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-116875 | 116875 | Factorio Forums • [2.0.9] Bots from far network called when nearer are available | What did you do?
- Called bots to remove a lot of belts at one specific spot.
What happened?
- Bots from the personal roboport removed some, while a lot of bots from the network were called, which took significantly longer then while the personals ones were idle.
What did you expect to happen instead?
- I expe... | [
{
"author": "",
"content": "In regards to this FF post we are seeing behaviour more like the before GIFs rather than the after GIFs \n \nFor me, this is Pre and Post logistics unlock. Unless there is an optimisation unlock I'm not aware of something seems amiss.",
"date": "",
"quotes": []
},
... | 6 | ||||
forum-topic-13568 | 13568 | 5Dim's mod | 5dim's mod | https://forums.factorio.com/viewtopic.php?t=13568 | McGuten | Hi guys
I update modules for 0.12, you can download it here
All modules is last released but compatible with 0.12 | [
{
"author": "oLaudix",
"content": "logistic part of the mod breakes my power distribution somehow. Nothing gets electricity even though its next to the pole with max electricity demand. \n \nEDIT1: Looks like roboports are the reason. I removed them from mod and everything works fine. \n \nEDIT2: Even remov... | 15 | 2015-07-17T18:15:52-05:00 |
forum-topic-126305 | 126305 | Recycler capped at 12 outputs? | Already exists | https://forums.factorio.com/viewtopic.php?t=126305 | rjdunlap | While recycling by hand seems to work fine, it seems that if you use a recycler then only the first 12 (how much regular scrap uses) outputs of a scrap recycling recipie is actually used. i.e. calcite, coal, holmium-ore aren't produced:
data:extend{
{
type = "recipe",
name = "tchekor-scrap-recycling",
... | [
{
"author": "Muche",
"content": "This is already implemented. \n \nSee 122760 Modded scrap-recycling has max item limit and result_inventory_size .",
"date": "2025-01-25T05:11:40+00:00",
"quotes": []
},
{
"author": "rjdunlap",
"content": "Thanks",
"date": "2025-01-25T18:36:12+00:0... | 2 | 2025-01-24T22:47:22-06:00 |
forum-topic-12363 | 12363 | Forward crafting reference | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=12363 | Peter34 | Factorio already has excellent backward crafting refernece in its interface. If I examine an item, in-game, them the game tells me which subcomponents are required to craft said item.
So far, so good.
But I'd like to have an in-game way of also seeing the reverse, at least upon active player request, e.g. when th... | [
{
"author": "KaptainKushX",
"content": "Made an account just to necro this post. Why doesn't this have more attention? Ive grown away from minecraft for this game, but i still yearn for Minecraft's NEI mod, forward and backward recipes for every item. Even if you had to research it, it seems like an amazing... | 4 | 2015-05-15T18:57:26-05:00 |
forum-topic-90891 | 90891 | The Universal Balanced Loader | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=90891 | Squelch | Hello all,
I'm sure most of you are already aware of the various balanced train loaders on offer, notably, the eponymous "Madzuri" design. I had a need to load a number of different items in the same manner, but unfortunately, the Madzuri design doesn't directly work well in this situation.
I've come up with a no... | [
{
"author": "Optymistyk",
"content": "...Why not just use a 1x6 belt balancer? \n \n \nSeems to do everything you want it to do and doesn't require circuits while having higher throughput \n \n Distribute items evenly across all staging chests for fastest loading times [check] \n Handle multiple item ... | 5 | 2020-10-31T18:22:03-05:00 |
forum-topic-118918 | 118918 | tiny 90 SPM bootstrap factory | Mechanical Throughput Magic (circuit-free) | https://forums.factorio.com/viewtopic.php?t=118918 | __init__ | Can be build incrementally while researching, thus a bootstrap factory
Self contained, thus no need for intermediate products on a main bus
Not included are: Miners, smelters, refineries, labs and a power plant
Compact, thus requires less material for logistics and defence walls
Requires only basic building... | [
{
"author": "chaseydogOne",
"content": "Nive work. I prefer these types of bases to the Main Bus/City Block types. My science pack 1 - 4 is not as compact as your but I still had fun creating it.",
"date": "2024-11-03T21:08:42+00:00",
"quotes": []
},
{
"author": "Executer",
"content": "I... | 3 | 2024-10-31T16:02:26-05:00 |
forum-topic-18357 | 18357 | Yuoki Industries - Railways Additions (Locomotives, Cargo-Wagon) - Latest Update 217-Dec17 | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=18357 | YuokiTani | Download-Links for more Locomotives and Cargo-Wagons.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
factorio version 0.16.0 +
mods.factorio.com or
17.12.2017 - 75.0 MB YI-Railways 0.6.20 - 0.16 Initial
18.12.2017 - 44.5 MB YIR-Yuoki Theme 0.6.12 - error fi... | [
{
"author": "miturion",
"content": "OW! More trains \nI like that we are able to download train individually.",
"date": "2015-12-17T14:03:03+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "i will change on updates the header, so everyone can better see the last changes -... | 19 | 2015-12-12T15:06:58-06:00 |
forum-topic-91655 | 91655 | Factorio Steam Locomotive | Fan Art | https://forums.factorio.com/viewtopic.php?t=91655 | AlveKatt | I guess this is still just fanart since it isn't a real mod yet. (I just replaced the original sprite sheets with my own.)
I am hoping I will find someone to help me code it in. I have been poring over the tutorials, but I have never used LUA and it's daunting. And the dependency structure between files is a bit of ... | [
{
"author": "AlveKatt",
"content": "It IS a mod now! \n \n https://mods.factorio.com/mod/Steam-Locomotive",
"date": "2020-12-03T07:22:12+00:00",
"quotes": []
}
] | 1 | 2020-11-23T12:42:19-06:00 |
forum-topic-119209 | 119209 | [raiguard] [2.0.11] Large in-game downloads could be much faster | Minor issues | https://forums.factorio.com/viewtopic.php?t=119209 | DeHackEd | For context, I have fiber to the home at high speed (gigabit or so). But while inside factorio, downloads (eg: large mods, or game updates) are often self-throttling to about 3 megabytes/second. I know it could go faster because the TCP receive buffers are highly full when I check them:
Code: Select all tcp 235749... | [
{
"author": "",
"content": "I am not able to reproduce any such issue when downloading huge mods in-game. I suspect this might be operating system socket specific (I'm on windows)?",
"date": "2024-12-15T17:42:28+00:00",
"quotes": []
},
{
"author": "",
"content": "I also cannot reproduce ... | 2 | 2024-11-01T23:05:12-05:00 |
forum-topic-55310 | 55310 | 0.16+ Versions | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=55310 | YuokiTani | you can also use the ingame-mod installer
https://mods.factorio.com/mods/YuokiTani/Yuoki
https://mods.factorio.com/mods/YuokiTani/yi_engines
https://mods.factorio.com/mods/YuokiTani/yi_railway
https://mods.factorio.com/mods/YuokiTan ... a_american
https://mods.factorio.com/mods/YuokiTani/z_yira_UP
https... | [
{
"author": "YuokiTani",
"content": "Yuoki Industries Version 0.6.73 - Notes \n \nAlways Backup your Savegame before Update ! \n \nchanges/fixes: \n- MC Boiler now working and outputs 270°C steam \n- Boiler 3M6/4 outputs 250°C steam \n- Turbines consume 250°C, MC-Turbine 270°C -> result = higher MW-outputs ... | 3 | 2017-12-18T12:07:57-06:00 |
forum-topic-104293 | 104293 | Version 1.1.73 | Releases | https://forums.factorio.com/viewtopic.php?t=104293 | Bugfixes
Fixed items dropped on underground belts could be inserted at a wrong position when transport lines were facing east or south. ( 104104 )
Fixed DNS CNAME records confusing the SRV lookup on Windows ( viewtopic.php?f=7&t=104089 )
Fixed a crash when hovering over some rich text tags and destroying the ob... | [
{
"author": "_CodeGreen",
"content": "Well, this is rather unfortunate news. \n \nThe unloader pictured below was really nice to have, even if it didn't work in all directions. Now, it doesn't work in any direction. \nIt's borderline impossible to get a full 3 blue belts out of a wagon on one side when you ... | 10 | 2022-12-01T12:43:41-06:00 | |
forum-topic-110096 | 110096 | Friday Facts #388 - Smaller things for 2.0 | News | https://forums.factorio.com/viewtopic.php?t=110096 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-388 | [
{
"author": "Qon",
"content": "I've always wanted an always running background Factorio world, now it will be possible",
"date": "2023-12-08T12:06:09+00:00",
"quotes": []
},
{
"author": "astroshak",
"content": "Nice!",
"date": "2023-12-08T12:07:17+00:00",
"quotes": []
},
{
... | 19 | 2023-12-08T06:00:08-06:00 | |
forum-topic-18285 | 18285 | (0.13.4) MoPack -MoMod Pack | MoMods | https://forums.factorio.com/viewtopic.php?t=18285 | ludsoe | The MoPack is a easy to download package including the core MoMods. It is THE Momod Experience.
Download: http://www.mediafire.com/download/xdn48 ... MoPack.zip
Installation To install the MoPack Simply download the mod like normal, and extract its contents into your mods folder.
And if you don't like the featur... | [
{
"author": "Pohybel",
"content": "error 2.png (330.9 KiB) Viewed 17742 times",
"date": "2015-12-10T01:56:38+00:00",
"quotes": []
},
{
"author": "ludsoe",
"content": "I distribute all my mods double zipped. (Limit of my mod upload script) Make sure you extract the zip to get the working ... | 6 | 2015-12-09T17:25:53-06:00 |
forum-topic-64806 | 64806 | Friday Facts #281 - For a Few Frames More | News | https://forums.factorio.com/viewtopic.php?t=64806 | https://factorio.com/blog/post/fff-281 | [
{
"author": "Gergely",
"content": "Where did the rail sleepers go?",
"date": "2019-02-08T15:08:05+00:00",
"quotes": []
},
{
"author": "",
"content": "Under my decorative carpet",
"date": "2019-02-08T15:11:45+00:00",
"quotes": [
{
"author": "Gergely wrote: Fri Feb 08... | 19 | 2019-02-08T09:05:08-06:00 | |
forum-topic-126742 | 126742 | Allow set_passenger to be used on cargo pods | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=126742 | thesixthroc | Currently LuaEntity.get_passenger supports cars, spider vehicles and cargo pods, whereas LuaEntity.set_passenger only supports cars and spider vehicles.
This feature seems to be necessary to script-launch a rocket with a player inside. | [
{
"author": "thesixthroc",
"content": "Understandably one may think this tricky to implement as the player may have items in their inventories. \n \nPersonally I would be satisfied with an API which returns true only if the attempt to have the player enter the rocket was successful.",
"date": "2025-03-0... | 2 | 2025-02-10T12:53:52-06:00 |
forum-topic-103965 | 103965 | Bumper sticker | Fan Art | https://forums.factorio.com/viewtopic.php?t=103965 | JasonC | Here's a hasty bumper sticker 'cause I got excited about landmine752's awesome font , lol.
bumper.png (1.46 MiB) Viewed 2713 times
(11.5" x 3" @ 300dpi) | [] | 0 | 2022-10-31T16:02:16-05:00 |
forum-topic-127453 | 127453 | [2.0.39] Crash on upgrading underground belt | Duplicates | https://forums.factorio.com/viewtopic.php?t=127453 | dryden | Crash happened when I upgraded a blue underground belt to a green one, by placing the ghost of a green underground belt on top of the blue one (IE not using the upgrade planner) | [
{
"author": "",
"content": "127385",
"date": "2025-03-13T06:47:58+00:00",
"quotes": []
}
] | 1 | 2025-03-13T01:47:03-05:00 |
forum-topic-127239 | 127239 | [StrangePan][2.0.37] Map view performance regression | Assigned | https://forums.factorio.com/viewtopic.php?t=127239 | Atraps003 | Map view / remote view in 2.0 multiplayer performs worse than 1.1. Dragging the map around with left click in quick short movements causes not smooth jerky map motion often. It's easier to reproduce when the server is slower than the client on a cpu heavy map where the server can't maintain 60 ups causing multiplayer w... | [] | 0 | 2025-03-03T04:12:34-06:00 |
forum-topic-127154 | 127154 | [Donion] [2.0.37] Sound menu checkboxes ignored during startup | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=127154 | binaryDiv | Hi,
it seems like the new Sound menu checkboxes added in 2.0.36 are not taken into account during startup.
What did you do?
I went to the sound settings and disabled the checkboxes for "Master" and "Music", like in the following screenshot, then I restarted the game.
02-26-2025, 22-09-43.png (51.07 ... | [
{
"author": "",
"content": "Thanks for the report, the issues is now fixed for the next release, 2.0.39.",
"date": "2025-03-05T11:10:13+00:00",
"quotes": []
}
] | 1 | 2025-02-26T15:25:43-06:00 |
forum-topic-117499 | 117499 | [2.0.10] Rail signals placed over ghost auto-snap to invalid direction | Minor issues | https://forums.factorio.com/viewtopic.php?t=117499 | eugenekay | Rail signals laid down over a Ghost Signal auto-snap to invalid direction when there are multiple "directions" of rail to snap to in a junction, ignoring existing Ghost's orientation. This makes it harder to correctly build complex rail intersections via Ghost.
Steps to reproduce:
- Create a Ghost rail junction, ... | [
{
"author": "",
"content": "Thanks for the report, \n \nWe don't try to do the full rail and signal logic on ghost rails (which is also why the green suggestions are not shown), \nSo we consider this just a minor issue",
"date": "2025-02-27T14:40:22+00:00",
"quotes": []
},
{
"author": "eugen... | 2 | 2024-10-25T15:23:38-05:00 |
forum-topic-120835 | 120835 | Allow using blueprints/planners remotely | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=120835 | ividyon | TL;DR
Make blueprints and similar concepts (upgrade planners, deconstruction planners) usable from anywhere regardless of their location.
What?
Currently, you can only use blueprints, deconstruction planners and upgrade planners if they are physically in your inventory.
Allow them to be used (and bound to shortcut... | [
{
"author": "BlueTemplar",
"content": "Are you aware of the Blueprint Library ? \n(And/or of the Blueprint Import/Export function as a character string ?)",
"date": "2024-11-10T20:32:11+00:00",
"quotes": []
},
{
"author": "ividyon",
"content": "I was not aware of the blueprint librar... | 9 | 2024-11-10T14:20:23-06:00 |
forum-topic-96490 | 96490 | Shooting freezes screen | Duplicates | https://forums.factorio.com/viewtopic.php?t=96490 | raven2k3 | Hi,
evrytime you press space for shooting in multiplayer, the screen freezes for some frames while moving forward.
You can reproduce this bug if you run in one direction, while pressing the space bar multiple times.
Can you please fix that, because it's very annoying in combat situations?
Thx and kind regards. | [
{
"author": "",
"content": "viewtopic.php?f=23&t=71912",
"date": "2021-02-26T23:34:12+00:00",
"quotes": []
},
{
"author": "raven2k3",
"content": "@Loewchen \nSo is there a feature / bug request to solve this problem? \nI also don't have any lags except I press the space / shoot button. \... | 3 | 2021-02-26T17:27:41-06:00 |
forum-topic-109873 | 109873 | Friday Facts #386 - Vulcanus - Page 3 | News | https://forums.factorio.com/viewtopic.php?t=109873&start=40 | Ludenife | Is that a NetHack reference? | [
{
"author": "Dylan J. McGrann",
"content": "Simply phenomenal. \n \nMy training and work is in illustration, painting, and photography. I don’t have very much experience in digital arts, but games as visual objects have always been intriguing to me. The very first thing of Factorio that ever caught my a... | 19 | 2023-11-24T06:00:04-06:00 |
forum-topic-80554 | 80554 | Version 0.18.2 | Releases | https://forums.factorio.com/viewtopic.php?t=80554 | Graphics
Improved map colors by adding specific colors to beacons, pipes, heat pipes, roboports and steam engines.
Sounds
New or updated sound effects include:
Pump, pumpjack, boiler, heat pipe, offshore pump, substation.
Logistic and construction robots, roboport.
Train.
Rocket takeoff sequence.
... | [
{
"author": "Tankh",
"content": "Heat pipes have sound?",
"date": "2020-01-28T15:26:19+00:00",
"quotes": []
},
{
"author": "Impatient",
"content": "The sound of glowing. Makes me shiver in enjoyment.",
"date": "2020-01-28T15:33:28+00:00",
"quotes": [
{
"author": "Ta... | 19 | 2020-01-28T08:42:05-06:00 | |
forum-topic-21909 | 21909 | Angel's Infinite Ores | Angels Mods | https://forums.factorio.com/viewtopic.php?t=21909 | Arch666Angel | Angels Mods
I. Angels Infinite Ores
II. Angels Refining
III. Angels PetroChem
IV. Angel's Smelting
V. Angel's Bio Processing
VI. Angel's Industries
VII. Angel's Addons
X. Development and Discussion
XI. Bugs & FAQ
XII. Donations and Chocolate Fund
Angels Ores
Description:
-Adds... | [] | 0 | 2016-03-20T15:48:59-05:00 |
forum-topic-118009 | 118009 | Fuel consumption control for thrusters in Space Age - Page 2 | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=118009&start=20 | alessandrouw | I see that your BP works, perhaps it's too late at night and I'm tired, but do you mind explaining me the logic behind it? I just launched to space and made a few round trips, and I can't understand your logic, so I'm trying to break it down here starting from the Decider Combinator:
Decider combinator receives plane... | [
{
"author": "MBas",
"content": "Here is my explanation: \n \nI want to turn the pump on for only a few ticks. In a simple scenario, if I want to pump 120 units of fluid, the pump should be active for one tick out of every 10. This can be achieved using a simple clock combinator that accumulates a count of 1... | 19 | 2024-10-27T14:43:00-05:00 |
forum-topic-108852 | 108852 | [Bug] Tin, Solder tree missing | Angels Mods | https://forums.factorio.com/viewtopic.php?t=108852 | LiquidInsight | I just started a new world, looking to play the famous Bob+Angel's combination.
However, our tech tree progression appears to be stuck. We cannot research "electronics". It's missing the prerequisite tech, "solder smelting"! This appears nowhere in the tech tree. Does anyone know what is going on? Tin Ingots castin... | [
{
"author": "LiquidInsight",
"content": "Update: \nStarting a new game yields a working tech tree. \n \nI'm able to repair my existing save (though I lose achievements) using:\n Code: Select all /c game.player.force.reset()\n \n\nHowever, I then lose achievements from the save. Does anyone know of a mod th... | 1 | 2023-09-21T16:29:29-05:00 |
forum-topic-55312 | 55312 | Factorio Forums • [0.16.5] Crash when placing power pole near inserter | https://i.imgur.com/GXOKwFM.png
Happened to me twice now, 4 minutes in between. Managed to loose the first error log due to unrelated issue.
The issue has happened both when using bots and placing by hand, unable to reliably reproduce. | [
{
"author": "",
"content": "I think this is the same as viewtopic.php?f=30&t=55176 perhaps?",
"date": "",
"quotes": []
},
{
"author": "",
"content": "maybe is related but try to deconstruct that pole \nresult is insta-crash",
"date": "",
"quotes": []
},
{
"author": "",
... | 3 | ||||
forum-topic-90742 | 90742 | [1.0.0] tanks with fluids not giving a signal | Duplicates | https://forums.factorio.com/viewtopic.php?t=90742 | -DeadlyKitten | If a tank has less then 1 fluid but more then 0 (ex: 0.3 fluid) then it will not output a signal on a circuit network despite containing fluid
Recreating bug:
1) Placed blueprint 1 and waited a bit for it to stop moving liquid
2) Mouse over center tank and observe that there is liquid in it
3) Mouse over substa... | [
{
"author": "",
"content": "viewtopic.php?f=23&t=47626",
"date": "2020-10-27T00:40:25+00:00",
"quotes": []
},
{
"author": "Squelch",
"content": "When offloading fluids from trains, try to offload into a buffer tank and have that pumped out to your factory. \n \n \n \n Fluid Offload.png ... | 4 | 2020-10-26T19:22:44-05:00 |
forum-topic-119776 | 119776 | [Lou][2.0.14] Spidertron ghosts are not snap-placed to existing ghost entitties when using blueprints | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=119776 | azaghal | [2.0.14] Spidertron ghosts are not snap-placed to existing ghost entitties when using blueprints
Description
When trying to place a spidertron ghost on top of an existing spidretron ghost using a blueprint, the new ghost entity will not snap to existing one (effectively refusing to place/overwrite/replace depending... | [
{
"author": "",
"content": "Thank you for the report, in 2.0.41 extra spidertron ghost will not be created.",
"date": "2025-03-12T13:28:05+00:00",
"quotes": []
}
] | 1 | 2024-11-04T10:22:18-06:00 |
forum-topic-115659 | 115659 | Cursor Theme | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=115659 | CursorThemePlease | Hello, I'd like to suggest a cursor theme, so the displayed cursor is independent of operating system in Factorio
Examples with a custom cursor are: Skyrim, Witcher 3, Satisfactory, Terraria, Overwatch
I'm not asking for a customizable one, but maybe one which suits the theme of the nameplate. A simple inner orange... | [
{
"author": "dog80",
"content": "ye the default cursor also fades with the millions of bots and is unfindable",
"date": "2024-09-30T20:45:59+00:00",
"quotes": []
}
] | 1 | 2024-09-30T12:58:18-05:00 |
forum-topic-127004 | 127004 | Gleba technologies have far too steep an oppertunity cost. | Balancing | https://forums.factorio.com/viewtopic.php?t=127004 | Theukon-Dos | When you unlock the ability to go to planets, you immedietly have three options. Vulcanus, Fulgora, and Gleba. The player may go to these planets in any order they wish. But despite this, I feel that the technologies unlocked by Gleba are far, FAR outclassed by the ones available on the other two inner planets. To the ... | [
{
"author": "angramania",
"content": "Not bad arguments but with major flaw: \nEmotions and personal opinion instead of reasoning. Other players can have different opinion about biolab's worthiness. Considering that biolab is a main reward from Gleba, removal of this keystone argument make everything fall ... | 19 | 2025-02-20T17:27:25-06:00 |
forum-topic-51072 | 51072 | LTN - Logistic Train Network - Manual | Logistic Train Network | https://forums.factorio.com/viewtopic.php?t=51072 | Optera | Description:
Adds logistic-train-stops acting as anchor points for building a fully automated, train logistic network.
It can handle all possible train configuration. Just send all trains to depots and LTN will pick the best suitable train for a job.
LTN cuts the amount of rolling stock required to run a megabase d... | [
{
"author": "Optera",
"content": "Planned features: \nWill potentially be changed/added soon™ in no particular order. \n \n Rejected features: \nReoccurring requests that either can't be implemented or don't align with my vision for LTN. \n \n limit trains by composition signal #93 \nCan't be done. Composi... | 2 | 2017-07-20T01:26:23-05:00 |
forum-topic-125773 | 125773 | Help with filter inserter | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=125773 | gigilal | Hi,
I am really new to SpaceAge or Factorio in general.
But I am trying to learn more within the wire \ Filter \ Read belt content.
I am trying to achive that my belt only have 1 of each item going on the sushi belt I have made.
Basically if I remove 1 wall from the belt the inserter will load one new wall ont... | [
{
"author": "wizcreations",
"content": "I have not done this myself but I think I understand in principle how it could work. \n \nCheck out FF405 that talks about counting all items on a belt. You need a circuit connection to read belt contents with the \"Hold (all belts)\" option. \n https://factorio.com/b... | 5 | 2025-01-09T13:30:07-06:00 |
forum-topic-124438 | 124438 | projectile trails | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=124438 | ownlyme | a big problem of factorio has always been the lack of shooting visualization.
ideally, each bullet would be it's own projectile and leave a trail of smoke, like the railgun does.
it's kinda possible to fake that, by giving the projectile an animation that includes the smoke trail.
the issue is, that when the proj... | [
{
"author": "curiosity",
"content": "Good thing it's been possible (and, indeed, even part of vanilla) for a very long time already. Just look at rockets.",
"date": "2024-12-15T03:44:17+00:00",
"quotes": []
},
{
"author": "ownlyme",
"content": "great idea, i found it\n Code: Select all ... | 2 | 2024-12-14T14:41:38-06:00 |
forum-topic-126791 | 126791 | Upload file failed | This Forum | https://forums.factorio.com/viewtopic.php?t=126791 | Hares | I tried uploading file. This request returned 200 OK
Code: Select all POST https://forums.factorio.com/posting.php?mode=post&f=7 HTTP/2
...
Content-Length: 104858586
Content-Type: "multipart/form-data; boundary=----WebKitFormBoundaryDpBYxyTbHrmAVWZ5"
Howerver, in console I see
Code: Select all clipboardimage.js?... | [
{
"author": "Jap2.0",
"content": "It's actually considerably lower than 1GB; I know it's documented somewhere, but that description really ought to be changed. You are not the first person it has confused.",
"date": "2025-02-13T22:49:00+00:00",
"quotes": [
{
"author": "Hares wrote: We... | 2 | 2025-02-12T10:02:40-06:00 |
forum-topic-80205 | 80205 | in game gifs | Campaign / Scenario suggestions | https://forums.factorio.com/viewtopic.php?t=80205 | varundevan | hi,
i have about 20 hours of gameplay, i think it would be better if
after every research , there appears new items which shall be notified and bundled with a small tutorial to say what it is and how it can be used , which can be able to access anytime (a gif). Again, many items are there which i do now know what... | [] | 0 | 2020-01-19T23:15:40-06:00 |
forum-topic-126481 | 126481 | 8 Reactor Tileable in Refined Concrete Pattern | Energy Production | https://forums.factorio.com/viewtopic.php?t=126481 | cingulata | For my first try at designing a nuclear plant, I decided to make an 8 reactor design with the overall footprint roughly in the proportions of a brick of refined concrete. I'm sure there are many improvements to be made, but for now I am pretty pleased with how it looks and tiles!
0eNrk3WGSJceN4Pm78DM59uAAHEDb7p5iv... | [] | 0 | 2025-01-30T19:08:19-06:00 |
forum-topic-124474 | 124474 | Installation Failed, Could not resolve host. | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=124474 | Sparkysam | Anyone know how to fix this as currently cannot download any mods as the link to the correct server is incorrect.
It should be dl-mods.factorio.com
12-15-2024, 12-04-13.png (34.24 KiB) Viewed 186 times | [] | 0 | 2024-12-15T06:05:07-06:00 |
forum-topic-98402 | 98402 | LuaEntityPrototype::dying_speed [R] | Already exists | https://forums.factorio.com/viewtopic.php?t=98402 | Galista | When using LuaEntityPrototype::time_to_live in control stage to get a Prototype/Corpse.time_before_removed property, the value returned is not the one defined in the prototype (in ticks) but has been in-between multiplied by its Prototype/Corpse.dying_speed property, making it unusable.
Adding LuaEntityPrototype::dy... | [
{
"author": "",
"content": "This has been implemented at some point in the last 2 years.",
"date": "2023-10-07T19:37:32+00:00",
"quotes": []
},
{
"author": "Galista",
"content": "I didn't noticed, it slipped through the changelogs. Thank you for the notification! \n \nIt was added in 1.... | 2 | 2021-05-17T03:52:35-05:00 |
forum-topic-76940 | 76940 | Version 0.17.72 | Releases | https://forums.factorio.com/viewtopic.php?t=76940 | Bugfixes
Fixed another biter-related crash. ( 76909 )
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental . | [
{
"author": "husnikadam",
"content": "Any idea when are gonna be released latest pathfinder FFF changes?",
"date": "2019-10-18T13:42:52+00:00",
"quotes": []
},
{
"author": "",
"content": "hint:\n \n spoiler - release date they were released with 0.17.70",
"date": "2019-10-18T13:56:02... | 6 | 2019-10-18T08:05:15-05:00 | |
forum-topic-9501 | 9501 | Information | Atomic Power | https://forums.factorio.com/viewtopic.php?t=9501 | Fatmice | Atomic Power is an umbrella name for power generation from the manipulation of atoms. I strive to make the mods realistic and fun with certain simplifications due to Factorio's coding and the limitation of LUA. Being that these are Factorio's mod, you should expect to see Factorio's theme in logic and inner workings ... | [] | 0 | 2015-04-07T13:58:26-05:00 |
forum-topic-111847 | 111847 | Megabase (2000 SPM, Vanilla, VTN) | Medium/Big/Gigantic Sized Structures | https://forums.factorio.com/viewtopic.php?t=111847 | PMAP | Introduction
Hello everyone and thanks to Google Translator.
Overview
Overview.jpg (219.27 KiB) Viewed 3460 times
Science
SciencePack.png (57.07 KiB) Viewed 3457 times
The main purpose of this base was to (over)load the VTN system and check how it copes or not. I can tell you the result rig... | [] | 0 | 2024-03-16T07:04:24-05:00 |
forum-topic-61137 | 61137 | Headless Linux Requirements | Technical Help | https://forums.factorio.com/viewtopic.php?t=61137 | adam_bise | What kind of system would I need to run a headless server on Linux? I couldn't find a requirements spec.
How much ram, cpu, etc.. Could it run on something as small as a Pi with save file stored on CIFS?
Thanks! | [
{
"author": "",
"content": "You need a two core 64bit x86 processor with 1GB RAM to run it, but in the end the hardware you need depends on how big you want to build.",
"date": "2018-06-23T00:21:52+00:00",
"quotes": []
},
{
"author": "adam_bise",
"content": "Thanks Loewchen. \n \nWould t... | 6 | 2018-06-22T19:01:55-05:00 |
forum-topic-102435 | 102435 | Multiple instances - are there any side effects if I delete .lock? | Multiplayer / Dedicated Server | https://forums.factorio.com/viewtopic.php?t=102435 | XaLpHa89 | I've successfully started multiple servers with and without mods, just deleting the ".lock" file. Are there any side effects I'm missing?
Code: Select all screen -dmSU "screen.window.factorio.instance_1"; \
screen -S "screen.window.factorio.instance_1" -p 0 -X stuff "
/opt/factorio/bin/x64/factorio
--start-server /o... | [
{
"author": "",
"content": "There is this one: viewtopic.php?p=471804#p471804",
"date": "2022-05-17T11:01:42+00:00",
"quotes": []
},
{
"author": "XaLpHa89",
"content": "I have now added the parameter \"--no-log-rotation\". It would be better to switch off the log completely, is that pos... | 6 | 2022-05-17T04:09:50-05:00 |
forum-topic-12178 | 12178 | What's this about? | Tools | https://forums.factorio.com/viewtopic.php?t=12178 | I found there are many small tools, calculators, and stuff, which enables better gameplay or easier development. The problem with them was, that they got lost within the other stuff.
This board is around this. I try to bring all together here, if I have overseen something, please make me a short note. | [
{
"author": "",
"content": "I am a total addict to Foreman : \n https://forums.factorio.com/forum/vie ... =69&t=5576 \nIt is so user-friendly, flexible, graphic, to me it's a must-have.",
"date": "2015-05-10T13:04:09+00:00",
"quotes": []
},
{
"author": "IIPoliII",
"content": "Hahhahah th... | 3 | 2015-05-10T02:41:14-05:00 | |
forum-topic-124170 | 124170 | [Idea] could settling a Gas Giant planet work? | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=124170 | astralFitz | Like, the vague idea that sprung to mind is making some manner of aerostat base in the upper atmosphere, presumably using some combination of mechanics for space platforms and Aquilo's iceberg building.
Offhand I don't actually know what useful materials would prompt building there, but I have no doubt reasons could... | [
{
"author": "BraveCaperCat",
"content": "Wow, great idea! \n \n\nLikely Hydrogen, Helium, and a few other gases.",
"date": "2024-12-15T13:16:04+00:00",
"quotes": [
{
"author": "astralFitz wrote: Tue Dec 10, 2024 6:15 pm",
"content": ""
},
{
"author": "astral... | 5 | 2024-12-10T12:15:11-06:00 |
forum-topic-127098 | 127098 | No "Endgame" Achivement | Duplicates | https://forums.factorio.com/viewtopic.php?t=127098 | schmu | Hello factorio Support,
i just play with my mates the space age mod, and we are done.
My mates are travel to shattered planet, i was offline in this moment. Now, there have become the achievement that they end the game.
But if i travel now to the shattered Planet, i dont become the achievement. What can i do... | [] | 0 | 2025-02-24T06:22:03-06:00 |
forum-topic-127368 | 127368 | [2.0.32] Crash adding station-not-full condition to train schedule during interrupt | Pending | https://forums.factorio.com/viewtopic.php?t=127368 | BeachesCache | I had a train at depot which should (I wish) have been at its cargo-source station, waiting for cargo-sink to open up its train-count. It was operating under an interrupt as shown in the screenshot. Every 30s it loops and re-enters the depot interrupt wait conditions. I tried adding a cargo-sink not full condition t... | [
{
"author": "",
"content": "Post the log of the session with the crash please, see 3638 .",
"date": "2025-03-10T00:18:53+00:00",
"quotes": []
},
{
"author": "",
"content": "Are you able to reproduce the crash?",
"date": "2025-03-11T13:29:41+00:00",
"quotes": []
},
{
"aut... | 3 | 2025-03-09T19:12:49-05:00 |
forum-topic-121761 | 121761 | Missing ore types when combining Pyanondons and RSO | Resource Spawner Overhaul | https://forums.factorio.com/viewtopic.php?t=121761 | darthsion | Hello
When combining the latest versions of RSO and Pyanodons in the Factorio 2.0.19 and I get the following warnings about resources
Code: Select all The resource antimonium is not configured in RSO. It won't be spawned!
The resource ree is not configured in RSO. It won't be spawned!
The resource geothermal-crac... | [
{
"author": "elrivko",
"content": "disable the RSO mod",
"date": "2024-11-22T21:44:49+00:00",
"quotes": []
},
{
"author": "orzelek",
"content": "It looks like there was an update to PY that added some new ores? \n \nAFAIK PY has it's own recommended preset outside of RSO. And I'm not sur... | 5 | 2024-11-16T13:03:39-06:00 |
forum-topic-65909 | 65909 | Factoirio Translation Helper | Development tools | https://forums.factorio.com/viewtopic.php?t=65909 | MOP3E | Program to assist in the translation of localizations modifications Factorio.
Program features:
1. Import and Export of localization files with preservation of the file structure.
2. Presentation of translated phrases in the form of a table.
3. Save the translation into a file for further work on it.
4. Undo and R... | [] | 0 | 2019-02-28T09:30:29-06:00 |
forum-topic-126851 | 126851 | Decider combinator not working for equality check on signal with quality for "Each" comparator | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=126851 | rolf_kopter | Version: 2.0.32
Mods enabled: space age, elevated rails, quality
Game mode: freeplay
When within the decider combinator an equality check is performed on items with quality, any item with the correct amount will pass, even when the item type is incorrect, as long as the item count is equal.
See image for wher... | [
{
"author": "Nidan",
"content": "Yes. The conditions using Each don't select the signal chosen on the right hand side, but all signals with the same value. In the screenshot that's all signals with the value 2. \nYou can mouse over the signals displayed near the bottom to see how they're evaluated. \n \nIt ... | 2 | 2025-02-14T19:38:49-06:00 |
forum-topic-125600 | 125600 | Ship speed control based on ammo counts | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=125600 | jakemac53 | I wanted to design a ship which could smartly control its max speed based on the current amount of ammo on board, so I made one.
Note: See reply below, I updated this design to make it easier to use and provided a screenshot without alt mode.
speed control.PNG (1.01 MiB) Viewed 859 times
Set your desir... | [
{
"author": "mmmPI",
"content": "Nice ! \n \nTo be fair i was expecting a ship in the blueprint, to try it right away, that's probably childish of me \n \nBut inspired by the spirit shown here, i thought i would just make one \n \nI attempted to reproduce the connections from the picture, and got confused... | 3 | 2025-01-05T00:56:57-06:00 |
forum-topic-32042 | 32042 | Second Game, First Post | Show your Creations | https://forums.factorio.com/viewtopic.php?t=32042 | sd-tom | This is my second map after watching the first couple videos by Negative Root on Youtube. I feel like I found a decent starting map using RSO mod. I am loving this game so far. | [
{
"author": "mooklepticon",
"content": "Nice work! Looks like you got the ratio down. You could also put some underground pipes in there to break things up to allow for more walkability or grab the squeak thru mod.",
"date": "2016-09-02T19:59:05+00:00",
"quotes": []
},
{
"author": "sd-tom",... | 4 | 2016-09-02T09:33:50-05:00 |
forum-topic-31996 | 31996 | How to make trains pick an open waiting bay | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=31996 | aober93 | So i have trains arriving at a station. WIth 2 parallel waiting bays in case the station is full. But i have the situation that i cannot solve trains not picking the open waiting bay. But instead they ignore it. See the attached image.
The selected train is waiting on a chain signal. And it has a free waiting bay to g... | [
{
"author": "Deadly-Bagel",
"content": "I don't normally have a problem with this, however I don't see why you would need a chain signal there. Would a normal signal not suffice? \n \nAlso is that a signal behind the train just leaving the waiting bay? Can't quite see but I assume so otherwise the other sig... | 15 | 2016-09-01T10:15:10-05:00 |
forum-topic-21180 | 21180 | [0.12.x] NoHandCrafting [1.0.1] | Fentus Challenge & Tool Mods | https://forums.factorio.com/viewtopic.php?t=21180 | Fentus | [0.12.x] NoHandCrafting
version: 1.0.1
dependencies: base >= 0.12.0
description: This mod gives you the bare minimum to complete the game and disables hand crafting.
Screenshots
Download
NoHandCrafting_1.0.1.zip
Updated dependencies and homepage (3.42 KiB) Downloaded 390 times
NoHandCra... | [
{
"author": "marcelgrilo",
"content": "crashed on 0.14=/",
"date": "2016-09-08T23:54:55+00:00",
"quotes": []
}
] | 1 | 2016-03-09T02:24:29-06:00 |
forum-topic-98730 | 98730 | 1-1 Trains Only 1,1k Spm Base Teaser | Videos | https://forums.factorio.com/viewtopic.php?t=98730 | SauerkrautPudding | Hello Community,
I think I made something in Factorio that is worth showing. I have never seen something like this before at least, so here is a quick Teaser (only 1:30 minutes so you can give it a shot mby).
https://www.youtube.com/watch?v=Sy2V77EYnOw
Some numbers/words:
- Pure vanilla, biters on
- 1,1k Sp... | [
{
"author": "TaylorItaly",
"content": "Woh, awesome !!",
"date": "2021-06-06T14:24:53+00:00",
"quotes": []
},
{
"author": "TaylorItaly",
"content": "So, where is the video with the tour ? \n \nIt is not nice , to made someone hungry and than not to deserve .",
"date": "2021-07-11T15:... | 3 | 2021-06-06T04:48:23-05:00 |
forum-topic-45392 | 45392 | How to: Contribute to the wiki | Wiki Talk | https://forums.factorio.com/viewtopic.php?t=45392 | Request an account. Account requests are handled rather quickly, usually your account will be created within a few days if you confirm your email address.
Important things to know for editing the wiki:
The rules - Will be enforced
The editor noticeboard - Current projects
The MediaWiki help pages
Please r... | [] | 0 | 2017-04-28T04:39:06-05:00 | |
forum-topic-46156 | 46156 | [0.15.x] Speed Contol [1.0.3] | Fentus Challenge & Tool Mods | https://forums.factorio.com/viewtopic.php?t=46156 | Fentus | [0.15.x]SpeedControl
version: 1.0.3
dependencies: base >= 0.15.0
description: Adds four buttons to increase or decrease the speed of the game.
Screenshots
Downloads
SpeedControl_1.0.3.zip
(3.68 KiB) Downloaded 229 times
SpeedControl_1.0.2.zip
(3.68 KiB) Downloaded 222 times
SpeedC... | [] | 0 | 2017-05-02T23:25:44-05:00 |
forum-topic-21022 | 21022 | Improved Vehicle Control | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=21022 | Players have the problem to control the car/tank at high speed, if they want just to drive long, straight road.
viewtopic.php?f=6&t=6015 Fine steering control for cars using the mouse
viewtopic.php?f=6&t=10315 Roads/streets as steering guide. Cars will try to stay on it
viewtopic.php?f=6&t=12992 Self Drivi... | [
{
"author": "tobsimon",
"content": "This topic also belongs here: \n \n viewtopic.php?f=6&t=10315 Roads/streets as steering guide. Cars will try to stay on it",
"date": "2016-06-19T08:29:37+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks, good find.",
"date": "2016-06-19T... | 9 | 2016-03-06T20:07:08-06:00 | |
forum-topic-126831 | 126831 | [request] remove pipes 6000/S limit | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=126831 | canguro-astemio | I have encountered a problem with the pumps in the 5dim's mod - new transport that do not work because the base game pipes have a limit of 6000/S.
I reported the problem to the creator of the mod but I was ignored so I kindly ask if it is possible to create a mod that solves this problem.
Thanks for your attention. | [] | 0 | 2025-02-13T17:03:57-06:00 |
forum-topic-127572 | 127572 | Allow thruster-less platforms unlimited upward height | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127572 | urquelle | TL;DR
Space platforms without thrusters should be allowed to expand ( quasi ) indefinitely in all directions.
What?
Currently, due to the exploitable nature of very tall spaceships, the max upward height is limited to 200 for all space platforms.
This may be an understandable limitation for all space platform... | [
{
"author": "",
"content": "Unfortunately i am not seeing this idea as being feasible. This feature would create a lot of annoying corner cases that would be hard to communicate to players because if the space platform would get past the 200 tiles from the north, we would have to disallow placing thrusters ... | 5 | 2025-03-17T12:39:33-05:00 |
forum-topic-13139 | 13139 | Bugs and problems - Page 14 | 5dim's mod | https://forums.factorio.com/viewtopic.php?t=13139&start=260 | IG2 | Thank you so much for updating your Mods to 0.15!
Sadly the MK2 and MK3 Punpjacks seem to have no output specified, so they wont fill connected Pipes.
Thanks in advance for looking into it! | [
{
"author": "xBlizzDevious",
"content": "I have no idea what any of your mods do. Each of the descriptions are as useful as the last. \n \n\"<part of mod> part of 5dim mods.\" is not an adequate description. \n \nNot only that but you've got the descriptions for \"resources\" and \"transport\" muddled, as w... | 19 | 2015-06-21T17:12:59-05:00 |
forum-topic-126738 | 126738 | Advanced combinators (selector) should come before blue science and use green circuits | Balancing | https://forums.factorio.com/viewtopic.php?t=126738 | Milichip | Quality is unlocked at green science, yet selector combinators -which allow for quality manipulation of signals- are only unlocked after blue science due to their need for red circuits.
I suggest changing their recipe to green circuits instead and removing the need for blue science for research, even if that means i... | [] | 0 | 2025-02-10T09:09:24-06:00 |
forum-topic-9 | 9 | Railroad - Page 8 | Development Proposals | https://forums.factorio.com/viewtopic.php?t=9&start=140 | Ragnaman | Could you please share the link to reddit ?
I personally have had 16 L-CCCC-L terminal trains in my train system and ive never had issues with clogging up my "main railroad artery" because i designed solutions for that by learning how train signals work. No trains ever entered a "siding" if they did not have business ... | [
{
"author": "VFaalcatnodriiro",
"content": "Sorry for gravedigging but, I read the first post regarding Transport Tycoon and... \n \na feature that I'd love to see: Conditional Schedules based not only on waggon-stats (full/empty/half empty) but also based on locomotive-stats (how much fuel is left, is the... | 8 | 2013-02-07T10:31:29-06:00 |
forum-topic-53976 | 53976 | on_pre_console_chat (or on_cancel_console_chat) | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=53976 | Angamara | hello,
Could we have something like this:
game.map_settings.use_pre_console_chat = true
Makes sending in-game message only possible with game.console_chat
(As we process the message and we do not know how long it takes between the beginning of the execution of the function and the end of the execu... | [
{
"author": "Angamara",
"content": "After a few tests it seems that the command / mute sends the message only to the person concerned. \n \nBut on_console_chat captures his message anyway. \n \nThe solution already in place would mutate all people and return the message afterwards. But the message / mute sh... | 13 | 2017-11-12T19:58:54-06:00 |
forum-topic-120390 | 120390 | Version 2.0.16 | Releases | https://forums.factorio.com/viewtopic.php?t=120390 | Minor Features
Search is now case and accent insensitive for all official languages.
Changes
[space-age] Changed tree seed default import location to Nauvis. ( 119272 )
Fluid mixing will prefer the fluid with more volume and discard the other.
Updated SDL to version 2.30.9.
Bugfixes
Fixed a free... | [
{
"author": "StoneLegion",
"content": "What a mighty change log for a Friday! Thank you and have a great weekend!",
"date": "2024-11-08T15:31:02+00:00",
"quotes": []
},
{
"author": "plexpt",
"content": "what is SDL ?",
"date": "2024-11-08T16:45:32+00:00",
"quotes": []
},
{
... | 7 | 2024-11-08T09:12:21-06:00 | |
forum-topic-127314 | 127314 | [2.0.39] Crash (BoundingBox::calcVectorExtension) | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=127314 | heyqule | What did you do?
I was debugging a mod compatibility issue.
Oddly enough, it happens only when both ColonyBuilder and ERM_Terran mods are enable.
When I disable my ERM_Terran or ColonyBuilder, the game is fine.
What happened?
Factorio had an "Unexpected error occurred" crash.
178.039 Error FixedPoin... | [
{
"author": "",
"content": "Thanks for the report. This is now fixed for the next release.",
"date": "2025-03-10T17:49:09+00:00",
"quotes": []
}
] | 1 | 2025-03-06T22:21:44-06:00 |
forum-topic-116035 | 116035 | Factorio: Space Age - Trailer at 60fps uses 30fps footage with frame duplication, causing motion sickness | Spread the Word | https://forums.factorio.com/viewtopic.php?t=116035 | zheland | This is not a game bug, but I couldn't find a more appropriate place to report it.
The 60fps version of the "Factorio: Space Age - Trailer" is incorrectly encoded, making it painful to watch. It feels twitchy and causes motion sickness.
Official trailer link: https://www.youtube.com/watch?v=OiczN-8QKDA
The trai... | [
{
"author": "Nova",
"content": "Yeah, the quality of the trailer wasn't good. The constant movement made it hard to actually see stuff, but didn't know why exactly. 30 fps would explain that.",
"date": "2024-10-20T14:19:38+00:00",
"quotes": []
}
] | 1 | 2024-10-18T12:43:35-05:00 |
forum-topic-122403 | 122403 | Version 2.0.21 - Page 2 | Releases | https://forums.factorio.com/viewtopic.php?t=122403&start=20 | DragonMudd | Huge to me as I watch my tree farm wither and die due to the changes because I didn't know I was building trees somewhere I wasn't supposed to be
It also includes nuclear soil which might be a problem for some nuke happy players who were planning on going green later. Landfill I'd say is a big deal too though, as t... | [
{
"author": "distortions864",
"content": "I don't own a Macintosh, but some players in my Factorio group do and were having issues. \nI just wanted to say this: Wube should be applauded for their dedication to their customers. \nThey have been loyal to them for a good many years, and that is truly commenda... | 8 | 2024-11-21T11:59:37-06:00 |
forum-topic-106661 | 106661 | Controller modding guide / FAQ | Modding discussion | https://forums.factorio.com/viewtopic.php?t=106661 | Factorio 1.1.83 has added support for game controllers to the PC version of the game. Naturally, this new control scheme may cause issues with mods, so this guide is intended to help ease the process of adapting mods to support controllers if needed.
I'm a mod author, what does this mean for me?
For the vast maj... | [
{
"author": "Deadlock989",
"content": "This is quite annoying. \n \n Shortcuts were introduced in 0.17 if I recall correctly. The \"order\" property was listed as optional property then; at the time of writing it is still listed as an optional property - none of the controller-related treatments of shortcu... | 8 | 2023-06-14T14:23:49-05:00 | |
forum-topic-127244 | 127244 | [2.0.37] [SA] Unable to set up forced drop-off on space platforms | Resolved for the next release | https://forums.factorio.com/viewtopic.php?t=127244 | Hares | Background
I was experimenting with fast drop-offs: items are being consumed by landing pad in a slow rate, so to not waste time of the platform, I tried automating instant dropping of cargo and didn't succeed.
Steps to Reproduce
Have a platform with two request groups for the same item:
Request N to N ... | [
{
"author": "Hares",
"content": "Update \nWhen the platform receives the delivery, it re-checks trash conditions and drops a new group of 10 stacks. However, this does not happen if a platform re-arrives to the same planet as a new schedule entry, with or without wait condition. (Un)checking \"Unload\" ch... | 5 | 2025-03-03T13:34:28-06:00 |
forum-topic-127389 | 127389 | Uploading to galaxy of fame failed. | Technical Help | https://forums.factorio.com/viewtopic.php?t=127389 | Geradeaus | I tried to upload my most recent save to the galaxy of fame and i get the following error:
Process failed: Failed to reach auth server. Code 400. Error: info.json file too large.
Any help is appreciated. Thanks | [] | 0 | 2025-03-11T07:58:19-05:00 |
forum-topic-101064 | 101064 | Config for bzcarbon (Graphite & Diamonds), and bzaluminum (Aluminum) | Resource Spawner Overhaul | https://forums.factorio.com/viewtopic.php?t=101064 | brevven | Hello once again. Another config attached, for "bzcarbon" mod, which provides "graphite" and "diamond" ores.
I've set up my mod so that if RSO is enabled, both are always available. (Note that without RSO, there's a setting for diamonds.) Diamond patches are meant to be very rare. I tested and they do show up after... | [
{
"author": "brevven",
"content": "And another one \n \nThis one is pretty straightforward -- a single ore, with starting patch, very similar values to e.g. vanilla copper.",
"date": "2022-01-31T11:27:51+00:00",
"quotes": []
},
{
"author": "orzelek",
"content": "Sorry it seems I misse... | 5 | 2021-12-29T23:10:58-06:00 |
forum-topic-119199 | 119199 | Quality options for chests and trains | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=119199 | danbopes | I'm curious why locomotives, wagons, and chests only have health improvements from quality. I think chest size, cargo size, and maybe fuel slots or locomotive speed are all good targets for higher qualities. I'm curious if there was a justification for these omissions. | [
{
"author": "wlkrd1",
"content": "I was thinking the same thing. I was hoping that higher quality cargo wagons, chests, etc would get buffs to their storage size with higher quality. \nLooking at how the prototypes define their quality bonuses I might be able to make a mod that adds this if there's enough i... | 19 | 2024-11-01T22:12:55-05:00 |
forum-topic-126193 | 126193 | [raiguard][2.0.32] lingering thumbnails when updating several mods ingame | Assigned | https://forums.factorio.com/viewtopic.php?t=126193 | Quezler | When you bulk update mods it is very probable for one of the thumbnails to still render even when there is currently no mod actually selected.
Full video in 126192 | [] | 0 | 2025-01-21T07:07:00-06:00 |
forum-topic-109658 | 109658 | [1.1.94] Desync during terrain generation | Desyncs with mods | https://forums.factorio.com/viewtopic.php?t=109658 | cogito123 | Hi, this desync report was generated while reloading surface in bitter battles soft scenario. By reloading I mean that new surface is created, all players are teleported there and old surface is deleted. Shortly (2s-5s) after players are teleported and chunks start generating, extremely rare desync happens only to a sm... | [
{
"author": "",
"content": "Hello, assuming the desync is related to x86 vs ARM consistency, 1.1.96 fixed two such issues - infinite resource richness and an overflow in random penalty noise expression seed. Could you try reproducing it in the latest experimental release?",
"date": "2023-11-13T11:03:42+... | 4 | 2023-11-11T05:37:43-06:00 |
forum-topic-126894 | 126894 | Set a default starter pack when multiple starter packs exist | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=126894 | Quezler | When there is only one starter pack it gets preselected.
When there are multiple starter packs nothing gets preselected.
It would be nice if the first pack (based on the item's order) gets picked / an utility constant for it gets added / etc.
Currently im working on a mod that adds a new platform for in usage ... | [
{
"author": "PennyJim",
"content": "+1 either that or have it remember which one was last chosen",
"date": "2025-03-07T15:00:45+00:00",
"quotes": []
},
{
"author": "MrSmoothieHuman",
"content": "+1",
"date": "2025-03-07T16:43:14+00:00",
"quotes": []
}
] | 2 | 2025-02-16T13:59:58-06:00 |
forum-topic-117851 | 117851 | [2.0] Brave New World | Mods | https://forums.factorio.com/viewtopic.php?t=117851 | Omnifarious | This mod will need to seriously change for 2.0. Mostly, it will get a LOT simpler as 2.0 supports doing practically everything via map view.
I'm thinking of, instead of removing the character, confining the character to another surface (the "Control Room") where they manage what's going on on Nauvis.
I'm also thi... | [
{
"author": "Rafe",
"content": "One of my favorite mods. I don't think you need the player character at all as you are the factory. The canon in my head has always been that the direction of factory growth is done by an advanced AI or that a post-human has forgone his humanity and fused with technology and ... | 5 | 2024-10-27T01:09:08-05:00 |
forum-topic-19114 | 19114 | Splitter not working properly | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=19114 | SPolygon | Ok, so I have 1 input belt and 1 output belt. I used splitter to balance input lanes. I thought that splitter works like this; 1 item left, 1 item right, 1 item left etc. But what happened; 2 items left, 2 items right, yea, the splitter splits couples, not a single items. Picture:
I know, it's still pretty much ... | [
{
"author": "",
"content": "I think the splitter works by splitting each 'lane' 50/50 to eachside, and by looking at it, your copper and come in on opposite lanes. \n \nSo if you imagine, the1st item on the left lane goes to the left lane of the bottom belt, 2nd item on the left lane goes to the left lane o... | 19 | 2016-01-12T10:41:10-06:00 |
forum-topic-38831 | 38831 | [MOD 0.15] Water Fix | Mods | https://forums.factorio.com/viewtopic.php?t=38831 | Title: Water Fix
Short Description: Fixes the water graphics so that it can blend into any terrain type, including concrete, stone brick and modded biomes. Concrete and stone brick can also be placed right up to the edge of the water. Also fixes some of the weirdness related to placing landfill
Name: water-fix
... | [
{
"author": "Xeanoa",
"content": "Is this going into 0.15 then? Because that sounds like it should.",
"date": "2016-12-21T02:49:28+00:00",
"quotes": []
},
{
"author": "",
"content": "Probably not. There's a trade-off, being able to blend with any type of land tile means sacrificing the t... | 3 | 2016-12-20T19:06:35-06:00 | |
forum-topic-108788 | 108788 | Reliable, constant and balanced 2 compressed blue belt per wagon side | Railway Setups | https://forums.factorio.com/viewtopic.php?t=108788 | gracicot2 | I'm not sure if train station can get better in term of throughput.
This train station design is a combination of techniques and designs I found online. It can achieve a constant 4 blue belt per wagon, or 2 blue belt per wagon side.
The problems I found online with designs for a 2 blue belt per wagon sides were:
... | [
{
"author": "datarza",
"content": "Good job @gracicot2, please consider one of the following two updates related to loading cargo wagons: \n \n \n \n test unloading.png (3.75 MiB) Viewed 3942 times \n \n \n\n1. additional belt in the left side for stretch the loading line \n2. 2x6 balancer with additional b... | 6 | 2023-09-18T13:33:51-05:00 |
forum-topic-122646 | 122646 | Wire color selection | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=122646 | Chthon | Instead of having green/red wire, which for me look the same no matter which color vision setting I choose, why not let the player select which color each wire is from a set of 8 or 16 colors?
Honestly, looking at the resource files, there isn't any reason why you have 4 different wire pictures anyways. Having one w... | [] | 0 | 2024-11-23T10:58:12-06:00 |
forum-topic-126484 | 126484 | Factorio Forums • Removal of the "Use filter" checkbox | Removal of the "Use filter" checkbox. So you just have to click the box to show the selection window, or drop something in one of the boxes. If that happens, the white/blacklist options also becomes available. | [
{
"author": "",
"content": "+1 think of all the clicks saved. All those children in the clickmines will thank you.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "What do you think about tristate filter mode solution i did in case of loader entities?",
"date": "",
"quot... | 13 | ||||
forum-topic-122021 | 122021 | [Klonan][2.0.20] when the platform list updates (ship departed/arrived) the hovered one flashes dataless | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=122021 | Quezler | - | [
{
"author": "",
"content": "Hi, \n \nThanks for the report, \n \nIt is fixed for the next release",
"date": "2024-12-04T11:17:43+00:00",
"quotes": []
}
] | 1 | 2024-11-18T15:48:41-06:00 |
forum-topic-29937 | 29937 | Factorio Forums • Unofficial Factorio Troll/Griefer Database - Page 12 | 2 new troll on deu server
2 name: DerLangeStecher and Walzen665
they grief trolling and kill player on allie server | [
{
"author": "",
"content": "user \"Liver\" griefed comfy servers.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Over the past couple days there have been griefers in a few of the multiplayer games that I've played. Almost all of them were on one or more of these lists. \n \nU... | 19 | ||||
forum-topic-92491 | 92491 | [1.1.4] Missing tooltip for character-button | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=92491 | fishycat | When you hover over the character button there is no tooltip. I would expect there to be a tooltip with character and the hotkey "e", like you can see in 2nd pic.
Not a big thing, but for consistency sake.
hover1.png (26.05 KiB) Viewed 1501 times
hover2.png (17.32 KiB) Viewed 1501 times | [
{
"author": "",
"content": "Not really a bug. But I added a tooltip for the next release because why not.",
"date": "2020-12-08T23:20:57+00:00",
"quotes": []
},
{
"author": "fishycat",
"content": "Nice, thanks for that!",
"date": "2020-12-09T13:49:56+00:00",
"quotes": []
}
] | 2 | 2020-12-03T13:25:12-06:00 |
forum-topic-108080 | 108080 | How to use this forum | Documentation Improvement Requests | https://forums.factorio.com/viewtopic.php?t=108080 | Did you just run into a prototype property that was called pizza_type but didn't seem to do anything with pizzas at all and didn't have a description to tell you what it really does? Did you try to use a complicated method in the control stage but couldn't figure out how the format the doc describes should look like ... | [] | 0 | 2023-08-04T09:51:56-05:00 | |
forum-topic-122405 | 122405 | Factorio Forums • [Fixed] Can't paste images from clipboard anymore | Something has changed within the last 24 hours and now I can no longer paste images from clipboard directly in the post. Up until yesterday I could just press Win + Shift + S to clip a fragment of my screen into the clipboard then paste it in the post contents with Ctrl + V, and phpBB would automatically make an attach... | [
{
"author": "",
"content": "Same issue for me. Very annoying. Changes the option to use images from \"nice for explanation\" to \"wow, cumbersome\". \n \nAs a temporary workaround on windows, have a look at a small tool I just found, pasteintofile ( https://github.com/EslaMx7/PasteIntoFile )",
"date": "... | 13 | ||||
forum-topic-125116 | 125116 | Paste sound barely audible -- pls make louder | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=125116 | Usul | Hi!
The interface sound of pasting copied settings over to an entity is barely audible. In comparison to corresponding copy sound, it is objectively much quieter. I find it difficult to hear the former above other factory noises, though I have unimpaired hearing. That particular sound is especially important as feed... | [
{
"author": "ikarikeiji",
"content": "+1",
"date": "2024-12-26T15:11:57+00:00",
"quotes": []
}
] | 1 | 2024-12-25T14:43:32-06:00 |
forum-topic-116694 | 116694 | Assembler's "Set Recipe" should use the strongest signal | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=116694 | 19wolf | So I've been playing around with the "set recipe" feature of assemblers and I'm having a lot of trouble getting it to do what I want because of how the signals currently work. And in researching it, apparently getting the max signal is non-trivial? Unless I'm missing something, if I could just get my assembler to use w... | [
{
"author": "sarge945",
"content": "I noticed this too. It was very annoying. \n \nYou can work around it using the new combinator, but it's tedious and annoying.",
"date": "2024-10-23T01:56:30+00:00",
"quotes": []
},
{
"author": "RoseQuartz",
"content": "Would love to have this. It woul... | 7 | 2024-10-22T16:22:00-05:00 |
forum-topic-124363 | 124363 | [2.0.23] Cant swap player with player in remote view | Won't fix. | https://forums.factorio.com/viewtopic.php?t=124363 | root | Code: Select all /swap-players command does not work if you or the player to swap is currently in remote view.
The command returns an error:
Code: Select all Cannot swap players: Character does not have a controller.
I believe that the command should work regardless of the player's viewing mode. | [
{
"author": "",
"content": "This is quite funny because the \"swap-players\" command internally is handled by a function called swapCharacters and a player that is in remote view obviously has no character.",
"date": "2025-01-17T13:25:53+00:00",
"quotes": []
},
{
"author": "",
"content":... | 3 | 2024-12-13T09:47:26-06:00 |
forum-topic-126971 | 126971 | Filter to include/exclude spage age mods | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=126971 | tyasuh | As simple as the title says, a way to filter out mods that require space age dlc. | [
{
"author": "mmmPI",
"content": "+1 ( i think this was suggested already but can't find it)",
"date": "2025-02-20T09:23:10+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "+1",
"date": "2025-02-28T10:40:23+00:00",
"quotes": []
}
] | 2 | 2025-02-19T19:24:40-06:00 |
forum-topic-85716 | 85716 | LuaGuiElement double slider | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=85716 | LuziferSenpai | Hey,
it would be nice to get the double slider from the Logistic Menu, so we can use it to create custom request/keep/send GUI's, without needing 2 sliders in 2 rows or even more.
I would use it for this mod: https://mods.factorio.com/mod/Cargo_Train_Logistics
Greetz,
Luzifer | [
{
"author": "LuziferSenpai",
"content": "Any update to this?",
"date": "2020-10-19T11:57:13+00:00",
"quotes": []
},
{
"author": "",
"content": "+1. I would like to use a double slider for my Quick Item Search interface. Right now I have to use two separate sliders, which wastes a lot of ... | 4 | 2020-06-07T05:28:17-05:00 |
forum-topic-122313 | 122313 | [2.0.20] script equipment grid ghost interactions/removal can create a lingering item request | Resolved for the next release | https://forums.factorio.com/viewtopic.php?t=122313 | Quezler | steps to reproduce:
- load world with mods (reproducible without the platform construction mod too)
- place a linked/infinity chest and put each of your 3 tiers of personal battery away
- head into remote view
- place a (tier 3) battery as shown on the picture
- confirm personal roboport is on and that there is ... | [
{
"author": "",
"content": "Can you reproduce this in the latest version? (2.0.32 or later) \n \nAlso, do you have exact steps to reproduce the issue from scratch?",
"date": "2025-01-29T13:54:41+00:00",
"quotes": []
},
{
"author": "Quezler",
"content": "During the process of trying to re... | 4 | 2024-11-20T15:15:32-06:00 |
forum-topic-9407 | 9407 | MoMods: MiniMod Downloads | MoMods | https://forums.factorio.com/viewtopic.php?t=9407 | ludsoe | This thread contains Smaller mods, or incomplete mods that are still in the prototyping phase.
Mod details are organised by [Factorio Version,Mod Name,Mod Version].
0.9.X MoBeans OutDated Fart your enemys to death! --This was a request to be made.
http://www.mediafire.com/download/4111t ... obeans.zip
0.12.x M... | [] | 0 | 2015-04-03T14:54:41-05:00 |
forum-topic-61472 | 61472 | [One Line Suggestions] - Page 3 | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=61472&start=40 | curiosity | Ability to see actual date and time on everything, and not just a vague "X Ys ago".
Ability to go to a specific page of a mod listing.
This has been implemented by now, at least to the extent the linked thread is concerned. | [
{
"author": "Jakzie",
"content": "Ability to search for all the mods which use a specific mod as their dependency. Could be useful for mod developers to be able to see which mods use theirs as a dependency, but also regular players could use this to more easily find mods which overhaul, expand or just are d... | 14 | 2018-07-10T11:51:03-05:00 |
forum-topic-64017 | 64017 | FactorioIO - Energy Reader (Only one reading) | Reika's Mods | https://forums.factorio.com/viewtopic.php?t=64017 | Sworn | I was looking for a mod that output that two top bars that you have in the energy windows (Satisfaction, Production). A guy in the reddit send me here.
I found that you have 3 signals (power consumption, power production and grid satisfaction) but only 1 signal have output.
Actually power consumption and power p... | [
{
"author": "Sworn",
"content": "",
"date": "2018-12-25T15:35:51+00:00",
"quotes": []
},
{
"author": "Sworn",
"content": "I was trying to fix it, but I have no idea how to change it. \nThey output the same value and will always output the same value as the consumption and production ... | 4 | 2018-12-21T15:41:50-06:00 |
forum-topic-126304 | 126304 | [2.0.32] Crash when launching multiplayer save. | Technical Help | https://forums.factorio.com/viewtopic.php?t=126304 | chasen | Crash on launching multiplayer, just as the world finishes loading in. Both players are on most recent update [2.0.32] and crash on any Space Age saves.
Code: Select all 0.001 2025-01-24 21:03:11; Factorio 2.0.32 (build 81349, win64, steam, space-age)
0.001 Operating system: Windows 10 (build 19045)
0.000 Ini... | [
{
"author": "adam_bise",
"content": "No idea what this means: \n \nERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFCA7637374) \n00007FFCA7637374 (KERNEL32): (filename not available): BaseThreadInitThunk \nERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFCA777CC91) \n00007FFCA... | 3 | 2025-01-24T20:10:56-06:00 |
forum-topic-123324 | 123324 | Factorio Forums • Play styles and factory designs | Hey folks,
I play Factorio for a some years now (with some breaks from time to time) and I wonder about your play styles.
Sure, most prominent is building megafactories creating quadrillions of science packs and so on, which is impressive for sure.... but I doubt most people have that much time to invest (maybe... | [
{
"author": "",
"content": "I just hit 4000h and im going back to the roots with SA. Focusing on making it pretty over pure efficiency. \n \nTLDR: it just occurred to me that with over organising, you try to explain your base to someone who hasn't built it and joins your game. \nBeside my own playing I've... | 5 |
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