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forum-topic-175
175
Epic: being a rich guy (being "rich": more enjoyable)
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=175
MatLaPatate
So, as the title said, I'm not suggesting something specific here. I'm just saying that the game need something more: the satisfaction of being "rich". I mean, I think players should have something very expensive they would like to get. I also think some machines should be more expensive ... Why ? Because for now, you'...
[ { "author": "", "content": "I understand and This is something we think about as well.", "date": "2013-02-19T20:29:50+00:00", "quotes": [] }, { "author": "", "content": "Revisiting old threads... \n \nWe know meanwhile, that this is planned. \nFor me this is part of the epic, where the p...
15
2013-02-19T11:34:11-06:00
forum-topic-25782
25782
Improvements of the Graphical User Interface (GUI)
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=25782
Related Lists viewtopic.php?f=80&t=307 Gamepad/controller support (also keybinding) viewtopic.php?f=80&t=327 World Names (Configurable additional filename chars) viewtopic.php?f=80&t=5244 ESC Button to exit from map viewtopic.php?f=68&t=8954 Double clicking mod doesn't enable/disable it viewtopic.php?f=...
[ { "author": "timesinker", "content": "there are some guy-related things that really annoy me : \n \nthe research gui should disappear as soon as research is finished ( might get obsolete with infinite research ) \n \n the minimap should be easily togglable (?) to give more room for the logistic network inf...
2
2016-05-27T07:41:23-05:00
forum-topic-118223
118223
[2.0.11] Decider combinator condition becomes green when the condition isn't met
Duplicates
https://forums.factorio.com/viewtopic.php?t=118223
ElderAxe
weird logic.gif (1.03 MiB) Viewed 783 times This logic doesn't work correctly. third option should be green when 1 signal equals zero. But it works on opposite case. It works when 1 is NOT zero. This is the combinator: 10-28-2024, 22-55-36.png (449.45 KiB) Viewed 783 times This is the blueprint fo...
[ { "author": "robot256", "content": "Replicated on 2.0.21, but probably not a bug. This is the result of the time delay present in the drawing of the condition highlight effect, which seems to update after the signal is stable for one second. They are updated at a slower rate than the signals themselves to...
7
2024-10-28T14:58:19-05:00
forum-topic-125014
125014
Requesting a separate setting for roboports to output active robots by type.
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=125014
mooklepticon
I asked if this was possible, here - viewtopic.php?f=18&t=124911&p=654623 but didn't get much notice. Summary - please give roboports functionality to read active bot stats by item, not just total count. What and why? - I'd like to be able to up cycle my robots if I have excess. I can do this with stored...
[ { "author": "bluss", "content": "I think you can solve this more or less by existing methods. \n \nRequest 10 normal construction bots in the roboport. If number of total bots > 100, grab those 10 bots and recycle them. That ensures a reserve. \nIf you just want to know total count of bots, request 0 of eac...
1
2024-12-23T08:45:58-06:00
forum-topic-113906
113906
GOG store main screenshot is outdated
Spread the Word
https://forums.factorio.com/viewtopic.php?t=113906
AdamK
In GOG store, main screenshot (on the top of produt page https://www.gog.com/en/game/factorio ) is seriously outdated.
[ { "author": "Gummiente27", "content": "yep", "date": "2024-12-29T21:42:40+00:00", "quotes": [] } ]
1
2024-06-17T15:07:51-05:00
forum-topic-93136
93136
[MOD 1.1] Sea Block Pack 0.5.16 - Page 4
Mods
https://forums.factorio.com/viewtopic.php?t=93136&start=60
KiwiHawk
In FNEI, the header text will either green (available), red (not researched), or gray (hidden). If the header text is red but there's no tech listed at the bottom, then there's no way to research the recipe and you can ignore it. FNEI used to have a setting (enabled by default) to hide unreachable recipes like the o...
[ { "author": "bobDoesThings", "content": "Thanks for that explanation. Perhaps another easy one: why does FNEI show me 10 recipes for steam, none of which I have the tech for, but doesn't show the one I can do - Boiler plus water?", "date": "2021-06-09T19:28:49+00:00", "quotes": [] }, { "auth...
19
2020-12-15T16:50:11-06:00
forum-topic-18034
18034
Factorio Forums • gorre9090's Ultimate Mod Pack
A lot of mods in here, pulled from all different sections of the forum, updated and made compatible. Some mods made by me. You can find the git link here: https://github.com/gorre9090/gorre9090sUltimateModPack just hit Download Zip.
[ { "author": "", "content": "Upgraded to revision 73 aka Version 4", "date": "", "quotes": [] }, { "author": "", "content": "Tried this tonight and it seems like there are too many conflicts. Duplications all of the place, and when I try to clean water with the dytech mod, despite having ...
2
forum-topic-21742
21742
Factorio Forums • [0.12.X] Biter-Friendly Rails
Description: A simple mod that makes rails no longer considered to be built by a player, causing biters to completely ignore them. Intended to be used with RSO and Misanthrope , so that rail maintenance isn't a chore with the increased biter aggression. Biters will chase after trains that go past, and will still...
[ { "author": "", "content": "very good and correct mod \nRails and stops are not edible", "date": "", "quotes": [] }, { "author": "", "content": "Stops are still edible, the gif didn't properly show that off.", "date": "", "quotes": [] }, { "author": "", "content": "Ma...
19
forum-topic-112770
112770
Add LuaItemPrototype.effect
Already exists
https://forums.factorio.com/viewtopic.php?t=112770
mrvn
TL;DR Add the effect table from ModulePrototype to LuaItemPrototype. What ? In the data phase modules have an effect table detailing what effects the module item has. In the game phase modules use the LuaItemPrototype class and the effect table is unavailable. Add the table when the item is a module. Why ? I cal...
[ { "author": "", "content": "Already exists. https://lua-api.factorio.com/latest/cla ... le_effects", "date": "2024-03-29T13:15:25+00:00", "quotes": [] }, { "author": "mrvn", "content": "Thanks. \n \nBut why, Why, WHY rename the field between the data and game stage?", "date": "2024-...
3
2024-03-29T08:07:35-05:00
forum-topic-127446
127446
[boskid][2.0.41] Ticks in wait condition: "Damage taken"
Resolved for the next release
https://forums.factorio.com/viewtopic.php?t=127446
cyx2020f
03-13-2025, 07-23-35.png (57.95 KiB) Viewed 194 times It should use a different locale key, like "Damage in wait condition __1__".
[ { "author": "", "content": "Thanks for the report. I was aware of this when 2.0.41 was being released but i had to solve some extra problems with locale. This will be fixed as part of larger set of locale fixes with wait conditions in 2.0.42.", "date": "2025-03-13T14:49:13+00:00", "quotes": [] } ]
1
2025-03-12T18:25:03-05:00
forum-topic-114257
114257
Friday Facts #419 - Display Panel & Inserter pickup fixes - Page 6
News
https://forums.factorio.com/viewtopic.php?t=114257&start=100
GregoriusT
remember, the Factorio Engineer is filling out almost an entire Tile worth of space, so a 2x2 or 3x3 TV would still be within the realms of realism.
[ { "author": "adam_bise", "content": "*yawn* \n \n*clicks FFF* \n \nrrrrRRRRRRRRGAH!!! Still no new military targets reveal!! \n \n\"Beyond Frustrating\"", "date": "2024-07-15T22:25:13+00:00", "quotes": [] }, { "author": "EustaceCS", "content": "One step closer to running Doom inside van...
19
2024-07-12T06:00:03-05:00
forum-topic-122577
122577
[2.0.21] Desync
Desyncs with mods
https://forums.factorio.com/viewtopic.php?t=122577
Szentigrade
Steps to reproduce: 1. Load this save in multiplayer. https://drive.google.com/file/d/1vXPimj ... sp=sharing 2. 1st join on startup works 3. reconnect to mp server 4. desync
[ { "author": "robot256", "content": "Please follow the desync reporting instructions 53851 and make your filesharing link publicly accessible.", "date": "2024-11-23T02:45:51+00:00", "quotes": [] }, { "author": "Szentigrade", "content": "should be fixed", "date": "2024-11-23T03:08:42...
3
2024-11-22T20:24:05-06:00
forum-topic-13562
13562
[MOD 1.1] Natural Evolution - All things Alien!
Mods
https://forums.factorio.com/viewtopic.php?t=13562
TheSAguy
NE_Logo.png (89.75 KiB) Viewed 49655 times Description / Info: This MOD will make the game harder! Focus on Weapons research and getting good defenses up! This MOD adds and tries to manage the following areas of the game better: - New Enemy Units - Enemy spawners - Enemy expansion criteria - It also give...
[ { "author": "TheSAguy", "content": "Got it up and running for Version 0.12, \nPlease let me know if anyone has any errors, I have not thoroughly tested it yet. Don't have the time right now.", "date": "2015-07-17T22:35:56+00:00", "quotes": [] }, { "author": "Airat9000", "content": "link?...
19
2015-07-17T17:35:16-05:00
forum-topic-119727
119727
Assembling Machine circuit control should select the highest valid signal
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=119727
Gergely
What? Assembing Machine's "Set recipe" should set recipe based on the highest valued positive valid signal . Why? Currently recipes are set based on "first valid signal" which can be counterintuitive sometimes. There is also little practical benefit to this system. See an example This assembling machine uses the...
[ { "author": "clarity", "content": "That is not how filter inserters work. Just like assemblers, they do not prioritize higher values (see attached pic) but go by the order the signals appear in crafting menu. \n \nAny reason why you wouldn't use the selector combinator to achieve what you want?", "date...
2
2024-11-04T05:45:25-06:00
forum-topic-108908
108908
Version 1.1.92
Releases
https://forums.factorio.com/viewtopic.php?t=108908
Minor Features Added a notification when a technology is researched. Added /enable-research-queue console command to enable the research queue without disabling achievements. Changes The research queue is enabled by default for new games. Bugfixes Fixed that pumpjacks would not show the correct st...
[ { "author": "_CodeGreen", "content": "Can't wait for the onslaught of posts praising the research queue change...", "date": "2023-09-25T19:40:59+00:00", "quotes": [] }, { "author": "ickputzdirwech", "content": "Introducing stuff from the FFF before 2.0! You are spoiling us!", "date":...
17
2023-09-25T14:37:49-05:00
forum-topic-87564
87564
More visibility with Electric Miners - Page 2
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=87564&start=20
NotRexButCaesar
They changed anyway, so it doesn’t matter
[ { "author": "varundevan", "content": "In the very old iners , if you look , you could see the miners that are working and the miners that don't (the front and back movement is so easier to distinguish) and that helped me to design better mining system. \n \nthe new miners have lights and that can be seen b...
5
2020-08-04T16:33:01-05:00
forum-topic-106779
106779
[1.1.85] Inserters get stuck when transferring stuff between containers with mixed filters
Not a bug
https://forums.factorio.com/viewtopic.php?t=106779&p=586423
Suslik
This is an old issue and not specific to any of the newer versions as far as I know. Imagine you have two cargo wagons. Each wagon has filters set up, where one slot is reserved for copper plates and one slot is reserved for iron plates, all other slots are disabled. The first wagon is full (with one full stack of c...
[ { "author": "", "content": "Thanks for the report however this is not a bug. The inserter will never grab an item if at least some part of it will not fit into the destination. However It will grab as much as it can up to the stack size limit of the inserter each swing. If not all of those items will fit th...
5
2023-06-23T00:28:31-05:00
forum-topic-126646
126646
mod_gui without children
Modding help
https://forums.factorio.com/viewtopic.php?t=126646
kurtzilla
My mod uses mod_gui and I place button elements in the top gui - button_flow There are cases where I would like to have the ability to toggle the display of my mods buttons and I have that worked out ...Except, when I turn my mod's display (mod.destroy()) I am left with essentially, a top gui artifact. The empty fr...
[ { "author": "yaim904", "content": "Hi, can you share the code to do some tests? \nIt doesn't have to be everything, just the essentials.", "date": "2025-03-14T18:07:35+00:00", "quotes": [] } ]
1
2025-02-06T17:53:34-06:00
forum-topic-124651
124651
Several railgun issues, and a fix for them
Balancing
https://forums.factorio.com/viewtopic.php?t=124651
CyberCider
TL;DR The railgun damage tech is useless past the first few levels, and railguns can oneshot demolishers far too easily with no upgrades. Giving railguns finite piercing power dependant on their damage would fix both of these problems. The problems 1) Railguns oneshot even the biggest demolishers with only a few d...
[ { "author": "jaylawl", "content": "A handheld railgun on Vulcanus feels like a modded in / cheat-code style weapon. It doesn't feel right to one-shot and pop these formerly terrifying creatures out of existence in a single shot. It feels completely wrong.", "date": "2024-12-18T12:15:15+00:00", "quot...
8
2024-12-18T03:07:21-06:00
forum-topic-108611
108611
Friday Facts #375 - Quality - Page 39
News
https://forums.factorio.com/viewtopic.php?t=108611&start=760
mmmPI
According to your approach, the reactor takes 8 second to build, therefore 1 assembly can build 7.5 per hour, meaning 1500 reactor during a 200 hour long game, and if you take 3% that still amount to 450 reactors. If you have legendary quality module, that still represent 25% that are legendary, so 112.5 right ? I d...
[ { "author": "computeraddict", "content": "You're still not thinking about it the right way. We're talking about production of infrastructure, not SPM. The question to ask is how long does it take to produce the infrastructure we want? We obviously can't make use of infinite amounts of infrastructure, so the...
19
2023-09-08T06:00:03-05:00
forum-topic-72661
72661
tutorial feedback
Campaign / Scenario suggestions
https://forums.factorio.com/viewtopic.php?t=72661
aeshar
Hello, I recently introduced a friend to Factorio, and I watched her play the tutorial. I wanted to report somewhere what was unintuitive/harder than what it should be. I'm not sure if it's the right place, please move this post as needed. - First of all, the order of the objective is confusing. Usually, we read to...
[]
0
2019-06-28T15:19:28-05:00
forum-topic-109334
109334
[DE/ENG] - 🚀 Factorio Birthday Special with Nils on a Deathworld 🚀 17.11.2023
Multiplayer
https://forums.factorio.com/viewtopic.php?t=109334
Koenigsleon
Factorio Birthday Special with Nils on a Deathworld Dear friends and gamers, To celebrate my 35th birthday, I'm inviting all of you to a special Factorio event. Let's take inspiration from the impressive image and immerse ourselves in the world of Factorio, challenging ourselves with a Deathworld setting. W...
[ { "author": "Koenigsleon", "content": "Server is in Working: 5.83.173.55:10770 \nExperimental an PW: 35 \nWith Mods/ Deathworld \n \nThanks for Joining", "date": "2023-11-17T14:43:21+00:00", "quotes": [] }, { "author": "Koenigsleon", "content": "We only as 12 Members ( Only Friends) . An...
3
2023-10-24T01:01:42-05:00
forum-topic-32593
32593
Yuoki Tech Tree Mod
Yuoki Industries
https://forums.factorio.com/viewtopic.php?t=32593
Peppe
I put together a mod to make a tech tree out of the Yuoki Industries and Engines Addon. The techs have generally a small cost as they likely depend on a vanilla tech already reasonably balanced. I find it a useful roadmap even knowing the mod well. The tech tree let's me know easily when a world can make the jump...
[ { "author": "Ratzap", "content": "I used the tech tree mod for a while and it did help me clear up in my mind how things work together. \n \nI built normally first and got all the green science done, that gave me a good base to get going. Factorissimo is great for parcelling up functions like hybrid fuel ma...
6
2016-09-13T09:14:01-05:00
forum-topic-127458
127458
(2.0.39) screen freezes after 1-2 minutes
Pending
https://forums.factorio.com/viewtopic.php?t=127458
kukuk
After several attempts to download the update to 2.0.39, some mods are deleted during "Sync and Download." After starting the game, the screen freezes after 1-2 minutes.
[ { "author": "", "content": "So just starting factorio will result in it freezing after 2min?", "date": "2025-03-13T10:17:18+00:00", "quotes": [] }, { "author": "kukuk421", "content": "My approach: \n- Launch Factorio in Steam (Image 1) \n- Load saved version 2.0.39 (Image 2) \n The scre...
3
2025-03-13T04:56:53-05:00
forum-topic-116765
116765
Factorio Installs - mulltiple versions
Technical Help
https://forums.factorio.com/viewtopic.php?t=116765
Thayler
Hope Im not njust being dumb but is it possible to preserve your existing version of the game (Im using 1.110). Ive purchased 2.08 with Space Age and Id like to make a separate install if possible to be able to migrate old designs. Thanks in advance Thayler
[ { "author": "", "content": "Yes you can download previous versions from our website.", "date": "2024-10-23T06:07:42+00:00", "quotes": [] }, { "author": "Thayler", "content": "DIdnt quite explain myself properly. Yes im aware of downloading prior versions but what id like to do is instal...
5
2024-10-22T22:00:37-05:00
forum-topic-68142
68142
[Request] Alien-stone hybrid walls
Texture Packs
https://forums.factorio.com/viewtopic.php?t=68142
vedrit
Hi all, I'm back again! I've been working on my mod some more and with the new wall textures, the ones I was using don't really fit anymore, so if anyone would like a challenge, I would love for some art for my mod Alien Walls. For now, I'm primarily concerned about the walls and gates, but there's a a few other icons...
[ { "author": "vedrit", "content": "I've recently re-colored the vanilla wall/gate images to get my mod more up-to-date looking, but I'd still very much appreciate it if someone found the time to grace this mod with custom images, especially since Factorio has released.", "date": "2021-05-07T11:47:04+00:0...
1
2019-03-19T21:13:35-05:00
forum-topic-122639
122639
Remove Space Age mod dependency on Quality
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=122639
Amarula
TL;DR Remove the mod dependency that requires the Quality mod in order to load the Space Age mod. What? Be able to load and play Space Age without having to load the Quality mod. Why? You can play Space Age and win without using any quality modules or doing quality research. You should not have to load the Qua...
[ { "author": "Nemoricus", "content": "Space Age requires the recycler that is included in the Quality mod.", "date": "2024-11-23T17:47:24+00:00", "quotes": [] }, { "author": "DarkShadow44", "content": "I mean, that could be changed", "date": "2024-11-23T19:03:08+00:00", "quotes": ...
6
2024-11-23T09:17:43-06:00
forum-topic-125220
125220
[2.0.28] Text boxes visible in spaaaaaaaceeeeeee
Duplicates
https://forums.factorio.com/viewtopic.php?t=125220
jaylawl
PC, Steam, Windows 10 Text boxes from display panels and icons from filters on inserters are visible while traveling to space in ALT mode. See picture. This has been the case on previous versions aswell, but i was never quick enough to get a screenshot and forgot. visibleStuff.png (211.63 KiB) Viewed 274 ...
[ { "author": "", "content": "120496", "date": "2024-12-27T22:20:58+00:00", "quotes": [] }, { "author": "Hares", "content": "Technically , it's a different problem even though they might have the same root cause. 120496: [2.0.16][Space Age] Display panel text overlaps onboard rocket launc...
2
2024-12-27T16:17:16-06:00
forum-topic-108740
108740
Quality Poll
General discussion
https://forums.factorio.com/viewtopic.php?t=108740
Theisen
For people who don't like the naming convention of the item quality grades. I was thinking what should be the alternative? Quality means different things for different context. Like Diamonds, and Gold use Karats, Copper, and steel have utility grade i.e. Pipe steel, Electronic Steel, Building Steel. Gem quality is mar...
[ { "author": "Khagan", "content": "Sorry, but this is a very chaotic list. 'Scarce' is still a rarity rating, not a quality one; 'Superior' should not be above 'Pristine'; and 'Radiant' is just weird. There are several better versions in the long FFF discussion thread. A more interesting poll might be on...
19
2023-09-15T17:48:40-05:00
forum-topic-118184
118184
Version 2.0.12 - Page 2
Releases
https://forums.factorio.com/viewtopic.php?t=118184&start=20
Riyshn
Saying something in unilaterally "better" when it removes options that were there previously is an interesting attitude to have. The amount of support restoring that option has gotten in just a week as well as a mod already being made to restore the old behavior would seem to imply there's a disagreement about forcing ...
[ { "author": "", "content": "It is better, as this one special corner case is more then outweighted by the overall building mechanics being more powerful. But anyway, the option was added back.", "date": "2024-11-13T03:39:26+00:00", "quotes": [ { "author": "", "content": "" ...
1
2024-10-28T11:31:08-05:00
forum-topic-110983
110983
blueprint copy paste history
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=110983
Hoffz
Hi together, TL;DR Access more than the last blueprint copy i made when trying to paste a blueprint. What? I would like to have a possibility to have more than one blueprint in my copy paste. Like a blueprint book of the last 10 copies that i made. It should be fairly simple as the same well known buttons could...
[ { "author": "Nidan", "content": "Already possible, default keybind is Shift + Mouse Wheel. In the controls settings it's called Next/Previous Clipboard under the Tools section.", "date": "2024-01-28T22:50:24+00:00", "quotes": [] }, { "author": "Hoffz", "content": "Fascinating, it looks l...
3
2024-01-28T16:37:13-06:00
forum-topic-19628
19628
fmod - Command Line Mod Manager
Mod and installation managers
https://forums.factorio.com/viewtopic.php?t=19628
CarlBarker
I started work earlier today on fmod. It's a command line mod manager. It uses the Factoriomods.com API for installation candidates and can follow factoriomods:// URLs and is 100% open source. It may not be as easy to setup or use for most people as FMM or FactorioGear, it works for me, and I'm sure it will work f...
[ { "author": "TheGrandPackard", "content": "Hi there! I'm looking at mod updaters that will work with a dedicated linux server. I ran into some issues with authentication after generating the download URLs and was forced to log in instead of download the mod. Does your script handle the authentication for co...
1
2016-01-30T03:05:50-06:00
forum-topic-51490
51490
pY Fusion Energy - Discussion - Page 27
PyMods
https://forums.factorio.com/viewtopic.php?t=51490&start=520
Cobalt40
Stainless Steel loop found. There's a loop preventing getting Stainless Steel: -Stainless Steel requires Aramid Fiber. -Aramid Fiber requires Molybdenum Plate. -Getting Molybdenum Plate requires building an Agitator. -Agitator requires Electric Engines to build. -Electric Engines require Advanced Small Parts ...
[ { "author": "pyanodon", "content": "agitator doesnt requiere electroc engines. you must be playing a very old version of the mod.", "date": "2020-03-26T00:19:44+00:00", "quotes": [] }, { "author": "Cobalt40", "content": "I'm currently running pyfusionenergy 1.6.0", "date": "2020-03-2...
19
2017-08-01T18:04:28-05:00
forum-topic-121617
121617
Went to Gleba first -- how to deal with stompers?
Balancing
https://forums.factorio.com/viewtopic.php?t=121617
decanoic
I am on my first playthrough of Space Age, and I went to Gleba first. I have a decent-ish starter base set up (about 1 red belt of copper and iron), and I found the spoilage mechanic to be great fun and honestly just a good time all around. However, I find dealing with the enemies on Gleba is pretty challenging and I...
[ { "author": "BlueTemplar", "content": "What worked for me to take out close / new nests (which don't have too many stompers) : \n(but then I have Power Armor mk2, so it might not work for you) \n 2x Discharge Defense (no upgrades). Be careful to stagger them. They stun the stompers to the point where they'...
16
2024-11-15T12:18:07-06:00
forum-topic-124040
124040
[raiguard] [2.0.23] Loading sprites longer than in 1.0, to the point of unplayability with some mods.
Won't fix.
https://forums.factorio.com/viewtopic.php?t=124040
Hokome
The problem appeared after 2.0 and the problem is not there if I downgrade to 1.1. At first I thought it was the side effect of some baking optimization or something, but on large mods like pyanodons it becomes downright unplayable as it takes more than a minute to progress 1% in the loading sprites step (for reference...
[ { "author": "EvilPLa", "content": "I'm on Linux Mint 21.3 Virginia too, using a laptop with only slightly better stats then yours. I don't have the extrem loading times you describe. \nI have installed all py mods just to test, but no extreme loading times. The only difference I see is that I'm using XFCE a...
4
2024-12-08T13:02:11-06:00
forum-topic-77551
77551
Version 0.17.75
Releases
https://forums.factorio.com/viewtopic.php?t=77551
Features Construction robots will attempt to batch build tiles. Changes Tooltips reworked. They now have a new structure and look. Properties in tooltips have been reorganized and reworked. Common properties have been added to categories. Added more information to tooltips, for example to be able to cal...
[ { "author": "henke37", "content": "Next up: make construction bots bulk build anything. It's a rather obvious idea: once one target is found, scan the area around it for identical targets.", "date": "2019-11-04T16:20:22+00:00", "quotes": [] }, { "author": "IronCartographer", "content": "...
19
2019-11-04T09:59:41-06:00
forum-topic-126474
126474
Adjust the prerequisites for Uranium mining
Balancing
https://forums.factorio.com/viewtopic.php?t=126474
Sarong
TL;DR Add Electric mining drill as a prerequisite for Uranium mining Move Concrete dependency from Uranium mining to Uranium processing Corrected a second step What? It's a non critical suggestion, but seems to be logical. Maybe only a few players do that, but it's possible to mine all starting ores with...
[ { "author": "fencingsquirrel", "content": "Concrete is required for centrifuges actually, which is unlocked before nuclear power.", "date": "2025-01-30T20:30:41+00:00", "quotes": [] }, { "author": "Sarong", "content": "Really, my mistake. \nThank you! \nCorrected the starting post, cha...
5
2025-01-30T14:18:06-06:00
forum-topic-102942
102942
Another new mod, Natural Gas
Resource Spawner Overhaul
https://forums.factorio.com/viewtopic.php?t=102942
brevven
Natural Gas mod (bzgas) is ready to go with RSO. This one is a fluid, config attached. Please include when able. Thanks again!
[ { "author": "orzelek", "content": "Posted 6.2.20 with added config.", "date": "2022-07-26T18:42:00+00:00", "quotes": [] }, { "author": "brevven", "content": "Thanks", "date": "2022-07-29T04:44:09+00:00", "quotes": [] } ]
2
2022-07-22T00:57:15-05:00
forum-topic-126917
126917
[2.0.32] Ghosting rail signal over other signal type triggers error sound
Duplicates
https://forums.factorio.com/viewtopic.php?t=126917
Usul
Placing a ghost of a rail signal over an existing rail chain signal, or, vice versa, a ghost of a rail chain signal over an existing rail signal, causes the error sound ("durrp-durrp") to play. The error sound is overlayed above the sound that placing ghosts usuallay plays. Expected behaviour: No error sound, only g...
[ { "author": "", "content": "Duplicate, ref: 122205", "date": "2025-02-20T16:40:29+00:00", "quotes": [] }, { "author": "Usul", "content": "Will it be fixed?", "date": "2025-02-21T11:48:02+00:00", "quotes": [ { "author": "Donion wrote: Thu Feb 20, 2025 4:40 pm", ...
2
2025-02-17T13:29:45-06:00
forum-topic-108161
108161
Py TURD Crash
PyMods
https://forums.factorio.com/viewtopic.php?t=108161
Tsuitl
The mod Pyanodons Coal Processing (2.1.3) caused a non-recoverable error. Please report this error to the mod author. Error while running event pycoalprocessing::on_gui_selection_state_changed (ID 60) Error when running interface function pywiki_turd_page.create_turd_page: Unknown recipe name: zipir1-pyvoid-hatche...
[]
0
2023-08-10T18:54:32-05:00
forum-topic-51944
51944
FTweaks - Changes, small and large
Reika's Mods
https://forums.factorio.com/viewtopic.php?t=51944
Reika
Mod Info: I have often felt it odd that both nuclear power and the rocket silo, despite ostensibly being endgame production and goals respectively, were quite easily obtainable long before that point. I have also often encountered something in the game that felt like it did not make rational sense, like a helicopter ...
[]
0
2017-08-17T14:51:30-05:00
forum-topic-126899
126899
8-way intersection, fully grade-separated
Railway Setups
https://forums.factorio.com/viewtopic.php?t=126899
Erichteia
Max throughput branches are the diagonal ones. Followed by horizontal/vertical to diagonal. Left turns between horizontal and vertical are the slowest. Signalled for up to 10-segment long trains (e.g. Locomotive - 8 wagon - locomotive) Schermafbeelding 2025-02-17 023001.png (821.04 KiB) Viewed 640 times Bl...
[ { "author": "Erichteia", "content": "Improved it a bit (blueprint string was updated). The additional exit lanes for the horizontal and vertical branches are exit merging lanes and are optional and only needed for extreme throughput. If you keep them, extend them for a good distance with several possibiliti...
3
2025-02-16T19:35:31-06:00
forum-topic-126303
126303
API request: runtime data on LuaPlanet's clouds
Won't implement
https://forums.factorio.com/viewtopic.php?t=126303
Kugamo
It'd be great to have runtime data on LuaPlanet's clouds. Currently all the clouds and their data seems to be assembled in the data stage and is inaccessible at runtime. I want to access it to determine which part of a surface's xy coordinate plane is currently under the clouds' shadows, but without any data other t...
[ { "author": "", "content": "This information is not available for mods because it's a simple sprite file which is not deterministic and so not available for mods to read.", "date": "2025-01-26T12:55:48+00:00", "quotes": [] } ]
1
2025-01-24T17:15:56-06:00
forum-topic-91686
91686
[1.1.0] Main menu box dragged to the bottom of the screen can't be dragged back up
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=91686
MyNameIsTrez
Whenever the main menu box is dragged to the bottom of the screen I can't drag it back up. It seems like the main menu box can't get stuck at the top/sides of the screen. This issue may be related to my 2560x1440 resolution monitor. The only solution is alt+f4.
[ { "author": "valneq", "content": "I can confirm that it gets stuck at the bottom. I also use 2560x1440. \n \n[edit] If the main menu has a green \"continue\" button, you can activate it by pressing \"E\", which spawns the new window in the center. All other menus return one level higher when pressing \"Esc\...
13
2020-11-23T17:32:20-06:00
forum-topic-95844
95844
When you assign player force upon creation, it works only form second player on
Modding help
https://forums.factorio.com/viewtopic.php?t=95844
Rafiz
In short - upon creating new multiplayer game (non-headless) this script : Code: Select all function on_player_created(event) local player = game.players[event.player_index] local newForce = createPlayerForce(player) game.print('1' .. player.force.name) game.print('2' .. newForce.name) player.force = newForce ...
[ { "author": "Rafiz", "content": "Here is whole script : \n https://pastebin.com/22Uj4xYz \n* I wrote set_gloal / not set_global, but thakns to copy-pasting everything I can, this doesn't affect anything, function reference is same everywhere.. \n \nOutput during game start is \n1 player \n2 rafiz force \n3...
3
2021-02-07T16:26:14-06:00
forum-topic-120183
120183
Let us read space request from combinators regardless of the planet having the supply.
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=120183
Sworn
TL;DR Let us read space request from combinators regardless of the planet having the supply. What? Currently set the rocket silo to read station request with logic, which is great, but kind of useless as it only allow one to read it when it would already begin sent to the logistic network. We should be able to re...
[ { "author": "Nidan", "content": "What the \"read station requests\" option does is exposing the requests on the circuit network, not the logistics network. The logistics network is controlled by \"automatic requests from space stations\" and, as you describe, only requests full rockets of a single item wh...
5
2024-11-06T23:07:16-06:00
forum-topic-126994
126994
EntityPrototypeFlag "get-by-unit-number" should not be mentioning input actions
Resolved Requests
https://forums.factorio.com/viewtopic.php?t=126994
Quezler
The flag suggests it can (in addition to making the entity support the get_by_unit_number) replace the cursor position with the unit number, however after my initial attempts and a talk with boskid https://discord.com/channels/1214952937 ... 5478944928 it basically turns out that "trivia" is like completely useless ...
[ { "author": "", "content": "Thanks, done for 2.0.42.", "date": "2025-03-14T17:04:13+00:00", "quotes": [] } ]
1
2025-02-20T10:10:12-06:00
forum-topic-127465
127465
Recycling yellow inserter gives too much circuits or it have wrong recycling ration
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=127465
erkki772
So i started to see jam in recycling yellow inserters. Reason was circuits. Is it indented to give out this much extra? Many other recipes have great recycling rations
[]
0
2025-03-13T11:31:07-05:00
forum-topic-107719
107719
[1.1.87] Music stops after setting audio output interface
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=107719
CFXS
I was setting up everything for my first time playing the game and I noticed that the music stops playing when I change the preferred output interface. All other sounds still work, just the music stops and does not come back until I restart the game. (Settings, Sounds, Preferred output) The log file does not seem...
[ { "author": "", "content": "Thanks for the report, the issue is now fixed for the next release.", "date": "2023-07-11T08:46:26+00:00", "quotes": [] } ]
1
2023-07-10T09:02:12-05:00
forum-topic-123186
123186
Factorio Forums • [Implemented] Suggestion: Add smile/emoji for Space Age
It would be nice to have Space Age smile that can be used instead of `[space_age]` or similar constructions, similar to the one used in the game's changelog.
[ { "author": "", "content": "Implemented.", "date": "", "quotes": [] } ]
1
forum-topic-125573
125573
Add multiplayer information strings to „Crowdin“+some debug strings.
Translations
https://forums.factorio.com/viewtopic.php?t=125573
dziugas1959
Hello, I believe that those simple strings like: buffer, latency, behind and etc. Should appear in „Crowdin“, as they are simple, non-dynamic strings. Most likely the debug menu also (text explaining what it does, when F4 is pressed).
[]
0
2025-01-04T12:06:26-06:00
forum-topic-66863
66863
[0.17.6] Items not moving on belt
Won't fix.
https://forums.factorio.com/viewtopic.php?t=66863
catpig
Hello, having a very odd problem in this heavily modded game. I first noticed it when loading my savegame earlier in 0.17.5. I then downloaded 0.17.6 from factorio.com and installed it over the existing version (which uses settings&saves that may have been created with GOG's 0.17.x and any 0.16.x) and still have the p...
[ { "author": "catpig", "content": "Okay, I reactivated the mods (through the sync from savegame feature) and now the problem has gone away. But if you want me to try something to further investigate this please let me know.", "date": "2019-03-05T20:58:37+00:00", "quotes": [] }, { "author": ""...
4
2019-03-05T13:07:45-06:00
forum-topic-95777
95777
Factorio confessions - Page 2
General discussion
https://forums.factorio.com/viewtopic.php?t=95777&start=20
blazespinnaker
no, they're persistent little buggers. my tactic is I run outside the logistic boundary and back in a few times, in hopes of tempting them to move away from where I plan on transfering whatever I've stashed. They're clever though, they seem to know what I'm trying to do and keep going back to lay in wait. Plus ther...
[ { "author": "ichVII", "content": "It doesn't. It only turns off auto trash (stuff being moced from your inventory into the trash slots). The bots still will take stuff from your trash inventory.", "date": "2022-09-15T00:31:35+00:00", "quotes": [] }, { "author": "", "content": "Standing a...
19
2021-02-06T11:29:11-06:00
forum-topic-41652
41652
[0.14.22] Save game management
Technical Help
https://forums.factorio.com/viewtopic.php?t=41652
crym0
Hello again everybody, I have another question about saves management on my server (hosted by Nitrado). Context My configuration server is here : server-settings.json "name": "Kiwis's Server Life", "description": "Made by Kiwis for Kiwis", "tags": [ "game", "tags" ], "_co...
[ { "author": "Danielv123", "content": "Just came here from google. \n \nNo, there is no way to auto save on exit. You need to press ESC -> save game and save it somewere. \n \nOn the built in server, saves work the excact same way as with any other server you join. Every few minutes there is an autosave to y...
1
2017-02-21T14:19:47-06:00
forum-topic-119740
119740
Well, Fulgora sucks [Spoilers]
General discussion
https://forums.factorio.com/viewtopic.php?t=119740
adam_bise
Immense disappointment finding out that there are no threats. I realize there are technically planets with no life forms, but from a video game perspective this is boring. 10/10 on the yawn scale.
[ { "author": "BraveCaperCat", "content": "Lightning is the enemy.", "date": "2024-11-04T13:50:55+00:00", "quotes": [] }, { "author": "BlueTemplar", "content": "And terrain that requires elevated rail (locked behind purple research) for automated transportation to cross, as I found to my e...
19
2024-11-04T06:50:13-06:00
forum-topic-16136
16136
Faster start sequence / Update check / Load order
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=16136
This is about changing the order of the game-start. Currently it does first basic initialization, then loads the mods, then checks for updates. There are some issues with it: - all mods needs to be loaded, before the game starts (a modder needs to restart the game every time he changes his mod) - the update check ...
[]
0
2015-09-13T08:03:54-05:00
forum-topic-123176
123176
[2.0.21] (Most) Biological things do not recycle into spoilage
Translations
https://forums.factorio.com/viewtopic.php?t=123176
IsaacOscar
See the following tooltip for the recycler (I added the rectangle arround the relavent part): pic Screenshot 2024-11-28 223055.png (425.39 KiB) Viewed 510 times But if you put fish into a recycler, you get fish back: pic Screenshot 2024-11-28 223055.png (425.39 KiB) Viewed 510 times I've tes...
[ { "author": "BlueTemplar", "content": "Thanks ! \n \nContext : \n Recycling to itself list \n viewtopic.php?p=646892#p646892", "date": "2024-11-28T12:39:30+00:00", "quotes": [] }, { "author": "macdjord", "content": "You missed wood (obviously biological) and agricultural science packs (n...
2
2024-11-28T06:35:59-06:00
forum-topic-97746
97746
[1.1.30] Desync when auto saving multiplayer game
Desyncs with mods
https://forums.factorio.com/viewtopic.php?t=97746
henryrabbit
desync reports: http://106.15.88.231:8000/ mod: Space Explorartion It seems that desync sometimes occurs while auto saving.
[]
0
2021-04-09T10:26:18-05:00
forum-topic-61147
61147
Editing in map view
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=61147
themodernsophist
I do a lot of factory clean up and maintenance in map view, for example, clicking on a train stop to rename it or to look for the lost trains that should be servicing that stop. It would be very useful if I could also edit circuits in map view mode, as all my train stops are controlled by circuits. Specifically my bl...
[ { "author": "ikarikeiji", "content": "+1 \n \nSince we already have the ability to fiddle with ghost entities, trains and train stops anywhere that is covered by a radar, we should really be able to edit anything that doesn't require picking up or placing down resources in the same way. \n \nInserter filter...
12
2018-06-23T06:50:04-05:00
forum-topic-6847
6847
[MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Mods
https://forums.factorio.com/viewtopic.php?t=6847
Choumiko
Choumiko's RailTanker releases , this is where you will find updated versions of RailTanker. I'll try to link them in the first post as they are posted This mod will most likely die with the release of 0.15, since it's becoming vanilla. I suggest that you unload your railtankers before updating to 0.15 (and mayb...
[ { "author": "Boogieman14", "content": "Cool stuff \n \nA storage tank holding 2.5k is roughly 2x3 tiles (3x3 when placing it, but some space is required for the valves and connections). A train wagon is 2x7 tiles (with some space for connections and stuff), so from that view a capacity approaching 5k would...
19
2014-11-22T19:04:28-06:00
forum-topic-126502
126502
[Graphics] WUBE: can "we/community" train/use an AI on factorio sprites to generate graphics that look stock, for mods?
Modding discussion
https://forums.factorio.com/viewtopic.php?t=126502
Fabriken AGI
What is your opinion on feeding AI tools your spritesheets to learn the graphical style? For example, I use some mod that has made their own graphics. They look good, but so different from the original machines. What if someone: - First, Fed AI your spritesheets. is it ok? - Second, told the model to remake thi...
[ { "author": "dmikalova", "content": "If you do this please also put in the mod description that it uses AI generated graphics so we can avoid installing the mod.", "date": "2025-02-01T22:01:54+00:00", "quotes": [] }, { "author": "Natha", "content": "I think that is a good idea, if it wor...
3
2025-01-31T15:02:41-06:00
forum-topic-41125
41125
5Dim with Bobs ores and angels refining?
5dim's mod
https://forums.factorio.com/viewtopic.php?t=41125
HoraZ86
So, i tried the 5Dim mod packege and I realy like it. And as i realised, that the Most ores are pretty similar to Bob ores, i thought that it could possible Work with angels refining and by using the Angel ore Typen. But sadly, Thats not the case, so i just wanted to ask, if someone already has secsesfully used that...
[ { "author": "kingdark", "content": "Is there any way to combine these mods together? With a patch or a compatibility patch? Anything? Because both seem fun...", "date": "2017-08-05T17:34:46+00:00", "quotes": [] } ]
1
2017-02-10T23:58:45-06:00
forum-topic-51914
51914
NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Reika's Mods
https://forums.factorio.com/viewtopic.php?t=51914
Reika
Mod Info: Many people take a strategy of "if it's green and not an assembling machine, tier 3, destroy it. If it's not covered in concrete, make it so. If it moves and is not electric, make it stop." A strategy of "oh, that noxious cloud of crap being spewed out by my furnaces, assemblers, refineries, and boilers? Th...
[ { "author": "Wildejackson", "content": "Is the pollution \"nerf\" applied automatically or manually to entities in the game? Will treefarms and pumps from other mods be affected by pollution? I really love this system but I worry about how it will play with other mods, either in the sense that they simply w...
19
2017-08-16T22:50:02-05:00
forum-topic-127400
127400
[2.0.39] Moving map tags with shift+leftclick no longer working
Duplicates
https://forums.factorio.com/viewtopic.php?t=127400
Usul
It is no longer possible to move a map tag using shift+leftclick. This was still possible in the previous stable version 2.0.32. This QoL Feature was extremly useful. Please restore it, thank you!
[ { "author": "Usul", "content": "viewtopic.php?p=664872", "date": "2025-03-11T21:11:02+00:00", "quotes": [] } ]
1
2025-03-11T15:42:44-05:00
forum-topic-121965
121965
A tale of Quality from the Space Age
Off topic
https://forums.factorio.com/viewtopic.php?t=121965
BlueTemplar
From a discussion about : Voyager 1 Breaks Its Silence With NASA via a Radio Transmitter Not Used Since 1981 In particular a specific comment : https://news.ycombinator.com/item?id=42167188
[]
0
2024-11-18T08:07:52-06:00
forum-topic-126864
126864
LTN-GasStation
Questions, reviews and ratings
https://forums.factorio.com/viewtopic.php?t=126864
zhuying
Automatically go to gas station - refuel 蓝图(LTN-加油站-加油).png (566.84 KiB) Viewed 307 times 蓝图(LTN-加油站).png (49.03 KiB) Viewed 307 times LTN-加油站(蓝图).txt (41.51 KiB) Downloaded 16 times Code: Select all 0eNrsvc2uXcl2pfcqBTYNUo7/nwtUPUGhWuoJFwkmeTLzQEySOjy80sVFAmW7US4B7hoQUA01DQs24G...
[]
0
2025-02-15T09:19:23-06:00
forum-topic-126028
126028
Version 2.0.31
Releases
https://forums.factorio.com/viewtopic.php?t=126028
Changes Disabled achievements "It stinks and they don't like it", "It stinks and they do like it", and "Get off my lawn" in peaceful mode and no enemies mode. ( 125581 ) Adding more effect info to yumako, mash, jellynut, jelly, bioflux and slowdown capsule tooltips. Bugfixes Fixed mouse cursor showing up ...
[ { "author": "GregoriusT", "content": "Has the Issue of \"Landmines cause Space Platforms to have Donut Holes\" Issue been addressed yet at all? I do not think I have seen anything mentioning that Issue in the changelogs of the past months. \n \nPlease note that I am not talking about the nerf part of that c...
2
2025-01-16T09:05:40-06:00
forum-topic-100564
100564
Expansion hype thread - Any updates on when/if there will be an expansion?
General discussion
https://forums.factorio.com/viewtopic.php?t=100564
MrChoke
Just wondering if anybody has heard if there are still plans for an expansion for Factorio. It's been a very long time since a Blog post form the DEVs. [Edit from Koub] This will be the single thread in which each and every hype/anticipation/prayers to the devs will be merged. Merged all the dedicated threads I co...
[ { "author": "", "content": "Yes, we are actively working on the expansion. I can't tell you more right now.", "date": "2021-11-10T12:56:47+00:00", "quotes": [] }, { "author": "Eternal", "content": "glad to hear it... \n \nafter all these years of full transparency and dedication to your ...
19
2021-11-09T19:13:31-06:00
forum-topic-109915
109915
GDPR removal request
This Forum
https://forums.factorio.com/viewtopic.php?t=109915
You may want to get in touch with the contact address from this page : https://factorio.com/privacy-policy (in the "WHAT ARE YOUR RIGHTS AND HOW TO EXERCISE THEM?" section).
[ { "author": "FuryoftheStars", "content": "Huh. Seems like an odd request to me. Especially seems they've gone back through and edited all of their previous posts to delete everything they said (despite not actually being able to delete all of it seems they were quoted many of the times). Seriously makes m...
3
2023-11-27T01:23:44-06:00
forum-topic-119369
119369
Factorio Forums • Options to freezes blueprint before placement to check positioning
I refunded a game to buy this one, and I've got no regrets I mean I forget to eat, know what time it is. But there's one thing that annoys me very much, that if I place big blueprints and need them to be placed properly its hard to know if it is correctly placed, especially on big blueprints that don't fit in the scr...
[ { "author": "", "content": "Often you can place them in map view easier as you can scroll out more. \n \nOverlapping things are shown in blue. \n \nIs this \"workaround\" suitable for your use cases?", "date": "", "quotes": [] } ]
1
forum-topic-118645
118645
Allow connecting wires to furnaces
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=118645
lindenk
Now that we have assemblers that can have their inventory and read through the circuit network, how about reading furnaces in a similar way? With the introduction of quality, one solution is to control how much material is fed into a furnace for steal and stone bricks to gaurentee they never get stuck with a partial in...
[ { "author": "CyberCider", "content": "By default, stack inserters only swing when their hand is full, and their hand size is 16. So for steel you should set it to 15. Otherwise, just using these stack inserters should guarantee filled inventories every time", "date": "2024-10-30T18:39:57+00:00", "qu...
14
2024-10-30T13:37:40-05:00
forum-topic-14612
14612
[0.12.x][0.12.4]Bob's Tech mod.
Bob's mods
https://forums.factorio.com/viewtopic.php?t=14612
bobingabout
This is a simple tech extension mod. It adds an upgraded lab, with science pack 4. It also adds an alien research lab with assorted science packs if Enemies mod is detected. This mod is pointless without some of my others mods to make use of the additional science packs. Also included here is my Research Progre...
[ { "author": "bobingabout", "content": "Research progress save mod added to the post.", "date": "2016-05-06T23:43:32+00:00", "quotes": [] }, { "author": "steinio", "content": ":thumbs up:", "date": "2016-05-07T00:07:24+00:00", "quotes": [] }, { "author": "devilwarriors", ...
18
2015-08-07T13:22:13-05:00
forum-topic-124772
124772
Comprehensive quality guide, get everything legendary (incl. free blueprints)
Show your Creations
https://forums.factorio.com/viewtopic.php?t=124772
konage
NOTE: I will not keep updating this post. Seems that most people interact on reddit, so if you want any updates to the post (there have been a number of updates to the blueprints and a few extra videos), check out the reddit thread instead: https://www.reddit.com/r/factorio/comme ... verything/ Hello everyone, ...
[ { "author": "luc", "content": "Hey, thanks for posting this here! I guess I'm old, using the good ol' forums instead of reddit, especially after they closed down the previously-open platform ^^' \n \nJust finished watching part 2 and while it's so far relatively slow-paced, it confirms a lot of things for m...
2
2024-12-19T12:44:44-06:00
forum-topic-20661
20661
[MOD 0.12.x]Logistic Turrets
Mods
https://forums.factorio.com/viewtopic.php?t=20661
Bl4ckmail
Logistic Turrets Name: Logistic Turrets Version: 0.2.1 Factorio-Version: 0.12.29 License: MIT License Description: Adds Turrets wich get Items out of the Logistic Network Release: 2016-04-02 Download-Url: Latest Vesion Category: Beta Tags: Turret, Logistics Long Description The turrets ...
[ { "author": "Bl4ckmail", "content": "Please leave some Feedbak and Sugestions.", "date": "2016-02-29T20:33:05+00:00", "quotes": [] }, { "author": "Chester", "content": "Well that's a great idea. Im gonna give it a try ^^ gj", "date": "2016-03-01T04:40:43+00:00", "quotes": [] },...
19
2016-02-29T14:13:11-06:00
forum-topic-93185
93185
Change ordering of drone repairs when large numbers of buildings are damaged/destroyed
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=93185
BicycleEater
TL;DR Change the logistic system so that when more buildings are damaged than the drones will attempt to repair at once, separate logistic systems still attempt repairs What ? I can't find a good term for it - I'm sure one exists - but when a large number of buildings are damaged without repair packs, cannot be bu...
[ { "author": "", "content": "I can think of good reasons, why building has a higher priority than repairing. When you have a wave of biters and want to place some wall or turrets for example.", "date": "2020-12-17T07:35:25+00:00", "quotes": [] }, { "author": "BicycleEater", "content": "I ...
12
2020-12-16T16:47:12-06:00
forum-topic-30589
30589
Factory Streets / Star Wars like robot factories / Frame Mounting / Modular Production
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=30589
Taken from viewtopic.php?f=76&t=338 Factories with built-in conveyor belts Keywords: automation streets, assembly lines, Star Wars like robot factories, StarWars, car production, modular design, building on factory streets, cybernetic modules and frames Well, in my eyes the basic of such a technology are fr...
[]
0
2016-08-06T12:59:24-05:00
forum-topic-112947
112947
Friday Facts #406 - Space Age Music
News
https://forums.factorio.com/viewtopic.php?t=112947
Here it is! (beep boop) https://factorio.com/blog/post/fff-406
[ { "author": "Akronymus", "content": "The first few seconds of the last music file gives me heavy simcity 4 vibes, specifically some rush hour expansion tracks. I REALLY like it. \n \nI think either \"gridlock\" or \"bumper to bumper\"", "date": "2024-04-12T11:04:27+00:00", "quotes": [] }, { ...
19
2024-04-12T06:00:03-05:00
forum-topic-124322
124322
Feature Request: Add Maturity Event/Trigger to PlantPrototype
Won't implement
https://forums.factorio.com/viewtopic.php?t=124322
plexpt
I propose adding a maturity event or trigger to the PlantPrototype to allow for actions or notifications when a plant reaches full growth. This feature would enhance gameplay by enabling more dynamic interactions with plant life cycles.
[ { "author": "", "content": "As plants are written the game itself has no such event when a tree is fully grown. All of the growing is calculated at the time something interacts with a given plant using the tick it was created and the prototype defined growth time to calculate if it's grown or not. \n \nSo t...
1
2024-12-12T17:22:42-06:00
forum-topic-99628
99628
Factorio Forums • Better API for interacting with the crafting queue
The current crafting queue API allows you to read the item type, item amount and order of items shown in the crafting queue GUI. But this does not include all the information the crafting system stores. * Finished intermediate crafts are not shown at all * There is no way to tell what is an intermediate craft vs fi...
[ { "author": "", "content": "Bumping this because I'm also running into this issue. \nI'm trying to read the crafting queue for which recipes are final recipe crafts, and doing the hacky workaround of cancelling all of the recipes backwards is so much more complicated than reading a value. \n \nSomething as ...
2
forum-topic-113257
113257
Does wire color matter?
Logistic Train Network
https://forums.factorio.com/viewtopic.php?t=113257
Serjevski
Does it matter which color wire I use to connect the storage and the combinator with LTN signals to the station input (light bulb)? Should it be wires of different colors? For example, if the storage transmits a signal that it has 10k of ore, and the combinator transmits a request for 10k (-10k), then, if the wires are...
[ { "author": "Optera", "content": "My BP mostly use green for reading and red for sending to keep things consistent and easier to find errors. \n \nLTN receives and sends signals on both wires.", "date": "2024-04-30T18:43:19+00:00", "quotes": [] }, { "author": "Serjevski", "content": "Sho...
3
2024-04-30T11:03:10-05:00
forum-topic-113188
113188
Friday Facts #408 - Statistics improvements, Linux adventures - Page 5
News
https://forums.factorio.com/viewtopic.php?t=113188&start=80
Kenco
Stats request: I want to know which recipe is consuming a particular ingredient. E.g. I notice my economy has run out of green circuits, but I can't tell why. I go to the stats window, consumption tab, then click on the green circuits row, and maybe perform some UI action to drill down. Then I see a sub graph showin...
[ { "author": "jodokus31", "content": "I would wish, the stats would remember the all last settings.", "date": "2024-04-26T20:39:24+00:00", "quotes": [] }, { "author": "TheRaph", "content": "Could you please try to get a solution to swuches off network parts in history graph? \n \nWhy? Bec...
19
2024-04-26T06:00:02-05:00
forum-topic-127103
127103
Add Gleba "player buffs" non-spoilable items for combat and construction
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127103
Milichip
Tl;dr Add new consumable non-spoilable items to unlock with Gleba agri research packs, and to be produced on Gleba: - A movement speed and HP regen buff canister consumable - A crafting speed and attack speed buff canister consumable - etc (see below) If you wish to push the idea further, also add machines and i...
[]
0
2025-02-24T10:19:15-06:00
forum-topic-125490
125490
Colour code pipes based on contents?
Ideas and Requests For Mods
https://forums.factorio.com/viewtopic.php?t=125490
IsaacOscar
Bassically, I'd love a mod like this https://mods.factorio.com/mod/color-coded-pipes , but instead of having to manually choose the colour of pipes when you place them (and have to manage all the different items...), it does it automatically for you based on the contents of the pipe. I know there is a very helpful ...
[ { "author": "EvilPLa", "content": "Did you see this companion mod https://mods.factorio.com/mod/color-coded-pipe-planner ? Simply use the planner over the new build and they are colored. Sure an automatic coloring would be nice, but I guess that would come with significant UPS waste, cause it would ALWAYS...
1
2025-01-02T20:43:36-06:00
forum-topic-108325
108325
[Kovarex] [1.1.87] Blueprint Grid position changes when remove/re-add item
Duplicates
https://forums.factorio.com/viewtopic.php?t=108325
maxe
Hello, First of all, thanks for this brilliant great game I'm currently designing train blueprints based on a 50x50 layout, and I've noticed a strange behavior: I select my rail section (crtl+C and old shift or via blueprint button), and I set snap parameters (as in first screenshot), if I remove an item from t...
[ { "author": "asdsasdsasdsas", "content": "Rails and some related items can only be moved along a \"subgrid\" which consists of 2x2 sized tiles. When a snap to grid blueprint would place rails not aligned to the subgrid the blueprint is slightly shifted.", "date": "2023-08-27T00:47:47+00:00", "quotes...
2
2023-08-21T21:06:24-05:00
forum-topic-127187
127187
[StrangePan][2.0.37] Bugs getting stuck (continuation)
Assigned
https://forums.factorio.com/viewtopic.php?t=127187
martinekopl
Continuation of: viewtopic.php?p=612508#p612508 Fix mentioned by Pan fixes the pathing in the reported case, however, I believe that it introduces new option for the bugs to be stuck, mostly on rock/tree Providing a save file, which is the same map as the original report, but saved in [2.0.37] In the save, bugs...
[]
0
2025-02-28T09:17:17-06:00
forum-topic-126569
126569
Separate surface conditions for buildings other than overloading pressure
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=126569
rjdunlap
Currently pressure is used for managing most building requirements. It makes it difficult to mix and match a planet to be able to produce cyroplants and foundries for example without also enabling construction on say Gleba. (By adding to the pressure mon or max).. would be nice to separate them out similar to Fulgora u...
[ { "author": "Muche", "content": "I believe you can already do it? \nFor example, PlanetsLib mod is adding various surface properties: oxygen, nitrogen, CO 2 , argon, and temperature.", "date": "2025-02-03T20:32:10+00:00", "quotes": [] }, { "author": "curiosity", "content": "https://lua...
2
2025-02-03T14:16:52-06:00
forum-topic-127247
127247
[2.0.32] Crash loading save or creating new game
Technical Help
https://forums.factorio.com/viewtopic.php?t=127247
machpm
Hello Steam Windows 10 When i was playing normally i imported some blueprints. Then game crashed while autosaving. Now i get crash every time i tried load back in. It is happaning for all saves. So there must be something with the new blueprints, but i dont know how to remove them. I tried clearing "blueprint-st...
[]
0
2025-03-03T15:16:24-06:00
forum-topic-118575
118575
Bug in Underground belt ghost
Duplicates
https://forums.factorio.com/viewtopic.php?t=118575
Teryll
There is a bug in Underground belt ghost system after the latest update 2.0.12. When I place an underground belt ghost, going through an entity, it has no issues. But, the issue occurs when I try placing belts over the ghost. Starting part of the underground belt places itself, but the end part (outgoing part) of t...
[ { "author": "grossws", "content": "Looks like same issue as in viewtopic.php?f=7&t=118528", "date": "2024-10-30T16:41:34+00:00", "quotes": [] }, { "author": "", "content": "viewtopic.php?f=7&t=118408", "date": "2024-11-01T16:23:16+00:00", "quotes": [] } ]
2
2024-10-30T05:42:49-05:00
forum-topic-127079
127079
Blacklist filter on splitter
Modding help
https://forums.factorio.com/viewtopic.php?t=127079
Legendendear
Hello there does anyone here have an idea how hard it would be to modify splitters to allow a blacklist filter on splitters in general? (like with inserters) Or if thats even possible at all? Or even if a current mod exists that does that? I'd be willing to get my feet wet with lua modding depending on the dif...
[ { "author": "eugenekay", "content": "Feature Exists - it is the other output lane of a Vanilla Splitter; it will not have any of the specified Item in its output. \n \n \n Screenshot 2025-02-23 135239.png (465.15 KiB) Viewed 175 times", "date": "2025-02-23T18:53:17+00:00", "quotes": [] }, { ...
3
2025-02-23T11:28:22-06:00
forum-topic-123557
123557
[Kovarex] [2.0.23] Crash accepting parameters after pasting blueprint (FillBlueprintParametersGui::confirm())
Assigned
https://forums.factorio.com/viewtopic.php?t=123557
Sheridan
Description: What did you do? I pasted a blueprint that has more than one parameter. When the parameter selection window appeared, I accidentally clicked outside of it. What happened? The blueprint was pasted again in a new location, and a new parameter selection window opened. If I close this new window, the p...
[ { "author": "Sheridan", "content": "Additionally, I would like to point out a small inconvenience that contributes to reproducing the bug. When a parameter does not have a quality option, the game prompts you to select a quality in the parameter selection dialog when pasting the blueprint. Usually, quality ...
3
2024-12-02T10:37:07-06:00
forum-topic-108777
108777
Quality level names poll - Page 3
General discussion
https://forums.factorio.com/viewtopic.php?t=108777&start=40
sparr
I want five names with sequential starting letters, preferably not starting at A or ending at Z to allow for expansion later. Common D Enhanced Fine Great Normal Optimized Pristine Q Refined etc
[ { "author": "Gergely", "content": "Here's a shot at filling in the gaps... \n \nCommon \n Decent or Distinct \nEnhanced \nFine \nGreat \n \nNormal \nOptimized \nPristine \n Quality or Quintessential or Quaint \nRefined", "date": "2024-02-27T18:45:37+00:00", "quotes": [ { "author"...
19
2023-09-17T19:22:44-05:00
forum-topic-127450
127450
Undocumented restriction on LuaEquipment.shield
Documentation Improvement Requests
https://forums.factorio.com/viewtopic.php?t=127450
half a cat
For equipment that is not shield equipment, writing to `LuaEquipment.shield` will abort the game with error message "Equipment is not shields.". Please add this restriction to the API documentation ( https://lua-api.factorio.com/latest/cla ... tml#shield ). I believe that the following description would be correct: T...
[]
0
2025-03-12T21:43:58-05:00
forum-topic-23109
23109
CFAN - mod manager
Mod and installation managers
https://forums.factorio.com/viewtopic.php?t=23109
trakos
Hello! I made CFAN, a fork of CKAN for factorio. If you've never heard of CKAN, it is a mod manager for Kerbal Space Program. It is written in C# (runs fine on Mono on both Mac OS and linux). Quick introduction to CKAN can be seen here: https://youtu.be/_wsBK1ovKtA?t=40s . CFAN is basically the same, onl...
[ { "author": "nightingale", "content": "Nice. What CKAN features that are KSP specific made it over? I'm thinking stuff like: \n* Automatic Factorio version determination \n* Auto detection of manually installed mods", "date": "2016-04-04T17:25:38+00:00", "quotes": [] }, { "author": "", ...
19
2016-04-04T12:18:16-05:00
forum-topic-88110
88110
Combinator scalability and maintainability
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=88110
Delicon
Problem: Combinator creations are large and difficult to maintain, discerning functionality is arduous when revisiting their design at a later time. Suggestion: Break combinators into functional groups, a bit like functions or classes in software. I LOVE Factorio, I have been playing for nearly 5 years and I am st...
[ { "author": "", "content": "So if that’s your suggestion then I need to join it with existing. \n \nI make a golden bridge. \n \nList of things that should be changed with circuits/combinators: \n- possibility to handle red and green wires separated in combinator. \n- enable moving combinators around (pick...
18
2020-08-16T12:07:52-05:00
forum-topic-95786
95786
Enemies stronger further from spawn ( how to undo that )
Modding help
https://forums.factorio.com/viewtopic.php?t=95786
Rafiz
I have problem : my idea for scenario allows players to choose their spawn location, whole map is rather big and if you choose spawn far from center of map it is extremally hard to stay alive. What would be best solution to "flatify" map spawning ratios - so that instead of "than further from spawn than richer resource...
[ { "author": "Rafiz", "content": "Ok - I did my own lua to fix it. \n \n https://pastebin.com/kuN0M9rF \n \nI might even turn it into mod that will scale down enemies on far palces..", "date": "2021-02-07T04:35:13+00:00", "quotes": [] } ]
1
2021-02-06T17:07:17-06:00
forum-topic-121397
121397
Cannot find antimony
PyMods
https://forums.factorio.com/viewtopic.php?t=121397
Jordanius Rex
Hey guys, I've been enjoying this mod a ton but unfortunately i have not been able to find the antimony anywhere on the map to mine it to my annoyance. There is any way to fix this? I have been 100 hours deep so far, not that I've come far since I'm not properly automating thing but it would really suck if I had to...
[ { "author": "Necronium", "content": "Did you look for pinkish patch? It is similar to native flora on map that can be mistaken as such. Can you share screenshoot of your map/seed of it?", "date": "2024-11-18T23:45:52+00:00", "quotes": [] }, { "author": "Jordanius Rex", "content": "Weirdl...
5
2024-11-14T03:31:16-06:00
forum-topic-53884
53884
New Modpack I've made
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=53884
cpaca
Simple new modpack. Pretext: You have been given 100x100 of space, a hundred or so coins, a way to generate more coin, and a way to use the coin to buy stuff. Your task is to use all this stuff to produce the top-of-the-line items. Tier 7 Geothermal Gold Glass Liquid. TarawindBeacon's Rainbow Beacon. Le...
[ { "author": "Zool", "content": "I hope you have asked the authors of the different mods for permission ...", "date": "2017-11-08T23:45:51+00:00", "quotes": [] }, { "author": "5thHorseman", "content": "Also, you should probably list the mods included, so we can just download them from the...
2
2017-11-08T17:26:19-06:00
forum-topic-102346
102346
[Request] "Speed Module" 3D model
Texture Packs
https://forums.factorio.com/viewtopic.php?t=102346
Katharsas
Hello, im looking for a 3D module of basically any module ( no need to be textured or have materials! ), because i am working on a mod ( viewtopic.php?f=34&t=101187&p=567650#p567650 ) that replaces beacons with 1x1 walkable tiles. - I want to give the entities (which look like a walkable tile) holes - I want it to...
[]
0
2022-05-06T14:00:05-05:00
forum-topic-127291
127291
[Lou][2.0.38] Agricultural tower shows total infertility on landfill with overgrowth soil placeable
Resolved for the next release
https://forums.factorio.com/viewtopic.php?t=127291
DEMEMZEA
Whenever I placed landfill in Gleba, the Agricultural tower only shows total soil infertility ( red ), even though I can clearly place Overgrowth soil ( in this case jellynut but it works for both ), meaning it should only show partial soil infertility ( yellow ). Agricultural tower showing total soil inferti...
[ { "author": "", "content": "EDIT: Nevermind, I misread and now managed to reproduce it \n \n Could you please provide a savefile where this occurred? \n \nI assume it is single player, since no multiplayer mentioned.", "date": "2025-03-06T10:25:30+00:00", "quotes": [] }, { "author": "", ...
2
2025-03-05T15:08:59-06:00
forum-topic-119389
119389
Automate Your Factorio Mod Uploads
Development tools
https://forums.factorio.com/viewtopic.php?t=119389
TheBrutalX
Automate Your Factorio Mod Uploads with factorio-mod-uploader-action If you're a Factorio mod developer looking to streamline your workflow, factorio-mod-uploader-action is here to help! This GitHub Action automates the packaging and uploading of your mods to the Factorio mod portal directly from your repository. ...
[ { "author": "micromario", "content": "Very cool project. How does this differ from https://github.com/fgardt/factorio-mod-template", "date": "2024-11-03T05:06:47+00:00", "quotes": [] }, { "author": "TheBrutalX", "content": "Hi, they are really very similar, I honestly didn't look if the...
2
2024-11-02T15:41:24-05:00