Search found 1699 matches: +electric +trains
Searched query: +electric +trains
- Tue Sep 08, 2026 3:11 am
- Forum: Won't fix.
- Topic: Ribbon World map generation for Space Age is barely usable
- Replies: 6
- Views: 768
Re: Ribbon World map generation for Space Age is barely usable
... I just got nuclear power up and running on Nauvis. The next step is electric furnaces so I can fix my copper supply chain. Lots of long belts and pipes, no trains yet.
- Tue Jul 21, 2026 9:52 am
- Forum: Releases
- Topic: Version 2.1.12
- Replies: 10
- Views: 13348
Version 2.1.12
... pollution. (https://forums.factorio.com/135050)
Fixed that upgrading trains on junctions didn't always work correctly. (https://forums.factorio.com ... are invalidated. (https://forums.factorio.com/135108)
Fixed that the electric energy interface equipment showed energy usage strangely. (https ...
Fixed that upgrading trains on junctions didn't always work correctly. (https://forums.factorio.com ... are invalidated. (https://forums.factorio.com/135108)
Fixed that the electric energy interface equipment showed energy usage strangely. (https ...
- Fri Jul 10, 2026 11:01 pm
- Forum: Ideas and Suggestions
- Topic: Electric Railroad
- Replies: 0
- Views: 268
Electric Railroad
... pole at the same time. Also new fancy train doesn't require fuel, just electricity. Much faster, but more speed more power. Expensive.
General ... Acceleration and top speed can be dramatically higher than vanilla trains using nuclear fuel, at the cost of power consumption. Power consumption ...
General ... Acceleration and top speed can be dramatically higher than vanilla trains using nuclear fuel, at the cost of power consumption. Power consumption ...
- Sun Jul 05, 2026 4:10 am
- Forum: Minor issues
- Topic: [2.1.9]Performance problem: Construction manager consumes ~100 ms/tick
- Replies: 3
- Views: 841
[2.1.9]Performance problem: Construction manager consumes ~100 ms/tick
... 114 ms/tick
Entity update: ~2 ms/tick
Logistic manager: ~0.13 ms/tick
Electric network: ~0.4 ms/tick
Almost all update time is spent inside Construction manager.
Entity update, transport lines, electric network, fluid system, trains, and logistic manager all appear to have normal CPU usage.
Using ...
Entity update: ~2 ms/tick
Logistic manager: ~0.13 ms/tick
Electric network: ~0.4 ms/tick
Almost all update time is spent inside Construction manager.
Entity update, transport lines, electric network, fluid system, trains, and logistic manager all appear to have normal CPU usage.
Using ...
- Thu Jun 25, 2026 9:53 pm
- Forum: Modding discussion
- Topic: AI & Factorio Mods (Maglev dreams)
- Replies: 12
- Views: 1434
Re: AI & Factorio Mods (Maglev dreams)
... mods.factorio.com/mod/maglev-straightaways, but i have used those electric trains as part of the set from Moshine recently : https://mods.factorio.com/mod/se-space-trains and there exist other trains mods that "ressemble" the maglev idea : https://mods.factorio.com/mod/Space_trains https://mods ...
- Tue Jun 23, 2026 9:43 am
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 305
- Views: 225670
Re: Version 2.1.7
... it uses a dedicated "robot-energy-usage" surface property.
Added ElectricEnergyInterfaceEquipmentPrototype.
Added LuaDebugAdapter for Debug ... pollution in some cases. (https://forums.factorio.com/132176)
Fixed trains failed to track player kills. (https://forums.factorio.com/132269 ...
Added ElectricEnergyInterfaceEquipmentPrototype.
Added LuaDebugAdapter for Debug ... pollution in some cases. (https://forums.factorio.com/132176)
Fixed trains failed to track player kills. (https://forums.factorio.com/132269 ...
- Thu Apr 02, 2026 2:25 am
- Forum: Modding help
- Topic: Cryptic error help
- Replies: 7
- Views: 1176
Cryptic error help
... 1.141 Error ModManager.cpp:1767: Failed to load mod "Kyus_Realistic_Electric_Trains_fix": bad argument #6 of 8 to '?' (string expected, got table)
stack traceback:
[C]: in ?
Does anyone have an idea as to what could be causing this? I've asked friends, I tried to see if the local AI/LLM's I have ...
stack traceback:
[C]: in ?
Does anyone have an idea as to what could be causing this? I've asked friends, I tried to see if the local AI/LLM's I have ...
- Fri Feb 20, 2026 8:52 am
- Forum: Gameplay Help
- Topic: Does this game get harder?
- Replies: 18
- Views: 4411
Re: Does this game get harder?
... and 4 belts of stone coming in. These belts are fed by multiple electric mines at various ore sites with my iron site having 16 mines.
I was ... My main bus is a 9 lane (one way) railroad, but there are too many trains, so from time to time even with this main bus traffic jams happens ...
I was ... My main bus is a 9 lane (one way) railroad, but there are too many trains, so from time to time even with this main bus traffic jams happens ...
- Fri Feb 20, 2026 8:49 am
- Forum: Gameplay Help
- Topic: Does this game get harder?
- Replies: 18
- Views: 4411
Re: Does this game get harder?
... and 4 belts of stone coming in. These belts are fed by multiple electric mines at various ore sites with my iron site having 16 mines.
You don ... per material, resulting in 4 blue belts, will usually suffice very long, and on most other planets trains are not even required - bases are small here.
You don ... per material, resulting in 4 blue belts, will usually suffice very long, and on most other planets trains are not even required - bases are small here.
- Fri Feb 20, 2026 1:40 am
- Forum: Gameplay Help
- Topic: Does this game get harder?
- Replies: 18
- Views: 4411
Re: Does this game get harder?
... and 4 belts of stone coming in. These belts are fed by multiple electric mines at various ore sites with my iron site having 16 mines.
Lets ... packs per minute. And usually they have completely different logistic(trains instead of belts, city blocks instead of main bus). Logistic is the main ...
Lets ... packs per minute. And usually they have completely different logistic(trains instead of belts, city blocks instead of main bus). Logistic is the main ...
- Thu Feb 19, 2026 10:37 pm
- Forum: Gameplay Help
- Topic: Does this game get harder?
- Replies: 18
- Views: 4411
Re: Does this game get harder?
... and 4 belts of stone coming in. These belts are fed by multiple electric mines at various ore sites with my iron site having 16 mines.
I was ... but I wouldn't consider a factory "big" until it was being fed by large amounts of trains. I would consider what you have to be a "baby factory".
I was ... but I wouldn't consider a factory "big" until it was being fed by large amounts of trains. I would consider what you have to be a "baby factory".
- Fri Feb 13, 2026 8:10 am
- Forum: Not a bug
- Topic: [2.0.75] Rolling stock of enemy forces will connect
- Replies: 4
- Views: 1113
Re: [2.0.75] Rolling stock of enemy forces will connect
... should not be able to drop items onto belts of enemy force? maybe electric poles should not provide electricity to enemy entities in range?
2a ... to another one-by-one, should merging force A into force B cause all trains of force A to be dissolved into individual rolling stocks?
Currently ...
2a ... to another one-by-one, should merging force A into force B cause all trains of force A to be dissolved into individual rolling stocks?
Currently ...
- Tue Feb 03, 2026 6:46 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2130
- Views: 1236971
Re: Simple Questions and Short Answers
... 9 millisecond for "entities total" , add the fluid flow 1.655 ms, the electric network , the trains ,and that doesn't leave a whole lot of available time to compute before it takes more than 16 ms and start dropping the UPS.
Thanks a lot for your answer, especially for the explanation. My take away ...
Thanks a lot for your answer, especially for the explanation. My take away ...
- Tue Feb 03, 2026 2:01 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2130
- Views: 1236971
Re: Simple Questions and Short Answers
... 9 millisecond for "entities total" , add the fluid flow 1.655 ms, the electric network , the trains ,and that doesn't leave a whole lot of available time to compute before it takes more than 16 ms and start dropping the UPS.
- Fri Jan 02, 2026 8:08 am
- Forum: Ideas and Suggestions
- Topic: New Surface: Shattered Planet (Long post)
- Replies: 0
- Views: 3428
New Surface: Shattered Planet (Long post)
... of Life improvements that don't necessarily make production faster - Electric Trains or multiple Landing Pads per surface, but it's such a tease. "Want this thing that'd be very convenient in a normal playthrough? Then beat the post-endgame content so brutal it doesn't even have associated ...
- Fri Oct 24, 2025 1:14 pm
- Forum: Technical Help
- Topic: URGENT: 125-Hour Save Corruption - MilitaryTarget Error - Need Developer Help
- Replies: 3
- Views: 1029
URGENT: 125-Hour Save Corruption - MilitaryTarget Error - Need Developer Help
... 69, LogisticTrainNetwork 2.4.2, Quality 2.0.69, Bob's Inserters 2.0.1, Electric Trains 0.4.2, and 20+ other mods (full list in log file)
*Problem:* Game crashes immediately when loading the save file with "MilitaryTarget.cpp:25: input.load<uint8_t>() == MilitaryTarget::SAVE_MAGIC was not true" error ...
*Problem:* Game crashes immediately when loading the save file with "MilitaryTarget.cpp:25: input.load<uint8_t>() == MilitaryTarget::SAVE_MAGIC was not true" error ...
- Mon Sep 29, 2025 5:28 pm
- Forum: Technical Help
- Topic: [2.0.66] Slow Multiplayer Map Download Speeds
- Replies: 8
- Views: 3085
[2.0.66] Slow Multiplayer Map Download Speeds
... rocket-log 2.0.1 (settings.lua)
0.771 Loading mod settings se-space-trains 1.0.9 (settings.lua)
0.771 Loading mod settings space-exploration ... space-exploration__/data-final-fixes.lua:90: Orphaned recipe: ee-super-electric-pole
1.599 Script @__space-exploration__/data-final-fixes.lua:90 ...
0.771 Loading mod settings se-space-trains 1.0.9 (settings.lua)
0.771 Loading mod settings space-exploration ... space-exploration__/data-final-fixes.lua:90: Orphaned recipe: ee-super-electric-pole
1.599 Script @__space-exploration__/data-final-fixes.lua:90 ...
- Wed Aug 20, 2025 11:28 pm
- Forum: Ideas and Suggestions
- Topic: Drain fulgora = more space
- Replies: 1
- Views: 1097
Drain fulgora = more space
... will last me enough until i can easily expand to other large island via trains. While with the drain fulgora ideea, the main part is exactly that you ... to mess around. Like that smoke also might (random change) disable the electric towers meaning lighting will hit buildings, until we repair the tower ...
- Sun Jul 27, 2025 4:12 am
- Forum: Technical Help
- Topic: [2.0.60] Crashing on Startup
- Replies: 4
- Views: 5629
Re: [2.0.60] Crashing on Startup
... show-train-no-path-details debug setting for reporting slow searches
; trains-debug-threshold-for-slow-pathfinder-message=10000
; DEV Only. Enables ... true, false
show-logistic-network=true
; Options: true, false
show-electric-network=true
; Options: true, false
show-turret-range=true
; Options ...
; trains-debug-threshold-for-slow-pathfinder-message=10000
; DEV Only. Enables ... true, false
show-logistic-network=true
; Options: true, false
show-electric-network=true
; Options: true, false
show-turret-range=true
; Options ...
- Wed Jun 25, 2025 4:22 pm
- Forum: Ideas and Suggestions
- Topic: Vehicle suggestions
- Replies: 7
- Views: 5233
Re: Vehicle suggestions
Cars don't use coal or wood as fuel. How about using an electric car? Electricity is available early, not gas.
Trains don't use coal or wood as fuel, not since the 1800's. Trains use diesel fuel. I should be able to refine diesel.
That's funny because in France our trains are electric, and for ...