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-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 |
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