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-126679
126679
[2.0.34] Resolve type discrepancies in the Prototype JSON Format
Documentation Improvement Requests
https://forums.factorio.com/viewtopic.php?t=126679
Geheim
When deserializing the data-raw-dump.json file (extracted via the --dump-data command line parameter ) with a type safe language, some adjustments have to be made. The following list is complete (for version 2.0.34 without additional mods) and grouped into two main categories, with no specific order otherwise. For e...
[ { "author": "BrainGamer_", "content": "Hello there fellow strictly typed dump parser \n \n\nI ran into this some time ago ( 109077 ). The reason for it is quite simple: lua has no concept of arrays. Its tables all the way down, the lua \"arrays\" are just a special case of tables. Its a bit of a pain to de...
2
2025-02-07T21:20:05-06:00
forum-topic-100296
100296
Rendering to accept players visibility with [index] = true table
Already exists
https://forums.factorio.com/viewtopic.php?t=100296
Honktown
I'm currently writing a mod where I would like visibility of a rendered object to be enabled/disabled as a player option. There's no difficulty with this, except there is a slightly bothersome interface: the player visibility in rendering functions. I can store player visibility as a table local to the file, and the...
[ { "author": "Honktown", "content": "Turns out I can't use force *and* players to restrict only to those players on a certain force... I still have to build the table anyway. I guess there's 2 API requests, players-as-dictionary and filterable by force (even only filtered by a single force would be enough - ...
4
2021-10-17T21:23:54-05:00
forum-topic-126488
126488
picture_box/drawing_box revival
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=126488
Quezler
In 2.0.7 the drawing box (internally referred to as the picture box) was replaced by drawing_box_vertical_extension. This was likely done to make the data stage of the vanilla mods cleaner, simply being able to increase the height instead of mentally mapping the entire box and extending both corners. However it d...
[ { "author": "protocol_1903", "content": "+1, i haven't ran into this issue specifically (i use smaller entities) but it's an issue nonetheless", "date": "2025-02-04T17:11:13+00:00", "quotes": [] } ]
1
2025-01-31T05:15:07-06:00
forum-topic-127146
127146
(ICE) Asteroid spawn above Nauvis
Balancing
https://forums.factorio.com/viewtopic.php?t=127146
GrumpyJoe
Just like yesterday , this artificial roadblock of bad balancing is bringing me here. Again, 100x science map and i´m not able to produce enough ice with this abomination Screenshot Factorio ISS.png (380.66 KiB) Viewed 823 times Thats 79 asteroid collectors Ice crushers with prod 1 modules. Roughly ...
[ { "author": "eugenekay", "content": "Asteroid spawn rates (I think?) are actually Constant while you are Stopped in Orbit, regardless of the Size or Shape of your platform… so adding more arms or enlarging your platform does exactly nothing. \n \nYou need to have your Platform move to somewhere with more a...
9
2025-02-26T09:25:05-06:00
forum-topic-54584
54584
[0.16.x] Speed Contol [1.0.4]
Fentus Challenge & Tool Mods
https://forums.factorio.com/viewtopic.php?t=54584
Fentus
[0.16.x] SpeedControl version: 1.0.4 dependencies: base >= 0.16.0 description: Adds four buttons to increase or decrease the speed of the game. Hot Keys: (Minus / Plus / Shift+Minus / Shift+Plus) Screenshots Downloads SpeedControl_1.0.4.zip (3.79 KiB) Downloaded 524 times Also hosted here: https...
[ { "author": "Seliv", "content": "Is it possible to customize the buttons? \nI made a little dumb fork for myself \n https://mods.factorio.com/mod/SimpleSpeedControl", "date": "2024-10-27T05:34:19+00:00", "quotes": [] } ]
1
2017-12-13T11:29:47-06:00
forum-topic-127531
127531
[2.0.41] Some Gleba decorative aren't hidden by graphics settings
Not a bug
https://forums.factorio.com/viewtopic.php?t=127531
Muppet9010
It seems that some Gleba decoratives aren't being hidden when the graphics setting "Show decoratives" is disabled. See the highlighted one below. 03-15-2025, 20-31-30.png (3.48 MiB) Viewed 107 times Found as a friend found regular gleba hard to read visually and so we started turning off all the visual fl...
[ { "author": "", "content": "Thanks for the report however this is working as intended. Those are not classified as decoratives and are instead decals and always draw.", "date": "2025-03-16T00:38:44+00:00", "quotes": [] } ]
1
2025-03-15T15:34:16-05:00
forum-topic-127036
127036
Red Lightning Danger symbol IF active Lightning Storm on Fulgora
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127036
Biometrix
Title, I think the yellow is fine, but it could be better if an active one made it red. Minor, but cool.
[]
0
2025-02-21T17:47:49-06:00
forum-topic-118122
118122
Interrupt triggers for inaccessible station
Not a bug
https://forums.factorio.com/viewtopic.php?t=118122
RiverRob
Interrupts are triggering and generating temp entries into the trains schedule when the train cannot access the station. The trigger also does not reserve a space at the station (train limit does not change when interrupt is triggered). The image is an example of the interrupt 10-28-2024, 03-01-18.png (48.25 K...
[ { "author": "robot256", "content": "I don't think trains have ever checked station accessibility before deciding where to go. I would expect that a train that has departed for an inaccessible station will continue looking for an accessible station with the same name, but will not re-evaluate any interrupt c...
3
2024-10-28T05:05:26-05:00
forum-topic-124950
124950
Allow mods to access the tank's trash inventory
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=124950
smcpeak
TL;DR Allow mods to access the tank's trash inventory by providing a proper inventory defines constant. What? Currently, there is no symbolic constant in defines.inventory for the tank's trash inventory to use with get_inventory . There is only car_trunk and car_ammo. Experimentally, I found that spider_tras...
[ { "author": "", "content": "[Koub] Moved to Modding interface requests.", "date": "2024-12-23T20:57:18+00:00", "quotes": [] }, { "author": "", "content": "Added for the next release.", "date": "2024-12-30T20:25:54+00:00", "quotes": [] } ]
2
2024-12-22T11:13:09-06:00
forum-topic-97571
97571
ART with concrete and stuff.
Fan Art
https://forums.factorio.com/viewtopic.php?t=97571
MorningDiaper
This is my first time messing around with "ARTCRETE" as I like to call it. I got tired of looking at dead space around my starter base so I decided to postpone my first megabase and work on beautification! This thing started as a sword and then ended up kinda like a Aztec carving chewing on the rails....with decor...
[ { "author": "FrostMonolith", "content": "Quite intricate.", "date": "2024-10-21T02:56:48+00:00", "quotes": [] } ]
1
2021-04-03T05:45:25-05:00
forum-topic-90930
90930
Persistent toolbar and logistics settings
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=90930
Tesse11ation
What...? You ever play Factorio? You ever play Factorio and use the toolbar? You ever play Factorio and use the toolbar, then finish your game or jump into a new game, and realize that you have to redo your settings all over again? If you're anything like me, this is just extra steps to you, and a major an...
[ { "author": "Squelch", "content": "A global and persistent settings file would be great, but kept in the configuration location as specified by the player in config-path.ini rather than solely %appdata% \n \nI do like to have different settings depending on the map and mod combination I'm playing, so as wel...
11
2020-11-02T08:02:55-06:00
forum-topic-79000
79000
Belt placement as a sizeable brush
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=79000
uliko
Make belt placement a sizeable brush tool similar to landfill to enable placing multiple lanes at the same time. Sizing could either be as a square or a single line of parallel belts. Helpful lategame when placing huge amounts of belts and personal robots can't keep up with only four fusion reactors being availab...
[ { "author": "", "content": "I think that doesn’t make things really easier, you can paste 8 lanes at once, but you need a special tool for that. Which is used only in some very special cases. \n \nInstead of introducing new tools, I would like to see, that copy/paste is a lot more easier to use. For example...
10
2019-12-15T19:20:23-06:00
forum-topic-127395
127395
[2.0.39]Robots can't plant trees
Duplicates
https://forums.factorio.com/viewtopic.php?t=127395
A.Sher
Factorio2025.03.11-18.47.55.01-ezgif.com-optimize.gif (8.54 MiB) Viewed 88 times
[ { "author": "", "content": "See viewtopic.php?t=127375", "date": "2025-03-11T17:16:35+00:00", "quotes": [] } ]
1
2025-03-11T11:36:53-05:00
forum-topic-127408
127408
Manual rocket launch with products? (And hiding launch products in tooltip)
Modding help
https://forums.factorio.com/viewtopic.php?t=127408
Sapphire
I want to implement an Easter egg which involves launching a cat into space. (I'm porting this mod: https://mods.factorio.com/mod/petcat ) There are 2 problems I am having: It looks like manual-mode items cannot have products. When trying to launch it, the launch button is greyed-out, with the tooltip stating t...
[]
0
2025-03-11T19:36:34-05:00
forum-topic-116001
116001
A Tour of Nullius
Videos
https://forums.factorio.com/viewtopic.php?t=116001
coffee-factorio
I was having so much fun with Nullius I decided to make a video series about it. Due in part to having adhd and a day job it's going on 700 hours, also because Nullius kind of challenges you a bit. Blowing up my starter base with a terraformer is part of the fun. https://www.youtube.com/channel/UCT-9pa ... Wt4dgCYl...
[ { "author": "coffee-factorio", "content": "I have to pause it so that the developer can update the mod to 2.0 :\\ Ah well. It is a good thing.", "date": "2024-10-27T18:38:33+00:00", "quotes": [] }, { "author": "Anachrony", "content": "In Steam you can choose what version of the game you ...
3
2024-10-17T18:01:54-05:00
forum-topic-111951
111951
64-bit integer limit
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=111951
Epb7304
TL;DR expand integer limit to 64-bit What ? Currently signals work on a 32-bit system, which means that each signal can have 2^32 possible values (-2.1G < x < 2.1G) I propose this be expanded to a 64-bit number, which would mean that each signal would have a possible 2^64 value or (-9.2E < x < 9.2E) Why? I ...
[ { "author": "Illiander42", "content": "As someone who's had to do that, it's a mess. \n \nAnything you're doing in particular that needs more than 32 bits?", "date": "2024-03-23T23:03:39+00:00", "quotes": [ { "author": "Epb7304 wrote: Sat Mar 23, 2024 4:00 am", "content": "" ...
18
2024-03-22T23:00:10-05:00
forum-topic-127245
127245
[2.0.32] Linux Headless behind pfsense FW
Technical Help
https://forums.factorio.com/viewtopic.php?t=127245
Jimlo
Hello all! I'm a bit lost and am experiencing some odd behaviors with the ports on my headless server. In short: I'm expecting to be running my server on default port 34197 but Factorio pingpong servers say I'm hosting on 57021. For context, I'm using DDNS on my ISPs router which has a port set up as an exposed ...
[ { "author": "adam_bise", "content": "I have factorio headless behind pfsense. I will post the config when I get home.", "date": "2025-03-03T20:34:30+00:00", "quotes": [] }, { "author": "adam_bise", "content": "It's been a minute since I set this up so I will just post my config. I do r...
10
2025-03-03T14:14:23-06:00
forum-topic-19454
19454
FactorioGear
Mod and installation managers
https://forums.factorio.com/viewtopic.php?t=19454
yareczek
Hi folks! I want to introduce you to my new mod manager program. I took my old FMM and rewrite it with new GUI and some other stuff. ScreenShots FG_1.jpg (98.02 KiB) Viewed 39157 times FG_2.jpg (124.62 KiB) Viewed 39157 times FG_3.jpg (126.31 KiB) Viewed 39157 times What is it for...
[ { "author": "StanFear", "content": "when I launch and select the factorio.exe file, I get : \n Code: Select all Acess violation at address 0073C09C in module 'FactorioGear.exe' \nRead of adress 00000003", "date": "2016-01-27T13:11:24+00:00", "quotes": [] }, { "author": "yareczek", "cont...
19
2016-01-24T13:11:17-06:00
forum-topic-125162
125162
Request - Average line displayed on production chart when viewing single item.
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=125162
mooklepticon
TL;DR - Add the average line to the production graphs when viewing 1 item as a dashed line or something. What? - The production graphs show the instantaneous production in graphical form and summarize with the average in the bottom right corner. I'd like to see that on the graph, as well. (All my fellow manufacturi...
[]
0
2024-12-26T10:19:05-06:00
forum-topic-49395
49395
[0.15.x] Bob's Angelthon 0.15 (Alpha)
Angels Mods
https://forums.factorio.com/viewtopic.php?t=49395
DarkShadow44
Name: Bob's Angelthon 0.15 Alpha Description: This mod adjusts Angel's Mods (in combination with Bob's Mods) to integrate Angel's Mods into Marathon Mod Automated. License: MIT Version: 0.2.0 Download: Mod portal I've created an continuation of Warringer' mod Bob's Angelton for 0.15. This mod adjusts Angel's ...
[ { "author": "hoho", "content": "Marathon Mod Automated already has support for Angel's stuff in 0.15. What makes your version different?", "date": "2017-06-06T19:59:36+00:00", "quotes": [] }, { "author": "DarkShadow44", "content": "Oh, didn't notice marathon mod automated integrated it. ...
4
2017-06-06T12:26:38-05:00
forum-topic-119798
119798
[kovarex][2.0.14] Smart belt bug: when dragging over obstacles or when dragging fast or when upgrading
Assigned
https://forums.factorio.com/viewtopic.php?t=119798
pantabo1
I have been collecting a variety of different weird behaviours in the smart belting in this version. For some of them I am not sure if they originate from the same "bug", so they are in this post grouped together, I hope that is fine . They are recorded with an overlay on, so what I did should be readily available. ...
[ { "author": "AntiElitz", "content": "Can confirm I encountered all of these, even while playing casually.", "date": "2024-11-04T19:13:34+00:00", "quotes": [] }, { "author": "pantabo1", "content": "also because i forgot to add: \n https://www.twitch.tv/antipatience/clip ... o1cYlfSwr5", ...
16
2024-11-04T12:30:51-06:00
forum-topic-119990
119990
Higher rarity space platform
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=119990
Scalinger2
I'm checking whether I'm just doing something wrong first but I can't seem to place uncommon space platform. I was hoping that they would count as more units or something as a higher quality but they don't place at all for me.
[ { "author": "Bertus", "content": "I found this too. I made some uncommon space platforms but they don't place.", "date": "2024-11-05T22:17:02+00:00", "quotes": [] }, { "author": "smartexclusive", "content": "What tool are you using to set the platform space?", "date": "2024-11-06T04:...
11
2024-11-05T14:15:07-06:00
forum-topic-4580
4580
Thank you (Make the dev-team happy today!) - Page 28
General discussion
https://forums.factorio.com/viewtopic.php?t=4580&start=540
Kyralessa
It reminds me of a quote from George Bernard Shaw: "The reasonable man adapts himself to the world: the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man." Stay unreasonable!
[ { "author": "NotAlpha", "content": "I want to talk about Wube. I have never seen a company that is that humane and that actually cares about the community, they have proven on and on that being vocal and nice to the community is the way to go, I have not had any single bad interaction with a single Wube dev...
19
2014-06-27T03:29:01-05:00
forum-topic-127105
127105
Factorio 2.0 Extensible nuclear power plant
Medium/Big/Gigantic Sized Structures
https://forums.factorio.com/viewtopic.php?t=127105
Elwys
So I designed a nuclear power plant than can be extended with no limit except fuel cells consumption. Power plant.jpg (3.85 MiB) Viewed 248 times There are spaces between heat exchangers and turbines for rails, pipes or anything one would need to pass there. Here is the blueprint: Power plant.tx...
[]
0
2025-02-24T11:07:42-06:00
forum-topic-121766
121766
[2.0.19] Detect whether a cargo-pod LuaEntity has a player inside
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=121766
thesixthroc
I believe there is no way currently.
[ { "author": "", "content": "I've changed get_passenger() to give the character for cargo pods for the next release.", "date": "2024-12-30T23:21:57+00:00", "quotes": [] }, { "author": "Quezler", "content": "Will there be support from the player's side as well? aka reading player.physical_...
3
2024-11-16T14:01:23-06:00
forum-topic-58136
58136
[MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Angels Mods
https://forums.factorio.com/viewtopic.php?t=58136
MadClown01
Description: Brings many new ores & minerals to games with Angel's Refining and Bob's Ores active. Details: Name: Clowns-Extended-Minerals Latest Release: v0.1.5, March 1st 2018 Factorio Version: 0.16 Download: Here Hello again! This mod brings in many new rare minerals to our AngelBob game...
[ { "author": "Light", "content": "I'll give this a test to help out a bit. My initial feedback for the moment is with regards to phosphorous ore. \n \n \n \nIt's interesting to note that while phosphorous is brighter, the raw ore is oddly darker and looks like crushed crotinium. That could do with some brig...
19
2018-02-24T00:24:43-06:00
forum-topic-119182
119182
[Pard] [2.0.12] Winning the game without winning the game – Achivements
Assigned
https://forums.factorio.com/viewtopic.php?t=119182
the_rubble
So according to my Achievements I've finished the game in less that 40 hours and all other good stuff. But I've also not finished the game??? In reality I've only just got to space. I've had a trip to Vulcanaus and that's it. I've got the Research with Agriculture without visiting Fulgora as well. Any one got any ide...
[ { "author": "", "content": "What version of the game is that? \nPost the save file please, see 3638 .", "date": "2024-11-02T01:22:54+00:00", "quotes": [] }, { "author": "the_rubble", "content": "Please find the save as requested, or whatever version was latest Exp on Oct. 30th. \n \nSt...
3
2024-11-01T19:47:15-05:00
forum-topic-33729
33729
Items per second in tooltip?
General discussion
https://forums.factorio.com/viewtopic.php?t=33729
mooklepticon
Is there some way to enable items/second in the tooltip?
[ { "author": "ellipseindustry424", "content": "I'm also interested in this.", "date": "2016-10-04T08:20:29+00:00", "quotes": [ { "author": "mooklepticon wrote:", "content": "" } ] }, { "author": "", "content": "Items per second on what? \nBelts? Trains? Ass...
4
2016-10-03T11:36:09-05:00
forum-topic-66257
66257
"Notice" poping up every time I want to save game
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=66257
diablek
See attachment. I tried to reinstall the game (Steam), did not fix issue.
[ { "author": "PantherX", "content": "I keep having this issue too.", "date": "2019-03-02T03:14:13+00:00", "quotes": [] }, { "author": "sparkylicious21", "content": "I have the same issue every time I go to make a manual save. I played through the first campaign mission before starting a n...
14
2019-03-01T19:59:56-06:00
forum-topic-88025
88025
[1.0.x] Bob's Mods: General Discussion - Page 2
Bob's mods
https://forums.factorio.com/viewtopic.php?t=88025&start=20
bobingabout
They exist in both because they're used by both, and both are the same. Whichever loads last should be the one being used. you can figure out load order by looking at the log file. However, editing the mod itself isn't recomended, if you update it will be over-written. A better practice would be to create your own ...
[ { "author": "mgla", "content": "Hi, \n \nI just wanted to say that I have been playing with your mods on a server with friends for the past 2 months, and we enjoying them immensively. \n \nThanks for all your work! We really appreciate it!", "date": "2020-09-28T12:26:44+00:00", "quotes": [] }, {...
14
2020-08-15T09:01:16-05:00
forum-topic-48830
48830
Web-based Factorio calculator
Cheatsheets / Calculators / Viewers
https://forums.factorio.com/viewtopic.php?t=48830
MightyMooquack
I've been working on a web-based calculator for some time now, and I recently finished a fairly substantial re-write. You can find it here. Some notable features include: Proper handling of oil products. It can accurately tell you how many oil refineries and cracking plants you will require. Support for speed a...
[ { "author": "", "content": "I have totally missed this post. First, I'll move the topic into calculators subforum, but as a feedback, you're far less terrible at UI thad you'd think .", "date": "2017-06-13T19:10:26+00:00", "quotes": [] }, { "author": "MightyMooquack", "content": "That f...
6
2017-05-28T21:10:04-05:00
forum-topic-115894
115894
Enemy level based on distance
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=115894
Zechner
TL;DR A setting at game generation to get higher-level enemies at greater distances from the base. What ? Currently, you can control the rate of evolution — how fast the enemies get stronger over time . I would like a setting to make them also (or alternatively) get stronger with distance from the base. Not ju...
[ { "author": "Panzerknacker", "content": "AFAIK this is already in the game.", "date": "2024-10-12T18:04:44+00:00", "quotes": [] }, { "author": "", "content": "They are not stronger with distance, there are just more of them (which indirectly make them marginally harder to fight, but just...
6
2024-10-12T12:33:23-05:00
forum-topic-123074
123074
[2.0.22] cannot change the recipe of a fixed_quality assembler in-gui
Duplicates
https://forums.factorio.com/viewtopic.php?t=123074
Quezler
steps to reproduce: - set fixed_quality on an assembling machine - load the game and and select a recipe with that fixed quality - try to press "change recipe" and notice the button doing nothing the expected behavior is that you're allowed to select a different recipe since only the quality is set as fixed
[ { "author": "", "content": "Fix for this is covered by 123072 .", "date": "2024-12-09T12:05:28+00:00", "quotes": [] } ]
1
2024-11-27T03:36:58-06:00
forum-topic-127365
127365
[2.0.32] Crash zooming in on biter alert (agui::ListBox::keyAction)
Pending
https://forums.factorio.com/viewtopic.php?t=127365
TactiCool
I click on the red alert, and if I try to click to open the map at the attack it crashes. No mods are enabled, steam verify files runs smoothly.
[ { "author": "", "content": "Can you please post the save file you experience this crash on? Based on the crash, it looks like it's crashing when pressing the \"end\" key on the keyboard - which doesn't match what you said you did to make it crash.", "date": "2025-03-10T15:23:08+00:00", "quotes": [] ...
1
2025-03-09T15:47:10-05:00
forum-topic-121072
121072
Items held by the inserters shouldn't spoil.
Outdated/Not implemented
https://forums.factorio.com/viewtopic.php?t=121072
ik1ne
TL;DR Make items held by the inserter not spoil for max-efficient, lock-free factory. What? Items held by the inserters doesn't spoil. Why? Consider this case: 1. Inserter picks up item that is about to spoil. 2. While the inserter arm is mid-air, the item spoils. 3. The target machine doesn't accept spoilage...
[ { "author": "McFrugal", "content": "I agree with this, for one important reason: if an inserter is taking items off a belt to feed a machine, and the item rots while the inserter is swinging, then the inserter will get clogged and there's no way to prevent it. You'd have to put a second inserter to grab an...
15
2024-11-11T21:52:59-06:00
forum-topic-127407
127407
Expandable, tilable, buffered and unbuffered nuclear power.
Energy Production
https://forums.factorio.com/viewtopic.php?t=127407
Kingdud
All prints are tileable and designed to expand until you hit a practical limit (pipe segment length, belt capacity, etc). 'Peak' power designs are steam buffered. Meaning the reactors only run with the steam reserve is low enough that no energy would be wasted. If you expand peak reactors, you need to link all r...
[ { "author": "Kingdud", "content": "I hit the 60k character limit with my previous post, so to expand on the concept of expanding peak power: \n \n \n \n bad_expansion.png (793.55 KiB) Viewed 178 times \n \n \nThat's what a bad expansion looks like. The heat networks are connected (via the cores touching eac...
1
2025-03-11T19:29:12-05:00
forum-topic-127277
127277
[2.0.32] Electric mining drill direct pickup does not decrease expected resources deposit
Won't fix.
https://forums.factorio.com/viewtopic.php?t=127277
nukamiso
Reproduction Steps: Place an Electric mining drill and start mining resources such as copper ore. Connect a belt conveyor to the output of the Electric mining drill. Intentionally clog the belt conveyor to prevent resources from being transported out of the Electric mining drill (e.g., block the end of the belt conv...
[ { "author": "", "content": "Can you please post a save file showing this?", "date": "2025-03-05T12:53:49+00:00", "quotes": [] }, { "author": "nukamiso", "content": "Thank you for your reply. \nSave data attached. \nYou will be able to reproduce the reported phenomenon by picking up the e...
4
2025-03-05T06:30:02-06:00
forum-topic-113410
113410
Was at the Gym
Off topic
https://forums.factorio.com/viewtopic.php?t=113410
dietrich001
Was at the gym and running on the treadmill and all I could think about is that if I stopped running I would be loaded into an assembling machine.
[ { "author": "mmmPI", "content": "and made into ?", "date": "2024-05-09T16:01:57+00:00", "quotes": [] }, { "author": "dog80", "content": "hehe", "date": "2024-05-09T16:02:14+00:00", "quotes": [] }, { "author": "danbopes", "content": "Power Armor MK2", "date": "2024...
3
2024-05-09T10:54:00-05:00
forum-topic-57533
57533
[MOD 0.16.x] MadClown01's Science - Page 2
Angels Mods
https://forums.factorio.com/viewtopic.php?t=57533&start=20
aklesey1
Oh dude don't tell him about py suite combined with omnisuite - that's too badass too hardcore
[ { "author": "Sir_Cherry", "content": "I tried it. And I'm interested, but I don't think it'd be a good idea to install pysuite 60 hours in. I'd have to rebuild everything. \nI'll use it when I finish with the current game", "date": "2018-02-26T16:30:28+00:00", "quotes": [ { "author": "...
19
2018-02-05T06:11:06-06:00
forum-topic-97495
97495
Factorio blueprints website
Tools
https://forums.factorio.com/viewtopic.php?t=97495
barrykun
Hi! I would like to introduce you all to a new website: https://factorioblueprints.tech/ It's a lot like factorioprints/school that most of you probably already know, but aims to offer new and innovative features like in-page rendering of blueprints, browsing through books, advanced search and more. It's sti...
[ { "author": "Impatient", "content": "Looks good!", "date": "2021-04-01T21:18:05+00:00", "quotes": [] }, { "author": "Hornwitser", "content": "Really cool, I'm impressed.", "date": "2021-04-03T00:16:27+00:00", "quotes": [] }, { "author": "vidaper", "content": "Really g...
3
2021-04-01T08:14:56-05:00
forum-topic-127064
127064
[2.0.35] Crash after mod error on updating BP in library (SingleBlueprintRecord check fails)
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127064
kryojenik
This is a crash of the factorio binary after an error in a mod crashes the mod / save game. It specifically happens when attempting to update a blueprint in a players library, and not when attempting to update a blueprint in the game library. While attempting to update the BP in the game library, the mod errors sho...
[]
0
2025-02-22T18:15:47-06:00
forum-topic-103919
103919
Factorio items by tier
Cheatsheets / Calculators / Viewers
https://forums.factorio.com/viewtopic.php?t=103919
JasonC
I've put together a list of items by "tier" (link goes to list on GitHub; I'm sure I'm not the first), if anybody finds it useful. A "tier" is a set of recipes where every input comes from one of the "tiers" before it. Bonus graph: I stuck a big ol' sloppy recipe graph in there, too. Might make a nice poster...
[ { "author": "JasonC", "content": "Here is the tier list: \n \n Notes :\n \n nauvis represents natural resources \n fake-steam just represents boilers and heat exchangers \n fake-used-up-uranium-fuel-cell just represents a nuclear reactor \n \n Tier 0 \n \n nauvis (copper-ore, iron-ore, uranium-ore,...
2
2022-10-28T10:46:49-05:00
forum-topic-101345
101345
using cheat command softlocks the game
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=101345
kingarthur
if i input the cheat all command while the crafting menu is open the game will lock up and not respond to any controls ingame. i believe it is due to the crafting menu covering up the victory screen which locks out interaction with the crafting screen but leaves the victory screen uninterruptible as the crafting me...
[ { "author": "", "content": "Thanks for the report however I'm not sure I understand what you're saying... \n \nWhat are the steps to reproduce the issue?", "date": "2022-01-27T00:57:09+00:00", "quotes": [] }, { "author": "kingarthur", "content": "Open the crafting menu. While it's open o...
6
2022-01-23T00:21:20-06:00
forum-topic-127503
127503
Designate allowed building area
Modding help
https://forums.factorio.com/viewtopic.php?t=127503
adam_bise
I would like to designate an area like coordinate x,y to coordinate a,b and then disallow building certain entities in that area. Is this possible? Also, it is possible to allow building an assembler, but disallow setting certain recipes within the designated area? The mod is for a scenario, if that helps. Do...
[ { "author": "eugenekay", "content": "You can try setting-up a different LuaForce and Surface to achieve separate Tech trees & play areas. This would be great for a “Rocket Race” amongst multiple teams. \n \nI don’t think there is an explicit way to dis/allow a given Force from building Entities on the s...
5
2025-03-14T17:52:08-05:00
forum-topic-96233
96233
Perfect Nuclear Cloverleaf v5 - Space Age, Modular 1-4 cores book: 40-480MW, All the bells and whistles - Page 3
Energy Production
https://forums.factorio.com/viewtopic.php?t=96233&start=40
gGeorg
Latest Update: Version 3 released. The top post updated. - better understanding of liquid flows allowed me reduce number of Steam storage tanks from 8 to 4, ( while all the features are unharmed) - one turbine removed (84 to 83) to reduce overspend steam. This reduce chance of core overheating from highly unlikely to...
[ { "author": "gGeorg", "content": "It would. There is a nice (re)procesing added you could download. However, put it inside plant is a bit wierd as it can support many power plants, it looks to me better to have just one. \n \nAlso your other idea to add more turbines for peak power was reconsidered. I fin...
19
2021-02-16T12:57:30-06:00
forum-topic-127183
127183
[2.0.37] Train add stop keyboard hints shown in Remote View on all surfaces
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127183
Hares
Steps to Reproduce Get on a track like a pro train Open Remote view Navigate to a different surface Expected: This widget is hidden: 02-28-2025, 15-38-08.png (23.47 KiB) Viewed 78 times Actual: It is shown See Also 126133: [2.0.31] remote view train schedule shows wro...
[]
0
2025-02-28T06:40:34-06:00
forum-topic-111862
111862
NPP 2xN by PMAP
Energy Production
https://forums.factorio.com/viewtopic.php?t=111862
PMAP
Introduction Hello everyone and thanks to Google Translator. An expandable nuclear power plant in which a base section of 2 reactors produces 180 MW, and subsequent sections of 6 reactors add 960 MW. Overview Overview.jpg (502.77 KiB) Viewed 1247 times Sides Sides.jpg (476.39 KiB) Viewed 1247 tim...
[]
0
2024-03-17T03:35:14-05:00
forum-topic-107909
107909
Better mod management client-side
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=107909
AddahDraggon
TL;DR A way to group/organise/selectively activate and deactivate groups of mods (I am aware of info about mods when joining a server, but I think some sort of system before that would be cool too). What ? I think some sort of tag system with functions like "enable/disable all mods tagged with X", "add mod/all acti...
[ { "author": "Lezreth", "content": "The ability to organize mods would help everyone who plays with mods, multi and single player both. I would add to this suggestion a folder view, where you can group your mods into folders. You would then be able to toggle entire folders of mods on/off with one click, or...
5
2023-07-23T16:18:09-05:00
forum-topic-114097
114097
Limit the number of a direct dependencies per mod
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=114097
Merssedes
I suggest to add the limit for the number of a dependencies that mod can directly reference. Suggested limit: 100. For those who really need to have more dependencies, they can add intermediate mods to group them. Reasoning: I don't currently see valid use case for mods like this: * https://mods.factorio.com...
[ { "author": "jodokus31", "content": "I also stumbled over those mods. Not really sure, what to think about them. \nThe \"all-the-modportal\" sounds a bit like a leeching tool to host/store the mods somewhere else.", "date": "2024-06-30T09:16:00+00:00", "quotes": [] }, { "author": "Pi-C", ...
19
2024-06-30T02:26:21-05:00
forum-topic-100225
100225
Version 1.1.42
Releases
https://forums.factorio.com/viewtopic.php?t=100225
Bugfixes Fixed an API error when checking for updates for a large number of mods. ( 99801 ) Fixed that inserters wouldn't remove burnt result items from assembling machine recipes with no item outputs. ( 99799 ) Fixed vehicle weapon slots GUI not highlighting with the corresponding ammo slot when selected Fix...
[ { "author": "fishycat", "content": "Is this unlimited now, or the number increased? \n \nAnd I thought my mod number (~320) is high...", "date": "2021-10-11T12:15:37+00:00", "quotes": [ { "author": "FactorioBot wrote: Mon Oct 11, 2021 11:41 am", "content": "" } ] },...
6
2021-10-11T06:41:35-05:00
forum-topic-126401
126401
Space Age MEGA Bases
Medium/Big/Gigantic Sized Structures
https://forums.factorio.com/viewtopic.php?t=126401
majere119
Alright addicts, lets see what y'all are cooking up for idiotic and completely unreasonable SPM numbers to test the limits of the sim now.
[ { "author": "solublefish", "content": "Are these hiding someplace else? I'm polishing up my first large Space Age project and wonder where that community is and what people are interested in seeing shared. Also I don't know what metrics people are using, really. \n \nI've designed for all 12 sciences, targe...
17
2025-01-28T10:19:17-06:00
forum-topic-119242
119242
Prioritise Space Platform Construction Materials
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=119242
overskye
TL;DR Logistics requests for a space platform's construction materials should be prioritised over it's other requests. What? Screenshot 2024-11-02 132200.png (545.25 KiB) Viewed 2618 times I have noticed that when a space platform reaches orbit in a damaged state there isn't a clear rationale for whic...
[ { "author": "mmmPI", "content": "I like the suggestion, it make sense that construction request would be prioritised over regular request to me.", "date": "2024-11-02T10:29:37+00:00", "quotes": [] }, { "author": "Rauschkind", "content": "i do not like this idea. I DO want something simmi...
19
2024-11-02T03:30:47-05:00
forum-topic-119628
119628
[Kovarex] [2.0.14] Blueprint parameter is not replaced in req. chest if two recipe's ingredients are identical
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=119628
j_matya
I have a blueprint which is a set of 2 assemblers that share a blue chest in the middle (since shipping off-world is expensive), and is used as part of a bot-mall off-world. This is the BP String: 0eNrFl92OmzAQhV+l8mUFVTD/UXvRPkPvqhUixCRWwWZts20U8e4dQ5YS8LLxpqsqN8bM+cYcj8fKGe2qljSCMoW2Z0QLziTa/jgjSQ8sr/Qcy2uCtiiXk...
[ { "author": "", "content": "Thanks for the report. \nParameters resulting in a duplicite requests are now (in the next release) merged into the existing requests with the count summed.", "date": "2025-03-10T13:27:37+00:00", "quotes": [] } ]
1
2024-11-03T14:46:33-06:00
forum-topic-125732
125732
Add launch target surface to `on_cargo_pod_finished_ascending`
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=125732
LCStark
TLDR: Add the cargo pod launch target to the `on_cargo_pod_finished_ascending`, storing a `LuaSurface` or at least the surface ID for standard launches and `nil` for launching to orbit. Currently the `on_cargo_pod_finished_ascending` lets us read whether the cargo pod was launched by a rocket silo or a platform (via...
[ { "author": "curiosity", "content": "This should still be added, but\n \nCan't you just remove your item from the cargo pod? Though I don't see the define, I assume the pod has an accessible inventory since it sounds like you are checking it.", "date": "2025-01-08T15:06:16+00:00", "quotes": [ ...
2
2025-01-08T07:43:38-06:00
forum-topic-125935
125935
[2.0.30] Crash - Vanilla, while wandering around Gelba
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=125935
kenmras
What did you do?: In the latest experimental I'm getting a crash that I can't figure out how to re-create. I'm on Gelba after setting up a basic base on Fulgora and Vulcanus and I just updated a request on one of my space stations to ask Nauvis for heat pipes, excangers, and turbines. I return to gelba and do a few...
[ { "author": "", "content": "You could check the os event logs, but the logs provided don't show any crash.", "date": "2025-01-14T06:05:23+00:00", "quotes": [] }, { "author": "kenmras", "content": "OK digging a little deeper I'm getting matching LiverKernelEvent paired with \"Factorio Sto...
4
2025-01-13T18:32:40-06:00
forum-topic-90901
90901
Text plates
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=90901
DrLogiq
I was just reading the latest FFF and it mentioned how the Factorio logo was designed as if it were an entity which could theoretically be built in the world, and it made me think: wouldn't it be really awesome to have all letters/numbers/symbols as placeables in game? I know there is a text-plates mod which does thi...
[ { "author": "Qon", "content": "In that thread I posted about the solution. The game already has text \"text plates\" buildable in game.", "date": "2020-11-01T10:50:40+00:00", "quotes": [ { "author": "Qon wrote: Fri Oct 30, 2020 10:44 am", "content": "" } ] }, { ...
19
2020-11-01T03:23:49-06:00
forum-topic-100150
100150
What would you have done if 2012 had arrived
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=100150
MrNikocro
Story The Maya predicted that, 2012, the day humanity will disappear. Seeing the danger coming, a secret group of engineers, thinkers, researchers, and talents decided to design a plan to save humanity. They developed infrastructure capable of withstanding natural disasters, but what they did not foresee was that...
[]
0
2021-10-01T15:32:25-05:00
forum-topic-125143
125143
Not able to find Bobs and Angels mods
Bob's mods
https://forums.factorio.com/viewtopic.php?t=125143
crispcar
On Google, I only find dead downloads from years ago, and posts claiming that you can simply download the mods in the game, with a lot of upvotes and people agreeing. I can't find any downloadable versions of the two modpacks, either on Google or in the game's mod browser. Except for the single inserter created by B...
[ { "author": "", "content": "They most probably haven't been ported to Factorio 2.0. I think you can only play with those mods on the 1.1 version of Factorio.", "date": "2024-12-26T12:35:14+00:00", "quotes": [] } ]
1
2024-12-26T04:16:46-06:00
forum-topic-832
832
Telling inserters where to place items on transport belts
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=832
DexterNemrod
At the moment Inserters place any items automatically on the outer lane of the transport belts (from their position). It would be very helpful for factory design, if instead we could tell inserters that they should always place their items into a specific lane (i.e. left, middle or right lane) (yes, there is a midd...
[ { "author": "", "content": "There are more than 3 \"lanes\". Get much iron in your hands, go over a belt and press Z some times. There are some moving stones, which are \"out of the belt\". \n \nPutting stuff into the middle of a belt doesn't make sense from the gameplay, because it blocks all other items o...
19
2013-05-13T08:06:45-05:00
forum-topic-52433
52433
❗How to ask for help - READ BEFORE POSTING❗
Technical Help
https://forums.factorio.com/viewtopic.php?t=52433
Technical Help is for issues that can be fixed on the users side, if you want to report a bug instead, see here . To get assistance provide all the information as requested in this topic. Search first Read the Technical Help FAQ Read the Known issues Use the advanced search , limit it to only look in ...
[]
0
2017-09-05T15:39:49-05:00
forum-topic-101105
101105
RSO regenerate/clear
Resource Spawner Overhaul
https://forums.factorio.com/viewtopic.php?t=101105
emp_zealoth
I might be doing something wrong, but neither /c remote.call("RSO", "clear") or /c remote.call("RSO", "regenerate") seems to affect some of the chunks I've already visited, but not all. I could see ore patches changing on the outside of permament radar coverage, but not within (the scans would update showing ore m...
[ { "author": "emp_zealoth", "content": "I figured it out \nI changed the region size from 7 to 15 and for some reason that makes the /rso-clear /rso-regenerate not work in (what i assume) is the \"starting area\", which suddenly got bigger, due to region size change \nWhen I changed the region size back to 7...
14
2022-01-02T18:15:50-06:00
forum-topic-122823
122823
[2.0.20] Automate This! Achievement doesn't work with Assembling Machines 2 and 3
Translations
https://forums.factorio.com/viewtopic.php?t=122823
IsaacOscar
Feel free to ignore this incredibly minor and pedantic complaint, But the "Automate This!" achievement: screenshot.png (159.16 KiB) Viewed 315 times Isn't granted if you place an Assembling Machine 2 or Assembling Machine 3. I suggest it be changed to work with these two, or the description be changed ...
[]
0
2024-11-24T21:43:22-06:00
forum-topic-127515
127515
How does "each" work as output in the new decider combinator?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=127515
yankee42
I have read the "Signal Switch"-Section in the circuit network cookbook in the wiki and I am trying to understand what it is doing. It exploits the special behaviour of the "each" signal when used as an output, but I don't fully understand how it works. My first guess is that each "each"-test has the side-effect o...
[ { "author": "jdrexler75", "content": "Basically, for each input signals, ALL conditions are evaluated. For those input signals where the result is true, you get that signal in the \"each\" output. \n \nI would write it as the following pseudo code:\n Code: Select all output = [] # start with an empty list\...
5
2025-03-15T03:46:32-05:00
forum-topic-51945
51945
OldWormSound - Because an acid-spitting worm the size of a train should be intimidating
Reika's Mods
https://forums.factorio.com/viewtopic.php?t=51945
Reika
Mod Info: Remember the 0.11 and earlier worms, with their deep roars, the ones that actually sounded intimidating rather than like a wet vomit? Now you can have them back. This mod restores those sounds, and additionally adds a slight amount of postprocessing to make the different worm sizes more distinguishable. ...
[]
0
2017-08-17T14:59:32-05:00
forum-topic-121897
121897
[2.0.15] Inconsistent character's reach range when flying in mech armor
Minor issues
https://forums.factorio.com/viewtopic.php?t=121897
Pat86
What did you do? Noticed gaps when landfilling a lake by hand. What happened? When placing tiles, the maximum range is anchored to the character's sprite, not its actual (?) top-down position. As such, it keeps bobbing up and down. It also moves ~1 tile up when entering flight mode. What did you expect to hap...
[ { "author": "Pat86", "content": "Can confirm that the personal roboport's construction range is also attached to the sprite, visually and functionally", "date": "2024-11-18T14:22:11+00:00", "quotes": [] }, { "author": "LCStark", "content": "[2.0.19] There's also a small issue with the mi...
6
2024-11-17T16:06:49-06:00
forum-topic-117211
117211
Factorio Forums • [raiguard] [All versions?] Mining Drills don't show contents of outgoing fluid box
I've never really noticed this before but apparently Pumpjacks, which are the only mining drills using an outgoing fluid box, don't actually display how full it is? For example: screenshot 2024-10-24 19.25.05.png (2.21 MiB) Viewed 2946 times I only know it's full because it says it's full, but there's ...
[ { "author": "", "content": "Thanks for the report. I have implemented this for 2.0.33. \n \n \n \n 01-23-2025, 12-56-14.png (503.24 KiB) Viewed 2843 times", "date": "", "quotes": [] }, { "author": "", "content": "I've actually \"noticed\" this, kind of, but it never occurred to me to con...
2
forum-topic-80705
80705
Friday Facts #332 - More sounds & Map color tweaks
News
https://forums.factorio.com/viewtopic.php?t=80705
Here it is! (beep boop) https://factorio.com/blog/post/fff-332
[ { "author": "Gergely", "content": "My thought when I first heard those new bot sounds: \n \nToday isn't april fools day is it?", "date": "2020-01-31T14:18:40+00:00", "quotes": [] }, { "author": "Vectura", "content": "Personally I think that's a really bizarre choice for the bot sounds, i...
19
2020-01-31T08:11:17-06:00
forum-topic-105591
105591
Can i send Wube some money?
Spread the Word
https://forums.factorio.com/viewtopic.php?t=105591
Whitland
Hi! Just read the news that factorio supports wayland on linux, and i wanna send them some money for this. Is there a donation link or something?
[ { "author": "", "content": "Hi, not really, but if you think that Wube deserves more than the price you paid for the game for that, feel free to make a gift to someone close who might like Factorio but hasn't tried it yet.", "date": "2023-03-16T12:22:24+00:00", "quotes": [] }, { "author": "W...
7
2023-03-16T06:31:29-05:00
forum-topic-87911
87911
Friday Facts #360 - 1.0 is here! - Page 11
News
https://forums.factorio.com/viewtopic.php?t=87911&start=200
valneq
Here, I guess: https://alt-f4.blog/
[ { "author": "Leche06", "content": "Funny fact: 360° = 2 pi ==> A complete Circule", "date": "2020-09-14T18:58:32+00:00", "quotes": [] }, { "author": "catma", "content": "Did I miss the memo, or will there be no post-launch FF? Even for just a few times more?? \n \nI feel 20 percent of my...
10
2020-08-14T04:02:43-05:00
forum-topic-126752
126752
Set assembler sub-toggle for "cancel craft" on set recipe
Outdated/Not implemented
https://forums.factorio.com/viewtopic.php?t=126752
Milichip
TL;DR This option on the right: factorio_5VcFfyAbDx.png (247.96 KiB) Viewed 458 times What? Add an option for assemblers to cancel their current craft and eject all items if the current "set recipe" signal has disappeared. (if another DIFFERENT valid recipe signal is received, it will cancel the c...
[ { "author": "Muche", "content": "I wasn't able to reproduce your issue. \n \nYes, when the signal for recipe/item intended to be crafted changes/is removed, the machine finishes the current craft, but immediately after that it dumps everything into trash slots, it does not start another craft cycle. \nMy gu...
6
2025-02-10T14:46:17-06:00
forum-topic-125730
125730
Perceived performance: performance to animation speed modifier
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=125730
Quezler
rubberducking posts: https://discord.com/channels/1396775903 ... 1099580416 some of the new space age assembling machines have a performance_to_activity_rate of 2, but it seems the property is only read for generators. so either the documentation needs to be updated that "that" only works for generators and the ...
[ { "author": "Quezler", "content": "posila mentioned @ https://discord.com/channels/1396775903 ... 3410575370 that its basically just for audio, \nits placement & usage in between the minimum & maximum animation speeds of assembling machines highly suggest it controls how quickly (or slowly) the maximum ca...
3
2025-01-08T06:19:42-06:00
forum-topic-127392
127392
[2.0.39] Wasted space in BP Library Slots View
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127392
Usul
In the new "Slots view" of the Blueprint Library, right-hand side window edge does not align with content, as it does so in the other two view modes "List view" and "Grid view". 03-11-2025, 16-04-20.png (304.55 KiB) Viewed 127 times Sorry for another nit-pick, but I simply love the near-perfect factori...
[]
0
2025-03-11T10:07:54-05:00
forum-topic-126101
126101
Factorio Forums • Bad gateway error
wiki.factorio.com gives 502 Bad Gateway nginx
[ { "author": "", "content": "The wiki is displaying this error for me at the moment:\n \n \n \n factorio_wiki_502.png (8.83 KiB) Viewed 442 times \n \n \n Merged...", "date": "", "quotes": [] }, { "author": "", "content": "Wiki is back online, apologies for the inconvenience.", "date"...
4
forum-topic-113966
113966
Nuclear Power Plant from the future - Page 5
Energy Production
https://forums.factorio.com/viewtopic.php?t=113966&start=80
Theikkru
If you'd like to learn more, I've got plenty of references and info in the balance proposal thread I made , and it's still open for discussion. I won't go into detail here, though, so as not to de-rail the thread. It's not just that, but also that the devs specifically mentioned pumps pulling from storage tanks as a...
[ { "author": "", "content": "That's what I understood too. Optimal tank usage should be limited to \"as many as needed for downstream usage\", and be drawn from by a pump.", "date": "2024-06-29T06:51:47+00:00", "quotes": [ { "author": "Theikkru wrote: Fri Jun 28, 2024 11:34 pm", ...
19
2024-06-21T14:20:39-05:00
forum-topic-94030
94030
Open Factorio Server Manager
Multiplayer / Dedicated Server
https://forums.factorio.com/viewtopic.php?t=94030
majormjr
Open Factorio Server Manager Open Factorio Server Manager is a tool to help create and manage a multiplayer Factorio server. It allows the management of a multiplayer server through a Web UI and provides tools to help manage installed mods, server configuration and many other features. Features Allows control...
[ { "author": "memyselfandfactorio", "content": "really love this frontend. Easy to use (once you get it setup..) I´m running it in a docker container. You have to watch out on boot up, the admin user password is RANDOMLY generated, and is displayed in the logs - or like in my case the admin password was left...
7
2021-01-07T11:06:01-06:00
forum-topic-109077
109077
[1.1.92] data.raw JSON dump serializes empty arrays wrong
Minor issues
https://forums.factorio.com/viewtopic.php?t=109077
BrainGamer_
In JSON array types are expected to be something like this Code: Select all [ value1, value2, ... ] and an empty array should be Code: Select all [] but when getting the data.raw JSON dump by using the --dump-data flag fields that should be arrays and are empty are serialized as Code: Select all {} ...
[ { "author": "", "content": "Thanks for the report. Factorio doesn't actually support array types in data.raw. All types in data.raw are dictionaries with anything looking like an array being numeric-dictionaries. \n \n{ value1, value2, ... } is actually short-hand for { 1=value1, 2=value2, 3=... }", "da...
11
2023-10-06T19:55:52-05:00
forum-topic-102134
102134
[Closed] Map Editor entities-tab doesn't fire onMined/Death/ etc, please have it fire something
Already exists
https://forums.factorio.com/viewtopic.php?t=102134
bolderbrush10
The entities-tab in the map editor doesn't seem to fire any of the on_mined() / on_died() functions or anything when removing entities. Please update the map editor to fire some kind of event when entities are removed, so mods can detect this and delete their hidden entities / etc as appropriate. I'd personally be o...
[ { "author": "", "content": "This already exists: https://lua-api.factorio.com/latest/eve ... _destroyed", "date": "2022-04-15T16:22:09+00:00", "quotes": [] }, { "author": "bolderbrush10", "content": "Ah. Yes, I think I can try that. Thank you.", "date": "2022-04-15T16:24:29+00:00", ...
3
2022-04-15T10:35:42-05:00
forum-topic-14535
14535
From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
Yuoki Industries
https://forums.factorio.com/viewtopic.php?t=14535
YuokiTani
I think all Themes in the subject needs a own thread, so it's here.
[ { "author": "Darloth", "content": "Theorycrafting you say? \n \nSounds like a perfect place for an analysis of plastic production. \n \nAssuming 50% energy reduction because YI modules make it really cheap to get that. \n \n1.2mw * 0.5 = 0.6mw to run cimota \n \n= 0.6mj per second \n= 1.2mj for 8 plastic =...
19
2015-08-05T10:42:25-05:00
forum-topic-123935
123935
[2.0.23] Platform tiles can be built underneath thrusters if sufficiently far
Minor issues
https://forums.factorio.com/viewtopic.php?t=123935
IsaacOscar
Bassically, you can place a platform tile below a thruster if it is at least 93 tiles below the top of the thruster: Screenshot 2024-12-07 161030.png (800.31 KiB) Viewed 1736 times As you can see in the above image, the red area prohibiting platform tiles from being placed under the thruster is only 88 til...
[ { "author": "eugenekay", "content": "The Thrusters' hitbox cannot be Infinitely long, since it is always possible to build the Factory (and Platform) to be a bit bigger.... The size of the hitbox corresponds well to the \"exhaust cloud\" graphics, so I think it looks / works good. \n \nYes, it is possible ...
14
2024-12-07T00:15:32-06:00
forum-topic-127145
127145
Factorio Forums • Version 2.0.36
Minor Features Added an option to mute sound categories in sound settings. ( 126735 ) Added an option to control the volume of Programmable speaker sounds via circuit network. ( 112852 ) Added an option to stop playing sounds of Programmable speaker when input signal changes instead of waiting for the sounds to...
[ { "author": "", "content": "Hooray! One less click every time….", "date": "", "quotes": [ { "author": "FactorioBot wrote: Wed Feb 26, 2025 2:28 pm", "content": "" } ] }, { "author": "", "content": "Christmas comes early!", "date": "", "quotes": [ ...
15
forum-topic-56934
56934
[16.17][linux] Game won't start without libssl.so.1.0.0
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=56934
kitcat
After updating to 0.16.17 via the in-game updater, Factorio failed to start and complained about missing libssl.so.1.0.0. It gives the same error every time I try to start it. Code: Select all juser@pc:/vol/ssd/factorio/factorio.16/bin/x64> ./factorio ./factorio: error while loading shared libraries: libssl.so.1.0....
[ { "author": "274Below", "content": "Same issue on Fedora 27. \n Code: Select all Jan 22 17:33:17 fqdn factorio[9198]: /opt/factorio/base/bin/x64/factorio: error while loading shared libraries: libssl.so.1.0.0: cannot open shared object file: No such file or directory \n\nI do, however, have libssl.so.1.1: ...
4
2018-01-22T15:38:56-06:00
forum-topic-126466
126466
TabbedPane with tabs on bottom?
Modding help
https://forums.factorio.com/viewtopic.php?t=126466
scruffyvoltherder
Is there any way to make a tabbedpane with the tabs on the bottom end?
[ { "author": "yaim904", "content": "Hi, I don't know much about GUI, but I think there is no easy way to do it, I mean, the one that comes programmed doesn't include it. \n \nBut I think you can play with shapes and colors to simulate one.", "date": "2025-03-14T17:20:24+00:00", "quotes": [] } ]
1
2025-01-30T01:26:25-06:00
forum-topic-6740
6740
[0.11.x] Uranium Power - Page 11
Atomic Power
https://forums.factorio.com/viewtopic.php?t=6740&start=200
Fatmice
I'll look at the chemistry and see but it is possible to recover the fluorine as HF. Of course recovery is not 100 % , but it should allow reuse of most of the fluorite starting material
[ { "author": "tomcat", "content": "after some reading it seems hydrogen fluoride is produced from fluorite by application of sulfuric acid (hinthint) \n \nand to make pure fluorine from hydrogen fluoride you electrolyze it with potassium fluoride as a \"catalyst\" I'm assuming the potassium in the electrolys...
19
2014-11-16T17:17:46-06:00
forum-topic-108642
108642
Crash on Load - 3% - 1.1.87
Technical Help
https://forums.factorio.com/viewtopic.php?t=108642
DTSX
Hi all, I'm having issues loading the game now that I'm coming back to it- though loaded just fine in the past. I can't get past 3% (base game mod). For troubleshooting, here's the steps I've taken so far: 1. Updated Drivers (nVidia, Razer) 2. Uninstall/Reinstall Factorio 3. Uninstall/Reinstall Factorio on ...
[ { "author": "", "content": "Check windows logs and see if it contains anything about the crash. There's nothing in the log file which means the game was never notified that anything went wrong and windows killed it.", "date": "2023-09-10T15:57:59+00:00", "quotes": [] }, { "author": "DTSX", ...
9
2023-09-10T09:47:08-05:00
forum-topic-68404
68404
Factorio Forums • Spoiler tag - Page 2
Your username (in top right of page) -> user control panel -> board preferences -> my board style. Spoilers work with the Factorio theme, but not prosilver.
[ { "author": "", "content": "Even with that one, the simple ones work for text only.", "date": "", "quotes": [] }, { "author": "", "content": "Fixed, the \"simple\" spoiler will now work even in the prosilver themes.", "date": "", "quotes": [ { "author": "Jap2.0 wrot...
5
forum-topic-126301
126301
Factorio Forums • Fast changing booth in rocket silo...
You shouldn't require to take off all of your stuff manually, just jump in the rocket and lift off. Your equipment/inventory will be stored separately for each player, for each planet, and gets restored when you return. Perhaps you might have to touch the rocket silo to get your stuff...
[ { "author": "", "content": "An issue doing it automatically is people would be confused as to where their stuff has gone. \n \nAlso, suppose you have in your inventory bunch of plates, circuits, machines and a rare tank full of rare equipment you intended to take with you on a new planet. Now it's all in a ...
6
forum-topic-117305
117305
Quality Gating is flawed
General discussion
https://forums.factorio.com/viewtopic.php?t=117305
Balthazar
I hate how legendary quality is locked behind all the science packs. I got really excited when i unlocked it at first and figured out how to do a good setup for it, but then realiced i cant actually make the best versions until i hit postgame, so what is the point? I'm already limited in the types of items i can make ...
[ { "author": "FasterJump", "content": "I've had some fun making 4 T1 (Q3) quality modules. Then I unlocked T2 modules (you don't need to visit planets for that) and I built my module setup with the machines intended for T3 module production, as a placeholder for now since I haven't researched T3 yet) \n \nI'...
19
2024-10-24T20:29:35-05:00
forum-topic-123884
123884
Memory cell for dummies?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=123884
mooklepticon
Can anyone help me with an explanation of a memory cell for someone who doesn't understand it very well? I understand a counter or timer. I have the single combinator counting up to once a minute and resetting. I want to read in a item ID once per minute and then keep out putting that for the entire minute, and when it...
[ { "author": "mmmPI", "content": "There are different ways of making a memory cell, but often time the idea is to have a combinator looping onto itself with a value that doesn't change, thus \"stored\" in memory. Then variation can occur depending on how you want to set and/or read this value. This means dif...
2
2024-12-06T12:10:21-06:00
forum-topic-12455
12455
Read this, OR be ignored
Texture Packs
https://forums.factorio.com/viewtopic.php?t=12455
This board is for - modders, which are good in programming and bad in creating graphics, - graphics/designers/hobby artists that are good in creating 3D-models/rendering, but bad in programming. So if you as a modder want some artist to make a request into this board, please provide the following information for...
[ { "author": "MF-", "content": "suggestion: Rename to \"Read this, OR be ignored: Texture Packs\". \nrationale: It might look that the same thread is simply posted on more boards.", "date": "2015-05-30T08:36:00+00:00", "quotes": [] }, { "author": "YuokiTani", "content": "please can every ...
2
2015-05-21T10:44:34-05:00
forum-topic-98194
98194
Tutorial Scenarios & New Hope remake?
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=98194
dennisw100
Hi, i came back into Factorio after a while and noticed that the New Hope campain got removed. I wonder are there any remakes of them or do I have to go back to old versions if I wanna play them again? Also that kinder goes in the same direction (cause I always saw New Hope as being a extension of the Tutorial) are th...
[ { "author": "GreenFlagCZ", "content": "Try this. It's not same like new hope, but I did it similar way. You should feel like continue with campaign after tutorial and its vanilla and lore-friendly. \n \n https://mods.factorio.com/mod/Story-Missions", "date": "2021-10-13T22:34:31+00:00", "quotes": []...
3
2021-05-04T16:24:52-05:00
forum-topic-127436
127436
[2.0.40] Crash when copying space platform hub
Duplicates
https://forums.factorio.com/viewtopic.php?t=127436
Eisberg
While being in map view, I want to clone one of my ships. I select the ship, I press CTRL-C and use my mouse to select the Space platform hub . The game crashes. Other items are okay. No mods activated except SpaceAge. I had some minor mods enabled (Visible Planets, Rate Calc, but without them it also crashes). ...
[ { "author": "", "content": "127435", "date": "2025-03-12T17:51:09+00:00", "quotes": [] } ]
1
2025-03-12T12:49:56-05:00
forum-topic-116817
116817
Ability to craft lower quality with higher quality
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=116817
husnikadam
IMHO it should be possible to craft lower quality items with partially higher quality items. Otherwise there is no automated use of higher quality items, unless you want to produce like quality science with the whole production chain having multiple quality tier recipe assemblers. As every production chain which ...
[ { "author": "Phoenixia", "content": "I might just be inexperienced but the quality early on feels a bit of a time sink that's not worth the time (without the recycler). \nBut the main pain point is that I can't craft items with mixed quality, so I am to beg the question, why not ? \n \nMixed quality crafti...
19
2024-10-23T04:48:14-05:00
forum-topic-85707
85707
[1.1] - Artisanal Reskins: Bob's Mods - Page 2
Bob's mods
https://forums.factorio.com/viewtopic.php?t=85707&start=20
kirazy
Ah, lel. Fixed for next release. It wasn't sufficiently robust in making sure it only ran if I had prepared the entities. I'll have to go over the compatibility as a whole again. I really wish they made it easy to make shrunk icons, though. :<
[ { "author": "valneq", "content": "I have the impression that something about the icons is cut off. Most notably when putting them as markers on the map. \n \nIn case it matters: I am using 125% UI scale (default for my screen). \n \n \n \n artisanal_reskin_cut_off.jpg (450.83 KiB) Viewed 7059 times", "d...
19
2020-06-06T20:52:10-05:00
forum-topic-122219
122219
[2.0.20] Highlights of space platform requests stays on slots not items as inventory changes
Minor issues
https://forums.factorio.com/viewtopic.php?t=122219
Lyqyd
In a space platform hub, if you hover over a request, matching items are highlighted. If the inventory changes such that those items are no longer in those slots (i.e., from items being sent down to the surface), the orange highlights on those slots remain in place while the items do not. Screenshot is attached.
[ { "author": "", "content": "Thanks for the report. Unfortunately, the current highlight system just isn't able to handle changing inventories like this and so this is the best option we have.", "date": "2025-03-03T16:11:30+00:00", "quotes": [] } ]
1
2024-11-19T22:44:29-06:00
forum-topic-90837
90837
Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
News
https://forums.factorio.com/viewtopic.php?t=90837
Here it is! (beep boop) https://factorio.com/blog/post/fff-362
[ { "author": "Linver", "content": "Hi all. The new randomly rotated menu backgrounds, at modding level, will change the behaviour of main_menu_background_image_location field? Or will implement new fields like \"main_menu_background_image_locations\"?", "date": "2020-10-30T08:46:42+00:00", "quotes": ...
19
2020-10-30T03:38:49-05:00
forum-topic-126980
126980
Cargo Landing Pad: Throughput-optimal 3.600 items/s without bots
Show your Creations
https://forums.factorio.com/viewtopic.php?t=126980
DemRat
Hello! Today I will showcase my most dearest project over the last two weeks month or two (writing this took a while ) - the best possible cargo landing pad throughput that doesn't use bots. For a different (not necessarily better) reading experience you can visit my work in progress blog . Have a clip of it in ac...
[ { "author": "adam_bise", "content": "It is! \n \n\nThat does check all of the boxes. \n \n \n\nSee? To me this is adequate. \n \n\nStarting to like this guy. \n \n\nLove it! \n \n\nI reject any and all sense of sarcasm here. \n \n\nThe crowning achievement. See? To me this is the focal point of the entir...
1
2025-02-20T03:22:45-06:00
forum-topic-126685
126685
Factorio Forums • [2.0.34] Crash with "!this->buffer was not true" on modded pipe
Log: https://drive.google.com/file/d/16FXjHO ... sp=sharing Savefile: https://drive.google.com/file/d/1j1H7Av ... sp=sharing Crashes to desktop a few seconds into save with no interaction (on warping). Log stacktrace says Code: Select all 95.842 Info ConsistencyScraper.cpp:83: queued check: entity [name=wd...
[ { "author": "", "content": "Update: \nRemoving the offending pipe causes another wdm_ship_pipe to error instead. \nRemoving all wdm_ship_pipe from the surface prevents crash. \nDisabling consistency-scraper in \"the rest\" settings prevents the crash. \n \nNo idea what the setting does though so not sure if...
5
forum-topic-96281
96281
[1.1.25] Lua crashes with rocket silo (no mods)
Technical Help
https://forums.factorio.com/viewtopic.php?t=96281
Gummiente27
Happens when clicking on the top left corner rocket silo button. Also see Unknown key: gui-silo-script.frame-caption in the top left. Hovering the icon gives Unknown key: gui-silo-script.button-tooltip Happens when waiting until rocket 997 is launched (happens shortly after loading save): Map loaded was l...
[ { "author": "", "content": "Can you follow the steps listed here: \n viewtopic.php?f=49&t=95422", "date": "2021-02-18T10:59:33+00:00", "quotes": [] }, { "author": "Gummiente27", "content": "I did what was desribed in the thread, but it did not help. \n \nAs I looked in the file Factorio\...
4
2021-02-18T04:24:08-06:00
forum-topic-13362
13362
Have Some Questions Before I Buy.
General discussion
https://forums.factorio.com/viewtopic.php?t=13362
mikey45
I am very interested in the game but I have a few questions/concerns before I actually buy it. First off, my friend told me that after you do a few runs in the game the process begins to get repetitive. I was just wondering how long into the game do you guys feel it gets a little boring? And are there good mods that...
[ { "author": "", "content": "This question is hard to answer. It depends on the person. I'm into around 500 hours of gameplay (most of it with vanilla game), and I know for sure people in this forum are well into their x000s. Some others will begin to get bored way before. \n \n\nYeah. A lot . Factorio is w...
19
2015-07-05T23:26:35-05:00
forum-topic-127061
127061
LTN alerts outputs in Chinese not English
Logistic Train Network
https://forums.factorio.com/viewtopic.php?t=127061
Oldwargoat39
I ran into a weird situation the Alerts for LTN are outputing in Chinese when I do not have any language pack installed. Does anyone have a clue
[]
0
2025-02-22T13:34:10-06:00