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-125972 | 125972 | ConstantCombinatorPrototype::pulse_duration is unknown uint | Resolved Requests | https://forums.factorio.com/viewtopic.php?t=125972 | BrainGamer_ | ConstantCombinatorPrototype::pulse_duration is specified to be a uint but the prototype docs do not contain such a type. Only the specific variants uint8 , uint16 , uint32 , uint64 . The runtime docs however do have a uint concept. | [
{
"author": "",
"content": "uint32; 2.0.31.",
"date": "2025-01-15T00:27:54+00:00",
"quotes": []
}
] | 1 | 2025-01-14T18:15:31-06:00 |
forum-topic-126805 | 126805 | More rotations to rail ramp | Outdated/Not implemented | https://forums.factorio.com/viewtopic.php?t=126805 | erkki772 | Rail ramp to have 45 degree rotation would help doing more funny spaghetti rails | [
{
"author": "",
"content": "During 2.0 development we decided against this idea because that was considered to be out of VRAM budget as it would not only require 45deg ramp sprites but also 45deg sloped sprites for all rolling stocks.",
"date": "2025-02-12T22:45:04+00:00",
"quotes": []
},
{
... | 3 | 2025-02-12T16:43:38-06:00 |
forum-topic-124487 | 124487 | Proposal: Publish JSON schema for mod's info.json on API Docs portal | Development tools | https://forums.factorio.com/viewtopic.php?t=124487 | Hares | TL;DR
API Docs should provide JSON schema for `info.json` file.
Why?
JSON schema is popular and well-supported format for validating JSONs before submission.
It is also integrated to most of the IDEs.
I've seen JSON shemas for 1.1, but for 2.0 there're none.
Why not?
I can hear you suggesting me to use moddi... | [] | 0 | 2024-12-15T10:36:24-06:00 |
forum-topic-127556 | 127556 | [boskid] Selector Combinator Count Input | Resolved for the next release | https://forums.factorio.com/viewtopic.php?t=127556 | Novacean | Hello all together,
i need some help with understanding the Selector Combinator.
My Problem is, that the Selector Combinator shows the right Count Input when connected to an Roboport Hub, but if i connect it to another combinator, the input is wrong. So what am i doing wrong here? I really do not get it and tried var... | [
{
"author": "Tertius",
"content": "There's no error, you just mistake one number for the other. \n \nThe value 94 you see in the selector combinator is taken from the input, it's the value of arithmetic combinators coming from the roboport, i. e. it's the amount of arithmetic combinators in the logistic net... | 9 | 2025-03-16T15:35:17-05:00 |
forum-topic-93853 | 93853 | Use SHIFT + X and SHIFT+ Y for flipping blueprints | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=93853 | fishycat | TL;DR
Use SHIFT + X and SHIFT+ Y for flipping blueprints
What ?
My suggestion is to use SHIFT + X and SHIFT+ Y for flipping blueprints.
Why ?
It is easier to remember which axis is which. Hmm, was G vertical flip or horizontal?
With the new system you always know which axis you flip. | [
{
"author": "Kyralessa",
"content": "I mean, you can customize the controls to whatever you like...",
"date": "2021-01-02T14:05:44+00:00",
"quotes": []
},
{
"author": "fishycat",
"content": "Sure, but IMHO makes just sense with x and y as default.",
"date": "2021-01-02T14:18:21+00:00... | 4 | 2021-01-02T05:50:21-06:00 |
forum-topic-121252 | 121252 | Belt based storage for 81k items | Mechanical Throughput Magic (circuit-free) | https://forums.factorio.com/viewtopic.php?t=121252 | gaddhi | This is my attempt at a belt storage for space platforms.
Storage capacity: 81458 items
Area: 52x52 tiles
Density: 30.1 items per tile (=3.76 straight belts per tile)
Time to fill/empty the belt: 33-36 minutes (legendary inserters: 32 minutes)
BeltStorage.jpg (339.48 KiB) Viewed 1305 times
Blueprint... | [
{
"author": "Kalanndok",
"content": "Fill and empty speed should be the same as it's just one long belt and it seems to be capped at 30 items per second. Is that correct? \n \nAnd shouldn't you fill the little 2x2 squares with some more undergrounds?",
"date": "2024-11-13T10:29:36+00:00",
"quotes": ... | 3 | 2024-11-13T04:13:07-06:00 |
forum-topic-127259 | 127259 | [2.0.38] defines.logistic_member_index is missing some values | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127259 | Xorimuth | https://lua-api.factorio.com/latest/def ... mber_index is missing some values.
Calling https://lua-api.factorio.com/latest/cla ... stic_point on a logistic-container is returning a dictionary with 2 logistic points (index 1 and 2) but there's no indication from the defines as to what the second one is. I think it... | [] | 0 | 2025-03-04T08:06:41-06:00 |
forum-topic-120311 | 120311 | base health of rocket turret is too low | Balancing | https://forums.factorio.com/viewtopic.php?t=120311 | Stargateur | gun turret 2x2: 400 hp; ratio 100
laser turret 2x2: 1000 hp; ratio 250
flamethrower turret 2x3: 1400 hp; ratio 233.3 (100% fire)
artillery turret 4x4: 2000 hp; ratio 125 (tons of resistance)
tesla turret 4x4: 1000 hp; ratio 62.5
railgun turret 5x3: 4000 hp ratio 266.6
wall 1x1: 350 hp ratio 350 (somehow less resi... | [
{
"author": "fencingsquirrel",
"content": "I was about to make a topic on this, but man this really needs to be emphasized. \n \nRocket turrets <<<evaporate>>> when big stompers appear, and they were clearly meant to counter them. The main problem is that their other low hp counterpart, gun turrets, was ba... | 6 | 2024-11-07T22:56:25-06:00 |
forum-topic-16566 | 16566 | Alerts, Alert-Info (Map), visible/audible Indication, Handling Notifications/Alarms | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=16566 | This is about handling of alerts:
- how they will appear for the player
- how they can be handled inside (and outside) of the factory. Also automation/automated handling
- how to get more/useful information from an alert.
Articles:
viewtopic.php?f=6&t=4080 Better overview: Issue list and event log
viewtopi... | [
{
"author": "StoneLegion",
"content": "Great collaboration of information. We might even see some these features in 0.13 because I know Rseding91 had said they wanted to open the GUI up a but more for modding.",
"date": "2015-09-24T15:05:42+00:00",
"quotes": []
},
{
"author": "",
"conten... | 7 | 2015-09-24T09:56:14-05:00 | |
forum-topic-116753 | 116753 | [may contain spoilers]Fulgora: Adding Iron Rods to Ruins Drop? | Implemented in 2.0 | https://forums.factorio.com/viewtopic.php?t=116753 | fpx007 | In FFF #432 devs posted "Aquilo is notably lacking in basic resources. On the other planets you can land with nothing and build your way to another rocket. On Aquilo if you land with nothing then you can do nothing."
So I guess that should also apply to Fulgora, i.e. players can start a base in Fulgora with NOTHIN... | [
{
"author": "Soul-Burn",
"content": "It was said in the past the middle 3 planets can be built up from a naked crashlanding. \n \nHowever, if you do not have substations researched, you can not build any power distribution. \n \nMedium and big electric poles require iron sticks, which can not be got on the ... | 9 | 2024-10-22T21:06:22-05:00 |
forum-topic-114372 | 114372 | The Crust Factory Game | Off topic | https://forums.factorio.com/viewtopic.php?t=114372 | RealK | Is anyone playing the new game 'The Crust'?
I find a quite nice concept but had not yet the possibility of try it. Is it similiar to factorio? | [
{
"author": "GrumpyJoe",
"content": "About a week before release (beta?) I saw an ad on Twitter. The trailer is only CGI cutscenes and makes it feel a little bit like ANNO 2205 (I think that's the number. The one you go to the moon) \n \nThere are now plenty of Youtubers showing it. If you follow basebuildi... | 1 | 2024-07-20T14:45:58-05:00 |
forum-topic-100105 | 100105 | Issue with Krastorio | 5dim's mod | https://forums.factorio.com/viewtopic.php?t=100105 | cyberfox2795 | I was using Krastorio 2 and 5Dims when I encountered an issue. The Electric lab has a slot for basic science cards, but 5Dim's Lab Mk2s do not. Thus I cannot do any science as they are a core research item. They have slots for tech cards of red and up but not basic. | [
{
"author": "vjbone",
"content": "I can guess that mods are not compatible",
"date": "2021-09-28T04:41:51+00:00",
"quotes": []
},
{
"author": "cyberfox2795",
"content": "But there is a 5Dim's compat mod that specifically lists Krastorio 2??? The advanced lab in Krastorio says it can't us... | 2 | 2021-09-27T20:32:40-05:00 |
forum-topic-54086 | 54086 | [MOD 0.15] Train state colours | Mod Packs / Libs / Special Interest | https://forums.factorio.com/viewtopic.php?t=54086 | aaargha | Info
Name: Train state colours
Version: 0.1.3
Factorio-Version: 0.15.37, 0.16.0, 0.17.0, 0.18.0
Description: Changes the colours of trains depending on which state they're in.
Multiplayer: untested (should be no problems)
License: http://unlicense.org/
Release: 2017-11-19
Download-Url: https... | [] | 0 | 2017-11-19T07:44:42-06:00 |
forum-topic-125093 | 125093 | The Turing Train (aka fully functional Turing machine using trains) | Railway Setups | https://forums.factorio.com/viewtopic.php?t=125093 | Hares | Well, I did it.
Behold, The Mighty, The Turing Train!
The Turing Train
So, the rules for The Turing Train are as follows:
A tape is represented by an arbitrary large straight railway track with no rail signals or any other control units besides the train stops which are always enabled.
A cell on that... | [] | 0 | 2024-12-24T19:40:19-06:00 |
forum-topic-127477 | 127477 | Change mod settings during gameplay | Technical Help | https://forums.factorio.com/viewtopic.php?t=127477 | PADTAPAKAH | Is there a way to change the settings during the game? I don't want to play from 0, but I also want to customize the mods. | [
{
"author": "eugenekay",
"content": "Yes:\n Startup Mod settings can be changed from the Main Menu —> Settings window. These requires you to Restart the game to apply \n Map settings are Per-Save; access them from the Pause (Escape) Menu. \n Player Settings apply to your profile, changeable from either the ... | 1 | 2025-03-13T23:34:11-05:00 |
forum-topic-125405 | 125405 | [2.0.28] ghost support for entity.get_logistic_sections() | Implemented mod requests | https://forums.factorio.com/viewtopic.php?t=125405 | Quezler | It would be nice if you could manage the logistic sections of requester/buffer chest ghosts. | [
{
"author": "",
"content": "I've changed this, and get_logistic_point() to work with ghosts for the next release.",
"date": "2025-01-03T16:16:46+00:00",
"quotes": []
}
] | 1 | 2024-12-31T10:08:44-06:00 |
forum-topic-125832 | 125832 | [Pard][2.0.28] Failed to get "Rush to space" achievement on steam | Assigned | https://forums.factorio.com/viewtopic.php?t=125832 | iBird | Played with a friend. He was a server. My friend got the achievement, but I didn't get it. | [
{
"author": "eugenekay",
"content": "Per the Factorio Wiki :\n \n\nYou can “catch up” to the server by remaining connected for a few hours (or days….) and this will re-enable Achievements for the Client. \n \n Previously",
"date": "2025-01-11T17:10:56+00:00",
"quotes": [
{
"author": "... | 3 | 2025-01-11T11:01:41-06:00 |
forum-topic-112990 | 112990 | Factorio Forums • [1.1.107] LuaSurface.create_entity docs missing stack property | Attempting to create an item-on-ground with LuaSurface.create_entity without providing the stack parameter results in an error.
https://lua-api.factorio.com/latest/cla ... ate_entity
The stack property works fine, however it is not documented that it is accepted by the function.
/c game.player.surface.create_... | [
{
"author": "",
"content": "I see now that this is supposed to go in viewforum.php?f=233 - sorry about that",
"date": "",
"quotes": []
},
{
"author": "",
"content": "\"item-on-ground\" is an \"item-entity\" prototype. If you look closely, right below the table \"Parameters\", after the... | 3 | ||||
forum-topic-110671 | 110671 | Random slowdowns on the forum | This Forum | https://forums.factorio.com/viewtopic.php?t=110671 | Hi, I'm experiencing right now random slowdowns on page loads when browsing the forum. Doesn't happen on every page, but still quite often.
I was able to capture one of these in the network monitor of my browser :
big screen capture
2024-01-14 10_15_13-Factorio Forums - New posts.jpg (343.07 KiB) Viewed 2012 ti... | [
{
"author": "steinio",
"content": "Same",
"date": "2024-01-14T10:09:36+00:00",
"quotes": []
},
{
"author": "picklock",
"content": "I can confirm the behavior, too.",
"date": "2024-01-14T10:20:25+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "To me it happens... | 9 | 2024-01-14T03:25:33-06:00 | |
forum-topic-116135 | 116135 | Space Age - running a server? | General discussion | https://forums.factorio.com/viewtopic.php?t=116135 | nuclearpidgeon | Hi all,
Really excited to try out Space Age when it launches in the next few days. I've been planning to run a home server for some friends and just wanted to understand what may or may not be involved to to this.
Will Space Age require a new server binary download? Or is it like a modpack that you would just app... | [
{
"author": "",
"content": "Space Age will release simultaneously with a 2.0 update, and both will require you to upgrade from 1.1.110. \n \nThe game will be available on Linux on release, in both regular and headless versions. The freely distributed headless version will come with Space Age support.",
... | 13 | 2024-10-20T06:02:54-05:00 |
forum-topic-121831 | 121831 | mod exploration menu : mods per page setting. | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=121831 | Rafiz | I don't like all changes to mod explorer, but that's just me being grumpy.
But one problem is bigger and breaks my flow. I'm used (from 1.1) to scrolling down through mods and reading their names, picking ones that sound like something I want along the way... But with new menu I must click new page every so often...... | [] | 0 | 2024-11-17T07:38:23-06:00 |
forum-topic-107652 | 107652 | Search should not be case sensitive | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=107652 | datarza | If I enter something is search box, should be displayed everything without restriction.
Example: for `ПлА`, `пла` or `ПЛА` should be displayed everything, what contains `пла` in any case
image_2023-07-05_153113201.png (41.16 KiB) Viewed 2651 times
image_2023-07-05_153214852.png (55.33 KiB) Viewed... | [
{
"author": "",
"content": "Thanks for the report however we don't attempt to do case translation for non-English character sets as the complexity is too much for us to maintain.",
"date": "2023-07-05T20:00:47+00:00",
"quotes": []
},
{
"author": "datarza",
"content": "What? \n \n \n \n i... | 10 | 2023-07-05T14:35:15-05:00 |
forum-topic-119104 | 119104 | Train Station reservation option by interrupts | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=119104 | LoneWolf_LWP | TL;DR
Allow in an interrupt to reserve all the stations for this train that are found/going to be visited, so that the next train with the same interrupt would not be dispatched if its not needed.
(by checkbox : to control this behaviour only when you want/need it)
What ?
11-01-2024, 18-18-04.png (64.... | [
{
"author": "ichaleynbin",
"content": "I've seen a lot of people with similar issues, enough that I'm sure this particular problem will be in the Discord FAQ at some point. That interrupt condition set is a very natural one and makes a lot of sense. There are plenty of solutions to the stampede problem, and... | 11 | 2024-11-01T13:11:43-05:00 |
forum-topic-95828 | 95828 | [#2] Worst DS Map Race - AntiElitz vs. Nefrums | Videos | https://forums.factorio.com/viewtopic.php?t=95828 | AntiElitz | The second "Anti vs Nefrums" Race is now on YouTube in 21:9. A direct comparison for anyone interested:
https://youtu.be/bHGi1TPU8sU | [] | 0 | 2021-02-07T10:29:04-06:00 |
forum-topic-114418 | 114418 | cat steam engine | Videos | https://forums.factorio.com/viewtopic.php?t=114418 | bluesciencepack | i made this video in a rush, 0 video editing skills
pspspsPSSpspsPSPS.mp4
this cat is suffering a brownout (8.9 MiB) Downloaded 172 times
it was used in discord servers as a "server power generator" meme, and i had an idea, a silly idea | [
{
"author": "mmmPI",
"content": "It's not in the proper category because it is not a footage of the game, not even sure this should be on the forum because it's just trash.",
"date": "2024-07-29T16:18:34+00:00",
"quotes": []
}
] | 1 | 2024-07-23T15:30:29-05:00 |
forum-topic-92480 | 92480 | Version 1.1.4 | Releases | https://forums.factorio.com/viewtopic.php?t=92480 | Bugfixes
Fixed that train could get stuck when one station is disabled and other station is full. ( 92195 )
Fixed selection tool counts rendering. ( 92334 )
Fixed that building electric pole ghosts on electric poles marked for deconstruction didn't work correctly. ( 91915 )
Fixed that spidertron logistics did... | [
{
"author": "Kiu",
"content": "Update failed: \n.../Factorio/data/core/locale/pl/info.json has unexpected content \n \nWin64/de/GOG/InClient-Update-Method",
"date": "2020-12-03T15:43:49+00:00",
"quotes": []
},
{
"author": "ptx0",
"content": "if you're trying to report a bug, wrong place.... | 19 | 2020-12-03T09:32:29-06:00 | |
forum-topic-125567 | 125567 | Stop automatically deleting the auto_recycle field (allowing mod's to easilly regenerate the recycling recipes) | Implemented mod requests | https://forums.factorio.com/viewtopic.php?t=125567 | IsaacOscar | Bassically, I suggest deleting the following line of Lua code:
Code: Select all recipe.auto_recycle = nil
See https://github.com/wube/factorio-data/b ... tes.lua#L6
I don't know why it's there, and is causing problems for mod's that that want to add new recipes/items to the game.
With out that line of code, on... | [
{
"author": "brevven",
"content": "+1 to this. \n \nCurrent behavior makes it quite literally impossible to broadly guarantee mods can respect one another's \"auto_recycle=false\" parameters. This is especially true given that every mod that modifies recipes has to regenerate recycling recipes, because the... | 8 | 2025-01-04T08:10:24-06:00 |
forum-topic-113059 | 113059 | Trans-Nauvis RR | Medium/Big/Gigantic Sized Structures | https://forums.factorio.com/viewtopic.php?t=113059 | rmmfac | After I launched my first rocket, I wondered what the edge of the map looks like.
15 months later, I completed a rail line to the northeast corner of my solo play / vanilla /default / freeplay map.
Playtime: 2772 hrs (11/28/22-4/14/24)
Filesize: 3093 MB
Length of rail line from the 0,0 coordinate: ~1414 kilomet... | [
{
"author": "meianove",
"content": "please post the savegame,i need this to finally complete my life.",
"date": "2024-05-19T00:11:41+00:00",
"quotes": []
}
] | 1 | 2024-04-19T09:33:31-05:00 |
forum-topic-125041 | 125041 | maximum zoom out (0.3?) Is more possible? | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=125041 | oyunbagimlisi | is there a code/mod that I can use to change the maximum zoom out limit in the game?
https://assets-mod.factorio.com/assets/ ... c7dcc1.png
In Shortcuts for 2.0 mod, although the default setting in the settings is 0.1, when I look with f5 my scala value appears as 0.3. (Mod settings work correctly at any value a... | [
{
"author": "oyunbagimlisi",
"content": "This is really important to me. Can you please help? \n \nI added a second screenshot. The scala value written on the top left caught your attention. One is in map editing mode and the other is in normal play. I can't zoom in more than 0.300 in normal play. \n \nI wa... | 6 | 2024-12-23T21:04:17-06:00 |
forum-topic-116350 | 116350 | [2.0.7] Corrupted railways blue print saved by 1.1.110-0 | Duplicates | https://forums.factorio.com/viewtopic.php?t=116350 | lelick | Corrupted railways crossing (2x2 railways)
Factorio v1:
Screenshot 2024-10-21 at 22.41.04.png (4.25 MiB) Viewed 134 times
Factorio v2:
Screenshot 2024-10-21 at 22.38.12.png (221.38 KiB) Viewed 134 times
0eNqlnetOYznWhu+F32Tk86FupdX6RHWjGqRqKAE134xGfe+ThARCsVZ4H+dXazfUg7fXwd728uv/Xn... | [
{
"author": "",
"content": "Thanks for the report. That is a duplicate of 116106 which is fixed for version 2.0.9.",
"date": "2024-10-21T18:46:38+00:00",
"quotes": []
}
] | 1 | 2024-10-21T13:43:27-05:00 |
forum-topic-127076 | 127076 | Freshness filtering suggestion | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127076 | tachydor | TL;DR
Add filtering option to inserters/splitters to only grab/change lane of items with specific freshness level conditions fulfilled.
What?
Splitters/inserters get the filter option "freshness threshold", which works similar to the decider combinator: a constant (or even more potent, a circuit network signal!) ... | [] | 0 | 2025-02-23T08:36:23-06:00 |
forum-topic-17501 | 17501 | Performance optimization - post your saves - Page 22 | General discussion | https://forums.factorio.com/viewtopic.php?t=17501&start=420 | fwyrl | Seeing some significant lag when opening a space platform hub with enough cargo bays to hit the maximum inventory size of 65535 slots.
On my machine, the lag starts getting noticeable in an empty world around 30k slots, and bad around 50k.
Interestingly, it looks like this results in a larger FPS hit than UPS ... | [
{
"author": "Sopel",
"content": "save: https://drive.google.com/file/d/14xGD7n ... sp=sharing , disregard mods, load as vanilla (file uploads on the forum still not working for me on firefox) \n \ncopied from discord \n[07:47]Sopel:\n \n \n \n image1.png (18.86 KiB) Viewed 2176 times \n \n \n[07:47]Sopel: ... | 19 | 2015-11-01T19:53:39-06:00 |
forum-topic-124123 | 124123 | Question: Link to a topic/post that is topic-merge-safe | This Forum | https://forums.factorio.com/viewtopic.php?t=124123 | Hares | Hi there, fellow forum readers. I have a question regarding a topic-merge feature used by moderators.
As some of you already seen, I'm often provide links of format: "id: topic title" (interactive link with topic id). However, if two topic are merging, only the older of them wil "survive", and younger ones cease to ... | [
{
"author": "Jap2.0",
"content": "I have not verified what you wrote, but that's interesting. It appears that links of the form forums.factorio.com/viewtopic.php?p=650448 are valid, so presumably post id but not topic id is maintained through a merge.",
"date": "2024-12-09T22:59:40+00:00",
"quotes":... | 4 | 2024-12-09T16:18:33-06:00 |
forum-topic-127188 | 127188 | Railgun research. Shots per charge | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127188 | erkki772 | Railgun shooting is heavily limited to animation. Having research that make it shoot multiple rounds before charging again would help it to keep real shooting speed. It would gain bigger charge bank to allow more shots. It have 10MW bank now. So charging rate and charge would increase 100% each research. | [] | 0 | 2025-02-28T10:23:35-06:00 |
forum-topic-101563 | 101563 | The most simple, tillable & effective kovarex enrichment today - not combinator, no complication or fuss. | Energy Production | https://forums.factorio.com/viewtopic.php?t=101563 | brunzenstein | The most simple, horizontal endless tillable & effective kovarex enrichment today (add beacons to enhance productivity at your desire) - not combinator, no compilation or fuss.
Even laymen like me can / will understand the dead simple mechanic of this easy solution to a complicated matter.
Only put bad uranium in ... | [
{
"author": "Raxnar",
"content": "I realize this was posted over 2 years ago but I do like the design. \n \nOne issue I'm seeing is that it stalls every once and a while with 5 U-235 on the longer belt. Otherwise this is very very tidy. \n \nI am wracking my brain how to prevent it from getting stuck like t... | 1 | 2022-02-11T11:42:35-06:00 |
forum-topic-114736 | 114736 | base_productivity applies regardless of the productivity limitation for recipes | Modding help | https://forums.factorio.com/viewtopic.php?t=114736 | rhynex | EDIT: boskid and Stringweasel explained so my question is different now. see my last post below.
hello devs, I would like to raise this issue to your attention even though I would accept it marked as "not a bug". it just nags me and maybe there is a better way for communicating this thing.
I am looking at base_pr... | [
{
"author": "Stringweasel",
"content": "This is due to the recipe. The unbarreling recipes have catalyst_amount set, meaning no productivity will be applied.",
"date": "2024-08-10T14:14:43+00:00",
"quotes": []
},
{
"author": "rhynex",
"content": "aha, another property. thanks a lot @St... | 6 | 2024-08-10T07:57:52-05:00 |
forum-topic-116510 | 116510 | Factorio Forums • [2.0.8] Slow multiplayer map downloading speed | I'm hosting a Space Age server for myself and the map download speed is unreasonably slow. The server is hosted on a second laptop on the same WiFi network.
The Factorio download speed peaks at 50-60kB/s. I've also used iperf3 to test the bandwidth to the laptop:
Code: Select all Connecting to host 192.168.2.82, po... | [
{
"author": "",
"content": "Having the same problem. Is there already a solution?",
"date": "",
"quotes": []
},
{
"author": "",
"content": "No, they game is insisting on me logging on once and STAYING THERE.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "He... | 11 | ||||
forum-topic-14582 | 14582 | [MOD 0.12.x] Factorio Maps | Mods | https://forums.factorio.com/viewtopic.php?t=14582 | jeroon | Type: Mod
Name: Factorio Maps
Description: This mod creates a Google Map of your Factorio game. It will create a local html file, nothing has to be uploaded for it to work.
License: Free for all
Version: 0.5.9
Release: 2016-01-16
Tested-With-Factorio-Version: 0.12.24 (minimum required: 0.12.11, for older versions... | [
{
"author": "cengbrecht",
"content": "My Map running on version 12. \n https://www.brokedcomputer.com/maps/index.html",
"date": "2015-08-06T20:46:28+00:00",
"quotes": []
},
{
"author": "jeroon",
"content": "mngrif found out the Alt info wasn't showing, fixed now in 0.5.2 .",
"date": ... | 19 | 2015-08-06T15:28:04-05:00 |
forum-topic-90745 | 90745 | [1.0.0] pump pulling in fluid that does not match destination | Not a bug | https://forums.factorio.com/viewtopic.php?t=90745 | -DeadlyKitten | a pump pulls in fluid that it does not have a hope of putting in the destination due to the destination due to having a different type of fluid
easy to work around in this case but could potentially be a hard problem to diagnose in the case of a contaminated fluid line,
Screenshot 1: Real example of issue (highlig... | [
{
"author": "valneq",
"content": "I have the vague impression that your expectation does not necessarily match with the way Wube has simplified the fluid-mixing prevention systems. \nAn explanation here (scroll down to the third section \"Fluid Mixing Prevention - take 9001\"): \n https://factorio.com/blog/... | 4 | 2020-10-26T20:47:28-05:00 |
forum-topic-125125 | 125125 | Factorio Forums • Legendary electronic circuits 28/s | This design upgrades normal quality circuits into legendary circuits.
Input is 28 green circuits and 2.8 red circuits per second.
Output is 28 legendary green circuits and 2.8 legendary red circuits per second.
It is optimized for Processing Unit Productivity 13. At lower tech levels it has reduced yields.
0... | [
{
"author": "",
"content": "You're saying this thing converts common inputs to legendary outputs in a 1-to-1 ratio? How is that even possible? I am genuinely curious. Level 13 productivity gives you 2.8x the outputs per input, but recycling divides that by 4. \n \nEdit: Added in the emag plant productivity.... | 3 | ||||
forum-topic-111882 | 111882 | Average troughput for the last second using memory | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=111882 | SpookyMask | Hello, first of all I want to thank @Qon and @mmmPi for the warm welcome. You really make me feel included.
I got encouraged by your insight and got inspired so here is my second blueprint.
It gives the exact number of pulses in the last second after the first second it started listening.
The problem the model... | [
{
"author": "Qon",
"content": "Np, pleasure is mine \n \nThanks for using [ bp] tags for blueprints now \nQuickly skimming through your explanations for now, but it looks like you made a pretty awesome blueprint. I like that you used the bits and shift operations to properly drop old data, and combined... | 7 | 2024-03-18T17:13:38-05:00 |
forum-topic-120333 | 120333 | Ignore Fluid signals at "Quality Transfer" | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=120333 | Xellnix | TL;DR
Quality transfer should ignore fluid signals
What ?
current the quality transfer works on every signal except the signal you use as input (if not set to constant), so if i check for qualitys of ingredients of a recipe, i check for each quality tier if i have them available, but if i loop the ingredients... | [
{
"author": "Stin",
"content": "I use the higher fluid signals for complex Fluid calculations. I would like if it stay as it is. \n \nMay i suggest a solution for your problem? \n \nHere is a fluid quality filter for your work (input must be green / Last comninator is useless only for signal reading) \n \nT... | 6 | 2024-11-08T03:25:26-06:00 |
forum-topic-121830 | 121830 | Official Bluesky account | Spread the Word | https://forums.factorio.com/viewtopic.php?t=121830 | zappor | You guys should have a Bluesky account! Nice to follow to get the latest updates! | [] | 0 | 2024-11-17T06:53:34-06:00 |
forum-topic-105576 | 105576 | [MOD 1.1 - 2.0] Picklock's Set Inventory Filters | Mods | https://forums.factorio.com/viewtopic.php?t=105576 | picklock | Type: Mod
Name: Picklock's Set Inventory Filters
Description: With this mod the filters of filterable inventars can be set or deleted.
License: GNU GPLv3
Version: 1.3.0
Release: 29.11.2024
Tested with-Factorio-version: 2.0.23
Compatible with Factorio: Space Age: Yes
Download: mods.factorio.com
Download-Url: h... | [
{
"author": "picklock",
"content": "Update V1.1.0 for Factorio V1.1: \n- Updated and tweaked language files \n \nSee start post for details. \n \nA typo in the mod name has been fixed with this hotfox.",
"date": "2023-03-15T17:46:37+00:00",
"quotes": []
},
{
"author": "picklock",
"conten... | 8 | 2023-03-15T07:06:01-05:00 |
forum-topic-21899 | 21899 | Control Train Pathfinder (Passthru stations, Add Penalty, Control Refueling) | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=21899 | This suggestion goes around influencing the train routes, so that - for example - trains will not drive needless through heavy used stations. Or that a heavy used track will be surrounded by the trains.
There are two general directions:
1. Add a pass-thru-station.
A station is added to the train schedule, where... | [
{
"author": "Ghoulish",
"content": "Isn't the need for the proposed change negated by just having good rail design / layout / stacking? \n \nYour second point I don't understand, how exactly would it be implemented or work? You'd maybe have a 3rd type of signal that could stop certain trains from using a p... | 19 | 2016-03-20T13:23:41-05:00 | |
forum-topic-127056 | 127056 | Red science not unlocking & White science not unlocking | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=127056 | nightwolfmilan | hiii
i have probleam with Red science not unlocking & White science not unlocking
im using mods
1 .png (238.1 KiB) Viewed 72 times
2 .png (125.24 KiB) Viewed 72 times
this is my mod list...
i need instant blue print mode, Furnace for high speed...
please help me,.. | [] | 0 | 2025-02-22T09:16:28-06:00 |
forum-topic-101173 | 101173 | FAQ of how to make a modpack for the Mod Portal? | Mod Packs / Libs / Special Interest | https://forums.factorio.com/viewtopic.php?t=101173 | Normal69 | Howdy?
Could you help me please about how to make the necesary things to upload a modpack to the Mod Portal?
I've googled for it, and searched here, but haven't found anything useful.
Looking into a modpack-zip I saw that the info.json is the key, but I've rather automate the naming and version numbers, wouldn't... | [
{
"author": "vjbone",
"content": "Like this? viewtopic.php?f=190&t=93136 \nMake modpack mod that has needed dependences. Use that mod to make edit things in other mods and your own scripts",
"date": "2022-01-08T09:36:48+00:00",
"quotes": []
},
{
"author": "BlueTemplar",
"content": "Tech... | 10 | 2022-01-08T02:13:11-06:00 |
forum-topic-127287 | 127287 | [Rseding91] [2.0.39] Map Tags cannot be moved with Shift-Click shortcut | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=127287 | eugenekay | What did you do?
Open Remote View
Mouseover a Tag/icon previously placed on the map
Shift-Click to move the Icon
What happened?
Icon stays in place
What did you expect to happen instead? It might be obvious to you, but do it anyway!
Icon would follow the mouse cursor / move for placement
Does it happen ... | [
{
"author": "",
"content": "Thanks for the report. This is now fixed for the next release.",
"date": "2025-03-05T20:26:51+00:00",
"quotes": []
},
{
"author": "AnriMachishiro",
"content": "FYI, not only the shift+left-click becomes unavailable, but also long-pressing left-click.",
"da... | 5 | 2025-03-05T13:10:59-06:00 |
forum-topic-18281 | 18281 | (0.15.10) MoWeather 0.4.0 - Page 3 | MoMods | https://forums.factorio.com/viewtopic.php?t=18281&start=40 | pezzawinkle | please take this idea as complete and utter sarcasm
While your at it with seasons, you could change the default temperature of water to be lower in winter (say 10C) and warmer in summer (say 26-30ish)...
This could have the potential to mess with the other form of power production, unless they are still acting ... | [
{
"author": "ludsoe",
"content": "Just a heads up guys, Mo-weather V 4 should be released now. (My mediafire mirror is already updated and ready to go. But I seem to be having issues with mods.factorio) \nThis update includes everything in the experimental released before, as-well as configurable settings. ... | 10 | 2015-12-09T17:18:38-06:00 |
forum-topic-126809 | 126809 | Personal Tesla Defense Mod | Mods | https://forums.factorio.com/viewtopic.php?t=126809 | pluralmonad | Hello, fellow engineers!
I've been playing Factorio since 2020 and have used mods heavily most of that time. My first Space Age playthrough was vanilla just to experience the game as intended at least once. But everything since then is always full of mods.
I recently created my first official mod and wanted to po... | [
{
"author": "pluralmonad",
"content": "The attached screenshot is the directory/file structure that I use with the above attached script. I run the script like Code: Select all bash ./dev.sh test or Code: Select all bash ./dev.sh pkg depending on if I am testing or packaging for release. \n \n \n \n S... | 4 | 2025-02-12T19:20:05-06:00 |
forum-topic-125482 | 125482 | A boost to Nauvis | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=125482 | cruel | I love Nauvis but I feel like it is just too repetitve, just doing the same stuff over and over and being able to stop any biters with minimal defenses in a few hours. I think a new biter and mechanic could make the game a bit more fun IMO. Starting from electric furnaces, we could add a new mechanic called, "Radiation... | [
{
"author": "Khazul",
"content": "You should have a look at this list of biter mods: \n https://mods.factorio.com/user/MFerrari",
"date": "2025-01-02T21:59:04+00:00",
"quotes": []
},
{
"author": "angramania",
"content": "There are enough mods improving enemies in very different and inter... | 4 | 2025-01-02T13:15:04-06:00 |
forum-topic-126686 | 126686 | Add related_transport_belt to LuaEntityPrototype | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=126686 | PietersieliePC | I've been working on a mod that adds some useful upgrade options and configurations when dealing with belt networks and spaghetti where dragging a base game upgrade planner is unfeasible. One of the features I want to add is upgrading only belts of the same tier as the originally selected belt. To do this, I need to be... | [
{
"author": "curiosity",
"content": "It doesn't mean what you want it to mean. Better check belt speed instead.",
"date": "2025-02-08T15:27:55+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "PietersieliePC",
"content": "Belt speed can... | 10 | 2025-02-08T08:04:32-06:00 |
forum-topic-74067 | 74067 | Technology popup | Campaign / Scenario suggestions | https://forums.factorio.com/viewtopic.php?t=74067 | DaveMcW | After completing the "Repair the lab and Assembling machine" objective, the technology tree gui opens. But all technologies are still disabled, so it just confuses the player.
After you close the technology tree gui, the "Unlock new recipes" mission starts and then you have to repoen the technology tree gui to selec... | [
{
"author": "valneq",
"content": "Yes, it happens quite frequently that a technology is the current objective, and you see the technology popup before you get the \"objective accomplished\" message. I quite frequently spend some time in the technology view when it opens. This makes me forget which obje... | 2 | 2019-08-03T16:08:51-05:00 |
forum-topic-120608 | 120608 | Simple way to cap a circuit signal at a maximum value? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=120608 | Mad Inventor | There's probably a very simple answer, but it's driving me crazy. How do I set a signal value to a maximum if it is above the maximum, but otherwise leave it alone?
If I use a decider combinator with "less than or equal" it will output the value if it is equal to or below the maximum, but if the value is above the max... | [
{
"author": "brittlecracker",
"content": "Hi! I have thought a little about it and can't find a clever way to do it. A naive way is to use two deciders and an arithmethic combinator:\n \n First decider reads input signal, if less than max, output that signal. \n Second decider reads input signal, if great... | 5 | 2024-11-09T09:52:45-06:00 |
forum-topic-126065 | 126065 | Agri science spoilage is not fun, just annoying. | General discussion | https://forums.factorio.com/viewtopic.php?t=126065 | mooklepticon | First off - I know it's mod able. I have it. I think it shouldn't have to be modded.
It's really inconsistent and doesn't add anything. Every other end product on gleba doesn't spoil. Only science packs. Every other science pack doesn't spoil in any manner. Space logistics aren't robust enough to support the needles... | [
{
"author": "Nemoricus",
"content": "It adds a unique challenge because it can’t be stockpiled, and is one of the few reasons to build platforms that are as fast as possible.",
"date": "2025-01-17T13:55:47+00:00",
"quotes": []
},
{
"author": "waterBear",
"content": "Factorio is a game th... | 9 | 2025-01-17T07:18:04-06:00 |
forum-topic-108645 | 108645 | Recipe Unrandomizer | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=108645 | Akillibirisi | It sounds a little weird giving this name to the topic, even more so considering there’s a mod that does the exact opposite, yet unpredictability makes it impossible to create precise production lines. I personally don’t like it when things go randomly out of control, input-starving or overflowing the lines. I hope the... | [
{
"author": "DarkShadow44",
"content": "I mean, I'm not an expert but I don't think the engine allows for that. If possible, it would probably come with a massive UPS hit since you'd need to handle each machine individually.",
"date": "2023-09-10T22:57:03+00:00",
"quotes": []
},
{
"author": ... | 2 | 2023-09-10T16:54:19-05:00 |
forum-topic-106288 | 106288 | script to keep latest+stable dedicated servers updated on linux | Multiplayer / Dedicated Server | https://forums.factorio.com/viewtopic.php?t=106288 | quyxkh | Code: Select all #!/bin/bash
# put this in your /opt/factorio or wherever you want your two server installs kept,
# it'll check releases, do any fetching and set the `latest` and `stable` symlinks
while getopts vx-: opt; do case $opt in # just debugging options here
x) set -x ;; v) set -v;;
*) echo $opt $OPTIND $O... | [] | 0 | 2023-05-20T16:47:43-05:00 |
forum-topic-33661 | 33661 | Get all popular mods in one zip (tracks popularity 24/7) | Mod and installation managers | https://forums.factorio.com/viewtopic.php?t=33661 | luc | Am I the only one who does not feel like downloading every mod separately, for every server again and again? You don't have to anymore
serverlist.lgms.nl/#downloadMods
The mod pack downloader
From this website you can download all popular mods in one zip file. It collects popular mods (played by 2 or mor... | [] | 0 | 2016-10-02T07:55:46-05:00 |
forum-topic-127356 | 127356 | Visualization of broken wires when moving | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127356 | Viidi | Recently added a cool feature that allows you to keep the wire connection during the Cut-Move-Paste operation.
If you Paste too far, the wires break. And sometimes it's hard to keep track of this.
I'd like to add some kind of visual that will show which wires will break when moving. | [] | 0 | 2025-03-09T07:18:02-05:00 |
forum-topic-126221 | 126221 | phpBB upgraded to 3.3.14 | This Forum | https://forums.factorio.com/viewtopic.php?t=126221 | The forum software has been upgraded to phpBB 3.3.14. Please let us know if you run into anything that seems wrong. | [
{
"author": "Tertius",
"content": "If you attach an image with drag+drop, the image is uploaded but the attach tag text isn't added to the message text. You need to click the \"Place inline\" button, which was not required with the previous forum version as far as I remember.",
"date": "2025-01-22T12:23... | 6 | 2025-01-22T06:10:51-06:00 | |
forum-topic-55502 | 55502 | Copy contents of blueprint to a buffer chest. | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=55502 | xenoxaos | I think being able to copy paste to a buffer chest from a blueprint could be helpful. This could be like copying an assembler to a requester chest. This could be helpful for quicker long distance placement like solar arrays. | [
{
"author": "",
"content": "Totally legit.",
"date": "2017-12-21T20:44:34+00:00",
"quotes": []
},
{
"author": "wpirobotbuilder",
"content": "Yes, this would be amazing. +1. I would use this for nuclear reactor expansion, where I need lots of materials if I want to add a new pair of react... | 7 | 2017-12-21T12:21:21-06:00 |
forum-topic-123232 | 123232 | ISO a mod that sets "Use filters" for inserters on platforms | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=123232 | runamucker | I think this is too much to ask the Devs, but it would make a nice QoL mod.
The problem:
11-28-2024, 19-11-20.png (321.85 KiB) Viewed 475 times
Mostly when I place inserters from the hub on a space platform I forget that they're going to immediately start pulling random items out of the hub, then I hav... | [
{
"author": "vadcx",
"content": "I've had that myself even when playing around in creative. \n \nBut it's not all inserters, only those that are pulling from the space hub? I mean, no other place on a platform would really need manual whitelisting?",
"date": "2024-11-29T08:56:39+00:00",
"quotes": []... | 4 | 2024-11-28T18:08:11-06:00 |
forum-topic-58560 | 58560 | Color picker GUI | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=58560 | Dune | When setting color for a locomotive, train station (and maybe for yourself with the /color command), it'd be nice to get a GUI of all the entities in game (including the colors in the 123,abc symbol area) and be able to select one to get its primary color.
It's tough guessing numbers for iron ore, iron plate, coppe... | [
{
"author": "djedeleste",
"content": "TL;DR \nWhen typing in colour values in the RGB fields, have the existing value selected instead of putting the cursor at the end of the value. \n \n What ? \nI've been using the color picker somewhat largely today, while tuning colors of stations and trains to that of ... | 5 | 2018-03-09T21:57:12-06:00 |
forum-topic-119149 | 119149 | [MOD 2.0] Picklocks QuickBar Import/Export | Mods | https://forums.factorio.com/viewtopic.php?t=119149 | picklock | Type: Mod
Name: Picklocks QuickBar Import/Export
Description: This Mod allows you to export your current quickbar and import it in a different save.
License: MIT
Version: 1.1.1
Release: 23.02.2025
Tested with Factorio version: 2.0.35
Compatible with Factorio: Space Age: Yes
Download: mods.factorio.com
Download... | [
{
"author": "picklock",
"content": "Update V1.1.0 for Factorio V2.0: \nDate: 30.11.2024 \n Features: \n - Added the quality of items to the export string. \n Info: \n - The comparator string cannot be imported because the modding API does not allow this. \n Graphics: \n - Updated shortcut icon a... | 2 | 2024-11-01T17:05:45-05:00 |
forum-topic-106553 | 106553 | No Graphics mod tool | Development tools | https://forums.factorio.com/viewtopic.php?t=106553 | RedRafe | " No Graphics " mod is a tool I've been recently using while modding Factorio, especially for data-stage and early gameplay mechanics. It certainly earned a sweet spot among my tools and was crucial when dealing with big mod-packs, otherwise my computer could never have handled those.
This mod (unreleased, but avai... | [
{
"author": "eradicator",
"content": "Feel free to take inspiration from my (now unmaintained) code https://mods.factorio.com/mod/eradicators-vram-saver",
"date": "2023-06-09T17:09:04+00:00",
"quotes": [
{
"author": "RedRafe wrote: Thu Jun 08, 2023 4:10 pm",
"content": ""
... | 1 | 2023-06-08T11:10:54-05:00 |
forum-topic-80140 | 80140 | Friday Facts #330 - Main menu and File Share Shenanigans | News | https://forums.factorio.com/viewtopic.php?t=80140 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-330 | [
{
"author": "LegitimateTeddy",
"content": "I for one would be interested in the 'Continue' button reconnecting to the last multiplayer server. I don't think it'd make much sense to have it on the top level of the menu, above both single and multiplayer otherwise. If it were meant to be a singleplayer-only f... | 19 | 2020-01-17T10:23:32-06:00 | |
forum-topic-127570 | 127570 | [2.0.41] Crash placing blueprint (FillBlueprintParametersGui::confirm) | Duplicates | https://forums.factorio.com/viewtopic.php?t=127570 | Beefstah | I'm running 2.0.41, on my Steam Deck (which is fully up to date)
When pasting a simple parameterised chest+inserter, if I double-click the parameter, and the second click lands on the map instead of in the parameter selection box, the parameter selection box is empty, and the ghost has moved to where the cursor was... | [
{
"author": "Beefstah",
"content": "savegame",
"date": "2025-03-17T16:28:10+00:00",
"quotes": []
},
{
"author": "",
"content": "Post the log of a session with the crash please, see 3638 .",
"date": "2025-03-17T16:29:51+00:00",
"quotes": []
},
{
"author": "Beefstah",
... | 6 | 2025-03-17T11:23:51-05:00 |
forum-topic-99504 | 99504 | Can I check pending events? Can I make on_tick function run last and not first? | Modding help | https://forums.factorio.com/viewtopic.php?t=99504 | Rafiz | I have two functions :
script.on_event({defines.events.on_train_changed_state},__train_changed_state)
script.on_event({defines.events.on_tick},__on_tick)
I must know if train changed state before on tick, because if it changed state, I stop train, but function __on_tick is always firing before __train_change... | [
{
"author": "DaveMcW",
"content": "I would simply stop using on_train_changed_state. It does not do much anyway. You can build your own function to track old_state if needed. \n \nIf you are using on_tick, you have already failed at being elegant. Admit your defeat.",
"date": "2021-08-04T17:41:31+00:00"... | 5 | 2021-08-04T12:21:00-05:00 |
forum-topic-124561 | 124561 | [Rseding91] [2.0.26] evolution command shows hidden surfaces | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=124561 | Quezler | The evolution command shows both prototype hidden planets and force hidden surfaces when you do not provide it an argument.
Depending on whether it is considered a debug or gameplay command it seems desirable to hide surfaces that mods intentionally hide from the players.
Optionally showing all the hidden surface... | [
{
"author": "",
"content": "Ok, I've changed it for the next release so it wont' show hidden surfaces.",
"date": "2025-01-08T14:10:48+00:00",
"quotes": []
}
] | 1 | 2024-12-16T13:28:53-06:00 |
forum-topic-43544 | 43544 | Profilio - Profile manager, keep saves and mods in sync | Mod and installation managers | https://forums.factorio.com/viewtopic.php?t=43544 | Artorp | I created a profile manager that ties mod folders with save folders so it's easier to switch between different environments. It also supports different installations.
Screenshot
Features:
Manage different profiles, each profile has a different set of mods and saves
Tie profiles to specific versions of Facto... | [] | 0 | 2017-03-31T07:10:57-05:00 |
forum-topic-98085 | 98085 | [Request] Graphics to make the Car into a Jeep Wrangler | Texture Packs | https://forums.factorio.com/viewtopic.php?t=98085 | zaanzabar | I got to thinking that it would be cool to have my car look like a Jeep Wrangler JL like I have in my driveway. I could probably do it myself, but I'm sure someone else out there knows all the tricks about how to make it colorable, make the lights look right, and all that. Would probably be complimented by a quick mo... | [
{
"author": "darkfrei",
"content": "Can you use blender-3d? \n https://www.cgtrader.com/free-3d-models ... c83e7c8f89",
"date": "2021-04-30T12:09:15+00:00",
"quotes": [
{
"author": "zaanzabar wrote: Mon Apr 26, 2021 11:33 pm",
"content": ""
}
]
}
] | 1 | 2021-04-26T18:33:59-05:00 |
forum-topic-98040 | 98040 | Multiplayer Server charts | Multiplayer / Dedicated Server | https://forums.factorio.com/viewtopic.php?t=98040 | zft | Hi there !
I was trying to find some online charts with factorio dedicated servers across all server versions and could not find any. So I've decided to create my own:
https://dservindex.com/
The project is very alpha, but I want to extend it. Currently, It just shows data for last 1 hour.
Later, I want to a... | [
{
"author": "ptx0",
"content": "might wanna disable HTTP/3 for now in Cloudflare because it's unreliable across different browsers - for instance, MS Edge, even though it's based on Chromium, doesn't behave the same as Chrome. Neither does Vivaldi or Opera, though somehow Firefox friggen nailed it perfectly... | 7 | 2021-04-23T09:48:03-05:00 |
forum-topic-121538 | 121538 | Escape Successful | Videos | https://forums.factorio.com/viewtopic.php?t=121538 | Lofty | Recorded my first trip to the edge of the solar system.
The game struggled to top 20 FPS for the trip, but my ship made it there and back on its first try.
If that was 100000 km I'm not sure how someone would make it 4000000, but I'm happy with the results I got.
292 hours, vanilla. Enjoy the crunchy video compr... | [
{
"author": "",
"content": "[Koub] Moved to Show your Creations > Videos.",
"date": "2024-11-18T21:24:44+00:00",
"quotes": []
}
] | 1 | 2024-11-14T22:16:11-06:00 |
forum-topic-127532 | 127532 | [2.0.41] Crash repeatedly (PipelineBindings) | 1 / 0 magic | https://forums.factorio.com/viewtopic.php?t=127532 | ExpensiveMachine1342 | The game crashed when I tried to place a logistics hub, here's the log: https://pastebin.com/NaNtk7Yr | [
{
"author": "pioruns",
"content": "As the log says: \n \nPlease also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.",
"date": "2025-03-16T03:54:42+00:00",
"quotes": []
},
{
"author": "ExpensiveMachine1342",
"content": "I don't have ... | 4 | 2025-03-15T15:54:06-05:00 |
forum-topic-109591 | 109591 | Version 1.1.96 | Releases | https://forums.factorio.com/viewtopic.php?t=109591 | Bugfixes
Fixed a desync related to manual crafting large recipe counts.
Fixed that Arm builds of the game would not render cliff previews correctly. ( 109564 )
Fixed train fulfilled fraction was always showing full green background. ( 109566 )
Fixed a desync when mods cause resources to generate with 'infinit... | [
{
"author": "FuryoftheStars",
"content": "Lot of \"fixed when mod [defines absurdly huge value for something]\" in there.",
"date": "2023-11-08T12:13:41+00:00",
"quotes": []
},
{
"author": "mmmPI",
"content": "It's a good feeling when you learn the reason of the crash you wanted to repor... | 9 | 2023-11-08T06:07:41-06:00 | |
forum-topic-114347 | 114347 | Friday Facts #420 - Fusion Reactor | News | https://forums.factorio.com/viewtopic.php?t=114347 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-420 | [
{
"author": "Terrahertz",
"content": "This look amazing , so is there a followup FFF for the other details? \n \nLike fuel economy and what the requirements of this tech are? For instance the Planet on which the tech is unlocked.",
"date": "2024-07-19T11:15:20+00:00",
"quotes": []
},
{
"au... | 19 | 2024-07-19T06:00:04-05:00 | |
forum-topic-96919 | 96919 | Failed to load mods: Error in assignID: Item with name 'hopper-furnace' does not exist | Modding help | https://forums.factorio.com/viewtopic.php?t=96919 | Oy_Oy | I'm just trying to get my bearings trying a couple of simple things to learn my way around a bit... In this one I was modifying a script from the https://wiki.factorio.com/Tutorial:Modd ... al/Gangsir tutorial. Originally I had changed the source_inventory_size to 2000, however when I could not get this to work I rem... | [
{
"author": "Techfish3000",
"content": "First off, use code tags Code: Select all like this to make your code more readable. \n \nOtherwise, your problem is the copy of the furnace. \nYou are copying the furnace entity, not the item. It would look like this instead i'm pretty sure: \n Code: Select all ... | 3 | 2021-03-14T18:07:48-05:00 |
forum-topic-68688 | 68688 | Elemental Resistances for Energy Shield Prototypes | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=68688 | Techfish3000 | Could be used for say, a "Fire Shield" that protects 100% against fire, but everything else unchanged. | [] | 0 | 2019-03-29T04:15:07-05:00 |
forum-topic-104230 | 104230 | Custom Keyboard | Fan Art | https://forums.factorio.com/viewtopic.php?t=104230 | Sweet-Tan | A friend made this mechanical keyboard for me as a gift. Needless to say, it's pretty awesome. I'm not super into the mechanical keyboard scene, so I'm not sure what each of the components are, but I can find out if anyone is curious.
Full Keyboard PXL_20221126_201320277 - Copy.jpg (1.13 MiB) Viewed 3756 time... | [
{
"author": "dog80",
"content": "very nice",
"date": "2022-11-26T20:39:47+00:00",
"quotes": []
},
{
"author": "Tiaronus",
"content": "Custom keycaps are awesome",
"date": "2025-02-03T02:48:05+00:00",
"quotes": []
}
] | 2 | 2022-11-26T14:26:51-06:00 |
forum-topic-101108 | 101108 | API request :) | Resource Spawner Overhaul | https://forums.factorio.com/viewtopic.php?t=101108 | FuryoftheStars | Hey orzelek,
Any chance you can grant outside access to your isInStartingArea function? I have an infinite resource mod that I just added a setting for applying only to starting area resources. While I'm still trying to figure out how exactly to determine that in regards to vanilla seems the starting area slider d... | [
{
"author": "orzelek",
"content": "This might not be difficult but are you prepared to handle multiple starting areas that this function will take into account? \n \n I'd also need to figure out how to ensure that passed surface index points to something that actually exists - I'm not sure how game behaves ... | 7 | 2022-01-02T22:49:17-06:00 |
forum-topic-26613 | 26613 | Mod upgrader 0.12.35-0.13.9 | Mod and installation managers | https://forums.factorio.com/viewtopic.php?t=26613 | Adil | This is a python script which uses regular expressions to perform changes mentioned here
It is written to plug the most outstanding breakages of compatibility, however complicated data flow analysis is outside of its scope.
Usage:
1. Put it near 'mods' folder (in factorio folder or elsewhere)
2. Launch the scrip... | [
{
"author": "Nebbeh",
"content": "Just tried this on my entire mod folder but none of the mods that was updated worked ingame.",
"date": "2016-06-28T00:11:14+00:00",
"quotes": []
},
{
"author": "nonstickfrypan",
"content": "Does not update this (the file in new_mods/ is identical) \n \n[... | 10 | 2016-06-12T11:44:32-05:00 |
forum-topic-6008 | 6008 | Let's see your clever builds - Page 23 | Show your Creations | https://forums.factorio.com/viewtopic.php?t=6008&start=440 | hansinator | Nice link. I've adapted socket's design to fix that problem. I've stretched the design a little to fit in two input belts. It's the same height but wider while still retaining beacon count, beacon effects on furnaces and efficiency. Two input belts means you can have the upper and lower furnace row smelt two different ... | [
{
"author": "Juggla",
"content": "Here is a clean Steel smelting setup. Not original, I'm sure. But, I haven't seen something like this. I like to start new games all the time. So, I'm consistently looking for early/mid game setups. I know using filter inserters is expensive. I used to use a similar s... | 19 | 2014-10-01T10:08:20-05:00 |
forum-topic-84250 | 84250 | Init script from GitHub | Multiplayer / Dedicated Server | https://forums.factorio.com/viewtopic.php?t=84250 | Defcon5 | Hello,
I posted a day or so a reply ( viewtopic.php?p=491425#p491425 ), but got no answer so far.
Is there anybody that can help me out?
I run factorio at the moment when i logged in on the server on the forgroud and i want to run it as a daemon.
The system is running on SMP Debian 4.19.98-1 (2020-01-26) x86_64... | [
{
"author": "Jap2.0",
"content": "Have you tried making an issue on Github?",
"date": "2020-04-26T20:08:43+00:00",
"quotes": []
},
{
"author": "Defcon5",
"content": "No i didn`t... maight trying that also.",
"date": "2020-04-26T23:04:33+00:00",
"quotes": []
},
{
"author":... | 4 | 2020-04-26T07:55:46-05:00 |
forum-topic-126997 | 126997 | item.set_blueprint_entities() clears the mapping even when nothing changes | Documentation Improvement Requests | https://forums.factorio.com/viewtopic.php?t=126997 | Quezler | The on_player_setup_blueprint has a mapping, in the description it warns that it can become "incorrect":
However this seems to suggest that if a mod adds/removes an entity to the blueprint that the numbers will simply not line up anymore / references entities that aren't in the blueprint anymore / lacks references ... | [
{
"author": "Quezler",
"content": "an extra remark: \n \ni resorted to reading and writing the blueprint entities as a whole because \"hey, its convenient and nothing warns me against it\" even when all i did was edit blueprint entity tag since there was no apparent harm, if anything set_blueprint_entity_ta... | 2 | 2025-02-20T11:47:37-06:00 |
forum-topic-27087 | 27087 | How is This Board Working? Revision #3 | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=27087 | This is not carved into stone and is also no lonesome decision of a moderator, it reveals the current state of doing things in this board.
First: You can post any suggestion about the game here (For suggestion about this forum use This Forum ).
But before posting you should check the following things:
Read t... | [
{
"author": "",
"content": "I made some changes to the former post, added especially a list of where to post which kind of suggestion. Thanks to Mathematics7 for this idea.",
"date": "2017-06-19T16:20:11+00:00",
"quotes": []
}
] | 1 | 2016-06-26T19:36:13-05:00 | |
forum-topic-124181 | 124181 | [SA] Every time I see a demolisher... | General discussion | https://forums.factorio.com/viewtopic.php?t=124181 | NineNine | Am I the only one who says this out loud every time I see a demolisher?
mmmshaihulud.mp4
(579.23 KiB) Downloaded 123 times | [
{
"author": "coffee-factorio",
"content": "Mr. Wiggly do you want more bioflux those nasty biters don't need it no they don't. \n \nI am keeping two so that when I am long gone, they can repopulate. And so I can pet them on the nose with the spidertron. Did you know they're like great white sharks? The kind... | 4 | 2024-12-10T15:48:22-06:00 |
forum-topic-49461 | 49461 | [MOD 0.15.15+] FNEI Mod | Mods | https://forums.factorio.com/viewtopic.php?t=49461 | _npo6ka_ | Type: Mod
Name: Factorio NEI
Description: FNEI mod. All recipes for items and usage for them.
License: MIT
Category: Helper mods
Download-Url: https://mods.factorio.com/mods/npo6ka/FNEI
Gallery
Long Description Factorio NEI mod.
!!! Alpha version of the mod.
!!! Search in English only.
This mod w... | [
{
"author": "_npo6ka_",
"content": "I would like to hear your remarks, advice and wishes.",
"date": "2017-06-07T21:36:21+00:00",
"quotes": []
},
{
"author": "Duane",
"content": "This is going to make a lot of mods a lot easier to understand, especially those without dedicated English tra... | 19 | 2017-06-07T16:34:57-05:00 |
forum-topic-126407 | 126407 | [raiguard][2.0.33] non-blocking-saving is no longer non-blocking | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=126407 | BleakHorizon | As of 2.0.33, when saving with 'non-blocking-saving' enabled, the game completely freezes during the duration of the saving process.
I reverted to 2.0.32 to make sure, and the feature works properly there.
I am running on Linux Mint 22. | [
{
"author": "",
"content": "Post a log of a session with the issue, see 3638 .",
"date": "2025-01-28T18:21:53+00:00",
"quotes": []
},
{
"author": "chris-tier",
"content": "Not OP but I'm having the same issue, log file attached. \n \nLinux Mint 22.1",
"date": "2025-01-28T19:51:31+00... | 4 | 2025-01-28T12:03:09-06:00 |
forum-topic-105962 | 105962 | Game crashing randomly | Technical Help | https://forums.factorio.com/viewtopic.php?t=105962 | Newonline | Hi there, in the last two days my game keep crashing randomly while i am playing. I tried disabling auto save, as some crashes coincided with it, but the error continued, the version is 1.1.80 | [
{
"author": "",
"content": "Unless you can reproduce this reliably I'd assume this is a system stability issue. Try disabling any overclock including xmp and see if that helps.",
"date": "2023-04-19T20:44:25+00:00",
"quotes": []
},
{
"author": "Newonline",
"content": "I don't have any ov... | 8 | 2023-04-19T15:09:31-05:00 |
forum-topic-125646 | 125646 | [Mod Portal] Idea: Include factorio version when deprecating a mod | Modding discussion | https://forums.factorio.com/viewtopic.php?t=125646 | shadow0133 | Currently, Nullius Momenti modpack ( https://mods.factorio.com/mod/nullius-momenti-modpack ) is not possible to install, because some of the dependant mods have been deprecated. But the deprecation only matters for factorio 2.0, as these mods still are useful for 1.1
One idea I have is to add "Since Factorio Version... | [
{
"author": "shadow0133",
"content": "here is the list of 409 mods and modpacks which cannot be currently installed with dependencies in versions <= 1.1 of factorio because of this issue: https://github.com/Shadlock0133/factori ... broken.txt",
"date": "2025-01-15T18:12:14+00:00",
"quotes": []
},... | 11 | 2025-01-06T07:32:52-06:00 |
forum-topic-104992 | 104992 | Edit Train Schedules via PHP | Tools | https://forums.factorio.com/viewtopic.php?t=104992 | ptx0 | What is it
I have grown weary of manually updating complicated train schedules because we can't merely point a conditional to a new station name. Who wants to have to delete all the entries to recreate the whole schedule? Not I.
Blueprint strings are just base64-encoded zlib-compressed JSON strings with a version ... | [] | 0 | 2023-01-21T14:32:22-06:00 |
forum-topic-127359 | 127359 | Hidden space platforms | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=127359 | thesixthroc | It would be useful to be able to hide space platforms from the sidebar GUI and the manual rocket launch GUI.
This would allow scripted space platforms that can trigger rocket launches by their logistic requests, but cannot be interacted with by the player directly. | [
{
"author": "BraveCaperCat",
"content": "Have you tried hiding the space platform surface? \nIf that doesn't work, it seems like a good idea.",
"date": "2025-03-17T02:00:48+00:00",
"quotes": [
{
"author": "thesixthroc wrote: Sun Mar 09, 2025 3:47 pm",
"content": ""
}
... | 2 | 2025-03-09T10:47:47-05:00 |
forum-topic-114216 | 114216 | What about half-full cancelled trains? | Logistic Train Network | https://forums.factorio.com/viewtopic.php?t=114216 | i-make-robots | Trains loaded with material are cancelled by LTN and returned to depot. then they are reassigned and the train goes to a station with an unfiltered miniloader that proceeds to pollute my factory. How do I get the system to recognize that it's either
(a) cancelling too soon or
(b) still got stuff in the train c... | [
{
"author": "robot256",
"content": "In my LTN build I made every depot unload the trains to active provider chests. The inactivity condition on the depot schedule prevents the train from leaving until it is fully empty. This is normally a rare occurrence. \n \nWhy are your deliveries being cancelled? Do th... | 1 | 2024-07-08T12:11:14-05:00 |
forum-topic-127426 | 127426 | [2.0.39] Placing non-minable tiles does not erase hidden tiles | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127426 | Natha | that does not apply. Do the following with debug settings "show raw tile transitions" and "show hidden tiles".
Code: Select all /c game.player.surface.set_tiles({{position={0, 0}, name="out-of-map"}})
/c game.player.surface.set_hidden_tile({0, 0}, "concrete")
/c game.player.surface.set_tiles({{position={0, 0}, name="... | [] | 0 | 2025-03-12T06:34:23-05:00 |
forum-topic-124569 | 124569 | [2.0.23] Fusion reactor doesn't output plasma to one of the ports | Bug Reports | https://forums.factorio.com/viewtopic.php?t=124569 | zox_zoxz | I have a fusion power setup with 6 reactors and 48 generators. All reactors share plasma ports, reactors A and B are connected to generators as follows:
Port 1 (reactor A) is not connected, no plasma flow expected.
Port 2 (reactor A) is connected, plasma flows as expected (left lime path on the screenshot).
Port 3... | [
{
"author": "adam_bise",
"content": "Seems related to 122346",
"date": "2025-01-22T22:36:45+00:00",
"quotes": []
}
] | 1 | 2024-12-16T15:41:19-06:00 |
forum-topic-75167 | 75167 | Py Mods Streams | PyMods | https://forums.factorio.com/viewtopic.php?t=75167 | pyanodon | Here´s a place to publish any running streams of playes having a try with pymods. A good place to find instructions, tutorials and guides from other players.
I will slowly put links here to their channels and videos and how far they went in the mods before give up
OtakuShowboat:
Actualy beat full pymods, i... | [
{
"author": "pyanodon",
"content": "Some updates! From the previous post, only Otakushowboat and Boldviking are playing for now. Here some new: \n \n \nDgray: https://www.twitch.tv/dgray20 and https://www.youtube.com/channel/UCfIGLX ... VIJHgsyrjw \n \nCobai: https://www.twitch.tv/cobai \n \nFreaksaus: ... | 2 | 2019-09-01T20:15:43-05:00 |
forum-topic-126056 | 126056 | Auto Mall MK1 | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=126056 | Strummz | Green Circuit on power pole contains wanted items that are missing from the logistic network. Red Circuit is available items in logistic network.
One wanted item is selected at random and if there are no missing ingredient is stored in the 2 combinator memory cell on the left and sent to the Assembler. Bottom Right is... | [] | 0 | 2025-01-16T22:27:08-06:00 |
forum-topic-21446 | 21446 | How to: Play 5dim mod with ores from bobores | 5dim's mod | https://forums.factorio.com/viewtopic.php?t=21446 | McGuten | Thanks to Murlocking for make this guie | [] | 0 | 2016-03-13T15:53:35-05:00 |
forum-topic-24889 | 24889 | [0.14.21] Modpack: Farlands v0.14.7 | Mod Packs / Libs / Special Interest | https://forums.factorio.com/viewtopic.php?t=24889 | Pandemoneus | Type: Modpack
Name: Farlands
Description: The modpack is based on RSO, Angel's mods, Bob's mods and Misanthrope. RSO is used to space out the resource generation and adds the need to use trains. That is why there are many train companion mods included. Angel's mods revamp the resource system by reducing the amount of... | [
{
"author": "Supercheese",
"content": "Small note: there are newer versions (than the versions on the modpack's Github page) of Logistics Railway and Orbital Ion Cannon available - versions 1.0.7 and 1.1.0, respectively. \n \nThere are also newer versions of Bob's Enemies and Bobplates .",
"date"... | 19 | 2016-05-04T09:01:51-05:00 |
forum-topic-53637 | 53637 | Friday Facts #214 - Concrete rendering | News | https://forums.factorio.com/viewtopic.php?t=53637 | https://www.factorio.com/blog/post/fff-214 | [
{
"author": "torham",
"content": "I hate to say it, but that concrete is... not very believable. Even if you just pour it without doing any sort of finish, it would look much flatter. What you have here is a stone brick floor, just like the ...stone brick floor we already have. \n \nEdit: I would personally... | 19 | 2017-10-27T10:38:27-05:00 |
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