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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