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25
forum-topic-125421
125421
Please add descriptions to the hidden tag of new prototypes such as space-locations
Documentation Improvement Requests
https://forums.factorio.com/viewtopic.php?t=125421
bunshaman
Some of the new prototypes (such as space-locations, planets, etc) do not have helpful descriptions under their respective pages. In the past, the descriptions would be helpful (see the 3 links), now with no descriptions it becomes unclear what the exact intended behavior is. For example, the space location prototyp...
[ { "author": "BraveCaperCat", "content": "Actually, most new prototypes (and new properties for old ones) have unhelpful or absent descriptions.", "date": "2025-01-01T01:27:21+00:00", "quotes": [] } ]
1
2024-12-31T19:21:34-06:00
forum-topic-103764
103764
Autobreaker for preventing brownouts and controlling backup power
Energy Production
https://forums.factorio.com/viewtopic.php?t=103764
Theikkru
This is designed to govern the electrical connections between three segregated parts of a power grid: primary power & accumulators (lower right), emergency backup power (upper right), and power consumers (upper left). So long as you have enough accumulators to absorb any spikes in power usage, this will prevent brownou...
[ { "author": "gGeorg", "content": "\"enough accumulators to absorb any spikes in power usage\" \nI dont think this device can do what you promice. Here is an example : \nlets have a main base producing up to 100MW and average consmption is 80MW. Then laser wall start shooting consming 130MW so energy consu...
19
2022-10-15T23:49:09-05:00
forum-topic-191
191
Throne room / Command center, camera and bots remote control
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=191
( Tchey )
Sometimes, i want to see if everything is ok at the other side of my factory. I can ride my car, or jump into a train, or just run. Sure. What about a command center (CC) ? - The CC is a fortified bunker and can be placed only once. You can replace it again and again, but there can be only one on the map at a giv...
[ { "author": "", "content": "This almost exactly what we plan to have in the RTS direction, we wanted to call it the throne room", "date": "2013-02-20T20:57:22+00:00", "quotes": [] }, { "author": "", "content": "See also https://forums.factorio.com/forum/vie ... hp?f=9&t=6 RTS direction...
4
2013-02-20T14:43:28-06:00
forum-topic-89892
89892
Unchained Modpack - Help required
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=89892
Bloomers
Just started this modpack, new to Pyanodon mods. Looking through everything possible it seems progress is stuck behind science. Require ceramic and steel to make red circuits to make the first science but these are locked behind science. Is there something i am missing?
[]
0
2020-09-27T19:37:36-05:00
forum-topic-123163
123163
Quality should increase train wagons capacity.
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=123163
functional
Why? With Space Age, potential throughput has increased drastically due to new tier of belts and stacking. Where previous max throughput per a single belt was 45/s, the new limit is 240/s. Quality changes to inserters also help you to reach these ridiculous levels quite easily. Trains—in particular cargo trains—h...
[ { "author": "Wappinhat", "content": "It would be great if train wagon + fluid + storage tanks https://wiki.factorio.com/Storage_tank etc size increased \n \nStorage chests were gladly adjusted", "date": "2024-11-28T07:49:17+00:00", "quotes": [] }, { "author": "AileTheAlien", "content":...
12
2024-11-28T00:36:02-06:00
forum-topic-69586
69586
Recipe imbalance with Bob's
F.A.R.L
https://forums.factorio.com/viewtopic.php?t=69586
sparr
I'm not sure if other mods are in play here... My recipe for a FARL locomotive is 1 locomotive, 2 fast inserters, 5 steel plates. For a FARL Module it is the same 4 steel plates, but instead of the 2 fast inserters it takes 5 iron gear wheels and 5 circuits. The problem is that with Bob's Logistics, a fast insert...
[]
0
2019-04-15T17:46:16-05:00
forum-topic-123333
123333
[ANSWERED] Description dissapeared after editing infobox
Wiki Talk
https://forums.factorio.com/viewtopic.php?t=123333
Iridium
Hello, I am known as Iridium235 on the wiki. After editing the infobox, the description disappeared, only the infobox remained. What happened? Edit: The part I added in was the "recycling result" (2nd last line). Screenshot 2024-11-30 at 10.10.56 am.png (1.3 MiB) Viewed 509 times Screenshot 2024-11...
[ { "author": "Zinic", "content": "You are only looking at the infobox page. Check the URL of this page.", "date": "2025-01-04T19:26:03+00:00", "quotes": [] }, { "author": "Iridium", "content": "Thanks!", "date": "2025-01-07T09:20:31+00:00", "quotes": [ { "author": "Z...
2
2024-11-29T20:21:59-06:00
forum-topic-121791
121791
[Raiguard] [2.0.15] Mod scripts interacting with remote view/driving can make a vehicle undrivable
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=121791
Gorfiend7
If a mod script executes the following code (given appropriate tank1/tank2/player references): Code: Select all player.set_controller({ type = defines.controllers.remote, position = tank1.position, surface = tank1.surface, }) tank1.set_driver(player) ...
[ { "author": "Xuplus", "content": "I got this by simply having a tank get destroyed by bitters, a ghost of the tank appears in its location, then letting the logistic network build another one. The tank built by the bots behaves that way, I can't drive remotely and in person it won't move", "date": "2024...
2
2024-11-16T19:22:29-06:00
forum-topic-28293
28293
Moving Mods to offical mod site.
MoMods
https://forums.factorio.com/viewtopic.php?t=28293
ludsoe
Just like to announce here that Ill be moving the MoMods download links to the factorio mod site. Id like to know everybody's thoughts on that. And I would really like to hear how I can improve the listings on the ModSite. MoCombat: https://mods.factorio.com/mods/ludsoe/mocombat MoIndustry: https://mods.factori...
[ { "author": "MiniMe943", "content": "I still check the forums mainly for mods, so it'd be nice to have some activity here regarding development. I don't want this thread to be completely ditched over the mod portal. \n \nSide note, what is the future of MoMods? I'm really curious because it was the first se...
2
2016-07-05T08:35:31-05:00
forum-topic-20566
20566
Changes for the Personal Roboport
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=20566
With the introduction of the personal roboport in August 2015 we had some discussion, namely viewtopic.php?f=23&t=14246 Personal roboport doesn't work as expected At the end of this there are some very useful suggestions: viewtopic.php?f=23&t=14246&hilit=person ... t&start=30 Suggestions viewtopic.php?f=6...
[]
0
2016-02-27T08:29:59-06:00
forum-topic-126608
126608
Python script to create any wiki language template file
Wiki Talk
https://forums.factorio.com/viewtopic.php?t=126608
Tertius
I made a small python script that scans the local game language files and creates the "| <english term> = <language term>" lines used in all of the language templates. Included are items, recipes and research. You don't need to create the whole template manually, half of it is automated this way. Before you start t...
[]
0
2025-02-05T12:33:58-06:00
forum-topic-73256
73256
[FREE] Factorio Server Host [GER] - Page 2
Multiplayer
https://forums.factorio.com/viewtopic.php?t=73256&start=20
beete
*bin erreichbar. Es hat sich zwar einiges geändert... kanne jedoch noch server bereitstellen. - gerne PM
[ { "author": "Hoppili9", "content": "Hi , ich bin auch intressiert , kann aber leider keine Privatenaricht senden .", "date": "2020-03-30T17:00:32+00:00", "quotes": [] }, { "author": "4bones", "content": "Hi habe Interesse können wir uns über Discord in Kontakt setzen? \nHeiße 4bones#1224...
6
2019-07-14T05:20:31-05:00
forum-topic-113113
113113
Add interface for research_progress for not-currently-researching technologies
Already exists
https://forums.factorio.com/viewtopic.php?t=113113
cliff_build
Specifically, if someone starts researching a technology, and then switches to a different one, I believe that it is no longer possible to tell how much progress has been made on the first technology via the Lua APIs. (because `LuaForce.research_progress` only tells you about the current research) I want to build a ...
[ { "author": "", "content": "https://lua-api.factorio.com/latest/cla ... y_progress", "date": "2024-04-22T04:27:50+00:00", "quotes": [] }, { "author": "cliff_build", "content": "Awesome, thank you!", "date": "2024-04-24T00:28:58+00:00", "quotes": [] } ]
2
2024-04-21T22:36:53-05:00
forum-topic-32867
32867
Ideas to Avoid Turret Creeping
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=32867
Turret Creep (also Tower Creep) is, when a player places turrets more and more near to a biter nest until he is able to kill the nest by himself (or with turrets only). There are Pros and Cons to this. Pros: - This is sometimes the only strategy, that works. - It's super easy, if doing it right, the danger to ...
[ { "author": "Supercheese", "content": "I'd like to point out that my EMP Biters mod makes turret creep much more challenging when facing Big Worms, since they have a very high chance to disable your turrets with their EMP spit.", "date": "2016-09-18T20:54:58+00:00", "quotes": [] }, { "auth...
11
2016-09-17T15:50:55-05:00
forum-topic-127015
127015
[boskid][2.0.32][Modded] Crash ghost dragging belt (BeltTraverseLogic)
Resolved for the next release
https://forums.factorio.com/viewtopic.php?t=127015
Octet
Whilst using the Blueprint Sandboxes mod, in the sandbox, ghost dragging a belt over an underground belt causes the game to crash. This issue was not happening before, but I'm unsure what changed to cause this.
[ { "author": "Akino_Ovsky", "content": "Got this exact same crash in that creative world mod twice now, It may be related to that? (2.0.41) \n \n \n \n Crash 2.jpg (315.22 KiB) Viewed 178 times", "date": "2025-03-15T10:38:55+00:00", "quotes": [] }, { "author": "", "content": "Given that b...
6
2025-02-21T05:18:11-06:00
forum-topic-64644
64644
A way to find the LuaObject type
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=64644
project6
Looking at the output from `help()`, there seems to be identification of the object type. Would it be possible to make these accessible? Being able to see the object type would be very helpful with debugging. is_player() is cool, but also oddly specific considering there are 76 LuaObject types in 0.16 and an extra ...
[ { "author": "", "content": "What's the use-case?", "date": "2019-01-29T00:03:50+00:00", "quotes": [] }, { "author": "eduran", "content": "As a workaround, you can read the type from the help string:\n Code: Select all obj_type = match(obj.help(), \"Help for%s([^:]*)\")\n \n\nIssue is th...
10
2019-01-28T16:22:33-06:00
forum-topic-60508
60508
Factorio Forums • [0.16.43] Typo in player join console message
Small thing, but it says When it should clearly say "game" instead of "gamees"
[ { "author": "", "content": "Thanks for the report however I can't find anywhere in the game it would generate that message. Can you please post the whole log file?", "date": "", "quotes": [] }, { "author": "", "content": "This looks like corrupted translation files.", "date": "", ...
2
forum-topic-123913
123913
A better robot charging heuristic
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=123913
typecasto
What? Robots should only charge at roboports that are closer to the destination than their last charging station was , instead of closer than they are. Why? In 2.0, robots will now only charge at roboports closer to their destination than the robots themselves are, to avoid a loop where they constantly charge at t...
[]
0
2024-12-06T18:30:57-06:00
forum-topic-70745
70745
Tutorial Feedback 0.17.37
Campaign / Scenario suggestions
https://forums.factorio.com/viewtopic.php?t=70745
Helickron
1. Most people read from top down, so the top entry of the mission should be about what you have to do now. And not the very last thing on the list. 2. The most important key for me was the "q" and I had to play quite a while before I found out what you can do with it. It makes the game enjoyable since you don't have ...
[]
0
2019-05-12T11:14:42-05:00
forum-topic-127345
127345
How can I convert an existing scenario map to be a new planet/destination?
Modding help
https://forums.factorio.com/viewtopic.php?t=127345
michaelncguy
I've seen some great new mods recently for new planets you can go to. I'd love to take some existing scenario maps and convert them to new planets, but I can't find any guides/tools or instructions online. The basic scenario editor will allow me to generate surfaces and things for the normal list of planets, but I ...
[]
0
2025-03-08T14:13:58-06:00
forum-topic-127494
127494
Add filtering and sorting by statuses of trains and stations (on both tabs)
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127494
datarza
03-14-2025, 15-28-40.png (739.15 KiB) Viewed 89 times and on train station window as well, same filtering: 03-14-2025, 15-32-36.png (390.94 KiB) Viewed 82 times
[]
0
2025-03-14T14:29:22-05:00
forum-topic-38832
38832
[MOD 0.14] Alien Biomes
Mods
https://forums.factorio.com/viewtopic.php?t=38832
Title: Alien Biomes Short Description: A collection of additional biomes: Snow, Red Desert, Tundra, Savanna, Scarlet Grassland, Brown Cracked Earth, Frozen Desert, Blue Grasslands / Marsh, Purple Grassland, Golden Grassland... 29 in total. Includes new tree and doodad variants. Most new textures are recolors. Nam...
[ { "author": "Wildejackson", "content": "Holy crap, you are a machine! Gives some much needed variation! Would it be possible to make it so ores are allocated to specific biomes? Like Iron in the desert and Coal and Gold in the forest?", "date": "2016-12-21T01:48:56+00:00", "quotes": [] }, { ...
19
2016-12-20T19:10:10-06:00
forum-topic-125122
125122
Feature flags improvement
Won't implement
https://forums.factorio.com/viewtopic.php?t=125122
kryojenik
The idea that certain engine capabilities are locked behind feature flags is a great idea and I support their use. Where the current implementation falls down is an inability to interrogate their presence. The current implementation of feature flags does not indicate weather or not a feature exists in the binary, i...
[ { "author": "protocol_1903", "content": "The reason it doesn't work like this is for the case when two players join a multiplayer session, one with the SA binary and one without. Their modlists are the same, and in there is a mod that has the optional SA features enabled, but just for the player with the SA...
19
2024-12-25T19:12:42-06:00
forum-topic-81147
81147
Factorio Forums • Run from ramdisk
Hi, is there a way to move factorio to ramdisk? I have: 1)Created a ramdisk h:/ 2) Moved the steam part of the game to the root. 3) Created a sub-folder config-copy to have a separate location for roaming/factorio config data. 4) Applied the article How to move your data folder from this forum technical sec...
[ { "author": "", "content": "Hello, the error you are seeing originates from std::filesystem standard C++ library (which might or might not get it from underlying calls to WinAPI). \nCan you please \n1) post exact build version of Windows you are running (Win + R and type in winver, or just post Factorio l...
19
forum-topic-23181
23181
[0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Tools
https://forums.factorio.com/viewtopic.php?t=23181
Afforess
Type: Library Name: Factorio Standard Library Description: The Factorio Standard Library is a project to bring Factorio modders high-quality, commonly-required utilities and tools License: MIT License Version: 0.8.0 Release: 2017-01-12 Tested-With-Factorio-Version: 0.13.11+, 0.14.X, 0.15.X Category: Library Git...
[ { "author": "seronis", "content": "Outstanding. Thank you for your work", "date": "2016-04-06T04:49:27+00:00", "quotes": [] }, { "author": "Supercheese", "content": "Another nice bit to have would be a function to copy the contents of one inventory into another (perhaps even with filter...
19
2016-04-05T20:14:11-05:00
forum-topic-126977
126977
[2.0.32] Crash while paused via game menu
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=126977
Candy
What did I do: Normal gameplay for an hour or so on Vulcanus Saved the game manually Opened game menu to pause game Left game window in background, covered but not minimized What happened: Game crashed a few minutes after pausing What did I expect to have happen: Game remains paused and remains i...
[ { "author": "", "content": "Looks random, if you find a way to reproduce it let us know.", "date": "2025-02-20T09:38:24+00:00", "quotes": [] } ]
1
2025-02-20T00:42:20-06:00
forum-topic-91302
91302
Allow recipes to be chosen as blueprint icons and map tags
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=91302
ElderAxe
Currently, we can select items, fluids, and signals as blueprint icons but not the recipes. For most of the vanilla game, this is not needed. But for oil refinery recipes (basic oil cracking, advanced oil cracking, coal liquefaction) we don't have any beautiful way to display icons. Also for modded game blueprints, ...
[ { "author": "ickputzdirwech", "content": "If you don’t want to wait you can download ick’s vanilla tweaks (link in my signature). Alongside a few other things (which you can disable via startup settings) the mod adds virtual signals for all the recipe icons that are missing right now.", "date": "2020-11...
14
2020-11-13T12:44:23-06:00
forum-topic-111692
111692
Compact Beaconed Green Circuit
Mechanical Throughput Magic (circuit-free)
https://forums.factorio.com/viewtopic.php?t=111692
koshunyin
https://factoriobin.com/post/FOvcKE5l [ Inspired by https://factoriobin.com/post/dJbnKWm2 ] 0eNq9W9tu4zgM/ZWFn+OBLtStv7IoBk6qbY11HMN2iimK/PvIyWxjtLItUjvz1DZ1eCSKPLzJ78W+Ofuur9uxeHgv6sOpHYqHv9+LoX5uq2b6bHzrfPFQ1KM/FruirY7TX77xh7E/tfWhPNT94VyPxWVX1O2T/1E88MvjrvDtWI+1v0m7/vH2vT0f974PD3zI2fsqQAa53WkIj4dfA2IQIYT+pnbF...
[]
0
2024-03-06T13:07:35-06:00
forum-topic-126984
126984
Version 2.0.35
Releases
https://forums.factorio.com/viewtopic.php?t=126984
Minor Features GUIs can now also be navigated with D-pad in controller input method. Added drag-to-reorder to pins. Added drag-to-reorder turret priorities. Added drag-to-reorder to infinity chest filters. Added drag-to-reorder to editor infinity filters. Added drag-to-reorder to deconstruction planner fi...
[ { "author": "JaJe", "content": "Well well well...this is an interesting one. \nI see we can attach a cable to radars but no use yet.", "date": "2025-02-20T12:43:50+00:00", "quotes": [ { "author": "", "content": "" } ] }, { "author": "Gloweye", "content": "...
16
2025-02-20T06:37:06-06:00
forum-topic-108616
108616
Looking for a CO-OP partner or two.
Multiplayer
https://forums.factorio.com/viewtopic.php?t=108616
grimux
I'm looking for one or two people to play the game with. I would consider myself to be of medium skill; I've launched a couple rockets and have had many starter factories. But my next goal is a Megabase! I also have never used nuclear power, so some help with that would be a great bonus. I like to achievement hunt ...
[ { "author": "xuxas", "content": "did u find anyone yet? im interested in a multiplayer session with someone that knows how to manage a proper work space XD \nlast year i got heavily adicted to factorio, playing till 6-5 am then rinse and repeat all weeks. \nMy problem was that i didnt knew how to \"organize...
2
2023-09-08T16:35:11-05:00
forum-topic-127520
127520
Generic train and combinators
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=127520
Nefish
Hi, I have, on fulgora, a recycling station that take items we have too much of and either fully destroy them or extract useful component and send them to the train station that accept those items. I'm working on the loading part of the scrap station and I'm trying to make a generic train. I'm trying to make it s...
[]
0
2025-03-15T07:17:10-05:00
forum-topic-109458
109458
[Raiguard] [1.1.94] Restart after mod load failure ignores --load-game
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=109458
sparr
If I do `factorio --load-game foo` to load the save named foo, but a mod fails to load so I'm prompted and I choose to Restart (having disabled or fixed the mod), the game relaunches to the main menu rather than into the save I specified. That option should persist in a restart.
[ { "author": "", "content": "Thanks for the report, this has been fixed for 2.0.33.", "date": "2025-01-23T16:06:36+00:00", "quotes": [] } ]
1
2023-10-31T13:35:14-05:00
forum-topic-35643
35643
Factorio Mod Manager
Mod and installation managers
https://forums.factorio.com/viewtopic.php?t=35643
Danacus
Hi Factorio Players I've made a tool to download/update your mods, enable/disable them and create modpacks. More informations can be found here https://github.com/Danacus/FactorioModManager Please report bugs in this topic or on /r/factorio I hope you like it!
[ { "author": "", "content": "Moved to Contributions ‹ Tools ‹ Mod-/Installation-Handling.", "date": "2016-11-03T16:00:38+00:00", "quotes": [] }, { "author": "Danacus", "content": "thanks xD", "date": "2016-11-03T16:09:12+00:00", "quotes": [ { "author": "daniel34 wrot...
4
2016-11-03T10:09:16-05:00
forum-topic-126651
126651
Spoilables Appearing Increasingly More Spoiled
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=126651
adam_bise
I thought it would be cool if spoilables appearance changed depending on how close to being spoiled they are. Like darker color, greyer color. Instead of just bright color to dank rot.
[]
0
2025-02-06T19:41:05-06:00
forum-topic-87017
87017
501M rockets launched / 569 kspm / 17.6k hours / 1.1.61 stable with Bob's mods - Page 2
Medium/Big/Gigantic Sized Structures
https://forums.factorio.com/viewtopic.php?t=87017&start=20
spiral_power
Is this Bob's mods ones? then I'll consider to use it, if not, I won't. I told you repeatedly. God modules is option of Bob's mod. Your game ONLY 2M rockets launched but 120 inserter cap, it is crazy I think. Roughly speaking, you are just doing add 0000... to number, it is not my game. You do your claim in YOUR ...
[ { "author": "eradicator", "content": "2億越えとか凄すぎて何ってコメントしたらいいか分からなくなってきますな。 \n1.1への移植頑張ってください! \n \n(上の厨にあんまし精神力を使わない方が身のためやと思います。)", "date": "2021-04-08T19:32:05+00:00", "quotes": [] }, { "author": "spiral_power", "content": "お見苦しいところおみせしてすみません。どうもありがとうございます。 \nI am sorry for inconvenien...
18
2020-07-20T08:56:26-05:00
forum-topic-125275
125275
Balanced holmium solution input
Combinator Creations
https://forums.factorio.com/viewtopic.php?t=125275
jaylawl
So this for engineers that have some scrap mining operations running using quality upcycling, leading to the issue of having mixed quality holmium ore and stone. This blueprint contains an input balancer which is basically just a counter. Its very simple: -> Count the amount of holmium ore passing through using the...
[ { "author": "the_potty_1", "content": "I feel like I'm on about your level with combinators, that is, with a bit of effort, we could become utterly mediocre \n \nSo I can't improve your design, although I assume it should be improvable. I'm posting a similar problem I have a bloated long winded non-solutio...
5
2024-12-28T14:18:11-06:00
forum-topic-97127
97127
Allow items and fluids in a selector
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=97127
oof2win2
Hello. I would like to request a new "item-and-fluid" elem_type for a choose-elem-button GUI element. This is because sometimes, fluids and items want to be mixed in a GUI, such as selecting inputs but still being able to filter them. I'm coming off of viewtopic.php?f=28&t=79257 , where Raiguard wanted the same thi...
[ { "author": "curiosity", "content": "This may be easier accomplished by adding the possibility of filtering to signals, which already include items and fluids.", "date": "2021-03-20T11:26:13+00:00", "quotes": [] }, { "author": "PFQNiet", "content": "\"Signals\" also includes virtual sign...
5
2021-03-20T06:20:04-05:00
forum-topic-120404
120404
Move biter egg handling pre-req from Quantum Processor
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=120404
Lochar
Biter Egg Handling is currently a prerequisite to being able to unlock Quantum Processor. However, nothing in Quantum Processor actually requires biter eggs or any similar. For those players who basically abandoned Nauvis, it requires stopping working on Aquilo halfway through to go back to Nauvis to shoot a single...
[ { "author": "MaexxDesign", "content": "If you play on peaceful-mode you can't beat the game, because there are no biter to unlock quantum processor. \nPlease change this.", "date": "2024-11-09T08:42:12+00:00", "quotes": [] }, { "author": "CyberCider", "content": "No enemies mode was ch...
6
2024-11-08T10:23:39-06:00
forum-topic-74574
74574
Some Formulas for Production
Cheatsheets / Calculators / Viewers
https://forums.factorio.com/viewtopic.php?t=74574
LightspeedLazer
This is for all the people that want a formula instead of a spreadsheet. The formula is the first listed, the second is the function for a spreadsheet (If placed in column F). Desired I/S to Machines: When you want a specific IPS and want to know how many machines are needed ceil((CT/CS)/(PC/100*(PE+100)*IPS) =CE...
[ { "author": "Impatient", "content": "I would like to know what are all the abreviations and variables stand for. I don't know what this formulas are for.", "date": "2019-08-16T12:13:51+00:00", "quotes": [] }, { "author": "LightspeedLazer", "content": "Sorry about that, I updated it to in...
2
2019-08-15T11:36:40-05:00
forum-topic-123216
123216
[raiguard][2.0.23] on_entity_color_changed event not fired for locomotives sometimes
Assigned
https://forums.factorio.com/viewtopic.php?t=123216
CaptainHook
The event on_entity_color_changed ( https://lua-api.factorio.com/latest/eve ... or_changed ) is not fired when a locomotive is recolored by the factorio engine by the destination stop - when the copy_color_from_train_stop is set on the locomotive and applied ( https://lua-api.factorio.com/latest/cla ... train_stop ...
[ { "author": "", "content": "This is a known issue and is hard to fix because mods can change anything in events. I have some ideas, but it will take a while.", "date": "2025-01-07T20:34:35+00:00", "quotes": [] } ]
1
2024-11-28T14:41:14-06:00
forum-topic-122380
122380
[Fixed] Forgot Password Link 404 Error
This Forum
https://forums.factorio.com/viewtopic.php?t=122380
Dr_Doof
Good timezone. It appears that the "Forgot Password" Link on the login page is 404 Error.
[ { "author": "Yivry", "content": "Not only Forgot Password, but the FAQ link as well. Both of these links go to virtual routes instead of directly to php-files. Maybe there's others, I'm not up to date on current phpBB. \n \nThis means either .htaccess or the nginx config need to be updated, see also this po...
2
2024-11-21T08:08:57-06:00
forum-topic-41285
41285
\data\core\backers.json file
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=41285
darkfrei
Hi! There is a lot of names, but some strings looks like: Code: Select all "OMNI \"FARTYPOOPFART\" GORD", "<svg/onload=alert(/WUDCHUCK/)> ", "<script>alert(\"Tyler Hoyt\");</script>", "=HS= Azzofan", "@mtoecker", "@RenokK", "@TMirroar", "@WithinRafael", "@xi@g@me", "Viktor O...
[ { "author": "Xeanoa", "content": "I've had one of my stations being given the name \"Satan Anus Railroads\". Kinda surprising the list isn't even moderated. \n \nMost of the names are garbage. Is there a way to clear the file, or mod it?", "date": "2017-02-15T00:55:46+00:00", "quotes": [] }, { ...
16
2017-02-14T18:32:14-06:00
forum-topic-19985
19985
Expand Early Game (Buildings - Rebalance - Energy)
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=19985
The early game is more or less defined to be the game until you get electric power. This topic is a bit of mixture of themes, that will change this phase and is also not really shrinked to this definition (cause this definition is not well known). New buildings/structures https://forums.factorio.com/forum/vi...
[]
0
2016-02-10T06:12:50-06:00
forum-topic-127281
127281
Quality Fluid Tank Properties
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127281
vinnief
Space Age fluid tanks should have the `quality_affects_capacity` property. There are mods which offer quality fluid wagons (and cargo wagons). And the lack of quality fluid tanks to store the fluids unloaded from quality cargo wagons makes a clumsy situation for users of those mods.
[]
0
2025-03-05T08:28:09-06:00
forum-topic-121839
121839
Combinator Description UI placement can be improved
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=121839
DefGie
TL;DR When examining combinators with different input/output states, Descriptions should be scannable. What? Simply move the Description field in the UI so it's not displaced by variable-size fields like Inputs and Outputs lists. I would put it above the "Working" flag, but I think below would work well enough. I...
[]
0
2024-11-17T08:22:40-06:00
forum-topic-114975
114975
Friday Facts #425 - Behind the legs
News
https://forums.factorio.com/viewtopic.php?t=114975
Here it is! (beep boop) https://factorio.com/blog/post/fff-425
[ { "author": "mikiqex", "content": "I don't like how legs in the Spidertron's new animation stretch all the way during a regular walk sideways (on the screen). The original looked somewhat orderly, while the new looks a bit funky to me, creeps me out a bit, to be honest.", "date": "2024-08-23T11:17:14+00...
19
2024-08-23T06:00:06-05:00
forum-topic-88445
88445
Tank PVP Scenario (for 1.0)
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=88445
x2605
github : https://github.com/x2605/factorio-tank-pvp/releases I made a scenario (non-modded) which encourages to drive vehicles and hunt eachother. Map description : - You will get a tank once you join the map, eject character from vehicles not possible. - If vehicle get killed, you will die. - In FreeForAll m...
[]
0
2020-08-23T07:36:33-05:00
forum-topic-126313
126313
[2.0.32] deconstruction planner auto-icon ignores quality
Bug Reports
https://forums.factorio.com/viewtopic.php?t=126313
Quezler
When the deconstruction planner generates it's 1-4 icon based on the filter contents it ignores the quality in the preview. The expected behavior would be that if the comparator equals "=" (pun intended) it'll show that quality, when using any of the other arrows the behavior remains undefined since you cannot incl...
[]
0
2025-01-25T07:39:35-06:00
forum-topic-127316
127316
[StrangePan][2.0.39] fulgora lightning visual artifact
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=127316
dbt0
Just updated to 2.0.39 and noticed a visual artifact on lightning on Fulgora. This is on a aarch64/M2 Macbook. 03-06-2025, 23-48-54.png (550.56 KiB) Viewed 1450 times
[ { "author": "tinker9", "content": "I can confirm the same issue, also on 2.0.39 on a MacBook Pro M1 Max. \n \nWhat did you do? \n \nGo to Fulgora remotely and wait for lightning. Zoom to a level where you can still see objects. \n \nWhat happened? \n \nThe whole chunk lights up weirdly when there is a light...
3
2025-03-07T01:49:06-06:00
forum-topic-27725
27725
Mod download changed to mods.factorio
5dim's mod
https://forums.factorio.com/viewtopic.php?t=27725
odin_spain
Hi all, to be adaptaded to the new version of Factorio (>0.13) our web will be removed and the mod ONLY can be donwnloaded from https://mods.factorio.com/ Thanks all
[ { "author": "Codec", "content": "I don't see any of them on there, is it not available for 0.13.1 just yet?", "date": "2016-06-30T22:41:56+00:00", "quotes": [] }, { "author": "McGuten", "content": "we are porting mod to 0.13 version", "date": "2016-07-01T07:52:42+00:00", "quotes"...
3
2016-06-30T12:54:34-05:00
forum-topic-89059
89059
global Variable Viewer and event Viewer
Development tools
https://forums.factorio.com/viewtopic.php?t=89059
x2605
I made 2 mods usable in actual game. Lua API Event Trace https://mods.factorio.com/mod/0-event-trace This mod monitors events listed in defines.events Provides filtering function. Lua API global Variable Viewer (gvv) https://mods.factorio.com/mod/gvv You can explore global table of map or each mod you ar...
[ { "author": "x2605", "content": "Lua API global Variable Viewer (gvv) 0.2.0 update. \n https://mods.factorio.com/mod/gvv/changelog \n \nNow gvv mod is updated to 0.2.0 and have commands similar to built-in commands /c and /sc . \nTo make it available to run lua code in the sandbox of each mod which loa...
3
2020-09-05T01:48:53-05:00
forum-topic-61134
61134
Windows Service Control Manager
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=61134
adam_bise
Update factorio.exe so that it communicates with service control manager. factorio can run as a service and works fine, however it will not communicate that it has started and will terminate after the timeout period. Thanks for consideration.
[]
0
2018-06-22T13:50:05-05:00
forum-topic-122859
122859
[raiguard] [2.0.21] Game opens on different screen every startup (Linux)
Duplicates
https://forums.factorio.com/viewtopic.php?t=122859
Super
Am using arch linux with kde plasma and wayland. Factorio seems to use the order in which screens were plugged to number them, this means that if I restart the pc or if a screen turns off while the pc is running the numbers of it and all screens that were plugged in after it changes in the game. Because of this when I...
[ { "author": "", "content": "Duplicate of 121567", "date": "2025-01-07T20:28:54+00:00", "quotes": [] } ]
1
2024-11-25T06:50:41-06:00
forum-topic-21367
21367
Game Save File and -Speed Related Suggestions
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=21367
Tags: Snapshot, Compression, Serialisation Reated Collections viewtopic.php?f=80&t=327 World Names (Configurable additional filename chars) Save Game Speed Big topic, big todo. The real solution is scribbled down in some thread (TODO: find it), where the game is saved in background. The basic idea to...
[ { "author": "Dixi", "content": "Any progress on this topic? \n \nI think save files are quite large compared to possible amount of info stored inside. \nIf I start exploring around and shooting manually from artillery my safe file grows to 200+Mb very rapidly. This size takes a lot of time to autosave even ...
19
2016-03-12T07:15:06-06:00
forum-topic-113459
113459
Collision masks for whole surfaces OR collision mask of hidden tiles
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=113459
Natha
I need to prevent placement of certain entities in certain surfaces. For now, I have a placement cancelling logic which directly mines the entity if it is prohibited there. But it is still colored green in the cursor. Applying collision masks on these entities and some tiles wouldn't work because when using concrete o...
[ { "author": "FuryoftheStars", "content": "Something along this line might be in 2.0, as you can't build certain entities on space platforms. Although this may be a simple allow in space boolean, but if that's the case I would hope we can ask them to change it.", "date": "2024-05-12T13:43:11+00:00", ...
3
2024-05-12T05:17:45-05:00
forum-topic-101066
101066
Factorio Forums • [Fixed] Adding data: to game
There's part of code in my mod : https://pastebin.com/8j7sGeA4 (whole file : https://pastebin.com/Sw9V7nzk ) In this part of code I define technology and add it to game. But it is nowhere to be found, I just ... don't have it in game. Here's log from game : https://pastebin.com/cWfQiLjR my mod loads (0.74...
[ { "author": "", "content": "Typo! \ndata:extend( \n { \n recile_lube, \nshould be recipe_lube. \nThat's strange that nothing crashed. I guess data:extend just accepts nil and ends adding elements from table once it gots to nil. I would rather expect it to ... if not crash everything, then at least cont...
4
forum-topic-127391
127391
[2.0.39] Read Train content influences the station itself
Not a bug
https://forums.factorio.com/viewtopic.php?t=127391
Fz0OiIDY
When reading the train contents (example train has 100 plastic) it directly influences the trains station itself if you set the train limit to plastic. So Instead of train limit 1, I get train limit of 101 (1 from combinator + 100 train content). 03-11-2025, 15-51-03.png (1.14 MiB) Viewed 99 times I woul...
[ { "author": "", "content": "Thanks for the report however that's currently working as intended. Maybe some day one of the other developers might want to rework the logic to work closer to assembling machines but for now it works like it does. \n \nEvery instance of \"read and write\" at the same time has to...
1
2025-03-11T10:06:51-05:00
forum-topic-121457
121457
Factorio Forums • Version 2.0.18
Changes Allowed negative multiplier of logistic (and constant combinator) groups. ( 118684 ) Updated shortcut icons and increased their size to 56px. [space-age] Container sizes increase with quality. Reviving container ghosts no longer puts colliding items on the ground into the resulting container. Loadin...
[ { "author": "", "content": "So higher quality material for a storage container... allows you fit more inside of it?", "date": "", "quotes": [ { "author": "", "content": "" } ] }, { "author": "", "content": "Didn't realize how much I needed this.", "dat...
19
forum-topic-125558
125558
Allow changing the hidden field at runtime
Won't implement
https://forums.factorio.com/viewtopic.php?t=125558
IsaacOscar
Bassically, it would be great if you could set the hidden field ( https://lua-api.factorio.com/latest/cla ... tml#hidden ) at runtime. (Similarly with hidden_in_factoriopedia). Perhaps it could also be set per player or per force? The idea being that mods can hide stuff from all the GUIs until they are actually u...
[ { "author": "binaryDiv", "content": "I think this would be really useful! \n \nI'm currently working on a mod that hides military technologies and recipes that aren't useful when playing in peaceful mode. I first thought about disabling (enabled=false) instead of hiding the technologies, which can be done a...
4
2025-01-04T00:44:36-06:00
forum-topic-107774
107774
The escapist video on Factorio's unusual price policy
Spread the Word
https://forums.factorio.com/viewtopic.php?t=107774
Stumbled on this video today : https://www.youtube.com/watch?v=TP5-pfBmZss
[ { "author": "Amarula", "content": "The price is ALWAYS right! Thanks for sharing!", "date": "2023-07-15T14:48:40+00:00", "quotes": [] } ]
1
2023-07-15T01:42:28-05:00
forum-topic-104026
104026
Remove Expensive Mode
Implemented in 2.0
https://forums.factorio.com/viewtopic.php?t=104026
_CodeGreen
TL;DR Expensive mode makes it unnecessarily complex to dynamically modify recipes and technologies in a mod, and should be removed (or at the very least changed). What ? For those not in the know, expensive mode is a map setting you can enable to make a select few recipes more expensive, and there's another setting...
[ { "author": "KiwiHawk", "content": "Fully support! Ideally remove normal/expensive entirely. If not, some change would be very welcome! Release of Factorio 1.2 seems like the ideal time to do this. \n \nI've taken over maintenance of Bob's mods (as well as being dev for Sea Block). Bob's Library has some su...
19
2022-11-06T22:12:59-06:00
forum-topic-98881
98881
Config for Zircon (for Zirconium mod)
Resource Spawner Overhaul
https://forums.factorio.com/viewtopic.php?t=98881
brevven
Hello again! I've attached a config for Zircon ("zircon") for the new Zirconium mod : I've tested it out and it appears to work fine.
[ { "author": "orzelek", "content": "Added in 6.2.8.", "date": "2021-06-19T20:55:15+00:00", "quotes": [] }, { "author": "brevven", "content": "Thanks!", "date": "2021-06-20T00:01:10+00:00", "quotes": [] } ]
2
2021-06-16T21:43:26-05:00
forum-topic-63548
63548
Factorio Forums • How to turn off the original music?
Good afternoon, I'm new here. I must warn you right away, I do not know English very well, I am from Russia, and I am only learning it. I made a couple of music mods, but my friends wanted something to turn off the original songs. You do not know how this can be done? Code: Select all data:extend( { { type ...
[ { "author": "", "content": "Not tested, but it must be like that:\n Code: Select all for i, sound in pairs (data.raw[\"ambient-sound\"]) do\n if sound.track_type and sound.track_type == \"main-track\" then\n data.raw[\"ambient-sound\"][i] = nil\n end\nend\n \nJust add it before adding your music. \n \n...
5
forum-topic-35037
35037
If real life can do it, so can Factorio... (Astonishing Belts)
Off topic
https://forums.factorio.com/viewtopic.php?t=35037
Jonathan88
We need belt side switchers
[ { "author": "Xecutor", "content": "https://www.youtube.com/watch?v=tqLYhhV7u7Y", "date": "2016-10-24T03:02:23+00:00", "quotes": [] }, { "author": "HammerPiano", "content": "this is beautifull", "date": "2016-10-24T12:36:45+00:00", "quotes": [] }, { "author": "hansinator",...
19
2016-10-23T12:10:57-05:00
forum-topic-52471
52471
What is "Locked Slots per Wagon" and "Train composition"?
Logistic Train Network
https://forums.factorio.com/viewtopic.php?t=52471
tpreissler
Hi, first of all, many, many, many (...) thanks for LTN. It's been great. Mine is now up and running and working flawlessly. I do have a couple of questions though.... and I couldn't find this in the doc: * "Locked SLots per Wagon": What is this for? I find in on a couple of places in the forum, but cannot get...
[ { "author": "tpreissler", "content": "I found some answers in the parallel thread\"Quick Question about merged transports\". \n \n\"Locked Slots per Wagon\" is the same as you can do with the \"X\" on a chest to limit its size. \n\"Train composition\" is mentioned more or less in the same way, no use case. ...
19
2017-09-07T05:07:27-05:00
forum-topic-90746
90746
Does riding in a train prevent the AFK auto-kick?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=90746
NotRexButCaesar
^^^
[ { "author": "Squelch", "content": "It would seem so. \n \nI thought this might be a rhetorical question, and the answer was no, it's in the name, ie no input. \n \nI just tested it on my local server, with kick AFK of one minute. Sure enough, I get kicked after a minute of no input - BUT - riding a train do...
2
2020-10-26T22:16:59-05:00
forum-topic-126990
126990
Productivity Module in Assembly Output?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=126990
random.
Hello, I'm still relatively new to the game. There seems to be productivity modules in the output of assembly machines I have. I'm not sure why or how it got there. It seems to be in practically all of my copper wire assemblies. Why is that? Screenshot 2025-02-20 094244.png (78.11 KiB) Viewed 183 times
[ { "author": "adam_bise", "content": "I think it has to do with downgrading the assembler or changing the recipe remotely out of a robot network, the extra module is put into a sort of trash slot. \n \nCan't remember exactly what causes it, but it is along those lines.", "date": "2025-02-20T14:51:15+00:0...
2
2025-02-20T08:44:30-06:00
forum-topic-99745
99745
[1.1.38] Spidertron spitter attack decals appear in wrong spot
Not a bug
https://forums.factorio.com/viewtopic.php?t=99745
VisibleReality
See screenshot. I saw this in the main menu simulation, I didn't check if this happened in game. However, the issue is that the little green decals end up surrounding the spidertron in a square instead of on top of the spidertron. factorio-bug.png (95.89 KiB) Viewed 860 times
[ { "author": "", "content": "Hi, thanks for the report, \n \nThis is working as intended, the stickers are rendering around the leg joints, and underneath the cockpit, \n \nSo I will move this to not a bug", "date": "2021-08-28T09:25:08+00:00", "quotes": [] } ]
1
2021-08-28T04:05:11-05:00
forum-topic-58863
58863
[MOD 0.17.x] pY Coal Processing
PyMods
https://forums.factorio.com/viewtopic.php?t=58863
pyanodon
Description: Add several processes to break and improve coal to make it more valuable and useful in game. Add more than 30 new buildings, 100+recipes and ingredients. Not compatible Bob´s mods. Adjusted some vanilla recipes to be compatible with this mod. This mod is not compatible with An...
[]
0
2018-03-19T15:52:33-05:00
forum-topic-101116
101116
[1.1.50] Upgradeing electric poles makes new connections
Not a bug
https://forums.factorio.com/viewtopic.php?t=101116
sorahn
I ran into this issue today. I upgraded a bunch of small electric poles to medium electric poles that were in close enough proximity for the medium's to make new wire connections to each other so they did. I would have expected them to just retain all their existing connections and not make any new ones when upgradin...
[ { "author": "FuryoftheStars", "content": "Considering upgrading via bots is just an automated form of fast replacing manually, and fast replacing is actually a shortcut for remove & place new operations, that's exactly the behavior I would expect.", "date": "2022-01-03T15:25:51+00:00", "quotes": [] ...
6
2022-01-03T08:48:30-06:00
forum-topic-127490
127490
[2.0.41] Crash clicking logistics chest (ItemLogisticGui::buildSections)
Resolved for the next release
https://forums.factorio.com/viewtopic.php?t=127490
Thyme
Game crashes when clicking logistics chests. They come from a specific blueprint that seems to be corrupted. It doesn't matter whether the logistics chest have been built or are still a ghost. Their item filter is set, and they're connected to a circuit network in read mode. Exporting and re-importing fixes the bluepr...
[ { "author": "", "content": "I see that the storage chest is corrupted, internally it was supposed to contain a single logistic section to be able to store a filter however this logistic section is missing. I was unable to reproduce how such a storage chest without logistic section was created. Moving to pen...
3
2025-03-14T09:44:53-05:00
forum-topic-110630
110630
[1.1.101][linux] Game doesn't start any more
Technical Help
https://forums.factorio.com/viewtopic.php?t=110630
_me_
Factorio was working fine yesterday. I updated to 1.1.101 and also installed various updates to Proton and the Steam Linux Runtimes. With no launch options or specific compatibility tool, clicking "play" in Steam cycles the button through "cancel" and "stop" briefly, before showing "play" again. Nothing shows up o...
[ { "author": "", "content": "Factorio runs natively on linux, you don't need proton to start it. Are you able to launch the game when you download it from here https://factorio.com/download ? (you can login with your steam account to download from the website)", "date": "2024-01-12T06:05:28+00:00", ...
6
2024-01-11T14:12:26-06:00
forum-topic-127486
127486
[2.0.41] Locomotive can pickup invalid items to the spoilage slot
Duplicates
https://forums.factorio.com/viewtopic.php?t=127486
pepciorek
Setup: 03-14-2025, 12-06-02.png (370.4 KiB) Viewed 60 times When inserter is left holding cargo after loading it stays swinged on rails 03-14-2025, 12-10-09.png (312.28 KiB) Viewed 60 times Locomotive stops at the inserter location 03-14-2025, 12-10-30.png (51.94 KiB) Viewed 60 times ...
[ { "author": "", "content": "Duplicate 123239", "date": "2025-03-14T11:14:03+00:00", "quotes": [] } ]
1
2025-03-14T06:12:58-05:00
forum-topic-126274
126274
[Pard] [2.0.32] Tech Maniac achievement unlocked undeservedly on game start
Assigned
https://forums.factorio.com/viewtopic.php?t=126274
LunaTheChuuni
Instantly as soon as i opened the game after updating to 2.0.32 from having previously played on 2.0.28 i unlocked the "Tech Maniac" achievement. i had not clicked anything yet and it popped the second the game loaded onto the main menu.
[ { "author": "", "content": "Post the 2.0.28 save please, see 3638 .", "date": "2025-01-23T23:27:40+00:00", "quotes": [] }, { "author": "LunaTheChuuni", "content": "in case my post didn't make it clear enough. i did not load into an actual game even once. the achievement triggered on the...
6
2025-01-23T17:24:26-06:00
forum-topic-342
342
Events (Environmental Disasters and Weather) / Biome-Types
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=342
Nemoder
See below for the list of suggestions! -- ßilk A fun challange could be the addition of occasional environmental disasters like earthquakes, lightning storms, solar flares, alien spore clouds, etc that could damage you or your buildings. And of course new research branches to provide protection against them.
[ { "author": "Blackmoor", "content": "I was just about to make a post about weather and using weather balloons and weather control machines. Man vs Nature is a big part of the survival genre.", "date": "2013-03-01T06:57:31+00:00", "quotes": [] }, { "author": "mindreader", "content": "Read...
3
2013-03-01T00:49:33-06:00
forum-topic-116271
116271
[raiguard][2.0.7] Crash when changing screen resolution (X11_GL_SwapWindow)
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=116271
phro
I have a 4K monitor which I normally have set to 2K. I have a command to toggle between these resolutions (and toggle between 1x and 2x screen scaling). This toggle was a non-issue in 1.*, but now causes the game to rapidly toggle fullscreen, and eventually crash. I am on (Arch) Linux, using Sway (Wayland) with an N...
[ { "author": "", "content": "Thanks for the report. This appears to be a bug in SDL. \n \nCan you try changing to Wayland in the graphics settings and see if the issue still occurs (setting change requires a game restart)?", "date": "2024-10-21T14:59:47+00:00", "quotes": [] }, { "author": "ph...
14
2024-10-21T09:52:22-05:00
forum-topic-116327
116327
Version 2.0.8
Releases
https://forums.factorio.com/viewtopic.php?t=116327
Bugfixes Fixed a crash when changing decider combinator conditions or outputs in latency in some cases. Fixed a crash when sending a platform with no thrust to a planet and then removing the stop. ( 116133 ) Fixed a crash when robots try to station in a full roboport because their stack size changed. Fixed a ...
[ { "author": "Vippopper", "content": "coolio", "date": "2024-10-21T17:25:40+00:00", "quotes": [] }, { "author": "EustaceCS", "content": "\"Output full\" changed to more ambiguous \"Target full\" on inserters and miners <_< \nOil Refinery still shows \"Output full\" tough. \nI don't rememb...
13
2024-10-21T12:21:08-05:00
forum-topic-59123
59123
Tower Defense Scenario [beta]
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=59123
blueblue
Factorio Tower Defense Scenario This is factorio in a tower defense style scenario. I'm still working on it but it's playable and hopefully enjoyable. It was intended as a campaign level as you might find in other RTS games. As a result it is faster paced than sandbox mode and the factorio campaign levels and you wil...
[ { "author": "rocifier", "content": "Hi, can you help me understand where are the fixed paths that the biters follow? I tried to play but the map looks like a vanilla map?", "date": "2020-04-29T03:08:08+00:00", "quotes": [] }, { "author": "blueblue", "content": "Edit: If you are asking th...
4
2018-03-27T19:21:26-05:00
forum-topic-68092
68092
Why i will never play 0.17
General discussion
https://forums.factorio.com/viewtopic.php?t=68092
ownlyme
0.17 cons: - the new quickbar is utterly unusable, i'd rather have something i just crafted added to my quickbar than 100 hotkeys that i don't even need because there's a pipette tool - almost every graphic they touched has gotten worse: -- enemies look sterile (( -- laser tower projectiles don't glow at night any...
[ { "author": "Ranakastrasz", "content": "I can't disagree entirely. While it is technically an improvement in some places, the sheer user unfriendliness of it ruins any advantage. It needs to still behave mostly like it used to, with click and drag and so on, no middle mouse button involved, and yes, autofil...
19
2019-03-19T09:25:22-05:00
forum-topic-124833
124833
[2.0.28] IconData default size depends on other IconData objects in the array
Not a bug
https://forums.factorio.com/viewtopic.php?t=124833
LuziferSenpai
Hey, so Semenar and me did some testing to find the problem in my mod. We found then out when the first icon inside a icons array has no icon_size set and then another icon in that array has a bigger icon_size then the default value, it will produce a error. But when I then set the icon_size to the default value it...
[ { "author": "", "content": "Post the complete log please, see 3638 .", "date": "2024-12-20T21:04:50+00:00", "quotes": [] }, { "author": "LuziferSenpai", "content": "raiguard told me to post it and he was fine with the message above.", "date": "2024-12-20T22:08:15+00:00", "quotes...
12
2024-12-20T14:23:21-06:00
forum-topic-125699
125699
Pressing Ctrl+Enter while typing a post can sometimes lose it
This Forum
https://forums.factorio.com/viewtopic.php?t=125699&p=657897
Hares
When you want to submit your post, it's pretty common to use Ctrl+Enter. However, with this forum, it can sometimes reload the page instead. IDK why this happens and what are exact steps to reproduce.
[ { "author": "Hares", "content": "Okay, I digged into it. \nWhen you press Ctrl+Enter, accrording to editor.js , the closest form should submit.\n Code: Select all \t\t$('textarea').on('keydown', function (e) {\n\t\t\tif (e.which === 13 && (e.metaKey || e.ctrlKey)) {\n\t\t\t\t$(this).closest('form').find('...
4
2025-01-07T08:48:15-06:00
forum-topic-47316
47316
Suggestion Template - please use it!
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=47316
Too confused to read all? Please: when you create a new suggestion make the following headings: TL;DR Your idea in one sentence. Pictures are more worth than words. What? What do you want to suggest Why? Why do you want it You can just copy the text from the text-box below as a template and follow the...
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0
2017-05-12T06:23:14-05:00
forum-topic-126806
126806
Cargo wagon capacity
Modding help
https://forums.factorio.com/viewtopic.php?t=126806
hgschmie
When inquiring a cargo wagon for its capacity, there are mulitple ways: Code: Select all #wagon.get_inventory(defines.inventory.cargo_wagon) wagon.prototype.get_inventory_size(defines.inventory.cargo_wagon) both return 40 for a regular cargo wagon. The cargo wagon prototype has this value set as the inventory...
[ { "author": "Xorimuth", "content": "You can pass a level into `prototype.get_inventory_size` like this: `wagon.prototype.get_inventory_size(defines.inventory.cargo_wagon, \"epic\")`, which should return 76. https://lua-api.factorio.com/latest/cla ... ntory_size \n \n\nThat's because it follows the standard...
4
2025-02-12T16:59:38-06:00
forum-topic-123354
123354
Allow cargo pod scripting
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=123354
Moterius
I'm trying to code 'deliveries' to/from another faction (cargo pods), but there seems to be no way to manually spawn in a cargo pod (LuaEntity can only force it to instantly ascend/descend). My request is thus: Add a script function that allows spawning in a cargo pod along the lines of Surface#spawn_cargo_pod(Surfa...
[ { "author": "s6x", "content": "You can create_entity a cargo pod and it'll work, but the pod will just sit there. So I agree some API to tell it to start a procession would be useful.", "date": "2024-11-30T18:43:42+00:00", "quotes": [] }, { "author": "Moterius", "content": "Isn't that th...
7
2024-11-30T05:46:50-06:00
forum-topic-111607
111607
Port randomization issue when hosting
Technical Help
https://forums.factorio.com/viewtopic.php?t=111607
Impatient
Hello fellow engineers! I have a problem when hosting a game. I assume its port randomization. I list everything I know. The problem: After starting to host a game, I get this popup in game: "Unable to determine external IP address. Other players ..." This is the relevant (I believe, after what I read o...
[ { "author": "", "content": "The issue is going to be with the ISP and or the LTE connection. They are not designed for this kind of thing and you'll run into this sort of issue. You can still have friends join you through steam networking/steam invites but you won't be able to host directly on the browse-ga...
2
2024-03-01T12:22:07-06:00
forum-topic-124936
124936
A lack of understanding(where to bug)
This Forum
https://forums.factorio.com/viewtopic.php?t=124936
NickedNOGsign_incant
Hello, I am new to the forums when it comes to posting and I have struggled for many a minute to figure out where to post a bug. All attempts found neither an appropriate place to post the topic nor and ability to (post) in the entirety of the bug subsection. This is two pronged of 1. Where do I post a bug report and 2...
[ { "author": "", "content": "The Bug Reports subforum is dead center on the front page, so I don't see how one could search 10min and still not find it. The forum search would also direct you quickly to it. \n \nIf you want to make a report, see 3638 .", "date": "2024-12-22T19:28:22+00:00", "quotes"...
2
2024-12-22T08:04:24-06:00
forum-topic-21921
21921
Poll: Should belts use energy (and Offshore Pumps etc...) - Page 4
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=21921&start=60
Aeternus
Belts requiring power... no. Just no. They're at the core of Factorio gameplay, and it would seriously detract from the enjoyment of this game if they'd suddenly require power. Pumps... I suppose you could do a "burner pump" and "electric pump". Wouldn't be too hard to push the coal belt through to them. What would be...
[ { "author": "vedrit", "content": "To me, that offshore pumps, belts, gun turrets and the like don't require electricity makes them kind of ridiculous in a lot of situations. \nHave a miner way off in the distance? Just use belts. Biters will mostly ignore them, no fuel usage, can be upgraded to have massive...
7
2016-03-20T19:34:59-05:00
forum-topic-116144
116144
FFF 236 not accessible properly
Spread the Word
https://forums.factorio.com/viewtopic.php?t=116144
Themuse061
I was reading FFF from newest to oldest and after clicking the arrow in the bottom left corner to move me to next older FFF (i was on FFF 237, so it should go to FFF 236) it moved me to Price increase page ( https://www.factorio.com/blog/post/016-price-change ) After some testingi was able to map this flowchatrt ...
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0
2024-10-20T10:30:01-05:00
forum-topic-113050
113050
[1.1.107] Crash loading save, force index check fails
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=113050
oof2win2
Hi. Loaded a map on a headless server from 1.1.104 and it crashed. The crash is reproducible and always occurs immediately on startup. Log attached in spoiler and savefile as attachment. Code: Select all 0.000 2024-04-19 09:53:55; Factorio 1.1.107 (build 62234, linux64, headless) 0.028 Operating system: Linux ...
[ { "author": "", "content": "Thanks for the report. That check means your save is corrupt. The most common way being a position was corrupt in memory when you last played it and the entity is saved with the wrong position. The only known way that has happened is bad or failing RAM. \n \nYou should look into ...
4
2024-04-19T02:59:16-05:00
forum-topic-126838
126838
Improve Deconstruction Planner
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=126838
Omzig
As a user, i would like to open my deconstruction planner, drop in a blueprint and then all the 'components' of that blueprint get copied to the filters of the deconstruction planner so that i dont have to click through and set 100 filters. Thanks for your kind consideration. This would be a quality of life enhancem...
[ { "author": "computeraddict", "content": "XY problem - what are you trying to avoid deconstructing?", "date": "2025-02-14T14:25:17+00:00", "quotes": [] }, { "author": "adam_bise", "content": "I just want to be able to right click the deconstruction planner shortcut in remote view and set...
6
2025-02-14T07:23:56-06:00
forum-topic-33503
33503
Concrete Recipe
Balancing
https://forums.factorio.com/viewtopic.php?t=33503
Resurrection
Pretty much all recipes in the game are rather sensible though the amounts of resources involved are sometimes questionable but for the sake of balance/game I have no major issues with them. But for concrete. It really bugs me because it makes zero sense. It is currently made of: - 5x bricks - 1x iron ore - 10x...
[ { "author": "henke37", "content": "Changing iron ore to steel is a rather large change, since it is a decent hassle to produce steel.", "date": "2016-09-29T18:42:25+00:00", "quotes": [] }, { "author": "SirLANsalot", "content": "Agreed it is. \n \nas for the OP ya, it should be 10 stone...
11
2016-09-28T02:28:48-05:00
forum-topic-127126
127126
[2.0.35] Invalid Input binding misinterpreted as Scrolling instead of Zooming
Won't fix.
https://forums.factorio.com/viewtopic.php?t=127126
eugenekay
On today's episode of why would you try to do that , something that should not work.... does work.... but does the wrong thing? What did you do? - Modify USER_DATA_DIRECTORY\config\config.ini: Code: Select all [input] cursor-split-alternative=CONTROL + mouse-wheel-down stack-split-alternative=CONTROL + mouse-whe...
[ { "author": "", "content": "Thanks for the report. Since this is not crashing the game, and the simple answer is \"that's not supported, just don't do that\". I'm going to put this into won't fix.", "date": "2025-02-25T22:10:51+00:00", "quotes": [] } ]
1
2025-02-25T10:23:35-06:00
forum-topic-21495
21495
Where is the mods-folder / the game-files?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=21495
Under windows normally: %Appdata%/Factorio/mods For detailed info / other operating systems see https://wiki.factorio.com/index.php?tit ... _directory
[ { "author": "IIPoliII", "content": "Hey! \n \nIn the zip version ( portable ) the /mods folder is directely in the folder you extract. \n \nPoli", "date": "2017-07-05T07:52:06+00:00", "quotes": [] }, { "author": "meifray", "content": "for the record,the game itself also have 2 \"mod\" de...
2
2016-03-14T06:40:28-05:00
forum-topic-126530
126530
Can you start fixing 2.0? Atleast the obvios things?
Outdated/Not implemented
https://forums.factorio.com/viewtopic.php?t=126530
nuhll
1.) blueprints (upgrade planner i mean everything like this) are lightweight, they should never intervene with going to space, i hate you for this really 2.) please why are blueprints (upgrade planner i mean everything like this) not just like links, why are these physical items? I hate you for this really 3.) i...
[ { "author": "Factoruser", "content": "You can put/convert your blueprints into an internal collection, you can use everywhere and even in new games. It's just not made very clear and straightforward, and you can accidently get back a book item again of your internal library. \n \nAlthough it's unhandy, it's...
12
2025-02-02T04:33:01-06:00
forum-topic-121993
121993
LuaSurface#can_place_entity : name is an EntityID
Resolved Requests
https://forums.factorio.com/viewtopic.php?t=121993
hgschmie
In https://lua-api.factorio.com/latest/cla ... ace_entity , the `name` parameter is an EntityID For https://lua-api.factorio.com/latest/cla ... ace_entity , `name` is documented as string. But it actually is an EntityID, one can pass an entity in there (ignoring the angry squiggly yellow lines in VSCode) and it wo...
[ { "author": "", "content": "Thanks, fixed for 2.0.42, also for LuaSurface::can_fast_replace.", "date": "2025-03-14T17:49:19+00:00", "quotes": [] } ]
1
2024-11-18T12:35:02-06:00
forum-topic-113390
113390
Which bob mods adds complexity/hardness vs which makes it easier?
Bob's mods
https://forums.factorio.com/viewtopic.php?t=113390
TruePoosh
I'm all in for the suffering, and I don't care about making my life easier in any way I've done extensive research and it's very hard to get info on bobs mods separately currently I'm using only 6: -bob's ores -bob's electronics -bobs metals, chemicals, intermediates and then I'm using the "warfare fo...
[ { "author": "Haless", "content": "Hello! \n \nAnother user that like me, like to suffer with Angel's Bob's. \n \nFor the max experience I recommend download the full suit of these two packs. And no they will not make anything easier I guarantee. To help make your game more fun and harder add some biters m...
2
2024-05-08T08:55:13-05:00
forum-topic-96505
96505
60k active bots megabase (200k total)
Videos
https://forums.factorio.com/viewtopic.php?t=96505
FalseTetrabyte
Hey there, just wanted to share a video I made of the megabase I've been working on. Not really sure where I'm taking this at this point, just thought some fellow Factorio folks might like to see my interpretation of a megafactory. This is just one of a few I want to upload, I have some science runs I want to post (r...
[ { "author": "Challenger007", "content": "Interesting video. Well done for taking the trouble to shoot. I like it when a person seizes the moment and does not miss it.", "date": "2021-03-11T14:30:05+00:00", "quotes": [] } ]
1
2021-02-27T10:31:39-06:00
forum-topic-119329
119329
[2.0.13] Upgrade planner: can't cancel downgrade orders
Pending
https://forums.factorio.com/viewtopic.php?t=119329
ickputzdirwech
In the screenshot below I pressed shift + right-click: 11-02-2024, 16-35-05.png (310.87 KiB) Viewed 681 times I would expect that this would cancel the downgrade of the left belt. Instead it selects the upgrade of the right belt, shows that it will upgrade it further - and does actually nothing.
[ { "author": "", "content": "I see where the confusion comes from. Shift + right-click is Alt-reverse select which is not used by the upgrade planner however the prototype for it delegates this to the alt select and drawing starts selecting entities. If you press Shift + Left click it will correctly cancel t...
3
2024-11-02T10:38:55-05:00
forum-topic-126784
126784
How to differentiate between different station types so that I can send the correct train to it
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=126784
Afroman
I begin with Sorry. This seems as a dilemma that must have come up before, but I wasn't able to find question about it. The Problem: How to differentiate between different station types so that I can send the correct train to it. Summary: I want my provider stations to send a signal for their resource with ...
[ { "author": "mmmPI", "content": "I don't understand this part, maybe you can post a blueprint ? \n \nFor the more general question, it doesn't seem possible to me to differentiate between stations that have the same name unfortunatly. I don't understand well enough the system you describe to propose anythi...
9
2025-02-12T03:15:23-06:00
forum-topic-127459
127459
[2.0.39]Deconstructor white/blacklist cannot target ghosted non-straight rail.
Duplicates
https://forums.factorio.com/viewtopic.php?t=127459
maximillion
Deconstruction planner treats all rail types as 'Straight Rail' when deconstructing placed objects, but doesn't do the same when deconstructing ghosts rail_deconstruct_ghost_bug.jpg (335.21 KiB) Viewed 57 times .
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0
2025-03-13T04:59:07-05:00