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-104204 | 104204 | Extreme spawn changes from minimal setting changes | Resource Spawner Overhaul | https://forums.factorio.com/viewtopic.php?t=104204 | DenFromEarth | I have been trying to find a nice map today and I'm seeing some strange resource spawns as I make little changes with the slider bars for the frequency and size on the Resources tab. I'm using the Initial Scan mod ( https://mods.factorio.com/mod/initial-scan ) with the default 70 chunk radius to reveal the locations of... | [] | 0 | 2022-11-24T22:44:49-06:00 |
forum-topic-122738 | 122738 | [raiguard][2.0.20] Crash when loading attached save (Error FluidBox.cpp:931: Volume 'changed' when it shouldn't have.) | Pending | https://forums.factorio.com/viewtopic.php?t=122738 | kjagodka | Steps to reproduce: load the attached saved game.
What happened?: game crashes
What did you expect to happen instead?: Loading the save
Does it happen always, once, or sometimes?: Happens every time. Last autosaves are also affected with identical messages in log file. Very old saves load properly. | [
{
"author": "",
"content": "Sorry for the delay. It's crashing because one of your generators at map position 199.5, 598.5 has an absolutely absurd volume of 134 million fluid. This seems like corruption to me. \n \nDo you know of a way to reproduce it?",
"date": "2025-01-07T22:41:43+00:00",
"quotes... | 1 | 2024-11-24T06:12:46-06:00 |
forum-topic-118420 | 118420 | [StrangePan][2.0.11] Demolisher kills not registered. | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=118420 | JackTheSpades | I've killed multiple Demolishers and only on the 5th-ish (I don't remember exactly) did I get an achievment.
I also checked with my statistics afterwards and sure enough, only one kill has been registered.
I'm using the Tesla gun and turret and am generally able to kill them relatively quickly.
Perhaps the registe... | [
{
"author": "Contrast",
"content": "Can confirm, tesla kills have some trouble with demolishers. I've saved and reloaded a couple times just before starting to fight one, and have had no luck with getting kill credit.",
"date": "2024-10-30T16:51:21+00:00",
"quotes": []
},
{
"author": "",
... | 6 | 2024-10-29T12:06:32-05:00 |
forum-topic-108534 | 108534 | [1.1.89] Delayed transitions between joystick & mouse input modes (steam deck) | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=108534 | Stewmat | I've gotten addicted to factorio on my steam deck, with the controller input mode, and I'm really pleasantly surprised with how well it works. But I do have this little gripe about the controls.
The steam deck, of course, behaves mostly as a controller, but the trackpad simulates a mouse. I'm using the trackpad 80% ... | [
{
"author": "",
"content": "Moved to Ideas and Suggestions as this is not a bug. \n \nBut the suggestion makes sense, I will test it and think if there are any edge cases and see how it goes.",
"date": "2023-09-04T17:28:09+00:00",
"quotes": []
},
{
"author": "",
"content": "I implemented... | 4 | 2023-09-04T11:39:31-05:00 |
forum-topic-111470 | 111470 | Friday Facts #399 - Trash to Treasure | News | https://forums.factorio.com/viewtopic.php?t=111470 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-399 | [
{
"author": "BlacKcuD",
"content": "The hype is real. This will be one of the few games I will preorder without hesitation.",
"date": "2024-02-23T12:08:47+00:00",
"quotes": []
},
{
"author": "WeirdConstructor",
"content": "I just love the concept of Fulgora. Deep respect for the game des... | 19 | 2024-02-23T06:00:03-06:00 | |
forum-topic-9300 | 9300 | Solving common graphic issues | Technical Help | https://forums.factorio.com/viewtopic.php?t=9300 | Version 0.17 or newer. Issues can be bad performance, broken graphics or the game simply failing to start.
Version 0.17 requires DirectX 10 capable GPU and uses Direct3D 11 by default on Windows and OpenGL 3.3 core on Linux and macOS. Make sure you have up-to-date graphics drivers, especially drivers older than major ... | [
{
"author": "",
"content": "Version 0.16.51 or older. Issues can be bad performance, broken graphics or the game simply failing to start. \n The most common cause is not enough Video Memory or it being used by other processes. \n \nIf the game does not start you need to edit the config-file.\n How to edit t... | 1 | 2015-03-26T04:04:28-05:00 | |
forum-topic-125552 | 125552 | Feature-bound properties should say which feature | Documentation Improvement Requests | https://forums.factorio.com/viewtopic.php?t=125552 | curiosity | There should be indication which feature adds the property. Right now they all just say "requires Space Age to use". | [
{
"author": "Quezler",
"content": "+1",
"date": "2025-03-15T20:08:31+00:00",
"quotes": []
}
] | 1 | 2025-01-03T21:26:56-06:00 |
forum-topic-22166 | 22166 | * | Modding discussion | https://forums.factorio.com/viewtopic.php?t=22166 | tyaigan | * | [
{
"author": "Factorio2016",
"content": "the easiest and fastest way is to simply not use them. \n \n2 ways \n1) fix one of the mods. \n2) make a mod to disable the recipes in one of the mods. \n \n you wrote your message in the wrong topic!",
"date": "2016-03-24T18:00:34+00:00",
"quotes": []
},
... | 2 | 2016-03-24T03:54:58-05:00 |
forum-topic-21278 | 21278 | Recycling/Disassembling of Waste / Scrap / Trash | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=21278 | Before you ask: The current way to get rid of items you don't need anymore is to put them into a wooden chest and shoot at it until destroyed.
There are two general directions:
- Recycling of (assembled) items (which this thread will go about)
- Recycling of (generated) waste/pollution. For example instead of pol... | [
{
"author": "",
"content": "http://xkcd.com/1821/",
"date": "2017-04-10T08:40:19+00:00",
"quotes": []
},
{
"author": "vuvffufg",
"content": "Why has nobody acknowledged this? We NEED it!",
"date": "2018-04-14T04:39:22+00:00",
"quotes": []
},
{
"author": "Tairon96",
"c... | 8 | 2016-03-10T17:03:56-06:00 | |
forum-topic-122969 | 122969 | Instructional video to play | Bob's mods | https://forums.factorio.com/viewtopic.php?t=122969 | saveloydead | Hello, I'm a new player.
I wanted to ask if there are any video tutorials that give detailed information for your mod system, because they are really complicated for me. | [] | 0 | 2024-11-26T01:48:01-06:00 |
forum-topic-26852 | 26852 | [Rseding91] Bug when setting a inventory logistics slot | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=26852 | Danielv123 | How to reproduce:
/c game.local_player.force.manual_crafting_speed_modifier=10000
Set up a long crafting queue
Try setting logistics slot.
Expected result: Slot remains blank after clicking it. Does not happen when not crafting or when crafting slowly. | [
{
"author": "",
"content": "Related: viewtopic.php?f=11&t=18486",
"date": "2016-06-18T13:04:21+00:00",
"quotes": []
}
] | 1 | 2016-06-18T05:04:36-05:00 |
forum-topic-81703 | 81703 | ptx0's LTN Tracker Mod Pack | Mod Packs / Libs / Special Interest | https://forums.factorio.com/viewtopic.php?t=81703 | ptx0 | The new LTN API breaks LTN Tracker, but the old version works "just fine" for me, so here they are, unmodified.
I can't put them on the mod portal due to limitations there with the license, the file checksums must be the same.
Download and place into the mods/ directory on your local installation.
LTN 1.12.1: ... | [
{
"author": "stergil",
"content": "Thanks for this! \n \nI don't know how people are supposed to manage large bases without a tracker tool like this. It's invaluable to catch and work through problems where cargo doesn't get fully unloaded and then has a domino effect of problems.",
"date": "2020-03-... | 16 | 2020-02-26T21:32:56-06:00 |
forum-topic-54985 | 54985 | [0.16.3][Linux] Video hang on game exit | 1 / 0 magic | https://forums.factorio.com/viewtopic.php?t=54985 | talchas | On exiting the game in 0.16 (.0 through .3) sometimes the nvidia driver hangs, freezing the screen and all input, though the system still works underneath (as long as you don't touch anything too involved in the video card or X or anything like that). 0.15 worked fine. As a workaround, kill -9 instead of a clean exit w... | [
{
"author": "thecatlover1996",
"content": "On 0.16.10 and 0.16.12, the game also hangs for me when I click exit or the \"close window\" button on the top-right. \nUsing Ubuntu 16.04 with XFCE, Linux kernel 4.10-42, NVIDIA drivers 384.90. \nDoesn't stop me from playing Factorio though, I'll just make sure I ... | 19 | 2017-12-15T20:26:01-06:00 |
forum-topic-97671 | 97671 | [1.1.30] Desync when joining multiplayer game | Desyncs with mods | https://forums.factorio.com/viewtopic.php?t=97671 | LiverandOnion | When joining a multiplayer game the game desyncs before I am put into the game. This happened when joining the 'ExpGaming - S1 Public' server.
Steps to reproduce:
Start game fresh with no mods
join the 'ExpGaming - S1 Public' server from the browser
desync
Three desync reports:
The first occurrence: https://... | [
{
"author": "",
"content": "I am going to believe that it is the server script causing the issue",
"date": "2021-04-14T20:32:23+00:00",
"quotes": []
}
] | 1 | 2021-04-06T01:13:57-05:00 |
forum-topic-127433 | 127433 | [2.0.39] Cargo landing pad requests by circuit not working on 1/2 space ships | Not a bug | https://forums.factorio.com/viewtopic.php?t=127433 | mooklepticon | Describe the problem by answering these questions
What did you do?
I automated landing pad requests via circuit. Constant combinator requests are set (4.0k calcite, etc). Another combinator takes logistic network inventory and multiplies it by -1. So, if I have 3.0k calcite, it results -3.0k calcite. Add them... | [
{
"author": "Muche",
"content": "Please attach the savefile.",
"date": "2025-03-12T16:28:10+00:00",
"quotes": []
},
{
"author": "mooklepticon",
"content": "Done. Thanks for the reminder.",
"date": "2025-03-12T16:30:04+00:00",
"quotes": [
{
"author": "Muche wrote: We... | 4 | 2025-03-12T11:25:32-05:00 |
forum-topic-123266 | 123266 | [Rseding91] [2.0.23] Crash of client in latency mode placing ghost (with linked fluidboxes) | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=123266 | Quezler | Code: Select all Error Entity.cpp:3562: Failed to get EntityGhost for [name=holmium-chemical-plant, type=assembling-machine(AssemblingMachine), position={-27.500, -34.500}, direction=East, force=player, surface=vulcanus, setup=false, owned-by-ghost=true, to-be-deconstructed=false, to-be-upgraded=false, simulation=true... | [
{
"author": "",
"content": "Thanks for the report. This is now fixed for the next release.",
"date": "2025-01-15T18:34:57+00:00",
"quotes": []
}
] | 1 | 2024-11-29T03:09:41-06:00 |
forum-topic-122875 | 122875 | [2.0.21] inserter compare modes are visible from space | Duplicates | https://forums.factorio.com/viewtopic.php?t=122875 | Quezler | additionally they are also drawn full-white-stregth in logistic requests within sections that are disabled, possibly a related issue. | [
{
"author": "yetenol",
"content": "Sounds similar to [2.0.16][Space Age] Display panel text overlaps onboard rocket launch cinematic , where the display panel's always-on text shows during launch. Thought a link might help.",
"date": "2024-11-25T16:28:16+00:00",
"quotes": []
},
{
"author": ... | 3 | 2024-11-25T10:14:09-06:00 |
forum-topic-53258 | 53258 | Programmable Speaker alert signal variables | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=53258 | Helveg | Hello, I suggest:
The possibility to append signal values to programmable speaker alerts.
Eq: "Total tier 3 modules: " + value of signal A
Integrating signal values in the alert of programmable speakers would be valuable for global exact monitoring purposes, especially troubleshooting, of diverse numerical v... | [
{
"author": "i_like_dragons",
"content": "I second this",
"date": "2017-10-09T15:53:51+00:00",
"quotes": []
},
{
"author": "Jap2.0",
"content": "I never knew I needed this.",
"date": "2017-10-09T17:23:10+00:00",
"quotes": []
},
{
"author": "HammerPiano",
"content": "+... | 12 | 2017-10-09T10:26:07-05:00 |
forum-topic-110609 | 110609 | FactorioCalc: a Python module to help you symbolically plan your factory | Cheatsheets / Calculators / Viewers | https://forums.factorio.com/viewtopic.php?t=110609 | kevina | When I first started playing Factorio one of the first things wanted to do was express my factories symbolically. For example something like: "2 electronic-circuit() + 3 copper-cable()" (for 2 assembling-machine-3 producing electronic circuits and 3 producing copper cables) and then simply query the object created to f... | [
{
"author": "BrainGamer_",
"content": "I guess this didn't exist 2 years ago yet but now you can use the --dump-data CLI arg to get factorio to dump the entire data.raw table as a JSON file ( with some quirks ) and use that to get recipes, items, etc instead of a custom companion mod \n \n\nDoes this jus... | 3 | 2024-01-09T21:49:56-06:00 |
forum-topic-122997 | 122997 | [raiguard][2.0.21] Fluid moving to unconnected segment on marking then unmarking pipe for deconstruction | Assigned | https://forums.factorio.com/viewtopic.php?t=122997 | Odfury | Two separate pipe segments in line with one another, no connection between them at all.
Screenshot 1.png (4.25 MiB) Viewed 524 times
2 One is empty and the other is piping in water.
Screenshot 2.png (4.4 MiB) Viewed 524 times
3 When the water pipe section is marked for deletion and then can... | [
{
"author": "",
"content": "I can reproduce this: 0eNqd1O9ugyAQAPB3uc/Y1D+o+CrN0tB6M2QVDOC2xvjuO23WrSuZtR/B4wd3cA5wOPXYWaU9VAOoo9EOqt0ATjVanqY5LVuECpw3VjYYeanfYGSgdI2fUMXjCwPUXnmFl5Xz4LzXfXtASwEsKDDojKNFRk97TBDPNpzBGaooFtsNpy1qZfF4CclGdicnV7lTHbEmaqzpdR2ws+RqlyXZAS290RYMETayFSdKb7WbbOMkgPMVOP8HD5UyX0w+X0y+... | 3 | 2024-11-26T07:58:55-06:00 |
forum-topic-102870 | 102870 | [Request] Train textures | Texture Packs | https://forums.factorio.com/viewtopic.php?t=102870 | snoekbaars | For the electric and diesel train mods, currently the trains are the same texture but with a different standard colour. I want to retexture them to make the electric one look like the Bombadier Traxx ( https://railway-news.com/wp-content/upl ... scaled.jpg ) and the diesel one to be the Vossloh HLD 77 ( https://live.st... | [
{
"author": "FuryoftheStars",
"content": "When I was the maintainer of the diesel train mod, I changed the graphics of the regular trains to the old train graphics from back in the day. Alas, people apparently didn’t like that, because when I went a couple year hiatus and someone else picked it up, they rem... | 5 | 2022-07-11T15:26:44-05:00 |
forum-topic-127354 | 127354 | How to make trees rare? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=127354 | Rafiz | In newest version of the game it seems that it's impossible to make low tree amount. I set tree coverage to 17% and there's still planety of forests around, also it looks like 50% of what "coverage 100%" looks like. I think this setting worked better in previous versions. | [] | 0 | 2025-03-09T05:12:08-05:00 |
forum-topic-33817 | 33817 | Price | General discussion | https://forums.factorio.com/viewtopic.php?t=33817 | leroderick | Dear Factorio crew.
first let me say i love your game, currently it is the only game i play.
i think the entry price for the game is just right , since it is hard to understand what you really are buying, now that i do , i feel the game would be well worth the same as a AAA title , however i am sure that would be... | [
{
"author": "mooklepticon",
"content": "Buy more copies and give them away. Plenty of people want to play but can't for whatever reason.",
"date": "2016-10-05T14:56:34+00:00",
"quotes": [
{
"author": "leroderick wrote:",
"content": ""
}
]
},
{
"author": "",
... | 9 | 2016-10-05T06:47:47-05:00 |
forum-topic-85746 | 85746 | Abandoned Labolatory 3 - Day 8 | Maps and Scenarios | https://forums.factorio.com/viewtopic.php?t=85746 | PanTobi | Hello ^_^
Here is my Little update for Abandoned Labolatory 3
Here you can watch "Short gameplay = 1" ^_^
https://www.youtube.com/watch?v=Kb1_0FqsRBI
Here you can download Scenario:
Abandoned Labolatory 3.rar
(741.67 KiB) Downloaded 460 times
ScreenShots
screenshot-tick-1935426.png (2.19... | [
{
"author": "lilstrip",
"content": "Really love where this is going! Keep it up!",
"date": "2020-06-13T05:06:06+00:00",
"quotes": []
},
{
"author": "rph",
"content": "Nice! Really like the progress! \n \nHere some feedback:\n \n- I had trouble finding the right door codes: I found some c... | 2 | 2020-06-08T01:52:17-05:00 |
forum-topic-46948 | 46948 | [1.1] Bob's Mods: Alternate Textures mod | Bob's mods | https://forums.factorio.com/viewtopic.php?t=46948 | Necriptos | Hello everyone, i'm making a full topic for my mod that was previously being discussed in Bob's Mod Graphics Update Discussion
Download : mod portal
GitHub : https://github.com/Ncrpts/bobmods_gfxtweak
Removed stuff because it was implemented better elsewhere:
Description :
This is a set of alt... | [
{
"author": "Necriptos",
"content": "Updated to 15.2 : Added the new icons to their corresponding tech (you were still seeing the old tech icons wich was creating inconsistency in the color scheme)",
"date": "2017-06-02T07:28:17+00:00",
"quotes": []
},
{
"author": "Necriptos",
"content":... | 17 | 2017-05-08T10:27:00-05:00 |
forum-topic-125810 | 125810 | defines.entity_status.broken cannot be set through LuaEntity::status | Documentation Improvement Requests | https://forums.factorio.com/viewtopic.php?t=125810 | Quezler | It is read only. | [] | 0 | 2025-01-10T13:47:53-06:00 |
forum-topic-127373 | 127373 | Removing unnecessary rail segment blocking | Outdated/Not implemented | https://forums.factorio.com/viewtopic.php?t=127373 | KilJaeden | Currently when a chain signal is reserved, it instantly reserves the chain of segments in front of it. This leads to segments being unnecessarily blocked while there's no train passing. For example if a segment is blocked due to a chain of signals being reserved by a train arriving in 15 seconds, it should pass trains ... | [
{
"author": "",
"content": "No. \n \nThis suggestion is fundamentally broken and will never be applied. Rail blocks ahead of chain signal are reserved because they must be reserved. If another train would enter one of the rail blocks ahead and would stop here because of out of fuel, collisions, switching to... | 5 | 2025-03-10T09:22:44-05:00 |
forum-topic-117761 | 117761 | [Raiguard] [2.0.11] Mods GUI larger than window/screen size | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=117761 | slama | OS: MacOS Apple Silicon
The mods menu pop up is larger than my screen and when I try to move the window, some of the elements inside it escape the bounding box of the window and don't render properly. See attached screenshot | [
{
"author": "slama",
"content": "I realize my GUI scale was increased to 225%. Shrinking it improved things",
"date": "2024-10-27T17:16:39+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report, this was fixed in 2.0.30.",
"date": "2025-01-20T23:12:30+00:00",
"... | 2 | 2024-10-26T15:39:45-05:00 |
forum-topic-90593 | 90593 | Reverse-facing locomotives contribute to total train power | Outdated/Not implemented | https://forums.factorio.com/viewtopic.php?t=90593 | Tesse11ation | What is this "problem"?
Hello fellow Nauvians,
My request is a very simple one. It's a feature this game has been missing for far too long, and it has some pretty big implications for people who use double-headed trains, and even general QoL.
In the game's current state, trains that are on a multiple locomotive... | [
{
"author": "Pi-C",
"content": "If you're not averse to using mods, you should try out Multiple Unit Train Control .",
"date": "2020-10-21T13:12:53+00:00",
"quotes": []
},
{
"author": "Tesse11ation",
"content": "I will definitely check this out. Thanks! \n \nEDIT: I did look at this mod... | 19 | 2020-10-21T07:51:34-05:00 |
forum-topic-124598 | 124598 | Different railgun target selection color for ignored targets | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=124598 | Quezler | It would be nice if the red "in range" highlighter would differentiate in color between ignored and/or prioritized targets. | [] | 0 | 2024-12-17T04:39:40-06:00 |
forum-topic-49429 | 49429 | Personal robots prioritizing nearest first | Outdated/Not implemented | https://forums.factorio.com/viewtopic.php?t=49429 | BrickNukem | TL;DR
(De)construct dense areas faster by having personal robots do the closest thing first, since you can then move around and keep flight distances short.
What ?
Construction bots from your personal roboports have a clumsy order in which they select construction tasks. This causes long flight times. For deconst... | [
{
"author": "Factory Lobster",
"content": "This could possibly be implemented as yet another thing to research in the tech tree...",
"date": "2017-06-07T13:32:14+00:00",
"quotes": []
},
{
"author": "Terukio",
"content": "Love this! Especially with many roboports your range can get very l... | 19 | 2017-06-07T06:06:17-05:00 |
forum-topic-127046 | 127046 | Where is ur lead dev | General discussion | https://forums.factorio.com/viewtopic.php?t=127046 | Panzerknacker | Is he still playing WoW on the shitty new servers with dual spec?
Man get ur ass back to playing Factorio, ur team needs guidance. Space Age is nowhere near the level of 1.1 on many fronts. Decisions need to be made here and u r the captain who knows best.
Or are they working on 2.1 quietly? I hope they manage to... | [
{
"author": "Shulmeister",
"content": "Why quietly ?",
"date": "2025-02-22T12:19:45+00:00",
"quotes": [
{
"author": "Panzerknacker wrote: Sat Feb 22, 2025 11:35 am",
"content": ""
}
]
},
{
"author": "Daid",
"content": "Didn't you hear? They moved on to dev... | 10 | 2025-02-22T05:35:59-06:00 |
forum-topic-127561 | 127561 | Bug in decider combinator condition highlighting (and possibly output) | Duplicates | https://forums.factorio.com/viewtopic.php?t=127561 | localengineer | While playing around with some combinators I noticed that one of the conditions is highlighted green when it is false and not highlighted when it should be true.
In the below image, A = 0 but the condition is not highlighted.
In this image, A = 1 but the condition is highlighted.
This bug only appears to h... | [
{
"author": "",
"content": "Duplicate 118223",
"date": "2025-03-17T08:55:07+00:00",
"quotes": []
}
] | 1 | 2025-03-16T21:48:23-05:00 |
forum-topic-82387 | 82387 | Sound when successfully copy/pasting an entity | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=82387 | Kirk | When you shift click entities to copy over attributes from another entity, I always feel like I should double check if I didn't misclick or whatever, since that happens sometimes (especially with lots of small entities). Some kind of feedback could be nice here, like a sound | [
{
"author": "Deadlock989",
"content": "Could be added by a mod, the way some mods have added a \"rotate building\" sound. Some tricky choices to make about when exactly a sound should be played - whenever you paste? Or only if you paste new settings, which would be my preference - but would be difficult to ... | 11 | 2020-03-16T11:49:09-05:00 |
forum-topic-116139 | 116139 | Can i use space age with website buy with having base game on steam? | General discussion | https://forums.factorio.com/viewtopic.php?t=116139 | freeafrica | The title basically is my question. I would prefer to buy SE on the website, just wan't aware of this option when I bought the base game, so my base game is "only steam".
Will I have the option to claim a copy on steam from SE if I buy it on the website - just as with the base game? Will this be option available at ... | [
{
"author": "Amarula",
"content": "Yes you link your account on Factorio.com with your steam account and whichever way you buy it, you can use it both standalone and on steam.",
"date": "2024-10-20T13:04:54+00:00",
"quotes": [
{
"author": "freeafrica wrote: Sun Oct 20, 2024 1:02 pm",
... | 8 | 2024-10-20T08:02:15-05:00 |
forum-topic-30608 | 30608 | [Request] Vehicle Customization | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=30608 | Duane | Hi.
I'm making a mod for Factorio and rather than making higher tier vehicles in my mod, I'd like to make it so that existing vehicles could be customized somewhat. My ideas are seemingly simple but I don't know how well they translate into actual modding - I haven't fiddled with this specific thing yet.
- Car... | [
{
"author": "Danielv123",
"content": "Mostly no. \n \nYou cannot edit a car at runtime, but you can do fancy lua hacks for aoe attacks, automated turrets and other cool stuff. Would definitely want that! \n \nLuckily, it looks like rseding91 is working on it, so it should be easy in 0.14: https://www.reddi... | 1 | 2016-08-06T21:27:59-05:00 |
forum-topic-65947 | 65947 | [0.17.2] x is in the way - same item placement | Duplicates | https://forums.factorio.com/viewtopic.php?t=65947 | Gummiente27 | Trying to place an item onto the exact same item (and for quickreplace like belts & inserters also in the same alignment) shows "x is in the way" floating text. But it is not in the way, its already placed. | [
{
"author": "tehfreek",
"content": "viewtopic.php?p=401415",
"date": "2019-02-28T18:53:49+00:00",
"quotes": []
}
] | 1 | 2019-02-28T12:51:14-06:00 |
forum-topic-99469 | 99469 | How to access Vehicle acceleration power? | Modding help | https://forums.factorio.com/viewtopic.php?t=99469 | Rafiz | I cannot get this anywhere. Lua entity, lua entity prototype, burner, burner prototype, nothing gives me ability to get information about what's vehicle acceleration power. I'm already looking for it for 4 hours, is it even possible? I'm losing my mind on how hard is to find such information, so I decided to ask isntea... | [
{
"author": "DaveMcW",
"content": "Code: Select all /c locomotive = game.player.selected\npower = locomotive.prototype.max_energy_usage\nbonus = locomotive.burner.currently_burning and locomotive.burner.currently_burning.fuel_acceleration_multiplier or 1\ngame.print(\"Acceleration power: \" .. util.format_... | 2 | 2021-07-31T21:50:07-05:00 |
forum-topic-127478 | 127478 | [2.0.41] Stuff three rockets in a silo with space age | Not a bug | https://forums.factorio.com/viewtopic.php?t=127478 | hgschmie | - Create a new game without space age. Create a rocket silo. Start building rockets until both green bars are full (one rocket on the launch pad, one "in the silo").
- Save the game.
- Enable space age
- Load the game.
The silo still contains a rocket on the launch pad. But "in the silo" are now two rockets, beca... | [
{
"author": "",
"content": "I do not care about this, there were some items consumed so a fix would be either loosing the already crafted items or drop them, whatever it would be it would be worst than keeping current behavior. It does not hurt anything and it is not something that can be automated. I will ... | 2 | 2025-03-14T00:09:30-05:00 |
forum-topic-51943 | 51943 | FastFurnaces - More throughput in less space | Reika's Mods | https://forums.factorio.com/viewtopic.php?t=51943 | Reika | Mod Info:
If you have ever found yourself in a situation where you cannot expand due to space limitations (such as deep water, a mountain, or far too many enemy bases) or want to pack more productivity into a smaller area, FastFurnaces may have what you seek. The name refers to the first things added, but at this poi... | [
{
"author": "gnbrotz",
"content": "I've just installed this mod, and immediately received the following message: \n \n \n \nInterestingly, the error also mentions a Recycling mod, which I have been using for quite some time without an issue.",
"date": "2021-07-03T13:35:25+00:00",
"quotes": []
},
... | 5 | 2017-08-17T14:16:01-05:00 |
forum-topic-127479 | 127479 | [2.0.39] Train tutorial crashes | Duplicates | https://forums.factorio.com/viewtopic.php?t=127479 | gemed42913 | [2.0.39] Train tutorial crashes after user follows what it says and tries to add Station A:
Step 1: Tutorial tells user what to do: https://i.imgur.com/e06RsIK.jpeg
Step 2: User clicks on locomotive: https://i.imgur.com/3Xg6tJ7.jpeg
Step 3: User clicks "Add station": https://i.imgur.com/2WCNdbC.jpeg
Step 4: Us... | [
{
"author": "",
"content": "127447",
"date": "2025-03-14T11:21:29+00:00",
"quotes": []
}
] | 1 | 2025-03-14T01:47:03-05:00 |
forum-topic-97880 | 97880 | Documentation Improvement Requests | Documentation Improvement Requests | https://forums.factorio.com/viewtopic.php?t=97880 | 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 an... | [
{
"author": "Honktown",
"content": "A small request, the list of Attack Parameters is not complete nor exhaustive: https://lua-api.factorio.com/latest/Con ... Parameters \n \nSomething like \"examples of values\" would've been sufficient to prevent confusion I encountered (when looking for a value). In oth... | 19 | 2021-04-15T11:28:17-05:00 | |
forum-topic-121981 | 121981 | Display Collaborator Information on Mod Page | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=121981 | Tserup | What:
Add a more detailed collaborator information section on the mod introduction page. Mod creators can customize the role of each collaborator when inviting them or afterward, such as Owner, Author, Former Author, Programmer, Artist, Designer, Tester. Custom role titles should also be supported.
Collaborator ... | [] | 0 | 2024-11-18T11:07:45-06:00 |
forum-topic-110153 | 110153 | factario keep crashing every few seconds | Technical Help | https://forums.factorio.com/viewtopic.php?t=110153 | ilb1007aer | please help | [
{
"author": "",
"content": "Post the log file, see 3638 .",
"date": "2023-12-11T21:27:01+00:00",
"quotes": []
},
{
"author": "ilb1007aer",
"content": "keep crashing every few seconds. \nnormal play",
"date": "2023-12-12T17:11:05+00:00",
"quotes": []
},
{
"author": "",
... | 16 | 2023-12-11T13:42:04-06:00 |
forum-topic-123547 | 123547 | "Planet" tag in Mod search | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=123547 | fserb | A bunch of new mods implementing planets are being developed and they are not the easiest to find right now. Could we please have a "Planet" tag for new planets? | [
{
"author": "",
"content": "[Koub] Moved to Mod portal discussion.",
"date": "2024-12-05T21:06:48+00:00",
"quotes": []
},
{
"author": "mergele",
"content": "That does sound useful yeah.",
"date": "2024-12-07T16:10:37+00:00",
"quotes": []
},
{
"author": "front",
"conte... | 3 | 2024-12-02T08:24:21-06:00 |
forum-topic-127496 | 127496 | Add invert_colors to button_style | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=127496 | _KiRiK_ | 123.png (71.01 KiB) Viewed 114 times
hi. I'm making an interface mod and ran into a problem.
black icons are not visible and their color needs to be inverted.
but invert_colors does not work for button_style.
Could you add this functionality? | [
{
"author": "curiosity",
"content": "If at all, it should be a property in SpritePrototype, not button style. But you can already include manually modified files and use those.",
"date": "2025-03-15T09:00:08+00:00",
"quotes": []
},
{
"author": "_KiRiK_",
"content": "hmm. This is not what... | 2 | 2025-03-14T15:05:15-05:00 |
forum-topic-127542 | 127542 | [2.0.41] pre_entity_died event | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=127542 | hgschmie | There are "pre" events for all "mining" ways in which an entity can be removed:
- on_pre_player_mined_item -> on_player_mined_entity
- on_robot_pre_mined -> on_robot_mined_entity
- on_space_platform_pre_mined -> on_space_platform_mined_entity
However, there is no pre-event for on_entity_died. So in some of my ... | [
{
"author": "",
"content": "The current entity died event is actually a pre-died event. Because once something is actually dead, we can't make a lua event for it (since it's dead). In the current died event if you set the health back to a non-zero value it doesn't actually die.",
"date": "2025-03-17T12:... | 1 | 2025-03-16T00:55:29-05:00 |
forum-topic-119812 | 119812 | Make promethium spoil, and quickly | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=119812 | CyberCider | What?
Make promethium chunks spoil within a few minutes, to prevent them from being brought back into the star system.
Why?
Two words: Belt storage. That terrible, brainless cheese strategy still exists, and people still use it, even after the recipe rebalance that was done before release.
For those unaware, allow... | [
{
"author": "MeduSalem",
"content": "The better solution would actually be if you would have to process the stupid promethium chunks into something else first (which then is the ingredient of the Promethium science packs) that can actually be stored better/more densely into the cargo bays and make the recip... | 12 | 2024-11-04T14:19:56-06:00 |
forum-topic-127276 | 127276 | LuaRendering::draw_icon() | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=127276 | Quezler | It would be nice if you could draw alt-mode like icons with luarendering, LuaRendering::draw_sprite() exists but it is insufficient, it cannot:
- draw those sdf/shadow things neatly around icons like alt mode would
- draw quality (tbh just add another draw_sprite() for that, but this request is aimed for the shadow e... | [
{
"author": "protocol_1903",
"content": "+1, would help immensely in a number of scenarios I've seen recently. \n \n\nThis would also be awesome, perhaps when specifying a sprite for LuaGUI (Sprite or SpriteButton) perhaps it could be a table, then a property `quality` could be specified to have that render... | 2 | 2025-03-05T06:09:11-06:00 |
forum-topic-117537 | 117537 | [2.0.10] Turbo transport belt "burnin" | Not a bug | https://forums.factorio.com/viewtopic.php?t=117537 | titiba581 | when I play the game and place some green belts there is the border of the arrows on the betl still displaying on my screen but only in factorio. | [
{
"author": "",
"content": "Thanks for the report. Can you pleases show a screenshot or video of the issue you're having?",
"date": "2024-10-26T13:03:03+00:00",
"quotes": []
},
{
"author": "titiba581",
"content": "I can't do anithing better because when I rec it with obs it doesn't appea... | 11 | 2024-10-25T19:11:56-05:00 |
forum-topic-126486 | 126486 | Smart Autocrafter | Show your Creations | https://forums.factorio.com/viewtopic.php?t=126486 | scruffyvoltherder | Mini Version https://factoriobin.com/post/1r31pj
Giant Version https://factoriobin.com/post/9ksm65
Mods used: AAI containers, Renai Transportation, Text PLates, Compakt Circuits, Project Cybersyn | [] | 0 | 2025-01-31T03:00:43-06:00 |
forum-topic-74526 | 74526 | Version 0.17.65 - Page 2 | Releases | https://forums.factorio.com/viewtopic.php?t=74526&start=20 | BlueTemplar | Well, that's a short mod !
Code: Select all for k, v in pairs(data.raw.resource) do
data.raw.resource[k].infinite = true
data.raw.resource[k].minimum = 100
data.raw.resource[k].normal = 100
end
Have you tied adding
Code: Select all data.raw.resource[k].maximum = 100
? | [
{
"author": "Philuminati",
"content": "As far as I know, there is no field called resource.maximum. I just tried it and it didn't change anything Is it possible to prevent depletion of resources without activating the infinite mode?",
"date": "2019-08-15T18:35:13+00:00",
"quotes": [
{
... | 13 | 2019-08-14T06:33:37-05:00 |
forum-topic-65549 | 65549 | [0.17.x] Save and Load Quickbar Layouts like blueprints | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=65549 | MiniHerc | Now that the quickbar is a shortcut list rather than another inventory (that can be favorited), I suggest that we be able to save and load layouts and carry over a quickbar layout between games, rather than needing to set it up again for each new game.
With 10 potential quickbars, that is a lot of options and it wo... | [
{
"author": "SGH",
"content": "I would also like this change. \nHaving to set up the quickbar again and again gets boring quickly.",
"date": "2019-02-27T19:16:04+00:00",
"quotes": []
},
{
"author": "TheBloke",
"content": "Idea: Allow users to preserve QuickBar settings between games, e... | 19 | 2019-02-27T10:39:29-06:00 |
forum-topic-85444 | 85444 | Sharpened textures in 4k | Texture Packs | https://forums.factorio.com/viewtopic.php?t=85444 | zaichichi | Just sharpened Entity, Technology, Decorative and Terrain HD textures with photoshop.
While playing in 4k the difference is very nice.
Check screenshots fullscreen. | [
{
"author": "execthis",
"content": "Hi zaichichi \n \nLooks very nice. Are they available for download somewhere? \n \nBest regards \nexec",
"date": "2020-06-28T07:50:34+00:00",
"quotes": []
},
{
"author": "Alumenad",
"content": "I need this! Where can I find it my man?",
"date": "2... | 3 | 2020-05-30T05:46:25-05:00 |
forum-topic-113394 | 113394 | Code-Convention for circuit networks | Cheatsheets / Calculators / Viewers | https://forums.factorio.com/viewtopic.php?t=113394 | rldml | Hello everyone!
I hope, this place is the right one for my proposal (don't kill me for my bad english...). for the case you think, another sub forum is more suitable for it, please let me know
A central problem in talking about circuit networks is, that there is no compact way to show someone a complex network. ... | [
{
"author": "Tertius",
"content": "It's good to be clear about how you will set up circuits and create some kind of formal language for this. However, I don't feel such a convention or language will get widespread use. It's about communication. You propose people use this convention if they talk about their... | 13 | 2024-05-08T10:35:21-05:00 |
forum-topic-116195 | 116195 | Site see no DLC purchased (solved) | Technical Help | https://forums.factorio.com/viewtopic.php?t=116195 | abnessor | How to update site info about purchase?
I purchased by steam, but can't download standalone version to customize mod launching, and can't run steam version by bat files because game restarts with steam confirm dialog...
PS: steam account linked, and I already launched steam version with space age loggined-in acco... | [
{
"author": "",
"content": "Hello, \nplease try to log out and back in on the website. \n \nWe will make this better",
"date": "2024-10-21T11:43:19+00:00",
"quotes": []
},
{
"author": "abnessor",
"content": "It's working! Thanks You!",
"date": "2024-10-21T11:51:01+00:00",
"quotes... | 2 | 2024-10-21T06:41:31-05:00 |
forum-topic-30454 | 30454 | [MOD 1.1] Inventory Sensor - Page 9 | Mods | https://forums.factorio.com/viewtopic.php?t=30454&start=160 | Sadawys | Hi,
there is a (potential) bug, or not supported:
- blueprints
- copy/paste
does not work. If placed manually everything is fine, but if blueprinted or copy paste the sensor simply is broken and shows the value from the "copy" always without changing.
Best regards,
Sadawys | [
{
"author": "Optera",
"content": "Blueprinting works perfectly fine for me.",
"date": "2020-09-04T18:24:05+00:00",
"quotes": []
},
{
"author": "Sadawys",
"content": "I added you two attachments where you can see after blueprinting and placing the old value will shown and the sensor will ... | 18 | 2016-08-04T04:10:47-05:00 |
forum-topic-126700 | 126700 | Wube staff - wube/factorio-data github adjustment | Cheatsheets / Calculators / Viewers | https://forums.factorio.com/viewtopic.php?t=126700 | mtfreitasf | Dear all,
I am updating my excel calculator for Space Age. I used a lua script with all the recipes, but this is not working anymore for space age. I found the github repository made by wube named factorio-data.
I downloaded it and found the recipe.lua files and I am trying to make a python code to extract all th... | [
{
"author": "Muche",
"content": "An issue with limiting your processing to only some files is that it will miss changes to the recipes, which are done via executing data-updates.lua and data-final-fixes.lua of all mods. \n \nYou may have easier time running \"factorio --dump-data\" and processing the re... | 4 | 2025-02-08T19:07:01-06:00 |
forum-topic-84435 | 84435 | Version 0.18.22 | Releases | https://forums.factorio.com/viewtopic.php?t=84435 | Graphics
Added shell particle effect for the artillery shooting.
Added tinted scorch marks for explosion effects. Explosions on different tile types will result in scorch marks of different colors.
Changes
Pressing escape/close GUI when a search field is focused only closes the search field instead of the... | [
{
"author": "vladdu",
"content": "Is it just me, or did many mods break with this version? \"(custom-input): Unknown consuming type: script-only\" \nOh, I should have read everything \"Removed migration for CustomInputPrototype consuming types that were removed in 0.15.24.\"",
"date": "2020-04-30T12:06... | 19 | 2020-04-30T07:01:29-05:00 | |
forum-topic-124544 | 124544 | Defence Tactics Advice | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=124544 | bbutle01 | So I'm getting into mid-game now and spending more time trying to automate shipping back products from Fulgora and Vulcanus. It's close, I AM shipping back science packs and tungsten, but the volume is still a bit low and it's taking some manual choosing of what to launch into space and driving the ship.
The prob... | [
{
"author": "NineNine",
"content": "I'd wall it all in with lasers, and start placing artillery in places along the border.",
"date": "2024-12-16T14:26:33+00:00",
"quotes": []
},
{
"author": "bbutle01",
"content": "Whew, at least there's some natural water barriers West side of the map. ... | 12 | 2024-12-16T08:24:23-06:00 |
forum-topic-120088 | 120088 | Gleba Biofactory Phase 3 | Show your Creations | https://forums.factorio.com/viewtopic.php?t=120088 | rockaday | After installing Space Age, building a basic base on Nauvis, and doing some research, I left for Gleba with nothing but a few steel plates in my pockets. I barely made it, and once there, it was surprisingly difficult just to get iron and copper going. My first attempt was a spaghetti mess that didn't generate enough i... | [
{
"author": "adam_bise",
"content": "Whew you're much further along than me! \n \nI just finished a working setup, kinda. What a mess! But maybe I won't be stuck here after all! \n \n \n \n gleba.png (1.93 MiB) Viewed 4918 times",
"date": "2024-11-27T02:40:23+00:00",
"quotes": []
},
{
"aut... | 14 | 2024-11-06T08:21:33-06:00 |
forum-topic-84741 | 84741 | Factorio LandBlock | Maps and Scenarios | https://forums.factorio.com/viewtopic.php?t=84741 | mikehendi | Welcome to Factorio Landblock! It's a small world ain't it!
Claim your space on this heavily populated chunk of land, but watch out! The locals evolve at double speed, and have fierce guards the further you push into their territory! Survived the beginning? Good! Now use your engineering skills and try to fit a full... | [] | 0 | 2020-05-09T03:36:18-05:00 |
forum-topic-123631 | 123631 | Quality Module 3 without Space Age | Wiki Talk | https://forums.factorio.com/viewtopic.php?t=123631 | Unglück13 | Hi, i just wanted to mention that you can craft Quality Module 3 without Space Age (deactivated Space Age "Mod", obviously need the DLC)
it doesn't use the superconductor like the other Tier 3 Modules aswell (I checked it in game). The wiki article only has the Space Age Crafting Recipe and doesn't even show it can be... | [
{
"author": "DaveMcW",
"content": "I added the deactivated-Space-Age recipe to the info box.",
"date": "2024-12-04T02:24:29+00:00",
"quotes": []
}
] | 1 | 2024-12-03T08:32:59-06:00 |
forum-topic-19191 | 19191 | Ability to set Pollution on a per recipe basis | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=19191 | Blu3wolf | It would be useful to be able to set a default pollution for an assembly machine, which can be overridden by individual recipes.
For instance, smelting copper from native copper with coal could be moderate pollution, but smelting copper from chalcocite could be heavy pollution.
It would also be useful if this ext... | [
{
"author": "starholme",
"content": "You can 'kinda' get these results by modifying the recipes already. The pollution is tied to the energy consumption of the assembler, so a longer time means more pollution. Make the chalcocite take a longer time to smelt. \n \nYou can output a liquid as part of another r... | 6 | 2016-01-15T00:22:00-06:00 |
forum-topic-119774 | 119774 | [2.0.13] "Error UpdateChartbundleRequest failed: Failed to reach auth server" on uploading save after victory | Minor issues | https://forums.factorio.com/viewtopic.php?t=119774 | Erichteia | I got the following error when I tried to upload my save file post victory:
Error when uploading save to the galaxy thingy 11-04-2024, 17-05-05.png (14.21 KiB) Viewed 690 times
My internet connection is fine, so I don't expect the issue to be from my end. I attached the log report and save below.
Code... | [
{
"author": "",
"content": "Thanks for the report. The server may have been under higher load than usual at the time this happened. You should be able to simply re-submit the upload after waiting a moment.",
"date": "2025-03-10T15:46:07+00:00",
"quotes": []
}
] | 1 | 2024-11-04T10:09:35-06:00 |
forum-topic-54419 | 54419 | Ping / check FPS of all players | Won't implement | https://forums.factorio.com/viewtopic.php?t=54419 | Angamara | in general, latency issues occur on small computer configurations depending on the size of the map.
Reducing the speed of the game usually allows these small configurations to play like any other.
Even if some systems will change to 0.16 to correct most latency issues. Is there a way to know the FPS of each conne... | [
{
"author": "",
"content": "Doesn't sound deterministic to me. I think the game should do this automatically instead of mod having try to do it.",
"date": "2017-12-06T18:43:48+00:00",
"quotes": []
},
{
"author": "",
"content": "I do not understand why you would want to control this via m... | 6 | 2017-12-06T11:49:57-06:00 |
forum-topic-124635 | 124635 | Energy Optimization with Red Inserters | Show your Creations | https://forums.factorio.com/viewtopic.php?t=124635 | GregFirehawk | Recently while doing some math I came across the fact that Red Inserters are slightly better than all other inserters in the game in terms of energy efficiency.
Here is the calculation for reference:
Energy Cost per Inserter Rotation:
(Max Power Consumption - Drain) / (Rotation Speed / Full Rotation Constant)... | [
{
"author": "jaylawl",
"content": "I would love to add your findings to the wiki for you, but i don't have the brainpower to fully comprehend your massive analysis (very interesting btw!) \n \nSince you've already come this far anyway, why not make a wiki account yourself? It is a simple process and you... | 19 | 2024-12-17T17:14:21-06:00 |
forum-topic-118054 | 118054 | Factorio + Parsec + SteelSeries Gamesense | Off topic | https://forums.factorio.com/viewtopic.php?t=118054 | xarmin | Hey guys,
This is a bit of an obscure post. I have a gaming machine that I play Factorio on, and I recently made the decision to move it to my server rack and stream from it with Parsec. Unfortunately, this meant losing the sweet integration between Factorio and my SteelSeries peripherals... but, I found a workaroun... | [] | 0 | 2024-10-27T17:58:40-05:00 |
forum-topic-115205 | 115205 | LTN + Cargo Ships - Network masking bug | Logistic Train Network | https://forums.factorio.com/viewtopic.php?t=115205 | Olav152 | I have encountered a bug with network ID masking for ports.
All stations are set to id=2, but I get "No station in network 0x08" and in LTN manager I see that:
a: my depots have ID of 8
LTN bug2.png (2.31 KiB) Viewed 336 times
b: my requesters have ID of 4
c: my provider has ID of 2
LTN bug.png ... | [] | 0 | 2024-09-07T07:51:55-05:00 |
forum-topic-126756 | 126756 | Train coloring, how to change "use destination train stop color" default behavior | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=126756 | FenrirFanclub | Is there a global setting or a console command to change "use destination train stop color" from on as default to off? I don't currently want to use this automatic coloring option for all of my trains, but constantly forget to uncheck this option when making a new train. | [
{
"author": "adam_bise",
"content": "Try this: https://mods.factorio.com/mod/Automatic_Train_Painter",
"date": "2025-02-11T13:58:58+00:00",
"quotes": []
},
{
"author": "FenrirFanclub",
"content": "Thanks, I'll try that next run. Unfortunately I can't use mods during this first Space Age... | 2 | 2025-02-10T17:09:06-06:00 |
forum-topic-71830 | 71830 | Farlands 2.0 [0.17.47+] [BETA] | Mod Packs / Libs / Special Interest | https://forums.factorio.com/viewtopic.php?t=71830 | azakir nalda | Good day all.
I hereby want to tell you about Farlands 2.0. Alot of people who have played for a long time might still remember the early days of factorio and the early stages of angels/bobs mods. During the 0.13 and 0.14 days someone by the name of Pandemoneus created a modpack called farlands .
I had a lot ... | [
{
"author": "Nelloli",
"content": "I want this pack if its balanced and for version available in steam (0.17.53+) \nI'll try to play it.",
"date": "2019-08-27T17:53:26+00:00",
"quotes": []
},
{
"author": "Ajes",
"content": "Is there any easier way, to get the modpack, than downloading ea... | 4 | 2019-06-09T10:50:07-05:00 |
forum-topic-125471 | 125471 | Pitch | PyMods | https://forums.factorio.com/viewtopic.php?t=125471 | DrWillFro | I've started my first play through of the mods, and I cannot figure out how I make pitch. I don't see it in the crafting tab, and it isn't in the research tab either. How do I get pitch? | [
{
"author": "mskala",
"content": "Pitch is produced by the \"Tar refining bottoms\" recipe, which is unlocked by the \"Tar processing\" research.",
"date": "2025-01-14T03:07:56+00:00",
"quotes": []
}
] | 1 | 2025-01-02T00:22:33-06:00 |
forum-topic-124530 | 124530 | [Narrated Playthrough] Part 3 Agitation in Fulgora | Show your Creations | https://forums.factorio.com/viewtopic.php?t=124530 | mmmPI | Part 1 Hostile Fulgora Start
Introduction :
The journal of the ship was damaged during the crash of the emergency shuttle , the following story therefore contain some of my best approximations to fill-in the gaps to try and recall how things ended up so bad. It is generally admited that the amnesia about previous l... | [
{
"author": "mmmPI",
"content": "5) The first platform \n\nAfter 7 hour of game a week being stranded on this planet, i'm proud to present you Adventure, hopefully, my ticket out of this planet. \n \n \n \n Adventure.jpg (125.5 KiB) Viewed 1157 times \n \n \n 0eNrdnG2PozYQx78Lb0sq/MDTqq3Uz3GKIkKcXXQEcga2t... | 3 | 2024-12-16T03:13:28-06:00 |
forum-topic-100508 | 100508 | [Tobias][1.1.42] All GUIs becomes unresponsive after cutscene with Tips-And-Tricks open | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=100508 | Stringweasel | This is a kind of obscure bug that a player came across. It's relatively easy to work around this in the mod, but thought I would let you guys know.
What happened?
When turning of game_view_settings.show_controller_gui and then viewing a cutscene while Tips-And-Tricks is open can cause all GUIs to become unrespon... | [
{
"author": "KeepResearchinSpoons",
"content": "(full read w/ spoiler est. 3 min)\n A tiny bit more info \nFirst hand details: \n... \nHere, \"unresponsive\" actually means: \n[x] in the corner still has the \"esc/e to close\" caption on mouseover. \nHowever ESC actually brings the usual Resume-settings-etc... | 3 | 2021-11-04T12:17:16-05:00 |
forum-topic-126571 | 126571 | Factorio Forums • [2.0.32] fusion reactors not sharing fluoroketone | I have 2 fusion reactors which I'm pretty sure are hooked up correctly, that are not sharing cold fluoroketone properly.
In the two screenshots, the lower reactor has 998 fluoroketone, and the upper left reactor has only 1.2 fluoroketone. Their fluoroketone ports are connected.
I still get *some* flow into that s... | [
{
"author": "",
"content": "This is because the fusion reactors have internal buffers that are separate from the pipeline that goes through them. This is unintuitive behavior, but it is not a bug. \n \nI plan to change this in 2.1 to be more intuitive.",
"date": "",
"quotes": []
}
] | 1 | ||||
forum-topic-98388 | 98388 | A 1 TW Solar Panel Field | Videos | https://forums.factorio.com/viewtopic.php?t=98388 | martinissimo | Hi All,
I have built a 1 TW Solar Panel Field with more than 17 million solar panels and 14 million accumulators.
Have look!
https://www.youtube.com/watch?v=93F2NDPBsnk
Cheers,
Martinissimo | [
{
"author": "mmmPI",
"content": "And yet we can't see a single one on the video ! only from map view. \n \nLooks cool though but quite unexpected",
"date": "2024-08-22T06:54:00+00:00",
"quotes": []
}
] | 1 | 2021-05-16T10:47:25-05:00 |
forum-topic-126563 | 126563 | [Donion] [2.0.33] Crash with working_sound | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=126563 | Quezler | Was trying to configure some electro-y sounds for a new machine im working on, and i noticed when trying to decrease the pauses between each sound (still haven't figured those out btw, i want them to spam/overlap) by trying to increase the probability above 1 but did that one level too high and got this crash:
Code: ... | [
{
"author": "",
"content": "The issue here is that the working sound is so malformed you end up with an empty sound. \n \nThe solution is \"don't do that\" and define working sound properly. But I will add checks so this abomination won't get through the loading. \n \nNote: probability above or at 1 just ma... | 5 | 2025-02-03T06:19:34-06:00 |
forum-topic-13135 | 13135 | News and announcements | 5dim's mod | https://forums.factorio.com/viewtopic.php?t=13135 | McGuten | == 5dim's mod ==
we post here ideas, projects and news about mod
You can find the changelog here
You can find download link here
If you find an bug you can post here
If you have some idea or suggestion for all modules you can post here
You can follow us on twitter
You can ask us somethi... | [
{
"author": "McGuten",
"content": "Hi guys \n \n UPDATE \n \nWe were updated 3 module version ( Automatization , Decoration and Transport ) \n \nYou can find the changelog here \nYou can find download link here \n \nIf you find an bug you can post here \nIf you have some idea or suggestion for all m... | 19 | 2015-06-21T16:57:56-05:00 |
forum-topic-33889 | 33889 | Hide and disable some autoplace-controls | Implemented mod requests | https://forums.factorio.com/viewtopic.php?t=33889 | jkeywo | I'd like to be able to hide some autoplace controls and set them to 'none' by default.
The underlying problem is this... I've added some new autoplace-controls for use on different surfaces (new worlds), but I can't stop them from spawning on nauvis.
(I assume there is no existing way to solve this problem... I c... | [
{
"author": "Danielv123",
"content": "Changing mapgensettings after map creating is very unlikely to happen. RSOs way of working around it is to just delete all the defaults and do it by itself. I guess you won't be able to do that.",
"date": "2016-11-07T22:32:05+00:00",
"quotes": []
},
{
"a... | 2 | 2016-10-07T06:30:37-05:00 |
forum-topic-110144 | 110144 | Turning your Factorio passion into a job | Off topic | https://forums.factorio.com/viewtopic.php?t=110144 | Joan | Hi all!
I'm currently building the best place for kids to hang out and do hard thing with their friends on the internet. I'm looking for a Factorio expert who is excited to guide kids through the game and to help us create a phenomenal curriculum to teach on top of it. Think anywhere from a beginners crash course t... | [
{
"author": "mmmPI",
"content": "That sounds like something i would do for free to not feel compelled to deal with the kids when i don't want to, so they only see the good mood hahaha \n \nFeel free to PM if there is something I can do",
"date": "2023-12-11T12:54:49+00:00",
"quotes": []
},
{
... | 5 | 2023-12-11T02:46:14-06:00 |
forum-topic-14563 | 14563 | Factorio Forums • Negative Root's Mod Pack | People keep asking what I play with. Now you can play with the same!
This collection are additions that I believe improve and compliment the stock game without introducing anything that is overpowered or unsuited within it. The goal is to enhance the stock game with this mod pack, not change it into another game ent... | [
{
"author": "",
"content": "Question - why you are keeping the very old RSO?",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Using the older RSO is actually made by original writer. \n \nAlso the older ones we like how it works more so than the newer one. \n \nIt is harder to e... | 11 | ||||
forum-topic-127524 | 127524 | [2.0.41] Space Platform doesnt unload cargo when a request is set to 0/0 on the Space Platform. | Duplicates | https://forums.factorio.com/viewtopic.php?t=127524 | KopiG | Space Platform doesnt unload cargo when a request is set to 0/0 on the Space Platform. Load the save file and observe Super Lightning 1 how it is unable to unload copper and gear onto Navius. | [
{
"author": "",
"content": "127244",
"date": "2025-03-15T16:05:08+00:00",
"quotes": []
}
] | 1 | 2025-03-15T10:40:56-05:00 |
forum-topic-112987 | 112987 | Is handcrafting green circuits still a thing ? | PyMods | https://forums.factorio.com/viewtopic.php?t=112987 | Yosiu | I'm playing new game of alterantive anergy PY and I'm busy trying to automate green circuits.
I've read in some places on forum about mysterious "simple handcrafting " green circuit recipe, but i can't do it in my game.
Is this still a thing? Or was it removed ? | [
{
"author": "chrisdec",
"content": "Hey Yosiu, \nAre you playing with the full Py Suite? (beside Pyblock) \nI dont thick you can handcraft green circuits anymore, you will need a chipshooter machine mk01 \n \nKind regards \nChristophe",
"date": "2024-04-16T09:02:34+00:00",
"quotes": [
{
... | 3 | 2024-04-15T10:29:16-05:00 |
forum-topic-31848 | 31848 | Fluid handling - Friday facts topic? | Implemented in 2.0 | https://forums.factorio.com/viewtopic.php?t=31848 | Ratzap | With some fluid work coming in 0.15 and the whole fluid mechanics area being largely undescribed, could we get a Friday Facts dedicated to talking about fluid handling in Factorio?
Like how does the game engine model fluids? Does it use level differences? Simulate pressure? How are tanks different to pipes. All that... | [
{
"author": "",
"content": "Good idea, but I think it makes no sense now, cause they want to rewrite the fluid handling from ground up for nuclear energy. That's what I interpret into some devs-remarks.",
"date": "2016-08-29T23:03:10+00:00",
"quotes": []
},
{
"author": "Ratzap",
"content... | 4 | 2016-08-29T15:55:03-05:00 |
forum-topic-32049 | 32049 | Screenshots: original size | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=32049 | DanteDHunter | Mod portal doesn't have "original size screenshot" function when click at the screenshot. Possible for fix? | [
{
"author": "PantherX",
"content": "I have this issue too. Clicking on the thumbnails doesn't do anything.",
"date": "2016-09-03T06:46:07+00:00",
"quotes": []
},
{
"author": "aubergine18",
"content": "I think it's just a short term thing to remove load on the mod portal. However, if you ... | 3 | 2016-09-02T13:11:40-05:00 |
forum-topic-127500 | 127500 | Rocket silo continues to launch rockets, even if landing pad is full | Pending | https://forums.factorio.com/viewtopic.php?t=127500 | datarza | Situation happens, if I have a lot of rocket silos that is ready to launch a rocket. If I take some space science packs from filled landing pad, over 9000 rockets can be launched at the same time. Here should be condition to launch only one rocket if landing pad has enough space for 1k space science packs. And do not l... | [
{
"author": "",
"content": "Post the save and add the version to the title, see 3638 .",
"date": "2025-03-14T21:34:42+00:00",
"quotes": []
},
{
"author": "datarza",
"content": "[streamable] https://www.youtube.com/shorts/Df7rGsXXGtM [/streamable]",
"date": "2025-03-14T22:54:06+00:00... | 3 | 2025-03-14T16:20:10-05:00 |
forum-topic-92357 | 92357 | Splitter GUI, clickable graphical priorities | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=92357 | Ikonos | TL;DR
Remake current yellow arrows for priorities in the splitter's GUI as buttons.
splitter_gui.png (122.33 KiB) Viewed 6427 times
What ?
Click an arrow button to set the priority to that side. If it already has the priority, then clears it.
Buttons should be rotated to match the splitter preview.
... | [
{
"author": "",
"content": "Nice and simple.",
"date": "2020-12-02T06:58:57+00:00",
"quotes": []
},
{
"author": "jodokus31",
"content": "+1 \nAnd display the splitter in the same direction as in the World (probably is already but i cant Check atm)",
"date": "2020-12-02T07:36:03+00:00... | 17 | 2020-12-01T05:01:30-06:00 |
forum-topic-126424 | 126424 | SoundAccent::audible_distance_modifier not in documentation | Resolved Requests | https://forums.factorio.com/viewtopic.php?t=126424 | PennyJim | I was looking at how the foundry did the sound waypoints I remember hearing in a FFF. Just to see if I could somehow piggyback off that system to do smoke (doesn't look possible).
I noticed that the base game defines an `audible_distance_modifier` on the SoundAccent s it provides, which is missing from the document... | [
{
"author": "curiosity",
"content": "Have you seen the latest changelog ? This is not a documentation issue.",
"date": "2025-01-29T07:49:12+00:00",
"quotes": []
},
{
"author": "",
"content": "That's correct. SoundAccent::audible_distance_modifier has been removed with 2.0.33. SoundAccen... | 3 | 2025-01-28T19:31:24-06:00 |
forum-topic-127212 | 127212 | Flashlight color change... | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=127212 | PrimmSslim | PLEASEE I like the lamps a color and i hate how at night my flash light is off color. PLS if there is any mod or script or thing I can do please explain. Sorry so random, just wondering if possible | [] | 0 | 2025-03-01T22:07:50-06:00 |
forum-topic-126572 | 126572 | Inconsistent display of crafting machine ingredients (and/or outputs) | Not a bug | https://forums.factorio.com/viewtopic.php?t=126572 | FasterJump | Sometimes, There is no line return before the recipe arrow
There is no line return after the recipe arrow
Other times, There is a line return before the recipe arrow
There is another line return after the recipe arrow
02-04-2025, 15-02-03.png (37.72 KiB) Viewed 189 times
02-04-2025, 15-02-12.png... | [
{
"author": "",
"content": "Hi, \n \nThank you for the report, \n \nThis is working as intended, if the contents can't all fit on 1 line they are separated as shown",
"date": "2025-02-04T10:55:34+00:00",
"quotes": []
},
{
"author": "FasterJump",
"content": "Hi, thanks for the reply. \n \... | 2 | 2025-02-03T20:08:21-06:00 |
forum-topic-127355 | 127355 | Factorio Forums • Pause LuaRenderObject animation | Hi,
I wish there was an easier way to pause animations of LuaRenderObjects.
Setting the animation_speed field to 0, jumps the animation to the first frame and later if you increase the speed again the animation jumps to the frame as if the animation was never paused.
It is possible to account for this by using... | [
{
"author": "",
"content": "Would be great if it recalculated the offset to preserve the current frame instead of a dedicated pause function. Then it will work for any change of speed.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Yeah, that's a better idea, I guess",
"da... | 2 | ||||
forum-topic-121660 | 121660 | [Lou] [2.0.15] Railgun is shooting other Railsguns | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=121660 | Zazuno | good day.
I built a spaceship where my railguns are constantly being torn apart without me noticing. Then I built a loudspeaker to hear this. Every 4-5 hours one railgun destroys the other.
In this Twitch clip I sold the inserter arm for the ammunition and the other two railguns to recreate this scenario.
The basic ... | [
{
"author": "True.Boriska",
"content": "[2.0.20] \n+1 \nBP\n Code: Select all 0eNqVkt1OwzAMhd/F1wmif0D7KgihtLU6S2myOQnaVPXdcTs2KDAJ7mLnyzn2USZobcI9k4vQTECddwGa5wkCDc7YpefMiNAAG7JDcjomZoyg4JCMpXharxhhVkCuxyM02fyiAF2kSHgWW4vTq0tjiyyAuim690GeebcYi5Qus7tKgZjoXE7i0RNjdyay8scQIsDkWTraUoir+WWqq+kuDahHjMZa6rQJEdlT... | 19 | 2024-11-15T18:12:52-06:00 |
forum-topic-127383 | 127383 | Train interruption exceeds train limit | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=127383 | KFan | I have interruption
03-11-2025, 10-50-10.png (66.25 KiB) Viewed 631 times
and I have 2 load stations, and 1 unload, all of them have limit of trains equal 1
and now here is question, why 2 trains starts interruption? I need only one at the time, because of two of them start, second of them stay at load... | [
{
"author": "KFan",
"content": "save file with reproduce \n \n \n interrupt reproduce.zip \n (2.2 MiB) Downloaded 13 times",
"date": "2025-03-11T09:31:48+00:00",
"quotes": []
},
{
"author": "Premu",
"content": "Hm, you added the loading stations both in the schedule and as interrupt. I... | 17 | 2025-03-11T00:53:25-05:00 |
forum-topic-108243 | 108243 | Version 1.1.89 | Releases | https://forums.factorio.com/viewtopic.php?t=108243 | Features
Migrated the prototype modding documentation from the wiki to the docs website, enabling a more advanced presentation, an offline version, and machine-readability of the underlying format. They can be found at https://lua-api.factorio.com/latest/ind ... otype.html .
Minor Features
Added controller... | [
{
"author": "TinyDM",
"content": "I can finally update my world that I've been working on for 9944 hours. The relief is sweet knowing that I can finally place a train and finish my remaining achievements. Thank you, devs, for fixing this little bug that has lurked in the saves of the biggest factories for t... | 6 | 2023-08-16T12:25:15-05:00 | |
forum-topic-98620 | 98620 | Host free Factorio servers | Multiplayer / Dedicated Server | https://forums.factorio.com/viewtopic.php?t=98620 | eddiebeme | i was looking for a good solution to host free factorio servers and tried Factorio Zone (it's definitely great for casual play i would check it out) but i had some problems with large bases and having multiple friends on it at once.
so i started a fun project called Host Factor . since Factorio is so lightweight... | [] | 0 | 2021-05-30T19:46:14-05:00 |
forum-topic-122435 | 122435 | belt based storage | Mechanical Throughput Magic (circuit-free) | https://forums.factorio.com/viewtopic.php?t=122435 | Lattie | i was looking for a way to store a lot of asteroid chunks and thought of belt weaving as a potential solution... apparently this accursed thing can hold 11502 chunks, which is more than 8.2 times what i would have been able to store if i had used the space to fill it with legendary cargo holds
also pleasantly sur... | [
{
"author": "Zymoran",
"content": "Looks pretty and all. Seen many threads like this and I still don't understand why anyone would ever make a chunk storage. Isn't the 39 storage in asteroid collector and a 10-20 length belt more than enough of a buffer for any purpose? (not snarky. legit question)",
"d... | 4 | 2024-11-21T16:03:22-06:00 |
forum-topic-90486 | 90486 | Target masks for active-defense-equipment, artillery turret and spidertron | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=90486 | Pi-C | Most entities have a trigger_target_mask. Most turrets have attack_target_mask and ignore_target_mask (the artillery turrets apparently don't). This way, it's easy to make new turrets that will attack only specific entities, or make entities that won't be attacked at all.
Unfortunately, excluding entities from being... | [
{
"author": "Pi-C",
"content": "An addition: Spidertrons don't have ignore_target_mask and attack_target_mask either, so they attack dummies from Water Turret as well although they can't hurt them. So it would be great if they could get target masks as well.",
"date": "2020-10-30T15:39:49+00:00",
"q... | 6 | 2020-10-17T05:23:54-05:00 |
forum-topic-91888 | 91888 | [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=91888 | AntiElitz | I recently noticed that power pole connections where quite often missing randomly when using blueprints. I was able to figure out this is due to the new blueprint system saving the pole connections in the blueprint.
See here: https://youtu.be/EB98oSPDCHA
This behavior feels absolutely unnatural and is very frustr... | [
{
"author": "ardoRic",
"content": "I also hit this issue a couple of times, it is indeed not ideal to drop a blueprint that \"should\" work and then it doesn't. \n \nI understand the rationale behind the power pole connection saving feature, but the end result working if it has enough power poles to work sh... | 19 | 2020-11-25T10:18:25-06:00 |
forum-topic-93124 | 93124 | Would it be possible to make it harder to take off armor? | Implemented in 2.0 | https://forums.factorio.com/viewtopic.php?t=93124 | Kyralessa | Everyone's done this a time or two or ten:
Maybe you're switching MK2 armor sets and you do it in the wrong order. Or you meant to use a Spidertron remote but you were on the wrong toolbar. Now you have to have your bots pick up everything, or just load your last save and hope it wasn't too long ago.
Does a... | [
{
"author": "Durr",
"content": "I haven't had this happen to me while switching armor, but it happens A LOT when I cancel too many handcrafts. I remapped the key for picking things up to the numpad decimal, and just run around sucking the stuff up when I do it. \n \nI think something similar to what happens... | 19 | 2020-12-15T13:00:02-06:00 |
forum-topic-124988 | 124988 | Add the field "energy_source" to the prototypes: "transport-belt" "underground-belt","splitter","loader" | Won't implement | https://forums.factorio.com/viewtopic.php?t=124988 | Keysivi | Hello, I suggest adding the field "energy_source" to the prototypes: "transport-belt" "underground-belt","splitter","loader"
This will help modders add new tasks to the game to provide logistics systems with electricity, without big performance problems, as there are now
Thanks! | [
{
"author": "Morgott",
"content": "I completely agree with this idea!",
"date": "2024-12-23T10:36:33+00:00",
"quotes": []
},
{
"author": "",
"content": "This is never happening. To add energy source support means making a given entity updatable which isn’t happening for belts. Loaders al... | 3 | 2024-12-23T01:10:38-06:00 |
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