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-123374 | 123374 | Tutorial doesn't say how to set a train stop | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=123374 | jeffspc88mx | Maybe I missed it, but: The tutorial doesn't contain any instruction on how to set a train stop (or much about the trains generally). | [
{
"author": "jaylawl",
"content": "Would you please elaborate: what is your question exactly?",
"date": "2024-12-01T01:55:14+00:00",
"quotes": []
},
{
"author": "IsaacOscar",
"content": "Sadly the tutorials aren't very good. \nThere are interactive tips and tricks for the trains though i... | 3 | 2024-11-30T10:19:09-06:00 |
forum-topic-121549 | 121549 | [2.0.15] On Volcanus construction requests don't count as logistic network requests | Not a bug | https://forums.factorio.com/viewtopic.php?t=121549 | gdubrocks | If I place down 10 assembler ghosts, it shows in the bottom right corner that the logistics network is short 10 assemblers, but if I attach a circuit from the roboport to the cargo depot and set the roboport to "send logistic requests" the construction requests don't make it to the cargo depot.
This is pretty annoyi... | [
{
"author": "",
"content": "Thanks for the report. That is intended and never includes construction requests.",
"date": "2024-11-15T09:12:16+00:00",
"quotes": []
},
{
"author": "gdubrocks",
"content": "Why would this be intended behavior? I can't think of a reason why a player wouldn't w... | 7 | 2024-11-15T01:07:38-06:00 |
forum-topic-111102 | 111102 | Why doesn't my train run | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=111102 | mountainmanjoe | I don't understand why the train won't run.
It's a simple setup: one track with station at each end. One train with a loco at each end.
Works perfectly when I drive it manually. In Auto it just gets stuck at each station saying "no path" | [
{
"author": "mountainmanjoe",
"content": "I added a couple of signals on opposite sides of the track just outside one station and the train started running. So I guess you still need signals for this simple configuration.",
"date": "2024-02-05T01:37:57+00:00",
"quotes": []
},
{
"author": "Ni... | 3 | 2024-02-04T18:35:28-06:00 |
forum-topic-126862 | 126862 | Add FileName or SoundDefinition variant to Sound | Documentation Improvement Requests | https://forums.factorio.com/viewtopic.php?t=126862 | Geheim | Sound is of type struct or array[ SoundDefinition ] and SoundDefinition is of type struct or FileName . However, Sound itself is sometimes used as a single SoundDefinition or FileName , e.g.
Code: Select all data.raw["gui-style"]["default"]["button"]["left_click_sound"] = "__core__/sound/gui-click.ogg"
(or l... | [
{
"author": "curiosity",
"content": "Quite a few of these shortcuts were removed in 2.0, but apparently not enough of them.",
"date": "2025-02-15T16:04:15+00:00",
"quotes": []
}
] | 1 | 2025-02-15T08:45:05-06:00 |
forum-topic-108710 | 108710 | Compact 1200 spm | Medium/Big/Gigantic Sized Structures | https://forums.factorio.com/viewtopic.php?t=108710 | Khagan | A little while ago (for values of 'a little while' that stretch to nearly 4 years) I posted in this forum my design for a monolithic 200 spm factory . I have always intended to follow that up with its big brother, so thought I'd better do so before the expansion makes it completely obsolete.
Here is a panoramic ... | [
{
"author": "aka13",
"content": "I love it, very neat.",
"date": "2023-09-14T10:26:08+00:00",
"quotes": []
},
{
"author": "Khagan",
"content": "Thanks. \n \nThe scaling up from 200 spm to 1200 spm led to a couple of changes in the overall design that I meant to mention in the OP but forg... | 3 | 2023-09-14T01:54:48-05:00 |
forum-topic-9470 | 9470 | [0.12]Ideas, suggestions & discussion - Page 4 | F.A.R.L | https://forums.factorio.com/viewtopic.php?t=9470&start=60 | Ratzap | Ah then it is that simple. Is that in the FAQ somewhere? Or maybe a tooltip to indicate that uses landfill? | [
{
"author": "Mokmo",
"content": "I think there's a mod out there that does that, but do you intend on putting a grid on the locomotive?",
"date": "2016-09-30T11:46:56+00:00",
"quotes": []
},
{
"author": "Jorbun",
"content": "I'm trying to use bulldozer mode to tear up an old rail line, b... | 19 | 2015-04-06T06:32:29-05:00 |
forum-topic-126388 | 126388 | All-surface tile damage/destruction support in API | Won't implement | https://forums.factorio.com/viewtopic.php?t=126388 | Kusibu | Right now, only space platforms appear to support tile damage that I can tell. The only way to simulate it is to do a tile replacement, which doesn't (that I can tell) allow for a dying explosion, and definitely doesn't allow for dealing granular damage.
The main use case I had in mind was using "waves" based on the... | [
{
"author": "protocol_1903",
"content": "+1",
"date": "2025-02-04T17:07:29+00:00",
"quotes": []
},
{
"author": "",
"content": "Sorry but no. The current tile damaging logic was designed and implemented purely for platforms and does not integrate at all with the rest of the games systems.... | 2 | 2025-01-27T19:55:39-06:00 |
forum-topic-125605 | 125605 | Information on space platform damage | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=125605 | jaylawl | What?
A way to tell how your space platform gets damaged.
Why?
Even while looking directly at the front of my space platform to test a design, i cannot tell which size of asteroids made it through to damage the platform - except for the huge variation. There is no way to check what slipped through, which turn... | [] | 0 | 2025-01-05T04:28:53-06:00 |
forum-topic-107849 | 107849 | [1.1.87]Keyboard layout is not consistent | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=107849 | N0rd | I noticed recently, that undo hotkey, Ctrl + Z does not work for me. Ctrl + Y does undo instead.
The hotkeys config shows Ctrl + Z for undo.
Previously, it worked fine for years.
I am on Windows 11 and use Hungarian QWERTZ layout (so my Y and Z are switched places from the common international QWERTY). This is the... | [
{
"author": "",
"content": "Are you writing QWERTY phonetically or is there actually a U next to the Q on your keyboard?",
"date": "2023-07-19T18:51:11+00:00",
"quotes": []
},
{
"author": "N0rd",
"content": "You are right, I wrote QWERTY and QWERTZ wrong everywhere. Sorry! \nThere is no ... | 5 | 2023-07-19T13:29:44-05:00 |
forum-topic-109991 | 109991 | Friday Facts #387 - Swimming in lava | News | https://forums.factorio.com/viewtopic.php?t=109991 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-387 | [
{
"author": "SnowZyDe",
"content": "Omg",
"date": "2023-12-01T12:00:51+00:00",
"quotes": []
},
{
"author": "Shadow_Man",
"content": "Another Friday teaser. \nI'll burn a chair before I get to 2.0",
"date": "2023-12-01T12:13:50+00:00",
"quotes": []
},
{
"author": "Engimage... | 19 | 2023-12-01T06:00:01-06:00 | |
forum-topic-124460 | 124460 | Electrified concrete . | Outdated/Not implemented | https://forums.factorio.com/viewtopic.php?t=124460 | issicus | No more power polls ! Haha. Might be cool. | [
{
"author": "",
"content": "No.",
"date": "2024-12-15T05:09:35+00:00",
"quotes": []
}
] | 1 | 2024-12-14T22:44:47-06:00 |
forum-topic-6406 | 6406 | Multiplayer Forum Info - Page 3 | Multiplayer | https://forums.factorio.com/viewtopic.php?t=6406&start=40 | AlexPhoenix | what is memory consumption of headless server on linux?( i know it depends from map, by at least some values will be usefull for me to see if i can host server or not) | [
{
"author": "Bisa",
"content": "I'm running with 2GB of ram without any issues, bet you can go lower then that but 2GB works like a charm for me",
"date": "2016-04-17T20:53:17+00:00",
"quotes": [
{
"author": "AlexPhoenix wrote:",
"content": ""
}
]
},
{
"author... | 19 | 2014-11-02T03:27:06-06:00 |
forum-topic-23679 | 23679 | [MOD 0.13] Afraid of the dark - lights, lamps & vision. | Mods | https://forums.factorio.com/viewtopic.php?t=23679 | binbinhfr | Infos
Type: Mod
Name: AfraidOfTheDark
Description: Night is too dark for you ? Enforced flashlight and personal lights, powerful balloon lights or a pair of natural tinted night glasses could be the solution !
Tested-With-Factorio-Version: 0.13.0
Multiplayer compatible: tested on a headless server...
Loca... | [
{
"author": "Sander_Bouwhuis",
"content": "Ooooooooooooooooooooooh!!!! This is totally fantastic! \n \nI'm going to try the mod and report back in 15 mins. \n \nEdit: \nOk, just tried it out. \n \n1. The lights are fantastic. They really illuminate an area well. \n \n2. The night vision goggles I can't test... | 19 | 2016-04-14T18:34:22-05:00 |
forum-topic-117846 | 117846 | [2.0.11] Crash, SDL_rawinputjoystick.c / VulkanSteamOverlayProcessCapturedFrame (MR) | 1 / 0 magic | https://forums.factorio.com/viewtopic.php?t=117846 | lucyisgamer | Since updating to 2.0, I've been getting random crashes, all with the same log messages (most recent log and memory dump are attached). They have been happening during all phases of the game (I even had one during the initial startup load when booting the game). Despite what the logs may claim, I don't have any control... | [
{
"author": "Biometrix",
"content": "I WAS randomly crashing before 2.0.8 I think? Several hours then a crash, consistently. Haven't in a day or two, though, since 2.0.8 or 2.0.9 or something like that.",
"date": "2024-10-29T09:14:29+00:00",
"quotes": []
},
{
"author": "A7x49",
"content"... | 11 | 2024-10-27T00:26:29-05:00 |
forum-topic-118901 | 118901 | Factorio Forums • [2.0.13] Umlaut search is case-sensitive | Umlaut search seems to be case-sensitive.
Experienced it with the following example, and seems to be the similar for the other 3 german-specifc characters [äöüß vs ÄÖÜẞ]:
Language: German
Searching for "ö", shows:
factorio_8U8VPaYJB5.png (8.91 KiB) Viewed 156 times
Searching for "Ö" shows:
... | [
{
"author": "",
"content": "duplicate of viewtopic.php?f=182&t=116581 \n \nfunnily enough, back in 2018, was ruled \"I don't think this will change\" in a different context viewtopic.php?p=390820#p390820",
"date": "",
"quotes": []
},
{
"author": "",
"content": "64030",
"date": "",
... | 2 | ||||
forum-topic-127567 | 127567 | [2.0.41] Powerpole not connecting to transmission line. | Not a bug | https://forums.factorio.com/viewtopic.php?t=127567 | calebleemcd | When I go to place a power pole in this position, it fails to connect to the adjacent transmission line.
In a different location it connects to the substation, and in other locations on the map there is no issue. | [
{
"author": "",
"content": "Welcome on forums. This behavior is working as designed: electric pole will not auto connect to other electric poles if that would cause any of those poles to have more than 5 copper cables. You can manually add a copper cable if you really need it.",
"date": "2025-03-17T10:1... | 1 | 2025-03-17T04:50:16-05:00 |
forum-topic-9430 | 9430 | Uranium Power 0.5.3 -> Atomic Power 0.5.3 (Canceled) | Atomic Power | https://forums.factorio.com/viewtopic.php?t=9430 | Fatmice | Uranium Power will be renamed as Atomic Power. Information on how to transition smoothly from Uranium Power 0.5.3 to Atomic Power 0.5.3 will be posted here when I figure out the migration script solution. In the event that this can not be done transparently, mod name transition will occur for the 0.6.0 release, due s... | [
{
"author": "Fatmice",
"content": "Okay, I've investigated this deeply and also discussed with Kovarex about this move. The conclusion is that it is best to not do so given that this will adversely affect many users due to this mod being in shadow's mod pack. \n \nGoing forward, Atomic Power will be an umb... | 1 | 2015-04-04T18:47:09-05:00 |
forum-topic-125262 | 125262 | Ban quality modules from asteroid crushers | Balancing | https://forums.factorio.com/viewtopic.php?t=125262 | CyberCider | Asteroid reprocessing can essentially be used as a superior alternative to recycling. The chance to return an asteroid in higher quality is 80%, which is considerably higher than the recycler's 25%. Even the basic asteroid crushing recipes can also return asteroids, and their chance to do so is increased by asteroid pr... | [
{
"author": "theolderbeholder",
"content": "If you like the game to be more difficult for you, make it more duifficult FOR YOU. Try to leave everybody else out of your personal preferences, thank you very much.",
"date": "2024-12-28T17:51:46+00:00",
"quotes": []
},
{
"author": "aka13",
"... | 19 | 2024-12-28T11:29:26-06:00 |
forum-topic-13563 | 13563 | FactorioMods.com an open source web app to host mods! | Mod and installation managers | https://forums.factorio.com/viewtopic.php?t=13563 | Zequez | Factorio Mods
Hello everyone! Last year I started working on a web app to host Factorio mods . I neglected it a little during the summer, and stopped working on it after college started! Now it's winter break (south hemisphere!) and I decided to git it the final touches for a decent launch!
Source code
The s... | [
{
"author": "keyboardhack",
"content": "Very usefull and very nice website. Good job making it. I will defiently use it in the future to download mods! \nI think the forum can learn a lot from your site of how to show off mods.",
"date": "2015-07-18T00:03:20+00:00",
"quotes": []
},
{
"autho... | 19 | 2015-07-17T17:40:38-05:00 |
forum-topic-126470 | 126470 | beacon_prototype.supply_area_distance only takes integers | Resolved Requests | https://forums.factorio.com/viewtopic.php?t=126470 | Quezler | It is currently documented as a double, but using a decimal will trigger "supply_area_distance (%f) must be an integer." | [
{
"author": "",
"content": "Thanks, fixed for the next release.",
"date": "2025-02-03T10:56:26+00:00",
"quotes": []
}
] | 1 | 2025-01-30T10:29:23-06:00 |
forum-topic-94950 | 94950 | Main Bus Book | Mechanical Throughput Magic (circuit-free) | https://forums.factorio.com/viewtopic.php?t=94950 | Binoculars | Hello factorian friends,
The text below will be translated from French to English on Google Translate.
I have created a complete main bus book, itself made up of several books (Not all creations are mine).
1) Main Bus Balancer : Main bus balancers, from 8 to 16 transport belts.
1.jpg (748.43 KiB) Viewed ... | [
{
"author": "Binoculars",
"content": "The blueprint of the complete book contains over 200,000 characters. How can I publish it?",
"date": "2021-01-25T22:41:14+00:00",
"quotes": []
},
{
"author": "NotRexButCaesar",
"content": "As a txt file on google drive or as multiple books broken up ... | 4 | 2021-01-25T16:26:29-06:00 |
forum-topic-103271 | 103271 | archipelago map | Maps and Scenarios | https://forums.factorio.com/viewtopic.php?t=103271 | bobDoesThings | Inspired by https://www.youtube.com/watch?v=RgnB5DKkkQc&t , I thought I'd try to make a similar map, which is attached. Part of the challenge is to complete it without landfill. I'm just starting to play it myself, so let me know if you think it's too easy or too hard. | [] | 0 | 2022-08-28T22:29:44-05:00 |
forum-topic-117387 | 117387 | Friday Facts #434 - Galaxy of Fame | News | https://forums.factorio.com/viewtopic.php?t=117387 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-434 | [
{
"author": "DarkShadow44",
"content": "Congrats, you deserve the success! I like how all planets actually feel like an alien world, although I currently I've only been to Gleba. \n \nAlso, I've seen the fixes you already made since release, thank you and glad to see you're still on top of your game like al... | 19 | 2024-10-25T06:00:03-05:00 | |
forum-topic-126062 | 126062 | Min / Max compare option for Selector combinator | Outdated/Not implemented | https://forums.factorio.com/viewtopic.php?t=126062 | taori | TL;DR
Min / Max option for Selector combinator would be useful to set limits to train stations.
What?
WHAT do you suggest? What is your idea that should be changed? Explain in detail your idea.
I would want green+red signals to be compared and having the largest/smallest/the only present value to be returned
-... | [
{
"author": "",
"content": "Two decider combinators to be more precise. I will reject this idea because it is already suspicious given your example around null handling making it a non universally obvious how should it behave and as such this feature would be likely to spawn bug reports because it does not ... | 2 | 2025-01-17T04:54:03-06:00 |
forum-topic-49788 | 49788 | [MOD 0.18] ShinyBobGFX - Page 7 | Bob's mods | https://forums.factorio.com/viewtopic.php?t=49788&start=120 | OldWhovian | Since the latest update I'm seeing the following error:
Failed to load mods: The given sprite rectangle (left_top=1050x0, right_bottom=1400x219) is outside the actual sprite size (left_top=0x0, right_bottom=1249x222).: __base__/graphics/entity/chemical-plant/hr-chemical-plant-shadow.png
Mods to be disabled:
Shin... | [
{
"author": "Zombiee",
"content": "Will be fixifying soonish.",
"date": "2019-09-05T04:57:41+00:00",
"quotes": []
},
{
"author": "danyax",
"content": "Zombiee, are you planning to update your Bob mod for 0.18? All electric poles look the same, it is such a mess. Same goes for you Angel ... | 19 | 2017-06-15T01:53:38-05:00 |
forum-topic-124930 | 124930 | support reactors & heat pipes unfreezing nothing | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=124930 | Quezler | Recently we go heating_radius in prototype support, i mistook 0 as "this unfreezes nothing at all"
On discord after discussing a related crash with boskid i came to learn that 0 is still supposed to heat its own tile.
It would be nice for 2.1 if there was the following breaking changes:
- heating_radius defaults... | [
{
"author": "jan1i3",
"content": "I'd just like to chime in on the details of how this may be implemented, since I don't beleive making `nil` a meaningful value like this would be good. `nil` in prototypes usually means \"use default value\" where said default value is a value you could also set directly. L... | 1 | 2024-12-22T05:55:01-06:00 |
forum-topic-114587 | 114587 | Railway 2 Lane RHD book | Railway Setups | https://forums.factorio.com/viewtopic.php?t=114587 | Tertius | I thought I post my 2 lane railway blueprint book before it becomes obsolete with the upcoming Factorio 2.0.
It's quite small. Not convoluted, no bells and whistles nobody needs. Just the essentials and basics for everyday use: rails, signals, and big power poles for energy distribution.
RHD (right hand drive - th... | [] | 0 | 2024-08-01T11:30:28-05:00 |
forum-topic-53086 | 53086 | Forum FAQ | This Forum | https://forums.factorio.com/viewtopic.php?t=53086 | Kayanor | How to upload files as attachment
When writing a new post or topic, click on the Attachments tab in the lower left, there you can browse your local storage and choose the file you want to upload.
Only attach files up to a size of 30MB, upload bigger files to Google Drive or Dropbox instead and post a publ... | [] | 0 | 2017-10-01T08:58:10-05:00 |
forum-topic-127340 | 127340 | [2.0.39] Graphical - modded Agri-tower - 3x3 hardcoded soil indicators | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=127340 | snouz | I have here an agricultural tower (I know it doesn't look like one), and I made the soil 2x2, and that works.
> growth_grid_tile_size = 2
But I searched everything in the tile, plant and agricultural tower prototypes for anything that controls the size of the selection box that shows, when you place tiles, what i... | [
{
"author": "",
"content": "Thanks for the report. I've moved the hard-coded 0.95 tile expansion of the growth area to the prototype so you can change that to your liking.",
"date": "2025-03-10T15:43:58+00:00",
"quotes": []
},
{
"author": "snouz",
"content": "Thank you!",
"date": "20... | 2 | 2025-03-08T05:41:05-06:00 |
forum-topic-73535 | 73535 | New translation project! Help needed. | Bob's mods | https://forums.factorio.com/viewtopic.php?t=73535 | sraw | Hi everyone, I've created a new project to translate bob's mod: https://github.com/Sraw/modslocale As the old one has stopped updating for 4 months.
I've already finished the translation of my language. And I will keep maintaining this project. But currently it still needs other translations, please feel free to c... | [
{
"author": "slippycheeze",
"content": "In past experience, if Bob is willing to merge your translations into their mod, it'll get way more contributions from people. \n \nI'd recommend contributions through a web based system, since that also makes it accessible to more people, but YMMV, and so may Bob's."... | 6 | 2019-07-22T02:38:08-05:00 |
forum-topic-118471 | 118471 | [Kovarex] [2.0.12] Blueprints with parameters referencing each other use default values when edited in wrong order | Pending | https://forums.factorio.com/viewtopic.php?t=118471 | redbeam | When putting down a blueprint with parameters and the parameters reference each other and you edit them in the wrong order, they will take the default value instead of the edited value.
For example:
10-29-2024, 22-31-27.png (646.23 KiB) Viewed 240 times
will result in:
10-29-2024, 22-34-55.png ... | [
{
"author": "",
"content": "Hello, I can't reproduce the problem, could you do a minimalistic example?",
"date": "2025-02-06T13:48:57+00:00",
"quotes": []
}
] | 1 | 2024-10-29T16:47:58-05:00 |
forum-topic-108987 | 108987 | Suggestions for the Wiki regarding Factorio Expansion Add-ons | Wiki Talk | https://forums.factorio.com/viewtopic.php?t=108987 | xaetral | I don't claim to bring all the solutions (or any actually) to all the issues that may come from the addition of the new optional vanilla "mods" that will be bundled in the expansion but I just wanted to bring my thoughts. (and anyone else is welcomed to do so here as well)
As a general idea I'd treat the game + all ... | [
{
"author": "DaveMcW",
"content": "It's pretty standard in wikis for other games to use the expansion icon next to expansion features.",
"date": "2023-10-02T03:41:45+00:00",
"quotes": []
},
{
"author": "",
"content": "I have collected some ideas as well. \n \nFor the icon next to expansi... | 19 | 2023-10-01T15:10:08-05:00 |
forum-topic-126400 | 126400 | [2.0.33] numeric textfield does not return to center after scientific number | Bug Reports | https://forums.factorio.com/viewtopic.php?t=126400 | Quezler | steps to reproduce:
- install mod
- /cheat or /editor
- find the beacon interface next to the normal beacon
- place the beacon interface
- open the gui
- inch the quality slider slight away from the middle and back again until the +12 scientific notation stuff shows up
- keep sliding, notice the number now no lo... | [] | 0 | 2025-01-28T10:01:53-06:00 |
forum-topic-76612 | 76612 | How to get water warmer for Advanced tree farming? | DyWorld | https://forums.factorio.com/viewtopic.php?t=76612 | andre2 | How?
I cant find anything to get water from 15°C to 25°C to meet the requirements for Advanced tree farming. | [
{
"author": "rorybecker",
"content": "Hey Andre \n \nPresuming that you mean \"Advanced Wood Farming\", the requirement appears to be for water between 25 and 60 degress. \n \nThis being the case, you can use \"Water Boilers\" to increase water temperature to 50 degrees and the process should then work cor... | 1 | 2019-10-10T15:40:10-05:00 |
forum-topic-101999 | 101999 | Friday Facts #369 - To the moon - Page 4 | News | https://forums.factorio.com/viewtopic.php?t=101999&start=60 | Twisted_Code | it just reads "April fools"
that could be fun. Kind of makes me think of something between Factorio and Offworld Trading Company? | [
{
"author": "RynTyrell",
"content": "I was abit lost , but the Final link is just hilarious ! Super 1 April fools day ! XD",
"date": "2022-06-09T18:36:37+00:00",
"quotes": []
},
{
"author": "Tertius",
"content": "I'd like to see a new FFF, not primarily because of news about the expansio... | 8 | 2022-04-01T07:17:17-05:00 |
forum-topic-13327 | 13327 | Factorio Mod Manager 0.2.1 - Page 2 | Mod and installation managers | https://forums.factorio.com/viewtopic.php?t=13327&start=20 | StanFear | well, yeah, we are already in discussion with the creator of factoriomods.com,
there will probably be a version supporting it soon | [
{
"author": "Talguy",
"content": "That's awesome. I just found http://www.factoriomods.com/mods.json?page=1 but seems to me the names aren't included yet (or disabled intentionally so nobody can really use the API right now). The MVC Controller is right here: https://github.com/Zequez/FactorioMods/ ... t... | 19 | 2015-07-04T06:42:11-05:00 |
forum-topic-121439 | 121439 | The simplest thruster fuel consumption control! No combinators, only 1 wire. | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=121439 | Eimas | TL:DR Use a pump and connect either fuel or oxydizer to an empty tank. Wire the pump to the tank and set to only turn on when there is less than 125 units of your chosen liquid. Connect all the engines AFTER the tank, other liquid can flow freely to the thrusters. Thats it
Hey
So I've been using the met... | [
{
"author": "dragon_gawain",
"content": "After looking at the other topic you mentioned and double checking the factoriopedia graphs, I came up with pretty much this exact same solution - add an extra tank after my main storage tanks, hook it up to a pump from the main storage tanks, and set the pump to onl... | 3 | 2024-11-14T10:09:03-06:00 |
forum-topic-122372 | 122372 | [2.0.20] Base 16 number with highest bit set saturates if used as constant in arithmetic and decider combinator | Bug Reports | https://forums.factorio.com/viewtopic.php?t=122372 | Gegell | When setting the values for signals in constant combinators using the new 0x prefix it works as I'd expect (as in all 32 bits are set to the entered value). The same does not occur when setting the constant value in arithmetic / decider combinators.
If I try to set the constant to a value which includes the sign bit,... | [
{
"author": "robot256",
"content": "This is an interesting case because having a positive number entry roll over to a negative integer can be either very useful or very unexpected depending on the circumstance. I agree it should be made consistent between combinators.",
"date": "2024-11-21T15:28:48+00:... | 6 | 2024-11-21T06:26:47-06:00 |
forum-topic-4 | 4 | Welcome | Show your Creations | https://forums.factorio.com/viewtopic.php?t=4 | This is the place to show off what you have built. You can post screenshots of factories, videos, boast about number of Express Transport Belts created, whatever. Efficiency and originality ftw ! | [
{
"author": "Wubbi",
"content": "I'd love to make a video (or more) about this game. But i have two questions first: \n \n1. Are we allowed to make videos to show in public (like e.g. on youtube) without posting them here (this may sound dumb, but i've seen a lot of weird rules for videos by other companys)... | 15 | 2013-02-06T15:35:09-06:00 | |
forum-topic-116932 | 116932 | Factorio Forums • Artillery needs to be moved back to Nauvis | Hello, long-time Factorio player here.
There is one pretty big balance problem with Nauvis in Space Age - The starting planet, with first 6 science packs available, gives the player no options to defend against Behemoth worms, or even to push into heavily infested areas once the evolution goes over 90%. In the past,... | [
{
"author": "",
"content": "On my first playthrough, I more or less completely abandoned nauvis. I stuck all my research for all sciences on vulcanus, and only had nauvis produce uranium. I think that could be a viable strategy for such punishing enemy settings as well. You can manufacture the full science ... | 19 | ||||
forum-topic-124948 | 124948 | Automatic artillery train | Railway Setups | https://forums.factorio.com/viewtopic.php?t=124948 | Hares | Sharing my design of automated patrolling artillery train.
Train goes from one artillery position to another until it runs out of ammo, prioritizing train stops it has not visited for longest time.
Blueprint
12-22-2024, 19-06-38.png (2.59 MiB) Viewed 1206 times
0eNrlWdtu4zYQ/RVCT7uA5Fo32zK6BRYtigKLboM... | [
{
"author": "Berndie",
"content": "I use a closed ring of artillery outposts with overlapping range which are defended. First i don't want pollution strengthen the red ones, second i don't want my factories/mining outposts to draw their attention. Another experience is, that a few rounds now and then \"invi... | 5 | 2024-12-22T10:37:55-06:00 |
forum-topic-65962 | 65962 | Smart Belt immunity item | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=65962 | Gummiente27 | Hi,
I sugggest a new item that makes belt immunity smart.
What this means is that it turns immunity off automatically when the belt is going in the same direction as I want to run, so I can be faster. | [] | 0 | 2019-02-28T13:16:28-06:00 |
forum-topic-125577 | 125577 | [Genhis] Space platform request satisfied filter shows all qualities | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=125577 | AndrolGenhald | The filter seems to be limiting the shown items to those that I actually have requests for, but it shows all levels of quality instead of only the qualities there are requests for. There's also another one with a question mark after the legendary quality.
Screenshot_20250104_130949.png (100.1 KiB) Viewed 817 tim... | [
{
"author": "tinker9",
"content": "If the question mark means \"any quality\", then it should be selectable.",
"date": "2025-01-09T20:18:12+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report, this is fixed for 2.0.33.",
"date": "2025-01-24T10:24:54+00:00",
... | 2 | 2025-01-04T13:16:41-06:00 |
forum-topic-125229 | 125229 | [2.0.28] ItemProductPrototype::amount is not a uint16 | Documentation Improvement Requests | https://forums.factorio.com/viewtopic.php?t=125229 | zeramorphic | The type of `amount` in ItemProductPrototype is listed as `uint16`, but many of the recycling recipes in `data.raw` have floating-point values for their craft amount. For example, in `accumulator-recycling`, there is the block
Code: Select all amount = 1.25,
extra_count_fraction = 0.25,
name = "battery",
type = "i... | [
{
"author": "curiosity",
"content": "If it's integer, then yeah, fractional numbers are silently cast to integer. Best to check in prototype explorer what the game has actually read it as. \n \nThough it should probably be mentioned somewhere, yeah. I expect on the type's page.",
"date": "2024-12-28T03:... | 1 | 2024-12-27T18:47:34-06:00 |
forum-topic-32968 | 32968 | Collection of Of Ideas around Multiplayer: Lobby-Features, Joining, Mod&Game-Loading, ... | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=32968 | This is mainly to collect the "evergreens" like server-favorites, details of how you can join etc.
Other related topics:
viewtopic.php?f=80&t=29700 Multiplayer: Banning, avoid Griefing, Blacklisting ....
viewtopic.php?f=80&t=27805 Suggestion around Game-Internal Mods-Handling/Mods-Management
viewtopic.php... | [] | 0 | 2016-09-19T08:13:18-05:00 | |
forum-topic-98631 | 98631 | Angel's Ores Starting Area Bug | Resource Spawner Overhaul | https://forums.factorio.com/viewtopic.php?t=98631 | qwerter96 | Angel's refining replaces the base ores with 6 new ones, and has options to spawn all or some of them in the starting area. Enabling RSO causes angels-ore-2 and angels-ore-4 to not spawn in the starting area even when the corresponding option is checked. | [
{
"author": "orzelek",
"content": "I would need to check for those options - will take a look but not sure when it will be.",
"date": "2021-05-31T19:09:23+00:00",
"quotes": []
},
{
"author": "orzelek",
"content": "Added handling of starting area ore settings from Angels Refining in 6.2.7... | 2 | 2021-05-31T14:06:54-05:00 |
forum-topic-109241 | 109241 | Version 1.1.93 | Releases | https://forums.factorio.com/viewtopic.php?t=109241 | Minor Features
Added "--nogamepad" command line option to disable gamepad(controller) detection and support.
Changes
Disabled support for .voc audio files for Allegro audio backend.
Bugfixes
Fixed that selection tool with "cancel-deconstruct", "cancel-upgrade" or "downgrade" mode would not render se... | [] | 0 | 2023-10-17T12:37:04-05:00 | |
forum-topic-76384 | 76384 | [SOLVED] Extremely Slow Map Download on New Computer | Technical Help | https://forums.factorio.com/viewtopic.php?t=76384 | morsk | This is during map download, and it makes it take forever, 2 Mbps download instead of 30+. This is for public servers, not random people.
Solution: I had Verizon change a setting on the "modem" (Optical Network Terminal) so I could connect the router to it over Ethernet instead of Coax. This doesn't explain why Fa... | [
{
"author": "kbk",
"content": "From here I'd throw in a guess that you probably might have skipped chipset and etc drivers installation. Contrary to popular belief that OS should handle it by itself I think nobody should leave this unchecked.",
"date": "2019-10-04T20:38:05+00:00",
"quotes": [
... | 8 | 2019-10-04T06:36:07-05:00 |
forum-topic-79475 | 79475 | Campaign intro idea to set the stage and help propel new users to mid game | Campaign / Scenario suggestions | https://forums.factorio.com/viewtopic.php?t=79475 | Primetheus | TL;DR
I suggest a intro video / automated gameplay sequence as a way to prepare players for the small amount of grind ahead and that it will get easier.
Not by explaining how to do it... or holding their hand, but by planting that idea in their brain through narrative.
What ?
The what is going to be specific to yo... | [] | 0 | 2019-12-30T04:18:49-06:00 |
forum-topic-126146 | 126146 | Mod request: Progressive Quality Overhaul | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=126146 | Green Cat | Disclaimer: To avoid communication issues I used the Ai to wrrite a "corrected" version of my request. Aka from here on is what the AI wrote based on my original text:
Some Problems with Vanilla Quality:
The quality system forces players into gambling mechanics, with no alternative options.
Using quality items a... | [] | 0 | 2025-01-19T17:18:45-06:00 |
forum-topic-126451 | 126451 | [hrusa] [2.0.32] Crash deconstructing asteroid collector "unregistering a chunk that was not forced in navmesh" | Won't fix. | https://forums.factorio.com/viewtopic.php?t=126451 | Hjoyn | On the Test Gatherer platform, deconstructing the last asteroid collector crashes the game.
Done in editor mode, using the deconstruction planner, cut tool, or manual mining all result in a crash.
From loading the save, deconstructing the last collector crashes the game. Which collector is last does not seem to mat... | [
{
"author": "foooey",
"content": "Yeah, this was resolved for me in 26, but I'm also now encountering it again in 32",
"date": "2025-02-08T03:15:58+00:00",
"quotes": []
},
{
"author": "",
"content": "Hi, sorry for taking so long to get around to this. I don't seem able to recreate the cr... | 3 | 2025-01-29T13:55:53-06:00 |
forum-topic-124617 | 124617 | [2.0.26] pointy module request marker does not respect icons_positioning's scale | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=124617 | Quezler | Inside the advanced centrifuge mod there is this:
Code: Select all icons_positioning = {
{inventory_index = defines.inventory.assembling_machine_modules, shift = {0, 1.7}, scale = 1}
},
I would expect the item request proxy marker to scale with the positioning as defined here, it does not seem to be ... | [] | 0 | 2024-12-17T12:22:02-06:00 |
forum-topic-67976 | 67976 | New Yuoki 0.17 Server Online | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=67976 | ChurchOrganist | Hi there,
I hope this is deemed appropriate for this forum - if not, please don't hesitate to delet it.
I thought you might be interested to know that I have just started a Yuoki world on one of our servers at the Organ Loft.
I've played Yuoki before, but never got very far into it due to other distractions
... | [
{
"author": "YuokiTani",
"content": "Very good idea. I fully support your effort.",
"date": "2019-03-29T18:29:08+00:00",
"quotes": []
}
] | 1 | 2019-03-17T17:16:11-05:00 |
forum-topic-126533 | 126533 | [Donion] [2.0.32] Vulcanus 7 soundtrack glitch | Assigned | https://forums.factorio.com/viewtopic.php?t=126533 | husnikadam | Since the launch of the soundtrack I've been noticing something weird about the beginning of the track Vulcanus 7 - Sulphuric Breath. I haven't found anyone addressing it, so here I go.
In the beginning of the track the violin triplets keep ramping up till a 24-25 second mark where is a very brief sound cut and the ... | [
{
"author": "",
"content": "Post the log and add the version to the title please, see 3638 .",
"date": "2025-02-02T14:02:05+00:00",
"quotes": []
},
{
"author": "cbhj1",
"content": "The noted discontinuity is present in the soundtrack as well as 2.0.32",
"date": "2025-02-02T14:37:59+... | 4 | 2025-02-02T06:41:40-06:00 |
forum-topic-100671 | 100671 | Flow Routers - UTU balancers without the balance - Page 2 | Mechanical Throughput Magic (circuit-free) | https://forums.factorio.com/viewtopic.php?t=100671&start=20 | Yodo | Looking at @Scarab's construction method in the first post, I realized that the "potential LFRs" in my previous post are indeed lane flow routers.
They follow the factor method with factors n, 2 (for 2n lanes). The first and last stage consist of two n-n flow routers each, one in the left-lane world, and one in the r... | [
{
"author": "Yodo",
"content": "I have been working with Factorio-SAT the last two days, and managed to make a version of my earlier 6-6 LFR that is not lopsided:\n \n \n \n 6-6 LFR afbeelding.png (656.08 KiB) Viewed 209 times \n \n \nIt also works with yellow belts as you can hopefully see. \n \nI updat... | 1 | 2021-11-20T13:59:57-06:00 |
forum-topic-120843 | 120843 | rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint! | Cheatsheets / Calculators / Viewers | https://forums.factorio.com/viewtopic.php?t=120843 | cellularmitosis | Hey!
I wrote a little tool which calculates the rocket launches required to build a space platform.
Check it out! https://rocketcal.cc
Let me know what you think, or if you encounter any bugs. | [
{
"author": "DOSorDIE",
"content": "Works great! ... it will be nice if we can have constant combinator with that what we need for the launches. \nDont know if you remove the 110 platform you have from the starter paket (100 set and 10 in storage) from the blueprint. \nOr you have 110 to much in space (that... | 19 | 2024-11-10T15:03:15-06:00 |
forum-topic-118366 | 118366 | [2.0.12] Suggestion: Make Rails craftable in Foundry. | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=118366 | JackTheSpades | Very straight forward. Rails should be craftable in Foundries.
Why?
Well for one they very much narratively fit in there, being a product of steel, iron and stone.
However the main point for me is that foundries provide an almost disappointing lack of support for Purple/Production Science . Notoriously the most ... | [] | 0 | 2024-10-29T07:25:04-05:00 |
forum-topic-127462 | 127462 | [2.0.41 vanilla] Underground belt bug | Duplicates | https://forums.factorio.com/viewtopic.php?t=127462 | thedoh | (I am quite sure this is a duplicate, but I still wanted to record this just in case it is not.)
In the release notes for 2.0.40 , there is an entry reading "Fixed another bug related to smart underground belt building." There is no bug ID to go with it, so I'm not sure if the intent was to fix the issue described ... | [
{
"author": "Seppl1",
"content": "Attached is a screen capture of this behavior in 2.0.41 with no mods installed:\n \n \n Factorio - Inconsistent Belt Behavior (No Mods).mp4 \n (15.07 MiB) Downloaded 18 times \n \n \nIt happened before the update and it's still happening after the update. \n \nAnd here so... | 1 | 2025-03-13T08:17:31-05:00 |
forum-topic-91387 | 91387 | Map icon copy/paste ability and scaling | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=91387 | Cije | Hello,
I have been playing Factorio since 2017, it has been really fun and an endless source for stretching my intellectual muscle. I have 2330 hours played and it is still fun like it was the first time i started playing.
I have a suggestion, and I've been searching the forums and didn't find any topic about it, so... | [
{
"author": "Gummiente27",
"content": "On a more zoomed out map the fancy map icons blend with visual clutter from their background. \n \nHaving a size slider per icon would be great. \n \nI want to add to this idea: (A gui option) to darken the background of map icons to increase the contrast.",
"date"... | 1 | 2020-11-15T13:43:11-06:00 |
forum-topic-127081 | 127081 | Quality kills trains? | General discussion | https://forums.factorio.com/viewtopic.php?t=127081 | NineNine | Does quality kill the need for trains? When Legendary everything (assemblers, modules, beacons, etc) comes together, it's very easy to fill a green belt with just a few assemblers. In my experience, there's really little need for trains, if you're doing Legendary everything. Am I wrong? | [
{
"author": "eugenekay",
"content": "There are many, many ways to play the Game. \n \nI think trains are even MORE useful with Quality setups: they are a Filterable Chest that can move itself around, supports Circuit conditions and Interrupts when Item quantities are reached, and far outpace Throughput of R... | 9 | 2025-02-23T12:04:57-06:00 |
forum-topic-327 | 327 | World Names (Configurable additional filename chars and Versioning) | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=327 | MF- | Please note:
viewtopic.php?f=5&t=28393 How to organize Factorio saves
Folders are already supported! You just need to create them manually.
-- ßilk
It might be useful if everyone could configure additional allowed character for level/file names (on his responsibility of course!)
I am extensively u... | [
{
"author": "Heinrich",
"content": "Maybe it's not a personal white list, but rather a savegame name, stored in the file. The filename itself is converted to valid characters only. So everyone can type in whatever he wants his savegame called and the the actual file sytem remains consistent.",
"date": "... | 3 | 2013-02-28T13:13:35-06:00 |
forum-topic-127240 | 127240 | Factorio Forums • Trains waiting in queues for a long time reducing througput | In my latest game I have been experimenting with having a tile style base(this is my first time doing this). The idea was to have a train or muliple for each resource and in the endgame to just copy tiles to increase production. Things have been going mostly well but recently I have observed that trains get stuck in lo... | [
{
"author": "",
"content": "There has been a lot of research done on intersection design ( viewtopic.php?t=100614 . I use roundabouts like you have, but they are not the greatest for throughput. The bigger issue is congestion. It looks like every train in your network is trying to go to one little depot blo... | 5 | ||||
forum-topic-114277 | 114277 | Blueprint encoder and decoder and a train schedule designer | Tools | https://forums.factorio.com/viewtopic.php?t=114277 | Poppelinen | Hi!
I was recently frustrated in configuring trains in our multiplayer base due to the way trains are setup (there's a separate tanking station that the trains shouldn't visit between every trip). The in-game editor was a bit frustrating with a lot of clicking as I needed to repeat multiple stations.
Note: there... | [
{
"author": "GeoStyx",
"content": "This is awesome and exactly what I was looking for to bulk-update combinator descriptions. Thank you!",
"date": "2024-11-17T14:40:32+00:00",
"quotes": []
}
] | 1 | 2024-07-13T15:02:08-05:00 |
forum-topic-124690 | 124690 | Rain on Gleba doesn't extend to 21:9 aspect ratio | Minor issues | https://forums.factorio.com/viewtopic.php?t=124690 | Audacious | Tried searching and didn't find anyone else reporting it.
Skærmbillede 2024-12-18 145322.png (6.54 MiB) Viewed 287 times
I've uploaded a video as well. Possibly making it a bit easier to see.
https://www.youtube.com/watch?v=NlcShcHc7rA | [
{
"author": "",
"content": "Thanks for the report. The current rain and snow effects are somewhat of a place holder and are not screen-size aware. Given there are currently plans to make them into shaders or some simpler system I don't want to try to shoe-horn in screen size awareness at the moment. Maybe i... | 1 | 2024-12-18T13:14:14-06:00 |
forum-topic-127470 | 127470 | The error of entering the world of factorio | Duplicates | https://forums.factorio.com/viewtopic.php?t=127470 | MrWinka | Hi! I haven't really figured out this forum, so I apologize if I'm writing in the wrong place. But please help me regain access to my world. Suddenly, an unknown error started appearing when loading the save, I am attaching its logs.
pic
03-13-2025, 23-26-46.png (25.16 KiB) Viewed 204 times
logs:
Code: ... | [
{
"author": "",
"content": "See 127413 .",
"date": "2025-03-13T20:42:28+00:00",
"quotes": []
}
] | 1 | 2025-03-13T15:28:23-05:00 |
forum-topic-127568 | 127568 | SpoilToTriggerResult : Trigger once per stack option | Implemented mod requests | https://forums.factorio.com/viewtopic.php?t=127568 | Puke | Hello !
Currently, SpoilToTriggerResult has a key "items_per_trigger" that allows us to define (if my understanding is correct) to trigger the script only if there is the required amount of items in the stack.
However, if we want to set this value to 1, meaning only one item is needed to trigger the script, it will... | [
{
"author": "",
"content": "I could add such a value. But, currently the way it works is: it will always run at least once for a given stack. The health ratio for created entities will depend on the ratio between items_per_trigger and the count in the stack. If the trigger is not creating entities then that... | 4 | 2025-03-17T07:29:50-05:00 |
forum-topic-127169 | 127169 | Spelling Mistake | Translations | https://forums.factorio.com/viewtopic.php?t=127169 | pjr | CTRL-SHIFT-F in an IDE: `curcuit` should be `circuit`
02-27-2025, 14-35-07.png (651.27 KiB) Viewed 522 times | [
{
"author": "",
"content": "Thanks for the report. I'll fix it once I'm back at work.",
"date": "2025-02-27T18:13:13+00:00",
"quotes": []
},
{
"author": "",
"content": "Fixed for the next release, 2.0.38.",
"date": "2025-03-03T10:21:55+00:00",
"quotes": []
}
] | 2 | 2025-02-27T08:36:11-06:00 |
forum-topic-114252 | 114252 | [Server]The Project Community Server | Multiplayer | https://forums.factorio.com/viewtopic.php?t=114252 | marcus89uk | I made a server that uses Modpack SE + K2 + BZ ores + 248k by Moral1ty, with some mods I've added
anyone is welcome to join.
IP: 80.46.118.243
If you would like to know more about the modpack please go to https://mods.factorio.com/mod/modpack_se_k2_bz_248k
Discord: https://discord.gg/CWmaYUZV
... | [] | 0 | 2024-07-11T22:59:56-05:00 |
forum-topic-121800 | 121800 | [Genhis][2.0.19] Changing Vulcanus map settings with editor prevents ashland trees from ever spawning again | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=121800 | Xenonex | EDIT: I'm using the current experimental on Steam, 2.0.19
1. What did you do?
While currently viewing the Vulcanus surface, I used the editor (with the /editor command in the console) to Edit map gen settings on the Vulcanus surface shortly after landing on it. I have tried changing settings in either the Reso... | [
{
"author": "",
"content": "Thanks for the report, this is fixed for the next release.",
"date": "2024-11-19T19:42:37+00:00",
"quotes": []
},
{
"author": "Xenonex",
"content": "Thanks for the quick turnaround time!",
"date": "2024-11-20T16:08:50+00:00",
"quotes": []
},
{
... | 4 | 2024-11-16T22:31:35-06:00 |
forum-topic-126051 | 126051 | [2.0.31] Construction bots fail to upgrade to legendary rail | Minor issues | https://forums.factorio.com/viewtopic.php?t=126051 | sectoidfodder | What did you do?
Use an upgrade planner to upgrade rail to legendary rail, or
Place a blueprint with legendary rail over existing rail
What happened?
Construction Robot picks up legendary rail, flies to target, does nothing at the target, returns with legendary rail and drops it into a storage chest
What did... | [
{
"author": "",
"content": "Thanks for the report. Due to the way rails are programed, they currently do not and have never supported upgrading with robots. The only way to \"upgrade\" them is to remove them and re-build with a different quality. One possible option is we stick the \"not upgradable\" flag ... | 1 | 2025-01-16T18:45:52-06:00 |
forum-topic-20436 | 20436 | [0.12.x] Challenge Mod(s) (3) / Tool(s) (1) | Fentus Challenge & Tool Mods | https://forums.factorio.com/viewtopic.php?t=20436 | Fentus | All mods moved to: viewforum.php?f=179
Tools:
[0.12.x] SpeedControl
Description: Things are just not fast enough... (This mod adds two buttons to increase or decrease the speed of the game.)
Screenshots
Download
SpeedControl_0.12.24.zip
Works with 0.12.24, 0.12.25, 0.12.26 (3.5 KiB) Downloaded 47... | [
{
"author": "",
"content": "I need to intervene here: As moderator I cannot allow to put more than one mod / modpack in one thread. See for the reasons also here: viewtopic.php?f=151&t=15364&p=104336&hi ... ad#p104336 \n \n\nBut I can give you the same options. Hope you understand, that this is needed.",... | 6 | 2016-02-24T17:28:57-06:00 |
forum-topic-30962 | 30962 | Angel's Addons | Angels Mods | https://forums.factorio.com/viewtopic.php?t=30962 | 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 Addons
Licence: CC BY-NC... | [
{
"author": "Arch666Angel",
"content": "Warehouses \n \n-6 warehouses (1 \"chest\" and 5 logistic versions) \n-1 technology to unlock them \n-warehouses have 768 (regular and storage)/512 (all other logistics version) inventory slots (they are glorified chests) \n \nDownload: Modportal",
"date": "2019-... | 6 | 2016-08-14T17:22:04-05:00 |
forum-topic-124070 | 124070 | Oil Processing | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=124070 | PianoGuy | I'm trying to move up the technology tree, and I'm stuck at Oil Processing. The technology research screen shows the below graphic. I think this means I need to mine some oil first. OK, presumably with a pumpjack. So off I go to an oil field, only to find out that the only fuel the pumpjack uses is one of the modul... | [
{
"author": "",
"content": "Pumpjacks use electricity.",
"date": "2024-12-09T02:58:12+00:00",
"quotes": []
},
{
"author": "PianoGuy",
"content": "Duh. Thanks, Loewchen",
"date": "2024-12-09T03:53:26+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "A side note... | 6 | 2024-12-08T20:45:00-06:00 |
forum-topic-123758 | 123758 | [2.0.23] Ordering removal of an equipment for vehicle inside chest and deploying it results in quantum removal | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=123758 | Hares | Steps to Reproduce
Insert equipment to a spidertron
Undeploy that spidertron
Inserted equipment remains inserted
Find a spidertron in a chest
RMB it to open its equipment grid
Order removal of its equipment
Deploy that spidertron
Expected
Something happens
Actual
Red cross c... | [
{
"author": "",
"content": "Thanks for the report. this has been fixed in one of the releases since this version.",
"date": "2025-03-03T19:59:11+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "I am able to reproduce the issue with the exactly the same steps. \nThe only workaroun... | 3 | 2024-12-04T19:41:53-06:00 |
forum-topic-127279 | 127279 | Make LuaEntity::selection_priority modifiable at runtime | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=127279 | braxbro | Currently, the selection priority of an entity is set in the prototype and cannot be changed at runtime. However, with the creation of elevated rails and the inability to interact directly with things underneath said elevated rails, there is now a base-game need for the ability to either ignore specific entity types wh... | [
{
"author": "protocol_1903",
"content": "Perhaps having a per-player property, modifiable by mods, to ignore selection boxes of a specified priority range, or of specific flags? That way you could just ignore the elevated rails, or just ignore belts, etc",
"date": "2025-03-05T16:28:31+00:00",
"quote... | 2 | 2025-03-05T07:54:41-06:00 |
forum-topic-119001 | 119001 | Simple way to prevent asteroid collector from overfilling - Page 2 | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=119001&start=20 | gGeorg | re-processing is a method how to get missing type of resource
re-processing is not smart method to over-collecting | [
{
"author": "mmmPI",
"content": "Exactly ! that's why i don't usually do it, because it would imply i have collected wrong ressources but that doesn't happen with filtered collector, my spaceship don't waste energy to transform the junk, it just doesn't collect it.",
"date": "2025-03-04T12:00:47+00:00",... | 3 | 2024-11-01T02:27:40-05:00 |
forum-topic-101073 | 101073 | Resource regen with new seed? | Resource Spawner Overhaul | https://forums.factorio.com/viewtopic.php?t=101073 | FuryoftheStars | Hey, so the commands in the top pinned announcement thread concerning regening resources doesn't appear to work with the new seed option. I found an old thread from back when 0.17 apparently first dropped and there was a comment in there about how that feature had been removed.
Any chances of getting it back? Or i... | [
{
"author": "FuryoftheStars",
"content": "Oh, should probably add in here that if this feature is restored, the ability to export the used seed and then import/manually specify it in the regen command would be ideal. \n \n \nSo, because of my play style (relaxed, take my time, resources spread far out to fo... | 8 | 2021-12-30T16:39:00-06:00 |
forum-topic-45107 | 45107 | [Mod 1.0, 2.0] Info mod | Development tools | https://forums.factorio.com/viewtopic.php?t=45107 | darkfrei | This mod adds all Factorio base tables into log file.
2018-12-07 22_35_49-D__Factorio_0.16_factorio-current.log - Notepad++.png (30.9 KiB) Viewed 7460 times
The same you can find in
Factorio\data\base\prototypes\decorative\decoratives.lua
Code: Select all loot =
{
{item = "stone", probabilit... | [
{
"author": "darkfrei",
"content": "Another example: \n \nYou want play Factorio 0.15, but you haven't enough time for it. Let's make all recipes cheaper! Finding in the log file: \n \n\nThen our mod have this code: \n Code: Select all for i, recipe in pairs(data.raw.recipe) do\n\tif recipe.type == \"rec... | 5 | 2017-04-26T13:55:38-05:00 |
forum-topic-121406 | 121406 | [2.0.17] Spoilage counts as not spoilable for inserter priority | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=121406 | sparr | I would expect that if I set an inserter to prioritize spoiled items first, it would pull spoilage before anything else. However, it pulls spoilage last, because it's technically an unspoilable item. | [
{
"author": "",
"content": "Thanks for the report, however i am throwing this straight to Not a bug. Spoiled priority was implemented primarily for handling one item selection and in original shape it was not even considering items that were not spoilable (spoilage has no timeout to convert into something d... | 12 | 2024-11-14T04:47:28-06:00 |
forum-topic-119974 | 119974 | Factorio Forums • [raiguard] [2.0.15] Right click doesn't work with a drawing tablet on Linux/Wayland | I'm on Linux using KDE Plasma on Wayland. When running Factorio using its Wayland video driver, right clicks are not registered if they're emitted using a drawing tablet pen's buttons. Normal left clicking works fine. A touchpad's right clicks work fine, so this is definitely a problem with tablet inputs. Switching Fac... | [
{
"author": "",
"content": "Could you set SDL_EVENT_LOGGING=1 in your environment and post the log? I cannot reproduce.",
"date": "",
"quotes": []
}
] | 1 | ||||
forum-topic-125589 | 125589 | inserters are not exposing 'spoil_priority' attribute which is visible in the GUI | Implemented mod requests | https://forums.factorio.com/viewtopic.php?t=125589 | hgschmie | Inserters in Space Age have a "spoiled priority" radio selector in their GUI:
Screenshot 2025-01-04 at 15.11.15.png (16.97 KiB) Viewed 488 times
When blueprinting an inserter, these show up in the blueprint as "spoil_priority": "fresh-first" or "spoil_priority": "spoiled-first".
However, this attrib... | [
{
"author": "",
"content": "Missing api goes to modding interface requests, not to bugs",
"date": "2025-01-04T23:42:39+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "Duplicate of viewtopic.php?f=28&t=125282",
"date": "2025-01-05T04:51:40+00:00",
"quotes": []
},
... | 4 | 2025-01-04T17:13:53-06:00 |
forum-topic-62504 | 62504 | There are no trains | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=62504 | Amarula | Every time you place a train stop, the menu for the new stop says "There are no trains". This was driving me crazy as I had lots of trains! I eventually figured out this means "No trains are currently assigned to stop here." Even "this stop has no trains" would be better.
And my morning chuckle when I searched to se... | [
{
"author": "CJ5Boss",
"content": "That's kinda funny, never really noticed that before.",
"date": "2019-01-10T17:04:42+00:00",
"quotes": []
},
{
"author": "steinio",
"content": "All your trains belong to us.",
"date": "2019-01-10T18:01:56+00:00",
"quotes": []
},
{
"autho... | 9 | 2018-09-15T08:28:55-05:00 |
forum-topic-37569 | 37569 | Too much petroleum gas | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=37569 | SpaceMuffins | Eyy guys i have a problem i have soo much light oil and petroleum gas i already am turing the majority of it into solid fuel and sulfur but it's stopping my production of lubricant and i have no idea what to do with it i already have 22 tanks of light oil and 12 of petroleum gas can someone tell me what to do with the... | [
{
"author": "Rockstar04",
"content": "If you arent using gas, you may want to switch to basic oil processing , so you make less of gas and light oil to begin with.",
"date": "2016-11-21T16:15:56+00:00",
"quotes": []
},
{
"author": "mooklepticon",
"content": "It's really a context-sensit... | 19 | 2016-11-21T10:10:50-06:00 |
forum-topic-127053 | 127053 | Post deleted without comment | This Forum | https://forums.factorio.com/viewtopic.php?t=127053 | klamann | Hi, I posted a comment to this thread today:
a bit later my post was removed without further notice. Did I break any rules? What did I do wrong? | [
{
"author": "",
"content": "It's a closed bug report, if you want to discuss this further open gameplay help topic of make a feature request.",
"date": "2025-02-22T17:15:34+00:00",
"quotes": []
}
] | 1 | 2025-02-22T08:27:58-06:00 |
forum-topic-31080 | 31080 | [option] Disable commands popping up in chat | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=31080 | Danielv123 | I'll just get straight to it. I have a mod, and it sends the game an rcon request every few ticks. The game then goes "bleep" and prints a gray line in chat.
My game is a bleepfest. There is no way to substitute rcon for my purpose as I cannot read files with lua mods.
So I propose a simple checkbox in the option... | [
{
"author": "",
"content": "Not so good idea. I would suggest to tell your script - however that works and whatever it does - to supresses it's output instead. Somehting like pipe all to dev/null \n \nSomething like \nscript >/dev/nul 2>&1 \nWhich should write stdout and stderr to dev/null",
"date": ... | 9 | 2016-08-16T17:13:19-05:00 |
forum-topic-21106 | 21106 | Smart Conveyor Belts (also Smart Splitters) / Belt Extension | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=21106 | This is about a belt element, which can be used to control the flow of items in the belt transport system.
This is a bit dangerous suggestion, cause many of these ideas are coming due to the fact of lacking control over the inserters and or not understanding how mighty the belts are (See for example https://wiki.fa... | [] | 0 | 2016-03-08T03:13:40-06:00 | |
forum-topic-38757 | 38757 | Mylon's Many Mods | Mods | https://forums.factorio.com/viewtopic.php?t=38757 | Mylon | Here's a general thread for my collection of mods to make it easier to keep track of feedback as well as what I'm working on.
Assembler Assay
Assemblers break down and require servicing. Take them to a refurbisher either to restore them to working order (easy mode) or disassemble them so their parts can be recover... | [
{
"author": "theit8514",
"content": "Hello, \n \nConcreep has a bug when processing a roboport with no construction_radius (used by some mods to drain power). \n \nI added this to the check in the checkRoboports function which allows it to be removed from the creepers table:\n Code: Select all and robopor... | 19 | 2016-12-18T21:54:18-06:00 |
forum-topic-53851 | 53851 | Desyncs and how to report them | Bug Reports | https://forums.factorio.com/viewtopic.php?t=53851 | Background
Our multiplayer code uses Deterministic Lockstep to synchronize clients, this is a method of synchronizing a game from one computer to another by sending only the user inputs that control that game, rather than networking the state of the objects in the game itself.
It means that all players need to si... | [] | 0 | 2019-02-20T08:14:49-06:00 | |
forum-topic-69052 | 69052 | Error message and automatic mod disabled | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=69052 | syrebyrd | Just about to start my day off session of factorio using yuoki mods of course! Was dreaming of next moves.....when I got this message on my screen:
Failed to load mods- error while running set up for recipe prototype ''y_wood_wall_recipe'' (recipe): Duplicate item ingredients are not allowed (wood exists 2 or more t... | [
{
"author": "YuokiTani",
"content": "i see the error and fix this. i upload the new version later today.",
"date": "2019-04-05T14:42:38+00:00",
"quotes": []
},
{
"author": "syrebyrd",
"content": "Thankyou! \n \nSpent a a lovely day playing as a result!",
"date": "2019-04-07T03:12:04+... | 3 | 2019-04-05T01:45:52-05:00 |
forum-topic-102240 | 102240 | [raiguard][1.1.57] Headless server can have 2 saves (one non-blocking) running at once, hangs | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=102240 | DeHackEd | I know "non-blocking saves" are experimental and all that, but this one is pretty easy to reproduce.
0. Have a very large map. Mine has a savegame size nearly 250 MB.
1. Run a multiplayer headless server with non-blocking save enabled and join the game.
2. Have the last (only?) player quit the server. With the... | [
{
"author": "",
"content": "Non-blocking saving is not supported.",
"date": "2022-04-24T21:44:42+00:00",
"quotes": []
},
{
"author": "DeHackEd",
"content": "I respectfully disagree and present evidence to the contrary . \n \nExperimental and at my own risk? Yes. But I also have a consis... | 14 | 2022-04-24T16:36:55-05:00 |
forum-topic-106128 | 106128 | [Request] Assets for flooring & roboports | Texture Packs | https://forums.factorio.com/viewtopic.php?t=106128 | AlmightyCrumpet | Hi,
Making this mod: https://mods.factorio.com/mod/PoweredFloorExtended
I have some basic graphics in place but they are pretty sad.
Looking to have fresh graphics for all items included if anyone is up for it.
The aim is to keep things looking clean/futuristic in style but hopefully not too out of place, and plea... | [] | 0 | 2023-05-06T17:34:41-05:00 |
forum-topic-127549 | 127549 | [Space Age] Additional Inserter filtering options for freshness. | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127549 | AnubiteDM | TL;DR
Additional Inserter filtering options for better freshness control and automation through logic.
What?
Additional options to take only items with above/below Freshness threshold and the ability to control this parameter via Logic. Something like this:
Example.jpg (61.86 KiB) Viewed 101 times
... | [
{
"author": "Amarula",
"content": "+1 That would make for some interesting contraptions! I like it!",
"date": "2025-03-16T13:31:24+00:00",
"quotes": []
}
] | 1 | 2025-03-16T07:14:34-05:00 |
forum-topic-121544 | 121544 | [2.0.15] Inventory quantities doubling in value for space platform | Not a bug | https://forums.factorio.com/viewtopic.php?t=121544 | PSquared1234 | Hi, I've been having an issue with one of my Space Platforms and circuit connections.
Basically, with regards to the quantity of items in the ship's inventory, the quantity number gets doubled. If I have 7 stacks of "Firearm magazine" (stacks of 100), all the circuit conditions think it has 14 stacks (2 x 700). If a... | [
{
"author": "wild_dog",
"content": "You have both red and a green circuit attatched to the platform. \nYou have both read content and send to platform active. \n \nThe paltform is reading the contents, sending that as signals to both the green and red circuits, and both the green and red cirquits are feedi... | 3 | 2024-11-14T23:30:30-06:00 |
forum-topic-109802 | 109802 | Configs for my mods | Resource Spawner Overhaul | https://forums.factorio.com/viewtopic.php?t=109802 | planetfall | Hello! Attached are resource configurations for my mods Brass Tacks (zinc ore), If I Had A Nickel (nickel ore), Them Thar Hills (gold ore), and Brimstuff (sulfur). The first two are long overdue, but better late than never.
Thank you! | [] | 0 | 2023-11-19T15:45:02-06:00 |
forum-topic-76331 | 76331 | Simple Mining Productivity spreadsheet | Cheatsheets / Calculators / Viewers | https://forums.factorio.com/viewtopic.php?t=76331 | Honktown | I made a personal spreadsheet for infinite Mining Productivity research for 0.16.51 which can be used to calculate the break-even point of infinite resources with and without productivity modules. Was wondering if anyone would like it, and I could update it for .17 costs and the change to Mining Productivity. Also to e... | [] | 0 | 2019-10-03T04:32:37-05:00 |
forum-topic-119375 | 119375 | Mistake in Power production article | Wiki Talk | https://forums.factorio.com/viewtopic.php?t=119375 | manskript_klin | Optimal ratio: 21:25.
"Close enough" ratio: 20:24.
For 200 accumulators:
optimal: 200:210*250 = 238 solar panels.
"close enough": 200:200*240 = 240 solar panels.
We need to put away 2 (with rounding to whole numbers) solar panels instead of adding 20.
Link to the article: https://wiki.factorio.com/Power_pr... | [
{
"author": "",
"content": "Thanks for pointing this out, fixed!",
"date": "2024-11-11T14:41:13+00:00",
"quotes": []
}
] | 1 | 2024-11-02T14:43:57-05:00 |
forum-topic-122587 | 122587 | [2.0.21] Deploying a spidertron with bots destroys all its equipment (and colour and name) | Duplicates | https://forums.factorio.com/viewtopic.php?t=122587 | mrbaggins | Using bots to deploy a spidertron from a landing pad effectively wipes all it's settings and grid contents.
Save file linked below. Go to gleba, Look at the spidertron in the landing bay. Has a name, a colour, and a full equipment grid. Use bots to ghost place this spidertron. Spidertron is placed with no colour, no... | [
{
"author": "robot256",
"content": "Most likely not a bug and duplicate of 118257 . \n \nSpidertrons placed by bots are altered to match the attributes of the ghost that requested them. You can place a ghost that matches the attributes of your customized item by blueprinting it before you mine it, or by sh... | 13 | 2024-11-22T22:26:19-06:00 |
forum-topic-125312 | 125312 | Aquilo factory | Show your Creations | https://forums.factorio.com/viewtopic.php?t=125312 | the_potty_1 | Well I fell prey to the problem where you miss the tooltip for the planet you just researched, and for every other planet this is ok, but on Aquilo, you really need to know about concrete. I was planning to research foundations so I could build a starter base :/
There's also so much I forgot to bring, I made at leas... | [
{
"author": "GrumpyJoe",
"content": "Since space to build is at a premium, I think that's way too much solar. \n \nI'd need to go back to an earlier save to have a closer look, but since I started with solid fuel from ammonia before anything else, I needed like 2 stacks of rocket fuel from outside, that's ... | 1 | 2024-12-29T10:38:53-06:00 |
forum-topic-124509 | 124509 | [Rseding91] [2.0.23] Crash hovering machine with "research-progress" product | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=124509 | Poutinator | I've made a small mod to experiment with using "research-progress" as a product on a recipe. When a research recipe is set on an assemble and we hover that assemble, the game crash.
The attachment contains the test mod, a test scenario and a log file following a crash from hovering the assembler in the example scena... | [
{
"author": "catpig",
"content": "Fixed in 2.0.26 according to the changelog at 124550",
"date": "2024-12-17T18:06:47+00:00",
"quotes": []
}
] | 1 | 2024-12-15T17:08:16-06:00 |
forum-topic-124391 | 124391 | cube1 | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=124391 | s6x | I am trying to diagnose a bug in my Telelogistics mod that seems to show up when some other mod creates a planet (or space-location, or surface...?) called "cube1." It would be much easier to figure out what is going on if I could look at whatever code is creating "cube1" of course. Does anyone know what mod this is? | [
{
"author": "s6x",
"content": "Found it.",
"date": "2024-12-14T21:43:02+00:00",
"quotes": []
}
] | 1 | 2024-12-13T19:08:14-06:00 |
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