Search found 1019 matches: electric rail

Searched query: +electric +rail

by Alfonse215
Wed Sep 09, 2026 6:41 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

... 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 ...
by unkst4ck3r
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.
by sparr
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 ...
by gaming.s1248.com
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 ...
by Poopbutt12345
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 ...
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: 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 ...
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: 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
by FactorioBot
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 ...
by sben
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 ...
by KyuVulpes
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 ...
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: 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 ...
by LordChristios
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 ...
by BenTechy66
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 ...
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: 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 😅
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: 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 ...
by FactorioBot
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 ...
by kingkj52
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 ...
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: 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 ...
by whisperwood
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 ...
by Tertius
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 ...

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