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-125799 | 125799 | Version 2.0.30 | Releases | https://forums.factorio.com/viewtopic.php?t=125799 | Changes
Changed map generated lightning attractors to always produce full-health items when mined. ( 125629 )
Reordered results of scrap recycling to make the recycler stack them on belts more efficiently. ( https://mods.factorio.com/mod/better-scrap-stacking ) ( 125706 )
Bugfixes
Fixed that item request ... | [
{
"author": "burninghey",
"content": "Thanks for the great work! \n \nCatched a bug This link is not correct",
"date": "2025-01-10T14:17:26+00:00",
"quotes": [
{
"author": "FactorioBot wrote: Fri Jan 10, 2025 12:35 pm",
"content": ""
}
]
},
{
"author": "barr... | 2 | 2025-01-10T06:35:26-06:00 | |
forum-topic-127461 | 127461 | Support for a few more qualities as UI buttons | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=127461 | snouz | 03-13-2025, 12-30-27.png (18.08 KiB) Viewed 70 times
Hi, I'd love to be able to add qualities (see: Mythic quality mod for example) without losing this big QoL feature that is the quality buttons in the UI. The current behavior is that when there's more than vanilla qualities, it reverts to a dropdown menu. There... | [] | 0 | 2025-03-13T06:41:58-05:00 |
forum-topic-88400 | 88400 | Looking for cute mod(s) <3 | Mod Packs / Libs / Special Interest | https://forums.factorio.com/viewtopic.php?t=88400 | aeli | Hey, I'm fairly new to factorio and to make this short: i like the gameplay of this game a lot (and don't want to stop playing it!) but unfortunatly the design/looks aren't for me at all so i was wondering if there are any mods that change the looks of the whole game? Like more "cute" "girly" or in general more nature(... | [
{
"author": "mmmPI",
"content": "Although they do not change the look of the game as replacing existing things, those mods allows for creating more diverse aesthetic environment. \n \n https://mods.factorio.com/mods/Earendel/alien-biomes \n https://mods.factorio.com/mod/Dectorio \n \nThe first one, Alien Bi... | 4 | 2020-08-22T09:41:51-05:00 |
forum-topic-127073 | 127073 | [2.0.34+] Export all in-game alerts as virtual signals | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127073 | Hares | TL;DR
All in-game alerts should be exposed as virtual signals.
What?
Minimalistic approach: Export only signals currenrtly-existing as alerts
Full approach: Export those signals with different color styles (i.e., red/yellow/blue)
Current list of alerts:
Entity destroyed (red cross)
Entity under at... | [] | 0 | 2025-02-23T07:49:09-06:00 |
forum-topic-116220 | 116220 | 2.0 Intersection Compendium - Page 2 | Railway Setups | https://forums.factorio.com/viewtopic.php?t=116220&start=20 | renerick | I guess you could call it moth interchange. I personally call it The Bean Interchange or The Peanut Interchange. No idea if there's real world prototype and name for it, created in an evening. A nightmare for manual steering.
When arriving from west/east
to go right, you go straight
to go straight, you turn right... | [
{
"author": "TiMatic",
"content": "LHD variant of a flat intersection fitting into a 32x32 chunk \n \n \n \n intersectflatlhd.jpg (356.13 KiB) Viewed 5355 times \n \n \n 0eNqtmtlO40AQRf/FzwZ1dfXKr4zQKIAFlsCgJKBBiH8fs8SBpJzULXhjy6F8u/b2S3Nx+9g9LPth3Zy9NP3l/bBqzv68NKv+eljcvv1sWNx1zVmzXPS3zWvb9MNV9685o9fztumGd... | 19 | 2024-10-21T07:42:47-05:00 |
forum-topic-113149 | 113149 | Specific version | Technical Help | https://forums.factorio.com/viewtopic.php?t=113149 | MisterFister | Is there any way to obtain this specific full-kit version of the game? In Steam, I can revert either as far back as v1.1.87, or back to v0.18.x. My modded savefiles are intact after a hiatus from last playing the game back in April 2023. During that hiatus, the SSD was re-imaged and Windows 11 was reinstalled, but b... | [
{
"author": "BrainGamer_",
"content": "you could try the method described here to recover your blueprints: 94427",
"date": "2024-04-24T01:04:17+00:00",
"quotes": []
},
{
"author": "FuryoftheStars",
"content": "At the bottom of the Factorio.com download page is a gray button that says \"... | 5 | 2024-04-23T19:10:05-05:00 |
forum-topic-122548 | 122548 | Factorio Forums • Which Recipes are NOT affected by the Productivity Cap of +300%? | Because Google Search did not provide me with any Facts (only theories and maybes), here is my Question as a dedicated Thread:
The Productivity Cap of +300 percent, which Recipes are NOT affected by this Cap? More specifically asking for the following cases:
- Mining Productivity? (absolutely certain this is unca... | [
{
"author": "",
"content": "Should be possible to test in the editor, combined with cheat mode.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Every recipe have a 300% cap so far i know. Only the machines effectet with the mining bonus have no cap.",
"date": "",
"quote... | 10 | ||||
forum-topic-110641 | 110641 | Friday Facts #393 - Putting things on top of other things - Page 11 | News | https://forums.factorio.com/viewtopic.php?t=110641&start=200 | Shadow_Man | 2 words: Transparent cover | [
{
"author": "Losash",
"content": "[Moderated by Koub : Off topic]",
"date": "2024-01-17T14:53:56+00:00",
"quotes": []
},
{
"author": "POPISowyNumer",
"content": "Not gonna lie, I do not vibe with the graphic aspect of stacking at all. \nSomething about building tall towers of loose and/o... | 19 | 2024-01-12T06:00:03-06:00 |
forum-topic-119093 | 119093 | Does Fulgora contain only one vault ruin? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=119093 | Rinin | I play with friend in different forces and I mined the vault ruin first. Now I can't find another anywhere near. Would be strange to block him from most of the content because of it. | [
{
"author": "mmmPI",
"content": "you won't find any other \"near\", but there should be some others on the map, in the small islands with rich patch usually",
"date": "2024-11-01T17:09:38+00:00",
"quotes": []
},
{
"author": "MeduSalem",
"content": "Yes. There are. \n \nI got the starting... | 3 | 2024-11-01T11:52:35-05:00 |
forum-topic-123726 | 123726 | Help with updating mods to space age | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=123726 | BurritoBotV3000 | Hello! I am new to modding and am curious what are all the steps that need to be taken for taking a mod that was functional before 2.0 and space age and updating it to work for space age. Is this a significant task? Is there any good resources availible? | [
{
"author": "picklock",
"content": "Well, you can use the 2.0 mod porting guide for a start.",
"date": "2024-12-04T19:39:33+00:00",
"quotes": []
}
] | 1 | 2024-12-04T13:14:09-06:00 |
forum-topic-49135 | 49135 | Je možnost koupit lístky? | Celebration Party | https://forums.factorio.com/viewtopic.php?t=49135 | Arnietom | Zdravim, kdyz jsme zkouseli s kamaradama koupit dnes listky, tak nam stranka napsala, ze je bohuzel vyprodano.
Velice radi bychom sli na oslavu. Factorio mame koupene temer dva roky a stravili jsme na nem stovky a stovky hodin.
Proto zde ma otazka, slo by koupit, ziskat, "vyrobit" listky? Jsme ctyri z toho jedn... | [] | 0 | 2017-06-02T08:26:25-05:00 |
forum-topic-127175 | 127175 | Assembler "read bonus production" circuit option | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127175 | Milichip | Tl;dr
factorio_sGdzIJAQkj.png (75.97 KiB) Viewed 97 times
What
Add a new circuit option to assemblers (and all other machines with the same archetype) allowing to read the current production bonus.
Alternatively (or additionally), reading the productivity of the machine, rather than the current bonus.
... | [] | 0 | 2025-02-27T17:21:57-06:00 |
forum-topic-94597 | 94597 | [MOD 1.1.x] ingteb: add new mods crash - Page 2 | Mod Packs / Libs / Special Interest | https://forums.factorio.com/viewtopic.php?t=94597&start=20 | OgrumXD | Intresting. It happend to me, when I whantet to lunch the Worlds.
At the moment I send the post, is crashed. Now it is working fine.
Sorry for bothering you.
Edit:
The mod was not instalet on the world save.
PFA, the mods I want/are using on this world. Also a newer Version of my World. | [
{
"author": "victordlp8",
"content": "Files regarding this bug https://mods.factorio.com/mod/railloade ... a77dd8cacc \n \nThis setup should work and input the stone into the train.",
"date": "2024-03-17T10:44:49+00:00",
"quotes": []
},
{
"author": "OgrumXD",
"content": "Here my save fi... | 2 | 2021-01-18T07:11:02-06:00 |
forum-topic-123775 | 123775 | Wrong picture in Mech armor wiki | Wiki Talk | https://forums.factorio.com/viewtopic.php?t=123775 | tomas6648 | Mech armor Wiki shows the same picture for both:
1. Flying over water with the mech armor.
2. Flying over trees.
12-05-2024, 09-39-43.png (1.26 MiB) Viewed 590 times | [
{
"author": "tomas6648",
"content": "Asteroid reprocessing (research) is missing headers in table. There are only placeholders now.",
"date": "2024-12-20T08:18:24+00:00",
"quotes": []
},
{
"author": "tomas6648",
"content": "12-20-2024, 09-18-35.png (326.87 KiB) Viewed 481 times",
"d... | 3 | 2024-12-05T02:40:03-06:00 |
forum-topic-80375 | 80375 | Yuoki Industries 0.8.86 Ore distribution is wacky in 0.18 vanilla | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=80375 | ChurchOrganist | Ore distribution seems to be badly broken in the 0.18 version. Maybe because of the changes to ore distribution in the vanilla game in 0.17?? I've looked at the vanilla ore definitions and they bear very little relation to the Yuoki definitions so I guess something has changed.
Reducing the frequency to minimum resu... | [
{
"author": "ChurchOrganist",
"content": "Now that RSO has been updated to 0.18 this is less of an issue.",
"date": "2020-01-24T12:05:14+00:00",
"quotes": []
},
{
"author": "YuokiTani",
"content": "Strange behavior ! \nAs fast solution i try to copy settings from vanilla iron and copper.... | 6 | 2020-01-23T11:33:58-06:00 |
forum-topic-39339 | 39339 | Full headless server setup guide - Page 2 | Multiplayer / Dedicated Server | https://forums.factorio.com/viewtopic.php?t=39339&start=20 | EngineerFox | i fixed the json and validated it, its all good to go, i tired to run the server and to still no prevail does it run
624e9cd668ceeeec14149a4d363fcf53.png (12.94 KiB) Viewed 2252 times
thats the error | [
{
"author": "EngineerFox",
"content": "i fixed the json and validated it, its all good to go, i tired to run the server and to still no prevail does it run \n \n \n 624e9cd668ceeeec14149a4d363fcf53.png (12.94 KiB) Viewed 2994 times \n \n thats the error",
"date": "2018-07-11T05:52:15+00:00",
"quote... | 3 | 2017-01-02T22:04:20-06:00 |
forum-topic-105038 | 105038 | Factorio Forums • vanilla death world too hard | Trying to play Death World Vanilla.
Is this mode balanced so that every game is practically winnable?
Starting in a forested area is tough but playable. However starting in a desert seems impossibly hard. Get alien attacks with the first couple of burner mines, 10 biters to be fought off with pistol, then 2 minut... | [
{
"author": "",
"content": "Desert maps are tough. If also the biters are very near the ore patches, it can be quite problematic. \nYou can check preview to avoid those maps. \n \nIf you still want to try it, here some tipps: \n - Go first somewhere else and mine iron, either by hand or with burner miners.... | 19 | ||||
forum-topic-120185 | 120185 | [raiguard] [2.0.14] IPv6 binding fails when using bind address :: | Assigned | https://forums.factorio.com/viewtopic.php?t=120185 | kryptonian98 | When using Code: Select all --bind :: the game crashes? I don't think it should crash as that's perfectly valid bind address to use in most apps. Otherwise the game doesn't appear to bind on IPv6.
Server logs:
Code: Select all 0.000 2024-11-07 05:19:02; Factorio 2.0.14 (build 79988, linux64, headless, space-... | [
{
"author": "",
"content": "The issue is that when you bind to an IPv6 address, the IPv4 socket is never opened, so making requests to IPv4 addresses won't work.",
"date": "2024-12-05T21:21:54+00:00",
"quotes": []
},
{
"author": "kryptonian98",
"content": "In that case, how should I be a... | 6 | 2024-11-06T23:25:35-06:00 |
forum-topic-127199 | 127199 | Original Factorio fan song - beautiful disaster | Fan Art | https://forums.factorio.com/viewtopic.php?t=127199 | kuroi_riquid | I made a whole album of Factorio fan songs. I just put out the first music video. I'm gonna do music videos for each song. You can check it out here:
https://youtu.be/B1wNfAAYXt4 | [
{
"author": "Shulmeister",
"content": "Is this another AI music thing ?",
"date": "2025-03-01T07:24:41+00:00",
"quotes": []
}
] | 1 | 2025-02-28T21:57:19-06:00 |
forum-topic-127538 | 127538 | Display screen | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=127538 | J-H | Why can't I set a display screen to simply display a number?
I have a belt. I hook a green wire to it and set it to display a count of whatever's on the belt. The screen won't accept that as a displayable input? | [
{
"author": "eugenekay",
"content": "Yup. Fingers crossed it will be a new Feature in v2.1 \n \nI use a line of Lamps with a Circuit condition for 1K, 2K, 5K, etc to indicate Counts. Or if more detail is required, a \"LED\" display to show digits is possible. \n \n \nGood Luck!",
"date": "2025-03-16... | 1 | 2025-03-15T19:42:38-05:00 |
forum-topic-95616 | 95616 | [1.1.19][Desync] Desync immediately after connection to host (Better air filtering) | Desyncs with mods | https://forums.factorio.com/viewtopic.php?t=95616 | DudeMcDude | The client joining the host desyncs immediately after downloading the map from the server. It desyncs both ways with either player desyncing after downloading the map. We have tried removing recent mods as well as other mods unrelated. We are able to create a new world with every mod enabled and join without issue.
... | [
{
"author": "",
"content": "Ok i looked into this desync and i was able to reliably reproduce it when hosting the reference save file in local MP. \n \nWhen i was running that map with single ticks and doing crc checks, it made a clean diff saying that pollution values are different and evolution by polluti... | 4 | 2021-02-02T21:34:24-06:00 |
forum-topic-67994 | 67994 | 0.17 Resource generation | Modding help | https://forums.factorio.com/viewtopic.php?t=67994 | _npo6ka_ | I'm trying to write my own generation of resources, but unfortunately I can not find detailed information about the generation of resources in version 0.17.
I took the BobOres mod as a basis, and got such a problem. Some ores are generated in the same place overlapping each other. The picture clearly shows that the ce... | [
{
"author": "leadraven",
"content": "I've just started to learn modding, and as I know it depends on resource_index. But get_next_resource_index() is calculated separately 0-1-2-... for base and 0-1-2-... for mod. Resources with similar index are placed together. I don't know how to fix it, more experienced... | 10 | 2019-03-18T02:30:54-05:00 |
forum-topic-16950 | 16950 | [MOD 0.13] UniqueBackerNames_0.2.1 | Mod Packs / Libs / Special Interest | https://forums.factorio.com/viewtopic.php?t=16950 | Adil | Type: Mod
Name: UniqueBackerNames
Description: Provides means of ensuring uniqueness of backer names for a certain type of entities.
License: Whatever Fits Your Purpose
Version: 0.2.0
Release: 2015-10-10
Tested-With-Factorio-Version: 0.12.11
Category: Lib
Tags: Renaming, utility
Download-Url: Attached
Websi... | [] | 0 | 2015-10-10T09:38:41-05:00 |
forum-topic-124049 | 124049 | Perfect Ratio Bioflux production | Mechanical Throughput Magic (circuit-free) | https://forums.factorio.com/viewtopic.php?t=124049 | UberFuber | Finally got a direct inserter Bioflux system. This design can auto recover from most stalls. Can produces a bit under 12 biofluxes per second (with some diverted to nutrient production).
Spoilage and seeds are outputted to the right side.
The only circuit control is to control the restart system.
12-08-202... | [
{
"author": "leoric",
"content": "that's nice, but can't be beaconed",
"date": "2024-12-16T06:37:17+00:00",
"quotes": []
},
{
"author": "Jay_Raynor",
"content": "Looks great. You do have a biochamber missing modules, though",
"date": "2025-01-18T19:32:55+00:00",
"quotes": [
... | 2 | 2024-12-08T16:03:09-06:00 |
forum-topic-14121 | 14121 | Planes | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=14121 | RocketWill | So I was messing around with the factorio editor and I saw the object, small plane. So it made me think, would it not be cool if you would be able to fly a plane around in factorio and drop bombs on biter bases? | [
{
"author": "johanwanderer",
"content": "The \"Tutorial\" mod does exactly that.",
"date": "2015-07-27T05:01:25+00:00",
"quotes": []
},
{
"author": "jason03272002",
"content": "Joined cause identical -- ßilk \n \nIn the game, the research \"Flight\" is only used for robots. I think there... | 5 | 2015-07-26T10:17:17-05:00 |
forum-topic-127526 | 127526 | API to cancel rocket launches | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=127526 | thesixthroc | Currently it is impossible to build scripted space platforms whose logistic requests can only be fulfilled by a certain type of rocket.
This fact prevents a variety of useful mods. For example, since it is impossible to introduce a modded rocket silo wired to fulfill the logistic requests of the cargo landing pad on... | [
{
"author": "thesixthroc",
"content": "Thinking about it more, my problem would be solved by this simpler and more useful API: viewtopic.php?t=127527",
"date": "2025-03-15T18:22:28+00:00",
"quotes": []
}
] | 1 | 2025-03-15T13:11:26-05:00 |
forum-topic-126487 | 126487 | order dependencies ingame in the order they are defined, like the website | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=126487 | Quezler | It would be nice if the orders in which they are displayed at the same everywhere, currently incompatible has its own little section but the ones within dependencies could totally be in the website order: | [] | 0 | 2025-01-31T04:55:37-06:00 |
forum-topic-16592 | 16592 | Game Setup, Game Configuration, Init Screen, Mod-Config | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=16592 | This is about what directions a good setup should cover.
Note: There is currently a discussion about the configuration interface for mods: viewtopic.php?f=34&t=32890 [0.15] Mod setting/config interface - give your input
There are many ideas. The problem with them is, that all are good ideas, but there is no way... | [] | 0 | 2015-09-25T16:18:09-05:00 | |
forum-topic-121688 | 121688 | What is the meaning of the icons on the Forum site? | Off topic | https://forums.factorio.com/viewtopic.php?t=121688 | brunzenstein | What is the meaning of the yellow/white different icons on this Forum site on the left? | [
{
"author": "Tertius",
"content": "orange: thread contains unread messages \nwhite: thread doesn't contain unread messages \nthread icon is scrolling: \"hot\" (high traffic) topic \nstar: thread contains message(s) posted by you",
"date": "2024-11-16T10:13:21+00:00",
"quotes": []
},
{
"autho... | 2 | 2024-11-16T03:00:18-06:00 |
forum-topic-102492 | 102492 | [Linux] Yet another Factorio Launcher (Wayland, mimalloc) | Tools | https://forums.factorio.com/viewtopic.php?t=102492 | ptx0 | This is a script I've been using for some time, and completely overhauled it for public consumption today. | [
{
"author": "ptx0",
"content": "Code: Select all #!/bin/bash\n\n#### CONFIGURATION\n\nif [ -f \"${HOME}/.factorio.env\" ]; then\n\t# Place environment variables here and we'll grab them on each startup.\n\t# This is so you can override the config values without modifying this script.\n\tsource \"${HOME}/.f... | 2 | 2022-05-24T20:28:08-05:00 |
forum-topic-126097 | 126097 | [boskid][2.0.31] LuaEntity::get_logistic_sections() doesn't work on ghosts (anymore?) | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=126097 | Quezler | 125405
It was implemented a few versions ago but i don't recall if i actually verified it at the time, but either way it currently does not work:
Edit 1: note that get_logistic_point() does work on ghosts now, its just that get_logistic_sections() doesn't seem to work. | [
{
"author": "",
"content": "It looks like the fix was implemented but not verified. There is one piece missing. For a temporary workaround you can call get_logistic_sections(0), just ignore an intentionally undocumented parameter.",
"date": "2025-01-18T11:43:05+00:00",
"quotes": []
},
{
"aut... | 3 | 2025-01-18T04:58:35-06:00 |
forum-topic-106429 | 106429 | [MOD 1.1.0] Project Cybersyn - Smart Train Dispatcher | Mod Packs / Libs / Special Interest | https://forums.factorio.com/viewtopic.php?t=106429 | ixu | I have a strange behavior of a requestor station. A train wants to load 2000 items of a resource. There are several resources contained in the chest of that station. Therefore I used the "Wagon-Control"-feature of CyberSync. The cargo wagon then sets a filter on all slots. But they are not filled.
I have already debu... | [
{
"author": "ixu",
"content": "Fixed by using https://mods.factorio.com/mod/railloader-MXO instead of https://mods.factorio.com/mod/railloader",
"date": "2023-11-20T12:07:52+00:00",
"quotes": []
}
] | 1 | 2023-05-29T13:19:13-05:00 |
forum-topic-105124 | 105124 | Chlorine mod (salt resource) | Resource Spawner Overhaul | https://forums.factorio.com/viewtopic.php?t=105124 | brevven | Hello once again. Another resource mod, another config. Thanks as always | [
{
"author": "orzelek",
"content": "Added the config and released 6.2.23.",
"date": "2023-02-07T22:35:41+00:00",
"quotes": []
}
] | 1 | 2023-02-04T00:18:01-06:00 |
forum-topic-127492 | 127492 | [2.0.41] Growing trees display very fast animation | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127492 | kyle788 | What did you do?
Enable tree animations in graphic settings. Then plant tree seeds via an Agricultural Tower on Nauvis or Gleba and observe growing trees.
What happened?
The growing trees have a very fast and unnatural animation speed. Once they are fully grown their animation speed goes back to normal.
W... | [] | 0 | 2025-03-14T14:05:45-05:00 |
forum-topic-110519 | 110519 | Friday Facts #392 - Parametrised blueprints | News | https://forums.factorio.com/viewtopic.php?t=110519 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-392 | [
{
"author": "Splitframe",
"content": "Release when? \n(edit: Good feature, wanted this for ages)",
"date": "2024-01-05T12:00:16+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "THAT. WAS. I. WAS. LOOKING. FOR. \nI lived only to see that moment. Now I would live to see it being re... | 19 | 2024-01-05T06:00:01-06:00 | |
forum-topic-126770 | 126770 | Factorio Forums • Replayability | I could have just burnt out by binging Space Age, but it all seems like such a big undertaking to go for round 2. I will likely try again in a few months, but I would go for another play through on the base game earlier than this.
Curious what you're all experiencing! | [
{
"author": "",
"content": "I \"finished\" SA weeks ago, but I'm just now starting to make serious amounts of Legendary quality items. I'm just starting to harvest some good amounts of Promethium. I'm finally getting Fulgora and Gleba set up in a way that scale. \n \nGetting to the solar system edge is ju... | 7 | ||||
forum-topic-119132 | 119132 | [Kovarex] [2.0.14] Negative constant combinator number appears twice in parametrized blueprint | Pending | https://forums.factorio.com/viewtopic.php?t=119132 | metabot | If you import this blueprint, one argument appears twice: The last two rows both say as tooltip "Signal -16000x... in ...". The first variable has the correct value of -16000, the second variable appears to have max_unsigned_int as value.
Code: Select all 0eNqtVktvozAQ/isrn023QEhItHvrsafV3qrIcsAlVv1gbZM0qvjvOzaBNKq7... | [
{
"author": "",
"content": "It is actually not max_uint32, but lower. (4294963296 instead of 4294967296), which is 4000 lower. \nThe number was already imported as that for the max count of the logistic set (yes, in constant combinator, but they support that as well). \nSo the question is, how did this numb... | 1 | 2024-11-01T15:02:47-05:00 |
forum-topic-8 | 8 | Fight - Page 5 | Development Proposals | https://forums.factorio.com/viewtopic.php?t=8&start=80 | Similar yes, but to use your power against you is new and sounds quite cool. I like such ideas. | [
{
"author": "Deadly-Bagel",
"content": "I don't really mind where the combat is at the moment. Sure, it could use expansion but so could much of the game. \n \nTurrets are enough to ward off attacks to start with but as the game progresses the biters slowly start biting off more and more so you need to add ... | 16 | 2013-02-07T10:11:17-06:00 | |
forum-topic-122559 | 122559 | [2.0.20] Setting logistics requests on ghost chests closes when built by bot | Duplicates | https://forums.factorio.com/viewtopic.php?t=122559 | Trollseidon | A bot building ghost logistics chest will close the "Set request" UI when it gets built.
Similar already confirmed and fixed bugs: 118545 & 120193
Recording 2024-11-22 145035.mp4
(10.6 MiB) Downloaded 15 times | [
{
"author": "robot256",
"content": "In 2.0.21, this only happens to Buffer Chest ghosts. Requeter Chests and Storage Chests keep the item selection dialog open when it is revived.",
"date": "2024-11-22T23:36:23+00:00",
"quotes": []
},
{
"author": "",
"content": "122514",
"date": "20... | 2 | 2024-11-22T16:51:30-06:00 |
forum-topic-84205 | 84205 | Tutorial Design/Popup | Campaign / Scenario suggestions | https://forums.factorio.com/viewtopic.php?t=84205 | Silverstar456 | Hey,
i want to give my suggestion to the new old tutorial. In general im happy seeing the old tutorial back , the points i will list now are only for a better player experience and not for the gameplay itself.
Popups
I appreciating using the lua-Console for "monologues" and seperating it from the tasks. What ... | [
{
"author": "",
"content": "Very useful. If you look at the blog posts and go back a little bit (January or so) you can read about that they are reworking the whole tutorial.",
"date": "2020-04-26T07:45:43+00:00",
"quotes": []
},
{
"author": "Silverstar456",
"content": "I dont get you...... | 4 | 2020-04-25T07:03:21-05:00 |
forum-topic-127428 | 127428 | Improved UI remote view | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127428 | JaJe | I play Factorio on 2k monitor and still unable to see all info while hovering my mouse on any building due to my pins, the more I have, the worse it is.
Playing on my laptop at 1080p is even worse.
Why don't you move the PINS tab on top where I draw or let us to enable/disable the hud for pins at least.
The curent... | [
{
"author": "pioruns",
"content": "I experienced the same thing. By default, on 4k monitor, GUI will not fit information about selected entity, because of pinned space platforms.",
"date": "2025-03-12T12:34:27+00:00",
"quotes": []
},
{
"author": "datarza",
"content": "+1",
"date": "2... | 2 | 2025-03-12T06:52:24-05:00 |
forum-topic-13855 | 13855 | Factorio Forums • [MOD 0.12] RoboStats | Type: Mod
Name: RoboStats
Description: Adds a command to provide detailed statistics of your logistics system(s).
License: MIT License ( http://opensource.org/licenses/MIT )
Version: 1.0.2
Release: 2015-07-21
Tested-With-Factorio-Version: 0.12.17+
Category: Helper
Tags: Robots,Logistics,Commands
Download-Url: ... | [
{
"author": "",
"content": "How hard would it be to count the types of bots? \n \nSeveral mods (5dims, bob, dytech,..) add several tiers of bots and it'd be nice to know how many lower tier ones you have around that need to be upgraded.",
"date": "",
"quotes": []
},
{
"author": "",
"con... | 5 | ||||
forum-topic-127342 | 127342 | FPS/ups drops over time | Technical Help | https://forums.factorio.com/viewtopic.php?t=127342 | yottabufer | FPS/ups started dropping to 8 over time today
The character can stand still with the maximum zoom of the camera and the FPS will still drop
At first, I sinned by setting up a bunch of spaceships to extract the latest science and the huge number of asteroids affects the UPS, but I sent all the ships to nauvis and the ... | [
{
"author": "",
"content": "That is an issue with the repair turret mod, post the save file please.",
"date": "2025-03-08T17:16:55+00:00",
"quotes": []
},
{
"author": "yottabufer",
"content": "Thanks, I saw what you were talking about, I'll check it out now.",
"date": "2025-03-08T17:... | 7 | 2025-03-08T11:11:06-06:00 |
forum-topic-120641 | 120641 | Space Age feels too scripted | General discussion | https://forums.factorio.com/viewtopic.php?t=120641 | HadesSupreme | Vanilla Factorio has a huge amount of options and you can use them all or refuse to use most of them. Things I've done:
- Stay on burner furnaces the whole game.
- Not use solar or nuclear, just coal in the boilers.
- Use standard turrets all game, no laser or flamethrowers.
- Use all lasers.
- Live in (mostly) ... | [
{
"author": "Roshi",
"content": "Agree. Why can't I walk on the space platform, or use bots, or have an inventory? \nMake achievements for the way you want the game to be played, do not impose it. \n \nFactorio 1 felt like a sandbox game - here are your toys play with them. \nIn this DLC I just reached t... | 7 | 2024-11-09T13:22:27-06:00 |
forum-topic-127422 | 127422 | [2.0.39] kind of broke fusion power | Duplicates | https://forums.factorio.com/viewtopic.php?t=127422 | Omzig | viewtopic.php?p=665305#p665305
For some reason the fusion reactor cannot pump from one reactor through the other 2, it was working before the patch. Now only 1 fusion reactor is pumping 4.0/s and only 2 fusion generators are using 2.0/s and the one that is directly connected to the top reactor is not getting any flo... | [
{
"author": "",
"content": "This feels like it may be a duplicate of 122346",
"date": "2025-03-12T10:01:49+00:00",
"quotes": []
},
{
"author": "Omzig",
"content": "Woohoo, power back online after a refactor. \n \n \n \n 03-12-2025, 05-47-15.png (2.83 MiB) Viewed 131 times",
"date": ... | 2 | 2025-03-12T05:00:03-05:00 |
forum-topic-122600 | 122600 | Was build targeting AVX ever benchmarked against SSE2 build? | General discussion | https://forums.factorio.com/viewtopic.php?t=122600 | Jap2.0 | Rather off topic, but this piqued my curiosity and I didn't find anything searching... has anyone benchmarked a SSE2/3 build (whatever you're at now) vs AVX2? | [
{
"author": "IsaacOscar",
"content": "On a related note, as I'm curious, would it be feasible to have the game to detect your hardware and OS, and if it's new enough, take advantage of the newer features? \nI guess that would make a larger binary, and increase maintenance work as you'll have to write two se... | 15 | 2024-11-22T20:41:51-06:00 |
forum-topic-91992 | 91992 | Never mind | General discussion | https://forums.factorio.com/viewtopic.php?t=91992 | MassiveDynamic | I'm sorry if I missed it somewhere, but two things I've noticed that seem to have changed in 1.1.0.
1. I can't reserve a slot in my personal inventory. I usually like to keep radars and conbots, etc. in the bottom corner of my inventory, but that doesn't seem to be working anymore.
2. Spidertron will not fire a n... | [
{
"author": "Squelch",
"content": "1. Reservation of inventory slots still works with middle mouse click for me. \n \n \n \n SlotRes.PNG (60.38 KiB) Viewed 1164 times",
"date": "2020-11-26T15:44:34+00:00",
"quotes": []
},
{
"author": "eradicator",
"content": "Tried in 1.1.1 and both work... | 2 | 2020-11-26T09:41:17-06:00 |
forum-topic-78366 | 78366 | newb: maintenance on diagonal rail? | F.A.R.L | https://forums.factorio.com/viewtopic.php?t=78366 | ladderff | Hello and thank you for this mod.
I wanted to retrace my tracks and put circuit wire along them. Maintenance mode seems to have worked as I expected on horizontal/vertical track but on diagonal track it complains that it cannot place rail.
Am I missing something?
Thanks,
ladderff | [] | 0 | 2019-11-26T14:28:11-06:00 |
forum-topic-127510 | 127510 | "Select Icon" Button for Blueprint Description | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127510 | Exonerie | I would like to suggest adding a "select icon" button to the description of blueprints.
Just like the button that appears when you edit the name of a blueprint. | [
{
"author": "Exonerie",
"content": "This feature already seems to exist in the description of upgrade plans.",
"date": "2025-03-15T13:12:43+00:00",
"quotes": []
}
] | 1 | 2025-03-15T00:24:40-05:00 |
forum-topic-99024 | 99024 | More than 1 instance of "tile-effect" | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=99024 | asher_sky | It would be quite nice to be able to have multiple tile-effects, so that water can still keep it's own effect, but other liquids added by mods (lava lakes, oil lakes, etc.) are able to have animations as well. It could also be used for adding a slight waving animation for grass tiles.
Currently "only one instances ... | [
{
"author": "DarkShadow44",
"content": "How's the state on this? Is there currently a way for e.g. animated lava?",
"date": "2021-11-25T06:50:36+00:00",
"quotes": []
},
{
"author": "",
"content": "There are no plans to do further terrain rendering enhancements (like adding capability to ... | 6 | 2021-06-27T18:24:45-05:00 |
forum-topic-120244 | 120244 | Unable to play MTN Scenario due to desyncs on Mac | Desyncs with mods | https://forums.factorio.com/viewtopic.php?t=120244 | awesomizer | Hello,
Uploading a desync report. Not sure what to say or what is going on. Desyncs seem random, sometimes it's instant desync upon joining a game, sometimes it's randomly after a few minutes. Sometimes will desync just standing there not doing anything. Not currently able to play longer than about 10mins before a d... | [] | 0 | 2024-11-07T11:08:36-06:00 |
forum-topic-95873 | 95873 | Blueprints should be available on game start. | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=95873 | Vas | Copy Paste, Blueprint Saving, Blueprint Library, all of these things should be immediately available on game start, not locked behind the requirement of research which, you seem to have hidden away further and further for some reason.
Blueprints aren't for robots. They are for layouts and plans. You can manually pla... | [
{
"author": "",
"content": "I do not understand. Most of the buttons in shortcut bar (if you are refering to those buttons as features locked behind research) are hidden to not confuse new players and they unlock as soon you get to required tech. After that they are unlocked permanently. You can also use th... | 19 | 2021-02-08T07:06:28-06:00 |
forum-topic-117915 | 117915 | [2.0.11] Asteroid orientation snapping | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=117915 | Gergely | In the attached save file, all asteroids can be observed to "snap" their orientation after unpausing.
If the snapping is caused by a timer being reset or a modulus overflowing, it can be fixed by ensuring that asteroids rotate around an integer number of times between timer resets. | [
{
"author": "",
"content": "Thanks for the report however this is Minor issue. \n \nIn order for floating point math to not go out of hands, we only use tick value modulo 65536 to animate asteroid orientation and its done in a stateless way.",
"date": "2024-10-27T12:47:38+00:00",
"quotes": []
},
... | 3 | 2024-10-27T07:27:18-05:00 |
forum-topic-124139 | 124139 | [2.0.24] Desync with dedicated server. | Desyncs with mods | https://forums.factorio.com/viewtopic.php?t=124139 | credomane | So I was ctrl-clicking iron plates into some gear/green curcuit assemblers then I used WASD to move the character/camera. Immediate desync.
I don't think I did anything else. I've tried to replicate it after it happened yesterday and this evening. Haven't been able too. Probably a mod issue but you never know. Haven... | [] | 0 | 2024-12-09T22:58:31-06:00 |
forum-topic-123390 | 123390 | Fast Biter Egg Cooker | Mechanical Throughput Magic (circuit-free) | https://forums.factorio.com/viewtopic.php?t=123390 | Khazul | I wanted to minimise the time biter eggs spend on my space platforms. Getting high throughput out of a cryogenic plant is not a problem, however delivering Promethium chunks to them is. I had been storing my asteroid chunks in the hub and alongside ammo in and out and other ship functions that are using the hub for sto... | [
{
"author": "mrvn",
"content": "Please use the BP button instead of CODE for blueprints. \n \nThat said wouldn't it make more sense to feed the Promethium chunks from the sides instead of through an array of those blocks? That way you could place the blocks along the spine of the ship and then feed each blo... | 3 | 2024-11-30T13:24:04-06:00 |
forum-topic-126896 | 126896 | Factorio Forums • LuaFluidBox::get_fluid_segment_contents() can return at most 1 fluid name | On the discord Wiwiweb was wondering if the method could return multiple fluids, since with the current fluid mechanics mixing is just not possible:
https://discord.com/channels/1396775903 ... 0454679623
After some investigating it indeed seems impossible for this method to ever return more than 1 fluid name, and ... | [
{
"author": "",
"content": "A couple related changes: \n \n https://lua-api.factorio.com/latest/types/FluidBox.html \n\"a fluid system (ie. multiple connected fluid boxes) can contain multiple different fluids, see Fluid mixing.\" \nNo such things as fluid systems anymore, and segments can only contain 1 fl... | 1 | ||||
forum-topic-118843 | 118843 | Factorio Forums • Allow belt/chest circuit readers to read spoilage level of most spoiled item | TL;DR
Add a checkbox to have chest output items with the spoilage level (0 to 100, or amount of seconds left, or similar) of the most spoiled item/stack of each item type on that belt or in that chest in place of the item count.
Why?
Spoilage progress of ingredients affects spoilage progress of products. However, t... | [
{
"author": "",
"content": "+1 for this. Not having ANY way circuit condition wise to read spoilage is kinda lame, and IMO goes against what circuit conditions open up and allow for in game. \n \nSince inserters have a priority level for spoilage, I think adding a utility to the advanced selector to read th... | 19 | ||||
forum-topic-126747 | 126747 | 1.1K SPM Ag Science | Show your Creations | https://forums.factorio.com/viewtopic.php?t=126747 | adam_bise | Bots are boring.
agsci.png (951.63 KiB) Viewed 490 times
agsci2.png (4.39 KiB) Viewed 490 times
0eNrtfdtuW0my5a8c6Fk6yPulgGlgvmEe+qFhCLJE2zwtSxpdqtto+N9nc5MS0xaTuVaEyqY9BAoob5GM2BkZsSIvcfnPyfvrp8Xd/fLm8eSP/5xcLR4u75d3j8vbm5M/Tt5/+a+Lq4vP5++XD4uT05Pl5e3Nw8kf//jPycPy483F9eoHNxefF9M3Lz7eLy+frh+f7... | [
{
"author": "computeraddict",
"content": "What's the average freshness when delivered to Nauvis?",
"date": "2025-02-10T20:10:45+00:00",
"quotes": []
},
{
"author": "adam_bise",
"content": "Not sure, I just finished the BP. I need to stamp a few more down and make a couple copies of my p... | 4 | 2025-02-10T14:05:00-06:00 |
forum-topic-97417 | 97417 | Reading fluid levels of pipes, liquids shouldn't behave according to the uncertainty principle of quantum mechanics | Implemented in 2.0 | https://forums.factorio.com/viewtopic.php?t=97417 | linktothepast83 | My suggestion is for regular pipes to be able to connect to the circuit network to read their fluid levels like belts do.
Currently in vanilla factorio when you want to measure the fluid levels in a pipe system your only option is to connect a storage tank and measure it. There is a bit of a catch though, the stora... | [
{
"author": "ptx0",
"content": "there is a helpful template for suggestions you should follow",
"date": "2021-03-30T23:28:30+00:00",
"quotes": [
{
"author": "linktothepast83 wrote: Tue Mar 30, 2021 10:12 pm",
"content": ""
}
]
},
{
"author": "",
"content":... | 19 | 2021-03-30T17:12:15-05:00 |
forum-topic-33566 | 33566 | Angel's Smelting | Angels Mods | https://forums.factorio.com/viewtopic.php?t=33566 | Arch666Angel | Angels Mods
I. Angels Infinite Ores
II. Angels Refining
III. Angels PetroChem
IV. Angel's Smelting
V. Angel's Bio Processing
VI. Angel's Industries
VII. Angel's Addons
X. Development and Discussion
XI. Bugs & FAQ
XII. Donations and Chocolate Fund
Angel's Smelting
Description:... | [
{
"author": "Arch666Angel",
"content": "-Ore Processing Machine \n \n \n-Pellet Press \n \n \n-Blast Furnace \n \n \n-Induction Furnace \n \n \n-Casting Machine \n \n \n-Sintering Oven \n \n \n-Strand Casting Machine \n \n \n-Chemical Furnace \n \n \n-Pulverizer",
"date": "2016-09-29T18:31:11+00:00",
... | 1 | 2016-09-29T13:26:27-05:00 |
forum-topic-30077 | 30077 | Dead | 5dim's mod | https://forums.factorio.com/viewtopic.php?t=30077 | EmperorZelos | Is this modpack dead? | [
{
"author": "neoc",
"content": "Seems so",
"date": "2017-02-06T09:19:58+00:00",
"quotes": []
}
] | 1 | 2016-07-29T13:22:32-05:00 |
forum-topic-127574 | 127574 | [2.0.41] Error loading save, electric network not found | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127574 | RandomFactoryWorker | Hi Forum.
Please help me resolve this bug, as I'm unable to continue my 600h save file
What did you do?:
Loading my save from the menu
What happened?:
Loading of the save goes to a halt, and gives the error:
"ElectricNetworkDeserialiser::getElectricSubNetwork, the electric network with
the given i... | [] | 0 | 2025-03-17T16:29:06-05:00 |
forum-topic-123250 | 123250 | Uranium processing expected times | Wiki Talk | https://forums.factorio.com/viewtopic.php?t=123250 | qwr | (Posting here since wiki discussion pages are dead) I added a section at https://wiki.factorio.com/Uranium_proce ... cted_value about how one centrifuge continuously running should (in theory) be able to power one reactor.
There is some math on the distribution of cycles required to reach 40 U-235, although that s... | [] | 0 | 2024-11-28T22:46:35-06:00 |
forum-topic-121382 | 121382 | PVP senario like but like freeplay in space age. | Maps and Scenarios | https://forums.factorio.com/viewtopic.php?t=121382 | Touhma | hey there i've been looking for a way to play with different spawn area in space age.
Basically i'm looking for a scenario like the "pvp" map but with the new map gen & standard spawn points generated & with achievements if possible.
Is this even possible ?
Currently i'm aware that I can use the pvp scenari... | [] | 0 | 2024-11-14T00:08:03-06:00 |
forum-topic-65913 | 65913 | [Twinsen] [0.17.2] Crash while viewing energy chart | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=65913 | Gummiente27 | Energy chart I was viewing changes when the power connector flips, which automatically happens with circuit network (it can switch really fast). I think it might just got flipped when it crashed.
Dump and log attached.
Latest auto save before crash: https://drive.google.com/file/d/1MIg78k ... sp=sharing | [
{
"author": "",
"content": "Code: Select all 0.029 2019-02-28 12:41:11; Factorio 0.17.2 (build 43076, win64, steam)\n 0.029 Operating system: Windows 10 (build 17763) \n 0.029 Program arguments: \"C:\\Program Files (x86)\\Steam\\steamapps\\common\\Factorio\\bin\\x64\\Factorio.exe\" \n 0.029 Read d... | 2 | 2019-02-28T09:56:30-06:00 |
forum-topic-52712 | 52712 | [MOD 0.16 - 1.1] New Game+ | Mods | https://forums.factorio.com/viewtopic.php?t=52712 | Description
Allows you to start a new game plus once you launch a rocket. Generate a new world and leave your home world, but carry over an inventory full of items and your research.
Enabled the mod option to be able to run the ngp-gui command. Then simply type /ngp-gui in chat (or the console, it's the same thing)... | [
{
"author": "ArchtypeOfEpic",
"content": "Cool! I think a mod should be created to add new tiles to make a new \"planet\". And more tech. And more stuff... \n \nYeah, that would take a lot of effort, but could work really well with this mod!",
"date": "2017-09-24T19:20:49+00:00",
"quotes": []
},
... | 19 | 2017-09-18T09:25:43-05:00 | |
forum-topic-101776 | 101776 | [Genhis] [1.1.55] Crash with deconstruction order by backwards smart-dragging cross-force | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=101776 | Honktown | smart dragging over an entity belonging to another force seems to cause an error, but only in the reverse direction. Applies to belts, and I am trying to reproduce with pipes.
Visual example:
crash_super_underground__2022-03-06_f1.1.53.mp4
(1.14 MiB) Downloaded 249 times
error cut from log:
er... | [
{
"author": "Honktown",
"content": "Pipe crash: reproduction. \n1) place pipes in a line, as one force \n2) change force \n3) place or ghost-place the first underground pipe on the long-end, on the nearest tile, facing away. If on the nearest tile, as the opposite underground is moving along the line, the p... | 3 | 2022-03-05T16:14:26-06:00 |
forum-topic-5336 | 5336 | [Guide] Making spritesheets with Blender - Page 2 | Modding discussion | https://forums.factorio.com/viewtopic.php?t=5336&start=20 | darkfrei | Also, for spritify you can use this tool: Just insert yours sprites and start the .bat-file what you need or make the new one.
Factorio_IMagick.7z
(5.18 MiB) Downloaded 347 times
Make this code, then it's not crop sprite at 128 pixels anymore. And it makes one sprite sheet with 8 columns.
Code: Select ... | [
{
"author": "darkfrei",
"content": "If your sprites have too big alpha border, it can be cropped with this script:\n Code: Select all magick \"Input/*.png\" -background none ^\n ( -clone 0--1 -layers merge ^\n -set option:cropper \"%%[@]\" +delete ) ^\n -crop %%[cropper] +repage ^\n MIFF:- | magick... | 15 | 2014-08-12T16:21:46-05:00 |
forum-topic-127205 | 127205 | Is there a way to delete remote view tags very fast? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=127205 | AnriMachishiro | We know there are many improvements about remote view tags since 2.0. Now we can copy & paste & move them very fast.
And since the current experimental 2.0.37 version, there are more virtual signals looks like box drawing characters, which fit the remote view tag using too. We can use them to draw box in the remote... | [] | 0 | 2025-03-01T12:20:31-06:00 |
forum-topic-126195 | 126195 | Pollution and my thoughts about it.. | General discussion | https://forums.factorio.com/viewtopic.php?t=126195 | Zplinter | Pollution.. Its not really a big deal as you progress but when you want to play the game and make the "mutation" of biters be more realistic its weird..
I started a playthrough with no Time factor in the evolution.. As we just now crashed.. why would they Evolve faster by time just because we arrived?
Second.. killin... | [
{
"author": "NineNine",
"content": "Biter evolution is the only thing in the game that progresses with time, forcing the player to do something. I think it's not a bad idea to have something that pushes the player along. And, evolution is still pretty slow, so at least on Nauvis, you'll have tons and tons... | 7 | 2025-01-21T07:27:11-06:00 |
forum-topic-109826 | 109826 | Combinators: Allow more way to input numbers | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=109826 | DarkShadow44 | TL;DR
Give the number box the ability to parse simple math equations and hex numbers.
What ?
When using combinators you often need to add some constant:
It would be useful if we could set numbers like "80*8+4", press enter and have the game automatically convert it to 644.
Same thing for hex numbers, would ... | [
{
"author": "BaggyK",
"content": "Related suggestion threads: \n \n viewtopic.php?f=6&t=50305 Allow hexadecimal entry for constant values in combinators \n viewtopic.php?f=6&t=14686 Accept hexadecimal input for numbers \n viewtopic.php?f=6&t=53999 Suggetion: Binary combinator variables",
"date": "202... | 6 | 2023-11-21T14:22:03-06:00 |
forum-topic-127228 | 127228 | [Genhis][2.0.37] Can't remotely insert portable fission reactor into spidertron equipment grid | Assigned | https://forums.factorio.com/viewtopic.php?t=127228 | Nyax | Repro steps:
- Open attached save file.
- Select the pinned spidertron on Nauvis, it has a portable fission reactor in its trunk.
- Remotely insert the portable fission reactor into its equipment grid.
Expected result:
- The portable fission should be added to the equipment grid by a construction bot.
What ha... | [
{
"author": "Nyax",
"content": "This also happens in stable 2.0.32.",
"date": "2025-03-02T17:48:46+00:00",
"quotes": []
},
{
"author": "Muche",
"content": "It seems a spidertron can't affect its own inventory/equipment grid. \n \nA solution is to have two spidertrons. \nThen you can do s... | 5 | 2025-03-02T11:45:38-06:00 |
forum-topic-29409 | 29409 | [0.13.9] Random crash when doing nothing | 1 / 0 magic | https://forums.factorio.com/viewtopic.php?t=29409 | Danielv123 | http://pastebin.com/CvBQquYz
I cannot seem to reproduce the bug. Happened withing minutes of loading the game. | [] | 0 | 2016-07-19T02:12:28-05:00 |
forum-topic-110147 | 110147 | Subscribe to Blog-Posts (Friday facts) | Spread the Word | https://forums.factorio.com/viewtopic.php?t=110147 | XeToRoG | Hi
english is not my native language, so i hope i didn't misunderstand things.
I wanted to subscibe to the Blog to get E-Mails (Friday Facts)
It's https://factorio.com/support/contact
Buttom Page "Or you can >>subscribe<< to our blog."
And it's this page: https://factorio.com/blog/rss
I don't know ? Tha... | [
{
"author": "Deadlock989",
"content": "https://rss.com/blog/how-do-rss-feeds-work/",
"date": "2023-12-11T11:40:33+00:00",
"quotes": []
},
{
"author": "sorahn",
"content": "There is an email subscription option. \n \nThe link you posted is for the RSS feed (poorly worded imo), but the one... | 2 | 2023-12-11T04:16:46-06:00 |
forum-topic-92477 | 92477 | Plz add a way to stop map gen algo from generating stones. | Already exists | https://forums.factorio.com/viewtopic.php?t=92477 | yagaodirac | stone = {
frequency = 1,
richness = 1,
size = 0}
I still see stones around.
Could you plz add fields to stop the auto map gen from generating water and stones. It helps when making way different game mode. For now, I have to gen a new surface as empty, and remove stones and water. Or I have to copy tile informatio... | [
{
"author": "eradicator",
"content": "The code looks like it's for stone-ore, but what you're saying sounds like you're talking about those decorative stone-rock entities.",
"date": "2020-12-03T14:10:27+00:00",
"quotes": []
},
{
"author": "yagaodirac",
"content": "My code for now is some... | 6 | 2020-12-03T08:02:24-06:00 |
forum-topic-123675 | 123675 | 2.0.23 God Controller Changes = Bad | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=123675 | pattw555 | 2.0.23
"Improved the behavior of god controller"
Politely, I strongly disagree whatever changed was an improvement.
I used to be able to seamlessly zoom out to the "charting" ("map"?) view while in sandboxes, I can no longer do so. This has significantly reduced the usability of the god controller and sandboxe... | [
{
"author": "OmiCron",
"content": "+1",
"date": "2024-12-04T00:42:02+00:00",
"quotes": []
},
{
"author": "somethingtohide",
"content": "I am here to agree as well. While I think the only Controller that did this was the God, and it's probably tied to some bad/old code with the old map/ch... | 12 | 2024-12-03T18:12:08-06:00 |
forum-topic-123590 | 123590 | Factorio Forums • [boskid][2.0.23] Rocket silo contents not summing up in right-side quick overview pane | What did you do?
Hover over a chest and a rocket silo with agricultural science packs in it.
What happened?
In the chest, the amount of agricultural science packs adds up.
This is not the case for the rocket silo.
See pictures:
rocket-silo-overview-separated-spoilables-1.png (66.11 KiB) Viewed 953 ti... | [
{
"author": "",
"content": "This seems to be the case for all spoilables. \n \nI think this might be caused by the different spoil status of the different slots.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Ok i made rocket silo contents aggregate with other items for 2.0.33... | 3 | ||||
forum-topic-109955 | 109955 | [1.1.94] Crash on start with Radeon mobile graphics (Failed to get SDL_DXGIGetOutputInfo.) - Page 2 | Technical Help | https://forums.factorio.com/viewtopic.php?t=109955&start=20 | okayiguess | In the midst of dealing with this crash on the demo version.
-Installed the steam demo AND the demo linked thru the factorio website (after the first launch of the steam demo failed)
-Manually changed the "graphic preference" for the game in Settings and AMD's Armoury C (it was defaulting to "high performance" anyway... | [
{
"author": "",
"content": "I finally looked into SDL_DXGIGetOutputInfo to see why it might be returning error, and realized that it failing doesn't prevent us from continuing initializing Direct3D on adapter 0, so as of 2.0.10 we'll try to do that instead of aborting. That should help resolve the issue. \n... | 1 | 2023-11-29T09:23:52-06:00 |
forum-topic-24090 | 24090 | Collection of End-Game-Ideas / Enhancing Endgame | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=24090 | The number of ideas for "What will come after the rocket launch" can be expressed with this formula:
Code: Select all Number Of Ideas = (Number of Players that bought Factorio ^ 2 ) * Hours Played
Seriously: The devs plan to complete their idea about the space platform and constructing a big spaceship.
See h... | [
{
"author": "Khaylain",
"content": "Wow. Great collection you've made. Now I'll need to spend 50 hours reading all of this... \n \nMuad'Dib shelter you, Shai-Hulud give us nourishment.",
"date": "2016-04-22T18:33:15+00:00",
"quotes": []
},
{
"author": "bobucles",
"content": "A space game... | 3 | 2016-04-22T09:53:31-05:00 | |
forum-topic-121050 | 121050 | Speed-Beaconed Recipe-Quality-Parametric Gacha Blueprints | Show your Creations | https://forums.factorio.com/viewtopic.php?t=121050 | xluke | Abstract
This paper (read: shitpost) proposes a novel solution to the early game quality farming boostraping problem. Through the use of speed beacon black magic and circuits so complicated that the author already forgot how it works, it is possible to use one building and one recycler to farm a recipe at all quality ... | [
{
"author": "",
"content": "Interesting setup. For 2.0.17 i made it so when received effect on a crafter is changed, the rolled quality resets to the base quality of recipe.",
"date": "2024-11-12T00:48:04+00:00",
"quotes": []
},
{
"author": "xluke",
"content": "well, that's Caveat 1 for ... | 8 | 2024-11-11T17:02:18-06:00 |
forum-topic-125137 | 125137 | What's your interplanetary logistics and Space Platform strategy? | General discussion | https://forums.factorio.com/viewtopic.php?t=125137 | Lighthouse | Train stations seem to me a little more straight forward - one-lane vs. two-lane, push vs pull stations, wagon count, locomotive count, etc... but with Space Platforms I struggle to come up with my own solution, so I would like to hear about your general strategy. I am reaching a stage in the game which renders my prev... | [
{
"author": "jaylawl",
"content": "Hey, i think this a great topic idea. And merry christmas. \n \nMost of my space logistics are in a state of \"it just works for now\", a.k.a. spaghetti. \n \nWhat i have figured out for myself though is that i really like to use dedicated, manually loaded rocket silos. (f... | 19 | 2024-12-26T01:00:11-06:00 |
forum-topic-127529 | 127529 | Tains: planet from/to platform (similar to Space exploration mod) | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=127529 | Green Cat | Aside from the masochistic need of constantly feed resources, I really loved the ideea of having trains go from planet to the space station in the Space exploration mod
I don't know if anyone did already such a mod (mind you, I'm talking about using TRAINS and not storage or rockets or whatever).
What is the main... | [] | 0 | 2025-03-15T13:51:24-05:00 |
forum-topic-125282 | 125282 | [Space Age] Inserters - Spoiled Priority | Implemented mod requests | https://forums.factorio.com/viewtopic.php?t=125282 | hgschmie | In Space Age, all inserters have a checkbox called "Spoiled Priority" and a radio selection between "Spoiled first" and "Fresh first". I was trying to understand what attribute on LuaEntity reflects those settings but it is unclear to me. Anyone can help me out?
Thanks in advance. | [
{
"author": "",
"content": "Added for the next release.",
"date": "2025-01-06T17:04:51+00:00",
"quotes": []
}
] | 1 | 2024-12-28T19:49:29-06:00 |
forum-topic-98764 | 98764 | very nice factorio birthday present from my daughter | Fan Art | https://forums.factorio.com/viewtopic.php?t=98764 | YourConscience | My daughter (16) wanted to give me a nice birthday present and knew that my favorite game is factorio. So she designed a mug
mugs.png (781.55 KiB) Viewed 6190 times
for me based on a very cool factorio drawing
2.4s.png (1.93 MiB) Viewed 6190 times
Thought I'd share it here among like-minded... | [
{
"author": "Impatient",
"content": "Hey, that is exactly how my refineries look like, just with wires for the perfect chaos! \n \nOk, seriously, that is a very nice, creative and artistic birthday present. You did something right.",
"date": "2021-06-09T14:57:48+00:00",
"quotes": []
},
{
"au... | 2 | 2021-06-09T08:37:34-05:00 |
forum-topic-89666 | 89666 | [1.0] - Artisanal Reskins: Angel's Mods | Angels Mods | https://forums.factorio.com/viewtopic.php?t=89666 | kirazy | Version 1.0.0
Artisanal Reskins: Bob's Mods
A work-in-progress complete visual overhaul of Arch666Angel's suite of mods
This mod reskins the items, structures, equipment, and technologies added to Factorio by Angel's Mods, adding tier coloring and labels. As part of this, structures have been re-rendered in high... | [] | 0 | 2020-09-21T06:33:33-05:00 |
forum-topic-116147 | 116147 | [boskid][2.0.6] factoriopedia shows furnaces without slots under "made in" | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=116147 | Quezler | small bug, resolved on my end by just creating a recipe category with nothing in it (as you arguably should),
but factoriopedia should not show a "made in" if a furnace has no input and/or output slots and thus cannot handle the recipe.
furnace.source_inventory_size = 0
furnace.result_inventory_size = 0 | [
{
"author": "",
"content": "Thanks for the report. Issue should be now fixed for 2.0.35. \n \n-- edit: \n \nTo be more precise i made the furnace to not report recipes as craftable if they need item ingredients while furnace has no item ingredient slots. As for the output, that seems to be a grey area that ... | 1 | 2024-10-20T11:16:54-05:00 |
forum-topic-32272 | 32272 | pY Coal Processing - Discussion - Page 90 | PyMods | https://forums.factorio.com/viewtopic.php?t=32272&start=1780 | gavrielba | Hi! So I updated to the newest version today (thanks!) and I think I found a game breaking bug, sorry.
Advanced Foundry mk01 is now in two different research techs (Smelters1 and Steel Processing).
Why is it a problem? Because after that last update steel can only be made in advanced foundry -> steel is needed to... | [
{
"author": "lexx1191",
"content": "good afternoon, automation science pack and advanced foundry, does not require steel",
"date": "2022-11-29T17:32:36+00:00",
"quotes": [
{
"author": "gavrielba wrote: Tue Nov 29, 2022 3:29 pm",
"content": ""
}
]
},
{
"author"... | 7 | 2016-09-06T22:03:04-05:00 |
forum-topic-113737 | 113737 | LuaPlayer.clear_recipe_notification() | Implemented mod requests | https://forums.factorio.com/viewtopic.php?t=113737 | micromario | We already have LuaPlayer.clear_recipe_notifications() and LuaPlayer.add_recipe_notification() for managing those yellow boxes when you research a new technology. However it is impossible to clear a notification for a specific recipe. I propose adding LuaPlayer.clear_recipe_notification() to solve this issue.
This A... | [
{
"author": "protocol_1903",
"content": "+1, would be nice for when mods replace recipes like mentioned",
"date": "2024-12-04T21:48:00+00:00",
"quotes": []
},
{
"author": "",
"content": "Added for the next release.",
"date": "2024-12-30T21:35:17+00:00",
"quotes": []
}
] | 2 | 2024-06-03T22:08:59-05:00 |
forum-topic-115246 | 115246 | Resources disappeared after the update. | Technical Help | https://forums.factorio.com/viewtopic.php?t=115246 | Sinkha | I've been playing with the SpaceExploration and Krastorio2 mods for quite a while. Yesterday, I decided to update the mods, and after loading my save, all the resources on the map and on the planets disappeared. I've been playing on this save for around 400 hours, and I don't want to start over. Is there a way to resto... | [
{
"author": "DarkShadow44",
"content": "Probably best to load a previous file, do you have autosaves?",
"date": "2024-09-10T21:17:36+00:00",
"quotes": []
},
{
"author": "Sinkha",
"content": "I have many saves, but no matter which one I load, the resources are still missing. They appear o... | 9 | 2024-09-10T14:16:36-05:00 |
forum-topic-121824 | 121824 | [Idea/Request] Required Items for Ghosts in Roboport | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=121824 | EdheL_evair | I'll just leave it here.
From 121786
There are already alerts in the interface about the absence of items for construction drones. May somebody add it like a new batch of signals in roboport? | [] | 0 | 2024-11-17T06:16:55-06:00 |
forum-topic-15011 | 15011 | ARM Build | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=15011 | selbie | Dear developers,
I enjoy playing factorio, and I actually own a CubieTruck also known as (cubieboard 3). (DualCore 1GHz, 2GB ram)
This board is running linux debian based on ARM. I use this board for a small homeserver and I would like to run a small factorio server on it.
But since there is no executable for ARM ... | [
{
"author": "quinor",
"content": "I seriously doubt whether ARM is powerful enough to run Factorio. Still, preparing (and testing) build for a different platform is non-trivial task...",
"date": "2015-08-21T22:02:10+00:00",
"quotes": []
},
{
"author": "Arakasi",
"content": "Hello, devs, ... | 19 | 2015-08-18T07:51:58-05:00 |
forum-topic-25229 | 25229 | Use of Monitors (Dualscreen..., more than 60 FPS ...) - Page 2 | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=25229&start=20 | Omnix | Sorry for resurrecting a dead thread, but there could be even easier solution to do the dual-screen (or more) setup. With the ability to move UI windows nowadays, the only necessary thing to simply stretch the game over 2 monitors, would be the ability to move the "center" of the screen.
EVE Online has solved that i... | [
{
"author": "Tertius",
"content": "This is quite a cool idea. Very simple, also valuable for ultra widescreen monitor users. You move the actual game map display to one side and get space on the other side, then reserve this space for UI windows. The auto-closing UI windows of Factorio are a huge downside a... | 3 | 2016-05-12T05:30:17-05:00 |
forum-topic-127181 | 127181 | Factorio Forums • Wrong math in Physical projectile damage page | The numbers do not add up. Either they were also nerfed in vanilla, or the text is wrong.
Gun turrets:
Vanilla: +70% per level
Space age: +20% per level
Text: "half the effect"
Cannon shells:
Vanilla: +100% per level
Space age: +50% per level
Text: "unchanged"
02-28-202... | [] | 0 | ||||
forum-topic-113858 | 113858 | Quality of items in Factorio 2.0 | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=113858 | Astron1304 | I'd want to make quality function optional.
What : I'd want that players can turn on and off quality function in walkthrough settings (when you're creating the world)
Why : Factorio is not a game about randomness, but about technical calculations and optimization. It's a little strange to see completely random thi... | [
{
"author": "",
"content": "It's already optional. The only way you can get non-default quality items is by using quality modules in machines crafting items to get a chance crafting an item of improved quality.",
"date": "2024-06-13T17:50:56+00:00",
"quotes": []
},
{
"author": "Nidan",
"... | 15 | 2024-06-13T11:29:13-05:00 |
forum-topic-123723 | 123723 | Bag of trains tutorial - Page 2 | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=123723&start=20 | groggynrat | Ahh, I see. Also it doesn't really matter that the first supplier is preferred, now that I think about it. Round robin made me think that after servicing the first train, a supplier would be disabled until all other suppliers had been visited.
Thanks for clearing this up! | [
{
"author": "waterBear",
"content": "I see what you mean now. Sounds like you got it figured out. The suppliers and consumers are totally decoupled, but that does mean there will be additional challenges the more you push this system (challenges that wouldn't appear in a system like you described, where you... | 5 | 2024-12-04T12:23:08-06:00 |
forum-topic-95097 | 95097 | Help me understand why my recipe names are wrong. | Modding help | https://forums.factorio.com/viewtopic.php?t=95097 | adamwong246 | This is heavily based on the modding tutorial on the wiki.
The problem is described here https://github.com/adamwong246/chernobyl/issues/1 and the code is up to date.
I'm not sure if this is confusion with Factorio or with Lua, because this is my first time using Lua. Sorry if this is a dumb question! | [
{
"author": "PFQNiet",
"content": "Since you have not provided a localised_name for the item, it defaults to its place_result - in this case its placed_as_equipment_result. Since it is placed as an Exoskeleton, that is the name it gets. \n \nYou would need to set: \n Code: Select all localised_name = \"ite... | 7 | 2021-01-27T11:12:40-06:00 |
forum-topic-107638 | 107638 | extend /admins [online|o] [count|c] <-- akin to /players | Implemented mod requests | https://forums.factorio.com/viewtopic.php?t=107638 | KeepResearchinSpoons | extend /admins command with optional [online|o] [count|c] modifiers, much like /players works.
((I am against /a shortcut (players -> p) however, /admin is a better candidate for /a if anything, let alone other third party tools))
Why
functionally, /admins outputs players-in-the-map-data filtered for .admin == tr... | [
{
"author": "",
"content": "I will move this to modding interface requests as it feels more appropriate",
"date": "2023-07-04T22:25:03+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "How is that? This is not modding, but built-in commands for players. \n \nUnless you want to... | 3 | 2023-07-04T16:51:37-05:00 |
forum-topic-117418 | 117418 | Version 2.0.11 | Releases | https://forums.factorio.com/viewtopic.php?t=117418 | Features
[space-age] Asteroid collector filters can be modified by blueprint parametrisation.
Programmable speaker can be modified by blueprint parametrisation.
When imported blueprint is placed, assembling machines will be configured with the recipe even when recipe is not yet researched.
Changes
[spac... | [
{
"author": "StoneLegion",
"content": "Ahh Interesting. Is this the first Experimental Public Release now since SA released? \n \nThanks for all the hard work",
"date": "2024-10-25T19:00:34+00:00",
"quotes": []
},
{
"author": "BlueTemplar",
"content": "Probably because it's a Friday rele... | 19 | 2024-10-25T09:34:40-05:00 | |
forum-topic-121324 | 121324 | [Request] Asset for a mod I'm building | Texture Packs | https://forums.factorio.com/viewtopic.php?t=121324 | Violet_Scarelli | I'm trying to build a "Science Plant" that can make all the Nauvis sciences with the new 50% bonus productivity that some buildings get in Space Age, and with a faster overall crafting speed (2 or 4, probably).
It'd be a 6x6 tile building, with fluid inputs (for coolant) and fluid outputs (for hot coolant). These ... | [] | 0 | 2024-11-13T15:15:07-06:00 |
forum-topic-94330 | 94330 | [1.1.8] [Modded] Desync when opening blueprint library while editing requester chest (reproducible) | Desyncs with mods | https://forums.factorio.com/viewtopic.php?t=94330 | SharkCK | While in a requester chest, if you choose an item and while you're editing the request #, without checking the box, bring up the blueprint GUI ('b' by default) and right click or select any blueprint. This causes a multiplayer desync on a dedicated server and if you reconnect and bring the blueprint GUI back up, it wi... | [
{
"author": "Brilliand",
"content": "I might've just had this happen to me. Not sure; I don't remember opening a requester chest but there were some requester chests around, so I might have. \n \nSummary of what happened: I brought a blueprint into a multiplayer game (that I had just made in single player ... | 3 | 2021-01-13T15:01:04-06:00 |
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