Search found 1010 matches: electric rail

Searched query: +electric +rail

by KyuVulpes
Thu Apr 02, 2026 2:25 am
Forum: Modding help
Topic: Cryptic error help
Replies: 2
Views: 389

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: 356

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: 208

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: 2143

[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: 2405

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: 2405

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: 25855

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: 3588

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: 23
Views: 7714

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: 873

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: 1693

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: 797

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: 2327

[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: 9
Views: 6284

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 ...
by mmmPI
Sun Apr 20, 2025 11:21 am
Forum: Ideas and Suggestions
Topic: Highlight enemy units when hovering any turret
Replies: 3
Views: 785

Re: Highlight enemy units when hovering any turret

... the ennemy in range, i think the range is the green cone meaning the rail gun can't TARGET things outside the range, however the projectile ... t be targeted.

For tesla turrets the red square would be difficult to draw because sometimes the electric arc jumps further than the green overlay.
by tinker9
Thu Apr 17, 2025 11:18 am
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.43] Rail signals cannot be super force placed on oil ocean
Replies: 13
Views: 5467

Re: [2.0.43] Rail signals cannot be ghost-placed next to a rail in oil ocean

I can also reproduce this by trying to force-replace a medium electric pole next to a rail line, after moving the signal in my hand next to another rail at a different angle. (I'm doing this using remote view.)
by lmb
Mon Apr 14, 2025 3:28 pm
Forum: Resolved Requests
Topic: Faulty Example for circuit_condition :: Read|Write CircuitConditionDefinition
Replies: 1
Views: 480

Faulty Example for circuit_condition :: Read|Write CircuitConditionDefinition

... condition={
comparator=">",
first_signal={type="item", name="rail-chain-signal"},
constant=4}
}
the following worked for me:
a_behavior ... constant=4
}
end

local recipe = game.player.force.recipes["electric-engine-unit"]
create_buffer_chest({x = position.x + 3, y = position.y ...
by Loewchen
Sun Mar 23, 2025 7:33 pm
Forum: Pending
Topic: [2.0.42] Crash on desync "Close active window called while game is being saved."
Replies: 2
Views: 1495

Re: [2.0.42] Crash on desync

... FeatureFlag quality = true
1.282 Info ModManager.cpp:444: FeatureFlag rail-bridges = true
1.282 Info ModManager.cpp:444: FeatureFlag segmented ... cupric-asteroids 1.2.1 (settings.lua)
1.303 Loading mod settings electric-trains 0.4.0 (settings.lua)
1.304 Loading mod settings ion-thruster 1 ...
by boskid
Tue Mar 18, 2025 7:23 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.18] Rail signal wire connections break upon rotation sometimes
Replies: 1
Views: 2117

Re: [boskid][2.0.18] Rail signal wire connections break upon rotation sometimes

... was that wire reach is performed as a distance between selection boxes, rail signals have rotated selections boxes and as it turns out, our code for ... passing (with distance of 8.85) but when signal was on the sides of electric pole, the distance measured was 9.05 and the wire failed a reach check ...
by LdV
Tue Mar 18, 2025 6:51 am
Forum: 1 / 0 magic
Topic: Unable to load previous saved game! - "Corrupt map. Unknown decorative ID: 132"
Replies: 26
Views: 6226

Re: Unable to load previous saved game! - "Corrupt map. Unknown decorative ID: 132"

... FeatureFlag quality = false
3.931 Info ModManager.cpp:444: FeatureFlag rail-bridges = false
3.931 Info ModManager.cpp:444: FeatureFlag segmented ... through-2 0.1.2 (settings.lua)
3.933 Loading mod settings Advanced-Electric-Revamped-v16 0.7.4 (settings.lua)
3.933 Loading mod settings ...

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