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-123458 | 123458 | [2.0.21] Foundry at high speeds is fluid output bound | Duplicates | https://forums.factorio.com/viewtopic.php?t=123458 | nctdev | I'm trying to extract 480 stone/s (2 saturated belts) from a foundry that is producing 516/s. No matter the setup I use, I cannot get over 450 stone/s from one foundry.
This is the test setup:
Blueprint:
0eNrdXO1uozgUfRd+w8rfhkr7JKMooomnRUuAJaS71SjvvgbShmkh8b12d5KRRuokgM891/jg+0F+RI/lwTRtUXXRw4+o2NTVPnr49iPaF0... | [
{
"author": "",
"content": "This looks like the fluid output is backed up, not the stone output, which means you just need to extract it faster - with a pump.",
"date": "2024-12-01T20:35:21+00:00",
"quotes": []
},
{
"author": "nctdev",
"content": "Yes the fluid is backed up. Is it expect... | 17 | 2024-12-01T07:29:14-06:00 |
forum-topic-118388 | 118388 | [2.0.12] Concrete produces iron ore in recycler | Not a bug | https://forums.factorio.com/viewtopic.php?t=118388 | Sevristh | On Fulgora when recycling concrete iron ore is being produced as an output after the patch this morning.
Patch 2.0.12 build 79795 | [
{
"author": "someone1337",
"content": "seems correct? \n \nsince concrete needs brick + water + iron ore",
"date": "2024-10-29T16:49:57+00:00",
"quotes": []
},
{
"author": "JackTheSpades",
"content": "There is however no mention of this in the patch notes.",
"date": "2024-10-29T16:55... | 3 | 2024-10-29T09:38:42-05:00 |
forum-topic-120100 | 120100 | productivity exploit +100% | Won't fix. | https://forums.factorio.com/viewtopic.php?t=120100 | Stargateur | with productivity module and passive productivity bonus on new machines we can now have more than +100% productivity on crafting machine, this mean you get bonus item before the ingredient are used. This mean you can have unlimited item by resetting the craft just before the main progress bar finish. You can do it manu... | [
{
"author": "Hares",
"content": "IIRC, without mods you can't automatically reset the recipe before crafting is complete, so you can't abuse it. In fact, there are modpacks designed around it (like Warptorio where you can easily get +140% on every machine). \n \nBTW, definitely not a bug as devs confir... | 18 | 2024-11-06T09:48:59-06:00 |
forum-topic-114287 | 114287 | fluid burnt result | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=114287 | kingarthur | id like to request the ability for fluids to have an optional burnt result similar to item burnt result. machines all have a set fluid consumption rate based on the input parameters and id like the ability to have them return a burnt result at a 1:1 ratio with the consumed inputs. fluid burnt results should allow for t... | [
{
"author": "MrSmoothieHuman",
"content": "+1 - it’d add a lot more avenues for mods to add extra mechanics, plus would save people from having to go and do it the “janky-scripting” way",
"date": "2024-07-14T09:51:20+00:00",
"quotes": []
},
{
"author": "protocol_1903",
"content": "+1",
... | 5 | 2024-07-14T02:32:36-05:00 |
forum-topic-115703 | 115703 | Mod Portal moderation and "forks" tab in mods | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=115703 | protocol_1903 | TL;DR
Moderation for mod portal submissions to add tags to mods that are generally unused such as hotfix mods, compatability mods, "my modlist" mods, minor changes to other mods, etc
There should be a forks tab under each mod, to list mods that include minor changes, fix certain bugs, or are forks when a mod is aba... | [
{
"author": "protocol_1903",
"content": "If getting moderators to do the moderation is an issue, allow users to mark mods with tags, then if enough users tag a mod as \"internal\" or \"modlist\" then the tag will automatically be added given other parameters (not updated recently, etc)",
"date": "2024-1... | 4 | 2024-10-02T19:48:17-05:00 |
forum-topic-99400 | 99400 | Factorio Forums • Simpler, less taxing fluids | Recently I play with fluid heavy mods and there is too much problems with liquid physics and ups impact.
Can someone make a mod that makes fluids/pipes work like electricity/wires. Everything connected to the same pipe can use and transfer all the available liquid immediately.
Thanks for help. | [
{
"author": "",
"content": "That's quite interesting in my opinion... Pipes and stuff could be empty, all fluids entering those turn into virtual fluids... Imo it sounds not impossible. I wonder if factorio API gives access to (fluid system contents) and (flush fluid system contents) this + manually adding ... | 2 | ||||
forum-topic-109836 | 109836 | mod communicating with the outside world | Modding help | https://forums.factorio.com/viewtopic.php?t=109836 | leo_85 | hello!
first thing first, my english is broken, i'll do my best (sorry in advance)
so! i'd love to make a mod that allow you to monitor and manage you factory through your phone via an app, by this i mean:
- read/write in the chat
- kick/ban/mute/promote player (if admin)
- see progression of and be able to ch... | [
{
"author": "mmmPI",
"content": "Not sure if this is related to what you want or if you are familiar with it but i have seen factorio game communicating to people on phone using discord. I know it is used for moderation so you can read the ingame chat from discord. You can see research, and i think also rec... | 7 | 2023-11-22T04:59:03-06:00 |
forum-topic-124993 | 124993 | Wagon to wagon items transfer | Mechanical Throughput Magic (circuit-free) | https://forums.factorio.com/viewtopic.php?t=124993 | apriori | Found it useful to use wagons as a storage on Gleba because of:
• number of sides to deal with a wagon using inserters (spoilage and the need to deal with it);
• ability to set item filters for slots;
• ability to "extend" a wagon storage in a sneaky way:
2024-12-23_11-30-54.png (1.25 MiB) Viewed 573 times
... | [
{
"author": "apriori",
"content": "Nah... nutrient production is a waste here... \n \nThis one is three times more efficient:\n \n \n \n 2024-12-23_14-10-01.png (591.95 KiB) Viewed 547 times \n \n \n 0eNrtHWtvqzj2vyDNlxWZxcYGXO3sf9jPoyqiiduiSyADpDvVVf/7mtAW0hhyfE7z0F6uRlNIwOf4PG2fR356D/lOb6usaLy7n162Kovau/v... | 1 | 2024-12-23T03:24:01-06:00 |
forum-topic-93125 | 93125 | Factorio Forums • New development team member? Welcome Lou | Hello all,
I just noticed a new purple name, but couldn't find any news or announcements for Lou
Please join me in welcoming Lou, and hope that they have a happy and productive tenure at Wube. | [
{
"author": "",
"content": "Welcome!",
"date": "",
"quotes": []
},
{
"author": "",
"content": "welcome Lou!",
"date": "",
"quotes": []
}
] | 2 | ||||
forum-topic-118668 | 118668 | 1-Combinator RS-latch | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=118668 | Achating | Hey,
Idea popped in my head, that it should be possible to make single-input single-combinator RS-latch with new decider combinator. So I made one:
10-30-2024, 22-33-05.png (672.44 KiB) Viewed 6770 times
On the screenshot I recreated example of the backup steam generators from wiki using new latch design... | [
{
"author": "daemuth",
"content": "Hey dude! This is awesome! I randomly bumped into this while making my own \"smart assembler\" and have used it to make my setup nice and compact: \n \n \nThanks for posting!",
"date": "2024-11-03T20:09:27+00:00",
"quotes": []
},
{
"author": "CircuitBreaker... | 9 | 2024-10-30T15:38:34-05:00 |
forum-topic-110300 | 110300 | problem with logistic system chest priority | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=110300 | dog80 | bot building priority take from chest:
green > red
this means that when you have your main mall going into red chests, then build a green chest far away because you want to speed up building there, you end up with building in the main base, the bots wont take of the red chest nearby, they will go all the way to th... | [
{
"author": "FuryoftheStars",
"content": "For logistic bots, buffer chests have highest priority as a source (aside from player trash) . (EDIT: high er priority over passive (red) providers.) \n \nFor construction bots, it's closest to the build ghost, regardless of type. \n \nIt's hard to tell from your... | 3 | 2023-12-20T07:42:24-06:00 |
forum-topic-122518 | 122518 | [Donion] [2.0.21] Foundries play full volume crafting sounds when clicked | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=122518 | RavenCoding | What did you do?
I clicked between two foundries on a space platform that had already crafted something (without clicking any other buildings in-between).
What happened?
After clicking on the second foundry, a full volume "metal casting" sound played from the foundry along with the "enter building gui" steel chest... | [
{
"author": "",
"content": "I'm so sorry, I completely missed this report. \nThe issue is fixed for the next release, 2.0.36. Thank you for the thorough report.",
"date": "2025-02-20T17:27:04+00:00",
"quotes": []
}
] | 1 | 2024-11-22T09:43:38-06:00 |
forum-topic-82431 | 82431 | Version 0.18.13 | Releases | https://forums.factorio.com/viewtopic.php?t=82431 | Gui
The character GUI now has a new look.
Personal logistics has been moved to a separate tab. Logistic requests and auto trash have been merged into one panel.
Using quick inventory transfers in the player inventory of the character gui will transfer the items either to weapons and armor slots or to trash slot... | [
{
"author": "Deadlock989",
"content": "Interesting ...",
"date": "2020-03-17T14:10:32+00:00",
"quotes": [
{
"author": "FactorioBot wrote: Tue Mar 17, 2020 2:07 pm",
"content": ""
}
]
},
{
"author": "vdreams",
"content": "\"Open equipment grid\" has a diffe... | 19 | 2020-03-17T09:07:09-05:00 | |
forum-topic-116156 | 116156 | [Hrusa][2.0.6] Asteroid collector arms turn invisible | Assigned | https://forums.factorio.com/viewtopic.php?t=116156 | Gergely | TLDR: Asteroid collector arms become invisible when the collector itself is off screen, even if the arms are on screen.
Reproduction
Enter remote view and visit a moving space platform.
Center the camera on the top edge of a front-facing asteroid collector's collection area.
Zoom in completely, and adjust t... | [
{
"author": "",
"content": "I will look into this. It's simply the result of the entity itself being just the collector box.",
"date": "2024-10-21T16:11:50+00:00",
"quotes": []
},
{
"author": "Gergely",
"content": "This is possibly related, or might even be the same bug: \n \nWhile build... | 2 | 2024-10-20T16:24:35-05:00 |
forum-topic-127493 | 127493 | 30 minutes tab in production window | Outdated/Not implemented | https://forums.factorio.com/viewtopic.php?t=127493 | datarza | 03-14-2025, 15-24-54.png (157.53 KiB) Viewed 300 times | [] | 0 | 2025-03-14T14:25:16-05:00 |
forum-topic-61126 | 61126 | Friday Facts #248 - Not Saturday Facts | News | https://forums.factorio.com/viewtopic.php?t=61126 | https://factorio.com/blog/post/fff-248 | [
{
"author": "mexmer",
"content": "i suppose, there is only 1 question after reading that \n \n0.17 when?",
"date": "2018-06-22T12:10:54+00:00",
"quotes": []
},
{
"author": "bNarFProfCrazy",
"content": "^+1 \n \nWell I actually have a second question: \n \nWhat is the deal about the match... | 19 | 2018-06-22T07:05:56-05:00 | |
forum-topic-99502 | 99502 | [posila] [1.1.36] Tips and tricks playable tutorials run migrations without running control first (if at all) | Minor issues | https://forums.factorio.com/viewtopic.php?t=99502 | kirazy | See: viewtopic.php?f=11&t=91675
Ran into an issue with my mods where a migration is reliant on a function defined globally in control.lua, and attempting to "Play tutorial" for the "Rail signals basic" throws the following error:
Creating a new game with this modpack and attempting to play the Rail signals b... | [
{
"author": "",
"content": "Thanks for the report. \nI don't know what to do with this, and it doesn't seem to be a big issue (we expect most players who play modded already played vanilla and are not target audience for minitutorials)",
"date": "2025-02-27T13:34:38+00:00",
"quotes": []
}
] | 1 | 2021-08-04T09:28:42-05:00 |
forum-topic-127560 | 127560 | [2.0.41] Desync, no mods (Big demolisher) | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127560 | BlueMarkers | Loaded the game and immediately desynced. A second load was successful, so I'm not sure how useful this will be...unable to reproduce but passing along anyways.
https://drive.google.com/file/d/18vbn5B ... sp=sharing | [] | 0 | 2025-03-16T19:20:20-05:00 |
forum-topic-104183 | 104183 | One of these mods removes the tank flamethrower and machine gun, but I can't find which | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=104183 | Techfish3000 | I'm playing through a Space Exploration game around 90 hrs in, and I just realised the tank no longer has it's gun and flamethrower, and one of the jets from Aircraft no longer has it's machine gun either. Does anyone know which mod does this and if it's possible to disable it?
Screen Shot 2022-11-23 at 12.41.2... | [
{
"author": "Xorimuth",
"content": "It is AAI Programmable Vehicles. It removes them because there are other vehicles with them instead (flame tumbler and something else).",
"date": "2022-11-23T03:14:46+00:00",
"quotes": []
}
] | 1 | 2022-11-22T20:18:12-06:00 |
forum-topic-91714 | 91714 | your thoughts on menu simulation | General discussion | https://forums.factorio.com/viewtopic.php?t=91714 | pichutarius | my thoughts:
1. too bombastic
its a glorified wallpaper, and should be quiet and not be distracting. what's on screen should be slow. i like scene with assembly line, belts, bots, trains arriving and leaving base, but not combats (a little is ok) and spidertron moving around. showing nests and biters loitering arou... | [
{
"author": "valneq",
"content": "I just love em! \n \nJust find it weird that I can hear them when in new game map preview, where I cannot see a single bit of the simulations.",
"date": "2020-11-24T05:08:04+00:00",
"quotes": []
},
{
"author": "pichutarius",
"content": "yes agreed, i sho... | 19 | 2020-11-23T23:02:48-06:00 |
forum-topic-93689 | 93689 | Mipmapping engine [After Effects] | Development tools | https://forums.factorio.com/viewtopic.php?t=93689 | Shenpen | Mipmapping engine [After Effects]
To avoid tedious work in updating a large number of icons I used a composition with recursive use of the same *.png file.
This solution is no doubt a more pedestrian solution than the python script mentioned in fff#348, but it works nicely and is an available option for all with ac... | [] | 0 | 2020-12-28T17:57:58-06:00 |
forum-topic-110820 | 110820 | Version 1.1.103 | Releases | https://forums.factorio.com/viewtopic.php?t=110820 | Bugfixes
Fixed a crash when searching in certain icon selector GUIs. ( 110795 )
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental .
Important
Are you getting one of the following errors when u... | [
{
"author": "cackling.fiend",
"content": "I found the bug myself a few hours ago. I searched the forum and already found the report and the information that it's already fixed. It's like winning the lottery to find and actually be the first/only one to report a bug \n \nFirst crash since I started playing... | 5 | 2024-01-19T09:24:30-06:00 | |
forum-topic-103556 | 103556 | Please close: [1.1.61] Desync while replaying a save file with mods | Desyncs with mods | https://forums.factorio.com/viewtopic.php?t=103556 | jodokus31 | Disclaimer: Updating anything to the most current version would break the replay, so its not possible to replay it on latest version.
I have a desync, when trying to replay a save file. Timestamp: 55:34 (I don't play in Multiplayer mode, in case that matters)
Screenshot_2022-09-24_16-43-45.png (24.75 KiB) Vie... | [
{
"author": "jodokus31",
"content": "OK, I think it's related to the mod \"autobuild\", which gets screwed, when you activate/deactivate the building function. \n \nI had some electroyzers marked for deconstruction to deactivate them (save power) \nThen I reactivated them by remove the mark on the electroly... | 1 | 2022-09-24T10:10:25-05:00 |
forum-topic-84259 | 84259 | [0.18.21] Tutorial Feedback | Campaign / Scenario suggestions | https://forums.factorio.com/viewtopic.php?t=84259 | regress | I played the newly released (old?) 3 stage tutorial. The only bugs I got were at the very start and likely caused by me being overzealous and sequence breaking a couple of things.
However the tutorial still feels very unsatisfying. In my opinion the best tutorial level was the train level from the old plastic plane... | [
{
"author": "regress",
"content": "Just 100% completed Tutorial in [0.18.26] scouring every corner. \n \nIt has trains. It has secrets. My concern is completely addressed. I think this will help you peddle this crippling addiction to far more people. You guys rock. \n \nOf course now you have to add aband... | 1 | 2020-04-26T11:26:27-05:00 |
forum-topic-116797 | 116797 | The game content page has not been updated? | Spread the Word | https://forums.factorio.com/viewtopic.php?t=116797 | ArsStels | The game content page has not been updated to the latest version of the game and has an old description.
https://factorio.com/game/content | [
{
"author": "",
"content": "Oh, sorry, I thought it was link to wiki. My mistake.",
"date": "2024-10-23T07:42:08+00:00",
"quotes": []
},
{
"author": "",
"content": "Hello, \n \nWhich content is outdated? \n \nFor Space Age stuff there is a new page: \n https://factorio.com/game/content-s... | 3 | 2024-10-23T02:30:52-05:00 |
forum-topic-101757 | 101757 | A wrapper for circuit combinators | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=101757 | Zentay | TL;DR
A box that you place on the ground which can contain other circuit combinators and allows you to hide the complexity of the design and better document how it works and should be used.
What ?
It's circuit combinator that when placed in the world looks like a 2x2 box with 2 green and 2 red inputs, and 1 and 1... | [
{
"author": "",
"content": "https://mods.factorio.com/mod/circuitissimo",
"date": "2022-03-04T15:53:36+00:00",
"quotes": []
},
{
"author": "Impatient",
"content": "Just want to report that. \n \nMaybe this would be a feature for Factorio v2.1?",
"date": "2023-11-21T16:07:19+00:00",
... | 5 | 2022-03-03T02:02:51-06:00 |
forum-topic-103910 | 103910 | Nintendo Switch version feedback - Page 4 | Development Proposals | https://forums.factorio.com/viewtopic.php?t=103910&start=60 | mmmPI | Me neither, but i have played a long time Factorio on a laptop whose specs are close to those of the Switch. The RAM limitation was probably a bit worse on my laptop due to it requiring to load things like windows and steam.
I desperatly tried all the optimization mods that i could find, and maybe there are some tha... | [
{
"author": "Melodi-of-Crystals",
"content": "Maybe just an option to not display decorations?",
"date": "2023-04-28T22:29:38+00:00",
"quotes": []
},
{
"author": "MatelGamer",
"content": "Dear Factorio team \n \nI'm relatively happy with the Nintendo Switch version of Factorio. but would... | 19 | 2022-10-28T01:50:59-05:00 |
forum-topic-127326 | 127326 | DLC Space Age not Laoding | Technical Help | https://forums.factorio.com/viewtopic.php?t=127326 | OldmanTom | Purchased DLC Space Age via Steam as upgrade to Original Factorio. But after playing through the following problems occured
1. Starter pack item not in production crafting tab
2. No space crafting tab after recieving the Space science at cargo landing pad
3. Research queue for LOGISTICS still shows Utility science ... | [
{
"author": "pioruns",
"content": "Reinstall the game.",
"date": "2025-03-07T19:29:24+00:00",
"quotes": []
},
{
"author": "eugenekay",
"content": "That looks like the “Space Age” mod is not enabled. Double check that: \n Right-click the game in your Steam Library —> Properties panel. N... | 3 | 2025-03-07T10:34:57-06:00 |
forum-topic-31718 | 31718 | [0.14.x] Bob's Mods: General Discussion | Bob's mods | https://forums.factorio.com/viewtopic.php?t=31718 | bobingabout | Okay, all of my mods have been released for Factorio 0.14.0.
I added some equipment grid options to trains and tanks, but set it up so you can't use armor modules in it, but I haven't made any new equipment for them yet.
Any sugestions on what I should do for vehicle equipment?
if any other changes need to... | [
{
"author": "RikuSS4",
"content": "I get this error with all the Bob's mods and Bob's revamp: \nError Util.cpp:57: Error in assignID, recipe with name 'sulfuric-acid' does not exist. \nNo error without the Revamp mod.",
"date": "2016-08-27T20:41:50+00:00",
"quotes": []
},
{
"author": "Walayi... | 19 | 2016-08-27T15:25:30-05:00 |
forum-topic-116488 | 116488 | Clarification on the use of Space Age sprites in mods targeting both Base/SA | Modding discussion | https://forums.factorio.com/viewtopic.php?t=116488 | kirazy | I am the mod author for the Artisanal Reskins series and several other mods that are primarily reskin mods.
There are a variety of comments from Wube developers on the Space Age discord around the inclusion of Space Age assets in mods that do not require the Space Age executable.
The general sentiment of these co... | [
{
"author": "kirazy",
"content": "As an addendum, I will note that:\n \n There is nothing stopping a player without Space Age from finding the Space Age constrained mod on the Mod Portal and downloading it, and modifying it locally. \n There is nothing stopping a player from finding the mod on its public ... | 3 | 2024-10-21T23:57:49-05:00 |
forum-topic-8377 | 8377 | Modular Extensible PnP Factory | Medium/Big/Gigantic Sized Structures | https://forums.factorio.com/viewtopic.php?t=8377 | dee- | ***************************
Please Notice
For the current version of the bus and rack design please see this post .
This introductionary post here uses a different, older bus design, but the overall idea for the Modular Extensible PnP Factory System stays the same, so just read on
***********************... | [
{
"author": "MrSlehofer",
"content": "some of the pics doesn't work",
"date": "2015-01-31T13:04:16+00:00",
"quotes": []
},
{
"author": "dee-",
"content": "Blueprints \n \nHere are some of my blueprints \nThis catalog is not complete by far. \n \n Fluid storage \n \nThis storage hel... | 19 | 2015-01-31T07:01:00-06:00 |
forum-topic-125746 | 125746 | What are the different icons in the Space station hub | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=125746 | Shuisman | So when you drop something from a Space station hub to a planet the icon in the drop slots can have three states:
'normal'
'completely orange'
'partly overlayed orange'
See the images below:
halfOrange.png (34.97 KiB) Viewed 287 times
orangespoilage.png (96.94 KiB) Viewed 287 times
How a... | [
{
"author": "Nidan",
"content": "You can ignore the \"completely orange\" case, that's a bug that got fixed in 2.0.29\n Changelog Fixed bad rendering logic for space platform trash slots. ( 124916 ) \n\nThe \"partial orange\" case I haven't seen myself yet, but my guess would be the time until the station c... | 1 | 2025-01-08T14:23:16-06:00 |
forum-topic-120461 | 120461 | [Raiguard] [2.0.16] Pumps can run their animation even when not transferring any fluid. | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=120461 | micromario | Greetings,
It seems an old bug has reappeared.
viewtopic.php?f=11&t=80759&p=477127&hil ... on#p477127
I have a pump with no output. However the animation still runs forever.

factorio-current.log
(15.15 KiB) Downloaded 24 times
Infinite pump.zip
... | [
{
"author": "",
"content": "Thanks for the report, this has been fixed for the next release.",
"date": "2024-12-06T23:28:08+00:00",
"quotes": []
}
] | 1 | 2024-11-08T16:12:15-06:00 |
forum-topic-61831 | 61831 | Factorio Forums • [0.16.51][mac] Crash on start: "GL_INVALID_FRAMEBUFFER_OPERATION" | Hi,
I play on my brand new MacBook Pro 2018 [edit: with Mac OS High Sierra] with core i9 and two graphic adapters :
- integrated Intel UHD Graphics 630 1536 Mo ;
- discrete Radeon Pro 560X 4096 Mo.
The game refuses to use high sprite resolution (it says more than 3Gb video ram needed, and claims that I have 1... | [
{
"author": "",
"content": "Ref.: viewtopic.php?p=388708",
"date": "",
"quotes": []
},
{
"author": "",
"content": "OpenGL doesn't have standardized way to get VRAM size, so we use some macOS specific functions and it seems to fail VRAM size of the dedicated GPU. We will try to improve t... | 3 | ||||
forum-topic-98704 | 98704 | Unicode search is case-sensitive | Won't fix. | https://forums.factorio.com/viewtopic.php?t=98704 | troonie | When searching through technology tree with Russian localization turned on in settings, the search is case-sensitive, which it probably shouldn't be.
Latin alphabet search is already case-insensitive. | [
{
"author": "",
"content": "Unfortunatelly, doing case-insensitive compare in unicode is not trivial thing to do. There are large multiplaform libraries that can handle that, but we don't feel like this feature is important enought for us to add dependecy on such a library. I am sorry.",
"date": "2021-0... | 3 | 2021-06-04T18:07:08-05:00 |
forum-topic-118197 | 118197 | [2.0.11] Rails layouts are not compatible with v1 | Not a bug | https://forums.factorio.com/viewtopic.php?t=118197 | lelick | If i load a game saved with 1.1.100, delete a curved rails section, i can not rebuild this section.
Screenshot 2024-10-28 at 21.25.30.png (4.29 MiB) Viewed 197 times
Screenshot 2024-10-28 at 21.26.28.png (4.16 MiB) Viewed 197 times
Screenshot 2024-10-28 at 21.26.44.png (4.16 MiB) Viewed ... | [
{
"author": "",
"content": "Not a bug. https://factorio.com/blog/post/fff-377",
"date": "2024-10-28T17:31:11+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
}
] | 1 | 2024-10-28T12:28:52-05:00 |
forum-topic-113705 | 113705 | FPFTheme- Frostpunk theme for Factorio | Mods | https://forums.factorio.com/viewtopic.php?t=113705 | rhynex | this is a draft mod for now, but main coding is done so far. I did not touch it for a long time
beware, it might cause some crashes
hopefully this makes sense and inspires others as well. I hope it will not cause so many issues. it works on my machine though
https://mods.factorio.com/mod/FPFTheme
two examp... | [] | 0 | 2024-05-31T11:57:00-05:00 |
forum-topic-126087 | 126087 | [2.0.31] Railguns mark targets that don't collide with the beam as in the danger zone, when they can't be damaged | Won't fix. | https://forums.factorio.com/viewtopic.php?t=126087 | LeonSkills | Consider an entity with no collision mask layers. It collides with no objects.
Code: Select all data.raw["assembling-machine"]["cryogenic-plant"].collision_mask = {layers = {}}
When this entity is placed in front of a railgun and the player selects the railgun, it still marks this entity has being in danger of be... | [
{
"author": "",
"content": "Thanks for the report however I do not believe we will be changing this. There is no way to know which projectile will actually be fired when hovering the turret and it simply highlights everything within its firing arc that it might impact.",
"date": "2025-02-18T15:45:12+00:... | 1 | 2025-01-17T17:56:10-06:00 |
forum-topic-26663 | 26663 | Organize saves into folders by game/world | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=26663 | sparr | My save list is ridiculously long. I'd love it if they were automatically organized into a folder structure, with one folder per game/world. Maybe a nested structure, when I go back and reload an old save to fork a world? | [
{
"author": "bobingabout",
"content": "I definitely agree we could reduce the clutter by some sort of tree organisation.",
"date": "2016-06-14T08:14:49+00:00",
"quotes": []
},
{
"author": "",
"content": "Added to viewtopic.php?f=80&t=21367 Game Save File Related Suggestions",
"date... | 19 | 2016-06-13T21:13:05-05:00 |
forum-topic-121845 | 121845 | Pause Research | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=121845 | adam_bise | Just a quick pause / resume to avoid dumping whole queue or disrupting labs. | [] | 0 | 2024-11-17T09:00:43-06:00 |
forum-topic-125538 | 125538 | GameViewSettings slightly incorrect defaults | Documentation Improvement Requests | https://forums.factorio.com/viewtopic.php?t=125538 | PennyJim | GameViewSettings.default_show_value very specifically says it is the default for all other values. Yet all other values say `true` is their default. They should probably be changed to "Value of `default_show_value`" just like SpriteSheet.line_length with the default setting having an actual default.
I wouldn't bl... | [] | 0 | 2025-01-03T14:24:05-06:00 |
forum-topic-123037 | 123037 | [2.0.22] Fuel tab inaccessible from the Train Overview (O) window | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=123037 | P.E.T.A.R. | Hey there!
Before you duplicate to >> 120782, this is not about when a train moves away, I understand that when interacting directly in local view that this is expected.
Imagine the train is far away from the player, there are two different outcomes for the fuel tab being visible when using the Train Overview (... | [
{
"author": "",
"content": "This isn't a bug, but I will move it to feature requests.",
"date": "2024-12-18T23:58:39+00:00",
"quotes": []
}
] | 1 | 2024-11-26T17:00:11-06:00 |
forum-topic-105160 | 105160 | Proper rounds/second calculation. | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=105160 | Rafiz | I know - vanilla game doesn't use warmup on weapons.
But if you make item attack_parameters use warmup it isn't accounted into shooting speed tooltip.
To quickly explain, this code :
rifle.attack_parameters.warmup=20;
rifle.attack_parameters.cooldown=60;
sniper_rifle.attack_parameters.warmup=80;
sniper_ri... | [
{
"author": "curiosity",
"content": "It's not \"vanilla bugs\", it's bugs in the game. The game engine is part of the game.",
"date": "2023-02-08T17:25:48+00:00",
"quotes": []
},
{
"author": "Rafiz",
"content": "Yeah, I think it should be moved, too bad I've not deleted this one when it ... | 2 | 2023-02-07T18:16:37-06:00 |
forum-topic-114610 | 114610 | Friday Facts #422 - Tesla Turret | News | https://forums.factorio.com/viewtopic.php?t=114610 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-422 | [
{
"author": "maniak1349",
"content": "Rubber shoes in motion!",
"date": "2024-08-02T11:03:21+00:00",
"quotes": []
},
{
"author": "Daneel_",
"content": "I love this so much, but I'm in mourning over the first concept not becoming the final design - it's absolutely gorgeous and just convey... | 19 | 2024-08-02T06:00:03-05:00 | |
forum-topic-120313 | 120313 | Is there a way to prevent(or resolve) item spoilage picked up by inserter? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=120313 | ik1ne | I thought I've built a completely lock free Gleba factory, but I can't figure out how to prevent this one scenario(happened only once).
1. Inserter picks up a spoilable item, which is just about to spoil.
2. While the inserter arm is mid-air, the item spoils, making it as an invalid input.
3. The inserter can't pu... | [
{
"author": "LFarquaad",
"content": "Related/same issue with furnaces: viewtopic.php?p=645746#p645746",
"date": "2024-12-06T20:13:49+00:00",
"quotes": []
},
{
"author": "robot256",
"content": "If there is a machine that does not allow rhe placement of spoilage into a trash slot where an... | 8 | 2024-11-08T00:22:33-06:00 |
forum-topic-88338 | 88338 | [1.0.0] Mod doesn't sync with save properly if the mod acquired new dependencies | Minor issues | https://forums.factorio.com/viewtopic.php?t=88338 | curiosity | Steps to reproduce:
1. Make an installation of the game with attached mods (truncated for size) and save.
2. Start the game, ensure that all mods are disabled. Sync mods with save.
3. Observe that Factory Planner isn't loaded.
4. Sync mods with save again. Note that it offers to download Factory Planner.
5. Observ... | [
{
"author": "Impatient",
"content": "I just ran into the same issue and can confirm it. \n \nI may have easier steps to reproduce: \n \n1. Make a new savegame with mod \"Picker Dollies\" and mod \"Factorio Standard Library\" enabled. \n2. Disable mod \"Factorio Standard Library\" -> Restart \n3. Click sync ... | 7 | 2020-08-21T03:23:43-05:00 |
forum-topic-117779 | 117779 | [Raiguard] [2.0.11] storage tank display is inconsistent | Won't fix. | https://forums.factorio.com/viewtopic.php?t=117779 | hgschmie | Storage tank shows different values when opening it (25k) and in the side box (24k of 25k).
Screenshot 2024-10-26 at 15.22.11.png (2.21 MiB) Viewed 744 times | [
{
"author": "hgschmie",
"content": "This is still the case with 2.0.14 (which fixes the \"teleport a storage tank\" problem). \n \nThis might be related to viewtopic.php?f=7&t=117768",
"date": "2024-11-01T17:29:03+00:00",
"quotes": []
},
{
"author": "",
"content": "I think this is just ... | 5 | 2024-10-26T17:25:19-05:00 |
forum-topic-124896 | 124896 | Non-Fatal Error in Prototype Stage | Won't implement | https://forums.factorio.com/viewtopic.php?t=124896 | IsaacOscar | Bassically, i've been using `error` in my data-final-fixes.lua to report if some of my mod's changes might not work correct. Unfortunately, this prevents people from loading my mod, but I'd like users to be able to ignore the 'error' so they can still use the mod.
I could of course not use `error` and use `log`, but... | [
{
"author": "",
"content": "Sorry, but never as long as I work at Wube. Mod log file spam at startup is already the bane of every modded bug report. Adding more startup noise when using mods is the wrong approach. \n \nYou’re after the same thing we are with crashes. We want people to tell us when the game ... | 2 | 2024-12-21T16:33:28-06:00 |
forum-topic-126192 | 126192 | [raiguard][2.0.32] "Update selected" button can get stuck in a pressed state | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=126192 | Quezler | When i was trying to get some footage for another bug i got into a state where "Updated selected" remained greyed out after canceling until i toggled one of the yet-to-be updated mods which seemed to unstuck it.
The full video is in the zip, the two other issues will refer here for the video to avoid bloating the fo... | [
{
"author": "",
"content": "Thanks for the report, this has been fixed for 2.0.35.",
"date": "2025-02-18T23:36:05+00:00",
"quotes": []
}
] | 1 | 2025-01-21T07:06:41-06:00 |
forum-topic-74425 | 74425 | Doodads and plants over concrete floors :( - Page 2 | Outdated/Not implemented | https://forums.factorio.com/viewtopic.php?t=74425&start=20 | eradicator | Just a few days ago I posted a command to remove decoratives from concrete in already existing worlds.
But this won't ever be a vanilla "setting". Each tile type has a seperate deco-removal probability. And vanilla doesn't even have "Startup" type settings like mods do. It's also not good game-play to just make... | [
{
"author": "NotRexButCaesar",
"content": "The original post made me think that it would be a setting that adjusts the percentage of decoratives removed. It couldn’t be a setting like the other settings because it would have to be the same for all other players on a server (making it good as a mod.)",
... | 12 | 2019-08-11T13:01:42-05:00 |
forum-topic-26422 | 26422 | Construction bots use the Stack Size Bonus | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=26422 | This topic is about Construction Bots, that can use the Stack Size Bonus for construction and deconstruction.
There are similar topics:
viewtopic.php?f=16&t=16501 Concrete stacks way too low.
viewtopic.php?f=6&t=21781 Stack size bonus for construction robots
viewtopic.php?f=6&t=26406 Better Robot A.I. | [] | 0 | 2016-06-08T18:48:48-05:00 | |
forum-topic-121887 | 121887 | [raiguard][2.0.19] Crash flipping modded pump: flipResult.direction != Direction::None | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=121887 | Stringweasel | What happened
If you flip some of the modded pumps (the valves from the Valves mod mod) the game crashes with
Code: Select all 76.354 Error Entity.cpp:2337: flipResult.direction != Direction::None was not true
Reproduction
Install mod
Go into /editor (need editor to flip pumps which are set as operabl... | [
{
"author": "Stringweasel",
"content": "For easy reproduction try to flip a modified pump with the following pipe connections:\n Code: Select all pipe_connections =\n {\n { connection_type = \"linked\", flow_direction = \"output\", linked_connection_id=31113 },\n { direction = defines.direction.so... | 7 | 2024-11-17T14:27:21-06:00 |
forum-topic-76118 | 76118 | [0.17.69] "Campaign / Introduction" feedback | Campaign / Scenario suggestions | https://forums.factorio.com/viewtopic.php?t=76118 | gth | I held off on 0.16 - finally got the automatic upgrade to stable 0.17 release, so I did the introduction campgain. Thoughts below -
* A very, very basic introductory message might explain to press W, A, S and D (maybe if the player doesn't move for 30-60 secs?). Not sure if this is already built, and I just didn't... | [] | 0 | 2019-09-26T21:40:35-05:00 |
forum-topic-60334 | 60334 | Encoded Network ID, how does it work? | Logistic Train Network | https://forums.factorio.com/viewtopic.php?t=60334 | eFieX | HI
I am building not connected train networks.
I every depot / provider / requester of a network did get the same Encoded Network ID
for some reason a request from id 3 generates a schedule in a depot with id 2.
Is there something i am missing ? i thought only trains which have a depot with the same id should g... | [
{
"author": "Optera",
"content": "It's called encoded ID because the displayed decimal values are treated as binary like encoded train composition. \nDecimal 3 is 0011 in binary meaning networks 1 and 2, so using network 2 is working as intended.",
"date": "2018-05-13T13:40:03+00:00",
"quotes": []
... | 19 | 2018-05-13T06:57:02-05:00 |
forum-topic-108033 | 108033 | A "fun" new map. | Maps and Scenarios | https://forums.factorio.com/viewtopic.php?t=108033 | blobfish1 | I've been working on solving a specific problem for quite a while now, and I think that this map is the perfect way to show the culmination of my efforts. With some dubious modifications and 20-30 hours, I've solved the problem! Unfortunately, it ended up creating another problem, which I think this map documents well.... | [] | 0 | 2023-08-01T20:56:09-05:00 |
forum-topic-122681 | 122681 | [raiguard][2.0.20] Overextened pipeline still fill tank | Not a bug | https://forums.factorio.com/viewtopic.php?t=122681 | maeks84 | I was making a wall of flamethrowers and realized that there was oil in the pipe that was overextended. I started playing around with it in a new world and realized that I could fill a storage tank over 1,000 tiles away from the source. I thought once a pipeline was overextended, the fluid would simply cease to flow?... | [
{
"author": "Theragus",
"content": "Can confirm this behavior, the pipeline seems to work for 1 tick pushing fluids into the pipeline before the fluid flow stops. \nfrom what I can see this is even done every time a new entity is built into the pipeline, for example, if you build more tanks to 1 end of an a... | 3 | 2024-11-23T17:25:36-06:00 |
forum-topic-126099 | 126099 | Lack of defines.logistic_member_index.logistic_container_trash | Documentation Improvement Requests | https://forums.factorio.com/viewtopic.php?t=126099 | Quezler | Calling `get_logistic_point()` on a requester chest gives you two request points, one with an logistic_member_index of 0, and the other has it set to 1.
(you can verify through reading the .mode on each of them what their purpose is)
These are for the request and trash/active points respectively, but there is no de... | [] | 0 | 2025-01-18T05:21:11-06:00 |
forum-topic-25508 | 25508 | [0.12.33] Modpack: Logistic Warfare v0.1.0 | Mod Packs / Libs / Special Interest | https://forums.factorio.com/viewtopic.php?t=25508 | RemTM | Note: The modpack has not been uploaded yet. This post has merely been made due to a request from factorio reddit. The modpack will be uploaded soon, but for now you will have to put it together yourself and make the necessary config/file changes. If anyone else is willing to put it all together and upload it for me, p... | [
{
"author": "Supercheese",
"content": "Wait, what? That's not at all the case at all in my games... maybe one of the other mods is changing something?",
"date": "2016-05-20T01:33:13+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "RemTM",
... | 3 | 2016-05-19T20:12:44-05:00 |
forum-topic-18279 | 18279 | (0.13.4) MoCombat 0.6.0 | MoMods | https://forums.factorio.com/viewtopic.php?t=18279 | ludsoe | Mocombat is a mod centered around increasing the ways you can combat the biters.
It adds new weapons and defenses alongside a new tank. Not to mention it implements automated combat robotics.
Mod Listing: https://mods.factorio.com/mods/ludsoe/mocombat
Mirror Download: http://www.mediafire.com/download/99m7d ..... | [
{
"author": "GhengizCohen",
"content": "cool mods, I like to use some of yours many times. have a small problem with MoCombat now though, Advanced Combat Robotics needs itself to be unlocked to research it. kinda weird that, pic below",
"date": "2016-02-14T22:22:32+00:00",
"quotes": []
},
{
... | 6 | 2015-12-09T17:18:02-06:00 |
forum-topic-21181 | 21181 | [0.12.x] BeltsAreBroken [1.0.1] | Fentus Challenge & Tool Mods | https://forums.factorio.com/viewtopic.php?t=21181 | Fentus | [0.12.x] BeltsAreBroken
version: 1.0.1
dependencies: base >= 0.12.0
description: This mod deactivates the movement of belts.
Screenshots
Download
BeltsAreBroken_1.0.1.zip
Updated dependencies and homepage (2.84 KiB) Downloaded 251 times
BeltsAreBroken_1.0.0.zip
(2.8 KiB) Downloaded 222 ti... | [] | 0 | 2016-03-09T02:27:31-06:00 |
forum-topic-96902 | 96902 | [1.1.27] Disabled research not counted as a fulfilled prerequisite when researched | Not a bug | https://forums.factorio.com/viewtopic.php?t=96902 | Villfuk02 | Advanced Electronics 2 has Chemical Science Pack as its only prerequisite, so when I research Chemical Science Pack, AE2 is available for research
Then, when I disable the Chemical Science Pack research, AE2 is no longer available for research, even though CSP is still researched | [
{
"author": "",
"content": "Yes, that seems to be the way it is written, \nIf a technology has a prerequisite, and that prerequisite is disabled, you cannot research it \n \nHowever that does not make it a bug",
"date": "2021-03-14T11:57:41+00:00",
"quotes": []
},
{
"author": "curiosity",
... | 2 | 2021-03-14T06:43:44-05:00 |
forum-topic-126664 | 126664 | The Rebel Flagship | Medium/Big/Gigantic Sized Structures | https://forums.factorio.com/viewtopic.php?t=126664 | Tiandel | The Blueprint is to mutch, so no Button, see Attachments the BP-Code.txt | [] | 0 | 2025-02-07T06:27:06-06:00 |
forum-topic-12745 | 12745 | How is this board working? | Outdated/Not implemented | https://forums.factorio.com/viewtopic.php?t=12745 | Suggestions (This board)
You can post any suggestion here. If it is good, maybe nobody will say anything. If not, the forum will discuss it.
The suggestion is then either
- picked up by the devs, (if the forum knows about it it will be put directly into "Ready for implementation"
- further discussed (then it is ... | [
{
"author": "DaveMcW",
"content": "I never read subboards. I see them as a place for threads to die.",
"date": "2015-06-05T12:35:01+00:00",
"quotes": []
},
{
"author": "",
"content": "This is a subboard. Maybe you mean subboards of subboards?",
"date": "2015-06-05T16:52:31+00:00",
... | 10 | 2015-06-05T04:22:15-05:00 | |
forum-topic-121475 | 121475 | The +300% productivity cap should be documented in-game or removed | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=121475 | xylo | TL;DR
The +300% cap on the productivity bonus is not documented anywhere in-game; it should either be mentioned in the Factoriopedia or (preferably) removed entirely.
What?
Factorio has many gameplay restrictions currently undocumented in-game. Such restrictions should be either documented or removed. The worst off... | [
{
"author": "Dixi",
"content": "I have a feeling, that author of this post is a lawyer \nA lot of games are about exploration, and unpredictable results one can meet on a way or in the end. \nFactorio actually has much more information displayed and documented, compared to many other games. \n \nOkay, xy... | 19 | 2024-11-14T14:06:23-06:00 |
forum-topic-113473 | 113473 | Remove all simple forms of properties that are defined in table and simple form | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=113473 | V0lcano | Problem:
mod compatibility is difficult when the icons for every entity have to be checked through either icons or icon and icon_size . It is even possible for icon_size to be defined but the icon to be defined through icons . When adding extra layers to the icons of other mods, this makes it mandatory to ... | [
{
"author": "BrainGamer_",
"content": "General +1 to removing duplicate definition possibilities for things like this. \n \nOne addition I'd like to make is that the special cases where the icon property of IconData gets renamed to the singular names of dark_background_icons , icon_tintables , icon_t... | 11 | 2024-05-13T18:49:43-05:00 |
forum-topic-87675 | 87675 | Science packs production spreadsheet. | Cheatsheets / Calculators / Viewers | https://forums.factorio.com/viewtopic.php?t=87675 | SyntaxTerror | Hello
I made a spreadsheet showing all the production units needed to produce evenly all kinds of science packs (except the white/space one).
Notes:
It has been made using Kirk McDonald's Factorio Calculator .
It is set up for the end of the game: assembling machines lv.3, electric furnaces, electric mi... | [] | 0 | 2020-08-07T13:44:20-05:00 |
forum-topic-116498 | 116498 | Auto-launching of mixed rockets | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=116498 | gyorokpeter | If you have requests from a space platform that you have all the materials for on the planet, they should be requested by the rocket silo if they can fill a rocket even if the individual items can't fill a rocket by themselves.
There are two main use cases for this. First is construction, where you need a diverse ar... | [
{
"author": "MrFaul",
"content": "You can set a custom rocket load out on the space platform, there is a option for that. \nBut I think it's still only a single type of item that gets send, so the rocket is mostly empty. \n \nYou're supposed to automate that with the circuit network. \nAnd honestly I think ... | 19 | 2024-10-22T00:48:45-05:00 |
forum-topic-32075 | 32075 | [Bug] Mod Portal shows NaN dates | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=32075 | PantherX | I couldn't find any other reports about this issue but it seems using the mod portal in Safari on OS X causes "NaN" dates to appear when showing the mod release date info and in the discussion topics/comments. The workaround is to use Firefox or Chrome as they don't appear to have this issue. See screenshots below... | [
{
"author": "aubergine18",
"content": "I'm on OS X, using Chrome browser, and not seeing this issue having just looked at a few recently updated mods. Which mods are you seeing the issue on?",
"date": "2016-09-04T23:00:55+00:00",
"quotes": []
},
{
"author": "PantherX",
"content": "It h... | 3 | 2016-09-03T01:37:10-05:00 |
forum-topic-110422 | 110422 | Factario Car and Biter Diorama | Fan Art | https://forums.factorio.com/viewtopic.php?t=110422 | djparker824 | A simple diorama with a large biter chasing a car over the deserts of Nauvis. | [
{
"author": "Amarula",
"content": "Very nice attention to detail! Thank you for sharing and looking forward to seeing more of your art.",
"date": "2023-12-29T13:37:38+00:00",
"quotes": []
}
] | 1 | 2023-12-28T20:51:30-06:00 |
forum-topic-78880 | 78880 | Button in mod settings | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=78880 | darkfrei | Hi devs!
Can you please to add button to runtime mod settings. It can be useful for reset some values, that this mod has collected. | [
{
"author": "",
"content": "What?",
"date": "2019-12-11T18:43:55+00:00",
"quotes": []
},
{
"author": "darkfrei",
"content": "For example my mod has seasons and the player wants to reset the season to default one. Just open mod settings and click on the \"reset season\" button for it.",
... | 18 | 2019-12-11T12:18:38-06:00 |
forum-topic-125373 | 125373 | Nauvis Solar tile w/Roboports - useful coverage: 98.6141%/3.3GW and 98.56%/300MW | Energy Production | https://forums.factorio.com/viewtopic.php?t=125373 | Belter | My current best optimized Solar tiles so far per priorities below. Hope it is useful for others, comments welcome as always.
TL;DR: as some panels are not fully covered with substations I was able to save some space and reach 98.56% area coverage w/full logistic. Also I've saved some space with the checked logistic ... | [
{
"author": "Belter",
"content": "98.61% useful coverage is possible using the new pattern. \n \nThe theorietical max useful coverage numbers are (external wires on the side needed, not counted): \n- 98.9899% w/o roboports: as a 2x2 substations take out 4/(22x18) = 1.0101% \n- 98.6699% with roboport covera... | 8 | 2024-12-30T18:23:40-06:00 |
forum-topic-13867 | 13867 | [MOD 0.12] TrainStats | Mod Packs / Libs / Special Interest | https://forums.factorio.com/viewtopic.php?t=13867 | d3phoenix | Type: Mod
Name: TrainStats
Description: Adds a command to provide detailed statistics of rail system.
License: MIT License ( http://opensource.org/licenses/MIT )
Version: 1.0.0
Release: 2015-07-21
Tested-With-Factorio-Version: 0.12.17+
Category: Helper
Tags: Trains, Rail
Download-Url: https://www.dropbox.com/... | [
{
"author": "FISHMANPET",
"content": "FYI, this fails if you don't have all the modded items installed. In my case I don't have FARL (but I do have rail tanker) so it died on line 51 trying to find all the FARLs on the map. If I comment out the lines mentioning FARL (31, 51, and 66) it works just fine. A... | 2 | 2015-07-21T21:10:27-05:00 |
forum-topic-120484 | 120484 | [raiguard] [2.0.15] Factoriopedia shortcut does not respect Linux OS ctrl swapping | Pending | https://forums.factorio.com/viewtopic.php?t=120484 | BenSeidel | What did I do:
I ran Code: Select all /usr/bin/setxkbmap -option ctrl:swapcaps to swap my caps lock & left ctrl button around.
I re-bound the "Open factoriopedia" key binding in the Factorio settings to "Ctrl + Shift + Alt + Left-click"
What I expect:
Pressing Caps Lock + Alt + Shift and clicking on an item s... | [
{
"author": "",
"content": "Thanks for the report. I tested on Gnome and i3, but was unable to reproduce the issue. \n \nSometimes gnome will consume modifiers that include the \"alt\" key for window management shortcuts; I recommend checking your keybindings to ensure that nothing is conflicting with Facto... | 1 | 2024-11-08T18:13:03-06:00 |
forum-topic-121098 | 121098 | Show an alert when a rocket can't path | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=121098 | sobani | TL;DR
Show an alert for when an automatic rocket launch can't launch and/or space platform can't move.
What?
Like a train that can't path or is out of fuel, I would like a notification when a rocket or space platform gets stuck.
In my case I had a space platform that was a little undersized for _all_ requests.... | [
{
"author": "AileTheAlien",
"content": "I think if the rocket silo had an alert like \"space platform cargo full\", it would work, right? It seems like a better message than \"can't path\", because the path isn't the direct problem.",
"date": "2024-11-12T16:23:26+00:00",
"quotes": []
},
{
"a... | 12 | 2024-11-12T04:57:15-06:00 |
forum-topic-13138 | 13138 | Ideas and suggestions - Page 2 | 5dim's mod | https://forums.factorio.com/viewtopic.php?t=13138&start=20 | NyaaCo | The latest complete Chinese language pack
Based on 3.0.1
We hope to update it.
Thanks to the author produced MOD | [
{
"author": "Berkys32",
"content": "Can I suggest factory, that will disassembly anything? There is mod called Recycling Plant, but is outdated...",
"date": "2016-03-24T21:30:35+00:00",
"quotes": []
},
{
"author": "Siegercz",
"content": "May I suggest better Roboports? MK3 for example. W... | 19 | 2015-06-21T17:08:27-05:00 |
forum-topic-116019 | 116019 | Friday Facts #433 - Liftoff Initiated | News | https://forums.factorio.com/viewtopic.php?t=116019 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-433 | [
{
"author": "CheeseMcBurger",
"content": "> We would prefer precise movements unlike the spidertron bobbing and rubberbanding . \n \n THANK YOU! I exactly once used a Spidertron, because that bobbing and rubberbanding makes me so uncomfortable. I'm really, really happy that I now finally have an alterna... | 19 | 2024-10-18T06:00:03-05:00 | |
forum-topic-91984 | 91984 | [1.1.1] Deconstruction & Upgrade Planner unable to use new line in description field | Not a bug | https://forums.factorio.com/viewtopic.php?t=91984 | Tealc. | This issue was present previously in 1.0.
When editing the description of a Deconstruction or Upgrade Planner, new lines in the text field can not be achieved by hitting enter. Enter instead saves and closes the window.
This is inconsistent behaviour with what happens in the equivalent Blueprint description field... | [
{
"author": "Squelch",
"content": "Confirmed. \n \nShift+Enter is a workaround.",
"date": "2020-11-26T15:12:17+00:00",
"quotes": []
},
{
"author": "Tealc.",
"content": "Thanks, and that's a good catch, I really should have thought of that. \n \nI still think it should be looked at as... | 5 | 2020-11-26T08:51:17-06:00 |
forum-topic-17367 | 17367 | [1.1.x] Boblocale: Non-english localizations - Page 4 | Bob's mods | https://forums.factorio.com/viewtopic.php?t=17367&start=60 | FusedShadowX | Hello everyone, I'm almost done with the greek locale, however now that I was testing it, a problem occured telling me that:
..../locale/el/bobelectronics.cfg(1):'=' character not found in line
I'm guessing it misses a '=' character, but I have already checked it 7 times and theres no character missing.
I'm uploadin... | [
{
"author": "bobingabout",
"content": "I don't personally maintain this mod but... that is a stupid error. \nLine 1 shouldn't contain an = sign anyway, because it should have a header like [items] or [entities] etc to say what the locale entries starting on line 2 are for.",
"date": "2016-09-29T14:46:31... | 19 | 2015-10-28T06:20:26-05:00 |
forum-topic-116203 | 116203 | 2.0.7 not working on Ububntu 18.04 based (Linux Mint) | Technical Help | https://forums.factorio.com/viewtopic.php?t=116203 | ShyLion | Cannot launch after update to 2, binary says:
Code: Select all $ .local/share/Steam/steamapps/common/Factorio/bin/x64/factorio
.local/share/Steam/steamapps/common/Factorio/bin/x64/factorio: /lib/x86_64-linux-gnu/libm.so.6: version `GLIBC_2.29' not found (required by .local/share/Steam/steamapps/common/Factorio/bin/x... | [
{
"author": "",
"content": "Hey thank you for your report. Unfortunately we don't support the glibc in ubuntu 18.04 with 2.0. We might be able to support it in a future update. For now your best course of action is to update to Ubuntu 20.04.",
"date": "2024-10-21T12:12:48+00:00",
"quotes": [
{... | 4 | 2024-10-21T06:57:31-05:00 |
forum-topic-127135 | 127135 | [2.0.35] Typo in English locale for technologies with allows_productivity=false | Translations | https://forums.factorio.com/viewtopic.php?t=127135 | thesixthroc | Bonusses->Bonuses. | [
{
"author": "",
"content": "Fixed for the next release, 2.0.40.",
"date": "2025-03-10T09:29:51+00:00",
"quotes": []
}
] | 1 | 2025-02-25T15:09:28-06:00 |
forum-topic-121271 | 121271 | Set requests for space platform hub via circuit signals | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=121271 | MrSpreadsheet | TL;DR
Allow setting space platform hub requests via circuit signals (and allow getting them from the planet) so you can set up dynamic resupply space platforms.
Why?
I want to keep Fulgura regularly resupplied to a certain amount with Green Circuits from Nauvis. I create a Nauvis-Fulgora space platform that goes ba... | [
{
"author": "Kenira",
"content": "Seconded. Another good use case for this is the prometheum science pack, since it requires biter eggs and you only want to request them when you actually want to craft more science packs. So being able to request based on circuit conditions would be helpful here to avoid al... | 12 | 2024-11-13T06:49:52-06:00 |
forum-topic-119515 | 119515 | Request to revert to old uranium magazine formula | Bob's mods | https://forums.factorio.com/viewtopic.php?t=119515 | AshlyBetancourt | Hi! I'm wondering if there’s a way or a settings option to revert to the old recipe for the uranium bullet magazine. I dislike having to remove Bob's Warfare mod just because of this single issue. It would be great if there was an alternative solution that would allow me to keep enjoying the mod while still using my pr... | [] | 0 | 2024-11-03T04:41:27-06:00 |
forum-topic-126983 | 126983 | Factorio Forums • [2.0.34] on_space_platform_built_entity does not fire for upgrades | - create new world
- /cheat all
- /cheat all
Code: Select all /c script.on_event(defines.events.on_built_entity, function(event)
game.print(string.format("%s (%s)", event.entity.name, event.entity.quality.name))
end)
- build an entity
- place different quality on it
- notice both messages
Code: Select al... | [
{
"author": "",
"content": "duplicate of 126800",
"date": "",
"quotes": []
}
] | 1 | ||||
forum-topic-120085 | 120085 | How do you decide how many items to request on a requester chest? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=120085 | Grayhill | I know how/where to set the request. This question is how to arrive at the number. What factors or principles do I consider?
I am thinking about switching over to logi bots for Gleba, and it occurs to me going for a smaller number might be best? I'll use belts to get the stuff from the farms but all the sorting wi... | [
{
"author": "MeduSalem",
"content": "For Gleba you are right. Setting it to small numbers (like the amount that a single logi-bot can carry, which is 4 items after researches) works better to avoid unnecessary spoilage from too many items sitting idle in chests. ^^ \n \n \nFor other non-spoilable things I o... | 1 | 2024-11-06T07:48:14-06:00 |
forum-topic-121842 | 121842 | [raiguard] [2.0.15] Steam overlay and virtual keyboard broken on Ubuntu 24.04 LTS | Won't fix. | https://forums.factorio.com/viewtopic.php?t=121842 | Chi | TL;DR The steam overlay won't appear when SHIFT+TAB or the PS button (when playing with a PS5 controller) is pressed. When virtual keyboard input is necessary, the game becomes unresponsive to input and the only solution is to ALT+F4. Other games appear to work just fine.
Bug report:
I don't usually open the over... | [
{
"author": "Accountable Menace",
"content": "I'm new to linux, have been playing the Factorio expansion for the past few weeks and noticed the same issue - steam overlay is not showing up when playing factorio. Unfortunately my response here is only to say that I'm having the same issue",
"date": "2024... | 5 | 2024-11-17T08:29:24-06:00 |
forum-topic-118470 | 118470 | Increase Gleba seed production chance - Page 2 | Balancing | https://forums.factorio.com/viewtopic.php?t=118470&start=20 | Green Cat | Did you not notice with the quality mecanics?
Someone clearly is in obssed with gacha game and did not see why it would be bad to do this with factorio.
Also, look up workcaholic. for reasons I don't understand, this is what we are forced to do. After all, it make no sense why we can't take more then 25 ammo but ... | [
{
"author": "mmmPI",
"content": "it would make it trivial to use train to carry the ressources around that was pointed to the player with similar difficulty of understanding during the FFF publications.",
"date": "2024-11-07T04:55:40+00:00",
"quotes": [
{
"author": "Green Cat wrote: Th... | 19 | 2024-10-29T16:42:32-05:00 |
forum-topic-113775 | 113775 | Factorio and the Human Condition | Spread the Word | https://forums.factorio.com/viewtopic.php?t=113775 | tedbendixson | https://youtu.be/q-n2vC5T1mo | [
{
"author": "mmmPI",
"content": "Interesting to hear \n \nI felt the analysis somehow assume that \"successful game\" are made of the same ingredients, and do not adress much the target audience of such games. In the reasonning that analyzing one (sucessful) game can help identify elements that made such g... | 4 | 2024-06-06T18:03:58-05:00 |
forum-topic-61345 | 61345 | [0.16.51]Inserters stuck looping with uncompressed blue belt | Minor issues | https://forums.factorio.com/viewtopic.php?t=61345 | golga | It seems when I have an uncompressed blue belt both stack and fast inserters get stuck in this loop trying to pull items off of the belt. As seen in this gif . This just might be timing issue as removing and replacing the insterter fixes it temporary but then eventually it starts to loop again. Also picking up the co... | [
{
"author": "kitcat",
"content": "The items are perfectly spaced so that the inserters take just a bit too long to switch belt sides to reach them before they go out of range. I think the only way to prevent that is making sure that the items are spaced differently. Considering that there’s so little on the... | 6 | 2018-07-03T08:28:52-05:00 |
forum-topic-127464 | 127464 | [2.0.39][Windows-Steam] DXGI_ERROR[...] | Technical Help | https://forums.factorio.com/viewtopic.php?t=127464 | Tiandel | Version 2.0.32 -> 500h all OK
Version Release 12.3.2025 2.0.32+ Error
2.0.39 Error
I use since 7J the Geforce GTX 1080. Yes i use it Long and its Works.
-> The Solution from 0.17 etc ist too old and i dont now wath from the 100x Solution in this Post Works. No One Say it Works, but one i fount. But the Reboot and... | [
{
"author": "pioruns",
"content": "viewtopic.php?t=52433 \n \n viewtopic.php?t=3638",
"date": "2025-03-13T19:40:18+00:00",
"quotes": []
}
] | 1 | 2025-03-13T10:55:29-05:00 |
forum-topic-124471 | 124471 | [Rseding91] [2.0.25] planets with .hidden = true show up in worldgen preview dropdown | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=124471 | Quezler | The expected behavior is that hidden planets do not offer worldgen previews. | [
{
"author": "",
"content": "Thanks for the report. This is now fixed for the next release.",
"date": "2024-12-16T17:41:00+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "Now I want to dig in and see what these surfaces are about.",
"date": "2024-12-18T22:40:09+00:00",
"q... | 3 | 2024-12-15T03:43:16-06:00 |
forum-topic-123384 | 123384 | translation error | Translations | https://forums.factorio.com/viewtopic.php?t=123384 | zibsterino | all frozen buildings say zmzlé instead of zmrzlé in the czech translation of the game | [
{
"author": "Norbs5",
"content": "Hi, Im gonna piggyback the topic and add another mistake in czech translation. spidertron quality description says \"vzbavení\" instead of \"vybavení\"\n \n \n \n 12-11-2024, 23-13-13.png (137.41 KiB) Viewed 328 times",
"date": "2024-12-11T22:06:00+00:00",
"quotes":... | 1 | 2024-11-30T11:39:15-06:00 |
forum-topic-118588 | 118588 | Crusher recipe swapping system without productivity progress bar loss | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=118588 | MBas | What it does
This automation selects the recipe for the most needed material. Each crusher completes a set number of production cycles to avoid losing any productivity progress . For instance, at asteroid productivity level 4, setting queue to 7 means each crusher completes 7 productions before the combinator allows ... | [
{
"author": "T-nm",
"content": "Very nice! \nA better version would be one that could split evenly different recipes among the available crushers, so you could add more crushers in line. I guess it would require each crusher to have a constant combinator and change the way we assign the decider. \nRight n... | 8 | 2024-10-30T07:38:33-05:00 |
forum-topic-21218 | 21218 | Duplicate Steam Key | Technical Help | https://forums.factorio.com/viewtopic.php?t=21218 | If you have activated your key, and it comes up saying it is a duplicate then your account may have been compromised.
What do I do?
Don't panic
Please change your password
Email me at support@factorio.com , with the following info:
--The steam key you were given
--Your Factorio username
--Th... | [] | 0 | 2016-03-09T19:26:15-06:00 | |
forum-topic-113047 | 113047 | Techtonica makes me depressed. Factorio could be real 3D | Off topic | https://forums.factorio.com/viewtopic.php?t=113047 | Plawerth | I don't think the development team at Firehose Games have the expertise to reasonably duplicate what Wube has done with Factorio, with the lockstep game sync and highly developed sandboxed LUA API modding platform, allowing for massive multiplayer with opposing teams.
Techtonica doesn't have anywhere near the same l... | [
{
"author": "Kyralessa",
"content": "So go play Techtonica instead of spreading your misery and griping here?",
"date": "2024-04-19T06:16:41+00:00",
"quotes": []
},
{
"author": "Illiander42",
"content": "Wow. \n \nComing to a company's personal forums to make a post saying \"come play th... | 19 | 2024-04-18T22:49:42-05:00 |
forum-topic-127423 | 127423 | [2.0.39] Crash (Surface::findAllEnemies) | Pending | https://forums.factorio.com/viewtopic.php?t=127423 | black_sky | this has happened a few times. i can't recreate it and it happens just on occasion. I'm assuming it has something to do with my ram because i think i had problems with that before when a map gets very large, but i can't really say I suppose.
cheers | [
{
"author": "",
"content": "Do you have any reliable way to reproduce this error?",
"date": "2025-03-12T12:20:28+00:00",
"quotes": []
}
] | 1 | 2025-03-12T05:34:54-05:00 |
forum-topic-127173 | 127173 | [2.0.32] Rich text color in Display Panel breaks with long text | Duplicates | https://forums.factorio.com/viewtopic.php?t=127173 | Usul | Colored text in a Display Panel breaks when text is long.
Expected behaviour: Colored text does not break when text is long.
Steps to reproduce:
Short colored text displays correctly inside Display Panel GUI and in banner above the entity.
2025-02-27_22-12-37.png (14.1 KiB) Viewed 182 times
... | [
{
"author": "Usul",
"content": "Possibly related to viewtopic.php?t=122533 \nI use a 4K monitor with 200% UI scale.",
"date": "2025-03-05T18:41:27+00:00",
"quotes": []
},
{
"author": "",
"content": "Probably, thank you for the notice, let me know if it still happens in the latest experi... | 3 | 2025-02-27T15:28:03-06:00 |
forum-topic-111179 | 111179 | Friday Facts #397 - Factoriopedia | News | https://forums.factorio.com/viewtopic.php?t=111179 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-397 | [
{
"author": "MatHack",
"content": "Helpful feature, just a question about the keybinding: \nConsidering Alt is bound to Alt-mode, wouldn't Alt + LMB toggle the alt mode every time you use it to open the new feature?",
"date": "2024-02-09T12:09:03+00:00",
"quotes": []
},
{
"author": "Marvin01... | 19 | 2024-02-09T06:00:03-06:00 | |
forum-topic-121331 | 121331 | [boskid] [2.0.18] Orbital logistics tips&tricks crash (position is missing) | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=121331 | OdessaKwinn | https://discord.com/channels/1396775903 ... 2779235378
Please report this bug to authors of Space-age scenario. Thank you. | [
{
"author": "",
"content": "When reporting bugs please follow 3638 \n \nGiven no version was provided i will assume it was 2.0.15 (stable at this point in time) \n \nI managed to get the picture that was deeply hidden under the link above:\n Orbital logistics tips \n \n \n 11-14-2024, 16-30-10.png (170.43 ... | 8 | 2024-11-13T15:31:26-06:00 |
forum-topic-117979 | 117979 | [kovarex] No ingredients possible to select in blueprint parametrisation for combinators | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=117979 | Erichteia | I want to make a parametrised blueprint that automatically checks whether I have enough of the parametrised item and all its ingredients (for Fulgora). However, I'm unable to choose 'parameter 2 ingredient of 1' in the parametrised blueprint, since the item filter is empty. See pictures below. I'm running Factorio 2.0.... | [
{
"author": "Erichteia",
"content": "Upon further investigation, I can't find any set-up without using a crafter where this bug does not occur. So I'll currently add a random crafter in the BP to circumvent this as a temporary solution",
"date": "2024-10-27T17:23:28+00:00",
"quotes": []
},
{
... | 3 | 2024-10-27T12:04:25-05:00 |
forum-topic-121445 | 121445 | Think devs need a break | Off topic | https://forums.factorio.com/viewtopic.php?t=121445 | Panzerknacker | I mean, it must have been a bit of a crunch to get the game ready for release date, some pretty big last minute changes there also. Many devs take a break after that, take a lil holiday or something, don't they? But here, as soon as this released, a average city population count worth of Factorio ultra-geeks crawled ou... | [
{
"author": "BlueTemplar",
"content": "I think there was some statement about «fixing most bugs that will be uncovered at release by Christmas» (?), but that's still 6 weeks away, so I do hope they pace themselves ! \n \nP.S.: \nPrague time ? And some of them might be remote... (still, Sunday I guess is sl... | 4 | 2024-11-14T11:05:06-06:00 |
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