id stringlengths 13 18 | topic_id stringlengths 1 6 | title stringlengths 1 132 | section stringclasses 74
values | url stringlengths 0 60 | author stringlengths 0 20 | question stringlengths 0 60k | responses listlengths 0 19 | response_count int64 0 19 | timestamp stringlengths 0 25 |
|---|---|---|---|---|---|---|---|---|---|
forum-topic-126877 | 126877 | Temporary Decon Planner | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=126877 | adam_bise | I would like to simply be able to right-click on the decon planner shortcut whether in remote view or not, and have a decon planner filter selection window pop up, when I'm done adding filters it goes straight to the cursor. I could use it and choose to not to add it to the BP library for a one shot use. The actual d... | [] | 0 | 2025-02-15T17:24:46-06:00 |
forum-topic-29509 | 29509 | fac 0.9 - A command-line mod manager for Factorio 0.13+ | Mod and installation managers | https://forums.factorio.com/viewtopic.php?t=29509 | mickael9 | Fac is a command-line mod manager for Factorio >=0.13 written in Python 3.
GitHub: https://github.com/mickael9/fac
License: MIT
Platforms: All
Installation You'll need Python 3, which can be obtained through your distribution's
package manager or downloaded from https://www.python.org/ (for Windows users).
... | [
{
"author": "mickael9",
"content": "I've made a new 0.4 release with a new make-compatible command that could be useful now that all mods made for Factorio 0.13 can't be loaded into Factorio 0.14. \n \nSee the GAME VERSION INCOMPATIBILITIES section above for more info!",
"date": "2016-09-21T15:50:52... | 2 | 2016-07-20T18:09:11-05:00 |
forum-topic-98560 | 98560 | Production statistics per surface | Implemented in 2.0 | https://forums.factorio.com/viewtopic.php?t=98560 | DarkShadow44 | TL;DR
Allow showing the (production) statistics per surface.
Not sure if the data is already in the game or if there's just the global data. If it already exists, this is only a UI feature.
What ?
Take the following window:
Screenshot_20210526_204013.png (282.82 KiB) Viewed 7178 times
It would be... | [
{
"author": "Yenz",
"content": "That would be so awesome to have in my last Space Exploration run! Really good suggestion.",
"date": "2021-06-09T11:03:48+00:00",
"quotes": []
},
{
"author": "PanTobi",
"content": "Yeee, i want it too !... \n \nbtw. where is my InfoPrint that allows You to... | 18 | 2021-05-26T13:47:47-05:00 |
forum-topic-58869 | 58869 | [MOD 0.17.x] pY Industry | PyMods | https://forums.factorio.com/viewtopic.php?t=58869 | pyanodon | Description:
Add several storage tanks, tiles, walls, storages and pipes to the game.
Will be constantly update to add more stuff compatible with pY mods.
Fully compatible with Bob´s mods and other major mods.
Details:
Factorio Version: 0.17.x
Version: 1.0.15
License: CC BY-NC-ND 4.... | [] | 0 | 2018-03-19T15:59:05-05:00 |
forum-topic-60426 | 60426 | Train limit not working | Logistic Train Network | https://forums.factorio.com/viewtopic.php?t=60426 | felixacat | Hello,
Im having a problem with train limits singal not doing what what i think should work.
I have looked over my singals and wiring could not find a problem, So i download a test map from a guy who was explaining his LTN train stops
spoiler His topic = viewtopic.php?f=194&t=47773 the Test map itself https://ww... | [
{
"author": "Optera",
"content": "From what I could see this map uses 4 wagon trains which means LTN can transport 50*40*4=8k ore per train. \nThe requester you posted wants 73k iron ore = 9,125 train loads. \nSo ofc LTN will send that many trains to fulfill the request unless limited by max trains.",
"... | 8 | 2018-05-16T17:22:56-05:00 |
forum-topic-124611 | 124611 | CSS: Strike + URL not working together | This Forum | https://forums.factorio.com/viewtopic.php?t=124611 | Hares | URLs wrapped with strikethrough tag are not stoke over.
Code: Select all [strike][url=http://example.com]Link: example.com[/url][/strike]
Link: example.com | [
{
"author": "",
"content": "Yeah that's probably because of me ^^'. I requested from the forum admins to ignore most formatting on URLs, because the spambots were starting to be too creative with cheesy URL hiding : setting the text color to the same of the background, setting the font size to 1, ... It was... | 5 | 2024-12-17T09:00:41-06:00 |
forum-topic-106350 | 106350 | RSO Extra large starting area option | Resource Spawner Overhaul | https://forums.factorio.com/viewtopic.php?t=106350 | emp_zealoth | Was it removed? Am I being blind? I could have sworn there was an option to multiply the size of starting area again (I did play on max on both vanilla generation and RSO multiplier). It seems some of the other starting area related options were removed too?
I play omega scuffed Bob's/Angels marathons and now I liter... | [
{
"author": "emp_zealoth",
"content": "Am I missing something? \nI no longer see any option to go for the crazy starting area size",
"date": "2023-05-25T18:48:26+00:00",
"quotes": []
},
{
"author": "FuryoftheStars",
"content": "Can you be a bit clearer on \"starting area size\"? Technica... | 3 | 2023-05-24T13:27:17-05:00 |
forum-topic-69786 | 69786 | A means of telling a client to connect to a different server | Implemented mod requests | https://forums.factorio.com/viewtopic.php?t=69786 | dewiniaid | Today's FactorioMMO stress test got me thinking on ways to handle truly massive scale multiplayer games with some degree of performance.
One thought would be to have people split across multiple games with some form of sharing resources and chat between them. Some of this can already be done with existing tools -- ... | [
{
"author": "Danielv123",
"content": "For reference, clusterio does support cross server chat. But a better way to move players between servers would be HUGE. We can already do it with items, combinator signals, power, trains, images, basically everything imaginable. Except players. \nWe have deviced a few ... | 14 | 2019-04-20T15:19:45-05:00 |
forum-topic-126522 | 126522 | [2.0.32] Bulk Inserter Can Catch Fish Unpowered | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=126522 | adam_bise | Noticed on a factory I was in the middle of building that a bulk inserter was sitting there holdin a fish without power.
Put out a few more of them and sure enough..
gimmedat.png (399.01 KiB) Viewed 2009 times
I had not tried other types of inserters. | [
{
"author": "",
"content": "Thanks for the report. This is now fixed for the next release.",
"date": "2025-02-06T19:10:38+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "Park guard: \"Hey you, what are you doing with that fish? Fishing is forbidden here!\" \nInserter: \"I don'... | 2 | 2025-02-01T18:44:23-06:00 |
forum-topic-126011 | 126011 | Removing production limit of items without getting previous steps from recycling | Balancing | https://forums.factorio.com/viewtopic.php?t=126011 | erkki772 | Those two can't be upcycled from previous recipes. Steel goes back to steel and same with plastic. | [] | 0 | 2025-01-15T20:37:29-06:00 |
forum-topic-127341 | 127341 | [2.0.39] Quality Recipe Parameter Problem | Duplicates | https://forums.factorio.com/viewtopic.php?t=127341 | dog80 | Creating a blueprint with a parameter from a quality setting, always sets the parameters quality to this value instead of the chosen.
in the save:
2 blueprints: one from the default quality and one from rare quality. Whatever you choose for a quality with the one from quality it will always be set to rare.
this ... | [
{
"author": "Muche",
"content": "Duplicate of 121844 Quality change ignored when placing parametrized blueprint .",
"date": "2025-03-08T18:23:07+00:00",
"quotes": []
}
] | 1 | 2025-03-08T10:39:52-06:00 |
forum-topic-4973 | 4973 | [MOD 0.12.x] Landfill (2.1.7) | Mods | https://forums.factorio.com/viewtopic.php?t=4973 | Introducing Landfill 2.1.7:
Examples
Features
Converts a 2 x 2 or 4 x 4 tile area to land
Flood-fills bodies of water using landfills from your inventory
Can be placed by clicking and dragging
Create small water holes using explosions
Changelog
Code: Select all 2.1.7: updated for Fa... | [
{
"author": "Turtle",
"content": "LOL @ the bomb! Looks awesome!",
"date": "2014-07-25T02:05:47+00:00",
"quotes": []
},
{
"author": "Airat9000",
"content": "water place in avialable?",
"date": "2014-07-25T03:30:05+00:00",
"quotes": []
},
{
"author": "",
"content": "Ye... | 19 | 2014-07-24T20:44:38-05:00 | |
forum-topic-124776 | 124776 | Combinator cookbook 2.0 | Show your Creations | https://forums.factorio.com/viewtopic.php?t=124776 | Tertius | This is a cookbook for common combinator tasks. The 2.0 version of the game contains a few tiny but powerful enhancements with circuits, so it's possible to do many things very easily with just one or two combinators where multiple ones were required previously.
The major power we gained is to use the red and green ... | [
{
"author": "Tertius",
"content": "Multi combinator setups \nNow to some more complex setups with 2 and more combinators. \n Memory cell \nStore an arbitrary signal composition. \nOne combinator passes the incoming signals if the set condition is true, the other one passes the output via loopback as long as... | 19 | 2024-12-19T13:56:43-06:00 |
forum-topic-117299 | 117299 | [Kovarex] [2.0.10] Crash when trying to repeat place grid-snap parameterized blueprint (GameView::confirmFloatingGui) | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=117299 | wafflednoah | ISSUE
The game crashes when I try to repeatedly place my grid-snap blueprint while continuously escaping the parameter selection window.
STEPS TO REPRODUCE
Let's assume default control settings for mouse & keyboard.
1. In your hand, start with a parameterized blueprint that has grid-snap enabled. The one I'm c... | [
{
"author": "",
"content": "Hello, thanks for the report, it is now fixed for the next release.",
"date": "2024-10-27T18:29:50+00:00",
"quotes": []
},
{
"author": "wafflednoah",
"content": "Thank you",
"date": "2024-10-27T18:31:35+00:00",
"quotes": []
},
{
"author": "gros... | 5 | 2024-10-24T20:05:14-05:00 |
forum-topic-99797 | 99797 | New API Docs website | Modding discussion | https://forums.factorio.com/viewtopic.php?t=99797 | Hi,
we have decided it's time to retire the Lua API website you're all probably well familiar with. It has been difficult to maintain and Therenas' excellent work on the JSON docs proved an opportunity to build a new website that's more in line with the current Factorio style.
Now, of course, functionality is ... | [
{
"author": "Xoriun",
"content": "The boxes in which the example and classes are embedded are cut off horizontally if a line is too long (eg. when viewed on mobile) and are impossible to scroll.",
"date": "2021-09-01T16:59:47+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "T... | 19 | 2021-09-01T11:29:20-05:00 | |
forum-topic-127517 | 127517 | [boskid][2.0.41] Demolishers can't destroy open gates. | Resolved for the next release | https://forums.factorio.com/viewtopic.php?t=127517 | thuejk | Demolishers can't destroy open gates.
Demonstration: https://www.youtube.com/watch?v=lMAPwN0UyNE | [
{
"author": "",
"content": "Thanks for the report. Issue is now fixed for 2.0.42.",
"date": "2025-03-17T10:11:36+00:00",
"quotes": []
}
] | 1 | 2025-03-15T04:26:14-05:00 |
forum-topic-108487 | 108487 | Friday Facts #374 - Smarter robots - Page 9 | News | https://forums.factorio.com/viewtopic.php?t=108487&start=160 | FuryoftheStars | I don't believe low battery trigger is 0% currently. I think it's 10% or something like that. | [
{
"author": "Barret",
"content": "The game is already so polished and, frankly, has been for years, yet the devs keep finding things to improve even further. I commend their endurance and dedication! Recently, people were memeing about BG3 raising the bar in terms of quality, but in my book it is Factorio t... | 19 | 2023-09-01T06:00:04-05:00 |
forum-topic-21378 | 21378 | Footbridges (over pipes, rails, water...), Catwalks, Tunnels, Jumping | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=21378 | Gladaed | See linklist below! -- ßilk
I just noticed something missing when using Railways:
There are no footbridges or railway barriers
in order to prevent players from being overrun by the trains
as those would provide safe ways to cross the rails.
The railway barriers could close if a train is in the area, limited ... | [
{
"author": "",
"content": "Hi, \nYou may want to have a look at similar topics (about getting across railways, or bridges) \n viewtopic.php?f=80&t=7717 Can the player be killed by train? (Train kills?!) \n viewtopic.php?f=80&t=14024 Travel over Water: Boats, Ships, Canus / Bridges / Tunnels \n viewtopic.... | 6 | 2016-03-12T11:07:36-06:00 |
forum-topic-127133 | 127133 | My first Modular Bot Mall ! | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=127133 | Puppet | ll Hi engineers ! Today I'm showcasing the first version of the "AC2MP" , Automatic and Computational Modular Mall by Puppet™ !
Here's a first look of it :
AC2MP Core image_2025-02-25_204927302.png (768.71 KiB) Viewed 270 times
As well as it's three different modules :
AC2MP Module A image_2... | [] | 0 | 2025-02-25T14:06:33-06:00 |
forum-topic-72071 | 72071 | [Request] Palm tree | Texture Packs | https://forums.factorio.com/viewtopic.php?t=72071 | TheSAguy | Hi,
I’m creating a desert world and would like a palm tree please. Other desert shrubbery/ decal also welcome.
Thanks | [
{
"author": "darkfrei",
"content": "Some references? https://sketchfab.com/search?date=month ... ype=models",
"date": "2019-06-16T10:01:39+00:00",
"quotes": []
},
{
"author": "darkfrei",
"content": "Based on gbraithwaite 's palm tree CC BY 4.0",
"date": "2019-06-16T11:35:00+00:0... | 7 | 2019-06-15T20:07:13-05:00 |
forum-topic-82161 | 82161 | [0.18.11] No-power-icons remain on surface and a freeze | Not a bug | https://forums.factorio.com/viewtopic.php?t=82161 | fishycat | So I'm in a vanilla+ game and after a fight I removed the laser turrets with nanobots and saw the icons remain after the romoval. See in attached pic and also in the save.
As soon as I saw it, I saved and then clicked on exit game and then it completely freezes. Only way to close it was with task manager.
Link to ... | [
{
"author": "",
"content": "Thanks for the report however that's a modding issue you'll have to report to the mod author.",
"date": "2020-03-10T17:43:51+00:00",
"quotes": []
}
] | 1 | 2020-03-10T12:29:15-05:00 |
forum-topic-30588 | 30588 | Inventory Management: Sorting | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=30588 | This is about sorting of any kind of inventory.
Notice, that there is an configuration-option to turn auto-sorting off.
Notice also, that this is a questionable feature, cause in Factorio a splitting of stacks (like in Minecraft for example) is not needed. You can always automate the filling instead of doing this b... | [] | 0 | 2016-08-06T12:16:19-05:00 | |
forum-topic-126238 | 126238 | The 2x2 Rail grid is no longer necessary | Outdated/Not implemented | https://forums.factorio.com/viewtopic.php?t=126238 | 3-Valdion | The 2x2 grid is no longer needed, and a mew half-length track should be added for diagonals and straights.
I think the 2x2 grid was first put in place for the triangle diagonals, as I don't think it would have been possible to connect those were they offset by an uneven number of tiles. Well, at least not without ma... | [
{
"author": "eugenekay",
"content": "If they change the Train Rails layout again I will riot. Do you know how much of a pain it is to redesign EVERY train station?",
"date": "2025-01-23T01:58:44+00:00",
"quotes": []
},
{
"author": "Muche",
"content": "I would say the 2x2 grid is more ne... | 4 | 2025-01-22T17:56:05-06:00 |
forum-topic-107830 | 107830 | [1.1.87] Fluids get deleted when switching recipes but not when resetting recipes | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=107830 | Zaspar | Resetting an oil refinery's basic oil processing recipe will push out up to 100 crude into the pipe it's connected to (or more if the pipe has more capacity but default vanilla pipes have a capacity of 100). However, when pasting the recipe for advanced oil processing onto the refinery using shift+left click, with all ... | [
{
"author": "mmmPI",
"content": "The video explains well the situation, but it doesn't fit the template at all ( the one called READ BEFORE POSTING ) viewtopic.php?f=7&t=3638 \n \nWhen i saw it i thought maybe it could be due to the pasted receipe trigger fluid mixing check, the pipe in which the crude ... | 6 | 2023-07-18T12:41:35-05:00 |
forum-topic-127506 | 127506 | [2.0.41] Crash setting train schedule of moving train (RollingStock::checkConsistency) | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127506 | Ashier | I will attempt to explain as best I can. The relevant lua code for my mod can be found here: https://github.com/AtelierAmber/RSAD-Tr ... r.lua#L281 Linked to the line that I think is causing it.
Also attached is a save file to test it on. It is extremely easy to reproduce if timed correctly and will happen every t... | [] | 0 | 2025-03-14T20:00:08-05:00 |
forum-topic-110792 | 110792 | Version 1.1.102 | Releases | https://forums.factorio.com/viewtopic.php?t=110792 | Bugfixes
Fixed crash when placing linked chest in multiplayer with hotkey suggestions enabled. ( 110356 )
Fixed that migration_applied was always false in the on_configuration_changed event. ( 110392 )
Fixed that item health bars didn't render correctly at some scales. ( 110378 )
Fixed a crash when the server... | [
{
"author": "Alkumist",
"content": "thats a lot of cool fixes",
"date": "2024-01-18T16:14:38+00:00",
"quotes": []
},
{
"author": "NotRexButCaesar",
"content": "All the better for \"cheating\" to see what has been generated without using /editor and savescumming.",
"date": "2024-01-18... | 2 | 2024-01-18T06:56:44-06:00 | |
forum-topic-113159 | 113159 | Euclidean Algorithm for Greatest Comon Divisor (GCD) | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=113159 | mmmPI | Source : https://en.wikipedia.org/wiki/Euclidean_algorithm
GCD.jpg (108.77 KiB) Viewed 1654 times
0eNrlWdGOozYU/RVkqU8lq5gAITxUSnalfa3afeuMkAM3E0tgI2NmG434gP5Fv61fUgOThCRksclkWu2+RCE2h8s59/j6Oi9onZaQC8okCl9QAkUsaC4pZyhEv4O0lhZhibWyKLNizgpJmFRfsjVlRHJRPLBfUxKDVfAM5Jayp3oiseItFNJubhVcEgmW3IIaKkBIEJbkVp... | [
{
"author": "coppercoil",
"content": "How convenient are setups that deliver results over an undetermined number of tics? I speak not about the detecting that result is ready, but about synchronizing with other data signals that can change over the time. In other words, such function cannot be pipelined (un... | 6 | 2024-04-24T16:47:11-05:00 |
forum-topic-127527 | 127527 | Factorio Forums • Silo entity name whitelist for space platform hubs | An optional whitelist field for space platform hub prototypes, specifying which rocket silo entities are allowed to launch to that space platform, would be very useful.
It would for example lead to modded rocket silos that can supply certain planets for a lower cost, or silos with other special behavior triggered by... | [] | 0 | ||||
forum-topic-64435 | 64435 | [0.17.x] Bob's Mods: General Discussion | Bob's mods | https://forums.factorio.com/viewtopic.php?t=64435 | bobingabout | We've been talking about plans for 0.17 a fair bit in the 0.16 topic, which is kind of drowning out when people do talk about 0.16.
So even though 0.17 isn't out yet, here's a place to talk about 0.17, plans and progress.
As you might know, I have source access, and have contributed code to the game this release, I... | [
{
"author": "bobingabout",
"content": "Patch notes and stuff: \n \n0.17 launch: \ningredient_count removed from all entities. \nRemoved hardness from resources \nfluid fuel powered boilers \nToolbelt technology in base game gives +10 inventory space, mod does the same and adds levels of character inventory ... | 19 | 2019-01-15T03:07:02-06:00 |
forum-topic-92934 | 92934 | To build or not to build (miners) | General discussion | https://forums.factorio.com/viewtopic.php?t=92934 | blazespinnaker | An interesting question when starting a new game, is when to stop building ore production and start building research.
Ore production can be used to build more ore production, and as soon as you start building something else, your ore production stops growing. However, at some point it is optimal to stop growing y... | [
{
"author": "Xeorm",
"content": "I would say that the standard bit with Factorio is that you don't want to have any bottlenecks. Early game ore production is your main bottleneck and your hand-crafting is more than enough to handle what you can mine. Once you do have enough production to handle what you can... | 12 | 2020-12-11T11:27:31-06:00 |
forum-topic-6063 | 6063 | Fan Fiction - Factorio Story - Chapters 1 through 8 | Fan Art | https://forums.factorio.com/viewtopic.php?t=6063 | DerivePi | Full Story - PDF - here https://www.dropbox.com/s/vfogbfgzjdrhe ... y.pdf?dl=0
Chapter 1 – Lonely Outpost
It had been some time since the automatic alarm system had last pleaded for support at this distant outpost. But that was of little consolation since, per last reports, the biters had mangled and disma... | [
{
"author": "Xterminator",
"content": "Amazing! I honestly greatly enjoyed this. I haven't read a book in probably 5 years, but if this was a book I would not be able to put it down. Really interesting and entertaining to read. Really looking forward to the next part if you decide to so one.",
"date":... | 19 | 2014-10-06T16:08:11-05:00 |
forum-topic-120129 | 120129 | [2.0]Add prototype-level rocket carry capacity - Page 2 | Won't implement | https://forums.factorio.com/viewtopic.php?t=120129&start=20 | sh4dow | Would it help if there was a "default" rocket capacity, and all other rockets would specify a "multiplier"?
It could still say "1000 Iron plate per rocket", and "heavy rocket" has a capacity of "2x rocket" ie. 2000 iron plates... | [
{
"author": "BraveCaperCat",
"content": "Possibly. My solution would be to specify weight per stack, then each rocket can have a specified max. cargo weight . In your example, the heavy rocket would be able to hold 2 tons of cargo, making it's max. cargo weight 2 tons.",
"date": "2024-12-07T11:09:37+... | 12 | 2024-11-06T13:44:48-06:00 |
forum-topic-126911 | 126911 | Factorio Forums • Space Age Enemies | Looking for a mod that not only adds enemies to Vulcanus, Fulgora, and Aquilo, but also incorporates the pollution and evolution mechanic, as well as expanding enemy bases and spawners that trigger attacks from polution. | [
{
"author": "",
"content": "I have played with https://mods.factorio.com/mod/Electric_flying_enemies for ennemies on Fulgora, with spawner , expansion and evolution mechanic. Liked it ! \n \nFrom the same author are also mods adding explosive, cold and toxic biters, that have their own spawner and planet ... | 2 | ||||
forum-topic-96598 | 96598 | german misspelled word | Translations | https://forums.factorio.com/viewtopic.php?t=96598 | ZuLzgit | In the German version of the game is a little misspelled word.
It is just the description of the "Kombinator für Konstanten" and in the description it is written "kostante".
Nothing important but something i spotted.
Hope i could help | [
{
"author": "fishycat",
"content": "Not an error. In this case \"konstante\" is an adverb. Es liefert konstant (beständig) Signale. \n \nShould't it rather say, liefert konstant Signale?",
"date": "2021-03-02T11:54:21+00:00",
"quotes": []
},
{
"author": "Kyralessa",
"content": "Read it a... | 5 | 2021-03-02T05:39:51-06:00 |
forum-topic-127333 | 127333 | [2.0.39] Rail ramp shows concrete foundation graphics on top of terrain | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127333 | Metaflame | Rail ramps facing upwards (raised part pointing north) show their full concrete foundations (the part that's supposed to sink into uneven/low terrain such as water I assume?) on top of solid ground in particular circumstances.
Steps to replicate:
Place a Rail ramp facing north
I tested this on Fulgora going ... | [
{
"author": "Metaflame",
"content": "20250308035606_1.jpg (444.38 KiB) Viewed 143 times \n \n \n \n \n \n 20250308043318_1.jpg (548.98 KiB) Viewed 143 times",
"date": "2025-03-08T03:34:50+00:00",
"quotes": []
}
] | 1 | 2025-03-07T21:13:11-06:00 |
forum-topic-25384 | 25384 | FactorioScript - If Statements | Show your Creations | https://forums.factorio.com/viewtopic.php?t=25384 | DemiPixel | If you have no idea what FactorioScript is, here is a link to the original post
Here is the if statement showoff: https://gfycat.com/DaringDeliciousAmericanlobster
You can read the reddit post for more details!
Here's the code:
Code: Select all chain {
if crude_oil*3 > 5 && water+5 < 10 {
water +=... | [
{
"author": "piriform",
"content": "This is very exciting work with tremendous potential. Is your plan to partition it and do a staged release or wait until it's fully baked?",
"date": "2016-05-16T22:59:32+00:00",
"quotes": []
},
{
"author": "DemiPixel",
"content": "I can't imagine I'll ... | 5 | 2016-05-16T11:24:16-05:00 |
forum-topic-86070 | 86070 | Choose What's Included in "Alt" vs. Always On | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=86070 | morsk | TL;DR
factorio-alt-toggle.png (8.2 KiB) Viewed 2947 times
What ?
I want it to be like the debug options (F4, F5) where we choose what we want always on, vs. what's toggled on.
Why ?
Seeing recipes on machines helps make machines look different. I never don't want to see the recipes. Maybe a dev ta... | [
{
"author": "5thHorseman",
"content": "Love this idea. I'd instantly turn non-alt mode into \"alt-mode lite\" and alt-mode into everything on.",
"date": "2020-06-18T01:05:28+00:00",
"quotes": []
},
{
"author": "valneq",
"content": "+1 \nI'd love to turn alt-mode off permanantly. The over... | 12 | 2020-06-17T19:00:58-05:00 |
forum-topic-122175 | 122175 | New level of pure bot abuse in Space Age | Show your Creations | https://forums.factorio.com/viewtopic.php?t=122175 | Toob84 | Things are getting really bad....
I like to work my bots hard and one might say i'm a bit ungrateful when its time for quality upgrade.
Bot Abuse.png (5.27 MiB) Viewed 1967 times | [
{
"author": "danbopes",
"content": "Recycle those bots with some quality modules to get some nice upgraded parts",
"date": "2024-11-19T22:48:26+00:00",
"quotes": []
},
{
"author": "Toob84",
"content": "Yes, that would be a more dignified ending for the poor little bots, but I already hav... | 6 | 2024-11-19T16:18:16-06:00 |
forum-topic-50153 | 50153 | [0.17.x] ShinyAngelGFX - Page 5 | Angels Mods | https://forums.factorio.com/viewtopic.php?t=50153&start=80 | SuperSandro2000 | To avoid what? I don't get it... | [
{
"author": "Zombiee",
"content": "Updated for 0.17. No changes, hydroplant mk3 will get colored soon.",
"date": "2019-03-08T10:06:57+00:00",
"quotes": []
},
{
"author": "SuperSandro2000",
"content": "Thanks buddy! \nand 1st after the update.",
"date": "2019-03-08T11:49:48+00:00",
... | 11 | 2017-06-23T20:49:11-05:00 |
forum-topic-115094 | 115094 | typo on support/help page | Spread the Word | https://forums.factorio.com/viewtopic.php?t=115094 | morsk | I'm sure this is a wrong forum, but you can just move it to where it belongs. I couldn't find a better place to say this.
https://factorio.com/support/help has missing punctuation:
I linked my Steam to the wrong account
vs.
I linked my Steam to the wrong account.
It is almost pointless but I feel irrespons... | [] | 0 | 2024-08-29T12:23:03-05:00 |
forum-topic-53937 | 53937 | How-to: Two-way rails | Railway Setups | https://forums.factorio.com/viewtopic.php?t=53937 | aaargha | Preface
This guide aims to explain how to set up simple and reliable two-way rail systems, how to signal/schedule them to avoid deadlocks and some techniques to address throughput issues.
Hopefully this will cover the most common pitfalls but if I've missed something, or if something is unclear, please let me know ... | [
{
"author": "Trudel",
"content": "Great guide, thank you!",
"date": "2017-11-14T08:19:38+00:00",
"quotes": []
},
{
"author": "5thHorseman",
"content": "First off, this is a nice resource and if I ever try one-way tracks again, I'll surely use it. \n \nHowever, I still think the best way ... | 19 | 2017-11-11T07:56:13-06:00 |
forum-topic-124742 | 124742 | [2.0.27] Allow LuaEntity::get_recipe() for 'furnace' | Already exists | https://forums.factorio.com/viewtopic.php?t=124742 | RedRafe | Hi,
I've encountered this issue with my mod Factory Efficiency Tracker ( https://mods.factorio.com/mod/factory-e ... cy-tracker ).
When reading an entity's recipe, there's "get_recipe()" if type is "crafting-machine" and "previous_recipe" if type is "furnace".
However, a furnace starting crafting iron plates wou... | [
{
"author": "",
"content": "I do not understand this. CraftingMachine is a parent class of both Furnace and AssemblingMachine, it should be working already.",
"date": "2024-12-19T11:38:09+00:00",
"quotes": []
},
{
"author": "RedRafe",
"content": "Yup, sorry. \n \nI got misled by \"ge... | 2 | 2024-12-19T05:33:40-06:00 |
forum-topic-66141 | 66141 | [0.17.3] Biter corpses cover items on ground | Minor issues | https://forums.factorio.com/viewtopic.php?t=66141 | _npo6ka_ | I played on a public server and noticed the following picture.
1) Items lying on the ground are covered with the texture of the killed worm. It looks weird.
2) The worm under the wall also looks strange, perhaps it works correctly, but it seems unfinished. | [] | 0 | 2019-03-01T11:07:50-06:00 |
forum-topic-10 | 10 | Hidden ores - Page 5 | Development Proposals | https://forums.factorio.com/viewtopic.php?t=10&start=80 | wwdragon | Underground scanning does sound nice, but it should be a modular suit upgrade, NOT a world place-able structure.
The underground mining structure being different is fine; I hope it's not much more expensive then the surface one.
After unlocking scanning, it should unlock more normal ores all over the map, as wel... | [
{
"author": "Angrytoe",
"content": "Totally! I think any form of more ores is always a good addition, with the game starting off with only 4 things you need to move around, (iron, copper, stone, coal) it is quite simple to come up with ways to automatically create what you need, then you throw the liquids,... | 19 | 2013-02-07T10:36:01-06:00 |
forum-topic-51073 | 51073 | Stations & other LTN based designs - Page 9 | Logistic Train Network | https://forums.factorio.com/viewtopic.php?t=51073&start=160 | Cadde | Thanks for the feedback!
I don't want one station per cargo as that would take up way more space. The (old)design can handle 31 different cargoes (though i would expect it to handle 6 or so without completely bogging down) which would take up at least 10 spaces wide per platform whereas the old design takes up 14 spac... | [
{
"author": "mrvn",
"content": "This looks totally mad. I'm not sure I would ever want to place one of those for every station with multiple goods. \n \nI can't accept anything where I have to adjust 31 combinators after blueprinting to match the 31 goods to ship at the station. The problem there is that th... | 19 | 2017-07-20T01:42:29-05:00 |
forum-topic-127571 | 127571 | Blueprint size calculation incorrect? | Not a bug | https://forums.factorio.com/viewtopic.php?t=127571 | datarza | From where comes this wrong data?
03-17-2025, 13-06-14.png (206.75 KiB) Viewed 354 times | [
{
"author": "",
"content": "Size on disk may be different than size in memory. This estimate is a size in memory.",
"date": "2025-03-17T17:14:03+00:00",
"quotes": []
}
] | 1 | 2025-03-17T12:07:41-05:00 |
forum-topic-124450 | 124450 | When Research Takes Days | General discussion | https://forums.factorio.com/viewtopic.php?t=124450 | MoDon | The end-game research can get a little bit on the ridiculous side when you are waiting almost a week for it to finish! | [
{
"author": "danbopes",
"content": "Sounds like you need to scale up production. The factory must grow.",
"date": "2024-12-15T02:09:09+00:00",
"quotes": []
},
{
"author": "MoDon",
"content": "Truer words were never spoken.",
"date": "2024-12-15T03:04:33+00:00",
"quotes": []
},
... | 4 | 2024-12-14T17:58:22-06:00 |
forum-topic-61171 | 61171 | How to serialize signals? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=61171 | adam_bise | How do I remove all but one signal?
Like x=1, y=3, c=2 and output only x=1 until x has no signal, then output y=3 and so on in any order.
Is this doable? I know how to do it while specifying all possible signals, but would rather a small approach. | [
{
"author": "DaveMcW",
"content": "Nope, specifying all signals is the only way. \n \n viewtopic.php?t=42902",
"date": "2018-06-24T18:50:27+00:00",
"quotes": [
{
"author": "adam_bise wrote:",
"content": ""
}
]
},
{
"author": "zOldBulldog",
"content": "I us... | 4 | 2018-06-24T13:19:49-05:00 |
forum-topic-105759 | 105759 | Extensible 5,494.08 GW Nuclear Power Plant with Steam production - Page 2 | Energy Production | https://forums.factorio.com/viewtopic.php?t=105759&start=20 | vangrunz | Unfortunately, at least one offshore pump needs to be removed before it can expanded. Since there're 12 heat exchangers and 1 offshore pump can only handle 11 at full load, it will look like this:
2023-04-03_193406.png (5.01 MiB) Viewed 4493 times
Since the amount of turbines match the power of each r... | [
{
"author": "mmmPI",
"content": "That's an important point for nuclear plants imo ! \n \nIt is possible to make fuel control so that you don't waste heat (even though as you said uranium cells are cheap) if you really want to be super efficient, it is possible to math how much steam a fuel cell represent, s... | 14 | 2023-03-30T12:12:57-05:00 |
forum-topic-114609 | 114609 | new stable docs link is a 404 | Resolved Requests | https://forums.factorio.com/viewtopic.php?t=114609 | BrainGamer_ | I like the addition of stable / experimental to the doc version selection!
Only issue is that https://lua-api.factorio.com/stable/ returns as a 404
(2024-08-02 12:20 CEST) | [
{
"author": "",
"content": "Worked in my browser but I guess it was cached 🙃 \n \nIt's fixed now.",
"date": "2024-08-02T10:28:25+00:00",
"quotes": []
}
] | 1 | 2024-08-02T05:18:33-05:00 |
forum-topic-116165 | 116165 | Factorio fan trailer | Videos | https://forums.factorio.com/viewtopic.php?t=116165 | Ricar2 | Factorio unofficial trailer I did for the game, the game one altho functional, assumes everyone know about the game, my idea is to make one for a wider audience:
https://youtu.be/F_OhSNeyDc4
Got an amazing response from reddit that I added some bells and whistles.
Had a blast doing this for one of my favorit... | [
{
"author": "Stringweasel",
"content": "Oh that's awesome! Well done! You really achieved your goal of being bombastic!",
"date": "2024-10-21T07:48:13+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "Nice !",
"date": "2024-10-21T08:07:13+00:00",
"quotes": []
}
] | 2 | 2024-10-20T20:37:44-05:00 |
forum-topic-108644 | 108644 | [Twinsen][1.1.90] Making a selection with "copy" immediately pastes it in controller mode | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=108644 | Stewmat | This is an issue I'm having on the steam deck. I'm not sure if this occurs on PC, perhaps it's specific to controller mode.
Steps to reproduce:
- Open the quick menu with L1
- Go to the next page and select "copy"
- Attempt to copy something using the trackpad, click to finalize the selected area
- If your curso... | [
{
"author": "",
"content": "Thanks for the report. \nThis happens when you move the cursor after confirming the selection. Since the Steam Deck trackpad is quite jittery, it's almost guaranteed to happen. \nNow it requires you to release the mouse button(trackpad) and press again. \n \nFixed in 1.1.91.",
... | 1 | 2023-09-10T14:00:22-05:00 |
forum-topic-126832 | 126832 | Starting spaceship doesn't have "night" sprite | Won't fix. | https://forums.factorio.com/viewtopic.php?t=126832 | Epsii | Hey! I've lately been using the spaceship as a large buffer early game, and I noticed that the red lighting on the ship wasn't quite right at night (as opposed to the labs seen at the bottom).
That is all!
02-13-2025, 18-46-20.png (793.71 KiB) Viewed 241 times | [
{
"author": "",
"content": "Thanks for the report however I don't believe we will be changing this.",
"date": "2025-02-16T13:11:25+00:00",
"quotes": []
}
] | 1 | 2025-02-13T18:49:08-06:00 |
forum-topic-127090 | 127090 | Display name of station when train can not reach it | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127090 | datarza | test.jpg (128.6 KiB) Viewed 86 times | [] | 0 | 2025-02-23T19:15:13-06:00 |
forum-topic-120978 | 120978 | adapting ore outputs to machine types? | Modding discussion | https://forums.factorio.com/viewtopic.php?t=120978 | darkrising | I was working on a new mod idea and I ran into a limitation with the game.
A mining drill will only switch to fluid mode if it's over an ore patch that requires a fluid. There's workarounds such as changing the type to an assembler and just scripting the output but obviously that isn't ideal.
I was thinking it wo... | [
{
"author": "Natha",
"content": "You could define a new resource (invisible) and place it over existing ores. If it has a different category, matching your drill categories, it should work like you want.",
"date": "2024-12-07T11:07:24+00:00",
"quotes": []
}
] | 1 | 2024-11-11T07:14:42-06:00 |
forum-topic-7468 | 7468 | The Forum Rules | General discussion | https://forums.factorio.com/viewtopic.php?t=7468 | 0. There are no fixed rules.
If you think, that a rule doesn't make sense you can discuss this. Make a new thread for that. See below (Changes).
1. The language in this forum is English .
There are those exceptions:
A) if you are not able to write English. This can be only a one-time exception.
B) you can write... | [] | 0 | 2014-12-20T17:14:03-06:00 | |
forum-topic-116154 | 116154 | [2.0.6] absurd roboport construction ranges slow the game to a crawl | Not a bug | https://forums.factorio.com/viewtopic.php?t=116154 | Quezler | if you want a roboport to cover the entire world you could do something silly like this in 1.1 with no repercussions (or so i recall)
data.raw["roboport"]["roboport"].construction_radius = 100000
(actually, this is just 100k, since the lag spike for 1 million (what you need for full coverage) is so great i got bor... | [
{
"author": "Quezler",
"content": "upon closer rubber ducking ( https://discord.com/channels/1214952937 ... 1548608543 ) it appears radar_range is to blame, i had not noticed it had grown alongside the construction area (fff mentioned roboports had 2 radar range, but apparently it is derived), the game just... | 1 | 2024-10-20T14:03:51-05:00 |
forum-topic-127508 | 127508 | [2.0.41] construction manager causing lag | Pending | https://forums.factorio.com/viewtopic.php?t=127508 | momtookmybeans | Hello,
First off I'm on linux,
so when i give a large scale deconstruction command to my bots the construction manager starts consuming more ups, and it only goes up over time even if the deconstruction is done it doesn't stop consuming massive amounts of ups, i've found two ways to "fix" it but the problem just c... | [
{
"author": "",
"content": "Post save and log please, see 68653 .",
"date": "2025-03-15T09:45:37+00:00",
"quotes": []
}
] | 1 | 2025-03-14T23:05:36-05:00 |
forum-topic-13436 | 13436 | Concepts + GFX related to Yuoki-Industries MOD - Page 2 | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=13436&start=20 | MAxmuD | It worked. Helped remove crop-cache.dat.
Thanks for the quick reply. | [
{
"author": "YuokiTani",
"content": "i like this wallpaper because it's clean & simple ^^ without distractions, and let you see the icons at the desktop ... \n(was designed as robo-charger for bob-logistics but came/finished to late) \n \n2560x1440",
"date": "2015-08-16T14:02:16+00:00",
"quotes": [... | 19 | 2015-07-12T10:10:32-05:00 |
forum-topic-100929 | 100929 | LuaEntityPrototype doesn't contain key air_resistance. | Modding help | https://forums.factorio.com/viewtopic.php?t=100929 | Rafiz | But it should, right? In docs of LuaEntityPrototype it says LuaEntityPrototype has key air_resistance, that is either double value or nil.
my (kind of messy) mod control file. mod from mod portal isn't in newest(this) form
https://pastebin.com/5HcnzQzz
(as side note, line 47 prints that we are dealing with LuaEnt... | [
{
"author": "",
"content": "Are you sure you're calling it on a rolling stock, and not on some other type of entity prototype? \n \nAlso there is a direct link from entity to prototype, \nso all the \n`game.entity_prototypes[carriage.name]` \n \ncan be just \n`carriage.prototype`",
"date": "2021-12-15T... | 4 | 2021-12-15T00:29:37-06:00 |
forum-topic-28178 | 28178 | Presets for Colors / Default Colour Palette | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=28178 | With 0.13 many entities can have a color (trains). This is about choosing the colors easier / using only a limited number of colors.
viewtopic.php?f=6&t=7546 Default color palette [This idea includes also, that Factorio chooses the colors automagically!]
viewtopic.php?f=6&t=28116 Presets for train colors | [
{
"author": "hitzu",
"content": "Another simple variant is to add hexadecimal code for colors. One can copypaste just one line of six symbols and use whenever they want.",
"date": "2016-08-05T00:35:16+00:00",
"quotes": []
},
{
"author": "aubergine18",
"content": "viewtopic.php?p=193217#p... | 6 | 2016-07-04T03:39:28-05:00 | |
forum-topic-125331 | 125331 | Embedding internally hosted pictures with "https" no longer works | This Forum | https://forums.factorio.com/viewtopic.php?t=125331 | The link works: https://cdn.factorio.com/assets/blog-sy ... umbers.png
The embed doesn't:
Unless using http only link: pic
External pictures still work with https: pic | [
{
"author": "Silari",
"content": "Only the last image works for me. The other two embeds don't at all, on an updated Brave Version 1.73.104 Chromium: 131.0.6778.204 (Official Build) (64-bit).",
"date": "2025-01-01T01:16:35+00:00",
"quotes": []
},
{
"author": "",
"content": "Yes, worked w... | 3 | 2024-12-29T17:25:17-06:00 | |
forum-topic-125819 | 125819 | Factorio Forums • Deprecated: in ConfirmAccount/AccountRequest | Code: Select all Deprecated: strlen(): Passing null to parameter #1 ($string) of type string is deprecated in /var/www/wiki.factorio.com/extensions/ConfirmAccount/includes/backend/UserAccountRequest.php on line 93
Requested an account, got this on https://wiki.factorio.com/Special:RequestAccount top of the page.
... | [
{
"author": "",
"content": "This error is actually from the PHP Interpreter, regarding the use of a deprecated function in MediaWiki. \n \nThe REAL issue here is that the php.ini setting “display_errors” is apparently set to True! This is an Insecure default, since it exposes potentially sensitive informat... | 2 | ||||
forum-topic-109544 | 109544 | Question - Py Alternative Energy - Molten Salt disappears? | PyMods | https://forums.factorio.com/viewtopic.php?t=109544 | spacedreamer | Some 350 hours in and started using the coal power plants and molten salt recipes.
However, it has now happened twice that the closed molten salt loop I created for the powerplants (Recipes show zero salt loss) that my salt buffer of around 8k (excl. 1k internal storage per power plant) has gone "poof!" after hours ... | [
{
"author": "spacedreamer",
"content": "So, I've been tinkering around in my cold molten salt/hot molten salt loop for my coal power plants and I removed the buffer tank from the cold molten salt part of the loop. \n \nThe salt volume seems more of less steady now. No significant loss of the molten salt in ... | 2 | 2023-11-06T12:49:40-06:00 |
forum-topic-125546 | 125546 | [Space Age] Orbit Line Movement | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=125546 | BraveCaperCat | Hi! Currently, you cannot define orbit lines around other objects without messing with starmap imagery and even then, you get orbit lines which can't be expanded easily. What I'd like to request is the ability to draw orbit lines around a specific object instead of the center of the star map. Currently, this works quit... | [
{
"author": "curiosity",
"content": "Duplicate of viewtopic.php?f=28&t=121788",
"date": "2025-01-03T22:50:23+00:00",
"quotes": []
},
{
"author": "BraveCaperCat",
"content": "This request is a subset of that request and implementing this request would not also mean implementing the other... | 5 | 2025-01-03T16:17:14-06:00 |
forum-topic-121001 | 121001 | Intangir's Vanilla Train Network v2.0.4 | Railway Setups | https://forums.factorio.com/viewtopic.php?t=121001 | Intangir_V | Intangir's Vanilla Train Network
I updated my vanilla train network to work with factorio 2.0+ (and space age)
The implementation is totally re-rebuilt (and relatively untested so this is alpha) using the new 2.0 features for parameterized BPs, and train interrupts. VERY powerful tools.
You use it essentially the... | [
{
"author": "r3nt5ch3r",
"content": "Your solution most likely get a lot of problems when having n:n stations and multiple trains, that have been explained/solved here: https://www.youtube.com/watch?v=EggDldJVggM \n \nAlso having a train loaded with items inside the depot is properly not right. A train sho... | 17 | 2024-11-11T11:48:39-06:00 |
forum-topic-104976 | 104976 | Factorio price increase - 2023/01/26 - Page 3 | News | https://forums.factorio.com/viewtopic.php?t=104976&start=40 | thermomug | Hi,
I just wanted to say that I support your pricing policy and your development paradigms in general, because lots of people don't get how free markets and (mostly useless) marketing works.
Big developers are about milking their customers with an ever-degenerating stream of woke, uninnovative, bland games, while... | [
{
"author": "TheKillerChicken",
"content": "I just want to weigh i non this, and I fully support this pricing. I bought a game back in Janurary for 75 CAD on steam, and it is so broken and buggy that it should not have been sold for that insane price (Cities Skylines II). At least this game worked 100% with... | 5 | 2023-01-20T04:54:19-06:00 |
forum-topic-32664 | 32664 | [Guide] Modders' guide to using mod portal (Edit, Delete...) | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=32664 | aubergine18 | Changing title, etc, of existing mod
If you need to change title, version, short description or anything else that seems un-editable, just edit the info.json of your mod and upload a new version (via the Edit tab on your existing mod). The mod portal shows the values from the most recently uploaded version of your m... | [
{
"author": "theRustyKnife",
"content": "Do you know how to change profile picture on the mod portal? You seem to have changed it somehow, I just can't figure out how... \nTRK",
"date": "2016-09-21T16:40:25+00:00",
"quotes": []
},
{
"author": "aubergine18",
"content": "Associate an image... | 11 | 2016-09-14T14:47:24-05:00 |
forum-topic-116851 | 116851 | [Genhis][2.0.8]E requires pressing twice after pausing with character pannel up | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=116851 | samr85 | If you pause the game while you have the character pannel displayed, the pannel is closed automatically. After resuming, you need to press the "e" button twice to make the pannel appear again. | [
{
"author": "AceTen",
"content": "I think this is related to an issue I discovered while playing last night. The issue still appears in 2.0.9. \n \nThe issue seems to be caused by pausing the game while the player's inventory or other entity screen is open, such as for an Assembling machine or Inserter. Pau... | 4 | 2024-10-23T07:16:54-05:00 |
forum-topic-127379 | 127379 | [2.0.32] Pathfinding of train went wrong | Not a bug | https://forums.factorio.com/viewtopic.php?t=127379 | louci_im_netz | I was designing some blueprints and this happened, the item train was stopping at the chain signal to get around the loop, to it's destination.
On the way there are many "service stations" which all can be used to get around. In fact they all have been used before. But apparently the train wants to go to the only s... | [
{
"author": "",
"content": "This is working correctly, a stopped train has a lower penalty than a station not in schedule.",
"date": "2025-03-10T22:06:19+00:00",
"quotes": []
}
] | 1 | 2025-03-10T16:54:18-05:00 |
forum-topic-126350 | 126350 | have on_mod_item_opened return the itemstack as well | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=126350 | Quezler | I am running into an issue where a player can have several selection tools with a label inside their inventory, and i cannot tell which one the player tried to open.
I wish to store configuration data related to the item inside of it by mapping the number all items with label support and their descendants can have t... | [
{
"author": "",
"content": "There may not be an item if it was opened through the quickbar. So while it might be possible to add in the not-quickbar case, the quickbar case will still not work.",
"date": "2025-01-28T17:19:37+00:00",
"quotes": []
},
{
"author": "Quezler",
"content": "Hmm ... | 2 | 2025-01-26T15:14:32-06:00 |
forum-topic-100846 | 100846 | Desync issue w/mods (fixed) | Desyncs with mods | https://forums.factorio.com/viewtopic.php?t=100846 | sourpachfish | Every time me and my friend tries to join each other's worlds it keeps on giving us a desync error but when we play together a vanilla world it works fine. Its the same error over and over. The desync is constant
Link to Google drive Error File: https://drive.google.com/file/d/1pJcSNu ... sp=sharing
... | [] | 0 | 2021-12-05T13:36:13-06:00 |
forum-topic-124124 | 124124 | [2.0.x] broken save files and migrating things with illegal names for 2.0.x (e.g. items, entities etc.) | Already exists | https://forums.factorio.com/viewtopic.php?t=124124 | hgschmie | The 2.0.7 release notes contain this line: Restricted prototype names to only contain alphanumeric characters, dashes and underscores.
That is a bummer because I have a bunch of mods where, for 1.x, I used a prefix to differentiate its assets (items, entities, recipes, technology etc.) from other mods.
With the... | [
{
"author": "",
"content": "I think json migration allows all characters in the \"from\" side of migration. \n \nAs for \":\" character, it is one of those characters that we wanted the most to get rid of. There is a dump command that creates icons in files named after prototypes and \":\" on windows falls ... | 4 | 2024-12-09T16:21:11-06:00 |
forum-topic-110117 | 110117 | Desync with SE | Desyncs with mods | https://forums.factorio.com/viewtopic.php?t=110117 | illmaren | Hi
First sorry posting the issue here in the general bug reports section. Can't create a topic in the correct one. New Thread button does not exist there.
https://we.tl/t-LtuROnEWzZ
All of the Sudden I get Desync but only selective ones like I'm connected on the Server my Brother is not but cant connect beca... | [] | 0 | 2023-12-09T15:59:27-06:00 |
forum-topic-25685 | 25685 | Higher Volume Conveyor | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=25685 | zytukin | A Bucket conveyor to transfer items by the stack.
Video of it in action: https://www.youtube.com/watch?v=6_Wr-J9pkuo
Could add several pieces for building it:
A piece to 'dump' stuff from the buckets into a chest (ideally smart settable and connectable to networks)
A special type of block that can be fed by sev... | [
{
"author": "",
"content": "The idea of transporting bulk items is not new. But I like the title. \n \nMy keywords for this are: Cargobox, Cargo-box, Boxing, Stacking, Container. \nThere is not really the need to transport such items by belts, cause... \n \n \nMy favourite is this: \n viewtopic.php?f=6&t=79... | 4 | 2016-05-24T17:06:40-05:00 |
forum-topic-21634 | 21634 | [Whitelist|0.12.35|US] Whitelist Dedicated Server (OFFLINE) | Multiplayer | https://forums.factorio.com/viewtopic.php?t=21634 | NoPantsMcDance | Are you tired of those damned griefers? Are you looking for a more permanent home for your factorio endeavors? Well here at SUG we have the solution. It's called Whitelist Multiplayer. Just fill out the application below and if you meet our requirements you're in! If you're new on the forums you won't be able to PM. Yo... | [
{
"author": "chasepro123",
"content": "How long have you been playing factorio: 1 Week \nHave you read and agree to our rules: yes \nMy IP i will PM you it \nMy Ping to the server https://gyazo.com/6f3d7a0ab094aee0bba8aec5b02a27b7",
"date": "2016-03-16T09:01:01+00:00",
"quotes": []
},
{
"au... | 19 | 2016-03-16T03:32:51-05:00 |
forum-topic-115785 | 115785 | [Download API] 403 Forbidden trying to download with token | Technical Help | https://forums.factorio.com/viewtopic.php?t=115785 | asdff45 | Starting yesterday (Saturday, 5th October 2024) the download api is always returning Error 403-Forbidden when downloading factorio with username and token to authenticate.
Funnily it still works when opening the link in a browser where you are already logged in (i guess it uses the cookie auth instead of the parameter... | [
{
"author": "",
"content": "Sorry, I'll fix this tomorrow. For now you can work-around this by using the latest, stable, or experimental in place of 1.1.110 (all point towards 1.1.110 at the moment.)",
"date": "2024-10-06T18:40:41+00:00",
"quotes": []
},
{
"author": "",
"content": "Fixe... | 3 | 2024-10-06T09:40:11-05:00 |
forum-topic-83567 | 83567 | Supporting the creation of mods that are incompatible with the base mod | Modding discussion | https://forums.factorio.com/viewtopic.php?t=83567 | Some modders around here may have tried creating a mod that is incompatible with the base mod. Maybe just for fun, maybe as a serious idea. Most likely you will have run into the game yelling at you that it needs an instance of xyz prototype or it wont load. So you have to create all those prototypes, just to test yo... | [
{
"author": "Hiladdar",
"content": "Thank you. I can see where this new capability will allow for more creative mods in the future, such as Sea Block. \n \nHiladdar",
"date": "2020-05-07T18:10:29+00:00",
"quotes": []
},
{
"author": "Rafiz",
"content": "I'm very happy about that I was ... | 2 | 2020-04-10T13:01:35-05:00 | |
forum-topic-125213 | 125213 | Do you manage excess inventory by item count or stack size? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=125213 | mooklepticon | I have a recycling setup that processes anything over 20k in logistics. It's a passive way to generate increased quality. This usually means plates and such.
The other day, I changed one to do anything over 100 stacks. Basically more than 2 chests full. (chest holds 48 stacks) the line started chewing thru all sorts... | [
{
"author": "Shulmeister",
"content": "Stacks ! With the filter combinator, recycle everything that takes up more than a chest full except when it's legendary !",
"date": "2025-03-02T10:09:09+00:00",
"quotes": []
},
{
"author": "Leo Felix",
"content": "Item count keeps essentials steady,... | 2 | 2024-12-27T13:43:47-06:00 |
forum-topic-109520 | 109520 | Help find a map scenario | Maps and Scenarios | https://forums.factorio.com/viewtopic.php?t=109520 | Terukio | Hi everyone!
I remember joining a game in the past where the scenario was you had this starting area, but to get other resources you had to progress upwards and defeat the biters in the area to secure the resources provided there. Space was limited so it was an interesting challenge. I can't for the life of me remem... | [] | 0 | 2023-11-04T12:39:05-05:00 |
forum-topic-112910 | 112910 | High-Throughput Exact-Items Train Loader (w/o Bots) | Railway Setups | https://forums.factorio.com/viewtopic.php?t=112910 | Builder_K | factorio-train-station-2.png (5.47 MiB) Viewed 3131 times
0eNrtXd1u47YSfpXCl6d2If6J5KJdYP//crkXix4UgZNoN0YdO5DlbfcUeYC+xbk5L9YnOZLtxLREijOkbK+SoGjRxMqYmhnODGe+Gf41OJsus+t8MisGT/4aTM7ns8Xgyb//GiwmX2bjafW74tt1NngymBTZ1WA4mI2vqp+yP6/zbLEYFfl4trie58XoLJsWg5vhYDK7yP4cPCE3Qy+RfDyZGn9Cb34bDrJZMSkm2XoRqx++nc6WV2dZXtK8+8t... | [
{
"author": "Tertius",
"content": "It's not clear for me how you fill and refill the chests. In your video, you just insert a few items manually and completely ignore this aspect. But that's vital for practical and automated use. It seems you intend shuffling items with some splitter contraption, then inser... | 10 | 2024-04-08T19:19:06-05:00 |
forum-topic-75403 | 75403 | Py Mods Patreon | PyMods | https://forums.factorio.com/viewtopic.php?t=75403 | pyanodon | Yes...several people wanted to contribute with the mods or just give me a tip for the work done. So, as some of you suggested, i created the patreon for you who wanna say more than thanks I will be more than pleased with your support.
Heres the link.
Thanks
Py | [] | 0 | 2019-09-07T09:20:54-05:00 |
forum-topic-83658 | 83658 | Factorio 0.18.x breaks pollution in Yuoki mods | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=83658 | ChurchOrganist | A couple of Saturdays ago, during my Yuoki Frostworld Twitch stream I noticed that the Yuoki miners on the coal outpost I had just built weren't producing pollution.
After the stream was over i did some investigation, and discovered in the 0.18.0 patch notes the following lines......
Now I knew that there could b... | [
{
"author": "YuokiTani",
"content": "Thanks ChurchOrganist ! \nI have included into the mod and uploaded with your corrections.",
"date": "2020-04-13T12:18:32+00:00",
"quotes": []
}
] | 1 | 2020-04-13T03:12:06-05:00 |
forum-topic-126300 | 126300 | Factorio Forums • Aquilo: heat pipe concrete | I'm still not sure whether it's overpowered, but I think you should have "heatpipe-concrete", i.e. a floor item that acts exactly like a heatpipe with the difference that you can build anything above on it. You connect it to overground heatpipes by placing a heatpipe on it, it only connects to neighboured concrete pipe... | [
{
"author": "",
"content": "That sounds like Underground heat pipe mod .",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Not exactly the same and a bit clumsy. - I think you can make a 90° turn like with belts, although it doesn't look good.",
"date": "",
"quotes": []
... | 8 | ||||
forum-topic-103934 | 103934 | copy-paste by blueprint should trigger an event | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=103934 | mami | I would like blueprinting over an existing entity to trigger the "defines.event.on_entity_settings_pasted" event https://lua-api.factorio.com/latest/eve ... ngs_pasted or otherwise it's own unique event. So for example, if I have two constant combinators with different settings, and I make a blueprint of one, and the... | [
{
"author": "BinarySpike",
"content": "I'm making a mod with signals that are treated as variables in a blueprint. Once the player updates the variables, they get resolved on the entities placed by the blueprint. \n \nIf the player uses \"shift\" and places the blueprint, there is currently no easy way to ... | 17 | 2022-10-29T15:19:57-05:00 |
forum-topic-123811 | 123811 | [2.0.24] Mines can create holes in space platform | Won't fix. | https://forums.factorio.com/viewtopic.php?t=123811 | boldviking | See title.
See picture.
Screenshot_2024-12-05_20-19-05.png (1.44 MiB) Viewed 3157 times
Can even start deleting platform from here.
To recreate.
Place mine.
Place Biter.
Wait.
BOOM.
Observe hole! | [
{
"author": "robot256",
"content": "I'm guessing this is intended or a minor issue. It still requires you to expend resources to build a solid platform, so you can't save platform tiles by blueprinting swiss cheese.",
"date": "2024-12-05T20:25:42+00:00",
"quotes": []
},
{
"author": "IsaacOsc... | 13 | 2024-12-05T13:22:47-06:00 |
forum-topic-127378 | 127378 | Interrupts stop working on space platforms | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=127378 | Zdendys79 | The problem is related to the inactivity condition, which loops (or stops at full time) and does not allow the timetable to continue.
Since then, all my trains in the depot have also stopped, even though they should go to free stations.
I am using the game without mods, the current version on Steam is 2.0.32. (build ... | [
{
"author": "Hares",
"content": "Could you provide a savefile that contains stuck platforms / trains?",
"date": "2025-03-10T11:56:44+00:00",
"quotes": [
{
"author": "Zdendys79 wrote: Mon Mar 10, 2025 11:53 am",
"content": ""
}
]
},
{
"author": "Zdendys79",
... | 7 | 2025-03-10T06:53:00-05:00 |
forum-topic-96528 | 96528 | Accounting for integrated production | Cheatsheets / Calculators / Viewers | https://forums.factorio.com/viewtopic.php?t=96528 | Laie | This is probably not really a gameplay question, yet I can't think of any other place to ask. Sorry about that.
And anyway, I should probably first explain what I mean by "integrated production": I noticed that most green circuits go into making red & blue ones. So I've built assembly lines that will make red & gree... | [
{
"author": "SoShootMe",
"content": "Sometimes you can get the numbers you need by looking at the breakdown of items being consumed. More generally, though I don't know if it really changes the \"tediousness\", the simplest approach I have found is to plan separate production areas separately. \"Ignoring\" ... | 1 | 2021-02-28T13:01:37-06:00 |
forum-topic-94715 | 94715 | 'Each on Red Circuit' and 'Each on Green Circuit' | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=94715 | Clockulator | TL;DR
Allow combinator and comparator to use 'Each on Red Circuit' and 'Each on Green Circuit' on the left and right sides of operand. (Where 'Each on Red Circuit' and 'Each on Green Circuit' would be new features). This would allow operations to be performed on multiple item types signalled on a circuit, between two ... | [
{
"author": "NotRexButCaesar",
"content": "+1 this would also make multiplying by stack size easier",
"date": "2021-01-21T01:40:40+00:00",
"quotes": []
},
{
"author": "",
"content": "This is an extended copy of similar requests from here \n viewtopic.php?p=526422#p526422 \n \n Nearly sam... | 7 | 2021-01-20T18:56:55-06:00 |
forum-topic-114548 | 114548 | Green circuits, from ore, beaconed, direct insertion, 140/s | Mechanical Throughput Magic (circuit-free) | https://forums.factorio.com/viewtopic.php?t=114548 | Tertius | To improve ups, I started developing some direct insertion builds for circuit production. This is what I created for green circuits. Input ore, output green circuits. It's aimed for practical use, so input is supposed to come from some train station.
Output is exactly 140/s, controlled by timed output inserters. The... | [] | 0 | 2024-07-30T07:45:59-05:00 |
forum-topic-125719 | 125719 | [2.0.28] Nvidia GPU only used when on X11 driver | Pending | https://forums.factorio.com/viewtopic.php?t=125719 | phro | When I launch Factorio on Steam (installed via Flatpak on Fedora Atomic Sway) with Steam launch options Code: Select all __NV_PRIME_RENDER_OFFLOAD=1 __GLX_VENDOR_LIBRARY_NAME=nvidia %command% and the video driver set to X11, Factorio is launched on the Nvidia GPU (albeit with some stuttering during the menu simulati... | [
{
"author": "Wicla",
"content": "Hi, \n \nCould this be related to viewtopic.php?f=29&t=119246&sid=b82768d ... 0f1c98b29c ? It starts correctly on Wayland outside of Steam but when started from Steam it (appears) to attempt to use nouveau (for me, maybe for you it falls back to intel?) instead. Try startin... | 2 | 2025-01-07T21:21:00-06:00 |
forum-topic-108921 | 108921 | Anyone else got hyped enough about space age that they had to dive into space exploration? | General discussion | https://forums.factorio.com/viewtopic.php?t=108921 | Mendel | I had almost forgotten about Factorio... Not having played it for like 3 years at least by now, but then I heard about space age expansion. Well. I had 1050 hours on Factorio.
I read the friday facts again and started to get hyped.. and I thought... the **** with it. I haven't tried space exploration, but now I would ... | [
{
"author": "aka13",
"content": "I was in the same boat, and at around 700 hours inside SE I got bored. I managed to get to tier 2 of all science packs, but it became a slog before that. \nAll the sideplanets and side-ressources are the same, set up remote outpost, plop down rail grid, plop down macerators,... | 17 | 2023-09-26T11:05:33-05:00 |
forum-topic-114810 | 114810 | MacOS startup crash. | Technical Help | https://forums.factorio.com/viewtopic.php?t=114810 | Artemiy12 | __/graphics/shaders/sprite.psh as ps_4_0:_core_/graphics/shaders/sprite.psh:25:17: E5000: syntax error, unexpected NEW_IDENTIFIER,expecting ')' or ','
Currently, I am experiencing an issue with the Steam client on my MacBook Pro M2 macOS Sequoia 15.1 beta 2. Previously, I was able to play the game without any problem... | [
{
"author": "Orr",
"content": "I am also experiencing the same problem on macOS Sequoia 15.1 Beta 2 but on a MacBook Pro M3 Pro. The standalone version of the game works but the Steam version will not launch. Could you please show me in which log file you found that error so I can confirm I am getting the e... | 12 | 2024-08-14T09:46:06-05:00 |
forum-topic-54095 | 54095 | Factorio Server Launcher [Windows Tool] | Multiplayer / Dedicated Server | https://forums.factorio.com/viewtopic.php?t=54095 | limmek | Hello everyone!
I was looking for a dedicated server tool to suit my needs, but unfortunately i couldn't find any so i decide to make one my one.
Factorio Server Launcher is a tool to run a Dedicated Factorio server.
This tool allow you to host a dedicated server on the same machine the game is running and still... | [
{
"author": "Corbinm3",
"content": "Your dedicated server launcher is really great! The only issue I have is that the mods don’t seem to load. I can’t seem to figure it out. I have them in the appdata directory under mods, I can load them fine in a normal multiplayer game but I can’t get them to load throug... | 13 | 2017-11-19T16:17:31-06:00 |
forum-topic-100811 | 100811 | Request: Option for slower speed and higher fuel consumption while operating | F.A.R.L | https://forums.factorio.com/viewtopic.php?t=100811 | FuryoftheStars | Hi Choumiko,
Not sure if you're still around/supporting this?
Was wondering if you could add optional settings that could make it so the farl locomotive, while operating/laying rails, has a lower max speed and increased fuel consumption (all configurable)?
I saw a mention about there already being an undocumen... | [] | 0 | 2021-12-01T12:20:13-06:00 |
forum-topic-4398 | 4398 | [outdated?] Minimum Automated Logistic T3 Tech | Archive | https://forums.factorio.com/viewtopic.php?t=4398 | Daeron | Hi,
Since I began playing this game, I've always had trouble knowing exactly how many transportways I should have for each ressource, and where to head them in order to fully automate the technology research process.
In order to finally get around the numbers and the geographic placement of all that, I compiled a s... | [
{
"author": "MtNak",
"content": "Wow! This is extreamly helpful! Thank you very much! \n \nI will download it and try to expand it to every component in the game.",
"date": "2014-06-17T22:21:59+00:00",
"quotes": []
},
{
"author": "Daeron",
"content": "You're welcome \n \nTry to keep t... | 4 | 2014-06-17T15:56:13-05:00 |
forum-topic-125194 | 125194 | Quality roboports should have a higher impact on charge time. | Implemented in 2.0 | https://forums.factorio.com/viewtopic.php?t=125194 | FitterSkippy | I've only made it was far as rare quality so far, but I've done quite a bit to upgrade most of my infrastructure to rare everything including my logistics network. With rare roboports and rare construction bots, I don't feel like the charge time scales properly between roboports and bots with the time and resources inv... | [] | 0 | 2024-12-27T05:21:25-06:00 |
forum-topic-121846 | 121846 | Request items from a particular space platform to planet | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=121846 | dspyz | I built a whole bunch of space platform foundation on Fulgora, thinking I could just build a new ship in orbit there. When I discovered how difficult it was to deal with the asteroids and also how much stuff I would need, I gave up and decided to ship all the foundation I'd built to Nauvis to build the ship there inste... | [] | 0 | 2024-11-17T09:09:36-06:00 |
forum-topic-114088 | 114088 | The "Mega Cities" / "Trade Cities" server abuses reset API | Multiplayer | https://forums.factorio.com/viewtopic.php?t=114088 | bits-orio | Dear devs,
I would like to report an issue which is kinda in the grey area. Devs probably doesn't care about it, but it puts a sour taste in my experience of multiplayer lobby.
There is this server that goes by "Mega Cities" or sometimes as "Trade Cities". It abuses the `reset_time_played` API to artificially rem... | [
{
"author": "sOvr9000",
"content": "Oh! That was my server. That must be part of the scenario code, which I didn't write. Sorry. The new scenario that my server runs is written by me, so it won't have any weird \"time played\" exploit.",
"date": "2024-07-11T19:17:49+00:00",
"quotes": []
},
{
... | 2 | 2024-06-29T16:20:40-05:00 |
forum-topic-117478 | 117478 | [raiguard] [2.0.10][Linux] Game crash when AFK in Wayland | Pending | https://forums.factorio.com/viewtopic.php?t=117478 | OADINC | Hi all,
first of I'm loving Space Age so far.
I was hosting my save and went AFK for a few minutes, when I came back, my screen had locked and after logging in I found it had crashed.
Now due to me being AFK I don't know if it crashed due to the screen locking (al tough I'm pretty sure Factorio would keep my deskt... | [
{
"author": "",
"content": "We have updated SDL in the time since you reported this. Can you test again and see if it still happens?",
"date": "2025-01-22T01:17:25+00:00",
"quotes": []
},
{
"author": "OADINC",
"content": "I'll try it later today or tomorrow and keep you updated with the ... | 3 | 2024-10-25T14:03:58-05:00 |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.