Search found 19 matches
- Mon Jul 07, 2025 10:01 am
- Forum: Ideas and Suggestions
- Topic: mass edit power pole connections with click and drag
- Replies: 3
- Views: 263
Re: mass edit power pole connections with click and drag
Whilst this is not appropriate as a base game feature, I can see this being entirely doable by a mod.
- Tue Jul 01, 2025 10:32 am
- Forum: Gameplay Help
- Topic: Blueprint question
- Replies: 6
- Views: 259
Re: Blueprint question
Press B, or click the icon in the top right of the screen, to enter the Blueprint Library.
You can store blueprints in there. There are two tabs. One tab stores blueprints within the current save, the other tab is available across all saves.
If you need to transfer blueprints across different ...
You can store blueprints in there. There are two tabs. One tab stores blueprints within the current save, the other tab is available across all saves.
If you need to transfer blueprints across different ...
- Fri Jun 27, 2025 11:01 am
- Forum: Modding help
- Topic: Requesting help for Black Market 2
- Replies: 2
- Views: 173
Re: Requesting help for Black Market 2
Looks like the discussion tab in the mod's page has your solution.
https://mods.factorio.com/mod/BlackMark ... 5e9e1a8058
https://mods.factorio.com/mod/BlackMark ... 5e9e1a8058
- Tue May 13, 2025 1:59 pm
- Forum: Not a bug
- Topic: [2.0.47] Inconsistent Ghost Cursor
- Replies: 3
- Views: 430
Re: [2.0.47] Inconsistent Ghost Cursor
Good news: this feature has been in the game for a very long time.
Head into the settings menu, navigate to Interface settings => Interaction and enable "Pick ghost item if no items are available".
Enjoy picking ghosts from the inventory, from entities in the world, or anywhere else.
Head into the settings menu, navigate to Interface settings => Interaction and enable "Pick ghost item if no items are available".
Enjoy picking ghosts from the inventory, from entities in the world, or anywhere else.

- Wed Apr 16, 2025 12:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.42] Fulgora, Sounds cutting out near Sound emiting Machinery
- Replies: 11
- Views: 2214
Re: [Donion] [2.0.42] Fulgora, Sounds cutting out near Sound emiting Machinery
Thanks for the updates and resolution of this Donion - makes sense that it was introduced in the latest batch of patches as I wasn't experiencing it until recently.
- Tue Apr 01, 2025 6:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.42] Fulgora, Sounds cutting out near Sound emiting Machinery
- Replies: 11
- Views: 2214
Re: [Donion] [2.0.42] Fulgora, Sounds cutting out near Sound emiting Machinery
Understandable, thanks for looking into it. Hope you get some time to rest and feel better soon!
- Mon Mar 31, 2025 10:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.42] Fulgora, Sounds cutting out near Sound emiting Machinery
- Replies: 11
- Views: 2214
Re: [Donion] [2.0.42] Fulgora, Sounds cutting out near Sound emiting Machinery
I've been experiencing this one recently too.
Unfortunately I have a similarly vague cause, simply doing some building on Fulgora. Sound works correctly for a while, but then after an hour or so some sounds stop playing intermittently, including sounds on other planets.
Log, save file, and screen ...
Unfortunately I have a similarly vague cause, simply doing some building on Fulgora. Sound works correctly for a while, but then after an hour or so some sounds stop playing intermittently, including sounds on other planets.
Log, save file, and screen ...
- Mon Mar 17, 2025 11:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.41] Beacon ghost module request is never fulfilled after manual upgrade
- Replies: 1
- Views: 1350
[Genhis][2.0.41] Beacon ghost module request is never fulfilled after manual upgrade
After manually placing a quality beacon over a normal beacon ghost with module requests, those module requests are ignored by the logistics network.
Vanilla + Space Age, 2.0.41.
Steps to reproduce:
- Have a personal construction network, turned on, with robots, Speed 2 modules, and Rare quality ...
Vanilla + Space Age, 2.0.41.
Steps to reproduce:
- Have a personal construction network, turned on, with robots, Speed 2 modules, and Rare quality ...
- Sun Jan 26, 2025 6:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.32] Storage chest filter quantity is silently parameterised
- Replies: 1
- Views: 1265
[boskid][2.0.32] Storage chest filter quantity is silently parameterised
Noticed a visual parameterisation bug whist messing with storage chests. Super low priority.
Brief explanation:
The entity tooltip for a filtered storage chest shows an item count on the filter slot, defaulting to 1. When creating a parameterised blueprint and selecting constant 1 as a parameter ...
Brief explanation:
The entity tooltip for a filtered storage chest shows an item count on the filter slot, defaulting to 1. When creating a parameterised blueprint and selecting constant 1 as a parameter ...
- Wed May 11, 2016 6:26 pm
- Forum: Mods
- Topic: [MOD 0.13.X] Fractional Distillation
- Replies: 22
- Views: 15221
Re: [MOD 0.12.30] Fractional Distillation
New ways to pollute the world, excellent.
One thing that's always bothered me though is Sulfur production. Sulfur is present in hydrocarbons yes but the process of removing it from the gas (or naptha or coal or w/e) shouldn't destroy the input hydrocarbon. For example, desulfurization of naptha ...
One thing that's always bothered me though is Sulfur production. Sulfur is present in hydrocarbons yes but the process of removing it from the gas (or naptha or coal or w/e) shouldn't destroy the input hydrocarbon. For example, desulfurization of naptha ...
- Wed May 11, 2016 7:01 am
- Forum: Mods
- Topic: [MOD 0.13.X] Fractional Distillation
- Replies: 22
- Views: 15221
Re: [MOD 0.12.30] Fractional Distillation
Hi, thanks for the mod, I enjoy it much. Nicely extends the base without completely overhauling it.
Reporting a bug - recipe for sulphur with use of naphtha has swapped order of ingredients, which is, I assume, what's causing the pipe inputs on the chemical plants to also change. Which is mildly ...
Reporting a bug - recipe for sulphur with use of naphtha has swapped order of ingredients, which is, I assume, what's causing the pipe inputs on the chemical plants to also change. Which is mildly ...
- Sun Apr 10, 2016 4:33 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Dude, where's my car?
- Replies: 13
- Views: 17734
Re: [MOD 0.12.x] Dude, where's my car?
Super-useful, I keep leaving my car in stupid random places xD
- Sun Apr 10, 2016 3:21 pm
- Forum: Mods
- Topic: [MOD 0.13.X] Fractional Distillation
- Replies: 22
- Views: 15221
Re: [MOD 0.12.30] Fractional Distillation
german locale
[item-name]
fd-distillation-column = teilweise Destillationsraffinerie
fd-raw-iron = Roheisen
fd-raw-copper = Rohkupfer
fd-road = Straße
fd-canister = leerer Kanister
fd-kerosene-canister = Kerosinkanister
fd-diesel-canister = Dieselkanister
fd-petrol-canister = Benzinkanister ...
[item-name]
fd-distillation-column = teilweise Destillationsraffinerie
fd-raw-iron = Roheisen
fd-raw-copper = Rohkupfer
fd-road = Straße
fd-canister = leerer Kanister
fd-kerosene-canister = Kerosinkanister
fd-diesel-canister = Dieselkanister
fd-petrol-canister = Benzinkanister ...
- Sat Apr 09, 2016 12:08 am
- Forum: Mods
- Topic: [MOD 0.13.X] Fractional Distillation
- Replies: 22
- Views: 15221
Re: [MOD 0.12.30] Fractional Distillation
Just updated the mod, the canisters now work properly with the bob's ones.orzelek wrote:Do you know if it will work properly with bob's mods set?

- Fri Apr 08, 2016 9:50 pm
- Forum: Mods
- Topic: [MOD 0.13.X] Fractional Distillation
- Replies: 22
- Views: 15221
Re: [MOD 0.12.30] Fractional Distillation
Do you know if it will work properly with bob's mods set?
Sadly, the canisters I added will not currently work with the bob's mods canisters. I will add that when I get the chance.
Could you expand on that long description? I'd say that's more of a nice, short description. What new recipes are ...
Sadly, the canisters I added will not currently work with the bob's mods canisters. I will add that when I get the chance.
Could you expand on that long description? I'd say that's more of a nice, short description. What new recipes are ...
- Fri Apr 08, 2016 3:43 pm
- Forum: Mods
- Topic: [MOD 0.13.X] Fractional Distillation
- Replies: 22
- Views: 15221
[MOD 0.13.X] Fractional Distillation
Name: Fractional Distillation
Version: 0.1.2
Factorio Version: 0.12.30
Description: Adds a new level of oil processing to increase oil efficiency.
Release: 8th April 2016
Dependencies: None
Download: fractional-distillation_0.1.4.zip
This mod adds fractional distillation into the game - this is ...
Version: 0.1.2
Factorio Version: 0.12.30
Description: Adds a new level of oil processing to increase oil efficiency.
Release: 8th April 2016
Dependencies: None
Download: fractional-distillation_0.1.4.zip
This mod adds fractional distillation into the game - this is ...
- Thu Apr 07, 2016 4:22 pm
- Forum: Modding help
- Topic: Trying to make a recipe category
- Replies: 4
- Views: 1847
Re: Trying to make a recipe category
Thank you very much! It works now!prg wrote:Right, then the problem becomes that just having that definition sit around in some file somewhere isn't enough, you also need to require that file from data.lua like the others for it to do anything useful.


- Thu Apr 07, 2016 4:02 pm
- Forum: Modding help
- Topic: Trying to make a recipe category
- Replies: 4
- Views: 1847
Re: Trying to make a recipe category
Whoops, I do have that, just copied the wrong code into the code boxes. Fixed it now.prg wrote:You're missing a
somewhere.Code: Select all
data:extend({ { type = "recipe-category", name = "distillation" } })

- Thu Apr 07, 2016 3:40 pm
- Forum: Modding help
- Topic: Trying to make a recipe category
- Replies: 4
- Views: 1847
Trying to make a recipe category
Hello. I have just started writing a mod for Factorio and I cannot seem to get recipe categories working.
I followed the tutorial by Klonan, and got a mod working up to that stage. I then added a custom recipe, and got it showing up in my new entity.
I then wanted to add a custom recipe category ...
I followed the tutorial by Klonan, and got a mod working up to that stage. I then added a custom recipe, and got it showing up in my new entity.
I then wanted to add a custom recipe category ...