... base you will not be replacing those either way and thus there will be no wires running everywhere either. The main thing I use them for is along rail and the legendary ones could be so much more convenient to use with a range upgrade, enabling you to use less per rail section blueprint etc.
I ...
Search found 1019 matches: electric rail
Searched query: +electric +rail
- Wed Sep 09, 2026 6:41 pm
- Forum: Balancing
- Topic: Quality should impact big electric poles and substations more
- Replies: 7
- Views: 375
- Wed Sep 09, 2026 6:11 pm
- Forum: Balancing
- Topic: Quality should impact big electric poles and substations more
- Replies: 7
- Views: 375
Re: Quality should impact big electric poles and substations more
... your base you will not be replacing those either way and thus there will be no wires running everywhere either. The main thing I use them for is along rail and the legendary ones could be so much more convenient to use with a range upgrade, enabling you to use less per rail section blueprint etc.
- Wed Sep 09, 2026 3:13 am
- Forum: Modding interface requests
- Topic: Document prototype types allowed to be empty
- Replies: 1
- Views: 126
Re: Document prototype types allowed to be empty
... combinator, construction-robot, container, copy-paste-tool, curved-rail-a, curved-rail-b, decider-combinator, deconstructible-tile-proxy, display-panel, editor-controller, electric-energy-interface, electric-pole, electric-turret, elevated-curved-rail-a, elevated-curved-rail-b, elevated-half ...
- Sun Jul 26, 2026 3:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.12] Crash "RailConnectionDirection::None was not true"
- Replies: 4
- Views: 1014
[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 ...
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 ...
- Fri Jul 10, 2026 11:01 pm
- Forum: Ideas and Suggestions
- Topic: Electric Railroad
- Replies: 0
- Views: 246
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 ...
General
These would act like ordinary rails, however they would carry power along the rail as if it were a ...
- 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: 721
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 ...
- Sun Jun 28, 2026 5:22 pm
- Forum: Ideas and Suggestions
- Topic: Make everything circuit connectable and add a functions to a few
- Replies: 6
- Views: 713
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
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
- Tue Jun 23, 2026 9:43 am
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 305
- Views: 220361
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 ...
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 ...
- Sat May 23, 2026 6:47 pm
- Forum: Pending
- Topic: [2.0.73] circuit wire not placed in editor while forced overbuilding
- Replies: 1
- Views: 466
[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 ...
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 ...
- Thu Apr 02, 2026 2:25 am
- Forum: Modding help
- Topic: Cryptic error help
- Replies: 7
- Views: 1117
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 ...
0.988 Info ModManager.cpp:449: FeatureFlag rail-bridges = false
0.988 Info ModManager.cpp:449: FeatureFlag segmented ...
- Sat Mar 21, 2026 10:38 pm
- Forum: Ideas and Suggestions
- Topic: New enemies on Fulgora stirring in the vaults
- Replies: 0
- Views: 600
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 ...
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 ...
- Mon Mar 16, 2026 9:09 pm
- Forum: Ideas and Suggestions
- Topic: Electric network color differentiation in remote view.
- Replies: 0
- Views: 442
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 ...
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 ...
- Mon Sep 29, 2025 5:28 pm
- Forum: Technical Help
- Topic: [2.0.66] Slow Multiplayer Map Download Speeds
- Replies: 8
- Views: 3038
[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 ...
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 ...
- 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: 3088
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 😅
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 😅
- 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: 3088
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 ...
• 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 ...
- Wed Jul 30, 2025 4:50 pm
- Forum: Releases
- Topic: Version 2.0.61
- Replies: 11
- Views: 31631
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 ...
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 ...
- Sun Jul 27, 2025 4:12 am
- Forum: Technical Help
- Topic: [2.0.60] Crashing on Startup
- Replies: 4
- Views: 5546
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 ...
; 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 ...
- 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: 12956
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 ...
"display panel":"Anzeigefeld",
"electric network":"Stromnetz",
"electric system":"Stromnetz",
"electricity":"Strom",
"Electromagnetic science pack":"Wissenschaftspaket für Elektromagnetismus",
"electronic circuit":"elektronischer Schaltkreis",
"elevated rail ...
- Tue Jul 15, 2025 5:06 am
- Forum: Technical Help
- Topic: Low Wayland framerate on latest update
- Replies: 2
- Views: 1135
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 ...
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 ...
- Mon Jun 23, 2025 7:45 am
- Forum: Gameplay Help
- Topic: Wired Parking lot and train pathing
- Replies: 5
- Views: 2321
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 ...
If ...