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25
forum-topic-126317
126317
What's the most unexpected fun you've had?
General discussion
https://forums.factorio.com/viewtopic.php?t=126317
J-H
One of my most fun Factorio experiences was back around 0.17. I let my son (around 8 at the time) play with one of my old save files. I had a fully established base complete with rocket launching (back in the old days when rocket control units took speed module 1s & blue circuits). I don't know exactly what mistakes...
[ { "author": "", "content": "Back in I think 0.15 we ran a server with a custom mod that disabled Handcrafting, Entity pickup, Belt placement, Bots and Landfill and had a 10x technology price factor. Placing anything down becomes exciting once you have to destroy it if the setup does not work, every misp...
16
2025-01-25T09:27:12-06:00
forum-topic-91543
91543
"Make Everything" Generator for bot based malls/hubs
Tools
https://forums.factorio.com/viewtopic.php?t=91543
Yenz
This app can be used to build bot based malls/hubs. Direct Link to the app: https://gaming-tools.jensforstmann.verc ... -generator Source code: https://github.com/JensForstmann/gaming-tools This generator gives you a blueprint to produce the selected recipes. assembling machines result_1.png (94...
[ { "author": "Quasator", "content": "Servus, \n \nI just wanted to let you know, that your tool was a very useful timesaver, thank you. \nAnd since I'm already posting, one small suggestion, if you're still interested in it: I needed to do quite a few small blueprint batches since receipts with the same flu...
2
2020-11-19T13:16:42-06:00
forum-topic-119745
119745
Is a Linked belts and pipes mod for 2.0?
Questions, reviews and ratings
https://forums.factorio.com/viewtopic.php?t=119745
Maxelm88
Hi, I'm search mods like https://mods.factorio.com/mod/LinkedPipes2 and https://mods.factorio.com/mod/LinkedBelts for Factorio 2.0. Any available mods have Quantum connection?
[ { "author": "jamiechi1", "content": "Linked Belts has been updated for 2.0. I'll look at the other mod and see if it can be updated easily.", "date": "2025-01-21T09:34:53+00:00", "quotes": [] } ]
1
2024-11-04T07:06:25-06:00
forum-topic-127191
127191
Damaging fish with grenades
Ideas and Requests For Mods
https://forums.factorio.com/viewtopic.php?t=127191
Plasticizer
Hi, I'm creating a mod & depending on the entity that has been killed, you'll get a different item. But when trying to damage the fish with anything but a bullet, it doesn't seem to work. i.e. rockets just delete the fish, any other explosive or capsule does nothing, ... How can I make the fish take damage fro...
[ { "author": "Plasticizer", "content": "what I've tried to add to the grenade, but it does nothing \n Code: Select all \t\ttable.insert(\n\t\t\t\taction.action_delivery.target_effects, \n\t\t\t\t{\n\t\t\t\t\ttype = \"damage\",\n\t\t\t\t\tdamage = {\n\t\t\t\t\t\ttype = \"capture\", amount = 100 * strength\n...
1
2025-02-28T11:35:58-06:00
forum-topic-125890
125890
[2.0.28] Missing letter in German translation
Translations
https://forums.factorio.com/viewtopic.php?t=125890
Caslo
At 'Main menu' > 'Settings' > 'User interface' there are missing letters at the German translation. At file Factorio > data > core > locale > de > core.cfg line 2689 should be: change-quickbar-by-clicking-with-item=Klick mit Gegenstand legt Schnellleisten-Filter fest (instead of "[...] Schnelleisten-Filter [...]...
[ { "author": "valneq", "content": "thx for the report, fixed for the next release", "date": "2025-01-24T18:50:45+00:00", "quotes": [] } ]
1
2025-01-13T02:22:30-06:00
forum-topic-59578
59578
DyWorld Changelog
DyWorld
https://forums.factorio.com/viewtopic.php?t=59578
Dysoch
Starting at version 0.3.0, since older versions had no real changelog. All changelogs can also be found in the game! (Main Menu > Mods > DyWorld > Changelog) Version: 0.3.0 Date: 8. 10. 2017 Major Features: - Completely new setup and rewrite Features: - New level mechanic. still in WIP state, but w...
[ { "author": "Dysoch", "content": "Version: 0.3.1 \nDate: 10. 10. 2017 \n Minor Features: \n - Added back intermediates, with a few new ones \n Balancing: \n - Added in correct recipes for all items and entities \n Changes: \n - Level System: Starting level is now level 1 \n - Level System: le...
18
2018-04-13T01:03:58-05:00
forum-topic-26720
26720
Slow Walking/Running with Powerarmor Exoskeleton
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=26720
"Sister suggestion" viewtopic.php?f=80&t=307 Gamepad/controller support (also keybinding) viewtopic.php?f=80&t=4832 Mouse / Touchscreen / Keyboard only interface Suggestions viewtopic.php?f=6&t=6200 Acceleration behaviour when wearing multiple exoskeletons viewtopic.php?f=6&t=6580 Slow/careful walk bu...
[]
0
2016-06-14T11:03:56-05:00
forum-topic-33174
33174
Replacing accumulators with hot water storage?
General discussion
https://forums.factorio.com/viewtopic.php?t=33174
mrvn
I read somewhere else that you can store hot water in tanks for later use. Now I want to use hot water tanks as replacement for accumulators in the right ratio. You have solar cells providing power during the day. You have water going through boilers to fill tanks with hot water. You have steam engines running from ...
[ { "author": "ChurchOrganist", "content": "All I can tell you is that Negative Root tried this in his \"Break the Game\" series, and was unable to get it to work. \n \nI'm sure it can be done, but to me it seems the restricting factor may be the current throughput of the small pump. \n \nAlso one of the fact...
19
2016-09-22T05:10:11-05:00
forum-topic-111009
111009
Version 1.1.104
Releases
https://forums.factorio.com/viewtopic.php?t=111009
Gui Trying to close a window will first close any opened drop-down. This improves navigating drop-downs with controllers. Bugfixes Fixed that empty locale would cause things to not show in GUIs. ( 110679 ) Fixed intro sound being treated as gui effect instead of music. ( 110848 ) Fixed that LuaFluidBox:...
[ { "author": "veever23", "content": "Anyone else having an issue where their computer downloads 100% of the update, but doesn't finish and just keeps prompting a \"Resume\" option? \n \nEdit: had to restart steam and the computer, but it seems to be ok now. Sorry I didn't think of that sooner.", "date": ...
1
2024-01-30T07:35:03-06:00
forum-topic-58341
58341
Addon mod for deadlock stacking/crating - alpha version
Angels Mods
https://forums.factorio.com/viewtopic.php?t=58341
orzelek
I've prepared alpha version of mod that adds stacking/crating support for bobs/angels and madclown extension. I'll post it here for now - not sure if I should go with it to mod portal for now. It only contains ores and plates currently - I didn't do a big playthrough with alll the mods yet so I'm not sure what othe...
[ { "author": "DaveSh99", "content": "Thanks, \n \n I've got it now in my currently Bob's play-through. Will see how things go. \n \nd.", "date": "2018-03-10T20:30:36+00:00", "quotes": [] }, { "author": "Dreadlord", "content": "I see no problem with stacked item generation or in game us...
17
2018-03-02T18:23:07-06:00
forum-topic-49168
49168
How do you make mud?
Angels Mods
https://forums.factorio.com/viewtopic.php?t=49168
Warshed
Ok I am using Factorio .15.18 experimental along with all of bob's mods and Angel's mods, and for the life of me I can't figure out HOW TO MAKE MUD. I have looked everywhere and it just not showing up under any production facility.
[ { "author": "Warshed", "content": "In other words you need mud and water as inputs into a liquifier plant to get the viscous mud water but I can't freaken make mud at all. Its driving me crazy. PLEASE how is mud made? When I mouse over it, it says Angel's Refining but I go through all the refining plants...
10
2017-06-02T22:31:54-05:00
forum-topic-127329
127329
StatelessVisualisation uses expanded definiton of a pre-existing type
Documentation Improvement Requests
https://forums.factorio.com/viewtopic.php?t=127329
PennyJim
StatelessVisualisation::nested_visualisations uses the type or array[type] format despite StatelessVisualisations already being that.
[ { "author": "", "content": "This is intentional, it reflects how it is loaded internally.", "date": "2025-03-14T17:59:14+00:00", "quotes": [] }, { "author": "", "content": "Actually, putting this back into unresolved because StatelessVisualisations might allow more than the currently doc...
2
2025-03-07T19:09:16-06:00
forum-topic-123569
123569
[2.0.23] what is a real wire connection?
Documentation Improvement Requests
https://forums.factorio.com/viewtopic.php?t=123569
Quezler
https://lua-api.factorio.com/latest/cla ... ector.html Code: Select all connections :: Read array[WireConnection] All wire connectors this connector is connected to. Code: Select all real_connections :: Read array[WireConnection] All wire connectors this connector is connected to with real wires. At fir...
[ { "author": "curiosity", "content": "Non-real wire meaning ghost seems obvious to me, but are you sure about simulations? Why would they be special there?", "date": "2024-12-03T02:59:50+00:00", "quotes": [] }, { "author": "Quezler", "content": "well a ghost is still very much a real ghos...
4
2024-12-02T12:22:23-06:00
forum-topic-125775
125775
Any chance for an update to 2.0 and space age?
Bob's mods
https://forums.factorio.com/viewtopic.php?t=125775
Human_2
Title says it all, I really liked the Bob's suite of mods
[ { "author": "jamiechi1", "content": "See this: viewtopic.php?f=51&t=118338", "date": "2025-01-21T09:51:33+00:00", "quotes": [] } ]
1
2025-01-09T14:24:08-06:00
forum-topic-92392
92392
Ship machine readable API information
Implemented mod requests
https://forums.factorio.com/viewtopic.php?t=92392
Mooeing-747
Apologies if this isn't the right place to request this, wasn't sure where it fit best. I've noticed several tools (like autocompletes for various IDEs) that rely on scraping the documentation of the Lua API and prototypes pages and then do all sorts of html scraping magic to extract things like structures, methods,...
[ { "author": "", "content": "Could you link one of the tools that scrapes the prototype pages? I'm curious what their result is. \n \nFor lua-api.factorio.com, there is https://github.com/spiwn/FactorioApiScraper which is open source, so you don't need to make your own parser. \n \nThe prototype pages are ...
15
2020-12-01T17:16:20-06:00
forum-topic-81553
81553
[18.8] Editor mode: Simple entity with force - selection box offset
Won't fix.
https://forums.factorio.com/viewtopic.php?t=81553
fishycat
See in picture: Screenshot (2).png (3.97 MiB) Viewed 957 times
[ { "author": "", "content": "Thanks for the report. That entity exists purely so mods can be loaded. The icon, selection box, or anything else with it really doesn't matter.", "date": "2020-02-23T22:09:40+00:00", "quotes": [] } ]
1
2020-02-23T06:47:56-06:00
forum-topic-125808
125808
Trying to connect two electrical poles using copper wire
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=125808
heckenfricken
I keep left clicking the pole with the copper wire and it's opening the network info gui instead and the "left click to connect electric poles" tool-tip has been removed and I'm wondering if this mechanic as been removed?
[ { "author": "dog80", "content": "check the buttons on the bottom right instead", "date": "2025-01-10T18:53:26+00:00", "quotes": [] }, { "author": "heckenfricken", "content": "Something to note is that shift clicking the poles, even without wire selected disconnects the poles, but I can't...
4
2025-01-10T12:52:19-06:00
forum-topic-110662
110662
Placing blueprints as "references" instead of copies
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=110662
Necrowizard
Hey there, I saw the blog post of Parametrised blueprints: https://factorio.com/blog/post/fff-392 - What I've always wanted was a way to place blueprints as a "reference" of the blueprint, instead of just an untracked "instance of" blueprint. If you've played SpaceChem you'll know this concept... How that...
[ { "author": "Illiander42", "content": "What you want is essentially version control on placed blueprints. \n \nI'd love that, it would make fixing early mistakes in grid bases so much simpler.", "date": "2024-01-15T07:26:33+00:00", "quotes": [] } ]
1
2024-01-13T10:12:49-06:00
forum-topic-122140
122140
Factorio Forums • FPS drops after a few minutes to slideshow
Hello guys, i have a Problem. When me and my friends play on our server which is hosted in my Network on a separate machine. The server maintains 60 UPS but for some reason after a few minutes of playing my FPS slowly crawl to 5 and lower until i get kicked from the game. I am the only one of us which has an AMD G...
[ { "author": "", "content": "As per post Performance problems and how to report them , your report is not complete.", "date": "", "quotes": [] }, { "author": "", "content": "Hello, it's the same as 121399 \nYour PC doesn't keep up with the server update rate, so it skips frames to not h...
3
forum-topic-126507
126507
Add `on_pre_marked_for_deconstruction`, or fire `on_marked_for_deconstruction` before any entity changes
Modding interface requests
https://forums.factorio.com/viewtopic.php?t=126507
Wiwiweb
In 2.0, marking an entity for deconstruction instantly pushes out the fluids it contains into the connected fluid segments, and then disconnects the entity from the fluid segments. Only after this, `on_marked_for_deconstruction` is fired. As part of my mod Undeletable Fluids , I need to know how much fluid a storag...
[ { "author": "micromario", "content": "Great suggestion, I love this mod and can't wait for it to be ported", "date": "2025-02-01T03:22:37+00:00", "quotes": [] }, { "author": "protocol_1903", "content": "On the topic... why are fluids pushed out of entities that are queued for deconstruct...
19
2025-01-31T20:30:34-06:00
forum-topic-51028
51028
New Types of Train Scheduling
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=51028
The current way of scheduling is in some ways limited (in a way, that is not possible to go around): You need to send a train to a station by name. But some stations can have the same names. Any try to fix this problem without changing this paradigm will loose. There is an suggestion that goes around this limitation...
[]
0
2017-07-18T15:32:51-05:00
forum-topic-83449
83449
Version 0.18.18
Releases
https://forums.factorio.com/viewtopic.php?t=83449
Changes Adjusted steam engine and turbine collision boxes so player can walk between two steam engines. Roboports allow exporting both logistics and robot stats at the same time. ( 80652 ) Graphics Added offshore pump remnants. Added new dying effects for biters, spitters, worms, and spawners. Gui ...
[ { "author": "PSquared1234", "content": "Hoorah for the confirmation for deleting a blueprint book! I've been backing up my Factorio directory specifically for the cases when I've accidentally deleted my railroad blueprint book.", "date": "2020-04-08T15:16:10+00:00", "quotes": [] }, { "author...
19
2020-04-08T10:07:49-05:00
forum-topic-109003
109003
Can't find a way to use Py Recommended Settings on dedicated server
PyMods
https://forums.factorio.com/viewtopic.php?t=109003
inick
I've googled for a week. I can't seem to use the right keywords, Py included and excluded, to apply the Pyanodon recommended settings (world-gen) from a headless CLI server. Some recommend uploading a savefile with the settings already set, I know I can modify each individual setting to copy the recommended setting...
[ { "author": "inick", "content": "So, I copied the settings instead. Attached are the two files for pyAE: pyalienlife 2.1.9, pyalternativeenergy 1.2.6, pycoalprocessing 2.1.4, pyfusionenergy 2.0.6, pyhightech 2.0.10, pyindustry 2.0.10, pypetroleumhandling 2.1.10, pypostprocessing 0.2.13, pyrawores 2.4.10 on...
1
2023-10-02T22:55:33-05:00
forum-topic-116183
116183
Factorio: Space Age is here!
News
https://forums.factorio.com/viewtopic.php?t=116183
Here it is! (beep boop) https://factorio.com/blog/post/factorio ... ge-release
[ { "author": "morse", "content": "https://factorio.com/get-download/stabl ... ss/linux64 is pointing to the old version", "date": "2024-10-21T11:05:24+00:00", "quotes": [] }, { "author": "OldFart", "content": "Downloading now!", "date": "2024-10-21T11:07:19+00:00", "quotes": [] ...
19
2024-10-21T06:02:05-05:00
forum-topic-111125
111125
VTN by PMAP
Railway Setups
https://forums.factorio.com/viewtopic.php?t=111125
PMAP
Introduction Hello everyone and thanks to Google Translator. The developers are busy improving trains and stations (Train 2.0), and while we wait, I decided to share my implementation of a logistics train network system in vanilla. System: Vanilla Train Network Goal: The system simplifies the setup of trains ...
[ { "author": "DarkShadow44", "content": "Can you put a high level explanation how how this whole thing works?", "date": "2024-08-14T18:47:30+00:00", "quotes": [] }, { "author": "PMAP", "content": "I don't want to describe each combinator. But I will describe the algorithm embedded in them...
4
2024-02-06T11:17:27-06:00
forum-topic-94497
94497
Conway´s Game of Life
Videos
https://forums.factorio.com/viewtopic.php?t=94497
biggerw
https://youtu.be/zOA0sGNaWVI This the video to the post viewtopic.php?f=193&t=93958 Have fun.
[]
0
2021-01-16T10:59:34-06:00
forum-topic-127467
127467
[Suggestion] Disable "Use destination train stop color" after copying the color from a station to the train
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=127467
CaptainWarburtons
When using Shift+Right Click and Shift+Left Click to copy colours from stations to trains, the "Use destination train stop color" tickbox remains ticked. This means that once the train travels to a differently coloured station it will change colours. As a user if I paste a colour from a station onto a train, my expecta...
[ { "author": "", "content": "This seems to make sense to me, my post here is as a reminder to myself", "date": "2025-03-13T19:09:14+00:00", "quotes": [] }, { "author": "", "content": "Also makes sense to me. Implemented for 2.0.42.", "date": "2025-03-17T12:28:28+00:00", "quotes": ...
2
2025-03-13T11:41:00-05:00
forum-topic-67845
67845
[Oxyd] [0.17.14] Empty research queue when opening from mod
Not a bug
https://forums.factorio.com/viewtopic.php?t=67845
wvlad
I have some research in progress: but when I open research window from FNEI it's empty
[ { "author": "", "content": "This is a bug or feature in FNEI itself: It explicitly clears the research queue before opening the technology window. Try contacting FNEI's author to see if it can be fixed.", "date": "2019-03-19T16:21:48+00:00", "quotes": [] }, { "author": "_npo6ka_", "con...
4
2019-03-16T11:50:57-05:00
forum-topic-117480
117480
[raiguard][2.0.11][Linux] Clicking "yes" in the game crash dialog window freezes the game
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=117480
<NO_NAME>
When the game crashes ( example ) it shows a dialog window that asks whether to open the folder containing logs. Screenshot from 2024-10-25 21-02-11.png (62.34 KiB) Viewed 835 times Clicking "No" works as expected and closes the game. Clicking "Yes" correctly opens the directory but after that the game wi...
[ { "author": "", "content": "Thanks for the report, this has been fixed for 2.0.33.", "date": "2025-01-23T21:39:22+00:00", "quotes": [] } ]
1
2024-10-25T14:07:27-05:00
forum-topic-107902
107902
[Twinsen] [1.1.87][switch] When in keyboard+mouse mode, modifier keys do not work in text fields.
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=107902
VisibleReality
Issue When using keyboard + mouse on Nintendo Switch, the modifier keys do not work when typing in text fields. This makes it impossible to type capital letters, or any other character that requires the Shift key to access. Additionally, when text is selected, pressing a modifier key deletes the selected text as if ...
[ { "author": "TheRaven_81", "content": "This is still a problem in the current version, [1.1.110 (build 62357, arm64-ns)]. Also regarding Keyboard input, there is no recognition of the NUMPAD keys.", "date": "2024-11-26T11:09:53+00:00", "quotes": [] }, { "author": "TheRaven_81", "content"...
5
2023-07-23T00:55:07-05:00
forum-topic-20900
20900
[MOD 0.12.3] Alva MOD PACK +update2(+patch to v0.12.3)
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=20900
momosundeass
Alva MOD PACK + Update 2 For Factorio Version 0.12.3 only you can downgrade or upgrade your game to version 0.12.3 with patch from download section. mar-08-2016 bugfix mar-14-2016 Update2 This mod pack focus building vary massive factory,long Production chain, massive electronic production and module, harder...
[ { "author": "Randonx", "content": "Can't get your modpack to work. \n \n \nI've reinstalled Factorio, Patched to 12.3, installed your modpack, installed update 2 of your modpack. When the game tries to start, I get an error when it gets to the mod loading, and it closes to desktop. I've had a couple diffe...
2
2016-03-05T02:19:16-06:00
forum-topic-12216
12216
Yuoki Industries - Addon Engines 0.4.20 (0.14.X) - Page 7
Yuoki Industries
https://forums.factorio.com/viewtopic.php?t=12216&start=120
MantisShrimp
So now that HPF coming out of Quantrinum Reactor are pre-heated, is it even necessary to run it through a boiler anymore? Previously, running HPF through a Gearbox before high tier generators was pointless because the Gearbox doesn't exactly raise the HPF to a efficient temperature, so it couldn't sustain said generato...
[ { "author": "Fatmice", "content": "Temperature in recipe is a new feature of 0.13. Thus Quantrinum Reactor making hot MF is a desirable thing. It was always meant to be that way but the limitation of the past didn't allow it at first. \n \nEdit: I just looked at the recipe for MF from Quantrinum Reactor. ...
19
2015-05-11T10:23:34-05:00
forum-topic-122297
122297
[2.0.20] Railgun quality sign offsets while rotated 45° to the left
Won't fix.
https://forums.factorio.com/viewtopic.php?t=122297
True.Boriska
Railgun quality sign offsets while rotated 45° to the left. It looks weird.
[ { "author": "", "content": "Thanks for the report however I don't' consider this worth trying to tweak further.", "date": "2025-03-01T13:21:56+00:00", "quotes": [] } ]
1
2024-11-20T13:15:43-06:00
forum-topic-127301
127301
Interact with the Sun Directly
Ideas and Requests For Mods
https://forums.factorio.com/viewtopic.php?t=127301
kulg
I would like a mod where I can land on the Surface of the Sun. Doing so would result in INSTANT DEATH But hanging out in orbit would offer insane solar power output! That power could either be used to charge batteries and shipped planet side, or maybe it could be beamed down to a planet for use there. Basic...
[ { "author": "Muche", "content": "SLP - Dyson Sphere Reworked might be applicable.", "date": "2025-03-06T16:38:31+00:00", "quotes": [] } ]
1
2025-03-06T10:27:47-06:00
forum-topic-82786
82786
[Oxyd] [Linux/Mac] non-blocking save crashes
Pending
https://forums.factorio.com/viewtopic.php?t=82786
Cromefire_
I've enabled async saves and if I accidentally (or because the autosave is stuck, which is another point) save the game (manually) while it's autosaving, the game crashes because there is only one instance of the async save class allowed.
[ { "author": "triffid_hunter", "content": "Hi Wube team, \n \nJust had an interesting and rare occurrence - factorio crashed! \n \nI think this is my first crash since I bought the game circa 0.14, so you're doing an excellent job regarding stability! \n \nI was poking around in single player with a few mino...
19
2019-12-24T09:26:57-06:00
forum-topic-98162
98162
Symmetric fluid dynamics
Implemented in 2.0
https://forums.factorio.com/viewtopic.php?t=98162
Jakob
TL;DR To make fluid flow to behave exactly the same way for rotated / flipped layouts What ? Now (ver 1.1.32) fluid flow is highly dependent on the direction of the pipes. For example, here is totally symmetric layout (inner infinity pipes have 100% of water, outer infinity pipes have 0% of water), which was left f...
[ { "author": "", "content": "I think you have no idea of how pain in the somewhere fluids implementation is to maintain, or even change to something better while not causing huge performance penalties. \n \nFor the fluids flow to be \"fair\" it would have to be a 2-pass algorithm because it would have to fir...
5
2021-05-02T11:32:33-05:00
forum-topic-19755
19755
3 rockets/minute with vanilla+
Show your Creations
https://forums.factorio.com/viewtopic.php?t=19755
Danielv123
All about it here: https://www.reddit.com/r/factorio/comme ... n_vanilla/ No, I haven't gotten enough outposts to support it, but if you redirect all the trains yuo would get slightly above 1 rpm. Images: http://imgur.com/a/AKFjI
[ { "author": "Yttrium", "content": "Damn, Thats Impressive.", "date": "2016-02-04T15:35:48+00:00", "quotes": [] } ]
1
2016-02-03T06:41:47-06:00
forum-topic-124597
124597
Latency mode for target priority
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=124597
Quezler
currently when you add a new target priority you need to wait for latency to catch up before you get a new slot to fill, it would be nice if the new slot becomes clickable as soon as you set it on your own end.
[]
0
2024-12-17T04:23:13-06:00
forum-topic-126225
126225
A thing of beauty..
Show your Creations
https://forums.factorio.com/viewtopic.php?t=126225
bastosdesign
01-22-2025, 09-25-46.png (827.7 KiB) Viewed 282 times
[]
0
2025-01-22T08:26:03-06:00
forum-topic-113054
113054
Factorio Forums • Friday Facts #407 - Automating a soundtrack
Here it is! (beep boop) https://factorio.com/blog/post/fff-407
[ { "author": "", "content": "Rattling the DAC to pieces \n \nLove love love it x", "date": "", "quotes": [] }, { "author": "", "content": "That first (and third) WIP track sounded... really bad. Distractingly bad. I hope that's \"just started\" WIP not \"final touches\" WIP.", "d...
19
forum-topic-116214
116214
WAnna
Multiplayer
https://forums.factorio.com/viewtopic.php?t=116214
InodoroSalvaje
Looking for people with the same playing time-range and level of knowledge (or lesser, I can take it slow) of the game to play together. To be known: I can play from 22:30 to 01:00 GTM +1 , most days I have played Factorio a lot, but I have only stratched a minor part of the game. I usually get stuck trying to ref...
[ { "author": "Mystique", "content": "Hi I'm up, pretty much the same as you, we can try something together", "date": "2024-10-30T18:29:50+00:00", "quotes": [] } ]
1
2024-10-21T07:21:40-05:00
forum-topic-123473
123473
[gfx] [2.0.21] Sunnycomb/watercane icon shared
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=123473
Gallimimus
In the factoriopedia currently the icon for sunnycomb and water cane is the same. Factoriopedia sunnycomb entry sunnycomb.JPG (64.12 KiB) Viewed 1258 times Factoriopedia water cane entry watercane.JPG (55.92 KiB) Viewed 1258 times
[ { "author": "", "content": "Thanks for the report. This has been fixed for the next release.", "date": "2025-03-06T18:23:09+00:00", "quotes": [] } ]
1
2024-12-01T11:56:02-06:00
forum-topic-3638
3638
❗How to report a bug - READ BEFORE POSTING❗
Bug Reports
https://forums.factorio.com/viewtopic.php?t=3638
Please help us by reading this topic thoroughly and follow it precisely! Only one bug per report. Report only bugs from the latest version , ideally the latest experimental version. Report the bug as new topic in Bug Reports after reading this topic. If reporting a Desync or Performance problem follow...
[]
0
2014-05-16T07:41:29-05:00
forum-topic-84666
84666
Settings for a large biter hive expansion map
Maps and Scenarios
https://forums.factorio.com/viewtopic.php?t=84666
arshiahf
Explanation/Reasoning When playing with some friends in a multiplayer game, I realized that the default settings for biter base size make it a little easy, since you can start walking around with a rifle and clearing them fairly early, removing any threat rapidly if you beeline early military technologies. To cou...
[]
0
2020-05-06T16:08:41-05:00
forum-topic-109843
109843
Version 1.1.98
Releases
https://forums.factorio.com/viewtopic.php?t=109843
Changes Pressing "Regenerate map" in the map editor will open the map generator. "Regenerate map" is no longer available in map editor for scenarios that don't use the map generator. Bugfixes Fixed a loader could get stuck in rare cases with mixed items when inserter takes items from belt in a loader. F...
[ { "author": "Annihilator", "content": "I just updated server (linux headless) and client Mac ARM and get version mismatch. build 61895 vs 61896. \n \nBoth server and client say they are on 1.1.98 though.", "date": "2023-11-22T18:58:38+00:00", "quotes": [] }, { "author": "", "content": "T...
13
2023-11-22T12:11:44-06:00
forum-topic-105063
105063
Factorio Forums • "Copy blueprint" button in topic review section reloads the page
1) click "post reply" on this topic 2) write something in the text box 3) scroll down to this post in "topic review" below and click this: wow Copy blueprint 4) page reloads and reply text is lost
[ { "author": "", "content": "In HTML, <button> has type=\"submit\" by default. This means an unmodified button will refresh the page. \n \nTo work around this, give the button type=\"button\". \n \nThe button in the reply is unmodified because the blueprint script failed. Figuring out why it failed is tric...
2
forum-topic-21204
21204
Translations and apports
5dim's mod
https://forums.factorio.com/viewtopic.php?t=21204
McGuten
Hi guys If someone makes translate of the mod and wants to add to the game, post here archives and we add locale in next release For make translate: open your mod folder, open what mod you want make a translate and open locale/en/locale.cfg Thanks you guys for the support!
[ { "author": "Pogo", "content": "Hi. Here is all of ru translations. \nAll of them are utf8 w/o BOM files, works fine with my steam factorio.", "date": "2016-03-11T09:44:10+00:00", "quotes": [] }, { "author": "McGuten", "content": "Thanks you (and sorry for this late answer) \nI will make...
12
2016-03-09T12:16:40-06:00
forum-topic-113982
113982
Is this 8 belt balancer efficient?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=113982
engineeringengineer
It probably isn't optimal, but does it at least do the job? Trying to not import any blueprints. Thanks for any help provided!
[ { "author": "Nidan", "content": "That's two 4 belt balancers side by side.", "date": "2024-06-22T21:05:56+00:00", "quotes": [] }, { "author": "engineeringengineer", "content": "oh.. you're right", "date": "2024-06-22T22:17:11+00:00", "quotes": [ { "author": "Nidan w...
9
2024-06-22T15:42:16-05:00
forum-topic-69812
69812
Biters in Starting Area?
General discussion
https://forums.factorio.com/viewtopic.php?t=69812
akmotu
Hello all, Just checking something. In 17.32, on regular default, no-tweaked settings, there are multiple biter nests within my starting area. Is this working as designed, a bug, or just an experimental feature the devs might change later. On normal default, and no matter which map string I try, at least 3 ...
[ { "author": "zOldBulldog", "content": "Indeed, 0.17 seems to be a change in philosophy. \n \nIt also does not make sense to me, they created a factory building game that attracted tons of followers but now they change the defaults to make it something else entirely. \n \nAnd TBH, Factorio is quite lame as...
6
2019-04-21T08:37:47-05:00
forum-topic-115539
115539
Make mod dependencies override incompatibilities
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=115539
Mecejide
TL;DR Allow two mods to load together, even if one is marked as incompatible with the other, as long as some third enabled mod has required dependencies on both of them. What ? Current behavior: 09-25-2024, 17-31-17.png (189.76 KiB) Viewed 312 times If mod A is marked as incompatible with B, and you e...
[ { "author": "DarkShadow44", "content": "While I technically agree, out of experience I know that people will still report compatibility issues to the mod, which could have been prevented due to the incompatibility setting. There is also an argument made to respecting the authors decision to mark a mod as in...
1
2024-09-25T17:50:52-05:00
forum-topic-44540
44540
.15 Beta Update?
5dim's mod
https://forums.factorio.com/viewtopic.php?t=44540
vpshockwave
Hey guys, I was wondering if/when the 5dim modset will be updated for compatibility with the new .15 beta? Thanks for the hard work!
[]
0
2017-04-24T12:47:13-05:00
forum-topic-2778
2778
MoMods: CoreMod Downloads - Page 11
MoMods
https://forums.factorio.com/viewtopic.php?t=2778&start=200
Gerdison
When I place a Wind Turbine, the game crashes to the main menu. The error message: "Error while running the event handler: __mopower__/control.lua:28 LuaGameScript doesn't contain key windspeed" Can someone help me? Perhaps I am to silly to place it. My game version ist 12.2, MoPower Version ist 3.2
[ { "author": "DjTeo", "content": "Go to control.lua and at line 28 change the game.windspeed to game.wind_speed.", "date": "2015-08-02T23:00:41+00:00", "quotes": [] }, { "author": "Nanobytez", "content": "May have found a bug with the thermal gens. I placed one, filled it with coal, then ...
19
2014-03-13T05:38:53-05:00
forum-topic-118372
118372
[Raiguard] [2.0.12] GUI problems on the Steam Deck
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=118372
magikarpz
The space platform GUI is not fully usable on the Steam Deck. When opening the circuit network info, I can’t move the window to display the circuit info (see screenshot1). When the circuit panel is closed, I can move the window freely (screenshot2). There are also some GUI issues in the mod settings (screenshot3). ...
[ { "author": "ocybin", "content": "Would it help to reduce the scale of the UI?", "date": "2024-10-29T13:41:46+00:00", "quotes": [] }, { "author": "magikarpz", "content": "Reducing the scale does fix the issues, but it makes the text and GUI uncomfortably small, so I’d prefer to be able t...
7
2024-10-29T08:05:14-05:00
forum-topic-127533
127533
[2.0.41] Crash (TransportBeltConnectable::checkConsistency)
Bug Reports
https://forums.factorio.com/viewtopic.php?t=127533
The_anarkist
My game is crashing in random times. Attached is my log file and a screenshot of mods installed 15-03-25 Update: Looks like it's related with the the "Construction Planner Continued" mod
[ { "author": "pioruns", "content": "Disable that mod and check if crash can be reproduced. \nAlso, upload your save file and post link here.", "date": "2025-03-16T03:49:48+00:00", "quotes": [] } ]
1
2025-03-15T16:03:05-05:00
forum-topic-119724
119724
Deconstruction blueprint (position-aware)
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=119724
Gummiente27
My idea: Blueprints which deconstructs every matching real item it has inside. Add it either: - as right-click action - as a mode to enable with a button press - a toggle inside the blueprint's editor (toggle should change color of the blueprint from blue to purple or so) This can help with large factory restr...
[ { "author": "Gummiente27", "content": "\"Empty space request\" for blueprints as mentioned by kovarex here is similar to what I suggested here, \n \nbut deconstruction blueprints / or elements marked for deconsturction inside a blueprint would remove if element + orientation match. \n \nWith rail replanni...
1
2024-11-04T05:40:38-06:00
forum-topic-121764
121764
[2.0.19] Steam condensation recipe can not be supplied fast enough with steam
Duplicates
https://forums.factorio.com/viewtopic.php?t=121764
Samuel2507
Hello, apparently the steam condensation recipe in the chemnical plant is not being filled up with steam fast enough, even without any quality and just t2 speed modules (4.45 crafting speed chem plant). 11-16-2024, 20-39-38.png (2.23 MiB) Viewed 2308 times The chemical plant next to it producing steam ...
[ { "author": "IceTDrinker", "content": "Not sure it’s a bug, try using both inputs of the chem plant, fixed a similar input throughput issue on vulcanus for essentially the same thing \n \nEdit: you may need to add pumps in some instances if it consumes a lot of fluid and is far away", "date": "2024-11-1...
8
2024-11-16T13:42:58-06:00
forum-topic-19991
19991
Collection of ideas around robots and self-moving objects (Flying Buildings, Moving Fortress)
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=19991
Robots This topic has many parallels to https://forums.factorio.com/forum/vie ... 80&t=18093 Roboport/Logistic Network/Robot enhancements But it is more a collection of unsorted ideas around self-moving, walking, flying, self-driving ... entities. viewtopic.php?f=6&t=520 Mech w grze [very old!] viewtopic....
[]
0
2016-02-10T15:39:40-06:00
forum-topic-103784
103784
[1.1.69] LuaLogisticNetwork.insert() sometimes fails to insert (everything) even though there is room
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=103784
Quezler
What did you do? - attempted to use Klonan's Repair Turret mod What happened? - items were spilling onto the ground despite the logistic system still having room What did you expect to happen instead? It might be obvious to you, but do it anyway! - for the items not to spill, and instead end up in the ne...
[ { "author": "", "content": "Thanks for the report. It's now fixed for the next release.", "date": "2023-03-01T20:44:45+00:00", "quotes": [] } ]
1
2022-10-18T13:44:43-05:00
forum-topic-12217
12217
Yuoki Industries - Addon PFW (obsolete) - Page 3
Yuoki Industries
https://forums.factorio.com/viewtopic.php?t=12217&start=40
YuokiTani
updated ! - mobile generator outputs 15 MW (raised from 1.5MW) - all icons for items only for trade changed. its not better of course, but i need to prevent misunderstandings until its changed.
[ { "author": "Codec", "content": "Are you sure you meant to increase the generator to 15MW? That is 20 times a normal fusion reactor. \n \nEdit: Also the very same hard locking I was getting in the engines add-on is happening in this one. I do notice that its only on things that are complex, like a speed 3 m...
16
2015-05-11T10:35:13-05:00
forum-topic-127393
127393
[2.0.39] cant search only "石" in RemoteView
Not a bug
https://forums.factorio.com/viewtopic.php?t=127393
aizSubro
Stone called "石" in Japanese. We cant search only "石" in RemoteView. Better word idea is "石片" or "石ころ" or "石礫". search石.png (242.61 KiB) Viewed 119 times searchStone.png (94.76 KiB) Viewed 119 times
[ { "author": "synchromach", "content": "You can actually go to Crowdin and make the changes yourself, they will take effect next release.", "date": "2025-03-11T15:46:09+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the report however I'm not seeing any bug here.", "da...
2
2025-03-11T10:18:42-05:00
forum-topic-116200
116200
[2.0.7] Crash on startup on Debian 12 during updateMipmapPixels
1 / 0 magic
https://forums.factorio.com/viewtopic.php?t=116200
zaccrites
1. What did you do? Start the game from Steam 2. What happened? The game crashes with the following log 3. What did you expect to happen instead? It might be obvious to you, but do it anyway! I expect the game not to crash when I start it. 4. Does it happen always, once, or sometimes? Always, so far. I ha...
[ { "author": "", "content": "Unfortunately, resolving this issue will be tricky because none of us own an Intel Arc card. \n \nIf possible, could you try different distros and see if the problem persists?", "date": "2024-10-21T12:55:38+00:00", "quotes": [] }, { "author": "", "content": "M...
8
2024-10-21T06:52:32-05:00
forum-topic-28618
28618
Add a transport belt ghost Arrow / Belt placement cursor clarity
Frequently Suggested / Link Collections
https://forums.factorio.com/viewtopic.php?t=28618
PeteTheLich
I often find myself having to squint or stop and focus to see which way my belt is facing by seeing it move when im connecting or moving belts (especially on turning belts) but adding arrows to belt ghosts would completely eliminate that problem! If belts had pointers like inserters It would be a wonderful QoL i...
[ { "author": "", "content": "", "date": "2016-07-09T10:45:57+00:00", "quotes": [] }, { "author": "siggboy", "content": "OMG. Yes. +1. \n \n(Sometimes when I read an idea I'm really annoyed that I didn't make that suggestion myself. This is one such case.)", "date": "2016-07-09T19:5...
15
2016-07-09T04:02:11-05:00
forum-topic-127313
127313
HTTP requests
Won't implement
https://forums.factorio.com/viewtopic.php?t=127313
thesixthroc
I would like to be able to send simple HTTP requests for the purpose of creating ingame leaderboards, ideally signed by the user and including a hash of the modlist and mod file contents.
[ { "author": "", "content": "Mods are specifically sandboxed to the in game API and being able to write to the script output folder. They will never be allowed to make HTTP requests - it would break the entire sandbox.", "date": "2025-03-07T03:32:09+00:00", "quotes": [] }, { "author": "front"...
2
2025-03-06T20:56:01-06:00
forum-topic-30591
30591
Optimized GFX for Yuoki Mods (Oh,it's so lighter!) V3 upd! - Page 2
Yuoki Industries
https://forums.factorio.com/viewtopic.php?t=30591&start=20
orzelek
Comparing those two pictures above... that will be a big loss. Take a look at anything thats transparent - it has been seriously damaged by compression. Especially the glow around the main spire.
[ { "author": "nastyslave", "content": "Of course, you are right, some data loss is here. But in dynamic of the game it's almost invisible. Imho, of course. \nOtherwise, you can always adjust quality settings and choose that level of compression what your eyes like \nSadly , but lossless compressed settin...
5
2016-08-06T13:30:52-05:00
forum-topic-115745
115745
No Marathon mode in 2.0 confirmed?
General discussion
https://forums.factorio.com/viewtopic.php?t=115745
Panzerknacker
In another thread it was just posted by Bilka: 'Expensive mode was completely removed in 2.0, there will be no expensive-mode mod.' From that I assume that 2.0 and Space Age will see no official Marathon or Death World Marathon game modes since these modes rely on the expensive recipes. For me personally this is...
[ { "author": "", "content": "Removing expensive mode that is like 10 or so recipes with increased cost when noone cares about balancing them or extending to other recipes i would say that is an improvement because mods can reimplement expensive mode while being easier to update (no need for entire game relea...
19
2024-10-04T15:43:40-05:00
forum-topic-92507
92507
[1.1.4] Shifted item-list in blueprint frame
Not a bug
https://forums.factorio.com/viewtopic.php?t=92507
fishycat
I recently noticed that behavior when I was blueprinting something in a tight spot. The problem was, my view got blocked from the list being shifted outside the frame and blocking the view at the entities. You can see that behavior pretty good in the pics. For a better visibility I pulled the frame more to the right...
[ { "author": "", "content": "That's working as intended. The icons stay next to the cursor.", "date": "2020-12-03T23:18:34+00:00", "quotes": [] } ]
1
2020-12-03T16:37:22-06:00
forum-topic-62399
62399
Loss Prevention - Because noone enjoys taking down green biters with red ammo
Reika's Mods
https://forums.factorio.com/viewtopic.php?t=62399
Reika
If playing with sufficiently harsh settings, one can find that they have been...rather outpaced by the advancement of the native life. This is especially true with certain mod environments, such as a grouping of NauvisDay, Natural Evolution, and Rampant. Biters should present a serious threat, especially when one do...
[ { "author": "darkfrei", "content": "Something like this?\n Code: Select all On_tick\n If not (technology[i].enabled) then set_evolution_limit (n) end\nEnd", "date": "2018-09-06T10:33:06+00:00", "quotes": [] }, { "author": "Reika", "content": "No, it is a lot more complex than that.", ...
13
2018-09-05T18:41:33-05:00
forum-topic-59758
59758
[MOD 0.17.x] pY Raw Ores Processing
PyMods
https://forums.factorio.com/viewtopic.php?t=59758
pyanodon
Description: Add several processes and recipes to improve the yield of basic vanilla ores. Add lots of new buildings and chains for each ore. Will be intended to play without bobs since the ores will be the same (maybe some new) and will make some intermediate materials more used. Not compatib...
[]
0
2018-04-21T13:48:58-05:00
forum-topic-115542
115542
Can you help me?
Ideas and Requests For Mods
https://forums.factorio.com/viewtopic.php?t=115542
Sethlarke
Like many other Factorians, I find railroad building to be a formidable obstacle. If there was a mod that showed me how to construct and fix railroads in detail, it would be perfect for me.
[ { "author": "DarkShadow44", "content": "I think tutorials and understanding are more useful. How would a mod like that even work?", "date": "2024-09-26T22:43:51+00:00", "quotes": [] }, { "author": "Kyralessa", "content": "If you're finding that building tracks just takes too long, you co...
3
2024-09-26T02:36:31-05:00
forum-topic-125649
125649
inserter-behavior description
Outdated/Not implemented
https://forums.factorio.com/viewtopic.php?t=125649
Deggial_68
TL;DR Please change the toggle-description ('Enable/disable') of inserters to only one option (-> 'Disable'). What? The condition result is either TRUE or FALSE. There is no sense in offering two contradictory options. Which one is it, if the condition is TRUE? Will 'Enable' be chosen, or 'disable'? This is ...
[ { "author": "", "content": "The description is: \"Turn this entity on only when the condition is true.\"", "date": "2025-01-06T14:31:13+00:00", "quotes": [] }, { "author": "Kyralessa", "content": "You actually have this backwards; if the condition is true, it enables the inserter. \n \...
3
2025-01-06T08:09:11-06:00
forum-topic-114840
114840
Friday Facts #424 - Gleba Pentapod Enemies
News
https://forums.factorio.com/viewtopic.php?t=114840
Here it is! (beep boop) https://factorio.com/blog/post/fff-424
[ { "author": "Panzerknacker", "content": "Why would you spoil this in the first place. Even tho I didn't read it I already saw the picture now on Factorio.com", "date": "2024-08-16T11:06:30+00:00", "quotes": [] }, { "author": "Gergely", "content": "Took a peek at the first video, man thos...
19
2024-08-16T06:00:13-05:00
forum-topic-44345
44345
[Mod 0.15] Shift Tool
Development tools
https://forums.factorio.com/viewtopic.php?t=44345
darkfrei
Hi all! The mod you can find at mod portal: https://mods.factorio.com/mods/darkfrei/Shift_Tool This is a mod, that says what the shift are you need. This toll you are need when you make your own graphics with shadows, but your graphics is not in the middle of the collision box. For example: Entity typ...
[ { "author": "darkfrei", "content": "The mod is not for playing, please don't use it for the game.", "date": "2017-04-19T20:36:03+00:00", "quotes": [] }, { "author": "Shenpen", "content": "This one I need, so that I can stop facepalming.Thank you for sharing!", "date": "2017-12-16T20:...
5
2017-04-19T15:26:02-05:00
forum-topic-27728
27728
How to Log-In into Mod-Portal? Cannot login from Steam?
Mod portal Discussion
https://forums.factorio.com/viewtopic.php?t=27728
Please follow this fine article: viewtopic.php?f=5&t=27377 THE MOD PORTAL
[ { "author": "", "content": "I think this is now not longer needed, isn't it?", "date": "2016-10-21T23:18:20+00:00", "quotes": [] } ]
1
2016-06-30T13:15:08-05:00
forum-topic-116359
116359
Add setting to hide unresearched items/recipes in factoriopdia
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=116359
shopt
TL;DR In-game toggle to hide unresearched things from the factoriopedia What ? Somewhere in the factoriopedia GUI, a toggle between having the factoriopedia as it currently is, and only showing recipes and items that the force has currently researched the tech for. Mods like "Recipe Book" that the factoriopedia h...
[ { "author": "m44v", "content": "Is not just the fatoriopedia but also the game showing stuff in the main menu, one takes great lengths to avoid spoilers by not reading FFF and bam! spoilers in your face when you open the game. There's currently the mod \"Hide Space Age spoilers\" that helps with that, but i...
19
2024-10-21T14:19:54-05:00
forum-topic-101218
101218
Compatibility with Cargo Ships deep sea oil
Resource Spawner Overhaul
https://forums.factorio.com/viewtopic.php?t=101218
robot256
The Cargo Ships mod includes oil deposits that spawn in water for extraction by oil rigs and ships. I need some advice for how to improve this and how to ensure compatibility with RSO. I recently took over maintaining the scripts, and this was my first attempt at resource modifications. Before my rewrite last year...
[ { "author": "orzelek", "content": "1. AFAIK you can make your resource use generation copied from oil and attach collision mask to it to collide with ground_layer to make it spawn only on water. \n \n2. Doing above would mean adding config to it for RSO would work and should spawn only in water. \n \nIf abo...
1
2022-01-12T17:48:58-06:00
forum-topic-117589
117589
[2.0.11] Crash on launch on Steam Deck from shader compilation
Technical Help
https://forums.factorio.com/viewtopic.php?t=117589
Hawkpath
I have installed Factorio on Steam Deck after the 2.0 and Space Age release and tried launching it with both Proton 9.0-3 and Proton Experimental. Launching with 9.0-3 leads to this error immediately: proton90.png (412.06 KiB) Viewed 667 times Launching with Experimental leads to the game loading to 50% an...
[ { "author": "", "content": "Do not use Proton. Switch it off. Proton is a compatibility layer for running Windows games on Linux. Factorio has a native Linux version. Frankly I don't understand why Steam even tries to use it for Factorio, might have to get in touch with Valve about that.", "date": "...
2
2024-10-26T03:30:41-05:00
forum-topic-105339
105339
Jordan Peterson talks Factorio balancers with Joe Rogan
Spread the Word
https://forums.factorio.com/viewtopic.php?t=105339
DJQuad
https://www.youtube.com/watch?v=6lte2mhn6iU
[ { "author": "", "content": "Funny. And scary. Maybe even scarier than it is funny.", "date": "2023-02-22T20:35:03+00:00", "quotes": [] }, { "author": "aka13", "content": "I still think that trump and biden playing minecraft is the pinnacle of recent AI comedy. \n https://www.youtube....
5
2023-02-22T10:32:19-06:00
forum-topic-116874
116874
Plastic recycling should produce coal
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=116874
booshu
Currently there is no way to get coal on Fulgora without importing it, but allowing plastic to be recycled into coal would easily fix this. Plastic counts as a chemical process but batteries don't, despite both being crafted in a chemical plant with a fluid ingredient.
[ { "author": "mooklepticon", "content": "Yes, please. Coal from plastic 1) makes sense 2) would get coal natively.", "date": "2024-11-08T03:29:07+00:00", "quotes": [] }, { "author": "Sworn", "content": "yah, I guess the idea was to prevent coal in fulgora... \nBut, one can get iron/copper...
7
2024-10-23T08:36:26-05:00
forum-topic-31691
31691
Yuoki Download-Links for factorio 0.14
Yuoki Industries
https://forums.factorio.com/viewtopic.php?t=31691
YuokiTani
compatible game versions 0.14.4+ suprised from the new release here only the links. some things changed, other not and yi_engines has full recipes (includes fps-drop recipes in factorio 0.13) a change in the current yi_engines 0.3.18 - info.json to 0.14 will work 27.08.2016 YI-Engines 0.4.19 <- 0.14 version ...
[ { "author": "1297346892", "content": "Thanks for sharing", "date": "2016-08-30T01:53:52+00:00", "quotes": [] }, { "author": "YuokiTani", "content": "DwarvenZen has started a new Yuoki-Industries Let's Play-Series \n YT -> DwarvenZen (english) \n \nGerugon has started a new Yuoki-Indust...
10
2016-08-27T08:13:22-05:00
forum-topic-62617
62617
Server Real Time Clock
Mod Packs / Libs / Special Interest
https://forums.factorio.com/viewtopic.php?t=62617
smew
I was sick of not having a clock in our multiplayer server and the mod infrastructure doesn't seem to support collecting system time, so I hacked together something stupid. Video How does it work? It is a separate Python script that runs on the system that is hosting a Factorio headless server. Upon executi...
[ { "author": "Sparen", "content": "This is quite amazing, in my opinion. Looks pretty good and should definitely be useful - especially to those who take a look and realize that they've been playing Factorio for the past six hours!", "date": "2018-09-22T02:23:20+00:00", "quotes": [] } ]
1
2018-09-21T15:47:33-05:00
forum-topic-9411
9411
Configuration & usage - Page 2
F.A.R.L
https://forums.factorio.com/viewtopic.php?t=9411&start=20
Urbs
When i have parallel track click on, it does not lay track next to to me. I assumed it would just add a row of track along side my path?
[ { "author": "HammerPiano", "content": "when placing multiple rails, why do I have to use a chain signal on one rail? \nWhy I can't use just regular signals?", "date": "2016-01-06T10:53:56+00:00", "quotes": [] }, { "author": "jockeril", "content": "The chain signal, as I understand it, is...
19
2015-04-03T16:59:54-05:00
forum-topic-51921
51921
BiterBias - Less spitters, less problems
Reika's Mods
https://forums.factorio.com/viewtopic.php?t=51921
Reika
Mod Info: Spitter spawners actually spawn a mixture of biters and spitters, with a preset ratio (affected by the evolution factor). Now you can control that ratio, so that you can choose to have more biters and fewer spitters (or vice versa). To compensate for the difficulty reduction, there is an option to make the ...
[ { "author": "Jimmy G1", "content": "spitters will still spawn from modded spawners", "date": "2024-02-09T17:39:00+00:00", "quotes": [] } ]
1
2017-08-17T00:20:02-05:00
forum-topic-107601
107601
[boskid][1.1.80] fast-insert (drop) drops-through ghosts targets
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=107601
KeepResearchinSpoons
You can drop-into-assemblers (or coal to furns) holding the drop key and dragging the mouse around. Usually this means a small timeout before spitting onto the ground. Yet each new "selected" target automatically gets dropped-into. Fun fact: if the target is still a ghost, it is a valid target! hehe. expected: ...
[ { "author": "", "content": "Thanks for the report. Issue should be now fixed for 1.1.87.", "date": "2023-07-03T11:41:21+00:00", "quotes": [] }, { "author": "Zaspar", "content": "This behaviour was used in speedruns such as this steelaxe% run: https://www.speedrun.com/factorio/run/y4gdln...
6
2023-07-02T08:03:49-05:00
forum-topic-35525
35525
Question about Angel's and Bob's
Modding discussion
https://forums.factorio.com/viewtopic.php?t=35525
Nat's Hollow
Is it possible to get both Angel's ores and Bob's ores (and yuoki's or any other mods for that matter) to spawn on the map at the same time (preferably non-infinite)? I'd like to have an Angel's processing facility, but I also want the complexity of dealing with so many ores in my mining and train network. Thanks. P...
[ { "author": "mooklepticon", "content": "It's better to ask here. The Mod Portal doesn't do notifications. \n \nI can't speak to your actual question.", "date": "2016-10-31T20:15:33+00:00", "quotes": [ { "author": "Nat's Hollow wrote:", "content": "" } ] }, { ...
3
2016-10-31T13:19:19-05:00
forum-topic-55618
55618
Artillery Auto-fire Toggle / Option for disabling artillery auto target / turn off the artillery (train) - Page 2
Implemented Suggestions
https://forums.factorio.com/viewtopic.php?t=55618&start=20
Termak
+1, also let us choose the automatic range
[ { "author": "Hiladdar", "content": "+1 on this idea also. \n \nThere are situations where I want a train to just pull up, and open up on everything in range. There are other situations where I it is better for me to manually target where I want the artillery to fire upon. \n \nHiladdar", "date": "2019-...
19
2017-12-24T03:00:14-06:00
forum-topic-46278
46278
[0.17] Even Distribution - Page 2
Mods
https://forums.factorio.com/viewtopic.php?t=46278&start=20
321freddy
Version 0.2.5 Fixed distribution to factorissimo 2 helper entities Added ignored entities mod setting
[ { "author": "Rychlas", "content": "First of all - great mod, I love it, thank you kindly for making it. \n \nBut I have a question: \nIs it possible to distribute items in a way that only the amount what you are currently holding is being distributed instead of distributing every single resource you own of ...
19
2017-05-03T19:17:51-05:00
forum-topic-126888
126888
[2.0.34] [VFX] Dark rectangle beneath rocket silo ghost
Resolved Problems and Bugs
https://forums.factorio.com/viewtopic.php?t=126888
Hares
Steps to Reproduce Drop a Rocket silo ghost on a standard sandy dirt ground Expected: Rocket silo ghost looks exactly as it should be - normal texture but blueish, slightly distorted, and transparent Actual: Strange dark rectangle beneath the silo appears 02-16-2025, 17-38-56.png (1.11 ...
[ { "author": "eugenekay", "content": "That’s the Hole that the robots have to dig so that the Rocket can fit underground. \n \n This is a joke, though this feature does exist in mods .", "date": "2025-02-16T18:10:34+00:00", "quotes": [] }, { "author": "", "content": "Thanks for the repor...
2
2025-02-16T08:40:19-06:00
forum-topic-126676
126676
Why is my Hub Signal doubled?
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=126676
adam_bise
If I have on my platform hub "Read Contents, Send to platform" checked, and have both a red and green wire attached, even going nowhere, then the signal from "Read Contents" is doubled? 0.png (1.13 MiB) Viewed 185 times 1.png (59.2 KiB) Viewed 185 times 2.png (5.98 KiB) Viewed 185 times ...
[ { "author": "adam_bise", "content": "NVM found the answer here: viewtopic.php?t=121544", "date": "2025-02-07T23:47:55+00:00", "quotes": [] }, { "author": "Muche", "content": "The idea/suggestion Please, PLEASE make circuit connection behavior configurable per wire may be relevant her...
2
2025-02-07T17:08:49-06:00
forum-topic-122156
122156
Rocket control in SA via modding api
Modding discussion
https://forums.factorio.com/viewtopic.php?t=122156
Joserichi
I have been wondering how can you control a rocket with the modding api. There is the event "on_rocket_launch_ordered" but reading the docs I don't see any "destination" or similar either on the rocket or on the silo. Also on the silo there is the launch_rocket method, but it doesn't accept any parameter and just launc...
[ { "author": "s6x", "content": "Unfortunately, I don't think you can control that stuff via Lua at the moment. \n \n(Most of the development time for this mod was spent on working around this issue...)", "date": "2024-11-20T23:35:52+00:00", "quotes": [] }, { "author": "Joserichi", "cont...
4
2024-11-19T14:51:54-06:00
forum-topic-127552
127552
Keeping biters at bay
Gameplay Help
https://forums.factorio.com/viewtopic.php?t=127552
samuri
Has anyone come up with a sustainable, working solution to permanently keep biters at bay on Nauvis while you're travelling around in space? And I mean something that can be left alone so you don't keep having to go back to Nauvis just to maintain stuff. I've got something that semi-works but I still have to go back...
[ { "author": "eugenekay", "content": "You’re doing pretty good so far! A few suggestions to reduce the amount of Repairs that are needed: \n Eliminate any Concave sections of your Perimeter wall. The outside “ring of defenses” should be a Convex shape, such as a Square or Octagon \n Use the Natural terrain...
7
2025-03-16T09:59:49-05:00
forum-topic-93083
93083
Is there a quick button for updating active mod to newest version?
Technical Help
https://forums.factorio.com/viewtopic.php?t=93083
kevinma
When I want to update active mod of my save to newest version, i need to check every mod in update list. But I installed hundreds of mods(mainly from joining mod servers), So I need more than 10 minutes to do this.
[ { "author": "Squelch", "content": "There are two ways: \n \nFirst, you can update all mods from the Mod menu -> Updates to keep everything current for when you need them. \n \nSecond, and what I think you are asking for, Single Player -> Load Game -> Select your save -> Sync mods with save. At the bottom of...
4
2020-12-14T19:26:02-06:00
forum-topic-125189
125189
Factorio Forums • [Lou][2.0.28] Water cane plant not picked up by Ag Tower
What did you do? I placed an Agricultural tower when trying to plant more yamako fruit. After it cleared away all other previously existing vegetation I started to place down with my character the Overgrowth Yamako Soil. What happened? I noticed that not all the tiles were green that contained no buildings ...
[ { "author": "", "content": "Can you please provide a save file showing this issue?", "date": "", "quotes": [] }, { "author": "", "content": "Here it is.", "date": "", "quotes": [] }, { "author": "", "content": "Thank you for the report. This was actually a result of 2...
6
forum-topic-93550
93550
Christmasgreeting
Videos
https://forums.factorio.com/viewtopic.php?t=93550
biggerw
I Created a christmastree in the green wood. Herewith i created Christmas geeeting in Factorio style https://youtu.be/AN92P1LAx5I enjoy 0eNrtXU1vI7kR/S8CcknsRfObbSABdpEAOSRzyGUPwcKQ7Z6ZxsqSIcu7awz83yNZlqUhWex63bYsMbos1h6ZTb1XLFa9qia/ja4mD83dvJ0uRhffRu31bHo/uvjvt9F9+2U6nqx+t3i8a0YXo3bR3I7ORtPx7eqn8bxdfL1tFu31...
[ { "author": "", "content": "[Koub] Moved to the Videos subsection.", "date": "2020-12-25T09:12:12+00:00", "quotes": [] }, { "author": "ickputzdirwech", "content": "Looks really nice! Merry Christmas!", "date": "2020-12-25T09:29:08+00:00", "quotes": [] }, { "author": "Amar...
5
2020-12-25T03:02:31-06:00
forum-topic-120829
120829
Output more fluid when using higher quality recipes (i.e. for Holmium Solution)
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=120829
ividyon
TL;DR When using a high-quality recipe that outputs a fluid, the quantity of the output fluid should be increased according to the quality. What? Somewhat self-explanatory; see TL;DR. Why? Currently, creating things such as Holmium solution with higher-quality ingredients leads to just nothing happening. You s...
[ { "author": "Nypyren", "content": "+1", "date": "2024-11-11T06:20:05+00:00", "quotes": [] }, { "author": "Fharkas", "content": "That would be nice.", "date": "2024-11-11T18:36:43+00:00", "quotes": [] }, { "author": "yert527", "content": "+1 \n \nQuality Holmium either...
19
2024-11-10T13:49:49-06:00
forum-topic-125994
125994
[2.0.30] Error after upgrade: (SSL: certificate verification failed (result: 5)
Technical Help
https://forums.factorio.com/viewtopic.php?t=125994
yghgdzs
After upgrading to version 2.0.30, Factorio can no longer check updates or mods. Downgrading to 2.0.28 resolves the issue. I am using macOS Ventura 15.2.
[ { "author": "", "content": "Please provide the log file so we have more details. \n \nCould something be overwriting the `SSL_CERT_FILE` environmental variable? Please try opening the terminal and launching Factorio as follows:\n Code: Select all SSL_CERT_FILE=\"\" /Applications/Factorio/factorio.app/Co...
19
2025-01-15T10:10:28-06:00
forum-topic-127487
127487
Quality Upgrade Blueprint (nº) Tier
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127487
Ruyeex
The concept of the suggestion is to implement a signal that automatically detects a next tier depending on how much you need to add to another tier, as well as a way to upgrade the tiers automatically like how you can do with the default upgrade blueprint (It could be Ctrl+Left-click and Ctrl+Right click). The amount ...
[]
0
2025-03-14T06:31:58-05:00
forum-topic-61367
61367
[0.16.50] I can not create a recipe
Not a bug
https://forums.factorio.com/viewtopic.php?t=61367
_npo6ka_
I play the factorio modpak seablock pack 0.2.11 . I ran into a very strange problem. I tried to create a paper with the necessary resources in the inventory, but the game tells me that I can not craft it. imgs I thought that maybe it's other item? But after the craft it turned out to be exactly the item that was...
[ { "author": "TruePikachu", "content": "Long-time bug, when there are multiple unlocked ways to produce a resource (in this case the pulp), I've heard that the game uses the most recently unlocked method when handcrafting dependencies, even if that particular recipe doesn't work in handcrafting.", "date"...
3
2018-07-04T14:26:20-05:00
forum-topic-127351
127351
Move Space platform hub UI a couple of pixels (overlapping destination)
Ideas and Suggestions
https://forums.factorio.com/viewtopic.php?t=127351
imi___
In maximum size, when playing on a standard 1920x1080 monitor with 100% scaling, the Space hub platform window always overlaps the destination of the space platforms view by a couple of pixels. I find this information (esp. current location of the current platform) one of the most important information when handling...
[]
0
2025-03-09T03:10:55-05:00
forum-topic-117407
117407
[2.x] Storage Chest API support for getting/setting quality on its filter
Already exists
https://forums.factorio.com/viewtopic.php?t=117407
billbo99
I've been working on some code to set the filter on storage chests and found no option to set the quality setting of the item in the filter. https://lua-api.factorio.com/latest/cla ... age_filter Before 2.0, I would set the filter using the item prototype. However, the 2.x API doc does not hint at how to set the...
[ { "author": "ahicks", "content": "Another Factorio Access relevant request just wrt registering interest for some of these interface requests. Maybe we can work around this one with bleuprints. (I am assuming it's something one can do in vanilla, which I can't personally check). In general \"if the fron...
2
2024-10-25T07:55:02-05:00
forum-topic-118338
118338
When will Bob's Mods be updated again?
Bob's mods
https://forums.factorio.com/viewtopic.php?t=118338
bongopoor
I had a really fantastic (and very massive) game going with all of Bob's mods when the game was upgraded and everything broke. "No problem" I thought. "i'll just wait a few days/weeks & bob will update his mods & i can get back to my game"
[ { "author": "ezylot", "content": "Just to make you aware if you are not, you CAN set in steam that you want to continue with the old 1.x version and not update to version 2. Then you can continue playing your save until everything is updated.", "date": "2024-10-29T10:26:27+00:00", "quotes": [] }, ...
3
2024-10-29T04:40:36-05:00