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-94539 | 94539 | Some error in recipe? Conflict of two mods, that shouldn't interfere that much. | Modding help | https://forums.factorio.com/viewtopic.php?t=94539 | Rafiz | I have problem with 2 mods (both aren't mine) : one is "xander-mod" and other is "Transport_Drones_Fuel" (TDF, later, coz it's too many words)
Problem lays in that TDF simplifies requirements to create transport drones (from "Transport Drones" mod) and xander-mod is changing recipe for engine that is (than) being used as "template" for TDF's - "drone-engine-unit" which should be simplified version of vanilla "engine-unit". I do not fully understand why but after xanders make recipe a bit more complex, TDF makes change to that recipe and exchanges some ingredients into other (all fine for now - doesn't really matter), but than TDF explicitly sets "drone-engine-unit[2].result = drone-engine-unit" ( https://pastebin.pl/view/de6da984 ), is it correct way to set result in this specific case? Or error lies exactly here? In game this recipe (I tried changing it's name, so I know it's 100% this recipe) produces so called "internal combustion engine" ("engine-unit" item, overhauled by xander-mod ( https://pastebin.pl/view/00836998 ) ). How is that this recipe which explicitly set result - produces something other? At first I thought that error must be in TDF, because I believe this lua of recipe is very strangely written... But now I'm confused on who made error (so who to ask to fix it).
"drone-engine-unit" recipe seems like completely new entity (right?), so xander mod shouldn't touch it, because how it would even assume something like that exists. And than if TDF is last mod that touches it, than how is result being changed to engine-unit? Now - TDF obviously can change it anywhere later - to engine unit, right, but I checked out all occurances of "engine-unit" in whole mod folder and that 99% is not the case, another test - I removed xander-mod and it worked well. TDF don't have any line of code consisting "xander", so it's not checking for existance of this mod I believe. Now, as next test I changed xander-mod so that it has "optional dependency" on TDF - and this problem dissapeared
[[ because xanders loads after TDF now and recipe is like vanilla->TD->TDF without any xander interference. So again, how is it that if it loads "after" TDF - nothing is changed. I would rather suspect this order (TDF,xanders) to cause problems, rather than opposite order causing it ]].
"transport-drone" recipe requires "drone-engine-unit" item. "drone-engine-unit" recipe produces (according to .lua) "drone-engine-unit" item and than in game it says that it will produce "drone-engine-unit" but it produces "engine-unit" instead.
( https://pastebin.pl/view/c9d17682 ) here's final fixes of "TDF" - it looks like it shouldn't want to change to engine-unit in that place.. Aaand it doesn't even actually touches that recipe - right? It only changes "transport-drone" recipe (not "drone-engine-unit" recipe)
Now that I think about it it would be simplest to solve by adding optional dependency on xanders mod and just changing few recipes. | [] | 0 | 2021-01-17T04:04:57-06:00 |
forum-topic-127534 | 127534 | Fusion Reactors and Cryo Plants don't contribute fluid totals to the production graphs. | Duplicates | https://forums.factorio.com/viewtopic.php?t=127534 | whiterook6 | When I'm building a fusion power plant, I can't actually see how much cold fluoroketones are being consumed by the reactors or produced by the cryo plants. Same with hot fluoroketones.
Screenshot attached:
Screenshot 2025-03-15 at 3.59.13 PM.png (572.3 KiB) Viewed 77 times | [
{
"author": "",
"content": "Not a bug. Bits of explanation are inside of another bug report: viewtopic.php?p=651303#p651303",
"date": "2025-03-15T23:10:00+00:00",
"quotes": []
},
{
"author": "eugenekay",
"content": "Recipe Products which are “catalytic” are excluded from Production so t... | 2 | 2025-03-15T18:00:06-05:00 |
forum-topic-117777 | 117777 | Designing an LTN-style Logistics Train Network in Vanilla Factorio 2.0 Using Interrupts | Railway Setups | https://forums.factorio.com/viewtopic.php?t=117777 | farazsth98 | Hey guys, so I made a video where I design an LTN style logistics train network from scratch, using the circuit network and the new train interrupts system in 2.0.
I chose to do a long form video of me designing the system from scratch, because all other videos I found about vanilla logistic trains networks simply showcase the system, and provide blueprints for players to use.
You can find the video here: https://www.youtube.com/watch?v=EggDldJVggM
To me, the fun is in designing such a system from scratch, and using it to learn how powerful the circuit network system in this game really is. So come along for the ride! You can even follow along in your own sandbox world.
How is this different to other vanilla logistics trains networks?
There is one key feature that I was aiming for with this design: Every train can service requests for every resource.
This is important to me because previous logistics train networks in vanilla Factorio have always resulted in trains only serving requests for one specific resource. You end up with Iron plate trains, Copper plates train, Green Circuit trains, etc.
The old systems could have situations where Copper trains are waiting at the depot, while there are Green Circuit requests on the network that aren't being fulfilled due to all Green Circuit trains being busy.
With my system, this will never happen. If a resource is being requested, and there is a train idle at a depot station, it will automatically fulfill the request.
This means that trains only idle when there **truly are no requests to fulfill**. The trains themselves are not bound to a specific resource type or station.
How do the interrupts help with this?
One key aspect of the interrupts is the ability for trains to have dynamic schedules. Previously, you could not dynamically change a train's schedule. Once it's set, it's set.
In Factorio 2.0, you can combine the interrupt system with the circuit network to allow trains to detect when a specific resource is being requested. Then the train can dynamically setup it's schedule to go to that resource's provider station, followed by the station requesting it.
Is it really that easy?
If you try to naively implement this system, you'll run into issues with multiple trains being dispatched for a single resource request, and then trains getting stuck in the interrupt.
In order to solve these issues, you need to make use of some advanced circuit network techniques.
In the video, I design the system from the ground up, so you will see the "naive" implementation, followed by me fixing the issues that pop up using the circuit network.
Anything else?
I hope it is useful for you guys to see such a video where a whole new system is designed from scratch. It is a really long video, so I don't expect many people to watch it from start to finish.
I just hope at least one person finds it useful and starts designing even better systems in the future! | [
{
"author": "farazsth98",
"content": "I created a new video with multiple improvements, and I go through how they work as well: https://www.youtube.com/watch?v=rRGAVDndFwk \n \nHere are the key points: \n \n- Parametrised Interrupt allows one interrupt to fulfill every type of resource request. \n- Modifie... | 2 | 2024-10-26T17:09:56-05:00 |
forum-topic-118278 | 118278 | [kovarex] [2.0.12] Rocket automatically launched when not expected | Not a bug | https://forums.factorio.com/viewtopic.php?t=118278 | Shuisman | This might be a bug, or maybe not and I'm missing something.
I have a rocket that I'm manually filling the inventory. I have the 'automatically filling requests from platforms' off ':
Screenshot 2024-10-29 at 00.28.03.png (3.49 MiB) Viewed 1654 times
I would expect that if I add materials to the rocket, it would not automatically launch. If I now add 50 space-platform foundation, it launches automatically to one of my space platforms:
Screenshot 2024-10-29 at 00.40.28.png (1.64 MiB) Viewed 1654 times
And yes there is a request on this space platform for space-platform foundations, however, I did not specifically select it to go to this one. I wanted to send it to my other platform. How do I send it to my other platform?
1. Tried sending space-platforms foundation to one of my other space platforms.
2. When I added the platforms to a rocket, it auto-launched because another space platform had it requested, though I wanted to send it to another one.
3. I would expect the deliver cargo buttons to always become available, and then ask for the platform. (because I have the logistic requests off on the rocket silo). If I insert items in a silo that are not requested by *any of* the space-platforms, then I do get the 'deliver cargo' button and I can select the platform. (To summarize: I would expect the ‘automatic requesting’ in the silo to do exactly that, not automatically fulfil requests )
4. Yes, repeatable.
Video of the auto-launch: https://www.youtube.com/watch?v=8d3XGMd4Sp0 and inability to select another space-platform to send it to.
Save and log are also attached.
Is this by design? or a bug? is it too eager to fulfil requests? | [
{
"author": "sNasa",
"content": "I have the same issue, it became automatic after I inserted the next batch of foundation while the rocket was still launching but the rocket inventory was already clear. It kept auto-launching to my orbital platform whenever another batch of platform got inserted and did not... | 9 | 2024-10-28T18:53:21-05:00 |
forum-topic-126351 | 126351 | The self-feeding foundry | Show your Creations | https://forums.factorio.com/viewtopic.php?t=126351 | Jarolleon | My plan for Gleba is a small base, essentially a kitchen to cook agri-science in, so I wanted just one foundry so that the ore from stromatolites could be used as efficiently as possible without having to feed half my rocket fuel to the heating tower. So I came up with this little design, first one I thought might be worth sharing.
20250126160825_1.jpg (842.53 KiB) Viewed 453 times
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The fluid output is sorted by two filtered pumps into separate holding tanks. Pipes from these tanks wrap around to the fluid input so that it can seamlessly switch to casting items of either metal, which go into a passive provider chest, or the chest used by my LDS/Ammo assembler. Two input chests, one requesting Calcite and the other a dump box for ore, are used whenever it melts metal. The pipes open on the side of the beacon so that I can place an EM plant next to the foundry for direct cable insertion whenever I need more green circuits. Once I have more logistics bots I can replace the dump box with a requester chest and use personal logistics to put it there whenever I return to the base, but at this early stage it doesn't seem worth the bot energy. | [] | 0 | 2025-01-26T15:46:55-06:00 |
forum-topic-125276 | 125276 | Combustible Vulnerable Expendable | Videos | https://forums.factorio.com/viewtopic.php?t=125276 | coffee-factorio | https://www.youtube.com/playlist?list=P ... xUAe9sOagf
A 99 ton machine capable of marathon flight. Goes from Fulgora, to Gleba, to Vulcanis on four guns with a fifth active in orbit.
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forum-topic-29700 | 29700 | Multiplayer: Banning, avoid Griefing, Blacklisting .... | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=29700 | See discussions
viewtopic.php?f=5&t=29303 Party pooper [discussion in General]
viewtopic.php?f=5&t=29422 Whats the stance on griefing ? [discussion in General]
Suggestions
viewtopic.php?f=6&t=29522 I need a way to perma ban players
viewtopic.php?f=6&t=29602 Improvements on the ban system
viewtopic.php?f=6&t=30491 Player list w/Bans username list separate from save files
viewtopic.php?f=6&t=31479 Private slots on public server
viewtopic.php?f=6&t=32160 something against vandalism and trolling in public games
viewtopic.php?f=6&t=41767 ANTI-GRIEFING System | [
{
"author": "",
"content": "With viewtopic.php?f=3&t=32389 Version 0.14.5 this is over 50% implemented.",
"date": "2016-09-14T21:03:50+00:00",
"quotes": []
}
] | 1 | 2016-07-23T15:43:23-05:00 | |
forum-topic-32964 | 32964 | FAQ - How to contribute to Factorio's translation project | Translations | https://forums.factorio.com/viewtopic.php?t=32964 | Sephrat | I see more and more people asking questions about the translation process, as well as how to report a mistake in the English texts. I figured we should make a list of those questions with their answers so that you don't have to look everywhere for an answer to your question.
General questions
Q: I want my language to be added to the game. How can I help?
1. If your language doesn't appear in the game list at all, you first need to ask the developers to add the language in Crowdin. Do so here: Web based translations
2. It's now up to you to help translating the game. It won't be fun if you try to do it all by yourself, ask your friends to join in!
Q: How can I contribute to my language's translation?
A: The translation of the game is made through the community website Crowdin. Join Factorio's project ! It is quite user-friendly: suggest a translation and vote for other people's suggestions. The translation with the highest score will be updated in the game in the next release.
Q: I want to report a mistake in the English text, but Crowdin doesn't support English translation. What can I do?
A: Find the related string in Crowdin. In the comment section, report an issue in the comment section. Choose the type "mistake in the source string" and suggest a better phrasing. Your proposition will be reviewed by the developers.
Q: Factorio translation sucks, English FTW!
Factorio is voluntarily translated by the players, therefore they are not professional. This means:
a. you don't have to bash people that only tried to contribute to make the game better...
b. sometimes a strong fan-based translation can be better than a not-so-invested professional one...
c. they can use your knowledge and feedback by joining them and suggesting better terms in Crowdin. You don't have to spend a lot of time into it, just create a new topic in your language's forum and explain your opinion.
Crowdin-related questions
Q: There are several ways to translate this string, it depends on the context. How can I know which of the translations to use?
A: Below the English text, you can display the context of the string. Sometimes the "technical" name is enough, in other cases you want the developers to tell you how this string is used. Then you need to raise an issue in the comment section. Choose the type "lack of contextual information" and explain the different interpretations you have of the string so that the developers understand the ambiguity and update the context.
Q: A text is not translated in the game but a) it's already translated in Crowdin, or b) I can't find it.
A:
a) The release process makes it so that new texts introduced by a new version do not always appear on Crowdin before its release. There is a high chance that the text was translated after the release, you'll have to wait for the next version to be released.
b) Make sure in your search that you don't have undesirable filters, especially based on the file. If you definitely can't find the string, you can report it as a bug in the appropriate section .
Q: A word-to-word translation of this string doesn't make sense in my language. Do you mind if I try something more creative?
A: It is completely normal that some strings are harder to translate into a language: that's the difference between translation and localisation. It is even harder when there are cultural references (in particular the achievements' titles). In such cases, don't hesitate to fit to your culture and way of saying, as long as it sticks to the original meaning/reference.
Q: Because of the way Crowdin works, sometimes a single term is translated differently across multiple strings. How can we prevent that?
A: I suggest that you first settle on the translation of the single term: use Crowdin's forums to start discussing about it. Once you all agree, update all related strings so that only the phrasing of the string gets voted up/down, without the term changing.
Q: What's the difference between "translated" and "approved" (or validated)?
A: Anyone can join the project and suggest translations. The one with the highest score will be included into the game. There is however a way to bypass these rules: some contributors have been granted the rank of "proofreader". It is the equivalent of a moderator: they can remove or approve suggestions. When a suggestion is approved, votes and suggestions are not taken into account anymore: the approved suggestion will be used no matter what. This is a way to set a translation in stone so that other strings that relate to this one are consistent with each other. Approving translations is not mandatory.
Feel free to contribute to this list or ask any question, I'll update this post once in a while.
Note: As you can guess I'm invested in the translation project because I'm not a native English speaker. This might explain some typos I made in this FAQ: sorry about that! I will happily let any grammar nazi moderator edit my post to correct them. | [
{
"author": "",
"content": "Stickied since it contains a lot of usefull information about the translation project",
"date": "2016-09-22T17:01:57+00:00",
"quotes": []
},
{
"author": "Koltrast",
"content": "hello! \njust finished Italian translation. \n \nNow, the translation needs to be a... | 5 | 2016-09-19T07:14:48-05:00 |
forum-topic-80083 | 80083 | Don't make red science first step. | Campaign / Scenario suggestions | https://forums.factorio.com/viewtopic.php?t=80083 | Rinin | This expanding base from FFF is nice, but first step is not red/green if we are talking about new players. Not even close. Right now it seems people who design campain played for way too long. Yes every veteran could and would hancraft to automation tech, because it's doable and fast, but it's not the first step.
Probably comments will add something but as far as I see separate missions should cover something like.
Coal based production
Power production
Science automation
Limited military
Metall mass production / mainbus
Automated defence
Trains
Oil
Offence
...
Let player have his fun with every step. It is fun. It's not fun for veteran in sandbox, because they have different goals, but it is fun for the new player with clear local goals.
Don't force players to speedrun to the rocket and don't limit them to some perfect design you created, let them explore the game and learn how to build their design.
The more time you spend on small steps, the more players could learn how the game works. Game is consistent, and if you learn how buildings and inserters operate - you will learn half of the game on coal already. You will not need to explain simple questions about inserters and miners anymore when you move to electricity, so spend some time on first steps, veterans will be able to skipp them fast.
Automation is fun but two/four coal miners feeding each other is automation, cycle belt with coal to power up all the drills and smelters is automation, cycle belt with coal and iron ore to fully automated iron production is automation. It's simple, not overwhelming, and it teaches basics.
You have all the steps for nice and slow learning curve, don't waste half of the game, because you played factorio too much and tend to rush to space science/other "interesting" stuff. Everything is interesting for the new player, he has the blessing not to be bored even without the power armor | [] | 0 | 2020-01-15T02:12:34-06:00 |
forum-topic-121989 | 121989 | [Rseding91] [2.0.15] Recipe is undesirably pasted on last item placed with shift+click | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=121989 | Amegatron | Steps to reproduce
1. Have an assembler with some recipe chosen and shift right click it to copy.
2. Have one inserter of any kind in your inventory
3. Take this inserter in hand (or "pick" it with Q) and place a ghost of it with shift left click
Expected result
The ghost of inserter is just placed.
Actual result
Not only inserter is placed, but also the recipe is pasted to this inserter (setting the filters) immediately after ghost-placement (because hand becomes empty and shift-click pastes the recipe, despite that mouse button has not been released). You can verify this by issuing "Undo" command (Ctrl+Z): the recipe will be removed from inserter.
Evidence
Factorio - 2024-11-18 8-19-38 PM.mp4
(33.66 MiB) Downloaded 34 times | [
{
"author": "LCStark",
"content": "Tested it on 2.0.20, just the space-age, elevated-rails and quality mods. Same thing happens - if you have only one inserter in your inventory, shift-click placing it also pastes the recipe copied from an assembler.",
"date": "2024-11-18T18:54:50+00:00",
"quotes": ... | 3 | 2024-11-18T12:05:54-06:00 |
forum-topic-127067 | 127067 | Galaxy: find your star | Tools | https://forums.factorio.com/viewtopic.php?t=127067 | luc | Is this the right place for this?
I've been working on a simple webpage for people to find their star in the galaxy . It's not quite perfect yet but if someone wants to try it out and point out any unclear wording to me (or bugs! I tried a number of coordinates but probably there are still problems somewhere), I would appreciate it
Tool: https://lucgommans.nl/p/factorio/galaxy/find-your-star.html
Sample data: "Quantum II: Gamma5-1.B3U2"
(I've tried to make the parser very liberal: it will take the URL, a valid subpath, different URL encodings, coordinates with quotes around them as shown here, a spacing error that someone wrote on the wiki, missing/extraneous capitalisation... it should work with any reasonable mistake or typo!)
As a little bonus, the page also has instructions on how to turn on debug mode in the galaxy viewer
Oh, and can someone do me a favor and share a screenshot of what the in-game galaxy viewer is like? I don't get the menu option (possibly bug#663596 ) and I'm curious if the in-game version is similar to the web version | [
{
"author": "mmmPI",
"content": "Very nice ! But one has to use https://lucgommans.nl/p/factorio/galaxy ... ssion.html to find a place where it's possible to use username to find a star, this also shows the way the galaxy grew and i found awesome, i think it should be adverstised instead of hidden in the ... | 5 | 2025-02-22T21:50:00-06:00 |
forum-topic-112909 | 112909 | Using LTN Mod source? | Logistic Train Network | https://forums.factorio.com/viewtopic.php?t=112909 | nljr | I see the source for LTN is marked "No Modification - Although I can't stop you from looking at my code, you are not allowed to distribute anything altered, or derived from my code without explicit permission first."
So, here's what I would like to try:
First: The LTN Combinator ( https://mods.factorio.com/mod/LTN_Combinator_Modernized ) is a huge help and I would like to simplify my builds by merging it into the train station. It's an MIT license which allows non-commercial use with modifications. I'd like to slip it right in to replace that green light which is part of the station.
Second: I've had a problem with stations that both request and provide items. If an item being requested ever gets over-filled (whether it's a train that comes in with more than requested or me stuffing the box), the signal going to the station becomes positive. USUALLY, the provide threshold will prevent any trouble.
But when a product is badly over-stocked, it looks *exactly* like providing the resource to LTN. So LTN will send a train to pick up an item which is supposed to be requested, not provided. This train never gets filled and causes endless traffic jams.
The simplest fix is to stop letting stations both provide and request, it's too late in my current run, and also very convenient, so I might not be able to give it up.
I can correct this with combinators, but it's delicate, error prone and complex. I have to deduct the request from the inventory, then filter out positive values. But then any products the station is supplying must be wired separately. Worse, all the other settings like stack thresholds from the LTN combinator are positive. So to avoid suppressing those signals, I can't put the requests directly into the LTN combinator. Guess I could use two, but that's SUPER confusing. One of the big advantages of the LTN combinator is the ability to make requests in stacks.
I think that's the best I can do with the LTN combinator separate from the station.
Merging the LTN combinator into the station would mean the LTN logic directly knows about requests. It could actually detect the difference between a provided resource and a massive over-stock. I would add a signal to ignore the overstock while still providing other products. Someone has probably built a station that can automatically switch between providing and supplying and they'd want to disable the overstock protection.
Those are the main things I want to try, but once I've experimented with the code, I might try a couple more fixes.
First stretch goal:
The remaining content to be loaded can be calculated as LTN Request - Train content. Let's call that "TBL" for "To Be Loaded" This is a common formula people use to control the inserters loading a train. In practice, TBL can be calculated with two combinators that are cookie-cutter and easy to blueprint. Still, it would be cool if that logic were built-in to LTN. Maybe with a flag to turn it on. I wouldn't bother if that was the only thing I was fixing, but its not.
In a high-speed station using 12 stack (bulk) inserters, there can be over 100 items in the hands of the inserters at once PER car. If the product happens to be solid rocket fuel or something else with tiny stack size, that can be 10+ stacks per car. Reserving 10 empty slots seems pretty extreme, so I came up with combinators to reduce the problem. Force stack-size for the inserters to 1, then add 5 if TBL is more than 50 and unblock the stack-size entirely if TBL is more than 100.
This looks like a gas pump which slows down the fuel delivery as it approaches a preset limit. This almost eliminates the need for reserve slots. I think you could eliminate it completely if you switched off most of the inserters for very small TBL, but that causes imbalances in chest inventory. Might be okay if you used warehouses for stations..
That still doesn't actually work with FILTER stack inserters and multiple products. The train comes in with TBL of 1000 coal and 1000 stone. The filter stack inserters choose to load the coal first (or vice versa, doesn't matter). When the coal TBL drops below 100, the combinators still see 1100 total TBL, so the stack size doesn't reduce and the train ends up overfilled with coal and not enough space for stone. The only way I could see to correct this would involve https://mods.factorio.com/mod/UsefulCombinators , but I have doubts about that mod. Even then, it would be a tapestry of combinators that are easy to screw up.
So again, the LTN code that powers the station could do some of the work for the player. Add a checkbox to limit the request to one product at a time and output that TBL, plus calculate and output a recommended stack size limit. (Thresholds and stack sizes could be a global setting.)
Second stretch goal:
I'd love to try adding the feature of extending the mission of a train when it finishes drop-off without returning to a depot. I know that would be a major rewrite, but I'd like to use the existing code as a starting point. This is especially useful when a station is both requesting and providing, because it could just start loading a new product as soon as it finishes unloading. | [
{
"author": "nljr",
"content": "I decided to put together a save in god-mode which demonstrates the problems I described. But I could only demo one. \n \nThe first change is just a quality of life issue, not something I can demo. \nThe over-stock problem is too trivial to even make a good demo. If a requ... | 7 | 2024-04-08T17:29:13-05:00 |
forum-topic-126667 | 126667 | [2.0.34] the alt mode of cargo pods launched by rockets fades too soon | Bug Reports | https://forums.factorio.com/viewtopic.php?t=126667 | Quezler | The cargo pod's outside opacity is controlled by its procession timeline, and the fadeout moment of the alt-info makes sense when its launched from a cargo hatch, but when it launches from a rocket it fades out when the rocket is still slow / has barely left the platform / is still in sensible view, the expected behavior is that the alt mode for cargo pods attached to a rocket fade out when the rocket actually starts catching speed. | [] | 0 | 2025-02-07T08:36:52-06:00 |
forum-topic-104744 | 104744 | [Request] Ore Washing Machine for my mod | Texture Packs | https://forums.factorio.com/viewtopic.php?t=104744 | wlkrd1 | Hello! I am looking for a Factorio Style "Ore washing" machine for my Mod. https://mods.factorio.com/mod/ore-washing
I am looking for a 64x64 (2 tile x 2 tile)
I image a reservoir of fluid with augers moving vertically. (Something similar to the following image)
Thanks in advance!
P.S.
Just wanted to put a little note in here saying that if any graphics are made and I use them I will of course give credit to the designer (and most likely a linkback to a profile page if requested) | [
{
"author": "Nudelpudel",
"content": "Played around with some dynamic paint in blender today. \nIs it a usable proof of concept that could be refined for potential use?\n \n \n \n 8euv13.gif (4.19 MiB) Viewed 2145 times",
"date": "2024-02-06T11:16:47+00:00",
"quotes": []
}
] | 1 | 2023-01-10T14:39:07-06:00 |
forum-topic-123990 | 123990 | [2.0.23] RecipePrototype feature "auto_recycle" is undocumented in API Docs | Resolved Requests | https://forums.factorio.com/viewtopic.php?t=123990 | PyroGamer666 | This is a bug within Factorio's documentation, not with Factorio itself.
The current version of Factorio's documentation does not document the "auto_recycle" recipe-prototype feature, which appears to control if a recipe is reversible via recyclers. Without documentation for this feature, modders will not know how to mark recipes as irreversible.
https://lua-api.factorio.com/latest/pro ... otype.html
This is an example of "auto_recycle" within Space Age's source code, in the recipe for carbon fiber.
Code: Select all type = "recipe",
name = "carbon-fiber",
category = "organic",
subgroup = "agriculture-products",
order = "a[organic-products]-h[carbon-fiber]",
auto_recycle = false,
energy_required = 5,
enabled = false,
ingredients =
{
{type = "item", name = "yumako-mash", amount = 10},
{type = "item", name = "carbon", amount = 1}
},
results = {{type="item", name="carbon-fiber", amount=1}},
allow_productivity = true,
crafting_machine_tint =
{
primary = {r = 0.306, g = 0.643, b = 0.684, a = 1.000},
secondary = {r = 0.684, g = 0.684, b = 0.684, a = 1.000},
},
},
I believe the reason this feature is undocumented is because it's not used by the engine in any way. Instead, the auto_recycle feature is only relevant when it's checked by the Quality mod to determine if it should generate a recycling recipe. I could be wrong. Here is an excerpt from the Quality mod where "auto_recycle" is checked to determine if it should auto-generate a recycling recipe.
Code: Select all local default_can_recycle = function(recipe)
if recipe.category == "recycling" then return end
-- Allow recipes to opt-out
if recipe.auto_recycle == false then return end
-- Disallow smelting and chemistry recipes
if recipe.subgroup == "empty-barrel" then return end
if recipe.category == "smelting" then return end
if recipe.category == "chemistry" then return end
if recipe.category == "chemistry-or-cryogenics" and recipe.name ~= "battery" then return end
if recipe.category == "crushing" then return end
local recycling_metallurgy = {["big-mining-drill"]=true, ["turbo-transport-belt"]=true, ["turbo-underground-belt"]=true, ["turbo-splitter"]=true}
if recipe.category == "metallurgy" and recycling_metallurgy[recipe.name] == nil then return end
if recipe.category == "organic" then return end
if recipe.category == "cryogenics" and recipe.name ~= "railgun-turret" and recipe.name ~= "railgun" and recipe.name ~= "cryogenic-plant" and recipe.name ~= "fusion-reactor" and recipe.name ~= "fusion-generator" then return end
if string.find(recipe.name, "science") and string.find(recipe.name, "pack") then return end
-- Items which go into T3 modules recycle into themselves
if recipe.name == "tungsten-carbide" then return end
if recipe.name == "superconductor" then return end
if recipe.name == "biolab" then return end
return true
end
The reason why this improvised feature doesn't crash the game is because immediately after generating recycling recipes, the Quality mod removes auto_recycle from every recipe in the game.
Code: Select all for name, recipe in pairs(data.raw.recipe) do
recycling.generate_recycling_recipe(recipe)
recipe.auto_recycle = nil
end | [
{
"author": "PennyJim",
"content": "First of all, it wouldn't crash even if Quality didn't remove the field. Extra fields are ignored and don't cause an exception. \n \nSecond, see also: 120859",
"date": "2024-12-18T23:27:49+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks, au... | 2 | 2024-12-07T18:03:48-06:00 |
forum-topic-14073 | 14073 | Factorio Forums • [0.12.x] Klonans Early Game Mods | Hey, i thought since a lot of the mods i make are small and early game, i would compile them into a single location
Contains:
Big Wooden power Pole 0.0.3
Burner Manufacturing Unit 0.1.2
Burner Leech 0.1.0
Iron Lantern 0.1.5
Torches 0.1.9
May be updated in the future. | [
{
"author": "",
"content": "Hello Klonan, \n \ni installed this pack (had to unzip the file), but i get the game = nil value error from burner leech. \n \nGreetings steinio",
"date": "",
"quotes": []
},
{
"author": "",
"content": "this pack seems to have been made as a snapshot of severa... | 2 | ||||
forum-topic-107888 | 107888 | [Twinsen] Can I disable controller input? | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=107888 | runner111 | I've been playing Factorio for five years with Xpadder and a controller. A recent update to Factorio added controller support, and of course it is set to always register the raw controller input even when "Keyboard and mouse" is selected on the "Controls" menu.
I have unbound every command shown in the "Controller" submenu of "Controls," and eliminated most of the conflicts, however, the raw controller input from L2 and R2 interfere with any keyboard commands I map to those buttons in Xpadder.
Is there any way to stop Factorio from registering and responding to the controller inputs, as was it's function until this year? | [
{
"author": "sb17joker",
"content": "yes, please, anyone? I also have a custom controller layout I've used for years, & would love to disable built in controller support",
"date": "2023-10-15T14:55:54+00:00",
"quotes": []
},
{
"author": "",
"content": "I sounds like L2 and R2 are trigger... | 6 | 2023-07-22T03:26:13-05:00 |
forum-topic-90112 | 90112 | [Request] Ore crusher for a mod | Texture Packs | https://forums.factorio.com/viewtopic.php?t=90112 | tijon23 | Hello! I'm developing a overhaul mod and I need a ore crusher.
(crush big ore into small pellets.)
The spritesheet needs to be 64x64 (2 tiles by 2 tiles).
The style can be anything but if you don't know what to choose, go with Factorio-Style.
Inspiration: https://upload.ecvv.com/upload/Product/ ... 033398.jpg | [
{
"author": "darkfrei",
"content": "Small placeholder, blend.",
"date": "2020-10-05T18:07:15+00:00",
"quotes": [
{
"author": "tijon23 wrote: Mon Oct 05, 2020 2:21 pm",
"content": ""
}
]
},
{
"author": "darkfrei",
"content": "Another version, public domain.... | 2 | 2020-10-05T09:21:46-05:00 |
forum-topic-124386 | 124386 | Drafts as templates | This Forum | https://forums.factorio.com/viewtopic.php?t=124386 | Hares | Hi there.
I want to use drafts as templates, but they are deleted upon usage.
Is there any option to keep them after making a post? | [
{
"author": "Jap2.0",
"content": "I do not believe so. It's possible that there exists some phpBB extension that allows this (although I'm not seeing one off hand, and that would be a Sanqui question), but your best bet is probably just copying and pasting to a text file and saving that on your computer.",... | 6 | 2024-12-13T17:23:57-06:00 |
forum-topic-123737 | 123737 | Request - Furnaces/smelters (and the like) generate heat | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=123737 | mooklepticon | On Aquilo, I get the point of the heat/thermal stuff and that's fine. It's driving me nuts that an iron smelter needs to be heated externally. Refineries, also. Anything that would generate high temps. | [] | 0 | 2024-12-04T14:10:44-06:00 |
forum-topic-7733 | 7733 | General Discussion - Page 14 | 5dim's mod | https://forums.factorio.com/viewtopic.php?t=7733&start=260 | Lemlin | I agree, I got so confused by the categories that I had to switch back to the old version. I finally learned how to find stuff and now I was forced to start over... | [
{
"author": "Xilef2468",
"content": "I haven't changed any files, just put an unpacked mod folder in Factorio Mods folder, but when I try to load factorio I get this error message: \n \n\nAny help would be appreciated.",
"date": "2016-04-08T17:05:22+00:00",
"quotes": [
{
"author": "",
... | 19 | 2015-01-01T13:32:45-06:00 |
forum-topic-121360 | 121360 | [boskid][2.0.20] Different inserter stack sizes replaced by 1 in parametrised blueprint (size/changed/parameter) (MR) | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=121360 | qoalabear | Even when they're not selected to be parameters, the different values are all being replaced with a single value.
1. Have at least inserter-capacity-2 researched.
2. Place two inserters.
3. Activate the "Override stack size" checkbox on both.
4. Give them different values for the override (one with "1" and one with "2")
5. Copy the inserters into a blueprint.
6. Open the blueprint parameterization menu. No need to touch anything in the parameterization menu, just confirm and resave the blueprint ([e] twice).
11-13-2024, 18-35-00.png (26.51 KiB) Viewed 1996 times
What I expected
Upon pasting the blueprint, the inserters will still have overrides of "1" and "2".
What happened
Upon pasting the blueprint, both inserters have a stack size override of "1". This only happens if the parameterization menu was opened, even if no parameters were set or modified.
0eNqd0M0KgzAMB/B3ybmTWe3QvsoY4kcYYZpKW8ec9N1X3WEHL7JbEvL/EbJA0084WmIPegFqDTvQ1wUc3bnu1xnXA4IGYofWo4UgYt3hC3QabgKQPXnCb2pr5oqnoYmbOhW7tIDRuBgwvNoROZ0TJWAGXSQq0uaJ1lKHlfN1+6gcvWNcBrGz5QE7/Y/ODtAHrt7eQx6HCP2+LCDuug1SF1nmZalylalcFiF8AErvhMU= Copy blueprint
0eNqd0M0OgjAMB/B36XkS+ZiBvYoxhI/GNEIh2zAi2btb8OCBC/G2Lv3/2nSBuptwtMQezALUDOzAXBdwdOeqW/+46hEMEDu0Hi0EJe8WX2DicFOA7MkTflNbMZc89bV0mljt0grGwUlg4NUW5HSOtIIZTB5poYcnWkstls5XzaN09MZ1kNrZyQE7/o9OD9CHtpbzkMdeoN+VFUiv2yB9SYqsKHSmU50leQgfSXqEww== Copy blueprint | [
{
"author": "qoalabear",
"content": "This bug still occurs as of 2.0.20",
"date": "2024-11-18T18:19:45+00:00",
"quotes": []
},
{
"author": "sp55aa",
"content": "2.0.23 occurs too",
"date": "2024-11-29T04:00:37+00:00",
"quotes": []
},
{
"author": "Woggle",
"content": "... | 6 | 2024-11-13T20:47:06-06:00 |
forum-topic-127376 | 127376 | [2.0.32] Selector Combinator Interface - Show Input/Output Signals | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127376 | Bi0nicM4n | TL;DR
Selector Combinator UI should display signals on it's inputs and signals it outputs just like Decider/Arithmetic Combinators do
What?
I want this for Selector Combinator. Notice how you can see input signals and the result of Decider's operation
Why?
It's weird to have the old Combinators benefit from 2.0 revamp while new Selector Combinator suffers their fate from the past.
Also, debugging current Selectors is pain. | [] | 0 | 2025-03-10T11:45:26-05:00 |
forum-topic-38475 | 38475 | [MOD 0.14] AAI Programmable Vehicles | Mods | https://forums.factorio.com/viewtopic.php?t=38475 | The attachment programmable-vehicles.png is no longer available
Title: AAI Programmable Vehicles
Short Description: Program and control autonomous vehicles using a remote control handset or circuit conditions and zones. Can be used for base enemy base assault, patrols, friendly base navigation, vehicle-based mining, vehicle-based resource transportation, and more advanced applications. Works with vanilla and modded vehicles.
Name: aai-programmable-vehicles
Factorio Version: 0.14
Mod State: Beta
Dependencies: Base, Data Raw Prototypes, Detached Gun Sounds, Off-Grid Effects, AAI Programmable Structures, AAI Signals, AAI Zones, AAI Vehicles: Miner, AAI Vehicles: Hauler
Optional Extras: Bullet Trails, AAI Vehicles: Chaingunner, AAI Vehicles: Flame Tumbler, AAI Vehicles: Laser Tank
Author: Earendel
Downloads: Mod Portal
Licence: See below
Long Description
The Advanced Autonomous Industries: Programmable Vehicles mod gives all car-type vehicles some basic AI and allows you to command, control, and automate vehicles.
Vehicle Turrets
Any vehicles with a weapon act like a turret when they are not be directly driven by a player and will shoot at enemy targets. If you hop out of your car to build something then your car will defend you.
RTS-style Command & Control
You start with a Unit Remote Controller, a remote control handset that lets you select groups of units and order them around. The movement commands use biter AI. It can be used to send miners to resource zones, order haulers around, or order vehicles towards enemy bases.
programmable-vehicles.png (18.2 KiB) Viewed 180801 times
Paths and Waypoints
Press Y (twice) to get a Path Remote Controller. This lets you add waypoints to any number of paths.
Vehicles can be sent to a path start to follow a complicated path around your base. Waypoints can be attached to players other vehicles so you can have a vehicle loop between a mining vechile and a vehicle depot without needing to use any combinators.
Hauling Vehicles
Hauler-type vehicles have an automatic inventory transfer system based on their Unit Data (see below). Their default setting is to accept raw resources. Miner-type vehicles are by default configured to try and push resources to nearby haulers. All vehicles are by default configured to try and pull a bit of coal or wood from haulers so that they can keep running. Vehicle Unit Data settings can be set with a Vehicle Deployer or modified with the Unit Data Controller structure.
Unit Data
Vehicles can store signal data. The signal data can be read with a Unit Data Scanner, or set with a Vehicle Deployer (at deployment only) or a Unit Data Controller (at any time). Item Signals are used in the Automatic Inventory Transfer System (see below), but Item Signals and Virtual Signals (letters, numbers, zones) can also be used to store arbitrary information, such as unique identifiers, squad assignments, or signals to signify alternate behavior.
Automatic Inventory Transfer System
Hauler-type vehicles and other types of vehicle handle Unit Data a bit differently.
Most vehicles use any Item-type signals (Iron Ore, Piercing Rounds Magazine, etc) as a target amount of items to store in their inventory. If there is a Hauler-type vehicle nearby and the vehicle is below it’s target it will pull the missing items from the Hauler. If the vehicle is over it’s target amount then it will try to push the excess items to the Hauler IF the Hauler is set up to accept that item type. If a negative value is set it will always try to clear that type from its inventory. Most vehicles have default Unit Data of Coal 50, meaning they will try and take 1 stack of coal (for their fuel inventory). Miners are configured with Iron Ore -1, Copper Ore -1, Stone -1, Raw Wood 50, and Coal 100. This means they will try and get rid of Ore, and Stone but keep a bit of wood or coal for fuel and export the rest.
Hauler-type vehicles use any Item-type signals as acceptable limits for other vehicles to push items to them. Their default settings are to accept up to 12000 of raw resources. If two haulers meet and one is over it’s acceptable capacity for an item and the other hauler can accept that item then the other Hauler can take the excess up to their own acceptable limit. If you deploy a vehicle from a Vehicle Deployer it will be deployed with any signal data the deployer's build-in constant combinator (bottom right of the structure).
Other changes
The tech tree has been altered slightly to make it easier to get vehicles a bit earlier.
To help enforce a specialised vehicle roles a vehicle is only allowed 1 weapon type.
Enemy structures can prevent nearby construction.
Example Uses
Use tile scanning to flag resources with zones. Send miners to those zones. Send haulers to the miners and then back to a depot when they have collected items.
Deploy combat vehicles with signal data of a certain zone, then send then to their assigned zone for patrols or attacks.
If vehicle health drops too low send them back to the base for repairs.
Use the tile scanner to find enemy bases, mark those with attack zones, and send vehicles in to attack without your involvement.
Current issues
Vehicles use biter AI when commanded with Unit Remote Controller or sent to an XY-Tile with a Unit Controller. The biter AI can be a bit derpy.
Demo Factory Save File
Exchange-Data.png (285.54 KiB) Viewed 172499 times
Tutorial Videos by Nilaus
1. Vehicles and Manual Commands https://youtu.be/paUEMY3lTyQ
2. Scanners and Controllers https://youtu.be/e93rbJmFTyU
3. Automatic Zone and Miner assignment https://youtu.be/z8zBhn4SBD0
4. Automatic Alien Search and Destroy https://youtu.be/e_S5FwEDxeY
5. Automatic Haulage from Miner to Depot https://youtu.be/QoVRsQ4e6RE
Tutorial Videos by Steejo
1. Structures and Vehicles https://www.youtube.com/watch?v=tduRKYp_-ng
Tutorial Videos by Seeeno (German / Deutsch)
1. Overview / Überblick: https://www.youtube.com/watch?v=FIv0P9bUG3M
2. Zoning / Zonen : https://www.youtube.com/watch?v=Mumq28aVCyM
3. Auto-Zoning / Auto.-Zone: https://www.youtube.com/watch?v=9ODmYLhamng
4. Military / Militär: https://www.youtube.com/watch?v=woSei_ziAmo
5. Logistics / Wirtschaft: https://www.youtube.com/watch?v=dKhWarfOcvg
Instructions
The Programmable Structures mod forum page has the details of structure inputs options and potential outputs. In the posts below are some basic but useful vehicle-specific setups to get you started but they can be improved. You are encouraged to try and make some clever configurations of your own and post them in this mods forums thread.
Vehicle Deployer
Vehicle-Depot.png (146.35 KiB) Viewed 172500 times
If you deploy a vehicle by hand (place it down) then it will have some default Unit Data based on it's type (miners export ore, haulers accept ore, vehicles request fuel). A vehicle deployed from the Vehicle Deployer will NOT have these defaults so you can set your own using the attached combinator. It is useful to have a separate deployer for miners, haulers, and other vehicles categoriesd by the ammo type they use. If you're feeling clever, you could instead use 1 deployer but change the signals based on the type of vehicle currently in the chest.
Vehicle Depot
warfare.jpg (241.19 KiB) Viewed 180755 times
You can use a Vehicle Depot to rapidly drop off cargo from vehicles, or resupply vehicles. There is a built-in combinator to the top right. Any signals set there or connected to it set the depot's exchange data, which functions like unit data. When interacting with most vehicles the depot acts like a hauler, but when interacting with haulers it acts like a normal vehicle. The effectively means that it acts as though it has a priority between the two.
The simple concept is that setting a high value means the depot is accepting that item, setting a negative value means it is trying to give that item away.
Here are some examples:
Depot signal is 20 Coal but has 0 Coal, Vehicle signal is -1 coal but has 200 coal: 20 Coal is given to the depot.
Depot signal is 200 Coal but has 50 Coal, Vehicle signal is -1 coal but has 200 coal: 150 Coal is given to the depot.
Depot signal is 200 Coal but has 50 Coal, Vehicle signal is 50 coal but has 200 coal: 0 Coal is given to the depot.
Depot signal is -50 Coal but has 50 Coal, Vehicle signal is 50 coal but has 200 coal: 0 Coal is given to the vehicle.
Depot signal is -50 Coal but has 50 Coal, Vehicle signal is 50 coal but has 0 coal: 50 Coal is given to the vehicle.
Depot signal is 20000 Coal but has 200 Coal, Hauler signal is 500 coal but has 5000 coal: 5000 Coal is given to the depot.
Depot signal is -1 Coal but has 700 Coal, Hauler signal is 500 coal but has 0 coal: 500 Coal is given to the hauler.
Unit Data / Exchange Data Example
Vehicle-Deployer.png (204.34 KiB) Viewed 172499 times
Licence This software is provided without warranty and the software author/license owner cannot be held liable for damages.
Commercial Use
No. You are not allowed to make money off this mod or any of the contained assets (unless you are Wube Software).
Distribution
Yes. You are allowed to redistribute this mod as is. This includes being repackaged as part of a mod pack. You must disclose the source.
Modification
No. You are not allowed to distribute anything altered, or derived from this mod.
Exceptions:
You can make modifications if you have expressed permission from me (Earendel) first.
You may make alterations for private personal.
You may post partial modified sections of this mod in the mod portal discussion section or official forum thread for this mod (and only those locations) for the purpose of providing bug fixes or enhancements. | [
{
"author": "",
"content": "Getting Started Examples \n \n Resource Zone Assignment \nScan nearby tiles and assign zones to those tiles. \n \n \n \n Resource Zoning.jpg (236.42 KiB) Viewed 180828 times \n \n \n \n \n \n Resource-Zoning.png (31.76 KiB) Viewed 172531 times \n \n \n Blueprint String Code: Sel... | 19 | 2016-12-10T05:30:49-06:00 | |
forum-topic-126352 | 126352 | [Music-Clip] My big spaceship | Fan Art | https://forums.factorio.com/viewtopic.php?t=126352 | mmmPI | Wanted to share my latest experiments with AIs, i recommend playing it loud on your spaceship, instead of waiting, if everything works fine and nothing is to be done in remote view while traveling somewhere : | [
{
"author": "Shulmeister",
"content": "is this inspired by better man ?",
"date": "2025-02-15T09:52:03+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "I choosed the monkey somewhat for the same reasons than what i read is the reason a monkey is starring the biopic of Robbie Will... | 7 | 2025-01-26T15:53:58-06:00 |
forum-topic-114688 | 114688 | Add Ronna and Quetta as SI Prefixes? | Implemented in 2.0 | https://forums.factorio.com/viewtopic.php?t=114688 | PennyJim | Honestly mostly a joke suggestion, but Yotta is already pretty ridiculous. Why not go even ridiculouser and add Ronna and Quetta?
Extending the SI support to match Resolution 3 of the 27th CGPM (2022) seems fitting for the community.
I also just learned that the prefixes are supposed to be uppercase so the fact that the energy syntax supports lowercase now bothers me. Not enough to actually want it fixed though :P | [
{
"author": "Shantogen",
"content": "I concur. Ronna and Quetta should be added. Whether or not they would get seen is another matter entirely but it would be cool for them to be included.",
"date": "2024-08-07T03:53:00+00:00",
"quotes": []
},
{
"author": "MrSmoothieHuman",
"content": "i... | 6 | 2024-08-06T22:43:47-05:00 |
forum-topic-124760 | 124760 | [2.0.23] Pumpjacks with extremely high mining productivity cannot output listed rate. | Duplicates | https://forums.factorio.com/viewtopic.php?t=124760 | MindHawk | * What did you do?
I'm playing a lategame Space Age save with mining productivity 589+. We're mining sulfuric acid on Vulcanus with pumpjacks.
* What happened?
Despite theoretically producing 50k sulfuric acid per second, the majority of the time the pumpjack is idle while the pipe is nearly empty . Our pumpjack is limited on the 6k/s hard limit - the pumpjack only has one fluid output. The pump is rapidly cycling between "Target Full" and "Working".
factorio_Es2IenMniP.mp4
(1.67 MiB) Downloaded 20 times
* What did you expect to happen instead?
Pumpjacks to be able to output their listed fluid per second with high mining productivity, or for this limit to be shown on the pumpjack.
* Does it happen always, once, or sometimes?
This always happens when a pumpjack produces enough fluid per second.
As an aside, while extremely high mining productivity also runs into issues with unloading fast enough for normal miners, it is not a hard limit - you can run dozens of trains past a single mining drill at this stage of the game, for example. (Our Nauvis base does this for stone)
Attached is both a video of the issue and a save of our game. The pumpjacks in question are in the top-right of our vulcanus base. | [
{
"author": "",
"content": "Duplicate of 118644",
"date": "2024-12-19T15:44:41+00:00",
"quotes": []
}
] | 1 | 2024-12-19T09:33:35-06:00 |
forum-topic-18280 | 18280 | (0.13.4) MoPower 0.5.2 | MoMods | https://forums.factorio.com/viewtopic.php?t=18280 | ludsoe | MoPower is a mod centered around power generation and storage. It has things such as giant steam engines/accumulators and implements wind turbines and nuclear reactors.
Mod Listing: https://mods.factorio.com/mods/ludsoe/mopower
Mirror Download: http://www.mediafire.com/download/be88s ... opower.zip
Installation Non-ModPortal Download the mod, and extract its zips contents into your mods folder. If done properly you should end up with a second zip with the mod's version in its name.
Features Nuclear Reactors: Ever wanted a clean power source? Well nuclear reactors are your friend! They are the cleanest and most powerful of all the green energy sources. But they require quite some setup and are slightly hazardous to your health.
Wind Turbines: Power your factory with the power of the wind! Just a warning. Like the green energy of the solar panels, wind power isn't very reliable for a primary power-source. (I recommend MoWeather alongside these.)
Burner Thermal Generator: Power your factory by burning coal and getting electricity directly from it! Save on space, by not using big bulky steam engines or water pipes.
Octo Accumulators: Basically Giant accumulators. Not much I can say.
Operation of Nuclear Reactors First you mine the ore then, refine it into usable nuclear rods.
And with those rods you put them into your nuclear reactors along with water and out you get super-heated steam.
And with that steam you just send it to your steam engines.
You also get nuclear waste as a by product. | [
{
"author": "ZombieMooose",
"content": "About how many steam engines can one nuclear reactor support?",
"date": "2015-12-30T00:49:54+00:00",
"quotes": []
},
{
"author": "Airat9000",
"content": "bug new version factorio",
"date": "2016-01-27T07:32:11+00:00",
"quotes": []
},
{
... | 15 | 2015-12-09T17:18:17-06:00 |
forum-topic-12214 | 12214 | Download Yuoki-Industries Mod 0.4.63 (0.14.X) | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=12214 | YuokiTani | some things maybe hard to understand - so here some help videos
Link to Youtube-Channel: ->Jump<-
highly recommended this tutorial-series by Fatmice: -> Yuoki-Industries explained ! <- i can't better explain the stuff
Video-Series with Yuoki-Industries Focus:
# YT -> KatherineOfSky (english)
# YT -> Momentary Flux (english)
# YT -> Christian Nilaus - S4 (english)
# YT -> Christian Nilaus - S5 (english)
# YT -> DwarvenZen (english)
# YT -> Gerugon (german)
# YT - > ChrispyTheBird (german)
# YT - > Psycopath1986 & Soulslayer1980 (german)
Videos and Live-Streams
# http://www.twitch.tv/thebruteman
DwarvenZen has started a new Yuoki-Industries Let's Play-Series
YT -> DwarvenZen (english)
Gerugon has started a new Yuoki-Industries Let's Play-Series
different players, different approach to Yuoki-Industries
and of course my own little slow play
YT -> Yuoki "Stony Planet" (german)
known errors on upgrading or downgrading:
- if you encounter some gfx-size (sprite outside) error - try to delete crop_cache.dat in the factorio-folder to fix the problem.
installation:
first-way:
- copy Yuoki_0.2.X.zip to Factorio/mods/
second-way:
- extract the downloaded Yuoki_0.2.X.zip into Factorio/mods/Yuoki_0.2.X - folder
- this looks like Factorio/mods/Yuoki_0.2.X/
- no subfolder should remain - a path like Factorio/mods/Yuoki_0.2.X/Yuoki_0.2.X - not work
note:
only 1 Yuoki folder or *.zip allowed - not both at same time. also only 1 version allowed
BEFORE YOU USE A NEWER VERSION, PLEASE READ THE VERSION-NOTES
Version 0.4.63 - Notes
download
Mod-Release (fa-0.14.22+) - playable: Yuoki Industries 0.4.63 ~ 73.2 MB - 16.Feb.2017 - 14:25 (CET)
Mod-Release (fa-0.13.9+) - playable: Yuoki Industries 0.3.58 ~ 53.2 MB - 23.Jul.2016 - 21:10 (CET)
Mod-Release (fa-0.12.22+) - stable: Yuoki Industries 0.2.46 ~ 32.2 MB - 17.Jun.2016 - 19:28 (CET)
Version Notes Version 0.4.63 - Notes
Version 0.4.62 - Notes
Version 0.4.61 - Notes
Version 0.4.60 - Notes
Version 0.3.57 - fix obninsk-pipe-connection (0.13.9 patch), recipe changes to reduce weird raw-material calculations (battery, alien-artifacts)
Version 0.3.56 - fix circuit-connection accumulators, new Fluid-Buffer-Station, improved gfx.
Version 0.3.55 - gfx improvements, burner-miner now 5x5
Version 0.3.53 - changed spawn ressource values - massive or nothing now, also a new entity (energy-tab)
Version 0.3.52 - spawn ressource fix
Version 0.3.50 - Notes
Version 0.3.49 - Notes
Version 0.3.48 - Notes
Version 0.3.47 - Notes
Version 0.2.46 - Notes
Version 0.2.45 - Notes
Version 0.2.44 - Notes
Version 0.2.43 - Notes
Version 0.2.42 - Notes
Version 0.2.41 - Notes
Version 0.2.40 - Notes
Version 0.2.38 - Notes
Version 0.2.36 - Notes
Version 0.2.35 - Notes
Version 0.2.34 - Notes
Version 0.2.33 - Notes
Version 0.2.32 - Notes
Version 0.2.31 - Notes
Version 0.2.30 - Notes
Version 0.2.29 - Notes
Version 0.2.28 - Notes
Version 0.2.27 - fixed outpost miner-gfx, and removed most Laika-gate Retrade recipes
Version 0.2.26 - Notes
Version 0.2.25 - changed Laser-Defense-Animation and some other gfx-Tweaks, started with german translation and playable with 11.16
Version 0.2.24 - adds Medium-Electric-Generator and works with 11.15
Version 0.2.23 - Notes
Version 0.2.21 - Notes
Version 0.2.19 - Notes
Version 0.2.18 - Notes
Version 0.2.17 - Notes
0.2.14 notes
0.2.12 notes
0.2.11 notes
0.2.10 notes
0.2.9 notes
0.2.8 notes
0.2.7 notes
0.2.5 notes
0.2.4 notes
older versions Mod-Release (fa-0.14.22+) - playable: Yuoki Industries 0.4.63 ~ 73.2 MB - 16.Feb.2017 - 14:25 (CET)
Mod-Release (fa-0.14.22+) - playable: Yuoki Industries 0.4.62 ~ 67.2 MB - 9.Feb.2017 - 22:00 (CET)
Mod-Release (fa-0.14.14+) - playable: Yuoki Industries 0.4.61 ~ 66.8 MB - 23.Oct.2016 - 17:00 (CET)
Mod-Release (fa-0.14.11+) - playable: Yuoki Industries 0.4.60 ~ 54.3 MB - 1.Oct.2016 - 14:20 (CET)
Mod-Release (fa-0.13.9+) - playable: Yuoki Industries 0.3.57 ~ 49.5 MB - 16.Jul.2016 - 11:30 (CET)
Mod-Release (fa-0.13.6+) - playable: Yuoki Industries 0.3.56 ~ 49.5 MB - 12.Jul.2016 - 22:00 (CET)
Mod-Release (fa-0.13.1+) - playable: Yuoki Industries 0.3.51 ~ 48.8 MB - 02.Jul.2016 - 16:10 (CET)
Mod-Release (fa-0.13.1+) - ~: Yuoki Industries 0.3.48 ~ 47.0 MB - 29.Jun.2016 - 17:54 (CET)
Mod-Release (fa-0.13.0+) - ~: Yuoki Industries 0.3.47 ~ 47.0 MB - 27.Jun.2016 - 22:20 (CET)
Mod-Release (fa-0.12.22+) - stable: Yuoki Industries 0.2.46 ~ 32.2 MB - 17.Jun.2016 - 19:28 (CET)
Mod-Release (fa-0.12.22+) - stable: Yuoki Industries 0.2.45 ~ 32.2 MB - 02.May.2016 - 19:00 (CET)
Mod-Release (fa-0.12.22+) - stable: Yuoki Industries 0.2.44 ~ 32.2 MB - 31.Mr.2016 - 17:00 (CET)
Mod-Release (fa-0.12.22+) - stable: Yuoki Industries 0.2.42 ~ 25.6 MB - 23.Feb.2016 - 15:32 (CET)
Mod-Release (fa-0.12.22+) - stable: Yuoki Industries 0.2.41 ~ 24.9 MB - 11.Feb.2016 - 22:35 (CET)
Mod-Release (fa-0.12.11+) - stable: Yuoki Industries 0.2.40 ~ 24.0 MB - 09.Jan.2016 - 19:15 (CET)
Mod-Release (fa-0.12.0+) - stable: Yuoki Industries 0.2.36 ~ 23.5 MB - 02.Oct.2015 - 14:42 (CET)
Mod-Release (fa-0.12.0+) - stable: Yuoki Industries 0.2.35 ~ 23.0 MB - 05.Sep.2015 - 15:38 (CET)
Mod-Release (fa-0.12.0+) - stable: Yuoki Industries 0.2.34 ~ 22.9 MB - 28.Aug.2015 - 17:32 (CET)
Mod-Release (fa-0.12.0+) - stable: Yuoki Industries 0.2.33 ~ 53.0 MB - 09.Aug.2015 - 19:20 (CET)
Mod-Release (fa-0.12.0+) - stable: Yuoki Industries 0.2.32 ~ 20.8 MB - 02.Aug.2015 - 16:25 (CET)
Mod-Release (fa-0.12.0+) - stable: Yuoki Industries 0.2.31 ~ 20.3 MB - 18.Jul.2015 - 11:25 (CET)
Mod-Release (fa-0.12.0+) - stable: Yuoki Industries 0.2.30 ~ 16.4 MB - 17.Jul.2015 - 19:27 (CET)
Mod-Release (fa-0.11.20+) - stable: Yuoki Industries 0.2.29 ~ 16.4 MB - 26.Jun.2015 - 11:53
Mod-Release (fa-0.11.20+) - stable: Yuoki Industries 0.2.28 ~ 15.9 MB - 16.May.2015 - 13:20 (MET)
Mod-Release (fa-0.11.20+) - stable: Yuoki Industries 0.2.27 ~ 15.8 MB - 06.Apr.2015 - 15:56 (MET)
Mod-Release (fa-0.11.16+) - stable: Yuoki Industries 0.2.26 ~ 15.1 MB - 13.Mrz.2015 - 20:02 (MET)
Mod-Release (0.11.16): version 0.2.25 ~ 15.0 MB - 01.Mrz.2015 - 14:41 (MET)
Mod-Release (0.11.15): version 0.2.24 ~ 16.9 MB - 07.Feb.2015 - 18:29 (MET)
Mod-Release (0.11.13): version 0.2.23 ~ 14.7 MB - 26.Jan.2015 - 15:52 (MET)
Mod-Release (0.11.12): version 0.2.21 ~ 13.3 MB - 16.Jan.2015 - 19:02 (MET)
Mod-Release (0.11.10): version 0.2.20 ~ 12.3 MB - 06.Jan.2015 - 20:56 (MET)
Mod-Release (0.11.8): version 0.2.19 ~ 12.3 MB - 04.Jan.2015 - 18:31 (MET)
Mod-Release (0.11.8): version 0.2.18 ~ 11.7 MB - 27.Dec.2014 - 18:02 (MET)
Mod-Release (0.11.8): version 0.2.17 ~ 10.7 MB - 25.Dec.2014 - 16:31 (MET)
Mod-Release (0.11.6): version 0.2.15 ~ 10.7 MB - 14.Dec.2014 - 12:18 (MET)
Mod-Release (0.11.1): version 0.2.14 ~ 10.7 MB - 02.Nov.2014 - 10:49 (MET)
Mod-Release (F10.9+): version 0.2.12 ~ 10.00 MB - 10.Oct.2014 - 14:23 (MET)
Mod-Release (F10.9+): version 0.2.10 ~ 9.81 MB - 28.Sep.2014 - 14:49 (MET)
Mod-Release (F10.9): version 0.2.9 ~ 9.79 MB - 09.Sep.2014 - 23:28 (MET)
Mod-Release (F10.9): version 0.2.8 ~ 9.61 MB - 06.Sep.2014 - 15:33 (MET)
Mod-Release (F10.9): version 0.2.7 ~ 9.49 MB - 01.Sep.2014 - 19:40 (MET)
Mod-Release (F10.X): version 0.2.6b ~ 9.4 MB - 10.Aug.2014 - 12:26 (MET)
Mod-Release (F10.X): version 0.2.6a ~ 9.4 MB - 20.Jul.2014 - 09:10 (MET)
Mod-Release (F10.X): version 0.2.5 ~ 9.2 MB - 05.Jul.2014 - 15:10 (MET)
Mod-Release (F10.X): version 0.2.4a ~ 9.1 MB - 30.Jun.2014 - 19:47 (MET)
Mod-Release (F10.X): version 0.2.4 ~ 8.9 MB - 29.Jun.2014 - 13:36 (MET)
Mod-Release (F10.X): version 0.2.3 ~ 6.5 MB - 22.Jun.2014 - 13:35 (MET)
Mod-Release (F10.X): version 0.2.2a ~ 6.2 MB - 18.Jun.2014 - 21:50
Mod-Release (F10.X): version 0.2.2 ~ 6.1 MB - 15.Jun.2014 - 18:30
Mod-Release (F10.X): version 0.2.1 ~ 6.2 MB - 15.Jun.2014 - 15:45
Mod-Release: old Factorio 0.10.0 http://johnsmith.ktec.de/factorio/mods/Yuoki.zip ~ 5.8 MB - 08.Jun.2014 - 18:20
Mod-Release: old Factorio 0.9.8 http://johnsmith.ktec.de/factorio/mods/Yuoki_prev.zip ~ 5.8 MB - 06.Jun.2014 - 21:00
Mod-Release: old Factorio 0.9.8 http://johnsmith.ktec.de/factorio/mods/Yuoki_old.zip ~ 4.1 MB - 05.Jun.2014 - 00:30 | [
{
"author": "YuokiTani",
"content": "Version 0.2.43 \n \n \n \nVersion 0.2.42 \n \nScreenshots & Examples from lastet version.\n Screens upgraded crushing example \n \n \nsize-comparsion - right the rocket silo \n \n \nexample build upgraded drilling \n \n \nsize-comparsion & entitys",
"date": "2016-02-... | 5 | 2015-05-11T09:38:59-05:00 |
forum-topic-116030 | 116030 | [Sanqui][2.0.6] Nauvis description is still not translated | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=116030 | sakuro | Playing in Japanese environment.
The description of Nauvis in the space map is still not translated.
It is already translated as space-location-description.nauvis[1] in Japanese but it is in base.ini.
Are this key and file correct?
10-19-2024, 01-44-26.png (177.62 KiB) Viewed 268 times | [
{
"author": "",
"content": "This seems to be a bug in Crowdin's handling of INI files (or we have a different understanding of how they should work). It should be fixed for the next release.",
"date": "2024-10-18T18:51:48+00:00",
"quotes": []
}
] | 1 | 2024-10-18T11:46:46-05:00 |
forum-topic-123184 | 123184 | [2.0.22] LuaPlayer open_map, zoom_to_world, close_map | Resolved Requests | https://forums.factorio.com/viewtopic.php?t=123184 | StephenB | See here: https://lua-api.factorio.com/latest/cla ... ender_mode
The description tells me to use LuaPlayer::open_map, LuaPlayer::zoom_to_world and LuaPlayer::close_map. When I try to call those in my control.lua I get an error saying LuaPlayer does not contain those keys.
Seems LuaPlayer::set_controller is meant to be a replacement for this maybe? | [
{
"author": "BurninSun",
"content": "https://lua-api.factorio.com/latest/cla ... ender_mode \n \n\nLuaPlayer::open_map, ::zoom_to_world and ::close_map were removed with Factorio 2.0",
"date": "2024-12-12T00:02:29+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
... | 3 | 2024-11-28T07:51:55-06:00 |
forum-topic-125195 | 125195 | Multi-liquid train unloading station | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=125195 | jaylawl | I have made my own multi liquid unloading station for 1-4 trains. Technically it uses 4 stations right behind each other, because i dont use wildcards in my train unloading stations - which is something other people do as far as i have understood?
Anyways, this works well and the cycle is simple:
-> Detect if any of the stations has a stopped train.
-> If the buffer pipes and tanks are empty, activate the pumps that unload the stopped train.
-> Accept the next train immediatly, but only start unloading once the buffer is empty (unless it is the same liquid).
The upside is that this saves on footprint. The downside is that it is a little slow, because emptying the buffer pipes/tanks gets slower the emptier it is. Of course this can be upgraded with higher quality pumps and of course just adding more pumps in general. So this is will be useful to you if you want to save on size and do not require optimal throughput. (The example picture is the unloading station for my 1.000 SPM chemical science module).
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 Copy blueprint
multiLiquidUnloading.png (1.56 MiB) Viewed 717 times
Would love to see other peoples multi liquid (un)loading stations! | [
{
"author": "gGeorg",
"content": "Those buffer tanks right next to track are not helping. Just cut them out. \n \nAre you dare to make also multi-liquid, loading ? \nIn best case, loading AND unloading like one station ?",
"date": "2025-01-10T06:56:46+00:00",
"quotes": []
},
{
"author": "N... | 2 | 2024-12-27T05:32:45-06:00 |
forum-topic-113986 | 113986 | Vanilla Coop | Multiplayer | https://forums.factorio.com/viewtopic.php?t=113986 | Cyborg | Hello engineers.
Looking for allies Vanilla + QOL mods:
(Hellmod, waterfill, Rate calc, Blueprint library, etc.)
Language: english is not my language, but i quickly learn) (russian and ukrainian fluently)
Structure base will be cityblocks (Nillaus idea), all designes must fit in.
In perspective will build a megabase.
Main purpose of run:
- create useful and (if possible) expandable blueprint;
- find players who love factorio;
- have fun and efficiency spent our time.
Factory must grow! | [] | 0 | 2024-06-23T02:42:20-05:00 |
forum-topic-117737 | 117737 | [Hrusa][2.0.11] Asteroid collector has lower effective range depending on alignment | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=117737 | Gergely | The Asteroid Collector in the attached image does not see the chunks as collectable, possibly because they are outside the navmesh. The expected behaviour would be that the chunks are collected because they are within range for the collector.
This can easily be reproduced in the editor with the provided blueprint. (Make sure that the entirety of the space platform is based on the blueprint. It includes a hub.)
NavmeshBug.png (594.05 KiB) Viewed 1368 times
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 Copy blueprint | [
{
"author": "CaliFall",
"content": "When the range of collector is not exceed the border of a new chunk by more than 5 tiles wide, collector nav mesh won't expend to the new chunk, then this bug happens. \nThis bug is terrible,it needs to be fixed asap.",
"date": "2024-10-29T07:15:42+00:00",
"quotes... | 2 | 2024-10-26T14:00:15-05:00 |
forum-topic-101750 | 101750 | We support Ukraine | News | https://forums.factorio.com/viewtopic.php?t=101750 | https://factorio.com/blog/post/we-support-ukraine
Please, keep the discussions about the world events (if you can't help it) specifically in threads related to this post, as we want to keep the rest of the forum on topic, | [
{
"author": "Gergely",
"content": "Suddenly politics? \n \nHey I get that the Uncle Bob friday facts was not a political post but considering the way that was settled this crosses a few lines for me. Namely why are you suddenly publicly taking a political stance after distancing yourself from politics. \n \... | 19 | 2022-03-02T04:50:08-06:00 | |
forum-topic-105419 | 105419 | Follower Robot Lifetime Research Effect | Modding help | https://forums.factorio.com/viewtopic.php?t=105419 | SajuurCor | I'm seeking to make a mod which adds a Research Technology for Robot Follower Lifetime (combat robot lifetime - defender and destroyer capsules).
There is a Technology "Effect" called "follower-robot-lifetime" listed at: [ https://lua-api.factorio.com/latest/Con ... gyModifier ]
A mod introducing a Technology that uses this Effect can be defined as:
Code: Select all {
type = "technology",
effects =
{
{
type = "follower-robot-lifetime",
modifier = 1
}
},
...
},
This works as expected with a modifier of 1 (or any larger integer.) Capsule items in inventory show the expected bonus, and spawned robots have the expected lifetime:
https://steamcommunity.com/sharedfiles/ ... 2940981130 (note 45+45 lifetime)
https://steamcommunity.com/sharedfiles/ ... 2940981402 (note 90 lifetime)
When using a modifier such as 0.2, the capsule's lifetime showed as expected, but the spawned robot does not:
https://steamcommunity.com/sharedfiles/ ... 2940983281 (note 45+9 lifetime)
https://steamcommunity.com/sharedfiles/ ... 2940983354 (note 45 lifetime)
To the best of my knowledge, this Effect is not used by the game but seems to have been made available for use by mods / future use. Is anyone familiar with it, or have experienced similar issues for other Effects? Guessing this is actually a problem when the actual robot is spawned based on the item - since the correct lifetime and research bonus is displayed with a decimal value.
As an alternative, I was considering hooking the on_research_finished event and attempting to change the robot lifetime. I'm not familiar enough with whether that is feasible yet though - planning to look into that further. Alternatively, maybe hook when a robot is spawned, and change its lifetime - but the performance implications of that are likely much heavier.
Appreciate any pointers. Thanks! | [
{
"author": "waremon",
"content": "Hey ! \n \nI used your post to submit a bug report. \nIssue is fixed and will be live next update (2.0.42) \n \nI know, it's been 2 year since you posted this but everything is fine now. \n \nHave a nice day ! (if you ever this this)",
"date": "2025-03-17T00:05:48+0... | 1 | 2023-03-01T20:33:15-06:00 |
forum-topic-127208 | 127208 | [2.0.37] FurnacePrototype does not respect if the recipe allows quality if the modules are already present in the entity | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127208 | Green_boyY | What did I do: I'm currently working an a mod featuring modified recyclers. The recycler and most of its recipes allow for quality. But I have one subset of recipes (different recipe-category) where I don't want quality to happen.
What happened: Recipe in a 'assembling-machine' version of the recycler. notice how I can't add quality modules.
grafik.png (185.7 KiB) Viewed 134 times
'furnace' version of the recycler with quality modules producing quality items, even tho the recipe shouldn't allow it
grafik.png (426.33 KiB) Viewed 134 times
interface of the furnace only doesn't allow the usage of quality modules, if output is full/blocked
grafik.png (362.53 KiB) Viewed 134 times
grafik.png (346.6 KiB) Viewed 134 times
What do I expect to happen instead I expect the crafting result to not be effected by quality, whether the module is mistakenly present or not
How often does it happen As far as I can tell with quality being based on chance it always happens | [] | 0 | 2025-03-01T15:35:14-06:00 |
forum-topic-123560 | 123560 | Factorio Forums • Forums Bug | My email received dozens of spams within an hour, and there was actually no new information on the forum. | [
{
"author": "",
"content": "",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I received several emails today notifying me of activity that happened on Friday. I think the notification service went down and just came back up today.",
"date": "",
"quotes": []
},
{
... | 4 | ||||
forum-topic-122294 | 122294 | Restarting nutrients supply is a pain in the ass | Balancing | https://forums.factorio.com/viewtopic.php?t=122294 | CheeseMcBurger | I have a small factory and restarting nutrients is a pain in the ass. You need an abnormal amount of spoilage to get it going again and the nutrient production in the biochambers takes so many nutrients, it's absurd. This is not fun, it's nothing but a major pain in the ass. | [
{
"author": "Nova",
"content": "Do you know you can put efficiency modules in biochambers to reduce the need for nutrient to 20%?",
"date": "2024-11-21T12:43:47+00:00",
"quotes": []
},
{
"author": "rollc_at",
"content": "Restarting a late-game K2 base is also a major PITA - during a blac... | 15 | 2024-11-20T13:11:59-06:00 |
forum-topic-121151 | 121151 | Factorio Forums • Version 2.0.17 - Page 2 | Linux update wehn? (it's still on 2.0.15) | [
{
"author": "",
"content": ".16 and .17 are still marked as experimental. If you want them now you need to activate experimental updates. E.g. the download page has an \"experimental\" button at the top right.",
"date": "",
"quotes": [
{
"author": "havarc wrote: Wed Nov 13, 2024 11:56 ... | 5 | ||||
forum-topic-127444 | 127444 | [boskid][2.0.41] Crash loading save with mod removed (Container::load<LogisticSection>) | Resolved for the next release | https://forums.factorio.com/viewtopic.php?t=127444 | Demolion | What did you do?
Had a save file from 2.0.33 with Schall's Tank Platoon enabled. The mod hadn't been updated to support 2.0.39, so unloaded it and loaded the save file.
What happened?
The game crashed.
What did you expect to happen?
The game to not crash. Potentially some in-game stuff broken from the missing mod, but not a hard crash.
Does it happen always, once, or sometimes?
This happens consistently on attempting to load the save, both on 2.0.39 and 2.0.41. | [
{
"author": "",
"content": "Thanks for the report. Issue is now fixed for 2.0.42. I verified the save file and it loads fine with the fix.",
"date": "2025-03-13T14:10:23+00:00",
"quotes": []
}
] | 1 | 2025-03-12T16:11:34-05:00 |
forum-topic-117788 | 117788 | [raiguard][2.0.11] Show Pipelines map option overrides alt mode settings | Not a bug | https://forums.factorio.com/viewtopic.php?t=117788 | Greaka | The new "show pipelines" map option is only available in alt mode and if alt mode is not selected while enabling it, all other alt mode settings are lost.
Repro:
Alt mode:
10-27-2024, 00-47-56.png (32.64 KiB) Viewed 215 times
I press alt:
10-27-2024, 00-48-30.png (30.71 KiB) Viewed 215 times
I press this button:
10-27-2024, 00-48-54.png (38.47 KiB) Viewed 215 times
10-27-2024, 00-49-14.png (31.66 KiB) Viewed 215 times
I press alt:
10-27-2024, 00-49-43.png (31.16 KiB) Viewed 215 times
There doesn't seem to be a way to enable show pipelines outside of alt mode. | [
{
"author": "",
"content": "Thanks for the report. I'm going to file this as \"not a bug\" because this is how most of those shortcuts work. I don't agree with the behavior, but it is working as intended.",
"date": "2025-01-27T20:03:43+00:00",
"quotes": []
}
] | 1 | 2024-10-26T17:51:46-05:00 |
forum-topic-116184 | 116184 | Version 2.0.7 - Page 2 | Releases | https://forums.factorio.com/viewtopic.php?t=116184&start=20 | Blacksmoke16 | This doesn't seem to be true. I'm unable to walk in-between mining drills? | [
{
"author": "Brathahn",
"content": "can someone explain this? \nwhat does it do? how to use it? i havent found anything in the fff posts relating to the circuit network",
"date": "2024-10-22T15:57:38+00:00",
"quotes": [
{
"author": "Sanqui wrote: Mon Oct 21, 2024 11:04 am",
"co... | 8 | 2024-10-21T06:04:33-05:00 |
forum-topic-72671 | 72671 | 4 Lane Modular Rail System | Railway Setups | https://forums.factorio.com/viewtopic.php?t=72671 | Tekillaa | Hi Factorio Lovers and PastaBox Fan!
Building megabases, i came into making modifications for my needs into a very good BP book to create my own. It keeps the same spirit, some friends were interested about having it (and apparently some forum user too) :
BP book : https://pastebin.com/8HF5H5bt
Compare to the starting bp book, my modifications are
1)"swap lines", each junction allow my trains to swap lines, no need to make swap beetween junction, it easiest for me to set up the network. Keep it simple
2) the signaling is more "free" because things are never totally straight all time. I always keep my maximum train lenght beetween 2 junction for my BP. The straight line got a 6 car lenght beetween2 signal, you can change it depending your set up.
Railroad network Screenshot
I begin to build my 4 lane network directly when i begin to harvest oil : when 2 lane can make the job, i prefer 4 lane so i can stop my personnal trains everywhere without be worried about making a traffic jam = 2 lane for prod + 2 lane for personnal matters. There is no such thing as overkill in factorio (most of the time after a second thought)
There is parking lines to build stackers, a chain signal got to be use/add at the entrance of a stacker.
The initial BP book without my modifications can be found here : https://gist.github.com/HactarCE/bc85d8 ... d471cd50b1
Feel free to share what you think or any suggestion to improve it!
Thank you to the creator of the first MRS BP book to give lot of stuff and ideas to work with and thank to the staff for this awesome game! | [
{
"author": "Rickeyhb",
"content": "Hey sounds great, but your link and images does not work \n \nYou can use https://factoriobin.com/ instead",
"date": "2024-07-07T20:14:50+00:00",
"quotes": []
}
] | 1 | 2019-06-29T01:51:46-05:00 |
forum-topic-96225 | 96225 | [1.1.22]Freeze then crash during update from 1.1.22 to .23 and .24 | Won't fix. | https://forums.factorio.com/viewtopic.php?t=96225 | fishycat | logs attached
edit: using the zip version. | [
{
"author": "",
"content": "Hello, this is a bug in 1.1.22 that prevents your update, as it crashes before you can update. \nI'm sorry for that, but you will have to download the new version manually.",
"date": "2021-02-16T10:32:52+00:00",
"quotes": []
},
{
"author": "fishycat",
"content... | 2 | 2021-02-16T04:26:25-06:00 |
forum-topic-126633 | 126633 | [Signals][Space Age] Sorting Logic of Signals on Circuit Network in Factorio Space Age 2.0 :: Explained | Off topic | https://forums.factorio.com/viewtopic.php?t=126633 | Fabriken AGI | [
{
"author": "Fabriken AGI",
"content": "Please comment if something is not right, or if I missed something when compiling this info",
"date": "2025-02-06T17:58:14+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "I don't want to sound rude, but it seems you didn't remove AI hall... | 7 | 2025-02-06T11:57:24-06:00 | |
forum-topic-115372 | 115372 | Factorio v1.1 Life after v2.0 Release | General discussion | https://forums.factorio.com/viewtopic.php?t=115372 | AntoninKyrene | Hello!
Has a timeline been discussed or released for ongoing support and development of v1.1?
I am “all in” for v2 but I expect to continue using v1.1 for some time. At some point, I assume I will have to “download everything I want” before it becomes unavailable due to retirement.
Also along those lines, if I want to preserve a specific version other than v1.1.110 or whatever the last version ends up being, will I need to make sure I have a separate purchase/license for each older version I want to preserve? I have a few maps that exist in the version they started in that have not been upgraded, but I do intend on returning to them in the near future.
Thank you!
-K | [
{
"author": "",
"content": "1.1 won't be developed further, but there will always be a stable version of it available just as there is for the other major releases and I don't see a reason to ever need an old unstable version.",
"date": "2024-09-17T00:46:16+00:00",
"quotes": []
},
{
"author"... | 12 | 2024-09-16T19:18:58-05:00 |
forum-topic-39474 | 39474 | Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=39474 | Adil | Roboports are currently capable of counting items in chests covered by their network and putting those contents to circuit network. It would be nice if they could also output negative valued signals for items that are missing for construction. (i.e. there is a ghost entity within the network and there's no item to place it) | [
{
"author": "",
"content": "... and for requested items by requester chest or player(s). \n \nThe good question is: should that be part of the current signal-flow, that outputs the current contents? \nOr should be separate? A signal flow for requested items and one for existing. Hm......",
"date": "2017... | 19 | 2017-01-05T17:17:10-06:00 |
forum-topic-108923 | 108923 | Mac not auto updating | Technical Help | https://forums.factorio.com/viewtopic.php?t=108923 | scarhoof | Mac doesn't seem to see the new updates. Stuck on 1.1.74. Looking for updates doesn't find anything. I purchased directly from Tube so it's not Steam or GoG.
I've tested this on two Macs, one Intel, and one M1. I've also tried two different networks in case there is a firewall. I know I can download the latest version from the website but I know auto update used to work. Is there a fix or known issue around this? | [
{
"author": "",
"content": "Post the log of a session where you checked for updates, see 52433 .",
"date": "2023-09-26T18:27:32+00:00",
"quotes": []
},
{
"author": "",
"content": "Could you elaborate on this? I'm not familiar with Tube as a source for our game.",
"date": "2023-09-26... | 4 | 2023-09-26T12:49:17-05:00 |
forum-topic-127210 | 127210 | Allow decider combinator output constant to be parametrised | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127210 | nightingale | TL;DR
The value for the decider combinator constants should show up as a line in the Blueprint parametrisation window.
03-01-2025, 16-26-49.png (103.07 KiB) Viewed 127 times
What?
The ability to set the constant value in decider combinator outputs added in 2.0.36 is great! But one use case where it can't replace a constant combinator is in parametrised blueprints when the constant value needs to be a formula (like when it is dependent on the stack size of an item).
Why?
If we could parametrise the constant value, it would allow more flexibiity in this type of blueprint. | [] | 0 | 2025-03-01T17:27:54-06:00 |
forum-topic-125836 | 125836 | Multi-liquid loading station; self-cleaning single pipe system | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=125836 | FaceyMcGee | Been playing for a month now and this is my first proper design. Hope it is of some use to somebody.
The problem : For distant oil fields I wanted to process the oil on-site and have a single export station for all three fluids; using a single pipe to convey the fluids to the train wagon pumps.
The issue : If a fluid wagon is filled to capacity then the pumps connected to it will retain 400 fluid, which can only then flow forwards and will contaminate the next train if a different fluid type is pumped.
The solution : Two easy solutions to the pump issue would be to either use a dedicated purge wagon in-between loading sessions, or to ensure that wagons are never filled to capacity so that the excess pump fluid can be pumped in. I didn't like either of those; the former is lame, the latter would require testing to get the threshold correct if the system were scaled up (more pipe holding fluid between the wagons and storage tanks). So, I set about coming up with a self-cleaning system.
The design : Requirement: Loading wagons can be generic, but must be empty.
The system is comprised of 5 groups of combinators. Functionality, in visual order from top-to-bottom:
Takes fluid level of all three types, sorts for the highest, and when a train docks to the station that fluid type is put into a memory cell for the duration of the loading. This signal is used to control which fluid type pumps should activate; if you just used the sorted signal it would change during the loading when the highest is no longer the highest Controls the train limit; for each fluid type over a threshold, add/subtract limit. Main storage tank pump controls; when the wagon pump flush is complete, activate the pumps on the main storage tanks for the fluid type (includes lower threshold stop control if wanted) (single combinator to the right of flush tank pump); when there is no train docked or the flush process is complete activate the OUT pump on the two flush tanks; fluids are recycled into the main tanks through filtered pumps. It is necessary to separate the flush tank in/out process, so that you don't get a false positive if the in/out flow rates somehow match for more than 90 ticks The meat and potatoes, the flush system; when a train docks to the station the wagon IN pumps connect and activate by default (no control or filter), pushing any previous fluid from the pipes and pumps into the train wagons. This is immediately pumped back out of the wagons by a single pump and pushed into the two flush tanks.
The flush tank level is measured twice, once by an arithmetic combinator adding zero, and by a decider combinator that also takes in the arithmetic value (now delayed 1 tick); if the values are the same then the fluid level has not changed in 1 tick and a signal is emitted - 'everything' wildcard ensures that if flush system is completely empty (i.e. before the first ever train) then the signal is still emitted (can't compare two zero signals).
That signal then passes into another decider combinator, which counts up to 90; it takes about 62 ticks just for the wagon pumps to engage when a train docks; fluid levels might appear steady between ticks when the fluid level integers are being rounded, so the extra 30 ticks adds a buffer to prevent a false positive of flush complete. Anytime the flush tank level changes the counter resets. When the counter reaches 90 a memory-cell emits a 'flush complete' signal.
This signal then deactivates the wagon OUT pumps and also feeds into the main storage tank pump controls to begin the loading process. Due to the combinator system itself the main tanks don't click on until 1 tick after the wagon OUT pumps - not sure if it would matter if they activated/deactivated in the same tick, but a useful outcome anyway. Station chain signal blocks next incoming train until the flush tank has been emptied, though this happens before the loading is complete at this scale anyway.
I decided to utilize two IN pumps and one OUT pump on the same side; prefer the aesthetic of it than going for maximum loading efficiency especially given that it loads pretty fast anyway.
One potential issue I could see is that if you are somehow able to fill the main storage tank of a fluid type before the flush system can recycle any flushed fluids, then it might back up until it stalls. Not sure if that's even possible, but as you can tell by the scale I was only designing for a small oil field with a handful of refineries.
I let it run for awhile, refilling with infinity pipes, to see if it broke and it seemed fine. One potential improvement you could make is to increase the flush capacity so you could drain any incoming wagons that are not empty. For my purposes I was using a generic wagon system with train interrupts.
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qKfmGqcPg5lz12R9m9VnPMa/YgZnDPt/lhRh0YW+is06s3xc2pzREPamWLmtpdMqPf7gkuldKoa1I6p8qNfvDKvuvpZTPiR0rteW8bfY166pcdhBqZfNJuyv1z6RaLFVklVC0S1zWAz8ln0QjzeSq3Onu0up9kHQ4HWz+yNcGfKN16cfsVr6qk4312cdKKd9m9TmxNN52dvE/1cRxuAi/mrS+VU4/dM5BV0meYOlkne4J3Bl5VJal4n8Fg2QGoRkFozNDlRApQzJbPQ2ipHj+shebtcjK5qUM32VNL8diNXythISe8t5n1GjhV73Mb/I+ZWAHZkjyl0/y/JmlKHGI+Uau7PPGnz+jd6Qud32EOO3W6kZxbtXzlKENTrDnFm71XWx4iLJO0vlg8zl9MMXHmoMgXFKgIck/n6QkBe2NZ9bXNBbB0JJNciFb/kzR0SwAjQPfJfwERePAdzmxjuLPYP527wQkpN34BX7gYD3jxi/wQ1vrOTYPIj5EI4L4wCVgOkJ2M0Yf8wHRs1mDfAg9My/ZHC1ndj2neM8k1HNKHWZ5XM+pTexnZNnzAH1MCOy5SzAHsufcwWeI7XmEDsEDe27jd2R2Pbc+7pyaURylRn0uFWiphJ70+vbvOLFeXu78+/67ZVE1Ymdt7DvxpA49bnb3Zs9rOPg+7psr/ou06kbXXjA5DzF8PGNu8j2imMjQdGSS1ky5LQpvkTdX1cQEMtoiv+heDJtjhVjp/bEsb6d7UdOdLrX5Sd4T3yPXQr4iuj0xtXmlt6wVm5Sn2rZ6lOOmLKsL6sl/vkcvPV0MWF/k6invi/KpKjKPqadMFoOxyGUx6UvycQcrGcGqYsj64u4rVWTRrihf6Iq7dlUx7NpNJzj6qszHcjB5HtCxzNlQZgp91pW5eq57FU06q+AzOilHXtCVJWJd15iCI/8Ld2U6lAMv7HBg4dgW0/BT/Vw14wXxWI53z7kqK3zUqwOc0B8J0pWToRwMlFSPvCTunitSybKCw+nYd/XH4/FYjqflZCyr1CN9heuKhpSMmKo/XhKOZdqTWmGvK3rEohEn9cdTF8X2Fa4rmvL+tEn911OJOCY1lk5ruxHWNT5+x3WtgzlFSt0DPzaun3rqhl861qJ0V+O6pqEEmj/joP9OM2Pct9ARamidd7gk01pC92psUlOntoYa17UOZjrFJdK1JJ7U1ImnocZ1TX8Xa+mLww5PXWO9LGl8dU0LrD9tXZ2vndamLahzkiMU1olBEPa/dTW+q8kWesrr7z3Wc6XG0FMRlt1viiHURgnra1zX9G9hrAWtk7S+1tNM1dTk0HFSXxug9LVorxY/q4V9TbYXprv2pq130w/vv+tqA8y9/nUjNvRI/fVUTKauye8nfZC1cMQs2sNF1uRvUT+XJHTao0RPD8OoJJGmRA8ziab929XCvhZOfusoGMvv5PSet2ItF5DrYis2dS7XPm9RZNdCrpmLD6uHrFyKFfkkbvJS1E/kp23R5ic60Imca7/tj1W2EmqhexB1o9ciHrE0TFPOGY8ClcLr/wHQVgiY Copy blueprint
Mods: Not sure whether this is best placed here or in the station sub-forum; feel free to move and/or duplicate it if you wish. | [
{
"author": "Tertius",
"content": "I praise you for commenting your blueprint by using the comment feature of the combinators! \n \nInteresting challenge. \n \nIt might be easier for the flush mechanics to read the train content and compare the content of the train with the fluid that's supposed to load int... | 3 | 2025-01-11T13:58:10-06:00 |
forum-topic-122494 | 122494 | Friday Facts #438 - Space Age wrap up - Page 5 | News | https://forums.factorio.com/viewtopic.php?t=122494&start=80 | BlueTemplar | Oh yeah, I definitely mean more like it on the gameplay (and visuals) than story side (also why I mentioned Icewind Dale, but not Planescape Torment).
But then, see how great Factorio's music (and especially Space Age music) is, and consider that something similar can be done for the story by hiring some great writer(s) — I'm thinking of Homeworld 1 and Homeworld Cataclysm ( Emergence ) here, though I guess the collaboration must absolutely be even tighter than for music for that to work ? | [
{
"author": "BrainlessTeddy",
"content": "What a journey Factorio has been. All the best to you and looking forward to new projects of yours.",
"date": "2024-11-24T14:50:50+00:00",
"quotes": []
},
{
"author": "waterBear",
"content": "Hey just wanted to say \"Thank you!\" for the incredib... | 19 | 2024-11-22T06:00:08-06:00 |
forum-topic-43204 | 43204 | Option to make server wait for slowest client | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=43204 | Right now (14.22) when a client can no longer keep up the simulation speed with the server he either gets dropped (rare) or ends up constantly jumping over missed ticks, which usually is unplayable for the slow client.
If the host wants the slow client to still be able to participate, he manually has to slow down the simulation (/c game.speed = 0.8).
But this method has the following flaws:
the host has to be made aware of the issue
the method to slow down the game has to be known
the speed reduction is not automatically adapting
the speed reduction is not automatically removed after the slow client has left
I therefore propose developing a (deactivated by default) server setting that would make the server automatically adapt the game speed until an adjustable minimum value (e.g. 0.5 of normal speed).
Maybe even differentiate between server admins and common players.
- Greetings Loewchen | [
{
"author": "",
"content": "Added to viewtopic.php?f=80&t=32968 Collection of Of Ideas around Multiplayer: Lobby-Features, Joining, Mod&Game-Loading, ...",
"date": "2017-03-24T18:02:00+00:00",
"quotes": []
},
{
"author": "Harkonnen",
"content": "We actually had exactly same discussion ... | 19 | 2017-03-24T09:45:46-05:00 | |
forum-topic-125610 | 125610 | [2.0.28] Deconstruction work and no storage space | Not a bug | https://forums.factorio.com/viewtopic.php?t=125610 | lelick | 1) When you don't have any storage space robots will still do a deconstruction work, and then they will stuck. I think it would be better if they don't do deconstruction, and show error that storage space is required before attempting to do deconstruct.
2) I can not reproduce it now, but I observed that in this scenario (same 2.0.28 game version) robot has deconstructed (a tree, mistakenly planned for deconstruction) and than started carrying it over to somewhere although I did not have any storage chests (I just started building my robot network at that time), and then roamed in some strange place in the middle of the base, and became idle there. (Now then I try to reproduce it, it becomes idle at deconstruction site, probably additional circumstances are required).
Pls consider changing robots behaviour to not start deconstruction unless there is a storage. | [
{
"author": "",
"content": "This is not a bug.",
"date": "2025-01-05T12:00:12+00:00",
"quotes": []
},
{
"author": "Muche",
"content": "Well, in a scenario that there is one free stack of space in chests and you order the deconstruction of a forest, this will still happen - the quickest b... | 2 | 2025-01-05T05:55:07-06:00 |
forum-topic-119035 | 119035 | Friday Facts #435 - Space Age Soundtrack release - Page 2 | News | https://forums.factorio.com/viewtopic.php?t=119035&start=20 | BattleFluffy | It's been a running joke between my friend and I, how fast the bugs are getting fixed. The huge list of fixes every patch, and the almost daily deployment of new patches... It's breathtakingly efficient.
I've encountered just 1 crash and no other bugs during my playtime so far. I've been averaging ~8 hours a day since the DLC released. It's really very good.
When I encounter bugs in other games, I usually don't report them because I often find they get ignored or otherwise not addressed, and I wind up feeling like my effort was wasted. The factorio dev team addresses every single bug - everything gets looked at, even if its subsequently classed as "won't fix" or "not a bug" or "1/0 magic". Knowing that, I always report reproducible Factorio bugs whenever I find them, because I know my effort won't go to waste. This commitment to addressing everything that is reported is part of what makes Factorio so rigorously stable.
I also want to say that posting a bug report and having it fixed is an experience that makes me feel incredibly loyal to Factorio. I tell everyone who will listen how great this game is.
Okay in summary, the development process of Factorio is best in the world. Other devs should study what you guys do, and emulate it. | [
{
"author": "",
"content": "Manual bug reports are invaluable to the devs, because they bring context, steps to reproduce the specific issue, ... \nWithout that, the devs get limited information in the automated report, and will struggle to pinpoint what's causing the most edge case bugs.",
"date": "202... | 6 | 2024-11-01T07:00:02-05:00 |
forum-topic-127406 | 127406 | Factorio Crashes | Technical Help | https://forums.factorio.com/viewtopic.php?t=127406 | ichark | I'm having some issues with crashing in Factorio and i'm not sure what is causing this. I simply crash back to desktop relatively frequently (but it is unpredictable).
I don't understand the errors im getting, do these contain tell tale signs of system instability ?
I've included the error logs and dump files.
Thank you for your help. | [
{
"author": "",
"content": "If you are on the latest bios I'd rma the cpu.",
"date": "2025-03-11T23:39:19+00:00",
"quotes": []
},
{
"author": "pioruns",
"content": "Your CPU is affected by overvoltage problems Intel CPUs were having. It may have been permanently damaged. RMA may be the b... | 2 | 2025-03-11T18:27:22-05:00 |
forum-topic-73150 | 73150 | Version 0.17.56 | Releases | https://forums.factorio.com/viewtopic.php?t=73150 | Minor Features
Added option to enable Steam Cloud Sync for blueprint library to Other Settings GUI. Please backup your blueprint-storage.dat if you chose to enable it. The option is available in Steam version of the game and Cloud Sync needs to be enabled in Steam for the library to be actually synchronized.
Bugfixes
Fixed that the blueprint library GUI sometimes wouldn't update until the mouse was moved. ( 72624 )
Fixed that deconstructing tiles in the map editors instant-deconstruction mode didn't work. ( 73060 )
Fixed setting FireFlamePrototype::spread_delay_deviation to 0 or 1 would crash the game. ( 73053 )
Fixed logistics system tutorial after game script migration. ( 73066 )
Fixed that the game would freeze when using LuaLogisticNetwork::remove_item() if the item was only in the players cursor. ( 72988 )
Fixed yet another case of rails not merging blocks as expected. ( 73016 )
Fixed occasional crash when dragging train wait conditions with brackets. ( 72899 )
Removed the focusability of buttons, as we don't support it graphically and the functionality was just half-functional. ( 72932 )
Fixed that copy-paste for assembling machines would ignore fixed_recipe. ( 73115 )
Fixed that failing to join multiplayer games through --join-game-by-id would fail to show the error and show an empty background. ( 72991 )
Fixed inserting items into underground belts with inserters could put items onto the belt leading into the underground belt. ( 70749 )
Fixed rail signal internal consistency for some cases of rail cycle with one signal. ( 72916 )
Fixed that electric energy interface stopped accumulators from working. ( 73078 )
Fixed high CRC time related to large amounts of electric networks in multiplayer games. ( 73100 )
Fixed that multiple map settings prototypes could be defined.
Modding
Removed label style want_ellipsis as it will be used automatically everywhere as with button.
All rail bounding boxes are now hardcoded/not moddable. This is to avoid unexpected collision/rail block merging behaviour.
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental . | [
{
"author": "",
"content": "",
"date": "2019-07-11T20:01:45+00:00",
"quotes": [
{
"author": "FactorioBot wrote: Thu Jul 11, 2019 7:10 pm",
"content": ""
}
]
},
{
"author": "Jon8RFC",
"content": "Auto-updater download is 404ing for me.",
"date": "2019-0... | 19 | 2019-07-11T14:10:26-05:00 | |
forum-topic-65013 | 65013 | Friday Facts #283 - Prepare to Launch | News | https://forums.factorio.com/viewtopic.php?t=65013 | https://factorio.com/blog/post/fff-283 | [
{
"author": "Optera",
"content": "trololo \n \nEdit: ah there it is.",
"date": "2019-02-22T17:31:35+00:00",
"quotes": []
},
{
"author": "Gergely",
"content": "Allow me to observe a phenomenon called \"hype\". \n \n It's likely happening. It's this week unless something unexpected happen... | 19 | 2019-02-22T11:30:27-06:00 | |
forum-topic-125710 | 125710 | Help adding info to the wiki | Wiki Talk | https://forums.factorio.com/viewtopic.php?t=125710 | GregFirehawk | Hello. I recently did some graphs and calculations here: https://forums.factorio.com/124635 (ignore the post title, I ultimately calculated a different conclusion after collecting empirical data). I'd like to add the graphs, equations, and the general application of these findings in a summarized version under the Power Usage section here: https://wiki.factorio.com/Inserters . I've never contributed to the wiki before, so I'm not really sure how to go about this. Can any experienced contributors offer some help? | [
{
"author": "GregFirehawk",
"content": "Since no one bothered to reach out, I just went ahead and did it. Here is the updated wiki entry https://wiki.factorio.com/Inserters#Power_usage",
"date": "2025-01-09T15:38:54+00:00",
"quotes": []
}
] | 1 | 2025-01-07T15:17:59-06:00 |
forum-topic-100983 | 100983 | [1.1.49] Desync with trains [Modded] | Desyncs with mods | https://forums.factorio.com/viewtopic.php?t=100983 | TheVeteraNoob | I don't entirely sure exactly how this works. All attempts to reproduce this using anything other than the exact conditions shown here does not seem to cause the issue. Its also worth noting that none of the mods here other than renai transportation alter the function of trains at all so I'm not totally convinced that the mods are the root cause.
How to reproduce:
There is a train directly next to spawn that is colored yellow and black. To cause the desync you just simply click on that stop button next to the train schedule there causing an instant desync. This seems to be really consistent.
Sorry my screenshot is an attachment. My forum-fu is a little rusty. | [] | 0 | 2021-12-20T23:41:32-06:00 |
forum-topic-113291 | 113291 | Friday Facts #409 - Diminishing beacons - Page 4 | News | https://forums.factorio.com/viewtopic.php?t=113291&start=60 | Kinson25 | Higher Quality machines and modules. | [
{
"author": "CyberCider",
"content": "What makes you think this is how it will work? You think a recycling loop for a beacon, and a recycling loop for an assembly machine 3 will be the same? That’s like saying green circuits and engine units are both made by the exact same blueprint. Different items have di... | 19 | 2024-05-03T06:00:03-05:00 |
forum-topic-101202 | 101202 | [DE/EN] Looking for chill people to build a Bobs/Angels Factory with | Multiplayer | https://forums.factorio.com/viewtopic.php?t=101202 | Nava | Hey peeps,
I've been enjoying Factorio for a while, but after 1500 hours, it gets a bit boring to just build by myself all the time.
Don't get me wrong, I still really enjoy building factories, but I'd like to do so with other people together, so we can chat a bit, split up the work and just keep each other company while conquering a hostile planet.
I'm cool to play with everyone who's easy going. By that I mean that I really don't like people who have "one way to play the game" or have "the best blueprints for the job". But other than that, I don't care if you've launched 100+ rockets in Angels/Bobs before of have never touched the modpack because it intimidated you. I like to work together to design/problemsolve procuction lines.
As for myself, I'm Hanna or Nava and I study mechanical engineering in Germany. My two biggest hobbies would be rollercoasters/theme parks and playing/producing music. I'm available most evenings (EU timezone) and I'd like to play a couple of evenings per week (sometimes maybe even an entire day). My favorite aspect ingame is without a doubt the trains. I love designing train networks and playing around with different systems to ship items from factory to factory. The part I enjoy the least in Factorio is the combat. Therefor I usually play in worlds with big, but spaced out ore patches to get the maximum out of trains and with very weak to no biters, but I'm up to try new world settings.
If this sounds appealing to you, let me know either here in the forums or on Discord and we can discuss more details: Nava Parokeet#1180
~Nava <3 | [
{
"author": "synt",
"content": "Hey, you are not accepting invites on Discord. \nHere is my steam id, if you still searching for someone \n65619765",
"date": "2022-02-11T21:42:44+00:00",
"quotes": []
},
{
"author": "Nava",
"content": "Thanks for letting me know that I had my friend requ... | 4 | 2022-01-11T07:30:17-06:00 |
forum-topic-9503 | 9503 | Support - Uranium Power - Page 22 | Atomic Power | https://forums.factorio.com/viewtopic.php?t=9503&start=420 | Fatmice | You should allow the steam-generator to fill with steam then connect the pipes. I've never had such a message pop up.
Code: Select all local superHeatedSteamConsumed = (energyBufferCapacity - energy) / ((generatorFluidBox.temperature - fluid_properties[generatorFluidBox.type][1]) * fluid_properties[generatorFluidBox.type][3] * generatorEfficiency * 1000)
I guess that you are not generating steam at the sufficient rate such that the above line is less than 0
A temporary fix is to replace that line with
Code: Select all local superHeatedSteamConsumed = math.max(0,(energyBufferCapacity - energy) / ((generatorFluidBox.temperature - fluid_properties[generatorFluidBox.type][1]) * fluid_properties[generatorFluidBox.type][3] * generatorEfficiency * 1000))
Or let the steam generator fill with superheated steam then connect the turbine generator. I will add this fix to 0.6.7 | [
{
"author": "Demosthenex",
"content": "So I know you nerfed the amount of fuel obtained by sludge processing in an update after we talked. That's a wise decision. \n \nWere you aware that Angel's Resource Refining also allows you to create 6 Uranium ore or 6 Fluorite ore by combining Angel's ores? 6 Uranium... | 19 | 2015-04-07T14:06:40-05:00 |
forum-topic-122121 | 122121 | Factorio Forums • [lou] [2.0.26] FPS drop with blueprint preview (Game render preparation) | Hi,
I have a performance problem during big (204x204) blueprint preview (FullHD, AMD 5600x, Nvidia 1660 Super).
FPS go from 60 to 44 in new game (and in my actual game save from 60 to ~35) just by previewing the blueprint.
You can find the blueprint in the inventory/hotbar of the save file (Test) or in the dedicated file.
Slowdown does not occurr in map view.
I noticed I other F4 options enabled when taking the screenshot (show-clock, show-blueprint-grid and show-fluid-box-fluid-info), but in later tests I did not notice any performance impact difference when reproducing this issue with those two options disabled as well.
FPS doesn't improve whether the blueprint is completely on the screen or not, also zoom level doesn't change it.
All the extra time is spent in "Game render preparation".
Edit:
Filling up the blueprint with lots of solar/akkumulators, causes fps to tank even more, I've seen FPS below 20.
Also gets worse when hovering blueprint over area where it was already built.
I have not found any setting in graphics section which fixes this problem.
Edit 2:
This issue was originally observed with 2.0.20. 2.0.25 still shows same behaviour. Updated title.
Best graphics options comapred to "worst" graphics options show only adifference of 1 FPS (with worst options i get 45 FPS in my test world, with best i get 44)
Testing by removing different entity types from the blueprint, to me it seems like its mostly related to the amount of entites and not some specific entity.
In the test world it only lowers FPS.
(In my main world, these huge blueprints also lower UPS to be exactly same to FPS, maybe due to some mods forcing them to be synchronized.) | [
{
"author": "",
"content": "This seems related to the issue I have, I get low UPS when placing a blueprint over water, which is about the size of 3x3 roboport coverage. \n(1440p, Ryzen 5800X3D, 4x8GB 3200Mhz RAM, Nvidia 3070) \n \nWhen holding the shift key to place landfill and remove trees etc. with the b... | 5 | ||||
forum-topic-64699 | 64699 | Factorio Discord | General discussion | https://forums.factorio.com/viewtopic.php?t=64699 | Can be found here: https://discord.gg/factorio
Its a good place to chat and find people to play with | [] | 0 | 2019-02-01T06:26:42-06:00 | |
forum-topic-116212 | 116212 | SOLVED: Didn't get key for space age | Technical Help | https://forums.factorio.com/viewtopic.php?t=116212 | Damien_Hazard | As the title suggests, i didn't get a key for space age after purchasing via the website(humble payment).
When I click the link to the key in the email, humble shows a page stating "This key page has been claimed by another user."
I successfully ordered the expansion and have a receipt, but not my key..
its not on my list of purchases either.
Solution: make sure you are logged into humble with the email adress that you used for the purchase. (I used my old email that i used to buy factorio back in 2015 with)
Turns out I have 2 humble accounts... | [
{
"author": "",
"content": "Maybe you ordered with a different humble account/email address? I think the humble support can help you best with your case. https://support.humblebundle.com/hc/en- ... Contact-Us",
"date": "2024-10-21T12:19:02+00:00",
"quotes": [
{
"author": "Damien_Hazar... | 12 | 2024-10-21T07:16:43-05:00 |
forum-topic-127394 | 127394 | [2.0.39]non-hidden debug items | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=127394 | aizSubro | Infinity Cargo Wagon is appearing in Factoriopedhia.
スクリーンショット 2025-03-12 002146.png (320.84 KiB) Viewed 1041 times | [
{
"author": "",
"content": "Thanks for the report. This is now fixed for the next release.",
"date": "2025-03-11T15:52:15+00:00",
"quotes": []
}
] | 1 | 2025-03-11T10:25:35-05:00 |
forum-topic-49926 | 49926 | Photos/videos from party | Celebration Party | https://forums.factorio.com/viewtopic.php?t=49926 | Hi people !
Unfortunately, due to the fact it was father's day in France today, I couldn't find a way to get to the million party in Prague on the same week-end.
It would be nice if the attendants could post here whatever photos or videos that were recorded, so that we who could not come can have at least a glimpse of the party. | [
{
"author": "",
"content": "Some impressions \n Big pictures Inside tent:\n \n \n \n Inside of the tent IMG_2951.jpg (7.05 MiB) Viewed 7970 times \n \n \n\nOutside tent:\n \n \n \n IMG_2955.jpg (8.16 MiB) Viewed 7970 times \n \n \n \nDevs introduction\n \n \n \n IMG_2960.jpg (1.43 MiB) Viewed 7970 times \... | 8 | 2017-06-18T16:36:15-05:00 | |
forum-topic-54502 | 54502 | Factorio T-shirts store now open | News | https://forums.factorio.com/viewtopic.php?t=54502 | https://www.factorio.com/store | [
{
"author": "c0bRa",
"content": "Ordered \n \nAnd First! *yeah* \n Some merchandise suggestions: \n 2000+ pieces lego kit of an inserter (of course programmable and fully functionating) \n the train in 1:87 (H0)",
"date": "2017-12-11T15:44:13+00:00",
"quotes": []
},
{
"author": "Zavian",
... | 19 | 2017-12-11T09:30:08-06:00 | |
forum-topic-54842 | 54842 | [wheybags] [0.16.2] Mod changelog.txt support shows strangely. | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=54842 | dewiniaid | Possibly related to fixed-in-0.16.3 [16.1] Changelog "from last played" not shown on 1st attempt
Using the attached changelog.txt, viewing the changelog for my mod in Factorio has inconsistent behavior. The current version of the mod is 0.1.1.
When I first click "Changelog", it claims to be showing me all versions. However, only 0.1.0 is displayed.
Using the Sub-version dropdown to try to select 0.1.1 does not show it in the list:
However, selecting 0.1.0 from that list, and then choosing All, will make 0.1.1 magically appear. And 0.1.0 disappears: | [
{
"author": "PantherX",
"content": "I feel like I'm missing something obvious, but where is the button that opens the changelog for mods? I'm trying to get this working in my own mod but nothing seems to appear.",
"date": "2017-12-15T02:42:17+00:00",
"quotes": []
},
{
"author": "dewiniaid",
... | 4 | 2017-12-14T18:14:47-06:00 |
forum-topic-121972 | 121972 | Version 2.0.20 - Page 3 | Releases | https://forums.factorio.com/viewtopic.php?t=121972&start=40 | ickputzdirwech | I'm in favour of changing the cursor icons as well. This would be especially useful for distinguishing the copper wire from the copper cable. | [
{
"author": "Jessica_",
"content": "please change it so we can choose to have the old icons I hate the new ones",
"date": "2024-11-21T20:08:24+00:00",
"quotes": []
},
{
"author": "jamiechi1",
"content": "WireShortcuts_1.1.13 is another option for a wire shortcut. Needs to be updated to 2... | 5 | 2024-11-18T09:47:19-06:00 |
forum-topic-116116 | 116116 | [2.0] Be able to read/write interrupts for trains/space platforms - Page 2 | Implemented mod requests | https://forums.factorio.com/viewtopic.php?t=116116&start=20 | robot256 | This request may have finally been implemented!!!!!
Hidden in the docs for 2.0.36 is a new class, LuaSchedule , which includes accessor functions like add_interrupt . | [
{
"author": "ZlovreD",
"content": "Yeah, but with type mismatch.. =( \nFro example: LuaSchedule.get_record(index) expect 'table' not index. Same as LuaSchedule.remove_record(index). What?! \nAnd so on.. \nFor now you must to save list of interupts localy, then update list of schedule records and after add i... | 4 | 2024-10-19T21:14:50-05:00 |
forum-topic-79706 | 79706 | 16K sandbox | Medium/Big/Gigantic Sized Structures | https://forums.factorio.com/viewtopic.php?t=79706 | Aanrecht | I made a map with editor to see what UPS my PC could run when a base would run 16000 science per minute.
Turns out it's about 14.5UPS (future edit: for context this was on 0.17.79)
I want to share this map so other people can see how many UPS their PC's can do.
UPS on 0.17: 14
UPS on 1.1.37: 31
LAST EDIT ON August 9 2021:
I made a Reddit post: https://old.reddit.com/r/factorio/comme ... benchmark/
Original 0.17.79: https://www.dropbox.com/s/xt88e7qa7imfm ... t.zip?dl=0
Updated to 1.0: https://www.dropbox.com/s/yoigyf6wg1yqb ... 0.zip?dl=0
Updated to 1.1.6: https://www.dropbox.com/s/1bp6i5f8cen18 ... 6.zip?dl=0
Updated to 1.1.37: https://www.dropbox.com/s/q52vj6dgdwo5w ... 7.zip?dl=0
Pictures:
Production graph
Science belts into Labs
OVERVIEW
Green chips on belts
Rockets
Colours | [
{
"author": "Aanrecht",
"content": "I don't know if the attachement on the previous post worked but I can't see it so... here. \n.. \n \nOk. So i'm gettin a error. : Error parsing server response. \n \nSo Let's try THIS",
"date": "2020-01-05T16:16:54+00:00",
"quotes": []
},
{
"author": "Aa... | 17 | 2020-01-05T10:12:42-06:00 |
forum-topic-39787 | 39787 | Yet another belt balancer compendium - Page 2 | Mechanical Throughput Magic (circuit-free) | https://forums.factorio.com/viewtopic.php?t=39787&start=20 | sparr | You have described a "throughput unlimited" balancer, which is a subset of balancers. Most people are happy with balancers with some minimum worst-case throughput, often 50% is acceptable.
Also, in most cases, two non-unlimited balancers can be chained together to make a throughput-unlimited balancer, and in all cases some number can. | [
{
"author": "toxic8oy2323",
"content": "This might be a bit off topic, but I can't find any better place to post this: Is there anyway I can find someone to make a 10 to 24 balancer, or can anyone here make one?",
"date": "2017-07-28T19:31:52+00:00",
"quotes": []
},
{
"author": "Engimage",
... | 4 | 2017-01-12T07:55:41-06:00 |
forum-topic-103434 | 103434 | Factorio is coming to Nintendo Switch™ | News | https://forums.factorio.com/viewtopic.php?t=103434 | Here it is! (beep boop)
https://factorio.com/blog/post/factorio ... ndo-switch | [
{
"author": "BaggyK",
"content": "There is now a post in the News forums about this along with a blog post.",
"date": "2022-09-13T14:44:51+00:00",
"quotes": []
},
{
"author": "Samuel1790",
"content": "This is awesome news!!! Thank you so much for doing this. \n \nI do have a question tho... | 19 | 2022-09-13T09:31:03-05:00 | |
forum-topic-127242 | 127242 | FusionGeneratorPrototype efficiency var | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=127242 | darkrising | Hey, hopefully this is the right place for this but there seems to be a hidden unchangeable efficiency gain with fusion generators.
If you "charge" a liquid with a boiler and then "discharge" it with a fusion generator, then you'll end up with a net-gain in power from the fusion generator.
Would it be possible to add an efficiency variable in to the fusion generator prototype?
I've also noticed that ElectricEnergySource doesn't have an effectivity var like burner or liquid energy sources do. | [] | 0 | 2025-03-03T10:27:01-06:00 |
forum-topic-51912 | 51912 | EndgameCombat - Defend your base against lategame enemies with ease | Reika's Mods | https://forums.factorio.com/viewtopic.php?t=51912 | Reika | Mod Info:
Is your base being overrun with behemoth biters? Are your turret outposts taking tens of seconds, if not more, to take down each biter, letting the spitters do untold damage in the meantime? Do you hate spending hours clearing all the new biter bases that keep appearing near your walls? Does the constant blare of "robot destroyed" alarms irritate you every time a robot goes near even a small biter? Do you get satisfaction from taking a worm shot to the face and shrugging it off like a raindrop, or taking out 37 spawners in one massive strike?
If you answered yes to any of those questions, or near any similar question you can conceive of, you may want to try EndgameCombat. From simple things like better armor, stronger walls, and more powerful turrets, to advanced defences like shield domes and self-healing turrets, to high-power weaponry like napalm and neutron bomb rockets and orbital bombardment of biter bases, to convenience features like crated ammo, logistic robot and power pole defences and researches to boost turret range, it has a great deal of content which is designed to - and more than capable of - making you once again able to stomp the native fauna, regardless of whether they have decided to turn green or grow to the size of dump trucks.
Does not add new enemies or change non-combat (or biter)-related mechanics (eg recipe progression).
For guidelines regarding bug reporting, FAQ, and similar, see my post here .
Screenshots/Video:
After a napalm shell/rocket:
A radiation field left by a dirty bomb:
A shockwave turret - weak against small waves of strong enemies, good against giant waves
https://www.youtube.com/watch?v=RblWlztwVHI
Shield Domes:
https://www.youtube.com/watch?v=lBgHNM1X4Tg
Orbital Bombardment, the easiest and fastest way to destroy massive swarms and bases:
https://www.youtube.com/watch?v=iVA6yicMJEg
Plasma Turret, showing performance and the BobMod recipe integration: | [
{
"author": "Gaist",
"content": "For some reason Acid Turrets are continually giving the buzzer alert for Turret Fluid Empty despite being completely full. I tried re-placing them and filling them with different acid types, but it made no difference. Weirdly, multiplayer friends connected get the warning ... | 19 | 2017-08-16T22:22:42-05:00 |
forum-topic-120464 | 120464 | [2.0.15] Pumps no longer unload thrusters | Not a bug | https://forums.factorio.com/viewtopic.php?t=120464 | BodypillowEnthusiast | Hello I want to report a *bug
1. What did I do?
I attached a Pump input directly (no Pipes/Storage tanks in between) to a Thruster fuel or oxidizer input/output
Image Showing Problem [2.0.15] Pumps Can No Longer Unload Thrusters Image1.jpg (333.28 KiB) Viewed 723 times
2. What happened?
Previous Behavior (Some point about a week ago. I believe version 2.0.13. I would downgrade my game version to verify, but I have slow internet and am afraid of messing up my saves):
The Pump had access to the fluid contents of the Thruster.
The Pump could output/remove fluid contents from the Thruster.
Current Behavior (2.0.15):
The Pump could not output/remove fluid contents from the Thruster.
3. What did you expect to happen instead?
I expected the previous behavior to occur.
4. Does it happen always, once, or sometimes?
The current behavior always occurs.
5. Possible Explanation
I believe that in version 2.0.14 this bugfix, "Fixed that pumps would pull fluid from internal machine buffers instead of the connected fluid segment ( 118688 )" is responsible for the change in behavior of this interaction.
6. Thoughts
I was always under the impression that directly connected Pumps removing fluid from machine buffers was a feature because it gave players more control. Previously, by adding any Pipes or Storage tanks in between a machine and a Pump input, the Pump would still pull from connected fluid segment. As stated in the bug report ( 118688 ) referenced by the previously specified bugfix, "Placing a pipe between plant & pump solves the problem".
Assuming that this bugfix is the reason that the Pump and Thruster interaction I have outlined no longer works, I believe that said bugfix should be reverted since it makes it impossible to remove fluid from machine buffers, a valuable interaction that players previously could choose to utilize in many situations.
For example, I utilized directly connected Pump inputs to empty Thrusters. This allowed me to stop thrust generation by emptying the Thrusters based on circuit conditions, even if said Thruster was already full. I was also planning on using this mechanic to read the fullness of Thrusters by using fluid balancing mechanics and storage tanks.
In the process of writing and gathering information for this bug report, I'm reasonably confident that the "bug" affecting the "mechanic" I had been utilizing was actually a bugfix, and the "mechanic" was the bug. Because it is possible that I am completely wrong, and that the interaction I described is a bug, I hope its okay that I leave this post as a bug report.
I've also attached a save file containing a test case involving Pumps directly emptying a Thruster. | [
{
"author": "",
"content": "This is working as expected. The pump directly interacting with the internal buffers of the machine was a bug and I will not revert the fix. \n \nThat said, I am considering removing this whole double buffer thing because it is causing confusion for players. It is necessary in o... | 6 | 2024-11-08T16:14:48-06:00 |
forum-topic-117282 | 117282 | [2.0.10] Desync when undoing during an autosave | Pending | https://forums.factorio.com/viewtopic.php?t=117282 | quartzshard | I had a desync while playing on a server today. Latency is poor due to being in the UK when the host is in the US. I think the cause of the desync was that an autosave happened while I was undoing the construction of many things in a row.
I have attached the desync report. | [
{
"author": "",
"content": "I do not think it would be caused by the autosave, its more likely just the Undo issue. I will use this topic as an aggregate of other desyncs that look suspiciously similar. \n \nRef 117322 118395 118484",
"date": "2024-10-29T15:34:17+00:00",
"quotes": []
},
{
... | 2 | 2024-10-24T18:21:58-05:00 |
forum-topic-43460 | 43460 | Logistic Network and Logistic Chest Extensions | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=43460 | This is moved from viewtopic.php?f=80&t=18093 Roboport/Logistic Network/Robot enhancements
cause the number of suggestions where growing too big.
There is very much been written about it. Mainly cause the current logistic system hinders the player to make things simple and so he needs to build something.
That is not a bad game-behavior by default, cause a "perfect" system has no game-value (think to perfect belt system: it would be just boring). But - other than the belt system - many players seem to think, that the current logistic network and chests needs some enhancements.
Things you need to know when you want to make changes to the logistic system
- The logistic system works in a very, very simple way: there are sources and targets. A target requests items (like a requester chest or a ghost building for construction), a source will eventually provide them (like for deconstruction). Any match between source and target, is put into a list.
- The system goes through that different lists in an order, that is ruled by the priorities of the different chests.
- The next source entity (for example a provider chest) will look up in a list of free robots and give the next free robot an order. At the same time it marks the item as "in transport" by reducing the number of available items.
- The robot then does nothing else, than transporting stupid simple from A to B. There are many ideas around optimizing that routing of the robots, but long things short: the current simple routing is not so bad as it looks, it is just not good, if your base has the shape of an "U" or a hole in the middle. See viewtopic.php?f=80&t=18093 Roboport/Logistic Network/Robot enhancements --> Handling of Robot-Routing / Pathing / Charging
- The robots are super-stupid: The wait for orders. They do not look actively for something they can transport.
- That is, to reduce CPU-load. It's indeed so, that the logistic system can transport enormous amounts without much CPU-load. That is an important point for any change.
The Logistic System must be Seen in General
Players see that of course so: There is the logistic network(s), there the construction network area and logistic area, there the chests, the roboports, the logistic robots, the construction robots.
But the logistic system must be seen more generally: There're the sources, the targets (*) , their priorities and which provider can provide which requester.
Altogether is the logistic system.
(*) Providers/requesters are not only chests. The construction and deconstruction, or the player is also nothing else than provider/requester. Roboports and their spanned network belongs together, but the player can also have a construction network around, when he uses the personal roboport. And some requester can request exact amounts, while other request just "about" that.
One Ring to Rule Them All
Against my normal neutral behavior as moderator I enhance a suggestion - not because it is by me; indeed it was teamwork over a year and with many former discussions here in this forum to form it as it is now (I just formulated it to an useable suggestion). And it is in my eyes still one of the best.
viewtopic.php?f=67&t=8905 Overlapping Logistic Network II
This idea has some advantages against others: It sits just on top of the current logistic network and adds just the ability to have "local subnetworks". That allows to build small "logistic isles" that overlaps with the bigger basic logistic network. Think to an ocean and small isles in it! (The suggestions needs eventually some drawing to see how simple it is in the end, because the text alone is perhaps difficult to understand.)
I think that would solve most problems that are described in the links below.
Logistic Network extension
viewtopic.php?f=6&t=1243 Logistic bot improvements
viewtopic.php?f=6&t=1498 Logistic System Suggestions
viewtopic.php?f=6&t=2259 Overlapping logistic/robotic networks: Exchange points
viewtopic.php?f=6&t=2563 Trains as linkers between seperated logistic networks
viewtopic.php?f=6&t=4728 Three things to change in Logistic network [a bit outdated]
viewtopic.php?f=6&t=5011 Disconnect roboports from logistic network
viewtopic.php?f=6&t=5008 Make roboport available for logistic connecting [see Mods above]
viewtopic.php?f=6&t=8366 Logistic network priority
viewtopic.php?f=6&t=8849 Overlapping logistic areas (colored logistics)
viewtopic.php?f=67&t=8905 Overlapping Logistic Network II
viewtopic.php?f=6&t=12652 Connection of circuit network over distances.
viewtopic.php?f=6&t=15240 bots reassigned to a network carrying stuff
viewtopic.php?f=6&t=23088 Logistic Provider Chest with minimum level
viewtopic.php?f=6&t=25940 Storage organization
viewtopic.php?f=6&t=29921 Logistic Barrier
viewtopic.php?f=6&t=33713 Different types of Logistic Networks
viewtopic.php?f=6&t=41371 Specify preferred/exclusive content of storage chests
viewtopic.php?f=6&t=47107 Split Logistics Networks.
viewtopic.php?f=6&t=47765 2 awesome changes to roboports
viewtopic.php?f=6&t=64648 Adjustable roboport range
viewtopic.php?f=6&t=82011 Finer grain control over logistic network partitioning
Logistic Chests extensions
viewtopic.php?f=6&t=747 Filter in Storage Chest
viewtopic.php?f=6&t=886 A "portal" chest
viewtopic.php?f=6&t=1260 Start and stop supply in the logistic robots
viewtopic.php?f=6&t=1262 Three in one
viewtopic.php?f=67&t=2549 New logistic chest Type / Filtered logistic storage chests ☸
viewtopic.php?f=6&t=2680 Construction Chest
viewtopic.php?f=6&t=2686 Requester chest for other network
viewtopic.php?f=6&t=2912 Chests for construction bots
viewtopic.php?f=6&t=4602 Intelligent Logistic Slider / Logistics UI
viewtopic.php?f=6&t=4627 Replace all logistic (and smart) chest with a single chest
viewtopic.php?f=6&t=4983 high priority logistic provider chest
viewtopic.php?f=6&t=5007 Connecting two chest for ignoring a request
viewtopic.php?f=6&t=5543 Chest unload logistic
viewtopic.php?f=6&t=6931 Chests for deconstruction become active providers
viewtopic.php?f=6&t=747 Filter in Storage Chest
viewtopic.php?f=6&t=8877 Maintenance/ Construction Logistic Chest
viewtopic.php?f=6&t=14041 Passive requester and passive requester chest
viewtopic.php?f=6&t=15197 Chest in end game
viewtopic.php?f=6&t=16858 Overview of items stored in the Logistics Network
viewtopic.php?f=6&t=21413 Concept: Rework of the Logistic Chests (Unified Logistic Chests) [Very recommended, cause deeply elaborated!]
viewtopic.php?f=6&t=22471 Storage Sorting
viewtopic.php?f=6&t=22987 Storage chest fix
viewtopic.php?f=6&t=23169 Requester chest that also works as provider chest
viewtopic.php?f=6&t=28400 Improvements on the logistic network [logistic robots / storage chests]
viewtopic.php?f=6&t=29015 new chest type: distribution smart chest.
viewtopic.php?f=6&t=33282 Mid-tier Logistics Chest
viewtopic.php?f=6&t=33987 Idea - passive request chest
viewtopic.php?f=6&t=34838 Just one chest for the logistic network...
viewtopic.php?f=6&t=40671 Creating custom robotic networks
viewtopic.php?f=6&t=43437 Deconstruction chest
viewtopic.php?f=6&t=44238 Add a single combo requester and passive provider chest
viewtopic.php?f=6&t=44401 Dual Passive Provider / Requester Chest
viewtopic.php?f=6&t=46922 provider chest v2
viewtopic.php?f=6&t=48426 Request/Passive Logistic Chest
viewtopic.php?f=6&t=48674 Enable/disable logistics chests
viewtopic.php?f=6&t=49212 Logistics designated chest
viewtopic.php?f=6&t=49899 Specialized Robo-Networks
viewtopic.php?f=80&t=43460 Logistic Network and Logistic Chest Extensions | [] | 0 | 2017-03-29T08:49:57-05:00 | |
forum-topic-101388 | 101388 | [1.1.53] Graphics bug with electronic circuits and advanced circuits when on a transport belt | Not a bug | https://forums.factorio.com/viewtopic.php?t=101388 | silentpig | just got back into after some time away updated to the lasted version and noticed the electronic and advanced circuits on certain transport belts was a different colour first picture is a screen shot which everything looks normal.
screenshot 20220126151356_1.jpg (2.56 MiB) Viewed 2122 times
this picture is what i see taken with my phone.
taken with phone factoriobug.jpg (6 MiB) Viewed 2122 times
i cant see this been anything to do with hardware because it is only this part of the factory that does it. and fps is 51 here if i move to a different area with the same amount of belts i have 60 fps. | [
{
"author": "",
"content": "Post your log, see 3638 .",
"date": "2022-01-26T16:08:39+00:00",
"quotes": []
},
{
"author": "silentpig",
"content": "factorio-current.log \n (11.44 KiB) Downloaded 113 times",
"date": "2022-01-26T16:17:59+00:00",
"quotes": []
},
{
"author": "... | 5 | 2022-01-26T09:58:10-06:00 |
forum-topic-21354 | 21354 | [0.12.x] DirtyOre [1.1.2] | Fentus Challenge & Tool Mods | https://forums.factorio.com/viewtopic.php?t=21354 | Fentus | So in response to the Friday Facts here: http://www.factorio.com/blog/post/fff-129
I decided to challenge my self to making a mod that solves some of the issues. So... I decided to focus on "The late game enhancement - Mining"...
So... I created the DirtyOre mod in under 24 hours.
This mod pretty much eliminates the issue of "managing the mines".
[0.12.x] DirtyOre
version: 1.1.2
dependencies: base >= 0.12.0
description: This mod adds 6 Technologies, 24 recipes, 12 new items, 1 new item group. This also has some background code for generating endless "dirty ore".
Screenshots
Download
DirtyOre_1.1.2.zip
More balance changes (1.64 MiB) Downloaded 328 times
DirtyOre_1.1.1.zip
Updated dependencies and homepage (1.64 MiB) Downloaded 238 times
DirtyOre_1.1.0.zip
Huge changes, check it out :D Major balance changes! 6 Technologies, 24 recipes, 12 new items, 1 new item group (1.64 MiB) Downloaded 236 times
DirtyOre_1.0.2.zip
Changes to the coal recipe so it makes sense... (645.6 KiB) Downloaded 253 times
DirtyOre_1.0.1.zip
Lots of balance changes... Added in several new technologies and crafting recipes. This should now be easy enough to work with worlds that have "Very poor" recourse settings, while still having the same effect late game. (645.59 KiB) Downloaded 260 times
DirtyOre_1.0.0.zip
Probably has bugs ;) (576.69 KiB) Downloaded 263 times | [
{
"author": "OvermindDL1",
"content": "Any chance on dynamically adding support for any ores such as added by mods, or at least support Bob's Ores? \n \nWhat specifically did you change as well? Did you make the ores infinite but give out dirty? Did you make a new mining patch per ore that is infinite but... | 4 | 2016-03-12T01:54:31-06:00 |
forum-topic-121482 | 121482 | Request for Implementation of prototypes.sprite Interface | Won't implement | https://forums.factorio.com/viewtopic.php?t=121482 | plexpt | Dear Factorio Development Team,
I hope this message finds you well. I am writing to request the implementation of a `prototypes.sprite` interface in Factorio. This feature would significantly enhance the capabilities of mod developers and provide more flexibility in creating dynamic and interactive mods.
### Rationale
1. Enhanced Modding Capabilities :
- Dynamic Content Creation : With access to all available sprites, mod developers can dynamically generate content based on the available resources. For example, creating custom GUI elements, tooltips, or in-game effects that utilize existing sprites can greatly improve the user experience.
- Consistency and Integration : Developers can ensure that their mods integrate seamlessly with the base game and other mods by using the same visual elements. This consistency enhances the overall look and feel of the game.
2. Improved User Experience :
- Customization : Players can benefit from mods that offer more customization options, such as custom skins, icons, and visual themes. Access to all sprites allows mod developers to create these customizations more easily.
- Accessibility : For players with visual impairments, mods can provide alternative visual representations using the available sprites, making the game more accessible.
3. Educational and Research Purposes :
- Learning and Teaching : Access to all sprites can be valuable for educational purposes, allowing educators to create tutorials and learning materials that demonstrate the use of sprites in game development.
- Research : Researchers studying game design and user interaction can benefit from having access to all sprites, enabling them to analyze and understand the visual elements used in the game.
4. Community Engagement :
- Modder Community : Providing this interface would foster a more active and engaged modder community. Developers can share and collaborate on projects that utilize the available sprites, leading to a richer and more diverse mod ecosystem.
- Player Community : Players would have access to a wider range of high-quality mods, enhancing their gaming experience and keeping them engaged with the game.
### Proposed Implementation
The proposed `prototypes.sprite` interface could be structured similarly to existing prototype tables, such as `prototypes.entity` or `prototypes.item`. Here is a suggested structure:
Code: Select all -- Example usage
local all_sprites = prototypes.sprite
-- Iterate over all sprites
for name, sprite in pairs(all_sprites) do
log("Sprite: " .. name)
-- Optionally, log more details about the sprite
log(serpent.block(sprite))
end
Each entry in the `sprite_prototypes` table would contain the following information:
- Name : The unique name of the sprite.
- Path : The file path or identifier of the sprite image.
- Dimensions : The width and height of the sprite.
- Properties : Any additional properties or metadata associated with the sprite.
### Conclusion
Implementing the `prototypes.sprite` interface would be a significant enhancement to the modding capabilities of Factorio. It would empower mod developers to create more dynamic, consistent, and engaging content, ultimately benefiting both the modding community and the player base.
Thank you for considering this request. I look forward to your response and any updates on this feature.
Best regards | [
{
"author": "",
"content": "I'm not understanding the utility of such an API. You can already reference the sprites in things like custom GUIs, rich text and so on. What do you actually want to do that you can't do now? \n \nHave you tried pressing CTRL + SHIFT + E?",
"date": "2024-11-19T23:58:51+00:00"... | 7 | 2024-11-14T14:35:16-06:00 |
forum-topic-121883 | 121883 | Pressing "Enter" after searching in remote view should "commit" search term and un-focus search field | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=121883 | macintacos | This is a habit I keep finding myself doing: I'm in remote view, I ctrl+f to find something. I hit "Enter" habitually, thinking that that will "commit" my search (think like, you're in your browser, hitting "Enter" commits to the search term). I see things light up on the screen, and I try to WASD over to it. Unfortunately, because pressing "Enter" did nothing, those keys I just pressed are now being interpreted as input to the text field, which causes my search to be inaccurate, the thing I searched for is almost certainly no longer highlighted, and I'm now sad and have to fix my input. I think that this is more confusing in the remote view vs. other views with search fields, because the map in general is a place to navigate, although honestly I wish it worked this way in any search field.
It's also a bit confusing for me anyway - I guess I'm supposed to click on the screen to get it to un-focus the search field, but for whatever reason that doesn't come natural to me so I keep messing it up.
Anywho - if this has to be an option, so be it, but please allow "Enter" to be interpreted as a "commit" to the search team when you're in a search field, and un-focus the field. At least to me, that feels very intuitive. If this is possible to change with mods, I'd love some direction, because I'd change it myself if I could | [] | 0 | 2024-11-17T14:03:01-06:00 |
forum-topic-110299 | 110299 | Factorio Free Server Hosting | Multiplayer / Dedicated Server | https://forums.factorio.com/viewtopic.php?t=110299 | godlike | Hello Factorio players!
We take care of your Factorio hosting needs so you can focus on what really matters - playing.
Free Factorio server hosting
URL: https://godlike.host/factorio-free-server-en/
Have a read over our site since it's all explained better. | [
{
"author": "godlike",
"content": "Hello everyone \n \nEnjoy 50% off Your First Month, On Us! \n \ncoupon: VALENTINE24 \n \nFactorio Server Hosting for Everyone. \n \n Сompany website",
"date": "2024-02-13T15:11:38+00:00",
"quotes": []
},
{
"author": "godlike",
"content": "Hello gamers... | 4 | 2023-12-20T05:58:05-06:00 |
forum-topic-115230 | 115230 | No coke recipe in the chemical plant | Angels Mods | https://forums.factorio.com/viewtopic.php?t=115230 | n0escape200 | 09-09-2024, 18-35-42.png (3.75 MiB) Viewed 525 times
I'm trying to automate coke production but i cannot seem to find the recipe for it anywhere? Is this intended or is it bugged ?
List of mods that i have on:
09-09-2024, 18-37-51.png (92.92 KiB) Viewed 525 times
09-09-2024, 18-38-16.png (102.31 KiB) Viewed 525 times
09-09-2024, 18-38-27.png (89.63 KiB) Viewed 525 times
09-09-2024, 18-38-38.png (62.75 KiB) Viewed 525 times | [
{
"author": "anfros",
"content": "If you haven't figured it out yet, the first coke recipe is made in a furnace and the others in the liquifier.",
"date": "2024-10-16T11:26:16+00:00",
"quotes": []
}
] | 1 | 2024-09-09T10:40:17-05:00 |
forum-topic-33767 | 33767 | The Automated Factory song (thanks to Gilbert & Sullivan) | Fan Art | https://forums.factorio.com/viewtopic.php?t=33767 | Acarin | Following a side-post on the Steam forums, it turns out that KatherineOfSky is a fan of Gilbert & Sullivan. Here, therefore, is my original verse, expanded out to a full stanza - especially for you
I am the very model of an automated factory
I've information of all kinds (including light refractory)
I know the complex recipes and all the fast belt trickery
But now I need to build a lot of complicated rocketry!
I am very well acquainted too with matters mathematical
I know Boolean logic and solutions to quadraticals
About binomial theorem I could post a brand new theory
But circuit networks fry my brain and break my main bus, clearly
I'm very good at smelting ore and pumping fluids flammable
My biter campaigns rival those of good old General Hannibal
In short, for things logistical or loosely termed as "military"
I am the very model of an automated factory
In fact, when I know what is meant by "S/R Latch" and "memory"
When I can understand a post by Siggboy or that XKnight guy
When I can build a SmartTrain line and follow red wire tracery
And when I know exactly what is meant by "1-tick latency"
When I know how to braid my belts and how to count inventory
When I know how to use my bots, and how to plan a smeltery
When I have watched a thousand hours of YouTubers on "strategy"...
I'll be the very model of an automated factory! | [
{
"author": "",
"content": "",
"date": "2016-10-04T11:03:47+00:00",
"quotes": []
},
{
"author": "KatherineOfSky",
"content": "Oh Acarin, this is ABSOLUTELY WONDERFUL! I laughed so hard singing it to myself! hahaha \n \nAfter you posted the verse last night, I went to bed with songs in m... | 19 | 2016-10-04T05:04:08-05:00 |
forum-topic-95823 | 95823 | Factorio 1.1 Smart Belt Dragging Suppport in Yuoki Engines | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=95823 | ChurchOrganist | I'm very pleased to announce that I have just got this working
The necessary changes will be available as a pull request from the GitHub repository shortly.
Please be patient though as I'm currently in hospital having my medication for ITP adjusted, so it's a question of waiting till I have a couple of hours without interruptions to prepare the pull request
Will post here when it's done and on the mod portal | [
{
"author": "ChurchOrganist",
"content": "Pull request with the necessary code changes is now up on GitHub..... \n https://github.com/Yuoki-Industries/yuo ... 43f90ccf25 \n \nSo if you want to grab the changes and patch your installation you can now do so - but please only if you know what you're doing!! \n... | 2 | 2021-02-07T08:33:11-06:00 |
forum-topic-57861 | 57861 | [MOD 0.16] MadClown01's Processing - Page 5 | Angels Mods | https://forums.factorio.com/viewtopic.php?t=57861&start=80 | MadClown01 | Oops - changed for next version | [
{
"author": "Mella",
"content": "Where we''ll be able to use boric acid? pls tell",
"date": "2018-04-09T13:24:51+00:00",
"quotes": [
{
"author": "MadClown01 wrote:",
"content": ""
},
{
"author": "aklesey1 wrote:",
"content": ""
}
]
},
{... | 19 | 2018-02-15T20:14:17-06:00 |
forum-topic-114844 | 114844 | Place temporary train stop outside of map mode | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=114844 | DarkShadow44 | TL;DR
Some way to tell an automatic locomotive to move without entering map mode.
What ?
Currently you can only set a temporary trainstop (ctrl-leftclick) while in zoomed out map mode:
zoomed_out.png (205.08 KiB) Viewed 253 times
Outside of the map, or if you zoom too far in, you can't place one anymore:
zoomed_in.png (3.12 MiB) Viewed 253 times
Why ?
In my current world I often want to tell my personal train to go somewhere, I open the map to check where I want to go, zoom in to check if it's really the right place, but then I need to zoom out again to actually tell the train to go there.
Or similar, I enter a train and the target is already on screen, but I still need to open the map to place a temporary trainstop.
Of course, it's only a minor annoyance, but IMHO it would be a small QoL improvement. | [] | 0 | 2024-08-16T10:11:52-05:00 |
forum-topic-13146 | 13146 | Credits | 5dim's mod | https://forums.factorio.com/viewtopic.php?t=13146 | McGuten | == 5dim's mod ==
Special thanks to contribute users
Translates
Goldern - Brasilian translate
linshuboy - Chinese translate
Pogo - Russian translate
SkyLaptor - Japanese translate
ukr - Ukrainian translate
ork - Brasilian translate
4chrris - Polish translate
Wolfsterror - German translate
Dev support
bobingabout
Devious Null
Image support
YuokiTani - Wagon's images | [] | 0 | 2015-06-22T01:46:27-05:00 |
forum-topic-126180 | 126180 | Quality Requires More Resources Instead of Modules | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=126180 | MoleManMattG | I'd like a mod that lets you craft legendary items from normal items at a multiplied fixed cost. I'd rather scale up a factory—like producing chemical plants at 100× the normal cost—than rely on interplanetary upcyclers. In my opinion, it would encourage larger-scale production using the cool new Space Age buildings. Also please let me know if something like this exists already. | [
{
"author": "Mashaa",
"content": "https://mods.factorio.com/mod/no-more-g ... rom=search",
"date": "2025-01-20T23:35:54+00:00",
"quotes": []
}
] | 1 | 2025-01-20T16:24:55-06:00 |
forum-topic-24253 | 24253 | Factorio server Cookbook + Guide | Multiplayer / Dedicated Server | https://forums.factorio.com/viewtopic.php?t=24253 | There is a cookbook available for factorio here:
https://github.com/jjasghar/factorio-cookbook
And a guide to using this:
https://www.chef.io/blog/2016/03/21/bui ... tal-ocean/ | [
{
"author": "",
"content": "I think this deserves to be stickied. \n [Koub] Stickied the topic",
"date": "2016-04-25T18:34:14+00:00",
"quotes": []
}
] | 1 | 2016-04-25T10:14:35-05:00 | |
forum-topic-127544 | 127544 | Bug Report: Incorrect Localization in Czech – Mixed Polish Text in Factoriopedia | Translations | https://forums.factorio.com/viewtopic.php?t=127544 | bakykentaky | Game Version: [2.0.39 build 81895]
Platform: [PC/Console]
Language Setting: Czech
Issue:
In the Factoriopedia, while using the Czech language setting, some elements contain Polish text instead of Czech. Specifically, for "Láva (Dlaždice)", the description includes:
"Wydobywany z" (Polish) instead of the correct Czech translation.
Steps to Reproduce:
Open the Factoriopedia in the game.
Navigate to the "Láva (Dlaždice)" entry.
Observe that some of the text appears in Polish instead of Czech. | [] | 0 | 2025-03-16T02:58:46-05:00 |
forum-topic-124094 | 124094 | [2.0.24] Crash clicking Update selected while checking for updates (ModDependencyResolver::getNeededDependencies) | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=124094 | Telgin | While mod updates are available, i click Refresh then while checking for updates i click Update selected.
The game then crashes.
This was done on a fresh download of the linux version from the factorio.com.
The mod that was available to update was https://mods.factorio.com/mod/SpidertronEnhancements version 1.10.5 to 1.10.6 but it seems to happen no matter the mod. | [
{
"author": "",
"content": "Thanks for the report, this has been fixed for the next release.",
"date": "2024-12-13T18:01:13+00:00",
"quotes": []
}
] | 1 | 2024-12-09T08:23:20-06:00 |
forum-topic-125586 | 125586 | [2.0.28] Off-by-one display issue in research queue | Resolved for the next release | https://forums.factorio.com/viewtopic.php?t=125586 | tux3 | This is a small display bug in the research window, when the last level of a research is already queued, and is selected again in the list of techs, the infocard still tries to display the number for the next level, which doesn't exist.
This always reproduces, with steps:
- Open the tech tree/research queue screen
- Click a tech in the List of technologies that has multiple levels, is not an infinite research line, and where only the last level not researched. For instance, click Braking Force 7
- In the infoview above the List of tech, Braking force 7 appears, with the costs, the effects, and a little number 7 below the picture on the info card
- Queue Braking force 7
- Click Braking force 7 in the research queue (at the top), the infocard switches to a different focus, but displays Braking force 7 again, correctly
- Now click Braking force again in the List of tech (at the bottom), the infocard will try to display the number for the next level under the picture, here the number 8 appears
- There is no braking force 8, it is a finite research line that stops at 7!
The infocard does prevent me from queueing level 8 ("All levels for this tech are already researched or queued"), it should also check not to increment the number displayed when the last level is already queued.
Screenshot:
snap-1332.jpg (346.91 KiB) Viewed 378 times
I can't find an existing report for this small nitpick, and apologies if I missed anything =)
Cheers! | [
{
"author": "",
"content": "Thanks for the report. This is now fixed for the next release.",
"date": "2025-03-13T14:43:23+00:00",
"quotes": []
}
] | 1 | 2025-01-04T16:15:59-06:00 |
forum-topic-68653 | 68653 | Performance problems and how to report them | Bug Reports | https://forums.factorio.com/viewtopic.php?t=68653 | Factorio does not artificially limit how big you can build, even high-end processors can reach a point when the factory can no longer be simulated at full speed.
FPS and UPS:
Pressing F4 in game and selecting "show-fps" shows two counters.
UPS: Game updates per second. Normally around 60, lower means the CPU is limiting.
FPS: Frames drawn on the screen per second. Cannot be higher than UPS, lower means the GPU is limiting, reducing the graphic settings can compensate that.
Effects of low UPS:
In singleplayer or multiplayer with a slow server the game will simply run slower.
If a client is slower than the server though, they will experience significant lags and sluggishness because the server will not slow down and the client will repeatedly fall behind, catch up and fall behind again. This is usually unplayable for the client.
A server admin can reduce the speed with the following command to enable the slower players to keep up:
/c game.speed=v
with 0<v<1 (v=1 restores normal speed).
By doing so, the game will run slower for all players. Running this command will disable achievements.
How to report performance problems
Unless you have reason to believe your problem is caused by a bug, report it in Technical Help instead please.
A performance problem report must include ALL of the following:
log-file
Screenshot of the game with the following debug options : show-fps , show-time-usage , show-gpu-time-usage, show-multiplayer-waiting-icon , show-multiplayer-statistics , hide-mod-guis . (press F4 and select those options. No additional debug settings may be activated! ).
For intermittent problems provide 2 screenshots, with and without issue.
save-file (located in the saves folder in the Application directory ).
mods used that are not available on the mod portal.
Mods can easily cause bad performance when not optimized, only report modded games if you have reason to believe the slowdown is caused by a bug in the mod API itself.
If files are too big for a direct forum attachment, post a public Google-drive or Dropbox link instead.
Thank you! | [] | 0 | 2019-03-28T10:21:16-05:00 | |
forum-topic-127030 | 127030 | Would anyone be willing to update this mod to version 2.0? | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=127030 | MegaLordGier14 | https://mods.factorio.com/mod/RefinedNetworkStorage | [] | 0 | 2025-02-21T15:07:34-06:00 |
forum-topic-118995 | 118995 | [2.0.13] can't force ghost rail over rail | Not a bug | https://forums.factorio.com/viewtopic.php?t=118995 | joshinils | I tried to place a rail ramp over a straight rail, but it hides my cursor ghost in favor of the rail planner arrow.
I can force ghost non-rail related item over rails.
(If this is not a "bug" I'd like it to be a feature to be able to force ghost rail things over rail things, regular ghosting may not be affected in that case, at least make me force ghost) | [
{
"author": "",
"content": "Thanks for the report however this is working as intended. Rail ramp item is of rail-planner type so it is possible to build a ramp and instantly start building rails by clicking on the top or bottom part. Mods can change this at data state by making rail-ramp to not be of rail-p... | 1 | 2024-11-01T02:01:30-05:00 |
forum-topic-113848 | 113848 | Opposite of Squeak Through | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=113848 | 000 | Squeak Through (and probably several similar mods) decrease the hitbox of entities so the player can walk between two entities that are visually touching.
I'm wondering if there's a mod that does the opposite of this: Increase the hitbox of vanilla entities so the player cannot walk between them.
As an example, the player can walk between two oil refineries even though it doesn't look like they should. Or, between two boilers that should be connected by a pipe, or between a medium electric pole and a solar panel.
I'm looking for a mod that will make fitting between entities harder than it is in vanilla, and thus encourage building with more space around things. | [
{
"author": "FuryoftheStars",
"content": "I haven't seen a mod like that yet, but I too would find such a mod interesting. \n \nIf nothing comes up by this weekend, I may tackle it myself. Should be relatively easy (I think ), as it should only require running through (most) all entities and simply roundin... | 16 | 2024-06-12T05:02:29-05:00 |
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