id stringlengths 13 18 | topic_id stringlengths 1 6 | title stringlengths 1 132 | section stringclasses 74
values | url stringlengths 0 60 | author stringlengths 0 20 | question stringlengths 0 60k | responses listlengths 0 19 | response_count int64 0 19 | timestamp stringlengths 0 25 |
|---|---|---|---|---|---|---|---|---|---|
forum-topic-13565 | 13565 | Download for Factorio 0.12.X | 5dim's mod | https://forums.factorio.com/viewtopic.php?t=13565 | McGuten | == 5dim's mod ==
We move all downloads to mods portal !
You can follow us on twitter
You can ask us something on ask
You can support us on patreon
You can support us on paypal | [] | 0 | 2015-07-17T18:13:41-05:00 |
forum-topic-117999 | 117999 | [2.0.11] LuaItemStack.set_stack lacks quality adjustment | Already exists | https://forums.factorio.com/viewtopic.php?t=117999 | sensenmann | In my mod i want to do this:
Code: Select all local stacksize = entity.cursor_stack.count --record amount
local old_quality = entity.cursor_stack.quality --record quality
entity.cursor_stack.clear() --clear the slot
entity.cursor_stack.set_stack({ name = "alien-hyper-module-" .. math.min(storage.currentmodulelevel[f... | [
{
"author": "",
"content": "Dunno, i did a quick test with following command:\n Code: Select all /c\nlocal entity = game.player.character\nlocal stacksize = entity.cursor_stack.count\nlocal old_quality = entity.cursor_stack.quality\nentity.cursor_stack.clear()\nentity.cursor_stack.set_stack({ name = \"iron... | 2 | 2024-10-27T14:00:01-05:00 |
forum-topic-119835 | 119835 | [2.0.14] Logistic robots are not targetable by enemies | Not a bug | https://forums.factorio.com/viewtopic.php?t=119835 | GreenFlagCZ | Hi,
Logistic robots are not targetable by enemies (enemy player turrets, worms or spitters) but construction robots are targetable. I don't understand why is that? Should be all the robots targetable? It is messing my mod actually (Story Missions)
Thank you for answer. | [
{
"author": "",
"content": "Thanks for the report. This was changed as part of the logistic robot optimization and there are no plans to change it back.",
"date": "2024-11-04T23:03:56+00:00",
"quotes": []
},
{
"author": "DarkShadow44",
"content": "Stupid question, but does this mean that... | 2 | 2024-11-04T16:40:09-06:00 |
forum-topic-90795 | 90795 | on_gui_opened latency in multiplayer? | Modding help | https://forums.factorio.com/viewtopic.php?t=90795 | Deadlock989 | I have been using on_gui_opened to override specific machine guis - usually just to cancel them with player.opened = nil but in another case to replace the machine's gui with a custom one.
Have been doing some multiplayer testing and found out that for non-hosting clients there is an appreciable delay in the gui bei... | [
{
"author": "Deadlock989",
"content": "Anyone? \n \nThis bothers me because if it is expected behaviour then half of what I thought I knew about control scripts is wrong. I thought that every client runs its own copy of control.lua in lockstep with the host - that is why desyncs from variables outside of t... | 5 | 2020-10-28T09:37:03-05:00 |
forum-topic-104948 | 104948 | Angel's Extended Smelting and Compression mod: Suggestion | Angels Mods | https://forums.factorio.com/viewtopic.php?t=104948 | leeux | Hey there,
Sorry for the extra noise in here!
I posted a suggestion on the mod's GITHUB repo already, but not sure if that would be enough or not... I don't have access to Discord, so I can't join there, and the only other possible place where to post suggestions seems to be this forum!
I'll leave a link to my... | [] | 0 | 2023-01-18T12:51:29-06:00 |
forum-topic-119381 | 119381 | have elevated and ground tracks not share color, if they "intersect" | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=119381 | joshinils | 11-02-2024, 21-10-36.png (3.19 MiB) Viewed 684 times
It's already difficult enough to distinguish elevated and ground level track, but sharing the same color does not help.
I get that if it is the same segment there is no way around it, but otherwise I think they should connect for coloring, and choose a differe... | [
{
"author": "Nidan",
"content": "Generally this should be attempted, but it can't be guaranteed. With elevated rails you can construct pathological cases where a fixed number of colors will never suffice. (With only a single layer having 4 colors is enough.)",
"date": "2024-11-07T09:50:39+00:00",
"q... | 9 | 2024-11-02T15:13:00-05:00 |
forum-topic-88130 | 88130 | [1.0] bugs and balance issues. - Page 2 | Bob's mods | https://forums.factorio.com/viewtopic.php?t=88130&start=20 | bobingabout | I have actually changed entity.name to entity.prototype.localised_name in inserters mod, due to a similar error, because some I change the names of some inserters in logistics. I guess I didn't go and do the same to classes.
And yes, you can get an entity's prototype from the entity itself, you don't need to go thro... | [
{
"author": "eradicator",
"content": "Ah yes, that is much nicer. Glad you agree :). Thanks.",
"date": "2020-09-07T23:10:01+00:00",
"quotes": [
{
"author": "bobingabout wrote: Mon Sep 07, 2020 10:13 pm",
"content": ""
}
]
},
{
"author": "bobingabout",
"con... | 19 | 2020-08-16T17:08:05-05:00 |
forum-topic-125961 | 125961 | tiny bootstrap factory: dynamic mall | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=125961 | __init__ | Features / upsides:
Compact, thus requires less material for logistics and defence walls.
Available very early in the game: Requires only the first two science packs for its relevant technologies.
Uses a sushi belt and optionally passive provider chests, so it can work with or without a logistics network and ... | [
{
"author": "cmdmbox",
"content": "I believe you need to switch from 'passive provider chest' to 'steel chest' to keep it 'Available very early in the game'",
"date": "2025-01-14T16:01:53+00:00",
"quotes": []
},
{
"author": "__init__",
"content": "That is why it says \"optionally passive... | 3 | 2025-01-14T09:50:25-06:00 |
forum-topic-125321 | 125321 | Wrong Translation - Czech | Translations | https://forums.factorio.com/viewtopic.php?t=125321 | Tarnex | In graphics settings, hovering the cursor over info for enable screen flashes setting, there is "počkození" (nonsence) instead of "poškození" (damage). | [] | 0 | 2024-12-29T15:40:11-06:00 |
forum-topic-91285 | 91285 | Friday Facts #363 - 1.1 is getting close | News | https://forums.factorio.com/viewtopic.php?t=91285 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-363 | [
{
"author": "DanGio",
"content": "ok jaws were dropped",
"date": "2020-11-13T11:09:52+00:00",
"quotes": []
},
{
"author": "trilader",
"content": "Since you've removed the character tab: Is there still an option to access the inventory of your armor while in a vehicle? \nIn 1.0 you can do... | 19 | 2020-11-13T05:00:39-06:00 | |
forum-topic-81471 | 81471 | Factorio 0.18.8 breaks Yuoki | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=81471 | ChurchOrganist | I got this on loading the game.
YuokiCrash.PNG (21.83 KiB) Viewed 2845 times
Looking at the Vanilla source the shadow definitions have changed.
I'm running Yuoki 0.8.88
PS I have fixed this by copying the vanilla shadow sprite definitions into prototypes/entity/e_robots.lua
Fixed file attached - ... | [
{
"author": "YuokiTani",
"content": "Thanks ChurchOrganist, i copied the file into the mod and uploaded the fixed version.",
"date": "2020-02-20T18:25:22+00:00",
"quotes": []
},
{
"author": "ChurchOrganist",
"content": "Brilliant - thank you for your fast response YuokiTani",
"date"... | 2 | 2020-02-20T09:25:56-06:00 |
forum-topic-125964 | 125964 | can someone update island start | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=125964 | Jimmy G1 | here is the mod link https://mods.factorio.com/mod/IslandStart i would love to use this if you do please link your updated mod | [] | 0 | 2025-01-14T10:27:01-06:00 |
forum-topic-96769 | 96769 | Desynced while playing Krastorio2 and Space Exploration | Desyncs with mods | https://forums.factorio.com/viewtopic.php?t=96769 | Speedyquader | I got desynced just now while doing a lot of copying and pasting blueprints while on a K2 + SE server, plus several other mods. Multiple times when I clicked the "copy blueprint book" button to copy from my blueprint library to the game library, I got an instant desync. It happened with two blueprint books - one has 19... | [] | 0 | 2021-03-09T02:34:39-06:00 |
forum-topic-99848 | 99848 | New Permission: Disable "Select New Contents for Blueprint" | Already exists | https://forums.factorio.com/viewtopic.php?t=99848 | Honktown | "Select New Contents for Blueprint" isn't "buggy" per-se, but it currently results in an on_player_setup_blueprint event with a blueprint that bypasses any editing. This includes whether it was a blueprint item in game or a blueprint in library (it's not in player.blueprint_to_setup, and if it's from the library, there... | [
{
"author": "",
"content": "This already exists. It's \"reassign blueprint\".",
"date": "2021-09-24T15:10:11+00:00",
"quotes": []
},
{
"author": "Honktown",
"content": "Thanks.",
"date": "2021-09-24T17:32:37+00:00",
"quotes": [
{
"author": "Rseding91 wrote: Fri Sep ... | 2 | 2021-09-07T02:04:34-05:00 |
forum-topic-24529 | 24529 | Launch Rocket and Explore Space... | Implemented in 2.0 | https://forums.factorio.com/viewtopic.php?t=24529 | Switched | I was under the impression I would actually be exploring space. After I was able to launch a first rocket, all I got was a window pop up displaying stats and Victory. I won, already? Continue playing? Okay... After six more rockets all I got was a score tally on how many rockets were launched. I had originally thought ... | [
{
"author": "",
"content": "Currently, space exploration and building are more in a \"Not now, but maybe in some future ?\" planning state. It's just too big to add to vanilla at the moment, when there is so much that's directly related to the actual content to do. At least that's the way I understand it.",... | 6 | 2016-04-26T23:55:24-05:00 |
forum-topic-109634 | 109634 | Friday Facts #384 - Combinators 2.0 - Page 13 | News | https://forums.factorio.com/viewtopic.php?t=109634&start=240 | Qon | I specified "within" a blueprint, and you responded to me. But the post I responded to was unclear.
Wires lost when cutting being restored would be a neat feature though, if it was easy to not get that behavior. But if it only happened on cut and not other blueprinting action (like create blueprint or copy) then kee... | [
{
"author": "吴言_wwuyan",
"content": "Since the solver has a custom text area for blueprint users to understand its purpose.Can the conveyor belt also have the same function to mark the input and output of the conveyor belt in the blueprint? \n \n(Machine translation may have errors, please forgive me)",
... | 19 | 2023-11-10T06:00:02-06:00 |
forum-topic-103014 | 103014 | Event for entities set on fire | Already exists | https://forums.factorio.com/viewtopic.php?t=103014 | SilentStorm | I would like to ask about the possibility to detect (via an event) entities that are set on fire.
This could be a generic event with filters or an extension to an existing event with an added filter that allows to get entities that are set on fire.
Should have filters for entity type and the burn stage (e.g. trees ... | [
{
"author": "",
"content": "Entity damaged.",
"date": "2022-07-30T02:04:52+00:00",
"quotes": []
},
{
"author": "SilentStorm",
"content": "Trees don't actually get damaged (as far as 'damaged' is concerned for events or health points) when burning. They merely progress through the progres... | 2 | 2022-07-29T19:36:28-05:00 |
forum-topic-107828 | 107828 | search ppl in spanish | Multiplayer | https://forums.factorio.com/viewtopic.php?t=107828 | MetraYa | have more 3k hours in this game, need any in spanish for play with Ds.. etc | [
{
"author": "Dauch",
"content": "Yo te agrego",
"date": "2023-12-12T00:10:23+00:00",
"quotes": []
},
{
"author": "Dauch",
"content": "Dime tú id de Steam y te agrego",
"date": "2024-01-03T16:23:53+00:00",
"quotes": []
},
{
"author": "Dauch",
"content": "44252474 \n \n... | 3 | 2023-07-18T12:12:10-05:00 |
forum-topic-122341 | 122341 | Is there a way to have a value always, even when logistics = 0? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=122341 | mooklepticon | For example, I'm requesting carbon from my space platform over Gleba. When there's no carbon in the logistic system, all the graphic displays are blank. When there is carbon, the roboport sends a signal of how many carbon are there. If there's 0 carbon, no signal is sent. (it's also connected to an inventory bar graph,... | [
{
"author": "Stin",
"content": "Use this combinator \n \nit gives a 1 signal if the Red signal line has values with this signal and no value on the green signal line. \n \nYou can use a constant combinator with a signal list or the pre calculation values for the red input. \n \n \n \n \n grafik.png (78.38 K... | 2 | 2024-11-20T22:00:31-06:00 |
forum-topic-122295 | 122295 | Upgrading and copy/pasting doesn't update map search | Not a bug | https://forums.factorio.com/viewtopic.php?t=122295 | AndrolGenhald | I searched for some assemblers because I wanted to upgrade them, but when I upgraded them from the map view they unexpectedly disappeared from the search. This happens for copy/pasting as well.
upgrade-copy-search-bug.gif (4.97 MiB) Viewed 194 times | [
{
"author": "",
"content": "Thanks for the report. This is an intended simplification: once the search is \"done\" the results do not update except to remove invalid entries until you search again.",
"date": "2025-01-26T19:11:58+00:00",
"quotes": []
}
] | 1 | 2024-11-20T13:12:19-06:00 |
forum-topic-70273 | 70273 | 17.35 crash | Yuoki Industries | https://forums.factorio.com/viewtopic.php?t=70273 | T-Blade | I also posted this on the Mod page discussion (it did not have a link to this forum)
So feel free to remove the post where needed. | [
{
"author": "syrebyrd",
"content": "Ditto.",
"date": "2019-05-03T04:47:03+00:00",
"quotes": []
},
{
"author": "Xenophore",
"content": "The 0.17.35 release changes the mod API: \n viewtopic.php?t=43759&start=1180",
"date": "2019-05-03T05:11:01+00:00",
"quotes": []
},
{
"a... | 3 | 2019-05-02T15:42:50-05:00 |
forum-topic-126779 | 126779 | [2.0.32] Rockets full of an item requested in orbit not launching automatically | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=126779 | RyanW1019 | In my save (attached), I have four rocket silos on Aquilo that are full on rocket parts (2x 100/100) and each have 1000 cryo science aboard. They have the automatic request box unchecked and are being supplied the science and rocket parts by inserters. The space platform "Aquilo Export" is in orbit requesting 16,000 cr... | [
{
"author": "Muche",
"content": "Welcome to the forum, and thank you for the report. \n \nIt seems to be caused by the rocket silos containing some science packs in their inventory 5. \n defines.inventory does not have an official designation for it. \n \nCan be reproduced by an inserter dropping its hand ... | 2 | 2025-02-11T19:15:00-06:00 |
forum-topic-18714 | 18714 | [.13-1.1.109] Aircraft (1.8.9) - Page 8 | Mods | https://forums.factorio.com/viewtopic.php?t=18714&start=140 | Optera | Could you change when afterburners kick in?
The responsiveness at low speeds is so terrible that I rather park anywhere, pick it up and place the plane in it's parking spot in front of a smart loader. | [
{
"author": "Thomasnotused",
"content": "I'm not sure if you can change that without scripting, I just used the exoskeleton prototype for it.",
"date": "2017-05-14T11:28:24+00:00",
"quotes": [
{
"author": "Optera wrote:",
"content": ""
}
]
},
{
"author": "iivm... | 19 | 2015-12-25T22:29:28-06:00 |
forum-topic-41435 | 41435 | Clever FARL | F.A.R.L | https://forums.factorio.com/viewtopic.php?t=41435 | Mengmoshu | Pawick over on Discord shared this picture with the caption "When you let FARL do the turns."
After I told him to check his setup he discovered that his horizontal and vertical blueprints had different drive side setups. I found it kinda cool that FARL still produced a drive-able layout and matched the rails up. | [
{
"author": "Nexela",
"content": "Ignoring the obvious throughput issues, those curves look a lot better then the curves created by the \"correct\" layout",
"date": "2017-02-18T01:40:13+00:00",
"quotes": []
},
{
"author": "Choumiko",
"content": "That's an unintended \"feature\" \nI g... | 3 | 2017-02-17T18:52:31-06:00 |
forum-topic-93527 | 93527 | Locked technology, can't progress | PyMods | https://forums.factorio.com/viewtopic.php?t=93527 | dzbanek | I'm playing with
coal processing
fusion energy
industry
I'm trying to make a chemical science pack, which needs nexelit plate wich is hiding behind Coal processing 3 which is chemical science technology. I can't progress, any help? | [
{
"author": "Squelch",
"content": "Nexelit can be obtained from Tailings dust. \n \nLogistics science will bring the required technologies \n \nThese are merely hints without spoiling things too much. If you need more details please ask?",
"date": "2020-12-24T15:39:43+00:00",
"quotes": []
},
{
... | 3 | 2020-12-24T08:22:21-06:00 |
forum-topic-127207 | 127207 | Factorio headless server is not responding to clients trying to direct connect to the server by IP and port | Technical Help | https://forums.factorio.com/viewtopic.php?t=127207 | schwaffen | Hello Factorian fellows!
As the subject says, I, as a client, can't connect to my headless server which is running on my VPS.
Better to put both server and client logs to help troubleshooting the problem.
Both server and client version is 2.0.32 and default port 34197 on UDP transmission is open on server firewall... | [
{
"author": "pioruns",
"content": "Probably it's the firewall on server side blocking the communication? \nTry opening that port via SSH tunnel to the client. \nOnce the open tunnel is established, connect to localhost:34197 on the client.",
"date": "2025-03-02T10:07:24+00:00",
"quotes": []
},
{... | 4 | 2025-03-01T14:50:27-06:00 |
forum-topic-32594 | 32594 | manually craft large amounts of items one at a time? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=32594 | Mendel | not sure if this is a help request or a suggestion
ok, lets say I want to manually craft 5 belts. this is pretty easy to do by clicking 5 times on the belt icon and it will create 5 belts one by one.
Now lets say I want to manually craft 200 belts and I only have iron plates, no intermediates.
I ctrl click t... | [
{
"author": "mooklepticon",
"content": "Right clicking on something makes 5 at a time. So, to make 40, you'd have to right click 8 times.",
"date": "2016-09-13T15:51:06+00:00",
"quotes": []
},
{
"author": "Mendel",
"content": "somehow I didnt know that either so that will make my problem... | 6 | 2016-09-13T10:13:19-05:00 |
forum-topic-88100 | 88100 | [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=88100 | Therax | Observed behavior:
1. Add event handler for on_player_setup_blueprint.
2. Create a blueprint of an entity.
3. In the event handler, observe the following:
player.blueprint_to_setup.valid_for_read is true
player.cursor_stack.valid_for_read is false
player.blueprint_to_setup.is_blueprint is true
play... | [
{
"author": "Honktown",
"content": "Unless I'm mistaken, you should be using on_player_configured_blueprint. I might call it a bug that creating a new blueprint immediately sets the blueprint (the player did not confirm anything)*. Following behavior from an event like on_entity_died where the entity is (... | 19 | 2020-08-16T10:33:02-05:00 |
forum-topic-8189 | 8189 | [0.11.11+] FARL 0.2.8 (Rail Layer) - Page 6 | F.A.R.L | https://forums.factorio.com/viewtopic.php?t=8189&start=100 | Choumiko | Nope, its lowercase, in the beginning of the mod i used console commands quite often and was too lazy to press shift
@ Airat: FARL does not work with Factorio 0.11.6 no matter what version of FARL you are using. The old Automatic Rail Layer should work though (link in first post)
Thanks Cheata for sharing. I ... | [
{
"author": "Cheata",
"content": "Certinaly more understandable than a lot of the code I usually reverse engineer. I also found it to be fairly logicly laid out, i particularly like the way uv got the removetrees function designed so it can be used with every object placed by the FARL",
"date": "2015-0... | 19 | 2015-01-22T10:18:44-06:00 |
forum-topic-126469 | 126469 | Request: On attack triggered event | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=126469 | Jamesamrundle | As I understand it, units released from spawners will either join an existing unitgroup (if close enough) or start a new one. Still not exactly clear how this interacts with "on_unit_group_finished_gathering" event, but adding an "on_attack triggered" event, when the group leaves their rallying location, would be supe... | [
{
"author": "curiosity",
"content": "\"Called when a unit group finishes gathering and starts executing its command.\" \nSeems pretty clear to me. So just check if its command is to attack.",
"date": "2025-01-30T19:26:34+00:00",
"quotes": [
{
"author": "Jamesamrundle wrote: Thu Jan 30,... | 1 | 2025-01-30T10:25:33-06:00 |
forum-topic-26053 | 26053 | [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods) - Page 4 | Bob's mods | https://forums.factorio.com/viewtopic.php?t=26053&start=60 | CMH | @bobingabout: Thanks. I suspected you might have made some changes.
@Coppermine: I don't mind making my mod more compatible with other mods, as long as the issues are pointed out to me, as you have done. I'll have a look at what Angel's mod does to the recipe. | [
{
"author": "npuldon",
"content": "any estimates on when the end game mod might come out? this month? next month?",
"date": "2017-05-11T21:22:47+00:00",
"quotes": []
},
{
"author": "CMH",
"content": "Good news everybody. \n \nI've just uploaded a loadable version of my mod. \n \n http... | 19 | 2016-06-03T01:12:30-05:00 |
forum-topic-63830 | 63830 | Friday Facts #272 - Mod GUI | News | https://forums.factorio.com/viewtopic.php?t=63830 | https://www.factorio.com/blog/post/fff-272 | [
{
"author": "mexmer",
"content": "Do i understand correctly from mockup, that dependcies are clickable links, which will take me to dependency mod? \n \ni still miss option to download dependencies automatically, tho'. \n \nbut i like new interface, not sure how it look on small display tho'. (like those hd... | 19 | 2018-12-07T06:14:54-06:00 | |
forum-topic-85372 | 85372 | screen.element.force_render_above() please? - Page 2 | Won't implement | https://forums.factorio.com/viewtopic.php?t=85372&start=20 | ownlyme | im worse because i refuse working for free and wasting my time on something that doesnt make fun anymore?
how about you spending 2000 hours modding this game and getting offended by some kiddo when you quit
you know nothing about me and this is my f***ing decision. | [
{
"author": "『 』",
"content": "Please make the mod great again! This is a very nice mod so please revive it!",
"date": "2020-09-05T10:41:02+00:00",
"quotes": []
},
{
"author": "Saiph300",
"content": "FYI, Ownlyme has linked this topic as (part of) explanation of why he's stopping modding... | 7 | 2020-05-28T01:29:19-05:00 |
forum-topic-125744 | 125744 | Add "Read fuel" to burner inserters | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=125744&p=658093 | Hares | TL;DR
Burner inserters should support "Read fuel" circuitry option similar to reactors & assemblers.
Why?
Out of all burner entities, only two can't read fuel: one being furnaces (ref: [1]), and second being inserter. I don't see actual game need for that except for alerting when critical burner inserter ran out of... | [
{
"author": "Panzerknacker",
"content": "They are a simple mechanic machine, it doesn't make sense. \n \nInstead I vote for removing the filtering capability instead since it does not make sense either.",
"date": "2025-01-08T20:58:14+00:00",
"quotes": []
},
{
"author": "Hares",
"content"... | 4 | 2025-01-08T13:59:10-06:00 |
forum-topic-127499 | 127499 | Better Quality / Circuit Tools | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=127499 | brucemalt | TL;DR
The current quality circuit tools are limited and require a lot of clicking and many parts for a setup to do anything useful. I'm sure there is "design space" that can be explored, that doesn't make it too easy, but makes it a little easier to handle quality on the circuit network.
What?
"WHAT do you sugges... | [] | 0 | 2025-03-14T16:09:08-05:00 |
forum-topic-121863 | 121863 | Allow interrupts for space ships to trigger only at a planet | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=121863 | mrvn | TL;DR
The trains have an interrupt condition "At specified station", add that for space ships too.
What?
Interrupts for spaceships should have a contion "At specified planet" and "Not at specified planet".
Why?
I have a spaceship at Nauvis with 3 interrupts to go to Vulcanus, Fulgora or Gleba to fetch science ... | [] | 0 | 2024-11-17T11:03:46-06:00 |
forum-topic-127331 | 127331 | Please remove/split struct or array[struct] definitions | Documentation Improvement Requests | https://forums.factorio.com/viewtopic.php?t=127331 | PennyJim | There's times I want to annotate a function to only take/return the struct, not the array possibility. The definition for the type being tied to it, is annoying.
I'd much rather the places that use it hold the responsibility to do the type or array[struct] definition.
On the other hand, you can make a whole diffe... | [] | 0 | 2025-03-07T19:26:58-06:00 |
forum-topic-126811 | 126811 | Can not add a temp stop to a train schedule without losing the train group | Modding help | https://forums.factorio.com/viewtopic.php?t=126811 | hgschmie | according to FFF-389, it is possible to modify the schedule of a train within a train group by adding a temp stop without affecting the train group as a whole:
So any changes to the schedule of one member of the group will update the whole group. Importantly, this ignores the temporary stops, as they are part of t... | [
{
"author": "robot256",
"content": "The FFF is referring to player-added temp stops, not API functions. The train schedule API is currently incomplete since it was not updated to handle interrupts at all. \n \nAs for why you are seeing no effect at all, that is normal and expected. The train.schedule table... | 2 | 2025-02-12T20:50:01-06:00 |
forum-topic-116138 | 116138 | k2 and se in sa | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=116138 | wannes37 | Does anyone know if krastorio 2 and/ar space exploration will be compatible with both or either factorio 2.0 or space age ? | [
{
"author": "Xorimuth",
"content": "Both K2 and SE will be compatible with 2.0 within a few weeks at most. \n \nK2 is not planned to ever be compatible with SA. SE 0.8 (which is likely to still be a year or so away) is expected to utilise SA features, but probably will not keep any of the SA progression/ite... | 7 | 2024-10-20T08:02:08-05:00 |
forum-topic-125358 | 125358 | [2.0] AutoplaceControl.size | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=125358 | i142857 | Proposal: add an optional size parameter to AutoplaceControl defaulting to true. When set to false, the "Size" slider in the map settings UI is removed (similar to how richness is optional).
Rationale: resources that are supposed to always spawn as a single node -- in that case would reduce user confusion as the Siz... | [
{
"author": "braxbro",
"content": "Wouldn't you want the frequency to be disable-able then? Not the size?",
"date": "2024-12-30T18:43:35+00:00",
"quotes": []
},
{
"author": "curiosity",
"content": "But frequency makes sense, it would make the singular nodes more frequent. \n \nAlthough... | 2 | 2024-12-30T11:43:51-06:00 |
forum-topic-9422 | 9422 | [MOD 1.1] Oxygen | Mods | https://forums.factorio.com/viewtopic.php?t=9422 | Natha | https://mods.factorio.com/mods/Natha/Oxygen | [
{
"author": "darkshadow1809",
"content": "I would love to add this mod to my hardcore pack if i may. However before i do i have a suggestion. Its just another pile of tasks to keep up with in the hardcore pack. Could you have a machine which automaticly sprays oxygen around your base? like a robo station do... | 19 | 2015-04-04T06:50:03-05:00 |
forum-topic-114794 | 114794 | [raiguard][1.1.109] Crash with whitespace save names on linux | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=114794 | PennyJim | I presume the save names are ran through a trim function to remove leading and trailing whitespace. This means you have to be careful about names getting trimmed into empty strings.
This works on Mac and displays an in-game error:
(and windows, but the screenshot is mac)
08-13-2024, 12-22-49.png (23.21 KiB) ... | [
{
"author": "",
"content": "This only occurs when using non-blocking saving.",
"date": "2024-08-13T20:25:26+00:00",
"quotes": []
},
{
"author": "PennyJim",
"content": "So this kind of save-name validation is done after the thread is forked off to do the saving? \nI would've expected it t... | 5 | 2024-08-13T13:34:07-05:00 |
forum-topic-96147 | 96147 | [#3] Factorio Death World Race Reloaded - AntiElitz vs. Nefrums | Videos | https://forums.factorio.com/viewtopic.php?t=96147 | AntiElitz | Next 21:9 direct comparison of one of the races is out now
https://youtu.be/AFOGWgNPwzk | [] | 0 | 2021-02-14T09:12:20-06:00 |
forum-topic-125676 | 125676 | Is it possible to have localized screenshots in the tips and tricks section? | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=125676 | dodther | Can you tell me if there is a mechanism for substituting localized screenshots depending on the locale in the tips and hints section? | [
{
"author": "IsaacOscar",
"content": "What? I didn't know you could have screenshots in tips and tricks. \nThey're supposed to be simulations (Bassically a mini factorio game that runs, and so should use whatever local happens to be active). \n \nIf all you want is some text to be different for different la... | 5 | 2025-01-06T19:54:49-06:00 |
forum-topic-127374 | 127374 | Agricultural Science Packs used up too fast | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=127374 | lindsayforum | Agricultural science packs are being used 2 times or more faster than other science packs researching in bio labs. I've attach a short video of a biolab using science packs. You can see it goes through a few agricultural packs per science cycle while the other packs are using less than one pack per research cycle.
... | [
{
"author": "",
"content": "This is working as intended since your agricultural science packs are almost fully spoiled. \"Spoilables and research\" tip explains this shortly: \n \n \n \n \n 03-10-2025, 15-42-39.png (6.84 KiB) Viewed 164 times",
"date": "2025-03-10T14:43:07+00:00",
"quotes": []
},
... | 3 | 2025-03-10T09:37:44-05:00 |
forum-topic-121486 | 121486 | [boskid] [2.0.18] Crash using quality shortcut (QualitySelector::onQualityCycle) | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=121486 | jemand2001 | Steps to reproduce:
press e to open the inventory
hover the mouse cursor over an item
alt-scroll to change the quality
The game receives a SIGSEGV and crashes.
I would expect there to not be a crash.
This is consistent. It happens both in the Map Editor and in Freeplay. It happens both with quality researc... | [
{
"author": "",
"content": "Thanks for the report. This issue is fixed for 2.0.19. I already fixed it based on 11 automatically uploaded crash reports but it looks like they are all from you so i will attach this topic under the changelog.",
"date": "2024-11-14T21:49:34+00:00",
"quotes": []
},
{... | 2 | 2024-11-14T15:07:35-06:00 |
forum-topic-117763 | 117763 | [kovarex] Damaged bots reparing each other stuck in loop (chase/robots/repair) | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=117763 | throwaway-254 | This was on version 2.0.11.
I reproduced this quite easily while fighting worms on Vulcanus. This happened with several drones as well, all of which were damaaged. Both times, I was moving fairly fast inside of a tank.
Steps to reproduce: generate two drones, each connected to a (personal?) roboport, each of w... | [
{
"author": "",
"content": "Thanks for the report, it is now fixed for the next version.",
"date": "2024-11-18T06:02:05+00:00",
"quotes": []
},
{
"author": "Sun Serega",
"content": "It does seem a lot better in 2.0.20, but I've still got it happening from time to time. \nProbably because... | 2 | 2024-10-26T16:11:54-05:00 |
forum-topic-59089 | 59089 | [Rseding91] [for 0.17][0.16.35] Inserting Uranium fuel cell in non reactor fuel slot wrong error | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=59089 | PantherX | A very minor issue but one I noticed recently when explaining the game to a new player... If you try to insert a Uranium fuel cell into a locomotive you get a warning message to say "The Locomotive can't use Nuclear fuel," however this is technically incorrect as since from 0.16 when the Nuclear fuel item was added, th... | [
{
"author": "bobingabout",
"content": "Yes, I've had issues trying to explain the differences between nuclear fuel (the item named this) and nuclear fuel (the nuclear power's item fuel category).",
"date": "2018-03-27T08:00:06+00:00",
"quotes": []
},
{
"author": "Aeternus",
"content": "Y... | 5 | 2018-03-26T18:13:52-05:00 |
forum-topic-117444 | 117444 | cannot save game | Technical Help | https://forums.factorio.com/viewtopic.php?t=117444 | muaykak | here's the log
2 things happened to crash factorio on my macbook
first
1. I pressed 'esc'
2. I clicked save
3. it crashed
second
1. I stared the game.
2. clicked the Single Player, then Load Game.
3. selected the save i want to play.
4. clicked load.
5. It crashed.
On Windows, my saves works fine, ... | [
{
"author": "",
"content": "Hello, can you please test the freshly released version 2.0.11? We just pushed out some fixes for mac crashes. If you are using Steam you can switch by clicking the gear, choosing Properties, then Betas.",
"date": "2024-10-25T16:33:56+00:00",
"quotes": []
}
] | 1 | 2024-10-25T11:25:01-05:00 |
forum-topic-126457 | 126457 | Some tricks w/ new logi groups | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=126457 | adam_bise | You can click a BP on the "New Section" logistics group in a requestor chest, personal logistics, or even a constant combinator. Doing so copies the items needed in the BP to a new logi group.
It's tricky for the constant combinator, you can't use BP item it must be a BP shortcut on your quickbar to work.
You c... | [] | 0 | 2025-01-29T17:05:25-06:00 |
forum-topic-121046 | 121046 | [2.0.15] Repair Pack not registered in logistic network when in use | Not a bug | https://forums.factorio.com/viewtopic.php?t=121046 | JackTheSpades | (This might be a feature request instead of a bug depending on the whether this is intentional or not)
When a Roboport is connected with a wire to read the logistic network content it correctly detects the Repair Pack sitting in its inventory.
But when a Construction Bot uses the Pack it temporarily disappears from... | [
{
"author": "robot256",
"content": "Not a bug, items in robot transport are never counted by the network except for as satisfying the request they are bound for. \n \nThe very simple solution to your setup is to request the train when there are less than 100 repair packs, and enable the unloading inserters ... | 1 | 2024-11-11T16:11:58-06:00 |
forum-topic-43360 | 43360 | [MOD/LIB 0.14+] Larger screenshots | Mod Packs / Libs / Special Interest | https://forums.factorio.com/viewtopic.php?t=43360 | aaargha | Info
Name: Larger screenshots
Version: 0.1.3
Factorio-Version: 0.14.22, 0.15.1, 0.16.1, 0.16.51
Description: Adds an interface usable by the player or another mod that takes screenshots of large areas
Multiplayer: untested, will at best not crash when running headless
License: http://unlicense.org... | [
{
"author": "foodfactorio",
"content": "Hi, i might be taking some screenshots of my current game, and was looking around for some camera/screenshot mods, and found yours \n \nanother user made a mod here that might be handy to use with yours too: \n https://mods.factorio.com/mods/Rseding91/Tape%20Measure ... | 6 | 2017-03-27T08:12:06-05:00 |
forum-topic-127502 | 127502 | [2.0.41] Wrong fluid output when producing electrolyte | Duplicates | https://forums.factorio.com/viewtopic.php?t=127502 | jailbird | When building a pipe connecting to the electromagnetic plant it says that the output is mixed and the plant doesnt produce any electrolyte since the output" is full"
Screenshot (14).png (2.11 MiB) Viewed 64 times | [
{
"author": "",
"content": "See 118507 \n \nAt some point before you set the recipe you had the wrong fluid connected to the machine and it now needs to be cleared manually using the delete-fluid button.",
"date": "2025-03-14T22:40:11+00:00",
"quotes": []
}
] | 1 | 2025-03-14T17:24:05-05:00 |
forum-topic-114777 | 114777 | [SOLVED] Combinator signal off by one tick? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=114777 | DarkShadow44 | Hello,
I'm ran into weird behavior while trying to build a vanilla LTN-like system with combinators, I hoped that someone knows why it behaves the way it does.
I attached a save, it's paused and can be ticked manually. After 4 ticks, the combinator (marked in the screenshot) should lose its "rocket fuel" signal, ... | [
{
"author": "Tertius",
"content": "The signal from the green wire is gone, but the red wire connected to the output of the top left \"+\" arithmetic combinator below the locomotive supplies the offending signal.",
"date": "2024-08-12T22:04:32+00:00",
"quotes": []
},
{
"author": "DarkShadow44... | 2 | 2024-08-12T13:02:13-05:00 |
forum-topic-113702 | 113702 | Friday Facts #413 - Gleba | News | https://forums.factorio.com/viewtopic.php?t=113702 | Here it is! (beep boop)
https://factorio.com/blog/post/fff-413 | [
{
"author": "Gergely",
"content": "It's interesting to see how the planet artwork has evolved since initial Space Age FFF. \n \nSo which of the three initially available planets shall we visit first? (To be fair we have yet to see what business will the engineer have on Gleba, and we also do not know if it ... | 19 | 2024-05-31T06:00:03-05:00 | |
forum-topic-65704 | 65704 | [0.17.2] FPS issues with akkumulator animation | Pending | https://forums.factorio.com/viewtopic.php?t=65704 | Gummiente27 | Vanilla game, Windows, singleplayer
Log: https://pastebin.com/n6NY61cY
Screenshot:
The lag is dependant on the zoom. The screenshot is taken in zoom level with maximum lag (15-17 fps). When I zoom out one step further fps get from 15-17 back up to 48-54. Zooming out further, fps drop down to 36-40. (Still n... | [
{
"author": "",
"content": "You have disabled texture compression. Your graphics card is not good enough to handle uncompressed high-res sprites. \nPlease set texture compression graphics option to high quality and see if the problem persists.",
"date": "2019-02-27T23:56:30+00:00",
"quotes": []
},... | 3 | 2019-02-27T17:45:37-06:00 |
forum-topic-53434 | 53434 | Newb question about FARL? | F.A.R.L | https://forums.factorio.com/viewtopic.php?t=53434 | Rylant | Hey all,
not sure if this is the right forum for this question or not. So I recently discovered FARL. I imagine that it will help a lot with track building. I can't seem to change the distance between my rail signals though. In the "Setting" there is a text box which says "Distance between signals" and it is set to... | [
{
"author": "Choumiko",
"content": "Did you click on \"Save settings\" ? Just tried it and it works fine for me",
"date": "2017-10-23T08:34:39+00:00",
"quotes": []
}
] | 1 | 2017-10-16T15:51:08-05:00 |
forum-topic-76679 | 76679 | Offer to update before/after loading mods / Update on restart/startup/shutdown - Page 2 | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=76679&start=20 | ptx0 | what an edgy way to hijack a thread! just never close the game down and it'll never bug you. | [
{
"author": "",
"content": "I admit I like it on startup. I know my experience is biased by the fact that I don't like playing modded, so things are quite fast. Usually, when I'm playing and I quit is when I'm turning the computer off (go/get back to work or to bed). I wouldn't like the update to take place... | 9 | 2019-10-12T07:05:28-05:00 |
forum-topic-126713 | 126713 | [2.0.34] "virtual-signal=signal-ghost" is gone without migration | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=126713&p=662330 | Hares | Steps to Reproduce
Make a circuit containing [virtual-signal=signal-ghost] in 2.0.33
Update to 2.0.34
Load that save
Expected:
Migration dialog pops up
Everything works as before
Recycling recipes removed
Actual:
Migration dialog pops up
Recycling recipes removed
Virtual signal:... | [
{
"author": "Hares",
"content": "Attaching minimalistic non-SA savefile with the mentioned problem (created on 2.0.32 - latest stable):\n \n Load on 2.0.32 - Works fine, no alerts \n Load on 2.0.34 - Signal is gone w/o any migration popup, alert is fired",
"date": "2025-02-09T16:17:43+00:00",
"quo... | 19 | 2025-02-09T09:47:27-06:00 |
forum-topic-126708 | 126708 | is it possible to modify what the New Quality mod does? | Questions, reviews and ratings | https://forums.factorio.com/viewtopic.php?t=126708 | ILikeMods | Hi all,
I hope this is the right place to ask—if not, apologies! I'm looking to modify the Quality mod , specifically to change how higher-quality electric miners work. Currently, they deplete resource patches slower, but I'd like to make it so that miners cover a larger area depending on their quality. I've neve... | [
{
"author": "Nemoricus",
"content": "It’s not possible.",
"date": "2025-02-09T17:54:45+00:00",
"quotes": []
},
{
"author": "ILikeMods",
"content": "thank you",
"date": "2025-02-09T19:28:38+00:00",
"quotes": []
}
] | 2 | 2025-02-09T06:50:06-06:00 |
forum-topic-84931 | 84931 | Factorio Lab | Cheatsheets / Calculators / Viewers | https://forums.factorio.com/viewtopic.php?t=84931 | ilbJanissary | I am proud to announce the release of Factorio Lab !
Simple 1K SPM!
Factorio Lab is intended to build on the features of the Kirk McDonald Factorio calculator. While the general UI is intended to be similar to the Kirk McDonald calculator, the source code was written from the ground up using TypeScript and A... | [
{
"author": "hhrhhr",
"content": "Cool! The ability to selectively select an assembly machine class is really great. \n \nThere are a few comments:\n What about energy consumption? \n Сan you make a \"compiled\" version of the site to run locally WITHOUT NodeJS, Angular, and so on? \n How do you get the sou... | 7 | 2020-05-13T22:21:35-05:00 |
forum-topic-116047 | 116047 | [2.0.6] new Steam achievement names and description are English although the translations are available in-game | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=116047 | valneq | When comparing the new achievments between Steam and the in-game description, only the in-game version is translated.
Here I pick the arbitrary example of Rush to Space achievement.
10-18-2024, 21-29-34.png (273.59 KiB) Viewed 581 times
10-18-2024, 21-31-27.png (143.31 KiB) Viewed 581 times | [
{
"author": "gyorokpeter",
"content": "Same for Hungarian. Some of the achievement names and descriptions have sloppy translations from before I proofread all the strings.",
"date": "2024-10-18T21:52:04+00:00",
"quotes": []
},
{
"author": "",
"content": "Achievements on Steam should now ... | 3 | 2024-10-18T14:32:45-05:00 |
forum-topic-124072 | 124072 | Bug? Can't see quality dlc from other mods dependencies on mod portal | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=124072 | SHADOW13 | I was looking for mods that work with Space Age's quality feature
That lead me to: https://mods.factorio.com/mod/quality/dependencies
Unfortunately, it does not work, shows 0 dependencies from other mods
Would be nice if Dependencies - "From other mods" was working (for quality, space age, elevated rails) | [] | 0 | 2024-12-08T21:30:41-06:00 |
forum-topic-63215 | 63215 | Extend pulse for S seconds | Combinator Creations | https://forums.factorio.com/viewtopic.php?t=63215 | zOldBulldog | timedGreen.jpg (23.92 KiB) Viewed 6860 times
Complete: 0eNrNV22OmzAQvcv8bJ0KnM9FVaX91QPs7q+qQg44u5bARsZEjSIO0Hv0ZD1Jx7BLSAIsZrtV/0QBe8Yz7z3PS46wTQqeaSENBEcQkZI5BN+OkItHyRL7zhwyDgHshTYFviEgWWpf1Dtm91ASEDLmPyDwS+IQ+ag5l61oWn4nwKURRvC6iOrhEMoi3XKN6ZsMTAvzlHIjolmk0q2QzCiNB2Qqx2gl7emYcUY/LQkc8AtWBrHQPKpXKQHs1GiVhFv+xP... | [
{
"author": "braxbro",
"content": "I know this post is old, but this can be done in 2 combinators: an arithmetic combinator set to each % N => each feeding back into itself, connected to both the input and the output of a decider combinator set to each < N => 1 each. N of course being the extender length in... | 3 | 2018-11-01T14:50:03-05:00 |
forum-topic-119971 | 119971 | [raiguard] [2.0.14] Crash on Linux, no stacktrace (Nonblocking autosave related?) | 1 / 0 magic | https://forums.factorio.com/viewtopic.php?t=119971 | Herrderdinge | The game died on me kinda randomly, so I can't really give steps to reproduce.
I was mucking around building a recycling loop to roll for a legendary fish, and when I was finished and wanted to walk around somewhere else the game froze and died with a segfault. From the timing the crash might have coincided with an ... | [
{
"author": "",
"content": "Unfortunately I am unable to reproduce anything, and the stacktrace is unhelpful, so I'm moving this to 1/0 magic. Thanks for the report.",
"date": "2025-01-22T04:14:31+00:00",
"quotes": []
}
] | 1 | 2024-11-05T13:07:31-06:00 |
forum-topic-115847 | 115847 | Criticism Prerelease Content of Space Age | Spread the Word | https://forums.factorio.com/viewtopic.php?t=115847 | merimerlock | I just heard on nilaus' stream that content creators get access one week early and are allowed to stream any and all content.
Please use this thread as a discussion if you want your opinion heard.
Because I am heavily criticising this decision. I am basically barred from consuming any content that could be slight... | [
{
"author": "d_o_n_t_understand",
"content": "And if they start publishing videos on 21st, there will be no spoilers in clickbaits? What's the difference? \n \nI, for instance, don't care about spoilers and I'm going to watch some content before playing myself. Especially that I won't have enough free time ... | 19 | 2024-10-09T14:02:58-05:00 |
forum-topic-126287 | 126287 | Platform Request Biter Eggs On Demand | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=126287 | adam_bise | So just realized you can't set platform requests via circuit. I was wanting to do this to request biter eggs while I still have promethium chunks.
Anyone know a good trick for controlling a request to a space platform?
I wanted to have my promethium science ship remain at Nauvis until it runs out of science pack... | [
{
"author": "adam_bise",
"content": "I could just read the egg request and also read if promethium science is below a number. I already have a requester set to pull in all eggs to a line of heating towers while no eggs requests, and disable the inserter that puts them into buffers. But I was curious what ... | 2 | 2025-01-24T08:00:12-06:00 |
forum-topic-117380 | 117380 | Can I be able to play Factorio without Space Age DLC? | Implemented in 2.0 | https://forums.factorio.com/viewtopic.php?t=117380 | Herzi_cz | When I bought the DLC, I could not play Factorio without DLC. Now, in "Start new game" > "Main game:" is only "Tutorial" and "Freeplay (Space Age)". So if there will also be just a "Freeplay" without DLC, I'll be much happier Also, if I want to load old saves without DLC, add an option to load saves with, or withou... | [
{
"author": "",
"content": "Hello. You should be able to disable Space Age from the \"Mods\" menu on the main menu. You may also want to disable the Quality and Elevated Rails optional mods as well.",
"date": "2024-10-25T10:46:02+00:00",
"quotes": []
}
] | 1 | 2024-10-25T05:40:30-05:00 |
forum-topic-103373 | 103373 | Set default runtime tint during datastage for spider-vehicle | Implemented mod requests | https://forums.factorio.com/viewtopic.php?t=103373 | Stringweasel | Request?
The ability to set the default colour of spider-vechiles during the datastage. This colour will then be taken into account when the spider is picked up and stored with the item.
The request is for spider-vehicles specifically, but could be extended to trains as well, even though their colours are not reme... | [
{
"author": "Stringweasel",
"content": "Implemented for the next release.",
"date": "2025-03-02T13:51:20+00:00",
"quotes": []
}
] | 1 | 2022-09-08T10:02:05-05:00 |
forum-topic-97622 | 97622 | Solution for: Factorio Videos for Course Examination in Logistics | Videos | https://forums.factorio.com/viewtopic.php?t=97622 | biggerw | Basically ist is a question of the right order penetraion point in this situation.
Now after I got their homeworks I have written a model solution https://martins-wahre-logistik.blogspot ... m-for.html .
Here is the summary:
starting situation
Stones > transport > many stones in warehouse > transport > rail p... | [] | 0 | 2021-04-04T14:39:50-05:00 |
forum-topic-127327 | 127327 | Factorio and Windows 11 | Technical Help | https://forums.factorio.com/viewtopic.php?t=127327 | Delen22 | Hi,
I've been playing Factorio and Space Age on the same computer for about 3 years.
Recently the computer has updated itself to Windows 11 and I can see some performance issues when playing FactorioSA.
The most common one is that, periodically, the game drops from 60 to ~10 FPS for some time, maybe 30-60 second... | [
{
"author": "Muche",
"content": "The thread Linux: Factorio 2.0/SA drops to 30FPS intermittently (sometimes UPS drops too) had similar symptoms due to CPU getting bored and throttling down. \n \nAlso see 68653 .",
"date": "2025-03-08T01:55:43+00:00",
"quotes": []
},
{
"author": "Delen22",... | 2 | 2025-03-07T17:04:14-06:00 |
forum-topic-49281 | 49281 | Factorio Forums • Parallel Computing and Factorio | Parallel processing is difficult for many reasons. To help facilitate understanding I'll call multi threaded processes "players". The basic idea is that if you think of a separate threaded process in the same way as two or three computers playing over the internet, it can help clarify the sort of problems you will run ... | [
{
"author": "",
"content": "You can join this thread \n viewtopic.php?f=5&t=39893 \nTL;DR \nFactorio team knows about parallel processing",
"date": "",
"quotes": []
},
{
"author": "",
"content": "Honestly, those ideas are terrible and overcomplicated. If you feel like it, PacifyerGrey li... | 14 | ||||
forum-topic-88144 | 88144 | No non-starter resources near spawn in 1.0 | Resource Spawner Overhaul | https://forums.factorio.com/viewtopic.php?t=88144 | Tongs | I upgraded to Factorio 1.0 and decided to start over. I am using whatever the latest version of RSO is via the in-game update.
When I generate a map, I get the usual starter resources at the center of the map. However, I am not seeing any non-starter resources for over 1km away. I scouted by using console commands t... | [
{
"author": "orzelek",
"content": "I'd need to get a save from you or at least map exchange string. \nDid you increase the starting area size per chance? \nStarting area size is a direct multiplier to area without resources and biters around start so with high value there you will need to travel a bit",
... | 12 | 2020-08-17T01:12:33-05:00 |
forum-topic-109267 | 109267 | Version 1.1.94 | Releases | https://forums.factorio.com/viewtopic.php?t=109267 | Bugfixes
Fixed that inserters would stop working when interacting with fluid-producing machines in some cases. ( 108996 )
Use the automatic updater if you can (check experimental updates in other settings) or download full installation at http://www.factorio.com/download/experimental . | [] | 0 | 2023-10-19T04:15:00-05:00 | |
forum-topic-123536 | 123536 | CamelCase | Modding discussion | https://forums.factorio.com/viewtopic.php?t=123536 | BraveCaperCat | Why do the developers use snake_case (or snake-case when not using lua) and not CamelCase? They should always be consistent but... why did you pick one over the other? They seem to be just as good and error_free and ErrorFree. | [
{
"author": "DaveMcW",
"content": "I suspect it's because the C++ code is written in CamelCase (see the internal class names here ), and they want an easy way to keep the lua functions distinct.",
"date": "2024-12-04T01:58:07+00:00",
"quotes": []
},
{
"author": "BraveCaperCat",
"content... | 2 | 2024-12-02T06:21:00-06:00 |
forum-topic-113501 | 113501 | Attempting to Implement Round Robin Schuelder Via LTN | Logistic Train Network | https://forums.factorio.com/viewtopic.php?t=113501 | PB4848 | I am trying to achieve balance of services to starvation via a CPU scheduler called Round Robin. In the future I might see about implementing others like HRRN, but you will see why I'm starting with Round Robin first.
A simple example: https://youtu.be/aWlQYllBZDs?si=mV_2gr9VaAX088Hg
But I learned the LTN Mod ha... | [
{
"author": "robot256",
"content": "To clarify, are you trying to solve a particular factory production problem, or are you trying to specifically make trains drive in a specific way? \n \nLTN is supposed to operate so that consumers only initiate a request when they have space to completely unload the trai... | 6 | 2024-05-15T20:16:22-05:00 |
forum-topic-99386 | 99386 | Show vehicle color on map | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=99386 | Kapitalizt | Hello,
Long-time player of Factorio, first time poster. Loving the improvements of .15, really they're excellent.
One thing I noticed is that with the changes to the map, I'm using it much more. Coordinating has become so much easier, and that's great. However, I notice that while you can adjust locomotive color... | [
{
"author": "Ripshaft",
"content": "I saw this one last night but forgot to comment - I think the base idea is incredibly good but i see potential problems with the proposed implementation. \n \nThe idea of being able to identify your trains in some way at a glance from the map would be a wonderfully sweet... | 17 | 2017-06-28T12:11:33-05:00 |
forum-topic-111043 | 111043 | [1.1.101] GPU Performance issues | Technical Help | https://forums.factorio.com/viewtopic.php?t=111043 | SpleT | Got some performance issues and im getting to the point i kinda suspect its related to one of the later Factorio updates somehow.
Ive a pretty good gaming PC: Ryzen 5900x 3600mhz ddr4 low cache 64gb 3080TI OCed... when i hang above my mainbuss I get like 40 to 50 UPS... When I dont... stable 60 UPS... All settings o... | [
{
"author": "Tertius",
"content": "It's difficult to follow your post. What's your point? \n \nThe game can help you diagnose ingame issues: \n https://wiki.factorio.com/Tutorial:Diag ... nce_issues",
"date": "2024-02-01T12:01:48+00:00",
"quotes": []
},
{
"author": "SpleT",
"content": "A... | 19 | 2024-02-01T05:47:18-06:00 |
forum-topic-61948 | 61948 | ChokePoint Enhanced | Reika's Mods | https://forums.factorio.com/viewtopic.php?t=61948 | JFS | Sorry for making a thread, but 1) this is not a bug report, 2) there was no mod thread for ChokePoint.
I like the ChokePoint mod, but noticed some issues with it: with the mod installed, there was significant choppiness/lag while walking around (disabling just ChokePoint made the choppiness completely go away, and r... | [
{
"author": "Reika",
"content": "A lot of this is now no longer applicable - I did a lot of cleanup, and the performance is better. That said, I will probably include the spawn protection. \n \nAlso, the license for ChokePoint was never MIT - that was an error in the mod portal affecting many mods, includin... | 4 | 2018-08-05T19:27:40-05:00 |
forum-topic-127297 | 127297 | [2.0.39] Holding Ctrl w/o Shift results in aligned bluepring losing alignment | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127297 | Hares | Sometimes, when you first drag blueprint over already-built entities to enforce correct alignment, and then press Ctrl+Shift while holding LMB, the resulting BP becomes misaligned. I tried to report this bug during the early SA days, but didn't succeed in recording it, and didn't encounter it since then so I thought it... | [] | 0 | 2025-03-06T05:47:01-06:00 |
forum-topic-119248 | 119248 | Factorio Locale File Comparison Tool | Tools | https://forums.factorio.com/viewtopic.php?t=119248 | plexpt | Code: Select all import tkinter as tk
from tkinter import ttk
import re
from tkinterdnd2 import DND_FILES, TkinterDnD
import os
class FactorioConfigComparer(TkinterDnD.Tk):
def __init__(self):
super().__init__()
self.title("Factorio Config Comparer")
self.geometry("1000x600")
# ... | [] | 0 | 2024-11-02T04:19:45-05:00 |
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