id stringlengths 13 18 | topic_id stringlengths 1 6 | title stringlengths 1 132 | section stringclasses 74
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|---|---|---|---|---|---|---|---|---|---|
forum-topic-127424 | 127424 | [2.0.39] Legendary Refined Concrete when put down and removed reverts to common | Duplicates | https://forums.factorio.com/viewtopic.php?t=127424 | Omzig | funny thing, i find it difficult to blueprint legendary concrete so that i can use it up instead of destroying it, but i cannot seem to make a blueprint that will use it. The only thing that i can find that will stamp down the quality stuff is my person. | [
{
"author": "Muche",
"content": "Duplicate of 122146 Tiles ignore quality .",
"date": "2025-03-12T14:46:45+00:00",
"quotes": []
}
] | 1 | 2025-03-12T06:01:04-05:00 |
forum-topic-120089 | 120089 | Serious Question: Can Gleba not be idle? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=120089 | JackTheSpades | I'm not talking about the spoilable things sitting on belts. I generally understand that any setup needs to be "self purging" of spoilage and you can use normal assembly machines to make your first batch of Yomako Mash and Nutrients to kickstart things...
But what about the eggs?
In general, if I want to turn the f... | [
{
"author": "mmmPI",
"content": "You can restart eggs production by recycling biochamber \nYou can restart nutrient production by transforming spoilage \n \nCombined those allow to let the factory \"idle\" if you wish.",
"date": "2024-11-06T14:29:24+00:00",
"quotes": [
{
"author": "Jac... | 15 | 2024-11-06T08:23:14-06:00 |
forum-topic-102327 | 102327 | [REQUEST] Sapling tree graphics | Texture Packs | https://forums.factorio.com/viewtopic.php?t=102327 | FuryoftheStars | I'm editing one of the tree sapling mods and am almost done. Something I'd like to expand upon with the original is different growth stages of the saplings, but I'm no artist.
Attached are the current sprites in use.
What I'd like to get:
A couple variants of sprouts (just coming out of the ground)
A couple v... | [
{
"author": "FuryoftheStars",
"content": "a month later… \n \nFigures. \n \n https://mods.factorio.com/mod/TreeSaplings-Redux",
"date": "2022-05-31T06:47:59+00:00",
"quotes": [
{
"author": "FuryoftheStars wrote: Tue May 03, 2022 9:38 pm",
"content": ""
}
]
}
] | 1 | 2022-05-03T16:38:57-05:00 |
forum-topic-62426 | 62426 | Unofficial Factorio Web API Documentation | Development tools | https://forums.factorio.com/viewtopic.php?t=62426 | Artentus | As you may or may not know, Factorio has a Web API that allows developers of 3rd party software to do such things as: log in, download mods, search for game servers or download Factorio updates.
However, this API is not officialy documented, and so whenever a dev wants to use any of it they have to reverse engineer ... | [
{
"author": "",
"content": "Why aren't you using/improving the documentation hosted on the wiki: https://wiki.factorio.com/Category:Technical ? I saw Danacus improving that, so I don't understand why you are rehosting it.",
"date": "2018-09-08T17:33:24+00:00",
"quotes": []
},
{
"author": "... | 2 | 2018-09-08T11:27:12-05:00 |
forum-topic-123035 | 123035 | Factorio Forums • [raiguard][2.0.22] Space connection drawn incorrectly | [Modded]
A space-connection created between to planets doesn't cross direction above the sun
If the shortest connection between the two planets (possibly with the same magnitude) (for example planet1.orientation = 0.1 & planet2.orientation = 0.9) would cross above sun it is instead drawn around the bottom of the su... | [
{
"author": "",
"content": "Thanks for the report, this has been fixed for 2.0.34.",
"date": "",
"quotes": []
}
] | 1 | ||||
forum-topic-39570 | 39570 | Most chunks blacked out in map. | 1 / 0 magic | https://forums.factorio.com/viewtopic.php?t=39570 | mooklepticon | This was a fun one. Loaded my game and got the below stuff. Mod list attached. Can zip if needed.
2017-01-07_20-41-09.png (175.37 KiB) Viewed 2052 times | [
{
"author": "",
"content": "Can you reproduce it?",
"date": "2017-01-08T02:56:40+00:00",
"quotes": []
},
{
"author": "mooklepticon",
"content": "No, sadly. I reloaded several times from the original save, it's fixed every time. Played some, saved and loaded and it's fixed. \n \nNow tha... | 3 | 2017-01-07T20:43:55-06:00 |
forum-topic-32046 | 32046 | it has to be said.... | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=32046 | alphamax86 | Hi all,
Am i really the only one here who thinks the Mod portal SUCKS ASS
it is so much worse than the " http://www.factoriomods.com/ " page was and lets be honest that was one big mess... bud this mod portal is so much much much worse
Just had to say it sorry very much love the game though | [
{
"author": "",
"content": "I trust the mod portal will evolve as Factorio evolves. I'm sure Factorio v0.1 was a lot crappier than it is now, and look at the hell of a game it is now",
"date": "2016-09-02T16:58:15+00:00",
"quotes": []
},
{
"author": "Nexela",
"content": "While the mod po... | 19 | 2016-09-02T11:35:50-05:00 |
forum-topic-123654 | 123654 | Move get_item_localised_name from the quality mod to core utils | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=123654 | LuziferSenpai | Hey,
the function get_item_localised_name from the quality mod is awesome, but it would be even better if it was a utils function.
Greetz,
Luzifer | [
{
"author": "PennyJim",
"content": "That would force the get_prototype function to be in util and that's honestly the one I feel needs to be in there more \n \nBut yeah I do think they are simple and useful enough functions to deserve to be canon utilities",
"date": "2024-12-03T21:06:26+00:00",
"qu... | 4 | 2024-12-03T14:59:14-06:00 |
forum-topic-119969 | 119969 | Remove ability for inserters to interact with the beacons | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=119969 | Hares | TL;DR
Inserters should not be able to insert modules into beacons and, more importantly, remove them.
What?
Literally "What?". "What?" was my first thought when I saw them doing so. So many times rotating an inserter ended up with it grabbing out a module or two and putting them in the belt or getting stuck in it... | [
{
"author": "Tinyboss",
"content": "But the buildings in their area of effect do use less energy without (speed/prod) modules. And inserters can be automated with the circuit network. The point is to allow a factory to choose automatically and dynamically which modules to use. \n \nAs an example off the top... | 9 | 2024-11-05T12:51:57-06:00 |
forum-topic-103578 | 103578 | Mod Pack String (proposal) | Mod Packs / Libs / Special Interest | https://forums.factorio.com/viewtopic.php?t=103578 | Hornwitser | Mod Pack String is a string format I'm proposing for exchanging a complete mod pack setup between client and server tools that deal with mods. They are similar to Blueprint Strings and for example allow a user to easily transfer a pack of mods including the mod settings between different mod and server managers.
B... | [] | 0 | 2022-09-26T16:57:44-05:00 |
forum-topic-119846 | 119846 | LuaPlayer::physical_vehicle is not MapPosition | Resolved Requests | https://forums.factorio.com/viewtopic.php?t=119846 | PennyJim | LuaPlayer::physical_vehicle is listed as a MapPosition, that is simply not true
Also why does `player.character.vehicle` not return the same thing? I'll be making a separate bug report for that though. ( 119848 ) | [
{
"author": "randomflyingtaco",
"content": "Seconding, since it is a LuaEntity\n \n \n \n 11-19-2024, 23-42-04.png (91.61 KiB) Viewed 170 times",
"date": "2024-11-20T05:43:46+00:00",
"quotes": []
},
{
"author": "",
"content": "This was fixed at some point.",
"date": "2025-03-14T17:49... | 2 | 2024-11-04T18:05:32-06:00 |
forum-topic-3762 | 3762 | Peace with Aliens - Page 7 | Development Proposals | https://forums.factorio.com/viewtopic.php?t=3762&start=120 | Foreros | I remember that insects can be "tamed", after all. Bees and few kinds of other insects can be trained to act differently with its owner and so you can act similarly with these insect-like aliens.
If you teach them that harm you is worse than interact with you, this will let you a new level of game. | [
{
"author": "uliks",
"content": "Basically there is nothing to give aliens instead of pollution . If we could create with factories happy environment then meybee it could be other story. But this game is to much straight forward pollutional.",
"date": "2017-05-04T20:17:47+00:00",
"quotes": []
},
... | 19 | 2014-05-21T02:31:58-05:00 |
forum-topic-124986 | 124986 | Ability to change PlanetPrototype.player_effects during runtime | Won't implement | https://forums.factorio.com/viewtopic.php?t=124986 | Senpai1337 | Copying the template from the ideas and suggestions area.
TL;DR
The property PlanetPrototype.player_effects should likely be moved to LuaPlanet or LuaSurface that way modders can update the effects without needing to restart the client.
What?
player_effects is used by space age to give Gleba a constant ra... | [
{
"author": "",
"content": "Sorry but I don't see this ever happening. Those things are prototype defined and not save/load/changeable runtime. So, \"moving them to LuaPlanet\" makes no sense in the state they are.",
"date": "2024-12-30T20:48:30+00:00",
"quotes": []
},
{
"author": "curiosity... | 4 | 2024-12-23T01:02:05-06:00 |
forum-topic-111358 | 111358 | [Solved] [1.1.104] [Modded] Desync when joining multiplayer game or within a few minutes | Desyncs with mods | https://forums.factorio.com/viewtopic.php?t=111358 | Oniguro | Since the Desyncs with mods subforum seems locked, I'll post this here in the hopes anyone can help us.
After starting a new game with the HEAVILY MODDED Modpack it went fine for ~200 hours before we've suddenly started getting desyncs, first sometimes but after a while right away when one person was joining the... | [
{
"author": "Oniguro",
"content": "Okay, so it seems we were able to pinpoint the issue. \nIt seems to have been the belt balancer mod , especially the part in the added screenshot.\n \n \n \n Factorio 1.1.104 - 2024-02-19 07_15_24-005674.png (859.75 KiB) Viewed 1444 times \n \n \nWhen they are not too loa... | 2 | 2024-02-17T12:42:56-06:00 |
forum-topic-17734 | 17734 | New types of vehicles (train, tank, car, plane, ship...) | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=17734 | This is a collection of ideas about new vehicles.
Flying vehicles
There are ideas about introducing planes/Zeppelins or ships/boats
viewtopic.php?f=6&t=3973 planes and such
viewtopic.php?f=6&t=7750 Flying buildings
viewtopic.php?f=6&t=7798 Air Transportation
viewtopic.php?f=6&t=8620 Whater Vehicles S... | [
{
"author": "dapullia",
"content": "Steam Powered Railroad Engines + Support Cars to Operate them as first step into railroads instead of the current Diesel Electric Engine: viewtopic.php?f=6&t=20616#p129506",
"date": "2016-03-12T05:59:16+00:00",
"quotes": []
},
{
"author": "",
"content... | 4 | 2015-11-12T06:00:30-06:00 | |
forum-topic-125010 | 125010 | Make prototype.output_slots >1 useful | Already exists | https://forums.factorio.com/viewtopic.php?t=125010 | ownlyme | viewtopic.php?f=23&t=125005&p=655063
It may not be a bug, but can we do something about it so prototype.result_inventory_size = 2 or higher is actually good for anything? | [
{
"author": "",
"content": "The only reason to have it be > 1 is for recipes that produce > 1 result.",
"date": "2024-12-23T15:13:44+00:00",
"quotes": []
}
] | 1 | 2024-12-23T08:11:13-06:00 |
forum-topic-104430 | 104430 | Put the release notes on the download page | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=104430 | silverdev2482 | Add the release notes on the download page or a link to the download page.
TL;DR
Put the release notes on the download page.
What ?
I suggest putting the release notes as a link or the whole list in the text boxes on the release page. Putting the whole list may take up too much space so a link may be a better o... | [
{
"author": "silverdev2482",
"content": "Using the power of inspect element, grim (a screen shotting tool for wayland), and gimp to crop off my other moniter I have made what I think it should look like \n \nNormal website \n \n \n \nWhat it might look like",
"date": "2022-12-14T21:56:18+00:00",
"qu... | 2 | 2022-12-14T15:32:00-06:00 |
forum-topic-124919 | 124919 | Attachment limit is actually 30 MB | This Forum | https://forums.factorio.com/viewtopic.php?t=124919 | tinker9 | On the forums attachment screen, it says the attachment limit is 1GB. But the "how to report a bug" post viewtopic.php?f=7&t=3638 suggests it is 30 MB.
It's also confusing because there is no error message for a large attachment, it just simply doesn't appear.
Screenshot 2024-12-22 at 17.19.14.png (218.7... | [] | 0 | 2024-12-22T01:22:16-06:00 |
forum-topic-117342 | 117342 | [2.x/Space Age] The old map view was much better! | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=117342 | FritzHugo3 | The old map view was much better!
01. why can't you zoom in when the game is paused, you could look around and plan without being attacked!
02. i can instand mine ghosts, except now on the new map, it makes no sense to mine ghosts as if they were real!
You have great innovations in Space Age but unfortunately ... | [
{
"author": "DarkShadow44",
"content": "I never even used the pause, AFAIK game simply isn't designed around being able to pause anytime. \n \n\nYes it does. It allows you to intuitively interact with the world remotely. \n \nYou have yet to provide reasons as to why the old one was better, and which functi... | 16 | 2024-10-25T00:08:52-05:00 |
forum-topic-86365 | 86365 | [twinsen] [0.18.32] DNS/hostname with both IPv6 and IPv4, uses only IPv4, when using --mp-connect or GUI | Minor issues | https://forums.factorio.com/viewtopic.php?t=86365 | movax20h | It is a rather minor issue, but.
Code: Select all 0.173 2020-06-25 20:34:55; Factorio 0.18.32 (build 52799, linux64, alpha)
0.338 Operating system: Linux (Debian testing)
I have a headless server running on IPv6 only, using `--bind [::1]:8181--rcon-bind [::1]:8182`
When I try to connect to it using `fact... | [
{
"author": "",
"content": "For other developers: Factorio iterates all of the network adapters on a computer and finds the first IPv4 one it can, or falls back to IPv6. I'm not sure if it forces ipv6 if you use --bind. \n \nFrom all of my testing it's almost impossible to force Factorio to use IPv6 without... | 16 | 2020-06-26T17:19:11-05:00 |
forum-topic-123398 | 123398 | Come play with me | Multiplayer | https://forums.factorio.com/viewtopic.php?t=123398 | gamesmaster879 | Hi,
I'm in the UK, currently playing quite a lot on my server which has a well-established base on Vulcanus, a functional space platform which can move between Nauvis and Vulcanus, and a discarded base on Nauvis (I left Nauvis, headed to Vulcanus, and haven't gone back).
Come play with me!
(I have about 900 ho... | [
{
"author": "Hopscotch1337",
"content": "I am looking for a mutliplayer session long ago, have completed space age and want to go bigger. \n \nAre you using any mods? \nIs your server dedicated or 24/7 online? \nDo you have any goals or just want to finishing space age? \n \nGreetings, \nhops",
"date": ... | 1 | 2024-11-30T14:42:46-06:00 |
forum-topic-91770 | 91770 | [1.1.0] Error on headless server: Child 53 was terminated by signal 9, saving process crashed | Pending | https://forums.factorio.com/viewtopic.php?t=91770 | luketyleruk | last of the script.
762.660 Info AsyncScenarioSaver.cpp:144: Saving process PID: 53
790.036 Error ChildProcessAgent.cpp:62: Child 53 was terminated by signal 9
790.047 Error Util.cpp:83: Attempting to create notice box in headless mode. Message: 'Saving process crashed.'
793.464 Info ServerMultiplayerManager.... | [
{
"author": "",
"content": "Post the complete log.",
"date": "2020-11-24T15:35:28+00:00",
"quotes": []
},
{
"author": "luketyleruk",
"content": "Code: Select all 0.002 2020-11-24 15:00:44; Factorio 1.1.0 (build 56997, linux64, headless)\n 0.070 Operating system: Linux (Debian 10)\n ... | 9 | 2020-11-24T09:31:31-06:00 |
forum-topic-127157 | 127157 | LuaSchedule::add_record insert index | Implemented mod requests | https://forums.factorio.com/viewtopic.php?t=127157 | LuziferSenpai | Hey,
it would be awesome if we could give the add_record option a index at which it should insert.
Greetz,
Luzifer | [
{
"author": "",
"content": "ok",
"date": "2025-02-27T16:53:20+00:00",
"quotes": []
}
] | 1 | 2025-02-26T19:51:13-06:00 |
forum-topic-127227 | 127227 | [2.0.37] Grey line next to car icon when in car | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=127227 | Quezler | The button thingie for the car has a dark vertical line to the right of it, just make a fresh instance, create a new world and place a car: | [
{
"author": "Quezler",
"content": "the left side and bottom left corner of the production tab of assembling machines seem to have it too:",
"date": "2025-03-03T09:33:00+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report. This is now fixed for the next release.",
... | 2 | 2025-03-02T10:15:54-06:00 |
forum-topic-124974 | 124974 | [2.0.28] Crash loading save - ElectricNetwork.cpp:633: Missing statistics. | 1 / 0 magic | https://forums.factorio.com/viewtopic.php?t=124974 | Zanko | Hello, Hello!
My main save file has begun crashing upon trying to load it. No matter if it's _autosave1 or the manual save I made.
If I load a very old save (first trip to fulgora) from 13 hours before, the game does load. I don't know how well redoing 13 hours of work sits with me however.
The issue happens if mods... | [
{
"author": "",
"content": "I believe this save will load in the latest version due to a migration for a different bug. But without finding out why it happened, it could happen again.",
"date": "2025-01-20T20:32:41+00:00",
"quotes": []
}
] | 1 | 2024-12-22T19:43:39-06:00 |
forum-topic-110878 | 110878 | Request for new tag/category | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=110878 | Pi-C | TLDR
Please add a new "Character" tag (or even category) for the mod portal!
Why?
During the past two years, a number of mods providing new player characters have been released (see the dependency list on my character-selector mod miniMAXIme -- there may still be others I'm not aware of). While some of these mo... | [
{
"author": "ChakatStormCloud",
"content": "This, for the love of god this, searching for character replacements is a nightmare at present. Since there's really no good way to search for them, other than a handful of keywords that get used intermittently in the description, if there even is one. I've had... | 4 | 2024-01-22T09:41:09-06:00 |
forum-topic-124828 | 124828 | [2.0.28] API has incorrect link: LuaSurface.html#request_path has outdated reference to LuaEntity.html#set_command | Resolved Requests | https://forums.factorio.com/viewtopic.php?t=124828 | berggen | https://lua-api.factorio.com/latest/cla ... quest_path says
and links to https://lua-api.factorio.com/latest/cla ... et_command . That anchor is not present.
I believe this should instead link to https://lua-api.factorio.com/latest/cla ... et_command , possibly with a tip about how to access from LuaEntity? | [
{
"author": "",
"content": "Thanks, fixed for 2.0.42.",
"date": "2025-03-14T17:43:10+00:00",
"quotes": []
}
] | 1 | 2024-12-20T11:54:59-06:00 |
forum-topic-25133 | 25133 | South Africa Co-Op ??? | Multiplayer | https://forums.factorio.com/viewtopic.php?t=25133 | PUNISHER989 | Are there anyone Hosting a server in South Africa or close by?
Looking for a Multiplayer server i can join, | [
{
"author": "PUNISHER989",
"content": "So many views, and no response. I can connect to EU servers just fine, just haven't found a server that hasn't been over run by the aliens. \nIm not a noob, i have played a few maps. so if you are out there, let me know.",
"date": "2016-05-11T08:10:45+00:00",
"... | 13 | 2016-05-10T08:39:54-05:00 |
forum-topic-113783 | 113783 | Free Icon Resource: 400+ Item/Fluid/Tech Icons | Texture Packs | https://forums.factorio.com/viewtopic.php?t=113783 | CmmdrNeverborn | I've been working on a mod, but decided to put it on hold for the time being.
If you'd like to use the renders I made for it, they are organized into a GitHub repository here. Free for personal or commercial use, so feel free to edit, adapt, redistribute or otherwise transmogrify the images to suit your needs.
... | [
{
"author": "Saiph",
"content": "Nice work! I love the Sardine Tin!",
"date": "2024-10-25T23:30:59+00:00",
"quotes": []
}
] | 1 | 2024-06-07T19:02:52-05:00 |
forum-topic-122358 | 122358 | Show actual required Factorio version in downloads page | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=122358 | rimbas | The downloads page listing should show what version of "base" is listed in dependencies instead of the "factorio_version". The dependencies page shows them only for the latest release.
This should help users with finding which mod version to download if for example there's an extended Factorio experimental phase.
M... | [] | 0 | 2024-11-21T02:15:07-06:00 |
forum-topic-77315 | 77315 | Problems with making sand using the centrifuge. | DyWorld | https://forums.factorio.com/viewtopic.php?t=77315 | Yaaman42 | I've set up a centrifuge to make sand from water using resin filters. I have an assembler making the filter direct inserting them into the centrifuge and a filter inserter to remove the empty filter and make a new resin filter. However, the centrifuge gets stuck. If I connect a tank to the water OUTPUT of the centrifug... | [
{
"author": "Yaaman42",
"content": "Perhaps a waste pipe that works like an inverse offshore pump would be a cool item to have?",
"date": "2019-10-28T20:20:49+00:00",
"quotes": []
}
] | 1 | 2019-10-28T15:19:00-05:00 |
forum-topic-101110 | 101110 | Normal6969 learns to do modpacks here. :) | Mod Packs / Libs / Special Interest | https://forums.factorio.com/viewtopic.php?t=101110 | Normal69 | Yes I know it is terrible to upload this unprepared for the rigorous rules and guildelines early in the morning.
I am just happy that the mods together are still working together - and I feel the same if I gave you some new ideas.
In theory you will be able to import the pack with ModMyFactory: https://github.com/... | [
{
"author": "Normal69",
"content": "It seems that these mods need to be activated whatever I do : \n-Bio Industries \n-Shield Projector \n \nJust edited the files. Hope they are right now. \nThose 12 people who downloaded it: \nI'd be happy to have some feedback.",
"date": "2022-01-04T17:38:21+00:... | 19 | 2022-01-03T01:07:06-06:00 |
forum-topic-126824 | 126824 | A fan project for Helldivers 2 | Off topic | https://forums.factorio.com/viewtopic.php?t=126824 | Puppet | Hi engineers ! Or should I say helldivers if you've read the title.
I had a project idea for quite a long time now on helldivers 2, which is to make a tactical squadron. Obviously groups like this already exists but what makes it original is the features I would like to make inside it :
1. What I would call a str... | [] | 0 | 2025-02-13T11:27:14-06:00 |
forum-topic-25752 | 25752 | Factorio Forums • You can find it cool Mod Pack | A bit of challange from mods like DyTech War, Natural Evolution, Swarm etc.
A bit of complexity from mods like Bob's mods, Angels mods etc.
A bit of exploration from Rso mod.
A bit of other small addons to sweetewn the whole.
Enjoy
picture of mods in this pack
lights mod pack Light's mod pack v_0.1
some more i... | [
{
"author": "",
"content": "You need to post proper link, this one is wrong. (you probably took it from your direct search bar instead of share link) \nOtherwise, woah.. This combination of mods. Definetaly a challenge, will try!",
"date": "",
"quotes": []
},
{
"author": "",
"content": "... | 7 | ||||
forum-topic-121878 | 121878 | New Live Stream | Videos | https://forums.factorio.com/viewtopic.php?t=121878 | DeadHippie | Live Streaming Factorio Now YouTube DeadHippie62. :lol: https://youtu.be/WrApeEWEkiA | [
{
"author": "DeadHippie",
"content": "Will be live streaming from 12:00 Noon to 2:00pm PST Sunday Nov.24,2024.",
"date": "2024-11-24T16:40:07+00:00",
"quotes": []
},
{
"author": "DeadHippie",
"content": "Live Now on Youtube DeadHippie62. Nov. 27,2024 9:30 am PST",
"date": "2024-11-2... | 10 | 2024-11-17T13:17:16-06:00 |
forum-topic-127140 | 127140 | [2.0.35] Quality burner-generator has wrong max consumption tooltip | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127140 | StephenB | Go in map editor. Use the sidebar to place down a legendary burner-generator. Tooltip says max consumption is 2.0 MW (efficiency 50% , power output 2.5 MW). If you put coal in it and put down an electric interface to use up the energy, and time it, it burns 50 coal in 40 seconds so it's actually consuming 5MW. This pow... | [] | 0 | 2025-02-26T00:13:27-06:00 |
forum-topic-127251 | 127251 | [2.0.33] Ctrl+Click remotely in equipment grid removes one of each | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127251 | sben | What did you do? What happened?
I was trying to set forced-item-replacement requests in equipment grid over the remote viewer
(which does not seem to work or to be implemented).
What I found is that [Ctrl+Click] on an empty slot does have wrong effect:
It splits up the equipment grid, randomly selecting which... | [
{
"author": "sben",
"content": "seems someone renamed the title of this bug report, \nI did not notice how many pieces of the different equipment types get removed - but can confirm the one of each behaviour after a little bit of testing",
"date": "2025-03-04T16:13:06+00:00",
"quotes": []
}
] | 1 | 2025-03-03T19:55:25-06:00 |
forum-topic-30853 | 30853 | Circuit network features for 0.15 - Page 7 | Development Proposals | https://forums.factorio.com/viewtopic.php?t=30853&start=120 | Optera | Would be my top priority as well. So many sleek train loader and smart furnace designs suddenly becoming possible.....
My votes for bit operators and more decider operands have been implemented already.
Here's hoping the switchable beacon might become reality too. | [
{
"author": "MeduSalem",
"content": "Yeah, train loader/unloading... smart furnaces... I miss especially the later. Though I XNight's approach to overcome the stack size problems is truly awesome... I wish it would be easier. \n \nMy votes were: \n \nAssembler Set Recipes ... obviously. \nMore decider opera... | 16 | 2016-08-12T07:26:12-05:00 |
forum-topic-117432 | 117432 | [raiguard] [2.0.11] [starmap] data.raw["surface-property"].hidden = true has no effect. | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=117432 | micromario | Greetings,
I have defined the following ["surface-property"]
Code: Select all data:extend{{
name = "ceiling",
type = "surface-property",
default_value = 1,
is_time = true,
hidden = true
}}
However it seems the hidden field has no effect. The values are still visible in the starmap.
... | [
{
"author": "micromario",
"content": "Log",
"date": "2024-10-25T15:25:49+00:00",
"quotes": []
},
{
"author": "micromario",
"content": "Here is the offending mod:",
"date": "2024-10-25T15:28:05+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report, ... | 3 | 2024-10-25T10:25:11-05:00 |
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