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-117911 | 117911 | [kovarex] Parameterized Train interrupts cant be used in conjunction with reading train IDs | Won't fix. | https://forums.factorio.com/viewtopic.php?t=117911 | valyrie97 | Ive been working on a train scheduler with the circuit network and discovered what i assume is a bug. i could be very wrong and misunderstanding how to use this feature. The setup is fairly simple:
- Create a small segment of rail with a stop and a locomotive.
- Create a train interrupt with a circuit condition of ... | [
{
"author": "",
"content": "Hello, the proper fix we will have at some point (hopefully) will be the ability to distinquish red/gree input and output, so you can put these two things on separate wires.",
"date": "2024-11-20T13:10:50+00:00",
"quotes": []
},
{
"author": "valyrie97",
"conte... | 3 | 2024-10-27T07:19:23-05:00 |
forum-topic-120197 | 120197 | FactorySync – A utility to synchronize game saves between multiple players via online storage | Tools | https://forums.factorio.com/viewtopic.php?t=120197 | vasek7 | I have created a utility that can synchronize saved games, allowing one game to be played by multiple players. Before you stop reading, thinking that’s what multiplayer mode or a headless server is for...
You can play in multiplayer mode, but someone must host the game. If you disconnect from the game, you don’t hav... | [] | 0 | 2024-11-07T03:00:57-06:00 |
forum-topic-107602 | 107602 | [1.1.80] /editor map-gen-settings no caption on freq17% | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=107602 | KeepResearchinSpoons | A small-bitor-scale bug;
when you hover over sliders in /editor -> surfaces -> Edit map get settings , it *usually* shows the percentage.
but for any ore with minimal freq I do not see that caption for some reason.
You can import the string below on that same editor screen and see if it is reproducible.
(( I d... | [
{
"author": "",
"content": "Thanks for the report. It's now fixed for the next 1.1.x release.",
"date": "2023-07-05T20:45:07+00:00",
"quotes": []
}
] | 1 | 2023-07-02T08:35:48-05:00 |
forum-topic-127263 | 127263 | LoaderPrototype::adjustable_belt_stack_size wrong type | Resolved Requests | https://forums.factorio.com/viewtopic.php?t=127263 | BrainGamer_ | LoaderPrototype::adjustable_belt_stack_size mentions boolean as its type but it should be bool . | [
{
"author": "",
"content": "We fixed this by renaming the prototype stage boolean type to boolean from bool.",
"date": "2025-03-14T17:32:57+00:00",
"quotes": []
}
] | 1 | 2025-03-04T11:41:35-06:00 |
forum-topic-127488 | 127488 | [2.0.41] Train priority overrides enable/disable and train limit 0 | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127488 | vrcngtrx | In the video I have a double-headed train with a schedule in which it stops at an "Enter" station, is unloaded until the chests at the station are full, and then it leaves by going to the "Exit" station with no wait condition. Each "Enter" station is disabled via a circuit once the chests are full and are not renabled ... | [] | 0 | 2025-03-14T08:50:46-05:00 |
forum-topic-90925 | 90925 | 1.35k S/M bases should be more popular | General discussion | https://forums.factorio.com/viewtopic.php?t=90925 | NotRexButCaesar | 1.35, or 1/2 blue belt, bases are just slightly more than 1k SPM and nearly the same effort, but have much nicer lab inputs and fit exactly on a half belt for each science pack. For the sake of OCD everywhere, build more 1.35k S/m bases! | [
{
"author": "",
"content": "Sounds like metric vs imperial to me",
"date": "2020-11-02T08:26:41+00:00",
"quotes": []
},
{
"author": "coppercoil",
"content": "Sounds like metric vs factorional \nIn my factory, I count everyting in blue belts \n \n I only need an 8th science pack for ... | 19 | 2020-11-02T02:13:16-06:00 |
forum-topic-127535 | 127535 | [StrangePan][2.0.41] Crash on pressing tab key (GameView::updateSoundFilters: Zoom(-0.21)) | Resolved for the next release | https://forums.factorio.com/viewtopic.php?t=127535 | mellowengineer | Game crashes after I resume from my save file when I press the <tab> key. I'm happy to share my save file just tell me where to email it. Thanks.
Code: Select all 0.000 2025-03-15 17:09:35; Factorio 2.0.41 (build 81968, linux64, steam, space-age)
0.000 Operating system: Linux
0.000 Initializing Steam API.
... | [
{
"author": "",
"content": "See 3638 .",
"date": "2025-03-16T00:21:30+00:00",
"quotes": [
{
"author": "mellowengineer wrote: Sun Mar 16, 2025 12:17 am",
"content": ""
}
]
},
{
"author": "",
"content": "Given that this crashes on a Zoom value check and it ... | 3 | 2025-03-15T19:17:20-05:00 |
forum-topic-105999 | 105999 | Improving the Mod Portal Search - Page 2 | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=105999&start=20 | NotRexButCaesar | The new search should replace all the other panels in my opinion: instead of having the trending &c. icons below "explore", just replace the icons above with various ways to sort your search using the current explore interface.
New Search Mockup mods.factorio.png (111.09 KiB) Viewed 4171 times | [
{
"author": "Nemoricus",
"content": "Right now I'm having an issue where the sort features don't seem to work as expected. I've attached a few pictures where I've tried to sort the portal by different options and the results remain displayed in the same order. Is there a bug here?",
"date": "2024-01-25T... | 19 | 2023-04-24T08:27:59-05:00 |
forum-topic-126271 | 126271 | Ability to Sort Logistics View by Name/ID to group qualities | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=126271 | zbosh | It would be helpful if there was a toggle to sort logistics by item count or by name/quality.
Use Case:
When i'm building on a planet, I will check the logistics to see what building qualities I have available to determine what ones I should drop down. I like to use the max quality available.
I would like not to ... | [] | 0 | 2025-01-23T16:00:50-06:00 |
forum-topic-125917 | 125917 | [2.0.28] Crash of server loading some saves (Chunk::load) | 1 / 0 magic | https://forums.factorio.com/viewtopic.php?t=125917 | b14ckyy | I have a save with a friend that has 84 play hours on it so far. We started it via local hosting from our PCs but I decided to set up a Headless Server on my Custom build OpenMediavault Media-Server.
After some trouble with the ballistic missiles mod that caused the game to crash if you shoot a missile out of map boun... | [
{
"author": "",
"content": "This sounds suspiciously like faling/failed hardware. The headless linux build of the game is identical code wise to the non-headless and windows build of the game in every way except the headless linux build doesn't let you enable graphics mode. \n \n\nThat almost always signals... | 2 | 2025-01-13T12:40:00-06:00 |
forum-topic-16775 | 16775 | Factorio Forums • [MOD 0.x.x] ModMigrator | Type: Mod
Name: Mod Migrator
Description: Provides custom migration of data between unmigrable mod versions.
License: Free
Version: 0.1.0
Release: 2015-10-03
Tested-With-Factorio-Version: 0.12.0
Category: Lib
Tags: utility
Download-Url: Github
Website: Github
License License
This code is intended for col... | [] | 0 | ||||
forum-topic-126495 | 126495 | Is it possible to put the recipes of a subgroup together?? | Modding help | https://forums.factorio.com/viewtopic.php?t=126495 | yaim904 | I am trying to sort the recipes in such a way that those that produce a certain object are one after the other.
I have tried to do it by changing the order property in several ways but I can't do it.
I am beginning to doubt that it is possible
Captura de pantalla (728).png (375.45 KiB) Viewed 120 times ... | [
{
"author": "yaim904",
"content": "No, you can't. \nBy default they are organized by placing the objects/recipes first and then the alternative recipes.",
"date": "2025-03-14T17:31:22+00:00",
"quotes": []
}
] | 1 | 2025-01-31T10:46:29-06:00 |
forum-topic-127390 | 127390 | Factorio Learning Environment | Modding discussion | https://forums.factorio.com/viewtopic.php?t=127390 | Sylketri | I think this was discussed from time to time in the forums, but looks like another "learning environment" was created for Factorio, Factorio Learning Environment .
If you must remember anything at all from this, remember that Claude Sonnet 3.5 built a diagonal belt
03-11-2025, 14-33-45.png (1.69 MiB) Viewed... | [] | 0 | 2025-03-11T08:35:17-05:00 |
forum-topic-54621 | 54621 | [16.1] Crash on Open/first tick | Duplicates | https://forums.factorio.com/viewtopic.php?t=54621 | wintermute48 | My save file is crashing on open. The loading dialog completes and I get the migrating content pop-up but when I click close on it the game instantly crashes.
I tried disabling all mods, deleted the crop-cache.dat file. Neither fixed the problem.
here is the factorio-current.dmp
Code: Select all
0.002... | [
{
"author": "Moonheart08",
"content": "I feel bad for the devs now. Nullpointer dereference ): \n(I hate them, if you can't tell)",
"date": "2017-12-13T19:24:22+00:00",
"quotes": []
},
{
"author": "",
"content": "Could you upload the save file, please?",
"date": "2017-12-13T19:26:39+... | 8 | 2017-12-13T13:23:04-06:00 |
forum-topic-103423 | 103423 | on_rocket_constructed event | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=103423 | Quezler | Currently we have the `on_rocket_launch_ordered` event for when a rocket launches either via the cargo checkbox or a manual button press,
however there seems to be no exposed event for when a rocket has been constructed. (100% progress on the parts, silo starts blinking & opens)
For one of my mods i am already depe... | [] | 0 | 2022-09-12T13:49:32-05:00 |
forum-topic-125407 | 125407 | The ultimate sushi science | Show your Creations | https://forums.factorio.com/viewtopic.php?t=125407 | h.q.droid | With tanks:
With 2.0 the tank belt idea becomes much more practical, tanks can now request imported science packs and auto-trash spoilage. And they can take tool belts to improve throughput even more or defend themselves with laser. | [] | 0 | 2024-12-31T10:28:57-06:00 |
forum-topic-127371 | 127371 | Behaviour of Set Recipe for quality fluid-only recipes | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127371 | zig1000 | TL;DR
Machines can set an incorrect recipe in some Set Recipe edge cases, when they should set no recipe.
What?
Current behaviour: When using circuit Set Recipe to request a quality item (e.g. uncommon iron gear), if the machine's matching recipe has only fluid ingredients (e.g. the Foundry's iron gear recipe), the... | [
{
"author": "quineotio",
"content": "Wouldn't this be more confusing? I mean, in the example you gave, it has to fail one way or another - either set to quality recipe when it can't produce it, set to normal even though it was told to produce quality, or do as you propose and set no recipe. \n \nI think set... | 3 | 2025-03-10T02:32:19-05:00 |
forum-topic-127483 | 127483 | Deadlock. Why? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=127483 | anprs | I have a deadlock. The train with fluid wagons is blocked from leaving, that's clear and ok. The empty cargo train going down has a red chain signal, but there's a green signal in front of it. The train with the copper ore going up has a red chain signal, but there's a green signal in front of it.
Why are there form a... | [
{
"author": "",
"content": "Because you did not separate the left from the right track at the junction, it's one block.",
"date": "2025-03-14T10:42:13+00:00",
"quotes": []
},
{
"author": "Amarula",
"content": "Hi anprs welcome to the forums! \nIf you hold a train signal in your hand in g... | 4 | 2025-03-14T04:15:34-05:00 |
forum-topic-112884 | 112884 | [raiguard][1.1.106][Linux] crash during fork-saving, when child process gets OOM-Killed | Won't fix. | https://forums.factorio.com/viewtopic.php?t=112884 | someone1337 | I use the fork-saving (cant remember how you named it in game).
I explored in editor mode and run a few commands to further afk explore, as mapgen takes a while, which made the map quite big and was generating during the fork-saving, since fork uses copy on write memory allocation i guess it went boom as both proces... | [
{
"author": "",
"content": "In general we don’t attempt to handle out of memory errors because there’s almost nothing that can be done in the standard execution path. But I’ll leave this to the Linux guys to decide if they want to try to handle this case. It seems unlikely it would succeed because if the fo... | 10 | 2024-04-05T20:22:45-05:00 |
forum-topic-115076 | 115076 | I am looking for a way/mod to allow loading buildings with an item cap to their maximum. | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=115076 | capnflummox | For example: more than 10 ammo loaded into a turret. Or, more than 2 science packs loaded into a lab.
My question is: is the amount loaded determined by the lab/turret, or the inserter?
Can this be accomplished in vanilla with circuits or something else I am missing? Or would I need to find (it doesn't exist) o... | [
{
"author": "Brathahn",
"content": "you can use the vanilla loader (obtainable with the console or mods) to fill buildings up to the stack size",
"date": "2024-08-28T18:09:12+00:00",
"quotes": []
},
{
"author": "capnflummox",
"content": "Not seeing this as a working option. \n \nThe game... | 8 | 2024-08-28T10:03:11-05:00 |
forum-topic-126420 | 126420 | Gleba Ag Science Controller (Spoilers) | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=126420 | adam_bise | Ag science freshness is key. Unless you want to do research on Gleba (and miss out on biolab bonuses), you will need to maximize ag science freshness.
So fast platforms, more than one platform, etc..
Here is the simplest approach:
gasc1.png (870.1 KiB) Viewed 579 times
In this screen, science goes ... | [
{
"author": "adam_bise",
"content": "The controller could be improved by adding an appropriate timer. Like number of ticks for a platform load +10%. That would also eliminate the time waiting for the science packs to spoil in the lab after transitioning to a non-ag science research. More helpful for a mu... | 2 | 2025-01-28T16:56:45-06:00 |
forum-topic-127018 | 127018 | Factorio Forums • [2.0.35] debug settings starts off a little too small | - fresh instance
- new world
- f4
- notice "show multiplayer selection rectangles unconditionally" being slightly cut off
- use the force dropdown / collision layer dropdown / search / always-debug tab
- notice the gui widening a little bit to accomodate the longest debug setting
expected behavior: the debug se... | [] | 0 | ||||
forum-topic-114952 | 114952 | My future megabase | Medium/Big/Gigantic Sized Structures | https://forums.factorio.com/viewtopic.php?t=114952 | Fjfirond | My new save is where I want to try to create a megabase (in fact, I've never done exactly megabases). I'm starting to make turrets and gates:
Gates and turrets.png (3.24 MiB) Viewed 2884 times
Also here are photos of my database. These are laboratories with the production of science:
Laboratories.png... | [
{
"author": "wobbycarly",
"content": "Depending on your target SPM, double the production, then double it again!",
"date": "2024-08-22T09:05:29+00:00",
"quotes": []
},
{
"author": "Fjfirond",
"content": "I agree, I am just creating a huge iron production I can show you later.",
... | 3 | 2024-08-22T01:12:37-05:00 |
forum-topic-122412 | 122412 | [raiguard][2.0.20][linux] "SDL_Error: Could not get EGL display" on launch | Assigned | https://forums.factorio.com/viewtopic.php?t=122412 | tgurr | I'm getting the following error upon start:
Code: Select all Adding process 72726 for gameID 427520
Adding process 72727 for gameID 427520
Game Recording - game stopped [gameid=427520]
Removing process 72727 for gameID 427520
Removing process 72726 for gameID 427520
Removing process 72687 for gameID 427520
Removing ... | [
{
"author": "",
"content": "I will investigate moving the game over to SLR 3.0.",
"date": "2025-01-07T22:46:09+00:00",
"quotes": []
}
] | 1 | 2024-11-21T13:13:28-06:00 |
forum-topic-114713 | 114713 | [1.1.109] Crash on creating Lua context when loading a save | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=114713 | curiosity | To reproduce:
1. Install my local mod versions, in addition to what you can download from the portal.
2. Try loading the save.
Alas, I didn't think to save the original log, so all you get is a log of me launching Factorio and trying to load the save. FWIW, all three of my autosaves are broken like this, so, whate... | [
{
"author": "curiosity",
"content": "What I would like to know is what in the mod data is causing the crash, so hopefully I could do something about it. I tried GDB, but it's impenetrable. GDB is not intended to be used without source code. Based on 12 downloads, I assume that someone has looked at this.",
... | 6 | 2024-08-08T14:01:33-05:00 |
forum-topic-102127 | 102127 | Ryzen 7 5800X3D - Made for Wube by AMD? | General discussion | https://forums.factorio.com/viewtopic.php?t=102127 | Uxi | I just found this benchmark interesting: https://www.youtube.com/watch?v=ajDUIJalxis&t=451s | [
{
"author": "Gummiente27",
"content": "Its known that Factorio is highly memory bandwhich dependant so I am not surprised.",
"date": "2022-04-15T00:39:17+00:00",
"quotes": []
},
{
"author": "Uxi",
"content": "True, but the increase in performance is still impressive. \nIt beats my 6600k ... | 6 | 2022-04-14T11:52:13-05:00 |
forum-topic-120764 | 120764 | Bugged enemy generation 2.016? | Resource Spawner Overhaul | https://forums.factorio.com/viewtopic.php?t=120764 | spaceman2000 | game version is 2.016 on windows 10
Generating a map with Elevated rails, Quality, Space age and Resource Spawner ( no 5dim_ore, bobenemies, bobores) and there are no enemies what so ever. thought it might be something to do with starter zone but if i go to edit mode and explore the map can't find any enemies at all. ... | [
{
"author": "orzelek",
"content": "Can you check if you have enemy geneartion enabled in mod settings? \nRSO can use base game generation or it's own - both are in the settings (one is a startup setting other is a map setting).",
"date": "2024-11-10T13:42:15+00:00",
"quotes": []
},
{
"author... | 2 | 2024-11-10T07:36:52-06:00 |
forum-topic-116260 | 116260 | Resolved: Crash on starting: asks to disable space-age mod | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=116260 | pmc666 | 10-21-2024, 14-56-34.png (166.22 KiB) Viewed 912 times
Log file
Code: Select all 0.001 2024-10-21 15:00:11; Factorio 2.0.7 (build 79385, win64, steam)
0.001 Operating system: Windows 10 (build 19045)
0.000 Initializing Steam API.
0.001 Program arguments: "D:\Program Files (x86)\Steam\steamapps\common... | [
{
"author": "",
"content": "Please try to Verify integrity of game files on Steam .",
"date": "2024-10-21T14:06:28+00:00",
"quotes": []
},
{
"author": "pmc666",
"content": "10-21-2024, 15-45-50.png (61.49 KiB) Viewed 843 times \n \n \n\nThanks for the quick response - they claim to be O... | 3 | 2024-10-21T09:01:14-05:00 |
forum-topic-117740 | 117740 | Allow use to use "Z" to place modules one at a time in remote view | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=117740 | RusselRaZe | TL;DR
Let us place modules remotely like we can locally.
What?
When in remote view and holding a ghost module, let use place a single module by pressing "Z" like we can when we do it locally.
Why?
Currently, if we want to place at least 2 different module types into a machine, we have to open up the building a... | [
{
"author": "neoChaos12",
"content": "+1",
"date": "2025-02-02T19:09:33+00:00",
"quotes": []
},
{
"author": "Nemoricus",
"content": "Duplicate of but better title than: viewtopic.php?p=636786",
"date": "2025-02-02T20:22:35+00:00",
"quotes": []
},
{
"author": "Iridium",
... | 8 | 2024-10-26T14:13:48-05:00 |
forum-topic-101118 | 101118 | Resource spawn size not as expected | Resource Spawner Overhaul | https://forums.factorio.com/viewtopic.php?t=101118 | FuryoftheStars | See attached image.
Using mods that add resources, the Lead resource (from bzlead) is much larger in size than expected. I have RSO's global size modifier set for 0.5, all size sliders from the map gen screen set for 100%, and I see that in the resource config files Lead is set to the same size as Iron/Copper for t... | [
{
"author": "FuryoftheStars",
"content": "Ok, it looks like it may have been specific to that seed. Another one did not have that issue. \n \nRelevant mods and map exchange string can be found here: viewtopic.php?p=559087#p559087 \nI'm using about 200 mods, some of which are not on the portal, so I don't ... | 4 | 2022-01-03T11:21:59-06:00 |
forum-topic-127377 | 127377 | allow colon: used in prototpye name | Won't implement | https://forums.factorio.com/viewtopic.php?t=127377 | meifray | in current naming scheme,all name is separated using dash"-" including prefixing names
by add colon as usable character in naming,it might suggest mod maker using colon to separate name space or even subtype using this character.
for example I would like to make another merging chest mod for brick chest, then I mig... | [
{
"author": "",
"content": "No. \n \nRefer to",
"date": "2025-03-10T17:06:52+00:00",
"quotes": [
{
"author": "boskid wrote: Mon Dec 09, 2024 10:25 pm",
"content": ""
}
]
},
{
"author": "meifray",
"content": "how about § ? \nas far as I know it is not a con... | 3 | 2025-03-10T12:02:27-05:00 |
forum-topic-124143 | 124143 | Catalan dubbing for the trailer | Translations | https://forums.factorio.com/viewtopic.php?t=124143 | ricardsolrog | Hi there,
I collaborate with a group called "Projecte Ce Trencada," where we voluntarily translate video games into Catalan.
Sometimes, we also dub trailers or scenes from games we've translated, with the participation of professional voice actors, all to support the cause.
For example, we've dubbed trailers of ... | [] | 0 | 2024-12-10T01:43:15-06:00 |
forum-topic-123293 | 123293 | info.json not found?! (Creating new mod for mod portal) | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=123293 | pseudo3d | From following the tutorial and investigating another mod to see how it works, I have created my first mod—a recipe for the Chemical plant for freezing water, an exact reverse of melting it (at least in terms of input/output). Part of it is a desire to make Space Age a little less annoying in water handling and add mor... | [
{
"author": "picklock",
"content": "Hi, \n \nyour info.jaon is in the subfolder waterfreezing but it has to be in the root-folder of your mod. The same applies to data.lua and thumbnail.png.",
"date": "2024-11-29T17:27:22+00:00",
"quotes": []
},
{
"author": "pseudo3d",
"content": "Thank ... | 2 | 2024-11-29T10:22:36-06:00 |
forum-topic-127398 | 127398 | [2.0.39] Boilers deleted when upgrading to Uncommon | Not a bug | https://forums.factorio.com/viewtopic.php?t=127398 | Sparticus | I just replaced 6 boilers with 6 Uncommon boilers and now only have 1 boiler in my inventory instead of the 6 i was expecting. When i placed them i clicked the first one and dragged the mouse over the other 5 (this was done in person not by bots). the ones now placed are Uncommon quality as intended.
number 1 (as pe... | [
{
"author": "",
"content": "They are not gone as they are on the ground. Issue here would be that they should not be dropped on the ground if you have inventory space. \n \n \n \n \n 03-11-2025, 20-20-35.png (249.07 KiB) Viewed 120 times \n \n \n\n-- edit: \n \nI will move this to Not a bug because there is... | 1 | 2025-03-11T14:10:09-05:00 |
forum-topic-125222 | 125222 | Hide fluid indicator arrow | Implemented mod requests | https://forums.factorio.com/viewtopic.php?t=125222 | 0n0w1c | Similar to this request: 97809
When a compound entity consists of a pump that is selectable in game, the fluid direction indicator appears on mouse-over.
Screenshot 2024-12-27 at 4.44.13 PM.png (256.45 KiB) Viewed 634 times
A flag similar to "hide-alt-info", alternate sprite, or scale it? While a pump ... | [
{
"author": "curiosity",
"content": "hide_connection_info doesn't work? Seems like exactly what it was made for.",
"date": "2024-12-27T23:10:03+00:00",
"quotes": []
},
{
"author": "0n0w1c",
"content": "While the visualization is the same, this seems to be part of the player selected logi... | 8 | 2024-12-27T16:59:15-06:00 |
forum-topic-126687 | 126687 | About the translation verification template | Wiki Talk | https://forums.factorio.com/viewtopic.php?t=126687 | Tertius | I stumbled upon the "new" translation verification macro during translation work for German. Must have been slipped my attention when introduced.
I confess, I will refuse to use it because of the additional workload that doesn't justify the benefit. Specifically, it's the retrieval of the revision id of the Englis... | [
{
"author": "Tertius",
"content": "Given the amount of feedback (which was zero) I will pretend that template doesn't exist and will neither add nor remove nor update it.",
"date": "2025-02-17T11:42:35+00:00",
"quotes": []
}
] | 1 | 2025-02-08T08:05:34-06:00 |
forum-topic-42890 | 42890 | Friday Facts #182 - Optimizations, always more optimizations | News | https://forums.factorio.com/viewtopic.php?t=42890 | https://www.factorio.com/blog/post/fff-182 | [
{
"author": "KrzysD",
"content": "HOORAY! now my train bus world won't drop to 10fps when i open the map! Thanks Rseding91!!",
"date": "2017-03-17T16:09:02+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "SaintFlow",
"content": "Yo... | 19 | 2017-03-17T10:58:05-05:00 | |
forum-topic-89345 | 89345 | [REQUEST] graphics for a new mod | Texture Packs | https://forums.factorio.com/viewtopic.php?t=89345 | Szentigrade | i am in need of someone that can do the graphics for my mod i'm working on
- icons and entities
gun and ammo - the gun would need to look like a net gun and ammo a net, entity for the projectile to catch the biter
building 1 - biter generator and entity for it
building 2 - a place where the biters can recharge al... | [
{
"author": "Szentigrade",
"content": "still looking mods been released > https://mods.factorio.com/mod/alien_power",
"date": "2021-10-14T06:08:42+00:00",
"quotes": []
}
] | 1 | 2020-09-12T00:27:01-05:00 |
forum-topic-29413 | 29413 | How to setup and play in teams with Factorio 0.13+ | Multiplayer / Dedicated Server | https://forums.factorio.com/viewtopic.php?t=29413 | scadl | In this guide I'll try to explain some amazing command combinations, which I discovered when one of my friends asked me how to play in teams on his custom map!
Before you start doing anything, you have to know how to call Factorio in-game console, because it's only place where you will be doing all changes.
Warni... | [
{
"author": "Lead_Hail",
"content": "I know this is old and I'll get yelled at, but what all needs to be done to follow this in the current version?",
"date": "2022-08-31T00:21:44+00:00",
"quotes": []
},
{
"author": "SoShootMe",
"content": "The short answer is that, at least in general, ... | 2 | 2016-07-19T03:15:10-05:00 |
forum-topic-127254 | 127254 | [2.0.32] Fusion Reactor 2x2, only 2 get full bonus. | Pending | https://forums.factorio.com/viewtopic.php?t=127254 | Chumfactor | I have a "normal" 2x2 array of Fusion Reactors.
2 of them get the expected +200% bonus -- the diagonal upper-right/lower-left ones.
2 of them -- the other diagonal: upper-left/lower-right -- get a lesser, fluctuating bonus.
All 4 are operating and have fluid.
Pix attached.
Reactor1.png (4.2 MiB) Vie... | [
{
"author": "mmmPI",
"content": "This sounds like you have excess power production capability on your reactor compared to your consumption , as such some of the cores must be \"overflowing\" with plasma, \"output full\" and stop working temporarily, occasionning the diminished neighbour bonus.",
"date":... | 4 | 2025-03-03T21:38:51-06:00 |
forum-topic-127429 | 127429 | Construction robots don't want to demolish `Cliff` | Pending | https://forums.factorio.com/viewtopic.php?t=127429 | datarza | Construction robots don't want to demolish `Cliff`
03-12-2025, 09-14-09.png (3.41 MiB) Viewed 104 times | [
{
"author": "",
"content": "Cliffs that are not marked to be deconstructed are not being deconstructed. Most likely the cliffs were partially destroyed and one of the cliffs end was corrected and failed to be marked to be deconstructed. If you have a save file and some steps how to reproduce, and log file s... | 3 | 2025-03-12T08:17:30-05:00 |
forum-topic-127348 | 127348 | Support equipment consumption using ammunition instead of just energy | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=127348 | Wozbo | Had an idea to build a mod around the concept of mounting the weapons you can build on a turret platform. EX: Shoulder mounted rocket launcher/ shoulder mounted railgun/ shoulder mounted tesla cannon. Current issue that I'm encountering is that it doesn't *look like* there's a way to avoid ammo_type like you can with... | [
{
"author": "eugenekay",
"content": "I think this exists? SMG Equipment implements this by doing: Code: Select all attack_parameters = {\n type = 'projectile',\n ammo_category = 'bullet',\n ammo_type = {\n energy_consumption = \"30kJ\",\n action = {\n type = 'direc... | 3 | 2025-03-08T18:04:20-06:00 |
forum-topic-76651 | 76651 | M45-Science (Community) | Multiplayer | https://forums.factorio.com/viewtopic.php?t=76651 | distortions864 | M45-Science: Serving the Factorio community since 2017 with over 5000 members.
We have 13 public, and 5 members-only maps (membership is free)
Full map list, with quick-connect links:
https://factorio.go-game.net/?tag=M45
Discord: https://discord.gg/SFpqbaE3Bp
Website: https://m45sci.xyz/ | [
{
"author": "arye321",
"content": "Thanks for the rail server I play on it a lot!",
"date": "2024-08-08T03:31:23+00:00",
"quotes": []
}
] | 1 | 2019-10-11T15:29:59-05:00 |
forum-topic-126680 | 126680 | Highly optimized combinator heavy late game hauler | Medium/Big/Gigantic Sized Structures | https://forums.factorio.com/viewtopic.php?t=126680 | iborpastan | 02-08-2025, 04-38-43.png (1.85 MiB) Viewed 301 times
02-08-2025, 04-36-11.png (1.52 MiB) Viewed 301 times
02-08-2025, 04-37-04.png (6.81 MiB) Viewed 301 times
02-08-2025, 04-37-58.png (4.43 MiB) Viewed 301 times
02-08-2025, 04-38-43.png (1.85 MiB) Viewed 301 times
Fe... | [] | 0 | 2025-02-07T21:44:35-06:00 |
forum-topic-117577 | 117577 | [raiguard] [2.0.10][Linux] crash while traveling to Fulgora | 1 / 0 magic | https://forums.factorio.com/viewtopic.php?t=117577 | flish | i was attempting to head to Fulgora i got about half way there before quickly trying to head back to navius due to being under prepared. while changing the destination factorio froze then my screen went black briefly. i had just lost several turrets to the asteroids.
i am running ubutu on the steam deck which has h... | [
{
"author": "",
"content": "It looks like you might have run out of RAM. I do not recommend using async saving on the steam deck because it is very ram-hungry.",
"date": "2025-01-22T01:24:34+00:00",
"quotes": []
}
] | 1 | 2024-10-26T01:55:58-05:00 |
forum-topic-70202 | 70202 | [0.17.34] Placement Scenario | Campaign / Scenario suggestions | https://forums.factorio.com/viewtopic.php?t=70202 | Ranger_Aurelien | I'm not sure if this technically a bug or a limit of what the Scenario tool is trying to do with vanilla Factorio:
The "Space" campaign should not count undeployed buildings against the victory score, or you should be allowed to sell back buildings to the "market".
It has happened a few times when I play the scen... | [
{
"author": "DaleStan",
"content": "How do you plan to prevent people from buying a miner, using it, and then mining it and selling it back to the factory to push themselves up over the limit?",
"date": "2019-05-02T01:18:15+00:00",
"quotes": []
},
{
"author": "Ranger_Aurelien",
"content"... | 3 | 2019-05-01T10:27:01-05:00 |
forum-topic-111602 | 111602 | Friday Facts #400 - Chart search and Pins | News | https://forums.factorio.com/viewtopic.php?t=111602 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-400 | [
{
"author": "aka13",
"content": "I love it, that's just so great! All of it, every part. Thank you guys, that was a cherry missing on top the user-configurable alerts all the time.",
"date": "2024-03-01T12:02:19+00:00",
"quotes": []
},
{
"author": "kinnom",
"content": "For map search: pl... | 19 | 2024-03-01T06:00:03-06:00 | |
forum-topic-127353 | 127353 | Ant logic to the enemies | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127353 | Kayden | So, I've found this behaviour very chaotic and natural, maybe this kind of behaviour can be used as an enemy ai on one of the new planets as an experiment.
Could be a good or even revolutionary addition to the gameplay.
https://youtu.be/hTHpEF_jcu4?feature=shared | [] | 0 | 2025-03-09T04:32:15-05:00 |
forum-topic-62420 | 62420 | AutoTrainDepot - Not everyone wants to spam logibots for train stations | Reika's Mods | https://forums.factorio.com/viewtopic.php?t=62420 | Reika | If one wants to have a base composed of a number of train outposts, each handling a different facet of production, you quickly run into a problem. Each of these trains needs to be able to "communicate" their items with each other, and that usually necessitates a centralized "depot".
However, this presents a problem.... | [] | 0 | 2018-09-07T16:07:56-05:00 |
forum-topic-120901 | 120901 | Circuit signals on ship radars | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=120901 | triggerman602 | Radars that are placed on space platforms/ships should connect circuit signals to the radars on the planet they are currently parked over.
This could solve the issue of there being no way to send circuit signals between space ships and planets. | [
{
"author": "Xellnix",
"content": "rather would like to see a new building, as i dont want to mix my platform radar logistics with the planetary radar logistics",
"date": "2024-11-11T12:27:31+00:00",
"quotes": []
},
{
"author": "Sworn",
"content": "Definitely need something along those l... | 2 | 2024-11-10T23:18:28-06:00 |
forum-topic-69333 | 69333 | Exposing the chose signal or number button to modding | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=69333 | cyfrov | That button in the combinator gui that lets you select a signal including the special {Each, Everything, Anything} or enter a number.
How can I add it to a mod?
I guess 69151 should have been posted here instead. | [
{
"author": "curiosity",
"content": "I would also like to see this button. It will make handling circuit conditions in a custom GUI fit more with the rest of the game.",
"date": "2021-04-15T15:59:47+00:00",
"quotes": []
}
] | 1 | 2019-04-10T18:40:04-05:00 |
forum-topic-59156 | 59156 | Factorio Blueprint Editor | Cheatsheets / Calculators / Viewers | https://forums.factorio.com/viewtopic.php?t=59156 | Ralimist | Hello, I've been working on this project for a few months now and I decided to make it public.
Website link: https://fbe.teoxoy.com
Repository link: https://github.com/Teoxoy/factorio-blueprint-editor
Please leave your suggestions, ideas, features or bug reports on the github page. | [
{
"author": "5thHorseman",
"content": "I played with it for a few minutes and it's nice. I like how the interface is similar to the game's. \n \nI hope some day something like this will actually be in the game, but for now I can totally see using this.",
"date": "2018-03-29T09:18:23+00:00",
"quotes"... | 5 | 2018-03-29T03:01:06-05:00 |
forum-topic-9282 | 9282 | Factorio Fluid System Changes | Implemented in 2.0 | https://forums.factorio.com/viewtopic.php?t=9282 | Malachite | Upon a discussion on #factorio about the realism of the fluid system in factorio, I’d like to propose the following changes.
The current abstraction of the fluid system as Quantity / temperature is slightly too unrealistic, and limits the amount of modding that occurs when fluids could be just as amazing a part ... | [
{
"author": "AnarCon",
"content": "i like it \nit got my vote",
"date": "2015-03-25T09:33:06+00:00",
"quotes": []
},
{
"author": "",
"content": "The current abstraction works about so: \n- Fluids are stored in a fluid-box. Technically a pipe or a storage tank is just a fluid-box. Every a... | 19 | 2015-03-24T20:17:47-05:00 |
forum-topic-101092 | 101092 | Running Factorio as a Windows Service | Tools | https://forums.factorio.com/viewtopic.php?t=101092 | Steffel | A solution based on .NET6 can be found here: https://pi19.de/factorio .
Comments are welcome. | [] | 0 | 2022-01-01T09:10:38-06:00 |
forum-topic-100975 | 100975 | My name is Bot, James Bot. | Videos | https://forums.factorio.com/viewtopic.php?t=100975 | ARandomStone | I created this gif of an bot stealing a blueprint:
https://www.reddit.com/r/factorio/comme ... james_bot/
This is the map where i recorded it on, in case someone is interested in the 'behind-the-scences'.
To start the action switch the constant combinator on the bottom right of the concret plattform (next to the mo... | [
{
"author": "Gummiente27",
"content": "cool",
"date": "2021-12-20T18:25:40+00:00",
"quotes": []
},
{
"author": "landmine752",
"content": "This is hilarious. Never thought I'd see a bot infiltration in Factorio, and all I could hear throughout this was the Mission Impossible theme.",
... | 3 | 2021-12-20T02:12:14-06:00 |
forum-topic-118227 | 118227 | [kovarex] [2.0.12] p0_s for liquids returns 40 for formulas | Not a bug | https://forums.factorio.com/viewtopic.php?t=118227 | Criperum | 1. make a parametrized BP and use stack size variable in parameter formulas
2. Place BP choosing any liquid as actual value
Result:
Stack size is 40
Expected result:
Zero may be or some way to handle it inside formula itself | [
{
"author": "Criperum",
"content": "More likely any formulas with p0_s of liquids resolve to 40",
"date": "2024-10-28T20:25:07+00:00",
"quotes": []
},
{
"author": "",
"content": "They don't resolve to 40, 40 was just your original value. They are just not resolved.",
"date": "2025-02... | 2 | 2024-10-28T15:10:57-05:00 |
forum-topic-114069 | 114069 | Public PVP Space Exploration Server | Multiplayer | https://forums.factorio.com/viewtopic.php?t=114069 | Xanthenith | I've set up a modded Factorio server with SE and PVP capability
It has a few extra mods such as Supersonic Trains, AAI Miners Vehicles, Tree Collision, Squeak Through, and Team Competition
When joining the server you are put into teams and are spawned on new, random planets
This will probably be a very long journe... | [] | 0 | 2024-06-28T07:42:43-05:00 |
forum-topic-127269 | 127269 | AddRecordData rail_direction documentation issue | Resolved Requests | https://forums.factorio.com/viewtopic.php?t=127269 | hgschmie | AddRecordData uses "RailDirection?" as the attribute definition, this should probably be defines.rail_direction as e.g. https://lua-api.factorio.com/latest/cla ... _direction | [
{
"author": "",
"content": "Ok, for 2.0.39 i changed the type to be `defines.rail_direction`. Given that i saw 127270 where you also specify `station` + `rail_direction`, i also added this bit of explanation: \n \n\nThis is to highlight that rail_direction is only relevant if rail is given and is meaningl... | 2 | 2025-03-04T19:45:50-06:00 |
forum-topic-126861 | 126861 | Fix value of DamageTileTriggerEffectItem::type | Resolved Requests | https://forums.factorio.com/viewtopic.php?t=126861 | Geheim | DamageTileTriggerEffectItem::type has the same value "damage" as DamageTriggerEffectItem . The description of this union member for TriggerEffect says:
Example usage:
Code: Select all data.raw["land-mine"]["land-mine"]["action"]["action-delivery"]["source-effects"][4]["type"] = "damage-tile"
(or see line 498131... | [
{
"author": "",
"content": "Thanks, fixed for 2.0.42.",
"date": "2025-03-14T16:55:35+00:00",
"quotes": []
}
] | 1 | 2025-02-15T08:43:18-06:00 |
forum-topic-125372 | 125372 | LuaUndoRedoStack has unexpected behavior when removing an action | Documentation Improvement Requests | https://forums.factorio.com/viewtopic.php?t=125372 | PennyJim | There is undescribed behavior with removing an action.
What I've found is that removing a 'removed-entity' action will also remove the paired 'built-entity' action.
I don't know if this needs to be within the built event, or even the same tick. I also haven't checked if the inverse will work either (but you don't t... | [] | 0 | 2024-12-30T17:02:50-06:00 |
forum-topic-121826 | 121826 | Manual copper wire connection | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=121826 | 0n0w1c | It would be helpful if a manual copper wire connection raised an on_player_built event, on the LuaWireConnector creation.
Manual wire connections are less detectable with 2.0, the copper wire stack count does not decrease as copper cable did in 1.1. | [] | 0 | 2024-11-17T06:32:27-06:00 |
forum-topic-124741 | 124741 | Decouple quality effects | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=124741 | The_Mormegil | Haven't seen this around so I guess I'll make a post. If it's a "won't implement" for some technical reason I'd rather know.
Currently the only way to mod quality is to change levels. This impacts every quality effect equally, so if I want my quality crafting speed to be, say, 1.9 at rare, I have to also have rare s... | [
{
"author": "curiosity",
"content": "Related: viewtopic.php?f=28&t=120398",
"date": "2024-12-19T12:46:37+00:00",
"quotes": []
}
] | 1 | 2024-12-19T05:01:01-06:00 |
forum-topic-103353 | 103353 | Can I limit where ores can spawn? Or hook into on_chunk_generated handler? | Resource Spawner Overhaul | https://forums.factorio.com/viewtopic.php?t=103353 | mrvn | I'm playing around with providing custom elevation functions to generate fractal maps like this:
h-tree.png (202.23 KiB) Viewed 3250 times
map.png (93.53 KiB) Viewed 3250 times
This is a very regular map with squares for building and paths between the squares. This is all done with an elevatio... | [
{
"author": "orzelek",
"content": "Currently RSO is cheating a lot (at leasts thats what I think the result is). Basically RSO will check chunks that might not be generated yet and I'm not sure what game does then. \nFor the scenario when you are not using on chunk generated this would work without problems... | 6 | 2022-09-05T11:53:35-05:00 |
forum-topic-110617 | 110617 | [1.1.100] Updating will not work | Technical Help | https://forums.factorio.com/viewtopic.php?t=110617 | Richardvk | What did you do?
Went to install new factorio update
What happened?
I got the message after a completed download: Update failed: Checking update packages failed: Error opening update package: File C:/Program Files/Factorio/data/../doc-html/static/archive.zip not found
What did you expect to happen instead? It m... | [
{
"author": "LoHeek",
"content": "Hello, \nI've got exactly the same problem. \nI face this issue since yesterday, at startup Factorio (1.1.100 build 61920 win64) detects an update, but after download, it fails to install it with an error: \"Update failed: Checking packages failed: Error opening update pac... | 19 | 2024-01-10T11:58:17-06:00 |
forum-topic-78718 | 78718 | Friday Facts #324 - Sound design, Animated trees, Optimizations | News | https://forums.factorio.com/viewtopic.php?t=78718 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-324 | [
{
"author": "Alekthefirst",
"content": "that's not an insignificant increase in performance",
"date": "2019-12-06T12:24:15+00:00",
"quotes": []
},
{
"author": "Silden",
"content": "The tree animation made my eyes water. Will there be a way to switch it off in game if I find it too distra... | 19 | 2019-12-06T06:11:16-06:00 | |
forum-topic-77747 | 77747 | Factorio Gear Pendant? | Spread the Word | https://forums.factorio.com/viewtopic.php?t=77747 | Rylant | So I have been wondering if Factorio would consider making the gear logo a gold pendant that people could put on a necklace. Truly, it might be my favourite game of all time and I would love to wear that kind of thing. It would be unique and simple. I have looked around, and not seen anything like this. Thought abo... | [
{
"author": "Fishy",
"content": "Kinda be like Factorio style Flavor Flav!",
"date": "2019-11-10T13:50:02+00:00",
"quotes": []
},
{
"author": "quinor",
"content": "I think that the market for that would be very small, but hell, wouldn't that be cool! I'd ask a jeweler for the price of it... | 4 | 2019-11-08T13:49:59-06:00 |
forum-topic-2418 | 2418 | [outdated] Production tree | Archive | https://forums.factorio.com/viewtopic.php?t=2418 | sparr | So, I've written a small lua program that takes all the recipe files and builds a production tree out of them (and gets item names from the locale files).
I'm still trying to get graphviz to render it nicely, but it's at least readable now.
http://i.imgur.com/1IPqTCl.png | [
{
"author": "immibis",
"content": "I never realized wood only has 4 uses (plus fuel).",
"date": "2014-02-19T10:06:50+00:00",
"quotes": []
},
{
"author": "",
"content": "Nice. \n \nYou know that: https://forums.factorio.com/wiki/inde ... tsheet.jpg ? \nImmibis, anything against to put ... | 12 | 2014-02-18T23:20:57-06:00 |
forum-topic-127332 | 127332 | [Donion] [2.0.39] Sound mute checkboxes not clickable by hovering label text | Assigned | https://forums.factorio.com/viewtopic.php?t=127332 | Metaflame | 2.0.36 added checkboxes for quickly muting a sound category - however, unlike all other such UI elements, these checkboxes cannot be interacted with by clicking the label text.
Expected behavior: UI elements (both checkboxes and radio buttons) in other menus, e.g. Interface settings - hovering a text label highlight... | [] | 0 | 2025-03-07T20:55:47-06:00 |
forum-topic-114811 | 114811 | LTN can't find station but delivers goods ... | Logistic Train Network | https://forums.factorio.com/viewtopic.php?t=114811 | Heikooo | Hey,
I set up a kinda big network so far. Crazy about the network is that nearly every station (beside some for fluids) are set up the same, but, some of them are not working properly.
I have 4 dropoff stations for uranium ore. Those are the only stations with messages from the logs like "[LTN] Requester station ... | [
{
"author": "DarkShadow44",
"content": "Well I can't give you a direct solution, only tips how to analyze this. First step would be to try and simplify the situation to the fewest components possible. Just switch to the editor and delete unrelated stations while making sure the issue still appears. Then it ... | 2 | 2024-08-14T10:15:43-05:00 |
forum-topic-69717 | 69717 | Any risk when removing FARL? | F.A.R.L | https://forums.factorio.com/viewtopic.php?t=69717 | boran_blok | Hi, I started my seablock run with FARL added, but I have not made anything FARL related, and it seems I wont really use it in this run. Would there be any risk in removing it from the active mods? | [
{
"author": "Choumiko",
"content": "Only if you placed a FARL locomotive. It will disappear when the mod is removed, but that's about it.",
"date": "2019-04-20T16:51:39+00:00",
"quotes": []
}
] | 1 | 2019-04-19T04:22:42-05:00 |
forum-topic-116057 | 116057 | [2.0.6] Add pipe connection category mask to PipeConnectionDefinition | Implemented mod requests | https://forums.factorio.com/viewtopic.php?t=116057 | robot256 | Currently there is no way to read the new connection_category value from LuaFluidboxPrototype's Pipe. I would like to determine via script if two pipes will connect to each other before placing them. One place this could be added is in LuaFluidboxPrototype::pipe_connections, alongside the flow_direction value. Provi... | [
{
"author": "",
"content": "2.0.32.",
"date": "2025-01-18T21:26:03+00:00",
"quotes": []
},
{
"author": "robot256",
"content": "Thank you! Now I can properly update AutoDeconstruct.",
"date": "2025-01-20T17:01:49+00:00",
"quotes": []
}
] | 2 | 2024-10-18T17:01:02-05:00 |
forum-topic-79990 | 79990 | Where located | Campaign / Scenario suggestions | https://forums.factorio.com/viewtopic.php?t=79990 | rickkelley | When playing the tutorial at certain points of the game you are supposed to report back to the compilatron. However he seems to move when you aren't paying attention. I would like to suggest we put something on him so we can locate where he is at so as to report back to him. The simplest suggestion I can think of would... | [] | 0 | 2020-01-12T16:27:54-06:00 |
forum-topic-58653 | 58653 | Migrated to 0.16.29, then back to 0.16.28, now auto-desync? | Mod Packs / Libs / Special Interest | https://forums.factorio.com/viewtopic.php?t=58653 | MisterFister | Howdy, folks. Extensive AngelBob modlist. With today's migration to v0.16.29 coinciding with the day my friend and I had already set aside to start a new AngelBob playthrough with heavy emphasis on biter-aggression mods, mods that seem to have worked in v0.16.28 suddenly no longer do.
https://www.dropbox.com/sh/k... | [] | 0 | 2018-03-12T17:52:28-05:00 |
forum-topic-118475 | 118475 | [2.0.12] Train does not move between stops with same name (MR) | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=118475 | carcinized | What did you do?
Build two train stops with the same name, e.g. Test
Build a train
Give the train a schedule that contains "Test" twice, with some condition, e.g. 5s inactivity
Set train to automatic.
Screenshot_20241029_230024.png (9.28 KiB) Viewed 4463 times
What happened?
The 5s inactivity con... | [
{
"author": "BorisOZ",
"content": "This is intended, and not a bug. You are telling the train to go to a station, and it is currently at that station. Why would it move? \n \nTo achieve the functionality you desire, check out this post viewtopic.php?f=18&t=117059 \n \nBasically what you want is to have cir... | 19 | 2024-10-29T17:02:57-05:00 |
forum-topic-122451 | 122451 | Is there a way to add 1 to quality or compare > set quality? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=122451 | mooklepticon | I want to generalize my quality input/output/filter.
For example, I'm smelting iron plates. I want to set 1 constant combinator to request them, the inserter inputs them into a furnace with quality modules. If the output is the same quality, I want it to be put into Chest A. If it's higher quality, then put into Ch... | [
{
"author": "Khagan",
"content": "The output will never be lower quality, so you can simplify 'higher quality' to 'not the same quality'. Give the inserter into A a whitelist filter on the current quality, and the inserter into B a blacklist one.",
"date": "2024-11-22T01:08:15+00:00",
"quotes": [
... | 3 | 2024-11-21T18:35:29-06:00 |
forum-topic-21177 | 21177 | [0.13.x] SpeedControl [1.0.4] | Fentus Challenge & Tool Mods | https://forums.factorio.com/viewtopic.php?t=21177 | Fentus | [0.13.x]SpeedControl
version: 1.0.3
dependencies: base >= 0.13.0
description: Adds two buttons to increase or decrease the speed of the game.
Screenshots
Download
SpeedControl_1.0.4.zip
Updated to 0.13.5 (3.73 KiB) Downloaded 369 times
SpeedControl_1.0.3.zip
More GUI fixes... (3.73 KiB)... | [
{
"author": "Delmain",
"content": "I just installed, but I don't have any buttons in the top-left. \n \nI'm using EvoGUI, TheFatController, and Advanced Logistic System, which are putting things up there now, so I wonder what the cause is. \n \nI enabled verbose logging, but I don't see anything about the m... | 11 | 2016-03-09T02:20:11-06:00 |
forum-topic-110240 | 110240 | Show radar coverage in map view | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=110240 | Epb7304 | TL;DR
When placing a radar (ghost) through map view, show the coverage of the radar
What ?
Currently, when placing a radar you can see its coverage on the minimap, this is very good, however, you cannot see the coverage of a potential radar that you may place via map view on the map you are using to place it, you... | [
{
"author": "Illiander42",
"content": "Seconded. \n \nI have a blueprint of two radars at exactly their coverage range specifically to work around this.",
"date": "2023-12-21T15:30:04+00:00",
"quotes": []
},
{
"author": "charonme",
"content": "+1 please",
"date": "2024-07-07T10:04:10... | 19 | 2023-12-16T22:26:22-06:00 |
forum-topic-100904 | 100904 | Game icons | Fan Art | https://forums.factorio.com/viewtopic.php?t=100904 | evgerher | Dear community,
Is there a way to get a high-res images of ingame icons (png or svg)? Like rocket image in merch store (out-of-stock)?
I'd like to make presents to my friends.
Best regards,
evgerher | [
{
"author": "Tertius",
"content": "You can find literally all the game graphics as pure *.png in \"C:\\Program Files (x86)\\Steam\\steamapps\\common\\Factorio\\data\\base\\graphics\" and \"C:\\Program Files (x86)\\Steam\\steamapps\\common\\Factorio\\data\\core\\graphics\". If you're not using the Steam ver... | 1 | 2021-12-12T12:03:19-06:00 |
forum-topic-116492 | 116492 | [raiguard] [2.0.8] Input pump bug on fluid wagon | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=116492 | kbn | It is strange that the flow rate is displayed as 1279/s.
Moreover, the actual flow rate is only up to 640/s. | [
{
"author": "",
"content": "Thanks for the report. This was fixed in 2.0.11 but I forgot to update this topic.",
"date": "2025-01-21T23:28:41+00:00",
"quotes": []
}
] | 1 | 2024-10-22T00:34:52-05:00 |
forum-topic-114847 | 114847 | [1.1.109] Updating fails "changelog-switch.txt has unexpected content" | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=114847 | thedoh | I have a .zip-based install of 1.1.109 that I'm trying to update to 1.1.110 with the built-in update mechanism, but find that it's failing:
The log file is here:
Code: Select all 0.001 2024-08-16 14:02:57; Factorio 1.1.109 (build 62320, win64, full)
0.001 Operating system: Windows 10 (build 19045)
0.001... | [
{
"author": "thedoh",
"content": "I changed nothing since posting this, but tried the update again, and it worked. Go figure.",
"date": "2024-08-19T18:17:37+00:00",
"quotes": [
{
"author": "thedoh wrote: Fri Aug 16, 2024 6:10 pm",
"content": ""
}
]
},
{
"autho... | 2 | 2024-08-16T13:10:50-05:00 |
forum-topic-51967 | 51967 | PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch | Mods | https://forums.factorio.com/viewtopic.php?t=51967 | kingarthur | Under Maajor Reconstruction. see post for explanation: viewtopic.php?f=190&t=51967&p=435831#p435831
Like Pymods? Wish it worked with X mod?
Well now they do
Introducing the PyCoal Touched By an Angel Compatibility mod
PyMods lacks compatibility with a number of mods. issues range from game breaking to si... | [
{
"author": "foodfactorio",
"content": "cool kingarthur, \nthe other day i was thinking of making a post about a new mod that we need, which would be a \"Universal Recipe Converter\" mod \n \ni will post the idea on the mod idea section, with a link here, but it sounds like you may have done just the thing... | 19 | 2017-08-18T09:48:29-05:00 |
forum-topic-124077 | 124077 | The cargo wagons are too small for DLC | Balancing | https://forums.factorio.com/viewtopic.php?t=124077 | zzy8570860 | Whether to consider adding quality effect to improve capacity | [
{
"author": "Hares",
"content": "Can you explain the topic more? \nWhy do you think they are too small for DLC? \nWhy do you think this should be changed? \nWhat items do you want to transport on rails? \n \nAlso, about quality -- it's dual-edged blade. On one side, you add higher-tier wagons. Countrary, it... | 13 | 2024-12-09T01:00:25-06:00 |
forum-topic-89090 | 89090 | Mod zips with multiple folders in root | Mod and installation managers | https://forums.factorio.com/viewtopic.php?t=89090 | moon69 | In the case where there are multiple valid folders in the root of a mod zip, how does Factorio choose which folder to use?
EG:
Code: Select all TestMod_1.0.0.zip
│
├───FolderA
│ │ info.json
│ │ ...
│
├───TestMod
│ │ info.json
│ │ ...
│
└───TestMod_1.0.0
│ info.json
│ .... | [] | 0 | 2020-09-05T15:06:40-05:00 |
forum-topic-102943 | 102943 | Not work | DyWorld | https://forums.factorio.com/viewtopic.php?t=102943 | trofur2 | Hello!
Not work whis space exploration 0.6 version? | [
{
"author": "Stringweasel",
"content": "Pretty sure DyWorld isn't updated for SE 0.6. But it's better to check out DyWorld's Discord, there's likely more information there.",
"date": "2022-07-22T07:51:26+00:00",
"quotes": []
},
{
"author": "trofur2",
"content": "please give link to disco... | 2 | 2022-07-22T02:34:45-05:00 |
forum-topic-50283 | 50283 | Separated Handling of Red and Green Wires | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=50283 | This is related to viewtopic.php?f=80&t=30845 About Cables and Wires / Make Wires Free / Power Poles Contain Cables
That collection is about introduction of a tool for handling all types of cables and wires instead of handling wires as items.
This is a bit different direction: It wants to enable separated handlin... | [
{
"author": "Optymistyk",
"content": "We need this \ncurrently if you want to pairwise multiply multiply red cable channels with green cable channels you need 5 combinators. \nIf you want to pairwise divide red and green cable channels then tough luck cuz it's pretty much impossible",
"date": "2020-08-0... | 3 | 2017-06-27T20:26:52-05:00 | |
forum-topic-126554 | 126554 | API request: LuaPlayer.pipette_item() | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=126554 | gparker | API request: add a function LuaPlayer.pipette_item(item_name, allow_ghost), similar to pipette_entity() but for items.
It should act as if an item in the inventory window or crafting window had been pipetted by the player. | [
{
"author": "curiosity",
"content": "https://lua-api.factorio.com/latest/cla ... rsor_ghost",
"date": "2025-02-03T02:44:02+00:00",
"quotes": []
}
] | 1 | 2025-02-02T20:18:30-06:00 |
forum-topic-103909 | 103909 | Controller support | Development Proposals | https://forums.factorio.com/viewtopic.php?t=103909 | Here you can give general feedback about how it is to play Factorio with a controller(or Joy-Con controllers).
Things like what parts are not intuitive, what important actions are too slow and cumbersome, feedback related to vibrations | [
{
"author": "Borax Kid",
"content": "Navigating the inventory is a bit slow when trying to get to the right part of the UI, for crafting or putting/getting stuff from furnaces etc. \n \nWould love it if the right stick would let me change the \"section\" of the UI my cursor is in, eg. opening the inventory ... | 19 | 2022-10-28T01:50:39-05:00 | |
forum-topic-126605 | 126605 | [2.0.32] Desync repeatedly | Pending | https://forums.factorio.com/viewtopic.php?t=126605 | CashPlanet | Hello,
The number of desyncs is starting to increase on our server. They started a few days ago, and it was mostly just me (1 of 4 players) experiencing them - I would desync and everyone would wait for me.
However, it seems everyone is experiencing them now. We think the cause is related to robots, the last two ... | [
{
"author": "Soul-Burn",
"content": "Just to verify, are you using any mods other than the base game and space age?",
"date": "2025-02-06T10:20:55+00:00",
"quotes": []
},
{
"author": "CashPlanet",
"content": "No mods! Just space age.",
"date": "2025-02-07T00:35:24+00:00",
"quotes... | 3 | 2025-02-05T10:46:38-06:00 |
forum-topic-126727 | 126727 | [2.0.32] Electric mining drill status sometimes shows as "working" when not actually working | Minor issues | https://forums.factorio.com/viewtopic.php?t=126727 | billyboy999 | In my save I have some electric mining drills working a small stone field. In this bug, I'm focusing on a group of three electric mining drills outputting to a green belt going to the left. The mining speed is > 30/s, so only the right most drill is working. The middle drill never works, and when hovering over it, the ... | [
{
"author": "",
"content": "Thanks for the report. I don't currently have a solution to this that doesn't make the status for drills even worse. The issue is: the drill is active because the belt is constantly being removed from - but it can't put the items it's holding onto the belt at the location it want... | 1 | 2025-02-09T23:09:05-06:00 |
forum-topic-21076 | 21076 | Assembler or furnace with 2 products? | Modding help | https://forums.factorio.com/viewtopic.php?t=21076 | mooklepticon | I vaguely remember there being something that makes 2 products as an assembler or smelter, kinda like a refinery takes 1 input and makes 3 outputs. Am I remembering that correctly? | [
{
"author": "DaveMcW",
"content": "The only recipe with 2 products in the base game is \"empty crude oil barrel\". But it's easy to add more with mods.",
"date": "2016-03-07T21:58:10+00:00",
"quotes": []
},
{
"author": "mooklepticon",
"content": "That's what I'm after. I want to make a m... | 4 | 2016-03-07T15:38:38-06:00 |
forum-topic-126601 | 126601 | May I ask if there is a way for different associated boxes to share their associated IDs | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=126601 | sdgmlj | I have added two associated boxes with different names (with different appearances and purposes). Is there a way to share the associated IDs between them? | [] | 0 | 2025-02-05T05:24:41-06:00 |
forum-topic-113310 | 113310 | Factorio Forums • Freehand lasso selection | TL;DR
Allow the player to switch between freehand lasso and rectangular lasso for the selection tools.
What ?
I suggest adding a way (probably a keybind) to switch between the rectangular lasso (that currently exists) and a freehand lasso, for all the existing "selection tools", e.g. deconstruction/upgrade planners... | [
{
"author": "",
"content": "Unrelated, but which loader mod is that? (looks really cool, wanting to grab)",
"date": "",
"quotes": []
},
{
"author": "",
"content": "that looks like AAI Loaders",
"date": "",
"quotes": [
{
"author": "Illiander42 wrote: Sat May 04, 20... | 10 | ||||
forum-topic-127469 | 127469 | Error Failed to create texture | Technical Help | https://forums.factorio.com/viewtopic.php?t=127469 | AnonymoZUS | Space Age 2.0.39
When: loading game 50%, Cropping bitmaps.
Error "Failed to create texture" happened , after click OK application shut off.
Steam, Windows 10
Screenshot included.
A few hours earlier everything was fine. Now i have error everytime i start application. | [] | 0 | 2025-03-13T14:36:20-05:00 |
forum-topic-112766 | 112766 | Friday Facts #404 - Frustration not found - Page 6 | News | https://forums.factorio.com/viewtopic.php?t=112766&start=100 | Pentoxide | Another blueprint-ish feature you'd might found useful:
when dropping your blueprint in request area of request chest it set to request blueprint item, but I think it should request all the items in the blueprint (overflow of items might be a problem though).
Thoughts? | [
{
"author": "Zomis",
"content": "Something I find myself doing a lot is to search for the same item/fluid in different menus over and over again. This is something I have tried to improve in my mod Foofle and I'm using those features very frequently, but there's a big limitation on the amount of integrati... | 15 | 2024-03-29T07:00:04-05:00 |
forum-topic-120239 | 120239 | Smart belt dragging incorrect underground placement. | Duplicates | https://forums.factorio.com/viewtopic.php?t=120239 | hankiedoodle | Found a edge case where smart belt dragging places underground belts incorrectly.
Starting with this setup:
11-07-2024, 08-32-09.png (542.7 KiB) Viewed 355 times
Dragging a belt from A to B results in:
11-07-2024, 08-32-49.png (510.35 KiB) Viewed 355 times | [
{
"author": "Trollseidon",
"content": "I've also seen/had this bug happen to me.",
"date": "2024-11-08T07:36:21+00:00",
"quotes": []
},
{
"author": "Icepickaxe",
"content": "This edge case is happening whit cliff to. version [2.0.15]",
"date": "2024-11-08T21:13:46+00:00",
"quotes... | 3 | 2024-11-07T10:33:49-06:00 |
forum-topic-119952 | 119952 | Version 2.0.15 | Releases | https://forums.factorio.com/viewtopic.php?t=119952 | Minor Features
Cars and tanks will auto-refuel. ( 118247 )
Relation between offshore pump and fluid tiles added to Factoriopedia.
Statistic GUI precision is preserved across instances.
[space-age] Space platforms can be built with quality starter packs. ( 118376 )
Changes
Increased spidertron walking ... | [
{
"author": "robot256",
"content": "Glad to see connection_type added to PipeConnectionDefinition! Guess we still have to wait a bit for connection_category_mask to be exposed ( viewtopic.php?f=28&t=116057 )",
"date": "2024-11-05T17:12:07+00:00",
"quotes": []
},
{
"author": "scarhoof",
"... | 17 | 2024-11-05T10:56:28-06:00 | |
forum-topic-40181 | 40181 | LiteralSandbox Scenario | Maps and Scenarios | https://forums.factorio.com/viewtopic.php?t=40181 | OldVamp | I have made a Literal Sandbox Scenario for testing builds and tutorials.
It features
super rich resources
factorio logo
always day
cheat mode
all research
all recipes
Enemy spawn settings are still respected, except for starting area size, which is always 'really-big'
Preview Map
preview.png (107.19 Ki... | [
{
"author": "OldVamp",
"content": "update bump",
"date": "2024-11-02T17:44:14+00:00",
"quotes": []
}
] | 1 | 2017-01-21T03:02:57-06:00 |
forum-topic-124492 | 124492 | Streamdeck integration mod? | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=124492 | Mechrior | I was going through trying to look for a decent streamdeck profile for factorio.
Found a post by Deterek saying he was trying to make a mod and SD integration, but there are onyl a few posts and there is no contact details for him on his profile.
So I was wondering if anyone had worked or is working on something ... | [] | 0 | 2024-12-15T11:42:18-06:00 |
forum-topic-115118 | 115118 | Nuclear power as a suport for solar during a night | Energy Production | https://forums.factorio.com/viewtopic.php?t=115118 | MBas | Hello there!
I believe I found a suitable use for Nuclear Power for huge bases where the CPU might be an issue. The idea is about to use this patern of solar panels array
This setup is based on idea from here viewtopic.php?f=208&t=50046
I am using a very efficient substation coverage which is marked by ye... | [
{
"author": "",
"content": "If CPU time efficiency is a factor for you, then nuclear power will never be relevant and you should just build more of your solar setup.",
"date": "2024-08-30T23:23:18+00:00",
"quotes": [
{
"author": "MBas wrote: Fri Aug 30, 2024 10:57 pm",
"content... | 2 | 2024-08-30T17:57:40-05:00 |
forum-topic-123194 | 123194 | Version 2.0.23 - Page 2 | Releases | https://forums.factorio.com/viewtopic.php?t=123194&start=20 | BraveCaperCat | No. The 2.0 base game update will be coming to Nintendo Switch, but all DLC content (such as quality and elevated rails) will not be available, for the same reasons mentioned here:
Mods themselves weren't added due to Nintendo not supporting mods in any game released on their console(s). Since Space Age (DLC, not f... | [
{
"author": "",
"content": "I can see 2.0.23 available for all platforms on my GOG.com account. \n \nGenerally, releases are uploaded onto GOG.com at the same time as the website and Steam and immediately released onto the experimental branch. Sometimes there have been delays on our side, but in this case,... | 6 | 2024-11-28T10:24:41-06:00 |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.