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25
forum-topic-126989
126989
[StrangePan][2.0.35] little grey bar top right of the main menu screen
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=126989
Quezler
reproduction steps: - launch the game with default settings (that includes menu simulations)
[ { "author": "", "content": "Thanks, should be fixed in 2.0.36", "date": "2025-02-20T16:58:29+00:00", "quotes": [] } ]
1
2025-02-20T08:42:08-06:00
forum-topic-104277
104277
Need help for content creator
Spread the Word
https://forums.factorio.com/viewtopic.php?t=104277
valentin_kfc
Hello! So my friend is a content creator (YouTuber) and he recently messaged press@factorio.com about the review key, altho he didn't get any feedback. Is there any information or even schedule maybe when is he going to get a reply?
[ { "author": "", "content": "Hi valentin_kfc, sorry for the late response. If your friend still hasn't got any answer, I would advise them to retry writing to that address and plead their case. There's little chance you get a meaningful answer on this kind of topics on this forum (at least different from the...
1
2022-11-30T14:37:45-06:00
forum-topic-69187
69187
[MOD 0.17] Industrial Revolution
Mods
https://forums.factorio.com/viewtopic.php?t=69187
Deadlock989
Mod portal link: Industrial Revolution License Industrial Revolution is licensed under Creative Commons BY-NC-ND 4.0 , which restricts you to non-commercial use, and places other restrictions on the publication of works derived from it. Credits and acknowledgement Coded by Deadlock989. Code assistance f...
[ { "author": "Deadlock989", "content": "[updated]", "date": "2019-04-07T22:21:42+00:00", "quotes": [] }, { "author": "MakeItGraphic", "content": "Awesome, I saw some of your gfx in the bug reports, great looking stuff!", "date": "2019-04-08T16:28:55+00:00", "quotes": [] }, { ...
19
2019-04-07T17:20:34-05:00
forum-topic-124608
124608
[boskid][2.0.26] desync right after doing some modded platform building
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=124608
Quezler
I was alone on the server when it happened, i moved the collector setup up by two so i could fit more laser turrets. The screenshot is from during the desync, the video file (which you'll have to rename) shows me trying to replicate what i did sometime after the latest autosave. I tried to replicate it twice on t...
[ { "author": "Quezler", "content": "the autosave and desync report didn't seem to have been attached to the main post, let me try reuploading them:", "date": "2024-12-17T11:45:52+00:00", "quotes": [] }, { "author": "Quezler", "content": "hmm desync report didn't want to get posted again, ...
7
2024-12-17T05:44:50-06:00
forum-topic-64524
64524
Mods localization helper (for mods hosted on github)
Development tools
https://forums.factorio.com/viewtopic.php?t=64524
diraria
I've written a helper for simplifying mods translation by providing synchronization between mod repository (on GitHub) and Crowdin . Synchronization is two-way, which means that: changes of english strings on github mod repository are automatically applied to crowdin new or updated translations on crowdin are...
[]
0
2019-01-21T11:04:48-06:00
forum-topic-127300
127300
My first ever combinator creation
Combinator Creations
https://forums.factorio.com/viewtopic.php?t=127300
Nukecleobrine
This is my first ever combinator creation! i wanted something that counted the amount of items my green circuit design would need per second so i made this! its really overboard but i wanted to see the amounts without using mods like nixitubes and stuff but the display panels worked perfectly. it also shits the amou...
[ { "author": "Nukecleobrine", "content": "sorry the blueprint in my first post it the broken version. \n \n \nhere is the fixed one. \n \n 0eNrtXW1v2zgS/iuCgAN2D2pXfJUUXA/YHu5DPxywKPqtFwSOrSRCbdlnyc0GRf77cYaU7WadTUw63YodLLbhi0QOH1HPDMnR+Et6Od/Uq3XT9unZl3RWd9N1s+qbZZuepe/6epFMl5u2r9dZ0vQ23ZlUvejSLG2my7ZLzz5+S...
1
2025-03-06T08:43:33-06:00
forum-topic-118869
118869
Add weight calculation documentation
Resolved Requests
https://forums.factorio.com/viewtopic.php?t=118869
SWeini
Planning tools that work only on data stage (e.g. YAFC) need a way to replicate the weight calculation, but the little information given is not enough to explain what is going on. Example that might involve some rounding electronic-circuit 1x iron plate (1000) 3x copper cable (250 each) ingredient_to_weight_coef...
[ { "author": "thesixthroc", "content": "+1", "date": "2024-11-18T01:35:20+00:00", "quotes": [] }, { "author": "DaleStan", "content": "Bumping this: I thought I understood how weight calculation works, but when multiple recipes produce the same item (e.g. limestone in Py's mods) Factorio d...
6
2024-10-31T12:54:35-05:00
forum-topic-10222
10222
Improvement of crafting queue
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=10222
krayziez
For the link-list of this topic see down! -- ßilk I can't believe these haven't been implemented yet. 1) When an item is in the toolbox, and when crafting something that requires that item as one of the ingredients, then do NOT take away that item to craft the current item. Example: Normal inserter. Many things r...
[ { "author": "", "content": "Maybe could you find a echo to your suggestions in these posts : \n https://forums.factorio.com/forum/vie ... e+building \n https://forums.factorio.com/forum/vie ... 387#p54387 \n https://forums.factorio.com/forum/vie ... 731#p43731 \n https://forums.factorio.com/forum/vie ... il...
19
2015-05-01T13:51:13-05:00
forum-topic-122465
122465
[2.0.21] - SpacingItem - (u)int32_t
Resolved Requests
https://forums.factorio.com/viewtopic.php?t=122465
Aronson
The prototype definitions for SpacingItem in the 2.0.21 version have the new SpacingItem type with properties index of type uint32_t and spacing of type int32_t. Likely a bug and the _t suffix should be removed?
[ { "author": "", "content": "This was fixed at some point.", "date": "2025-03-14T17:51:57+00:00", "quotes": [] } ]
1
2024-11-21T21:09:53-06:00
forum-topic-117527
117527
Attachment disappears after submitting a post
This Forum
https://forums.factorio.com/viewtopic.php?t=117527&p=625434
grossws
I attached two screenshots in a new message in viewtopic.php?f=194&t=100614&start=300 and preview shows both attachments inline just fine. After submitting a post unmoderated preview shows only one attachment and while user control panel's attachments lists both attachment meta only one image is available (same a...
[ { "author": "", "content": "I can see both of your screenshots right now.", "date": "2024-10-26T09:50:06+00:00", "quotes": [] }, { "author": "grossws", "content": "Yeah, I too see both now. Idk what it was. But it was more or less persistent. When I saw the issue I edited the post, remov...
8
2024-10-25T18:18:37-05:00
forum-topic-74236
74236
[closed] [solved] error on startup after update 0.17.62->63
Yuoki Industries
https://forums.factorio.com/viewtopic.php?t=74236
Kupferdrache
My heavy moded game has a hickup after todays Factorio update Code: Select all 159.537 Error ModManager.cpp:1323: Error while loading entity prototype "ye_tranport_tube_orange" (transport-belt): Sprite definition can't be empty table. and here the loaded mods: Code: Select all 159.080 Checksum for core: 40107...
[ { "author": "Ringkeeper", "content": "screenshot in the Bug Thread: \n viewtopic.php?f=70&t=26833&start=80#p449161", "date": "2019-08-07T18:50:55+00:00", "quotes": [] }, { "author": "Kupferdrache", "content": "yeah, is the same Bug, only that it effects in my save SpaceX as well. \n \nI ...
4
2019-08-07T01:26:23-05:00
forum-topic-125585
125585
Proof that Factorio is deterministic
Show your Creations
https://forums.factorio.com/viewtopic.php?t=125585
Tertius
This is the proof why Factorio is indeed deterministic: there is no interference pattern at the screen. (the screen are the lamps at the left, not the belt area in front. Those have a pattern due to the moire effect with image resizing) This setup in general can also prove some fish are faster than other fish a...
[ { "author": "mmmPI", "content": "Uh ? I wish i understand what is the proof there x) Maybe a bit more explanation is required ? \n \nI had made this setup some time ago : 112735 , lightning lamps based on \"random\" number. And i could \"see\" when/if there was pattern in the lamps, which gives an indicat...
7
2025-01-04T15:59:12-06:00
forum-topic-99473
99473
How to know if locomotive is trying to accelerate in manual control?
Modding help
https://forums.factorio.com/viewtopic.php?t=99473
Rafiz
I mean, there is "unreliable" method to check if train was moving and if it is moving now. But the problem is with for example 40 wagons this method won't work. It will think train is not trying to accelerate, because game will change train speed from 0 to 0. How do I reliably know if train is trying to accelerate? ...
[ { "author": "PFQNiet", "content": "Does player.riding_state.acceleration not give you this information?", "date": "2021-08-01T12:15:56+00:00", "quotes": [] }, { "author": "Rafiz", "content": "Edit : I found this one : https://lua-api.factorio.com/latest/Lua ... ding_state it's even bet...
2
2021-08-01T06:34:42-05:00
forum-topic-27805
27805
Suggestion around Game-Internal Mods-Handling/Mods-Management
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=27805
Mods: Game- Mod ification s , has nothing to do with modules. ( See also https://en.wikipedia.org/wiki/Mod_(video_gaming) ) First a quote: I want to distinct that from suggestions around the new mod-portal. Suggestion for the mod-portal should go to viewforum.php?f=189 Mod portal Discussion. For that the...
[ { "author": "", "content": "Double click to toggle is already implemented.", "date": "2016-07-01T09:14:46+00:00", "quotes": [] }, { "author": "hoho", "content": "Being able to install several new mods before restarting the game is also quite popular request.", "date": "2016-07-01T09:...
8
2016-07-01T03:57:12-05:00
forum-topic-113706
113706
[Music-clip] Funky Lad Engineer
Fan Art
https://forums.factorio.com/viewtopic.php?t=113706
mmmPI
FLE-Drone-POV.mp4 (38.67 MiB) Downloaded 89 times Drone POV after landing on a planet who visibly is already home to some dj engineer, still searching for the source of the music .... ( wobbly camera warning ) Video made with FL Studio ZGameEditor Visualizer plugin Effect author credits: Dry Rocky Gorge ...
[]
0
2024-05-31T14:33:52-05:00
forum-topic-18284
18284
(0.13.4) MoSkin 1.2.0
MoMods
https://forums.factorio.com/viewtopic.php?t=18284
ludsoe
This isn't a normal Mod. I'm Releasing this as my own way to get the developers to change textures/naming of items in game to something more immersive. (Because immersion is everything? Am I right. ) ModListing: https://mods.factorio.com/mods/ludsoe/moskin Download: http://www.mediafire.com/download/8hbrn .....
[]
0
2015-12-09T17:21:25-06:00
forum-topic-119186
119186
Suggestions for adding asphalt surfaces to modpacks
Bob's mods
https://forums.factorio.com/viewtopic.php?t=119186
ReginaldHarker
When you visit an actual factory, it's clear that the vehicles—such as trucks and forklifts—typically navigate on asphalt surfaces rather than concrete. This is an important detail that adds to the realism of an industrial setting. While the structures themselves may be built from concrete, the ground where heavy machi...
[]
0
2024-11-01T20:22:58-05:00
forum-topic-121836
121836
[2.0.19] Trash Artillery Shells
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=121836
lordfwahfnah
Hi, i noticed that you can't just Shift/Ctrl-Click the Artillery Shells out of you Inventory. It says that all the Ammo Slots are full. I know that Shift+Click on Ammo doesn't trash, but rather filles up the Ammo Slots for the Weapons, but since there is no handheld Artillery Cannon, i would expect to be trashed ins...
[]
0
2024-11-17T08:20:48-06:00
forum-topic-118849
118849
Factorio Forums • Large logistic networks in 2.0
I've been playing 1.x for so long that I've developed the habit of using bots as a last resort, just to inject some challenge back into things. I decided to let go of all my preconceived notions, as much as possible, for SA and just go at it like a new player taking the easiest and fastest path through. I can do the se...
[ { "author": "", "content": "Same as before for the guidelines, that's what work best.", "date": "", "quotes": [] }, { "author": "", "content": "I always read those improvements as making large bot networks \"less bad\" rather than good. The biggest change is that you can use the new robo...
9
forum-topic-94487
94487
3x3 Chunk Modular Base Blueprints
Medium/Big/Gigantic Sized Structures
https://forums.factorio.com/viewtopic.php?t=94487
cbass
Here is my first pass at creating 3x3 chunk factories. I've drawn inspiration from some of the prints available on factorioschool/factorioprints, but for the most part these are my own creations. I'd love any feedback on it. All structures have the 3x3 chunk outlines to provide roboport support. Each stamp structur...
[ { "author": "Gummiente27", "content": "While I am looking for some modular blueprints with trains I noticed that some of your blueprints have relative and others have absolute raster chosen., that looks like a bug to me. \n \n(However I wll not use your design as I am looking for someone who integrated trai...
2
2021-01-16T08:00:00-06:00
forum-topic-118468
118468
[boskovarexid] [2.0.12] Undo of pole deletion doesn't remove direct circuit connection
Won't fix.
https://forums.factorio.com/viewtopic.php?t=118468
doktorstick
The attached screenshot shows the result after the undo. I'll describe how it got there in prose. Initial condition was green wire connections: far left chest -> electric pole -> station . I deleted the electric pole and the green wire from the station automatically connected to the far left chest. I then undid the po...
[ { "author": "", "content": "Hello, thanks for the bug report. \nIt is now fixed for the 2.0.39. \nTo be able to fix this properly, we had to make a change, that marking electric poles for deconstruction will also immediatelly disconnect all the wires. This is to be able to store all the wires changes into t...
10
2024-10-29T16:29:12-05:00
forum-topic-71921
71921
my balanced train unloader
Railway Setups
https://forums.factorio.com/viewtopic.php?t=71921
massa84
0eNrtXd1uI7cVfpVA19aGh+TwZ+9SNGiLpgmQtFfBwpDtye4gtmRI8mIXCz9A36N9sT5JR7J3reWQM+c7GV8MPDcJ1pLOkOeH8/Hw8HyfFhfXd/Xttlnvzy82m98Xrz89/WW3eP3ryT8PnzWXm/XDn3fN2/Xq+vC3/cfbevF60ezrm8XZYr26Ofxrv1016+Vuv7ld3J8tmvVV/WHxmu7PBn9Yf7jd1rvdshWw3t1utvvlRX29PxGis0LeN9v9XfuXL3IevrH84eSX5v7N2aJe75t9Uz9M4viPj+fru5uLetuO7+nX+9Xl78tmvau3+/a...
[ { "author": "coppercoil", "content": "Are yellow splitters necessary?", "date": "2019-06-12T11:53:17+00:00", "quotes": [] }, { "author": "disentius", "content": "helps with balancing. \n3x yellow -> 1x blue", "date": "2019-06-12T22:20:25+00:00", "quotes": [] }, { "author"...
5
2019-06-11T16:29:24-05:00
forum-topic-127347
127347
servers are not responding
Technical Help
https://forums.factorio.com/viewtopic.php?t=127347
sequencer
~$ traceroute dl-mod.factorio.com traceroute to dl-mod.factorio.com (109.61.88.175), 30 hops max, 60 byte packets 1 192.168.1.1 (192.168.1.1) 1.041 ms 3.167 ms 3.274 ms 2 185.227.214.2 (185.227.214.2) 7.755 ms 7.872 ms 7.706 ms 3 10.14.7.45 (10.14.7.45) 21.740 ms 21.871 ms 21.998 ms 4 10.0.32.9 (1...
[ { "author": "sequencer", "content": "solved", "date": "2025-03-10T03:39:07+00:00", "quotes": [] } ]
1
2025-03-08T16:08:15-06:00
forum-topic-85598
85598
Nauvis Post Collapse 2.0 will incorporate and build on SE // Discord Server:https://discord.gg/NTJF88UWhC - Page 2
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=85598&start=20
squiddog
I can't wait!
[ { "author": "lilstrip", "content": "Oh you will have to lol. Things are getting really busy but I might do a collaboration with the mod maker of space exploration and we discussed about some insane ideas which have to do. It's so really good stuff but Earendel isn't fully sure if he wants to do that collabo...
19
2020-06-03T17:27:04-05:00
forum-topic-57749
57749
Yuoki Ores with Angel Mods
Yuoki Industries
https://forums.factorio.com/viewtopic.php?t=57749
YuokiTani
Thanks to foodfactorio and steinio for this informations. links: viewtopic.php?f=185&p=337751#p337751 viewtopic.php?f=185&t=19652&p=337980#p337980
[]
0
2018-02-12T03:03:07-06:00
forum-topic-113703
113703
[1.1.107] Unable to update to 1.1.108 "changelog-switch.txt has unexpected content"
Technical Help
https://forums.factorio.com/viewtopic.php?t=113703
Amarula
Unable to update: Screenshot from 2024-05-31 10-07-15.png (27.83 KiB) Viewed 800 times Copy of changelog: changelog-switch.txt (11.93 KiB) Downloaded 43 times The usual suspects: factorio-current.log (6.88 KiB) Downloaded 60 times
[ { "author": "", "content": "There was a previous post about this, and it worked after trying to update for a third time.", "date": "2024-05-31T14:21:26+00:00", "quotes": [] }, { "author": "Amarula", "content": "4th time was the charm for me. Thanks Loewchen.", "date": "2024-05-31T14:...
4
2024-05-31T09:12:36-05:00
forum-topic-124708
124708
Make TreePrototype inherit from EntityWithOwner.
Won't implement
https://forums.factorio.com/viewtopic.php?t=124708
MichaelMichael
Tree prototype currently inherits from EntityWithHealth only, plants the player are farming are inherited from trees. Plants as entities can never be modded to have a quality value due to this. While I appreciate devs don't want quality plantables on base game, it should be at least _possible_ to mod in. Currently ...
[ { "author": "", "content": "As the title is stated, that is a Wont implement. \n \nReasons why Tree will not inherit from EntityWIthOwner: \n1/ EntityWithOwner adds couple of data: it binds entity to a specific force, it knows who was last touching it, knows the quality of entity, gets a unit number assigne...
2
2024-12-18T17:56:38-06:00
forum-topic-21265
21265
Songs to Factorioize by - Page 3
Off topic
https://forums.factorio.com/viewtopic.php?t=21265&start=40
blazespinnaker
Yes, industrial, exactly what I was thinking and was coming here to post to off topic. Great for DW Marathon play. I am not a huge industrial fan, but certain moods and activities call for it. Factorio is one of them. I really dislike the factorio sound scape, to be honest. I had to disable the music as it ...
[ { "author": "NotRexButCaesar", "content": "Me, who listens to canon in D major:", "date": "2021-01-19T02:51:41+00:00", "quotes": [] }, { "author": "Kalanndok", "content": "That's something especially for the moment when the artillery train just arrives at its battle station: \n Ode an di...
19
2016-03-10T13:25:00-06:00
forum-topic-66582
66582
[Fixed][0.17.4] Pollution factor setting or map string don't work
Not a bug
https://forums.factorio.com/viewtopic.php?t=66582
catpig
Hello, after hundreds of hours my first noteworthy bug Since I can't find a good way to explain the bug I'll just skip straight to the steps to reproduce. This is on 0.17.4, German Win10-64, game language English. Steps to reproduce: - Start the game, click play, click new game - Import this map exchange stri...
[ { "author": "", "content": "Hello, thanks fo rthe report, I tried to reproduce it, but I couldn't. There is some chance that it was alreedy fixed.", "date": "2019-03-18T14:20:07+00:00", "quotes": [] }, { "author": "catpig", "content": "Sorry for the late reply, I had wrong (for me) forum...
2
2019-03-03T13:01:00-06:00
forum-topic-127491
127491
[2.0.41] Factorio prevents monitor turning off on windows lockscreen
Not a bug
https://forums.factorio.com/viewtopic.php?t=127491
Myrdamo
I often leave Factorio running in the background to grind out more productivity research levels, but my monitor will not automatically turn off while Factorio is running, even while on the Windows lockscreen. I'm fine with the computer not going to sleep, just the displays turning off would be great. I think this is...
[ { "author": "", "content": "Thanks for the report. This is Not a bug.", "date": "2025-03-14T18:55:01+00:00", "quotes": [] }, { "author": "", "content": "Specifically, Factorio tells the operating system that an active display-required program is running using https://learn.microsoft.com...
2
2025-03-14T12:03:45-05:00
forum-topic-122236
122236
Factorio Forums • How to deal with bioflux spoiling mid-swing?
I'm having issues with inserters picking up bioflux, it spoiling mid-swing, and then the inserter can't stick the spoilage into the destination. This causes the inserter to hang trying to insert spoilage. At first I thought I could just use another inserter with a spoilage filter to access the spoilage in the hand ...
[ { "author": "", "content": "Can you share a picture of your set up?", "date": "", "quotes": [] }, { "author": "", "content": "The only way to really deal with it is to make sure bioflux is used quickly enough. Avoid long pile up of bioflux anywhere. Limit production to meet demand with s...
10
forum-topic-109429
109429
Is the adamo.lua config still valid?
Resource Spawner Overhaul
https://forums.factorio.com/viewtopic.php?t=109429
Adamo
Hey, I'm reviving my mods. Is the config in adamo.lua still valid? Trying to figure out why it's not spawning natural gas at the starting location in some cases. Also wanted to make sure the simplesilicon.lua doesn't need any updates. I can update them, just trying to figure out if that's the problem first.
[]
0
2023-10-29T21:07:33-05:00
forum-topic-121205
121205
[raiguard][2.0.17] Crash on game start (Linux Steam)
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=121205
Illiander42
Game doesn't even get to the splash screen. Other games work fine, fullscreen and windowed. No mods are currently enabled except Space Age (all three) Independent install works fine, so this is a steam intergration issue. Code: Select all Factorio crashed. Generating symbolized stacktrace, please wait ... ...
[ { "author": "ealrann", "content": "Same here, on Archlinux. \nIt happened last week after a Steam update, I suppose they updated their runtime. \n \nRunning the game from the standalone version (downloaded from factorio.com) works perfectly, But impossible to run it from steam. \n \nHere's the console lo...
5
2024-11-12T17:53:54-06:00
forum-topic-23787
23787
Factorio Train Automation tutorial (Parts 1-3)
General discussion
https://forums.factorio.com/viewtopic.php?t=23787
grays42
Hi there! I'm reddit user /u/Grays42, and over the past week and a half I have been working on a complete introduction to trains. This is a comprehensive tutorial that will take a complete train novice all the way through to understanding and building a functional rail network. I've been working with the redditors o...
[ { "author": "grays42", "content": "It is currently posted to reddit here: \n https://www.reddit.com/r/factorio/comme ... ts_23_and/ \n \nPart 1: Novice (Stations, Signals, and Blocks) \n http://imgur.com/a/PVL6I/all \n \nPart 2: Apprentice (Intersections, Chain Signals) \n http://imgur.com/a/hetKX/all \n \n...
4
2016-04-16T17:40:18-05:00
forum-topic-126837
126837
[Question] Setting Player Entity Armor/Weapon Slots Like Vehicles?
Modding discussion
https://forums.factorio.com/viewtopic.php?t=126837
DwarfTech
As the title asks, I'm curious if the character entity can have its armor slot and/or weapon slots set to a defined, non-removable item, much in the same way cars/tanks come with their own non-removable weapon. Is this something unique to the car prototype, or can it be used by the character prototype as well?
[]
0
2025-02-14T05:57:42-06:00
forum-topic-109111
109111
[Idea] Circuit network connectable object that pauses game
Ideas and Requests For Mods
https://forums.factorio.com/viewtopic.php?t=109111
pointa2b
Why With the upcoming expansion and the vast amount of material processing required for quality, megabases and advanced research, a lot of people will be running the game AFK. Despite the huge benefit this brings, it comes with an obvious problem: entropy! We all know the variety of ways a base can grind to a halt ...
[ { "author": "Qon", "content": "A great idea! I could use this for making debugging breakpoints in my circuits as well, without adding massive and complicated ways to partially pause the execution of the combinator network that doesn't really work anyways since it can't stop all combinators and the interacti...
11
2023-10-09T12:24:27-05:00
forum-topic-118528
118528
[2.0.14] Dragging belt through power poles builds half undergrounds when done over blueprint
Duplicates
https://forums.factorio.com/viewtopic.php?t=118528
grossws
Env: Factorio SA 2.0.12 Reproduction: 1. import and place blueprint (without bots/instant build) 2. build power poles 3. drag belt through poles over blueprint, only half undergrounds are built 0eNqlle9ugyAUxd/lfqaNIGj1VZpm8c9NQ6JgELYZ47sP22RbVu0g/UQA7+94TzgwQ905HIxUFsoZZKPVCOV5hlFeVdWta6rqEUqwplLjoI091NhZW...
[ { "author": "", "content": "viewtopic.php?f=7&t=118408", "date": "2024-11-01T16:21:29+00:00", "quotes": [] } ]
1
2024-10-29T21:20:55-05:00
forum-topic-58794
58794
[0.16.30] Extreme lag at max zoom level with biters
Not a bug
https://forums.factorio.com/viewtopic.php?t=58794
Since updating to 0.16.30, I have been experiencing severe lag spikes when fully zoomed out whilst fighting biters. It also happened once when I was just riding in my train, with no biters in sight. Something in the actual game render begins to take forever, according to the debug screen. Here is a video I took o...
[ { "author": "", "content": "Thanks for the report. A 660ti isn't powerful enough (doesn't have enough VRAM) to run high res graphics. You'll need to turn the graphics quality down to normal or deal with the slowdown.", "date": "2018-03-17T16:25:08+00:00", "quotes": [] }, { "author": "", ...
5
2018-03-17T11:17:08-05:00
forum-topic-127257
127257
Version 2.0.38
Releases
https://forums.factorio.com/viewtopic.php?t=127257
Changes Space platform "request missing materials for construction" will no longer request items for entity ghosts which can't yet be built. ( 122185 ) This should help to prevent over filling of hubs while larger platforms are being built. Increased minimum sprite atlas size to 4096 even when sprite resolution i...
[ { "author": "Hares", "content": "107796: Infinity Cargo Wagon and Infinity Fluid Wagon", "date": "2025-03-04T12:53:22+00:00", "quotes": [ { "author": "FactorioBot wrote: Tue Mar 04, 2025 12:35 pm", "content": "" } ] }, { "author": "Hares", "content": "\"Fi...
14
2025-03-04T06:35:22-06:00
forum-topic-119096
119096
[MOD 2.0] Quality Down-Binning
Mods
https://forums.factorio.com/viewtopic.php?t=119096
AssaultRaven
https://mods.factorio.com/mod/quality-down-binning Trying for Rare's but getting your smelters clogged up with Uncommons, that you can't even throw into infinite technologies because you don't have an entire duplicate factory for Uncommon inputs? Then this mod is the solution for you! Take after the example of re...
[ { "author": "Quezler", "content": "hi, i had an user request such a functionality on one of my many quality mods: \n https://mods.factorio.com/mod/awesome-s ... 7a3f2e27fa \n \nnear the end he mentioned the existence of such a mod, i didn't have enough time on my hand to write a new one but i did have enoug...
2
2024-11-01T12:08:16-05:00
forum-topic-115591
115591
Space Age wallpaper
Off topic
https://forums.factorio.com/viewtopic.php?t=115591
DadadaBatman
Hello! I'm looking for Space Age wallpapers. Specifically one that says Space Age. There are some screenshots here (the first one): https://www.factorio.com/blog/post/fff-418 but they are kind of zoomed in. They "end screen" https://www.youtube.com/watch?v=gPVpBgc5xVk here is good. My sons birthday is october...
[ { "author": "", "content": "There are some nice screenshots on Steam, the space platform is my personal favorite: https://steamdb.info/app/645390/screenshots/", "date": "2024-09-28T10:52:11+00:00", "quotes": [] }, { "author": "DadadaBatman", "content": "I see. They are good but none of ...
3
2024-09-28T01:41:33-05:00
forum-topic-115733
115733
Friday Facts #431 - Gleba & Captivity - Page 4
News
https://forums.factorio.com/viewtopic.php?t=115733&start=60
Bi0nicM4n
*sees the flying machine inject itself into a spawner* "...Are we the baddies?" Gotta say, the spawner capture mechanic looks disturbing (in a good way). It's as if our engineer originates from Stroggos from Quake 2
[ { "author": "wizcreations", "content": "I keep seeing beacons placed adjacent to each other. What happened to the beacon nerf that required them to be spaced out?", "date": "2024-10-04T14:21:10+00:00", "quotes": [] }, { "author": "CyberCider", "content": "There was no “nerf”, it was a re...
19
2024-10-04T06:00:06-05:00
forum-topic-126740
126740
[2.0.34] Low powered inserter fails to return when dropping in wagon
Won't fix.
https://forums.factorio.com/viewtopic.php?t=126740
Hares
Steps to Reproduce Make an inserter from a circular straight (full & stacked) belt to wagon Underpower it (minimal power mode) Expected: One of the following Inserter can't grab items from belt Inserter works but very slowly Actual: Inserter grabs item from belt Inserter drops item from ...
[ { "author": "", "content": "Thanks for the report. I'm going to say that this is fine to work this way. At some point, there's not enough power for the inserter to operate normally when combined with a looping belt and the item it wants constantly moving out of reach. The solution is simple: you need to bui...
2
2025-02-10T11:30:49-06:00
forum-topic-110599
110599
[REQUEST] Electric train powerpack charging stations
Texture Packs
https://forums.factorio.com/viewtopic.php?t=110599
nerfkidjcb
Hi! I'm currently building a train add-on mod for myself and the community. Click here to see the mod page, and here for the current designs. I am looking to unlock higher capacity powerpacks for trains along with larger (at least 3x3 tile) buildings to charge them in. I would like textures for either (or both) ...
[ { "author": "Nudelpudel", "content": "Played around a bit in blender yesterday. Anything worth pursuing?\n \n \n \n Screenshot from 2024-02-05 13-17-40.png (518.37 KiB) Viewed 1377 times \n \n \n \n \n \n test1.png (616.58 KiB) Viewed 1377 times", "date": "2024-02-05T13:29:16+00:00", "quotes": [] ...
1
2024-01-09T13:15:35-06:00
forum-topic-125314
125314
[SA] Mod request: Worm rider
Mods
https://forums.factorio.com/viewtopic.php?t=125314
NineNine
My dream is that somebody would make a mod that allows the engineer to steer the mighty worms of Vulcanus. Also, this sound ( download/file.php?id=96060 ) or possibly this sound ( https://www.youtube.com/watch?v=67ragXpWsAI ) would be triggered just before the engineer got to steer it. Of course, the engineer has to ...
[]
0
2024-12-29T11:40:20-06:00
forum-topic-118045
118045
[boskid][2.0.11] Flamethrower turret ignores liquid mixing rules
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=118045
noname42
Flamethrower turret can be used to connect fluid networks with differnt liquids. The liquid in one of the liquid networks is entirely lost. See before and after in these screenshots: It happens always and the game should prevent the build as it does when I try to connect differing liquid networks by other means.
[ { "author": "DarkShadow44", "content": "It's always been possible to connect different fluid systems using bots, just place a ghost pipe between two fluid systems and you have them connected. \n \nIt shouldn't delete the fluid though, it's still in there if you click the pipe. Just the cleanup isn't that si...
2
2024-10-27T17:15:14-05:00
forum-topic-61446
61446
Angel's Smelting crash
Angels Mods
https://forums.factorio.com/viewtopic.php?t=61446
YandereChanYT
whenever i load factorio with angels smelting or petrochem it says a folder is missing i i dont know how to fix it when i just load petrochem it says lime thing missing need help
[ { "author": "Jackalope_Gaming", "content": "Take a screenshot of the error that shows up or transcribe the exact text it gives. It's much easier to figure out what's going on if given the exact output the game gives upon detecting problems with mods.", "date": "2018-07-09T12:17:51+00:00", "quotes":...
6
2018-07-09T06:44:53-05:00
forum-topic-63015
63015
Integrating Mod packs into the Mod portal
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=63015
Hi, we are thinking about adding a mod pack feature to the Mod portal and subsequently the game. In essence, a mod pack would be a collection of mods and specific versions with a description, and anybody could make one. The game would allow for downloading a modpack, which would download all mods that are a pa...
[ { "author": "_npo6ka_", "content": "Unfortunately, there are a large number of good but not completed mods. I have already created my mod pack and I know how difficult it is to correct errors in other mods. Leaving the mods unchanged also does not work out, some mods can conflict with each other to some e...
16
2018-10-18T06:19:11-05:00
forum-topic-124616
124616
ISO mods to add configurability to alt-mode
Questions, reviews and ratings
https://forums.factorio.com/viewtopic.php?t=124616
Tinyboss
Hi, here are a couple of wishes I have for alt-mode. I searched the mod portal and there doesn't seem to be an existing mod for either one, but this one gives me hope that they might be possible with the modding interface: https://mods.factorio.com/mod/Nearby-Ammo-Count-Fork A third alt-mode that shows everything ...
[]
0
2024-12-17T11:38:17-06:00
forum-topic-118827
118827
[2.0.13] Items stacked on belt rendered behind pipes on top (item/stack/layer/layering/wrong) (MR)
Minor issues
https://forums.factorio.com/viewtopic.php?t=118827
Gegell
factorio-stacked-item-wrong-render-order.png (807.82 KiB) Viewed 671 times A belt which has items stacked up to maximum capacity (e.g. 4 in this case) will render the items on the belt behind underground pipes instead of infront, when the belt is routed 1 tile below the pipes. Happens regardless of which belt typ...
[ { "author": "", "content": "Thanks for the report. I don't believe we plan on changing anything about this. Rendering stacked items on belts is extremely finicky as is and virtually every change to it \"fixes\" one issue while introducing another.", "date": "2024-11-02T23:14:37+00:00", "quotes": [] ...
3
2024-10-31T10:04:18-05:00
forum-topic-119524
119524
[Genhis][2.0.14] Upgrading modules order is canceled and modules drop on ground
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=119524
Brambor
Reproduce: Go to Nauvis Get Uncommon Quality module mk 3 into your hand 11-03-2024, 12-32-14.png (828.13 KiB) Viewed 1741 times ctrl+click the accumulator crafting building (ctrl+f it on the map) to fill it up with Uncommon Quality module mk 3. The modules are marked for deconstruction Once bots ...
[ { "author": "Xellnix", "content": "thanks that im not the only one with that behavior \n \nas i started to produce qualitys of quality modules i made a upgrade planer that increases the quality % bonus with each step \n(t2>t3>t2u>t2r>t2e>t3r>t3e>t2l>t3l) \n \ni end up with the same issue as the op sometimes...
2
2024-11-03T05:41:42-06:00
forum-topic-127569
127569
Recipe Set Event Handler
Modding help
https://forums.factorio.com/viewtopic.php?t=127569
adam_bise
Looking for an event handler that triggers on setting or changing a recipe in any way. But the closest one I could find was on_selected_entity_changed, but I don't know how it works. What I am wanting to do is, in a scenario, only allow certain recipes to be configured in a given area by unsetting recipes that were...
[]
0
2025-03-17T09:53:35-05:00
forum-topic-123738
123738
Request - Like rail support but holds other stuff
Ideas and Requests For Mods
https://forums.factorio.com/viewtopic.php?t=123738
mooklepticon
I know there are foundations later in the game, past Aquilo. I would like rail supports for Fulgora but able to hold other things like power poles or roboports or lightning towers to something else. I don't want to build a factory on them, but I want connection between islands to be easier before foundations.
[]
0
2024-12-04T14:13:14-06:00
forum-topic-127545
127545
[boskid][2.0.41] Screenshot taken with /screenshot command doesn't show display panel text
Resolved for the next release
https://forums.factorio.com/viewtopic.php?t=127545
kerdeyosto
Screenshot taken by /screenshot command and by os; display panel text is not shown. Assembler included to show it's not somehow turning off alt mode. screenshot (via command).png (1.04 MiB) Viewed 168 times screenshot (via printscreen).jpg (165.79 KiB) Viewed 168 times
[ { "author": "", "content": "Thanks for the report. Issue is now fixed for 2.0.42.", "date": "2025-03-16T13:42:50+00:00", "quotes": [] }, { "author": "Amarula", "content": "You (and the entire Dev team) are incredible! So amazing how fast you respond to and fix issues. Thank you!", "d...
2
2025-03-16T06:40:39-05:00
forum-topic-117734
117734
Gleba is a problem
Balancing
https://forums.factorio.com/viewtopic.php?t=117734
pseudo3d
I ruined my save file on Space Age because I got stuck in Gleba. Basically... - Nauvis was not fully equipped to be left alone, as a result fuel for trains ran out, causing a chain reaction to kill the entire power - Roboports were not adequately built out to supply remotely - Almost nothing was packed for the trip ...
[ { "author": "Stargateur", "content": "it's possible to get started from zero on gleba, but yes the start of gleba is very very hard I didn't go on vulcanus yet but fulgora was by far more easy than gleba. \n \nAs for balancing, I feel you should just prepare better also your space platform can be a good pas...
17
2024-10-26T13:50:09-05:00
forum-topic-111508
111508
Compact 2xN Nuclear Reactor - Height 252 Tiles
Energy Production
https://forums.factorio.com/viewtopic.php?t=111508
DaveMcW
This is my attempt to build the densest nuclear reactor possible. It is infinitely expandable with a height of 252 tiles. 0eNrs3d2urcdxHupbCXgsBrOruuvHt5HDwAgkm3GILVMCRQUxgtz7pmQr8k48o/WsHSABkkNO9ug1xvf2+H6qntnzP3/zq1///rvf/vj9Dz/9u1/95jf/zzd/9Z///JPfffNX//af/ecf/t/vfvjlb7/96Tff/t2P3//tH/77P33zV/nxi2/+4Zu/Oh//5Rff/...
[ { "author": "mmmPI", "content": "It looks very nice, with the symmetry and density, but it's so dense i couldn't place a fuel saving system on 28.57% of the reactors, those on the extremity of the blueprint do not have a flat belt attached, only 2 undergrounds, and there is no room for roboports to change i...
4
2024-02-24T22:06:02-06:00
forum-topic-3434
3434
[outdated] Some (maybe) useful tools for factory design
Archive
https://forums.factorio.com/viewtopic.php?t=3434
Palpatine
I find it a lot of fun to optimize factories, so here is some tools to help with that. 1. factorio.py is a script to convert recipes into flowchart using graphviz. Recipes are entered into a table like factorio.csv, where 1st column is the product, 2nd column is the efficiency modifier (blue assembler has 0.75, furnac...
[ { "author": "MF-", "content": "What is the attached graph actually about? \nYou chose a pack of things to be made in a fixed ratio? \nIt would IMO really improve the appearance if you could get rid of that big output node \nand get outputs separated. \n \nAlso - why the... fractions? Percentages? Why does ...
17
2014-05-07T22:07:30-05:00
forum-topic-126704
126704
[ART] The last thing biter sees
Fan Art
https://forums.factorio.com/viewtopic.php?t=126704
FridolinSlehacka
With release of Space Age, I realized that Factorio was resting in my Steam library for years since I last played it. So I hopped into the game and enjoyed around a hundred hours in this amazing creation. The time well spent in this game inspired me to create this fanart which depics the game's iconic and never-ending ...
[ { "author": "Shulmeister", "content": "nust ?", "date": "2025-02-15T09:51:17+00:00", "quotes": [] }, { "author": "FridolinSlehacka", "content": "You see those biters there? They must've started to bite off the text already...", "date": "2025-02-16T17:40:20+00:00", "quotes": [] ...
7
2025-02-09T05:18:35-06:00
forum-topic-116406
116406
Well Played Network - Factorio Servers | European Hosting | Join Now
Multiplayer
https://forums.factorio.com/viewtopic.php?t=116406
kwando
Looking for a smooth, reliable, and fun Factorio experience? Look no further! Well Played Network is hosting 4 Factorio servers with a variety of gameplay styles to suit every type of player! Our Servers: 1. Vanilla Server - Classic Factorio gameplay for those who love the core experience. 2. Modded Server -...
[]
0
2024-10-21T16:56:20-05:00
forum-topic-119806
119806
[Kovarex] [2.0.14] Blueprint parameter value without origin
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=119806
Icicubes
This is a 1-4 Train Blueprint, that if you parameterize it, it says there is a 60, but there's no origin and nothing if you hover over it? I am confused. 20241104204739_1.jpg (428 KiB) Viewed 780 times 0eNq9WG1u4jAQvYt/h1USIB9o215gb7BCkXEMtRrsyHHoshV33xknQKDpYtOq/VGIPXnjmXkzeeGNrKqW11pIQxZvRDAlG7L4/UYasZG0...
[ { "author": "", "content": "Hello, it is the number of ticks to be waited in the schedule. \nI added a context to be shown for this kind of value for the next version.", "date": "2025-03-10T16:31:49+00:00", "quotes": [] } ]
1
2024-11-04T14:03:49-06:00
forum-topic-126800
126800
[Rseding91] [2.0.34] Entities upgraded on space platforms do not send an on_space_platform_built_entity event
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=126800
startupgaming
When an entity is upgraded via a bot it sends an on_robot_mined_entity event followed by an on_robot_built_entity event, so I expected the same to happen on space platforms, however that seems to not be the case as they only send an on_space_platform_mined_entity event. I discovered this while working on a mod t...
[ { "author": "", "content": "Thanks for the report. This is now fixed for the next release.", "date": "2025-02-13T14:45:12+00:00", "quotes": [] } ]
1
2025-02-12T14:04:30-06:00
forum-topic-125743
125743
Moderation desk
This Forum
https://forums.factorio.com/viewtopic.php?t=125743
Hares
Hi there. Is there any kind of moderation desk where I can contact moderators on-duty? Usually Koub is nice to read DMs, but it looks he's doing nice on vacation (or so I hope) so I don't want to disturb him.
[]
0
2025-01-08T13:24:33-06:00
forum-topic-127474
127474
[2.0.39] Rockets not launching to satisfy automatic requests
Resolved for the next release
https://forums.factorio.com/viewtopic.php?t=127474
F1rools22
For some reason I can't work out, rockets aren't launching my Electromagnetic science packs to my space platform. This previously worked fine, but after an automatic update through steam it seems some of the automatic requests have stopped working properly, but the update may be coincidence rather than a cause. Afte...
[ { "author": "", "content": "Thanks for the report. This is now fixed for the next release.", "date": "2025-03-14T22:05:07+00:00", "quotes": [] }, { "author": "F1rools22", "content": "I saw the fix today- thanks!", "date": "2025-03-15T16:17:08+00:00", "quotes": [] } ]
2
2025-03-13T19:21:09-05:00
forum-topic-116011
116011
[2.0.5] The target of a `WorkerRobotOrder` can be nil
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=116011
Quezler
The documentation currently lists the target without a ? It is possible to get a deconstruction order from the api where the target is missing, on the test world add the remaining 49 normal robots to the roboport, and then try to deconstruct as many trees as you can in the roboport area. it might not crash first...
[ { "author": "", "content": "Thanks for the report. I am going to mark this field as optional for 2.0.6. I am not sure when exactly are worker robot orders purged from the order queue after entities were invalidated and i am not willing to rework that right now.", "date": "2024-10-18T09:29:58+00:00", ...
1
2024-10-18T00:54:32-05:00
forum-topic-8197
8197
Just bought the game; What were Your first impressions?
General discussion
https://forums.factorio.com/viewtopic.php?t=8197
bigyihsuan
My first impression is that I need to rebind the controls to something more like Minecraft. I keep right clicking to go into the machine GUIs....
[ { "author": "GewaltSam", "content": "Well, give the controls a chance, most key bindings are chosen with some thought. It's your decision though \nMy first impressions? Hmmm... Something like \"why haven't I discovered this earlier?!?\"", "date": "2015-01-23T02:44:21+00:00", "quotes": [] }, { ...
19
2015-01-22T19:32:36-06:00
forum-topic-126419
126419
SR-Latch + Dynamic Filter
Combinator Creations
https://forums.factorio.com/viewtopic.php?t=126419
BoneyardWolf
I had a train delivering defense material to multiple outposts but only wanted to drop off what was needed. Inserters limited to 5 filtered items and setting filters "passively" caused stalls due to needed items filter being outside the scope of the inserters filter limit. I started off trying the single combinator RS-...
[ { "author": "gGeorg", "content": "Supply train stations are one of the most intriguing tasks to build. \nYour test bed, might work. It would be better post your bluprint of working station. Best make a simple circle test track as whole blueprint. \n \nI have my own train station improved several times, woul...
1
2025-01-28T16:26:29-06:00
forum-topic-127562
127562
Allow setting locked field of choose-elem-button as an argument to .add()
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=127562
jagoly
LuaGuiElement has a handy boolean option that prevents the user from modifying the value of a choose-elem-button . However, for some reason this can only be set after the element is created by doing element.locked = true . It would be much more convenient if this field could be set by adding locked = true to the ar...
[]
0
2025-03-16T21:58:59-05:00
forum-topic-118769
118769
[Raiguard] [2.0.13] No LUA event triggers when player drives remotely
Assigned
https://forums.factorio.com/viewtopic.php?t=118769
Zaflis
There are mods that need to be informed runtime when player enters a vehicle. I have my VehicleSnap listen to a lot of different driving and surface related events, but none of them trigger when player enters a tank from remote view. However it does trigger when player leaves it... I would assume the related event t...
[ { "author": "Oarc", "content": "+1 on this!", "date": "2024-11-03T20:06:20+00:00", "quotes": [] }, { "author": "", "content": "This is a bit tricky; Lua events can cause all sorts of wacky changes to the game state, so raising an event requires us to implement a whole lot of checks to ma...
2
2024-10-31T04:22:31-05:00
forum-topic-101549
101549
Train Mods Roundup
Questions, reviews and ratings
https://forums.factorio.com/viewtopic.php?t=101549
sparr
Trains in vanilla Factorio are quite useful, especially since the train limit feature was introduced. There are, however, some areas in which they fall short. Dealing with many trains can be tedious in the default UI. Sometimes you want or need smarter control over train behavior, especially when playing mods that intr...
[ { "author": "robot256", "content": "Here are some more! \n \nQoL: \n Better Uncoupling Control makes manual shunting easier by always disconnecting wagons from locos first. \n \nRoute Management: \n Stringy Train Stops lets you rename stations and alter train schedules with circuit networks. \n \nPersonal...
5
2022-02-09T12:46:50-06:00
forum-topic-101961
101961
Building a bot for a headless server
Multiplayer / Dedicated Server
https://forums.factorio.com/viewtopic.php?t=101961
noddybear
Good afternoon, I'm interested in building a bot that can run various actions when the users are logged off a headless server. I have tried to create a new player using both the RCON interface and by modding it in lua - but it seems that the game.players table is read only. Is there a known way to create non-h...
[ { "author": "Qon", "content": "Why do you need a player? A mod can do pretty much anything through the mod code already. A \"player\" would not add any capability. The only use I can come up with on the spot is to attribute building actions to the bot, as in the \"last user\" info slot.", "date": "2022-...
1
2022-03-28T09:18:45-05:00
forum-topic-119935
119935
How can I get the distance travelled by space platform?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=119935
Pithlit
TL;DR: I would like to read or calculate the travelled distance of my space plattform. My motivation: Different areas in space have different densities of asteroids and asteroid chunks. I would like to automatically adjust the thrust of my space platform, depending on the area of space it is travelling through. ...
[ { "author": "jdrexler75", "content": "A good absolute way to determine distance would be the solar cell efficiency. But I have no idea how to read that in space since everything is connected. Although if you find a steady-state power consumption for your platform you could try aiming for a specific average ...
1
2024-11-05T09:10:03-06:00
forum-topic-40273
40273
[0.15.x] Petrochem Plus - Page 3
Angels Mods
https://forums.factorio.com/viewtopic.php?t=40273&start=40
quenenni
I too am late, but I just had this problem.. When you don't know the internal name of the recipe (or technology), and you need to be precise to be able to (de)activate it, it's quite tricky. I did a small script to help find it: viewtopic.php?p=256425#p256425
[ { "author": "Shenpen", "content": "[item-name] \nsolid-pmma=Polymethyl Methacrylate \nsolid-pc=Polycarbonate \nsolid-ammonium-sulphate=Ammonium Sulphate \nsolid-sodium-nitrate=Sodium Nitrate \nsolid-bisphenol-a=Bisphenol A \ncatalyst-metal-cyan=Cyan Metal Catalyst \n solid-abs= Solid ABS \nsolid-pvc= Solid ...
19
2017-01-23T05:41:22-06:00
forum-topic-97151
97151
Perfect 1:1 ratio compact GR science hub
Mechanical Throughput Magic (circuit-free)
https://forums.factorio.com/viewtopic.php?t=97151
Optymistyk
features: Produces Red and Green Science at a perfect 1:1 ratio Does not overproduce anything (gears/belts/inserters/circuits/wires) Only requires basic red science technologies Compact design With basic assemblers produces 24 of each science/minute(36 with assemblers 2, 48 with assemblers 3) 0eNqlXM...
[ { "author": "DaveMcW", "content": "Challenge: Can you do it without splitters or underground belts?", "date": "2021-03-21T12:52:12+00:00", "quotes": [] }, { "author": "Optymistyk", "content": "I could, but then it wouldn't be as compact and would overproduce ingredients (unless I could a...
10
2021-03-21T07:21:37-05:00
forum-topic-114275
114275
Sharing my Blender setup and tips
Modding discussion
https://forums.factorio.com/viewtopic.php?t=114275
valerian
factorio_TrnoAEkPtM.jpg (283.29 KiB) Viewed 1293 times blender_CmvSgMkuNI.jpg (530.11 KiB) Viewed 1293 times Introduction I want to share to the community the Blender file I used to render my mod Large Storage Tank . When I started making this mod, my goal was to create a larger storage tank, ...
[ { "author": "Brathahn", "content": "Thank you for your nice work and good explanation! \nThis should be in a factorio wiki article about making your own graphics for mods.", "date": "2024-07-14T02:10:58+00:00", "quotes": [] }, { "author": "dog80", "content": "looks really authentic", ...
4
2024-07-13T10:57:01-05:00
forum-topic-15330
15330
Transport of Fluids/Liquids via Barrels or Tank Wagons
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=15330
This is basically around the idea to transport liquids/fluids without pipes. Open questions: - Currently the liquid looses the heat, when stored in a barrel. Makes sense. But It would be a cool idea to transport hot liquids (hot water) over far distances to make energy out of it. Mabe only possible via liquid tanke...
[]
0
2015-08-29T08:19:33-05:00
forum-topic-125660
125660
Automatic nuclear waste treatment plant
Combinator Creations
https://forums.factorio.com/viewtopic.php?t=125660
Puppet
Hello engineers, Here's a tiny contraption to say goodbye to your nuclear waste automatically. Note that (obviously) Nuclear waste treatment research and Kovarex enrichment process research is required, you'll need the logistic network research in order for it to be completely automatic, otherwise put nuclear waste ...
[ { "author": "gGeorg", "content": "Just reprocess burned Cels into dark Uran, then add it to fresh fuel Cell production. \nKovarex proces is total waste of resources here.", "date": "2025-02-16T03:46:13+00:00", "quotes": [] }, { "author": "mmmPI", "content": "Na this is fairly useful if y...
2
2025-01-06T13:18:19-06:00
forum-topic-119213
119213
bug report declined
This Forum
https://forums.factorio.com/viewtopic.php?t=119213
SimpleID
I just invested about an hour to create an account on this forum and submit a bug report. It was declined with: "Reason: The reported message has the only purpose to advertise for a website or another product" which is totally absurd... now I can't find the report I've written and taken time to make screenshot for.....
[ { "author": "", "content": "From what I can see in the moderation logs, I can only guess the disapproval was a human error. I understand the answer will by no means be satisfying, but all I have to present for the inconvenience is apologies on the behalf of the moderators and the devs. \nFor our defence, th...
4
2024-11-01T23:27:17-05:00
forum-topic-127399
127399
[2.0.39] Pipe and pipe-to-ground not attached / squeak-through
Not a bug
https://forums.factorio.com/viewtopic.php?t=127399
alrekr
After updating from 2.0.32 to 2.0.39, I can now run through a "crack" where a pipe and a pipe-to-underground is connected. I have attached a save game with a completely new game, where I have inserted 100 pipes and 100 pipe-to-ground to inventory and then just built two structures. The engineer is standing in one of th...
[ { "author": "", "content": "Not a bug. pipe-to-ground was already not colliding in 2.0.32, actually it was not colliding since 2.0 release and it was an intentional change.", "date": "2025-03-11T20:55:10+00:00", "quotes": [] } ]
1
2025-03-11T15:16:22-05:00
forum-topic-127364
127364
Galaxy of fame zoomout???
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=127364
Puddles
Is there a way to see the whole galaxy at once???? Maybe like... idk some third party website or smthn or something in inspect element? I REALLY wanna make a digital poster on my wall that live updates
[]
0
2025-03-09T14:12:19-05:00
forum-topic-118811
118811
[Kovarex] [2.0.13] Stack size value taken from wrong parameter
Not a bug
https://forums.factorio.com/viewtopic.php?t=118811
icey
I have this blueprint Code: Select all 0eNqllt1u6jAMx9/F1+lE04+NaufqvMFup6kqrYFobdIlKecg1Hc/Tgsdgxy0UXEBNfbvbye21QOs6g5bLaSF7ACiVNJA9noAIzayqJ1NFg1CBoUx2KxqITdBU5RbITGIoGcgZIV/IQv7NwYorbACR8LwsM9l16xQkwO7SWLQKkPBSjpNB3xMHhIGe8h4yB8SUtJYitYB2kITyaIOFnAy5x9dUZMe/S2Vbij1nl3lwKccVl39HghpUBPGJx5P4vEgXgnSGT2ePORoImv86NC45...
[ { "author": "robot256", "content": "Confirmed that this still happens on 2.0.21 with the supplied blueprint.", "date": "2024-11-22T23:49:38+00:00", "quotes": [] }, { "author": "Muche", "content": "I think this is a duplicate of 117000 Blueprint parameters with same value are collapsed t...
5
2024-10-31T09:16:45-05:00
forum-topic-127274
127274
Upcoming changes for LTN 2.3.0 (not yet released!)
Logistic Train Network
https://forums.factorio.com/viewtopic.php?t=127274
hgschmie
Hi, With the release of the LuaSchedule API in 2.0.36 (and its various iterations until currently 2.0.39), it is now possible to influence train schedules much more than with the limited 1.1 (and the previous 2.0 API). I have put together a number of things for the 2.3.0 release of LTN that will be API visible: ...
[]
0
2025-03-05T00:00:11-06:00
forum-topic-127243
127243
[2.0.37] [SA] Manual drop-off from space platform does not respect cargo bays throughput
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127243
Hares
Steps to Reproduce Have space platform with 80 cargo bays Load 20k Cryogenic science inside (rocket capacity: 1000) Use Ctrl+Click to drop the cargo Expected: All science is dropped at once Only 20/80 cargo bays go on cooldown Actual: Only 10 stacks are dropped per task, for a total of 1...
[]
0
2025-03-03T13:07:45-06:00
forum-topic-127565
127565
[2.0.41] on_gui_leave is raised on sub elements
Not a bug
https://forums.factorio.com/viewtopic.php?t=127565
Kuxynator
I want to create a context menu that closes when the mouse leaves the area Code: Select all frame { name = "context_menu", direction = "vertical", raise_hover_events = true, flow { button {caption="Option 1"}, button {caption="Option 2 long text"}, button {caption="Option 3" } } script.on_event(defines.even...
[ { "author": "", "content": "Thanks for the report however this is unlikely to change as this is how the generic GUI logic works since forever. gui enter/leave is specific to the element the mouse is directly over and it is not called for parents of elements the mouse is over - only the final element itself....
1
2025-03-17T03:09:03-05:00
forum-topic-61339
61339
Event request: on_recipe_changed
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=61339
lovely_santa
Hi RSeding, I have to keep track of all my buildings that have a set recipe. To keep track of the active recipes there are 3 options: - When a player/bot places a building over a ghost that has a recipe set (easy) - When a player uses the copy/paste setting (easy) - When a player changes the recipe manualy (thou...
[ { "author": "Godmave", "content": "Or enabling the close event for any closing, not just explicit, would help me (use_colors change for lamps) and probably others too.", "date": "2018-07-03T10:51:32+00:00", "quotes": [] }, { "author": "", "content": "Why exactly do you want to track what...
18
2018-07-03T05:48:37-05:00
forum-topic-125256
125256
Moving science research to Gleba?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=125256
NineNine
I'm just now making my first science on Gleba, and it's very slow for now. As a result, I'm thinking of moving all of my science to Gleba so that I can use some of the Gleba science research before it spoils. I'm going to keep my production of science on the other planets where I make it, but just fly the finished sc...
[ { "author": "computeraddict", "content": "Shortly after getting Agricultural Science you can unlock biter capture and biolabs, which can only be used on Nauvis and double the value of your science packs. So as long as you can get your Agricultural Science to Nauvis less than half spoiled, you're better off ...
5
2024-12-28T09:13:58-06:00
forum-topic-75371
75371
Friday Facts #311 - New remnants 3
News
https://forums.factorio.com/viewtopic.php?t=75371
Here it is! (beep boop) https://factorio.com/blog/post/fff-311
[ { "author": "Gergely", "content": "Links don't work.", "date": "2019-09-06T19:11:18+00:00", "quotes": [] }, { "author": "", "content": "Fixed. Thanks", "date": "2019-09-06T19:15:31+00:00", "quotes": [ { "author": "Gergely wrote: Fri Sep 06, 2019 7:11 pm", "c...
19
2019-09-06T14:08:39-05:00
forum-topic-32130
32130
Simple 3 to 2 belt merge
Mechanical Throughput Magic (circuit-free)
https://forums.factorio.com/viewtopic.php?t=32130
Koder
Hi everybody, it's very late here, and I happened to stumble across this while I was messing around with belts. It's a little 3 to 2 belt merge. Note: You will still want to balance your load if needed, this does not handle lane/belt balancing. It's compact enough to mirror and shove into a 4-belt belt (or even a lane)...
[ { "author": "aober93", "content": "uhhh im sure this is essentially the same:\n \n \n \n a7.jpg (37.55 KiB) Viewed 148257 times \n \n \n\nah i see where youre going", "date": "2016-09-04T22:48:36+00:00", "quotes": [] }, { "author": "Koder", "content": "I created an album with a collectio...
13
2016-09-04T05:16:06-05:00
forum-topic-125606
125606
Depot trains acting weird
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=125606
jaylawl
Why do my depot trains act like this and how can i prevent it? https://gyazo.com/87ae539d099e11be1d416bf0bcf5e15d Setup: depotSet.png (120.12 KiB) Viewed 758 times
[ { "author": "mmmPI", "content": "Without a savefile it's quite difficult to guess what is happening. It's also difficult to understand what you wish to have the trains do.", "date": "2025-01-05T14:10:20+00:00", "quotes": [] }, { "author": "Muche", "content": "They seem to be at the depot...
9
2025-01-05T04:54:31-06:00
forum-topic-127132
127132
How do I teleport a platform?
Modding help
https://forums.factorio.com/viewtopic.php?t=127132
Phleem
I want to teleport my platform that reached Shattered Planet back home rather than waiting for it to fly back. Rsedding mentioned teleporting platforms in a post awhile back, so I believe it is possible, but I couldn't find an example of how to do it. I assume it's something like game.platform("platformname or id").tel...
[ { "author": "Muche", "content": "Code: Select all game.surfaces[pid].platform.space_location=game.planets.nauvis.prototype\n \nseems to work, where pid is the id of the platform 's surface .", "date": "2025-02-25T19:48:17+00:00", "quotes": [] }, { "author": "Phleem", "content": "Tha...
5
2025-02-25T13:27:43-06:00
forum-topic-126619
126619
[REQUEST] Infinity research ingredients (vanilla)
Ideas and Requests For Mods
https://forums.factorio.com/viewtopic.php?t=126619
Unitaz-Engineer
Can someone create a mod that make each of infinity researches consume all the 7 types of science packs for vanilla version of the game? The mod should be independent from space-age and comparable with any other mods thad adds new infinity researches.
[]
0
2025-02-06T04:29:38-06:00
forum-topic-114983
114983
Factorio 1.1.109 Full Py Mod latests version - FPS/UPS drop every 5 minutes
PyMods
https://forums.factorio.com/viewtopic.php?t=114983
Darthmaullv
Hello everyone, Just getting started into Py and having an issue that I cannot solve. I start a map, get some small portion of a base going with barely any map explored and the game starts to behave as the subject states. Every 5 minutes the game freezes (not my computer, just factorio) and FPS/UPS drops from a soli...
[ { "author": "mmmPI", "content": "You could post a save game, even empty, so it's easier to sync the mods to the exact version you are using. \n \nIf you want to try and search for yourself, you can use the debug tools in game, accessible pressing F4 by default and search for \"time usage\". If active this o...
2
2024-08-23T14:51:57-05:00
forum-topic-126580
126580
Landing Pad Redesign
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=126580
adam_bise
Taking a look at all of the landing pad mechanics, I feel the whole things needs to be redesigned. The major issues I see with the current design: The one per surface limit introduced an unprecedented hard cap to logistics throughput, as you can no longer increase throughput by building in parallel. The foll...
[ { "author": "Muche", "content": "Research for +1 Landing Pads per Surface suggests to increase the limit via a late game research. \n \nThe simultaneous contents reading and requests setting could be addressed via Please, PLEASE make circuit connection behavior configurable per wire . \n \nYou seem to be ...
4
2025-02-04T09:44:47-06:00
forum-topic-127558
127558
[boskid][2.0.41] Follower Robot Lifetime Research Effect
Resolved for the next release
https://forums.factorio.com/viewtopic.php?t=127558
waremon
Same issue as this post in modding help : 105419 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 = { {...
[ { "author": "", "content": "Thanks for the report. Issue is now fixed for 2.0.42. It looks like fraction modifiers were not working because this value was incorrectly converted to an integer before multiplying lifetime value from the prototype.", "date": "2025-03-16T23:47:55+00:00", "quotes": [] }...
2
2025-03-16T18:21:00-05:00
forum-topic-117714
117714
[2.0.11] desync in softmodded multiplayer (Comfy Mountain Fortress) with Mac
Desyncs with mods
https://forums.factorio.com/viewtopic.php?t=117714
dbt0
Joining Comfy's Mtn Fortress scenario with 2.0.11 from an M2 Mac, desynced twice in less than two minutes. I didn't have any problem with 2.0.10 yesterday when I played for about an hour. Desync reports attached.
[ { "author": "Gerkiz", "content": "(Have /editor bound to some fast accessible hotkey (shift + tab)) \n \nI managed to desync everyone in game by doing: \n1. Press shift + tab \n2. Hop into 'forces' \n3. Change force from 'player' -> 'bonus_drill' \n4. Open \"Edit other properties\", but don't change anythin...
6
2024-10-26T11:50:09-05:00
forum-topic-45083
45083
Save custom world presets / Custom map generator presets / Save/load map-exchange-string
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=45083
Enterpriser1995
hi guys. So, here's the basic idea. in the map generation screen, could you please add TWO more buttons? One would say "Load Preset..." and the other one "Save Preset..." Basically, what i'm trying to say is that you should add a save/load button to the map generation screen so we don't have to insert all valu...
[ { "author": "bobingabout", "content": "Yeah, especially if you like to use the same settings every time you start a new game, or even just to know what you used last time, this would be very useful.", "date": "2015-02-20T16:22:41+00:00", "quotes": [] }, { "author": "Enterpriser1995", "co...
19
2015-02-20T10:01:44-06:00
forum-topic-127511
127511
Factorio Forums • Elevated Rails
Hi all, I'm new to Factorio, and am currently playing the normal not the space age one. I'm getting lost in trying to find an Elevated Rails mod, I tried to use Earlyvated Rails ( https://mods.factorio.com/mod/EarlyvatedRails ) but that shows one of the dependencies as red 03-15-2025, 07-06-54.png (12.53 KiB)...
[ { "author": "", "content": "Elevated rails is part of the Space Age expansion. It's not standalone. You need to buy Space Age to have it. If you just started with Factorio and you don't yet have Space Age, I recommend you simply ignore it. It's not vitally important. We played 10 years without elevated rail...
4
forum-topic-109170
109170
Friday Facts #380 - Remote view
News
https://forums.factorio.com/viewtopic.php?t=109170
Here it is! (beep boop) https://factorio.com/blog/post/fff-380
[ { "author": "MassiveDynamic", "content": "Right on time!", "date": "2023-10-13T11:00:37+00:00", "quotes": [] }, { "author": "SnowZyDe", "content": "Hello my beloved developers. \nWhat you do is great, but there is a small BUT. \nThe new ghost effect is simply terrible. Your eyes get very...
19
2023-10-13T06:00:02-05:00
forum-topic-111585
111585
Enable removal or hiding of shield equipment and active defense equipment
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=111585
derpumu
For the Pacifist mod I tried to remove all active defense equipment and energy shield equipment but could not. Upon start, the game displays an error that basically tells me it can't deal with no existing prototypes of these types. The obvious solution that worked with all other kinds of "must have" prototypes (guns...
[ { "author": "Nidan", "content": "Are you aware of the no base mod ? It should help you figuring out the minimal properties you need.", "date": "2024-02-29T13:49:04+00:00", "quotes": [] }, { "author": "derpumu", "content": "I wasn't aware, so thanks for the link. However, minimal propert...
2
2024-02-29T05:58:30-06:00
forum-topic-95705
95705
Friday Facts #365 - Future plans - Page 11
News
https://forums.factorio.com/viewtopic.php?t=95705&start=200
Asteru
Given the success of early access for the game, and the game polish as a result of the early access process, will you also be doing early access for an expansion?
[ { "author": "NotRexButCaesar", "content": "They almost definitely will, at least for bug finding before the full release.", "date": "2021-02-24T06:56:21+00:00", "quotes": [ { "author": "Asteru wrote: Wed Feb 24, 2021 5:13 am", "content": "" } ] }, { "author": ...
19
2021-02-05T03:28:10-06:00
forum-topic-111775
111775
Fluid Mechanics Still Broken, 6 Years Later? - Page 2
Implemented in 2.0
https://forums.factorio.com/viewtopic.php?t=111775&start=20
Tertius
These drawbacks don't really exist. That pump is within some production facility, so power is always nearby. And it doesn't require any combinator. Just a wire from the tank (nearby) and the pump (in reach of the tank), and the condition "heavy oil > 24000" in the pump. This is similar to other scenarios where you use ...
[ { "author": "Qon", "content": "If you want fluids on belts then just barrel them and put them on belt. Or install a mod that converts all liquids into items. \n \nMaking fluids just behave like belts is just removing a logistics option that is different from the other ones. If they work the same then what'...
19
2024-03-11T14:46:35-05:00