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-127299 | 127299 | [hrusa][2.0.39] Asteroid collector's arm magically appears | Assigned | https://forums.factorio.com/viewtopic.php?t=127299 | Hares | Probably a bug on the rendering side. When observing the ACs work in action, I noticed that some arms just pop into existence. I started recording and then watched it frame by frame. And they certainly do.
The arm to the right just appeared in this state (previous frame: no arm), at 0:23. Many more appeared in less-... | [] | 0 | 2025-03-06T08:21:56-06:00 |
forum-topic-123972 | 123972 | Selector Combinator - Input ID | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=123972 | Arxos | TL;DR
Add a way to convert a signal to a signal ID (the ID of the icon).
What?
Allow a mode in which the Selector Combinator converts the input signals into their signal ID.
For example, Iron Ore could have an ID of 1, Copper Ore an ID of 2, Stone an ID of 3, etc.
In essence, like the stack size mode, but instead... | [
{
"author": "danbopes",
"content": "I don't know if the benefits offset the additional cluttering of the selector UI, for something that isn't entirely intuitive.",
"date": "2024-12-07T19:19:42+00:00",
"quotes": []
},
{
"author": "Arxos",
"content": "I don't really see how this adds a si... | 2 | 2024-12-07T12:54:21-06:00 |
forum-topic-268 | 268 | [Polls Closed] Creepers in the demo | Development Proposals | https://forums.factorio.com/viewtopic.php?t=268 | We have been getting quite some complaints from the users regarding the creepers in the 3rd level of the demo. A lot of people find them rather disrupting. They would prefer to build the factory, experiment with the concepts in the game and take things easy. Instead they had to fight off the attacking creepers and be a... | [
{
"author": "HellEye",
"content": "For me you shouldn't completly remove creepers. Even if players are just learning, they should learn whole game, not only economic aspect. Personally when i played it first time Creeps were annoying, but not too hard to deal with. So my opinion: make attacks rarer and smal... | 19 | 2013-02-24T16:00:21-06:00 | |
forum-topic-124260 | 124260 | Event for when a agri-tower prototype plants trees? | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=124260 | AshenEngineer | I'm looking at on_robot_built_entity and on_built_entity , but it seems there isn't an event that runs when the agricultural tower plants a tree. - It would be nice to have for controlling the properties of planted trees.
This would allow, for example, if a mod wants to change properties for a tree entity based on ... | [
{
"author": "s6x",
"content": "This would be nice to have. \n \n Right now, the best we can do is scan the area around agricultural towers, which is how Diversitree works, but an event would be a big improvement.",
"date": "2024-12-12T02:05:54+00:00",
"quotes": []
},
{
"author": "curiosity... | 8 | 2024-12-11T17:48:51-06:00 |
forum-topic-31741 | 31741 | [0.16] Teleportation | Mods | https://forums.factorio.com/viewtopic.php?t=31741 | apriori | Thanks: WhatTheWorld, iUltimateLP
Author: Apriori
MOD SPOTLIGHT BY XTERMINATOR
Advanced fork of Personal Teleporter. Includes fully rewritten and optimized that mod, and new technologies, devices, graphics, GUIs and possibilities.
Multiplayer-friendly!
Adds different devices and technologies (for mid-game ... | [
{
"author": "Airat9000",
"content": "item teleportaion please",
"date": "2016-08-30T12:51:14+00:00",
"quotes": []
},
{
"author": "apriori",
"content": "Yes, I know about a bug with Portal.png. I've already fixed it on mods portal, but forgot to upload here. I'll upload fixed version toda... | 19 | 2016-08-28T04:01:36-05:00 |
forum-topic-114902 | 114902 | 8 achievements in one game | Medium/Big/Gigantic Sized Structures | https://forums.factorio.com/viewtopic.php?t=114902 | Fjfirond | Of course, it could have been 9, but in the end I was slower, so I played for more than 8 hours. But it's still great to get so many achievements at once! Especially when he finally launched a rocket. By the way, I had another save where I won (for the first time in my life), but it is now gone due to computer hacking.... | [] | 0 | 2024-08-20T06:03:32-05:00 |
forum-topic-127295 | 127295 | Problem on setting up and connecting to headless server | Technical Help | https://forums.factorio.com/viewtopic.php?t=127295 | schwaffen | Hello there, Factorians!
I'm trying to setup a headless server Factorio on my VPS but clients cannot connect to my server and I don't know why!
I tested and successfully connected to factorio.zone server so the problem is not on client side.
Also, UFW is inactive on my VPS so the port 34197 on UDP transition shoul... | [
{
"author": "adam_bise",
"content": "Try getting SSH up and running first. TCP issues are easier to troubleshoot. \n \nBut I bet it will be firewall / NAT issue. \n \nEven though UFW is inactive, you still have to configure the network firewall or your hosting provider firewall slice. \n \nThe public IP ad... | 1 | 2025-03-06T04:42:12-06:00 |
forum-topic-121945 | 121945 | [2.0.15] Space Age - 2x Pentapod egg recipe icon unavailable | Not a bug | https://forums.factorio.com/viewtopic.php?t=121945 | VL4DST3R | The Pentapod egg *recipe* icon (the one with 2 eggs dividing) cannot be accessed from the filter/icon list for use in say, circuit networks.
I am guessing that's because the recipe itself has the same name as the singular item "Pentapod egg"? I would suggest renaming the recipe to something distinctive like "Pentapo... | [
{
"author": "",
"content": "Thanks for the report, this is not a bug. We used to get reports about players confusing the two icons in inserter filters.",
"date": "2024-11-19T20:24:52+00:00",
"quotes": []
},
{
"author": "danbopes",
"content": "If this is the case, why weren't the molten i... | 3 | 2024-11-18T05:26:30-06:00 |
forum-topic-48802 | 48802 | Party on! | Celebration Party | https://forums.factorio.com/viewtopic.php?t=48802 | I thought - when I registered for the party - that this might be a good idea: A place, where we can organize ourselves.
You need to know, from my early days in virtual life (I once maintained a Bulletin Board System - you know that thing, where you called in by a modem ) that was always a place for interesting th... | [
{
"author": "",
"content": "factorio-web-party-anim-2-forums-b.gif (63.28 KiB) Viewed 23806 times \n \n 1.000.000 !!!",
"date": "2017-05-28T17:28:33+00:00",
"quotes": []
},
{
"author": "",
"content": "Hey, \n \nI am going to the party! \nI got my flight to prague all set and i'm currentl... | 11 | 2017-05-28T10:54:44-05:00 | |
forum-topic-110209 | 110209 | [1.1.100] factorio can't be opened because Apple cannot check it for malicious software... | Technical Help | https://forums.factorio.com/viewtopic.php?t=110209 | nightdipper | Downloaded this morning from the "download full game for Mac" button at https://factorio.com/download .
Apple M1 Max, running Ventura 13.6.2
Any ideas? | [
{
"author": "",
"content": "Is the game installed on the same drive as the os?",
"date": "2023-12-14T15:12:27+00:00",
"quotes": []
},
{
"author": "nightdipper",
"content": "I'm a relatively 'low tech' Mac user - I assume the answer is yes, because I believe that is the default. \n \nMec... | 7 | 2023-12-14T08:49:03-06:00 |
forum-topic-121892 | 121892 | Tips and tricks - Extra text | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=121892 | Feltim | When me and my friends first started on Gleba, we went in with as little information as possible to experience it as a new player.
But we did not avoid all spoilers, one in particular tricked us to ignore something obvious: Spoilage timers isn't all the same.
This meant that we knew items spoiled, and with that i... | [] | 0 | 2024-11-17T15:13:43-06:00 |
forum-topic-127475 | 127475 | Make it easier to differentiate recipe signals | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127475 | Trig90 | TL;DR
Add the full recipe info box to signals so they are easier to differentiate between recipes which have the same output
What?
Observe a normal item signal in modded factorio. You can see a lot more info about that item(stack size, fuel value, effects when used as a module, etc)
427520_20250314015314_1.p... | [] | 0 | 2025-03-13T19:25:28-05:00 |
forum-topic-72407 | 72407 | 0.17.50 Campaign Feedback From an Experienced Guy Pretending to be New | Campaign / Scenario suggestions | https://forums.factorio.com/viewtopic.php?t=72407 | Gangsir | Hey, recently played (partway, see end of post) through the new campaign for the first time. For those who don't know me, I used to be the head admin over on the wiki. I've got a pretty good amount of experience with the game, but to play this campaign, I pretended I was new to the game, as I figured that opinion would... | [] | 0 | 2019-06-23T12:51:32-05:00 |
forum-topic-108952 | 108952 | Friday Facts #378 - Trains on another level - Page 14 | News | https://forums.factorio.com/viewtopic.php?t=108952&start=260 | Tricorius | You live around some pretty impressive two year olds.
I just can't take any posts seriously.
(Also, arguing about whether you define a game in a given genre or not is pretty pedantic. And arguing for free updates for Factorio, of all games, is just inane. WUBE should be De-facto standard for adding value to a vi... | [
{
"author": "Saphira123456",
"content": "My apologies, it appears I mistook you for someone else, because someone DID say that. \n \nI do not troll.",
"date": "2023-10-01T01:15:50+00:00",
"quotes": [
{
"author": "mmmPI wrote: Sun Oct 01, 2023 12:41 am",
"content": ""
},
... | 19 | 2023-09-29T06:00:07-05:00 |
forum-topic-48892 | 48892 | Places to stay | Celebration Party | https://forums.factorio.com/viewtopic.php?t=48892 | Vinnie_NL | I will start this topic to see where others are staying. I want something cheaper than a hotel, so a hostel is an obvious choice. They can be like as low as 10 euro for one night but I prefer not to choose the cheapest option and something like 30/40 per night is still reasonable.
But maybe more importantly, I thin... | [
{
"author": "mowfax",
"content": "We just booked a room via airbnb (first time on that service) for 140 Euro (that's 70 per person and ~23 per night) \nThere were some rooms available in that price range or even cheaper.",
"date": "2017-05-29T21:00:30+00:00",
"quotes": []
},
{
"author": "Vin... | 2 | 2017-05-29T15:45:44-05:00 |
forum-topic-93782 | 93782 | Script for unlocking technologies based on type. | Cheatsheets / Calculators / Viewers | https://forums.factorio.com/viewtopic.php?t=93782 | EvilMushroom | I use different blueprints for different stages of the game, so I categorize them based on which science packs are available at the time.
This is an easy way to unlock only those technologies available for a certain stage of the game.
To use, paste the following code into the console (don't forget to prefix it with... | [] | 0 | 2020-12-30T16:18:28-06:00 |
forum-topic-118240 | 118240 | Command Line Tool in Python to Manage Blueprint Exchange Strings | Tools | https://forums.factorio.com/viewtopic.php?t=118240 | LittleBigDej | Hello!
I wanted to share a small Python project I wrote with the intention of keeping track and organizing my blueprints. With the Factorio 2.0 release around the corner, it helped me archive my good old 1.1 blueprints!
https://github.com/pierre-dejoue/factorio-blueprints
The tool is focused on high-level inf... | [] | 0 | 2024-10-28T15:50:20-05:00 |
forum-topic-51917 | 51917 | Dirty Mining - Dirty ores, with a twist or two | Reika's Mods | https://forums.factorio.com/viewtopic.php?t=51917 | Reika | Mod Info:
Dirty Mining allows you to mark ore fields for "dirty extraction", during which the mining drills - and they can be any kind, vanilla or modded - dig deeper and less carefully. This allows you to get more ore out of a field, but in doing so you also pull up mud, small rocks, plant debris, and other random c... | [
{
"author": "Thales7",
"content": "Suggestion: like the infinite ores, you could make dirt versions of normal ores in start game menu.",
"date": "2018-08-23T16:34:29+00:00",
"quotes": []
},
{
"author": "JCU",
"content": "Please add separate config options for mining speed and bonus yield... | 14 | 2017-08-16T23:21:49-05:00 |
forum-topic-103591 | 103591 | 2x6 tileable Nuclear Reactor 1.76 GW | Energy Production | https://forums.factorio.com/viewtopic.php?t=103591 | Tertius | Here is a my tileable 2x6 (xN) nuclear reactor setup. It has to be placed on water plus landfill, because it isn't feasible to cover whole regions with water pipelines.
Reactor 2x6.jpg (1.64 MiB) Viewed 12617 times
Features:
Intelligent roboport coverage to make building as painless as possible
Aut... | [
{
"author": "Tertius",
"content": "2x6 Reactor blueprint: \n 0eNrk3c+yJMeR7/dXaWFzFxegpf8JD3eaNjKT3d3djZkWEo3WAA7JttvohhrdnKHG5p30DHoy1WlggOpGRaZ/A1zQeBeSbMTOH6IyszzyVMYn/N+/+Pr1h6fv37168/6L3//7F98+/fDNu1ffv3/19s0Xv//iX169fnr59eunF/pv8eLNh29u/9e7F++eXn7z/u27F3969fT62xffvPz+4794+6cX3797++2Hb169+fMLmXG8+O//x4... | 9 | 2022-09-28T05:15:09-05:00 |
forum-topic-120850 | 120850 | [2.0.15] Stack inserter locks up when emptying a chest with mixed content. | Duplicates | https://forums.factorio.com/viewtopic.php?t=120850 | torlek85 | I had chests filled with scrap of mixed quality. I was unloading the chests using a stack inserter. At some point, the stack inserter would get stuck even though the chest was partially filled. The inserter was waiting for more items of one quality even though items of other qualities were available.
half fille... | [
{
"author": "",
"content": "Thanks for the report however this is intended. Stack inserters will always wait for full stacks. If you do not have full stacks they will get stuck like this. If you do not want that behavior do not use stack inserters.",
"date": "2024-11-11T02:51:55+00:00",
"quotes": []... | 3 | 2024-11-10T15:38:01-06:00 |
forum-topic-127512 | 127512 | [2.0.41] biter not registered on chunk? | Technical Help | https://forums.factorio.com/viewtopic.php?t=127512 | Socax1 | i had previously posted an issue with this savefile, all i received was a post title change and nothing else. viewtopic.php?t=127451 . With [2.0.41] released i had hoped the issue would have been corrected but perhaps i was too selfish in my optimism. launching the game in [2.0.32] allows me to play. however, the ga... | [
{
"author": "eugenekay",
"content": "Hello, \n \nThe Error message mentioned in your previous post & Title here is related to a piece of Verification code for loading Biters, which is reporting that there is unexpected / corrupt data in the save file. This is a “single byte” type of error, which means th... | 2 | 2025-03-15T02:39:56-05:00 |
forum-topic-90845 | 90845 | Mod generator [sounds] | Development tools | https://forums.factorio.com/viewtopic.php?t=90845 | ZwerOxotnik | Simple tasks must have simple solutions~
Source : https://github.com/ZwerOxotnik/Mod-generator
Shortly: that script packing sounds and including them in the game instead of you.
Will you agree with me that such simple solution save so much time?~
Examples: on source and in https://mods.factorio.com/... | [] | 0 | 2020-10-30T07:11:40-05:00 |
forum-topic-116105 | 116105 | Windows vs linux backward compatibility, split from "No Marathon mode in 2.0 confirmed?" | Off topic | https://forums.factorio.com/viewtopic.php?t=116105 | Danjen | Wrong, because I'm on Windows 7 and literally cannot run Steam anymore. This was Steam's choice and not Wube. I dont understand why either Wube or Steam dropped support for it when afaik Linux has a smaller user share.
In either case, the game thankfully still runs via direct DL from the site, and that will be the v... | [
{
"author": "EustaceCS",
"content": "Windows as OS family is lacking in backwards compatibility department. Not only because of being closed-source... if it's officially down'ed by its manufacturer - it's down'ed. \nLinux OS family is basically build-your-own-OS where backwards compatibility is a matter o... | 8 | 2024-10-19T09:43:10-05:00 |
forum-topic-46077 | 46077 | Factsim - A Factorio combinator simulator | Tools | https://forums.factorio.com/viewtopic.php?t=46077 | cid0rz | Hello guys. I was just wiring too much in Factorio ^^, after doing my train delivery system and testing it under many circumstances i wanted to improve it in some ways. The problem is developing complex systems in Factorio directly has some inconveniences. So as I have some basic skills in python programming I came up ... | [
{
"author": "cid0rz",
"content": "Hello all, after trying a bit I spent too much time learning stuff about GUI's and at some point I got a bit bored since it was not my main objective for this project. Also using a library that is not mantained or updated is not a good idea. I found some bugs on the library... | 12 | 2017-05-02T13:05:46-05:00 |
forum-topic-120624 | 120624 | [boskid][2.0.16] Accumulator output signal display value differently rounded than one used for condition check | Resolved for the next release | https://forums.factorio.com/viewtopic.php?t=120624 | LCStark | I've used a decider combinator to create an RS latch and used an accumulator as the control signal. I've noticed that despite the condition being set to signal value < 60, the accumulator signal value 59 doesn't pass the check and only becomes true when the value falls down to 58. When the accumulator charges, it shoul... | [
{
"author": "robot256",
"content": "I was able to reproduce this using just combinator clocks, so it has nothing to do with the accumulator (circuit signal values are always converted to integer before being sent along the wire anyways). What I found is not a functional error, but a visual one. In a multi... | 3 | 2024-11-09T11:32:56-06:00 |
forum-topic-127468 | 127468 | Inserter filter slots are interactible | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127468 | protocol_1903 | TL;DR
Clicking an inserter filter slot while filtering (`Use filters`) is disabled should enable filtering and set a filter.
What?
Currently, clicking on the inserter filter slots does nothing when `Use filters` is off, because the filter slots are non-interactable. I would like to be able to click on them when `Us... | [
{
"author": "Ruyeex",
"content": "You can enable filters and drag the item you want onto the filter",
"date": "2025-03-17T19:03:19+00:00",
"quotes": []
}
] | 1 | 2025-03-13T14:16:04-05:00 |
forum-topic-110095 | 110095 | Factorio Blueprint Visualizer | Fan Art | https://forums.factorio.com/viewtopic.php?t=110095 | piebro | About two years ago, I created a Python script and a website to artfully visualize Factorio blueprints. I posted them on the Factorio Reddit and just got the idea to also post them here. Here are a few examples.
example_08.png (64.93 KiB) Viewed 4802 times
example_00.png (160.8 KiB) Viewed 4802 time... | [
{
"author": "BrainGamer_",
"content": "Those look pretty neat. I love the idea of visualizing the BPs in a more abstract manner! \n \nI've been working on my own BP renderer for a while now and this seems like something that could be added as another misc blueprint tool next to a bunch of others. \n \nRea... | 2 | 2023-12-08T04:16:19-06:00 |
forum-topic-106406 | 106406 | Load this MOD and the memory will reach 90%. Without this MOD, the memory will reach 30% | Modding help | https://forums.factorio.com/viewtopic.php?t=106406 | zhuying | factorio-current.log
(62.52 KiB) Downloaded 81 times | [
{
"author": "Quezler",
"content": "context: https://mods.factorio.com/mod/glutenfre ... 34851a240b",
"date": "2023-05-27T20:34:21+00:00",
"quotes": []
}
] | 1 | 2023-05-27T15:32:41-05:00 |
forum-topic-116641 | 116641 | Version 2.0.9 | Releases | https://forums.factorio.com/viewtopic.php?t=116641 | Changes
Achievement logistic-network-embargo updated with different condition for base game and space age.
Bugfixes
Fixed a crash when viewing the production statistics GUI while switching surfaces. ( 116084 )
Fixed unstable global grid position when re-assigning blueprint. ( 111005 )
Fixed that individ... | [
{
"author": "Amarula",
"content": "It's the Great Pumpkin Charlie Brown!",
"date": "2024-10-22T18:57:09+00:00",
"quotes": [
{
"author": "FactorioBot wrote: Tue Oct 22, 2024 6:16 pm",
"content": ""
}
]
},
{
"author": "Merssedes",
"content": "Is smart belt d... | 15 | 2024-10-22T13:16:09-05:00 | |
forum-topic-108725 | 108725 | Friday Facts #376 - Research and Technology | News | https://forums.factorio.com/viewtopic.php?t=108725 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-376 | [
{
"author": "Gergely",
"content": "I think FFFs need spoiler sections now for the expansion. I would like for a way to skip reading about the DLC, because for the first time I am finally going to have the chance to experience a \"new\" Factorio blind, but at the same time I don't want to miss the news about... | 19 | 2023-09-15T06:00:05-05:00 | |
forum-topic-127551 | 127551 | [2.0.41] Crash when manipulating blueprints (PlaceAsTile::checkCondition) | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127551 | ov3rcl9ck | Hello, I've been trying to make blueprints, and while trying to work with the grid position, the game crashed
https://pastebin.com/FP7KXEF3
The save is in attachment, and I guess the mods are listed within the save, that should be enough right? | [] | 0 | 2025-03-16T07:58:41-05:00 |
forum-topic-117503 | 117503 | Allow reordering Map Pins | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=117503 | Theragus | TL;DR
Allow reordering Map Pins
What ?
Please allow reordering map pins like Logistic Groups with a movable component (see screenshots)
Thanks a lot!
10-25-2024, 22-51-06.png (81.04 KiB) Viewed 1629 times
10-25-2024, 22-51-33.png (109.84 KiB) Viewed 1629 times | [
{
"author": "rosie1",
"content": "10-26-2024, 10-31-50.png (24.18 KiB) Viewed 1644 times",
"date": "2024-10-26T14:31:55+00:00",
"quotes": []
},
{
"author": "",
"content": "[Koub] Merged into an existing thread with the same suggestion.",
"date": "2024-10-27T09:32:27+00:00",
"quot... | 18 | 2024-10-25T15:46:16-05:00 |
forum-topic-19825 | 19825 | Digital Display, Yay! - Page 4 | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=19825&start=60 | super_aardvark | Thanks for the updated version! I just found this thread today and was dismayed at the problems I had using the blueprints here. Only one problem with your version: when you remove the left-most decider to enable leading zeroes, it breaks that green circuit.
So, instructions for enabling leading zeroes: build it d... | [
{
"author": "realm174",
"content": "Yup, thanks for that, I am now able to see at a glance how many of which ores I have available in the system (see below). Note that there is actually 5 digits on the first display, but somehow only the first 3 got captured on the screenshot... That's kinda odd, but they ... | 19 | 2015-07-27T02:13:10-05:00 |
forum-topic-127504 | 127504 | [2.0.41] Item request for construction robot not being constructed by personal roboport | Not a bug | https://forums.factorio.com/viewtopic.php?t=127504 | ArEyeses | I put an item request for a construction robot into a roboport and attempted to construct the item request with a spidertron.
When this didn't work I also tested regular chests and the player character's personal roboports, which all have this issue.
(Note the roboport was in an outpost network so couldn't fulfill th... | [
{
"author": "",
"content": "Thanks for the report. This is intended - a mobile logistic network can not take a robot from its own inventory since it may be trying to take itself from its own inventory (which obviously won't work).",
"date": "2025-03-14T23:26:28+00:00",
"quotes": []
}
] | 1 | 2025-03-14T18:23:59-05:00 |
forum-topic-25472 | 25472 | Angel's PetroChem | Angels Mods | https://forums.factorio.com/viewtopic.php?t=25472 | Arch666Angel | Angels Mods
I. Angels Infinite Ores
II. Angels Refining
III. Angels PetroChem
IV. Angel's Smelting
V. Angel's Bio Processing
VI. Angel's Industries
VIII. Angel's Addons
X. Development and Discussion
XI. Bugs & FAQ
XII. Donations and Chocolate Fund
Angels PetroChem
Description... | [
{
"author": "Arch666Angel",
"content": "Long Description \n \nThe main idea behind the mod is to extend the oil processing to be more complex and to have other processing chains you would have in real life, that includes the refining of natural gas and cracking and reforming of the different hydrocarbons. I... | 3 | 2016-05-18T18:21:50-05:00 |
forum-topic-126566 | 126566 | consumed_items: how does it work? | Documentation Improvement Requests | https://forums.factorio.com/viewtopic.php?t=126566 | i142857 | The 2.0 changelog says:
Sounds great but I can't figure out how I'm supposed to use that. I am trying to "refund" the item used when placing the entity. Ideally the item would return to the cursor_stack and the player could place it again.
But nothing I tried works:
Code: Select all local function on_built_en... | [
{
"author": "curiosity",
"content": "Are you sure the item is not refunded? Or is it merely not in hand? valid_for_read == false means the stack is empty. \n \nEdit: oh, it's a separate inventory. I'd guess it has put in there the items that it took. All your attempts make absolutely no sense in this contex... | 3 | 2025-02-03T08:23:58-06:00 |
forum-topic-93108 | 93108 | Factorio Forums • Do you update your modpack ? | I've started my game in july, and since then I've always gotten my mods up to date, but recently, with the addition of honey, wax and advanced casting, I've gotten fed up with updating the whole factory because of breaking changes ( removed or changes recipe, changed machine fluid port position ).
Those changes are m... | [
{
"author": "",
"content": "Not the only fool. \n \nYes it is rather annoying to have recipes and buildings change so leaving parts of the factory not working. Pyanodon suite is still being actively developed, which is great, and breaking changes are inevitable, but unfortunately, these breaking changes are... | 7 | ||||
forum-topic-124554 | 124554 | LFM for making tutorials, would love a button entity the player could use, that can have very flexible effects. | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=124554 | Tinyboss | I'm thinking of making some cool interactive tutorials for the circuit network, and I'm imagining a mod that would facilitate that. Does anything similar already exist, and if not, does the thing I have in mind sound feasible?
Examples of the kind of things I'd like the buttons to be capable of:
Teleport the pla... | [] | 0 | 2024-12-16T12:48:31-06:00 |
forum-topic-102493 | 102493 | Looking for Server running Mitchplay1 or Hive mind MODs | Multiplayer / Dedicated Server | https://forums.factorio.com/viewtopic.php?t=102493 | Johnm81 | Title says it all. I have seen a server list website but can't search by mod... | [] | 0 | 2022-05-24T23:36:08-05:00 |
forum-topic-88450 | 88450 | Files of map editor | Maps and Scenarios | https://forums.factorio.com/viewtopic.php?t=88450 | Immka | Where can i check files of map editor like a code of map editor tools? | [] | 0 | 2020-08-23T12:25:06-05:00 |
forum-topic-13022 | 13022 | World Generation / Map Generator / Game Modes / Scenarios / Biomes | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=13022 | There are some dozen of suggestions around generating worlds. And as it turns obviously out: It's not possible to fulfill every suggestion, cause the suggestions are going into quite different directions. Someone wants to play without water. Others with plenty. Some want to hop from island to island, others want to ha... | [] | 0 | 2015-06-15T10:53:37-05:00 | |
forum-topic-19343 | 19343 | Boxing / Packaging / Container / Cargobox : Pre-Filling | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=19343 | I told it many times before, that the concept of boxing is one idea to bring Factorio into a direction I would very much like.
To repeat, what I understand about boxing:
A item-container, like a chest but not an entity (it has no active functionality, only when inside an assembly or other entity it is can be loade... | [
{
"author": "",
"content": "Keywords: Containers, Boxing, Cargobox, Cargoboxes, Pallet, Pallets \n \nThis is outsourced from viewtopic.php?f=80&t=23008 Warehouse / Depot / Storage / Stock (and related) \n \n \n Suggestions \n \nHere is also another list, with more not so related stuff around this boxing: ... | 1 | 2016-01-20T08:34:35-06:00 | |
forum-topic-120533 | 120533 | [2.0.16] Please add LuaRecord.active_index and LuaItemCommon.contents | Implemented mod requests | https://forums.factorio.com/viewtopic.php?t=120533 | folk | Hi,
So great work guys I am loving the game again
Apparently I posted this in the wrong forum initially, so I'll delete that post and here it is again \o/
I just updated my mod here https://mods.factorio.com/mod/folk-janitor and with the scripting changes in 2.0.16 I really wanted to get going with the pers... | [
{
"author": "folk",
"content": "Also, on a related note as you can see here https://github.com/folknor/factorio-jan ... ol.lua#L87 please consider making `local s = log.add_section(\"Janitor\")` NOT create a new section every time but return the one that exists with the same name already? \n \nThanks agai... | 4 | 2024-11-09T02:14:29-06:00 |
forum-topic-105112 | 105112 | More visible range indicator | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=105112 | RalphMcT | Can anyone point me at a mod that gives a better indicator of the range on turrets, grenades etc. I find it almost impossible to see the standard one especially at night. | [
{
"author": "DaleStan",
"content": "Does Range Indicators do what you want?",
"date": "2023-02-03T02:20:16+00:00",
"quotes": []
},
{
"author": "RalphMcT",
"content": "Looks useful but what I'm looking for is something that replaces the green circle that indicates range with something m... | 4 | 2023-02-02T18:15:02-06:00 |
forum-topic-37517 | 37517 | Blueprint-Mirroring, BP-Shifting, -Programming, -Iteration, -Editing, Ornaments and Recursion | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=37517 | "Simply" mirroring of blueprints is a good idea. But imagine, how much more you can do, if you don't need a blueprint to create mirrored factories.
This link collection tries to widen the view into that direction.
[This is also a side-task of
viewtopic.php?f=80&t=4682 Planning (Signs, Cloning, Ghosts, Blueprin... | [
{
"author": "",
"content": "Mods: \n \n https://mods.factorio.com/mods/humpfry/ ... nt_Flipper",
"date": "2016-11-21T01:38:55+00:00",
"quotes": []
},
{
"author": "HYPPS",
"content": "Bump, I would of thought with upgrade blueprint planner in 0.17 we would get a flip/mirror function. I kn... | 14 | 2016-11-20T17:53:59-06:00 | |
forum-topic-126641 | 126641 | Acid neutralizarion is 10x too fast. | Balancing | https://forums.factorio.com/viewtopic.php?t=126641 | Dictator | Common heat exchanger produces 103 steam/s
obraz.png (93.76 KiB) Viewed 650 times
Common unmoduled chemical plant produces 2000 steam/s
obraz.png (81.64 KiB) Viewed 650 times
This means it produces 20x more steam than steam turbine, very quickly you can reach its limit of 6000 units/s of fluid.... | [
{
"author": "eugenekay",
"content": "As outlined in FFF-430 the Fluid Values for Water --> Steam Expansion were intentionally multiplied 10X for Balance reasons. I would guess that this is why the Steam numbers seem so large - they had to be adjusted in order to fit, and still come out Energy-Profitable.... | 9 | 2025-02-06T15:44:44-06:00 |
forum-topic-65485 | 65485 | Factorio Forums • [SOLVED] [0.17.x] No retina support on 5k monitor | On my 5K iMac running macOS 10.13.6, Factorio runs in low resolution only. The old fix doesn't seem to work, as the Info.plist already declares the app capable of high resolution: | [
{
"author": "",
"content": "Hmm, I works fine in native Retina resolution in 0.17 on macs we have in the office. Both Steam and standalone version.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Thanks for the reply. On a hunch, I poked LaunchServices and it worked: \n Code: ... | 5 | ||||
forum-topic-127498 | 127498 | Factorio Infested – A Biological Total Overhaul Mod | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=127498 | CodeManMike | 03-14-2025, 22-54-41.png (2.01 MiB) Viewed 41 times
Factorio Infested – A Biological Total Overhaul Mod
As a massive fan of StarCraft , Warhammer 40K , and all things sci-fi, I’ve always loved the idea of adding more biological elements to Factorio . Seeing how the Krastorio team introduced creep and orga... | [] | 0 | 2025-03-14T15:59:42-05:00 |
forum-topic-62272 | 62272 | Mitigating the dangers of manual train driving | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=62272 | JackGruff | I've noticed something that crops up when I manually drive a locomotive: If I stop quicker than a train behind me can before jumping a red light, then they rear end me. What's more concerning is that trains don't let off the throttle after a collision.
Some solutions / ideas:
Auto trains give manual trains a wide... | [
{
"author": "Tekky",
"content": "Related threads: \n viewtopic.php?f=6&t=53533 Manual trains, predictions? \n viewtopic.php?f=6&t=42694 Half automatic / half manual train driving \n viewtopic.php?f=6&t=49850 Locomotive mode: Manual with assist",
"date": "2018-08-25T16:12:30+00:00",
"quotes": []
... | 3 | 2018-08-25T04:54:59-05:00 |
forum-topic-113548 | 113548 | multiple trains pathing to same depot resulting in deadlock | Logistic Train Network | https://forums.factorio.com/viewtopic.php?t=113548 | diddler15 | what appears to be happening is multiple trains will path to the same depot then the path wont be updated until the first has arrived this leads to the second train being stuck on the path to go to that depot whilst also blocking trains behind it. train limit is on. how do i fix this? | [
{
"author": "Nosferatu",
"content": "Which one? Ltn train limit doesn't work for depots. you have to use the vanilla one",
"date": "2024-05-19T19:40:22+00:00",
"quotes": [
{
"author": "diddler15 wrote: Sun May 19, 2024 3:57 pm",
"content": ""
}
]
}
] | 1 | 2024-05-19T10:57:09-05:00 |
forum-topic-127415 | 127415 | My save file (and autosaves) crash when I attempt to load it. | Technical Help | https://forums.factorio.com/viewtopic.php?t=127415 | Martimer | Hello,
I've recently been playing a lot of Space Age but a few days ago my save file seams to have been corrupted. I was playing earlier in the day and saved the game to go eat lunch. When I attempted to load the game again it crashed. I attempted to load my autosaves but they appear to have the same issue. The mos... | [
{
"author": "Socax1",
"content": "I am having the same damn issue. No mods, just base + space age. i made factorio forum account just for this. help me, lord kovarex.",
"date": "2025-03-12T04:39:28+00:00",
"quotes": []
},
{
"author": "",
"content": "This save was corrupted due to a bit f... | 3 | 2025-03-11T22:23:59-05:00 |
forum-topic-117612 | 117612 | [pard] [2.0.10] Achievement popup causes tooltips to go behind UI windows | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=117612 | sillyfly | Playing on Linux with the Wayland backend (not sure if it matters), when an achievement popup is shown - any tooltip already shown, or being displayed while the achievement popup is still shown, will be hidden behind other UI elements, such as inventory window, Factoriopedia etc.
Once he achievement popup disappears -... | [
{
"author": "sillyfly",
"content": "FYI, I was unable to reproduce it on 2.0.14. I guess it may have been resolved by some unrelated change, or possibly there are other conditions that need to apply. \nThe original report was also from a base game, and since then I moved to a fresh install of Space Age, so ... | 4 | 2024-10-26T05:31:39-05:00 |
forum-topic-107792 | 107792 | Factorio Forums • [1.1.87] Hangs on macos after game update | Factorio randomly hangs after I updated to the latest core using the prompt that the game shows on startup, before the main menu. It didn't hang before the update. I don't have a way to reproduce the hang. I estimate it runs 15 minutes on average before hanging.
It sometimes hangs on startup. The attached log is... | [
{
"author": "",
"content": "I have the same issue on MacOS. Hangs always when starting. Seems to be lock related. Here are all stacks of all threads: \n Code: Select all Sampling process 2018 for 3 seconds with 1 millisecond of run time between samples\nSampling completed, processing symbols...\nAnalysis o... | 12 | ||||
forum-topic-103544 | 103544 | Friday Facts #370 - The journey to Nintendo Switch | News | https://forums.factorio.com/viewtopic.php?t=103544 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-370 | [
{
"author": "Tokk",
"content": "A whole other year without an update is very sad news. \n \nFactorio got as big and well known as it is due to the early-access model, perhaps it would be a good idea to rethink the stop of this idea?",
"date": "2022-09-23T11:28:15+00:00",
"quotes": []
},
{
"... | 19 | 2022-09-23T06:03:31-05:00 | |
forum-topic-119271 | 119271 | [boskid][2.0.13] Rotating splitter adds items after filter | Resolved for the next release | https://forums.factorio.com/viewtopic.php?t=119271 | rvb30 | IDK if this is a bug or not, but the behaviour has changed from 1.1 and I personally prefer the old version.
If you have a splitter with a filter and you rotate it (R key by default) then items pass through from the input and appear on the filtered side defying the filter
Here I have a splitter:
Before.pn... | [
{
"author": "",
"content": "I traced back this change and it is related to adding support to flip entities. There is some attempt at swapping line contents when splitter is rotated which seems suspicious as lines should be only swapped when entity gets sides flipped. This has quite low priority right now so... | 3 | 2024-11-02T06:56:56-05:00 |
forum-topic-27467 | 27467 | Production Calculator Google Sheet [2.0 Space Age & Vanilla] - Page 2 | Cheatsheets / Calculators / Viewers | https://forums.factorio.com/viewtopic.php?t=27467&start=20 | ignatio | I take it that's without any productivity modules anywhere. The reason for the 400 is that it includes both direct and indirect requirements: You need 160 directly for advanced circuits, but you also need 80 electronic circuits which use up 3 copper cables each, so 3x80 = 240 more copper cables. (You can see the relati... | [
{
"author": "irbork",
"content": "Indeed that makes perfect sense and explains why my build calculation were off. Thanks for the \"Do not manufacture\" advice, it is very helpful.",
"date": "2018-04-19T18:51:10+00:00",
"quotes": [
{
"author": "ignatio wrote:",
"content": ""
... | 19 | 2016-06-29T00:09:02-05:00 |
forum-topic-112942 | 112942 | [1.1.104] small yet fun "1 pixel" diff for tile-unknown icon | Not a bug | https://forums.factorio.com/viewtopic.php?t=112942 | KeepResearchinSpoons | pre
Factorio has a number of "fallback" icons;
namely
./virtual-signal/signal-unknown.png
./tile/tile-unknown.png
./item/item-unknown.png
./fluid/fluid-unknown.png
./entity/entity-unknown.png
as easily seen by `find . | grep unknown` in icons dump, for example.
They all feature the black question-mar... | [
{
"author": "",
"content": "Thanks for the report. I am not considering this to be a bug. If they would be required to be equal then they would be all pointing at the same file.",
"date": "2024-04-12T15:38:29+00:00",
"quotes": []
}
] | 1 | 2024-04-11T21:55:38-05:00 |
forum-topic-90093 | 90093 | Factorio Locale Editor | Development tools | https://forums.factorio.com/viewtopic.php?t=90093 | Shadow_Man | Greetings to all Factorio community.
I wrote a small program to help translate mods.
It is very simple to use: load the locale file for translation, load the translation (if there is one already), select the strings for translation in the list on the left, the source text and the translation below are displayed on th... | [
{
"author": "plexpt",
"content": "error while loading chinese",
"date": "2022-02-07T02:33:55+00:00",
"quotes": []
},
{
"author": "Shadow_Man",
"content": "Hmm, i'm try to load Chinese Simplified locale from Story Missions mod and all was fine. \nWhich file failed? Can you share it?",
... | 4 | 2020-10-04T17:38:37-05:00 |
forum-topic-127236 | 127236 | Spelling error in migration screen | Translations | https://forums.factorio.com/viewtopic.php?t=127236 | KiwiHawk | "Removed equipments" should be "Removed equipment". Equipments is not a word.
03-03-2025, 21-44-03.png (51.94 KiB) Viewed 177 times
I can't work out how to report it on crowdin. The strings are:
Code: Select all [gui-migrated-content]
removed-equipment=Removed equipments
changed-equipment=Changed equip... | [
{
"author": "Kyralessa",
"content": "Eh, as a native speaker, I'm not sure I would call this an unequivocal mistake. \n \nTo me it falls in the same category as someone saying \"Two coffees\" instead of \"two cups of coffee.\"",
"date": "2025-03-03T08:59:24+00:00",
"quotes": []
},
{
"author"... | 3 | 2025-03-03T02:46:35-06:00 |
forum-topic-124184 | 124184 | Galaxy of Fame article | Wiki Talk | https://forums.factorio.com/viewtopic.php?t=124184 | Yorven | Hi, I've created a draft for an article on the Galaxy of Fame feature on my userspace:
https://wiki.factorio.com/User:Yorven
Is this an appropriate topic for the wiki, given it isn't really an in-game feature and is mostly contained to the website? If not, I'll delete it. | [
{
"author": "jaylawl",
"content": "It is a vanilla part of the game, why wouldn't a wiki page for it be appropriate?",
"date": "2024-12-30T23:10:55+00:00",
"quotes": []
}
] | 1 | 2024-12-10T17:35:29-06:00 |
forum-topic-127045 | 127045 | [2.0.35] [SA] Cargo landing pads should have the lowest logistical priority | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127045 | Hares | TL;DR
Cargo landing pads should have lowest priority for picking up items for the requests
What?
When determining provider for an item request, the Cargo landing pad should be the lowest-priority pick (below red & yellow chests). Currently, it is same as red.
Edit:
This should also apply for the construction... | [] | 0 | 2025-02-22T01:15:53-06:00 |
forum-topic-127548 | 127548 | [2.0.41] Ghost blueprinted entities become created in inventory | Pending | https://forums.factorio.com/viewtopic.php?t=127548 | razorcakes | I didn't see this on forums so my apologies if double posted.
Legendary substations were created in my inventory after blueprinting them in early game. Unsure how to recreate at this point, however after using them for spacing I've now (twice) had them pop up into my inventory after removing the blueprint. I am able... | [] | 0 | 2025-03-16T07:03:35-05:00 |
forum-topic-53993 | 53993 | Factorio Forums • [wheybags] [0.15.37] Enemy bases richness is still visible | After the removal of artifacts, I would think adjusting enemy base richness lost is value. Currently, this is just one more weird GUI element to confuse new players. | [
{
"author": "",
"content": "I just had a look and it seems that richness is actually used, as an offset on the evolution factor when deciding what to spawn.",
"date": "",
"quotes": []
}
] | 1 | ||||
forum-topic-124401 | 124401 | The Big Furnace | Mods | https://forums.factorio.com/viewtopic.php?t=124401 | clark2k1 | anyone willing to update this to current version? I've tried but have basically zero knowledge on how too, just sometime good at figuring shit out.
or something similar....
https://mods.factorio.com/mod/TheBigFurnace | [] | 0 | 2024-12-13T22:20:26-06:00 |
forum-topic-115317 | 115317 | Mod Idea for space age: Nauvis Is Flat! | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=115317 | BHakluyt | Have all planets on one plane/planet as different biomes. Have all activity on one map, bring back the megabase railways. Find another endgame loop with rockets or something...
TLDR: mod Idea : Earth Is Flat uhm, Nauvis is Flat! Have all planets terrain and enemies as different biomes on one map. | [
{
"author": "BHakluyt",
"content": "I need a few +1s please. I've been playing space age and still really wants a mod like this. Have huge different biomes so it's good for railwords. Have the last shattered planet still as part of space stuff but otherwise all planets on one plane. Would be great! \n \nWou... | 11 | 2024-09-13T13:41:47-05:00 |
forum-topic-126123 | 126123 | automatic parameterized trainstation blueprint book using interrupts | Railway Setups | https://forums.factorio.com/viewtopic.php?t=126123 | this_dude_553 | I suppose there must be quite a few of these already but I couldnt really find one that scratched my itch of wanting a train setup where the requests get sent to the trains and they just go and pickup what is needed and deliver to where it is needed, so I set out to try and build it myself and five hours later I now un... | [] | 0 | 2025-01-19T05:20:27-06:00 |
forum-topic-45001 | 45001 | [0.15.x] Bob's Mods: General Discussion | Bob's mods | https://forums.factorio.com/viewtopic.php?t=45001 | bobingabout | There were a few that were dropped, such as the Config mod, which is integrated into each mod's in game menus now.
Techsave is also discontinued, as that functionality is built in.
Tech mod has also moved into it's new direction, Rather than adding a science pack 4, it adds Logistic science pack, and most logistic ba... | [
{
"author": "Randonx",
"content": "Hello Bob. \n \nI'm testing the mods you've updated to 15.x so far, and they all seem to be working except for the Inserters mod. I can't seem to locate the GUI button for the Inserter adjustments, although if I bind a key and have an inserter selected when I hit it the G... | 19 | 2017-04-26T03:30:40-05:00 |
forum-topic-110577 | 110577 | Landmines, the underestimated weapon against pretty much anything | General discussion | https://forums.factorio.com/viewtopic.php?t=110577 | GregoriusT | So, recently I figured I should start using means of War that are less standard and boring. I learned many people do not use Landmines at all, so that seemed pretty "exotic" to me, making me want to try use some good old War Crimes against them Buggers.
I started looking up Landmines and related Stuff on the Interne... | [
{
"author": "aka13",
"content": "I find the checkerboard pattern easier to work with, especially on corners. \nOtherwise a nice writeup, good job.",
"date": "2024-01-08T08:40:53+00:00",
"quotes": []
},
{
"author": "GregoriusT",
"content": "Yep, checkerboard is still better than just fill... | 19 | 2024-01-07T19:14:50-06:00 |
forum-topic-86910 | 86910 | Getting ready for Factorio 1.0 release. | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=86910 | ChurchOrganist | Factorio 1.0 is looming large, and it would be great to add some added value to the Yuoki mods before that.
I have added some of the new vanilla features to the Yuoki Suite in my Yuoki Tweaks mod, but ultimately it would be great to have them merged into the mainstream Yuoki mod set.
To that end I propose that w... | [
{
"author": "YuokiTani",
"content": "i have uploaded all files to github. -> https://github.com/Yuoki-Industries \nneed some tuning, if someone can help ?",
"date": "2020-07-17T15:23:23+00:00",
"quotes": []
},
{
"author": "ChurchOrganist",
"content": "I've just created a branch on my l... | 2 | 2020-07-16T10:30:40-05:00 |
forum-topic-118242 | 118242 | [pard] [2.0.11] PC: Achievement "logistic network embargo" on Steam, but not in-game - Page 2 | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=118242&start=20 | lovelymess | Yes, It affects all those who got the achievement before 2.0. A fresh install won't help, unless you also intend to delete your Steam achievements to get them again in the new install.
On Steam I have it, ingame I don't, if I try to trigger it with a save, it pops up but if I change save it's gone again.
I also d... | [
{
"author": "Zaflis",
"content": "So after you researched with the new science pack too, did the achievement stay achieved ingame? (After restarting the game ofc.)",
"date": "2024-11-24T17:52:21+00:00",
"quotes": [
{
"author": "EwingKang wrote: Thu Nov 14, 2024 11:48 am",
"cont... | 14 | 2024-10-28T15:56:13-05:00 |
forum-topic-72999 | 72999 | Campaign is too hard | Campaign / Scenario suggestions | https://forums.factorio.com/viewtopic.php?t=72999 | Silverstar456 | I played the new Campaign - Arrival - a few times; I realised that it is way to hard, I failed with 1800hrs ingame and in my eyes a newbie would not be able to complete it. On youtube the most people survive while their base is currently destroyed, so pure luck; Every time I finished it it was the same at me too. I wou... | [
{
"author": "",
"content": "[Koub] Moved to the Campain feedback/suggestions subforum",
"date": "2019-07-07T08:26:30+00:00",
"quotes": []
},
{
"author": "Filter62",
"content": "Yup, same here, it took me a few tries, never expected that much biters.",
"date": "2019-11-15T16:36:38+00:... | 2 | 2019-07-06T19:20:04-05:00 |
forum-topic-111933 | 111933 | Friday Facts #403 - Train stops 2.0 - Page 2 | News | https://forums.factorio.com/viewtopic.php?t=111933&start=20 | Zarphos | Since you've added manual pushing of wagons, I would love if you could I update the wagon model slightly. Adding a ladder at the end like North American boxcar, that our engineers would hang off of when riding them would be very amusing to me and hopefully others. | [
{
"author": "SkerrittT",
"content": "Thank you again... certainly looking like a fantastic release... wish I knew when its coming out !",
"date": "2024-03-22T12:54:44+00:00",
"quotes": []
},
{
"author": "orbit",
"content": "OK, you made a great job in hype already. How I should even pla... | 19 | 2024-03-22T07:00:03-05:00 |
forum-topic-126846 | 126846 | Bio pollution mass filtering (space age) | Show your Creations | https://forums.factorio.com/viewtopic.php?t=126846 | ufidlo | Hi there,
I just wanted to share a creation of bio pollution filter . I was just sick of so much red pollution around the map.
I tried tree agri towers first, but they just don't do eat enough pollution to offset the output of biolabs researching.
Then I looked at biter nests (400 per behemoth sounds good!). But ... | [
{
"author": "jdrexler75",
"content": "I just put some efficiency modules in a few beacons instead... and pollution goes down to 20%.",
"date": "2025-02-18T22:48:39+00:00",
"quotes": []
}
] | 1 | 2025-02-14T13:37:07-06:00 |
forum-topic-45635 | 45635 | Improvements for the Construction-Phase (Handling of Blueprints / Ghosts / Copy / Pre-Configuration) | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=45635 | This subject has a grandfather subject, which contains several ideas:
viewtopic.php?f=80&t=4682 Planning (Signs, Cloning, Ghosts, Blueprinting and more...)
Also related:
viewtopic.php?f=80&t=37517 Blueprint-Mirroring, BP-Shifting, -Programming, -Iteration, -Editing, Ornaments and Recursion
viewtopic.php?f=... | [
{
"author": "TRauMa",
"content": "While I appreciate the effort you put into sifting through all these posts and collecting them, I'm a bit unsure if they are the right place to discuss them? Is there a chance to reach developers posting here? \n \nIn particular, while playing Space Exploration and using it... | 5 | 2017-04-29T17:11:25-05:00 | |
forum-topic-21586 | 21586 | [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack - Page 3 | Mods | https://forums.factorio.com/viewtopic.php?t=21586&start=40 | bNarFProfCrazy | Here the German (de) translation.
--------------------------------------------
I wonder if an ingame item/entity description would help in understanding what each stack does.
Code: Select all [entity-description]
vent-stack=Vents the incoming volatile gases (such as liquefied air) into the atmosphere.
flare-st... | [
{
"author": "Imperum",
"content": "Thankyou! That did the trick.",
"date": "2016-05-22T18:10:45+00:00",
"quotes": [
{
"author": "GotLag wrote:",
"content": ""
}
]
},
{
"author": "GotLag",
"content": "If you give me translated descriptions I'd be happy to p... | 19 | 2016-03-15T09:21:56-05:00 |
forum-topic-122346 | 122346 | Factorio Forums • [raiguard][2.0.20] Connecting fusion generators' output back into fusion reactors sometimes results in plasma loss | As discussed in further comments in this thread , when a fusion power setup has generators whose output connects back into the input/output ports of a reactor, plasma can get lost and overall power production gets reduced. Deleting and rebuilding a generator can fix the issue, so the order of operations seems to make ... | [
{
"author": "",
"content": "+1 to the odd behavior noted in this post and 123980 \nI have a 2 reactor / 8 generator setup, and was noticing only 1 reactor working at any given time. None of my generators \"feed back\" into the reactors. \nThe non-working reactor (\"Output Full\" message) was reporting t... | 7 | ||||
forum-topic-114959 | 114959 | [1.1.109] Belt flickering when there is camera window | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=114959 | report0r | I was playing with mod Ultracube , which provides a camera view around where a cube is located. When player is near the cube, the player's normal game view will have some area overlapped with cube's camera view, and belts inside this overlapped area will flicker.
I've attached a video showing this issue. It happen... | [
{
"author": "DarkShadow44",
"content": "I can confirm the issue, although it happens a lot rarer for me.",
"date": "2024-08-23T19:05:02+00:00",
"quotes": []
},
{
"author": "report0r",
"content": "It's most noticeable when the camera view is zoomed in and gameplay view is zoomed out, and ... | 6 | 2024-08-22T10:52:48-05:00 |
forum-topic-109502 | 109502 | Friday Facts #383 - Super force building - Page 6 | News | https://forums.factorio.com/viewtopic.php?t=109502&start=100 | Roxor128 | I noticed the placing of landfill left holes if there wasn't anything in that space in the blueprint. Any chance of a way to override that and force them to be filled?
Maybe it could be done at the blueprint level by having a dummy object that can be put in empty spaces (potentially automatically from the blueprint ... | [
{
"author": "Rebmes",
"content": "Yet another fantastic addition / improvement. Game changer.",
"date": "2023-11-04T03:43:52+00:00",
"quotes": []
},
{
"author": "AntiElitz",
"content": "Seems really cool! I love the landfill stuff in particular. \nWhile you are working in this anyways, w... | 19 | 2023-11-03T07:00:03-05:00 |
forum-topic-127375 | 127375 | [Lou][2.0.39] unbuildable tree ghosts (that grow?) | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=127375 | linkehand | - What did you do?
Placed a tree ghost in map mode (either by selecting a tree seed from the inventory or pipetting an existing tree)
- What happened?
A tree ghost (that grows, shows health and expected resources) appears that cant be built by construction robots, the bots will just fly from tree ghost to tre... | [
{
"author": "",
"content": "Thanks for the report however you can't actually ghost-build trees - the engine won't allow it. This means you must be using some mod(s) which appear to be defective. You'd need to report this issue to the mod author.",
"date": "2025-03-10T16:36:12+00:00",
"quotes": []
... | 7 | 2025-03-10T11:34:28-05:00 |
forum-topic-119908 | 119908 | Super-force upgrade to yellow chests with filters | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=119908&p=633168 | Hares | TL;DR
Add ability to perform upgrade from steel (or any other) chest into a storage chest with set filters without deconstruction.
What?
Upgrade requests should have be able to store target entity setting(s).
Why?
Follow-up of 117644: [2.0.11] Super-force building that could have been an upgrade forces remova... | [
{
"author": "qzjul",
"content": "Yes, this! I even made a test of the different upgrades, because I thought I was going crazy making an upgradable mall blueprint: \n \nEvery other type of chest other than the filtered does the upgrade ; the final column is a filtered storage chest. This is with the creative... | 1 | 2024-11-05T06:20:44-06:00 |
forum-topic-127447 | 127447 | [boskid] Train stop tutorial fatal error (Version 2.0.39) | Resolved for the next release | https://forums.factorio.com/viewtopic.php?t=127447 | Viciousgamer8887 | imagen.png (16.78 KiB) Viewed 273 times
Error MainLoop.cpp Exception at tick 4734: El escenario level causó un error irrecuperable.
Por favor, informe de este error al autor del escenario.
Error while running event level::on_train_schedule_changed (ID 125)
__level__/control.lua:230: attempt to index fiel... | [
{
"author": "",
"content": "Post the log, add the version to the title and describe how to create the error please, see 3638 .",
"date": "2025-03-12T23:56:55+00:00",
"quotes": []
},
{
"author": "",
"content": "Ref.: 127479",
"date": "2025-03-14T11:28:11+00:00",
"quotes": []
}... | 3 | 2025-03-12T18:35:33-05:00 |
forum-topic-126819 | 126819 | Insert into cargo bay | Duplicates | https://forums.factorio.com/viewtopic.php?t=126819 | mohsh86 | Cargo bays won't accept items from inserter when attached to hub, any reason why?
02-13-2025, 20-41-17.png (1.42 MiB) Viewed 125 times
02-13-2025, 20-41-38.png (877.44 KiB) Viewed 125 times | [
{
"author": "adam_bise",
"content": "They made it that way. \n \nThe devs chose design limitations over playstyle choices in this case unfortunately.",
"date": "2025-02-13T13:30:40+00:00",
"quotes": []
}
] | 1 | 2025-02-13T04:42:02-06:00 |
forum-topic-72993 | 72993 | Disappearing items when contraption builds Iron plate smelter | Campaign / Scenario suggestions | https://forums.factorio.com/viewtopic.php?t=72993 | petricottontail | Hello,
I'm a long time player (I think since 0.12 or something?) but was interested in seeing what y'all have done with the scenario. I went and built a stone furnace in front of a burner-miner so that I could produce more iron plates quickly. When I had completed the task to have 1 burner-inserter, a few belts and a ... | [
{
"author": "wheybags",
"content": "Sorry, this is not a bug, moving to the suggestions subforum.",
"date": "2019-07-16T11:17:34+00:00",
"quotes": []
}
] | 1 | 2019-07-06T15:24:07-05:00 |
forum-topic-126674 | 126674 | Late game: Where does your engineer live? | General discussion | https://forums.factorio.com/viewtopic.php?t=126674 | NineNine | In late game, where does your engineer live, and what does he/she do while you're working on designing everything and your bots are building everything? I know that I usually forget entirely about the engineer after all of the planets have bots. | [
{
"author": "mmmPI",
"content": "I have some spots to go to, like throne, or belts loops where i like to park my physical avatar while practicing late game telekinesis. Those are generally next to trash area and also landing pad and also silo to be close to where i need be to change planet and speed up the ... | 9 | 2025-02-07T16:40:13-06:00 |
forum-topic-127152 | 127152 | Version 2.0.37 | Releases | https://forums.factorio.com/viewtopic.php?t=127152 | Bugfixes
Fixed that inserters could get stuck when interacting with trains if the train arrived at a station without physically moving. ( 127134 )
Fixed that LuaSchedule::add_wait_condition, remove_wait_condition, and change_wait_condition expected a table of arguments instead of direct arguments.
Use the aut... | [] | 0 | 2025-02-26T12:30:50-06:00 | |
forum-topic-65638 | 65638 | Factorio 0.17 update? | 5dim's mod | https://forums.factorio.com/viewtopic.php?t=65638 | astroshak | Is one coming? | [] | 0 | 2019-02-27T14:49:54-06:00 |
forum-topic-39716 | 39716 | FARL Crash on game startup | F.A.R.L | https://forums.factorio.com/viewtopic.php?t=39716 | tommygunner70 | I'm getting an error message when the game loads up all the mods.
the message reads
Code: Select all Error while loading recipe prototype "farl-meta" (recipe): conversion of data to type "unsigned short" failed
Modification: FARL
and after hitting ok it takes me back to desktop.
Game: 0.14.21
FARL: 0.7.4 | [
{
"author": "steinio",
"content": "Same here. \n \nEdit: https://mods.factorio.com/mods/Hermios/RailPowerSystem is the culprit at my setup.",
"date": "2017-01-13T20:02:18+00:00",
"quotes": []
}
] | 1 | 2017-01-10T20:33:04-06:00 |
forum-topic-98515 | 98515 | BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium... | Mods | https://forums.factorio.com/viewtopic.php?t=98515 | brevven | Status for 2.0
Titanium, Lead, Tin, Silica & Silicon and Zirconium are out and pretty stable, please report any issues on the mod portal.
Still looking into the other mods (hoping for G&D next but still working some stuff out)
Mods may be updated for 2.0 before Space Age, depends on complexity of integrating... | [
{
"author": "brevven",
"content": "Plans for BZ Mods. \n \nPlans are very much subject to change, I don't have any time estimates. The following list is in no particular order, and other mods might get made before any of these if inspiration strikes. Feedback is always welcome. \n \n Likely upcoming mods (n... | 19 | 2021-05-23T22:29:30-05:00 |
forum-topic-125214 | 125214 | Request - change artillery shell stack size to something greater. | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=125214 | mooklepticon | I know it's probably for balance reasons, but a stack of 1 artillery shell when you can stack 10 or more buildings seems implausible. | [
{
"author": "Hares",
"content": "First, there's balancing sub-forum, Ideas & Suggestions are for features: Factorio Direction → Balancing \n Second, there's a discussion there already, you can bump it: 54659: [0.16.1] Artillery shells stack size = 1",
"date": "2024-12-27T20:25:42+00:00",
"quotes"... | 2 | 2024-12-27T13:45:23-06:00 |
forum-topic-125785 | 125785 | update reqwest | Mods | https://forums.factorio.com/viewtopic.php?t=125785 | Jimmy G1 | can someone make a update of this mod and upload it and thin link it here
https://mods.factorio.com/mod/ImprovedC ... 4aa4b3eb71 | [] | 0 | 2025-01-09T18:24:27-06:00 |
forum-topic-123645 | 123645 | [2.0.23][PC] "Can't deliver cargo..." floating text not localized using Dutch | Translations | https://forums.factorio.com/viewtopic.php?t=123645 | Spons7777 | When sending a rocket to a full space platform and clicking on the specific space station the floating text is in English instead of Dutch (Dutch language is set as game language). The floating says " Can't deliver cargo because the plaform hub does not have enough space." This should be something like "De vracht kan n... | [
{
"author": "",
"content": "Thanks for the report. This key is new, so the translation people on crowdin have not yet gotten it translated and pulled into the release. It will happen eventually. If you'd like to contribute you can do so here: https://crowdin.com/project/factorio",
"date": "2024-12-03T1... | 1 | 2024-12-03T13:17:36-06:00 |
forum-topic-25267 | 25267 | Friday Facts #138 - Better Circuit Network III | News | https://forums.factorio.com/viewtopic.php?t=25267 | More info about the circuit network
https://www.factorio.com/blog/post/fff-138 | [
{
"author": "nobodx",
"content": "Page is loading for me, (except the 2 images). the circuit-changes sounds cool. and congratulations to the 2 Awards",
"date": "2016-05-13T15:20:55+00:00",
"quotes": []
},
{
"author": "Jonathan88",
"content": "Congratulations on the awards!!! \nYou ... | 19 | 2016-05-13T10:01:17-05:00 | |
forum-topic-65816 | 65816 | [0.17.2] Bots get confused when upgrade planner is used twice | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=65816 | Altainia | Details:
When using the upgrade planner on something that has at least two upgrades, like a yellow belt (which can be upgraded to a red belt and yet again to a blue belt), if you select those belts for upgrade a second time while the first upgrade is in progress, some of your bots will get confused and stay motionless... | [
{
"author": "TheRaph",
"content": "I think the reason for getting jammed is that the bots have the wrong item in inventory. \n \nIn slow: \nYour bots get order to replace yellow belts with red ones. \nOne of your bots goes to your inventory and get one red belt. \nAt this point (or just be ore) the tile-ent... | 4 | 2019-02-27T21:32:13-06:00 |
forum-topic-5830 | 5830 | Effecient mining setup for robots | Mechanical Throughput Magic (circuit-free) | https://forums.factorio.com/viewtopic.php?t=5830 | azurelinctus | Hi, I have been playing Factorio for a few months and first time to post and not sure if anyone else has thought of this set-up for mining using robots for transport of materials. I realised I could do this a few days ago, doing away entirely with belts, inserters and the line gaps between mining drills needed to feed ... | [
{
"author": "BurnHard",
"content": "I was thinking about this some time ago, after all optimization i ended up with this repeatable design-pattern: https://forums.factorio.com/forum/vie ... 9&start=18 \n \nC = Chests \nP = Medium Power Pole",
"date": "2014-09-16T12:30:26+00:00",
"quotes": []
},
... | 17 | 2014-09-16T06:42:11-05:00 |
forum-topic-91952 | 91952 | [Oxyd] [1.1.1] Asynchronous save process stuck, crash when quitting game | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=91952 | selplacei | Save files: https://drive.google.com/drive/folders/ ... sp=sharing
Included are the original save (suffering..zip), the autosaves as of right after the crash, and both of the .tmp.zip files that were present.
Log file, as of right after the crash (also attached to this post): https://pastebin.com/RiiRQcVD
System... | [
{
"author": "valneq",
"content": "I thought the devs removed the non-blocking save. Is it still available in the settings?",
"date": "2020-11-26T07:36:52+00:00",
"quotes": []
},
{
"author": "selplacei",
"content": "It is available via the config file on Linux. Based on the comment (\"Doe... | 17 | 2020-11-26T00:39:22-06:00 |
forum-topic-91912 | 91912 | [Rseding91] [1.1.1] Stuttering and big UPS drop when biters attack | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=91912 | smooth_mcdouglette | Whenever biters attack, the game stutters quite badly and UPS dips fairly dramatically for me.
I was playing stable 1.0.0 just yesterday and I never encountered any such UPS or FPS drop, so I believe it's related to 1.1.0 experimental.
The dip seems to only occur when biters attack. It doesn't matter if they are ... | [
{
"author": "smooth_mcdouglette",
"content": "I have also just now noticed that the stuttering goes away immediately after the alert icon in the bottom right disappears. Perhaps it's related to drawing the arrows?",
"date": "2020-11-25T20:34:44+00:00",
"quotes": []
},
{
"author": "",
"co... | 19 | 2020-11-25T14:30:16-06:00 |
forum-topic-76351 | 76351 | how to calculate ammount of Heat Pipe heaters? | DyWorld | https://forums.factorio.com/viewtopic.php?t=76351 | andre2 | Hi,
the offshore pump can handle 50 iron steam turbiness and 25 heat exchangers. 1200 l/sec / 24 l/s. But how to calculate the number of needed heat pipe heaters? So that the heat exchangers have enough energy to fuel the power set. | [
{
"author": "DaleStan",
"content": "Yes and no-but-it-doesn't-matter, respectively. The calculation is similar to that for nuclear power plants: \n \nA single heat pipe heater consumes 200 kW, and produces at 500% efficiency, so it produces 1MW. \nThen count how many you effectively have. If the heater has ... | 2 | 2019-10-03T13:58:05-05:00 |
forum-topic-26518 | 26518 | Friday Facts #142 - Playtesting | News | https://forums.factorio.com/viewtopic.php?t=26518 | https://www.factorio.com/blog/post/fff-142 | [
{
"author": "Nova",
"content": "Yes, Friday Fact! \n \n \n Edit: Cool, more inventory space! \n \nRelease next week... Not this week. \nWell okay, I think we will be glad for having less bugs. \n \nNice circuit box. I also like the new train station model.",
"date": "2016-06-10T19:37:46+00:00",
... | 19 | 2016-06-10T14:35:42-05:00 | |
forum-topic-127138 | 127138 | Has Bob's Mods be updated to 2.2yet? | Bob's mods | https://forums.factorio.com/viewtopic.php?t=127138 | servegently | Title says it all, I really liked the Bob's suite of mods | [
{
"author": "eugenekay",
"content": "Not since the last thread was posted. \n \nControversial yet brave opinion: Space Age’ Quality of all Intermediates is a much better implementation of the “machinery upgrades” mechanic than the Bob’s style “add a Fancy Steel beam to it” for Mk2+. I am still looking f... | 2 | 2025-02-25T22:41:24-06:00 |
forum-topic-34187 | 34187 | [0.14.09 - 0.14.21] Hardez modpack 0.2.1 - Page 2 | Mod Packs / Libs / Special Interest | https://forums.factorio.com/viewtopic.php?t=34187&start=20 | _npo6ka_ | fixed in version 1.2
Сreator of mod to change it. I find it hard to judge this.
fixed in version 1.0 (and need reload recipe)
fixed in version 1.2
fixed in version 1.3
The assembly has a warehousing, and they are ideal for the required tasks.
These researches are already in modpack (please reload recipe)
... | [
{
"author": "nute",
"content": "I have troubles with rocket fuel : i can't make the rocket fuel in advanced chemical plant : the recipe is not available. \nIf i disable CMHMOD, i can produce rocket fuel (without the need of Nitroglycerine) but in the rocket silo, i jus't can't make anything : no available ... | 2 | 2016-10-11T17:04:50-05:00 |
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