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25
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