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-97418 | 97418 | Who made this 8 belt inline balancer? | Mechanical Throughput Magic (circuit-free) | https://forums.factorio.com/viewtopic.php?t=97418 | Aru | I've searched the internet, blueprint database, and the forums, but I can't seem to find this design anywhere, let alone the original posting. I'm trying to find out who made this (or contributed in the case of several) because I like to put the designers in the blueprint names.
0eNqdmGuLnDAUhv9KyacW3CX3i3+lLGV... | [
{
"author": "causa-sui",
"content": "raynquist",
"date": "2021-04-17T01:38:38+00:00",
"quotes": []
},
{
"author": "Tallywort",
"content": "Beyond any other answers this could easily have been reinvented multiple times.",
"date": "2021-04-18T00:06:44+00:00",
"quotes": []
},
{
... | 3 | 2021-03-30T17:17:00-05:00 |
forum-topic-85459 | 85459 | How to change pipe capacity (solved) | DyWorld | https://forums.factorio.com/viewtopic.php?t=85459 | Hannu | I need longer underground pipes and different colors in aesthetic buildings but higher tier pipes have too large capacity and fluid flow does not work properly. What I have to change in mod files to get capacity of all pipes to same as nickel pipes (and vanilla pipes)?
I already found a row
DyWorld_Prototype_Entity... | [
{
"author": "Hannu",
"content": "I found solution. There was a file \"data\\entity-info.lua\". There is definitions for capacities of different pipes. I changed them and now it work as I like. I do not understand why my first attempt failed.",
"date": "2020-05-31T10:54:55+00:00",
"quotes": []
}
] | 1 | 2020-05-31T04:14:17-05:00 |
forum-topic-126174 | 126174 | Congrats, you broke me | General discussion | https://forums.factorio.com/viewtopic.php?t=126174 | antstar | I was willing to work around the pathetically anemic rockets, ridiculous asteroid densities, deliberately obtuse rocket engines, lazy coding of platform trains, too many cases of challenging my patience rather than intellect to even list. Then I faced big asteroids. Nope. I'm not finishing it. And I'm not coming back u... | [
{
"author": "mmmPI",
"content": "Yet another very poorly argumented complaint just showing a lack of creativity from the player imo. \n \nRailguns",
"date": "2025-01-20T19:34:49+00:00",
"quotes": []
},
{
"author": "Haisom",
"content": "You just highlighted all the things I think make the... | 19 | 2025-01-20T13:26:49-06:00 |
forum-topic-55347 | 55347 | Bob's Mods: Downloads | Bob's mods | https://forums.factorio.com/viewtopic.php?t=55347 | bobingabout | For the latest mods, check the Mod portal
0.15 mods on Dropbox
0.16 mods on Dropbox
0.17 mods on Dropbox
0.18 mods on Dropbox
1.0 mods Archive on Dropbox
1.1 mods Archive on Dropbox
Latest 1.0 mods on Dropbox
Latest 1.1 mods on Dropbox
https://mods.factorio.com/mods/Bobingabout/boblibrary
https... | [] | 0 | 2017-12-18T18:09:44-06:00 |
forum-topic-117641 | 117641 | [Genhis][2.0.11] Roboports queue logic 2.0 not working | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=117641 | Hares | After all requests are canceled
10-26-2024, 15-36-29.png (2.44 MiB) Viewed 4954 times
Few minutes after
10-26-2024, 15-38-01.png (56.82 KiB) Viewed 4954 times
Steps to Reproduce
Import DocJade's AutoMall and build at least 8 chunks of it
Ask it to craft rocket silo, or two
0eNrt... | [
{
"author": "",
"content": "Hello, you should describe what do you actually consider to be a bug here.",
"date": "2024-10-26T12:55:20+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "In FFF-374: Smarter robots it was said that robots should now take into account how many other ... | 19 | 2024-10-26T07:40:21-05:00 |
forum-topic-111544 | 111544 | A different way to side load | Mechanical Throughput Magic (circuit-free) | https://forums.factorio.com/viewtopic.php?t=111544 | Trebor | SideLoad.gif (34.16 MiB) Viewed 2899 times | [
{
"author": "computeraddict",
"content": "Neat sushi loading. Have you done any testing on how it behaves in different consumption and filling regimes? I.e. does it self correct if input is resumed or can it deadlock if it's starved of one input for too long? It looks like it would probably be fine if the i... | 5 | 2024-02-27T17:39:27-06:00 |
forum-topic-127414 | 127414 | [boskid][2.0.32] Filtered deconstruction planner doesn't match non-straight ghost rail | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=127414 | natedogith1 | A deconstruction planner filtered to straight rail doesn't match curved or half diagonal ghost rail.
03-11-2025, 23-20-59.png (9.1 MiB) Viewed 414 times | [
{
"author": "robot256",
"content": "I know this was a feature in 1.1 so that you could select only straight or only curved rails. Now that there are 6 flavors of rails (plus elevated), it would be really nice if a shortcut exists for \"all rails\".",
"date": "2025-03-12T13:52:12+00:00",
"quotes": [... | 2 | 2025-03-11T22:21:25-05:00 |
forum-topic-126214 | 126214 | [2.0.32] Crash loading save that works in 2.0.28 "ElectricEnergySource.cpp:613: Invalid owner type" | 1 / 0 magic | https://forums.factorio.com/viewtopic.php?t=126214 | duke_adon | I've got a rather sprawling build that I'm going to remove hundreds of thousands of bots from to improve handling, but currently I can only load my saves in 2.0.28. The game works just fine on 2.0.28, but when loading the save it's immediately clear it's not going to work on those other 2 builds I tested. ( The loading... | [
{
"author": "",
"content": "Can you check game version that you know is working if you hold Control key while pressing load inside of load gui? \n \nWithout a save file there is not much else i can do.",
"date": "2025-01-22T03:27:37+00:00",
"quotes": []
},
{
"author": "duke_adon",
"conte... | 8 | 2025-01-21T21:16:22-06:00 |
forum-topic-63011 | 63011 | Research system without science packs..? | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=63011 | ajlajlajl | Hi
I've been playing Factorio now for a while, and with bob mods too (i think its way better than vanilla).
I think there's this thing that can be done to game to make it more real, and challenging.
>> Stop using science packs.
Science pack is a good way to simplify research system, but it get boring/stupid and n... | [
{
"author": "bobingabout",
"content": "Thank you! \n \n \nAs for your idea, I do like the idea of a technology using materials to research similar to what they require to build. Look at my modules lab, that was the attempt with that. \n \nUnfortunately, the game engine isn't well suited to do that sort of t... | 3 | 2018-10-18T01:50:01-05:00 |
forum-topic-24061 | 24061 | New Types of Belts (And why they are NOT a Good Idea!) | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=24061 | This article is about the current know status of the belts in the game and why there is little to no chance, that new types of belts will be added.
This article has a sister: viewtopic.php?f=6&t=518 Smart Splitter (-Suggestions will never End)
First of all a pic: This is, what the devs think as a good game w... | [
{
"author": "seronis",
"content": "It has a tutorial for belts already. Built into the game as challenge levels. If no one ever does those thats their problem",
"date": "2016-04-21T22:02:31+00:00",
"quotes": []
},
{
"author": "",
"content": "I don't want to explain that in detail, but ... | 4 | 2016-04-21T16:41:12-05:00 | |
forum-topic-122937 | 122937 | ❗NO GAMEPLAY/TECHNICAL HELP questions here please❗ | General discussion | https://forums.factorio.com/viewtopic.php?t=122937 | See here instead. | [] | 0 | 2024-11-25T18:19:09-06:00 | |
forum-topic-92925 | 92925 | Are griefers/trolling common? | General discussion | https://forums.factorio.com/viewtopic.php?t=92925 | dpzOnline | I have not played factorio for a while and began a new online world today... Ca 20 min into the game a dude called "CALLME" enterd the game killed me and broke the powerline and left...
When I played earlier the climat was fun and positive
Is this something common now?
Is there a system to report players that d... | [
{
"author": "Squelch",
"content": "Any game that becomes popular and has an online presence will attract people like that. I believe Wube have left it to the admins of any online instance to police the problem. If it is your own instance, then you have the option to ban player via the admin interface. Other... | 7 | 2020-12-11T06:33:42-06:00 |
forum-topic-122484 | 122484 | Factorio Forums • Wrong forum username created | Hi, it looks like I mistakenly put my email address as my forum name. I'd rather not have this!
Could you change my username to jonc211?
Thanks in advance. | [
{
"author": "",
"content": "I have changed your username as desired.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Thank you!",
"date": "",
"quotes": []
}
] | 2 | ||||
forum-topic-33370 | 33370 | ModMyFactory - mod manager and more | Mod and installation managers | https://forums.factorio.com/viewtopic.php?t=33370 | Artentus | Announcement: ModMyFactory 1 End-of-Life
After stopping development on it it was only a matter of time until this would happen, and the release of Factorio 1.0 is what finally tipped me over.
The original ModMyFactory has so many issues that I can no longer counciously distribute it, which is why I am removing all... | [
{
"author": "DofD",
"content": "Great program! \nJust a small suggestion. Drag and drop for factorio zip versions and mods would be awesome. Thanks",
"date": "2016-09-26T20:12:01+00:00",
"quotes": []
},
{
"author": "Artentus",
"content": "Shouldn't be too difficult. I'll see what I can d... | 19 | 2016-09-25T09:31:13-05:00 |
forum-topic-25233 | 25233 | Electric Network Info (Power Bars...) | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=25233 | Collection of ideas around improving the electric network info screen (and related stuff around the electric network, like alarming or getting more/better information about the state of electric network). And especially the power bars, cause that is requested over and over.
Related Lists
viewtopic.php?f=80&t=1... | [] | 0 | 2016-05-12T08:05:33-05:00 | |
forum-topic-12171 | 12171 | GFX-Shift-Tool | Development tools | https://forums.factorio.com/viewtopic.php?t=12171 | YuokiTani | okay this is only interesting for modders who use own gfx and need shift-values but it's related to factorio.
it's not a mod and not a gfx-contributions or texture-request so it's here now.
the *.zip file contains the source-code and in bin/debug-folder the *.exe. you should check the code and compile a running ver... | [
{
"author": "L0771",
"content": "Hi, could you post the code? \n \nIs a good tool and a big help.",
"date": "2015-05-15T03:09:53+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "sure of course, i had yesterday corrected because it had a little error (i had thinking wrong) - n... | 15 | 2015-05-09T13:47:59-05:00 |
forum-topic-122742 | 122742 | [2.0.21] bots with an insanely high energy buffer never finish charging | Won't fix. | https://forums.factorio.com/viewtopic.php?t=122742 | Quezler | noticed this some weeks ago when prototyping stuff, of course you shouldn't actually use this and for the record i am not, but still it is arguably a bug.
robots beyond a certain energy buffer size (somewhere between 1EJ and 1ZJ) are simply unable to finish charging.
to illustrate it i have written demonstration ... | [
{
"author": "",
"content": "Thanks for the report. \nPersonally, I am not fan of setting limits like this, to try to disallow modders from shooting themselves into their foot, because it will reduce posibilities to modders who know what they are doing. Because if you set charging_energy on a Roboport to hig... | 2 | 2024-11-24T06:48:42-06:00 |
forum-topic-110948 | 110948 | Elevate Your Factorio Experience with OXY.Games EU-Based Server Hosting 🚀 | Multiplayer | https://forums.factorio.com/viewtopic.php?t=110948 | OXY.Games | Hey Factorio enthusiasts!
Are you looking to take your Factorio gameplay to the next level? Look no further! At OXY.Games, we're excited to offer specialized Factorio game server hosting that's designed to enhance your gaming experience.
Our servers are tailored for Factorio, ensuring smooth and responsive gamep... | [] | 0 | 2024-01-26T17:20:04-06:00 |
forum-topic-126923 | 126923 | Sound Settings Explanation Pls | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=126923 | Child of Night | Hey, I'll give you the short version here, then go into detail below:
I need an explanation on how the sound settings work, and a basic understanding of how sound works in general (in Factorio, of course)
I am have had a bit of trouble in the past with the sound settings, specifically the category sliders. It seem... | [
{
"author": "",
"content": "Some of the categories have tooltips trying to explain a bit about which sounds they affect. \nIf you really want to check a specific sound you can use the \"show-recently-played-sounds-info\" debug option and then look for the sound in lower left corner of the screen, it will sh... | 1 | 2025-02-17T15:54:21-06:00 |
forum-topic-105016 | 105016 | Factorio Thematic Profile for Steam with Steam Points | Spread the Word | https://forums.factorio.com/viewtopic.php?t=105016 | densharik | Many of the games in my library have themed profiles for steam, I would love to have a Factorio-style profile with a background and an avatar frame
I think it will be of interest to many players and users of factorio, and will also help in promoting the game through the steam profile | [] | 0 | 2023-01-24T06:25:06-06:00 |
forum-topic-116963 | 116963 | Version 2.0.10 | Releases | https://forums.factorio.com/viewtopic.php?t=116963 | Features
Galaxy of fame. Offered when the game is finished. ( https://www.factorio.com/galaxy )
Changes
Non-blocking saving setting is no longer synced over the Steam cloud.
Minor Features
Added flying text for more cases of unsuccessful resource mining.
Bugfixes
Fixed that blueprint book to... | [
{
"author": "BlueTemplar",
"content": "The Forbidden Galaxy.",
"date": "2024-10-23T20:27:04+00:00",
"quotes": []
},
{
"author": "",
"content": "fixed",
"date": "2024-10-23T20:38:36+00:00",
"quotes": [
{
"author": "BlueTemplar wrote: Wed Oct 23, 2024 8:27 pm",
... | 9 | 2024-10-23T15:19:49-05:00 | |
forum-topic-121859 | 121859 | Game Crash with Error Code | Technical Help | https://forums.factorio.com/viewtopic.php?t=121859 | andyp1989 | My game keeps crashing. I've got a decent PC. AMD cpu, 128gb ram, 4090 gpu.
Here is the crash code:
0.000 2024-11-17 08:28:25; Factorio 2.0.15 (build 80108, win64, steam, space-age)
0.000 Operating system: Windows 11 (build 26100)
0.000 Initializing Steam API.
0.000 Program arguments: "C:\Program Fi... | [] | 0 | 2024-11-17T10:26:00-06:00 |
forum-topic-39573 | 39573 | [failure] train defense | Show your Creations | https://forums.factorio.com/viewtopic.php?t=39573 | vanatteveldt | Inspired by the 'golden train' thread I wanted to make a train defense.
I decided against an 'eternal loop' setup since I want to have multiple trains running and I wanted to be able to refuel them.
I came up with this spiral solution:
Which works fine in peace time: there are a lot of signals at the bott... | [
{
"author": "hansinator",
"content": "lol that's a nice experiment I like it",
"date": "2017-01-08T15:14:04+00:00",
"quotes": []
},
{
"author": "kinnom",
"content": "tried putting cargo wagons at the front?",
"date": "2017-01-08T16:43:46+00:00",
"quotes": []
},
{
"autho... | 12 | 2017-01-07T22:06:58-06:00 |
forum-topic-97911 | 97911 | game-wide setting to limit how far things can spill | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=97911 | Honktown | In the context of a modded inventory size and/or crafting speed, dropped items can be very hazardous. Even without modded inventory, someone could intentionally queue up many, many crafts (think thousands of items), and then spill intentionally by dying etc.
The primary example comes from scenarios with a limited ma... | [
{
"author": "ickputzdirwech",
"content": "As I understand you it’s possible to get the game to a halt by spilling more items than fit on a limited map? \n \nAnother question I have is what should happen to the items that don’t fit on the ground anymore?",
"date": "2021-04-17T07:42:02+00:00",
"quotes... | 3 | 2021-04-16T18:32:15-05:00 |
forum-topic-41855 | 41855 | Heated Liquids / Warmed/Cooled Fluids (for Chemical Production Optimization ...) | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=41855 | The current usage for heated liquids is to store work in them. Best example is heating the water to use them in steam engines to produce electricity.
The basic idea of this suggestions are to warm/heat/cool liquids for more reasons than that.
Either to
- increase some of the production factors of chemical proces... | [] | 0 | 2017-02-25T04:53:39-06:00 | |
forum-topic-127209 | 127209 | PVP Cargo Landing Pad | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=127209 | Haisom | If you play PvP mode, can you have more than 1 Cargo Landing Pad per planet? I'm hoping there is at least 1 Cargo Pad per team. | [] | 0 | 2025-03-01T16:08:06-06:00 |
forum-topic-32251 | 32251 | [Rseding91] Blueprint flips after copying | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=32251 | Arumba | Every single time I create a blueprint, it is rotated 180 degrees from the original, always requiring me to rotate it twice to get it back the way I want it. Why on earth would it start off different from the alignment it was taken from? | [
{
"author": "",
"content": "What are you referring to? Creating blueprints is directionless and maintains that directionless in the result blueprint. What ever your build rotation is when you make the blueprint is what it will be after making it. \n \nAre you using a mod to copy blueprints? \n \nFor instanc... | 6 | 2016-09-06T10:11:29-05:00 |
forum-topic-93816 | 93816 | How to download all needed mods? | Mod Packs / Libs / Special Interest | https://forums.factorio.com/viewtopic.php?t=93816 | Vito_thedog | Type: Modpack
Name: Muliplayer Extreme Modpack
Hello,
I want to try a modpack with up to 100 mods. Normally i click every mod and download them, but this would take me more that 20 minutes only for testing/ mod complications. Is there a way to download all needed mods ? (This mod Notification at the site of a pack... | [
{
"author": "jodokus31",
"content": "You can install this modpack mod: \n https://mods.factorio.com/mod/multiplay ... me_modpack \nIt will automatically download all dependency mods except the optional mods listed here: https://mods.factorio.com/mod/multiplay ... /downloads",
"date": "2020-12-31T20:34:... | 3 | 2020-12-31T11:14:44-06:00 |
forum-topic-119131 | 119131 | Sign-in Integration with Steam appears broken | Technical Help | https://forums.factorio.com/viewtopic.php?t=119131 | NoSleeves | Trying to sign in so I can download a new headless linux version but when I try to use the Steam linked sign-in I get the below:
I'm getting this across Edge, Chrome, Firefox and three different ISPs.
A friend is also seeing it and he's in a different state.
Is there another way I can get the headless version ... | [
{
"author": "",
"content": "Steam seems to be having some trouble with their login feature, but since you want the headless version, you may be pleased to learn that you can download it for free even without an account from our download page .",
"date": "2024-11-01T20:15:47+00:00",
"quotes": []
}... | 8 | 2024-11-01T15:01:30-05:00 |
forum-topic-89397 | 89397 | EntityPrototypeFlag "hidden-from-GUI" but still blueprintable | Already exists | https://forums.factorio.com/viewtopic.php?t=89397 | ickputzdirwech | I reported a bug on this here already, but it appears to be intentional.
What I want
I want a way to hide an entity from the bonus GUI (and stuff like this) but the entity should still be selectable with a selection tool.
Why I need it
My mod adds a selection tool that swaps turrets with disabled turrets. ... | [
{
"author": "",
"content": "See 89398 , the \"hidden\" entity prototype flag already works that way. Please use the linked thread as a place to investigate why your entities aren't blueprintable.",
"date": "2020-09-14T06:09:38+00:00",
"quotes": []
}
] | 1 | 2020-09-13T16:14:31-05:00 |
forum-topic-81321 | 81321 | Factorio Forums • Run from ramdisk - offtopic - Page 2 | but you have to copy the game to the ram disk every time you start up the computer. do you constantly restart factorio? | [
{
"author": "",
"content": "Split from 81147 and locked.",
"date": "",
"quotes": []
}
] | 1 | ||||
forum-topic-122689 | 122689 | Display quality overlay on a sprite and sprite-button | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=122689 | hgschmie | For a sprite button, I can have it overlay a number (for count), by adding a "number = 100" to the LuaGuiElement.
However, with Space Age, there are icons like this (this is the signal display from a combinator):
Screenshot 2024-11-23 at 16.59.28.png (20.92 KiB) Viewed 584 times
How do I get the quali... | [
{
"author": "hgschmie",
"content": "[ replying to my own post first] \n \nAt this point, I can get the hovers over the icons to work (by using the elem_tooltip attribute): \n Code: Select all button.elem_tooltip = {\n type = 'item-with-quality',\n name = signal_name,\n quality = signal.signal.quality,\n... | 5 | 2024-11-23T19:05:19-06:00 |
forum-topic-76000 | 76000 | Signal on circuit network when train passes waypoint | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=76000 | damerell | You can give a train an order with no wait conditions, causing the train to pass through the station without stopping - a "waypoint".
I suggest that when the train does so, the station should, for one pulse, send a signal on the circuit network if it has the option which is now called "Read Stopped Train" set. It wo... | [
{
"author": "",
"content": "Because bug report 75143 was rejected, it is most likely that trains only path to waypoint until brake distance reaches waypoint. After this, train no longer keeps pointer to waypoint it was going through (only part being updated is path extending). In that sense, i would not e... | 7 | 2019-09-23T22:49:13-05:00 |
forum-topic-125128 | 125128 | I have a question for all of you. | Bob's mods | https://forums.factorio.com/viewtopic.php?t=125128 | Theyne | I have a question for all of you. should it be possible to vent Hydrogen Chloride with a gas venting pump? Ive been trying to in my world but it wont let me, but will allow me to vent the sup parts.
thanks
Moneyone2 | [] | 0 | 2024-12-25T22:13:47-06:00 |
forum-topic-127044 | 127044 | What are they sniffing out here? | Off topic | https://forums.factorio.com/viewtopic.php?t=127044 | datarza | 02-22-2025, 01-09-24.png (2.96 MiB) Viewed 958 times | [
{
"author": "Muche",
"content": "You might be using version 2.0.32. \n 126283 Spitters stuck attacking the ground got fixed in v2.0.33.",
"date": "2025-02-22T07:26:50+00:00",
"quotes": []
},
{
"author": "Shulmeister",
"content": "Acid, obviously.",
"date": "2025-02-22T12:21:18+00:00... | 4 | 2025-02-22T00:10:16-06:00 |
forum-topic-127234 | 127234 | Add Auxillary page about Multiplayer structure/determinism | Documentation Improvement Requests | https://forums.factorio.com/viewtopic.php?t=127234 | PennyJim | There's a number of users who get confused about the structure of multiplayer, and being able to have a page to point to that addresses common misinterpretations would be nice.
One I've seen a couple times is that player specific events are still run on every player's computer.
Maybe it won't need to be spelled out... | [
{
"author": "",
"content": "From a modding perspective mods never have to care about \"all player events run on all instances\". Mods simply listen to events and react to those events. Additionally using floats or not has no impact on modding - they work just fine. \n \nSo I'm not sure what you expect to ha... | 2 | 2025-03-02T20:57:51-06:00 |
forum-topic-109542 | 109542 | [Raiguard] Mod search not in effect if prefilled from previous visit. | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=109542 | bluewilson | Version 1.1.94 (b61774, win64)
What did you do?
- From main menu, enter Mods dialog.
- Click "Install" pane.
- Click search icon.
- Enter "space exploration".
- Verify that related mods appear.
- Click "Confirm" button.
- Verify that main menu is present.
- Enter Mods dialog.
- Click "Install" pane.
What... | [
{
"author": "bluewilson",
"content": "Ok, there is some filtering on space exploration, even on the second visit; but it is not the same as the one that presented itself as I entered it, the first time. \n \nI can add to my Expectation 2: \n \nExpected an identically filtered list, with a lot of mods starti... | 2 | 2023-11-06T12:15:25-06:00 |
forum-topic-124748 | 124748 | CSS: URL and bullet point alignment | This Forum | https://forums.factorio.com/viewtopic.php?t=124748 | Hares | Here's bullet list from one of my posts :
Code: Select all [list]
[*] [url=https://forums.factorio.com/viewtopic.php?t=119681&p=632199#632199]119681: [2.0.14] Smart Belt adds underground when dragging backwards over existing belt (MR)[/url] -- Looks to be the original bug report
[*] [url=https://forums.factorio.com/... | [
{
"author": "Jap2.0",
"content": "This is a consequence of a { display: inline-block; }. I don't know why links would be styled that way, to be honest, but presumably there's some reason?",
"date": "2024-12-19T20:01:44+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "Might be r... | 5 | 2024-12-19T06:47:10-06:00 |
forum-topic-32790 | 32790 | Factorioblueprints.com? (re FFF 156) | General discussion | https://forums.factorio.com/viewtopic.php?t=32790 | mooklepticon | What happened to factorioblueprints.com ? I loved that site, but it's kinda wonky. Images don't always load and it seems like it's not been updated in a while. | [
{
"author": "Leveller",
"content": "Its a page that \"kinda works\" but it aint good regarding interface, sorting, grouping. Browsing or anything. It works if you know what to search for. \n \nI would soooo like to see a better page or some global including ingame.",
"date": "2016-09-16T16:53:33+00:00"... | 1 | 2016-09-16T11:24:04-05:00 |
forum-topic-124160 | 124160 | Decider combinator weird "anything" output | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=124160 | xoft | I'm having some trouble with a decider combinator:
Basically, I'm trying to burn away excess material on Gleba. I'm comparing the logistic network contents to set values, hoping to output any item that has more than the set amount. However, the output for some reason is "belt" instead of the bio items that the combina... | [
{
"author": "jaylawl",
"content": "That isn't how the \"anything\"-thing works (and i'm not even sure exactly how it works) - you need something else anyway. \n \nTry this: \n \nAssume the red signal provides how much of each item you have and the green signal provides the amount of items you want in st... | 9 | 2024-12-10T07:42:26-06:00 |
forum-topic-30515 | 30515 | [MOD 0.15] More Floors 1.2.3 | Mods | https://forums.factorio.com/viewtopic.php?t=30515 | Tone | More Floors
Name: More Floors
Version: 1.2.3
Factorio-Version: 0.15
Description: Adds more floors to pretty up your factories
License: https://opensource.org/licenses/MIT Release: 2016-08-04
Download-Url: https://mods.factorio.com/mods/Tone/More_Floors
Website: viewtopic.php?f=97&t=30515
C... | [
{
"author": "kiba",
"content": "What Bi-Directional Grate does?",
"date": "2016-08-11T05:15:40+00:00",
"quotes": []
},
{
"author": "Nexela",
"content": "It is just a fancy floor covering that can be rotated like the default hazard concrete.",
"date": "2016-08-11T07:55:54+00:00",
... | 19 | 2016-08-05T07:51:03-05:00 |
forum-topic-113699 | 113699 | Version 1.1.108 | Releases | https://forums.factorio.com/viewtopic.php?t=113699 | Changes
Updated the format of the machine-readable modding documentation to version 5.
Bugfixes
Fixed a crash when exiting the game while steam authentication is failing.
Fixed a crash when starting the game with fractional scaling on newer wlroots compositors.
Fixed a potential desync when calling LuaG... | [
{
"author": "Amarula",
"content": "Unable to update changelog-switch.txt has unexpected content. Opening a bug report.",
"date": "2024-05-31T14:08:54+00:00",
"quotes": []
},
{
"author": "distortions864",
"content": "Is core-linux_headless64-1.1.107-1.1.108-update going to be fixed? It is... | 2 | 2024-05-31T05:09:54-05:00 | |
forum-topic-13452 | 13452 | Programming Utilities | Mod Packs / Libs / Special Interest | https://forums.factorio.com/viewtopic.php?t=13452 | dalsio | As I was making my first mod, I also made a lot of functions to help me out, and because of my programming style they were already mostly independent of my own mod. So, I decided to wrap them all in one file and post it here, with documentation as to how they work. Some might be similar to the factorio util library wit... | [
{
"author": "Afforess",
"content": "Looks helpful. Any chance of moving the code to a place like Github? It might be nice to have version control, or be able to contribute to the library.",
"date": "2015-07-31T14:55:44+00:00",
"quotes": []
},
{
"author": "Tarrke",
"content": "+1, and we ... | 2 | 2015-07-13T09:54:55-05:00 |
forum-topic-112972 | 112972 | Yarn ball junction (8-way RHD unbuffered roundabout+) | Railway Setups | https://forums.factorio.com/viewtopic.php?t=112972 | Theikkru | A while ago, I posted my Sunflower junction , but a couple things about it started to bug me, so I tried a redesign, and this popped out:
Yarn ball.png (759.35 KiB) Viewed 1010 times
0eNqtXe1uW0cOfZWFfjvBfHOYNykWxcJJhFaA4wSOU2wQ+N1XTla6tswrnXOcf03bHPFySM6QPMP5sXl/82375W53e79592Oz+/D59uvm3b9/bL7u/rq9vnn8d/... | [] | 0 | 2024-04-14T13:11:37-05:00 |
forum-topic-63410 | 63410 | Rotate image, mirror image | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=63410 | darkfrei | Can you add the possibility to rotate and/or mirror images?
For example it can be very helpful for animations of belts, now horizontal and vertical animations are two different files, but directions 0 (north) and 4 (south) are mirrored, also 2 (east) and 6 (west) come from another file, but also mirrored.
belt_... | [
{
"author": "DedlySpyder",
"content": "+1 on rotating image at least \n \nMy use case is dynamically adjusting equipment in other mods without the need to know they exist. Specifically to allow for rotating equipment. Currently, my mod will just chop off the normal sprite unless the other mod supplies a r... | 2 | 2018-11-11T11:36:52-06:00 |
forum-topic-124301 | 124301 | Version 2.0.25 - Page 2 | Releases | https://forums.factorio.com/viewtopic.php?t=124301&start=20 | jockeril | Yes, true - I forgot about that ,
I'm too old for lower GUI scale, at 50 the CTRL+numpad + key-combo becomes your friend, when all else fails, if you know what I mean... | [] | 0 | 2024-12-12T12:11:20-06:00 |
forum-topic-23042 | 23042 | Factorio Forums • Simple Questions and Short Answers - Page 97 | The was a problem with dropping slots in previous versions. On current stable version everything allright. You put items in drop slots, eventually they are dropped (under a minute).
Update the game and give us more info if the problem remains.
upd. Even if you don't have cargo bays, items will be dropped in the hub e... | [
{
"author": "",
"content": "Is it possible to set condition \"(A or B) and C\" ? \nupd. Immidiatelly after posting it as a formula I realized that (A or B) and C = (A and C) or (B and C), and that condition I can set. \nSo maybe that settles the question, but if it's possible to set (A or B) and C, let me k... | 19 | ||||
forum-topic-57361 | 57361 | [MOD 0.17.x] Inserter Fuel Leech | Mods | https://forums.factorio.com/viewtopic.php?t=57361 | Oktokolo | Inserter Fuel Leech ( GitHub ) makes all inserters take ("leech") fuel from the fuel inventories of entities at their pickup position. They do that whenever their hand is hovering over the pickup location and they or their drop target need refuelling.
Works with vanilla and modded inserters. Does not add or modify ... | [
{
"author": "Aphelius",
"content": "I feel like this should be vanilla, at least for black inserters. The ability to build massive low tech power free smelters is really nice. As of now burner inserters serve almost no purpose,which is bad design imo.",
"date": "2018-06-01T09:45:30+00:00",
"quotes":... | 11 | 2018-02-01T04:54:44-06:00 |
forum-topic-124887 | 124887 | Nuke it from orbit? | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=124887 | zuben42 | Is there such a mod that allows me to annihilate my factory from my space platform, stocked with nuclear rockets?
I ask because the idea came to me that it would be faster to just nuke my old Nauvis base than it would to deconstruct it and rebuild it, now that I've conquered the solar system and find my original des... | [
{
"author": "eugenekay",
"content": "I don't know of a Mod that will do this exactly.... the closest I can think of is Orbital Ion Cannon ; but even this would not let you auto-target Friendly forces. \n \nBecause I like chaos, here is a LUA snippet to try (no mods required!):\n Code: Select all /c local ... | 3 | 2024-12-21T14:04:26-06:00 |
forum-topic-119681 | 119681 | [kovarex] [2.0.14] Smart Belt adds underground when dragging backwards over existing belt (MR) | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=119681 | n_slash_a | What did you do?
I was trying to extend my main bus. Was in Remote View (all belts were ghosts). Added my new connections to the new build, and was bringing the belts backward to reconnect with the bus.
What happened?
When my new belt connected with the existing belts, it added an underground belt pair. ... | [
{
"author": "elmbald",
"content": "Since you linked to my post, I think your report is better, but also the reproduction is fundamentally the same (drag belt over belt obstacle, and drag belt backwards beyond that), so I assume this is the same issue. I just happened to notice it when reversing direction an... | 7 | 2024-11-03T22:47:03-06:00 |
forum-topic-109252 | 109252 | Lazer Power for da win - Laser Turret via Accumulator - supported by 4 Gun Turret | Medium/Big/Gigantic Sized Structures | https://forums.factorio.com/viewtopic.php?t=109252 | SKaterle | Hello Community,
not sure, if this is fitting here, as it is a rather small build for weaponry, but I'm not sure where else to post this.
I am using military terms here, if you are unsure about the meaning, please do not hesitate to contact me via PM and I'm happy to clarify.
The build is centered around cover... | [
{
"author": "SKaterle",
"content": "Hello Community, \n \nthe main question seems to be the power consumption per engagement. Let's build a sample outpost for demonstration, the layout has been chosen on purpose to visualize the different fire zones. Images at the end of the post. \n \nThe small wall pieces... | 1 | 2023-10-18T10:43:06-05:00 |
forum-topic-121907 | 121907 | Factorio Forums • [2.0.19] Mod using get_blueprint_entities fails when building directly from blueprint library | 1. What did you do?
I am working to update a mod for 2.0 that intercepts blueprint construction requests in the on_pre_build() event. It searches the get_blueprint_entities() list for instances the modded entities to do some additional setup.
Specifically, it adds a hook to on_pre_build() that executes the follow... | [
{
"author": "",
"content": "Probably not a bug, but definitely a missing API feature to read the active_index of a Blueprint Book Records (like you already can on Blueprint Book items). See modding interface requests 120533 and 117993 . \n \nWhen player selects a blueprint-book, you have to write code to... | 2 | ||||
forum-topic-73668 | 73668 | Why did the ship crashed ? | Campaign / Scenario suggestions | https://forums.factorio.com/viewtopic.php?t=73668 | mmmPI | I had this idea when reading the thread about oil change.
Something so obvious that you can't miss it, the ship crashed because some fluid output were full.
What about an introduction that would play the first time the game is launched ,that explain how the ship crashed. You'd start in a surface ressembling the t... | [] | 0 | 2019-07-25T20:49:15-05:00 |
forum-topic-123768 | 123768 | Quality and Speed: How much waste does haste make? | General discussion | https://forums.factorio.com/viewtopic.php?t=123768 | Romayne | What?
So, I've been plagued with the sight of discussion about people using speed modules in conjunction with their builds with quality modules in them. At first, and even at the time of writing, it just seems like a ridiculous idea. Ultimately, any influence of speed on a building will reduce the quality output, whic... | [
{
"author": "ichaleynbin",
"content": "Which of these three setups produces the most legendary plastic per second?",
"date": "2024-12-06T11:02:29+00:00",
"quotes": []
},
{
"author": "ichaleynbin",
"content": "inb4 \"What about the rest of the setup?\" you do the same thing at all tiers a... | 19 | 2024-12-04T23:59:27-06:00 |
forum-topic-113869 | 113869 | Use delta-compression to speed up joining a multiplayer game | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=113869 | mrudat | TL;DR
Create and send deltas (delta compression) to update a multiplayer save to the latest version to reduce the bandwidth and time required to join a server.
What ?
Every time a new multiplayer save is created, create a delta file between the latest save and the previous save, for example, using librsync/xdelta... | [
{
"author": "Illiander42",
"content": "Prove the save files are exactly the same for returning players.",
"date": "2024-06-14T21:11:04+00:00",
"quotes": []
},
{
"author": "mrudat",
"content": "That's pretty easily done; rsync and xdelta are both byte-accurate, and the save itself has a c... | 9 | 2024-06-14T11:40:32-05:00 |
forum-topic-30845 | 30845 | About Cables and Wires / Make Wires Free / Power Poles Contain Cables | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=30845 | In the following article instead of always write cables (electric network) and wires (circuits) I always write just wire but I mean both.
Handling around with wires is currently
- not very comfortable,
- not intuitive (to delete a wire you need to connect the same wire, see https://wiki.factorio.com/index.p... | [] | 0 | 2016-08-12T05:55:06-05:00 | |
forum-topic-122642 | 122642 | Factorio Forums • [2.0.20] FR: "gravats" should be "ferraille" | Hi,
There are two different names used in french translation for the Scrap object/entity:
" Gravats " is used for the entity name ;
The recycling recipe is "Recyclage de ferraille " ;
The mines are identified as "Gravats" in the map but searched and found with "ferraille".
I suggest replacing "Gravat... | [
{
"author": "",
"content": "A better term would probably be «débris», because «ferraille» would be better translated as «iron scrap» (or, abusively, «scrap metal»), and some of these «rebuts» are very much not iron-based or even metal-based (solid fuel, ice, stone...) ? \n \nAnd «gravats» is even worse, tha... | 2 | ||||
forum-topic-111639 | 111639 | connected_rail for rail signals | Already exists | https://forums.factorio.com/viewtopic.php?t=111639 | SupplyDepoo | LuaEntity::connected_rail should work for rail signals too, not just train stops. | [
{
"author": "",
"content": "LuaEntity::get_connected_rails()",
"date": "2024-03-03T13:25:22+00:00",
"quotes": []
},
{
"author": "SupplyDepoo",
"content": "My bad, thank you!",
"date": "2024-03-03T13:30:57+00:00",
"quotes": []
}
] | 2 | 2024-03-03T07:23:38-06:00 |
forum-topic-73592 | 73592 | Corsair iCue Support | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=73592 | SkyOnForums | TL;DR
Add support for the Corsair iCue RGB Peripheral Engine
What ?
There is already support for Logitech, and Razer, so why not add the third engine, iCue? A lot of people use Corsair keyboards, and mice, and all sorts of other RGB peripherals using iCue. This would add great enjoyment to Factorio because iCue o... | [
{
"author": "",
"content": "Corsair's SDK is made in a way that we would have to link and distribute their DLL and load it always, as opposed to game loading API only and only if there is Corsair software already installed on users' computer. That's why we have not done it.",
"date": "2019-07-24T06:55:2... | 5 | 2019-07-24T01:43:12-05:00 |
forum-topic-119866 | 119866 | [Kovarex] [2.0.14] Parameters not parsing in display panel message/text | Resolved for the next release | https://forums.factorio.com/viewtopic.php?t=119866 | Trollseidon | I don't know if this is a bug or needs to be moved to a feature request or a can't/won't fix due to how it might be coded but when adding in a parameter (icon) in the message/text field for display panel, and then pasting the parametrized blueprint down, everything but the message/text is updated.
11-04-2024, 18... | [
{
"author": "",
"content": "Hello, thanks for the report, it is now fixed for the next release.",
"date": "2025-03-13T16:35:47+00:00",
"quotes": []
}
] | 1 | 2024-11-04T20:10:30-06:00 |
forum-topic-109487 | 109487 | Workaround for broken mouse click functionality when debugging Factorio in a mouse event | Development tools | https://forums.factorio.com/viewtopic.php?t=109487 | sparr | I was using the modding toolkit debugger with a breakpoint that triggered when I clicked on something in-game. This left my mouse clicks captured by factorio, so I couldn't click on anything anywhere else while other mouse and keyboard functionality worked fine.
https://unix.stackexchange.com/a/62252/2434 led me t... | [
{
"author": "",
"content": "Version 1.1.95 features a new hidden setting disable-mouse-auto-capture that will prevent this issue.",
"date": "2023-11-07T18:22:21+00:00",
"quotes": []
},
{
"author": "justarandomgeek",
"content": "If anyone has any suggestions for how I can detect, from t... | 2 | 2023-11-02T12:36:04-05:00 |
forum-topic-123921 | 123921 | [2.0.23] LuaEntity minable always reads back as false | Won't fix. | https://forums.factorio.com/viewtopic.php?t=123921 | haih_ys | The LuaEntity member minable seems to always read back as false.
To reproduce, put in control.lua the below. Place a car, confirm it is minable, now get in the car. The assert will fail despite the car being minable and it being explicitly set to true
Code: Select all script.on_event(defines.events.on_tick, funct... | [
{
"author": "robot256",
"content": "Vehicles are generally not minable when players are inside, but I also didn't think the minable property to dynamically reflect that. It appears that reading vehicle.minable actually returns (minable==true AND occupied==false). You can still set the minable property whi... | 10 | 2024-12-06T19:52:44-06:00 |
forum-topic-126735 | 126735 | Sound menu checkboxes | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=126735 | sokyj | Hi!
I think the sound menu would benefit from checkboxes - the same way splitters have them when it comes to belt priorities.
This way I wouldn't have to change the volume of music every time I want to just switch it off for example.
You're doing an amazing job, thank you! | [
{
"author": "",
"content": "Hello, \n \ndo you have in mind a \"mute\" checkbox next to each volume slider? \nWe were thinking about something like that in the past but we didn't come to any conclusions. In general, we don't want cluttered settings. A mute checkbox is just a shortcut to setting a volume to ... | 3 | 2025-02-10T05:02:47-06:00 |
forum-topic-4361 | 4361 | You know you play Factorio too much when... | Off topic | https://forums.factorio.com/viewtopic.php?t=4361 | Steel | as it says in the title, how do you know when you have played Factorio too much? | [
{
"author": "Coolthulhu",
"content": "When you cram 64 slices of bread into a toaster \nWhen you keep a tub full of boiling hot water in case of power shortage \nWhen you never turn on any of the lights in your house because they waste electricity \nWhen you empty any box before picking it up, so that it do... | 19 | 2014-06-15T19:12:22-05:00 |
forum-topic-65989 | 65989 | [0.17.2] Unknown key: "gui.not-operable" | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=65989 | _npo6ka_ | I was learning and faced with such a problem. I tried to put the iron plate in the loader with ctrl + left click and saw a strange message. I think this is a flaw: Unknown key: "gui.not-operable" | [
{
"author": "",
"content": "I cannot reproduce this. I guess it was fixed, the locale just works for me. Maybe try updating your game. \n \nEdit: Found the commit that fixed this, it's part of 0.17.3 :)",
"date": "2019-02-28T21:35:55+00:00",
"quotes": []
}
] | 1 | 2019-02-28T15:08:50-06:00 |
forum-topic-127177 | 127177 | Drop item (z) being context dependent | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127177 | konage | What I mean by that is when you use z, you typically want it to drop the item only to a specific place, e.g. only on ground, only in turrets, only on belt, only in assemblers (maybe with specific recipe).
My recommendation is when you first press z and hold, it checks what it dropped to on press, and then as long as... | [] | 0 | 2025-02-27T19:44:07-06:00 |
forum-topic-123980 | 123980 | [2.0.23] Plasma distribution between connected fusion reactors causes lower fuel efficiency | Duplicates | https://forums.factorio.com/viewtopic.php?t=123980 | TappTapp | When two fusion reactors are connected by plasma ports and running at 50% load, one of the reactors works at 100% and the other at 0%. This reduces the neighbour bonus and therefore fuel efficiency of the system. In some cases, 70% higher fuel efficiency is achieved by avoiding the plasma connectors. This doesn't seem ... | [
{
"author": "",
"content": "122346",
"date": "2024-12-07T22:12:11+00:00",
"quotes": []
},
{
"author": "TappTapp",
"content": "There are no fusion generators connecting their output back into fusion reactors in my example layouts, so I don't think that is relevant here. \nEDIT: I also hav... | 3 | 2024-12-07T15:55:20-06:00 |
forum-topic-126363 | 126363 | localised description for shortcuts | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=126363 | Quezler | Currently shortcuts either have the spawned item's description or nothing at all, it would be nice if you could add a description for lua shortcuts and such. | [
{
"author": "picklock",
"content": "You can give your shortcut a description by assigning the description to your shortcut via \"localised_name\".",
"date": "2025-01-28T06:06:52+00:00",
"quotes": []
},
{
"author": "Quezler",
"content": "Isn't that just the name? i am referring to what co... | 7 | 2025-01-27T04:32:29-06:00 |
forum-topic-77206 | 77206 | Fluid mechanics | Implemented in 2.0 | https://forums.factorio.com/viewtopic.php?t=77206 | Radiation | Please fix the fluid mechanics. Right now it is not possible to precisely calculate how fast a fluid is travelling because on the official wiki no such information is given. Please cleanup this important and huge mechanic of the game, make it clear and reliable. | [
{
"author": "",
"content": "The devs are working on it, please wait.",
"date": "2019-10-25T13:21:11+00:00",
"quotes": []
},
{
"author": "Radiation",
"content": "I am glad to hear this!",
"date": "2019-10-25T14:08:36+00:00",
"quotes": []
},
{
"author": "Horus773",
"con... | 10 | 2019-10-25T07:54:54-05:00 |
forum-topic-92450 | 92450 | Factorio modded gameplay | Videos | https://forums.factorio.com/viewtopic.php?t=92450 | toonski games | hello everyone i started a brand new channel only uploaded 2 videos so far but I'm planning an making a ton more
I will be uploading gameplay and commentary for 3 different games starting with a modded run of factory. the mod in question is space exploration, this will be my 1st time playing the mod and when ever I ... | [
{
"author": "toonski games",
"content": "episode 03 is now live",
"date": "2020-12-03T18:35:00+00:00",
"quotes": []
},
{
"author": "fishycat",
"content": "Hi, just some things I noticed: the links for video 1+2 don't start at the beginning. At video 2 at https://youtu.be/pfWMpE_Bjdk?t=7... | 6 | 2020-12-02T21:01:17-06:00 |
forum-topic-110181 | 110181 | The Productivity Cap and why the FFF #375 recycler shouldn't be introduced | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=110181 | Epb7304 | TL;DR
The recycler shouldn't be introduced since it forces a cap on productivity bonuses, which go against the very nature of "the factory must grow"
There is also another option to fix this
What ?
The recycler (shown in FFF #375 ) shouldn't be introduced because it necessitates a cap on the amount of productiv... | [
{
"author": "Illiander42",
"content": "> a new machine should be introduced that takes an item of lower quality and attempts to make it higher quality if it fails, it dumps the same quality as the input out. \n \nThat completely trivialises the quality mechanics. There would be no point in doing anything e... | 19 | 2023-12-12T22:23:24-06:00 |
forum-topic-127397 | 127397 | 10x7 legendary biter egg creator | Show your Creations | https://forums.factorio.com/viewtopic.php?t=127397 | mika | 03-11-2025, 19-36-05.png (1.81 MiB) Viewed 131 times
This runs really well. The circuit condition is for the rare case when it would overflow (disables inserter if any item there). The spawner is legendary though. For common spawner the ideal setup is 2.4 spawners per recycler. I've got 150 of these. Add roboport... | [
{
"author": "computeraddict",
"content": "What's the average output rate?",
"date": "2025-03-11T23:48:27+00:00",
"quotes": []
}
] | 1 | 2025-03-11T13:29:44-05:00 |
forum-topic-54612 | 54612 | [0.16.x] Bob's Mods: General Discussion - Page 41 | Bob's mods | https://forums.factorio.com/viewtopic.php?t=54612&start=800 | SuperSandro2000 | Yes. Sadly. Now we need to make a mod that takes materials to upgrade the "pick" instead of the real pick...
I think he just converts them to tech and makes them plain, flat, boring and uninteresting like all the other techs....
He sometimes gives sneak peaks in the Omni discord. | [
{
"author": "bobingabout",
"content": "there is a legacy option to allow you to get all 3 water types from the water pump entity. (the one used for barrelling)\n \n\nBase game replaces the pickaxe with a technology called \"Steel pickaxe\" or something like that, which increases hand mining speed. \nBob's m... | 19 | 2017-12-13T12:50:11-06:00 |
forum-topic-127080 | 127080 | Factorio Forums • remove the auxilary migrations example | It came up on the discord today, an user tried getting lua migrations to work so their recipes stay unlocked, but since 2.0 the technology effects reset by default:
https://discord.com/channels/1396775903 ... 1793585193
https://lua-api.factorio.com/latest/aux ... ml#example
Also, weren't lua migrations removed... | [
{
"author": "",
"content": "You keep linking to inaccessible messages. What's your source on Lua migrations being removed?",
"date": "",
"quotes": []
},
{
"author": "",
"content": "That's something else. Early in the 2.0 beta it was possible to add lua snippets to the json migration fil... | 8 | ||||
forum-topic-119819 | 119819 | A weaker, non-spoilable Nutrient to kickstart Gleba | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=119819 | JackTheSpades | Most of the actually relevant recipes on Glabe can only be made in Biochambers, which is very much in line with Vulcanus and Fulgora.
However, the Biochambers need Nutrients to run and Nutrients spoil which, for me at least, is one of the biggest hurdles when getting started on Gleba.
Nutrients have a Yummy (fuel) ... | [
{
"author": "kiwidrew",
"content": "Regular assemblers can make use of the nutrients-from-spoilage recipe, and spoilage doesn't spoil. It's not an efficient recipe but it gives you the ability to \"bootstrap\" your biochambers even if your normal nutrient loop fails for any reason.",
"date": "2024-11-0... | 10 | 2024-11-04T15:16:58-06:00 |
forum-topic-117861 | 117861 | Allow option to import item from more than 1 planet to platform without duplicating the request | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=117861 | Erichteia | TL;DR
Add option to import items from more than 1 planet to the space platform.
What?
Unless I’m mistaken, you can only import materials from a single planet per request. If you want to import it from another planet, you need to duplicate the request (and thus potentially double the amount of that item you can ha... | [
{
"author": "Niizuki",
"content": "tl dr \nallow import on platform from any planet \n \nwhy \nsome items could be imprted from anywhere where they are present",
"date": "2024-11-02T21:56:18+00:00",
"quotes": []
},
{
"author": "Tinyboss",
"content": "Then you need to have it available on... | 19 | 2024-10-27T02:10:37-05:00 |
forum-topic-116918 | 116918 | [Raiguard] Modlist window too wide on Steamdeck | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=116918 | apriori | 2.0.9 and earlier
Mods list window, the first tab.
The button to delete a selected mod is out of the screen and is inaccessible.
dragging the window to the left doesn't help. | [
{
"author": "apriori",
"content": "The issue visualised in attachments. \nMute it)",
"date": "2024-11-04T07:54:22+00:00",
"quotes": []
},
{
"author": "",
"content": "This was resolved in 2.0.30.",
"date": "2025-01-20T23:11:55+00:00",
"quotes": []
}
] | 2 | 2024-10-23T11:47:36-05:00 |
forum-topic-125361 | 125361 | [2.0.28] Crash (GraphicsInterfaceDX11::bindTexture) | 1 / 0 magic | https://forums.factorio.com/viewtopic.php?t=125361 | Epoch_141 | Running about on Gleba and the game crashes randomly no mods Has happened a few times on different planets Previously
Code: Select all 0.000 2024-12-30 17:26:37; Factorio 2.0.28 (build 81088, win64, steam, space-age)
0.000 Operating system: Windows 11 (build 22631)
0.000 Initializing Steam API.
0.001 Pr... | [
{
"author": "",
"content": "Try those drivers: https://www.nvidia.com/en-us/drivers/details/232934/",
"date": "2024-12-31T01:47:08+00:00",
"quotes": []
},
{
"author": "Epoch_141",
"content": "I downloaded the drivers and about 10 minutes into playing it crashed again same message",
... | 8 | 2024-12-30T12:23:29-06:00 |
forum-topic-117382 | 117382 | Return sandbox mode back to the game. | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=117382 | Tabovl | The sandbox mode was removed from the game without further explanation of the decision.
I'm rooting for sandbox mode to come back to the game, I'm sure I'm not the only one missing this mode. (I admit that I often spent more time in this mode than in the game itself.)
The /editor and /cheat commands are not suffici... | [
{
"author": "Metaing",
"content": "Yes, please.",
"date": "2024-10-26T13:44:25+00:00",
"quotes": []
},
{
"author": "jerode3",
"content": "I second that",
"date": "2024-10-26T14:32:33+00:00",
"quotes": []
},
{
"author": "NanomasQ",
"content": "I concur. Please put it b... | 14 | 2024-10-25T05:41:56-05:00 |
forum-topic-123640 | 123640 | [2.0.23] roboport robots are not prioritized for stationing requests | Duplicates | https://forums.factorio.com/viewtopic.php?t=123640 | Quezler | When a logistic network is really busy there's like no change a roboport's stationing requests are fulfilled.
As you can see on the screenshots this network has plenty of epic logistic robots, plenty of which are sitting in roboports somewhere.
However when trying to request some for stationing it seems that task... | [
{
"author": "Muche",
"content": "My impression of the situation in your example is that robots are trying to get into the roboport, most of 350 of them are around it waiting to charge up and enter, but instead of entering it they are immediately dispatched to do some nearby job. \n \nSo the bot request is s... | 2 | 2024-12-03T11:53:44-06:00 |
forum-topic-24546 | 24546 | [Main Website] Wube Suftware | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=24546 | fishycat | Found this lil bugger while strolling around on the main site
edit: it´s at the bottom of the page | [
{
"author": "",
"content": "Confirmed \n \nNice find",
"date": "2016-04-27T13:33:22+00:00",
"quotes": []
},
{
"author": "",
"content": "Fixed.",
"date": "2016-04-27T14:22:18+00:00",
"quotes": []
}
] | 2 | 2016-04-27T08:31:03-05:00 |
forum-topic-117938 | 117938 | AsteroidMapSettings | Resolved Requests | https://forums.factorio.com/viewtopic.php?t=117938 | BraveCaperCat | The table " AsteroidMapSettings " doesn't say where it is used, and has no examples. I hope I'm doing this correctly - I just want to turn down the asteroid settings so I don't get a map full of them when trying to travel to another planet | [
{
"author": "Atraps003",
"content": "The documentation is confusing. It should be AsteroidsMapSettings \n \n/c game.map_settings.asteroids.spawning_rate = 0.5",
"date": "2024-11-22T22:26:01+00:00",
"quotes": []
},
{
"author": "BraveCaperCat",
"content": "Is that 50%? Because when I creat... | 5 | 2024-10-27T09:14:54-05:00 |
forum-topic-104350 | 104350 | [1.1.74] Translation still does not work with Fallback groups | Not a bug | https://forums.factorio.com/viewtopic.php?t=104350 | fishycat | This viewtopic.php?f=11&t=104297 seems to stll be there in 1.1.74.
I loaded the save from .73 and it stops for me at 29% displaying Factory Planner mod. Also happens on new game with .74. | [
{
"author": "Xorimuth",
"content": "This isn't a factorio bug, it just requires some changes to made in flib, which have already been done, just not released yet. You can download flib 0.12 from https://git.sr.ht/~raiguard/flib or wait for it to be released onto the mod portal later today. \n \n1.1.73 cha... | 2 | 2022-12-06T10:16:38-06:00 |
forum-topic-125641 | 125641 | Version 2.0.29 | Releases | https://forums.factorio.com/viewtopic.php?t=125641 | Minor Features
Added smart pipette for items on the ground.
Graphics
Improved graphics of Recyclers.
Added corpse graphics for Asteroid Collectors.
Bugfixes
Fixed a crash when mods define heat pipes with heating_radius of 0.
Fixed that deleting a surface with global electric network would leak a... | [
{
"author": "Shulmeister",
"content": "Nice !",
"date": "2025-01-06T11:10:58+00:00",
"quotes": []
},
{
"author": "nova4x",
"content": "Id love if someone could post the recycler differences",
"date": "2025-01-06T14:18:27+00:00",
"quotes": []
},
{
"author": "Neutronium",
... | 9 | 2025-01-06T05:04:34-06:00 | |
forum-topic-127312 | 127312 | flow_speed_multiplier as a fluid property | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=127312 | protocol_1903 | I think that each fluid should have some viscosity or flow speed multiplier property, such that each fluid can flow faster or slower through a network. Stuff like gases can be uber fast, and liquids can be slower. Perhaps also a temperature dependent multiplier as well, so that hotter/colder fluids flow faster/slower. ... | [
{
"author": "Muche",
"content": "To me, this sounds like the exact opposite of what fluids 2.0 wanted to achieve - FFF-416 .",
"date": "2025-03-07T05:16:31+00:00",
"quotes": []
},
{
"author": "protocol_1903",
"content": "Linking an entire FFF doesn't prove a point. Fluids 2.0 was implem... | 2 | 2025-03-06T19:41:34-06:00 |
forum-topic-111865 | 111865 | Nintendo switch current status | General discussion | https://forums.factorio.com/viewtopic.php?t=111865 | TioQueToca74 | Hello, I have searched some results about the current status of Factorio for nintendo Switch, as I have a friend that wants to buy it to play with me, but she prefers to use the Switch rather than the PC, some posts comes about it not supporting access to regular PC multiplayer list nor mods... are those problems still... | [
{
"author": "",
"content": "You don't need the server browser, you can connect directly via IP. Mod support is prohibited by Nintendo and the switch is already struggling to run the base game, so mods are not going to happen.",
"date": "2024-03-17T12:09:46+00:00",
"quotes": []
},
{
"author":... | 3 | 2024-03-17T06:47:50-05:00 |
forum-topic-16349 | 16349 | Creeping Turret | Fan Art | https://forums.factorio.com/viewtopic.php?t=16349 | fishycat | So I stumbled over this nice little guy and immediately had to think of factorio!
Wouldn´t it be nice to sit in it and creep towards bases and destroy them?
With higher tiers you maybe get faster and can add more stuff... | [
{
"author": "Ackos",
"content": "That would be pretty cool.",
"date": "2015-09-17T22:40:02+00:00",
"quotes": []
},
{
"author": "bobucles",
"content": "To be fair, legged robots make more sense for an alien world with rocks and hills and such.",
"date": "2015-09-18T02:14:37+00:00",
... | 4 | 2015-09-17T17:01:49-05:00 |
forum-topic-124078 | 124078 | [2.0.23] rotating belt in between two splitters isnt doing what i want | Not a bug | https://forums.factorio.com/viewtopic.php?t=124078 | issicus | I circled the belt I'm rotating in the attached picture. I want the belt to go from top to right . but it's only going left. not sure if that makes sense. it seems like it should connect to both the right and left splitters from above but it only attaches to the left one. | [
{
"author": "Nidan",
"content": "Rotating moves the output direction of a belt. From the situation in the screenshot, rotating twice in either direction should make the belt output to the right. It won't be a top to right curve however, belts prefer going straight and since there's a belt coming in from the... | 2 | 2024-12-09T01:01:55-06:00 |
forum-topic-189 | 189 | New Types of Resources (Gold and Diamond...) / New Ores | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=189 | niels718 | Before reading this thread
Developer Proposal: viewtopic.php?f=9&t=10 Hidden Ores
List of related threads: See below!
-- ßilk
so i was playing the game and it felt it was missing something... once u got you're iron, copper, coal and stone ur pretty much done. maybe add some tegnologies that need diamond ... | [
{
"author": "MatLaPatate",
"content": "First, this is not Minecraft ^^. \nSecond, hidden ores are planned, for later. And I guess we would need Aluminium/Nickel/Tin/Chrome/Titanium/Any others element in the middle of the periodic chart (^^) before diamonds, and even before gold ... (which is only needed for... | 15 | 2013-02-20T13:36:02-06:00 |
forum-topic-107825 | 107825 | [mods.factorio.com] Bug with explore the mods page. | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=107825 | ArsStels | On the mod portal, I clicked on search, typed in chat and got this bug with the site layout. | [
{
"author": "",
"content": "Thanks for reporting this issue. There is for now still a problem with mod descriptions contain have a lengthy line, but the main layout bug has been fixed.",
"date": "2023-07-27T10:46:15+00:00",
"quotes": []
}
] | 1 | 2023-07-18T09:01:14-05:00 |
forum-topic-127523 | 127523 | random crashing | Pending | https://forums.factorio.com/viewtopic.php?t=127523 | Bob Ross | playing on space age with no mods and am working on Gleba and my game randomly crashes at any point.
I've tried turning rendering down but it did nothing and I have no clue what to do so I just followed what crash report said to do and attached the content log for the save. Had no issues till around version 2.0.39. | [
{
"author": "",
"content": "Thanks for the report. Looking at the log file, I highly suspect your hardware is failing. Unless you have a reliable way to reproduce the crash.",
"date": "2025-03-15T16:06:08+00:00",
"quotes": []
}
] | 1 | 2025-03-15T10:26:20-05:00 |
forum-topic-29895 | 29895 | Recycling Machines interaction with Yuoki | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=29895 | DRY411S | After making my Recycling Machines Mod compatible with the other 2 big mod overhauls (Bob's Mods and 5dim's Mods), I am now looking at making it work with Yuoki Industries.
Yuoki is very different in the way it works compared with Bob and 5dim. The Yuoki concept of several different types of assembly machines (crush... | [
{
"author": "YuokiTani",
"content": "i would suggest recycling only into rich-dust, unicomp (or useful-waste with transfer into uc) as best way. it would simplify the things, because from this you can create all new stuff with enough energy. maybe it's with code possible, so you don't need all the recipes, ... | 5 | 2016-07-26T08:07:16-05:00 |
forum-topic-118787 | 118787 | Space Age DLC is a Cash Grab - It Should’ve Been a Standalone Game - Page 3 | General discussion | https://forums.factorio.com/viewtopic.php?t=118787&start=40 | apriori | Selling F2 as a DLC is the best thing i saw in game industry as a whole.
First of all they added many QoL features and mechanics to the original game. The game is not forgotten, and as a player I'm glad devs made my life in the game much better.
The second, F2 expands the original. I'm glad I can play the same ... | [
{
"author": "Gaagaagiins",
"content": "Perhaps this is just the communist in me talking, but, I couldn't care less how they frame or justify accepting money in exchange for their software. They deserve to be compensated for their labour one way or another. That's, at least, the logic imposed on this economi... | 19 | 2024-10-31T07:01:47-05:00 |
forum-topic-76386 | 76386 | Stack sizes | DyWorld | https://forums.factorio.com/viewtopic.php?t=76386 | andre2 | Hi,
I think that the stack sizes for some items are too high. Like for assemblers and some DyWorld specific structures.
Assemblers stack to 200.
While this helps with inventory size, it takes alot of recources in the early game. Inventory size is not much of an issue, as with the experience system, the inventor... | [] | 0 | 2019-10-04T06:45:52-05:00 |
forum-topic-101968 | 101968 | Version 1.1.57 | Releases | https://forums.factorio.com/viewtopic.php?t=101968 | Optimizations
Improved overall performance by 5-10% when fully zoomed out.
Bugfixes
Fixed that some error messages wouldn't be translated. ( 101815 )
Fixed that biters might remain inactive when they should be activated. ( 99989 )
Fixed that units could teleport through cliffs if they bunched up close t... | [
{
"author": "blackbat",
"content": "It is just mean to drop\n \nand not telling us how you did it",
"date": "2022-03-29T14:35:02+00:00",
"quotes": [
{
"author": "",
"content": ""
}
]
},
{
"author": "thesixthroc",
"content": "RIP the high-speed packed biter... | 19 | 2022-03-29T09:31:33-05:00 | |
forum-topic-127421 | 127421 | Sticky Space Platform Waste Management | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=127421 | pacanimal | Just posting my solution to this, in case someone else wants it. I'm using stack inserters to efficiently throw away excess from huge platforms.
Features:
A single constant combinator that defines what's supposed to be stored on the hub, and how much of each item is to be stored
Any excess above the numbers con... | [] | 0 | 2025-03-12T04:44:12-05:00 |
forum-topic-25797 | 25797 | Factorio Forums • [0.12] Mersenne Twister RNG | Type: Mod
Name: Mersenne Twister for Factorio
Description: Adds a RNG that mods can actually seed!
License: CC BY 4.0
Version: 1.0.0
Release: 2016-05-28
Tested-With-Factorio-Version: 0.12.33/34
Category: Lib
Tags: RNG,
Download-Url:
Mersenne-Twister_1.0.0.zip
(1.9 ... | [] | 0 | ||||
forum-topic-87401 | 87401 | Blueprint Library Feedback - Page 3 | General discussion | https://forums.factorio.com/viewtopic.php?t=87401&start=40 | TTcrockeTT | @katherine of Sky,
Was this ever address by the development or product team? I have lost so many blueprints from starting new games. I have looked to see if this was addressed on Reddit, Steam and here. | [
{
"author": "Durentis",
"content": "They addressed the concerns very well in Friday Facts #356 . \nAlso, since some of the concerns relate to the nature of the quickbar (it's not an inventory), in Friday Facts #278 . \n \nI don't think there's really anything else they need to say on the matter and probab... | 2 | 2020-08-01T00:36:08-05:00 |
forum-topic-116421 | 116421 | Accessing 1.1.110 via Beta option on Steam after buying the Space Age expansion does not work | Technical Help | https://forums.factorio.com/viewtopic.php?t=116421 | ergzay | I've been trying to set the Beta to 1.1.110 to be able to load my old save games. However this doesn't seem to work. Even after selecting 1.1.110 beta (and Steam showing the game as "Factorio [1.1.110]") it still loads as 2.0.7 and when loading save games it does an upgrade of the save game files and shows 2.0 mechanic... | [
{
"author": "",
"content": "You also need to disable the Space Age DLC in the DLCs tab. Only then will it revert to 1.1.",
"date": "2024-10-21T23:14:16+00:00",
"quotes": []
},
{
"author": "ergzay",
"content": "Thanks, that worked.",
"date": "2024-10-22T00:43:09+00:00",
"quotes": ... | 5 | 2024-10-21T18:09:39-05:00 |
forum-topic-117449 | 117449 | [2.0.10] Add mechanism to hide surfaces list | Implemented mod requests | https://forums.factorio.com/viewtopic.php?t=117449 | cogito123 | Hi, currently in base 2.0 there is no mechanism to hide surfaces list in remote view or at least I have not found it. There is no use of this list in our scenario and it takes up a lot of space pushing already heavy GUI to the middle of the screen. There is also "jail/gulag" surface exposed which looks comical, but for... | [
{
"author": "",
"content": "Hi, \n \nYou can hide surfaces per force using this LuaForce API: \n https://lua-api.factorio.com/latest/cla ... ace_hidden",
"date": "2024-10-25T17:21:09+00:00",
"quotes": []
},
{
"author": "cogito123",
"content": "Nice, thanks for quick response",
"date"... | 5 | 2024-10-25T11:46:11-05:00 |
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