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-126096 | 126096 | [2.0.31] copy pasting entity settings snaps the open target gui back to center | Minor issues | https://forums.factorio.com/viewtopic.php?t=126096 | Quezler | steps to reproduce:
- place two of anything
- configure one of them
- have your character/remoteview at the unconfigured one
- open the gui of the unconfigured entity
- drag the window too the side since it is in the way
- copy from the configured one to the now visibly unobstructed unconfigured one
- notice ... | [
{
"author": "",
"content": "Thanks for the report. Unfortunately, this is just how the game GUI has been implemented and changing it would require re-working every single GUI in the game which I don't see happening. When unknown settings have changed on the entity in order to ensure the GUI is correct, it i... | 1 | 2025-01-18T04:46:41-06:00 |
forum-topic-21182 | 21182 | [0.12.x] FuelFarmer [1.0.1] | Fentus Challenge & Tool Mods | https://forums.factorio.com/viewtopic.php?t=21182 | Fentus | [0.12.x] FuelFarmer
version: 1.0.1
dependencies: base >= 0.12.0
description: All electric inserters have been disabled.
Screenshots
Download
FuelFarmer_1.0.1.zip
Updated dependencies and homepage (2.71 KiB) Downloaded 286 times
FuelFarmer_1.0.0.zip
(2.66 KiB) Downloaded 248 times | [] | 0 | 2016-03-09T02:29:54-06:00 |
forum-topic-54593 | 54593 | [0.16.x] No Hand Crafting [1.0.0] | Fentus Challenge & Tool Mods | https://forums.factorio.com/viewtopic.php?t=54593 | Fentus | [0.16.x] No Hand Crafting
version: 1.0.0
dependencies: base >= 0.16.0
description: This mod gives you the bare minimum to complete the game and disables hand crafting.
Screenshots
Downloads
NoHandCrafting_1.0.0.zip
(3.49 KiB) Downloaded 494 times
Also hosted here: https://mods.factorio.com/mods/... | [] | 0 | 2017-12-13T11:59:04-06:00 |
forum-topic-70313 | 70313 | Friday Facts #293 - New remnants 2 & 1.0 Marketing plan | News | https://forums.factorio.com/viewtopic.php?t=70313 | https://factorio.com/blog/post/fff-293 | [
{
"author": "Allaizn",
"content": "One idea that came to my mind when reading the marketing thing: \nI have seen multiple streamers doing what amounts to \"paid\" streams, where they play a specific game as a promotion for it. This of course doesn't mean that this is always a good choice - you don't want th... | 19 | 2019-05-03T11:19:13-05:00 | |
forum-topic-127380 | 127380 | [2.0.39] Path not found when train interrupts to a station not connected to the same rail line | Not a bug | https://forums.factorio.com/viewtopic.php?t=127380 | jrob | I have a train interrupt set to pass when a source and destination are available and not full. The relevant station disables when full, or empty. The interrupt uses a circuit wild card that gets filled from a constant combinator. The train parks in the yard when no requests need to be filled. This works for a single so... | [
{
"author": "",
"content": "The interrupt triggers because the disconnected station is not full and the train will try to go to the disconnected one because it is the only one not full. NaB.",
"date": "2025-03-11T01:13:56+00:00",
"quotes": []
},
{
"author": "jrob",
"content": "Thanks f... | 3 | 2025-03-10T19:31:49-05:00 |
forum-topic-116024 | 116024 | [2.0.5] cannot modify display panel via lua | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=116024 | Quezler | These things do not appear to be editable (there is a control behavior, but that's for a totally different gui mode):
- always show
- show in chart
- icon
- message
10-18-2024, 15-42-24.png (6.33 KiB) Viewed 381 times | [
{
"author": "",
"content": "Moving to modding interface requests.",
"date": "2024-10-18T13:44:16+00:00",
"quotes": []
},
{
"author": "ahicks",
"content": "If this is the case, then we're going to need at least message editing but probably also the others (the icon etc. can still be read/... | 3 | 2024-10-18T08:42:35-05:00 |
forum-topic-121567 | 121567 | [raiguard][2.0.27] Factorio starts on the wrong monitor. (Linux) | Minor issues | https://forums.factorio.com/viewtopic.php?t=121567 | Mighty_Pig | To start with I am not sure if this is a bug with factorio or just something wrong with my setup but since I've only had this issue with Factorio so far I suspect it has something to do with Factorio. If it is on my end you can move this topic to the technical issue forum.
For some reason factorio starts on the wron... | [
{
"author": "Synthe6",
"content": "You're using KDE plasma, right? I get the same issue in 2.0.15 but you can make a Window rule for Factorio, in order to force it to your preferred location. It's in the system settings, as seen as below.\n \n \n \n 11-15-2024, 20-27-16.png (136.84 KiB) Viewed 1208 times \n... | 11 | 2024-11-15T04:46:42-06:00 |
forum-topic-127457 | 127457 | Some Questions About Quality | Modding discussion | https://forums.factorio.com/viewtopic.php?t=127457 | coffee-factorio | I wanted to do some research for doing a mod of the quality mechanics (to see how much work/if the idea is supportable).
It appears that some things that I want to do where accomplished by quality rebalance. The strategy used there appears to be to go through data['raw'] and decorating prototypes at a different qual... | [
{
"author": "coffee-factorio",
"content": "So, answering some of this because it might prove useful. \n \nThe quality rebalance sets the entity.created_entity trigger to swap an entity out with a different prototype at runtime. Just from a few minutes reading it doesn't seem like there's something to change... | 1 | 2025-03-13T04:54:56-05:00 |
forum-topic-76216 | 76216 | Automate crafting of something non-science-related in tutorial | Campaign / Scenario suggestions | https://forums.factorio.com/viewtopic.php?t=76216 | damerell | I'd like to propose that the tutorial lead the player to automate the production of something that's not a component of science packs (or coal).
We had a Discord discussion in which one participant mentioned they were handcrafting all their red belts, fast inserters, etc. Indeed, when I was new I thought only in ter... | [
{
"author": "Honktown",
"content": "This might sound insulting, but green science takes belts and inserters. Thought it would be obvious at that point that you should automate stuff you use commonly that's slow to hand-craft, because otherwise you don't have enough. I think the devs too intended for the pla... | 1 | 2019-09-29T20:31:41-05:00 |
forum-topic-121973 | 121973 | [2.0.15] Trains pasted from blueprint lose their group depending on the order that wagons are attached. | Duplicates | https://forums.factorio.com/viewtopic.php?t=121973 | somatochlora | I've described the problem below with fluid wagons, but the same behaviour happens with a similar train with cargo wagons.
I have the following blueprint which includes:
A locomotive
A train group for that locomotive
A request for fuel for that locomotive
2 fluid wagons
No tracks, I paste it on existing tra... | [
{
"author": "lazrfloyd",
"content": "I was going to post a similar issue but having trouble duplicating. Seems random so far. I have a train BP and sometimes when I put it down and build the train it will also lose the group. Schedule/group are paremeterized. I have to delete then repeat the process and it ... | 4 | 2024-11-18T09:51:22-06:00 |
forum-topic-99993 | 99993 | All the different ways to increase the efficiency of a nuclear power plant - Page 12 | Energy Production | https://forums.factorio.com/viewtopic.php?t=99993&start=220 | mmmPI | This is not using the item storage tank. Not with water like you did . Not with steam, no storage tank 0 nein ! nada ! non !. That's fluid wagon ! Fluid doesn't flow in and out, it requires directionnal pumps. Which together with not using combinator at all is a challenge.
You can download the map and have a more ... | [
{
"author": "mrvn",
"content": "Ups, I eyeballed the length of the heat pipes to 175 and forgot to double it because it's double rows. Well, one (binary) magnitude of error. Good enough. So it should be 2 fuel cycles thermal buffer. \n \nAnyway, my point was to just add up all the way energy is stored in ... | 19 | 2021-09-18T15:07:28-05:00 |
forum-topic-50100 | 50100 | Pub Quiz - Questions and Answers | Celebration Party | https://forums.factorio.com/viewtopic.php?t=50100 | Here's a list of all the questions asked at the Factorio Party pub quiz, correct answers* are marked in bold:
1. How many Steel Furnaces can a yellow belt full of ore feed? A) 12 B) 16 C) 24
2. How many batteries are required to craft a personal roboport? A) 45 B) 60 C) 75
3. Which update first introduced multipl... | [
{
"author": "Kayanor",
"content": "12/C would make a good trailer though. \n \n[Trailer begins] The factory must grow is all you need to know. [Trailer ends]",
"date": "2017-06-24T00:28:46+00:00",
"quotes": []
},
{
"author": "luc",
"content": "I did not know this! I thought it was a bu... | 3 | 2017-06-22T18:42:46-05:00 | |
forum-topic-124299 | 124299 | [SA] Environmental-unfriendly Gleba | Medium/Big/Gigantic Sized Structures | https://forums.factorio.com/viewtopic.php?t=124299 | Hares | Well, I did it. I cleared Gleba from pentapod's existence. There're no more. Only corpses remain. And eggs. In a secured containment cell.
NSFW
Yes, this is debug setting which renders colored circles for enemy bases. No circles -> no bases, and no chance for them to appear.
12-12-2024, 20-50-10.png (888.76 Ki... | [
{
"author": "jaylawl",
"content": "This is beautiful - how did you do this? Just with insane artillery range?",
"date": "2024-12-27T11:45:52+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "No artillery was used on Gleba. At first, I started with a single spidertron with mixed ro... | 2 | 2024-12-12T11:51:52-06:00 |
forum-topic-69015 | 69015 | RGB color of all ores, plates, steel, fluids, circuits | General discussion | https://forums.factorio.com/viewtopic.php?t=69015 | zOldBulldog | I like to set my locomotives to the same color as the product they transport. In the past I googled the color IRL for those things but the locomotives render the color quite poorly and several end up looking similar (i.e.: Iron Plate and Steel are nearly identical).
Has anyone found the best "in Factorio" colors ... | [
{
"author": "Serenity",
"content": "https://factoriocheatsheet.com/#train-colors",
"date": "2019-04-04T13:20:30+00:00",
"quotes": []
},
{
"author": "zOldBulldog",
"content": "Awesome!!! And thanks for that blindingly fast response.",
"date": "2019-04-04T13:23:36+00:00",
"quotes":... | 9 | 2019-04-04T08:13:00-05:00 |
forum-topic-127144 | 127144 | Mixing fluids | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=127144 | ILYADNEPR | Is there a way to make pipes contain miltiple fluids? | [
{
"author": "eugenekay",
"content": "Yes, this is possible without Mods. But, it is not great:\n Each Pipeline (pipe network) can only contain 1 Fluid at a time \n You have to use Filters on Pumps to separate Products at the other end of the Pipeline \n A circuit network is needed to keep Pumps from “hydrol... | 2 | 2025-02-26T08:01:23-06:00 |
forum-topic-97598 | 97598 | [1.1.30] Desync MP Space Exploration + Nixie Tubes | Desyncs with mods | https://forums.factorio.com/viewtopic.php?t=97598 | electromagnetism | Mods used:
nixie-tubes 1.1.2
space-exploration 0.5.39
space-exploration 0.5.11
space-exploration-hr-graphics 0.5.1
and dependencies thereof (like informatron and jetpack).
none of the recommended mods (Grappling Gun, AAI Containers & Warehouses, Walls Block Spitters, Bullet Trails, ModuleInserter, Equipment ... | [
{
"author": "electromagnetism",
"content": "So i have since removed the Nixie Tubes mod and the desync has not occurred since.",
"date": "2021-04-05T12:12:24+00:00",
"quotes": []
}
] | 1 | 2021-04-03T16:00:52-05:00 |
forum-topic-122125 | 122125 | Factorio Forums • Science multiplier | TL;DR
Infinite tech wouldnt be affected by science multiplier
What?
Im suggesting to add a toggle to the map gen if you want the infinite technologies to be affected by science multiplier
Why?
I think it would be more enjoyable to play with science multiplier so when you finish the game you can research some i... | [] | 0 | ||||
forum-topic-127180 | 127180 | Factorio Forums • [2.0.37] LuaSchedule::add_record adds temporary stops with a wait condition | Any temporary stop that is added with the add_record API looks like this:
Code: Select all > for i = 1, train_schedule.get_record_count() do print(serpent.line(train_schedule.get_record{ schedule_index = i })) end
(nil)
> train_schedule.add_record { station = "test", temporary = true }
(nil)
> train_schedule.add_rec... | [
{
"author": "",
"content": "The LuaSchedule interface right now replicates user input functions, so that's why it's making the wait condition automatically. There are some more updates to the API in the works to make things easier, not sure how this one will be handled.",
"date": "",
"quotes": []
... | 19 | ||||
forum-topic-123960 | 123960 | Request: Add filters to asteroid-collector to Lua side | Implemented mod requests | https://forums.factorio.com/viewtopic.php?t=123960 | gangerM | A few days ago I asked for help on the asteroid-collector how to get/set the filters; viewtopic.php?f=25&t=123642
Due to the low amount of response I think this does not exist yet, would it be possible to be added?
A summation of what I tried;
Entity.filter_slot_count --> always 0
Entity.get_filter(1) --> a... | [
{
"author": "protocol_1903",
"content": "+1",
"date": "2024-12-09T21:15:47+00:00",
"quotes": []
},
{
"author": "",
"content": "For the next release I've added asteroid collector support to LuaEntity::get_filter, set_filter, and filter_slot_count.",
"date": "2024-12-30T21:18:13+00:00"... | 2 | 2024-12-07T09:22:54-06:00 |
forum-topic-103319 | 103319 | Power controller for mixing solar with steam/nuclear power - Page 2 | Energy Production | https://forums.factorio.com/viewtopic.php?t=103319&start=20 | Tertius | I thought about mrvn's remark and I realized that the setup can be optimized. In my first version, the development history is still present, where I first added the test circuit and only later the accumulators.
Counter D is not required, because pump P2 runs on the same condition as S1, which doesn't need access to ... | [
{
"author": "mrvn",
"content": "Better charge the accumulators to 2% or 5% if they are below that level (best to make that configurable with a constant provider) to give a bigger margin to handle spikes or alien waves. With lots of lasers firing the backup power might be insufficient over short times.",
... | 3 | 2022-09-02T12:02:24-05:00 |
forum-topic-105561 | 105561 | Help, please: I need an icon! | Texture Packs | https://forums.factorio.com/viewtopic.php?t=105561 | Pi-C | TLDR: I need an icon to use with buttons and on the shortcut bar. It must be simple so that it can be scaled down for shortcut.small_icon, but it should show what the button/shortcut is about.
Long version:
If character selector mode has been enabled, miniMAXIme can be used to switch between different character... | [
{
"author": "mmmPI",
"content": "just an idea on how it could look like \n \n \n \n changecharacter.png (6.28 KiB) Viewed 5179 times \n \n \n\nCould you show an example of the expected end result ? like another finished icon, so it is easier to learn the spec size and definition expected ?",
"date": "20... | 11 | 2023-03-14T13:28:42-05:00 |
forum-topic-127442 | 127442 | Version 2.0.41 | Releases | https://forums.factorio.com/viewtopic.php?t=127442 | Bugfixes
Fixed extra spidertron ghost being created when ghost-building spidertron snapped to existing spidertron ghost ( 119776 )
Fixed deconstruction planner would not respect deconstruction alternatives when they were inside of entity ghost. ( 127414 )
Fixed a desync when cancelling deconstruction of frozen ... | [
{
"author": "josyban",
"content": "Hi, I have see a massive slow down with this release. I was getting 50~ FPS/UPS and it has dropped to 16~ FPS/UPS, what is going on here?",
"date": "2025-03-14T12:41:32+00:00",
"quotes": []
},
{
"author": "",
"content": "Report it following 68653 .",
... | 3 | 2025-03-12T15:37:11-05:00 | |
forum-topic-100368 | 100368 | Ore config for Qatmore. | Resource Spawner Overhaul | https://forums.factorio.com/viewtopic.php?t=100368 | Qatavin | Attached is the config file I've prepared for my fluorite ore.
qatmore.lua
(394 Bytes) Downloaded 248 times
And here is the bit in mainconfig. Nothing special.
Code: Select all if game.active_mods["qatmore"] then
fillQatmoreConfig(config)
end
Thanks in advance! | [
{
"author": "orzelek",
"content": "I've added the config and tried to load mods but was greeted by this:\n Code: Select all 3.129 Error ModManager.cpp:1577: Failed to load mod \"qatmore\": __qatmore__/data-updates.lua:359: attempt to index field 'action_delivery' (a nil value)\nstack traceback:\n\t__qat... | 10 | 2021-10-23T17:57:37-05:00 |
forum-topic-116436 | 116436 | $50 DLC and no sale is disappointing - Page 2 | General discussion | https://forums.factorio.com/viewtopic.php?t=116436&start=20 | BlueTemplar | «Half the world» lives on an income of $230/month or less.
There's international pricing — for instance Factorio is currently on sale on Steam at prices going from $45.40 (Switzerland) to $7.22 (Ukraine) — but, a few specific countries aside, I doubt that Wube can afford to find a «fair» price for countries far from... | [
{
"author": "MisterDoctor",
"content": "not sure what you mean here; I guess you mean the original price? not even sure what that was. BG1:EE is ~$26 CAD (even less on GoG) on sale for ~$8 CAD. that includes the original expansion and two new expansions. \n \nBG3 is regular $80 CAD on sale for $64 CAD \n \n... | 19 | 2024-10-21T19:18:56-05:00 |
forum-topic-33590 | 33590 | Friday facts #158 - The end of the 32 bit era | News | https://forums.factorio.com/viewtopic.php?t=33590 | https://www.factorio.com/blog/post/fff-158 | [
{
"author": "Masterfox",
"content": "And here comes the shitstorm for 32-bit, I guess.",
"date": "2016-09-30T15:42:49+00:00",
"quotes": []
},
{
"author": "keyboardhack",
"content": "I guess all 32 bit users should be allowed a refund.",
"date": "2016-09-30T15:51:54+00:00",
"quote... | 19 | 2016-09-30T10:33:52-05:00 | |
forum-topic-112874 | 112874 | Friday Facts #405 - Whole belt reader, New logistics GUI | News | https://forums.factorio.com/viewtopic.php?t=112874 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-405 | [
{
"author": "SnowZyDe",
"content": "If I want to play multiplayer, then I would like to see a minimap by choosing a server, if I didn't like it, I wouldn't waste time going to this server and downloading mods that are active on this server.",
"date": "2024-04-05T11:08:56+00:00",
"quotes": []
},
... | 19 | 2024-04-05T06:00:03-05:00 | |
forum-topic-122682 | 122682 | Turbo belt "imprinted" on screen [2.0.20] | Technical Help | https://forums.factorio.com/viewtopic.php?t=122682 | _Cosmicc_ | I think this is the second time now, but when I left my laptop open for a minute or two while I was afk, the turbo belts imprinted themselves on my screen for a minute or two until the disappeared, similar to old tv's whos images would become ingrained into the screen after being left on for too long. I have only seen ... | [
{
"author": "DarkShadow44",
"content": "I assume screenshots don't capture the issues? In this case I assume this is a screen issue, not much factorio can do.",
"date": "2024-11-25T18:23:11+00:00",
"quotes": []
}
] | 1 | 2024-11-23T17:43:02-06:00 |
forum-topic-68844 | 68844 | How do i make a recipe use a fluid/output a fluid? | Modding discussion | https://forums.factorio.com/viewtopic.php?t=68844 | Techfish3000 | Just wondering if it is just as easy as something like this
Code: Select all concreterecipe = {
type = "recipe",
name = "water-sediment",
ingredients =
{
{"water", 50}
},
result = {"refined-concrete", 10}
energy_required = 5
}
or if it needs something extra.
thanks in advance! | [
{
"author": "bobingabout",
"content": "there are 2 methods for defining ingredients in a recipe. \nthe first one is the short method, which you've used there.\n Code: Select all {\"item-name\", amount} \nhowever, as you can see, it wants an ITEM name, fluids aren't items. \nThere's a longer method as follo... | 3 | 2019-04-01T01:02:56-05:00 |
forum-topic-73233 | 73233 | [0.17.55] Campaign Review - Suggestions | Campaign / Scenario suggestions | https://forums.factorio.com/viewtopic.php?t=73233 | ChiefFloppy | I left a review on reddit, but it was recommended that I post here as well. A bit of this is copy/pasta, but I do add a bit more depth.
First I want to say thank you for the devs and for the community. As a pretty new player (and a software dev myself), it is nice to see how close everyone seems to be and the positi... | [] | 0 | 2019-07-13T11:59:28-05:00 |
forum-topic-90270 | 90270 | Need icons graphics | Texture Packs | https://forums.factorio.com/viewtopic.php?t=90270 | aklesey1 | Need icons graphics for:
1) Hydrochloric acid
2) Allyl chloride
I tried to draw it by myself but it turned out untidy
I need this for small mod to make glycerol from propene and from epichlorohydrin - it must be small addon for PY petloeum Handling + PY Hihgtech mods
I really like how pyanodon and his team made ... | [
{
"author": "darkfrei",
"content": "",
"date": "2020-10-11T18:31:08+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "aklesey1",
"content": "I saw this images on wikipedia but i can't draw it correctly to 32 x 32 \n \nOften a picture is... | 4 | 2020-10-11T12:50:59-05:00 |
forum-topic-92479 | 92479 | Train not moving | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=92479 | Zarylo | Situation:
In this specific scenario the magenta train refuses to move to the magenta station on the right. Even though the blocks are free and the station enabled.
The cyan train isn't moving to the cyan station to the right because it is disabled.
Observations:
the magenta train attempts to path through blue.... | [
{
"author": "mmmPI",
"content": "https://wiki.factorio.com/Railway/Train_path_finding \n \n \nThose are the rules that define which path is prefered. \n \nFrom what i see on your picture i would tend to think that the cyan train cause a penalty to the path, but not a big one. Unless you manually set it to m... | 7 | 2020-12-03T09:17:24-06:00 |
forum-topic-110615 | 110615 | Server4Gamers Factorio server hosting | Multiplayer | https://forums.factorio.com/viewtopic.php?t=110615 | Servers4Gamers | Hello!
Start your gaming journey with our user-friendly game server hosting. Servers4Gamers offers servers for Factorio and the other most popular games! We’re committed to smooth gameplay and first-class support.
Every new user has a chance to test our Factorio servers! Take advantage of the 7 days free trial ... | [
{
"author": "fortunegra",
"content": "How much will it cost after using the 7-day trial? Is this application compatible with Windows 10?",
"date": "2024-04-03T08:49:54+00:00",
"quotes": [
{
"author": "Servers4Gamers wrote: Wed Jan 10, 2024 1:22 pm",
"content": ""
}
]
... | 3 | 2024-01-10T07:22:55-06:00 |
forum-topic-3636 | 3636 | Known issues | Bug Reports | https://forums.factorio.com/viewtopic.php?t=3636 | Crashes
Crash with Radeon mobile graphics -->
Crash with RivaTuner and/or Discord overlay (usually after start) in graphicsinterfacedx11.cpp -->
Crash with AMD CPU in entityrenderer.cpp -->
Crash after computer awakes from power saving mode -->
Crash with error message: "Swap buffers failed, Reason: Dev... | [] | 0 | 2014-05-16T07:19:11-05:00 | |
forum-topic-124621 | 124621 | If you get attacked in remote view, the surface you view flashes red | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=124621 | Quezler | I was staring at platforms and suddenly the space, platform & everything started flashing red and i was very confused where it came from, checked other platforms and they also flashed red, upon returning to my body i noticed i was under attack from a hatched biter.
Perhaps include the player's health bar in remote v... | [] | 0 | 2024-12-17T14:51:01-06:00 |
forum-topic-116595 | 116595 | Add more decimal places in assembler tooltip | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=116595 | TheBlok | So I’ve noticed that the tooltip for items per second only shows up to two decimal places, and it’s kind of messing with my calculations. It rounds the numbers, which makes it harder to get an accurate idea of what’s going on when I’m trying to plan things out.
So, in the image, you can see that blue science is ... | [
{
"author": "",
"content": "Hi, \n \nyou are correct. There is no option to increase the number of decimal places. \n \nI will be upfront about this, unless someone shows me a compelling way to fit more digits in there without bleeding out of the icon space, we are probably not going to change this. My stan... | 9 | 2024-10-22T09:46:40-05:00 |
forum-topic-126395 | 126395 | Version 2.0.33 | Releases | https://forums.factorio.com/viewtopic.php?t=126395 | Minor Features
Show a warning in the blueprint library if it's using a lot of RAM.
Show a warning in blueprint and blueprint book tooltips if they are using a lot of RAM.
Added fluid contents to the pumpjack tooltip. ( 117211 )
Changes
Added hatch count info to platform hub, landing pad and rocket silo.... | [
{
"author": "Shogal",
"content": "Oh, finally SegmentedUnit stopped eating my CPU on every tick, thanks",
"date": "2025-01-28T15:39:15+00:00",
"quotes": [
{
"author": "FactorioBot wrote: Tue Jan 28, 2025 12:43 pm",
"content": ""
}
]
},
{
"author": "mtfreitasf"... | 10 | 2025-01-28T06:43:17-06:00 | |
forum-topic-118391 | 118391 | [raiguard] [2.0.13] Preferred screen setting is inconsistent on KDE + Wayland | Assigned | https://forums.factorio.com/viewtopic.php?t=118391 | Nicksaurus | These are the issues I've observed, I'm not sure if they're separate bugs or not:
1. Changing the preferred screen setting and clicking confirm sometimes immediately moves to the new screen and sometimes doesn't
2. The meaning of the items in the preferred screen list seem to randomise after the machine restarts
... | [
{
"author": "",
"content": "The first issue could be related to 116349 , please re-test after the next version is released.",
"date": "2024-10-29T16:33:07+00:00",
"quotes": []
},
{
"author": "Nicksaurus",
"content": "OK, after the patch, issue 1 is fixed, issue 3 is still there, and I h... | 3 | 2024-10-29T09:52:23-05:00 |
forum-topic-116288 | 116288 | Cannot start a new Space Age game | Technical Help | https://forums.factorio.com/viewtopic.php?t=116288 | FatMcK | Hi,
just bought Space Age on Factorio.com. Claimed the key on Humble and followed the instructions. Entered the Key on www.factorio.com/profile where it shows "Factorio: Space Age (Website Key)". Downloaded the Installer and installed it. But when I launch the game I can only start a normal new game, not a space a... | [
{
"author": "",
"content": "Please include the log file with your report. \n \nIf you want to play now you can also try the .zip version instead of the installer.",
"date": "2024-10-21T15:39:37+00:00",
"quotes": []
},
{
"author": "FatMcK",
"content": "Here the log as wished.",
"dat... | 4 | 2024-10-21T10:36:15-05:00 |
forum-topic-9406 | 9406 | MoLogicCore 3.22 -MoMod Function library/Api | MoMods | https://forums.factorio.com/viewtopic.php?t=9406 | ludsoe | MoLogicCore is a handy Modding API that allows mod developers to use the very same mechanics that the MoMods use, in their own mods. MologicCore is being worked on alongside the Core MoMods, so changes and additions will happen overtime as those mods develop.
Features:
Code: Select all Timer System: MoLogicCore f... | [
{
"author": "aubergine18",
"content": "The link isn't working for download - are there any plans to revive the code (ideally host on github)?",
"date": "2016-08-16T21:01:27+00:00",
"quotes": []
}
] | 1 | 2015-04-03T14:47:13-05:00 |
forum-topic-48014 | 48014 | Free service to run your server: Factorio Zone - Page 7 | Multiplayer / Dedicated Server | https://forums.factorio.com/viewtopic.php?t=48014&start=120 | akapulko | Просить у друзей автосейв или последний сейв.
У сайта привязка к IP-сессии администратора сервера. В случае переподключения, у вас сменился внешний IP и теперь вы врядли сможете управлять той игрой... | [
{
"author": "Bonny",
"content": "heya \n \nRly nice \n! question, is it possible to upload mod settings?",
"date": "2019-11-01T17:30:15+00:00",
"quotes": []
},
{
"author": "Wip-Sama",
"content": "is possible to upload \"mod config\" on the server?",
"date": "2020-01-04T02:18:15+00:0... | 19 | 2017-05-19T04:58:24-05:00 |
forum-topic-126414 | 126414 | [posila] [2.0.33] technology icons with a modifier icon are shown smaller than they should | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=126414 | Quezler | Sometime around the 2.0 release there were some changes to how layered icons behaved, most notably that the base layers now scale down if another layer would push the total outside of its designated render box, previously the items could clip out of their invisible bounds whilst still not looking out of place visibly. ... | [
{
"author": "",
"content": "Thanks for the report. \nFixed for 2.0.34 \n \nI added IconData::floating bool to fix this. \n \nThe armor modifier icon now overlaps bar bellow the icon, but it was the same in 1.1, so it's officially a feature.\n \n \n \n 01-30-2025, 15-24-08.png (37.93 KiB) Viewed 414 times",... | 1 | 2025-01-28T13:54:34-06:00 |
forum-topic-92765 | 92765 | Is it possible to align a column of switches in a custom gui table? | Modding help | https://forums.factorio.com/viewtopic.php?t=92765 | eradicator | I have a table of switches that i would like to align centered on the switch widget. But all i can get is an ugly zig-zag line of switches. I'm already using a custom style with custom table alignments.
Has anyone got an idea how to get rid of the zig-zag?
align_plain.png (7.03 KiB) Viewed 4227 times
... | [
{
"author": "Choumiko",
"content": "Haven't done anything with switches, so the first idea might not even work: \n \n- give them a width of 116 and set horizontal_align to center \n- wrap each switch in a flow with width 116 or horizontally_stretchable and horizontal_align = \"center\"",
"date": "2020-1... | 11 | 2020-12-08T15:37:48-06:00 |
forum-topic-111324 | 111324 | Friday Facts #398 - Fulgora | News | https://forums.factorio.com/viewtopic.php?t=111324 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-398 | [
{
"author": "Eiermann",
"content": "T-Te-Terra-Terraforming?",
"date": "2024-02-16T12:06:59+00:00",
"quotes": []
},
{
"author": "gGeorg",
"content": "My gueess: \nSolar panels are inefficient, but you can build a \"lightning catcher\" to get electricity. It would be nice change when l... | 19 | 2024-02-16T06:00:03-06:00 | |
forum-topic-101485 | 101485 | Cinematic basetour by MsGamer47 | Videos | https://forums.factorio.com/viewtopic.php?t=101485 | mm.lion | This is not my creation. But I enjoyed this cinematic base tour by MsGamer47 so much, that i decided to share it here.
It is really amazing!
https://m.youtube.com/watch?v=JvSsv66ck4E | [] | 0 | 2022-02-04T08:02:48-06:00 |
forum-topic-47510 | 47510 | Migrating technology to a new name | Modding help | https://forums.factorio.com/viewtopic.php?t=47510 | PantherX | When using a JSON migration file to migrate a technology it doesn't seem to migrate the "researched" status of that technology. Is this the expected behaviour?
Code: Select all "technology":
[
["tech-name", "new-tech-name"]
]
I understand that I can also provide a lua script to research items based upon enab... | [
{
"author": "Nexela",
"content": "in your migration.lua you could check if recipe.enabled then research tech (Assuming of course your tech has a recipe unlock)",
"date": "2017-05-14T02:48:43+00:00",
"quotes": []
},
{
"author": "PantherX",
"content": "Hmm thanks, I had tried variations o... | 2 | 2017-05-13T19:56:09-05:00 |
forum-topic-103328 | 103328 | [Raiguard] [1.1.68] Arrow keys not responsive when clicking on a mod's name textbox in the mods install tab | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=103328 | Kejser Kagespiser | 1. What did you do?
I opened the Mods menu, went to the Install tab and clicked on the text of a mod's name, then tried to use the up and down arrow keys to browse other mods.
2. What happened?
Nothing happened.
3. What did you expect to happen instead? It might be obvious to you, but do it anyway!
I expected... | [
{
"author": "",
"content": "This has been resolved in 2.0 by virtue of the install pane redesign.",
"date": "2025-01-21T23:02:57+00:00",
"quotes": []
}
] | 1 | 2022-09-03T07:25:07-05:00 |
forum-topic-30394 | 30394 | [v2.3.3] Lunar's Factorio Mod Manager - Page 2 | Mod and installation managers | https://forums.factorio.com/viewtopic.php?t=30394&start=20 | AlyxDeLunar | New update, dealing with mod downloads.
Download Link
v.1.13.0
Addition - Added a settings menu, currently contains two options:
1. Whether mod portal is polled when the app starts
2. Whether mods are automatically updated if there is a newer release available
Addition - Added an option to update all ... | [
{
"author": "AlyxDeLunar",
"content": "This project was long abandoned and wasn't in the best functioning state when I left it. I'm getting back to coding though so I'm currently working on a rewrite of the entire app, getting all the original planned features set up as well as ensuring it works with all of... | 19 | 2016-08-03T02:30:27-05:00 |
forum-topic-64227 | 64227 | Fluid computing efficiency | Implemented in 2.0 | https://forums.factorio.com/viewtopic.php?t=64227 | Xaiano | TL;DR
When the volume of a fluidbox is maxxed out, only flow is calculated, reducing computing load - it would even be possible to group them to consider only flow in/flow out
What ?
OK so fluid has been remodelled, I get that and I see that it's better than before, but it always seems too intensive calculating eve... | [
{
"author": "",
"content": "Just to be sure you know, the fluid optimisation will come with next major update, so if you have already seen its results, it might just be placebo effect",
"date": "2019-01-04T20:08:43+00:00",
"quotes": [
{
"author": "Xaiano wrote: Fri Jan 04, 2019 7:26 pm... | 2 | 2019-01-04T13:26:44-06:00 |
forum-topic-115480 | 115480 | Simple, Easy, and Efficient Kovarex Enrichment | Mechanical Throughput Magic (circuit-free) | https://forums.factorio.com/viewtopic.php?t=115480 | fryyyy | Simple
Efficient with U-235 usage (between 0-3 unused U-235 per craft under normal conditions)
Easily expanded
No user input required after pasting/building a new segment (no priming or unloading)
No circuits
Consistent
I'm proud of this one. I made this a few years ago, forgot about it, and recently... | [
{
"author": "__init__",
"content": "Very nice! \n \nIt could be compactified further by not having the output on the back.",
"date": "2024-10-31T21:21:43+00:00",
"quotes": []
},
{
"author": "the_potty_1",
"content": "Given the similarity in quantities between the inputs and outputs, I th... | 4 | 2024-09-23T01:50:54-05:00 |
forum-topic-120086 | 120086 | [Donion] [2.0.15]Inconsistently Missing Sound Effects, Maybe Related To Extended Sessions/Other Planets? | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=120086 | FactorioPony | Apologies for a rather rambly report of an unimportant, hard to reproduce, and easy-to-workaround bug; But I haven't seen any other reports on this so figured I'd get it at least documented as existing. I'll put as much detail as I can in case that helps for now and add more definitive statements if I run into it again... | [
{
"author": "",
"content": "Hello, \nIf/When it happens next time, please enable the \"show-detailed-info\" and \"show-recently-played-sounds-info\" debug options (press F4, search for and check those options), take a screenshot and post it here.",
"date": "2024-11-06T14:32:52+00:00",
"quotes": []
... | 19 | 2024-11-06T08:14:56-06:00 |
forum-topic-89972 | 89972 | Threshold and Stack Threshold - Page 3 | Logistic Train Network | https://forums.factorio.com/viewtopic.php?t=89972&start=40 | Malidictus | Since this seems to be a catch-all thread, I should post here:
I have a problem which might have to do with thresholds, but it's the opposite of what the OP's facing. I've set stack thresholds pretty low, I've set requested amounts very high, yet LTN doesn't seem to want to create the requisite number of deliveries.... | [
{
"author": "nuhll",
"content": "theres a setting (signal) for how many trains should be sent to a station",
"date": "2022-01-04T21:32:56+00:00",
"quotes": []
},
{
"author": "Malidictus",
"content": "Correct. However, I didn't send any such signals to any of the train stations involved. ... | 18 | 2020-08-03T13:11:07-05:00 |
forum-topic-119188 | 119188 | API Docs do not have definitions for Decider Combinator control behavior | Documentation Improvement Requests | https://forums.factorio.com/viewtopic.php?t=119188 | hgschmie | The definitions for DeciderCombinatorCondition ( https://lua-api.factorio.com/2.0.14/con ... ition.html ) and DeciderCombinatorOutput ( https://lua-api.factorio.com/2.0.14/con ... utput.html ) are missing. | [
{
"author": "LeonSkills",
"content": "Ran into the same issue (2.0.27). \n \nFor anyone else stumbling on this topic: \n \n- DeciderCombinatorCondition has the same first_signal, second_signal, constant, comparator from v1.0 DeciderCombinatorParameters . \nAdditionally it has `first_signal_networks`... | 3 | 2024-11-01T20:35:13-05:00 |
forum-topic-61633 | 61633 | [Suggestion] Favorite mods | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=61633 | _npo6ka_ | Hello.
Perhaps this proposal has already been mentioned earlier, but I would like to see this function in the mod portal. I propose to implement the ability to add mods to favorites. I would also like to see a list of my favorite mods.
Thank you for making the portal better. | [
{
"author": "eradicator",
"content": "Yep. Mentioned before. See One Line Suggestions . \n@The moderation team: Has anyone considered stickying that one? ;)",
"date": "2018-07-19T17:25:25+00:00",
"quotes": []
}
] | 1 | 2018-07-19T08:22:19-05:00 |
forum-topic-111057 | 111057 | Friday Facts #396 - Sound improvements in 2.0 - Page 3 | News | https://forums.factorio.com/viewtopic.php?t=111057&start=40 | Moo Rhy | Am I the only one who is missing the squealing noise from trains when the wheel flanges contact the rail? Could be added in switches and curves at certain speeds. | [
{
"author": "samamstar",
"content": "Ooh! Do we think this means proper adaptive music? I've always felt Factorio was missing a properly peppy factory tune like in the trailer, and if they're putting this much effort into entity sounds...",
"date": "2024-02-02T16:35:04+00:00",
"quotes": []
},
{
... | 19 | 2024-02-02T06:00:04-06:00 |
forum-topic-61074 | 61074 | Transmit signal wirelessly over railway | Railway Setups | https://forums.factorio.com/viewtopic.php?t=61074 | adam_bise | The concept is to use the fact that trains can detect disabled rail station anywhere it can route in order to transmit a long range signal over the railway.
Connect 1 or more pairs of rail segments to your extended railway. Multiple pairs can be used to send a binary number.
The transmitter station is disabled b... | [
{
"author": "Lav",
"content": "Great minds think alike. \n \n viewtopic.php?f=194&t=48918",
"date": "2018-06-25T13:22:03+00:00",
"quotes": []
},
{
"author": "eradicator",
"content": "I don't usually do circuits so i don't know how accurate this is, someone will have to measure. \n \nBot... | 7 | 2018-06-18T23:52:05-05:00 |
forum-topic-97990 | 97990 | Train Set | Fan Art | https://forums.factorio.com/viewtopic.php?t=97990 | Scrambles23 | Would anyone else be interested in a trainset modeled after the train in game? I think it would be really cool if Wube licensed the design out to one of the many model train manufacturers so we could buy the train from in the game. | [
{
"author": "JackGruff",
"content": "Yes!",
"date": "2021-06-02T14:41:19+00:00",
"quotes": []
}
] | 1 | 2021-04-20T20:36:54-05:00 |
forum-topic-117850 | 117850 | Entity filter for player.disable_alert()? | Won't implement | https://forums.factorio.com/viewtopic.php?t=117850 | ceresward | Hi,
The only filter option currently provided for 'player.disable_alert()' is to filter by alert type. Would it be possible for this method to instead support the same filtering options that 'player.remove_alert()' has?
I'm particularly interested in disabling alerts by entity, it would fix a lot of problems for... | [
{
"author": "ceresward",
"content": "I realized on second thought it might help if I added some more context to what I'm trying to do. This is for my mod Construction Planner , and fundamentally what I'm trying to do is have entity ghosts be ignored by robots until the player has indicated they want to bu... | 3 | 2024-10-27T00:59:42-05:00 |
forum-topic-34882 | 34882 | Explosions? Like for reals | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=34882 | Hippo | I haven't seen this suggested, but I'm sorry if it's come up before.
Can you make it so that pumpjacks, refineries, liquid tanks storing flammables explode more spectacularly? So that in the event of your precious flammables being nibbled to death by aliens, a chunk of your base could be obliterated. Maybe on top of... | [
{
"author": "Deadly-Bagel",
"content": "Lol, just imagining a chain reaction in those megabases that have like 50 tanks of each type of oil. Then the finale when the player's processor explodes xD",
"date": "2016-10-20T13:29:22+00:00",
"quotes": []
},
{
"author": "mooklepticon",
"content... | 4 | 2016-10-20T08:25:18-05:00 |
forum-topic-121885 | 121885 | Land on Planet Research Trigger | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=121885 | Minerkid08 | For one of the mods I am working on I want to be able to have a technology researched when a player lands on a planet so the many recipes that planet has are not in the crafting menu until you land on the planet. There is a way to do it in the current version and it involves setting the trigger to craft an item then re... | [] | 0 | 2024-11-17T14:15:04-06:00 |
forum-topic-123206 | 123206 | [2.0.23] assembling machines with the "not-on-map" flag draw their recipe icon in remote view and can be searched | Not a bug | https://forums.factorio.com/viewtopic.php?t=123206 | Quezler | the expected behavior is that they don't show up in recipe icon map view mode, and searching for them should not work, so mods can have hidden entities. | [
{
"author": "",
"content": "Thanks for the report. There is a separate flag on crafting machine prototypes to hide the recipe icon from the map view which also hides it from the search results. https://lua-api.factorio.com/latest/pro ... con_on_map",
"date": "2024-12-30T16:07:17+00:00",
"quotes": [... | 1 | 2024-11-28T12:20:14-06:00 |
forum-topic-110420 | 110420 | Is a train junction parallel multiplexer possible? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=110420 | dongeddis | You have a junction with two independent train lines coming in, and two possible destination lines out. (Or, in general, NxM MUX.) It's easy enough to allow any input train to choose to go to any output track. It's easy to avoid collisions, by having chain signals prior to the junction, and rail signals after the ju... | [
{
"author": "NineNine",
"content": "It seems that you're describing a roundabout. You can make them as large as you'd like, and multiple trains can use it at the same time if you have the correct signals, with no collisions.",
"date": "2023-12-29T01:10:22+00:00",
"quotes": []
},
{
"author":... | 7 | 2023-12-28T18:37:25-06:00 |
forum-topic-118565 | 118565 | Gleba has killed the game for me. - Page 17 | General discussion | https://forums.factorio.com/viewtopic.php?t=118565&start=320 | Sir_Zorg | For me, I appreciate how Gleba completely turns the game on it's head, requiring a completely different approach to factory design.
To get fruit from the farm to my base, currently I'm using a daisy-chain of Longhanded inserters, since that is the fastest way to move from point A to B, at the cost of energy and low th... | [
{
"author": "Thadrax",
"content": "Yeah, to me it feels like one of those instant death stealth levels in otherwise fast paced action games, completely negating most of what I love about this game. Thankfully there are mods this (in my opinion) catastrophically bad design decision.",
"date": "2025-01-17... | 19 | 2024-10-30T03:30:44-05:00 |
forum-topic-124796 | 124796 | 2.0.23 (build 80769, win64) Pipes Intresting / Odd Behaviour | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=124796 | WhiteFrog | 2.0.23 (build 80769, win64)
Greetings
I don't think it is a bug, but just an odd interaction between mods, but I thought to post it here should anyone else have the same issue, and how I solved it.
Background:
I am playing a modded PY game. Added Colour Pipes, Advanced Fluid Handling, and Flow Control.
... | [] | 0 | 2024-12-19T23:23:14-06:00 |
forum-topic-113880 | 113880 | Вектор-06ц.02 | Fan Art | https://forums.factorio.com/viewtopic.php?t=113880 | datarza | Repaint a game screen from my kids PC (Вектор-06ц.02). This game was probably migrated from somewhere, maybe from sinclar pc or equal. Here is a lot of constant combinators with four colors as virtual signals.
Details here: https://awesomefactorio.yrfle.com/Circu ... rk/Writing | [
{
"author": "datarza",
"content": "sorry, the blueprint contains ~88000 characters, but forum does not allow posting messages that contains more 60000 characters",
"date": "2024-06-15T20:09:36+00:00",
"quotes": []
},
{
"author": "datarza",
"content": "Screenshot 2024-06-15 165055.png (1.... | 3 | 2024-06-15T15:05:59-05:00 |
forum-topic-124535 | 124535 | [2.0.23] Minor graphical glitch when force building walls | Minor issues | https://forums.factorio.com/viewtopic.php?t=124535 | IsaacOscar | Just an FYI, but when placing a bunch of walls as ghosts usually looks like:
Screenshot 2024-12-16 200814.png (20.42 KiB) Viewed 264 times
But when force or super-force building (holding shift or ctrl+shift), they look like this:
Screenshot 2024-12-16 200826.png (9.66 KiB) Viewed 264 times
The... | [
{
"author": "",
"content": "thanks for report \n \nI can reproduce in 2.0.25",
"date": "2024-12-16T13:45:00+00:00",
"quotes": []
},
{
"author": "",
"content": "I'm going to say this is fine to work like this. At the moment I don't consider it worth the potential increased complexity to t... | 2 | 2024-12-16T04:12:11-06:00 |
forum-topic-126859 | 126859 | Fix type of CreateTrivialSmokeEffectItem::only_when_visible | Resolved Requests | https://forums.factorio.com/viewtopic.php?t=126859 | Geheim | CreateTrivialSmokeEffectItem::only_when_visible has a type of float, but a default value of false and is only used as a bool, e.g:
Code: Select all data.raw["explosion"]["carbonic-asteroid-explosion-2"]["created_effect"]["action_delivery"]["target_effects"][2]["only_when_visible"] = true
(or see line 276904 of data-... | [
{
"author": "",
"content": "Thanks, fixed for 2.0.42.",
"date": "2025-03-14T16:57:06+00:00",
"quotes": []
}
] | 1 | 2025-02-15T08:39:15-06:00 |
forum-topic-119996 | 119996 | Paid DLC Deserves More Elements Impacted by Quality | Implemented in 2.0 | https://forums.factorio.com/viewtopic.php?t=119996 | Green Cat | Due to my comunication issues I wrote and had an AI make it more clear. However, I do wish to apologise if some what I try
The DLC is not free—it costs a lot, and one of the reason we pay to access it is the Quality system.
The legendary tier especially is hard to get, meaning mass production of certain buildings... | [
{
"author": "danbopes",
"content": "TLDR (Via AI): \n \n Main Argument: The quality system in the DLC should offer meaningful upgrades, making higher-tier items genuinely rewarding. Many current bonuses are too limited, making it hard to enjoy the potential of \"Legendary\" items without mods. \n \nSuggest... | 2 | 2024-11-05T14:49:12-06:00 |
forum-topic-111819 | 111819 | Friday Facts #402 - Lightspeed circuits | News | https://forums.factorio.com/viewtopic.php?t=111819 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-402 | [
{
"author": "SnowZyDe",
"content": "Gud",
"date": "2024-03-15T12:01:23+00:00",
"quotes": []
},
{
"author": "steinio",
"content": "NICE. \n \nCan the radar itself now output biter activity for example?",
"date": "2024-03-15T12:05:42+00:00",
"quotes": []
},
{
"author": "Jus... | 19 | 2024-03-15T07:00:03-05:00 | |
forum-topic-118435 | 118435 | [2.0.12] Storage chest preferred over buffer chest target | Bug Reports | https://forums.factorio.com/viewtopic.php?t=118435 | lelick | After upgrading a saved game from v1.1.110 Logistic network is massively malfunctioning. Robots instead of transferring items from active provider chests to buffer chests, started dumping items to generic Storage chest
Also looks like personal requests do not have higher priority than logistic network requests, but ... | [
{
"author": "",
"content": "Thanks for the report however everything you describe is working as intended. Also, there is no priority in which logistic requests are fulfilled.",
"date": "2024-10-29T19:44:23+00:00",
"quotes": []
},
{
"author": "lelick",
"content": "Can you elaborate, does ... | 14 | 2024-10-29T13:29:53-05:00 |
forum-topic-114048 | 114048 | Allow "ammo" as ItemPrototypeFilter | Already exists | https://forums.factorio.com/viewtopic.php?t=114048 | Pi-C | We already can use
Code: Select all fuel_items = game.get_filtered_item_prototypes({ {filter = "fuel"} })
to get a list of all items with a fuel_value. Could we get a similar filter "ammo", please? This would make it possible to simply use
Code: Select all ammo_items = game.get_filtered_item_prototypes({ {filte... | [
{
"author": "",
"content": "Use this:\n Code: Select all game.get_filtered_item_prototypes({{filter = \"type\", type = \"ammo\"}})\n \n\nSomething like filter = \"tool\" returns everything that is a tool prototype, including its children like repair-tool. Using the \"type\" filter and an item prototype typ... | 2 | 2024-06-27T08:00:40-05:00 |
forum-topic-91623 | 91623 | Yuoki Ressourcen with Bob's and Angel's | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=91623 | Dracul1981 | Hi there,
i started a fresh start of a playthrough with complete Bob's and Angel's, Yuoki and some other mods as well.
In my last playthrough it was possible to refine the res in the sorting facilities, to get "blue" and "green-yellowish"
Now i don't find anything like that.
Have i to go with mud and washing or o... | [] | 0 | 2020-11-22T07:03:42-06:00 |
forum-topic-81896 | 81896 | [Host Review] Bad Experience with MCProHosting | Multiplayer / Dedicated Server | https://forums.factorio.com/viewtopic.php?t=81896 | akulla | Hi all,
Just wanted to report a negative experience I had with MCProHosting, a host recommended at www.factorio.com/partners .
I've been hosting a small public server on AWS using a t2.small instance and playing with a couple friends lately. Our base has recently reached the 1k SPM mark, all vanilla, and we've ... | [] | 0 | 2020-03-02T14:53:27-06:00 |
forum-topic-27933 | 27933 | [MOD 0.13.3] Moar tanks :3 | Mods | https://forums.factorio.com/viewtopic.php?t=27933 | Danielv123 | This is a simple mod. Its aim is to bring more tanks and cars to the game for more combat diversity.
Additions:
Flame tank (unlocked after normal tank)
Green wildfire, does much more damage and burns forests faster, but it is alien science and costs artifacts.
The flame tank does of course have a flamethrower o... | [
{
"author": "",
"content": "I knew it wouldn't take long till someone tints the fires XD",
"date": "2016-07-02T10:10:23+00:00",
"quotes": []
},
{
"author": "Danielv123",
"content": "And so many sweet textures too! I just wonder why the spritesheet for the flame turret was ordered differe... | 7 | 2016-07-02T03:20:37-05:00 |
forum-topic-68118 | 68118 | Masotorio. [0.17.45 (anything higher at your own risk)] | Mod Packs / Libs / Special Interest | https://forums.factorio.com/viewtopic.php?t=68118 | Sopel | I've wanted to post this pack for the last few months but was hesitating because of how much problems there was with it, but it's getting more mature now.
This pack was created for maximum complexity, but at the same time it tries to keep things balanced, reasonable, and not tedious.
I have made minor alterations to ... | [
{
"author": "Kostia81",
"content": "Hi, Sopel. Thank you for your modpack. I did not dare to use some of the biggest mods in your modlist, but the fact that someone put those together, plays them and says that it is ok. I could not miss that. I already played about 16 hours, and the research tree is still a... | 19 | 2019-03-19T14:58:12-05:00 |
forum-topic-126583 | 126583 | percent_spoiled in ItemProductPrototype should allow values so that decay time left increases | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=126583 | protocol_1903 | As stated in title. I would like to be able to create recipes that increase the decay time left on an item instead of just setting it to a specific percentage. It currently operates by setting it to some spoilage percent of the current value, if nonzero then meaning it is decayed more than it was. Specifically, I want ... | [
{
"author": "Muche",
"content": "I don't think inverting values makes sense (neither from backward compatibility view nor from the property meaning itself (10% spoiled is 90% fresh after all, and the property name is percent_spoiled )). \nExtending accepted values to negatives with the meaning of (relative... | 4 | 2025-02-04T11:28:31-06:00 |
forum-topic-113229 | 113229 | [StrangePan][1.1.100] Path finding find suboptimal path and entities don't follow their path | Won't fix. | https://forums.factorio.com/viewtopic.php?t=113229 | mrvn | I'm playing a big game with Space Exploration and Transport Drone mods. The transport drones use the biter AI to find paths along roards and to go to location. In some layouts of the road the tranport drones get stuck trying to drive off the road or turn around in a circle for no reason. So I looked at what the game pl... | [
{
"author": "",
"content": "The biter pathfinding algorithm uses a combination of caching, reverse-path lookups, and path concatenation to efficiently produce paths at some cost to accuracy and path length. Without looking into why these specific paths are forming in your game, the issues appear to be minor... | 1 | 2024-04-28T09:26:41-05:00 |
forum-topic-26833 | 26833 | If it's not a feature - it's maybe a Bug ? - Page 2 | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=26833&start=20 | Moreore | Hi
The walker in PFW can no longer be opened? | [
{
"author": "YuokiTani",
"content": "verified - but i found no information about, in the release notes of the last factorio-versions ... \n \ni have uploaded a fixed version.",
"date": "2016-09-11T08:37:42+00:00",
"quotes": [
{
"author": "Moreore wrote:",
"content": ""
}... | 19 | 2016-06-17T12:35:54-05:00 |
forum-topic-127418 | 127418 | Science packs lost without reason | Pending | https://forums.factorio.com/viewtopic.php?t=127418 | datarza | There is no research but somehow a few science packs were used for nothing.
03-12-2025, 01-40-52.png (1.15 MiB) Viewed 166 times | [
{
"author": "Nidan",
"content": "There's no research going on now, but that doesn't say anything about 7 minutes ago. On the production side there's also a matching bump for the same time, which I suspect is science. Hard to see due to the scale of the production graph. \nI'd suspect there was a research s... | 3 | 2025-03-12T00:42:43-05:00 |
forum-topic-60618 | 60618 | Friday Facts #244 - Localised plurals & Modernisation progress | News | https://forums.factorio.com/viewtopic.php?t=60618 | https://factorio.com/blog/post/fff-244 | [
{
"author": "peet1993",
"content": "Read the title and immediately thought about the Computerphile/Tom Scott video. Nice to see it linked in the FFF \nNice writeup, very interesting as always! The one thing I don't understand is what the Debug Info pictures mean. Is it OpenGL vs DirectX or 0.17 Main vs ... | 19 | 2018-05-25T10:11:51-05:00 | |
forum-topic-127162 | 127162 | Constant selection for decider combinator GUI tweak (2.0.37) | Outdated/Not implemented | https://forums.factorio.com/viewtopic.php?t=127162 | AnubiteDM | WHAT
Slightly redesign GUI for the new possibility to select a constant number for decider combinator. With two options "constant number" and "input count". Something like this:
GUI suggestion 1.jpg (238.04 KiB) Viewed 221 times
and when we press button to select signal:
GUI suggestion 2.jpg (7... | [
{
"author": "Milichip",
"content": "This already exists, though in fairness it was released just yesterday ^^ \n \nOh, you just want to select the signal at the same time as the constant, I completely misunderstood, my bad. \nI think it's better to keep it like it is currently though, since you don't select... | 2 | 2025-02-27T01:04:18-06:00 |
forum-topic-121862 | 121862 | [2.0.19] Desync building defenses on Nauvis | Bug Reports | https://forums.factorio.com/viewtopic.php?t=121862 | link2_thepast | I'm playing Space Age on a server with 3-4 friends. I was on the server by myself building defenses on Nauvis when the server desynced. I was building walls with tesla turrets to the east of our base, and had just started loading repair packs into the wall's passive provider chest. I had also been firing artillery a fe... | [] | 0 | 2024-11-17T10:59:01-06:00 |
forum-topic-126060 | 126060 | [Idea] Elevated Train Stop | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=126060 | Aretuwo | Since the Factorio 2.0 version added elevated tracks, and the ability to place train signals on them, I'd like to add the same ability to train stops. I have 2 options on how this can be done:
1) replace rail_signal model with train_stop model and add all train_stop functionality, also keep the train_stop view;
2) c... | [
{
"author": "braxbro",
"content": "Mods don't have the power to do what you requested, and as elevated rails function currently, there's no real point to an elevated train stop.",
"date": "2025-01-17T21:11:45+00:00",
"quotes": []
},
{
"author": "robot256",
"content": "It would be great t... | 6 | 2025-01-17T02:32:06-06:00 |
forum-topic-126440 | 126440 | Either revert, or even further increase the cost of mining productivity | Outdated/Not implemented | https://forums.factorio.com/viewtopic.php?t=126440 | CyberCider | For those unaware, the cost of the mining productivity infinite tech was reduced in space age. By a factor of 2.5, no less. Personally, I can’t think of any reason for this to have been done. On top of that, yellow and space science were removed from its cost. I can understand space, as it’s a larger progression block ... | [
{
"author": "Kyralessa",
"content": "If your mines run out, you have to go back and set up new mines. And this is something that isn't super easy to do remotely, though it is possible. Especially if it's your first playthrough, you might not have set up a tank for remote construction before leaving Nauvis... | 10 | 2025-01-29T09:05:45-06:00 |
forum-topic-47203 | 47203 | [BUG] Mod portal gravatar email | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=47203 | PantherX | Does anyone know which email address is used for the mod portal when it works out your gravatar image?
I have looked at the email I've got listed in my factorio.com/profile details (which does have a gravatar image associated with it) yet the mod portal still doesn't display an avatar image for me. Is it getting the... | [
{
"author": "PantherX",
"content": "I've worked out this is actually a bug. If you change your email address at factorio.com/profile, it doesn't change it on the mod portal and therefore the gravatar uses the incorrect email address.",
"date": "2017-05-15T08:27:00+00:00",
"quotes": []
},
{
... | 2 | 2017-05-11T01:15:59-05:00 |
forum-topic-122725 | 122725 | Discrepancy in Mod Download Counts on Mod Portal | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=122725 | Daschi | Hello everyone,
I wanted to bring up an issue I've noticed regarding the download count display on the Mod Portal. I released a mod 14 days ago, and while it does have downloads (as shown on the mod’s direct page), the download count in the search and discovery view still shows zero.
For example, if you search fo... | [
{
"author": "Daschi",
"content": "After almost a month, this still remains that way. Does anyone have any insights?",
"date": "2024-12-23T21:47:12+00:00",
"quotes": []
},
{
"author": "Daschi",
"content": "It seems this has now been resolved, and the download count is accurately reflected... | 2 | 2024-11-24T04:24:15-06:00 |
forum-topic-127334 | 127334 | Factorio Forums • How to conditionally include space-age graphics | I have a mod with an optional space-age feature that uses space-age graphics. As I understand, the rule is that space-age graphics may only be used in mods that depend on space-age, so this mod that does not require space-age may not include space-age graphics.
Is there a way to split my mod into a main mod and spa... | [
{
"author": "",
"content": "It seems like you just need to set “space-age” as an Optional Dependency in your Mod. Within your Mod’s prototypes stage you can then use Code: Select all if mods[“space-age”] then code blocks to gate the bits that use Space Age features/content. \n \nTake a look at the Glas... | 5 | ||||
forum-topic-127528 | 127528 | Nokill Gleba | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127528 | odarcan2 | Id like to be able to play on Gleba without stealing eggs and also not creating mutant biter spawn points
It is not very humane
perhaps this can be done with settings or a mod if anyone would like to help me.
or it could just change the names of any egg, captive biter spawner or biolabs I dont know the details y... | [
{
"author": "Factoruser",
"content": "8 millions killed non-human mammals every day by mankind, a considerable part of it just to end in the waste bin, are telling a different story... \n \nIt changes the gameplay drastically, because you won't have to ensure that the eggs are not spoiling or get destroyed ... | 3 | 2025-03-15T13:25:09-05:00 |
forum-topic-102874 | 102874 | Optimal GIT storage for blueprints with minimal diffs (relative IDs) | Tools | https://forums.factorio.com/viewtopic.php?t=102874 | nyurik | I would like to introduce FaTul . It allows blueprint storage in git to have just a few changed lines even if all entity IDs have been changed, and some entities have been moved.
* Works directly with clipboard
* Minimize text changes between blueprint versions
* Uses human-readable but compact JSON format
... | [] | 0 | 2022-07-12T14:19:35-05:00 |
forum-topic-118644 | 118644 | [raiguard] Fluid transfer rates are capped even on directly connected entities (MR) | Assigned | https://forums.factorio.com/viewtopic.php?t=118644 | hopefuldecay | Chemical plants with extremely high production and consumption rate aren't able to keep up even when directly inserting into eachother, for example this setup does not seem to keep the water chemical plant running at all times, even though the one behind is producing more than twice as much steam as needed (and says "O... | [
{
"author": "Nemoricus",
"content": "Machines are limited to 100 fluid per input/output operation. Pipes have no limit for total flow.",
"date": "2024-10-30T19:11:56+00:00",
"quotes": []
},
{
"author": "hopefuldecay",
"content": "Yeah, that's what I've gathered, it seems strange since it... | 10 | 2024-10-30T13:30:00-05:00 |
forum-topic-124820 | 124820 | Version 2.0.28 | Releases | https://forums.factorio.com/viewtopic.php?t=124820 | Optimizations
Improved GUI performance when logistics status diode is part of the structure. ( 124660 )
Bugfixes
Fixed a crash when units spawned by an enemy spawner are destroyed by script during created effect.
Use the automatic updater if you can (check experimental updates in other settings) or down... | [
{
"author": "Mighty_Pig",
"content": "Huh, is there a reason behind this small patch? It doesn't seem like a hotfix to me? Maybe the last patch for this year and they wanted to just push the 3 remaining fixes?",
"date": "2024-12-20T15:42:33+00:00",
"quotes": []
},
{
"author": "",
"conten... | 12 | 2024-12-20T08:11:26-06:00 | |
forum-topic-126485 | 126485 | [RO] LF Fellow Romanians for MP Sessions | Multiplayer | https://forums.factorio.com/viewtopic.php?t=126485 | Mrwabbit36 | Caut oameni cu care sa joc indiferent de experienta , Modat/Nemodat Space Age.
Discord : wabbit36
Steam : https://steamcommunity.com/id/misterwabbit34/ | [] | 0 | 2025-01-31T02:57:59-06:00 |
forum-topic-100337 | 100337 | [1.1.42] Gui search (including fuzzy) should rather not depend on the UpperCase in locales | Duplicates | https://forums.factorio.com/viewtopic.php?t=100337 | KeepResearchinSpoons | It has been reported to me a number of times that neither a search for the technology-name nor a search for an item-name (with ctrl-F) would succeed on these conditions:
The name of the technology/item starts with a capital letter (-P-istol, -S-tone wall (tech)).
The user tries to input lowercased name (pistol, sto... | [
{
"author": "",
"content": "viewtopic.php?f=58&t=98704",
"date": "2021-10-20T22:52:24+00:00",
"quotes": []
}
] | 1 | 2021-10-20T17:46:27-05:00 |
forum-topic-90600 | 90600 | Remove "Elapsed:"+"ms" from LuaProfiler printout | Already exists | https://forums.factorio.com/viewtopic.php?t=90600 | eradicator | What?
When printing a profiler it should print just the time, without any words.
Current state
profiler.png (46.33 KiB) Viewed 3968 times
Why?
Formating custom messages with the profiler is ugly due to the enforced word content. Especially when the user has set their locale to a language tha... | [
{
"author": "Boodals",
"content": "When I made the lua profiler, I gave it that locale so that you can quickly see whether the timer is paused or not when it is read, without having to add extra code. It was not intended to be seen by users, since it is just a debugging tool for mod developers. \nYou can ju... | 6 | 2020-10-21T10:20:58-05:00 |
forum-topic-119395 | 119395 | [Kovarex] [2.0.13] Parameterised Blueprint Allows for Requester Chest to have Liquids | Not a bug | https://forums.factorio.com/viewtopic.php?t=119395 | rfvgyhn | When a blueprint uses the "ingredient of" option to set a request in a requester chest and the recipe requires a fluid, the fluid ends up in the request list after placing the blueprint. I would expect it to be filtered out the same as if a blueprint had support for more ingredients than the selected recipe requires.
... | [
{
"author": "",
"content": "That is the way we decided it to work. \nYou can have shared group with requester and constant combinator (for different reason), and this can result in requester chests having liquids or virtual signals in the requests. \nIt doesn't break anything and is ignored by the requestin... | 1 | 2024-11-02T16:23:57-05:00 |
forum-topic-127078 | 127078 | How to export production stats to csv/json from saves? | Modding help | https://forums.factorio.com/viewtopic.php?t=127078 | pilp | For one of my uni subjects i was tasked to find some data in a time series and do something with them in Py (to learn Py). Normally people would get some publicly available data, but i thought of using production statistics from one of my vanilla Factorio save.
Unfortunately i dont know how to export the necessary d... | [
{
"author": "eugenekay",
"content": "Sounds like the Stats Saver mod. This covers \"Live\" data as you play the game. \n \nIf you wanted to get the Historical data for an existing Save you would need to iterate through the LuaFlowStatistics using get_flow_count for your chosen items/timeframes; then exp... | 4 | 2025-02-23T11:09:51-06:00 |
forum-topic-45726 | 45726 | Automata - Instance manager for Factorio | Mod and installation managers | https://forums.factorio.com/viewtopic.php?t=45726 | Alxandr | I've started work on a factorio instance manager (plan is to also deal with mods). It's not very far allong, but I wanted to show what I have so I could get feedback sooner rather than later. My goal is to effectively reproduce the functionality offered by the curse client for minecraft (now renamed to twitch client la... | [] | 0 | 2017-04-30T07:27:24-05:00 |
forum-topic-124344 | 124344 | Allow blueprint on request chest | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=124344 | falci | I'd like to provide a blueprint to a request chest and it automatically request all items in the blueprint | [
{
"author": "",
"content": "That's already possible, just drop a blueprint on the \"add section\" button. \n [Koub] Moved to Implemented.",
"date": "2024-12-13T22:56:23+00:00",
"quotes": []
}
] | 1 | 2024-12-13T03:50:07-06:00 |
forum-topic-103644 | 103644 | script.once_at_tick as a specialized offspring of script.on_nth_tick | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=103644 | Quezler | Cleaned up summary of a recent factorio discord discussion: https://discord.com/channels/1396775903 ... 2641071205
Whilst i do see value in this myself, i doubt i'll be able to convince someone at wube of its usefulness, just posting this here because i got "challenged" to
The idea is near the bottom, with 2 cu... | [
{
"author": "Deadlock989",
"content": "I wanted this so badly that I wrote a version of it myself. My use case was to \"schedule\" things for N ticks in the future where N was typically not long, i.e. typically 10 to 120 ticks in the future - but in theory a lot of of them could be scheduled at once. The wa... | 2 | 2022-10-03T01:59:55-05:00 |
forum-topic-40991 | 40991 | Factorio Forums • [0.14.22] Pebbles Factorio Modpack | Pebbles Factorio Modpack for Factorio 0.14.22
This is a modpack for the version 0.14.22. I did not test it on older versions.
Description:
This modpack provides an optimal mix between vanilla and modded Factorio. It provides new content and gameplay elements meanwhile having enough vanilla aspects in it.
Thi... | [
{
"author": "",
"content": "It would be really nice if you could paste the modlist here.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "List is now included.",
"date": "",
"quotes": [
{
"author": "Xeanoa wrote:",
"content": ""
}
]
},
... | 4 | ||||
forum-topic-126521 | 126521 | Fire some event when blueprinting over existing entities reconfigures the entity | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=126521 | hgschmie | The following scenario:
I have a blueprint that contains an arithmetic combinator. The combinator is configured for "Each + 10".
I have an arithmetic combinator entity. It is configured for "Each * 2".
When I place the blueprint over the existing entity, the entity is reconfigured to "Each + 10". But the only ... | [
{
"author": "curiosity",
"content": "Duplicate of viewtopic.php?f=28&t=103934 (and more!)",
"date": "2025-02-02T10:16:52+00:00",
"quotes": []
}
] | 1 | 2025-02-01T16:30:23-06:00 |
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