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-127424 | 127424 | [2.0.39] Legendary Refined Concrete when put down and removed reverts to common | Duplicates | https://forums.factorio.com/viewtopic.php?t=127424 | Omzig | funny thing, i find it difficult to blueprint legendary concrete so that i can use it up instead of destroying it, but i cannot seem to make a blueprint that will use it. The only thing that i can find that will stamp down the quality stuff is my person. | [
{
"author": "Muche",
"content": "Duplicate of 122146 Tiles ignore quality .",
"date": "2025-03-12T14:46:45+00:00",
"quotes": []
}
] | 1 | 2025-03-12T06:01:04-05:00 |
forum-topic-120089 | 120089 | Serious Question: Can Gleba not be idle? | Gameplay Help | https://forums.factorio.com/viewtopic.php?t=120089 | JackTheSpades | I'm not talking about the spoilable things sitting on belts. I generally understand that any setup needs to be "self purging" of spoilage and you can use normal assembly machines to make your first batch of Yomako Mash and Nutrients to kickstart things...
But what about the eggs?
In general, if I want to turn the factory off I can just use a signal to the tree farms to leave the fruit trees alone and not harvest them. They will remain unspoiled and ready to harvest forever. Basically like a buffer chest.
But the Pentapod Eggs need to be recycled every ~15 minutes or they hatch and when (not if) they hatch the system is completely deadlocked since you need to manually fetch new eggs to restart it. But recycling them need Nutrients, which spoil. You could craft Nutrients from Spoilage on demand every time but this would take a TON of spoilage and with the factory in "idle" you will run out soon with no means to replenish it.
So unless I'm missing something the factory can never be idle, it need to constantly harvest and produce spores, driving evolution more and more.
The only way to be idle would be to destroy all your eggs and then fetch new ones when you want to start the factory up again. | [
{
"author": "mmmPI",
"content": "You can restart eggs production by recycling biochamber \nYou can restart nutrient production by transforming spoilage \n \nCombined those allow to let the factory \"idle\" if you wish.",
"date": "2024-11-06T14:29:24+00:00",
"quotes": [
{
"author": "Jac... | 15 | 2024-11-06T08:23:14-06:00 |
forum-topic-102327 | 102327 | [REQUEST] Sapling tree graphics | Texture Packs | https://forums.factorio.com/viewtopic.php?t=102327 | FuryoftheStars | I'm editing one of the tree sapling mods and am almost done. Something I'd like to expand upon with the original is different growth stages of the saplings, but I'm no artist.
Attached are the current sprites in use.
What I'd like to get:
A couple variants of sprouts (just coming out of the ground)
A couple variants of saplings about half the size of the current ones
A couple variants of saplings about halfway in size between the current ones and the full grown trees
If you want to provide other size variants in-between, or more variations than what there already is/requested, I will not say no.
If interested, please let me know here, via PM, or I should have the mod on the mod portal in the next few days to 1 week and will link to it from here (in case you are registered there but not here and don't want to register here).
Thank you. | [
{
"author": "FuryoftheStars",
"content": "a month later… \n \nFigures. \n \n https://mods.factorio.com/mod/TreeSaplings-Redux",
"date": "2022-05-31T06:47:59+00:00",
"quotes": [
{
"author": "FuryoftheStars wrote: Tue May 03, 2022 9:38 pm",
"content": ""
}
]
}
] | 1 | 2022-05-03T16:38:57-05:00 |
forum-topic-62426 | 62426 | Unofficial Factorio Web API Documentation | Development tools | https://forums.factorio.com/viewtopic.php?t=62426 | Artentus | As you may or may not know, Factorio has a Web API that allows developers of 3rd party software to do such things as: log in, download mods, search for game servers or download Factorio updates.
However, this API is not officialy documented, and so whenever a dev wants to use any of it they have to reverse engineer it for themselves.
I, too, was one of these devs. When writing my mod manager ModMyFactory I learned how the API worked.
Now, I had the idea that I could make it a great deal easier for other devs in the future by sharing my knowlege of the API, so they may not have to do what I did back then.
That is why I have created an unofficial API documentation over at my GitHub . It is detailed, fully interactive, contains examples and can be found here:
https://artentus.github.io/FactorioApiDoc/
Special thanks to Danacus for helping me create this.
As is the nature with unofficial solutions, the docs may not be complete or 100% correct. If you are a developer and find anything missing or a mistake, please help us out and contribute over at GitHub.
For example we are currently missing some information about the matchmaking API, and none of us two have actually ever used it so we don't know how to fill it in. Help would be greatly appreciated. | [
{
"author": "",
"content": "Why aren't you using/improving the documentation hosted on the wiki: https://wiki.factorio.com/Category:Technical ? I saw Danacus improving that, so I don't understand why you are rehosting it.",
"date": "2018-09-08T17:33:24+00:00",
"quotes": []
},
{
"author": "... | 2 | 2018-09-08T11:27:12-05:00 |
forum-topic-123035 | 123035 | Factorio Forums • [raiguard][2.0.22] Space connection drawn incorrectly | [Modded]
A space-connection created between to planets doesn't cross direction above the sun
If the shortest connection between the two planets (possibly with the same magnitude) (for example planet1.orientation = 0.1 & planet2.orientation = 0.9) would cross above sun it is instead drawn around the bottom of the sun.
Screenshot 2024-11-26 230744.png (152.93 KiB) Viewed 900 times | [
{
"author": "",
"content": "Thanks for the report, this has been fixed for 2.0.34.",
"date": "",
"quotes": []
}
] | 1 | ||||
forum-topic-39570 | 39570 | Most chunks blacked out in map. | 1 / 0 magic | https://forums.factorio.com/viewtopic.php?t=39570 | mooklepticon | This was a fun one. Loaded my game and got the below stuff. Mod list attached. Can zip if needed.
2017-01-07_20-41-09.png (175.37 KiB) Viewed 2052 times | [
{
"author": "",
"content": "Can you reproduce it?",
"date": "2017-01-08T02:56:40+00:00",
"quotes": []
},
{
"author": "mooklepticon",
"content": "No, sadly. I reloaded several times from the original save, it's fixed every time. Played some, saved and loaded and it's fixed. \n \nNow tha... | 3 | 2017-01-07T20:43:55-06:00 |
forum-topic-32046 | 32046 | it has to be said.... | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=32046 | alphamax86 | Hi all,
Am i really the only one here who thinks the Mod portal SUCKS ASS
it is so much worse than the " http://www.factoriomods.com/ " page was and lets be honest that was one big mess... bud this mod portal is so much much much worse
Just had to say it sorry very much love the game though | [
{
"author": "",
"content": "I trust the mod portal will evolve as Factorio evolves. I'm sure Factorio v0.1 was a lot crappier than it is now, and look at the hell of a game it is now",
"date": "2016-09-02T16:58:15+00:00",
"quotes": []
},
{
"author": "Nexela",
"content": "While the mod po... | 19 | 2016-09-02T11:35:50-05:00 |
forum-topic-123654 | 123654 | Move get_item_localised_name from the quality mod to core utils | Modding interface requests | https://forums.factorio.com/viewtopic.php?t=123654 | LuziferSenpai | Hey,
the function get_item_localised_name from the quality mod is awesome, but it would be even better if it was a utils function.
Greetz,
Luzifer | [
{
"author": "PennyJim",
"content": "That would force the get_prototype function to be in util and that's honestly the one I feel needs to be in there more \n \nBut yeah I do think they are simple and useful enough functions to deserve to be canon utilities",
"date": "2024-12-03T21:06:26+00:00",
"qu... | 4 | 2024-12-03T14:59:14-06:00 |
forum-topic-119969 | 119969 | Remove ability for inserters to interact with the beacons | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=119969 | Hares | TL;DR
Inserters should not be able to insert modules into beacons and, more importantly, remove them.
What?
Literally "What?". "What?" was my first thought when I saw them doing so. So many times rotating an inserter ended up with it grabbing out a module or two and putting them in the belt or getting stuck in its hand.
Why?
WHY do you think it increases the value of Factorio as a game?
Exactly. WHY this interaction is in the game in the first place? No other entity can interact with the modules in such way, and there's literally no reason to do so. Beacons don't consume less energy when they have no modules, and construction robots (especially in 2.0) can add/change/remove modules easily via upgrade planner (or even Ctrl+C/Ctrl+V). | [
{
"author": "Tinyboss",
"content": "But the buildings in their area of effect do use less energy without (speed/prod) modules. And inserters can be automated with the circuit network. The point is to allow a factory to choose automatically and dynamically which modules to use. \n \nAs an example off the top... | 9 | 2024-11-05T12:51:57-06:00 |
forum-topic-103578 | 103578 | Mod Pack String (proposal) | Mod Packs / Libs / Special Interest | https://forums.factorio.com/viewtopic.php?t=103578 | Hornwitser | Mod Pack String is a string format I'm proposing for exchanging a complete mod pack setup between client and server tools that deal with mods. They are similar to Blueprint Strings and for example allow a user to easily transfer a pack of mods including the mod settings between different mod and server managers.
Basic Format
A Mod Pack String is a JSON structure that has been compressed with zlib deflate and then base64 encoded. This is very similar to blueprint strings except there's no version byte in front. The root of the JSON structure is a ModString object containing all of the information of the mod pack. Note that all fields documented here are required to be present unless explicitly marked optional.
ModString object
name <string> - The name of this mod pack. Should not be an empty string.
description <string> - A description for this mod pack. May be an empty string if the user provides no description for this mod pack.
factorio_version <string> - The exact version of Factorio this Mod Pack String was made for, i.e. 1.1.68. Partial versions like 1.1 should not be used.
mods <ModEntry[]> - Contains an array of ModEntry objects defining the mods of this mod pack. The order of the mods is unspecified and must not be relied upon. Multiple mod entries with the same name must not be present in the array. The builtin base mod should always be present in the array. The builtin core mod should not be present in the array.
settings <object> - Contains ModSettings objects under the "startup", "runtime-global" and "runtime-per-user" keys which defines the mod settings used in this mod pack and correspond to the three scopes a mod setting may be present under in the game.
startup <ModSettings> - Startup settings for mods.
runtime-global <ModSettings> - Map settings for mods, this is only relevant when creating a new save.
runtime-per-user <ModSettings> - Per player settings for mods, this is only relevant when creating a new save.
ModEntry
name <string> - Internal name of the mod, this is the value of the "name" field in the mod's info.json file.
enabled <boolean> - If the mod should be loaded. Including a mod that is not loaded has two use cases: To disable the base mod that is bundled with the game, and to provide optional mods in a mod pack that a user can easily choose to enable or not. This field should not be used for dumping all the disabled mods a user may have in their mods folder into a mod pack.
version <string> - Version of the mod, this is the value of the "version" field in the mod's info.json file.
sha1 <string> (optional) - 40 lower case hex digits representing the SHA1 digest of the mod's zip file. If present this should be used to validate the integrity of the mod.
ModSettings
Object mapping mod setting names to <ModSetting> objects, the property names correspond to the internal name mods have defined and access the setting under. If there are no settings for this scope then this is an empty object.
setting-name <ModSetting> (optional) - Value for the mod setting of the given name.
ModSetting
The value of a mod setting is an object containing the single property "value" with the actual value of the setting. This mirrors how the game serialize mod settings into mod-settings.dat.
value <boolean|number|string|object> - Value of the mod setting.
JSON Schema
A complete description of the format follows in JSON Schema.
Code: Select all {
"$id": "ModString",
"$defs": {
"ModEntry": {
"type": "object",
"required": ["name", "enabled", "version"],
"properties": {
"name": { "type": "string" },
"enabled": { "type": "boolean" },
"version": { "type": "string", "format": "^\\d+\\.\\d+\\.\\d+$" },
"sha1": { "type": "string", "format": "^[0-9a-f]{40}$" }
}
},
"ModSetting": {
"type": "object",
"required": ["value"],
"properties": {
"value": {
"type": ["boolean", "number", "string", "object"],
"properties": {
"r": { "type": "number" },
"g": { "type": "number" },
"b": { "type": "number" },
"a": { "type": "number" }
}
}
}
},
"ModSettings": {
"type": "object",
"additionalProperties": { "$ref": "#/$defs/ModSetting" }
}
},
"type": "object",
"required": ["name", "description", "factorio_version", "mods", "settings"],
"properties": {
"name": { "type": "string" },
"description": { "type": "string" },
"factorio_version": { "type": "string", "format": "^\\d+\\.\\d+\\.\\d+$" },
"mods": {
"type": "array",
"items": { "$ref": "#/$defs/ModEntry" }
},
"settings": {
"type": "object",
"required": ["startup", "runtime-global", "runtime-per-user"],
"properties": {
"startup": { "$ref": "#/$defs/ModSettings" },
"runtime-global": { "$ref": "#/$defs/ModSettings" },
"runtime-per-user": { "$ref": "#/$defs/ModSettings" }
}
}
}
}
Creating Mod Pack Strings
The simplest way to create a mod pack string is to inspect game.active_mods, settings and player.mod_settings from the Lua API while the game is running, and then build a JSON table from those. As an example, the following command will print a mod pack string of the currently loaded mods to the client/server log file:
Code: Select all /command
local modpack = {
name="pack", description="", factorio_version=game.active_mods.base, mods={},
settings={ startup={}, ["runtime-global"]={}, ["runtime-per-user"]={} } }
for n, v in pairs(game.active_mods) do table.insert(modpack.mods, { name=n, enabled=true, version=v }) end
local function set(settings, scope)
for n, v in pairs(settings) do modpack.settings[scope][n] = v end
end
set(settings.startup, "startup")
set(settings.global, "runtime-global")
if game.player then
set(game.player.mod_settings, "runtime-per-user")
else
set(settings.player, "runtime-per-user")
end
log(game.encode_string(game.table_to_json(modpack)))
It is possible to create a modpack string by inspecting the mods in the mods directory along with mod-list.json and mod-settings.dat, but this should be avoided because it has the major drawback that mod-settings.dat contains all settings for all mods ever loaded (unless it was freshly created). Another option is to recreate the Lua settings stage and run it for all enabled mods and then use the resulting settings prototypes, but that is rather involved to set up.
Applying Mod Pack Strings
To apply a Mod Pack String to a mods folder, obtain any missing mods from The Mod Portal API , then replace mod-list.json such that it enables mods enabled in the mod pack string and disabled all other mods. Then update mod-settings.dat ( a description of the format is on the wiki ) by overwriting any settings defined in the modpack and leaving the rest untouched. The structure of the settings key mirror that of the structure of the mod-settings.dat file. Once done Factorio should start up with the same mods and settings as the mod pack.
Editing Mod Pack Strings
The goal of the Mod Pack string is to contain only what's necessary to recreate a given configuration of mods and their settings, and for this reason it does not contain enough information to effectively edit it on its own. Therefore the best approach to edit a mod pack string is to download all the mods in it in order to extract the necessary dependency and settings prototype information from the mods to then build a UI and edit tools from that. While it would be possible to include this information in the mod pack string it would bloat the string and the information would be of little use because as soon as any mods are added, updated or removed it's no longer valid.
Software Supporting Mod Pack Strings
Nothing that I know of. I'm currently working on mod management for Clusterio which will support importing and exporting Mod Packs with strings as defined here. Feel free to add support for mod pack strings in your own software, if you have any suggestions, issues, or know about something using mod pack strings please let me know.
Changes
2024-01-21: Added color-setting values to the JSON schema. | [] | 0 | 2022-09-26T16:57:44-05:00 |
forum-topic-119846 | 119846 | LuaPlayer::physical_vehicle is not MapPosition | Resolved Requests | https://forums.factorio.com/viewtopic.php?t=119846 | PennyJim | LuaPlayer::physical_vehicle is listed as a MapPosition, that is simply not true
Also why does `player.character.vehicle` not return the same thing? I'll be making a separate bug report for that though. ( 119848 ) | [
{
"author": "randomflyingtaco",
"content": "Seconding, since it is a LuaEntity\n \n \n \n 11-19-2024, 23-42-04.png (91.61 KiB) Viewed 170 times",
"date": "2024-11-20T05:43:46+00:00",
"quotes": []
},
{
"author": "",
"content": "This was fixed at some point.",
"date": "2025-03-14T17:49... | 2 | 2024-11-04T18:05:32-06:00 |
forum-topic-3762 | 3762 | Peace with Aliens - Page 7 | Development Proposals | https://forums.factorio.com/viewtopic.php?t=3762&start=120 | Foreros | I remember that insects can be "tamed", after all. Bees and few kinds of other insects can be trained to act differently with its owner and so you can act similarly with these insect-like aliens.
If you teach them that harm you is worse than interact with you, this will let you a new level of game. | [
{
"author": "uliks",
"content": "Basically there is nothing to give aliens instead of pollution . If we could create with factories happy environment then meybee it could be other story. But this game is to much straight forward pollutional.",
"date": "2017-05-04T20:17:47+00:00",
"quotes": []
},
... | 19 | 2014-05-21T02:31:58-05:00 |
forum-topic-124986 | 124986 | Ability to change PlanetPrototype.player_effects during runtime | Won't implement | https://forums.factorio.com/viewtopic.php?t=124986 | Senpai1337 | Copying the template from the ideas and suggestions area.
TL;DR
The property PlanetPrototype.player_effects should likely be moved to LuaPlanet or LuaSurface that way modders can update the effects without needing to restart the client.
What?
player_effects is used by space age to give Gleba a constant rain, as well as Aquilo a nice snowy effect. It's very nice to use and very performant.
Why?
Not being able to change it live makes it difficult to implement any kind of weather system. Even just having the ability to change the opacity or something would be a big plus over what's there currently. Ideally more of these surface effects should be moved to LuaPlanet or LuaSurface to allow for implementing a weather system, but I also understand that's probably a bigger ask.
These appearance settings, while they don't directly affect gameplay, I believe should be considered similar, if not the same, to LuaSurface.map_gen_settings .
Also, and I realize this might need to be a new thread, it would be nice if PlanetPrototype.persistent_ambient_sounds was also moved / made available to change. | [
{
"author": "",
"content": "Sorry but I don't see this ever happening. Those things are prototype defined and not save/load/changeable runtime. So, \"moving them to LuaPlanet\" makes no sense in the state they are.",
"date": "2024-12-30T20:48:30+00:00",
"quotes": []
},
{
"author": "curiosity... | 4 | 2024-12-23T01:02:05-06:00 |
forum-topic-111358 | 111358 | [Solved] [1.1.104] [Modded] Desync when joining multiplayer game or within a few minutes | Desyncs with mods | https://forums.factorio.com/viewtopic.php?t=111358 | Oniguro | Since the Desyncs with mods subforum seems locked, I'll post this here in the hopes anyone can help us.
After starting a new game with the HEAVILY MODDED Modpack it went fine for ~200 hours before we've suddenly started getting desyncs, first sometimes but after a while right away when one person was joining the hoster (switching host also didn't work).
We've been trying to figure out which mod might be the cause but we haven't been able to get any closer to a solution. At this point we've disabled a ton of mods that we weren't using in the hopes it would help (it did, but only a little and only sometimes).
Even when we thought it might be LTN, so we disabling the entire mod but no luck.
So right now we're just playing in turns
I first posted on the HMM page itself but it's been over 2 weeks with no response.
I've uploaded the latest desync report to Dropbox, it can be found here .
While writing all of this and checking some of the desync reports that I have I noticed that the following line was often before the first line containing desync information:
118.346 Script @_heroturrets_/control.lua:470: control.local_on_start
So I'll be checking with my brother as soon as possible if it's perhaps this mod that's causing the issues. (I'll update this part once I know more)
If you need any info, please let me know and I'll try to help as much as possible! | [
{
"author": "Oniguro",
"content": "Okay, so it seems we were able to pinpoint the issue. \nIt seems to have been the belt balancer mod , especially the part in the added screenshot.\n \n \n \n Factorio 1.1.104 - 2024-02-19 07_15_24-005674.png (859.75 KiB) Viewed 1444 times \n \n \nWhen they are not too loa... | 2 | 2024-02-17T12:42:56-06:00 |
forum-topic-17734 | 17734 | New types of vehicles (train, tank, car, plane, ship...) | Frequently Suggested / Link Collections | https://forums.factorio.com/viewtopic.php?t=17734 | This is a collection of ideas about new vehicles.
Flying vehicles
There are ideas about introducing planes/Zeppelins or ships/boats
viewtopic.php?f=6&t=3973 planes and such
viewtopic.php?f=6&t=7750 Flying buildings
viewtopic.php?f=6&t=7798 Air Transportation
viewtopic.php?f=6&t=8620 Whater Vehicles Ship
viewtopic.php?f=33&t=8838 Zeppelins!
viewtopic.php?f=6&t=8955 Planes! (specifically mentioning gyrocopters)
viewtopic.php?f=6&t=12731 Airships
viewtopic.php?f=80&t=14024 Boats
viewtopic.php?f=80&t=14121 Planes
viewtopic.php?f=6&t=32599 Airships
viewtopic.php?f=6&t=33864 One bigger logistic robot = "logistic ship"
viewtopic.php?f=6&t=35885 Better motion: Helicopters
viewtopic.php?f=6&t=43882 Cargo Airships?
Tanks or Cars
viewtopic.php?f=6&t=1111 Flamethrower car
viewtopic.php?f=6&t=2240 vehicle and building ideas
viewtopic.php?f=6&t=3722 New Vehicles
viewtopic.php?f=6&t=5468 Road-rail vehicle
viewtopic.php?f=6&t=6033 more cars
viewtopic.php?f=6&t=12837 Logistics in vehicles.
viewtopic.php?f=6&t=13291 Mobile Construction Vehicle
viewtopic.php?f=6&t=26790 the "Build"Dozer...
viewtopic.php?f=6&t=27823 Drill Bore Vehicle suggestion
viewtopic.php?f=6&t=29032 Expeditionary Tank
viewtopic.php?f=6&t=38557 Tree Crusher Machine.
viewtopic.php?f=6&t=45431 Deforester vehicle
And see bulldozer mod below!
About Trains (locomotive, wagon)
General ideas about new types:
viewtopic.php?f=6&t=1512 My observations from playing the game (Trains/wishlist) - very old, but quite interesting and actual
viewtopic.php?f=6&t=2848 Enrichment of train-stuff, and other
viewtopic.php?f=6&t=3309 Additions to the train system.
viewtopic.php?f=67&t=8973 Electric locomotives ☸
viewtopic.php?f=6&t=9291 More wagons types [Roboport, Turret, Battery, Logistic...]
viewtopic.php?f=6&t=16492 Multipurpose modular platform wagons
viewtopic.php?f=6&t=23261 Aditional Rail Features
viewtopic.php?f=6&t=28399 RoboCart / Logistic Trains
viewtopic.php?f=6&t=33982 Way to load car/tank to train.
viewtopic.php?f=6&t=34293 New types of trains
viewtopic.php?f=6&t=43884 Idea: Steam, Diesel and Electric locomotives
viewtopic.php?f=6&t=47472 Trains: Flatbed Wagon
viewtopic.php?f=6&t=50113 Steam/diesel locomotives
This is an important problem: There is a difference between vertical and horizontal train length:
viewtopic.php?f=6&t=16464 Train length [wagon, locomotive]
viewtopic.php?f=5&t=17795 Train car length changes depending on orientation?
viewtopic.php?f=6&t=23261 Aditional Rail Features
Fluids with trains
There are very detailed overview about introducing fluid transport (tank-wagons or barrelling):
viewtopic.php?f=80&t=15330 Transport of Fluids/Liquids via Barrels or Tank Wagons
Newer suggestion:
viewtopic.php?f=6&t=28101 Water Reservoir / Fluid Transfer System
viewtopic.php?f=6&t=28143 fluid barrels
Electric trains / Electric vehicles
... todo ... Most suggested, when talking about new train types, so see above!
Meanwhile use this search:
search.php?keywords=%22electric%2Btrain ... d%5B0%5D=6
New suggestions:
viewtopic.php?f=6&t=31220 electric trains
viewtopic.php?f=6&t=45643 Modern Trains
Here related:
viewtopic.php?f=6&t=17053 Make moving objekts acceppt Power from The Grid
With the new vehicle grid this idea changes to:
viewtopic.php?f=6&t=31616 Let Vehicle Grid tap the engine for electricity
viewtopic.php?f=6&t=31760 Electric transport ideas
viewtopic.php?f=6&t=32365 Electric Trains
Steam Engine Trains
viewtopic.php?f=6&t=20616 Steam Engines for Railroads
viewtopic.php?f=6&t=21927 Electric and Steam Train
viewtopic.php?f=6&t=32596 Steam Locomotives
(and much more)
Armored trains
viewtopic.php?f=71&t=332 Train cars, armored vehicles, nuclear power, and more
viewtopic.php?f=6&t=823 Artillery
viewtopic.php?f=6&t=4200 Comprehensive overview of how artillery could be implemented
viewtopic.php?f=6&t=21350 Gun Wagons
viewtopic.php?f=6&t=22678 Things I would like with trains
viewtopic.php?f=6&t=26118 train wagons - gun wagon and roboport wagon
viewtopic.php?f=6&t=28140 Laser Cart
Related list: viewtopic.php?f=6&t=823&p=34941#p34902
New types of transport (transport without vehicles)
viewtopic.php?f=6&t=7977 Ropeway conveyor above the factory...
viewtopic.php?f=5&t=13200 Discussing the (missing?) 4th type of transport!
Teleport: todo (important distinction between item-transport and character transport!)
Related
viewtopic.php?f=6&t=2851 A Bulldozer
viewtopic.php?f=6&t=9658 An early-game way to easily remove Trees is needed
viewtopic.php?f=14&t=9341 Bulldozer MOD
viewtopic.php?f=14&t=9478 RoadTrain MOD (aka Trailers)
viewtopic.php?f=6&t=3196 Bulldozer to fill in water tiles
viewtopic.php?f=6&t=1351 Moving Fortress
viewtopic.php?f=6&t=3072 Outpost logistics
viewtopic.php?f=6&t=3882 Low volume, long range, low infrastructure goods transport
Graphical
viewtopic.php?f=6&t=12587&hilit=vehicle * Character Customization (also valid for vehicles)
About Fuel
viewtopic.php?f=6&t=12770 Wood and coal fuel should yield less power and top speed
viewtopic.php?f=6&t=12772 Diesel. Liquid fuel instead of solid fuel
viewtopic.php?f=6&t=17053 Make moving objekts acceppt Power from The Grid
Roads and tracks
viewtopic.php?f=6&t=10315 Roads/streets as steering guide. Cars will try to stay on it
... todo ...
Modular Vehicles
viewtopic.php?f=6&t=2241 Vehicles from parts
viewtopic.php?f=6&t=3399 Custom vehicles and turrets like the modular armor
viewtopic.php?f=6&t=5463 Modular Tanks
viewtopic.php?f=6&t=7233 Modular Tanks Expansion
viewtopic.php?f=6&t=13286 Modular Vehicles
viewtopic.php?f=6&t=17645 Modules for vehicles (Equipment, PowerSuit for vehicles)
viewtopic.php?f=6&t=21287 more combat option:Modular Combat Vehicle w/ remote control?
viewtopic.php?f=6&t=25593 Vehicles should get power armor slots
viewtopic.php?f=6&t=29775 Modular Vehicles + Vehicle Assembler.
viewtopic.php?f=6&t=30821 modular train
viewtopic.php?f=6&t=46631 Make the upcoming artillery wagon modular
Remote control
viewtopic.php?f=6&t=6885 I like tanks. The new tanks are awesome. (Remote control of many vehicles at once)
Far related
viewtopic.php?f=6&t=7792 Filters (Stack Filters for all Vehicles)
viewtopic.php?f=80&t=15326 Stack Filters for Chest, Vehicles and others
viewtopic.php?f=6&t=7475 Large and Heavy items
viewtopic.php?f=6&t=8161 Items, too big for the inventory
viewtopic.php?f=6&t=18262 Vehicle Assembly Plant / no hand crafting of tanks / trains
viewtopic.php?f=6&t=5263 New Biomes And New Kinds Of Playing ( use of tanks , roads )
viewtopic.php?f=6&t=12663 Garage loader/unloader, parking lot
viewtopic.php?f=6&t=16509 Whistle for when train is about to depart
viewtopic.php?f=6&t=13979&hilit=wagon+tank%2A Add physics to Trains, and support for more Wagon options
viewtopic.php?f=6&t=3383 multiple planets,bridges,vehicles and more recources
viewtopic.php?f=6&t=2247 Chest-on-a-belt
viewtopic.php?f=80&t=17734 New types of vehicles (train, tank, car, plane, ship...) | [
{
"author": "dapullia",
"content": "Steam Powered Railroad Engines + Support Cars to Operate them as first step into railroads instead of the current Diesel Electric Engine: viewtopic.php?f=6&t=20616#p129506",
"date": "2016-03-12T05:59:16+00:00",
"quotes": []
},
{
"author": "",
"content... | 4 | 2015-11-12T06:00:30-06:00 | |
forum-topic-125010 | 125010 | Make prototype.output_slots >1 useful | Already exists | https://forums.factorio.com/viewtopic.php?t=125010 | ownlyme | viewtopic.php?f=23&t=125005&p=655063
It may not be a bug, but can we do something about it so prototype.result_inventory_size = 2 or higher is actually good for anything? | [
{
"author": "",
"content": "The only reason to have it be > 1 is for recipes that produce > 1 result.",
"date": "2024-12-23T15:13:44+00:00",
"quotes": []
}
] | 1 | 2024-12-23T08:11:13-06:00 |
forum-topic-104430 | 104430 | Put the release notes on the download page | Implemented Suggestions | https://forums.factorio.com/viewtopic.php?t=104430 | silverdev2482 | Add the release notes on the download page or a link to the download page.
TL;DR
Put the release notes on the download page.
What ?
I suggest putting the release notes as a link or the whole list in the text boxes on the release page. Putting the whole list may take up too much space so a link may be a better option
Here is what I would think for the release page should look like.
Download Factorio - Experimental - 1.1.74
This is the cutting edge "experimental" version. There might be some nasty bugs. Use on your own risk.
Be sure to report bugs on our forum!
If you are running a server, you can use this link to always download the latest experimental version.
Release Notes
(per platform download option available here)
As for why I'm asking, for some reason I was on the release page, probably to recommend the demo to a friend. I looked and saw an option for experimental. I wondered what the differences were and got confused for the next 30 seconds looking for the release notes an figured out they were on the forum. In my opinion that isn't the best site design and in some capacity the release notes should be available on the download page.
Note for mods: I'm not sure where suggestion for the website should go. The only other valid option seems to be the thread "this forum" however I hesitantly decide this would be a better place to put it. | [
{
"author": "silverdev2482",
"content": "Using the power of inspect element, grim (a screen shotting tool for wayland), and gimp to crop off my other moniter I have made what I think it should look like \n \nNormal website \n \n \n \nWhat it might look like",
"date": "2022-12-14T21:56:18+00:00",
"qu... | 2 | 2022-12-14T15:32:00-06:00 |
forum-topic-124919 | 124919 | Attachment limit is actually 30 MB | This Forum | https://forums.factorio.com/viewtopic.php?t=124919 | tinker9 | On the forums attachment screen, it says the attachment limit is 1GB. But the "how to report a bug" post viewtopic.php?f=7&t=3638 suggests it is 30 MB.
It's also confusing because there is no error message for a large attachment, it just simply doesn't appear.
Screenshot 2024-12-22 at 17.19.14.png (218.73 KiB) Viewed 575 times | [] | 0 | 2024-12-22T01:22:16-06:00 |
forum-topic-117342 | 117342 | [2.x/Space Age] The old map view was much better! | Ideas and Suggestions | https://forums.factorio.com/viewtopic.php?t=117342 | FritzHugo3 | The old map view was much better!
01. why can't you zoom in when the game is paused, you could look around and plan without being attacked!
02. i can instand mine ghosts, except now on the new map, it makes no sense to mine ghosts as if they were real!
You have great innovations in Space Age but unfortunately destroyed a lot of useful functions in the process. | [
{
"author": "DarkShadow44",
"content": "I never even used the pause, AFAIK game simply isn't designed around being able to pause anytime. \n \n\nYes it does. It allows you to intuitively interact with the world remotely. \n \nYou have yet to provide reasons as to why the old one was better, and which functi... | 16 | 2024-10-25T00:08:52-05:00 |
forum-topic-86365 | 86365 | [twinsen] [0.18.32] DNS/hostname with both IPv6 and IPv4, uses only IPv4, when using --mp-connect or GUI | Minor issues | https://forums.factorio.com/viewtopic.php?t=86365 | movax20h | It is a rather minor issue, but.
Code: Select all 0.173 2020-06-25 20:34:55; Factorio 0.18.32 (build 52799, linux64, alpha)
0.338 Operating system: Linux (Debian testing)
I have a headless server running on IPv6 only, using `--bind [::1]:8181--rcon-bind [::1]:8182`
When I try to connect to it using `factorio --mp-connect localhost:8181`, or use "localhost:8181" in the GUI to connect, factorio only tries 127.0.0.1 for the network address:
Code: Select all 88357.782 Joining game IP ADDR:({127.0.0.1:8181})
Which does fail with the error eventually. It never tries IPv6 first (despite this being my configuration AFAIK), or fallbacks to other addresses after IPv4 failed.
My configuration is very standard and not modified from default:
Code: Select all $ getent hosts localhost
::1 localhost ip6-localhost ip6-loopback
$
Code: Select all $ getent ahosts localhost
::1 STREAM localhost
::1 DGRAM
::1 RAW
127.0.0.1 STREAM
127.0.0.1 DGRAM
127.0.0.1 RAW
$ getent ahostsv4 localhost
127.0.0.1 STREAM localhost
127.0.0.1 DGRAM
127.0.0.1 RAW
127.0.0.1 STREAM
127.0.0.1 DGRAM
127.0.0.1 RAW
$ getent ahostsv6 localhost
::1 STREAM localhost
::1 DGRAM
::1 RAW
Code: Select all $ cat /etc/hosts | grep localhost
127.0.0.1 localhost debian
::1 localhost ip6-localhost ip6-loopback
$
Code: Select all $ grep hosts /etc/nsswitch.conf
hosts: files mdns4_minimal [NOTFOUND=return] dns myhostname mymachines
$
(files mean to check `/etc/hosts.conf` first, before trying DNS resolves are configured in `resolv.conf` - standard behavior).
Code: Select all $ egrep -v '^#' /etc/gai.conf
$
Code: Select all $ cat /etc/host.conf
multi on # If set to on, the resolver library will return all valid addresses for a host that appears in the `/etc/hosts` file, instead of only the first.
Code: Select all $ host localhost
localhost has address 127.0.0.1
localhost has IPv6 address ::1
$
I am guessing when there are multiple results for the host, factorio uses just the first one. I would suggest to trying all in order returned by the resolver? Similar to how web browsers maybe do it? If the system doesn't have IPv6 available (this can be tested by opening the socket to destination - if there are no route to it or the protocol is disabled system wise, it will fail opening in `connect` immedietly, with `ENETUNREACH` error), the testing can be skipped. Otherwise factorio could be trying all address in the system default order, and only return back an error if all addresses failed?
But there must be more to it, because even if I change the gai.conf to:
Code: Select all $ egrep -v '^#' /etc/gai.conf
label ::1/128 0 # IPv6 localhost will be returned first
label ::/0 1
label 2002::/16 2
label ::/96 3
label ::ffff:0:0/96 4 # IPv4 in "tunneled IPv6 form", will be returned, but last
precedence ::1/128 50
precedence ::/0 40
precedence 2002::/16 30
precedence ::/96 20
precedence ::ffff:0:0/96 10
$
it still doesn't work (factorio is still trying IPv4 address by default).
Similarly, if I use, ask DNS resolver (which is not used for `localhost`, because it is handled by hosts resolver), to return tunneled form for IPv4 addresses, it still doesn't.
Code: Select all $ cat /etc/resolv.conf
nameserver 2001:1620:2777:1::10
nameserver 2001:1620:2777:2::20
options inet6 # Ask `gethostbyname` to do AAAA query before A query, and wrap IPv4 addresses (A records) as "tunneled form" back to app if there are no AAAA records. AFAIK it is ignored by `getaddrinfo`, which requires explicit `AI_V4MAPPED` in the app for same functionality.
If I change the `/etc/hosts` to only list IPv6 for localhost it does work:
Code: Select all # cat /etc/hosts
127.0.0.1 ipv4-localhost debian
::1 localhost ip6-localhost ip6-loopback
#
Connect using "localhost":
Code: Select all 13.228 Joining game IP ADDR:({[::1]:34197})
So I think still it has something to do with only trying the first address.
I know in reality if the factorio server has DNS address (and clients asked to use it), the factorio server process should listen on all IP addresses exposed via this DNS address, so any address would work (not doing so would be a server misconfiguration really). The problem is it is not totally possible with factorio headless server. It can only listen on ALL (current and future) interfaces (using `--port`), or on only one (via `--bind`). For non-public server, it doesn't is exactly a good option, because it forces one to listen on all interfaces or one.
However I do think the factorio is not respecting current standards:
RFC 6724: https://tools.ietf.org/rfc/rfc6724.txt - Default Address Selection for Internet Protocol Version 6 (IPv6)
(obsoletes RFC 3484)
RFC 3493: https://tools.ietf.org/rfc/rfc3493.txt - Basic Socket Interface Extensions for IPv6 (obsoletes RFC 2553)
RFC 4291: https://tools.ietf.org/rfc/rfc4291.txt - IP Version 6 Addressing Architecture (obsoletes RFC 3513)
RFC 4862: https://tools.ietf.org/rfc/rfc4862.txt - IPv6 Stateless Address Autoconfiguration (obsoletes RFC 2462)
Quote from RFC 6724 , section 2:
And more details about treatment of IPv4 and IPv6:
"preferred" (in the RFC 4862) only means that they can be used unrestricted by the applications (i.e. they are not stale, or link-local). It doesn't determinine priority of which address to use. All "preferred" addresses (which is some set IPv6 and IPv4 addresses) are considered equal in this sense:
From RFC 4862:
A non-preferred address types are tentative addresses and deprecated address. These will not be used. It is more for the purpose of selecting the source address, not the destination address, or the host resolution priorities.
As far as I know `getaddrinfo` in Linux (glibc 2.30 in my case), does respect this behaviors (as tested in other apps), but Factorio is not.
It somehow feels factorio is using own non-glibc resolver, and/or sets own address sorting, and only tries the first address.
It does appear factorio uses `getaddrinfo`, as I checked with gdb and ltrace:
Code: Select all Thread 1 "factorio" hit Breakpoint 1, __GI_getaddrinfo (name=0x7ffd6deb5ca0 "localhost", service=0x7ffd6deb5cc0 "34197", hints=0x7ffd6deb5d10, pai=0x7ffd6deb5c88) at ../sysdeps/posix/getaddrinfo.c:2161
2161 in ../sysdeps/posix/getaddrinfo.c
(gdb) bt
#0 __GI_getaddrinfo (name=0x7ffd6deb5ca0 "localhost", service=0x7ffd6deb5cc0 "34197", hints=0x7ffd6deb5d10, pai=0x7ffd6deb5c88) at ../sysdeps/posix/getaddrinfo.c:2161
#1 0x0000000000ff69d8 in SocketAddress::SocketAddress () at /tmp/factorio-build-6v7ua5/src/Net/SocketAddress.cpp:117
#2 0x0000000000ff6b5b in NamedSocketAddress::resolve () at /tmp/factorio-build-6v7ua5/src/Net/NamedSocketAddress.cpp:12
#3 0x0000000001001164 in NamedSocketAddress::getAddress () at /tmp/factorio-build-6v7ua5/src/Net/NamedSocketAddress.cpp:5
#4 MultiplayerConnectSettings::getAddress () at /tmp/factorio-build-6v7ua5/src/Net/MultiplayerConnectSettings.cpp:27
#5 ClientRouter::joinGame () at /tmp/factorio-build-6v7ua5/src/Net/ClientRouter.cpp:40
#6 0x00000000011c3b22 in ClientMultiplayerManager::joinGame () at /tmp/factorio-build-6v7ua5/src/Net/ClientMultiplayerManager.cpp:271
...
(gdb) print *hints
$4 = {ai_flags = 1024, ai_family = 0, ai_socktype = 2, ai_protocol = 0, ai_addrlen = 0, ai_addr = 0x0, ai_canonname = 0x0, ai_next = 0x0}
(gdb)
`ai_flags = 1024`, is equivelent to `ai_flags = AI_NUMERICSERV`, which is OK (it asks getaddrinfo to only resolve the `service` from string to integer, without checking service resolution, i.e. in `/etc/services` or DNS SRV). That is OK.
`ai_family = 0` means `AF_UNSPEC`, which is also OK (return both AF_INET and AF_INET6).
`ai_socktype = 2` means `SOCK_DGRAM`, that is OK.
All is good, and if I trace it manually after the return:
Code: Select all Thread 1 "factorio" hit Breakpoint 1, __GI_getaddrinfo (name=0x7ffd6deb5ca0 "localhost", service=0x7ffd6deb5cc0 "34197", hints=0x7ffd6deb5d10, pai=0x7ffd6deb5c88) at ../sysdeps/posix/getaddrinfo.c:2161
2161 ../sysdeps/posix/getaddrinfo.c: No such file or directory.
(gdb) print pai
$8 = (struct addrinfo **) 0x7ffd6deb5c88
(gdb) advance getaddrinfo
0x0000000000ff69d8 in SocketAddress::SocketAddress () at /tmp/factorio-build-6v7ua5/src/Net/SocketAddress.cpp:117
117 /tmp/factorio-build-6v7ua5/src/Net/SocketAddress.cpp: No such file or directory.
(gdb) print **(struct addrinfo**)(0x7ffd6deb5c88)
$17 = {ai_flags = 1024, ai_family = 10, ai_socktype = 2, ai_protocol = 17, ai_addrlen = 28, ai_addr = 0x4a996f0, ai_canonname = 0x0, ai_next = 0xae6dc10}
(gdb) print *(**(struct addrinfo**)(0x7ffd6deb5c88))->ai_next
$20 = {ai_flags = 1024, ai_family = 2, ai_socktype = 2, ai_protocol = 17, ai_addrlen = 16, ai_addr = 0xae6dc40, ai_canonname = 0x0, ai_next = 0x0}
(gdb) print *(**(struct addrinfo**)(0x7ffd6deb5c88)).ai_addr
$22 = {sa_family = 10, sa_data = "\205\225", '\000' <repeats 11 times>}
(gdb) print *(*(**(struct addrinfo**)(0x7ffd6deb5c88))->ai_next).ai_addr
$26 = {sa_family = 2, sa_data = "\205\225\177\000\000\001\000\000\000\000\000\000\000"}
I can see glibc does return two addresses for "localhost", one IPv6 and one IPv4.
Code: Select all "\205\225", '\000' <repeats 11 times> corresponds to (sockaddr_in6 value) of [::1]:34197
'\205\225\177\000\000\001...' corresponds to (sockaddr_in value) of 127.0.0.1:34197 (0205 * 256 + 0225 == 34197)
(gdb) print ((**(struct addrinfo**)(0x7ffd6deb5c88)).ai_addr.sa_data)[/*port*/2+/*flow_info*/4+/*address_length*/16-1/*last_digit*/]
$73 = 1 '\001' # 1 in `0000:0000:0000:0000:0000:0000:0000:0001`
So factorio knows about both addresses, and as you can see glibc returns IPv6 as the first one. | [
{
"author": "",
"content": "For other developers: Factorio iterates all of the network adapters on a computer and finds the first IPv4 one it can, or falls back to IPv6. I'm not sure if it forces ipv6 if you use --bind. \n \nFrom all of my testing it's almost impossible to force Factorio to use IPv6 without... | 16 | 2020-06-26T17:19:11-05:00 |
forum-topic-123398 | 123398 | Come play with me | Multiplayer | https://forums.factorio.com/viewtopic.php?t=123398 | gamesmaster879 | Hi,
I'm in the UK, currently playing quite a lot on my server which has a well-established base on Vulcanus, a functional space platform which can move between Nauvis and Vulcanus, and a discarded base on Nauvis (I left Nauvis, headed to Vulcanus, and haven't gone back).
Come play with me!
(I have about 900 hours of Factorio experience, but all but 50 hours of it are pre-Space Age) | [
{
"author": "Hopscotch1337",
"content": "I am looking for a mutliplayer session long ago, have completed space age and want to go bigger. \n \nAre you using any mods? \nIs your server dedicated or 24/7 online? \nDo you have any goals or just want to finishing space age? \n \nGreetings, \nhops",
"date": ... | 1 | 2024-11-30T14:42:46-06:00 |
forum-topic-91770 | 91770 | [1.1.0] Error on headless server: Child 53 was terminated by signal 9, saving process crashed | Pending | https://forums.factorio.com/viewtopic.php?t=91770 | luketyleruk | last of the script.
762.660 Info AsyncScenarioSaver.cpp:144: Saving process PID: 53
790.036 Error ChildProcessAgent.cpp:62: Child 53 was terminated by signal 9
790.047 Error Util.cpp:83: Attempting to create notice box in headless mode. Message: 'Saving process crashed.'
793.464 Info ServerMultiplayerManager.cpp:113: Disconnecting multiplayer connection.
793.464 Info ServerMultiplayerManager.cpp:780: updateTick(4294967295) changing state from(InGame) to(DisconnectingScheduled)
793.690 Info ServerMultiplayerManager.cpp:140: Quitting multiplayer connection.
793.690 Info ServerMultiplayerManager.cpp:780: updateTick(4294967295) changing state from(DisconnectingScheduled) to(Closed)
793.690 Info HttpSharedState.cpp:54: Downloading https://multiplayer.factorio.com/remove-game/8647461
794.010 Info UDPSocket.cpp:218: Closing socket
794.010 Info UDPSocket.cpp:248: Socket closed
794.010 Info UDPSocket.cpp:218: Closing socket
794.124 Info UDPSocket.cpp:218: Closing socket
794.124 Info UDPSocket.cpp:248: Socket closed
794.128 Goodbye | [
{
"author": "",
"content": "Post the complete log.",
"date": "2020-11-24T15:35:28+00:00",
"quotes": []
},
{
"author": "luketyleruk",
"content": "Code: Select all 0.002 2020-11-24 15:00:44; Factorio 1.1.0 (build 56997, linux64, headless)\n 0.070 Operating system: Linux (Debian 10)\n ... | 9 | 2020-11-24T09:31:31-06:00 |
forum-topic-127157 | 127157 | LuaSchedule::add_record insert index | Implemented mod requests | https://forums.factorio.com/viewtopic.php?t=127157 | LuziferSenpai | Hey,
it would be awesome if we could give the add_record option a index at which it should insert.
Greetz,
Luzifer | [
{
"author": "",
"content": "ok",
"date": "2025-02-27T16:53:20+00:00",
"quotes": []
}
] | 1 | 2025-02-26T19:51:13-06:00 |
forum-topic-127227 | 127227 | [2.0.37] Grey line next to car icon when in car | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=127227 | Quezler | The button thingie for the car has a dark vertical line to the right of it, just make a fresh instance, create a new world and place a car: | [
{
"author": "Quezler",
"content": "the left side and bottom left corner of the production tab of assembling machines seem to have it too:",
"date": "2025-03-03T09:33:00+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report. This is now fixed for the next release.",
... | 2 | 2025-03-02T10:15:54-06:00 |
forum-topic-124974 | 124974 | [2.0.28] Crash loading save - ElectricNetwork.cpp:633: Missing statistics. | 1 / 0 magic | https://forums.factorio.com/viewtopic.php?t=124974 | Zanko | Hello, Hello!
My main save file has begun crashing upon trying to load it. No matter if it's _autosave1 or the manual save I made.
If I load a very old save (first trip to fulgora) from 13 hours before, the game does load. I don't know how well redoing 13 hours of work sits with me however.
The issue happens if mods are enabled or not. The mods I did have enabled at the time of "corruption"? were mostly quality of life, no big overhauls.
I've searched the forum for similar incidents, and it seems this has happened before, viewtopic.php?t=109413
I don't believe that to be the issue in this case, but it seemed relevant as the crash message is the same.
I have also tried:
-Doing a memory test, checked out.
-Validating my game files, save didn't load.
-Reinstalling game, save didn't load
-Restarting my PC, save didn't load.
What was I doing before the crash?
I don't know what really "caused it" but the game had been open for about 26 hours, and I was currently in the process of building/moving/creating new space platforms.
Code: Select all 0.000 2024-12-22 17:25:23; Factorio 2.0.28 (build 81088, win64, steam, space-age)
0.000 Operating system: Windows 11 (build 22631)
0.000 Initializing Steam API.
0.000 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.000 Config path: C:/Users/wool9/AppData/Roaming/Factorio/config/config.ini
0.000 Read data path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/data
0.000 Write data path: C:/Users/wool9/AppData/Roaming/Factorio [289780/1907214MB]
0.000 Binaries path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/bin
0.013 System info: [CPU: AMD Ryzen 5 7600 6-Core Processor, 12 cores, RAM: 17850/130168 MB, page: 44537/138360 MB, virtual: 4352/134217727 MB, extended virtual: 0 MB]
0.027 Memory info:
0.027 [0]: Unknown CMK64GX5M2B6000C40 32768 MB 3600 MHz 1.1 v
0.027 [1]: Unknown CMK64GX5M2B6000C40 32768 MB 3600 MHz 1.1 v
0.027 [2]: Unknown CMK64GX5M2B6000C40 32768 MB 3600 MHz 1.1 v
0.027 [3]: Unknown CMK64GX5M2B6000C40 32768 MB 3600 MHz 1.1 v
0.056 Display options: [FullScreen: false] [VSync: true] [UIScale: manual-pixels (100.0%)] [Native DPI: true] [Screen: 255] [Special: lmw] [Lang: en]
0.355 Video driver: windows
0.355 Available displays: 3
0.356 [0]: \\.\DISPLAY1 - NVIDIA GeForce RTX 3090 {0x05, [0,0], 2560x1440, 32bit, 120Hz}
0.356 [1]: \\.\DISPLAY2 - NVIDIA GeForce RTX 3090 {0x01, [-1440,181], 1440x900, 32bit, 60Hz}
0.357 [2]: \\.\DISPLAY3 - NVIDIA GeForce RTX 3090 {0x01, [2560,7], 1920x1080, 32bit, 60Hz}
0.384 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: -1; d3dcompiler_47.dll
0.513 Initialised Direct3D[0]: NVIDIA GeForce RTX 3090; id: 10de-2204; driver: nvldumdx.dll 32.0.15.6590
0.513 D3D Feature Level: 11.1, DXGI 1.5+, SwapChain: 3,flip-discard,-,-,-,none
0.513 [Local Video Memory] Budget: 23558MB, CurrentUsage: 8MB, Reservation: 0/11907MB
0.513 [Non-Local Vid.Mem.] Budget: 64316MB, CurrentUsage: 0MB, Reservation: 0/32286MB
0.513 Tiled resources: Tier 2
0.513 Unified Memory Architecture: No
0.513 BGR 565 Supported: Yes
0.513 MaximumFrameLatency: 3, GPUThreadPriority: 0
0.513 Graphics settings preset: very-high
0.513 Dedicated video memory size 24326 MB
0.547 Desktop composition is active.
0.547 Graphics options: [Graphics quality: high] [Video memory usage: all] [DXT: high-quality]
0.547 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: false] [Rotation quality: normal] [Other: STDCWTl] [B:10,C:10,S:120]
0.574 [Audio] Driver:wasapi, Device:Default device, Depth:16, Frequency:44100, Channels:2, Interpolation:linear
0.661 Info ModManager.cpp:438: FeatureFlag expansion-shaders = true
0.661 Info ModManager.cpp:438: FeatureFlag freezing = true
0.661 Info ModManager.cpp:438: FeatureFlag quality = true
0.661 Info ModManager.cpp:438: FeatureFlag rail-bridges = true
0.661 Info ModManager.cpp:438: FeatureFlag segmented-units = true
0.661 Info ModManager.cpp:438: FeatureFlag space-travel = true
0.661 Info ModManager.cpp:438: FeatureFlag spoiling = true
0.663 Loading mod settings squeak-through-2 0.1.2 (settings.lua)
0.663 Loading mod settings AutoSwitchTechs 1.3.1 (settings.lua)
0.663 Loading mod settings even-distribution 2.0.2 (settings.lua)
0.664 Loading mod settings fluid-void-extra 1.6.0 (settings.lua)
0.664 Loading mod settings omnimatter_move_renasci 1.0.0 (settings.lua)
0.664 Loading mod settings pump 2.1.8 (settings.lua)
0.664 Loading mod settings cybersyn 2.0.16 (settings.lua)
0.664 Loading mod settings RateCalculator 3.3.5 (settings.lua)
0.664 Loading mod settings RitnWaterfill 1.5.3 (settings.lua)
0.665 Loading mod settings aai-containers 0.3.1 (settings.lua)
0.665 Loading mod settings loaders-modernized 0.7.8 (settings.lua)
0.665 Loading mod settings loaders-modernized 0.7.8 (settings-updates.lua)
0.667 Loading mod core 0.0.0 (data.lua)
0.716 Loading mod base 2.0.28 (data.lua)
0.935 Loading mod AutoSwitchTechs 1.3.1 (data.lua)
0.943 Loading mod elevated-rails 2.0.28 (data.lua)
0.969 Loading mod even-distribution 2.0.2 (data.lua)
0.978 Loading mod flib 0.16.0 (data.lua)
0.989 Loading mod fluid-void-extra 1.6.0 (data.lua)
1.000 Loading mod omnimatter_move_renasci 1.0.0 (data.lua)
1.008 Loading mod pump 2.1.8 (data.lua)
1.020 Loading mod quality 2.0.28 (data.lua)
1.045 Loading mod some-luaconsole 2.0.3 (data.lua)
1.054 Loading mod cybersyn 2.0.16 (data.lua)
1.064 Loading mod factoryplanner 2.0.16 (data.lua)
1.071 Loading mod RateCalculator 3.3.5 (data.lua)
1.079 Loading mod RitnWaterfill 1.5.3 (data.lua)
1.087 Loading mod space-age 2.0.28 (data.lua)
1.456 Loading mod aai-containers 0.3.1 (data.lua)
1.475 Loading mod loaders-modernized 0.7.8 (data.lua)
1.493 Loading mod base 2.0.28 (data-updates.lua)
1.509 Loading mod CleanFloor 2.0.0 (data-updates.lua)
1.521 Loading mod quality 2.0.28 (data-updates.lua)
1.548 Loading mod space-age 2.0.28 (data-updates.lua)
1.561 Loading mod loaders-modernized 0.7.8 (data-updates.lua)
1.575 Loading mod squeak-through-2 0.1.2 (data-final-fixes.lua)
1.591 Loading mod pump 2.1.8 (data-final-fixes.lua)
1.594 Script @__pump__/data-final-fixes.lua:4: Map of which extractors are usable for each fluid type:
1.594 Script @__pump__/data-final-fixes.lua:5: {
["basic-fluid"] = {
extractors = {
"pumpjack"
},
fluids = {
"crude-oil",
"sulfuric-acid-geyser",
"lithium-brine",
"fluorine-vent"
}
}
}
1.606 Loading mod cybersyn 2.0.16 (data-final-fixes.lua)
1.620 Loading mod aai-containers 0.3.1 (data-final-fixes.lua)
1.633 Loading mod loaders-modernized 0.7.8 (data-final-fixes.lua)
1.742 Checksum for core: 283742623
1.742 Checksum of base: 1505520187
1.742 Checksum of CleanFloor: 2254551355
1.742 Checksum of squeak-through-2: 1101572755
1.742 Checksum of AutoSwitchTechs: 1791776663
1.742 Checksum of elevated-rails: 3624276517
1.742 Checksum of even-distribution: 281457414
1.742 Checksum of flib: 728527376
1.742 Checksum of fluid-void-extra: 3230606643
1.743 Checksum of omnimatter_move_renasci: 1193319355
1.743 Checksum of pump: 244163891
1.743 Checksum of quality: 1945933776
1.743 Checksum of RitnLib: 0
1.743 Checksum of some-luaconsole: 1826646908
1.743 Checksum of cybersyn: 337412423
1.743 Checksum of factoryplanner: 1350146402
1.743 Checksum of RateCalculator: 1295360039
1.743 Checksum of RitnWaterfill: 1381852469
1.743 Checksum of space-age: 507955763
1.743 Checksum of aai-containers: 3255584102
1.743 Checksum of loaders-modernized: 3979722326
2.044 Prototype list checksum: 1256966092
2.104 Loading sounds...
2.407 Info PlayerData.cpp:68: Local player-data.json unavailable
2.408 Info PlayerData.cpp:71: Cloud player-data.json available, timestamp 1734917216
2.410 Post-data load graphics options: [Light occlusion: YES]
2.686 Crop bitmaps.
2.689 Parallel sprite loader initialized (threads: 12, bitmaps: 8215)
12.646 Initial atlas bitmap size is 16384
12.656 Created an atlas bitmap (size 16384x16340) [none]
12.671 Created an atlas bitmap (size 16384x16384) [none]
12.687 Created an atlas bitmap (size 16384x16372) [none]
12.688 Created an atlas bitmap (size 16384x14552) [none]
12.688 Created an atlas bitmap (size 16384x8392) [decal]
12.692 Created an atlas bitmap (size 16384x16384) [low-object]
12.692 Created an atlas bitmap (size 4096x1120) [low-object]
12.693 Created an atlas bitmap (size 16384x13440) [corpse-decay]
12.693 Created an atlas bitmap (size 16384x5596) [none]
12.693 Created an atlas bitmap (size 1676x79) [not-compressed]
12.694 Created an atlas bitmap (size 16384x4208) [mipmap, linear-minification, linear-magnification, linear-mip-level]
12.698 Created an atlas bitmap (size 16384x16352) [terrain, mipmap, linear-minification, linear-mip-level]
12.698 Created an atlas bitmap (size 16384x4944) [terrain, mipmap, linear-minification, linear-mip-level]
12.698 Created an atlas bitmap (size 8192x3872) [terrain-effect-map, mipmap, linear-minification, linear-mip-level]
12.699 Created an atlas bitmap (size 4096x3104) [smoke, mipmap, linear-minification, linear-magnification]
12.699 Created an atlas bitmap (size 8192x2576) [mipmap]
12.699 Created an atlas bitmap (size 2048x1520) [mipmap]
12.699 Created an atlas bitmap (size 4096x3152) [mipmap]
12.699 Created an atlas bitmap (size 4096x3152) [mipmap]
12.699 Created an atlas bitmap (size 4096x3152) [mipmap]
12.700 Created an atlas bitmap (size 8192x4128) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]
12.700 Created an atlas bitmap (size 16384x6120) [alpha-mask]
12.715 Created an atlas bitmap (size 16384x16356) [shadow, linear-magnification, alpha-mask]
12.719 Created an atlas bitmap (size 16384x16364) [shadow, linear-magnification, alpha-mask]
12.719 Created an atlas bitmap (size 16384x7684) [shadow, linear-magnification, alpha-mask]
12.719 Created an atlas bitmap (size 8192x3952) [shadow, mipmap, linear-magnification, alpha-mask]
12.719 Created an atlas bitmap (size 2048x520) [icon-background, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, ]
12.719 Loading 3D bitmaps.
12.734 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82
12.748 Parallel sprite loader initialized (threads: 11, bitmaps: 8365)
27.364 Sprites loaded
27.408 Generated mipmaps (4) for atlas [5] of size 16384x16384
27.419 Generated mipmaps (4) for atlas [6] of size 4096x1120
27.430 Generated mipmaps (3) for atlas [10] of size 16384x4208
27.452 Generated mipmaps (3) for atlas [11] of size 16384x16352
27.463 Generated mipmaps (3) for atlas [12] of size 16384x4944
27.475 Generated mipmaps (3) for atlas [13] of size 8192x3872
27.486 Generated mipmaps (3) for atlas [14] of size 4096x3104
27.526 Generated mipmaps (3) for atlas [15] of size 8192x2576
27.538 Generated mipmaps (3) for atlas [16] of size 2048x1520
27.549 Generated mipmaps (3) for atlas [17] of size 4096x3152
27.574 Generated mipmaps (3) for atlas [18] of size 4096x3152
27.585 Generated mipmaps (3) for atlas [19] of size 4096x3152
27.596 Generated mipmaps (5) for atlas [20] of size 8192x4128
27.607 Generated mipmaps (3) for atlas [25] of size 8192x3952
27.633 Custom mipmaps uploaded (3223)
27.656 Video memory usage: 3588.78 MB (Atlases: 3458.48 MB, Textures: 130.30 MB)
27.659 Custom inputs active: 22
27.768 Factorio initialised
27.822 Steam Storage Quota: 23132/23841
38.218 Loading map C:\Users\wool9\AppData\Roaming\Factorio\saves\TheSecondComing.zip: 41470664 bytes.
38.249 Loading level.dat: 153135403 bytes.
38.252 Info Scenario.cpp:178: Map version 2.0.27-3
41.375 Loading blueprint storage: Local timestamp 1734911878, Cloud timestamp 1734914255
Factorio crashed. Generating symbolized stacktrace, please wait ...
C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Energy\ElectricNetwork.cpp(633): ElectricNetwork::checkStatisticsConsistency
C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Map\MapSetupHelper.cpp(184): MapSetupHelper::MapSetupHelper
C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Map\Map.cpp(828): Map::setupEntities
C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Scenario\Scenario.cpp(331): Scenario::loadFactory
C:\Users\build\AppData\Local\Temp\factorio-build-iHERbO\src\Scenario\ParallelScenarioLoader.cpp(192): ParallelScenarioLoader::doLoad
C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools\VC\Tools\MSVC\14.29.30133\include\thread(56): std::thread::_Invoke<std::tuple<void (__cdecl*)(MapInterface,ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputSource *,MultiplayerManagerBase *,NamedBool<EnableReplayTag>),MapInterface,ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputSource *,MultiplayerManagerBase *,enum NamedBool<EnableReplayTag>::Enum>,0,1,2,3,4,5,6,7>
minkernel\crts\ucrt\src\appcrt\startup\thread.cpp(97): thread_start<unsigned int (__cdecl*)(void *),1>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF8FBA9259D)
00007FF8FBA9259D (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FF8FDA0AF38)
00007FF8FDA0AF38 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
43.396 Error ElectricNetwork.cpp:633: Missing statistics. Connected entities dump:
43.396 Error CrashHandler.cpp:643: Received 22
Logger::writeStacktrace skipped.
43.441 Info CrashHandler.cpp:318: Executable CRC: 2137041080
43.441 Error Util.cpp:95: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
44.766 Uploading log file
44.784 Error CrashHandler.cpp:270: Heap validation: success.
44.785 Creating crash dump.
44.899 CrashDump success
I would like to know if this is something that can be "fixed" (not just for future, but for my save) or if I should just move on and start rebuilding my Fulgora. Either way, I hope it doesn't happen to others! | [
{
"author": "",
"content": "I believe this save will load in the latest version due to a migration for a different bug. But without finding out why it happened, it could happen again.",
"date": "2025-01-20T20:32:41+00:00",
"quotes": []
}
] | 1 | 2024-12-22T19:43:39-06:00 |
forum-topic-110878 | 110878 | Request for new tag/category | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=110878 | Pi-C | TLDR
Please add a new "Character" tag (or even category) for the mod portal!
Why?
During the past two years, a number of mods providing new player characters have been released (see the dependency list on my character-selector mod miniMAXIme -- there may still be others I'm not aware of). While some of these mods may affect game play (e.g. by changing inventory size, reach etc.), most of these mods are about changing the appearance of the player character in the game by changing graphics/animations and, possibly, sounds. Especially in multiplayer games, this allows players to better identify each other (player color is no longer the only distinction).
In my opinion, none of the tags available as of today really covers such mods. One tag ("Cheats") has the description "Play it your way" -- but obviously, using different graphics for your character is not really cheaty but rather a matter of personal taste.
A new category "Characters" could make sense as well. Among the categories currently available, "Tweaks: Small changes concerning balance, gameplay, or graphics" seems the one to fit best. However, I wouldn't call the changes to graphics "small" as most of the character mods are not about scaling or recoloring the vanilla character, but create new characters from scratch. | [
{
"author": "ChakatStormCloud",
"content": "This, for the love of god this, searching for character replacements is a nightmare at present. Since there's really no good way to search for them, other than a handful of keywords that get used intermittently in the description, if there even is one. I've had... | 4 | 2024-01-22T09:41:09-06:00 |
forum-topic-124828 | 124828 | [2.0.28] API has incorrect link: LuaSurface.html#request_path has outdated reference to LuaEntity.html#set_command | Resolved Requests | https://forums.factorio.com/viewtopic.php?t=124828 | berggen | https://lua-api.factorio.com/latest/cla ... quest_path says
and links to https://lua-api.factorio.com/latest/cla ... et_command . That anchor is not present.
I believe this should instead link to https://lua-api.factorio.com/latest/cla ... et_command , possibly with a tip about how to access from LuaEntity? | [
{
"author": "",
"content": "Thanks, fixed for 2.0.42.",
"date": "2025-03-14T17:43:10+00:00",
"quotes": []
}
] | 1 | 2024-12-20T11:54:59-06:00 |
forum-topic-25133 | 25133 | South Africa Co-Op ??? | Multiplayer | https://forums.factorio.com/viewtopic.php?t=25133 | PUNISHER989 | Are there anyone Hosting a server in South Africa or close by?
Looking for a Multiplayer server i can join, | [
{
"author": "PUNISHER989",
"content": "So many views, and no response. I can connect to EU servers just fine, just haven't found a server that hasn't been over run by the aliens. \nIm not a noob, i have played a few maps. so if you are out there, let me know.",
"date": "2016-05-11T08:10:45+00:00",
"... | 13 | 2016-05-10T08:39:54-05:00 |
forum-topic-113783 | 113783 | Free Icon Resource: 400+ Item/Fluid/Tech Icons | Texture Packs | https://forums.factorio.com/viewtopic.php?t=113783 | CmmdrNeverborn | I've been working on a mod, but decided to put it on hold for the time being.
If you'd like to use the renders I made for it, they are organized into a GitHub repository here. Free for personal or commercial use, so feel free to edit, adapt, redistribute or otherwise transmogrify the images to suit your needs.
Happy modding! | [
{
"author": "Saiph",
"content": "Nice work! I love the Sardine Tin!",
"date": "2024-10-25T23:30:59+00:00",
"quotes": []
}
] | 1 | 2024-06-07T19:02:52-05:00 |
forum-topic-122358 | 122358 | Show actual required Factorio version in downloads page | Mod portal Discussion | https://forums.factorio.com/viewtopic.php?t=122358 | rimbas | The downloads page listing should show what version of "base" is listed in dependencies instead of the "factorio_version". The dependencies page shows them only for the latest release.
This should help users with finding which mod version to download if for example there's an extended Factorio experimental phase.
Mockup | [] | 0 | 2024-11-21T02:15:07-06:00 |
forum-topic-77315 | 77315 | Problems with making sand using the centrifuge. | DyWorld | https://forums.factorio.com/viewtopic.php?t=77315 | Yaaman42 | I've set up a centrifuge to make sand from water using resin filters. I have an assembler making the filter direct inserting them into the centrifuge and a filter inserter to remove the empty filter and make a new resin filter. However, the centrifuge gets stuck. If I connect a tank to the water OUTPUT of the centrifuge, it will run.
However, how do I get rid of the water? Just use a "recycler" to burn it away. Is there a better way?
Also I have problems doing the math on all the different boilers and steam engines. Anyone who can help will be much appreciated.
Having lots of fun with the mod. It got me back to the game after watching KatherineOfSky on YouTube. I have about a thousand hours in vanilla... | [
{
"author": "Yaaman42",
"content": "Perhaps a waste pipe that works like an inverse offshore pump would be a cool item to have?",
"date": "2019-10-28T20:20:49+00:00",
"quotes": []
}
] | 1 | 2019-10-28T15:19:00-05:00 |
forum-topic-101110 | 101110 | Normal6969 learns to do modpacks here. :) | Mod Packs / Libs / Special Interest | https://forums.factorio.com/viewtopic.php?t=101110 | Normal69 | Yes I know it is terrible to upload this unprepared for the rigorous rules and guildelines early in the morning.
I am just happy that the mods together are still working together - and I feel the same if I gave you some new ideas.
In theory you will be able to import the pack with ModMyFactory: https://github.com/Artentus/ModMyFactory2/releases
The importable file is the one you dowload and unzip from the bottom.
Some recap of how this became:
My favourite games are those which I could transform with mods to my unrefined tastes. It's a hobby.
Krastorio 2 and Space Exploration are already compatible, after looking around I've spiced them up with several interesting, dangerous and quality of life mods, trying to keep in mind the loading time and how well it runs. Always check the mod options fully.
A lot of combinations were taken from other modpacks I've tried to play, I encourage you to do the same.
I have an ongoing playthru, where my character and knowledge survives the world-reset after overhauling the pack again and again.
I'd also be glad if you direct me to a text based FAQ how can I upload this to the mod portal as a real pack. Please?
Updated the mods (202-01-08), removed Map Cleanup as it caused errors (after map restart via NewGame+, and missing chunks in Factorissimo houses).
Have fun! | [
{
"author": "Normal69",
"content": "It seems that these mods need to be activated whatever I do : \n-Bio Industries \n-Shield Projector \n \nJust edited the files. Hope they are right now. \nThose 12 people who downloaded it: \nI'd be happy to have some feedback.",
"date": "2022-01-04T17:38:21+00:... | 19 | 2022-01-03T01:07:06-06:00 |
forum-topic-126824 | 126824 | A fan project for Helldivers 2 | Off topic | https://forums.factorio.com/viewtopic.php?t=126824 | Puppet | Hi engineers ! Or should I say helldivers if you've read the title.
I had a project idea for quite a long time now on helldivers 2, which is to make a tactical squadron. Obviously groups like this already exists but what makes it original is the features I would like to make inside it :
1. What I would call a strategic pole, where strategists elected by the community think about strategies to take dependently on the galactic war status. Then "head strategists" would be the few ones to chose which tactic to adopt, then dispatch it to the community to execute.
2. Special "Units" that would be composed of trues veterans of helldivers, and would be deployed in certains urgent situations.
3. Other side things like people to create good loadouts for people who are lost in all the weapons and stratagems that Super Earth have to offer, some events maybe.
Anyways, the most important goal of the project is to create strong bonds between helldivers, and have also organize our strength around the galaxy to spread and defend democracy. Plus I already got the name of the squadron.
So if you're interested in helping me with the project feel free to tell me and add me on discord "puppet816". Please consider that is it only a fan project, there isn't any kind of engagements, only be very motivated, have spare time and be sure that you want this squadron to emerge. | [] | 0 | 2025-02-13T11:27:14-06:00 |
forum-topic-25752 | 25752 | Factorio Forums • You can find it cool Mod Pack | A bit of challange from mods like DyTech War, Natural Evolution, Swarm etc.
A bit of complexity from mods like Bob's mods, Angels mods etc.
A bit of exploration from Rso mod.
A bit of other small addons to sweetewn the whole.
Enjoy
picture of mods in this pack
lights mod pack Light's mod pack v_0.1
some more info about configuration Dytech war difficulty = 5
Dytech world = only xp system left, ruins/loot generation turned off
Dyzyllia spawner on (very hard enemies)
Changed few recipes (e.g. dytech laser turrets)
There should be no duplicates
No overly good machines
changelog v_0.1 - fixed recipes
List and links of used mods in this pack 5dim core, trains
Advanced Logistic System
Aircraft
Angels Infinie Ores
Angels Refining
Angels Processing
Autofill
Better Icons
Biter Friendly Rails
Bob's mods
DyTech mods
Day Night Extender
Enhanced Map Colors
EvoGUI
Factorio Basics (Extended)
FARL
Fractional Destilation
Landfill
Macromanaged Turrets
Map Labels
Natural Evolution
Orbital Ion Cannon
Oxygen
Rail Tanker
Red Alerts
Rso mod
Swarm
The Fat Controller
Treefarm Lite
Uranium Power
VanillaΣx
Werehousing
Sort Invenory | [
{
"author": "",
"content": "You need to post proper link, this one is wrong. (you probably took it from your direct search bar instead of share link) \nOtherwise, woah.. This combination of mods. Definetaly a challenge, will try!",
"date": "",
"quotes": []
},
{
"author": "",
"content": "... | 7 | ||||
forum-topic-121878 | 121878 | New Live Stream | Videos | https://forums.factorio.com/viewtopic.php?t=121878 | DeadHippie | Live Streaming Factorio Now YouTube DeadHippie62. :lol: https://youtu.be/WrApeEWEkiA | [
{
"author": "DeadHippie",
"content": "Will be live streaming from 12:00 Noon to 2:00pm PST Sunday Nov.24,2024.",
"date": "2024-11-24T16:40:07+00:00",
"quotes": []
},
{
"author": "DeadHippie",
"content": "Live Now on Youtube DeadHippie62. Nov. 27,2024 9:30 am PST",
"date": "2024-11-2... | 10 | 2024-11-17T13:17:16-06:00 |
forum-topic-127140 | 127140 | [2.0.35] Quality burner-generator has wrong max consumption tooltip | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127140 | StephenB | Go in map editor. Use the sidebar to place down a legendary burner-generator. Tooltip says max consumption is 2.0 MW (efficiency 50% , power output 2.5 MW). If you put coal in it and put down an electric interface to use up the energy, and time it, it burns 50 coal in 40 seconds so it's actually consuming 5MW. This power consumption scales with quality the same way as power output, but the tooltip always says 2.0 MW max consumption making it look like it's going to generate more energy than it consumes.
This is different from other entities (boiler, reactor, generator) where the tooltip shows quality scaling of max consumption correctly.
I don't care about the actual `data.raw["burner-generator"]["burner-generator"]` entity but I'm working on a mod that uses that type. | [] | 0 | 2025-02-26T00:13:27-06:00 |
forum-topic-127251 | 127251 | [2.0.33] Ctrl+Click remotely in equipment grid removes one of each | Bug Reports | https://forums.factorio.com/viewtopic.php?t=127251 | sben | What did you do? What happened?
I was trying to set forced-item-replacement requests in equipment grid over the remote viewer
(which does not seem to work or to be implemented).
What I found is that [Ctrl+Click] on an empty slot does have wrong effect:
It splits up the equipment grid, randomly selecting which items to keep and on
which equipment to place removal request (or in case of ghosts, the ghost is removed immediately).
What did you expect to happen instead? It might be obvious to you, but do it anyway!
To either remove all equipment or none, not randomly selecting which one to keep.
Removing no items would be desirable for me.
Tested this few times, each time different equipment pieces were kept and removed.
Note that I did not have enough space in the user inventory that would be sufficient to store all the equipment, but this should be irrelevant to this case, since these are bot requests made over the remove viewer.
Does it happen always, once, or sometimes?
Always.
See pictures:
Before [Ctrl + Click]:
broken-grid-removal-1.png (115.89 KiB) Viewed 156 times
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broken-grid-removal-2.png (96.26 KiB) Viewed 156 times | [
{
"author": "sben",
"content": "seems someone renamed the title of this bug report, \nI did not notice how many pieces of the different equipment types get removed - but can confirm the one of each behaviour after a little bit of testing",
"date": "2025-03-04T16:13:06+00:00",
"quotes": []
}
] | 1 | 2025-03-03T19:55:25-06:00 |
forum-topic-30853 | 30853 | Circuit network features for 0.15 - Page 7 | Development Proposals | https://forums.factorio.com/viewtopic.php?t=30853&start=120 | Optera | Would be my top priority as well. So many sleek train loader and smart furnace designs suddenly becoming possible.....
My votes for bit operators and more decider operands have been implemented already.
Here's hoping the switchable beacon might become reality too. | [
{
"author": "MeduSalem",
"content": "Yeah, train loader/unloading... smart furnaces... I miss especially the later. Though I XNight's approach to overcome the stack size problems is truly awesome... I wish it would be easier. \n \nMy votes were: \n \nAssembler Set Recipes ... obviously. \nMore decider opera... | 16 | 2016-08-12T07:26:12-05:00 |
forum-topic-117432 | 117432 | [raiguard] [2.0.11] [starmap] data.raw["surface-property"].hidden = true has no effect. | Resolved Problems and Bugs | https://forums.factorio.com/viewtopic.php?t=117432 | micromario | Greetings,
I have defined the following ["surface-property"]
Code: Select all data:extend{{
name = "ceiling",
type = "surface-property",
default_value = 1,
is_time = true,
hidden = true
}}
However it seems the hidden field has no effect. The values are still visible in the starmap.
10-25-2024, 10-24-56.png (128.04 KiB) Viewed 924 times | [
{
"author": "micromario",
"content": "Log",
"date": "2024-10-25T15:25:49+00:00",
"quotes": []
},
{
"author": "micromario",
"content": "Here is the offending mod:",
"date": "2024-10-25T15:28:05+00:00",
"quotes": []
},
{
"author": "",
"content": "Thanks for the report, ... | 3 | 2024-10-25T10:25:11-05:00 |
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