Search found 1050 matches
- Thu May 07, 2026 1:22 pm
- Forum: Balancing
- Topic: Change night vision goggles to 1x1
- Replies: 2
- Views: 218
- Tue May 05, 2026 4:42 pm
- Forum: Modding help
- Topic: Fast hash in lua
- Replies: 6
- Views: 290
Re: Fast hash in lua
Lua's standard library does not include common Hash functions. Bringing your own seems to be the standard practice, rather than patching-in a C runtime extension to the engine.
- Tue Apr 28, 2026 12:43 pm
- Forum: Mod portal Discussion
- Topic: Bug with the licensing feature
- Replies: 4
- Views: 434
Re: Bug with the licensing feature
An official "Disclosure Contact" which is monitored and responds to inquiries would be nice to see - there is not a specific address given in the Terms of Service . Previous attempts at Responsible Disclosure by emailing support@factorio.com have gone un-answered (and these phpb33_ cookies are still ...
- Tue Apr 28, 2026 12:33 pm
- Forum: General discussion
- Topic: What are your game/mods suggetions?
- Replies: 6
- Views: 681
Re: What are your game/mods suggetions?
Previously - and these recommendations still hold! :-)
Howdy!
The official Space Age Expansion should be mentioned first and foremost as it is implemented as a set of "Official Mods" that enhance the Base Game through additional planets and mechanics. I am assuming that Readers of this Reply ...
Howdy!
The official Space Age Expansion should be mentioned first and foremost as it is implemented as a set of "Official Mods" that enhance the Base Game through additional planets and mechanics. I am assuming that Readers of this Reply ...
- Mon Apr 27, 2026 4:05 am
- Forum: Modding interface requests
- Topic: Add a slider-setting as a new type of mod setting
- Replies: 20
- Views: 2969
Re: Add a slider-setting as a new type of mod setting
for any fixed range (be it int, double, or string with fixed values...but that last one may be difficult) a graphical slider would be great to have!
allowed_values already exists for Int, Double, and String types and lets you specify an Array of accepted values. It creates a Dropdown rather ...
allowed_values already exists for Int, Double, and String types and lets you specify an Array of accepted values. It creates a Dropdown rather ...
- Sun Apr 26, 2026 5:43 pm
- Forum: Gameplay Help
- Topic: Asteroid spawning implementation
- Replies: 10
- Views: 3765
Re: Asteroid spawning implementation
Platforms in Interplanetary space (with no Thrust) will travel at -10.00km/s in "Reverse" (the Stars parallax effect is reversed compared to forward travel); Asteroids & Chunks appear to spawn at the same Rate & Angle as if the Platform was "Stopped" at a Planet. In a hour-long Map Editor Test ...
- Sat Apr 25, 2026 7:16 pm
- Forum: Bug Reports
- Topic: [2.0.76] Factoriopedia Demolisher Page doesn't contain body segment info
- Replies: 1
- Views: 463
- Fri Apr 24, 2026 4:51 pm
- Forum: News
- Topic: Factorio - Nintendo Switch™ 2 Edition out now!
- Replies: 36
- Views: 18248
Re: Factorio - Nintendo Switch™ 2 Edition out now!
I am wondering one thing; if I were to buy Factorio on Nintendo Switch right now, is there a way to install version 1.1.110?
No, retail Switch units do not have any mechanism to install software outside of Cartridges / distributed through the Nintendo store. Even if you had a copy of the 1.1 ...
- Fri Apr 24, 2026 4:49 pm
- Forum: Modding help
- Topic: Turret shells fly through asteroids
- Replies: 6
- Views: 426
Re: Turret shells fly through asteroids
Hooray!
Looking forward to trying a new (interesting?) Turret mod when it is ready.
Looking forward to trying a new (interesting?) Turret mod when it is ready.
- Fri Apr 24, 2026 12:41 pm
- Forum: Modding help
- Topic: Turret shells fly through asteroids
- Replies: 6
- Views: 426
Re: Turret shells fly through asteroids
You could post your Mod (or at least the Turret prototype code) so we can see the problem in action.
Are you using table.deepcopy to create a Gun Turret clone, or instantiating the entire prototype by hand? At a guess, ProjectileAttackParameters has optional properties lead_target_for_projectile ...
Are you using table.deepcopy to create a Gun Turret clone, or instantiating the entire prototype by hand? At a guess, ProjectileAttackParameters has optional properties lead_target_for_projectile ...
- Thu Apr 23, 2026 12:26 pm
- Forum: Ideas and Suggestions
- Topic: The railway station's hitbox does not match the model
- Replies: 1
- Views: 260
Re: The railway station's hitbox does not match the model
The Train Stop (like the Rail entity) occupies 2x2 tiles; not 2x1:
collision_box = {{-0.5, -0.5}, {0.5, 0.5}},
selection_box = {{-0.9, -0.9}, {0.9, 0.9}},
damaged_trigger_effect = hit_effects.entity(),
drawing_boxes =
{
north = {{-3,-2.5}, {0.8, 1.25}},
east = {{-1.75, -4.25},{1.625, 0.5 ...
collision_box = {{-0.5, -0.5}, {0.5, 0.5}},
selection_box = {{-0.9, -0.9}, {0.9, 0.9}},
damaged_trigger_effect = hit_effects.entity(),
drawing_boxes =
{
north = {{-3,-2.5}, {0.8, 1.25}},
east = {{-1.75, -4.25},{1.625, 0.5 ...
- Wed Apr 22, 2026 12:30 pm
- Forum: Gameplay Help
- Topic: Uncommon+ Satellite ROI?
- Replies: 6
- Views: 596
Re: Uncommon+ Satellite ROI?
The Quality Mod is part of the Space Age DLC. Enabling the “Space Age” mod disables the Satellite recipe from the game and lowers the cost of a Rocket launch. While it is possible to enable with third-party mods there are probably not that many Quality Satellites that have ever been crafted.
- Mon Apr 20, 2026 1:19 pm
- Forum: Fixed for 2.1
- Topic: [2.0.76] Removing cargo bay entities from a blueprint causes visual glitches in neighbouring cargo bays
- Replies: 2
- Views: 404
Re: [2.0.76] Removing cargo bay entities from a blueprint causes visual glitches in neighbouring cargo bays
127577 was a previous report about the “Patch Graphics” not appearing consistently in all directions during mouse hover; this sounds like a similar case but for the Blueprint Review renderer.
- Fri Apr 17, 2026 3:20 pm
- Forum: Not a bug
- Topic: [2.0.76] Weird blueprint texture in water
- Replies: 1
- Views: 200
Re: [2.0.76] Weird blueprint texture in water
That is Landfill as a "Tile Ghost", automatically placed when you Shift-Clicked the Blueprint.
04-17-2026, 11-27-37.png
You can remove it wholesale using a Filtered Deconstruction Planner . Here is an Importable Blueprint set to remove only "Tile Ghost ...
04-17-2026, 11-27-37.png
You can remove it wholesale using a Filtered Deconstruction Planner . Here is an Importable Blueprint set to remove only "Tile Ghost ...
- Tue Apr 14, 2026 2:37 pm
- Forum: Gameplay Help
- Topic: Construction Robots flying to "deliver" with no item in them.
- Replies: 5
- Views: 731
Re: Construction Robots flying to "deliver" with no item in them.
This sounds like it may fix 132273 as well.
- Sun Apr 12, 2026 2:32 pm
- Forum: Technical Help
- Topic: Problem with graphics after buying a new PC and monitor
- Replies: 3
- Views: 482
Re: Problem with graphics after buying a new PC and monitor
This sounds like a “Motion Enhancement” feature on your monitor.
- Sat Apr 11, 2026 5:34 pm
- Forum: Gameplay Help
- Topic: Train Interrupts - Rate Limit?
- Replies: 10
- Views: 915
Re: Train Interrupts - Rate Limit?
According to 117453 this behaviour is "Not a Bug".
Having a higher Limit set on the Unload stations than the Load stations seems to help with preventing over-dispatching.
Good Luck!
Having a higher Limit set on the Unload stations than the Load stations seems to help with preventing over-dispatching.
Good Luck!
- Sat Apr 11, 2026 5:24 pm
- Forum: Bug Reports
- Topic: [Website] Footer rocket blocks text on email authentication page
- Replies: 1
- Views: 379
Re: [Website] Footer rocket blocks text on email authentication page
This appears to be a CSS spacing/layout issue? The #rocket DIV is 120pixels high
04-11-2026, 13-23-05.png
Whereas #footer is only 99.19pixels tall (with padding).
04-11-2026, 13-23-58.png
If you click the Rocket it will start an animation and get out of the way. :lol:
04-11-2026, 13-21-24 ...
04-11-2026, 13-23-05.png
Whereas #footer is only 99.19pixels tall (with padding).
04-11-2026, 13-23-58.png
If you click the Rocket it will start an animation and get out of the way. :lol:
04-11-2026, 13-21-24 ...
- Thu Apr 09, 2026 3:23 pm
- Forum: Ideas and Suggestions
- Topic: Allow Paving Of Space
- Replies: 1
- Views: 384
Re: Allow Paving Of Space
Feature (sort-of) exists: you can use vertically stacked thrusters to achieve unreasonably fast interplanetary travel. With a max platform Height of 1,000,200 meters = 1,000.2km you can achieve quite a bit of speed - although it is only about 7% of the distance between planets it makes the journey ...
- Tue Apr 07, 2026 7:36 pm
- Forum: Gameplay Help
- Topic: Breeding pentapod eggs
- Replies: 9
- Views: 6089
Re: Breeding pentapod eggs
The definition for the pentapod-egg recipe:
ingredients =
{
{type = "item", name = "pentapod-egg", amount = 1, ignored_by_stats = 1},
{type = "item", name = "nutrients", amount = 30},
{type = "fluid", name = "water", amount = 60}
},
results =
{
{type = "item", name = "pentapod-egg", amount = 2 ...
ingredients =
{
{type = "item", name = "pentapod-egg", amount = 1, ignored_by_stats = 1},
{type = "item", name = "nutrients", amount = 30},
{type = "fluid", name = "water", amount = 60}
},
results =
{
{type = "item", name = "pentapod-egg", amount = 2 ...