Search found 1016 matches: electric rail

Searched query: +electric +rail

by gaming.s1248.com
Sun Jul 26, 2026 3:57 pm
Forum: Bug Reports
Topic: [2.1.12] Crash "RailConnectionDirection::None was not true"
Replies: 0
Views: 65

[2.1.12] Crash "RailConnectionDirection::None was not true"

... FeatureFlag quality = false
2.941 Info ModManager.cpp:450: FeatureFlag rail-bridges = false
2.941 Info ModManager.cpp:450: FeatureFlag segmented ... space-exploration__/data-final-fixes.lua:91: Orphaned recipe: ee-super-electric-pole
4.935 Script @__space-exploration__/data-final-fixes.lua:91 ...
by Poopbutt12345
Fri Jul 10, 2026 11:01 pm
Forum: Ideas and Suggestions
Topic: Electric Railroad
Replies: 0
Views: 131

Electric Railroad

TLDR: New fancy rail acts like a better rail, and a power pole at the same time. Also new fancy train doesn't require fuel, just electricity. Much faster, but more speed more power. Expensive.

General
These would act like ordinary rails, however they would carry power along the rail as if it were a ...
by LoerisOtter
Thu Jul 02, 2026 5:47 pm
Forum: Ideas and Suggestions
Topic: Edit blueprints directly in the game, via editor-like environment
Replies: 1
Views: 355

Edit blueprints directly in the game, via editor-like environment

... place new buildings, remove buildings. It can behave similar to the "Rail signal tutorial", which opens an editor-like simulated environment. This ... of the cheat tools, like infinity chests, infinity pipes, loaders and electric interfaces. This way it will be possible to test design right in the ...
by derLeon
Sun Jun 28, 2026 5:22 pm
Forum: Ideas and Suggestions
Topic: Make everything circuit connectable and add a functions to a few
Replies: 4
Views: 332

Make everything circuit connectable and add a functions to a few

... circuit-features

following arent connectable, but should be:
u-belt, rail, steam-engine, -turbine, solar panel, fusion reactor and generator ... chest
- lane splitter: see splitter
- heat interface: set temp & other settings
- electric interface: set sliders and modes
- bottomless chest: on/off
by FactorioBot
Tue Jun 23, 2026 9:43 am
Forum: Releases
Topic: Version 2.1.7
Replies: 273
Views: 166356

Re: Version 2.1.7

... it uses a dedicated "robot-energy-usage" surface property.
Added ElectricEnergyInterfaceEquipmentPrototype.
Added LuaDebugAdapter for Debug ... and belt_neighbours, heat_neighbours instead.
Removed LuaEntity::pump_rail_target read. Added LuaEntity::pump_input_rail_targets, pump_output_rail ...
by sben
Sat May 23, 2026 6:47 pm
Forum: Bug Reports
Topic: [2.0.73] circuit wire not placed in editor while forced overbuilding
Replies: 0
Views: 311

[2.0.73] circuit wire not placed in editor while forced overbuilding

Forced overbuilding existing rail network entities in the editor.
The circuit wire should be a new entity depending on a circuit-controlled rail signal ... due to match with existing entities but later ... removed ...". The electric wire is a new entity, therefore it cannot match existing ones.
- the ...
by KyuVulpes
Thu Apr 02, 2026 2:25 am
Forum: Modding help
Topic: Cryptic error help
Replies: 7
Views: 959

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 ... FeatureFlag quality = false
0.988 Info ModManager.cpp:449: FeatureFlag rail-bridges = false
0.988 Info ModManager.cpp:449: FeatureFlag segmented ...
by Ostkaka
Sat Mar 21, 2026 10:38 pm
Forum: Ideas and Suggestions
Topic: New enemies on Fulgora stirring in the vaults
Replies: 0
Views: 532

New enemies on Fulgora stirring in the vaults

... power is drained and you don't HAVE to fight them.

I'd say about 2-3 rail-cannon shots might do the job, on tier 1 packleaders, as they are ofcourse immune to electric damage(maybe even healing from it?). but the packleader tries to stay far of buildable areas, which can make it hard and worth ...
by LordChristios
Mon Mar 16, 2026 9:09 pm
Forum: Ideas and Suggestions
Topic: Electric network color differentiation in remote view.
Replies: 0
Views: 383

Electric network color differentiation in remote view.

TL;DR
Electric networks that are not connected to each other should be differentiated by color in the remote view screen.


What?
Electric networks ... if they were differentiated by color on the map. Kind of like how rail sections are colored differently.

It's pretty much never required to ...
by BenTechy66
Mon Sep 29, 2025 5:28 pm
Forum: Technical Help
Topic: [2.0.66] Slow Multiplayer Map Download Speeds
Replies: 8
Views: 2752

[2.0.66] Slow Multiplayer Map Download Speeds

... FeatureFlag quality = false
0.766 Info ModManager.cpp:444: FeatureFlag rail-bridges = false
0.766 Info ModManager.cpp:444: FeatureFlag segmented ... space-exploration__/data-final-fixes.lua:90: Orphaned recipe: ee-super-electric-pole
1.599 Script @__space-exploration__/data-final-fixes.lua:90 ...
by louanbastos
Wed Aug 27, 2025 12:17 pm
Forum: Won't implement
Topic: Make Map Editor “Interaction” Behaviors Scriptable in the Lua API (for creative play, QoL, servers, and mods)
Replies: 11
Views: 2919

Re: Make Map Editor “Interaction” Behaviors Scriptable in the Lua API (for creative play, QoL, servers, and mods)

... blueprint building
Instant deconstruction
Instant upgrading
Instant rail planner
Fill electric buffers when building entities
Ignore tile conditions


I wish it was in the API or where to find it in the API 😅
by louanbastos
Wed Aug 27, 2025 1:56 am
Forum: Won't implement
Topic: Make Map Editor “Interaction” Behaviors Scriptable in the Lua API (for creative play, QoL, servers, and mods)
Replies: 11
Views: 2919

Make Map Editor “Interaction” Behaviors Scriptable in the Lua API (for creative play, QoL, servers, and mods)

... Instant upgrading — upgrade planner actions apply instantly.
• Instant rail planner — rail paths materialize immediately when planned.
• Fill electric buffers when building entities — new electric entities spawn fully charged.
• Placed corpses never expire — corpses created while active do not age ...
by FactorioBot
Wed Jul 30, 2025 4:50 pm
Forum: Releases
Topic: Version 2.0.61
Replies: 11
Views: 30732

Version 2.0.61

... using send_udp fails. (https://forums.factorio.com/129992)
Fixed that rail ramp ghosts would block ground rail ghost construction. (https://forums ... component.
Fixed that a player using the editor could not activate electric discharge equipment and other manually-activated equipment.
Fixed that ...
by kingkj52
Sun Jul 27, 2025 4:12 am
Forum: Technical Help
Topic: [2.0.60] Crashing on Startup
Replies: 4
Views: 4892

Re: [2.0.60] Crashing on Startup

... show-turret-radius-when-blueprinting=true

; Options: true, false
; show-rail-block-visualization=true

; Options: true, false
; show-missing-logistic ... true, false
show-logistic-network=true

; Options: true, false
show-electric-network=true

; Options: true, false
show-turret-range=true

; Options ...
by Tertius
Thu Jul 24, 2025 5:44 pm
Forum: Wiki Talk
Topic: How to use Copilot/ChatGPT/whatever AI as translator for Factorio wiki
Replies: 27
Views: 11694

How to use Copilot/ChatGPT/whatever AI as translator for Factorio wiki

... demolisher":"Zertrümmerer",
"display panel":"Anzeigefeld",
"electric network":"Stromnetz",
"electric system":"Stromnetz",
"electricity":"Strom",
"Electromagnetic science pack":"Wissenschaftspaket für Elektromagnetismus",
"electronic circuit":"elektronischer Schaltkreis",
"elevated rail ...
by whisperwood
Tue Jul 15, 2025 5:06 am
Forum: Technical Help
Topic: Low Wayland framerate on latest update
Replies: 2
Views: 1053

Re: Low Wayland framerate on latest update

... 0,1440], 2560x1080, SDL_PIXELFORMAT_RGB888, 60Hz}
0.225 [1]: Samsung Electric Company U32R59x HNMN702494 (DP-3) - {[0,0], 2560x1440, SDL_PIXELFORMAT ... FeatureFlag quality = true
1.024 Info ModManager.cpp:444: FeatureFlag rail-bridges = true
1.024 Info ModManager.cpp:444: FeatureFlag segmented ...
by Tertius
Mon Jun 23, 2025 7:45 am
Forum: Gameplay Help
Topic: Wired Parking lot and train pathing
Replies: 5
Views: 2149

Re: Wired Parking lot and train pathing

... but the stacker was always full. If it was not full, it was due to bad rail planning that lead to congestion out in the field, but not due to not ... of 50%, that means every mine gets double of what you can get with electric mining drills. You need just 1 mine where you previously needed 3-4.
If ...
by Epp
Tue May 27, 2025 5:07 pm
Forum: Ideas and Suggestions
Topic: Add a hotkey to prevent electric poles from connecting *outside* of a blueprint
Replies: 2
Views: 927

Add a hotkey to prevent electric poles from connecting *outside* of a blueprint

... like a no-brainer for QoL. Here's my use case: I have an expandable rail loop system designed to extend through a roboport grid, like so:

05-27 ... stations. Depending on where I place stations inside these loops, the electric poles reach out and connect to some of the surrounding poles, which I ...
by MRI-One
Sat Apr 26, 2025 3:02 pm
Forum: Resolved Problems and Bugs
Topic: [StrangePan][2.0.45][mac-arm] minimized Factorio restarts graphics loop after resolution change
Replies: 4
Views: 2919

[StrangePan][2.0.45][mac-arm] minimized Factorio restarts graphics loop after resolution change

... FeatureFlag quality = true
0.749 Info ModManager.cpp:444: FeatureFlag rail-bridges = true
0.749 Info ModManager.cpp:444: FeatureFlag segmented ... id=player=0;id=14, type=0, label=E-Mine, description=, icons={{name=electric-mining-drill}}, hash=bfec981d70fcbfd69c20422609116e5dd111a14b ...
by credomane
Fri Apr 25, 2025 5:18 am
Forum: Ideas and Suggestions
Topic: Radar channels
Replies: 10
Views: 7293

Re: Radar channels

... system years ago (read: before 1.0 even) to run over my central "rail" network. My rail bps also had big electric polls that brought power along with red and green circuit wires everywhere. I just never finished my mod/demod system due to complications (read: I sucked at pre-2.0 combinators ...

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