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25
forum-topic-123008
123008
[2.0.21] Clarify the relationship between recipe allow_productivity and item weight
Resolved Requests
https://forums.factorio.com/viewtopic.php?t=123008
warbob5000
As per the related not-a-bug topic, item weight is affected by a recipe's allow_productivity flag. Although it is stated that the weight is calculated automatically from recipes, it is unintuitive that allow_productivity=false adjusts the weight such that rocket capacity is at most 1 stack (rocket capacity for al...
[ { "author": "", "content": "This was done with https://lua-api.factorio.com/latest/aux ... eight.html .", "date": "2025-03-14T17:36:58+00:00", "quotes": [] } ]
1
2024-11-26T09:35:01-06:00
forum-topic-51922
51922
InfiTech - More infinite researches
Reika's Mods
https://forums.factorio.com/viewtopic.php?t=51922
Reika
Mod Info: This mod may have had a great deal of content absorbed natively into 0.15, but not all technologies are yet infinite, including many modded ones. InfiTech solves that. It also - optionally - adds a research which reduces the evolution factor each time it is completed. More effective in midrange evo facto...
[]
0
2017-08-17T00:21:46-05:00
forum-topic-120611
120611
Bug - Pressure Units
Minor issues
https://forums.factorio.com/viewtopic.php?t=120611
alex1_58
Hello, IRL mechanical engineer here. First post, love the game. Pressure is reported in hPa (hectopascals), and should be displayed in either MPa (megapascals) or Pa (pascals) Thanks! -Alex
[ { "author": "Nidan", "content": "What's wrong with hPa? Since the game talks about atmospheric pressure, hPa would be what I'm used to, from e.g. weather forecasts.", "date": "2024-11-12T11:15:36+00:00", "quotes": [] } ]
1
2024-11-09T10:15:40-06:00
forum-topic-127147
127147
Platform Electric HUD
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127147
adam_bise
Since there can only be one electric network on a platform, it would be helpful to have a small optional HUD for electricity satisfaction. I find myself sending my platform through its route, opening the electric network GUI and moving it all the way to the bottom of the screen so I can keep an eye on it. Which wor...
[ { "author": "eugenekay", "content": "Space Platforms have the “single electric network per surface” flag set. This means that you can place an (unconnected) power pole anywhere, then click it to get to the Power graph, same as on any other Surface (you don’t need to go through the Platform Hub).", "dat...
5
2025-02-26T09:50:27-06:00
forum-topic-103194
103194
Poly Modding Framework
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=103194
BiterUnion
Mod-Info-Header Name: Poly Modding Framework Version: 0.1.0 Factorio-Version: 1.1.61 Description: License: MIT Release: 2022-08-20 Download-Url: Download Website: https://biterunion.github.io/poly Dependencies: None. Category: Lib. I started writing a base planner mod a few weeks...
[ { "author": "robot256", "content": "On the surface, this looks similar to the gui framework provided in Factorio Library (FLIB) , used by mods like Factory Planner, in a more compact style. It will be interesting to see the differences in implemtation and developer preference. Thank you for sharing!", ...
3
2022-08-20T09:08:50-05:00
forum-topic-84746
84746
[0.17.79-2.0.7] island map seed with no worms
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=84746
sp55aa
2024-10-22: 1. use this map setting exchange string (it is from 1.1.110 save, seed 66228691), and change starting area to 600%: PS: version 2.0.7 set seed not working, you should import map exchange string Code: Select all >>>eNp9UL1LAzEUT1qPfli0QxEEqR261kEdxUQX8a8o6TWVo+2l5O4q6mAHR0EcdVH/AXc3wUVBQejkIhUXBwfR4lqT...
[ { "author": "Ranger_Aurelien", "content": "I saved this seed: 0627218724 \nSet island size 75% and you can leave the biter settings alone as they will only spawn on their own island so you can play with them later if you wish... \n \nI used this one for the LazyB achievement, steam, logistics embargo, etc.....
2
2020-05-09T06:06:17-05:00
forum-topic-127525
127525
[2.0.41] Crash mass selecting for deconstruction (SelectionToolRenderer)
Pending
https://forums.factorio.com/viewtopic.php?t=127525
TinyToonzs
I had been working on my base in the sandbox and was going to remove the current one and replace it with the copy from the blueprint. I was using a deconstruction planner excluding power and roboports, and half way through the selection it crashes. Tried it a couple of different ways, but once I got to a certain poin...
[ { "author": "", "content": "Thanks for the report. What steps do I need to do to reproduce the crash?", "date": "2025-03-17T14:02:40+00:00", "quotes": [] } ]
1
2025-03-15T13:05:11-05:00
forum-topic-110909
110909
Changing settings based on other settings (and their values)
Won't implement
https://forums.factorio.com/viewtopic.php?t=110909
BraveCaperCat
I want to be able to change a setting based on the value of another setting, or at least disable+hide different settings based on the value of a setting, like a dropdown menu selected by another dropdown menu. This would be very useful, as it allows other mods to add other things to my mod which i am making, which enab...
[ { "author": "", "content": "This is technically not possible. Settings defined based off the value of settings is the definition of an infinite loop. Every time it would run it could get a different result. \n \nSo sorry, but this can never be done.", "date": "2024-01-24T19:18:32+00:00", "quotes": [...
3
2024-01-24T09:25:30-06:00
forum-topic-80336
80336
Custom Tight Spot Campaign Challenge
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=80336
BoomCaller
Back to Tight Spot So 0.18 comes out, and while I'm waiting for Bob's mods and other mods to be updated to compatibility again, I decided to go back to the Tight Spot Campaign to get my spaghetti in. I had completed it before back in 0.14, so I knew what I was getting into, but with changes to oil and other recipes I...
[ { "author": "war877", "content": "Recently decided to try adding to tight spot as well. You actually can add more than five levels. At the end of the control.lua file is a text section where you need to put in the folder name of the next level to unlock it. \n \nYou can customise the map in the scenario by ...
1
2020-01-23T01:07:18-06:00
forum-topic-127336
127336
My Space Age Purchase Story
General discussion
https://forums.factorio.com/viewtopic.php?t=127336
giantmechahamham
It's been a difficult couple years for me. My mental health has not been good. Yes, I am receiving medical help for that! Games have always been a welcome relief for me. Factorio has been especially good. I've sunk more time into maybe Terraria and the Pokemon series... and that's *it*. Last year, somewhat befor...
[]
0
2025-03-08T01:41:39-06:00
forum-topic-18282
18282
(0.13.4) MoIndustry 0.2.1
MoMods
https://forums.factorio.com/viewtopic.php?t=18282
ludsoe
MoIndustry is a mod developed to improve the industrial side of your factorys. Sporting faster logistic bot researchs, and a cheaper way to extend logistics range. Mod Listing: https://mods.factorio.com/mods/ludsoe/moindustry Mirror Download: http://www.mediafire.com/download/ie1p4 ... dustry.zip Installation...
[]
0
2015-12-09T17:19:47-06:00
forum-topic-71279
71279
Rich Text Icon Generator
Cheatsheets / Calculators / Viewers
https://forums.factorio.com/viewtopic.php?t=71279
LuziferSenpai
Hey, this little Command, will give out a few Files, which contain nearly all Icon that are possible in Rich Text! Just copy and paste from the File, into a Text and be happy :3 https://pastebin.com/uWNLZEUW Greetz, Senpai
[ { "author": "mrvn", "content": "That doesn't help much if you don't already know the name you are looking for. And if you do it's probably faster to just type it. \n \nIt would be nice if there where an in-game generator for rich-text that let you simply click the right icon. Or at least show the rich text ...
1
2019-05-26T23:08:07-05:00
forum-topic-122540
122540
wiki-article concerning Quality
Wiki Talk
https://forums.factorio.com/viewtopic.php?t=122540
FactorioGamer22
Hi there, first of all: great work! This nice arcticle let me dive into to Quality 1) Unfortunately i cannot confirm some numbers presented in the article. I believe there are some mistakes in the formula given in the "Derivation"-section - (but that might just be a typo cause with the presented formulas one...
[ { "author": "cooky173", "content": "Hi, \n \nMy approach was to consider a fictional factorio workd where you can get/do fractional crafts. \n \nThen taking 1 set of ingredients, crafting them into a set of products, then recycling everything non legendary (once) crafting again, recycling again repeating un...
5
2024-11-22T14:17:15-06:00
forum-topic-126826
126826
Possible to get list of all added surfaces?
Modding help
https://forums.factorio.com/viewtopic.php?t=126826
HarroldSaxon
Is it possible to generate a list of all surfaces added by other mods for use in config? Or would this be blind to any mod loading after my mod?
[ { "author": "robot256", "content": "Surfaces are generated at runtime by either the game or by mod scripts. Your mod can track them by listening to the on_surface_created and on_surface_deleted events, or by iterating over pairs(game.surfaces). \n \n Planets are added in the data phase and are how you al...
1
2025-02-13T13:21:09-06:00
forum-topic-29236
29236
"Dirty Mining" / Underground Mining / Endless Resources / Hidden Ores...
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=29236
Note: For 0.16 the devs planned this: See also https://www.factorio.com/blog/post/fff-129 Update in June 2017: The current state is, that this feature is low prio, cause viewtopic.php?f=3&t=678&hilit=Dirty+min ... 00#p256295 and viewtopic.php?f=3&t=678&hilit=Dirty+min ... 20#p272709 Nonetheless:...
[]
0
2016-07-17T19:50:50-05:00
forum-topic-84721
84721
Mod Portal Downloads have Inconsistent Checksums
Mod and installation managers
https://forums.factorio.com/viewtopic.php?t=84721
jables
This is easy enough to reproduce. Just pick a mod at random and download it a few times: > $ for i in {1..10}; do wget -q https://mods.factorio.com/download/Tape ... 000c0398d8 ; done > $ sha1sum 5e8d0fab65e928000c0398d8* > 8828d00723ad8268829a3f488a8f3ff50656058b 5e8d0fab65e928000c0398d8 > b2649e14402afd91bcd...
[ { "author": "", "content": "Are you sure you are downloading a mod and not downloading a login page that each time has a different csrf token?", "date": "2020-05-08T20:29:17+00:00", "quotes": [] }, { "author": "jables", "content": "That's exactly what I was doing. Thank you! I was star...
2
2020-05-08T15:22:16-05:00
forum-topic-125356
125356
Request - electric heaters
Questions, reviews and ratings
https://forums.factorio.com/viewtopic.php?t=125356
mooklepticon
Can someone please make an electric heater? There's a mod, https://mods.factorio.com/mod/ElectricHeatingTower , but it's not very developed. It can't control temperature, just on and 400C, no matter what.
[ { "author": "jamiechi1", "content": "The last post here should help with the constantly on thing. https://mods.factorio.com/mod/ElectricH ... 8f6606bccb", "date": "2025-03-06T23:30:31+00:00", "quotes": [] }, { "author": "mooklepticon", "content": "oooh, that's nice. Thanks", "date"...
2
2024-12-30T08:31:14-06:00
forum-topic-127372
127372
Does the yield of Fluorine fields on Aquilo diminish?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=127372
Holy-Fire
Question in title. For oil, the yield diminishes in a specific way until it reaches a minimal value for that field. Does Fluorine work the same way? If so, are the numbers the same (300 cycles per percent, 10*yield produced per cycle, minimum yield is the highest between 20% absolute and 20% of original)? It s...
[ { "author": "pioruns", "content": "Does crude oil field diminish on Aquilo?", "date": "2025-03-10T11:34:14+00:00", "quotes": [] }, { "author": "Holy-Fire", "content": "Good question, but it does have \"expected resources\" filled in like on Nauvis, so if that's any indication, yes.", ...
5
2025-03-10T05:47:06-05:00
forum-topic-47945
47945
Missing Research Requirements fix [0.15]
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=47945
JohnyDL
TL;DR Research that uses a science pack should require having researched the tech that unlocks that science pack. What ? In 0.15 there are a number of technologies that you can click to research before you've unlocked the required science packs making the science pack research a hidden prerequisite. My suggestion i...
[ { "author": "Azzinoth", "content": "You can choose which science packs you have already available in the latest version of auto research. \n \nThat is probably because just all technologies require the science packs. It would probably mess up the tree structure, since most other technologies dont unlock so ...
19
2017-05-18T10:53:38-05:00
forum-topic-114764
114764
Add "Clipboard Image" phpBB Ext
This Forum
https://forums.factorio.com/viewtopic.php?t=114764
infogulch
Hi! It would be much easier to add screenshots as attachments if the forum supported pasting images from the clipboard. The popular phpBB extension Clipboard Image (23k downloads) claims to add this capability to phpBB forums like this one. The browser feature that enables this is now widely supported . Image ...
[ { "author": "", "content": "Good idea and since I was just messing with the forums I went ahead and installed this extension. 👍", "date": "2024-08-12T09:28:32+00:00", "quotes": [] }, { "author": "aka13", "content": "08-12-2024, 12-28-07.png (30.84 KiB) Viewed 965 times", "date": "2...
7
2024-08-11T20:27:37-05:00
forum-topic-127550
127550
[2.0.41] proxy-containers targetting the module inventory of mining-drills don't stay connected when the inv empties
Resolved for the next release
https://forums.factorio.com/viewtopic.php?t=127550
LeonSkills
Very nitpicky. I'm making a mod where inserters can interact with any inventory of an entity, including the module inventory. Using the new proxy-container. This works well with all inventories I've tested (so far), except the module inventory of mining drills. They stop working once the module inventory has...
[ { "author": "", "content": "Thanks for the report, issue is now fixed for 2.0.42. \n \nIssue is completly different to what is included in the topic: it is about mining drill having a wakeup list that was not notified when modules are inserted because the wakeup list was originally only intended to be used ...
1
2025-03-16T07:38:03-05:00
forum-topic-127543
127543
[Genhis][2.0.41] Extremely inefficient construction bot delivery to silo
Assigned
https://forums.factorio.com/viewtopic.php?t=127543
thuejk
In the attached save, I have ghosted 1000 iron to be delivered by construction bot to the silo. There are 1397 idle construction bots, while the iron is being delivered by 3 construction bots at a time, taking forever. The inefficiency happens when there are machines with unfulfillable module requests. ----------...
[]
0
2025-03-16T02:25:21-05:00
forum-topic-126292
126292
My attempt at making a starter HUB (not a mall)
Medium/Big/Gigantic Sized Structures
https://forums.factorio.com/viewtopic.php?t=126292
pworty
https://factoriobin.com/post/ktvtqt Copy blueprint The original idea for this hub came to mind while trying to achieve "Lazy bastard" I needed a quick and dirty mall to get me going, but while building said dirty mall, I just couldn't stand the haphazard design choices that I had to make, so I went off on a tangen...
[ { "author": "Durentis", "content": "Looks like it strikes a fantastic balance between starter base requirements and when you have logistic support. I wouldn't worry about excess units or elaborately wiring it, provided you set sensible restrictions on the boxes. Very nice design! \n \nI always completely ri...
1
2025-01-24T08:34:18-06:00
forum-topic-127195
127195
Stateless visualisations for PlantPrototype
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=127195
DaveMcW
I am trying to make a plant type of "Flaming ashland tree". This requires the fire stateless_visualisation_variations to change position as the tree grows. Please scale the stateless visualisations based on a plant's tick_grown.
[]
0
2025-02-28T13:24:07-06:00
forum-topic-127282
127282
Platform Request Priority
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127282
adam_bise
If I have 2 plats requesting science, it seems like a hidden priority decides which one will be fulfilled first. If I have a plat requesting AG science for example, and another plat shows up, then sometimes the 1st one stops being fulfilled until the 2nd one is finished. But this isn't a good situation for spoilabl...
[]
0
2025-03-05T09:39:18-06:00
forum-topic-124889
124889
Bug report that is not a duplicate was moved to duplicates
This Forum
https://forums.factorio.com/viewtopic.php?t=124889
dewayx
124885 describes multiple issues, but the title clearly references 2.0.28 Loewchen replied to that with 124743 , which describes a crash in 2.0.24, not in 2.0.28. My post contains 124743 , but does not only consists of 124743 . 124743 does not fully describe my post 124885 . Why is 124885 a duplicate, ...
[ { "author": "", "content": "A bug report never describes multiple issues, it is one issue per report. If you can reproduce any issues in the latest version of the game that do not have their own report yet, make a new one, one per bug, see 3638 .", "date": "2024-12-21T22:06:08+00:00", "quotes": [ ...
1
2024-12-21T14:59:15-06:00
forum-topic-110072
110072
Maximum throughput of a rail line - Page 3
General discussion
https://forums.factorio.com/viewtopic.php?t=110072&start=40
mmmPI
For the part i understand : There is the additionnal information of the braking research that is required to compare result, as high braking research increase the maximum throughput due to allowing train shorter braking distance, being closer to each other and thus increasing density even at the same speed which wo...
[ { "author": "quyxkh", "content": "I think you're right, leaving off the signal spacing made the numbers not good, here's a fixed version that shows how much space each train needs empty to maintain its current speed, you have to tell it the signal spacing, divide the route length by that rdist should give y...
19
2023-12-05T17:37:42-06:00
forum-topic-127405
127405
Get a list of all possible SignalIDs
Modding help
https://forums.factorio.com/viewtopic.php?t=127405
Alfred0110
I want to make a tool that can generate circuits, and for this I would like a list of all possible SignalID s that can be on a circuit network. Currently I am doing the following: Get all prototypes of the types listed under SignalIDType . Remove all prototypes where hidden or hidden_in_factoriopedia are tru...
[]
0
2025-03-11T17:58:21-05:00
forum-topic-44646
44646
Picking Blueprints from library shouldnt download
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=44646
aober93
See below ( viewtopic.php?f=80&t=44646&p=262944#p259680 ) for list of similar threads -- ßilk Hey, The thing is, if you pick blueprint books from the library and use it, then drop it, you will receive a copy in your inventory. Im not sure what others think it should do ,but i think this automatic download is...
[ { "author": "redlabel", "content": "Maybe it's so you can share your blueprints with friends? (Haven't tried it y \n \nCreative Commons blueprints!", "date": "2017-04-24T22:21:28+00:00", "quotes": [] }, { "author": "aober93", "content": "I think the intention was that you only download f...
7
2017-04-24T16:33:02-05:00
forum-topic-123709
123709
Simple, compact, tileable fusion array (1.2 GW)
Energy Production
https://forums.factorio.com/viewtopic.php?t=123709
jaylawl
I am just getting started using fusion and made myself a little design that is both simple and compact. This design is not usable on Aquilo. It produces 1.2 GW and is tileable. There is even some dedicated space for roboports in between. For the sake of simplicity, these reactors only make use of a 300 % neighbour ...
[]
0
2024-12-04T06:59:29-06:00
forum-topic-38473
38473
[MOD 0.14] AAI Programmable Structures - Page 4
Mods
https://forums.factorio.com/viewtopic.php?t=38473&start=60
Thanks, I've fixed that in the next version. I plan to release a version to the mod portal tomorrow morning so that would have caused lots of problems. I think there should be a way to make the scanner code work with creative mode but it could get complicated to make it a robust fix, it's a lower priority for me th...
[ { "author": "grays42", "content": "Fantastic, that's good to hear. That will definitely simplify this process. \n \n\nOk, that makes more sense! Thanks. What about the surface signal?", "date": "2018-02-02T01:47:40+00:00", "quotes": [ { "author": "", "content": "" }, ...
19
2016-12-10T05:21:17-06:00
forum-topic-65190
65190
[0.17] Please post bugs and balance issues here.
Bob's mods
https://forums.factorio.com/viewtopic.php?t=65190
bobingabout
Bob's mods 0.17 is released. Let me know if I did anything wrong, obvious or not, but do it in here as to not spam general discussion. Known issues: Maybe add minimum range to AOE ammos. Allow turning off individual logistics components. Add a tech to unlock the first tier of inserter rotation. 5Dim uses ...
[ { "author": "Jessea2010", "content": "Failed to load mods:__bobmodules__/data.lua:46: attempt to call global \"productivitymodulelimitation' (a nil value) \nstack traceback: \n__bobmodules__/data.lua:46: in main chunk", "date": "2019-02-26T21:10:14+00:00", "quotes": [] }, { "author": "bobing...
19
2019-02-26T15:02:29-06:00
forum-topic-109704
109704
Version 1.1.97
Releases
https://forums.factorio.com/viewtopic.php?t=109704
Bugfixes Fixed crashes when putting super large numbers in number input fields. Fixed a desync when putting super large numbers in the map editor brush size fields. Fixed that the website link in the about GUI did not work on Linux. ( 109684 ) Fixed a crash when changing the technology price multiplier while ...
[ { "author": "Nosferatu", "content": "Wow. Another set of edge case bug fixes. \n \nMakes me wonder. What's the state of the bug war? \nHow does this graph look at the moment? : https://factorio.com/blog/post/fff-313", "date": "2023-11-14T11:29:48+00:00", "quotes": [] }, { "author": "Magisit...
5
2023-11-14T05:22:04-06:00
forum-topic-78593
78593
Thanks, Py, and a couple of ideas.
PyMods
https://forums.factorio.com/viewtopic.php?t=78593
factoriogame1121
Hello. I apologize in advance for the English used through the translator. I am extremely glad that I found your mods for myself. And today I was even more happy when I discovered that you are still continuing to develop new mod extensions for your unique mod pack. I play only your mods at the marathon, with aliens...
[ { "author": "pyanodon", "content": "thank you! i like the first idea of a more late game thing. Lets see how things will be after pyAL and how long factorii still relevant after this time", "date": "2019-12-04T16:50:18+00:00", "quotes": [] }, { "author": "factoriogame1121", "content": "T...
19
2019-12-02T15:28:00-06:00
forum-topic-19970
19970
[MOD 0.16.x] ShinyBob_0.16.x
Mods
https://forums.factorio.com/viewtopic.php?t=19970
qjm123
ShinyBob Type: Mod Name: ShinyBob ShinyBob_Menus ShinyBob_Graphics ShinyBob_Icons ShinyBob_Techs Description: For lovers of Bob's mod. Puts colours on Bob's mod items License: https://opensource.org/licenses/MIT Version: 0.16.1 Release: 2018-01-25 Factorio-Version: 0.16.x Depende...
[ { "author": "Supercheese", "content": "Wow, you've done a great job with this -- I always disliked that the regular electric poles had identical graphics and icons as the Mk4 poles, and you've splendidly addressed this and pretty much everything else that bothered me in Bob's mods! Your graphics updates loo...
19
2016-02-10T02:17:46-06:00
forum-topic-122301
122301
Ships that can get to the shattered planet
Show your Creations
https://forums.factorio.com/viewtopic.php?t=122301
dragon_gawain
This will (hopefully) become in the future a place to share and discuss about ships that have the capability to go all the way to shattered planet, so feel free to share your shattered planet ships here! But that's just my excuse for the semi-generic title, and I really just want to gush about my own ship a bit ...
[ { "author": "Stefit1", "content": "That's a nice ship, I also like designing my own so I try not to look at or take from other peoples ship designs too much, but the idea of having slightly different target priority rotations is something I will definitely add to my ship designs from now on, maybe it will b...
12
2024-11-20T13:39:08-06:00
forum-topic-114890
114890
Checking multiple conditions
Combinator Creations
https://forums.factorio.com/viewtopic.php?t=114890
Fjfirond
Then I was just wondering why there are not several conditions for turning on a flashlight or a manipulator. I soon realized what was going on and wanted to show how it worked. First, let's put a constant combinator and set two values. For example: a = 2 and b = 6. Next, we put two comparative combinators together with...
[ { "author": "Tertius", "content": "I encourage you to describe your ideas in a more general way. In your example, you're doing this: You're individually checking conditions and counting the amount of matching conditions. Then check if the current amount equals to the desired number of matching conditions. \...
4
2024-08-19T05:24:07-05:00
forum-topic-126500
126500
Zoom functionality in blueprint editor
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=126500
rasmh
Hi, I would like to zoom in/out in the blueprint editor. Sometimes i want to see what other people did, but i can't see the details of a blueprint. Regards, Robert
[]
0
2025-01-31T13:48:38-06:00
forum-topic-27054
27054
Self Replicating (e. g. with Blueprints)
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=27054
This is in general about factories, that automatically build themselves. And in special about how an automatic replication of a factory could work. This is one of the Reasons, why Factorio exists! Really. One of the key posts is this: viewtopic.php?f=6&t=2198#p16254 (Recursive use of Blueprint) which poin...
[ { "author": "Toch", "content": "I need this Is thery any progress in this way ? How about viewtopic.php?f=93&t=24053 does any of you interested in this idea using this ?", "date": "2016-10-10T10:46:40+00:00", "quotes": [] }, { "author": "", "content": "I just did a quick look into it...
8
2016-06-25T15:31:34-05:00
forum-topic-127485
127485
Ability to add your own variables to the blueprint parameterization
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127485
Sem_Defence
TL;DR I want to add variables to the blueprint parameterization inside the parameterization menu itself What? I like the idea of ​​parameterizing blueprints, as it is quite a powerful tool. However, I have encountered such an inconvenient thing: Suppose I need to create a railway station for loading resources. A...
[ { "author": "Milichip", "content": "I would welcome seeing this added; \n \nIn the meantime, it is possible for you to add a \"dummy\" signal in some constant combinator somewhere, for example \"circle\" with the value 123, which will then show up in the parameters for you to use however you please, includi...
1
2025-03-14T05:27:03-05:00
forum-topic-112937
112937
Version 1.1.107
Releases
https://forums.factorio.com/viewtopic.php?t=112937
Modding Added an optional "mods" to simulation definitions. Scripting Disabled the majority of the lua "debug" library due to security issues. Bugfixes Fixed LuaEntity::set_request_slot would not accept count of 0. ( 110676 ) Fixed first tutorial level advancing to a wrong story step after drill i...
[]
0
2024-04-11T10:29:30-05:00
forum-topic-127223
127223
[Lou][2.0.37] blueprints can rotate entities with the "not-rotatable" flag
Assigned
https://forums.factorio.com/viewtopic.php?t=127223
Quezler
Steps to reproduce: 1) install the mod or add this code somewhere Code: Select all table.insert(data.raw["furnace"]["recycler"].flags, "not-rotatable") 2) start a new world and place a recycler 3) create a blueprint (either a blueprint or ctrl + c) 4) press rotate, notice how the preview hasn't rotated y...
[]
0
2025-03-02T09:25:19-06:00
forum-topic-3272
3272
Gameplay Help FAQ
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=3272
Kayanor
Welcome to the Gameplay Help FAQ! If you are experiencing technical problems (FPS/UPS issues, crashes, etc.), please go to the Technical Help FAQ located in the Technical Help board . This FAQ won’t cover questions covered by the Tips and Tricks ( Shift + Slash ) and the Mini-Tutorials ( ‘Tutorials’ button...
[ { "author": "Kayanor", "content": "The Gameplay Help FAQ has been updated! \nMore information, updated to 0.16, an actual structure, and way less redirects. \n \nTopic is locked, if you want to add questions (with answers) to the FAQ, please PM a moderator.", "date": "2018-03-28T15:43:41+00:00", "qu...
1
2014-04-28T11:54:31-05:00
forum-topic-84794
84794
[0.18.22] Modded game won't load.
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=84794
Mobius1
Hello, I'm having an issue that I don't know if you guys can fix or if it's something related to the mods I'm using but for some reason my game doesn't load. Currently I'm using Factorio 0.18.22 (Steam) with the modpack attached, installed by ModMyFactory app. If I start a new game, I have 0 issues, game loads, saves...
[ { "author": "", "content": "Post log after a session with the issue and the save, see: 52433 .", "date": "2020-05-10T18:13:15+00:00", "quotes": [] }, { "author": "Mobius1", "content": "Logfile attached, I posted both of them I don't know which one you need. Thanks for quick response btw...
19
2020-05-10T13:08:27-05:00
forum-topic-100078
100078
Allow furnaces' recipe to be reset using .set_recipe(nil)
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=100078
nullium21
Basically what the title says. Tried to do this and got an error: The entity is a furnace, which, according to prototype wiki, is a crafting machine:
[ { "author": "", "content": "I see there is a documentation error. As for 1.1.41, LuaEntity::set_recipe() is incorrectly documented saying it can be used with CraftingMachine while it should say it can only be used with AssemblingMachine. LuaEntity::get_recipe() is correct saying it works on CraftingMachine....
15
2021-09-26T05:17:42-05:00
forum-topic-112709
112709
[1.1.104] Update failed: changelog-switch.txt has unexpected content
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=112709
Xoriun
I tried to update from 1.1.104 for 1.1.106 but got the message Update failed: Checking update packages failed: File D:/Factorio/Factorio normal/data/changelog-switch.txt has unexpected content Restarting the game doesn't change this. I added the logs of both game sessions and the mentioned file.
[ { "author": "", "content": "The file is missing the two latest entries, but chances are other files are incomplete or missing as well. \nYou could download the zip install and replace your file with that one.", "date": "2024-03-27T10:54:50+00:00", "quotes": [] }, { "author": "", "content...
6
2024-03-27T04:58:23-05:00
forum-topic-122931
122931
[2.0.21] Cannot place ghost train on ghost rail
Won't fix.
https://forums.factorio.com/viewtopic.php?t=122931
sben
What did you do? Place rails ghosts. Try to place cargo wagon ghosts over them. What happened? Error: "Train ghosts must be built on rails" What did you expect to happen instead? It might be obvious to you, but do it anyway! Placing cargo wagon ghosts. Does it happen always, once, or sometimes? Alwa...
[ { "author": "Theragus", "content": "can confirm this behavior, although I would strongly guess this is just a limitation of the ghost trains and ghost rail system in general, as a workaround placing rails and trains in the same blueprint does work, however.", "date": "2024-11-29T11:58:03+00:00", "qu...
2
2024-11-25T17:27:07-06:00
forum-topic-121376
121376
[kovarex] [2.0.17] Changing quality should not reset planet import
Duplicates
https://forums.factorio.com/viewtopic.php?t=121376
danbopes
When on a space platform, and you're choosing a planet to import, changing the quality of an item should not reset the planet of import. Steps to Reproduce: On a space platform add a request Choose Recycler From the planet dropdown, change from Fulgora => Nauvis Click Uncommon Quality Button Expected Behavior...
[ { "author": "", "content": "Duplicate of 120354 .", "date": "2024-11-16T20:38:09+00:00", "quotes": [] }, { "author": "danbopes", "content": "You can just delete this or move to duplicates.", "date": "2024-11-17T17:55:37+00:00", "quotes": [ { "author": "Loewchen wro...
2
2024-11-13T23:35:15-06:00
forum-topic-124719
124719
[2.0.27] Missing member in EntityPrototypeFlags
Resolved Requests
https://forums.factorio.com/viewtopic.php?t=124719
BrainGamer_
Types/EntityPrototypeFlags is missing the "building-direction-16-way" member (used by rail signals / chain signals).
[ { "author": "", "content": "This was fixed at some point.", "date": "2025-03-14T17:38:31+00:00", "quotes": [] } ]
1
2024-12-18T22:10:22-06:00
forum-topic-126626
126626
[Rseding91] [2.0.33] reading the effect_description (a LocalisedString) returns unexpected data
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=126626
Quezler
In my latest mod i have added support to pass in some nothing modifiers in the data stage and parse what they mean in the control stage, but this seems to cause problems when using the {"", glue function, here is an example: Code: Select all table.insert(data.raw["technology"]["automation-science-pack"].effects, { ...
[ { "author": "", "content": "Thanks for the report. This is now fixed for the next release.", "date": "2025-02-06T19:05:48+00:00", "quotes": [] } ]
1
2025-02-06T09:02:22-06:00
forum-topic-27553
27553
[MOD 0.13] Progressive running
Mods
https://forums.factorio.com/viewtopic.php?t=27553
binbinhfr
Infos Type: Mod Name: Progressive running Description: Accelerate progressively when starting running : useful when your max speed is high due to exoskeletons and concrete, and you want to position precisely your character. Tested-With-Factorio-Version: 0.13.0 Multiplayer compatible: tested on a headless se...
[ { "author": "sporefreak", "content": "Oh sweet! so happy to see thisHow long does it take to reach max speeds?", "date": "2016-06-29T15:41:38+00:00", "quotes": [] }, { "author": "binbinhfr", "content": "while 1/2 second you stay at half speed, then in 1/2 second, you accelerate to full s...
19
2016-06-29T10:19:22-05:00
forum-topic-127557
127557
Circuit id count reuse
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=127557
tiyike
The ID numbers assigned to each circuit network continue to increase. Is there any way to reuse circuit numbers that are no longer in use?
[ { "author": "Tertius", "content": "No, the numbers are gone forever.", "date": "2025-03-16T21:52:30+00:00", "quotes": [] } ]
1
2025-03-16T16:16:04-05:00
forum-topic-48867
48867
german visitors
Celebration Party
https://forums.factorio.com/viewtopic.php?t=48867
mowfax
Servus, ich würde mal gerne wissen wer so aus deutschen Landen anreist. Ein Freund und ich planen einen erweiterten Kurztrip vom 15.-18. Genaueres ergibt sich im Laufe der Woche. Ich werde mich zwar selbst noch schlau machen, aber hat jemand interessante Dinge die man sich so in Prag noch ansehen kann?
[ { "author": "", "content": "Wenn man noch nie in Prag war empfehle ich eine Stadtbesichtigung zu machen. Ich habe zum Beispiel mal eine gemacht, die ging den gazen Tag inklusive einfachem Mittagessen, Schiffsfahrt, Burgbesichtigung. Kann man auch kurzfristig buchen, einfach morgens bis, naja, 8:30 Uhr in de...
4
2017-05-29T08:19:42-05:00
forum-topic-90090
90090
[Fixed] bad LTN output from inserters stuck with items - Page 2
Logistic Train Network
https://forums.factorio.com/viewtopic.php?t=90090&start=20
Optera
changed topic to fixed (as much as a mod can fix this without reprogramming inserter behavior)
[ { "author": "mrvn", "content": "Unfortunately the global option is far from satisfactory. \n \n1) If enabled then one can have trains with existing inventory and handle loading and unloading correctly. But multi-item stations then require locked slots because any items left in the inserters hand will be inc...
4
2020-10-04T16:25:01-05:00
forum-topic-15314
15314
[MOD 0.12.x] Letters - generator
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=15314
yareczek
Hi, Some time ago I made Letters MOD. It was simple as hell but every one have different preferences in colour and shape of the letters. In order to make it less annoying I made generator for letters. This is simple program to cut table of letters ans symbols and crate all files needed for game. Screenshot: ...
[ { "author": "", "content": "Moved to special interrest.", "date": "2015-08-29T21:53:42+00:00", "quotes": [] }, { "author": "Peter34", "content": "The letters no longer alphabetize in the crafting display. This happens in both v0.0.2 and v0.0.1. Also, it seems as if some letters don't occ...
7
2015-08-28T21:30:30-05:00
forum-topic-124466
124466
[2.0.25] startup settings appear as default when ingame
Minor issues
https://forums.factorio.com/viewtopic.php?t=124466
Quezler
When you're not on the main menu the startup settings are locked, but it would be nice if they could show a disabled state of the active reset button instead, and hovering the top right corner should not say each setting is at their default value.
[]
0
2024-12-15T01:57:31-06:00
forum-topic-85128
85128
Volume of 1 fluid unit
Off topic
https://forums.factorio.com/viewtopic.php?t=85128
Hyperbar00
Greetings everyone I was wondering how many liters 1 fluid unit is worth. The question may sound strange, I just like to make calculations and wanted to know. For convenience, one may consider that 1 unit = 1 L If we take in account the energy needed to heat 1 unit of water then 1 unit would be roughly 48 mL yet ...
[ { "author": "5thHorseman", "content": "Factorio is a game and therefore the units don't need to make sense so much as provide interesting gameplay. \n \nFluid volumes make as much physical sense as storing 50 cars in the trunk of another car. \n \nThe answer to \"What is the volume of 1 fluid unit?\" is \"1...
6
2020-05-20T14:50:37-05:00
forum-topic-95645
95645
[1.1.19] Desync MP SE game
Desyncs with mods
https://forums.factorio.com/viewtopic.php?t=95645
lupinehorror
all, have many hours on this save since last game or mod update (last week sometime). i was the only one on the server and was simply putting empty buckets into a chest while using a jetpack. desync happened twice in a row. mods are mostly Space Exploration or QoL: aai-containers aai-industry aai-signal-transm...
[ { "author": "lupinehorror", "content": "the server has been restarted. same desync within a minute of me logging in. every time. \nlog attached if it is of any help", "date": "2021-02-04T06:33:35+00:00", "quotes": [] }, { "author": "lupinehorror", "content": "tried a fresh install (zip) ...
2
2021-02-03T13:13:30-06:00
forum-topic-116438
116438
[2.0.7] Crash right after first achievement on macOS
Pending
https://forums.factorio.com/viewtopic.php?t=116438
aclysma
I and another macOS user had a crash after the first achievement we earned. Mine was the achievement for steam power. Not sure what theirs was. I was able to load from an auto-save and did not crash. I played through most of today and did not hit any other crash.
[ { "author": "", "content": "Post the log, see 3638", "date": "2024-10-22T00:26:50+00:00", "quotes": [] }, { "author": "aclysma", "content": "If it happens again I'll post a log, but the two logs I see look much more recent than this crash and likely aren't helpful. \n \nBTW to be clear,...
3
2024-10-21T19:25:22-05:00
forum-topic-126691
126691
Sending (fake) cargo-pod by script
Modding help
https://forums.factorio.com/viewtopic.php?t=126691
y.petremann
I have two cargo pod owned by the same force "merchants", one is on nauvis (storage.merchants.nauvis.surface.player), the other is in orbit of nauvis (storage.merchants.nauvis.orbit) I would like to launch a cargo-pod from orbit to surface with animations and everything For now I tried : Code: Select all local...
[ { "author": "s6x", "content": "Is storage.market.nauvis.orbit a space platform hub? \n \nI typed the following while in Nauvis orbit:\n Code: Select all /c HUB = game.player.surface.find_entities_filtered({name=\"space-platform-hub\"}) POD = HUB[1].create_cargo_pod() game.print(POD) POD.cargo_pod_destinati...
1
2025-02-08T10:55:25-06:00
forum-topic-99307
99307
Icons in the shortcut bar: PLEASE allow larger icons
Already exists
https://forums.factorio.com/viewtopic.php?t=99307
Honktown
The icons are 16x16 in a 40x40 size pixel box. I want to make an icon take up 32, if not the whole 40. Can't. 256/1600 means only 16% of the available area can be used to show a graphic. That's a *lot* of dead space that could be better used, on an already small graphic. debug info of shortcut buttons: sho...
[ { "author": "Honktown", "content": "I found out I can! So I made a mod for it (Larger Shortcut Icons)! This request can be moved to a graveyard.", "date": "2023-03-18T10:04:50+00:00", "quotes": [] } ]
1
2021-07-17T18:04:24-05:00
forum-topic-67775
67775
[0.17.13] Click inconsisntencies on tool palette
Not a bug
https://forums.factorio.com/viewtopic.php?t=67775
Gummiente27
I'm talking about this: The behaviour of the tools right to the inventory shortcuts in relation to clicking differs from the behaviour of the inventory shortcuts. The inventory items snap onto your mouse with mouse-key-down and make no sound while doing so. The tool bar on the right makes a sound with mouse-ke...
[ { "author": "th0", "content": "I also noticed this and I agree it's annoying, especially because you hear the clicking sound anyway.", "date": "2019-03-16T12:22:58+00:00", "quotes": [] }, { "author": "", "content": "Well, the sound isn't a notification of getting an item, but of really p...
4
2019-03-15T13:48:03-05:00
forum-topic-81465
81465
Allow disabling of power pole auto-connect in clipboard and blueprints
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=81465
Squelch
TL;DR Provide a setting or keybinding to prevent auto-connection of power poles when pasting from clipboard, or blueprints. What ? Use the same behaviour that the map editor clone tool uses. This could default to the current behaviour of auto-connect, but allow players to choose whether it is disabled. Previous ...
[ { "author": "", "content": "This points also to the thing, that you can choose how a bp should be printed only, if it is a bp, and not in clipboard. \n \nFor completeness \n \n coloured power poles \n network masks \n Option to Lock Power Poles Against Auto-connection", "date": "2020-11-26T05:48:43...
2
2020-02-20T04:00:31-06:00
forum-topic-125459
125459
Landfill for Fulgora and Vulcanus should be in vanilla
Balancing
https://forums.factorio.com/viewtopic.php?t=125459
Green Cat
I wrote vanilla because mods exist that do that. Force build over water was a much needed implementation because people want to automate things via blueprints and often need to get interupted because water was in the way. And let me not even start with how long it takes until you craft landfill and the bots cover th...
[ { "author": "Hares", "content": "This is another part of a challenge, work in limited resources and find a better spot if needed. The foundation is for megabasers who need having no limits, and no-foundation (and no-cliff explosives if you visit Fulgora 1st like I did) is for the engineers. Having to squeez...
3
2025-01-01T16:37:54-06:00
forum-topic-116367
116367
[raiguard][2.0.7] Importing large strings is broken on Linux
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=116367
PALKOVNIK
Steps to reproduce: - grab the KoS book from https://drive.google.com/drive/folders/ ... MjGkoRkOAg - try to import it in game Result: - nothing happens at all Breaking down the string into smaller chunks allows me to paste the chunks one by one in the import window in game, but import still fails in the end ...
[ { "author": "", "content": "Please try switching to Wayland in the graphics settings.", "date": "2024-10-21T22:07:48+00:00", "quotes": [] }, { "author": "", "content": "A bit of background on this: \n \nThis is a known issue. In the past, we worked around this by implementing custom X11 ...
12
2024-10-21T14:43:54-05:00
forum-topic-114011
114011
8x8 Belt Balancer (76-tile footprint)
Mechanical Throughput Magic (circuit-free)
https://forums.factorio.com/viewtopic.php?t=114011
GreyFoxx
Hello! Here's a small-footprint 8x8 (8-input, 8-output) belt balancer design I just threw together! 8 inputs (fully balanced) 8 outputs (fully balanced) Unlimited throughput All belt types Low footprint (76 tiles: 8x9 + 2x2) (Passed cursory brute-force testing of input and output balancing and throughputs. ...
[ { "author": "Yodo", "content": "Nice! The topology checks out for a balancer, and it has the same area (76 tiles) as the one in Raynquist's balancer book (you can easily move the two outer splitters one tile down). Unfortunately, with the two undergrounds sticking out yours is one tile longer. (I mention ...
1
2024-06-24T15:51:10-05:00
forum-topic-126555
126555
Stacking Loaders
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=126555
adam_bise
Stacking loaders would be great for testing.
[ { "author": "Muche", "content": "It seems there are mods that could do that (haven't tried them): \n lyra_loaders_can_stack , lyra_loaders_can_stack_forked_x8_stack , loader-lane-filter-stacks , loaders-modernized .", "date": "2025-02-03T03:05:26+00:00", "quotes": [] } ]
1
2025-02-02T20:23:24-06:00
forum-topic-118642
118642
[Lou]Ghost entities cannot be placed directly on Aquilo tiles which require two layers of tiles to be constructed
Not a bug
https://forums.factorio.com/viewtopic.php?t=118642
hopefuldecay
Building ghosts cannot be placed on Aquilo on top of Ammoniacal ocean tiles, Brash ice, or Smooth Ice using force-build (shift) or super-force-build(ctrl+shift). (The tiles that require ice+concrete for buildings.) This is extra annoying since two types of tiles are required on this planet, so it would be one of the...
[ { "author": "hopefuldecay", "content": "Further information, while messing around with other things in the editor, I realized that this issue seems savefile dependant! Attached are two saves, in one of them it works as expected, but it's broken in the other. The savefiles both have the same technologies res...
9
2024-10-30T13:04:50-05:00
forum-topic-126158
126158
tiny bootstrap factory: rocket silo
Mechanical Throughput Magic (circuit-free)
https://forums.factorio.com/viewtopic.php?t=126158
__init__
Self contained, thus no need for intermediate products on a main bus Compact, thus requires less material for logistics and defence walls Requires only basic building materials, thus a less complex mall With Assembler 2: 0eNrdXdtuGzuy/ZUNPUsDXptk3uYXzutGYChyJ1sYWfLokn2CIP9+uluKTdnN5lolGTM4TwllabG6uoqXqsXiz9...
[]
0
2025-01-20T06:21:11-06:00
forum-topic-126775
126775
Potentially beacon optimization?
Outdated/Not implemented
https://forums.factorio.com/viewtopic.php?t=126775
SempfgurkeXP
Hey, so as I understand it, beacons check every 120 ticks if they have power. So if instead they wouldnt require any power at all, and instead the power cost of the buildings would be increased accordingly, beacons should basically be free, and it would affect gameplay only by making power supply in beaconed builds ...
[ { "author": "", "content": "Thanks for the idea but in terms of optimization we almost never take any external ideas because they rarely consider all the important corner cases that need to be considered. Your case is not an exception since you are describing a low level behavior of an entity (update proces...
2
2025-02-11T16:24:17-06:00
forum-topic-127214
127214
default_roboport_count_output_signal
Resolved Requests
https://forums.factorio.com/viewtopic.php?t=127214
meifray
In [Prototype:Roboport]( https://lua-api.factorio.com/latest/pro ... otype.html ) It is default_roboport_count_output_signal not default_roboports_output_signal as you can see [Entities Data in github]( https://github.com/wube/factorio-data/b ... tities.lua ) line 6814 is default_roboport_count_output_sig...
[ { "author": "", "content": "Thanks, fixed for 2.0.42.", "date": "2025-03-14T17:02:08+00:00", "quotes": [] } ]
1
2025-03-02T00:48:32-06:00
forum-topic-127280
127280
[Genhis][2.0.38] Generator-equipment item tooltip has wrong power consumption
Assigned
https://forums.factorio.com/viewtopic.php?t=127280
StephenB
* Add a generator-equipment with power of say 200kW, with a burner power source with effectivity 0.5. Add an item with place_as_equipment_result of that generator-equipment. (You could download this mod and then unzip and change the line in data.lua that sets effectivity = 1 to instead make it 0.5.) * Item tooltip s...
[]
0
2025-03-05T08:08:28-06:00
forum-topic-125900
125900
mention that script wire origins don't draw the wires nor connector
Documentation Improvement Requests
https://forums.factorio.com/viewtopic.php?t=125900
Quezler
It would be nice if there was a mention somewhere that script connected circuit wires don't draw to the player and thus the prototype level draw_circuit_wires doesn't apply to them / isn't needed for them, and that the "im connected to circuit" graphics on entities don't render when there are just script origin wires c...
[]
0
2025-01-13T05:44:15-06:00
forum-topic-120242
120242
Parameter "Output of" variable
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=120242
LeftyRighty
be amazed at the art!! 11-07-2024, 16-57-59.png (637.56 KiB) Viewed 1282 times from my own experience and some of the bug reports i found whilst looking to see if this has already been suggested; its not uncommon to want to setup a blueprint such that you can specify the recipe the maker building is doing...
[ { "author": "Skellitor301", "content": "I second this. Especially when utilizing parameters to make streamlined bot malls. With how I have blueprints set up it makes it difficult to utilize parameters with anything that requires the selection of processing recipes like unbarreling and kovarex. It also preve...
8
2024-11-07T10:58:17-06:00
forum-topic-15327
15327
[MOD 0.12.11+] WrenchFu (and demonstrator) v0.1.3
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=15327
Narc
WrenchFu! Info: WrenchFu is a helper for other mods -- it provides a single entry point through which they can cause custom GUIs to be opened, and manages automatically closing the custom GUIs when players get out of range. Name: WrenchFu Latest Release: v0.1.3, April 9th, 2016 Factorio Version: 0.12...
[ { "author": "Vin", "content": "This is a really cool meta-mod and thank you for taking the time to do it. It's not nearly as \"fun\" as putting new stuff into the game, but it can make the end gaming experience so much cleaner. I'm curious to see which mods will pickup support for it. \n \nHopefully this wi...
15
2015-08-29T06:37:38-05:00
forum-topic-64868
64868
Bob did a Youtube. - Page 2
Bob's mods
https://forums.factorio.com/viewtopic.php?t=64868&start=20
bobingabout
Yes. I noticed while I was editing it, I also forgot to save so... can't really go back and do anything about it unless I start over. I thought it was good enough for the purposes of a tutorial.
[ { "author": "mrvn", "content": "Personally I place power poles between assemblers. Pole, assembler, assembler, pole, assembler, assembler, pole, assembler, assembler, pole. Reduces the needed power poles by a factor of 2. Doesn't always work (can only power 4 inserters per assembler) but I think the saving ...
17
2019-02-11T19:22:41-06:00
forum-topic-34551
34551
Factorio Forums • LuaEntity.get_target() + set target options
Please add for turret, unit, player, vehicle. LuaEntity.get_target() → {entity= LuaEntity , position= Position } If no target or not a turret, unit, player, vehicle the return value would be nil. If targeting ground (shotgun/cannon) it would just be: {entity=nil, position= Position } Also, LuaEntity.set_target...
[ { "author": "", "content": "There have been a lot of requests for scripts controlling turrets, I would advice searching around for an official response.", "date": "", "quotes": [] }, { "author": "", "content": "A recent topic asking for similar stuff: viewtopic.php?f=28&t=35361", "d...
2
forum-topic-125492
125492
Is there an easier way to have many OR AND wait conditions?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=125492
adam_bise
I tried wait until any = 0 but it triggered on things I wasn't unloading at that stop. Would be nice to have an AND inactivity that applies to all OR groups, or at least insert a new condition here rather than scrolling up and down so many times. This is for a platform that keeps an inventory of items to stock up o...
[ { "author": "adam_bise", "content": "NVM just figured out send contents to platform. I guess I had never attached a wire to the hub.", "date": "2025-01-03T04:47:01+00:00", "quotes": [] }, { "author": "mmmPI", "content": "Nice to hear you found something with combinators \n \nMaybe it's...
2
2025-01-02T22:41:23-06:00
forum-topic-115307
115307
Friday Facts #428 - Reactor & Logistics circuit control
News
https://forums.factorio.com/viewtopic.php?t=115307
Here it is! (beep boop) https://factorio.com/blog/post/fff-428
[ { "author": "Gergely", "content": "Thank you for such a great event. From now on after every FFF you should all imagine the applause of the crowd. It's deserved.", "date": "2024-09-13T11:06:45+00:00", "quotes": [] }, { "author": "Ecconia", "content": "Nice logistics changes :) \nStill aw...
19
2024-09-13T06:00:05-05:00
forum-topic-111723
111723
Friday Facts #401 - New terrain, new planet
News
https://forums.factorio.com/viewtopic.php?t=111723
Here it is! (beep boop) https://factorio.com/blog/post/fff-401
[ { "author": "aka13", "content": "Earendel, you are a magician. You make me warm up to cliffs! \nThank you for the effort, I am really looking forward to the Nauvis changes.", "date": "2024-03-08T12:11:19+00:00", "quotes": [] }, { "author": "Wenihal", "content": "\"the new terrain is ...
19
2024-03-08T06:00:03-06:00
forum-topic-89400
89400
First time with oil processing ratios
Cheatsheets / Calculators / Viewers
https://forums.factorio.com/viewtopic.php?t=89400
Taego
I started playing Factorio a week ago and I am on my first run. I got technology for advanced oil processing and set up pipes when my plastic and sulfur stopped flowing because I didn't know how to use heavy oil and light oil. I checked on the wiki and found that I should crack heavy oil to light oil and light oi...
[ { "author": "Impatient", "content": "reading your post, i think, trying to solve the advanced oil cracking math seems to be something, some players try their brains on as an involuntary bonus challenge. \n \nWhen i first tried to find out how much crude and water i need to make this and that, i found out, t...
6
2020-09-13T16:59:36-05:00
forum-topic-117703
117703
[2.0.11] Thruster swapping Fuel and Oxidizer (mixing/fluid) (MR)
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=117703
ToxicBanana
I am having what I think it is a bug, where the fuel and oxidizer are getting get mixed/swapped, eventually stalling the thrusters due to lack of fuel, if I clear the pipes the issue does go away for the duration of the trip (Nauvis to Volcanus) Before flight 10-26-2024, 09-11-40.png (1.41 MiB) Viewed 7326 ti...
[ { "author": "", "content": "Without save files there is not much to do, i suspect it may be related to one of the weird behaviors of fluid segments done by raiguard where in case of a fluid mixing, one of the fluids gets stashed on the fluid segment and will get reintroduced when pipes get down to 0 with th...
19
2024-10-26T11:15:02-05:00
forum-topic-12564
12564
Large guide to modding Factorio
Modding discussion
https://forums.factorio.com/viewtopic.php?t=12564
engineer13
Alright so I have been checking out a lot of info on out there on the forum as well as in the wiki and I have been doing my own tests. This will be my attempt to make a very large mod to explain a large number of concepts for modding because the wiki doesn't have the best info on modding and even the best guides I hav...
[ { "author": "", "content": "Stickied by Koub : I think this post deserves to be stickied. There is already a guide, but it is pretty old, and outdated. Moreover, I did find this guide helpful. \n@Ssilk : If you think it should be merged with the old modding guide, it's ok for me too. \n [Edit] : @Ssilk : Yo...
19
2015-05-28T00:07:35-05:00
forum-topic-47506
47506
[Mod 2.0] Power Armor MK3+ - Page 5
Mods
https://forums.factorio.com/viewtopic.php?t=47506&start=80
Repairmanski
This is a tough one as there are some overhauls that Deadlock did that would be retreads for the levels/attributes you have currently assigned to some items. For example, the Light and Heavy armor items have an equipment grid which I believe obviates the need for light/heavy vest. Ditto for nuclear-reactor-equipment a...
[ { "author": "jimmy_1283", "content": "Thank you for the input, I've not played with IR myself so I really needed it, I'll definitely take your suggestions under advisement. \nHaving said that though this retro 0.17 update may be a while coming, as I'll be out of town for the next week on business, hopefully...
19
2017-05-13T18:56:43-05:00
forum-topic-105361
105361
ROUNDABOUT without blocking turn right
Railway Setups
https://forums.factorio.com/viewtopic.php?t=105361
datarza
I have played a little with `ROUNDABOUT SAFE` intersection from viewtopic.php?f=194&t=46855 . This intersection has a huge issue - when train turn to right, then whole intersection will be blocked. Probably the following plan can solve this problem (if no one has posted something similar): Screenshot 2023-02-...
[ { "author": "SoShootMe", "content": "See 3 and 4 way intersections . I think your design is equivalent to \"Roundabout+Straights\" with the addition of the extra left-turn chords. These add that when a train is turning right, a train from its left can also turn left, so it should perform better; I'm not su...
9
2023-02-24T22:15:26-06:00
forum-topic-77874
77874
Compact 200 spm (0.17)
Medium/Big/Gigantic Sized Structures
https://forums.factorio.com/viewtopic.php?t=77874
Khagan
I think of this as my 'intermediate' or '2nd generation' science factory, with 200 spm (i.e. 1 rocket every 5 minutes) being a natural halfway step between a 30 to 45 spm bootstrap factory and a full-blown 1000+ spm megabase. It all fits in 5 chunks square, including smelters and refinery. Iron ore, stone and copper...
[ { "author": "gGeorg", "content": "Did I miss energy production? \nPeople often say, 100spm but how much power it consumes?", "date": "2019-11-21T11:04:58+00:00", "quotes": [] }, { "author": "MEOWMI", "content": "This looks like really quite a nice design. \n \nI notice based on the scree...
6
2019-11-11T19:08:07-06:00
forum-topic-127134
127134
[2.0.35] Stack inserter not grabbing items from chest to train with filtered slots
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=127134
Hares
On my train stop, stack inserters grabbing processing units were not swinging desipite having power, heat, free slot in the destination, and source items matching filters. Inserters grabbing LDS & rocket fuel worked fine. 02-26-2025, 00-06-06.png (1.86 MiB) Viewed 1563 times Steps to Reproduce Steps unk...
[ { "author": "", "content": "Thanks for the report. This is likely going to be one of those issues where it requires reproduction steps before anything can be done. Once things are in this \"bad\" state there's virtually no way to know how it happened.", "date": "2025-02-25T22:06:21+00:00", "quotes":...
8
2025-02-25T15:09:13-06:00
forum-topic-126520
126520
[2.0.33] Factorio freezes if "Quit" is pressed in the middle of a save
Pending
https://forums.factorio.com/viewtopic.php?t=126520
mr_fancy_pants
This is probably related to viewtopic.php?t=126519 , but I'm reporting it separately just in case. With non-blocking saves enabled (but not working - see the aforementioned bug), trigger a game save through the main menu and then click "Quit" before the save has completed and Factorio will freeze, failing to comple...
[ { "author": "", "content": "Does this still happen in the latest release? I suspect it was the linked issue, but I'm on Windows so I can't test it myself.", "date": "2025-03-10T22:43:18+00:00", "quotes": [] } ]
1
2025-02-01T15:54:56-06:00
forum-topic-307
307
Gamepad/controller support (also keybinding)
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=307
GragSmash
For list of links see down ( viewtopic.php?f=6&t=307&hilit=controller#p77823 ) -- ßilk I would really appreciate native gamepad/controller support for this game. Especially if the controller layout remains the same if/when this becomes an XBLA/PSN title. I actually prefer mouse/keyboard, but my son has a lim...
[ { "author": "Mysteria9", "content": "I prefer mouse and keyboard myself but having the option never hurts! \n \nHave your son tried using a trackball instead of a mouse? If not, I recommend it! Especially the kind where you roll the ball with your thumb (third picture in link).", "date": "2013-02-27T...
19
2013-02-26T14:53:49-06:00
forum-topic-123009
123009
[2.0.21] Blueprint aligns perfectly in Remote View, but once clicked, it's misaligned, especially tracks.
Pending
https://forums.factorio.com/viewtopic.php?t=123009
Phyire
Hi, This is an intermitted issue I've been having where I could have swore I clicked correctly, but then when I come back, a duplicate off-center copy was build. I am note sure if this is blueprint specific, when building this blueprint I tried to be as symmetrical as absolutely possible to avoid off center tracks. ...
[ { "author": "", "content": "I cannot reproduce this, post the save file and your log please, see 3638 . \nSounds similar to 118896 .", "date": "2024-11-26T15:57:51+00:00", "quotes": [] }, { "author": "Phyire", "content": "I did use the advanced search before, but missed the one you lin...
7
2024-11-26T09:36:12-06:00
forum-topic-72723
72723
Command to spawn a naturally-looking ore patch
Resource Spawner Overhaul
https://forums.factorio.com/viewtopic.php?t=72723
YunoAloe
There's a command to spawn a square resource patch at https://wiki.factorio.com/Console#Add_n ... urce_patch . I tried to look for a full list of RSO's commands, but there doesn't seem to be one, or there are only very few special commands implemented at all. So I'm looking for any way to manually spawn naturally look...
[ { "author": "orzelek", "content": "RSO only spawns those automatically based on random rolls. There is no interface to spawn certain ore patch at specific location. \nAdding that kind of interface could work but it will not be fully recognized - it would get removed when regenerating ores for example. And i...
6
2019-06-30T10:30:33-05:00
forum-topic-107760
107760
[StrangePan][1.1.87] VSync not applied
Assigned
https://forums.factorio.com/viewtopic.php?t=107760
litty
Between 1.1.80 and 1.1.81, something has changed about the VSync setting! It looks like it's not being applied as intended on my intel macbook in 1.1.81. As early as 1.1.81, and as recent as 1.1.87, I am seeing screen tearing at the top of the screen that is reminiscent of VSync not being enabled. It is most apparen...
[ { "author": "Vel", "content": "I've got the same issue. It really looks like VSync is not applied. It worked a week ago or so. Seems to be caused by the new version. \nToggling VSync on or off does not change anything. Anything else I can try? \nIs there an easy way to downgrade factorio with Steam?", "...
8
2023-07-14T00:13:52-05:00
forum-topic-125651
125651
Enable burner inserter fuel leech
Balancing
https://forums.factorio.com/viewtopic.php?t=125651
Hares
TL;DR Enable fuel leech for the default burner inserters. What? The inserter fuel leech ( InserterPrototype::allow_burner_leech ) was introduced in 0.17.69, but never added to the base game for burner inserters. 75864: Version 0.17.69 - Stable 1 It's intended usage is to allow outputting burner inserters ...
[ { "author": "CyberCider", "content": "It’s almost as if the “burner phase” was deliberately designed in a way so that burner inserters never have a reason to output out of a machine…", "date": "2025-01-07T08:28:32+00:00", "quotes": [] } ]
1
2025-01-06T09:47:54-06:00
forum-topic-21174
21174
[0.12.x] MoreBelts [1.0.4]
Fentus Challenge & Tool Mods
https://forums.factorio.com/viewtopic.php?t=21174
Fentus
[0.12.x] MoreBelts version: 1.0.4 dependencies: base >= 0.12.0 description: This mod adds 9 extended underground belts and 3 technologies to get them. Screenshots Download MoreBelts_1.0.4.zip Updated dependencies and homepage (77.05 KiB) Downloaded 313 times MoreBelts_1.0.3.zip Fixed te...
[ { "author": "Factorio2016", "content": "why so many??? Uncomfortable. \n on the first screenshot - inserters. What mod?", "date": "2016-03-10T18:31:44+00:00", "quotes": [] }, { "author": "orzelek", "content": "They are also quite short compared to similar mods.", "date": "2016-03-10...
4
2016-03-09T00:57:02-06:00
forum-topic-119006
119006
Space Efficient Thruster Pattern
Mechanical Throughput Magic (circuit-free)
https://forums.factorio.com/viewtopic.php?t=119006
mmmPI
Thruster can't be rotated , or flipped, this leads to quite the variety of possible way to place them. Some more or less "efficient", here the goal was to have the maximum amount of thrusters in a single row, without having gaps between them and have it be a straight line so it's easier to scale for large ships ...
[ { "author": "pioruns", "content": "Works great, thanks!", "date": "2025-02-09T15:03:41+00:00", "quotes": [] }, { "author": "mmmPI", "content": "You're welcome, i have seen people using my design without proper attribution sometimes, i should have used a patent of a NFT to protect it, but...
2
2024-11-01T03:11:43-05:00
forum-topic-121819
121819
[2.0.15] Asteroid collector arm teleporting instead of moving smoothly
Minor issues
https://forums.factorio.com/viewtopic.php?t=121819
Baked-Potato
Space Age, no mods. The asteroid collector grabber arm sometimes teleports between positions instead of moving smoothly. What did you do? I was traveling on a space platform to Gleba for the first time. I think the issue may be triggered by low power. What happened? The grabber arms teleported between positions...
[]
0
2024-11-17T05:16:22-06:00
forum-topic-82578
82578
Friday Facts #339 - Beacon HR + Redesign process
News
https://forums.factorio.com/viewtopic.php?t=82578
Here it is! (beep boop) https://factorio.com/blog/post/fff-339
[ { "author": "leadraven", "content": "I [don't] love it! \nAdmins, don't do it again... \n \nI don't agree it is \"integrated in the world of Factorio\". It looks very foreign. \nMay be it's because I don't like beacon itself, as a game mechanic.", "date": "2020-03-20T13:00:38+00:00", "quotes": [] ...
19
2020-03-20T07:57:40-05:00
forum-topic-44328
44328
DyWorld General Discussion - Page 2
DyWorld
https://forums.factorio.com/viewtopic.php?t=44328&start=20
Quazaka
Really looking forward to this. Any updates on the housing situation?
[ { "author": "Dysoch", "content": "yes all done (1,5 month ago already). But because work got really hectic, and had some personal stuff to do, i couldnt do anything. But i am steadily working on this again for a few days already. Hope to have an update soon. Expect lots of changes \ni am basically rewrit...
16
2017-04-19T05:14:42-05:00
forum-topic-104826
104826
5GW nuclear reactor with 17 water pipes
Energy Production
https://forums.factorio.com/viewtopic.php?t=104826
mboxdk
Most likely it's not the reactor itself, I just want to show the approach how to reduce the number of pipes supplying water to the reactor if there are no lakes nearby. It's also possible to use only 5 pipes (pumps) but you can't get through them. Pros: 100% of theoretical efficiency. 17 Water pipes instead of 43...
[ { "author": "coppercoil", "content": "There also is another approach: decompress water to 2 x 1500 when arrived to nuclear station, this gives more flexibility for station design.", "date": "2023-01-15T11:55:58+00:00", "quotes": [] }, { "author": "mboxdk", "content": "Unfortunately no. 1...
3
2023-01-14T09:27:05-06:00
forum-topic-70864
70864
[0.17.39] Campaign Feedback
Campaign / Scenario suggestions
https://forums.factorio.com/viewtopic.php?t=70864
xhed
I enjoyed the campaign, but there are some issues I came across. Gameplay Compilatron is a nice addition to the game, but it would advance to the next part of the tutorial when I got close, while my intent was to build a structure to prepare for the next step. This was most noticeable after the completion of the ca...
[ { "author": "Silverstar456", "content": "Hey xhed, \n \nI did enjoy it too and I really agree wth every point. \n In my eyes a newbie would really has difficulties with the biters. The focus of the campaign should be to learn general process and not how to manage a deathworld ( bit exaggerated ). \n I thi...
1
2019-05-15T09:10:33-05:00