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-124803 | 124803 | Factorio Story - The space "Milkmen" | Fan Art | https://forums.factorio.com/viewtopic.php?t=124803 | OstinFCT | Hello everyone, my name is Andrei.
The other day I decided to write a short story.....
It's not finished yet, but maybe if you like it I will finish it.
Initially I wrote it in another language, and translated it with the help of a translator, so there may be mistakes in the text...
Chapter 1: Space truc... | [] | 0 | 2024-12-20T03:00:58-06:00 |
forum-topic-110039 | 110039 | Version 1.1.100 | Releases | https://forums.factorio.com/viewtopic.php?t=110039 | Bugfixes
Fixed loader would not connect to belts in preview in some cases. ( 109999 )
Fixed bad pumpjack drain logic related to yield. ( 110005 )
Fixed recipes with ingredients craftable for free could not be crafted. ( 110012 )
Scripting
Added LuaEntity::belt_shape read.
Added LuaEntity::gps_tag read... | [
{
"author": "Ludwig234",
"content": "There we go! 1.1.100",
"date": "2023-12-04T10:06:34+00:00",
"quotes": []
},
{
"author": "lasagna11",
"content": "kinda expected version 1.2 but eh 1.1.100 will do aswell",
"date": "2023-12-04T10:14:14+00:00",
"quotes": []
},
{
"author"... | 12 | 2023-12-04T04:04:01-06:00 | |
forum-topic-125684 | 125684 | Tamed Wrigglers - A Nutrient Consuming Bio-Inserter | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=125684 | adam_bise | A new burner type inserter that uses nutrients for fuel.
Perhaps with multiple arms swinging at once. Or the ability to grab nutrients from the output side because of the extra arms. | [
{
"author": "neoChaos12",
"content": "Interesting idea. Might I suggest a departure from the \"inserter\" visual paradigm to instead \"grabbers\" to make this more in-line with Gleba? I am imagining a tentacle-like thing that seems to attach itself (visually) to the building on the output side and pull thin... | 1 | 2025-01-06T22:56:13-06:00 |
forum-topic-111150 | 111150 | [1.1.101] Crash saving (Inserter::save) | Pending | https://forums.factorio.com/viewtopic.php?t=111150 | Gummiente27 | I was going to report sudden power outage (solar panels suddenly providing much less power during day) when I had to leave the pc, forgot to pause and it turned into a crash after a couple autosaves (latest autosave also attached).
The power outage has fixed itself after reopening the save.
I hope this bug report h... | [
{
"author": "",
"content": "Thanks for the report however based off the crash log and the other error you describe that leads me to believe you have bad and or failing RAM. https://www.memtest.org/",
"date": "2024-02-07T19:15:01+00:00",
"quotes": []
},
{
"author": "Gummiente27",
"conten... | 2 | 2024-02-07T12:17:54-06:00 |
forum-topic-110455 | 110455 | About new things in shop :D | General discussion | https://forums.factorio.com/viewtopic.php?t=110455 | LolyP0p | I dont care about reputation here and I will be straightforward = please get another dealer for your merch.... this idiot sells tshirt with middle green chip.... imagine how can I come to work to not look like idiot.. I am waitting(I dont buy from chinese fake ones) for you to make cotton hoodies and tshirts... u can e... | [
{
"author": "jamiechi1",
"content": "I agree about the overly cheap products. For me I found the shirt sizes don't match the sizes of shirts I would purchase in the US. \nThe definition of 3XL should be the same worldwide by now. \nI was not allowed a refund, so I had to get rid of the extremely small shir... | 7 | 2023-12-31T00:27:00-06:00 |
forum-topic-116838 | 116838 | [raiguard] [2.0.9] Crash trying to delete .bak.zip save files on CephFS | Minor issues | https://forums.factorio.com/viewtopic.php?t=116838 | sirscriptsalot | I recently started a new server for Space Age, and the game files are stored on a CephFS network file system. This is the first time I have tried to run Factorio on a CephFS file system, I used NFS when running Factorio before.
When trying to overwrite an older autosave, the game fails to remove the .bak.zip that is... | [
{
"author": "eugenekay",
"content": "Thoughts from a fellow Factorio-on-Linux enthusiast: Try attaching strace to the Factorio process, looking only at file I/O operations. You can then compare the arguments passed to the filesystem more directly:\n Code: Select all strace -e trace=read,write -p `pidof fa... | 5 | 2024-10-23T06:00:21-05:00 |
forum-topic-119237 | 119237 | Steam login doesn't work on factorio.com | Technical Help | https://forums.factorio.com/viewtopic.php?t=119237 | alehandro1337 | Hi, i just bought the game this morning after playing demo for quite a while, but steam login doesn't work (it appears to not work for a few days now). What should i do? i wanna play with mods
11-02-2024, 09-35-59.png (197.59 KiB) Viewed 168 times
11-02-2024, 09-35-59.png (197.59 KiB) Viewed 168 times | [
{
"author": "",
"content": "The Steam login issue is fixed now.",
"date": "2024-11-02T09:49:00+00:00",
"quotes": []
}
] | 1 | 2024-11-02T02:36:11-05:00 |
forum-topic-127258 | 127258 | [2.0.38] Crash interacting with train schedule (AutomatedTrainController::checkArriving) | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127258 | Osmo | I don't know which exact action causes the crash, but i was able to reproduce it multiple times and have recordings of it happening.
Factorio - 2025-03-04 14-58-11.mp4
(12.73 MiB) Downloaded 18 times
Log file:
factorio-train-crash1.log
(12.24 KiB) Downloaded 20 times
A copy of an autosave j... | [] | 0 | 2025-03-04T07:21:45-06:00 |
forum-topic-101595 | 101595 | No Deconstruction Timeout | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=101595 | adam_bise | Would like a mod or a push in the right direction to make one. All it would do is remove the timeout period for deconstruction marks.
All I can find is this from the API docs under Class LuaForce
deconstruction_time_to_live :: uint [Read/Write]
The time, in ticks, before a deconstruction order is removed.
U... | [
{
"author": "jodokus31",
"content": "Console:\n Code: Select all /c game.player.force.deconstruction_time_to_live = 4294967295 \n\nthis should last more than 2 years of playtime \n \nAlternatively, you can call it from control.lua: \n Code: Select all script.on_init(function()\n for _, player in pairs(... | 19 | 2022-02-14T12:31:29-06:00 |
forum-topic-125384 | 125384 | Move Epic Quality Research Unlock to Fulgora | Balancing | https://forums.factorio.com/viewtopic.php?t=125384 | Dr. Dog PhD | Currently Epic Quality is researched from Gleba's science pack, I suggest moving it to be researched with Fulgora's science pack. Below are some pros, cons, and considerations.
Why it should be moved:
For me, Gleba was the planet I used quality least on and Fulgora the planet I used quality most on (until Volcan... | [
{
"author": "Green Cat",
"content": "I add: remove the Epic and Legendary quality \n \nNo one enjoys rebuilding a factory just to now add the epic, then later the legendary belts. \n \nWhy are they behind research anywhats? \n \neven with 4 module 1, you only have 4% to get a higer quality. Then repeat and ... | 16 | 2024-12-30T22:13:14-06:00 |
forum-topic-78468 | 78468 | Friday Facts #323 - Animated water | News | https://forums.factorio.com/viewtopic.php?t=78468 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-323 | [
{
"author": "Gergely",
"content": "Is it just me, or was the water always somewhat animated in the game? \n \nIt's probably just me.\n \nYeah it's just me and what might have been some lighter optical illusion. Apart from fish of course.",
"date": "2019-11-29T14:54:51+00:00",
"quotes": [
{
... | 19 | 2019-11-29T08:49:51-06:00 | |
forum-topic-125396 | 125396 | Translation Error | Translations | https://forums.factorio.com/viewtopic.php?t=125396 | __Sirius__ | There is a translation error in the german translation. It says "Kuststoff" instead of "Kunststoff". | [
{
"author": "valneq",
"content": "this has been fixed",
"date": "2025-01-24T18:49:12+00:00",
"quotes": []
}
] | 1 | 2024-12-31T06:05:51-06:00 |
forum-topic-121400 | 121400 | Blueprint Logistics Groups | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=121400 | Voillah | TL;DR
Quick blueprint ingredients into logistics groups
So, What this would essentially be, is. You make a blueprint. maybe you use it alot like a smelter array. You then make an empty logistics group and then pop the selected blueprint onto the group, It'll then take all the ingredients that are always displayed on... | [
{
"author": "grossws",
"content": "Hold blueprint in hand and click \"Add section\" with it. This will add a group with all items from the blueprint. \n \nThen select edit button for the group to set multiplier for item number if you want to have items for placing the blueprint multiple times.",
"date"... | 3 | 2024-11-14T04:04:17-06:00 |
forum-topic-126768 | 126768 | Demolishers should damage each other | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=126768 | t3jem | Recently I was playing and realized I had two demolishers near each other. Given their territorial nature I thought it would be a useful idea to aggregate one into attacking the other.
I was able to successfully convince a collision; however, was disappointed to find no damage was given to either demolisher. I fee... | [
{
"author": "Brathahn",
"content": "on my first trip to vulcanus i tried the exact same thing and was dissapointed it didnt work. \nso +1 from me.",
"date": "2025-02-11T18:07:13+00:00",
"quotes": []
},
{
"author": "ElectroMagnetic",
"content": "Ok this sounds fun! \n+1",
"date": "202... | 7 | 2025-02-11T11:57:24-06:00 |
forum-topic-122089 | 122089 | [2.0.20] [Possible Bug] How do you reorder train stations with a controller? | Technical Help | https://forums.factorio.com/viewtopic.php?t=122089 | A7x49 | I know with a mouse you can click and drag the stations in a train schedule by the "handle" which is the box to the left of the "X". But I can't figure out how to do it with a controller. Pressing the normal "click" button isn't working with free cursor mode, and I've tried all the other buttons and button combinations... | [
{
"author": "A7x49",
"content": "Bump \n \nEager for an answer so I can start building my train network!",
"date": "2024-11-20T12:03:44+00:00",
"quotes": []
},
{
"author": "qoalabear",
"content": "Whoops. It didn't even occur to me that the grabby handles aren't actually usable by contro... | 6 | 2024-11-19T09:00:37-06:00 |
forum-topic-115010 | 115010 | [Website] One review on website marked as private | Spread the Word | https://forums.factorio.com/viewtopic.php?t=115010 | danbopes | One of the videos on https://factorio.com/videos is marked as private:
08-24-2024, 23-13-37.png (4.49 MiB) Viewed 1061 times | [
{
"author": "danbopes",
"content": "Thought I was going nuts, and trying to figure out HOW this ended up in \"Spread the Word\". \n \nThis is the SECOND time I thought I posted this in the wrong place, but apparently a MOD is moving this: \n \n \n \n 08-26-2024, 05-48-02.png (169.88 KiB) Viewed 964 times \n... | 3 | 2024-08-24T22:14:22-05:00 |
forum-topic-112318 | 112318 | Version 1.1.106 | Releases | https://forums.factorio.com/viewtopic.php?t=112318 | Bugfixes
Fixed a crash when watching a replay when other player looks into blueprint library. ( 107931 )
Modding
Added StorageTankPrototype::show_fluid_icon.
Scripting
Added LuaEntityPrototype::vector_to_place_result.
Use the automatic updater if you can (check experimental updates in other sett... | [
{
"author": "1WheelDude",
"content": "What mods are related to the modding and scripting fixes? Need smart people to explain to me dumb brain what capabilities are avail now",
"date": "2024-03-26T11:44:50+00:00",
"quotes": []
},
{
"author": "Quezler",
"content": "hiding the current-fluid... | 3 | 2024-03-26T06:37:10-05:00 | |
forum-topic-121891 | 121891 | [Genhis][2.0.19] Vehicle ammunition bot order overwritten by standing logistics request | Assigned | https://forums.factorio.com/viewtopic.php?t=121891 | SubtleC | I think this is more unintended behavior than true bug, but it's for a use case that happens often enough that I hope it's worth adjusting.
1. What did you do?
Have a deployed tank with loaded ammunition of one type. The loaded ammunition has a logistics request for a minimum of the current amount. Use bots to swap... | [] | 0 | 2024-11-17T15:10:16-06:00 |
forum-topic-124669 | 124669 | Transmission only electric poles | Implemented mod requests | https://forums.factorio.com/viewtopic.php?t=124669 | 0n0w1c | With Quality bonuses, transmission only electric poles are no longer possible (as far as I know).
This is a small niche thing, but I hope something is added to the API that restores this possibility. | [
{
"author": "robot256",
"content": "On the ContainerPrototype, there is a boolean flag \"quality_affects_inventory_size\". This request would be satisfied by adding a boolean flag on ElectricPolePrototype called \"quality_affects_supply_area_distance\".",
"date": "2024-12-18T13:19:58+00:00",
"quote... | 3 | 2024-12-18T07:08:14-06:00 |
forum-topic-75584 | 75584 | Please bring back sort by active topics | This Forum | https://forums.factorio.com/viewtopic.php?t=75584 | BHakluyt | Please bring back the feature to show the active topics without logging in. Ever since you guys changed the forums some months ago its been like this. I can't believe no one asked for this before. I hate having to log in every time just to browse the active topics. Usually I browse the active topics to see what's news ... | [
{
"author": "",
"content": "Yea, I am often finding myself having to login just to see Active topics...",
"date": "2019-09-11T16:26:32+00:00",
"quotes": []
},
{
"author": "BHakluyt",
"content": "Hey a dev is with me on this one. Please guys lets fix it? Even openttd forums allows one to ... | 14 | 2019-09-11T09:28:18-05:00 |
forum-topic-121144 | 121144 | [2.0.16]; usage on the RegistrationTarget page | Resolved Requests | https://forums.factorio.com/viewtopic.php?t=121144 | Quezler | https://lua-api.factorio.com/latest/con ... arget.html
some have a ; and some don't (even amongst those with no text after it there are discrepencies) | [
{
"author": "",
"content": "Thank you for fixing this.",
"date": "2025-03-14T17:46:03+00:00",
"quotes": []
}
] | 1 | 2024-11-12T10:39:46-06:00 |
forum-topic-125064 | 125064 | [2.0.28] Decider combinator menu visual bug when no output | Duplicates | https://forums.factorio.com/viewtopic.php?t=125064 | Super | The conditions are:
- It doesn't have any signals to output
- Its output is connected to something
When those are met and the player has the combinator's menu open while a condition turns from met to unmet or vice versa the change will only be displayed the next time that the condition is supposed to be flipped ... | [
{
"author": "Muche",
"content": "Related to / possible duplicate of 118223 Decider combinator condition becomes green when the condition isn't met .",
"date": "2024-12-24T22:29:13+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report. This will be fixed for 2.0.42 du... | 2 | 2024-12-24T07:54:48-06:00 |
forum-topic-127296 | 127296 | Another 'set recipe' setup | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=127296 | brucemalt | Hi everyone!
I wanted to do something with 'set recipe' and to make production even more automated. The key reason being that the easiest way to set up a new planet is not to fetch things, but to make them in space. At least the basic material, but it applies to more than that I suppose. I was tired of switching the... | [] | 0 | 2025-03-06T05:43:27-06:00 |
forum-topic-127074 | 127074 | [2.0.35] No on-hover tooltip when deconstructing landed cargo pod | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127074 | Hares | Steps to Reproduce
Drop a cargo pod from orbit (i.e., with 100 green belts)
Select a deconstruction planner
Drag over cargo pod (without releasing)
Expected:
Cargo is marked as "will be marked for deconstruction" (red borders)
Either of the following
Cargo pod's content (i.e., 100 green belts... | [] | 0 | 2025-02-23T07:57:07-06:00 |
forum-topic-113391 | 113391 | Beta and Alpha status | Angels Mods | https://forums.factorio.com/viewtopic.php?t=113391 | TruePoosh | anyone experienced with the angel mod options "components overhaul" and "technology overhaul", they are beta and alpha so I'm a bit worried about activating them, but I would want to because it should make the game more complex
what about "exploration"? It's also says beta status so I'm a bit worried about that
w... | [] | 0 | 2024-05-08T08:58:57-05:00 |
forum-topic-119407 | 119407 | Elevated rail personal roboport positioning | Minor issues | https://forums.factorio.com/viewtopic.php?t=119407 | AndrolGenhald | When in a train on elevated rails, the construction bots enter and exit the personal roboport as if you were on non-elevated rails.
11-02-2024, 17-31-21.png (1.2 MiB) Viewed 426 times | [
{
"author": "Hares",
"content": "Duplicates:\n \n 120869: [2.0.16] [SA] Incorrect transport robot display when character is inside train on elevated train \n 123991: [2.0.23] Bots dock to wrong position when player in train on elevated rail",
"date": "2024-12-08T00:39:06+00:00",
"quotes": []
}... | 1 | 2024-11-02T17:33:42-05:00 |
forum-topic-94795 | 94795 | Testbench for 3/4way intersections | Railway Setups | https://forums.factorio.com/viewtopic.php?t=94795 | hansjoachim | Intersection test bench: What is it and why use it? It is a handy tool to create and evaluate your intersections, identify problems, and check for deadlocks.
Now everything is controlled by the mod testbenchcontrols.
There is a scenario in the mod for you to use. The newest version doesn't work with any savefile ... | [
{
"author": "hansjoachim",
"content": "Reserved",
"date": "2021-01-22T20:03:12+00:00",
"quotes": []
},
{
"author": "Interfector",
"content": "Hi, \nI dont understand how to use your zip file \nI tried to put it like a mod but I have a crash because file is not register in library. \nWh... | 19 | 2021-01-22T13:55:03-06:00 |
forum-topic-126203 | 126203 | [2.0.30] Game Crash Randomly (EntityWithHealth::drawFluidVisualizationInternal) | 1 / 0 magic | https://forums.factorio.com/viewtopic.php?t=126203 | Epoch_141 | Copy pasting a nuclear power plant on nauvis and game crashes Log below | [
{
"author": "",
"content": "Was that a one time event or do you have a reliable reproduction steps to trigger this at will? Can you also provide log files from other crashes if they would happen again?",
"date": "2025-01-21T18:29:42+00:00",
"quotes": []
},
{
"author": "Epoch_141",
"conte... | 6 | 2025-01-21T12:15:02-06:00 |
forum-topic-60870 | 60870 | Friday Facts #246 - The GUI update (Part 3) | News | https://forums.factorio.com/viewtopic.php?t=60870 | https://www.factorio.com/blog/post/fff-246 | [
{
"author": "Satis",
"content": "Wao the new UI looks amassing and the preview map is easier to read as well now",
"date": "2018-06-08T13:25:30+00:00",
"quotes": []
},
{
"author": "DanGio",
"content": "Cool ! \n \nSetting the frequency to minimum gives you very few ore, setting the si... | 19 | 2018-06-08T08:15:04-05:00 | |
forum-topic-98561 | 98561 | The Dark Fortress | Maps and Scenarios | https://forums.factorio.com/viewtopic.php?t=98561 | Candy6132 | Hello,
I have been experimenting with AAI Programmable Vechicles and made a new map using these mods. It offers an alternative gameplay compared to what you usually have. Enjoy!
github: https://github.com/Candy6132/TheDarkFortress
STORY
Remarkable advances in the machine learning have led to the great boo... | [
{
"author": "lilstrip",
"content": "Looks cool!",
"date": "2021-05-28T20:24:26+00:00",
"quotes": []
},
{
"author": "MEOWMI",
"content": "This sounds like a fascinating concept. I'll see if I can give it a try soon. This is probably something that's even better if you go in blind, so I'll... | 9 | 2021-05-26T14:45:39-05:00 |
forum-topic-74358 | 74358 | Prototype property to restrict inserters to pick up from a single lane | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=74358 | Therax | Broken off from 61354 .
Here's a strawman proposal for a "single lane only" inserter, set on a per-prototype basis.
1) Add new optional prototype property to inserters: pickup_position_only. Default value is false, and preserves current inserter behavior. To summarize, the current behavior is: when selecting an ... | [
{
"author": "",
"content": "Well, today's FFF put to rest any chance of turning off inserter chasing, so that discussion is over. This, however, is probably a better solution for my modding needs and could still work. Is there a chance, devs?",
"date": "2019-08-23T16:17:04+00:00",
"quotes": []
},
... | 6 | 2019-08-09T16:56:46-05:00 |
forum-topic-124246 | 124246 | [2.0.23] Manual pickup from belt (f) picks from nearby belt too | Not a bug | https://forums.factorio.com/viewtopic.php?t=124246 | lelick | In this position pressing (f) will pick up both - copper plates and iron plates
Screenshot 2024-12-11 at 23.38.05.png (768.24 KiB) Viewed 134 times | [
{
"author": "",
"content": "It's manual pickup from ground, not only from belt.",
"date": "2024-12-11T21:12:50+00:00",
"quotes": []
}
] | 1 | 2024-12-11T14:40:27-06:00 |
forum-topic-114173 | 114173 | Friday Facts #418 - Space Age release date | News | https://forums.factorio.com/viewtopic.php?t=114173 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-418 | [
{
"author": "Sutoraika",
"content": "Will the 2.0 free release also apply to the switch version of the game?",
"date": "2024-07-05T11:02:17+00:00",
"quotes": []
},
{
"author": "Cresh",
"content": "WOOOOO \n \nMy arms will be stuck above my head till oktober",
"date": "2024-07-05T11:0... | 19 | 2024-07-05T06:00:04-05:00 | |
forum-topic-126531 | 126531 | Factorio Forums • [Suggestion/Comic] A Gleba productivity science would be nice | 1.jpg (1.26 MiB) Viewed 1343 times
2.jpg (1.49 MiB) Viewed 1343 times
3.jpg (1.39 MiB) Viewed 1343 times
4.jpg (1.69 MiB) Viewed 1343 times
Another point I couldn't fit into the comic, Vulcanus is so good at producing, well, EVERYTHING that a significant number of people would ... | [
{
"author": "",
"content": "+1 for the cute explanation",
"date": "",
"quotes": []
},
{
"author": "",
"content": "+1 for the comic and the idea",
"date": "",
"quotes": []
},
{
"author": "",
"content": "+1 for artistic talent",
"date": "",
"quotes": []
},
{... | 19 | ||||
forum-topic-122402 | 122402 | Infinitely tileable fusion reactor (Aquilo compatible) | Energy Production | https://forums.factorio.com/viewtopic.php?t=122402 | Gafoneo | This design is not compact at all but theoretically you can connect almost infinite amount of reactors and generators.
First you need to place the base of the fusion reactor:
0eNqtm+tO40gQhV9l5N/OqqvvzQPsSyC0CuBlLEGCcpkZhHj3tTMMScAnXcfaf0mUfDld7rq4qv3a3D7uu+dNv9o1V69Nf7debZur69dm2z+slo/jZ6vlU9dcNf/ut/16tdh0y7vdetO... | [] | 0 | 2024-11-21T11:43:14-06:00 |
forum-topic-31275 | 31275 | [0.13.17] Biters build too close to players structues | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=31275 | Gotbread | The same issue happend also with 0.13.16:
Biters build new bases too close to player structures. Sometimes they build new bases within tower range. They get attacked but still manage to make the base. They also spawn extremely close to your rails:
Train attack factorio.png (4.14 MiB) Viewed 8294 times
... | [
{
"author": "TruePikachu",
"content": "This is not a bug, and they shouldn't attack rails if they aren't provoked by a player or military structure (and probably still not even then).",
"date": "2016-08-20T23:38:11+00:00",
"quotes": []
},
{
"author": "Ntek",
"content": "It's a bug. \n \n... | 19 | 2016-08-20T18:29:52-05:00 |
forum-topic-118195 | 118195 | [2.0.11] Radar and some other researched technologies are lost after upgrade from v1 | Duplicates | https://forums.factorio.com/viewtopic.php?t=118195 | lelick | After upgrading the game saved with 1.1.110 I lost the technologies listed on the screenshot
Screenshot 2024-10-28 at 21.21.16.png (133.18 KiB) Viewed 180 times | [
{
"author": "",
"content": "Thanks for the report, this is a duplicate of 117789 . If you have only a few technologies unresearched and you didn't lose whole dependency chains, then it is intended. 2.0 added new technologies.",
"date": "2024-10-28T17:37:36+00:00",
"quotes": []
}
] | 1 | 2024-10-28T12:24:46-05:00 |
forum-topic-114682 | 114682 | What mods are you using - and why? | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=114682 | Mmmmmmorten | Hi fellow factory workers...
In 2019 I posted with the same subject and got super response and tons of cool mods to try out that I had not heard about before. Now 5 years later and closing in on 13k hours of Factorio (and a lot more mods used) I would like to give it another go...
My thoughts on mods and why I ... | [
{
"author": "r3nt5ch3r",
"content": "Just some additional utility/qol mods I'm using in nearly all runs: \n https://mods.factorio.com/mod/TaskList - so I don't forget what I want to do \n https://mods.factorio.com/mod/RecipeBook - recipe explorer (very comfortable to ALT+LEFT CLICK nearly every item symb... | 11 | 2024-08-06T20:04:56-05:00 |
forum-topic-22809 | 22809 | [MOD 0.13] Super Tank - harder, better, faster, stronger | Mods | https://forums.factorio.com/viewtopic.php?t=22809 | binbinhfr | Infos
Type: Mod
Name: SuperTank
Description: Adds a boosted customisable version of the original Tank, with boosted ammos.
Tested-With-Factorio-Version: 0.13.0
Multiplayer compatible: tested on a headless server...
Locale: english, french, german, russian, czech, norvegian
Tags: Tank, SuperTank
Licens... | [
{
"author": "binbinhfr",
"content": "New version 1.0.1, with multiplayer support.",
"date": "2016-04-09T23:51:27+00:00",
"quotes": []
},
{
"author": "wipe",
"content": "Ferrari tank lol , btw thx",
"date": "2016-04-10T05:53:23+00:00",
"quotes": []
},
{
"author": "binbinhf... | 19 | 2016-03-31T13:12:57-05:00 |
forum-topic-125392 | 125392 | Breeding pentapod eggs | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=125392 | polvanacoleyen | When using the pentapod egg breeding recipe (Water+Nutrients+1 egg --> 2 eggs), does the first egg get used up in the production of the other 2?
So that every cycle, you'd get just two fresh eggs, one of which you can feed back into the biochamber, leaving you with one fresh egg while a new cycle starts?
But then ... | [
{
"author": "jaylawl",
"content": "The original egg is consumed and your bred eggs will be 100% fresh. One machine without modules produces 0.33 / s. Assuming that you are re-using the bred eggs to cycle again, you have to subtract 0.13 / s for the input and thus each machine produces 0.2 / s per second (in... | 7 | 2024-12-31T05:38:29-06:00 |
forum-topic-116225 | 116225 | [raiguard][2.0.7] Mod window drown beyond window borders and in incorrect way | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=116225 | maniak1349 | With UI scale set to manual -> 100% on a small screen (1280x1024) mod windows is drawn beyond window borders. While that is probably a correct behavior for the settings, the off-screen part of the window appear to be not drawn properly.
That's the mod window when it is opened:
1.opened.png (312.02 KiB) Viewed... | [
{
"author": "maniak1349",
"content": "Also have noticed same thing happening on galaxy upload screen. Hides buttons too.",
"date": "2024-11-18T03:36:25+00:00",
"quotes": []
},
{
"author": "",
"content": "Yeah, GUI's don't really respond well when their contents extend beyond the bounds o... | 3 | 2024-10-21T07:57:30-05:00 |
forum-topic-4400 | 4400 | Technical Help FAQ | Technical Help | https://forums.factorio.com/viewtopic.php?t=4400 | Welcome!
Most problems are already solved by others, use the Forum Search to find the solutions.
general Information Q: Where can I find more information?
A: Wiki , Help page , General FAQ , Graphic issues , Known issues .
Q: Where can I find help for when I'm stuck in the game?
A: The Gameplay F... | [
{
"author": "Jeffman12",
"content": "How to relocate the data directory \nDefault Data locations are as follows for win8/10:\n Code: Select all Steam: c:\\Users\\*your name*\\Appdata\\Roaming\\Factorio\nZIP: Your selected Factorio directory.\nInstaller: c:\\Users\\*your name*\\Appdata\\Roaming\\Factorio \n... | 1 | 2014-06-17T22:20:32-05:00 | |
forum-topic-127541 | 127541 | Memory Cell Design doesn't work | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=127541 | markw | I am cracking my skull trying to understand the example at: https://wiki.factorio.com/Tutorial:Circ ... _/_Counter , The green inserters are not connected to the memory cell output, only the output of the green inserters is connected to the input of the memory cell. How can this work? Since each inserter needs to comp... | [
{
"author": "Tertius",
"content": "The wiki example shows how to count the items moved by the inserter. The counter is available from any wire connected to one of the outputs of the combinator. The inserter in the example is connected with green wire to the output of the combinator, and the green wire conti... | 3 | 2025-03-16T00:30:01-05:00 |
forum-topic-126165 | 126165 | Version 2.0.32 | Releases | https://forums.factorio.com/viewtopic.php?t=126165 | Optimizations
Improved performance when removing roboports in large active networks by 60%. ( 126004 )
Graphics
Removed reflections from lava. Tile transitions to lava now use the foam channel instead to keep their appearance. ( 125097 )
Bugfixes
Fixed rocket silo GUI not fitting on small screens. (... | [
{
"author": "Neutronium",
"content": "Thinking about the lava changes, should shadows be cast on it at all from bots/other objects? Not to say the original bright reflection was optimal either, but perhaps a more muted, darker reflection.",
"date": "2025-01-20T16:06:00+00:00",
"quotes": []
},
{... | 7 | 2025-01-20T09:20:29-06:00 | |
forum-topic-78787 | 78787 | In the tutorial, list tasks with the dependencies above the task itself | Campaign / Scenario suggestions | https://forums.factorio.com/viewtopic.php?t=78787 | NieDzejkob | TL;DR
Put the tasks below their dependencies in the tutorial task list to make it harder to miss.
What ?
Consider this list of tasks in the tutorial:
gcd8iaaqbd341.png (62.17 KiB) Viewed 3564 times
The dependency tree, while nice, has the undesirable property that the player can become "blind" to the hi... | [
{
"author": "",
"content": "Ya, it's a bit confusing. \n \nMy opinion: Instead of turning all around I would try to remove depth: \n \n- See a demonstration \n- Put these into your pockets: \n---- Have a Burner mining drill 1/1 \n---- Have some Transport belts 12/2 \n---- Have a Burner inserter ... | 4 | 2019-12-08T12:52:18-06:00 |
forum-topic-102831 | 102831 | New Tin mod (bztin) | Resource Spawner Overhaul | https://forums.factorio.com/viewtopic.php?t=102831 | brevven | Hello again. I have another mod with a resource. I've attached an rso config, if you're able to include at some point. Thanks! | [
{
"author": "orzelek",
"content": "I have added it and released 6.2.19.",
"date": "2022-07-08T17:49:05+00:00",
"quotes": []
},
{
"author": "brevven",
"content": "Thanks again",
"date": "2022-07-12T03:49:57+00:00",
"quotes": []
}
] | 2 | 2022-07-05T05:33:02-05:00 |
forum-topic-102657 | 102657 | Approaching 10k science per minute | Videos | https://forums.factorio.com/viewtopic.php?t=102657 | Straugh | It is really impressive to see how far this game can be pushed. https://youtu.be/Roh6s3lQgY4 | [
{
"author": "Stringweasel",
"content": "If you think that's impressive, you should see this base. It can run (on a good PC) a 40k science per minute at 60 UPS! \n \n https://www.reddit.com/r/technicalfacto ... cell_base/ \n \nGranted, it doesn't generate it's own power (I think), but solar panels are negli... | 3 | 2022-06-12T07:55:00-05:00 |
forum-topic-99445 | 99445 | Factorio Forums • Disable death messages and respawn messages | Just as the title says. Any way to disable death and respawn messages completely? | [
{
"author": "",
"content": "Came up because I needed to create a player corpse for a living player with all their items. \n \nThe solution I came up with was the following: \n Code: Select all local surface = player.surface.name\nlocal position = player.position\nlocal character = player.character\nplayer.... | 1 | ||||
forum-topic-122260 | 122260 | [2.0.20] Game crashed while autosaving and now on every start (AtlasBuilder::loadSprites) | 1 / 0 magic | https://forums.factorio.com/viewtopic.php?t=122260 | AndiMaterie | hi there
While playing the game autosaved and suddenly crashed.
I have tried to restart the game multiple times after this, but it always crashes while starting the game, so i'm unable to play anymore
here is my log file:
log Code: Select all 0.000 2024-11-20 13:12:24; Factorio 2.0.20 (build 80511, win6... | [
{
"author": "danbopes",
"content": "Are you not able to use the previous autosave?",
"date": "2024-11-20T14:15:40+00:00",
"quotes": []
},
{
"author": "AndiMaterie",
"content": "Sorry, i might have explained it better. \nI can't even run factorio, it crashes while launching the game",
... | 5 | 2024-11-20T07:06:25-06:00 |
forum-topic-124970 | 124970 | Factorio Forums • How to actually buy factorio on the website | I wanted to buy the game as a gift, but the website was impossible to actually find the buy page for the base game while I was logged in. I spent 20 minutes with half a dozen people on discord and we eventually guessed the url:
https://factorio.com/buy
https://factorio.com/space-age/buy
I'm getting kinda o... | [
{
"author": "",
"content": "There are big buttons \"Buy Factorio\" and \"Buy Factorio: Space Age\" if you are not logined. If you have already bought base Factorio and logged in then only \"Buy Factorio: Space Age\" will be shown. If you have bought it as well this button will also be hidden. Quite logical... | 5 | ||||
forum-topic-107796 | 107796 | Infinity Cargo Wagon and Infinity Fluid Wagon | Outdated/Not implemented | https://forums.factorio.com/viewtopic.php?t=107796&p=587836 | datarza | Please, add to `map editor` the following items:
* `Infinity Cargo Wagon`, like usual `Cargo Wagon` with features of `Infinity chest`
* `Infinity Fluid Wagon`, like usual `Fluid Wagon` with features of `Infinity pipe`
Thank you | [
{
"author": "",
"content": "Why? Just replace the piece of rail that the cargo wagon or fluid wagon would sit on with an infinity chest or infinity pipe. It's functionally the same.",
"date": "2023-07-17T16:21:33+00:00",
"quotes": []
},
{
"author": "datarza",
"content": "For testing load... | 8 | 2023-07-16T22:09:56-05:00 |
forum-topic-100322 | 100322 | [1.1.42] Unable to manually repair friendly unit type entities with repair kit | Not a bug | https://forums.factorio.com/viewtopic.php?t=100322 | heyqule | What did you do?
I tried to manually repair friendly unit type entity with repair kit in early game.
What happened?
It does not work. The unit doesn't get repaired.
What did you expect to happen instead?
I expected it to work just like repairing any friendly entities. However, I see that the units can be ... | [
{
"author": "heyqule",
"content": "I just did another test on mod robot army ( https://mods.factorio.com/mod/robotarmy ), which has similar unit type entity. Manual repair don't work on them as well.\n \n \n \n repairbug.png (4.12 MiB) Viewed 2382 times",
"date": "2021-10-20T00:03:36+00:00",
"quote... | 4 | 2021-10-19T13:59:32-05:00 |
forum-topic-32635 | 32635 | How does this work? | Railway Setups | https://forums.factorio.com/viewtopic.php?t=32635 | This board was created due to discussions in the forum:
viewtopic.php?f=55&t=28032 Idea: New Sub-forum for all combinator related topics!
viewtopic.php?f=6&t=31447 Combinator Sub-Forum
Smart setups of railway stations, intelligent routing, solutions to complex routing problems.
Please provide - only if it mak... | [] | 0 | 2016-09-14T04:48:55-05:00 | |
forum-topic-50669 | 50669 | Yogscast Plays Factorio! | Spread the Word | https://forums.factorio.com/viewtopic.php?t=50669 | olafthecat | These guys have done quite a bit of factorio in last few years, but not recently.
If you want to watch it I recommend searching it up rather than going onto their channel.
They have a modded play through as well.
Here is Sips' play through: https://www.youtube.com/watch?v=CBh3Fn_25OQ
Here is Lewis and Sips' play ... | [
{
"author": "olafthecat",
"content": "They recently have started a new modded series!",
"date": "2017-10-02T12:15:03+00:00",
"quotes": []
},
{
"author": "olafthecat",
"content": "Here are the first few episodes: \n \n1: https://www.youtube.com/watch?v=6gFwN6QZL2M \n SETTING UP BASE \n... | 7 | 2017-07-07T14:56:30-05:00 |
forum-topic-124336 | 124336 | Allow the use of "research-progress" type product with multple science packs. | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=124336 | Poutinator | Hi,
I experimented with the new "research-progress" product type. I have an idea that would be made much easier if it worked with multiple of these product to allow research with multiple different science packs to be done.
To give a bit of context, I'd like to make some intermediate packs on planets where some p... | [
{
"author": "curiosity",
"content": "This should be a bug report.",
"date": "2024-12-13T12:25:05+00:00",
"quotes": [
{
"author": "Poutinator wrote: Fri Dec 13, 2024 5:02 am",
"content": ""
}
]
},
{
"author": "Poutinator",
"content": "Yeah, that should have... | 2 | 2024-12-12T23:02:05-06:00 |
forum-topic-108225 | 108225 | [1.88] Crash logging in to server - SE | Desyncs with mods | https://forums.factorio.com/viewtopic.php?t=108225 | GGProGamin | After logging out earlier today, I tried logging back in after I left the world in the blueprint sandbox (no problems here it's worked fine before). However, the instant the game loaded in, it said the server was saving, then redownloading map, and then it gave the dsync error. After multiple tries it's here to stay. ... | [
{
"author": "",
"content": "Are you reporting a crash or a desync?",
"date": "2023-08-15T11:50:04+00:00",
"quotes": []
},
{
"author": "GGProGamin",
"content": "A dsync",
"date": "2023-08-15T16:48:54+00:00",
"quotes": []
}
] | 2 | 2023-08-14T21:09:54-05:00 |
forum-topic-103649 | 103649 | Heavy Modded server Nitrado constant Desynk. | Desyncs with mods | https://forums.factorio.com/viewtopic.php?t=103649 | AutoChaos | Happens for no reason and just goes in a loop. Connect -> get desynked.
https://we.tl/t-Kwk15npw7G
I have no idea who causes it. | [
{
"author": "AutoChaos",
"content": "Removed many mods, but still desync. I hate it with passion. Logs don't provide me info on who did this. \n \n https://we.tl/t-6IxlGTVcIa",
"date": "2022-10-04T11:21:10+00:00",
"quotes": []
},
{
"author": "AutoChaos",
"content": "https://drive.google... | 3 | 2022-10-03T14:44:47-05:00 |
forum-topic-108741 | 108741 | Unlocking more logistics slots | Tools | https://forums.factorio.com/viewtopic.php?t=108741 | blobfish1 | An updated guide to adding logistics slots beyond the hardcoded limit of 1000 ,
for x86_64 version 1.1.110
1: Editing
Get out a hex editor of any kind (I’d strongly recommend the browser-based hexed.it for this), open the executable file, and paste this into the hex search field: “4181F8E7”. Set the search paramete... | [] | 0 | 2023-09-15T18:19:54-05:00 |
forum-topic-92636 | 92636 | Factorio Forums • [1.1.5] Inserter sets stack size from the wrong tick when unloading train | Steps to reproduce:
- Train with contents arrives at station. Inserter is enabled/disabled on white dot > 0 and sets stack size on signal S. 2 constant combinators are set up to send 1 white dot and 3 signal S, but are switched off. Game time is paused.
1.png (987.41 KiB) Viewed 3278 times
- Enable bo... | [
{
"author": "",
"content": "Thanks for the report however I believe this is all working as intended. The stack-size logic only updates once per swing operation and that isn't likely to be changing any time soon.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "The expected behav... | 8 | ||||
forum-topic-74597 | 74597 | Nauvis Post Collapse 1.0 (Pre-Alpha) | Maps and Scenarios | https://forums.factorio.com/viewtopic.php?t=74597 | lilstrip | https://mods.factorio.com/mod/Nauvis-Post-Collapse
This story is only respective to this version of the map but will completely be unrelated to 2.0.
2.0's story will still be set in the Starsector universe.
Story
In the years before the gates shut Nauvis used to be a promising colony. Equipped with a massive... | [
{
"author": "lilstrip",
"content": "if anyone wants to modify this map and add stuff to it go ahead, no need to ask.",
"date": "2019-08-16T07:55:13+00:00",
"quotes": []
},
{
"author": "lilstrip",
"content": "quick update: \n \nremoved some almost all the behemoth bitters on the bridge an... | 19 | 2019-08-16T02:38:16-05:00 |
forum-topic-127308 | 127308 | Add a new "Planet" tag to mod portal intended for standalone planets | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127308 | ferrofibrous | There are now a number of standalone planets on the mod portal, but with no straightforward method to search and sort them based on downloads/popularity/etc. Most are under the Content category; some have Planet in the title, some have Moon, some have neither. Tags are a mixed bag as well depending on what it specifica... | [] | 0 | 2025-03-06T15:54:25-06:00 |
forum-topic-56084 | 56084 | Let the player configure target prioritization on turrets | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=56084 | klanticus | TL;DR
In the turrets config window, add a combo box/set of buttons that allow the user to select it's priority target, making it easier/more effective to use multiple turret types.
What ?
Instead of the turret just firing at the first target that enters its range, let the player (or a logistic network circuit) sele... | [
{
"author": "Oktokolo",
"content": "+1 as it would give more options when designing perimeter defenses.",
"date": "2018-01-24T23:17:21+00:00",
"quotes": []
},
{
"author": "Vegemeister",
"content": "If this were to be added, I'd want to prioritize by enemy attack range (behemoth spitters ... | 11 | 2018-01-02T10:20:31-06:00 |
forum-topic-122582 | 122582 | Radars are no longer military targets | Wiki Talk | https://forums.factorio.com/viewtopic.php?t=122582 | Regnizigre | I don't remember seeing this mentioned anywhere. It's not in the 2.0 patch notes, and after a quick search, none of the 2.0 FFFs mention it.
It makes me wonder what other stealth changes exist in 2.0
In any case, the Radar and Military Targets pages are inaccurate
(I did also just request a wiki account to contribu... | [
{
"author": "Regnizigre",
"content": "Even more interesting, the lua-api site is incorrect? https://lua-api.factorio.com/latest/pro ... otype.html \nAt the bottom, the is_military_target override is listed as true, but in the in-game ctrl-shift-f menu, it's false. \n \n \n \n Screenshot 2024-11-22 205552.p... | 7 | 2024-11-22T21:44:14-06:00 |
forum-topic-122051 | 122051 | [2.0.15] Rotating a ghost doesn't get tracked for undo | Duplicates | https://forums.factorio.com/viewtopic.php?t=122051 | kireitonsi | Not sure if this is a bug or a feature | [
{
"author": "Muche",
"content": "Duplicate of 75592 ctrl+z/undo doesn't undo rotations . \nWorks as designed.",
"date": "2024-11-19T18:57:56+00:00",
"quotes": []
},
{
"author": "DarkShadow44",
"content": "Also mentioned in FFF 412 :\n \n\nAlthough I wish they'd reconsider.",
"date"... | 2 | 2024-11-18T22:52:54-06:00 |
forum-topic-61276 | 61276 | QOL/Upgrading -> Upgrade-Plan | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=61276 | Cabble | Add another plan to blueprint/deconstruction named "upgrade-plan".
The color could be yellow.
- all objects marked by this plan will be replaced with the next level of it.
- It can be configured to upgrade just 1 level or to the max level available by logistic network
-- for example you mark a yellow belt, a ... | [
{
"author": "Jap2.0",
"content": "This is already planned for 0.17.",
"date": "2018-06-29T21:55:57+00:00",
"quotes": []
},
{
"author": "Cabble",
"content": "Oh cool, thats nice. Thanks for info",
"date": "2018-06-29T22:18:10+00:00",
"quotes": []
},
{
"author": "Jap2.0",
... | 4 | 2018-06-29T10:24:23-05:00 |
forum-topic-113959 | 113959 | Friday Facts #416 - Fluids 2.0 - Page 24 | News | https://forums.factorio.com/viewtopic.php?t=113959&start=460 | half a cat | Will the valves in various mods work with the new fluid system? Since they allow or prevent flow by means of their fluid box height, they will only work if they don't join with connected entities into one big fluid box. | [
{
"author": "Artanis_Mattias",
"content": "For me, this is sad. \nSince in order to force the withdrawal or, on the contrary, the inflow of something somewhere, it was necessary to bother, I liked it, it is usually interesting and fun! And now it will be... too casual. \n \nIn my eyes, the development of th... | 4 | 2024-06-21T06:00:04-05:00 |
forum-topic-127148 | 127148 | Drag reorder "+add waiting condition" | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127148 | erkki772 | I would like to drag most used conditions to top position and least used to bottom | [] | 0 | 2025-02-26T10:55:50-06:00 |
forum-topic-126612 | 126612 | [2.0.32] Multiple coloured lights in close proximity combine RGB values incorrectly | Won't fix. | https://forums.factorio.com/viewtopic.php?t=126612 | Cyren777 | I suspect the cause is that coloured lamps emit an RGB light value, and if an area is in range of multiple lamps the RGB values are added separately, and anything over 255 is clamped - for instance, (0,250,100) + (0,250,100) = (0,300,200) -> (0,255,200), which is a much bluer shade of green. An ideal fix would preser... | [
{
"author": "",
"content": "Thanks for the report however this will not be changing.",
"date": "2025-02-06T12:12:34+00:00",
"quotes": []
},
{
"author": "Cyren777",
"content": "Interesting, can I ask why? I assume it isn't intended so would it just be too much of a pain to fix? No prob if... | 4 | 2025-02-05T15:36:04-06:00 |
forum-topic-119398 | 119398 | [2.0.13] Ctrl+z after copying train station settings doesn't undo the automatic train schedule change | Minor issues | https://forums.factorio.com/viewtopic.php?t=119398 | tryton984 | A simple, easy to reproduce inconsistency within game's logic.
How to reproduce:
1. Create a rail with stations A and B at the ends.
2. Set a train to automatically travel between them (A -> B).
3. Copy train station A onto train station B. At this point in the train's schedule (automatically) station B will als... | [
{
"author": "Mo-666",
"content": "Had the same issue, was about to report it, I accidently copied the wrong station and I pressed undo, ended messing up my smelting \nI also hope it would undo the change on the trains as well \n \n \n \n 733a077edbf00d91cdddac093606cd3.png (4.01 MiB) Viewed 270 times",
... | 2 | 2024-11-02T16:46:30-05:00 |
forum-topic-118234 | 118234 | [2.0.11]Crusher recipe will be set based on materials in Space Platform Hub | Not a bug | https://forums.factorio.com/viewtopic.php?t=118234 | GenosHK | A Crusher with "Set recipe" selected wired to a Space platform hub with "Read contents" selected the crusher's recipe will be set based on material inside the hub.
If there is iron ore in the hub, the Crusher will swap to the recipe "Metallic asteroid crushing". If you remove the iron ore from the hub (and there is ... | [
{
"author": "",
"content": "Thanks for the report however this is not a bug. Set-recipe will set the recipe from the signals it is receiving. You have connected it to the hub and told the hub to send its contents to the wire and it's doing exactly that. If you don't want that, don't connect the crusher to t... | 2 | 2024-10-28T15:38:07-05:00 |
forum-topic-51946 | 51946 | RubberBelts - Easier belt laying in the early game without substantially changing progression | Reika's Mods | https://forums.factorio.com/viewtopic.php?t=51946 | Reika | Mod Info:
I often find that laying belts in the early game is very painful, as the iron they consume is demanded by so many other things, yet is in such short supply. Indeed, it often has the effect of driving me away from belt-based setups for no other reason than cost, and this usually results in ugly makeshift fact... | [
{
"author": "Pi-C",
"content": "Bio Industries has two recipes for resin. With your mod installed, I see these under the \"Bio Industries\" tab, and one (which has the same ingredients as the first from Bio Industries, but yields more) under \"Intermediate products\". Could you remove the recipe \"1 wood -... | 12 | 2017-08-17T15:04:13-05:00 |
forum-topic-126002 | 126002 | 5 suggestion (all different) | Outdated/Not implemented | https://forums.factorio.com/viewtopic.php?t=126002 | Green Cat | For Aquilo only (to avoid any UPS impact that might happen due to extra calculation), a normal one heats 1 area next to each other, a uncommon 2, so on. With legendary more then 5.
The night vision to be 1x1 insted of 2x2. I don't see any reason why it needs to be 2x2 in the 1st place. + if it's 1x1 + 1x1 no belt mo... | [
{
"author": "Nemoricus",
"content": "You should post each suggestion in a different thread per the forum rules.",
"date": "2025-01-15T20:44:20+00:00",
"quotes": []
}
] | 1 | 2025-01-15T13:19:53-06:00 |
forum-topic-116201 | 116201 | [2.0.7] Failed to load mod "space-age": Unexpected character () at __space-age__/migrations/._aquilo-tilesets.json:1 | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=116201 | TryFanGamer | Failed to load mods: Unexpected character () at __space-age__/migrations/._aquilo-tilesets.json:1
Mods to be disabled:
• space-age (2.0.7)
Screenshot 2024-10-21 at 13.50.26.png (110.94 KiB) Viewed 1231 times
Screenshot 2024-10-21 at 13.50.26
i did verify the files | [
{
"author": "",
"content": "Please post the log file . Are you using the Steam version or standalone DMG?",
"date": "2024-10-21T12:10:18+00:00",
"quotes": []
},
{
"author": "TryFanGamer",
"content": "0.000 2024-10-21 13:51:21; Factorio 2.0.7 (build 79385, mac-arm64, steam) \n 0.000 O... | 6 | 2024-10-21T06:54:00-05:00 |
forum-topic-127460 | 127460 | Request: hollow spaces in space platform? | Ideas and Requests For Mods | https://forums.factorio.com/viewtopic.php?t=127460 | ErubianWarlord | can anyone make a mod that allows you to build a platform with enclosed voids? i really want to be able to give mt platforms a scaffolding style of design | [] | 0 | 2025-03-13T06:01:16-05:00 |
forum-topic-69911 | 69911 | (Yet another) Nuclear Cloverleaf, 4R/480MW - belt/bot compatible, auto-feed, lossless, failsafe (Batteries not included) | Energy Production | https://forums.factorio.com/viewtopic.php?t=69911 | Theikkru | Here's my take on the old problem. I've adapted a few things according to my preferences, since I want a nice, clean, simple setup for starting nuclear power: Clean fit up against a bus (yes, I put nuclear processing on my bus)
Low cost to build (relatively speaking)
High efficiency (respectable neighbor bonus)
A... | [
{
"author": "Theikkru",
"content": "Blueprint updated with minor cosmetic wiring optimizations, and circuit limits added to fuel cell chests to make startup easier when fuel is scarce.",
"date": "2019-05-27T18:57:11+00:00",
"quotes": []
},
{
"author": "Theikkru",
"content": "Finally did ... | 19 | 2019-04-24T07:12:35-05:00 |
forum-topic-62398 | 62398 | DewPointAggregator - This or a train full of water | Reika's Mods | https://forums.factorio.com/viewtopic.php?t=62398 | Reika | Ever built an outpost - nuclear, smelting, oil processing, or otherwise - out in the middle of nowhere and then realized that you have no way to feed it the thousands of units of water it requires every second? You could run pipe-to-ground for 500 tiles, but the throughput when doing that sucks. So too does water by ... | [
{
"author": "nastyslave",
"content": "Please get a time and do some changelog then. \nI think people don't want to use unknown black box with unknown changes. And people don't want to download two nearest versions and parsing files for find all changes. \nBest regards.",
"date": "2020-06-12T09:14:46+00:... | 2 | 2018-09-05T18:23:01-05:00 |
forum-topic-112847 | 112847 | PUBLIC SERVER COME PLAY - SE/LTN | Multiplayer | https://forums.factorio.com/viewtopic.php?t=112847 | jasoncasey264 | Please join me at Casey Technologies v2 (Latest Experiemental version)
Host: 23.112.36.213:34200
or
casey-technologies.com:34200
Also publicly listed.
You wont see it if you do not have the latest experiemental version enabled for factorio. Come join and have fun. Will be streaming as well in the evenings. Mor... | [] | 0 | 2024-04-03T10:11:31-05:00 |
forum-topic-106005 | 106005 | Biomass Power Generation Missing Steam Recipe | PyMods | https://forums.factorio.com/viewtopic.php?t=106005 | salbris | I was hoping to do biomass power stage 1 before any of the others so I could start to get rid of all the Biomass building up but the tech is missing the pressurized steam recipe. It's there for coal and oil but not biomass! | [
{
"author": "Budda",
"content": "Did you mean to burn biomass in a boiler? It works for me. \n \nMy way to consume excess of biomass was to generate Carbon dioxide in a high-pressure furnace: it gives CO2 at a high-speed and is IMHO very CPU efficient. \n \nHowever, I also have powerplants that heat molten ... | 1 | 2023-04-24T21:54:26-05:00 |
forum-topic-112802 | 112802 | [1.1.104] Crash on --dump-icon-sprites (linux) | Minor issues | https://forums.factorio.com/viewtopic.php?t=112802 | KeepResearchinSpoons | seen from at least v1.1.100 (also v1.1.104 ), game crashes on using ` ./bin/x64/factorio --dump-icon-sprites `
kinda works for some(?) items, but then crashes up with "pls report".
(( side note, would have been NICE if it dumped icons under `./script-output/icons/all-the-folders-go-HERE` instead of `./script-out... | [
{
"author": "",
"content": "Cannot reproduce with the provided information. I'm on x11, proprietary nvidia driver, kde. \n \nIt may be helpful if you provide the full log because it contains information on the used graphics settings.",
"date": "2024-04-02T10:03:36+00:00",
"quotes": []
},
{
"... | 3 | 2024-03-31T04:50:38-05:00 |
forum-topic-124783 | 124783 | Paste improved quality | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=124783 | Olorin | TL;DR
Paste a blueprint of higher quality over existing lower quality
What?
I want to copy paste a blueprint with higher quality (e.g. an array with rare accumulators) over an existing installation with the same items with lower quality without having to force-paste, so anything that does not match the blueprint is... | [
{
"author": "",
"content": "Is there a compelling reason you don't use the upgrade planner instead of a blueprint ?",
"date": "2024-12-23T10:30:16+00:00",
"quotes": []
},
{
"author": "Olorin",
"content": "Good point, mainly because I did not know the configurable upgrade planner...",
... | 3 | 2024-12-19T16:01:38-06:00 |
forum-topic-126579 | 126579 | [Poll] Would you be happy to pay for more official planets and expansions? - Page 2 | General discussion | https://forums.factorio.com/viewtopic.php?t=126579&start=20 | quineotio | I'm not upset with there being new ways to do things. I should have been more clear on this point. My point is that the way the game is designed, a lot of the design work went into stuff like different types of power generation and different ways to make the basic recipes. This would be ok if there was more content ... | [
{
"author": "meganothing",
"content": "Yes, the new production buildings are not what would draw me to Space Age. Though the design of different types of power generation was done for 1.0. I fail to see what design work done for 1.0 has to do with space age. \n \n\nThis may ultimately lead to a great idea,... | 13 | 2025-02-04T05:47:29-06:00 |
forum-topic-121283 | 121283 | Prioritize local tab behavior over global tab keybind (logistics signals) | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=121283 | dingus | When you have a modal window open that is setting the value for a logistics signal or a value in a constant combinator pressing tab should move cursor focus to first/next text field, instead of opening the map (assuming default keybinds), even if you haven’t selected another text field in that model yet.
I’ve curren... | [
{
"author": "grossws",
"content": "Same thing when configuring parameterized blueprint and not focused on input field. For example if you missed when selecting new field with mouse (instead of hitting tab/shift+tab several times) and than hit tab you are switched to remote view and loose all blueprint param... | 2 | 2024-11-13T08:10:09-06:00 |
forum-topic-125408 | 125408 | [2.0.28] Event to detect when a blueprint entity is pasted on an identical entity | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=125408 | thesixthroc | This is the final piece of the puzzle to allow mods to define custom entity settings that behave the same as base game entity settings.
I believe it's currently possible to detect cloning, bot placement, blueprints, setting pasting, etc, but not this event. | [
{
"author": "curiosity",
"content": "Duplicate of viewtopic.php?f=28&t=103934",
"date": "2024-12-31T18:53:40+00:00",
"quotes": []
},
{
"author": "bunshaman",
"content": "This is possible to do via scripting actually, it's just kinda hacky. The gist of it is: \n1. Detect on_pre_build and... | 2 | 2024-12-31T11:00:19-06:00 |
forum-topic-110816 | 110816 | Friday Facts #394 - Assembler flipping and circuit control | News | https://forums.factorio.com/viewtopic.php?t=110816 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-394 | [
{
"author": "gGeorg",
"content": "Assembling machine circuit control applyed on centrifuge removes challenge of designing efficient enrichment process. \nI am not sure it is correct approach.",
"date": "2024-01-19T12:09:01+00:00",
"quotes": []
},
{
"author": "koliw_br",
"content": "Good ... | 19 | 2024-01-19T06:00:03-06:00 | |
forum-topic-105691 | 105691 | Endgame with "Industries" feels wrong. | Angels Mods | https://forums.factorio.com/viewtopic.php?t=105691 | arbu32 | Hi,
I may have a fundamental misunderstanding. Or maybe I'm missing something. But the endgame with the mod enabled doesn't feel right.
Active mods: Bioprocessing, Industries, Petrochemical Processing, Refining, Smelting
My problem is the production of the "rocket fusion reactor" which are needed to lauch a r... | [
{
"author": "kingarthur",
"content": "Nope. It pretty much wastes a ton of energy",
"date": "2023-03-28T13:50:01+00:00",
"quotes": []
}
] | 1 | 2023-03-25T01:52:14-05:00 |
forum-topic-91254 | 91254 | making motion-design video on Factorio | Fan Art | https://forums.factorio.com/viewtopic.php?t=91254 | takeshi37 | Hi, I'm making a video now.
I want to lay down the essence of the game in 17-20 seconds, so that it looks beautiful . First of all, I'm doing it for the fans of the game, because I am myself, and that new players would also join in.
Already made some sketches, it is a frame from the middle of the video, so far with... | [
{
"author": "NotRexButCaesar",
"content": "These are pictures, not a video. Am I missing something?",
"date": "2020-11-12T21:43:57+00:00",
"quotes": []
},
{
"author": "Jap2.0",
"content": "The video isn't done.",
"date": "2020-11-12T22:10:12+00:00",
"quotes": [
{
"a... | 7 | 2020-11-12T09:30:36-06:00 |
forum-topic-123761 | 123761 | Can i set a filter for an spoiled amount | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=123761 | its a me | I want to use an inserter to burn any pentapod eggs that are a certain amount spoiled so they don't hatch but all i can find is the setting to take spoiled ingredients first but i don't want to be burning perfectly good pentapod eggs that are still like 80% good. | [
{
"author": "danbopes",
"content": "There's no current way to read the spoilage level from either a belt or chest. This has been a highly requested feature, but the devs haven't commented on it yet.",
"date": "2024-12-05T04:55:50+00:00",
"quotes": []
},
{
"author": "SirSmuggler",
"conten... | 5 | 2024-12-04T21:37:53-06:00 |
forum-topic-14638 | 14638 | Producing food / Herbalism / Health / Eat and Drink / Sleep | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=14638 | This is about producing food or herbs to generate health for the character, but also lots of ideas about feeding colonists, even feeding biters etc.
It is just so, that the community doesn't want to have a survival game.
Related Lists
In my opinion food makes only sense in this game, if you can save it. The... | [
{
"author": "Hakusho",
"content": "Hi ssilk! \njust wanted to note that the links for producing food, Herbalism and Fishery are not working, or at least \"The requested topic does not exist.\"",
"date": "2016-03-02T10:49:42+00:00",
"quotes": []
},
{
"author": "",
"content": "This is inte... | 2 | 2015-08-08T11:54:10-05:00 | |
forum-topic-26831 | 26831 | Friday Facts #143 - Nat Punching Again | News | https://forums.factorio.com/viewtopic.php?t=26831 | This time we provide some information on the last piece in the puzzle for 0.13 MP improvements: https://www.factorio.com/blog/post/fff-143 | [
{
"author": "vaderciya",
"content": "I got super excited today expecting factorio to release it's next version, but as usually it was postponed again. I'm not mad or anything about that, I somewhat expected it like always. \n \nI'm a little jaded with factorio. I was playing it a week ago, and I got to the ... | 19 | 2016-06-17T11:23:19-05:00 | |
forum-topic-127305 | 127305 | [raiguard][2.0.32] Liquid voiding on automatic recipe change on chained units | Assigned | https://forums.factorio.com/viewtopic.php?t=127305 | BBBBSammich | out.mp4
(1.48 MiB) Downloaded 13 times
This is a continuation of the following issue .
In a direct insertion processing unit recycling setup, an unexpected amount of sulfuric acid was used, after which the above issue was opened. After the gained information an appropriate change was made to the design in w... | [
{
"author": "Muche",
"content": "The issue seems to be related to the behaviour of EMP's thru-pipeline when it's not directly connected to an outside pipe. \nWhen the recipe is cleared, only the thru-pipeline's fluid is flushed to the storage tank's pipeline. Recipe input's fluid (400 units) ignores the nei... | 2 | 2025-03-06T12:38:03-06:00 |
forum-topic-41722 | 41722 | Fluid physics (fix bizarreness, no extra calculation) - Page 2 | Implemented in 2.0 | https://forums.factorio.com/viewtopic.php?t=41722&start=20 | Factorio calculates with fixed floats. That is like integer with a comma at position 4.
100 fluid is in reality calculated as 100.0000.
An amount of fluid of 0.0001 is then just "shifted" over the length of pipes; most pipes have zero, only one pipe has 0.0001. | [
{
"author": "Aru",
"content": "I'm not totally sure what you're saying Mobius1, but I think in the scenario you're describing, the system behaves mostly the way I would expect it to, with or without the placement-order artifacts. Naturally if you have a machine consuming fluid \"upstream\" of another consum... | 15 | 2017-02-22T20:06:42-06:00 | |
forum-topic-101789 | 101789 | [1.1.55] Server filters are reset on restart | Not a bug | https://forums.factorio.com/viewtopic.php?t=101789 | KeepResearchinSpoons | WHAT?
recently the headless thingy got added as the 4th filter;
However, when you exit-and-restart the game the filters are reset to ANY state (at least for me)
2022-03-07_f1.1.55__broken_filters.png (15.48 KiB) Viewed 3029 times
Same goes for the sort-by-column thing that gets reset to by-name...
o... | [
{
"author": "",
"content": "Thanks for the report however that change was done on purpose.",
"date": "2022-03-07T20:55:05+00:00",
"quotes": []
},
{
"author": "KindOne",
"content": "Any reason why this was done on purpose? \n \nI would call this a regression since the settings are not be... | 7 | 2022-03-07T11:24:38-06:00 |
forum-topic-40579 | 40579 | [0.14.x][Angel's Addons - Locales] - Page 2 | Angels Mods | https://forums.factorio.com/viewtopic.php?t=40579&start=20 | Firerazer | Hello,
I have trouble with the translation for angels-storage-tank-1 to angels-storage-tank-2
The angels-storage-tank-1 is name "Petrochem Gas Tank"
The angels-storage-tank-2 is name "Petrochem Oil Tank"
The description for tank1 and 2 are "Tank to hold any fluid. [...]" whereas the name are clearly not for any f... | [
{
"author": "ukezi",
"content": "the game doesn't have any distinction between gases and fluids. so you can just put water in a gas tank. I personally would call it a high capacity tank and be done with it. The name Gas Tank was a bad idea from the start.",
"date": "2018-07-21T09:24:35+00:00",
"quot... | 5 | 2017-01-30T08:06:09-06:00 |
forum-topic-29669 | 29669 | Inventory Management: Show Total Amount of Items | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=29669 | Like so:
This is just an example.
Suggestions
viewtopic.php?f=6&t=3545&hilit=Show+amount+inventory My (controls) suggestions after player 37 hours freeplay
viewtopic.php?f=6&t=6823 Game should show me total amount of items (e.g. Belts) / Count all items in inventory when an item is in hand
viewtopic.... | [] | 0 | 2016-07-23T08:32:20-05:00 | |
forum-topic-123423 | 123423 | Can't attach files | This Forum | https://forums.factorio.com/viewtopic.php?t=123423 | IsaacOscar | Anyone else having this issue?
I was recently making a bug report and successfully attached most of the images, but I couldn't attach the last one
(it just shows like it's uploading but never progresses).
I can't even attach a 5B txt file.
(Attempting to attach a 0B txt file tells me the "file is too large").
... | [
{
"author": "IsaacOscar2",
"content": "Nope, a freshly created account doesn't let me attach files either.",
"date": "2024-12-01T06:27:23+00:00",
"quotes": []
},
{
"author": "",
"content": "Can reproduce : can't upload a random image either. I guess some disk space must be full.",
"d... | 4 | 2024-12-01T00:20:13-06:00 |
forum-topic-92545 | 92545 | train schedule condition: outer AND support | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=92545 | oleg4f | Hi.
We have an outer OR in a train schedule condition. But we also need a support for outer AND. If i need something like this in a departure condition - (C1 || C2 || C3) && C4, then i need to transform it to (C1 && C4) || (C2 && C4) || (C3 && C4) which looks ugly and hard to read.
Outer AND feature allow to not to... | [
{
"author": "",
"content": "And why do you need that?",
"date": "2020-12-05T08:30:36+00:00",
"quotes": []
},
{
"author": "jodokus31",
"content": "I think the why is clear, isnt it? \nTo dont have to transform a complex condition to an even more complex and ugly to read condition. \n \nT... | 19 | 2020-12-04T06:06:27-06:00 |
forum-topic-123805 | 123805 | [MOD 2.0] Train station renamer | Mods | https://forums.factorio.com/viewtopic.php?t=123805 | floydwalker | Checked out factorio 2.0, saw train schedule interrupt and item interrupts are now a thing! wow nice poor man can't afford all that space nonsense but now I can try out some big train solutions I wanted.
But.. but.. what, why can't we actually change train station names to work nice with this wildcard thing?
Than... | [] | 0 | 2024-12-05T12:07:23-06:00 |
forum-topic-109940 | 109940 | Version 1.1.99 | Releases | https://forums.factorio.com/viewtopic.php?t=109940 | Bugfixes
Fixed that reset technology effects would advance infinite research in some cases. ( 109866 )
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at https://www.factorio.com/download/experimental . | [
{
"author": "Ludwig234",
"content": "Hop aboard the 1.1.100 hype train!",
"date": "2023-11-28T10:00:54+00:00",
"quotes": []
},
{
"author": "Magisitas",
"content": "Imagine if it's 2.0 :0",
"date": "2023-11-28T11:10:10+00:00",
"quotes": []
},
{
"author": "Shadow_Man",
... | 4 | 2023-11-28T03:51:32-06:00 | |
forum-topic-18993 | 18993 | New Feature: Allow reordering logistics requester slots | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=18993 | factoriouzr | It would be nice to drag and drop logistics slots to re-order their position. This is useful to keep a consistent order in items requested for organization and readability (especially with mods adding more slots). Without this feature to reorder would require removing and re-setting all logistics slots after the inse... | [
{
"author": "",
"content": "Hmm. I suggest an autosort for the slots instead - like the inventory. \nI think this is much simpler implemented and doesn't bother the player to learn how to order slots.",
"date": "2016-01-08T05:54:01+00:00",
"quotes": []
},
{
"author": "factoriouzr",
"con... | 19 | 2016-01-07T17:57:58-06:00 |
forum-topic-9525 | 9525 | Version 0.11.21 | Releases | https://forums.factorio.com/viewtopic.php?t=9525 | Almost a stable candidate
Notice: There was a bug in the windows updater when using the zip version. The error is now fixed (the update package has been fixed and reuploaded).
Bugfixes
Fixed potential save corruption if the game was saved while mousing over a mining drill.
Fixed that the red/green wires we... | [
{
"author": "Twisted",
"content": "Almost",
"date": "2015-04-09T15:46:58+00:00",
"quotes": []
},
{
"author": "SNORKOFOB",
"content": "No new content? :<",
"date": "2015-04-09T16:13:13+00:00",
"quotes": []
},
{
"author": "quinor",
"content": "Nope. Still bugfixes, but ... | 19 | 2015-04-09T10:28:26-05:00 |
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