id stringlengths 13 18 | topic_id stringlengths 1 6 | title stringlengths 1 132 | section stringclasses 74
values | url stringlengths 0 60 | author stringlengths 0 20 | question stringlengths 0 60k | responses listlengths 0 19 | response_count int64 0 19 | timestamp stringlengths 0 25 |
|---|---|---|---|---|---|---|---|---|---|
forum-topic-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... | [] | 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
... | [] | 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
. | [] | 0 | 2025-03-13T04:59:07-05:00 |
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