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 |
forum-topic-44305 | 44305 | [MOD 0.16 - 1.1] Portals | Mods | https://forums.factorio.com/viewtopic.php?t=44305 | Description
Adds portals that can teleport players (and only players!). Build the portals using the portal gun: Left click for the orange portal, SHIFT+ Left click (ghost build) for the blue portal. Every player can have one set of portals which can be distinguished using the number next to the portal. Adds combustibl... | [
{
"author": "teenkertoy",
"content": "How has nobody thanked you for this? Portals in Factorio was a small revolution for me. Awesome work. \n \nTwo requests: \n \nCould you make the portals a little larger? They are sometimes hard to walk through when I'm using lots of exoskeleton because my ability to ... | 19 | 2017-04-18T09:49:47-05:00 | |
forum-topic-118305 | 118305 | Problems and inconsistences in lua api docs | Documentation Improvement Requests | https://forums.factorio.com/viewtopic.php?t=118305 | GlassBricks | Hi Bilka & co, it's me again!
This has now evolved into a random list of things I've noticed are inconsistent or problematic in the lua-api docs.
Title has been updated to latest version where all these issues are still confirmed.
The following concepts don't seem to be referenced anywhere else:
- VirtualSignal... | [
{
"author": "GlassBricks",
"content": "More: \ndefines.default_icon_size is empty and unused \n \nIn SoundPath's description, the last 2 \"notes\" have been removed. Compare with docs for v1.1.110 \n \nIn FluidIdentification, ForceIdentification, TechnologyIdentification, \"Identification\" has been shorten... | 9 | 2024-10-28T21:49:51-05:00 |
forum-topic-127449 | 127449 | [2.0.41] Lamps load with "Beige" color by default | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127449 | eugenekay | What did you do?
0eNrtV8GK2zAQ/ZWisxIsWZJlQy972UuhZW8lhKBk1dQgS65sJw3B/96RvdvQ3U0TdevCQi/haTSaefPisUdHtDadrn1pW1QcUblxtkHF4oiacmuVCTarKo0KFHZaZdvZxlXr0qrWedRjVNp7/R0VpF9ipG1btqUeAwyLw8p21Vp7cMCPgZpKGTMzqqoRRrVr4IizIRGEmQk55xgdABEy5xAf0rbemdVaf1W7EnKCY9fo1cYZ5yFT6zsdvGC1qty9DlQe1sF1zLxFRYLRevhVo4cye3VoViFzCNHjZ4zplYyz... | [] | 0 | 2025-03-12T19:10:03-05:00 |
forum-topic-32186 | 32186 | [photos] Factorio in real life - Page 7 | Off topic | https://forums.factorio.com/viewtopic.php?t=32186&start=120 | Ghoulish | The Schwerer Gustav (Heavy Gustav). The fully assembled gun weighed nearly 1,350 tonnes ~1,224,700kg and could fire shells weighing 7t ~6,985kg a range of 47 km (29 miles). Schwerer Gustav was the largest calibre rifled weapon ever used in combat and, in terms of overall weight, the heaviest mobile artillery piece ever... | [
{
"author": "NotRexButCaesar",
"content": "m8je946phes61.jpg (84.53 KiB) Viewed 17432 times",
"date": "2021-04-11T20:27:11+00:00",
"quotes": []
},
{
"author": "Ghoulish",
"content": "Found another angle of the beetle-bug-thing from a couple of pages ago, there're 2 of them! \n \n \n \n D... | 19 | 2016-09-05T04:08:13-05:00 |
forum-topic-1878 | 1878 | Factorio development explained in gifs - Page 3 | General discussion | https://forums.factorio.com/viewtopic.php?t=1878&start=40 | When someone posts a negative review on steam | [
{
"author": "",
"content": "when someone says im going to post a positive review",
"date": "2016-03-02T09:31:57+00:00",
"quotes": []
},
{
"author": "Ringgeest11",
"content": "Troubleshooting bugs",
"date": "2016-03-08T12:20:55+00:00",
"quotes": []
},
{
"author": "",
"... | 19 | 2013-12-27T07:58:11-06:00 | |
forum-topic-122781 | 122781 | Outdated technology descriptions | Translations | https://forums.factorio.com/viewtopic.php?t=122781 | Fosforus_x1a1 | Version: 2.0.21
Here are a few language/description issues I've noticed in the tech tree.
For the "circuit network" technology:
- one of the effects shown is red and green wires, with the caption "Unlocks circuit network." This isn't really true anymore; red and green wires are always available.
- another effec... | [
{
"author": "Muche",
"content": "Welcome to the forum, and thank you for the report. \n \n Circuit technology's \"Unlock circuit network\" is correct, see 122605 Circuit Network Wires Unlocked Prematurely . \nIts Iron stick unlock is also correct, see 120062 Circuit network research tech shows iron sti... | 1 | 2024-11-24T13:34:29-06:00 |
forum-topic-123917 | 123917 | How to hide quality icon on hidden entities | Modding discussion | https://forums.factorio.com/viewtopic.php?t=123917 | Pikachar | Hello!
In a mod I'm working on I've got hidden entities that facilitate some logic, but the player should not really know that they are there. They're supposed to be hidden after all. Is there a way to specifically hide the quality icon on such an entity? And if so, what is the proper way of doing that? I saw that som... | [] | 0 | 2024-12-06T19:00:27-06:00 |
forum-topic-119198 | 119198 | [2.0.13] Interface scaling hides UI above 100% | Won't fix. | https://forums.factorio.com/viewtopic.php?t=119198 | ylsid | 1. Set shortcut bar rows to 2
2. Set interface scaling to 125% or higher
This happens
Suggested fix 11-02-2024, 12-04-35.png (2.47 MiB) Viewed 861 times
Allowing us to simply move it to the left would fix these issues entirely | [
{
"author": "Muche",
"content": "Related: 119141 Thruster side panel doesn't fit screen when UI scale is 100% .",
"date": "2024-11-02T12:37:05+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report however we have no plans to do anything with this. Scales above 100% a... | 5 | 2024-11-01T22:08:51-05:00 |
forum-topic-87377 | 87377 | Factorio Forums • Oil refinery HD Graphics | Has the oil refineries HD graphic update been missed, I was disappointed to hear that all the graphics were completed but the refinery didn’t get one...or at least it didn’t look like it...the flame just doesn’t look as good as the smoke from the chemical plants. | [
{
"author": "",
"content": "I was thinking the same as well",
"date": "",
"quotes": []
},
{
"author": "",
"content": "The refineries have HD graphics, yes. \n \n \n \n hr-oil-refinery.png (951.74 KiB) Viewed 1638 times \n \n \n \n \n \n oil-refinery.png (260.45 KiB) Viewed 1638 times",
... | 3 | ||||
forum-topic-126845 | 126845 | Incorrect capitalization of 'Extinct chimney Vent' | Translations | https://forums.factorio.com/viewtopic.php?t=126845 | Havitner | Should be 'Extinct chimney vent' rather than 'Extinct chimney Vent', to match the other vents (and almost everything else in the game).
Both the world hover tooltip and 'pedia are wrong (they are presumably referencing the same string).
02-14-2025, 16-37-36.png (92.33 KiB) Viewed 484 times
I am goin... | [
{
"author": "Sharparam",
"content": "I've raised it as an issue on Crowdin: https://crowdin.com/editor/factorio/200 ... able#69974",
"date": "2025-02-15T11:41:49+00:00",
"quotes": []
},
{
"author": "",
"content": "Fixed for the next release, 2.0.40.",
"date": "2025-03-10T09:29:48+00... | 2 | 2025-02-14T10:41:37-06:00 |
forum-topic-93587 | 93587 | Industrial Revolution 2 discussion - Page 6 | Mods | https://forums.factorio.com/viewtopic.php?t=93587&start=100 | Chaos_Dwarf | Hey, Deadlock, I want to say Great Big Thank You for your mod. I love it.
Some things I wanted to say.
1) In your Industrial Revolution "1" you had 3x3 storage chests, made of bronze, iron and steel, they helped a lot with the game. When you made "IR-2", you removed them. Any plans to add them back, or why, if you ... | [
{
"author": "Kyralessa",
"content": "If I remember correctly, it was discussed previously, and the answer to #1 was that the big chests cause UPS problems . \n \nFor #2, I'm only guessing that it's because at the point where you get arc furnaces, space shouldn't be at such a premium, so part of the puzzle ... | 19 | 2020-12-26T04:07:00-06:00 |
forum-topic-127497 | 127497 | Tooltip of researches that give bonuses are not always matching the actual bonus | Duplicates | https://forums.factorio.com/viewtopic.php?t=127497 | Carrod | Here is an example of the bug. I took a screenshot of Processing Unit productivity research with tooltips.
Here is research level 4 where it correctly displays: +10% [+30% --> +40%]
Blue-productivity-4.png (114.59 KiB) Viewed 45 times
And here is research level 5 where the tooltip also says: +10% [+30% ... | [
{
"author": "",
"content": "See 116018",
"date": "2025-03-14T21:13:19+00:00",
"quotes": []
}
] | 1 | 2025-03-14T15:56:39-05:00 |
forum-topic-32931 | 32931 | [LIB 0.14+] Mod console | Mod Packs / Libs / Special Interest | https://forums.factorio.com/viewtopic.php?t=32931 | Adil | Here's little something I've devised recently to debug and test the mods.
Standard console runs in its own environment and cannot access the inner state of the mod. That state can only be accessed by functions from within the mod. You can use loadstring inside the mod to execute an orbitrary command in the environment... | [
{
"author": "aubergine18",
"content": "Always wondered but not got round to testing yet, is it possible to include a file from another mod, for example: \n Code: Select all require '__SomeOtherMod__/api.lua'\n \n\nWhere your mod would define SomeOhterMod as a dependency.",
"date": "2016-09-19T10:33:42+... | 3 | 2016-09-18T18:11:50-05:00 |
forum-topic-114062 | 114062 | Friday Facts #417 - Space Age development | News | https://forums.factorio.com/viewtopic.php?t=114062 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-417 | [
{
"author": "luckymike11",
"content": "Yeeeaaaa!!! \n \n\"Since things are getting stable and I'm starting to be pretty happy with the state of the game now, we are ready to give a specific date of the Space Age release... \nWhich we will tell you next week \" \n \nYeeeeeeeeaaaaaaaaaa!!!! \n \nTake my mone... | 19 | 2024-06-28T06:00:02-05:00 | |
forum-topic-14710 | 14710 | Alien Juice / Handling of Corpses / Recycling Dead | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=14710 | About
getting more resources (besides alien eggs) from the natives.
Also recycling of dead biter corpses, using the dead parts of natives.
Mods that implement handling of dead corpses:
https://forums.factorio.com/forum/viewforum.php?f=43 DyTech (drops corpses that can be processed further)
https://forums.fact... | [] | 0 | 2015-08-10T14:57:32-05:00 | |
forum-topic-126591 | 126591 | Factorio Forums • Color consistency in tier or ability level should be normalized | I know that the belts and inserters and everything have been their colors forEVER and are unlikely to change, but it's a little confusing to me.
Code: Select all Item | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5
Inserter* | yellow | blue | green | white | n/a
Belt | yellow | red | blue | green | ... | [
{
"author": "",
"content": "It’s not going to be changed, most likely. The developers like that color variety adds to the visual variety even in endgame bases.",
"date": "",
"quotes": []
},
{
"author": "",
"content": "I would consider your list not complete, as it's missing: \nchests - b... | 2 | ||||
forum-topic-7874 | 7874 | Games Like Factorio - Page 11 | Off topic | https://forums.factorio.com/viewtopic.php?t=7874&start=200 | blazespinnaker | Yeap. But it's OK, I think, in my way of looking at things. This is pure flattery. They are at least decent enough to steal and not just borrow.
Would be nice if they coughed up some royalties tho. Got to underwrite factorio expansion kit somehow!
As for Dyson Sphere Program, I was initially extremely exc... | [
{
"author": "Hoodier",
"content": "I'd like to play Rim world. Is it difficult?",
"date": "2021-03-08T08:22:16+00:00",
"quotes": []
},
{
"author": "Kyralessa",
"content": "It has a \"peaceful\" mode where you don't get raided. There are still a few minor threats (e.g. the occasional ang... | 13 | 2015-01-07T04:39:09-06:00 |
forum-topic-60889 | 60889 | How to report a bug or request assistance - READ BEFORE POSTING | Logistic Train Network | https://forums.factorio.com/viewtopic.php?t=60889 | Optera | I'm constantly getting similar incomplete reports and assistance requests, so to help me quickly resolve them follow this guidelines I adapted from the general Bug report procedure.
Report only bugs cause directly by the most recent version of LTN.
The current version can be seen in Logistic Train Network (LTN) -... | [] | 0 | 2018-06-09T00:04:48-05:00 |
forum-topic-113403 | 113403 | Railway stations – Hell for a perfectionist | General discussion | https://forums.factorio.com/viewtopic.php?t=113403 | SANTIMEL | Goal
Correct mistake.
Situation
The positioning of trains in different directions, is different.
This problem does not allow the use of only six containers per wagon. For loading/unloading .
This forces the addition of a seventh container. | [
{
"author": "Illiander42",
"content": "This is because rails are on a 2-grid, wagons are 6 long, and have a 1 gap between them.",
"date": "2024-05-09T09:15:28+00:00",
"quotes": []
},
{
"author": "SANTIMEL",
"content": "Why is there an asymmetry in different directions? \nAlthough not. I'... | 17 | 2024-05-09T02:33:28-05:00 |
forum-topic-112763 | 112763 | [1.1.104] Decider combinator Output input count uses wrong value on Each | Not a bug | https://forums.factorio.com/viewtopic.php?t=112763 | ChakatStormCloud | Using output "input count" has a completely different behaviour with "Each" than it with any other input setting, making it behave more like an arithmetic combinator.
Specifically when used like this:
while every other setting treats [A] as the value to output if true:
But on each, it completely ignores the value ... | [
{
"author": "",
"content": "Most of the stuff you mentioned makes a lot of sense, however i am not sure i am willing to change current behavior. \n \nCurrent behavior is kind of a mash-up of something that can be implemented explicitly using 2 combinators: first doing [each]>0, output [each] (input count), ... | 7 | 2024-03-29T02:20:31-05:00 |
forum-topic-53548 | 53548 | Feedback - Page 18 | Bob's mods | https://forums.factorio.com/viewtopic.php?t=53548&start=340 | alercah | Why are the science requirements for base-game logistics equipment not tweaked at all? You can get cargo robots and the corresponding big chests almost immediately after hitting green science, but the small chests are locked with regular logistics or construction robots far, far deeper in the green tech tree. And despi... | [
{
"author": "bobingabout",
"content": "You've lost me. \nCargo robots, Big chests and big buffer chests aren't part of bob's mods. \n \nAlso, my MK2 logistic chests are locked behind Production/BobLogistic science. I make many tweaks to the logistic tree, for example, you actually unlock the requester chest... | 19 | 2017-10-23T04:17:58-05:00 |
forum-topic-57495 | 57495 | Factorio Mod Downloader | Mod and installation managers | https://forums.factorio.com/viewtopic.php?t=57495 | MineGame159 | Small mod downloader.
Download: https://mega.nz/#!Eg8FCRoQ!Z7Un8XbXzqPw ... D0vJUptGeA
You must have installed factorio to run this.
Downloaded mods are stored next to this application.
Have fun. | [] | 0 | 2018-02-04T08:07:26-06:00 |
forum-topic-84955 | 84955 | Foreman 0.18.0, Now on Github! | Cheatsheets / Calculators / Viewers | https://forums.factorio.com/viewtopic.php?t=84955 | salbris | Hey,
I published a similar post on Reddit last week but I wanted to reach out here as well since they might not be the same people.
Post: https://www.reddit.com/r/factorio/comme ... ill_alive/
Basically, I wanted to let everyone know that Foreman is still alive and it's active development is being managed by my... | [] | 0 | 2020-05-14T15:06:52-05:00 |
forum-topic-94842 | 94842 | Youtube - SharpeTV - 2021 Factorio Beginner's Guide | Videos | https://forums.factorio.com/viewtopic.php?t=94842 | sharpe tv | Hey Guy's
I have been working & still am working on making a simple easy to follow guide to getting started as a beginner in factorio.
This is not a mega base guide or a guide were anything is rushed or skimmed over. I will cover every step of my play though and talk about how certain items work and give advice on ... | [] | 0 | 2021-01-23T10:26:22-06:00 |
forum-topic-18283 | 18283 | (0.13.4) MoTransport 0.2.1 | MoMods | https://forums.factorio.com/viewtopic.php?t=18283 | ludsoe | MoTransport is a mod seeking to improve transportation by allowing some tracks to go over body's of water, and including boats.
Mod Listing: https://mods.factorio.com/mods/ludsoe/motrans
Mirror Download: http://www.mediafire.com/download/691ml ... otrans.zip
Installation Non-ModPortal Download the mod, and ex... | [
{
"author": "Bizobinator",
"content": "Will this mod work with 0.13.1?",
"date": "2016-06-29T16:24:10+00:00",
"quotes": []
},
{
"author": "GhengizCohen",
"content": "image error of loading the mod to an existing 0.13.4 game\n \n \n \n f4c6655d0a352b418ab5c91e2dbb22eb.png (80.93 KiB) View... | 4 | 2015-12-09T17:20:55-06:00 |
forum-topic-123219 | 123219 | [Genhis][2.0.23] recipe.results[].ignored_by_stats gets ignored when a different quality gets produced | Not a bug | https://forums.factorio.com/viewtopic.php?t=123219 | Quezler | in my latest mod i wanted to hide an internal item from the production stats, so i marked it as ignored_by_stats = 1 on the recipe prototype,
however when the machine uses quality modules and the quality upgrades an instance of the higher quality is visible under production and the lower quality under consumption, the... | [
{
"author": "",
"content": "Thanks for the report. This logic is done in the same way as products with probability which has the following documented behavior : \n \n\nBecause of this, I think this is not a bug. Feel free to make a modding interface request on this topic.",
"date": "2024-12-02T15:09:59... | 1 | 2024-11-28T14:54:00-06:00 |
forum-topic-12193 | 12193 | Factorio command line options | Tools | https://forums.factorio.com/viewtopic.php?t=12193 | Factorio has command line options for starting multiplayer servers, creating saves and more:
https://wiki.factorio.com/Command_line_parameters | [
{
"author": "StanFear",
"content": "hey, where can we ask for more commandline options ? \n \nif there is no place yet, I think I'll ask here right (don't hesitate to move my post if it is not the place) \nanyways, \nI was wondering if there could be some option to pass the savefile we want to play in the ... | 4 | 2015-05-10T04:17:15-05:00 | |
forum-topic-118083 | 118083 | __level__/freeplay.lua:197: attempt to index global 'global' (a nil value) | Technical Help | https://forums.factorio.com/viewtopic.php?t=118083 | kpgg | When attempting to load a years-long save file without mods after the space age update, I encountered this error when loading and fixing
Code: Select all The scenario level caused a non-recoverable error.
Please report this error to the scenario author.
Error while running event level::on_configuration_changed
__lev... | [
{
"author": "kpgg",
"content": "If you have steam cloud enabled, disable it first. \nThen, navigate to your save file location\n \n On windows, it's \"%appdata%\\factorio\\saves\" \n On linux, it's (probably) \"~/.factorio/saves\" \n \n\nThen, find your world save, it's name should be \"<name-of-your-world>... | 2 | 2024-10-27T22:01:39-05:00 |
forum-topic-100614 | 100614 | 3 and 4 way intersections - Page 21 | Railway Setups | https://forums.factorio.com/viewtopic.php?t=100614&start=400 | coppercoil | I fixed my intersections. I updated images and blueprints in my original posts:
Lilac+U viewtopic.php?p=629757#p629757
Bottle+U, Airplane+U viewtopic.php?p=636998#p636998 | [
{
"author": "sparr",
"content": "My attempt at a nice simple one chunk one layer intersection with four way rotational symmetry and LHD. RHD is easier, see the next post in the thread for the simple solution to that. \n32x32 tiles \n2-rail spacing \nScore: 44.24 \n \nOne (well, four) rail signal block is la... | 19 | 2021-11-14T07:48:56-06:00 |
forum-topic-66194 | 66194 | Factorio Forums • [0.17.3] Crash using 1x1 empty.png | I stumbled into the weirdest hard to reproduce error.
For Deep Mine I'm generating a module to add mining productivity to assembler type mines:
Code: Select all {
type = "module",
name = "deep-mine-prod-module",
icon = "__core__/graphics/empty.png",
icon_size = 1,
flags = { "hidden" },
su... | [
{
"author": "",
"content": "Are you sure that Dectorio did not take icon that uses empty.png from one of other mods and changed it by giving it icon_size while creating it's own icon or something? \nI've seen a discussion about similar issue in mod forum I think.",
"date": "",
"quotes": []
},
{
... | 6 | ||||
forum-topic-120784 | 120784 | [2.0.14] Bots jumping / snapping backwards on Aquilo | Bug Reports | https://forums.factorio.com/viewtopic.php?t=120784 | morganc | When robots divert to charge at roboport on Aquilo they are jumping backwards. See video attachment.
Seems to be purely visual gameplay is working perfectly otherwise.
Worker robot speed 6 researched.
Using Factorio 2.0.16 experimental / Steam / Linux. | [
{
"author": "",
"content": "Looks like this is just the point they are all running out of power so the position is corrected retroactively, see https://factorio.com/blog/post/fff-421 .",
"date": "2024-11-19T19:10:40+00:00",
"quotes": []
},
{
"author": "DarkShadow44",
"content": "Seems l... | 5 | 2024-11-10T09:53:21-06:00 |
forum-topic-125864 | 125864 | [2.0.30] 1st row of recipes has no background square (mac?) | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=125864 | Quezler | Looks like commit 2e171cc between 2.0.28 and 2.0.29 is to blame.
Log file available on request since it wasn't generated by a public build.
Note that this happens even with no mods installed, even without space age. | [
{
"author": "",
"content": "Thanks for the report. This is now fixed for the next release.",
"date": "2025-01-12T23:38:28+00:00",
"quotes": []
},
{
"author": "hgschmie",
"content": "I had the same issue in a mod and was tearing my hair out trying to understand what I did wrong. Thanks fo... | 3 | 2025-01-12T11:38:22-06:00 |
forum-topic-15337 | 15337 | Additions to the Character Logistic Slots | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=15337 | This covers
- One-time requesting / temporary requests
- Dump-slots, that automatically remove items, that are too much in the inventory
- Additions to handle the requests easier
Recovering requests slots after dying in MP is AFAIK in the current dev-todo-list, so not handled here.
Temporary requests
viewt... | [] | 0 | 2015-08-29T13:23:06-05:00 | |
forum-topic-76383 | 76383 | The mod needs valves very badly. | DyWorld | https://forums.factorio.com/viewtopic.php?t=76383 | andre2 | I have set up plate production from molten iron, molten copper, molten nickel etc.
From the slag processing there are additional molten metals left over. I want to put thoose in a leftovers fluid bus. So that they are processed at the plant for iron, copper, Nickel plate and so on.
But the copper smelting topped the ... | [
{
"author": "DaleStan",
"content": "If you want to use only DyWorld, you can use tanks and circuit-controlled pumps for this purpose. I, however, recommend that everyone should use Advanced Fluid Handling for all their fluid handling needs. I recommend it for its many wonderful not-valve parts, but you ca... | 2 | 2019-10-04T06:29:17-05:00 |
forum-topic-127473 | 127473 | Modded robots don't respect surface conditions fully | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=127473 | Templarfreak | Modded Logi / Construction bots properly can't be hand-placed on a surface if their surface conditions are not fulfilled by the surface's properties, but they can still be kept in inventory or put into roboports and then get assigned jobs and execute them on the same surface despite their conditions still not being met... | [] | 0 | 2025-03-13T16:14:18-05:00 |
forum-topic-127441 | 127441 | Factorio Forums • Keep a minimum on space ship? | How do I keep a minimum on a space ship? I have a ship running between vulcanas and nauvis. It requests 1k calcite from nauvis. I want it to drop 950 of that on nauvis and keep 50. Nauvis cargo landing pad is requesting said 950. I have a generic "space platform starter" logistic group on the spaceship that has the 50... | [
{
"author": "",
"content": "Put the reserve on a belt...",
"date": "",
"quotes": []
}
] | 1 | ||||
forum-topic-67835 | 67835 | Trains treat fuel as cargo? | Not a bug | https://forums.factorio.com/viewtopic.php?t=67835 | Blastodial | I have found a train with "full cargo inventory" criteria seems to get stuck at a train station. The only reason I noticed was 1 solid fuel missing, and that stop was trying to add coal as fuel. | [
{
"author": "Gummiente27",
"content": "Solid fuel is an item. And therefore put into a cargo wagon. There are different wagons for fluid available. \n \n https://wiki.factorio.com/Cargo_wagon \n https://wiki.factorio.com/Fluid_wagon",
"date": "2019-03-16T15:49:08+00:00",
"quotes": []
},
{
"a... | 3 | 2019-03-16T09:39:31-05:00 |
forum-topic-51920 | 51920 | TreePlant - A green thumb (inserter?) | Reika's Mods | https://forums.factorio.com/viewtopic.php?t=51920 | Reika | Mod Info:
I hate clearing trees, and not just because of NauvisDay. I genuinely think that they - especially some of the modded ones - are quite appealing visually, and my ideal factory is one inset into the trees like this and this .
However, one is inevitably forced to clear trees, both to make space for infr... | [
{
"author": "i_i",
"content": "The mod T-Re(e)plant caused a non-recoverable error. \nError while running event TreePlant::on_player_mined_entity (ID 65) \nUnknown item name stone-var1 \nstack traceback: \n__TreePlant__/functions.lua:55: in function 'onEntityMined' \n__TreePlant__/functions.lua:60: in funct... | 8 | 2017-08-17T00:17:48-05:00 |
forum-topic-121854 | 121854 | [2.0.15][win64] Crash switching audio device "Error SoundInterfaceSDL.cpp:271: Unsupported format 0" | Bug Reports | https://forums.factorio.com/viewtopic.php?t=121854 | lucdem | Starting the game with no audio devices connected to the PC, connecting an audio device after the game is open, the trying to switch devices on the "preferred output" settings, can cause a crash.
You can see in the screenshot the crash as I select a bluetooth device while in a game, but I can easily replicate this b... | [] | 0 | 2024-11-17T10:18:20-06:00 |
forum-topic-117952 | 117952 | [hrusa] [2.0.11] Ghost Assembling Machines w/ Modules don't show accurate crafting speeds | Assigned | https://forums.factorio.com/viewtopic.php?t=117952 | _ramar | TL;DR:
ghost:
10-27-2024, 23-16-06.png (44.7 KiB) Viewed 434 times
module ghost:
10-27-2024, 23-16-20.png (42.11 KiB) Viewed 434 times
real:
10-27-2024, 23-16-28.png (47.26 KiB) Viewed 434 times
module real:
10-27-2024, 23-16-37.png (41.37 KiB) Viewed 434 times
as a ... | [
{
"author": "nthexwn",
"content": "I've been finding this rather annoying when trying to design things in advance. There's no easy way to know how fast the machines will be until all the beacons, machines, and modules are present and powered on.",
"date": "2024-11-22T06:57:06+00:00",
"quotes": []
... | 3 | 2024-10-27T10:17:38-05:00 |
forum-topic-108862 | 108862 | Friday Facts #377 - New new rails | News | https://forums.factorio.com/viewtopic.php?t=108862 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-377 | [
{
"author": "mmmPI",
"content": "That's legendary good news hahaha",
"date": "2023-09-22T11:02:16+00:00",
"quotes": []
},
{
"author": "Hares",
"content": "Great changes! Now I can build even more rails!",
"date": "2023-09-22T11:08:52+00:00",
"quotes": []
},
{
"author": "S... | 19 | 2023-09-22T06:00:09-05:00 | |
forum-topic-116258 | 116258 | [StrangePan][2.0.7][macos 10.13.6] Crash on launch, after "Cloud player-data.json unavailable" | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=116258 | SevenMass | After double clicking the app icon, the factorio.app program launches. It spend some time loading stuff, and then it crashes. The main menu never appears.
Log file:
factorio-current.log
(3.46 KiB) Downloaded 37 times | [
{
"author": "",
"content": "I believe this issue and 116227 are related",
"date": "2024-10-21T16:01:35+00:00",
"quotes": []
},
{
"author": "SevenMass",
"content": "Update: \n \nThe problem goes away if i delete this file: \n Code: Select all ~/Library/Application\\ Support/factorio/c... | 10 | 2024-10-21T09:00:02-05:00 |
forum-topic-61287 | 61287 | Hidden Object-Information | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=61287 | Mr_Happy_212 | What?
Hide the equipment box when you hover over an object that has more Information that your screen can Show.
Why?
The box is over the description of the object, so you cant see what is under it. | [
{
"author": "bobucles",
"content": "Could you please show an example? ctrl-print screen, Mspaint and ctrl-V work wonders.",
"date": "2018-06-30T12:56:48+00:00",
"quotes": []
},
{
"author": "eradicator",
"content": "There's mods that auto-hide the minimap, which is far larger than the gun... | 6 | 2018-06-30T04:18:27-05:00 |
forum-topic-25469 | 25469 | Angel's Bio Processing | Angels Mods | https://forums.factorio.com/viewtopic.php?t=25469 | 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 Bio Processing (Beta)
... | [
{
"author": "Arch666Angel",
"content": "Long description Angels Processing \n \nAlgae Farm \n \n \nDesert Tree \n \n \nSeed Extractor \n \n \nComposter \n \n \nFarming Processor \n \n \nPress \n \n \nTree Seed Generator \n \n \nArboretum \n \n \nSwamp Tree \n \n \nTemperate Tree \n \n \nGardens \n \n \nTemp... | 1 | 2016-05-18T17:59:08-05:00 |
forum-topic-109528 | 109528 | Create logistic group from blueprint | Implemented in 2.0 | https://forums.factorio.com/viewtopic.php?t=109528 | TL;DR
With the logistic groups announced, I think it's time to revisit this suggestion : Allow the engineer to create a logistic group in one operation by importing a blueprint item list.
What ?
The core idea is we need some kind of interaction between blueprints and logistic requests, and the logistic groups... | [
{
"author": "morsk",
"content": "edit: Er, I misunderstood the suggestion and thought it was something else. I don't have anything to say about this, unfortunately. Except that obviously some people want it, and it would be convenient.",
"date": "2023-11-05T13:03:14+00:00",
"quotes": []
},
{
... | 13 | 2023-11-05T06:06:09-06:00 | |
forum-topic-126544 | 126544 | Factorio seed reader? | Tools | https://forums.factorio.com/viewtopic.php?t=126544 | ElectroMagnetic | Is there such a thing as a Factorio seed reader? In my phrasing a Factorio seed reader is basically a Minecraft seed visualizer but for Factorio. I want this because I like to plan for stuff(Almost excessively) and I sorta want the world map so I can see how much free space I have between oil patches and stuff. If ther... | [
{
"author": "atomizer",
"content": "The game itself can generate previews for you: https://wiki.factorio.com/Command_line_parameters",
"date": "2025-02-02T19:25:24+00:00",
"quotes": []
},
{
"author": "ElectroMagnetic",
"content": "Ok thanks!",
"date": "2025-02-02T19:38:10+00:00",
... | 2 | 2025-02-02T13:15:45-06:00 |
forum-topic-50281 | 50281 | [MOD 2.0] Global Tick Time Scale - Change the UPS/FPS of Factorio without changing the game pace. - Page 2 | Mods | https://forums.factorio.com/viewtopic.php?t=50281&start=20 | Zanthra | if you only replaced half the reactors, take a look at the speed at which the fuel cells are consumed between one that was replaced and one that was not and see if they are the same. If I recall when I replaced a reactor I watched it burn through most of a fuel cell while an adjacent reactor that I did not replace bare... | [
{
"author": "Zanthra",
"content": "Alright, I added the \"charging_energy\" to fix roboports, and added \"production\" to fix the solar panels, and added a few values specific to the rocket silo. Should be working proper now with 1.1.2 .",
"date": "2017-07-25T21:14:56+00:00",
"quotes": [
{
... | 19 | 2017-06-27T17:26:37-05:00 |
forum-topic-126973 | 126973 | offset and offset_deviation in create_entity and create_asteroid_chunk | Won't implement | https://forums.factorio.com/viewtopic.php?t=126973 | gogogadgetdisco | The noise in velocity and position of the resulting downsized asteroids when asteroids are destroyed appear to be accomplished by the offset and offset_deviation keys inside the dying_trigger_effects of the entity-type asteroids (used on both the create-entity and create-asteroid-chunk type effects).
So f... | [
{
"author": "",
"content": "I don't understand what do you mean by this, or rather why do you think offset and offset_deviation makes things organic in a way that you can't do by setting position and velocity yourself? Trigger just uses uniform random generator to generate random offset. How would that be d... | 3 | 2025-02-19T22:20:49-06:00 |
forum-topic-95222 | 95222 | Friday Facts #364 - 1.1 stable | News | https://forums.factorio.com/viewtopic.php?t=95222 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-364 | [
{
"author": "mikiqex",
"content": "Thanks guys, those new features are amazing, with exception to the automatic underground belt traversal, which is freaking EPIC! \n \nI'm always grateful for articles about optimizations, so also thanks to Rseding for the Save game speed explanation, I was curious about ... | 19 | 2021-01-29T03:41:01-06:00 | |
forum-topic-125728 | 125728 | [posila] [2.0.29] crash to desktop without animation repeat_count defined | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=125728 | Quezler | Playing around with getting hurricane graphics to work, whilst trying to debug animations layers desyncing i ran into this crash to desktop:
Code: Select all Factorio crashed. Generating symbolized stacktrace, please wait ...
src/Util/StacktraceToStream.cpp (52): walkStackAndPrintToStream
src/Util/StacktraceToStream... | [
{
"author": "",
"content": "Thanks for the report. \nAnimation definition using \"stripes\" causes crash when trying to compose the error message about mismatch in frame count. \nFixed for 2.0.30",
"date": "2025-01-09T09:11:16+00:00",
"quotes": []
}
] | 1 | 2025-01-08T03:30:50-06:00 |
forum-topic-118063 | 118063 | [raiguard] [2.0.11] Pipeline overextended when it is not | Not a bug | https://forums.factorio.com/viewtopic.php?t=118063 | luc | First: congratulations on the space launch! Still working on the first rocket launch in a fresh world so I have yet to experience it but I'm very excited
I built an electric miner at the end of a pipeline which caused several overextended error messages to appear, but there is no problem: the miner works perfectly ... | [
{
"author": "",
"content": "Please provide a save file showing the issue you’re having.",
"date": "2024-10-28T02:21:29+00:00",
"quotes": []
},
{
"author": "luc",
"content": "Was playing on multiplayer; I've asked my friend to send over the save file (they're sleeping now though), will po... | 8 | 2024-10-27T18:46:36-05:00 |
forum-topic-106306 | 106306 | [Twinsen][1.1.80][switch] Cannot enter newlines in multiline text fields | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=106306 | VisibleReality | Problem
On switch, it is not possible to type a newline in any multiline text field, such as the Description field for hosting a multiplayer server, it is not possible to input a newline, because the "Return" button is greyed out. Additionally, it is not possible to use an external keyboard to enter a newline either. ... | [
{
"author": "",
"content": "After a long time, Fixed in 1.1.92. \n \nThanks for the report.",
"date": "2023-09-19T13:12:02+00:00",
"quotes": []
}
] | 1 | 2023-05-22T02:00:20-05:00 |
forum-topic-124483 | 124483 | Can't filter Big Fulgora rock | Duplicates | https://forums.factorio.com/viewtopic.php?t=124483 | AndrolGenhald | Since the deconstruction planner trees/rocks mode unfortunately doesn't deconstruct ruins , I made my own with all the fulgoran stuff whitelisted. I later noticed that there is a "Big Fulgora rock" (which maybe should be renamed to "Big Fulgoran rock" to be consistent with other entities) that isn't listed in the filt... | [
{
"author": "IsaacOscar",
"content": "Not a bug, several things have been merged in the filters to not overwhelm people. \n \nIt's probably just under 'big rock' or something lime that, play around with the different types and see what works.",
"date": "2024-12-15T16:09:27+00:00",
"quotes": []
},
... | 4 | 2024-12-15T09:44:13-06:00 |
forum-topic-73131 | 73131 | You won't like but here's what would fix fluids: | Implemented in 2.0 | https://forums.factorio.com/viewtopic.php?t=73131 | StephenLynx | Remove flow mechanics entirely. Just like durability and pickaxes were removed entirely and no one looked back.
Hear me out: when someone is designing a factory, having to wrestle fluid resistance and pumps that don't add pressure is not fun. All people want is to get stuff from point A to point B. So why not treat ... | [
{
"author": "mudcrabempire",
"content": "Hmm, it has the charm of a problem being solved with a sledgehammer (solving problems with a sledgehammer does have some charm). \n \nPros: \n-It would work \n-Perfomance and easy to code \n-I probably wouldn't be able to tell the difference \n \nCons: \n-I've neve... | 19 | 2019-07-10T19:41:25-05:00 |
forum-topic-70603 | 70603 | [2.0.42] Upcoming breaking mod changes - Page 2 | Modding discussion | https://forums.factorio.com/viewtopic.php?t=70603&start=20 | 2.0. 22 will include several small breaking changes to make portions of the Lua API support quality when reading/writing.
Code: Select all - Changed all instances of get_item_count to support quality.
- Changed LuaPlayer::get_quick_bar_slot to include quality.
- Changed LuaEquipmentGrid::get_contents() t... | [
{
"author": "",
"content": "2.0.25 changes how burner inserters initial energy is handled. \n \nIn this release the burner energy source prototype will have 2 new optional properties: initial_fuel and initial_fuel_percent.",
"date": "2024-12-09T17:32:14+00:00",
"quotes": []
},
{
"author": ""... | 3 | 2019-05-09T05:28:40-05:00 | |
forum-topic-109638 | 109638 | Combiner 2.0 Feedback | General discussion | https://forums.factorio.com/viewtopic.php?t=109638 | Roflhouse42 | Loving the new changes so far to Combinator but I definitely feel like there are some key missing parts. I started thinking about how this will affect the design of train stops and think that adding a few different options could help a lot for new players. Also, additions to the Arithmetic Combinator and chests I am su... | [
{
"author": "Nidan",
"content": "I'd put free/used/total slots into the circuit settings for containers (and train stops). Having selector modes only usable for only specific items begs the question of how modded variants could be supported. (I even feel \"rocket capacity\" is a bit out of place as there wi... | 3 | 2023-11-10T13:31:31-06:00 |
forum-topic-119843 | 119843 | Early game automatic mall | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=119843 | CircuitBreaker | This is an automatic mall that can be built very early, you only need to have researched automation, circuit networks, and logistics for the lane balancer.
It can build anything that can be built by assembling machines with no more than two intermediate steps from the ingredients you supply.
I have used this succ... | [
{
"author": "saberTech",
"content": "I have a question about this auto mall. How can you get it so that it does not clear out that final assembler after each completion if you are making a specific quantity of a specific product?",
"date": "2024-12-04T19:57:37+00:00",
"quotes": []
},
{
"aut... | 3 | 2024-11-04T17:22:15-06:00 |
forum-topic-126858 | 126858 | [2.0.34] Fix default value of CustomInputPrototype::linked_game_control | Documentation Improvement Requests | https://forums.factorio.com/viewtopic.php?t=126858 | Geheim | CustomInputPrototype::linked_game_control has an empty default value of "", which is no valid union member of LinkedGameControl . | [] | 0 | 2025-02-15T08:37:44-06:00 |
forum-topic-5 | 5 | Electric energy - Page 12 | Development Proposals | https://forums.factorio.com/viewtopic.php?t=5&start=220 | raidho36 | Each fission reaction only produces a small handful of neutrons and most of them just fly out of fuel rod, it's important that at least one on average sets off another fissure, otherwise the reaction halts. The fission products "dampen" reaction because being nuclei they still consume neutrons, but contribute nothing t... | [
{
"author": "Enkal",
"content": "Actually, in a regular light water reactor you do breed and use Plutonium (going up in nuclear number). They have a breeder factor of about 0.6 meaning that they produce 60 % of their fuel by raising the atomic number. \n \nBreeder reactors, ie. breeder factor over 1, can us... | 19 | 2013-02-07T09:30:50-06:00 |
forum-topic-127350 | 127350 | My Shattered Planet Ship | Show your Creations | https://forums.factorio.com/viewtopic.php?t=127350 | Scalinger2 | I didn't think this ship would be able to make it there and I had a spare fusion generator I slapped on (I should have put them next to each other for the neighbor bonus). I was crawling at the end (~45 km/s) but it worked out. I centered everything around beacons and made squares of underground belts to hold a lot of ... | [
{
"author": "Scalinger2",
"content": ".",
"date": "2025-03-09T02:55:16+00:00",
"quotes": []
},
{
"author": "eugenekay",
"content": "Neat! I like that the Platform Hub is at the “rear”, and not in the center. \n \nYou can use an Attachment (as .TXT file type) for larger Blueprint strings... | 6 | 2025-03-08T20:52:36-06:00 |
forum-topic-122394 | 122394 | [kovarex] [2.0.20]Galaxy of fame UI not avalable. | Assigned | https://forums.factorio.com/viewtopic.php?t=122394 | oobanooba | I'm not 100% certain that this isn't a case of user error, but I also can't for the life of me figure out why the galaxy of fame option isn't avalable.
I've already beaten the game on this save and had uploaded my save already, so I should have met all the conditions. But now I want to reupload my save to be able to... | [
{
"author": "",
"content": "Hey there, can you please post your Factorio log file? I think the UI doesn't show when you're not logged in, maybe that's the reason it's not showing. Are you logged in when checking the Other category in Settings?",
"date": "2024-11-21T16:31:27+00:00",
"quotes": []
},... | 9 | 2024-11-21T10:29:22-06:00 |
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