similar, but I couldn't find it, tell me. Thanks | [
{
"author": "nethus",
"content": "It looks like the mod author just started on porting it to 2.0: https://mods.factorio.com/mod/WaterAsAR ... a68efd6530",
"date": "2025-03-14T19:52:14+00:00",
"quotes": []
}
] | 1 | 2025-03-14T04:49:56-05:00 |
forum-topic-87660 | 87660 | Release Candidates for Factorio 1.0 | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=87660 | ChurchOrganist | Release Candidates for the Factorio 1.0 edition of Yuoki Industries are now available from the GitHub Repository for....
Yuoki Industries - https://github.com/Yuoki-Industries/yuoki/releases
Yuoki Industries Engines (Addon) - https://github.com/Yuoki-Industries/yuo ... s/releases
See the changelogs (which now ... | [] | 0 | 2020-08-07T04:32:28-05:00 |
forum-topic-92534 | 92534 | "add wait condition" seems wrong | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=92534 | oleg4f | Hi.
In the train schedule we can see the button with the label "add wait condition". This label is misleading. Actually this is opposite meaning - "add departure condition" or something like this. | [
{
"author": "Kahnugo",
"content": "If there's no wait condition it doesn't wait. If there's no departure condition it still departs.",
"date": "2020-12-04T09:54:54+00:00",
"quotes": []
},
{
"author": "oleg4f",
"content": "There is no \"wait condition\". There are departure conditions wh... | 15 | 2020-12-04T03:38:19-06:00 |
forum-topic-50952 | 50952 | Compact 4.8 GW Nuclear Reactor - Page 2 | Energy Production | https://forums.factorio.com/viewtopic.php?t=50952&start=20 | Feltcherab | Super! I'm deploying it immediately!
Although for my taste there is a lot of unnecessary items, like walls, concrete and lasers, so laying it down will take a while. But the design looks so nice, it's worth the wait!
Your efforts are very much appreciated!! | [
{
"author": "Feltcherab",
"content": "Super! I've deployed it immediately yesterday evening! \n \nFor my taste, there is a lot of unnecessary items, like walls, concrete and lasers. Specifically the concrete is a huge load, like 6 cargowagons full of concrete It's almost worth while to setup it's own smal... | 17 | 2017-07-16T08:17:51-05:00 |
forum-topic-127537 | 127537 | What does science_pack_drain_multiplier do? | Modding discussion | https://forums.factorio.com/viewtopic.php?t=127537 | Holy-Fire | I looked at quality.lua in the quality mod, and it defines a science_pack_drain_multiplier for each quality level.
Is this what makes quality science packs have more science capacity? One would think so, but then the value for legendary, for example, should be 1/6, rather than 95/100.
Is this an additional reduct... | [
{
"author": "",
"content": "Its about lab quality and rate it consumes items.",
"date": "2025-03-16T01:38:03+00:00",
"quotes": []
},
{
"author": "Holy-Fire",
"content": "Ok, cool. Is this disabled in vanilla? Because it's not documented in-game or in the wiki.",
"date": "2025-03-16T0... | 3 | 2025-03-15T19:38:02-05:00 |
forum-topic-18183 | 18183 | Friday Facts #115 - The power switch | News | https://forums.factorio.com/viewtopic.php?t=18183 | The power switch in action and more: https://www.factorio.com/blog/post/fff-115 | [
{
"author": "mazetar",
"content": "Awesome!",
"date": "2015-12-04T15:25:06+00:00",
"quotes": []
},
{
"author": "Gouada",
"content": "Do you have an estimate of the .13 extra experimental release date? Also will there be a way to measure the electricity consumption graphs? \nKeep up the g... | 19 | 2015-12-04T09:08:41-06:00 | |
forum-topic-35324 | 35324 | New `bonus-equipment` type? | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=35324 | aubergine18 | Saw this mod just now: viewtopic.php?f=97&t=28434
Made me think, why isn't there a `bonus-equipment` type, which facilitates cumulative addition of one or more modifiers when added to an equipment grid.
List of modifiers that I'm aware of:
Code: Select all character_crafting_speed_modifier :: double [R]
chara... | [
{
"author": "Danielv123",
"content": "Similar to viewtopic.php?f=28&t=35589",
"date": "2016-11-07T21:20:53+00:00",
"quotes": []
},
{
"author": "fidgetwidget",
"content": "+1 to this!",
"date": "2016-11-08T00:14:55+00:00",
"quotes": []
},
{
"author": "Arch666Angel",
"... | 4 | 2016-10-27T13:22:08-05:00 |
forum-topic-127495 | 127495 | Return the space science packs back to the rocket silo | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127495 | datarza | One landing pad is not a good solution. It does not make possibility to build small factories completely based on science. Also, collecting 27,000 space packs in one place and transporting them over long distances is not what we expected from the update. What happens if I build a base that produces more than 27,000 pac... | [
{
"author": "pioruns",
"content": "You can immediately unload arriving science packs onto a belt using filter inserters, and load them into trains. You can even unload with a lot of inserters, from three sides of the landing pad (leaving one side for cargo space extenders), to give it massive unloading spee... | 3 | 2025-03-14T14:48:19-05:00 |
forum-topic-32225 | 32225 | Block A single side of belts. | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=32225 | ThermicKestrel | It would be cool if you could block a single side of belts. Like in a red bottle factory, you have a two belt setup in the middle, and you don't want your iron going all the way to the end, you could just block off the Iron. | [
{
"author": "TheVeteraNoob",
"content": "If you mean conveyer belts instead of rails that is totally possible with underground belts facing sideways. If you actually mean rails i have read your post 3 times and don't see what you want.",
"date": "2016-09-06T02:26:27+00:00",
"quotes": []
},
{
... | 17 | 2016-09-05T20:11:42-05:00 |
forum-topic-120315 | 120315 | Ability to rename a train group | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=120315 | danbopes | Currently if you edit the train group name, it will just change that single train, and you have to copy/paste the settings to all the other trains. It would be nice to have a way to rename a logistic group and have all the other trains use the new name. | [
{
"author": "Tertius",
"content": "That's already possible, press CTRL-ENTER instead of just enter to globally rename. CTRL-ENTER also works for many other renaming, for example for global train station rename.",
"date": "2024-11-08T08:54:55+00:00",
"quotes": []
},
{
"author": "gGeorg",
... | 2 | 2024-11-08T01:12:10-06:00 |
forum-topic-127402 | 127402 | [2.0.39] [SA] Controller scroll not working in remote view | Technical Help | https://forums.factorio.com/viewtopic.php?t=127402 | deeznutz | Hey - love your work!!!!
Bug is self explanatory, the scroll bar is not working when scrolling through Surfaces in Remote View. Using a controller (ik, idiot... but an idiot with RSI, and love for my factory...) | [] | 0 | 2025-03-11T16:31:11-05:00 |
forum-topic-90366 | 90366 | Old Propaganda from the Biter Wars | Fan Art | https://forums.factorio.com/viewtopic.php?t=90366 | landmine752 | I tried my hand at making some posters fashioned after World War 2 propaganda.
(Source)
Titled "The Factory Must Grow" after the popular saying among players, these 3 posters were inspired by WW2 designs that you would have seen around, notably the artist Bert Thomas. I added the idea of "The Biter Wars" to all... | [
{
"author": "Gamatron332",
"content": "Please move this too the general for a bit! I believe not to many people scroll down enough to see this but it’s amazing! Are you planning to do anymore? Trains! Omg trains are gonna be good in a poster...",
"date": "2020-10-15T22:44:38+00:00",
"quotes": []
}... | 9 | 2020-10-13T19:43:58-05:00 |
forum-topic-126331 | 126331 | Parallel auto malls? | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=126331 | DimLemon | Do you think it is possible to create independent auto malls working in parallel with different recipes by listening to the selector combinator?
I tried to implement this by listening to index 0 by the production block, deleting the signal after memorizing it and transmitting the listening to the next production blo... | [
{
"author": "Tertius",
"content": "Not sure what auto mall you're referring to, so it's not clear what you mean with your details. \n \nIn general it seems you're trying to build a mall with dynamic recipe allocation with more than 1 assembling machine, and all assembling machines should pick different reci... | 2 | 2025-01-25T16:06:59-06:00 |
forum-topic-7717 | 7717 | Can the player be killed by train? (Train kills?!) ☸ - Page 4 | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=7717&start=60 | FalcoGer | I guess you can build a convoluted system with the pressure plate mod and the smart belt mod that includes rail signals that are switchable by logic wire...
Then again, there should be a way to manage railways. I mean this guy can build rocket silos, laser turrets and oil refineries. What's the problem building a brid... | [
{
"author": "MalcolmCooks",
"content": "All you need: train horns and whistleboards \nWhistleboards are placed next to the track, like signals. When the train passes a whistleboard, it sounds its horn. Since trains travel very fast, the horn needs to be audible from a lot farther away than most other in-ga... | 19 | 2014-12-31T08:38:44-06:00 |
forum-topic-5486 | 5486 | Web based translations | Translations | https://forums.factorio.com/viewtopic.php?t=5486 | The factorio translations are now moved to crowdin, currently running in kind of test mode.
You can see the project and contribute to it here: https://crowdin.com/project/factorio
The old system is on hold now and we look forward to deleting all the git repositories once Crowdin proves to work without problems.
M... | [
{
"author": "Vitduo",
"content": "So... \n__ENTITY__solar-panel__ works but __ENTITY__solar-panel2__ doesnt work (in the vanilla game), right?",
"date": "2014-08-22T09:25:39+00:00",
"quotes": []
},
{
"author": "",
"content": "Exactly.",
"date": "2014-08-22T09:38:35+00:00",
"quot... | 19 | 2014-08-21T17:49:17-05:00 | |
forum-topic-87154 | 87154 | Productivity modules ignoring productivity rules. | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=87154 | Codec | As you can see here I can put all of the productivity modules in recipes that i should not be able to. This only happens on vanilla bindings.
This is on factorio 0.18.36 and Yuoki Industries 0.8.91 with no other mods. | [
{
"author": "ChurchOrganist",
"content": "Indeed - Yuoki modules don't obey the same rules as their Vanilla counterparts. \n \nI'm not sure whether this is by design or not - Yuokitani?? \n \nWhat do the rest of the community think - should this be changed??",
"date": "2020-07-28T17:41:49+00:00",
"q... | 10 | 2020-07-25T18:48:29-05:00 |
forum-topic-115901 | 115901 | [Raiguard] [1.1.110] Removing a tab unexpectedly combines tab content | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=115901 | Oarc | Test setup:
Code: Select all local tabbed_pane = game.player.gui.top.add{type="tabbed-pane", name="tabbed_pane"}
local tab1 = tabbed_pane.add{type="tab", caption="Tab 1", name="tab_1"}
local tab2 = tabbed_pane.add{type="tab", caption="Tab 2", name="tab_2"}
local tab3 = tabbed_pane.add{type="tab", caption="Tab 3", na... | [
{
"author": "",
"content": "Thanks for the report, this has been fixed for the 2.0.33. \n \nRemoving a tab will auto-update the selected_tab_index, and I also made the behavior more intuitive; it will only decrement the index by 1 if the removed tab is <= the selected tab, otherwise it will leave it untouch... | 1 | 2024-10-12T20:15:32-05:00 |
forum-topic-117873 | 117873 | [raiguard] [2.0.11] Application displays a Wayland default icon | 1 / 0 magic | https://forums.factorio.com/viewtopic.php?t=117873 | Lunar3098 | When using the Wayland graphics driver, Factorio displays the default Wayland icon in the taskbar/panel instead of Factorio's icon.
To reproduce:
1. Ensure the game is configured to use the Wayland driver.
2. Launch the game on a Wayland desktop session.
Expected results:
The application displays its normal ... | [
{
"author": "",
"content": "Does this still occur? It's possible that updating SDL will have fixed this.",
"date": "2024-12-06T23:33:43+00:00",
"quotes": []
},
{
"author": "",
"content": "I have tested the standalone and steam versions on Plasma 6.2.4 and the application icon appears cor... | 2 | 2024-10-27T03:27:50-05:00 |
forum-topic-32367 | 32367 | Mod's dosent work? | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=32367 | Zuzixma | Hello,
My Factorio's Version 0.13.17
I tried to install the mods "Rail Tanker" and "fluid Barrel".
Unfortunately this does not work.
Seeking a mod allows me to transport water without having to use the tubes.
Are the Mods incompatible with my Factorio or am I too stupid to install this right?
"The game is F... | [
{
"author": "PantherX",
"content": "Are you downloading the 0.13 versions of the mods? (Look at the Downloads tab on the mods page and check \"Game Version\"). If you download the 0.14 versions, you won't be able to use them on your game.",
"date": "2016-09-10T02:46:53+00:00",
"quotes": [
{
... | 2 | 2016-09-08T10:10:02-05:00 |
forum-topic-112852 | 112852 | Programmable Speaker Improvements | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=112852 | Illiander42 | TL;DR
Add the following to the programmable speaker:
Toggle option to stop sound as soon after the control signal stops as possible. (Ideally within a tick or two)
Control signal option for volume.
Volume control signal changing effects the currently playing sound, not just future sounds from the speaker.
Also... | [
{
"author": "Tertius",
"content": "Add to the list:\n Show the circuit network connection icon in the top right corner, if the speaker is connected to the circuit network. It's missing. Currently it's not possible to see in the speaker's GUI if a speaker is connected or not, and to what network id's it is c... | 19 | 2024-04-03T11:59:01-05:00 |
forum-topic-14024 | 14024 | Travel over Water: Boats, Ships, Canus / Bridges / Tunnels | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=14024 | valkyre | See the link-list at end of this page -- ßilk
I made a search but could not find anything.
BOATS!
Ship goods across water.
That's it
/Marcus | [
{
"author": "PTR2013",
"content": "I think this has been suggested multiple times, and most people seem to like stuff like boats and other things to interact with water. \n \nIm fully supporting the idea of boats.",
"date": "2015-07-25T13:20:19+00:00",
"quotes": []
},
{
"author": "bobucles",... | 16 | 2015-07-24T16:55:38-05:00 |
forum-topic-121417 | 121417 | Internal name question about Fulgora tiles (Fulgoran). | General discussion | https://forums.factorio.com/viewtopic.php?t=121417 | Sworn | Just wondering, why Fulgora tile are called "Fulgoran"?
Was like an possible name that got changed?
Just curious | [
{
"author": "MeduSalem",
"content": "The \"n\" in Fulgoran is probably just an adjectival suffix to describe that the tiles belong to Fulgora. \n \nJust like Earth->Earthan. Or Mars->Martian.",
"date": "2024-11-14T13:29:48+00:00",
"quotes": []
},
{
"author": "Sworn",
"content": "Hmm, int... | 2 | 2024-11-14T07:07:11-06:00 |
forum-topic-121225 | 121225 | [2.0.17] Rocket silo visually clipping through built rockets | Won't fix. | https://forums.factorio.com/viewtopic.php?t=121225 | Bag o Walnuts | What did you do?
After creating rockets in rocket silos, I looked at them.
What happened?
A line appeared to clip through the rockets, both while inactive and while launching. The line stayed 'stuck' to rocket silo and did not move up with the rockets when launching.
What did you expect to happen instead?
I... | [
{
"author": "",
"content": "If you can still reproduce this, can you provide a screenshot with the \"show-detailed-info\" option in the Debug settings (F4) menu enabled? \n \n \n \n Screenshot 2024-11-13 at 17.03.58.png (5.76 MiB) Viewed 700 times",
"date": "2024-11-13T16:05:33+00:00",
"quotes": []
... | 6 | 2024-11-12T22:07:53-06:00 |
forum-topic-29239 | 29239 | Factorio Forums • Mod overhaul modpack, 12.x | After looking through the forums and finding every mod I like I have created a mess of a mod pack that I'm not sure what to call.
The point of this mod pack is to take all the mods I like and remove features that I don't like. (or add new ones)
While a lot of things are still being edited/changed I thought I would ge... | [] | 0 | ||||
forum-topic-33341 | 33341 | Factorio Forums • on_player_crafted_item: add recipe | i would require a way to find out what recipe was used on crafting an item (one that is much more efficient then searching through all recipes, even more since the the possibility to have more then one recipe for a certain item exists - due mods adding recipes for example ),
It would be really nice to have this add... | [
{
"author": "",
"content": "But thats not possible if items were to stack. Or there are multiple recipes to create one item (petrol for example)",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Added for 0.15.",
"date": "",
"quotes": []
}
] | 2 | ||||
forum-topic-104840 | 104840 | Alien Factory MOD Chinese tool | Mod and installation managers | https://forums.factorio.com/viewtopic.php?t=104840 | zhuying | Alien Factory MOD Chinese tool
异星工厂MOD汉化工具.zip
(2.89 MiB) Downloaded 171 times
open source website:
https://gitee.com/elysiumworks/ElyTrans ... tee_search
Sosciencity [WIP] https://mods.factorio.com/mod/soscienci ... 49dc5cc6a0
translate
ZH-CN.zip
(37.45 KiB) Downloaded 150 times | [
{
"author": "zhuying",
"content": "$48ILT~]U39PYMBQ_B4ZIKP.png (85.27 KiB) Viewed 1782 times \n \n \n \n \n \n $O~TD4RB1~KPIF8DN`N6LB5.png (168.08 KiB) Viewed 1782 times \n \n \n \n \n \n 1}0M3MPE96DHBIQ8W]RXT2C.png (360.91 KiB) Viewed 1782 times",
"date": "2023-01-15T12:53:21+00:00",
"quotes": [
... | 1 | 2023-01-15T06:40:01-06:00 |
forum-topic-92560 | 92560 | [1.1.5] Desync in modded game | Desyncs with mods | https://forums.factorio.com/viewtopic.php?t=92560 | TaelBE | I would post in the modded desyncs subforum, but I have no post permissions there it seems. So if a mod would want to move the thread there please.
https://drive.google.com/drive/folders/ ... sp=sharing
Game I've been playing for a while now letting it run on a server. Had no problems until today, after I upgrad... | [
{
"author": "TaelBE",
"content": "OK, so it's probably my fault, although I don't see how it could've happened. \n \nSince autodeconstruct was not updated for 1.1 yet, I had tested it by just modifying it to say version 1.1 in the info.json. In doing that, I also upgraded the version number (probably should... | 1 | 2020-12-04T10:07:45-06:00 |
forum-topic-109648 | 109648 | Suggestion: Add LuaEntity: get_all_request_slot() | Already exists | https://forums.factorio.com/viewtopic.php?t=109648 | phidias0303 | Instead of looping every slot in Lua, maybe we can have something that doesn't need to.
it can be like {slot: item}, like {1: IronPlate, 2: CopperPlate} ...
So you can use the result to change the set request slot. | [
{
"author": "",
"content": "That already exists under LuaLogisticPoint::filters (read), you just need to obtain LuaLogisticPoint from LuaEntity by using LuaEntity::get_logistic_point (method)",
"date": "2023-11-11T10:21:31+00:00",
"quotes": []
},
{
"author": "phidias0303",
"content": "ok... | 2 | 2023-11-10T21:39:00-06:00 |
forum-topic-125755 | 125755 | [Request] TechnologyTrigger extension | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=125755 | Tiaronus | Hello everyone!
(English is not my native language)
First of all I want to thank dev team for this amazing adventure called "Space Age"
After I've finished my vanilla run (some qol mods doesn't count) some idead were born in my head, however I've stuck due to some limitations.
I want to request Techno... | [
{
"author": "protocol_1903",
"content": "Hey! Cool request, but this is for mod requests. Modding interface requests should go here",
"date": "2025-01-15T00:30:28+00:00",
"quotes": []
},
{
"author": "Tiaronus",
"content": "Thanks for the tip. I'll duplicate my request there too...",
... | 2 | 2025-01-08T23:13:12-06:00 |
forum-topic-121494 | 121494 | [2.0.15] Disabled inserters holding item will still insert into train car | Duplicates | https://forums.factorio.com/viewtopic.php?t=121494 | lazrfloyd | I have inserters at a loading station disabled through a circuit condition. They will only enable when a train is sitting at the station and only if the train id does not match my "personal" train. I wanted to be able to stop at stations without having to worry about accidentally loading my train with unwanted items.
... | [
{
"author": "robot256",
"content": "Duplicate, said to be \"not a bug\" in 2019 67508",
"date": "2024-11-14T22:23:53+00:00",
"quotes": []
},
{
"author": "MechBFP",
"content": "It’s not so much as “not a bug” as much as “doing the opposite causes other problems as well”.",
"date": "2... | 13 | 2024-11-14T16:01:40-06:00 |
forum-topic-125211 | 125211 | Blueprint BOM paste into a Logistic Group | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=125211 | Fatmice | TL;DR
Copy/paste blueprint BOM (Bill of Material) into a logistic group
What?
Dragging a blueprint into a logistic group should transfer its BOM into the group
Why?
Why not? It is very error prone if not tedious and infuriating to specify each and every item of the blueprint to be ordered for shipping via the ... | [
{
"author": "",
"content": "viewtopic.php?p=652554#p652554",
"date": "2024-12-27T18:33:39+00:00",
"quotes": []
},
{
"author": "Fatmice",
"content": "It works! \n \nThank you. Can be moved to implemented!",
"date": "2024-12-27T18:53:28+00:00",
"quotes": []
}
] | 2 | 2024-12-27T12:31:37-06:00 |
forum-topic-53451 | 53451 | Mod Activation Changer - MAC | Mod and installation managers | https://forums.factorio.com/viewtopic.php?t=53451 | MineGame159 | I am created program called Mod Activation Changer - MAC.
Download:
https://mega.nz/#!w8FRTAQR!Fccc_A2iaeuG ... XE44qp-vL0
Help:
Save:
When you write name it in "Documents/Factorio MAC" create folder with that name and in this folder is copy of mod-list file.
Load:
When you write correct name it delet... | [] | 0 | 2017-10-17T08:25:49-05:00 |
forum-topic-109072 | 109072 | Giga-factory v1.0 (screenshots 1.2 Gb ! ) | Medium/Big/Gigantic Sized Structures | https://forums.factorio.com/viewtopic.php?t=109072 | Anlide | Hello everyone, I've played Factorio for 10,000 hours according to the Steam. Of course, this is not all gaming time, it’s just that the computer is turned on.
I want to share all the blueprints that I have, but keep GameSave to myself. However, I can show you in the screenshots what my factory looks like.
I guess ... | [
{
"author": "Anlide",
"content": "------ Petroleum products ------ \nWhat should the entire petroleum products production system look like within the concept of this plant? \nGas consumers: sulfur, plastic \nDiesel consumers: rocket fuel \nFuel oil consumers: lubricant \n \nLubricant is needed in very small... | 7 | 2023-10-06T10:40:23-05:00 |
forum-topic-117333 | 117333 | Factorio Windows 11/ARM64 Version | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=117333 | ASayre | For performance reasons, are there plans to release a Windows 11/ARM64 build of Factorio / Space Age? I have one of the newer Microsoft Surface laptops, which is ARM based ( https://learn.microsoft.com/en-us/surfa ... ce-arm-faq ), and would love a Windows/ARM version of factorio so it doesn't have to go through the... | [
{
"author": "",
"content": "Supporting a new platform is a big challenge. We are constantly re-evaluating this. While it's unlikely we will support Windows ARM soon, I'm still going to ask to get an idea: can anybody recommend us specific Windows ARM server hardware that we could build and test on?",
... | 3 | 2024-10-24T22:29:50-05:00 |
forum-topic-125012 | 125012 | Add the ability to place different turrets with different types of attacks in the "artillery-wagon" prototype: "projecti | Won't implement | https://forums.factorio.com/viewtopic.php?t=125012 | Keysivi | Request to add the ability to place different turrets with different attack types in the "artillery-wagon" prototype: "projectile", "beam" or "stream"
At one time I managed to visually place a "gun-turret", in the "artillery-wagon", by replacing the sprites and replacing the "artillery-wagon-cannon" prototype with ... | [
{
"author": "",
"content": "Sorry, but no. The artillery turret and wagon are specifically implemented with artillery logic in mind. To work otherwise would require a full re-write of their logic with a lot of performance heavy logic every time they move which is way outside what I'm willing to support modd... | 3 | 2024-12-23T08:30:59-06:00 |
forum-topic-127437 | 127437 | [2.0.39] Starting Tungsten Patch size not affected by size setting | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127437 | kuviman | When creating game, in resources settings, changing Tungsten ore size setting does not affect the starting patch.
It does affect all the other patches, only the starting one stays same size | [
{
"author": "",
"content": "Is this modded? Afaik there should be no tungsten in the starting area at all.",
"date": "2025-03-12T18:15:12+00:00",
"quotes": []
},
{
"author": "Muche",
"content": "Based on the comment in planet-vulcanus-map-gen.lua \n Code: Select all name = \"vulcanus_s... | 3 | 2025-03-12T13:02:39-05:00 |
forum-topic-127367 | 127367 | Allow Parameterization of the Constant Value in the Decider Combinators Output | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127367 | samikool | Allow Parameterization of the Constant Value in the Decider Combinators Output
I know this just got added in the latest experimental build, so possible this is already in the pipeline, but I wanted to bring it up.
After the recent patch we can now specify a value for the signal being output by a decider combinato... | [] | 0 | 2025-03-09T19:10:39-05:00 |
forum-topic-58862 | 58862 | [MOD 0.17.x] pY HighTech | PyMods | https://forums.factorio.com/viewtopic.php?t=58862 | pyanodon | Description:
Rebuild the entire circuits and electronics chain.
Add megastructures that will help if you research for them.
Add new buildings, recipes and resources.
Rebuild high tech and space science.
Not compatible with Bobs
As usual, all pY mods are compatible.
This... | [] | 0 | 2018-03-19T15:49:33-05:00 |
forum-topic-126050 | 126050 | Incorrect Energy Source types are confusingly errored when only Electric is valid | Documentation Improvement Requests | https://forums.factorio.com/viewtopic.php?t=126050 | PennyJim | There's a number of prototypes that expect only an ElectricEnergySource, which is fine. My problem is that the error messages will complain about missing usage_priority before it'll mention that the type is incorrect.
The golden solution would be to complain that the incorrect type of EnergySource was given (like it... | [
{
"author": "protocol_1903",
"content": "+1",
"date": "2025-01-16T23:46:35+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "This belongs in bug reports.",
"date": "2025-01-17T00:51:14+00:00",
"quotes": []
},
{
"author": "PennyJim",
"content": "Maybe it doe... | 3 | 2025-01-16T17:42:09-06:00 |
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