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 |
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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-distant position.
03-06-2025, 17-19-45.png (131.3 KiB) Viewed 281 times
Click to expand the recording | [] | 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 it outputs a unique ID corresponding to that specific material/rarity combination.
This could either be set to output "Each" (i.e. Iron Ore with any value becomes Iron Ore with value 1) or to a specific, chosen value (i.e. Iron Ore with any value becomes "T" with value 1). In the latter case however, you would be unable to support multiple input signals (could maybe allow for a sort ascending/descending option to decide the output).
Why?
This specific suggestion doesn't solve any immediate problems, but it would allow for other problems to be solved in much more elegant ways.
For example, instead of having to give an assembler a "Blue belt" signal to set its recipe to that, you could tell it to parse the "T" input as its recipe (if nothing is specified, use the existing logic). This would remove any confusion of which signal to process as the recipe, as well as allow for fewer problems with things like input/output signal overlap.
Some problems/suggestions that can be very elegantly solved via this feature:
- viewtopic.php?t=122510 - No need for doing something arbitrary like taking the highest or some specific value
- viewtopic.php?t=116694 - Again, no need to apply any special logic to the signals to act as a tiebreaker
It is also possible to provide an option to reverse this process, as it could allow for some useful things too, but it'd be secondary priority for me. | [
{
"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 afraid to leave their factory because the creepers would destroy the radars.
The truth is that people who know how to play the game would have little trouble dealing with the creepers. Couple of turrets would suffice to take care of them. And we are sure it can be challenging for some players. However this is demo. Its purpose is to present the game to the players who don't know it in the frist place.
The question is whether the attacking creepers in the demo are an interesting factor or just frustrates users.
We are not certain about this and we would appreciate to hear your opinion. | [
{
"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 the soil it's planted 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 and for late-game) for teleportation.
Mid-game:
• technology "Teleportation": unlock teleportation beacons
• stand on the beacon, choose another beacon - you're teleported
Late-game:
• technology "Advanced Teleportation": unlocks personal equipment for teleportation
• now you can teleport to beacons from any place
• also you can perform straight jumps to any place in sight (you can see - you can jump) using Jump Targeter
• research the brand new technology Telelogistics, that allows you to build Teleproviders - these cheaty guys send their contents to the beacons. NOTE: You cannot operate with beacons by hand - use inserters/loaders to put out the items. Telelogistics part is turned off by default - see the in-game mod settings menu.
Hotkey "Y" - to open beacons list (the same as mod's button in top GUI).
Hotkey "Ctrl + Y" - to jump to the nearest beacon that has enough energy.
Fully configurable, fully localizable.
If you like it, you can thank me .
images
Beacon teleporter_icon.png (19.63 KiB) Viewed 18791 times
Personal equipment technology_adv_icon.png (14.81 KiB) Viewed 18791 times
Jump Targeter portal-64.png (9.4 KiB) Viewed 18791 times
Teleprovider teleprovider-entity.png (3.37 KiB) Viewed 16401 times
GUI, Beacons list GUI.png (25.79 KiB) Viewed 16401 times
versions history 0.14.0:
• fork in Teleportation.
0.14.1:
• tooltips cleanup;
• added russian locale;
• added hotkey "CTRL + Y" for teleporting to the closest beacon having enough energy.
0.14.2:
• balanced energy consumption of Personal Teleporter equipment;
• fixed the mismatch of file name and path to it in prototypes.
0.14.3:
• balanced power characteristics of all mod's objects;
• fixed incompatibility with Factorio 0.12.35 and later;
• changed precision of jump targeting. Now if there's something colliding exact at the point you've targeted, you'll be moved to a non-colliding point that is the nearest to the targeted. If the nearest non-colliding point is further than 2 tiles, failure message will be wtitten.
0.14.4:
• compatibility with Factorio 0.14.6.
0.14.5:
• beacons are shown on the map, like train-stations.
0.14.6:
• beacons are now sortable by alphabet.
0.14.7:
• fixed crash when trying to teleport without armour with equipment grid (thanks to TheSAguy for his bugreport).
0.14.8:
• fixed bug that will cause crashes in >= 0.14.10 Factorio versions.
0.14.9:
• GUI changes: power indicators in the beacons list and in the popup (hover mouse over the beacon to see);
• now beacons can be charged from accumulators.
0.15.0:
• updated for 0.15.x;
• markers replaced with brand new F0.15 chart tags;
• 0.14.x-saves should migrate lossless.
0.15.1:
• fixed that Beacons weren't blueprintable; great thanks to wormmus for his bug report!
0.15.2:
• fixed settings locale;
• fixed jump failure descriptions.
0.15.3:
• fixed performance (minor optimizations);
• changed GUI styling (need feedback);
• added TELELOGISTICS - an option (available through the in-game mods settings menu) to send items from Teleproviders to the Beacons.
0.16.0
• fixed several bugs and crashes;
• updated to v16.
For maximum details see changelist.txt in mod's folder. | [
{
"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. And here is the map itself (I hope I downloaded the save file correctly):
2024-08-20_13-20-08.png (2.89 MiB) Viewed 1146 times
Game.zip
(5.1 MiB) Downloaded 90 times
There is a replay in the save.
The save files are located in this path: C:/User/AppData/Roaming/Factorio/saves
And here are the achievements:
"Smoke me a kipper, I'll back for breakfast",
"No time for chitchat",
"Getting on track like a pro",
"So long and thanks for all the fish",
"Raining bullets",
"Logistic network embargo",
"Steam all the way",
"Watch your step". | [] | 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 should be open to outbound traffics.
Here is all the logs both on server and client side:
Private Server Logs: https://pastebin.com/Nh14FJAs
Client on Private Server Logs: https://pastebin.com/ys3y0Waz
Factorio Zone Server Logs: https://pastebin.com/NXmVnRk5
Client on Factorio Zone Logs: https://pastebin.com/QZeirdwv
From logs what I can conclude is that the client cannot even connect to my headless server
Note that server ip address is edited to 0.0.0.0 for VPS security purpose
Any help is appreciated! | [
{
"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 "Pentapod egg cloning" or similar - assuming this is the cause. | [
{
"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 threads. Well, it's a while away from that time, but mankind didn't change so much, so I hope it works here, too. (*)
Things to discuss here (but not limited to):
- Carpooling and accommodation
- Visiting Prague and doing things together (eating, drinking)
- Speaking about Factorio...
and lots of other stuff I cannot think about now...
I would say it's allowed to use native language here, I think especially Czech, German and Polish are the most obvious...
(*) This is a test!
After the party I plan to remove this board, including the discussions! (I think this only as a temporary board, but that is just my current thought about it) | [
{
"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 in mind we farmed the fruit and processed it on site as quick as possible, then sent it on red belt to center where the 2 fruits could combine into next step. This caused less than 10 second freshness left before everything spoiled.
This can be easily solve by either showing under spoilage tips and tricks to highlight that spoilage timers is different for different products and/or have it shown under the Gleba introduction. | [] | 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.png (3.17 MiB) Viewed 113 times
Recipe signals on the other hand look like the picture below. You can't see the ingredients, crafting time, item outputs if there are multiple, and even the number of primary outputs is hacked in by the mod.
427520_20250314015315_1.png (3.15 MiB) Viewed 113 times
I propose to modify this to include the info box present in the crafting menu:
427520_20250314015324_1.png (1.96 MiB) Viewed 113 times
Here you can see the ingredients, the building it's made in, crafting time, and outputs
Why?
This will make it way easier to use signals in mods which add a lot of alternative recipes for items.
Also, even the planet signals have info about them, the recipe signals just look so weird without it.
If this is considered an "advanced" feature, it can be disabled by default, like showing all items in filters, or make it an option for mods. | [] | 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 be more useful. I've made a list of things that I noticed while playing the "Arrival" level of the campaign, some annoyances I ran into, etc. Really important things are in bold. This is gonna be fairly long, because I believe in comprehensive feedback. :D
- Having to refuel every random inserter and furnace while trying to do an objective is distracting, will slow or confuse new players. Furnaces and miners are fine, but player should be given electric inserters instead. I do notice that you can research them, but no prompt is made to research them. New players aren't going to reopen the research screen to check if they could research something else. Hell, I didn't, until I encountered the frustration with burner inserters. New players are going to thing that burner inserters is all there is.
- Copper ore is not explained, should be pointed out on map and explained that it works the same as iron
- Tech screen is completely unexplained, doesn't explain that game is paused while viewing
- Red assembly machine for sci packs isn't highlighted, players might get confused as to how they're supposed to get packs
- No indicator for research stopping due to out-of-packs
- Concept that burner inserters have implicit fuel when placed isn't explained, new players might place one then forget to fuel it
- No indicator pointing to compilatron's location, could be lost if the player doesn't know to zoom out
- More hints button should clarify on existing objectives, not just list previous tips (have other button for that)
- While funny, nothing stopping player from running into worms and dying
- Escape pod blackbox not highlighted on tech screen, could be missed
- If player happens to click on electric network screen, isn't explained. Either disable or tie it in to the tutorial as soon as it's possible to view
- Objectives are shown unintuitively, players look at top item first and go to do it, only to find that they can't and have to do a subtask first. Show tasks in order top to bottom, like a list of steps.
- "Collect some equipment" doesn't clarify that the factory should be mined up
- Rebuilding factory part doesn't explain that you need to throw everything back down to make packs and circuits and the like
- Concept that assembly machines only make up to a certain amount before needing emptying isn't explained
- Concept that more labs = more speed isn't explained, gonna bore people to death, especially during the "rebuild" and "military" stages
- Needs a "give me more help" button, to have compilatron help you. Too much waiting for prompts.
- Quick bar isn't explained when it pops up
- Too much god damn waiting for research. I literally would go AFK if I was a new player. Ways to speed things up NEEDS explaining. I had to suspend my "new player roleplay" so I could build a proper factory to research things in reasonable time. No good, a new player wouldn't think "hey, I should build more furnaces and whatnot so this goes faster" without being prompted. (nevermind, I see the tip now. After I've waited quite some time. That should be prompted immediately, so the player sets out to make multiple right off the bat, rather than wait a ton of time, then be told "heh, btw, you could've sped this up a lot more, lol"). Even with like 5 labs, takes forever. New players don't have that much attention span, and won't have the "we need to go bigger" urge that experienced players might. (They'd think 5 labs is a lot/too many)
- Ability to cancel handcrafting not explained
- Big jump in complexity to go from produce X items to produce X items per min, no explanation as to how one might go about that. I again had to suspend my new player roleplay in order to make a full proper factory right out the gate, a new player would be overwhelmed
- Issue of "running out of plates, but can't make plates because I need to make mining/smelting/inserter stuff, but can't make those because I'm out of plates" will confuse new players.
- Too much of a race against the clock, if you don't set up auto production of bullets in time, biters start overwhelming your turrets, *very bad* for new player experience. I know what I'm doing and yet I struggled with this.
- Too many constant problems. Refueling, dealing with turrets, trying to meet the X items per second goal, etc, too much. That leads to overwhelmed new players that will eventually say "nah, this game's too complicated/hard" and refund, after the 13th biter manages to get past their turret that's run out of ammo and destroys part of their factory, meanwhile the game's not satisfied with your production of bullets/min, and that random furnace over there has run out of fuel again, and... I'm not even new and I'm getting annoyed. You might say "oh, but you're supposed to automate X", but remember, new players aren't gonna know what the hell's going on. They aren't going to put 2 and 2 together that they need to run coal over to their furnace, and speaking of that, the tutorial encourages bad habits because it doesn't provide access to things that you'd normally have, like splitters and underground belts, this kinda forces you to make spaghetti weaving belts through stuff.
- Space constraints. Too many cliffs that block stuff, and no underground belts to make routing easier.
Overall assessment: You tried to make the campaign less "handholdy"...you overshot it. By a lot. Need to be a little bit more guiding, otherwise people will get confused or frustrated, which isn't something you want. This version feels intended for existing players, more like a campaign/story mode than a tutorial, which is fine in itself, but there needs to be an effective tutorial, that is quick, easy, and doesn't overwhelm the player with too much too fast. The 0.16 tutorial hit much closer to that mark than this one, which again feels more like a challenge campaign for existing players, but also seeks to annoy them by denying access to things you'd have in freeplay like electric inserters and splitters right on start. I actually didn't finish it because I got too annoyed with it. Imagine a new player.
Not a big fan. I know it's probably a WIP, but as it is now, as a tutorial, the 0.16 version was better. Sorry guys. :(
What I'd do instead:
If your goal is to provide a fun tutorial that doesn't hold your hand as much as the 0.16 one did, you're on the right path, but you do need to full-hand-hold for part of it.
Load the player into a world, drop some lore message saying "I've crashed, the escape pod saved my life", then have compilatron climb out of the wreckage, introduce itself, and then explain that you've crashed on a planet called Nauvis, yada yada, basically give the player context to the world around them, explain that the natives are hostile, etc.
Point out pieces of the ship lying around that give plates and stuff when mined, have them mine them to teach them how to mine stuff up.
Have the player open their inventory, and introduce it with popups, explaining the crafting side, as well as the HUD of the player, like their equip slots, quickbar, and whatnot. Have them craft a pistol and some bullets from some plates they scrapped from pieces of the ship laying around. Then, have them fight a biter that runs up from off screen. Explain that they can hold space to shoot, and that shooting uses bullets from their inventory/equip area.
After the fight, explain that more biters are coming, and that the player won't be able to hand craft enough bullets fast enough. Enable the recipe for an assembling machine, and give them the raw resources to craft it. Show how intermediates are crafted when you hand craft a fancier recipe.
Have them put the assembling machine down, and open the interface. Explain it, have them choose the bullet magazine recipe. Explain that the machine takes plates, and turns them into bullets when set to this recipe. Place a chest that generates infinite plates next to the assembling machine they placed, then enable the recipe for an inserter, giving them the resources to craft it. Explain what inserters do and how they work, and have them place it between the chest and bullet assembler.
Show the inserter working, taking plates from the chest and putting them into the assembling machine. Then, place a chest to accept the bullets on the other side, and have them craft another inserter and place it to take bullets out. Explain that you can rotate buildings so the inserter points the right way. Show the little factory we have so far working, taking the plates, making them into bullets, and taking the bullets out.
Then, remove the bullet accepting chest, and replace it with a transport belt. Explain transport belts, and give them a few. Have them place a line of belts, and show the produced bullets moving along the belt. Explain/show that items stop when reaching the end of a belt. (Something I've seen new players get worried about)
Then, have them craft and place another inserter at the end of the belt, and place a chest for the bullets to go into, to illustrate that inserters can pull from belts too.
Etcetera, basically go on explaining the basics of how the baseline machines interact with each other. This bit of hand holding is necessary, so players understand the very basics. No problem solving yet. End the first level of the campaign.
Second level, load into a world with a patch of ore. Explain that the world is filled with surface ores, and that you can collect them by holding right click. Have them collect a few, then have compilatron exclaim "This is taking too long! How about a faster, automated way?". Have them craft a burner mining drill with resources you give them, and have them place it on the ore. Give them a bit of coal, and show them that you can fuel the drill with coal. Place a belt for the mined ore to go onto, and show that drills can output onto belts. Have them extend the belt out in a line, to a furnace that compilatron places. "This is a furnace", says compilatron, "You could smelt that ore into plates you can use to craft if you run a belt from your drill to this furnace!"
Give them a few belts, and let them place the belts leading to the furnace, reminding them that they can rotate belts to flow the right way. Place an inserter between the belt and furnace, and show how inserters can take from belts to place stuff into furnaces.
Of course, the furnace will be unfueled, so now's a good time to explain the "no fuel" warning symbol. Have compilatron put some coal into the furnace, and show it smelting.
Etcetera, I could go on, but I think you get the jist. Handhold a lot at first, explaining the very basics of the game in a reasonable order, and don't require any problem solving until all the basics of the game have been explained, so you don't scare players away. Once the basics are explained, you can lighten up on the hand holding, but make sure the player can return to being handheld if they ask. (You should be able to prompt compilatron to do it partway or give you a hint).
That's my opinion of it. Personally, I prefer handholding tutorials, because if I'm actually bothering to play the tutorial of a game, it's because it's too complicated to figure out. A tutorial itself shouldn't require figuring out, it should only teach. Thanks for reading this novel. | [] | 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 video game. They have given multiple docs worth of free content over the years; they've just never actually called any of it a DLC until now. And I'm happy to pay for it.) | [
{
"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 think it will be fun if we stay with a nice group at the same place. Did someone arrange their accommodation already? | [
{
"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 "/c ").
Code: Select all function acceptTechnology(technology, sciencePacks)
for _, ingredient in pairs(technology.research_unit_ingredients) do
local sciencePackFound = false
for _, sciencePack in pairs(sciencePacks) do
local sciencePackName = string.format('%s-science-pack', sciencePack)
if(sciencePackName == ingredient.name) then
sciencePackFound = true
end
end
if(not sciencePackFound) then
return false
end
end
return true
end
function filterTechnologies(technologies, sciencePacks)
local results = {}
for _, technology in pairs(technologies) do
if(acceptTechnology(technology, sciencePacks)) then
table.insert(results, technology)
end
end
return results
end
function unlockTechnologies(sciencePacks)
local technologies = game.player.force.technologies
local filteredTechnologies = filterTechnologies(technologies, sciencePacks)
for _, technology in pairs(filteredTechnologies) do
technology.researched = true
end
end
function lockTechnologies()
local technologies = game.player.force.technologies
for _, technology in pairs(technologies) do
technology.researched = false
end
end
To unlock all technologies
Code: Select all /c unlockTechnologies({'automation', 'logistic', 'military', 'chemical', 'production', 'utility'})
To unlock everything you would have available with automation, logistic, and chemical science.
Code: Select all /c unlockTechnologies({'automation', 'logistic', 'chemical'})
To reset research
Code: Select all /c lockTechnologies() | [] | 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 information regarding the blueprint: The game version, its contents, etc. Here is an example of output on a blueprint book that itself contains books:
Code: Select all $ python ./blueprints.py -f squiggles_in_a_book.txt -l 1
Book: Squiggles in a Book
Version: 1.1.104
Contents:
#000 Blueprint Book: Yellow Mining/Smelting (small E-Poles only)
#000 Blueprint: Smelter Array (Small E-Poles)
#001 Blueprint: Steel Smelterino V1
#002 Blueprint: Diagonal Miners
#003 Blueprint Book: Diagonal Mining
#001 Blueprint Book: Science!
#000 Blueprint: Automation/Logistic Science (90/m)
#001 Blueprint: Chemical Science Expanded (90/m)
#002 Blueprint: Military Science (90/m)
#003 Blueprint: Production Science (90/m)
#004 Blueprint: Utility Science (90/m)
The tool can also be used to extract part of the blueprint either as an import string that can be loaded in game, or as a pretty-printed JSON file which can be edited, then written back to a blueprint string. More information on the github page.
I hope it can be useful to someone! | [] | 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 crap that is neither desirable nor something you could send into a smelting facility.
Fortunately, however, you can clean this dirty ore and keep the yield boost. However, that will require a dedicated processing facility, copious amounts of water, and some way of dealing with all the byproducts that do not magically disappear. They do have some utility if further processed, but you generally have far more than you could ever need. But more ores!
Ore cleaning can be done in the basic assembling machines, but the throughput while doing so will make you question whether it would be faster to lick the ore clean. Much more efficient is the dedicated structure, which can process ore so fast that you might want to ensure you have stack inserters (or loaders, if available) on automatic production.
Screenshots/Video:
The selection/marking process:
Sample byproducts:
A large and high-throughput ore washing plant: | [
{
"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
Autostart. No manual fuel cell insertion required.
Uses logistics network for fuel cell supply. No belts, no wasting of fuel cells lying around on a belt.
Fuel cell saving by using steam buffers. Inserting new fuel cells is postponed until buffered steam level is low. The plant was tested with 160 MW (10% of max power output) and no overheating to 1000°C happened.
Is able to provide 100% power. Not a single tick reactor downtime if full power is required.
Blueprints include landfill for all buildings.
Layout prevents unwanted automatic power connections.
Two independent power grids to avoid reactor shutdown if the external power grid has a brownout. The internal power grid is solar powered.
Audible alarms if the internal power grid is out of power (cannot happen, but just to be sure) and if the fuel cell supply is low.
Steam gauge to see current steam level.
A stripped down 2x2 version (480 MW) of the 2x6 layout is also provided. Can be used as start, then upgraded to a 2x6 layout by just removing a few pipes and building the 2x6 blueprint over it.
Optimal steam flow due to enough (but not too many) pumps.
How to use:
The provided blueprints are intended for the south shore of a lake. If you want to start from the north, rotate all by 180°.
Find a lake and build the "Reactor 2x6 supply" blueprint first. It sets up the initial roboports and the service infrastructure for fuel cell insertions. You have to build it in multiple takes, with shift-click, since at the beginning there is no full roboport coverage yet. Keep an eye on the 6 rectangular holes left and right. This is where the offshore pumps will go, so these must enclose water.
After the supply blueprint has been fully built, set the "Reactor 2x6" blueprint over the supply buildings. Use the 2 reactors as anchor: they must overlap the 2 south reactors from the reactor blueprint.
If you want to add another field, add another "Reactor 2x6" field to the north. No supply blueprint. It's only required once for a whole tiled setup.
To start the reactors, disable or remove the constant combinator south outside of the reactors. While active, it inhibits the counter that inserts a new fuel cell every 200 seconds. You need to wait 200 seconds till the first insertion. Time to check if everything has been built correctly.
While building you will hear 2 alarms: one is the "internal power grid has zero power", which goes away as soon as everything has been built and there's daylight. The other one is the "out of fuel cells" alarm, which goes away as soon as enough fuel cells are found within the logistic network.
How refueling operates:
A decider combinator is used as counter. It counts from 0 to 11996 + 3 = 11999 ticks = 200 seconds. The 3 additional ticks are latency introduced by the inserters, so the counter needs to count 3 ticks less.
3 steam storage tanks are tapped with green wire, so a steam volume between 0 (0%) and 75000 (100%) can be detected.
The inserters for the fuel cells are triggered if the counter reaches 11997, and if the steam level is below 37500 (50% steam level).
To check both conditions simultaneously within the inserters, the counter actually counts backwards from 0..-11996, so by adding 11996 to the counter and -37500 to the steam level, the condition can be EVERYTHING < 0.
If the inserters were triggered, each will insert a single fuel cell. The inserter arm content is read as pulse, and this is the reset condition for the counter, which restarts at 0. So the counter is reset if fuel cells have actually been inserted. All reactors are refilled simultaneously in the same tick.
In the supply blueprint, there is a tiny builder mall with infinity chests and a power consumer grid. I used these for development and debugging. In a real world map, they cannot be built of course, so you might just remove them from the blueprint. At these locations, it's supposed where the logistics network from outside is connected, and where the main power grid is connected.
Smaller 2x2 Reactor blueprint:
I included a stripped down version of the big reactor field with only 4 reactors (480 MW). Useful if you don't want to move your nuclear plant later. To upgrade it to 2x6, remove all underground pipes (apply the included deconstruction planner over the whole plant), then overlay the plant with the 2x6 reactor blueprint. Should fit and exactly add all remaining entities.
Make sure you don't remove any "unused" power poles from the supply blueprint. Their presence prevents automatic unwanted copper cable connections while adding a reactor blueprint. If you do, the internal power grid will be mixed with the external power grid and the reactors cannot autostart any more. If you messed with the power grids, just deconstruct every power pole, then re-add them by first setting the supply blueprint, then the reactor blueprint.
Supply blueprint (only set 1 supply for a whole tiled setup, no matter the size):
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2x6 Reactor blueprint:
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2x2 Reactor blueprint:
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 Copy blueprint
Remove underground pipes for 2x2 -> 2x6 upgrade:
0eNptz8EKwjAMBuBXkZw3cCrO7TG8yhjTxhHo0tFmQxl9d1OHHsRbW/586b+AwZvjIH66CTluR9sxo4d6gYAixH1IZ2QhebZ3soJeXy4LcDcg1DDSiLm4vPduYgMZEBt8QL2NTQZCFtuAFld8cEZHdppJO99KoJ47m1bIc0weCQ6q/Nfjly9iky4pXP90yD8dMrDdFRWHMw5uxo0S6Fdqk+SgkVn76JB+61QcympXHouqqvanGF+dAWLE Copy blueprint
Images:
Build supply first:
Reactor Supply.jpg (1.09 MiB) Viewed 12617 times
2x6 Reactor 1760 MW:
Reactor 2x6.jpg (1.64 MiB) Viewed 12617 times
2x2 Reactor 480 MW:
Reactor 2x2.jpg (954.44 KiB) Viewed 12617 times
Tiled 2x6 Reactor:
Reactor 2x6 tiled.jpg (1.6 MiB) Viewed 12617 times
Large tiled 2x6 Reactor (tiled 13 times 156 reactors) 24.8 GW:
Reactors 156 tiled.jpg (969.95 KiB) Viewed 12617 times
Reaches full power of 24.8 GW after 12 minutes:
Reactor power info.jpg (203.8 KiB) Viewed 12617 times
Power grid:
Reactor power grid tiled.jpg (215.99 KiB) Viewed 12617 times
Being the laziest person in the world, I designed this for maximum automation. The reactor is a self-contained blackbox that is even built automatically if you put down the supply blueprint first. While operating, you feed fuel cells in and get used up fuel cells plus electricity out. It cannot fail, as long as there are enough fuel cells coming in and taken out, and as long as there are no biters starting to eat the thing.
You can add one radar in the empty field opposite of the central roboport. But don't add a radar to every reactor tile - there's not enough energy for this on the internal power grid. | [
{
"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 filled chest.png (1.62 MiB) Viewed 793 times
waiting inserter.png (620.28 KiB) Viewed 793 times | [
{
"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 game seems to crash whenever the game tries to autosave, which i have set to every 5 minutes. Sometimes it autosaves without issue but most of the time the game crashes. I am running no mods apart from base + space age. I was able to get maybe 30-45 minutes of in game time in before i could not take it anymore. launching this save file (in [2.0.41]) or any other save on this world produces the same result as in [2.0.36]. i have attached "autosave 1" which is my latest autosave in version [2.0.32] and "y76" which is my latest manual save in the same world, named after my 76th session. if there is anything else i am missing or yall need more files or information please know that i am frantically scouring this forum every few hours so dont be afraid to ask. i really dont want to start again. ill give yall my SSN if thats what it takes. i understand this may be a duplicate post but i ask the moderators to keep it up, bause if i have learned anything in my career its that more tickets = more attention. Our lord in heaven, kovarex be thy name, save me now. amen. | [
{
"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/mod/party-stuff
(If you don't understand why you need info.json, look on https://wiki.factorio.com/Tutorial:Mod_structure )
(At this moment, it's suitable for some mod developers and people who want to add sounds to programmable speakers) | [] | 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 version I keep using | [
{
"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 (yes, i know) with the crazy idea of doing a simulator where you can test the circuits and debug your systems. So Then I started to work, reading, thinking etc. I came across really nice information. I was able to decode a blueprint string with the old format (I'm struggling with the new one still) and then i found a library for creating flowcharts (pyDrawing) that was old but looked good. Then I came here for the blueprint string code after asking DaveMc. I saw some things I didn't know about, I was not aware of this subforum, I should have checked before ^^.
Now that the intro is done, what do you think about the idea? This would be my first open source project so be patient with me but I was just watching if it was possible and playing with the idea. I think It won't be easy but it can be fun, I'd like to learn better programming so that's what I was doing this for originally. In the pyDrawing library there is an example editor program that I'm using as base. I changed the left toolbar and customized the created entities (just the text for now) and here you can see an screenshot:
old image
Capture.JPG (253.7 KiB) Viewed 14564 times
So for now none of the behavior (that has been extended in 0.15) has been implemented. In fact now I was planning to change the connections since the library has some way of connecting entitites and keeping them connected but not enough control to implement green and red wire and signal transfer etc. The idea is to once drawn or imported, the circuit can be run tick by tick, getting the output in certain points. I don't know how far will I be able to go with my poor skills but it would be nice to have something flexible and easy to use. A configuration window for the entitites is needed and maybe also a new entity, called network or circuit to store and propagate the signals.
If you have comments, suggestions, if you want to help or even to lead this project, you are welcomed as long as I can bother you a bit xD. For now as I say alsoo one of may main concerns is not being able to decode the blueprints. I'm trying since the error says incorrect padding for the base64 encoding to pad it but doesn't work. | [
{
"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 should stop passing the check when the value once again reaches 60, but it's still shown as true when the combinator shows the value of 60 < 60 and turns false only when it gets to 61:
I've done a quick check in Factorio 1.1.110 and it didn't use to work like that, the combinator immediately caught the value change properly (R combinator is set to >60):
I'm assuming it has something to do with the way display value is rounded and the signal used for condition check is either not rounded or rounded in a different way. I'd expect it to work the same way it used to in Factorio 1.1.110. | [
{
"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 `Use filters` is off and have it automatically turn on.
Alternatively, remove the `Use filters` selection entirely, and default inserters to blacklist. Then, the player can manually select a filter much faster.
03-13-2025, 12-12-24.png (80.52 KiB) Viewed 93 times
Why?
It doesn't make sense to not have those slots interactable. At the very least players should be able to add filters, possibly change it from whitelist to blacklist, then enable filtering. | [
{
"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 times
example_26.png (164 KiB) Viewed 4802 times
The code and more examples are available here: https://github.com/piebro/factorio-blueprint-visualizer , and the website where you can create your own visualizations is here: https://piebro.github.io/factorio-blueprint-visualizer/ . Last year, I also printed some of these to hang them in my room and gift them to friends and relatives for Christmas. Feel free to post feedback or your creations here if you like | [
{
"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 individual segmented units parts were in the kill statistics.
Fixed a crash when opening the technology GUI focused on disabled technology. ( 116243 )
Fixed migration of rails in blueprints in 1.1 version of blueprint library. ( 116106 )
Fixed a crash when trying to use unsupported audio depth. ( 116218 )
Fixed a crash when loading some blueprint library contents with mods changed. ( 116014 )
Fixed a crash when clicking "upgrades" in the wave defense scenario. ( 116320 )
Fixed Spidertrons receiving up to 8 times extra damage from explosives. ( 116246 )
Fixed that unpowered inserters could grab items.
Fixed that some GUIs could be opened behind the technology GUI. ( 116252 )
Fixed crash in multiplayer when mining modded tree with less stump variants than alive tree variants.
Fixed it was not possible to open loader gui for input loader. ( 116297 )
Fixed crash in mod manager in minimal mode when some text used space-age icon rich text tag.
Fixed that changing surfaces with ghost equipment would not correctly request robots to deliver the equipment. ( 116146 )
Fixed build sound of huge ghost entities not being ghostly enough. ( 116219 )
Fixed a crash when item entity marked to be deconstructed is cancel deconstructed while being over belt. ( 116374 )
Fixed that the runtime server config GUI did not fit on some screen sizes. ( 116398 )
Fixed GUI effects volume set to zero not being applied on start if background simulations were turned off. ( 116461 )
Fixed a crash when setting cursor_ghost of a character not assigned to a player. ( 116484 )
Fixed a crash when reading opened GUIs of a character not assigned to a player. ( 116516 )
Fixed PvP Scenario unlocking all the trigger technologies. ( 116251 )
Fixed a crash when changing the force of cargo landing pads.
Fixed tools items and ammo items could be refilled during cursor split interaction. ( 116420 )
Fixed that it was not possible to mark legacy rails for deconstruction using deconstruction planner configured for straight-rail. ( 116386 )
Fixed that the Fulgora starting island could have no breaks in the cliffs. ( 116574 )
Fixed that deconstruction planner would treat entities with deconstruction alternative as being normal quality.
Fixed crash when running out of disk space when saving preview for a save file.
Fixed that passive provider and active provider logistic points could have sections added through the Lua API. ( 116137 )
Fixed that space platform schedule changes didn't update last user of the space platform hub. ( 116560 )
Fixed a crash when enabling snap-to-grid when a blueprint had no contents. ( 116321 )
Fixed that filter inserter was visible in technology icon for fast inserters.
Fixed that a buffered rocket would briefly render lights south of the rocket silo. ( 116132 )
Fixed commas and quality icons not allowed in save file names. ( 116236 )
Fixed crashes when viewing alerts for entities that then die. ( 116481 )
Fixed incorrect surface condition of a space platform hub. ( 116467 )
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental . | [
{
"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 disconnected from power; remove the right-most Constant Combinator; remove the left-most Decider Combinator; add a green wire connection between the top ends of the two Arithmetic (+) Combinators to the right of the Decider you just removed (output of the first one to input of the second one). | [
{
"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 this request from e.g. storage chests)
Observed behaviour:
The item request does not get constructed, and a missing materials notification is shown, despite the spidertron / character having construction robots in their inventory and their personal roboport active.
This happens even if I have more construction robots than the robot limit of the personal roboport in my inventory.
Expected behaviour:
The item request to be construct, in this case one robot from the personal roboport to carry another robot to the container. This is what happens with an item request for the other items I tested.
This seems to be consistent, it still happens after restarting Factorio.
(The bug only affects personal roboports, regular roboport networks can fill these requests if there are construction robots available in storage/provider chests)
I'm wondering if this issue is because the character/spidertron inventory is a shared for construction material and construction robots, and maybe all construction robots are excluded from what is available for construction?
I've attached a copy of my log in case that's needed. | [
{
"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:
Changes and adds how Oil processing works. Aside from coal and oil wells, gas well are added to the game as raw carbon sources. Raw resources have to be processed and transformed though chemical processing chains to gain plastic, resin, rubber and fuels. Also adds the chemical basics for other mods to use: chlorine, nitrogen, sulfur and other chemical compounds are added. Includes alternative skin for the chemical plant matching the gfx style from petrochem.
Downloads
Mod File:
angelspetrochems
Licence: CC BY-NC-ND 4.0 | [
{
"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_entity(event)
for i = 1, #event.consumed_items do
local stack = event.consumed_items[i]
game.print("Stack " .. tostring(i) .. " is " .. serpent.line(stack))
if stack.valid_for_read and stack.prototype.group.name == "test" then
game.print("Refunding")
-- NONE OF THESE WORK:
-- stack.count = 0
-- stack.clear()
-- event.consumed_items.remove(stack)
-- event.consumed_items.remove({ name = stack.name, count = 1 })
In every case, it's as if I hadn't done anything. And if I try to do it manually, say by just adding the item back to player.cursor_stack, that doesn't work either because during on_built_entity, player.cursor_stack.valid_for_read is false.
So I honestly can't figure out how I'm supposed to use this. If what I'm trying to achieve is not supported using consumed_items, then maybe document what kind of changes are supported. | [
{
"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 most often not written in the changelogs so it's always a surprise when you realize that your optical fiber stopped producing because of a recipe change.
Am I the only fool that updates mods during a game ? | [
{
"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 player.
Modify the player's inventory.
Put arrows, boxes, or other marks on screen to direct the player's attention to a certain entity or area.
Spawn in entities with settings already configured (e.g. combinators, trains with schedules and inventory, armor/vehicles with equipment in the grid, etc.). Copying them from another location or surface might be a convenient way to use this feature without specific functions for all the things to be configured.
Delete entities. Combined with the above, the settings and inventories of entities could be modified.
Restore a specified area to its initial state.
Place down a game blueprint.
The kind of tutorial I'm imagining would have a map where the player physically moves from one lesson to the next. Each lesson would have messages (the existing display panel is probably sufficient for this part) explaining the lesson. But I want to have the lessons be interactive, and of course it needs to be possible for the player to easily revert to the beginning of the lesson if needed.
A minimal implementation would just store some lua code to be executed when the button is pressed (maybe additionally when a certain region is entered), and that should still probably be an option to cover any unusual needs. But if things like the examples above are easy to configure, that would be fantastic. | [] | 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 have one big plain field. Some want many trees, other don't like trees.
The best explanation of this dilemma can be found here: viewtopic.php?f=5&t=9492 Uncertainty factor
The content of this thread is "some kind of suggestion", which - at the same time - tries to bring all the ideas around world generation together into a concept, that enables all those wishes.
The current map generator is very good to generate more or less random maps. But that is also it's problem: A random map doesn't guarantee that the map is playable. That it is fun. That it has a good game-target. And a random map also doesn't guarantee a good game.
Before making suggestions you need to know, how the current generator (I call it here "map-generator #1") works:
viewtopic.php?f=18&t=8016 Random Map Generator (This article describes, how the current map generator works)
https://forums.factorio.com/wiki/inde ... _generator (A description in the wiki)
A new world generation doesn't replace the current world generator but makes it one small part of the new!
That means, that the current map-generator-#1-algorithm and for example the Resource-Spawner-Overhaul-mod can exist in parallel on the same map. The map is generated in two (or more) layers (one for each generator) and the new generator decides, which "layer" should be used and blends between the layers so, that it look "natural".
Other map-generators can be used to generate part of maps (sectors). The current map-generator #1 can create several types of landscapes. But it cannot create for example rivers or roads. It can also not create parts of (old) factories (from blueprints or other maps). That job can be done by specialized other map generators. All the map-generators create the map (or only active in some parts of the map) and then rendered together, like a picture with layers in Photoshop, where you blend more layer one or layer two, depending on a mask.
Under that circumstances it could have the following suggestions implemented:
How the results may look like:
Taken from viewtopic.php?f=5&t=8670&start=10 Multithreaded game update loop.
The idea is in short, that maps should be not completely random. Because that's the reason for a bad game. You cannot guarantee a good gameplay, if the player is enabled to drag any knob. This is like with an old radio, if you don't press the right buttons and turn the frequency to the right position, you won't hear anything.
Current radios don't need to press many buttons. You can say "Play me Rock'n'roll" and it plays rock'n'roll. This should be the same in Factorio, instead to be forced to drag knobs. (But that is still possible)
But that alone doesn't make a good game. The generated map must have th right "mix" of landscapes/biomes etc. This means: The landscape is splitted into bigger parts, like the starting area for example. There are parts of the map, that include much more resources than others - for example. Or you can guarantee, that one side of the spawning point has a lake in the back. Or when you reach some point of dicovery you will find automatically the big boss. Such things.
That spreading of landscapes-types could be done more or less randomly, like now, but it could also be controlled very exactly; created by a modder, because a mod can do everything. Think to Diablo, where they generated parts, that are completly random and others, that where more or less fixed (in Factorio for example parts of an old factory which can be more or less "destroyed"). In Factorio that could be made just by mods or scenarios (which are nothing else than a mod).
So the point is, that the mod/scenario should provide only those knobs and buttons, that guarantees the promised scenario/gameplay, which can be achieved by generating the right part of map at the right time. (As said: There is of course an expert view, but that doesn't make that promise anymore.)
For example: A scenario-mod with the name "Island Hopping" could have only two knobs in the map generation screen; one with "island size" and the other with "Island distance". Anything else isn't needed, cause the scenario isn't tested with other justifications and so they are normally hidden in the configuration.
The mod internally translates the two knobs into some rules, that influences the map generation (like described above) and other changes. That's in general the basic idea. (Problem begins with interaction between two scenario-mods, like "Waterworld" and "Dune", for obvious reasons. But this should not be covered here!)
Related Lists
viewtopic.php?f=80&t=16592 Game Setup, Game Configuration, Init Screen
viewtopic.php?f=80&t=139&p=82957#p82957 Enemy Variations / Enemy Variety / New Enemies / Boss
viewtopic.php?f=80&t=342 Events (Environmental Disasters and Weather)
Easier handling of map generator
viewtopic.php?f=6&t=6508 Master Settings
viewtopic.php?f=6&t=7924 More precise map generation options
viewtopic.php?f=6&t=6564 Changes to map generation and "world type" setting
viewtopic.php?f=6&t=9870 Add chooseable difficulty level
viewtopic.php?f=6&t=13001 Guarantee resources in starting area
viewtopic.php?f=6&t=15988 Select Starting location environment
viewtopic.php?f=6&t=20146 Terrain types
viewtopic.php?f=6&t=20814 Choosing a Biome
viewtopic.php?f=6&t=21358 Better map generation algorithm
viewtopic.php?f=6&t=24306 Correct how World Generation Works
viewtopic.php?f=6&t=28027 Please add a "no starting lakes" option
viewtopic.php?f=6&t=28642 Fixed maps discussion
The most ideas here are depending on what type of game you want to play. Depending on that you choose a mod. The mod then can decide itself what changes to it's world generators makes sense and can provide some buttons like "difficulty", "type of landscape" or "No water"-options to the world-generator-screen. What this means is then hidden inside of the mod.
The point is, that the mod promises a type of game/map and within it's approved parameters it will always fulfill this promise. The responsibility to this promise is now at the modder and not longer the player.
Scenario handling / Biomes
Enabling the player to choose from many different types of maps, that guarantee to accomplish, what they promise:
viewtopic.php?f=76&t=160 Different planets
viewtopic.php?f=76&t=224&hilit=Terraforming Alien Technology, Advanced AI, More Planets,Factorio "World"
viewtopic.php?f=6&t=4632 Arctic/Desert Biomes
viewtopic.php?f=6&t=3219 Biome resource variation
viewtopic.php?f=6&t=4692 Map generation changes (a thread which tries to bring some things together)
viewtopic.php?f=6&t=5702 Map generated in terrain
viewtopic.php?f=6&t=6709 Map Gen Starting Area Options
viewtopic.php?f=6&t=8185 Change to Biters, Biter Bases, Pollution, Resources
viewtopic.php?f=6&t=9870 Add chooseable difficulty level
viewtopic.php?f=6&t=12406 Difficulty level
viewtopic.php?f=6&t=18094 Specific easy game map modes like Island, Peninsula, Istmus
viewtopic.php?f=3&t=20035 What are your thoughts on death in single player?
viewtopic.php?f=6&t=20901 Quick selection of the starting area
viewtopic.php?f=6&t=21143 Difficulty Presets
viewtopic.php?f=6&t=21511 Suggestion: Arctic biome, Changing weather
viewtopic.php?f=6&t=22058 Challenge scenarios (some ideas)
viewtopic.php?f=6&t=25397 Starting planets
viewtopic.php?f=6&t=26360 Random Planet Settings
viewtopic.php?f=6&t=28120 Permanent Landscape Features
viewtopic.php?f=6&t=28289 Multiplayers : Map generation for "split play"
viewtopic.php?f=6&t=28726 Climate selection dropdown
viewtopic.php?f=6&t=29516 Caves, wind, waterfalls, hills, valleys, earthquakes, bees
viewtopic.php?f=6&t=29934 Biome Expansion
viewtopic.php?f=6&t=30583 Custom terrain type generation
viewtopic.php?f=6&t=32212 Biomes
viewtopic.php?f=6&t=32603 Rivers
viewtopic.php?f=6&t=34964 Story Mode
viewtopic.php?f=6&t=38694 Initial power / wreck/crashed ship
viewtopic.php?f=6&t=40448 Snow areas in factorio
viewtopic.php?f=6&t=45860 Arctic biomes? And restricting biomes that can spawn
Brininging in (new) types of playing the game (by easy choosing of mods in the map generator screen)
Events
viewtopic.php?f=80&t=342 Events (Environmental Disasters and Weather)
Environmental disasters. This is in general having more random events during the game. Some mods implemented for example an asteroid crash.
There are especially events, that makes energy generation more random, which makes much sense gameplay-wise.
Tasks
Tasks like "Bring W at X to Y and you will get Z"
viewtopic.php?f=80&t=183 Events (“Againts all odds”. Free-play, global task.)
Events that add "tasks" to the game, that the player needs to solve.
There is of course some similarities between events and tasks.
Early game and research
viewtopic.php?f=6&t=3618 Rethinking the (very) early game
viewtopic.php?f=6&t=3034 Making Research more difficult / rewarding
viewtopic.php?f=5&t=9492 Uncertainty factor
viewtopic.php?f=80&t=13022 World Generation / Map Generator / Game Modes / Scenarios / Biomes | [] | 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 loaded/unloaded).
So it is basically a moveable box, that can hold one ore more stacks of items in it. (some restrictions may appear on that, for example limited to some type of items only, or not allowed to contain boxes itself for example).
TL;DR
Currently the mods, that implement it (TODO: set links to the mods), are limited to fixed recipes only, cause what's generated is basically nothing else, than another item. But if a box can contain more than one stack, it can be filled with different items. Of course. That would enable to pre-fill a box with the right number of items for the next step.
For example basic circuit production: I can fill a box with 1 iron and 3 copper wire to produce a electronic circuit out of it. Or much better: I fill it with 100 iron and 300 copper wire and produce 100 electronic circuits. Why not?
The assembly that produces elec. circuits needs only to look out for boxes, which contains needed items in it.
If - and only if - the number of items in the boxes/containers hit the right ratio (in this case 1 iron : 3 copper), the assembly can work 1:1 which means: It uses all items in a box and uses the same box to output the produced items.
For what reason is this useful?
The current gameplay with boxes is too complex: You need to handle around with different number of items for a recipe and so this mechanics of inputing whole boxes is complex, cause the number of input boxes is for most cases bigger, than the number of output boxes. So you need to handle around with full and empty boxes and that makes stuff really complex for beginners and for experts useless complex, cause you need to understand only once and then can manage this always in the same way.
But what's useful, is then some kind of repacker-station: Bring in created items in boxes (or single items only), repack them and use them for the production of the next step. E.g. red circuits.
This goes into a direction, where you have some kind of "Main Factory", where you bring in any item and some Outposts, where you can create >100,000 items per minute of copper-wire for example.
Longer description
What is needed:
- Packetzizer. A device, that is able to fill a box/container with number of item-types.
It can be filled via inserters from belts or chests of course, but I think it should also be filled via some direct belt input.
Input is then up to 5 belts (>9000 items per minute) and outputs one belt, for the overflow (it tries to avoid blocking a belt) or unuseable items.
It can work also as a requester chest, so it can also be filled by bots.
This device is able to fill a box/container with
a) either a given ratio of a recipe
b) any other number of up to 5 different items (a selection-interface like requesting items)
- Depacketizer. A device that is able to unpack a box/container with any number of items.
It can output the items of course again via inserters onto a belt or into chests. But output should be possible via belts. There up to 6 filterable output belts. If an item doesn't match any filter it will be output to the next unfiltered belt.
And it can work also as active provider chest.
- An assembly / furnace refinery, which is able to handle around with boxed items. Instead of inserting items we insert boxes. It can internally unpack the items. This can be made visible, like the box is then on top of the assembly. The stacks are emptied internally (just falling down out of the box). It can use up to 5 chests (one chest of one item type for example), but in that case you need to handle the empty chests yourself (filter the output inserters). If a box is available it will also be used to fill the produced items in.
Only for the case of right input ratios of a box, the assembly "resets" itself: it outputs the current items or the not yet fully filled box and then it uses the input box when emptied to fill the output box.
- Box/Container-types are then boxes with only one stack up to 5 stacks. Maybe more are needed. Maybe not.
More usages
The concept/idea of factory-streets (like in Star Wars I/II) is in my eyes only reachable with some kind of boxing, cause otherwise there is just too much afford to bring in the right number of items in the right ratios in the right order and with enough throughput. | [
{
"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 personal logistics stuff, but specifically working with blueprint books is made difficult by what I imagine is actually just something you overlooked.
I'll let past self me explain from the code: https://github.com/folknor/factorio-jan ... ol.lua#L65
Code: Select all -- So here's the problem with books. There are two kinds: books from inventory and books from the library.
-- p.cursor_stack.is_blueprint_book = true for inventory, false for library
-- p.cursor_record is valid for library, invalid for inventory
-- both _stack and _record .type == "blueprint-book"
--
-- _record has a field called https://lua-api.factorio.com/latest/classes/LuaRecord.html#contents
-- from this field we can iterate all the blueprints in the book
-- _stack has a field called https://lua-api.factorio.com/latest/classes/LuaItemCommon.html#active_index
-- from this field we can determine which blueprint is the active one in a book
--
-- But that's the problem. _record doesn't have active_index, and _stack doesn't have .contents.
-- So we can't really work with either of them.
-- For _record (library books) we can't actually get the contents of any of the blueprints because
-- we can't iterate them.
-- And for _stack we can determine the active blueprint index, but not get the contents of that
-- blueprint by index.
And yes yes I know my code is not very optimized but it's friday night, I want to play with my cats.
\o/ | [
{
"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, Blueprinting and more...)
and
viewtopic.php?f=80&t=27054 Self Replicating (e. g. with Blueprints) ]
See also: Symmetry mode (see also viewtopic.php?f=6&t=3369 )
The idea of that is, that you can built everything on a virtual mirror.
Mirroring of a blueprint is then just a special case!
Rotation, Mirroring, Shift, Iteration
Imagine a "virtual mirror", that can do more than just mirroring, while you are working (also rotate and shift). And when in this mode It would forbid placing train stops or signals or any "not mirrorable" construction.
Basics abilities of that virtual mirror:
<<< Rotation >>>
of blueprints is already implemented. Since 0.15 in both directions.
<<< Mirroring >>>
is more difficult, cause there is a dependency of viewtopic.php?f=80&t=15472 Swap input for fluids / Automatic input selection for fluids
So mirroring an existing blueprint is not in all cases working.
The exceptions depend on what you want to do. Mirroring is for example currently not possible with chemical plant etc. Railway makes several problems, but there could be also clever algorithms, which try to place signals/stops on the other side. Shift of odd values is for rails currently not possible. And so on, and so on.
<<< Shift >>>
means that the mirror can place items shifted by X/Y coordinates. Sounds a bit wired, but - well - this is a really simple operation in Factorio.
<<< Programming and Iterating >>>
is this: The above operations of this "mirror" (rotation, mirroring, shifting) can be repeated. Several times and in different order.
That is useful cause you don't need to repeat yourself. It doesn't mean, that you really need to "write a program".
All you need to say is: Rotate left, shift to west, then rotate right and shift to west again. Then repeat.
Editing
Edit blueprint and show me, how it will look, when this blueprint is repeated with the above rules.
Or create the rules of the mirror.
Ornaments and Recursion
Well, I admit this is my hobbyhorse. It would be typical Factorio, if implemented. The idea came from http://www.science-to-touch.com/en/iOrnament.html . I can really recommend this app, cause it is really good and explains in detail how ornaments are constructed and how the math behind them works.
In Factorio it is of course not possible to use all 17 wallpaper groups of ornaments , but I think 10 or so should be possible.
Examples:
etc....
What you can do with that?
Endless possiilities.
Suggestions
viewtopic.php?f=6&t=2198 Recursive use of Blueprint
Related
viewtopic.php?f=5&t=1575 Thoughts about blueprints
viewtopic.php?f=6&t=1759 Game Of Live: Biomes/Land generation/changes
viewtopic.php?f=8&t=2569&start=20 About Ornaments
viewtopic.php?f=80&t=4682 Planing (Signs, Cloning, Ghosts, Blueprinting and further...
viewtopic.php?f=6&t=8024 Swap input on chemical factory ☸
viewtopic.php?f=80&t=15472 Swap input for fluids / Automatic input selection for fluids
viewtopic.php?f=80&t=27054 Self Replicating (e. g. with Blueprints)
viewtopic.php?f=80&t=37517 Blueprint-Mirroring, BP-Shifting, -Programming, -Iteration, -Editing, Ornaments and Recursion | [
{
"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.
Since you can module and beacon it, there would be no problem with reducing its inputs and outputs by 10x - 20x
This means maxed out cryoplant would generate 18k/s steam instead of 360k/s
obraz.png (357.06 KiB) Viewed 650 times
It would mean that its output is exactly at limit current liquid limit.
320x320 (almost) grid of legendary exchangers can be powered with three maxed out cryoplants if it wasn't for fluid system limitations.
obraz.png (1.66 MiB) Viewed 631 times
obraz.png (40.61 KiB) Viewed 631 times
obraz.png (22.69 KiB) Viewed 631 times
Conclusion: Both acid sulphut consumption and steam production can be divided by 10 - 20. | [
{
"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 organic mechanics into the game inspired me to take it even further.
And so, the idea for Factorio Infested was born.
I’m still fleshing out the details, but I wanted to share the basic concept so far. I’d love to hear any feedback, suggestions, or ideas for what you’d like to see in the mod!
If anyone is interested in helping out, especially with graphics and sprites , please reach out! This is a big project, and I’d love to have a team working together to bring it to life.
https://github.com/CodeManMike/Factorio-Infested | [] | 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 wider berth, with manual trains taking up an invisible large block around them. This safe space can be proportional to how quickly the manual train can come to a stop.
Trains do not keep trying to accelerate on collision. They stop, switch to manual, and alert the owner. | [
{
"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 most recent working save I have is from over a week ago. I don't understand what could be the issue with my save and autosaves and I would really like to not restart Vulcanus completely.
I have tried restarting the game, restarting my computer, and reinstalling the game. I don't play with any mods, only the base game and space age. I have attached my save file and the log.
I would apricate any information on what could have caused this, if I can recover my world, or even if I can prevent it in the future. | [
{
"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 - tooltip is again drawn above other UI elements.
Let me know if there is an easy way to trigger an achievement popup so I can test this on 2.0.11... | [
{
"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 from a hang on startup.
It sometimes hangs while moving the character around with WASD.
It sometimes hangs while looking at the technology tree.
When it hangs, the OS's busy cursor appears, the game does not respond to input, and sounds continue to play but no new sounds begin.
I expected it to not hang. | [
{
"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.png (238.84 KiB) Viewed 591 times
And then after rotating it in place:
After.png (222.63 KiB) Viewed 591 times
In 1.1 the extra items on the bottom right of the splitter wouldn't be there | [
{
"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 relations if you click "Production Graph".)
If you don't want to include the requirements for the electronic circuits, put "TRUE" in the "Do not manufacture" column for them. Then it will stop there and just tell you how many finished electronic circuits you need. | [
{
"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-mark icon. Namely a `__core__/graphics/icons/unknown.png`.
which would suggest... that they are the same. But, ofc, it would be * strange * if they were. And they aren't.
Namely, all except the second one, the tile (spoiled it for ya!) are the same. And the tile one differs by this mask:
no, I did not push hard on your screen to un-emboss it! a-b.diff.png (554 Bytes) Viewed 696 times
what
ofc, they are (all) defined at `__core__/prototypes/unknown.lua`
and basically, the tile case specifically does NOT use icon; instead, it uses a "tile" graphics (aka 32x32 pix bitmap) which it gets by 0.5 scale of 64x64 icon.
Yet once dumped, the icons are full-size 64x64. Which, as you see, gets a little (em)bossy on the sidelines.
workaround
a data.lua with
Code: Select all data.raw["tile"]["tile-unknown"].icon = "__core__/graphics/icons/unknown.png"
data.raw["tile"]["tile-unknown"].icon_size = 64
fun fact; asset is defined in `__core__`, so you do not *have to* depend on the `__base__` actually...
reasonably enough, example above gets you same-hash same-pixels icons for all the 5 entries.
sidenotes
this is not the smallest-impact/smallest-size bug to date found with diff of cause. If you were to diff a base/demo-1.1.104, you shall meet some "npe" (aka new-player-experience) folders (and a few localization ones). Don't ask me how and why do I know that.
Yet this alone gets the tinkership award. I mean, now they use the same hash bit-wise! hehe. Same data on the core level! Cows are happy, bugs are less so.
There was a neat point of nit-picking where we needed to stop (to keep the gtd efficiency rolling) and we have clearly passed it. But let's keep going and get this CORE fix into 2.0 or soon(er), kappa.
Tinker squad sends their regards.
...off to the land of predetermined subpixel precision we go! | [
{
"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 the right.
If text was changed in new locale, you can load 2 source files (old and new) to see changes and translate changed strings.
Latest Version: 1.5.7
Note for Chinese users:
Some symbols can display incorrectly because of GB2312 charset used in Chinese Simplified locale.
The workaround is to use "Locale-Emulator" software for running FLE from it. See here .
Thanks to Mumu for investigation.
Screenshots:
Changelog
Version: 1.5.7
Date: 2024-10-03
Updates:
- Added green squares for new strings in the updated file, if they have a translation.
- The highlight colors have been changed slightly to be smoother.
Bugs fixed:
- Restored button "Copy from source" for Description field.
- Improved detection for translated/new/changed/removed strings, highlighting is now more correct.
-------------------------------------------------------------------------------
Version: 1.5.6
Date: 2024-03-21
Updates:
- Translation info and comments button more visible.
- Added green indicator on button when translation info and comments not empty.
- String value and descriptions fields now always visible.
-------------------------------------------------------------------------------
Version: 1.5.5
Date: 2023-12-16
Bugs fixed:
- Small UI fixes.
-------------------------------------------------------------------------------
Version: 1.5.4
Date: 2023-12-08
Updates:
- Rewrote saving algorithm, now more consistent.
- Small UI fixes.
Bugs fixed:
- Minor fixes in parsing strings from source files.
-------------------------------------------------------------------------------
Version: 1.5.3
Date: 2023-04-07
Updates:
- Returned right-click menu on source fields for copying text.
- Small UI fixes.
-------------------------------------------------------------------------------
Version: 1.5.2
Date: 2023-03-02
Features:
- Added reading and writing Notes and Copyright Info to the translation file. They will be stored in the first commented lines of the translation file.
Bugs fixed:
- Small UI fixes.
-------------------------------------------------------------------------------
Version: 1.5.1
Date: 2022-11-23
Features:
- Added menu option: selection of the Value and Description fields layout: Top-Down (by default) and Side-by-Side.
-------------------------------------------------------------------------------
Version: 1.5.0
Date: 2022-11-12
Features:
- Added red highlight for string differences between old and new files.
The diff algorithm developed by Angus Johnson is used.
-------------------------------------------------------------------------------
Version: 1.4.5
Date: 2022-07-18
Features:
- Added Editor Hotkeys:
Enter/Return: Insert '\n' symbols under cursor,
Ctrl+Enter: Jump to next field for translation (description or next string).
Updates:
- Clarified Background Color Legend in Program Information window.
- Added Hotkeys info to Program Information window.
-------------------------------------------------------------------------------
Version: 1.4.4
Date: 2022-07-03
Features:
- Added Options menu button (Auto-Replace options, Editor Font ajustment).
- Auto-deleting line-breaking symbols (CR/LF) from translated text.
Updates:
- Small UI fixes.
Bugs fixed:
- Fixed auto-replacing empty strings.
-------------------------------------------------------------------------------
Version: 1.4.3
Date: 2021-08-07
Features:
- Added "Copy from source" buttons for Translated Value and Description fields.
Updates:
- Small UI fixes.
Bugs fixed:
- Fixed access violation error when editing translation without loading source file.
-------------------------------------------------------------------------------
Version: 1.4.2
Date: 2021-06-24
Features:
- Translation progress shown below strings list.
Updates:
- Small UI fixes.
-------------------------------------------------------------------------------
Version: 1.4.1
Date: 2021-05-08
Bugs fixed:
- Minor bugfix in string parsing.
-------------------------------------------------------------------------------
Version: 1.4
Date: 2021-03-14
Features:
- Auto-replace translation for all equal source strings when translated one.
- Auto "smart replace" values ending with number (source1>translation1, source2>translation2, etc...).
- "Hide translated strings" checkbox.
- Remember main window size and position (per user, stored in registry).
-------------------------------------------------------------------------------
Version: 1.3.1
Date: 2021-02-20
Features:
- Full UTF-8 support (was broken in previous releases).
Updates:
- Small UI fixes.
-------------------------------------------------------------------------------
Version: 1.3
Date: 2021-02-18
Features:
- Search filter added.
-------------------------------------------------------------------------------
Version: 1.2.3
Date: 2021-02-15
Features:
- Fields for editing string values now multiline.
- String index and count added below strings list.
- Label <section_name.string_name> added on top of source locale block.
Updates:
- Small UI fixes.
-------------------------------------------------------------------------------
Version: 1.2.2
Date: 2020-12-06
Features:
- Application window is now resizable and support HighDPI.
-------------------------------------------------------------------------------
Version: 1.2.1
Date: 2020-11-02
Bugs fixed:
- If 2 source files were opened, the translation of the text from both files was saved.
- Empty section was added if file started without section.
-------------------------------------------------------------------------------
Version: 1.2
Date: 2020-10-20
Features:
- Now you can load 2 source files ("old" and "new") to compare for changes.
Updates:
- Background color coding updated:
White=Not translated,
Yellow=Partially translated,
Green=Fully translated (both Value and Description),
Orange=String was changed in new source file (check the translation for correctness),
Light Blue=New string added (translation needed),
Pink=String was deleted (and it will not be saved in the translation file).
-------------------------------------------------------------------------------
Version: 1.1
Date: 2020-10-07
Features:
- Background color coding of string list for translation:
White=Not translated, Yellow=Partially translated, Green=Fully translated (both Value and Description).
-------------------------------------------------------------------------------
Version: 1.0
Date: 2020-10-05
Features:
- First public release.
- Loading source and translated locale files, editing and saving translation. | [
{
"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 equipments | [
{
"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 tasks, as currently construction tasks use no priority at all.
Why?
Currently, the CLP seems to have same priority as a regular passive provider (red) chest, resulting to the "closest serve" model. For example, if your base both produces some material and requests it from orbit (i.e., as an additional provider or as a backup), it is common for a locally-produced item to never be used because the CLP is the closest provider to the majority of consumers. As a result (as a workaround), you are forced to use storage chests for supplying items, using them outside their normal use-case.
Images gallery
Full chests of rocket fuel 02-22-2025, 09-55-39.png (795.9 KiB) Viewed 117 times
However, it is picked up from the CLP instead 02-22-2025, 09-58-43.png (2.24 MiB) Viewed 117 times
Thus resulting in the requests from orbit 02-22-2025, 09-56-03.png (1.84 MiB) Viewed 117 times
See Also
121610: Cargo landing pads should act more like buffer chests - Related request | [] | 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 to use them as if I researched the tech but I'm only at blue science,
I haven't tried different entities of items I shouldn't have access to, but I'll keep playing around to see if I can recreate the issue.
factorio bug report.png (5.4 MiB) Viewed 313 times | [] | 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 understand why I couldnt find it, but here is what I've come up with so far:
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 Copy blueprint
the green signal on the radars are all the requests these get passed on to any trains in the depot, the red signal is communication between the pickup and drop stations to make sure a request can be fulfilled (yes i know, requests on the red line and supply on the green line would have been better, i tried to swap them but that broke everything and I cant be bothered right now, perhaps later this week xd)
the request station does most of the compute, it sends out a request if the storage is less than a full train load, sets priority based on how empty it is, but it only sends the request out if there is a supply (pickup) station that is sending out a signal for that material on the red radar wire, other than that its just the regular train limit compute and stuff
the supply station checks if it has any supplies and sends out a signal for that supply on the red wire if it has, or if there is a train currently at the station, this last condition is to ensure that the request doesnt get closed once the last train gets filled with the last supplies, this caused it to get stuck at the supply station with nowhere to go, it also sets its priority based on how full it is, to ensure a higher chance of full trains, and it does the standard train limit logic
the trains have a few simple interrupts, essentially refuel, go to pickup and then dropoff if a request signal comes in, and wait at the depot otherwise
there is still one thing thats bugging me and that is that each train has to go back to the depot to receive a new order once it has completed its delivery, ideally I'd want the drop stations to also be able to pass requests on the network onto the trains, so they can go straight to the next rquest after completing a delivery, but I cant get it to work without also accidentally passing signals like letters and the own item signal that gets processed at that station, still trying to figure that one out
the depot really only needs one radar and then you can just connect all the depot stations with a green wire
in the parameters for the pickup and dropoff station you have to set what the station is supplying or requesting, the amount of chests in the station, the amount of wagons the station can have and the max train capacity of the station, please note that if you want to have stations with different lengths of wagons you will have to change their names and the interrupts in the trains otherwise it will most likely break, and even if you change the names, it wont really work well with mixed train lengths i believe since the request signal sent out wont include the train length of the station that is sending out a request....
yeah now that I'm typing that out I realize it will defenitely break, dont mix train lengths lol
I hope my first post here is of use, and any suggestions are always welcome, I believe i can still improve on my circuit skills, but I think its time to get back to my playthrough, this testworld tangent has taken enough factory expansion time off my hands now | [] | 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 based research that used the production pack now uses this one instead. It also changes the pack's recipes a little to be more reminiscent to 0.14, and use some Bob's parts in science packs 3, Logistics and High tech.
Over all, things are in a relatively clean and stable state.
Assembly:
v0.15.0:
Updated.
Science packs tweaked, Config options added.
v0.15.1:
Changed Chemical plant to use new (and HD) graphics, with coloured animation for new recipes.
v0.15.2:
Electronics machines is now an option.
Turn it off for sandbox mode, "God" can't craft electronics if they're enabled, which leads to not being able to build the machine.
v0.15.3:
Added icon_size tags to categories.
removed conditional require: multiplayer checksum fix
Changed science packs in technologies from 1+2+P to 1+2+3
Reduced build times for chemical plant and oil refinery to match base game changes
v0.15.4:
fixed chemical plant east/west graphics being swapped.
v0.15.5:
fixed furnace mask shift
adjusted electrolyser recipe times.
v0.15.6:
updated electrolyser tech icon.
v0.15.7:
Added god entity crafting for electronics (For 0.15.26+ of factorio)
Clock:
v0.15.0:
Updated without any changes.
Electronics:
v0.15.0:
Updated.
Added expensive recipe for electronic components and completed boards.
replaced alien science pack with production science pack on advanced electronics 3.
v0.15.1:
Removed synthetic wood, synthetic recipe gives real wood.
v0.15.2:
Migration fix
Changed advanced electronics 3 cost to high-tech
v0.15.3:
Added god entity crafting for electronics (For 0.15.26+ of factorio)
Enemies:
v0.15.0:
Updated.
Had to update 1 base game function call.
Added config option for biters/spitters dropping small artifacts.
Re-added base game artifact too.
Artifacts are disabled by default.
V0.15.1:
Added the ability to use 1 coloured artifact and 5 normal to make 5 coloured artifacts.
v0.15.2:
removed conditional require: multiplayer checksum fix
Base game nests should now drop alien artifacts
full stat rebalance to match base game changes
Leviathan health multiplied by 10 to make them more of a boss
Greenhouse:
v0.15.0:
Updated, didn't need to change anything to make it work.
multiplied fluids by 10
made the recipes a little better to add an expensive version that wasn't going backwards.
v0.15.1:
Added fuel category to seedlings
v0.15.2:
New recipe override for Fertilizer. Nitric Acid + Ammonia if both fluids exist. Falls back on old recipes if they don't
Inserters:
v0.15.0:
Updated without any changes.
v0.15.1:
Change rotate default from SHIFT + R to CTRL + R as the former is used for reverse rotate now
Add fix for 0.15.17
Added config options to turn off long2 and more2 research.
Library:
v0.15.0:
Updated without any changes. V0.15.1:
Edit to make recipe manipulation functions handle expensive mode recipe variations. Fluids also divide by 10 when transforming into items and vica verca on recipe item replacement.
v0.15.2:
Edited replace ingredient to handle expensive properly.
Added difficulty specific versions of remove, add and add new ingredient, remove and add recipe functions.
v0.15.3:
Updated ore graphics to the new style, added HD versions too
Updated ore functions to handle this
v0.15.4:
Added dynamic icon generation to resource generation!
Added effect(glow) compatibility to resource generation
v0.15.5:
Changed infinite_depletion_amount default when infinite ores is turned on from 10 to 1.
v0.15.6:
Added a function for barrel item/recipes
v0.15.7:
added function bobmods.lib.recipe.difficulty_split(recipe)
v0.15.8:
Fixed recipe difficulty split function's enable tag copy
ore create function can now accept stage_counts as an array variable.
v0.15.9:
Fixed liquid_required lines for ores.
v0.15.10:
Fixed bobmods.lib.machine.type_if_add_resource_category function
Logistics:
v0.15.0:
Updated.
Did the usual (Make things work, science updates etc.)
Upgraded train and cargo wagon graphics to HD, Added fluid wagon
Converted "small pump" to new "pump" specifications.
Lots of other small patches.
Added config options too. Vehicle equipment grids removed.
V0.15.1:
fixed a minor science pack issue.
V0.15.2:
added icon_size to category.
Increased roboport construction range slightly to bring in line with new roboport ranges.
fixed logistic system 2 icon size.
Fixed Valve error.
V0.15.3:
removed conditional require: multiplayer checksum fix
Fixed Valve locale entry
Move long inserter unlock from Automation to Long inserters 1 research.
Belt recipe ballance
character-logistic-slots-10 is now infinitely researchable.
Replaced a lot of production science packs with logistics if it exists
Added infinite research for logistic slots, and calculated research for inventory size
v0.15.4:
all my added robotics and robots researches now require an extra tier science pack
Removed production and high tech pack requirement from Logistic system
Fixed valve. Since it's based on the storage tank, which is now two_direction_only = true, and the entity type is true by default. I set it to false.
V0.15.5:
Changed logistics 4 technology cost to 1+2+3+L and 5 to 1+2+3+L+H
changed character logistics slots max level to 20, and changed cost formula to double each level
v0.15.6:
Add inserter config fix for 0.15.17
fix logistics button off centre
Mining:
v0.15.0:
Updated mining drill graphics for new and HD versions.
Mining drills MK3 cost cobalt steel instead of invar.
Added config options.
Adjusted science costs.
v0.15.1:
Fixed all pumpjack and water mining entities, they should actually work now.
v0.15.2:
removed conditional require: multiplayer checksum fix
Pumpjack crafting time reduced
Modules:
v0.15.0:
Updated.
Added config options, more customisable than before too.
Added a lot of expensive recipes.
v0.15.1:
Fixed beacon science
v0.15.2:
Alien artifacts are checked before being used, if they don't exist, there's a hole in the recipe.(Gems are prefered anyway).
Added icon_size tag to all researchs and modules category.
V0.15.3:
Multiply fluid values by 10.
Option productivity costs speed should now actually work
removed conditional require: multiplayer checksum fix
V0.15.4:
Changed minimum per level from 1% to 0%
Ores:
v0.15.0:
Updated without any changes.
Major work on adding mod configuration settings to the mod (This took all evening because I had to figure out how to do it first).
v0.15.1:
Fixed an issue with gem ore.
Added a settings check for sort unsorted gems to be available only when unsorted gems option is selected.
v0.15.2:
Added Thorium ore to test out the new features of library 0.15.4
v0.15.3:
removed conditional require: multiplayer checksum fix
v0.15.4:
Changed infinite_depletion_amount when infinite ores is turned on from 10 to 1.
v0.15.5:
multiply lithia water and ground water result values to match current vanilla 10x factor.
v0.15.6:
Fixed sapphire and ruby values swapped.
Added stack size increase for Uranium ore and Sulfur
MCI:
v0.15.0:
Updated.
All the barrelling stuff removed/disabled in favour of the base game stuff.
Science packs changed to new base game packs.
Settings for Inventory size, Cheaper steel and Battery updated included.
Inventory size default changed to base game value.
v0.15.1:
Multiply all fluid values by 10 to conform to new base game standard.
Edit a few recipes slightly to require less electrolysis based "fluids"(gasses).
Key change so far, 1 output of hydrogen chloride can now feed 2 tungstic acid factories instead of 1, and ~2 ferric-chloride factories. (Noted as they were most likely to be direct feeds, rather than more of a bus system)
V0.15.2:
Slight change to science packs on some technologies.
V0.15.3:
Added fuel category to synthetic wood and carbon.
Added water mining to all mining machines that mine "basic-fluid", AKA, Pumpjacks (Needed for Lithia water if you don't have bobmining installed)
Added expensive recipes for gears, bearings and batteries.
V0.15.4:
Add icon_size tags to categories.
Fixed battery recipe override in expensive mode.
removed conditional require: multiplayer checksum fix
Added an ores enable override for required ores as a settings option.
added an exception to gems to check if gems from other ores is enabled before activating the gem ore.
added an exception to nickel to check if lead gives nickel is enabled before activating the nickel ore.
v0.15.5:
Increased oxygen output of water electrolysis to 25.
Re-added ware pump for barrelling.
Moved barrelling recipes to use the water pump
Changed gas barrels into gas bottles.
v0.15.6:
Changed Oxygen output from water electrolysis back to 12.5, that's where it was supposed to be, oops.
Added fuel value to liquid fuel barrel (Will not return an empty barrel when burned right now, as this would require a return slot in everything that burns fuel)
Added 2 new settings options:
Enable Pure water. If enabled, pure water will exist and be required for electrolysis. It replaces the result of normal water mining splotches, and can be condensed via steam.
Water Bore recipes. If enabled the classic "Water from anywhere" on the water pump will be enabled... I wasn't going to do this, but it was requested.
v0.15.7:
Made barreling recipes for pure water always unlocked (due to migration issues related with turning it off and on again)
Added fuel_category = "chemical" to chemical and mixing furnaces (burner)
Added steel versions of Metal mixing furnace unlocked via new technology (Ideally it should have been alloy processing 2, but that would mean bumping 2 to 3, and since it is referenced by my others mods, thought it would be easier to make a new technology branch for it)
Added steel version of Chemical furnace, unlocked by chemical processing 2.
Added petroleum gas to gas canisters instead of barrels.
Added the Canister back in for ferric chloride and liquid fuel barrelling
Removed synthetic wood, synthetic recipe gives real wood.
v0.15.8:
Barrelling recipes should now be craftable in both the barrelling and assembling machines.
v0.15.9:
Added enriched-fuel
Added recipe to make enriched fuel from liquid fuel
minor fluid recipe reballance
Changed advanced electronics 3 cost to high-tech
Added Distillery (to turn water or lithia water into pure water)
v0.15.10:
updated electrolysis (tech and recipe) icon, and changed pure water to molecular icon
remove automation 2 from the electrolysis prerequisite when pure water is turned on
pure water turned on by default now
fixed canister stack sizes
Enriched fuel block balance
Added Vanilla barrelling option, which allows you to barrel in assembling machines if enabled.
v0.15.11:
Added a on_configuration_changed recipe updates
Added stack size increase for Uranium ore and Sulfur
v0.15.12:
Added inventory size option to effect god entity (For 0.15.26+ of factorio)
Power:
v0.15.0:
Increased substation ranges by diameter 2 each (to match base game's +2)
updated all science
updated solar panel healths.
Completely remade boilers and steam engine generators.
v0.15.1: (not released yet)
Slightly increased new boiler power consumption values. (MK4 boilers should not be 2:1 with MK3 steam engines. Boiler now produces +50% steam and engine consumes +50% steam.)
v0.15.1:
Added boiler fast replace (and heat exchanger)
Added steam turbine mk 2 and 3
Added heat exchanger MK2 and 3
Added expensive recipe for steam engine and turbine
v0.15.2:
Emergancy boiler/steam engine fix to use new factorio v0.15.10 steam (and not crash the game)
v0.15.3:
Replace production science pack with Logistics (if it exists) on top tier power poles
v0.15.4:
Added fast replace to boiler mk4.
Revamp:
v0.15.0:
Updated to 0.15.
Multiplied all fluid values by 10
v0.15.1:
Rocket silo revamp part 1:
Added 5 new fluid intermediates
remapped the progression to rocket-silo, giving rocket fuel it's own research
v0.15.2:
Added barrelling
Added Hydrazine to enriched fuel recipe.
fluid recipe rebalance (to bring new chains in line with MCI chains)
v0.15.3:
Enriched fuel block recipe balance
Rocket part recipe upgrade
added heat shield tiles and research, and added to rocket parts recipe
reworked low density structure recipe and added research
reworked rocket control circuit recipe
reworked satellite recipe
completely changed the prerequisites of rocket silo research (removed modules research, there's no need for them any more)
v0.15.4:
increase ingredient count on rocket silo
v0.15.5:
Changed sulfur output count from 20 to 2.
Tech:
v0.15.0:
Updated to 0.15.
re-added alien science pack
Advanced lab is now just a faster lab, no extra science packs
Science pack 4 removed
Logistics science pack added
v0.15.1:
rebalanced logistics pack to be of science pack 4 tier(like productivity), instead of 2.5
v0.15.2:
Added a lot of tech overrides for logistic science pack
v0.15.3:
Adjusted Logistic science pack to take the same time as production/high-tech science packs, and give 2 per run.
Fixed braking force science pack replacement.
Vehicle equipment:
v0.15.0:
Updated all science packs
added alien artifact alternative to recipes.
adjusted laser defence stats (damage x 15 and power x 2 all round).
Added vehicle equipment grids from logistics and warfare mods to add to vehicles when this mod is installed.
v0.15.1:
Fixed a technology prerequisite on vehicle-big-turret-equipment-4
Added vehicle roboport 2
v0.15.2:
added Plasma cannon minimum range 20
Warfare:
v0.15.0:
Updated night vision to be 2x2 and conform to new specification. with MK3 you can barely even tell it's night!
Updated laser defence, 2x2, uses twice the energy and deals 15 times the damage!
Adjusted pretty much all damage values
All technology files updated, science packs adjusted, some sciences removed as they're now in base game, added infinite damage research to my list of damage research technologies.
Updated all the recipes to remove alien artifacts from the mandatory lists and make them optional with a new fallback of processing units.
v0.15.1:
removed conditional require: multiplayer checksum fix
Added radius_minimap_visualisation_color tag to radars.
Added high tech science pack to combat robotics 4.
Power armor mk4 now uses the correct grid
v0.15.2:
fixed Tank Artillery Shooting Speed 5
Fixed mines, they no longer crash the game
v0.15.3:
Added a vehicle flamethrower to tanks MK2+3 (note, order changed, you might need to shuffle ammo) | [
{
"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 Internet, ofcourse in the Factorio context, and found a lot of "normal" Ideas like Wall designs and how to make sure Bots dont die replenishing them, but turns out, barely anyone is talking about the actual strategic ways of using Factorio Landmines. ( with some nice exceptions )
One of the first things I want to say about Landmines is, they are cheap, like cheaper than a Magazine of Yellow Ammo even, it is ridiculous how economical Landmines are! That piece of Steel looks scary, but it is just five Iron Plates, which get divided by four!
If you dont want to deal with complicated Stuff, just put a Line of Landmines behind your Stone Wall and in front of your Turrets, so that Biters that break through the Wall will get exploded, giving you some time to repair things. Making use of Landmines this way even works with Flamethrowers, which normally burn the Landmines to death. Just make sure the Landmines are not too close to the Turrets as Spitters attacking your Turrets might splash the Landmines by accident.
Using Landmines to attack Nests is also an interesting option, sure you will lose like 80% of the Landmines you place to Biter attacks, but the remaining 20% will blow up the Nests and Worms easily. That and many Biters will be too busy trying to get rid of your burrowing Landmines to attack you. Always remember, Landmines are cheaper than Yellow Ammo!
Landmine Explosions themselves, unlike Landmines in the process of burrowing, do not aggro Biters at all, so you might be able to protect your Rail Power Poles from attacks by surrounding them with Landmines, giving you more time before you have to go fix broken Buildings and Rails.
A supposedly well known, but barely talked about, Speedrun Strat is to protect your Mining Outposts with contained Landmines, kindof like this Blueprint I eventually made does:
0eNqtlctugzAQRf/Fa1zFvGHZ36iiioCDLBkb2SYqivj3jkOaRgWXh7ICB/sM994ZckUn3tFWMWFQfkVaFC02EteKVXb9hfLEQz3K48FDrJRCo/wDtrFaFNxuMH1LUY6YoQ3ykCgau6KclkaxEjdMMFHjSjHOkSWIigKSDN4y43wGCLsw0+NGVh2nTwB/BcCoQuhWKoNPlJunw8GKw7wQlX3756LhcPQQFYYZRkcbbov+U3TNiSqQNXPcQ63UcEKKu504eItujtqbwb7KH4q/hrIECdZAyGGBEi4kOiXegXAF3yqmbIT2KYiyBmu7byZZyGSmfPQo30ECqlYSrmOaTkMmlUHDT8Ki7WwfTOrEW2VGrmLxHpnJprbx56NK90YVviSqbEvTOiSQwwOim4Jz/FDSSv4PztG8hOyNNXxJrMTfNIMuUwLXB83pRzQZgTluuGO4Qvdwyc44potEmxXEUwXHMQKA/P5feWAsgOC390KzEtYXqvTYxCkJk8xPUj9LDmk2DN/x6UV9 Copy blueprint
It replaces the Lamps that most people put in their Mining Drill Setups with Landmines, so when the Biters start to nibble at your Drills you can rest assured that a Landmine will eventually go off and protect most of your Mining Outpost! And while at it, why not place 5 more Landmines around the Miners in the spots that the grid alignment would fill in with Landmines anyway, so you get a whole little cloud of Landmines around your Mining Outpost!
Defensive Roboports are a type of Turret, you put a Roboport, add Bots and a Storage Chest full of Landmines, and then spam Landmines in its Construction Area.
- Bonus points if you power it with Solar but without Accumulators so the Roboport is only online during the Day, potentially saving you a lot of Bot Deaths, if you placed enough Landmines.
- Though even better if you make the Landmine Chest a Steel Chest and have an inserter only ever drop one Landmine at a time into the Storage Chest, so that you never get more than one Bot outside.
- That trick also works also well with Repair Packs if you extract the ones that Bots bring back out of the Storage Chest and Roboport.
Another interesting thing I noticed with Defensive Roboports is, that Spitters ofcourse attack freshly placed Landmines, and that their spit has an Area of Effect, so it is not a wise idea to have a compact wall of Landmines, and instead space them apart a few Tiles so you dont get tons of bots trying to repair the damage the Spitters do.
Screenshot_20240108_005102.png (252.53 KiB) Viewed 9947 times
Screenshot_20240108_005526.png (278.27 KiB) Viewed 9947 times
One may think Biters can just walk on through this Minefield, but do not forget they almost always march in groups, so the Biter behind and to the side of the Mine Dodger will instead trigger the Mine and blow up more Biters per Landmine than a densely packed Minefield would, while saving you some suicidal Bots to Spitter Collateral.
Behemoth Worms will eventually pose an Issue, but you wont need Artillery to automatically defend yourself from that! Roboports with Landmines can actually fix the Issue by blowing up Expansion Parties before they even settle next to your Wall, because they have a Range of over 50 tiles!
While playing I have discovered something that might be an entirely new aspect of Landmines. I tend to have the Biter Expansion Chunks Debug Overlay ON at all times, and when I placed a ton of Landmines into a Chunk, it was still a Green Circle, indicating Biters do not care if the Chunk they expand to is infested with Landmines! Forget spamming Pipes to make a Chunk unattractive real estate to Biters, instead fill it with a few spread out or strategically placed Landmines to get rid of the Expansion Party itself!
P.S. 2.0 will make Quality Landmines more durable while they burrow, because their total Health is higher, so this may be something to think about in the Future.
I hope this helps people actually finding some helpful tips and hints about Factorio Landmines, because I had a hard time finding good Inspiration on this topic over the last couple weeks. I hope to see some new Ideas for this List pop up in the replies. ^^
Have a nice day and a grid aligned Landmine!
0eNplj0FqwzAQRa9iZi0Hx7TY1gWyyQ1KKHI9mAF5JCS5xATdvSM1i0A2Iz7ov3nzgNnu6ANxAv2AyMa3ybVroKXkO+izgkNmVmDm6OyesC2/PPEKOoUdFdCP4wj6S/q0srGlmQ6PoIESbqCAzVaSNby0GzGC4IgXLPx8U4CcKBH+Q2o4vnnfZgxV4K2uwLsoDcdPy+70WT3lzQVY9+qX45S0ZxQ1uMhtjbFiiktzFeST+IshVmA/nj+GqR/Gfhq6ccr5D2GjX/Y= Copy blueprint
EDIT FOR FACTORIO 2.0:
I am afraid to update this post in case the newest Landmine discoveries I found will get nerfed by the Devs. xD
But I will brave it and say it anyways!
1. Landmines on Space Platforms can be quite useful for Space Stations above Aquilo or less. Using them on Ships is not very viable though, as you need to also re-craft the Space Floor on-site. This has been nerfed a lot by now, so I would recommend testing whether your space platform with Landmines works for your purposes
2. When Biters or Pentapods hatch from their Eggs, one Landmine is enough to kill the entire spoiled stack of 100. (as in, only one goes off, just make sure there is a bunch of Landmines close to the Egg Storage to actually hit them.)
3. Quality Landmines are probably not worth it, as even normal Landmines usually either instant kill or stagger the Behemoths for enough to let the Turrets handle them.
4. Most of the Spidertron alike Pentapods are practically immune to Landmines, but the Wrigglers are not!
5. Landmines do work well against the Small Demolishers at the very least, though it is not as easy with the Medium and Big ones. | [
{
"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 we start a Yuoki Repository on Github which will give all Yuoki fans an opportunity to contribute to ongoing maintenance whilst providing safeguards against rogue input, and allowing YuokiTani to oversee the project easily. I am quite happy to have this on my GitHub account, but would be equally happy for it to be somewhere else
I am currently working on bringing a Yuoki themed buffer chest to the mod...
here is the prototype graphic.
y-bc22.png (11.13 KiB) Viewed 2955 times
Still needs a little cleaning up, but a good start I think. | [
{
"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 downloaded standalone 2.0 from the website (without space age), I got the achievement there, upgraded to space age and the achievement stays, so the problem is definitely between 1.1 and 2.0 - most probably Steam only. | [
{
"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 would recommend to spawn less biters and give the player more time to explore. What is your opinion?
Thanks for reading,
Silverstar456 | [
{
"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 I could not make it work persistently.
After a bit of research I found this:
viewtopic.php?p=281727#p281727 (linked from https://www.reddit.com/r/factorio/comme ... ?context=3 ).
So the biter nest absorbs until it hits a internal buffer limit (3x most expensive unit at given evolution) and then it stops (that's what I've been observing). It must form sort of an attack group, which is not formed if there is not enough space around OR (!) if you kill the biters too fast.
But it takes just a little moment to make it work and absorb huge amounts of pollution! Just give the biters a step or two and that's it!
How it looks like:
02-14-2025, 20-20-31.png (76.9 KiB) Viewed 386 times
02-14-2025, 20-21-26.png (7.88 MiB) Viewed 386 times
Non-absorbing nest:
02-14-2025, 20-22-48.png (220.98 KiB) Viewed 386 times
"Pollution absorbed" is capped at ~1200 and stays there, spawning cooldown is -2, so it's blocked and not spawning.
Working (filtering) nest:
02-14-2025, 20-24-22.png (417.57 KiB) Viewed 386 times
"Pollution absorbed" 0 - 1200 and sometimes "pollution needed" spiking up and eating from that buffer.
So what I learned so far:
- nests "produce" from to the 2nd from the gap (inclusive), so that's why there's a gap every 4 nests. The structure is not symmetrical now, as it was an experiment
- nothing spawns if 7 tiles around it is blocked.
- the biters need just a little bit of time to live after spawning, the structure can be made way much smaller, you can even gate them in and let them wander a bit (put the turrets with a larger offset from the nest, but covering the walls
- it WORKS! (currently filtering out about 5k pollution/min from my base)
I bet you could even do a farm producing eggs and burning them to power the turrets
To verify your designs use debug menu (F4) and check "show-debug-info-in-tooltips" (and possibly install minimap disabling mod to actually see it). Then you will see the values on nests.
For the blue water!
PS: dunno if this is new, just wanted to share | [
{
"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=6&t=31292 Ghost-Construction-Mode-Change/Deconstruction-Mode-Change/What Robots Build the Blueprint?/Planning
See below Ghosts/Blueprints, parts of clone and parts of planning. They need to be copied into this subject.
Suggestions (TODO, this list is currently quite incomplete)
viewtopic.php?f=6&t=3541 Place item ghosts from inventory
viewtopic.php?f=6&t=7904 Copy-paste modules (in addition to settings)
viewtopic.php?f=6&t=8035 Ghost Build Mode
viewtopic.php?f=6&t=12458 Logistics layover when placing ghost buildings.
viewtopic.php?f=6&t=13315 Ghosts scheduled to be built by construction robots
viewtopic.php?f=6&t=17636 Smart inserters react to blueprint construction
viewtopic.php?f=6&t=22362 Manipulate ghost buildings just like regular ones
viewtopic.php?f=6&t=26711 Making stuff with Ghostsbuildings (Rotating ghosts ...)
viewtopic.php?f=6&t=28100 Copy & Place to paste copied settings into placed thing
viewtopic.php?f=6&t=28925 Merge requester chest settings on blueprint placement
viewtopic.php?f=6&t=30374 Copy Entity Rotation aswell
viewtopic.php?f=6&t=34464 Module Blueprint/stamp/copy paste
viewtopic.php?f=6&t=39441 assembling machine
viewtopic.php?f=6&t=41960 AUTO ghost place
viewtopic.php?f=6&t=44190 Blueprint placing alignment tweak(QoL)
viewtopic.php?f=6&t=45402 Allow ghosts that aren't researched yet
viewtopic.php?f=6&t=45403 Introduce "build over ghosts" button or modifier
viewtopic.php?f=6&t=45459 Shift+RightClick To Deconstruct
viewtopic.php?f=6&t=48983 Locked Ghosts for Planning/piece-by-piece building
viewtopic.php?f=6&t=49664 Roboports send Required Ghost Items
viewtopic.php?f=6&t=50041 Import/Export blueprints as PNG images
viewtopic.php?f=6&t=50110 Fast Ghost Building Placement - Early game help
viewtopic.php?f=6&t=50201 Bulldoze mode for blueprints
viewtopic.php?f=80&t=45635 Improvements for the Construction-Phase (Handling of Blueprints / Ghosts / Copy / Pre-Configuration) | [
{
"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-stack=Burns combustible liquids and gases (such as light oil) causing moderate pollution.
incinerator=Burns items using coal or solid fuel causing heavy pollution.
electric-incinerator=Burns items using electric energy causing heavy pollution.
If you decide to add the descriptions I will create translations for them as well.
---------------------------------------
I haven't had time to test it, but how do burnable items behave with the incinerator? (Wood, wood pulp. small electric pole etc)
Do they give extra power to destroy other items or are they neutral?
Because it does not make sense to use fuel to burn something that is flammable on its own. | [
{
"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 a difference.
Attached are an image and two blueprint strings (with infinity chests and pipes, since this was done in the map editor) which demonstrate the issue - one working setup with one reactor and two generators, which generates the expected 100 MW in all cases, and one broken setup where a generator is shifted slightly to connect one of its outputs back to the reactor. When the broken blueprint is first placed, only one generator receives plasma, as shown in the image provided. If either of the two generators is deleted and rebuilt (but not both at once), they both start receiving plasma. If both generators are deleted and rebuilt simultaneously, it seems to break again.
I've also attached a log file as the reporting instructions requested, though I don't expect anything in there will help diagnose the issue thanks in advance!
Ref.: 123980 127422 | [
{
"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 happens on both my 1080p and 4k monitor. | [
{
"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 menu) to force construction of landfill when placing on water, or deconstruction of rocks and trees when placing on land (the latter would be very nice to have for rail blueprints). | [
{
"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 tree ghost without building anything.
- What did you expect to happen instead? It might be obvious to you, but do it anyway!
Bots place tree. Also, force-, super-force- build or shift left clicking don't place a tree ghost, the only thing that seems to produce a tree ghost is a simple left click from map mode.
- Does it happen always, once, or sometimes?
Seems to happen with every tree ghost.
should be easy enough to reproduce
tree_ghosts.mp4
(34.26 MiB) Downloaded 19 times
grown tree ghosts ghosts.PNG (1.13 MiB) Viewed 987 times | [
{
"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 removal and insertion of items
Click to expand the video
Attachment re-uploaded | [
{
"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 field '?' (a nil value)
stack traceback:
__level__/control.lua:230: in function 'condition'
__core__/lualib/story.lua:105: in function 'story_update'
__level__/control.lua:369: in function <__level__/control.lua:368>
https://pastebin.com/xUi44rZb
This error happens when the tutorial tells you to assign a train station to the locomotive, once you do, this error log appears and the tutorial crashes | [
{
"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 just needed a miner in my inventory I picked up the miner from my iron plate/furnace assembly leaving the furnace where it was. The contraption took over and assembled it's more complex iron plate production deleting my furnace. I expected that the furnace would pop up in my inventory after it was completed however it seems that the furnace was deleted completely.
While not a huge bug, this might be more of an issue if I had a more complex set up in that area. Perhaps some gating to restrict what can be placed in that area or a deconstruction order that gets funneled into the player's inventory before the construction robots get to work would solve this issue.
Keep up the good work, really impressed with the stuff y'all have been working on the last several years! | [
{
"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 automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental . | [] | 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 into Space Age
Tungsten and Foundry will likely continue to exist in some form for 2.0 non-Space Age. I'm not sure if they will be compatible with Space Age at all.
What are BZ Mods?
This is a loose collection of mods. Each tends to focus on a specific resource, often elemental. Picking and choosing the ones you prefer is supported and encouraged, but they do work together to make something of a mod pack.
Main mods (See also)
Updated to 2.0 & Space Age
Lead - Adds lead ore & lead plates. Smelting lead ore also yields a small amount of copper ore. Good death world mod.
Silica & Silicon - Adds silica, silicon, optical fiber, and other optional intermediates. Part of stone production chain.
Tin - Adds tin ore, tin plates, solder, organotins. A small step up in complexity from titanium or lead.
Titanium - Adds titanium ore, titanium plates. A good first mod to try out.
Zirconium - Adds zircon, zirconia, zirconium plates, and cermet (optional).
Not yet updated
Aluminum - Adds aluminum, cable, alloys, spark plugs, and more. Requires the Foundry accessory mod. Somewhat complex.
Graphite & Diamonds - Adds graphite, diamonds, graphene, and optionally, fullerenes, nanotubes, and carbon-black. More complex.
Salt & Chlorine - Adds salt, chlorine & some intermediates. Revamps advanced circuits.
Tungsten - Adds Wolframite, tungsten plates, tungsten carbide, rocket engine nozzles.
Natural Gas - Adds natural gas, drilling rig, bakelite and more. Revamps green circuits.
Approximate order of complexity. Note, the actual complexity can vary based on which settings and set of mods are used.
Titanium < Lead < Tin < Natural Gas < Tungsten < Zirconium < Silica & Silicon < Aluminum < Graphite & Diamonds < Salt & Chlorine
Accessory mods
Foundry (not updated) - A foundry building, for founding and other hot stuff like coking, etc.
Helper mods & Mod packs
BZ Mods Bridge - A bridge mod for Deadlock Stacked Recipes and other cross-cutting mods that need to load after BZ mods.
Aluminium localization - Alternate localization for Aluminum mod.
Optional Advanced BZ Settings - Some settings that apply to all BZ mods. Completely optional.
Very BZ - A modpack containing all other BZ mods, once they are relatively stable. Contains everything in the below modpacks as well.
BZ Bee: Basic Metals - A simpler modpack focused on some basic metals.
BZ Bee: Electronics - A simpler modpack focused on green circuit overhaul with other changes.
BZ Bee: Intermediates - A simpler modpack focused on intermediate recipes and more complex production chains.
Philosophy and focus
Roughly in order of importance:
Vanilla support.
The goal with every mod is to support vanilla Factorio. This means one or more important vanilla recipes will use the resource in question and each resource will be included in vanilla science packs in some way. I will also try to mostly preserve the vanilla feel and aesthetic, with just a slight nudge towards realism.
Expand breadth.
These mods attempt to expand the breadth of the game through new resources and production chains. Generally the length is not explicitly expanded much, though a broader game does take longer to finish....
Simplicity.
I try to make sure each mod on its own is a simple modification of the game, so players can customize how complex and different their playthroughs are. Different mods are different levels of complexity . Using all the mods together will get increasingly complex.
Broad compatibility.
I want these mods to be very plug-and-play, as such, I try to add compatibility for numerous mods of varying sizes. Common ones include RSO, Aircraft, Deadlock Stacking, Deadlock Crating, Simple Compress, Bio Industries, etc.
Krastorio 2 & Space Exploration support.
K2 and SE have become a requirement for each of these mods as well, things like ore enrichment, matter, science, delivery cannons, etc will be directly integrated.
Other "big mod" compatibility.
I try to support mod packs like 248k, FE+, 5Dims, ModMash, etc. If your favorite mod pack is not supported, let me know and I'll see what I can do.
Non-goals.
These mods will vary in their support for Pyanodons, Bob's & Angel's. While compatibility with these mods will be added where able, those modpacks are each very complex and broad, and integrating well into them takes more effort. Mods that rely on them, like Nullius, Sea Block, and MadClown's will also be difficult to support.
Community
Thanks, everyone. Community engagement is very important to these mods. They would not be what they are without input from the wonderful Factorio community. I take every suggestion seriously, and try to incorporate them if readily able, sometimes as an optional mod setting. Even if I don't incorporate it immediately, you might see it later or in a different form.
Thanks to those who have contributed via graphics, code, or localization. Credits are in each individual mod.
Also, consider trying out planetfall's compatible mods:
If I Had a Nickel - Nickel ore and lots of intermediates
Brass Tacks - Zinc ore and lots of intermediates
And of course, thanks to folks who make BZ Mods compatible with others.
Rebecca-X's compatibility mod for Schall Alien Loot
MdRuz's version of Bob's Electronics for SE/K2/BZ
yokmp's Molten Metals (works with some BZ mods)
U.N.Owen's Research Desk fork
tuxnux21's Rich Blood
Some community odds and ends:
Krydax has a "Full BZ+" Let's Play
Matthew Pocock's BZ + Transport Drones base tour.
Xterminator has released a Factorio Mod Spotlight for Natural Gas | [
{
"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 niet afgeleverd, omdat de opslag van het platform vol zit."
factorio cargo full.png (204.79 KiB) Viewed 387 times | [
{
"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, hovering over belts that are not marked for upgrade in a perfect grid as if they had arrived at their destination and there was no work to do. They will stay there until they get low on power, at which point they will fly to the player (assuming you're using bots from your personal roboport) and recharge, but they will not leave that position. You must mine them for them to return to you.
Reproduction steps:
With personal roboports and construction bots on your person...
Lay out an array of yellow belts such that there are more yellow belts than you have robots but the belts are all within range of your personal roboports. The more belts the better.
Use an upgrade planner to select all the belts for upgrade.
After some of the belts have been upgraded but before all of them have, select all the belts to be upgraded again (even the ones that are still pending upgrade and those that have already been upgraded).
Observe that some of your bots get stuck at a belt that is not marked for upgrade and just stay there until they return to the player for a recharge. Observe that some of the belts are still yellow and have not been upgraded at all.
As an additional note, I have observed similar behavior when, instead of going for a second upgrade I go for a deconstruction of all the belts. However, in this case, the bots eventually figure it out and all the belts get deconstructed. But they are confused for a bit.
Expected behavior:
Bots should not be confused.
My own musings
It's just a guess, but all the bots that are confused are holding red belts, so it appears that they're trying to replace yellows but they went to the wrong spot and they don't update where to go. But all of them are above red or yellow belts (until they go to the player to recharge) so two bots may have been tasked with the same location. However, this problem does not occur if the upgrade planner's initial use is allowed to complete fully before issuing the second one or using the deconstruction planner. So maybe the subsequent use of the upgrade planner tasks another bot to a location even if a bot was already intending to go there. One of them gets there and does the job and the other one gets there and doesn't have anything to do. The deconstruction planner could similarly not realize that bots were already heading to upgrade a belt and instead remove it. When the upgrade happens, there's nothing to replace. | [
{
"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 through power lines. A much more efficient use of the available mining areas I thought. | [
{
"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 info: Arch Linux 5.9.9-zen 64-bit, Factorio 1.1.1 on the native Steam client installed from multilib/steam, with multilib/steam-native-runtime installed as well.
What happened:
- I played on a different modded save for a bit (the only present mod was Editor Extensions)
- I manually saved the game, then selected the main save ("suffering.") and synced the mods, disabling all except "base"
- The game restarted and loaded the save as normal. I played for a couple hours, with async autosaves happening without issues
- At some point, an autosave stopped with an in-game message saying "Saving process crashed.", which I confirmed and just continued playing (can't remember if I manually saved right after it - hopefully the log can clarify that)
- After a bit of playing (with more autosaves happening as normal), a save started (I literally can't remember if it was an autosave or a manual save - I'm sorry) and the game immediately took up 100% of the CPU and an abnormal amount of memory, nearly crashing. Both the CPU and RAM returned to normal after several seconds
- The save message in the top left remained there for several minutes, being stuck at 100% (screenshot attached)
- When I decided it wasn't going to go away, I tried to quit the game as normal (press Esc, click "Quit Game")
- The "Game is not saved. Quit anyway?" box showed up, and as soon as I clicked "Quit", the game hung up for several seconds, followed by an error message (screenshot attached)
- The game process exited when I clicked "Yes" (didn't have to kill it with a task manager)
After the crash:
- The game opens normally
- The main menu "Continue" button shows "suffering..tmp" as the save name
- When I clicked "Load game" (not "Continue"), I got the following message: "Opening zip /home/selplacei/.factorio/saves/suffering..tmp.zip failed: Bad zip file"
- I could load _autosave2 (the most recent save) normally, and manually saved it without problem
Not sure if this is a game bug or caused by my own system - posting here just in case. | [
{
"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 on screen or not, or what my zoom level is.
My system specs are:
- Ryzen 7 2700
- GTX 1070
- 16 GB DDR4 RAM
- Game is installed on SSD
I was using nvidia's support for my freesync monitor, but disabling this did not have any effect. Disabling vsync in the in-game settings, and in the Nvidia control panel likewise did not have any effect.
Here are the debug numbers for when the game is running fine:
20201125150838_1.jpg (1.24 MiB) Viewed 8040 times
Here is what it looks like when biters attack:
20201125152200_1.jpg (984.46 KiB) Viewed 8040 times
Here is my log file:
factorio-current.log
(6.84 KiB) Downloaded 161 times
And my save game:
Goodbus.zip
(5.64 MiB) Downloaded 154 times | [
{
"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)
These researches are already in modpack (please reload recipe)
Yuoki good mod but it will make too much disbalans for this modpak even if it will be available after the blue technology but if you want you can install this mod. | [
{
"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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