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Template_SpaceNav
|
Template:SpaceNav - Factorio Wiki
|
[] |
Template:SpaceNav - Factorio Wiki
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[
Create
]
Documentation
| Space | Space |
| -------------------- | ------------------------------------------------------------------------------------------- |
| Planetside buildings | Rocket siloCargo landing pad |
| Space platform | Space platform foundationCargo bayAsteroid collectorCrusherThrusterSpace platform hub |
| Rocket cargo | SatelliteSpace platform starter pack |
| Asteroids | Metallic asteroid chunkCarbonic asteroid chunkOxide asteroid chunkPromethium asteroid chunk |
| Locations | NauvisVulcanusGlebaFulgoraAquiloSolar system edgeShattered planet |
| Navigation | LogisticsProductionIntermediate productsCombatTechnologyEnvironment |
List of all templates
|
wiki
|
https://wiki.factorio.com/Template:SpaceNav_-_Factorio_Wiki
|
Tile
|
Tile - Factorio Wiki
|
[] |
Tile - Factorio Wiki
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This article is about placeable tiles. For the area and distance unit, see
map structure
.
An example of using
refined concrete
and
refined hazard concrete
for aesthetic design and to improve walking speed around a
mining
outpost.
A
tile
is an item that can be placed by the player to modify the 'floor' of the game world. Ground tiles are tiles that modify whether terrain can be buildable or walkable. For example,
landfill
places a ground tile that converts
water
to buildable ground. Path tiles improve walking and driving speeds and can be used for decorative purposes, at the cost of significantly reducing the absorption of
pollution
.
Contents
1
List of tiles
2
Paths
3
Usage
3.1
Placing
3.2
Removing paths
3.3
Swapping paths
3.4
Blueprints, deconstruction planners and construction robots
4
History
5
See also
List of tiles
| Name | Type | Walking speed modifier | Placement restrictions |
| ------------------------- | ------ | ---------------------- | ----------------------------------------------------------------------------------------- |
| Stone brick | Path | +30% | |
| Concrete | Path | +40% | |
| Hazard concrete | Path | +40% | |
| Refined concrete | Path | +50% | |
| Refined hazard concrete | Path | +50% | |
| Landfill | Ground | N/A | Only on tiles containingwater(shallow or deep) |
| Artificial yumako soil | Ground | N/A | Only on yumako wetland onGleba |
| Overgrowth yumako soil | Ground | N/A | Only in yellow biome tiles onGleba |
| Artificial jellynut soil | Ground | N/A | Only on jellynut wetland tiles onGleba |
| Overgrowth jellynut soil | Ground | N/A | Only on purple biome tiles onGleba |
| Ice platform | Ground | N/A | Only on ammonical sea tiles onAquilo |
| Space platform foundation | Ground | N/A | Only onSpace platforms |
| Foundation | Ground | N/A | Only on water, all Gleba marsh and wetland,oil oceantiles onFulgoraorlavatiles onVulcanus |
Paths
Path tiles apply bonuses to the walking speed of the player and reduce rolling resistances for
cars
and
tanks
, improving their acceleration and top speed. They do not increase the speed of
enemies
.
Paths effectively prevent the absorption of pollution by the underlying terrain, which can lead to an increased number of attacks from enemies.
In addition to the practical benefits to walking and driving speed, paths are often used for decorative purposes and to visually highlight important areas of the base.
Usage
A demonstration of first placing then removing refined concrete. The building area is adjusted several times.
Placing
Tiles are placed by holding them in the hand and clicking
Left mouse button
. The mouse can be dragged while the button is held to 'paint' tiles over a wide area.
The building area for tiles can be increased by pressing
PAD +
and reduced again by pressing
PAD -
. This allows the player to place a much larger number of tiles at one time, effectively having a larger 'brush' with which to apply tiles to the map.
Path tiles can be placed where entities already exist and will appear underneath them. Likewise entities can later be placed on top of constructed tiles, including paths being placed on top of landfill. Landfill can only be placed on water.
Removing paths
Path tiles can be removed (mined) by holding
Right mouse button
while holding any type of tile in the hand. As with placing tiles, the mouse can be dragged over an area and the size of the building area can be increased or decreased to control how many tiles will be removed at a time. Mined path tiles will be placed back in the player's inventory.
Landfill cannot be removed once placed.
Swapping paths
Any path tile can be placed over any other path tile to replace it. The original tiles will be placed back into the player's inventory.
Blueprints, deconstruction planners and construction robots
Tiles are not included in a
blueprint
unless they are the only eligible object in the selected area, or when the
Tiles
tick-box is ticked. Within a blueprint it is not currently possible for one tile to exist on top of another; in practice this means that a path tile such as
stone brick
or
concrete
cannot exist on top of landfill in a blueprint. If a blueprint is taken of a path tile on top of landfill, only the path tile will be stored in the blueprint.
When a filtered
deconstruction planner
is used tiles are configured separately from entities, appearing under the
Tiles
tab.
Tile
ghosts
will be constructed by
construction robots
. As construction robots are limited in the number of objects they can hold at once, and given that paths often involve hundreds or thousands of tiles, placing a large area of path or landfill with bots may take a long time and draw a significant amount of
electricity
for bot recharging.
History
0.17.10
:
Landfill is now a separate tile, differentiated from grass-1.
0.17.0
:
Landfill can now be included in blueprints and placed by construction robots.
Tile construction jobs are now handled separately by construction robots, to prevent entity ghosts not being built due to large number of tile ghosts.
0.16.27
:
Refined concrete and refined hazard concrete introduced.
0.13.0
:
Landfill introduced.
Hazard concrete introduced.
0.12.0
:
Concrete introduced.
0.3.0
:
Stone brick introduced.
See also
Blueprint
Deconstruction planner
Construction robot
|
wiki
|
https://wiki.factorio.com/Tile_-_Factorio_Wiki
|
Combat_shotgun
|
Combat shotgun - Factorio Wiki
|
[] |
Combat shotgun - Factorio Wiki
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| | Combat shotgun | Edit |
| | -------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | ---- | | -- | | ---- | | ---- | | ---- | | ---- |
| 10+10+5+15+10β1 | 10+10+5+15+10β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 12.5+10+10+15+10 | 12.5+10+10+15+10 | | | | | | | | | | | | |
| Stack size | 5 | | | | | | | | | | | | |
| Rocket capacity | 5 | | | | | | | | | | | | |
| Range | 1516.518.019.522.5 | | | | 15 | | 16.5 | | 18.0 | | 19.5 | | 22.5 |
| | | | 15 | | | | | | | | | | |
| | 16.5 | | 18.0 | | | | | | | | | | |
| | 19.5 | | 22.5 | | | | | | | | | | |
| Shooting speed | 2/s | | | | | | | | | | | | |
| Damage bonus | 20% | | | | | | | | | | | | |
| Ammunition | | | | | | | | | | | | | |
| Prototype type | gun | | | | | | | | | | | | |
| Internal name | combat-shotgun | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| 3 | 3 | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
An advanced shotgun with good range, damage and higher rate of fire than that of the standard
shotgun
. The damage bonus of the
combat shotgun
stacks multiplicatively with
physical projectile damage (research)
.
History
0.7.0
:
Introduced
See also
Damage
Shotgun
Enemies
| Combat items | Combat items |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower |
| Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() |
| Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule |
| Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() |
| Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() |
| Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote |
| Defense | WallGateRadarLand mine |
| Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() |
| Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Combat_shotgun_-_Factorio_Wiki
|
Flammables_(research)
|
Flammables (research) - Factorio Wiki
|
[] |
Flammables (research) - Factorio Wiki
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| | Flammables (research) | Edit |
| | --------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 3011β50 | 3011β50 |
| Prototype type | technology |
| Internal name | flammables |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
Researching
Flammables
gives the player access to research the
Flamethrower
. For more information, please see
Oil processing
.
See also
Research
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
https://wiki.factorio.com/Flammables_(research)_-_Factorio_Wiki
|
Factorio_talk_Wiki_rules
|
Factorio talk:Wiki rules - Factorio Wiki
|
[] |
Factorio talk:Wiki rules - Factorio Wiki
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Contents
1
Translation of Templates
2
Language, Page name capitalization
3
Possible typo?
4
Clarification on a few items
Translation of Templates
Ssilk added informations for translation pages and naming these pages.
How should we handle template pages? The same way like any other page or should we name them in the native language?
For example: There is a template page called
Template:Machinery
and today, someone created a copy of this page but translated to french. See here:
Template:Machinerie
--
TheGreenkey
(
talk
) 23:07, 3 June 2014 (CEST)
Of course the same way:
Template:Machinery/de
for example.Β :) 00:27, 9 June 2014 (CEST)οΏ½
Language, Page name capitalization
"Page names should only be capitalized at the first word, with some exceptions. Essentially, Petroleum gas, and not Petroleum Gas. This is both for readability and for the internal code of the wiki to work correctly."
I would like to question this policy. I spent several months over on the FTB Wiki (and previously admin'd the now dead GregTech Community Wiki), and on them we had the opposite policy: capitalize all words in page names, on the grounds that each page name is a full proper noun. We had this policy because it would actually improve readability, in that it makes it very clear that the term being discussed is the object that is defined on that other page, rather than the term being a more general word. (For example: "Steam engine" makes Steam significant but the word "engine" could be just an engine powered by steam; whereas "Steam Engine" makes it more clear that the full term is a proper noun that refers to the actual
Steam Engine
.)
PaladinOne
(
talk
) 07:37, 30 July 2017 (UTC)
The wiki will continue to use "Upper lower lower" for the following reasons:
It's consistent with the game which also uses Upper lower lower
There should be no "Uppercase Links" or "Uppercase item names" in text (as a style guideline)
I also have to disagree with your example, since the wiki is only about the game there should be no confusion there, and even if there is, there is a link to the right item pages to clear it up. --
Bilka
(
talk
) -
Admin
14:23, 30 July 2017 (UTC)
Possible typo?
I believe there is a typo in list item 7 of the first numbered list of the section
Factorio:Wiki_rules#Page_creation
.
I believe the following sentence has a typo:
If the page is not related to the wiki, it has be related to Factorio, and may not be linked from outside sources, including the general wiki.
I believe the following revision fixes the typo:
If the page is not related to the wiki, it has to be related to Factorio, and may not be linked from outside sources, including the general wiki.
Snayday
(
talk
) 18:08, 20 July 2022 (UTC)
Thanks for noticing and noting this, fixed! --
Bilka
(
talk
) -
Admin
19:17, 20 July 2022 (UTC)
Clarification on a few items
Hello team,
I am looking to update the asteroids page with information on spawn rate since it is so obtuse currently.
I found this page that includes sudo-code allegidly plulled from reverse engineering factorio code:
https://www.reddit.com/r/factorio/comments/1gz08vz/asteroid_spawn_testing/
The spawn rate testing from the OP definitely seems reliably enough to add as a "community testing shows" but I wanted to check if there were rules about linking to the reddit page for further reading or including information gained from reverse engineering the games code.
|
wiki
|
https://wiki.factorio.com/Factorio_talk:Wiki_rules_-_Factorio_Wiki
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Transport_belts
|
Transport belts - Factorio Wiki
|
[] |
Transport belts - Factorio Wiki
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| |
| ------------------------------------------------------------------- |
| Multiple pages share the title or description of "Transport belts". |
| They are listed below. |
Transport belt
may refer to:
Transport belt
Fast transport belt
Express transport belt
Turbo transport belt
For details on transport belt functionality and usage, see the
belt transport system
page.
|
wiki
|
https://wiki.factorio.com/Transport_belts_-_Factorio_Wiki
|
Fast_transport_belt
|
Fast transport belt - Factorio Wiki
|
[] |
Fast transport belt - Factorio Wiki
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| | Fast transport belt | Edit |
| | ------------------- | ---- |
Base game
Space Age mod
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 0.5+5+1β1 | 0.5+5+1β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 3.5+11.5 | 3.5+11.5 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 160208256304400 | | | | 160 | | 208 | | 256 | | 304 | | 400 |
| | | | 160 | | | | | | | | | | |
| | 208 | | 256 | | | | | | | | | | |
| | 304 | | 400 | | | | | | | | | | |
| Resistances | Fire: 0/50% | | | | | | | | | | | | |
| Stack size | 100 | | | | | | | | | | | | |
| Rocket capacity | 100 | | | | | | | | | | | | |
| Dimensions | 1Γ1 | | | | | | | | | | | | |
| Belt speed | 30 Items/s | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | transport-belt | | | | | | | | | | | | |
| Internal name | fast-transport-belt | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| 2 | 2 | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 0.5+5+1β1 | 0.5+5+1β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 3.5+11.5 | 3.5+11.5 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 160208256304400 | | | | 160 | | 208 | | 256 | | 304 | | 400 |
| | | | 160 | | | | | | | | | | |
| | 208 | | 256 | | | | | | | | | | |
| | 304 | | 400 | | | | | | | | | | |
| Resistances | Fire: 0/50% | | | | | | | | | | | | |
| Stack size | 100 | | | | | | | | | | | | |
| Rocket capacity | 100 | | | | | | | | | | | | |
| Dimensions | 1Γ1 | | | | | | | | | | | | |
| Belt speed | 30 Items/s | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | transport-belt | | | | | | | | | | | | |
| Internal name | fast-transport-belt | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| 2 | 2 | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Fast transport belts
are a faster variant of the
transport belt
, operating at double speed. They are the second tier of
transport belts
.
Other fast belt systems
| Fast underground belt | Fast splitter |
| --------------------- | ------------- |
Other
Transport belts
| Transport belt | Express transport belt | Turbo transport belt |
| -------------- | ---------------------- | -------------------- |
Properties
| Type | Max. throughput (Items pergame-second)1 | Speed (Tilesper game-second)1 | Max. density (Items per tile)1 | Requiredtechnologies |
| ------------------- | --------------------------------------- | ----------------------------- | ------------------------------ | ---------------------- |
| Fast transport belt | 30 | 3.75 | 8 | Logistics 2 (research) |
(1)
See
Physics of Transport Belts
for more detailed information.
History
0.17.0
:
Increased throughput from 26.66 to 30 items/second.
Consistently holds 8 items per tile.
0.15.0
:
Increased stack size from 50 to 100.
0.13.0
:
Transport belt is now connectible to the
circuit network
.
Transport belt connectible entities will now disconnect from incoming belts when marked for deconstruction.
0.12.0
:
Items on transport belts don't go off the belt at the end, so the transport belt has to go directly in front of the required inserter.
Optimised the transport belt movement.
0.11.9
:
Items marked for deconstruction cannot be moved by belts anymore.
Reduced the CPU load caused by big counts of
inserters
loading/unloading transport belts.
0.11.0
:
Fast/express belts are now made from the slower variants.
0.9.7
:
Belts to be deconstructed no longer accept items.
0.9.6
:
New transport belt graphics.
0.9.0
:
Small optimisation.
0.6.0
:
Transport belt doesn't pull player out of the edge of it (like items), so player won't be almost trapped on faster transport belts.
0.5.0
:
Better movement on transport belts in turns and crossings.
0.2.8
:
Cross connections of transport belt of the same type are disabled.
0.2.2
:
When transport belts are rotated (or replaced with different than opposite direction), items on transport belt are collected.
0.2.1
:
Small optimisation.
0.1.0
:
Introduced.
See also
Belt transport system
Transport belts
Underground belts
Splitters
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Fast_transport_belt_-_Factorio_Wiki
|
Pistol
|
Pistol - Factorio Wiki
|
[] |
Pistol - Factorio Wiki
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| | Pistol | Edit |
| | ------ | ---- |
| Stack size | 5 | | | | | | | | | | | | |
| --------------- | ---------------- | | ---- | | -- | | ---- | | -- | | ---- | | ---- |
| Rocket capacity | 10000 | | | | | | | | | | | | |
| Range | 1516.51819.522.5 | | | | 15 | | 16.5 | | 18 | | 19.5 | | 22.5 |
| | | | 15 | | | | | | | | | | |
| | 16.5 | | 18 | | | | | | | | | | |
| | 19.5 | | 22.5 | | | | | | | | | | |
| Shooting speed | 4/s | | | | | | | | | | | | |
| Ammunition | | | | | | | | | | | | | |
| Prototype type | gun | | | | | | | | | | | | |
| Internal name | pistol | | | | | | | | | | | | |
The
Pistol
is the most basic weapon in Factorio. In Freeplay mode, the player starts with a pistol and 10
firearm magazines
.
The Pistol can only handle the smallest of enemy threats and the player will frequently take damage when trying to use it for self-defense. It is recommended to upgrade to the
Submachine gun
as soon as possible.
History
2.0.7
:
Removed the crafting recipe.
| Combat items | Combat items |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower |
| Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() |
| Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule |
| Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() |
| Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() |
| Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote |
| Defense | WallGateRadarLand mine |
| Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() |
| Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Pistol_-_Factorio_Wiki
|
Tungsten_ore
|
Tungsten ore - Factorio Wiki
|
[] |
Tungsten ore - Factorio Wiki
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| | Tungsten ore | Edit |
| | ------------ | ---- |
| Map color | |
| ----------------- | ----------------- |
| Stack size | 50 |
| Mining time | 5 |
| Prototype type | resource |
| Internal name | tungsten-ore |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Recycling results | Recycling results |
| 0.25 | 0.25 |
Space Age
expansion exclusive feature.
Tungsten ore
is an ore unique to the planet
Vulcanus
. Due to its extreme hardness, it can only be mined with a
big mining drill
, and takes five times as long as regular ore to mine. It usually spawns inside
demolisher
territories, forcing the
player
to defeat the creature. It can be crafted into
tungsten carbide
or smelted at a
foundry
into
tungsten plate
. It can also be found in volcanic
rocks
, as well as the rocky remains left behind by a dead demolisher.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Calcite
Coal
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Tungsten_ore_-_Factorio_Wiki
|
Lithium_plate
|
Lithium plate - Factorio Wiki
|
[] |
Lithium plate - Factorio Wiki
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| | Lithium plate | Edit |
| | ------------- | ---- |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 6.4+1β1 | 6.4+1β1 |
| Total raw | Total raw |
| 6.4+1 | 6.4+1 |
| Stack size | 100 |
| Rocket capacity | 500 (5 stacks) |
| Prototype type | item |
| Internal name | lithium-plate |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Recycling results | Recycling results |
| 0.25 | 0.25 |
Space Age
expansion exclusive feature.
Lithium plates
are a material made from smelting
lithium
in a furnace. Plates are used to create the
cryogenic plant
, as well as several other key materials such as the
cryogenic science pack
.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Lithium brine
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Lithium_plate_-_Factorio_Wiki
|
Cluster_grenade
|
Cluster grenade - Factorio Wiki
|
[] |
Cluster grenade - Factorio Wiki
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| | Cluster grenade | Edit |
| | --------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------------- | | ---- | | -- | | ---- | | -- | | ---- | | ---- |
| 8+5+7+5β1 | 8+5+7+5β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 64+70+5+35+5 | 64+70+5+35+5 | | | | | | | | | | | | |
| Cluster size: 7 | Cluster size: 7 | | | | | | | | | | | | |
| Stack size | 100 | | | | | | | | | | | | |
| Rocket capacity | 25 (0.25 stacks) | | | | | | | | | | | | |
| Range | 2022242630 | | | | 20 | | 22 | | 24 | | 26 | | 30 |
| | | | 20 | | | | | | | | | | |
| | 22 | | 24 | | | | | | | | | | |
| | 26 | | 30 | | | | | | | | | | |
| Shooting speed | 2/s | | | | | | | | | | | | |
| Damage | 3545.55666.587.5(explosion) | | | | 35 | | 45.5 | | 56 | | 66.5 | | 87.5 |
| | | | 35 | | | | | | | | | | |
| | 45.5 | | 56 | | | | | | | | | | |
| | 66.5 | | 87.5 | | | | | | | | | | |
| Area of effect size | 11 | | | | | | | | | | | | |
| Prototype type | projectile | | | | | | | | | | | | |
| Internal name | cluster-grenade | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| 4 | 4 | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
cluster grenade
is an advanced grenade which has a slightly better range than the basic
grenade
, and splits into 7 basic grenades when impacting its target. Its damage can be increased further with
research
. Compared to the basic grenade, its increased blast radius makes it much better for clearing out dense areas, as well as swarms of
enemies
and enemy nests.
Gallery
Slowed animation of a cluster grenade being used.
History
0.13.0
:
Introduced
Damage upgrade tech introduced
See also
Damage
Enemies
| Combat items | Combat items |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower |
| Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() |
| Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule |
| Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() |
| Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() |
| Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote |
| Defense | WallGateRadarLand mine |
| Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() |
| Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Cluster_grenade_-_Factorio_Wiki
|
Replay_system
|
Replay system - Factorio Wiki
|
[] |
Replay system - Factorio Wiki
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Contents
1
Overview
2
Creating & playing a replay
2.1
The replay GUI
2.2
Multiplayer
3
Limitations
4
Advanced features
5
See also
Overview
A replay is a file stored within the game save, containing any information needed to repeat (replay) a game from start, in a movie-like fashion. This feature is to allow players to view how their world came to be.
Creating & playing a replay
Replays can be automatically generated as the map is played, behind the scenes. To enable this, the "Record replay" option needs to be checked when starting a new game. This setting is in the top right when selecting game modes (freeplay, scenarioes, etc.) before map settings. Replays have rather strong limitations, see below.
Playing a replay will play back in chronological order the actions taken in the world, as if the player was recording. The speed of playback can be increased or decreased to fine-tune the viewing experience.
To view a replay, from the main menu go to Single player β Load game, then find the βΆ Start replay button in the upper right.
The replay GUI
A simple control GUI is available to control replay playback:
The top bar shows the position in the replay out of the total time of the replay. The buttons allow to:
Pause/play the replay
Slow down playback
Speed up playback
In multiplayer replays it is also possible to change the viewpoint player via the dropdown. Furthermore,
F10
can be used to switch to the next viewpoint player in the list.
Multiplayer
Creating a save with replay enabled must be done within the GUI.
When hosting the game locally:
Main menu β Multiplayer β Host new game β Check "Record replay" in the top right β Select the game mode β Next
Change map settings if desired β Next
Change multiplayer server settings if desired β Play
When hosting the game on a dedicated server:
Main menu β Single player β New game β Check "Record replay" in the top right β Select the game mode β Next
Change map settings if desired β Play
Enter the Game menu β Save game β Quit game
Copy the created save game to the dedicated server save directory
Launch the server with the copied file
Limitations
Replays for worlds created in older versions cannot be played. Downgrading is needed to view the replay.
Adding/removing mods to the save will also break the replay.
Playback view is locked to the character in singleplayer.
There is no way to skip ahead, the entire replay must be watched up until the point of interest.
Re-winding (A.K.A. Going backwards in time ) is not possible.
The save file needs to be created within the GUI. The headless version cannot enable replay.
Advanced features
The game can be saved at any time during playback, thus it is possible to play again from any time during the replay.
This also allows to inspect the state at that point in time without zoom or movement limitations.
Changing the script files inside the save will not invalidate the replay. This can be used to add scripts that do not affect the game state, such as taking screenshots in the background as the replay runs. Scripts that affect the game state (e.g. creating entities) will break the replay.
Converting a save to a scenario and then starting a new game from that scenario restarts the replay at that point. This can be used to begin recording from a point after initial save creation, e.g. after mod or version changes have invalidated the previous replay. These are the steps to convert a save to a scenario and then start a new save game with replay enabled:
Main menu β Map editor β Convert save β Select the save file β Convert
Main menu β Single player β New game β Select the scenario with the save name in the "User scenarios" β Check "Record replay" in the top right β Play
See also
Multiplayer
Application directory
|
wiki
|
https://wiki.factorio.com/Replay_system_-_Factorio_Wiki
|
Types_EntityPrototypeFlags
|
Types/EntityPrototypeFlags - Factorio Wiki
|
[] |
Types/EntityPrototypeFlags - Factorio Wiki
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The prototype docs have moved to a new website with an improved format.
This documentation page can now be found here:
https://lua-api.factorio.com/latest/types/EntityPrototypeFlags.html
This wiki page is no longer updated and
will be removed at some point in the future
, so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback
on the forums
.
|
wiki
|
https://wiki.factorio.com/Types/EntityPrototypeFlags_-_Factorio_Wiki
|
Automobilism_(research)
|
Automobilism (research) - Factorio Wiki
|
[] |
Automobilism (research) - Factorio Wiki
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| | Automobilism (research) | Edit |
| | ----------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 3011β100 | 3011β100 |
| Prototype type | technology |
| Internal name | automobilism |
| Required technologies | Required technologies |
| 2 | 2 |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
Automobilism
is the first technology speeding up travel for long distances. It enables crafting
cars
.
See also
Research
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
https://wiki.factorio.com/Automobilism_(research)_-_Factorio_Wiki
|
Virtual_signals
|
Circuit network - Factorio Wiki
|
[] |
Circuit network - Factorio Wiki
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Circuit networks
are built using
red
or
green wire
, and enable the control of receivers, based upon information broadcast onto the network by connected senders. Most senders are storage devices, and broadcast their information onto a specific channel, based on the item or liquid the storage device contains. Each circuit network contains a channel for every kind of item, as well as 48 extra
virtual signals
which act as user-definable channels. '
Everything
', '
Anything
' and '
Each
' are also available wildcards.
Two circuit networks shared over one
small electric pole
.
Contents
1
Usage
1.1
Send information
1.2
Control devices
2
Devices
3
Physical network structure
4
Combinators
5
Virtual signals
5.1
Logic signals
5.1.1
Everything
5.1.2
Anything
5.1.3
Each
6
Tutorials
7
Logistic network
8
History
Usage
Send information
Senders broadcast the amount of items or fluids they contain or other data definable by the player. Each amount is broadcast as a numeric value on a 'channel' corresponding to the item. For example, a Storage Tank containing 1000 Crude Oil will broadcast 1000 on the Crude Oil channel.
The channels are separated from each other, so each network can simultaneously carry a number for each item and fluid in the game, and for each of the extra user-defined channels (digits 0-9, letters A-Z, and 9 different colors). All unused channels have the value zero.
Multiple broadcasts of the same item or fluid are additive: If there are two connected Storage Tanks with 1000 Crude Oil each, the value of the Crude Oil channel within the network will be 2000.
All wires of the same color which are connected together by junctions form a network, i.e. they will pass their signals to each other. For example, if two red wires are connected to the same combinator input, each wire receives the content from the other. This can result in feedback if care is not taken; see Feedback (under
arithmetic combinator
, below) for discussion.
Numbers are in the signed 32 bit integer range, i.e. from -2147483648 to 2147483647 inclusive, and are encoded in
two's complement representation
. The numbers wrap around on overflow, so e.g. 2147483647 + 10 becomes -2147483639. When entering a number in a combinator it can appear to exceed the 32 bit limit until the GUI is closed, at which point the number will overflow/underflow.
[1]
Control devices
Receivers can use broadcast information, in most cases to enable/disable the device. They can either compare results between different channels, or compare a channel to a specific value.
Receiving devices sum all signals from each wire connected to them, even red and green wires. For example, if an inserter is connected to a red wire carrying a signal for 20 copper plates and a green wire with 10 copper plates, the input signal set for that receiver will be 30 copper plates.
Multiple wires of the same color will share & sum their signals. For example, 3 chests A, B and C connected in a row (A -> B -> C) with green wire will output the sum of their contents along any green wire connected to any of the chests. However, if a red wire connects chest A to an inserter, that inserter will only be given the contents of A as its input signal.
Devices
Each device that is able to be connected to a circuit network has a
icon located in the top right corner of its info pane. Clicking this icon will display the available circuit network options for that device (note: a red or green wire must be connected, otherwise the message "not connected" will display instead). Clicking the
icon next to it, the device can be connected to a logistic network if in range of one, which also allows conditions to be set.
Conditions can be set for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.
The following devices can be connected to a circuit network:
| Icon | Name | Possible output signals | Possible circuit control | Possible logistic network control |
| ---- | --------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------- |
| | Transport belts | Transport belts can send their content to the circuit network.Pulse mode: The signal is sent for only 1 tick when the item enters the belt.Hold mode: The signal is sent continuously as long as the items are on the belt.Hold mode(All belts): The signal is sent continuously for all items on the entire transport belt line. The count continues through underground belts, but not splitters or side loading. | Transport belts can be enabled on a condition. | Transport belts can be enabled on a logistic network condition. |
| | Inserters | All inserters can send their held items to the circuit network.Pulse mode: The signal is sent for only 1 tick when the item is picked up.Hold mode: The signal is sent continuously as long as the inserter is holding the item. | All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable; values less than 1 are treated as 1). Filters can be set on a signal. | All inserters can be enabled on a logistic network condition. |
| | Assembling machines,Oil refinery,Chemical plant,Centrifuge,Crusher,Foundry,Electromagnetic plant,Biochamber,Cryogenic plant | All crafting machines can output:Their contents, including fluids, in all slotsOptionally, can include the items within the current crafting jobIf the machine has fuel, can optionally include the current fuel, including the unit of fuel currently being burnedThe ingredients of the set recipeA control signal, for 1 tick, when the recipe finishes craftingA control recipe, when the building is working | All crafting machines can enable on a condition and set their recipe based on a signal | |
| | Furnacesand theRecycler | Furnace-style crafting machines can output:Their contents, including fluids, but not fuel, in all slotsOptionally, can include the items within the current crafting jobIf the machine requires fuel, can optionally include the current fuel, including the unit of fuel currently being burnedThe ingredients of automatically determined recipeA control signal, for 1 tick, when the recipe finishes craftingA control signal, when the building is working | All furnace-style crafting machines can enable on a condition | |
| | Chests | All chests can send their contents to the circuit network. Logistic chests automatically send their contents to thelogistic network. | Logistics chests can be enabled on a condition. | |
| | Cargo landing pad | The landing pad can send its contents to the circuit network. | The landing pad can have its requests set by the circuit network. | |
| | Rocket silo | The rocket silo can output its contents or requests from space platforms. | | |
| | Space platform hub | Can output its contents, destination and source planet, current speed, and damage takenDefault: Read Speed = SignalVDefault: Read Damage Taken = SignalD | Platform hub can be sent the contents of the circuit network to use for wait conditions | |
| | Asteroid collector | Can output its contents to the circuit network | Can enable on a condition and set filters on a signal | |
| | Requester chest,Buffer chest,Storage chest,Passive provider chest,Active provider chest | Can send its contents to the circuit network. | Buffer and requester chests can have their requested items set by the circuit network.Can be enabled/disabled via a circuit network condition. When disabled, chests that provide items to the logistics network no longer provide those items. When disabled, chests that request items from the logistics network no longer request those items. | |
| | Storage tank | The storage tank can send its fluid content to the circuit network. | | |
| | Gate | Gates can send a signal to the circuit network.Default: Player detected = | Gates can be opened on a condition. | |
| | Nuclear reactor,Heating tower | The reactor and heating tower can output any fuel, including the fuel currently being burned, to the circuit network, as well as its current temperatureDefault: Read temperature = | | |
| | Agricultural tower | Can output any seeds and harvested plants in its inventory | Agricultural tower can be enabled on a condition | Can be enabled on a logistic network condition |
| | Gun turret,Laser turret,Flamethrower turret,Rocket turret,Tesla turret,Railgun turret | Can send their respective ammunition to the circuit networkLaser and tesla turrets will not send any signal if this option is selected, due to not using ammo | Can enable, set priorities, and ignore priorities on a condition | Can be enabled on a logistic network condition |
| | Artillery turret | Can send its ammunition to the circuit network | Can be enabled on a condition | Can be enabled on a logistic network condition |
| | Rail signal | Rail signals can send their state to the circuit network.Default:Note: If red due to circuit network, does NOT output red signal | Rail signals can be set to red on a condition. | |
| | Rail chain signal | Rail chain signals can send their state to the circuit network.Default: | | |
| | Train stop | Train stops can output:The contents, except fuel, of a stopped trainAny fluid amounts are rounded down to the nearest full number, except when the fluid is < 1, then it is rounded to 1.The unique Train ID of a stopped train, defaulting toThe number of trains en-route to the current stop, including the currently stopped train, defaulting to | Send the signal to the train, to use in wait conditionsEnable the stop on a conditionDisabled stops act as if their train limit = 0. Trains attempting to go here will enter the "Destination Full" state.Set the stop's train limit to the value of a control signal, defaulting toSet the stop's priority to the value of a control signal, defaulting to "P" | Train stops can be enabled on a logistic network condition. |
| | Accumulator | It can send its charge level in percent to the circuit network.Default: ChargeΒ % = | | |
| | Roboport | It can send its logistic network contents and/or its robot statistics to the circuit network. The signals used for robot statistics are configurable.Default: Available Logistics Bots =Default: Total Logistics Bots =Default: Available Construction Bots =Default: Total Construction Bots =Default: Roboports in Network = | | |
| | Radar | Radars will transmit any signals passed into it to all other radars on the same planet.Unlike other machine outputs, signals from red and green wires are transmitted separately. | | |
| | Display panel | | Can display a label and/or custom message on a condition | |
| | Mining drills | All mining drills can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. | Mining drills can be enabled on a condition. | Mining drills can be enabled on a logistic network condition. |
| | Pumpjack | It can output the current oil mining rate. | It can be enabled on a condition. | It can be enabled on a logistic network condition. |
| | Power switch | | Power switches can connect power networks on a condition. | It can be enabled on a logistic network condition. |
| | Programmable speaker | | Shows alerts and plays sounds based on circuit network signals. It can be used to make simple tunes. | |
| | Lamp | | The lamp can be enabled on a condition.Color mapping: The color is set based on the provided color signalsColor components: The color is set based on the values of incoming red, green, and blue color signals, which should be between 0 and 255Packed RGB: The color is set based on a single hex encoded RGB color on the white color signal. It should be between 0 and 16777215 | The lamp can be enabled on a logistic network condition. |
| | Offshore pump | | The offshore pump can be enabled on a condition. | The offshore pump can be enabled on a logistic network condition. |
| | Pump | | The pump can be enabled on a condition and set its filter on a signal | The pump can be enabled on a logistic network condition. |
Physical network structure
A circuit network consists only of those devices connected together with the same color wire. Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.
Note that each connected set of wires forms a separate network. For example, it's entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up. However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.
To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.
To erase a wire or cable connection, place the same color wire over an existing connection. You don't get the wire/cable back.
To remove
all
connections from a power pole, shift-click on the pole. The first shift-click will remove all electrical connections, and the second will remove all red and green wires.
When connecting to a
arithmetic combinator
or
decider combinator
, take care to connect the wire to the correct input or output side. Use "Show details" mode to see the orientation of the combinator.
Hovering the mouse cursor over an item will highlight all wires which connect to the item.
Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.
Cut-pasting entities tries to preserve all wire connections to external entities and reconnect the new ghost to all its previous connection points, even when pasted multiple times, making it easy to rearrange entities without breaking connections.
Deconstructing a power pole tries to keep all affected wire connections intact, forming new wires between previously-connected entities as needed. This can result in redundant wire connections forming when cut-pasting or undoing deconstruction. Note that this doesn't happen when the power pole is destroyed, though its ghost remains connected.
Combinators
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.
The
constant combinator
broadcasts up to 20 values on any of the channels for whatever networks it is connected to. (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.) You can use any item channel or any of the
virtual signal
channels.
Note that using two of the 20 slots to broadcast values on the
same
channel is the same as broadcasting the sum of the two values from one slot.
The
arithmetic combinator
performs arithmetic operations on input values and broadcasts the result to the specified output channel. The input and output channels can be any item channel or any of the virtual signal channels.
Connecting: The arithmetic combinator connects to a red or green network on its
input
side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its
output
side (the output wires appear to stretch out a bit from the body of the device).
Feedback: Note that the input network and the output network
are not the same network
. Connecting the output network back to the input network will result in a feedback loop. For example, adding 1 to the value for copper plates and broadcasting it as copper plates is an action that results in an infinite loop if output is connected back to input. The value for copper plates will rapidly (but not instantly) shoot upward. (The rate at which it climbs is determined by the current tick rate.) This technique can be combined with decider combinator logic to make electronic clocks, gates, and other systems; see
Combinator Tutorial
for advanced techniques.
Each: This combinator can use the 'Each' signal for both input and output, in which case
all
non-zero input channels will have the combinator's operation performed and broadcast on the output side. Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a 'one-way' wire; all the information from the input network is copied to the output network, but the reverse is not true.
Multi-network: The arithmetic combinator can be joined to both red and green networks on the input side and will sum their inputs.
The
decider combinator
functions much like an arithmetic combinator, but is designed to compare values. Essentially, it is a conditional. In terms of connecting, feedback, and the Each signal it functions as specified above. In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks. See the
decider combinator
page for more details on how to use this.
The
selector combinator
has various functions designed for filtering out and analyzing specific signals from its inputs. It is able to output the largest or smallest signal in a series of inputs, output the stack size of items, count the number of inputs, and output a random input every certain number of game ticks. If
Space Age
is enabled, it has three more functions for detecting an item's rocket capacity, and filtering/transferring
quality
grades.
Virtual signals
Some of the Virtual Signals available for use in the circuit network in the base game
Virtual signals are special signals that do not correspond to game items or fluids. Other than the three logic signals, virtual signals do not behave differently from item signals.
There are 177 virtual signals available (or 241 in
Space Age
) split between the Signals, Enemies, Environment, and Unsorted tabs. These include but are not limited to, numbers, letters, various lines & arrows, information icons, every
enemy
variant, environmental features, and the signal for the planet
Nauvis
.
Additionally, if the "Show parameters in selection lists" option is enabled under game Settings > Interface > Interaction, the Unsorted tab receives 10 special purple "parameter" icons which can be used for blueprint
parameterisation
.
Logic signals
The icons of the three logic signals
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.
Everything
Everything
can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the
everything
signal behaves as
universal quantification
.
If a signal (rather than a constant number) is used on the right side of the comparison with
everything
, it is implicitly excluded from the set of signals that
everything
checks, so the signal is not matched against itself. That means it is meaningful test e.g.
everything
>
X
, without getting a trivially false result on
X
>
X
.
The output of a
decider combinator
may also use
everything
, unless the input is set to
each
. When used, the combinator will output signal on every channel with non-zero input as long as the condition is true; the value will either be the input value or 1, depending on the corresponding setting.
Anything
Anything
can be used on the left side of conditions. It will be false when there are no inputs. The condition will be true when the condition is true for at least one signal. This means the
anything
signal behaves as
existential quantification
.
If a signal (rather than a constant number) is used on the right side of the comparison with
anything
, it is implicitly excluded from the set of signals that
anything
checks, so the signal is not matched against itself. That means it is meaningful test e.g.
anything
>=
X
, without getting a trivially true result on
X
>=
X
.
When used in both the input and output of a decider combinator,
anything
will return the first matching signal following the order of precendence as they appear in Factoriopedia,
wooden chest
being first in line.
Each
Each
can only be used in left input side and output of
decider
and
arithmetic
combinators. The signal can only be used as an output when also used as an input. When used in both the input and output, it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.
A combinator using
each
is like a stack of combinators with all inputs connected and all outputs connected in parallel. For example, if there are signals "copper" and "iron" present, one combinator would be evaluating conditions for copper, and the other combinator would be evaluating conditions for iron. The different output signals would then be added together on the shared wire.
Unlike
everything
and
anything
above, if a signal is used on the right hand side of an
each
operation, it is NOT implicitly excluded. So if you e.g. have
each
*
X
then you will also get
X
multiplied with itself in the output.
Each as an input will only be processed on signals that have a non-zero value. If you have a
decider
condition that inputs and output each, but wants to output only one value for an input signal that passes the condition, it will never output 1 for a signal which has a zero value, even if the condition is one that would be passed for a zero value.
Tutorials
Tutorial:Circuit network cookbook
-
Example-heavy tutorials; for beginners who want to get to know and use the benefits of the circuit network.
Tutorial:Combinator tutorial
-
Mainly textual and detailed tutorials.
Logistic network
The logistic network used by
logistic robots
is essentially a third network (a wireless one), along with the green and red wired networks. The logistic network is based on coverage by
roboports
.
Some devices can also be connected to the logistic network and enabled based on a condition. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true. Devices that can also be controlled with the logistic network:
Agricultural tower
Crafting machines
Inserters
Lamp
Mining drills
Offshore pump
Power switch
Pump
Pumpjack
Train stop
Transport belts
Turrets
See the
logistic network
and
roboport
articles for more information.
History
2.0.35
:
Furnaces can be connected to circuit network.
2.0.34
:
Extended the virtual signals, and unified/changed graphics of some of the existing ones.
2.0.7
:
Added selector combinator. It allows to select one of the signals, or the signal count from an input.
Added display panel. 1X1 entity which can show specified icon and/or text, possibly also on the map. It can be also controlled by the circuit network.
Added editable description to combinator entities.
Decider Combinators are now allowed to check multiple conditions and send multiple outputs per combinator.
Radar can now be connected to circuit network, allowing to wirelessly transmit a single channel of red and green signals on each planet/surface.
All turrets (including artillery) can now be connected to the circuit network to read their current ammo count and/or deactivate them.
Assembling machines, chemical plants, oil refineries and centrifuges can now send the ingredient list of their recipes to the circuit network.
0.15.0
:
Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.
Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.
Train Stop can output the contents of the stopped train's cargo.
Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.
Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.
Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.
Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.
Added additional operators to the Decider Combinator and Circuit Conditions.
0.13.0
:
Many machines are now connectible to the circuit network.
Wire disconnecting is incorporated into the latency hiding.
Wires are now highlighted on entity mouseover.
Reduced memory usage of circuit network.
0.12.33
:
Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.
0.12.1
:
One can copy paste circuit network conditions between the
inserter
,
lamp
,
pump
and
offshore pump
.
0.12.0
:
Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.
The
lamp
,
storage tank
,
pump
and
offshore pump
can be connected to the circuit network.
0.10.0
:
Blueprints
copy circuit network connections.
0.8.3
:
Circuit network contents info has colored slots to specify the network it represents.
0.1.0
:
Introduced
|
wiki
|
https://wiki.factorio.com/Circuit_network_-_Factorio_Wiki
|
Pipe
|
Pipe - Factorio Wiki
|
[] |
Pipe - Factorio Wiki
Jump to navigation
Jump to search
| | Pipe | Edit |
| | ---- | ---- |
Base game
Space Age mod
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ------------------------ | | --- | | --- | | --- | | --- | | --- | | --- |
| 0.5+1β1 | 0.5+1β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 0.5+1 | 0.5+1 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Fluid storage volume | 100 | | | | | | | | | | | | |
| Health | 100130160190250 | | | | 100 | | 130 | | 160 | | 190 | | 250 |
| | | | 100 | | | | | | | | | | |
| | 130 | | 160 | | | | | | | | | | |
| | 190 | | 250 | | | | | | | | | | |
| Resistances | Fire: 0/80%Impact: 0/30% | | | | | | | | | | | | |
| Stack size | 100 | | | | | | | | | | | | |
| Rocket capacity | 200 (2 stacks) | | | | | | | | | | | | |
| Dimensions | 1Γ1 | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | pipe | | | | | | | | | | | | |
| Internal name | pipe | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ------------------------ | | --- | | --- | | --- | | --- | | --- | | --- |
| 0.5+1β1 | 0.5+1β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 0.5+1 | 0.5+1 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Fluid storage volume | 100 | | | | | | | | | | | | |
| Health | 100130160190250 | | | | 100 | | 130 | | 160 | | 190 | | 250 |
| | | | 100 | | | | | | | | | | |
| | 130 | | 160 | | | | | | | | | | |
| | 190 | | 250 | | | | | | | | | | |
| Resistances | Fire: 0/80%Impact: 0/30% | | | | | | | | | | | | |
| Stack size | 100 | | | | | | | | | | | | |
| Rocket capacity | 200 (2 stacks) | | | | | | | | | | | | |
| Dimensions | 1Γ1 | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | pipe | | | | | | | | | | | | |
| Internal name | pipe | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
pipe
is the most basic method of distribution of fluids. It is commonly used to provide water from
offshore pumps
to
boilers
and steam to
steam engines
for power generation, and later on,
crude oil
and
oil products
. Unlike
transport belts
,
players
and
enemies
can't walk over them.
Comprehensive information on fluid distribution can be found on the
fluid system
page.
Attempting to build a pipe that would potentially mix two liquids will fail, as the pipe won't be placed. Undesired fluid can be flushed from the pipe system by opening the pipe GUI and clicking the trash button next to the fluid. Fluids that are flushed from pipes are deleted permanently.
Contents
1
Alternative recipes
2
Gallery
3
History
4
See also
Alternative recipes
Space Age
expansion exclusive feature.
| Process | Input | Output | Made in | Required technology |
| ------------ | ----- | ------ | ------- | ------------------- |
| Casting pipe | 1+10 | 1 | | Foundry (research) |
Gallery
Failed attempt to mix fluids.
GUI of a pipe inside a fluid system containing water.
The GUI of liquids going through pipes when ready to place more pipes.
History
2.0.7
:
Reworked the fluid system flow logic. (
https://factorio.com/blog/post/fff-416
)
Contiguous sections of pipes and storage tanks are merged into segments.
Each segment contains a single fluid, and throughput is proportional to how full a segment is.
0.15.0
:
Increased stack size from 50 to 100.
0.13.0
:
Underground pipes and belts are placed at max connecting distance apart when built by dragging.
0.11.6
:
The Oil refinery and chemical plant are disconnected from pipes if the recipe is reset.
0.10.1
:
Added new icons
0.10.0
:
Unused pipe connections are passive and do not connect to pipes.
0.9.1
:
Pipes now refresh their connection to
storage tanks
when rotated.
Small quantities of fluid can be pushed/destroyed by larger quantities in pipes.
0.9.0
:
New graphics.
All terminating pipes now have visuals.
Pipes now show fluid inside when
ALT
mode is enabled.
Optimized bounding boxes.
0.5.1
:
The
boiler
is now fast-replaceable with pipes, and vice versa.
New graphics.
0.2.0
:
Visualization of connection to a pipe to ground.
0.1.0
:
Introduced
See also
Pump
Pipe to ground
Fluid system
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Pipe_-_Factorio_Wiki
|
Steel_axe_(research)
|
Steel axe (research) - Factorio Wiki
|
[] |
Steel axe (research) - Factorio Wiki
Jump to navigation
Jump to search
| | Steel axe (research) | Edit |
| | -------------------- | ---- |
| Researched by | Researched by |
| --------------------- | --------------------- |
| Craft50 | Craft50 |
| Prototype type | technology |
| Internal name | steel-axe |
| Required technologies | Required technologies |
| | |
Steel axe (research)
increases the
player
's
mining
speed by 100%, from 0.5 to 1.0.
See also
Research
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
https://wiki.factorio.com/Steel_axe_(research)_-_Factorio_Wiki
|
Electric_mining_drill
|
Electric mining drill - Factorio Wiki
|
[] |
Electric mining drill - Factorio Wiki
Jump to navigation
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| | Electric mining drill | Edit |
| | --------------------- | ---- |
Base game
Space Age mod
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | ---- | | ---- | | --- | | --- | | --- | | --- |
| 2+3+5+10β1 | 2+3+5+10β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 8.25+4.5+23 | 8.25+4.5+23 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Fluid storage volume | 200 | | | | | | | | | | | | |
| Health | 300390480570750 | | | | 300 | | 390 | | 480 | | 570 | | 750 |
| | | | 300 | | | | | | | | | | |
| | 390 | | 480 | | | | | | | | | | |
| | 570 | | 750 | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 | | | | | | | | | | | | |
| Dimensions | 3Γ3 | | | | | | | | | | | | |
| Energy consumption | 90 kW (electric) | | | | | | | | | | | | |
| Mining time | 0.3 | | | | | | | | | | | | |
| Mining speed | 0.5 | | | | | | | | | | | | |
| Mining area | 5Γ5 tiles | | | | | | | | | | | | |
| Resource drain | 100%83%66%50%16% | | | | 100% | | 83% | | 66% | | 50% | | 16% |
| | | | 100% | | | | | | | | | | |
| | 83% | | 66% | | | | | | | | | | |
| | 50% | | 16% | | | | | | | | | | |
| Pollution | 10/m | | | | | | | | | | | | |
| Module slots | 3 slots | | | | | | | | | | | | |
| Prototype type | mining-drill | | | | | | | | | | | | |
| Internal name | electric-mining-drill | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | ---- | | ---- | | --- | | --- | | --- | | --- |
| 2+3+5+10β1 | 2+3+5+10β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 8.25+4.5+23 | 8.25+4.5+23 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Fluid storage volume | 200 | | | | | | | | | | | | |
| Health | 300390480570750 | | | | 300 | | 390 | | 480 | | 570 | | 750 |
| | | | 300 | | | | | | | | | | |
| | 390 | | 480 | | | | | | | | | | |
| | 570 | | 750 | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 | | | | | | | | | | | | |
| Dimensions | 3Γ3 | | | | | | | | | | | | |
| Energy consumption | 90 kW (electric) | | | | | | | | | | | | |
| Mining time | 0.3 | | | | | | | | | | | | |
| Mining speed | 0.5 | | | | | | | | | | | | |
| Mining area | 5Γ5 tiles | | | | | | | | | | | | |
| Resource drain | 100%83%66%50%16% | | | | 100% | | 83% | | 66% | | 50% | | 16% |
| | | | 100% | | | | | | | | | | |
| | 83% | | 66% | | | | | | | | | | |
| | 50% | | 16% | | | | | | | | | | |
| Pollution | 10/m | | | | | | | | | | | | |
| Module slots | 3 slots | | | | | | | | | | | | |
| Prototype type | mining-drill | | | | | | | | | | | | |
| Internal name | electric-mining-drill | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
electric mining drill
mines out
iron ore
,
copper ore
,
uranium ore
,
stone
and
coal
, and places it in front of the output tile, on a
belt
or in a machine or chest that covers the output tile.
The machine is 3Γ3, but mines in a 5Γ5 area, extending 1 tile away on each side.
Mines copper ore, iron ore, coal, or stone at a rate of 0.5/s and uranium ore at a rate of 0.25/s.
When placed over
uranium ore
, which requires
sulfuric acid
to mine, three fluid connectors will appear on the mining drill. The mining drills will pass excess sulfuric acid to each other when these connectors are aligned, allowing multiple drills to be placed right next to each other with only one pipe input necessary to feed all of them.
Contents
1
Indicators
2
History
3
Trivia
4
See also
Indicators
There is a light attached to the front of the mining drill that will change colors depending on its status:
Green light = The drill is currently functioning without issues.
Yellow light = The drill's ability to dispense resources is blocked, it is low on power, it is disabled by the
circuit network
or it is missing the fluid required to mine the current resource.
Red light = The drill has completely run out of resources to mine.
History
0.18.46
:
Electric mining drill graphics now fill bounding box more accurately.
0.18.44
:
Reworked Electric mining drill graphics, removing their vertical structure - to fix tile overlapping and other issues introduced with redesign.
0.18.31
:
New electric mining drill graphics.
0.17.0
:
Unified and rounded mining speed and times for ores and drills.
0.15.2
:
Changed mining drill fluidbox to allow fluid to flow to pipes without the use of pumps.
0.15.0
:
Mining drill now has fluid input when placed over
uranium ore
.
Mining drills can be turned on and off using the
circuit network
. They can also output the remaining expected resources.
0.8.1
:
Mining drill now ignores resources that can't be mined because of the higher hardness.
0.7.3
:
Shows area of effect when highlighted.
Mining drill evenly mines from every tile in its area.
0.7.0
:
Pollution mechanic introduced.
Added support for modules to electric mining drills.
Mining drills deactivate when out of resources.
0.5.1
:
Show output arrows when alt mode is on.
0.5.0
:
New Graphics.
0.2.0
:
Shows count of available resources.
0.1.0
:
Introduced
Trivia
From 0.15.7 to 0.17.0, it was a component of the
chemical science pack
.
See also
Mining
Electric system
| Production items | Production items |
| ------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Tools | Repair packBlueprintDeconstruction plannerUpgrade plannerBlueprint book |
| Electricity | BoilerSteam engineSolar panelAccumulatorNuclear reactorHeat pipeHeat exchangerSteam turbineFusion reactor()Fusion generator() |
| Resource extraction | Burner mining drillElectric mining drillBig mining drill()Offshore pumpPumpjack |
| Furnaces | Stone furnaceSteel furnaceElectric furnaceFoundry()Recycler() |
| Agriculture | Agricultural towerBiochamberCaptive biter spawner |
| Production | Assembling machine 1Assembling machine 2Assembling machine 3Oil refineryChemical plantCentrifugeElectromagnetic plant()Cryogenic plant()LabBiolab() |
| Environmental protection | Lightning rodLightning collectorHeating tower |
| Modules | BeaconSpeed moduleSpeed module 2Speed module 3Efficiency moduleEfficiency module 2Efficiency module 3Productivity moduleProductivity module 2Productivity module 3Quality module()Quality module 2()Quality module 3() |
| Navigation | LogisticsIntermediate productsSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Electric_mining_drill_-_Factorio_Wiki
|
Types_ItemCountType
|
Types/ItemCountType - Factorio Wiki
|
[] |
Types/ItemCountType - Factorio Wiki
Jump to navigation
Jump to search
The prototype docs have moved to a new website with an improved format.
This documentation page can now be found here:
https://lua-api.factorio.com/latest/types/ItemCountType.html
This wiki page is no longer updated and
will be removed at some point in the future
, so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback
on the forums
.
|
wiki
|
https://wiki.factorio.com/Types/ItemCountType_-_Factorio_Wiki
|
Nuclear_power_(research)
|
Nuclear power (research) - Factorio Wiki
|
[] |
Nuclear power (research) - Factorio Wiki
Jump to navigation
Jump to search
| | Nuclear power (research) | Edit |
| | ------------------------ | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 30111β800 | 30111β800 |
| Prototype type | technology |
| Internal name | nuclear-power |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
The
nuclear power
research allows the basic construction of nuclear reactors which are complex to set up but have a high energy density.
See also
Nuclear power
Tutorial:Nuclear power
Research
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
https://wiki.factorio.com/Nuclear_power_(research)_-_Factorio_Wiki
|
Mech_armor_(research)
|
Mech armor (research) - Factorio Wiki
|
[] |
Mech armor (research) - Factorio Wiki
Jump to navigation
Jump to search
| | Mech armor (research) | Edit |
| | --------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 601111111β5000 | 601111111β5000 |
| Prototype type | technology |
| Internal name | mech-armor |
| Required technologies | Required technologies |
| | |
| Effects | Effects |
| | |
Space Age
expansion exclusive feature.
Unlocks the ability to craft the
mech armor
, the most powerful armor in the game.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Fulgora
Research
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
https://wiki.factorio.com/Mech_armor_(research)_-_Factorio_Wiki
|
Production_science_pack
|
Production science pack - Factorio Wiki
|
[] |
Production science pack - Factorio Wiki
Jump to navigation
Jump to search
| | Production science pack | Edit |
| | ----------------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------------- | --------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- |
| 21+1+1+30β3 | 21+1+1+30β3 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 153.5+57.5+32.5+20+25+15+10 | 153.5+57.5+32.5+20+25+15+10 | | | | | | | | | | | | |
| Used by labs for research. | Used by labs for research. | | | | | | | | | | | | |
| Stack size | 200 | | | | | | | | | | | | |
| Rocket capacity | 1000 (5 stacks) | | | | | | | | | | | | |
| Science capacity | 100%200%300%400%600% | | | | 100% | | 200% | | 300% | | 400% | | 600% |
| | | | 100% | | | | | | | | | | |
| | 200% | | 300% | | | | | | | | | | |
| | 400% | | 600% | | | | | | | | | | |
| Prototype type | tool | | | | | | | | | | | | |
| Internal name | production-science-pack | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
Production science pack
is one of the three late-game
science packs
in the base game, the other two being the
utility science pack
, and the
space science pack
.
Contents
1
Achievements
2
Ratio
3
Raw Costs
4
History
5
See also
Achievements
| | Research with productionResearch a technology usingproduction science packs. |
| | ---------------------------------------------------------------------------- |
Ratio
The following shows the minimum ratio of assemblers/machines and items required to produce production science pack such that all number of assemblers/machines are whole numbers. Items per min is calculated using
assembling machine 3
with no
modules
or
beacons
and all assemblers running at full speed. The crafting of some intermediate products are not shown (due to the assumption that these items are available in large quantities within the factory). This table was produced using normal recipe difficulty.
| Items/min | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| -------------------------------------------------------------------------- | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | ---- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | | | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | | | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | | | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | | | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | | | | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | | | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | | | | |
| 450using42150using10150015007504500using152250225011252250150using30750750 | 450using42 | 450using42 | 450using42 | 450using42 | 450using42 | 450using42 | 450using42 | 450using42 | 450using42 | 450using42 | | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | | | 1500 | 1500 | 1500 | 1500 | 1500 | 1500 | 1500 | 1500 | 1500 | 1500 | | | 1500 | 1500 | 1500 | 1500 | 1500 | 1500 | 1500 | 1500 | 1500 | 1500 | | | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | | 4500using15 | 4500using15 | 4500using15 | 4500using15 | 4500using15 | 4500using15 | 4500using15 | 4500using15 | 4500using15 | 4500using15 | | | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | | | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | | | | 1125 | 1125 | 1125 | 1125 | 1125 | 1125 | 1125 | 1125 | 1125 | 1125 | | | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | | 150using30 | 150using30 | 150using30 | 150using30 | 150using30 | 150using30 | 150using30 | 150using30 | 150using30 | 150using30 | | | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | | | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | | | | | |
| 450using42 | 450using42 | 450using42 | 450using42 | 450using42 | 450using42 | 450using42 | 450using42 | 450using42 | 450using42 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | 150using10 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | 1500 | 1500 | 1500 | 1500 | 1500 | 1500 | 1500 | 1500 | 1500 | 1500 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | 1500 | 1500 | 1500 | 1500 | 1500 | 1500 | 1500 | 1500 | 1500 | 1500 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 4500using15 | 4500using15 | 4500using15 | 4500using15 | 4500using15 | 4500using15 | 4500using15 | 4500using15 | 4500using15 | 4500using15 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 1125 | 1125 | 1125 | 1125 | 1125 | 1125 | 1125 | 1125 | 1125 | 1125 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | 2250 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 150using30 | 150using30 | 150using30 | 150using30 | 150using30 | 150using30 | 150using30 | 150using30 | 150using30 | 150using30 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | 750 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
Raw Costs
This section counts the total
raw
resource cost for a single science pack, excluding productivity, assuming both that
Advanced oil processing
is utilized and all oil products are cracked down into
petroleum gas
:
52.5
19.2
3.3
68.4
83.8
11.7
History
0.17.0
:
Changed recipe to 21
Time
+ 1
Electric furnace
+ 1
Productivity module
+ 30
Rails
β 3
Production science packs
. (Previously 14
Time
+ 1
Electric furnace
+ 1
Electric engine unit
β 2
Production science packs
.)
0.16.0
:
Changed production science pack recipe to no longer require assembling machine 1.
0.15.7
:
Changed production science pack recipe to require
assembling machine 1
instead of
pumpjack
.
0.15.0
:
Introduced.
See also
Research
Science pack
Technologies
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Production_science_pack_-_Factorio_Wiki
|
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|
Tutorial talk:Quick start guide - Factorio Wiki
|
[] |
Tutorial talk:Quick start guide - Factorio Wiki
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Campaign or New Game
This guide leads players straight to the sandbox style game. We might want to lead the player to the campaign too, and give some advice on which to choose. I dont quite recall how beginner-friendly the current campaign is, but I think it's a bit nicer than the normal game.
That would be a good idea. The campaign functions as its own small tutorial, so it's good to lead the player there. Next time you leave a message on a talk page don't forget to sign it with the 4 ~'sΒ :) --
Bilka
(
talk
) -
Admin
15:41, 12 August 2017 (UTC)
I missed the pointer to the campaign in literally the first sentence of the article. I still added another hint in the "Starting your game" section.
By the way, if I didnt miss anything the article should be pretty much up to date with 0.15 now. I'd appreciate if someone else could look at it one more time and remove the cleanup frame.
Unique 2
(
talk
) 16:39, 12 August 2017 (UTC)
I read over the guide, updated a small bit of info about the resources and removed the cleanup template, so it's updated now. Thank you for your work, we really appreciate it! --
Bilka
(
talk
) -
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Main_Page_Latest_versions
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Main Page/Latest versions - Factorio Wiki
|
[] |
Main Page/Latest versions - Factorio Wiki
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Latest stable version:
2.0.32
Latest experimental version:
2.0.39
The wiki is based on version
2.0
Planned releases
Planned features
|
wiki
|
https://wiki.factorio.com/Main_Page/Latest_versions_-_Factorio_Wiki
|
Shattered_planet
|
Shattered planet - Factorio Wiki
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[
"stub"
] |
Shattered planet - Factorio Wiki
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| |
| --------------------------------------------- |
| This article is astub, and not comprehensive. |
| You can help this wiki byexpanding it. |
Space Age
expansion exclusive feature.
The
shattered planet
is a post-game location in space, far away from the planets in the Nauvis system, making this area the most dangerous to explore. Unique promethium
asteroids
are located here, being the only remains of the now-shattered planet.
Contents
1
Achievements
2
Exclusive items
3
Mechanics
4
Space routes
5
Gallery
6
Trivia
7
History
8
See also
Achievements
| | Going to shattered planet 1Travel 10 000 km towards theshattered planet. |
| | ------------------------------------------------------------------------ |
| | Going to shattered planet 2Travel 30 000 km towards theshattered planet. |
| | ------------------------------------------------------------------------ |
| | Going to shattered planet 3Travel 60 000 km towards theshattered planet. |
| | ------------------------------------------------------------------------ |
Exclusive items
The following items are unlocked en route to shattered planet:
Promethium asteroid chunk
Mechanics
As the player starts approaching the shattered planet, promethium asteroids are encountered. Moreover, the density of asteroids increases the further the platform is from the solar system. Promethium asteroids are stronger than the other three types, as they have doubled health. Second, they can not be
crushed
and processed like other asteroids. Promethium asteroid chunks are one of the components for
crafting
the
promethium science pack
.
The player is not expected to reach the shattered planet as the density of asteroids reaches to the point it would overwhelm even a well-equipped ship.
Space routes
The shattered planet is only connected to
Solar system edge
.
| Location | Distance (km) |
| ----------------- | ------------- |
| Solar system edge | 4,000,000 |
Gallery
Three different sizes of a promethium asteroid.
Trivia
Any details of the shattered planet are completely unknown, including its name and how it was shattered. Based on the name of its asteroid remains, it is possible that the planet's name was "Prometheus", which is based on the name of one of the Titans in Greek mythology, who was also a god of fire. Other planets in the game also have their names based on figures in Greek mythology.
Gleba's current name is not related to said Mythology, but during development, it was named
Bacchus
, after the Roman god of fertility, orchards, and vegetation.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Solar system edge
| Space | Space |
| -------------------- | ------------------------------------------------------------------------------------------- |
| Planetside buildings | Rocket siloCargo landing pad |
| Space platform | Space platform foundationCargo bayAsteroid collectorCrusherThrusterSpace platform hub |
| Rocket cargo | SatelliteSpace platform starter pack |
| Asteroids | Metallic asteroid chunkCarbonic asteroid chunkOxide asteroid chunkPromethium asteroid chunk |
| Locations | NauvisVulcanusGlebaFulgoraAquiloSolar system edgeShattered planet |
| Navigation | LogisticsProductionIntermediate productsCombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Shattered_planet_-_Factorio_Wiki
|
Hairy_clubnub
|
Hairy clubnub - Factorio Wiki
|
[] |
Hairy clubnub - Factorio Wiki
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| | Hairy clubnub | Edit |
| | ------------- | ---- |
| Can be chopped down forwoodandspoilage. | Can be chopped down forwoodandspoilage. |
| --------------------------------------- | --------------------------------------- |
| Map color | |
| Expected resources | 5+5 |
| Health | 200 |
| Mining time | 0.5 |
Space Age
expansion exclusive feature.
Hairy clubnubs
are part of the natural
terrain generation
in
Gleba
. They are fungi with wooded stems.
They provide
wood
and
spoilage
when mined.
History
2.0.7
:
Introduced in
Space Age
expansion.
| Environment | Environment |
| ----------- | ------------------------------------------------------------------------------------------------------------------- |
| Generic | PlayerCliffRock |
| Nauvis | TreeBiters |
| Vulcanus | Ashland tree |
| Gleba | JellystemYumako treeStromatoliteWater caneHairy clubnubBoompuffCuttlepopSlipstackStingfrondLickmawTeflillyPentapods |
| Fulgora | Fulgoran ruinFulgoran vault ruinFulgoran lightning attractorFulgorite |
| Aquilo | Lithium ice formation |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Hairy_clubnub_-_Factorio_Wiki
|
Tesla_weapons_(research)
|
Tesla weapons (research) - Factorio Wiki
|
[] |
Tesla weapons (research) - Factorio Wiki
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| | Tesla weapons (research) | Edit |
| | ------------------------ | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 601111111β1500 | 601111111β1500 |
| Prototype type | technology |
| Internal name | tesla-weapons |
| Required technologies | Required technologies |
| 4 | 4 |
| Allows | Allows |
| 3 | 3 |
| Effects | Effects |
| | |
Space Age
expansion exclusive feature.
Unlocks the ability to craft the
tesla turret
and the
tesla gun
(and its
ammunition
).
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Fulgora
Research
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
https://wiki.factorio.com/Tesla_weapons_(research)_-_Factorio_Wiki
|
Module_Infobox_parsing
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Module:Infobox/parsing - Factorio Wiki
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[] |
Module:Infobox/parsing - Factorio Wiki
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Lua methods used by
Template:Infobox
via
Module:Infobox
.
Edit this documentation on
Module:Infobox/parsing/doc
.
Contents
1
Methods
1.1
_technology_trigger
1.2
_technology
1.3
_item
1.4
_crafting
1.5
_crafting_raw
Methods
_technology_trigger
Takes one argument in the form of a string. The string is expected to have the following format:
trigger-type: Item, count + Iron ore
The trigger type can be one of the following:
mine-entity
build-entity
craft-item
capture-spawner
create-space-platform
send-item-to-orbit
The items and counts are optional, when they are left out then the colon after the trigger-type should also be removed. The items and counts are forwarded to
_item
to be parsed and displayed as icons.
Examples:
build-entity: asteroid collector
capture-spawner
_technology
Takes one argument in the form of a string and one named argument, "color". The string is expected to have the following format:
Military 4 + Advanced oil processing + Advanced electronics 2, 2
This string is split so that each entry between a
+
is forwarded to
Template:Icon/special
so that it displays the technology and has the level as the caption.
Before forwarding the arguments to the icon template, " (research)" is appended to the technology if a page with that name exists. Furthermore, the technology level is deduced from the technology name if it is not manually specified.
The color defaults to "999".
_item
Takes one argument in the form of a string. The string is expected to have the following format:
Item, count + Iron plate, 45 + Iron ore + Electronic circuit, 5
This string is split so that each entry between a
+
is forwarded to
Template:Icon/special
so that it displays the item and has the number as the caption. The number (
, N
) is optional and defaults to nothing.
_crafting
Takes one argument in the form of a string. The string is expected to have the following format:
Item ingredient, count + Iron ore, 45 + Electronic circuit, 5 = Item product, count + Advanced circuit, 4
The text in front of the equals sign are treated as the recipe ingredients, the text behind the equals sign is treated as the recipe products. The products are optional and default to the name of the current page. For both ingredients and products, the count (
, N
) is optional and defaults to 1.
This string is split so that each entry between a
+
is forwarded to
Template:Icon/special
so that it displays the item and has the count as the caption.
_crafting_raw
Takes one argument in the form of a string. The string is expected to have the following format:
Item ingredient, count + Iron ore, 45 + Electronic circuit, 5
The text in front of the equals sign are treated as the recipe ingredients, the text behind the equals sign is treated as the recipe products. If this is given the format from "_crafting", then the products are ignored. For the ingredients the count (
, N
) is optional and defaults to 1.
This string is split so that each entry between a
+
is forwarded to
Template:Icon/special
so that it displays the item and has the count as the caption.
local
util
=
require
(
"Module:Util"
)
local
parsing
=
{}
local
tech_trigger_text
=
{
[
"mine-entity"
]
=
"Mine"
,
[
"build-entity"
]
=
"Build"
,
[
"craft-item"
]
=
"Craft"
,
[
"capture-spawner"
]
=
"Capture any spawner."
,
[
"create-space-platform"
]
=
"Create space platform."
,
[
"send-item-to-orbit"
]
=
"Send to orbit"
}
function
parsing
.
_technology_trigger
(
frame
,
str
)
local
parts
=
util
.
_split
(
str
,
":"
)
local
text
=
frame
:
expandTemplate
{
title
=
"Translation"
,
args
=
{
tech_trigger_text
[
parts
[
1
]]}}
if
parts
[
2
]
then
return
text
..
" "
..
parsing
.
_item
(
frame
,
parts
[
2
])
end
return
text
end
function
parsing
.
_technology
(
frame
,
args
)
if
args
[
1
]
==
"?"
or
util
.
_empty_arg
(
args
[
1
])
then
return
args
[
1
]
end
local
ret
=
{}
local
techs
=
util
.
_split
(
args
[
1
],
"+"
)
for
_
,
tech
in
ipairs
(
techs
)
do
local
tech_parts
=
util
.
_split
(
tech
,
","
)
local
tech_name
=
tech_parts
[
1
]
..
" (research)"
if
not
util
.
_page_exists
(
tech_name
)
then
-- fall back to plain name if page with " (research)" doesn't exist
tech_name
=
tech_parts
[
1
]
end
local
tech_level
=
tech_parts
[
2
]
or
""
if
tech_level
==
""
then
-- fall back to level from tech name if none given manually
local
second_to_last_char
=
string.sub
(
tech_parts
[
1
],
-
2
,
-
2
)
if
second_to_last_char
==
" "
then
tech_level
=
string.sub
(
tech_parts
[
1
],
-
1
)
-- last character should be the level of the tech
end
end
ret
[
#
ret
+
1
]
=
frame
:
expandTemplate
{
title
=
'icon/special'
,
args
=
{
tech_name
,
tech_level
,
color
=
args
.
color
or
"999"
}}
end
return
table.concat
(
ret
)
end
function
parsing
.
_item
(
frame
,
item_string
)
if
item_string
==
"?"
or
util
.
_empty_arg
(
item_string
)
then
return
item_string
end
local
ret
=
{}
local
items
=
util
.
_split
(
item_string
,
"+"
)
for
_
,
item
in
ipairs
(
items
)
do
local
icon_args
=
util
.
_split
(
item
,
","
)
icon_args
[
2
]
=
icon_args
[
2
]
or
""
ret
[
#
ret
+
1
]
=
frame
:
expandTemplate
{
title
=
'icon/special'
,
args
=
icon_args
}
end
return
table.concat
(
ret
)
end
function
parsing
.
_crafting
(
frame
,
recipe
)
if
recipe
==
"?"
or
util
.
_empty_arg
(
recipe
)
then
return
recipe
end
local
recipe_parts
=
util
.
_split
(
recipe
,
"="
)
local
ingredients
=
parsing
.
_crafting_part
(
frame
,
recipe_parts
[
1
])
local
products
=
recipe_parts
[
2
]
if
products
then
products
=
parsing
.
_crafting_part
(
frame
,
products
)
else
local
item_name
=
frame
:
expandTemplate
{
title
=
'No language suffix/No namespace'
}
products
=
frame
:
expandTemplate
{
title
=
'icon/special'
,
args
=
{
item_name
,
"1"
}}
end
return
ingredients
..
" β "
..
products
end
function
parsing
.
_crafting_raw
(
frame
,
recipe
)
if
recipe
==
"?"
or
util
.
_empty_arg
(
recipe
)
then
return
recipe
end
local
recipe_parts
=
util
.
_split
(
recipe
,
"="
)
return
parsing
.
_crafting_part
(
frame
,
recipe_parts
[
1
])
end
-- @param frame
-- @param str string A list of "item, count" separated by "+"
-- @return string @The resulting icons with a "+" between each icon
function
parsing
.
_crafting_part
(
frame
,
str
)
local
ret
=
{}
local
items
=
util
.
_split
(
str
,
"+"
)
for
_
,
item
in
ipairs
(
items
)
do
local
item_parts
=
util
.
_split
(
item
,
","
)
local
item_count
=
item_parts
[
2
]
or
"1"
-- fall back to 1, not empty!
item_count
=
frame
:
expandTemplate
{
title
=
'Crop'
,
args
=
{
item_count
}}
ret
[
#
ret
+
1
]
=
frame
:
expandTemplate
{
title
=
'icon/special'
,
args
=
{
item_parts
[
1
],
item_count
}}
end
return
table.concat
(
ret
,
"+"
)
end
return
parsing
|
wiki
|
https://wiki.factorio.com/Module:Infobox/parsing_-_Factorio_Wiki
|
Portable_fusion_reactor_(research)
|
Portable fusion reactor (research) - Factorio Wiki
|
[] |
Portable fusion reactor (research) - Factorio Wiki
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| | Portable fusion reactor (research) | Edit |
| | ---------------------------------- | ---- |
| Cost | Cost |
| --------------------- | ------------------------ |
| 601111111111β1000 | 601111111111β1000 |
| Prototype type | technology |
| Internal name | fusion-reactor-equipment |
| Required technologies | Required technologies |
| | |
| Effects | Effects |
| | |
Space Age
expansion exclusive feature.
This article is about the new equipment introduced in
Space Age
. For the base game reactor equipment research, see
Portable fission reactor (research)
.
Unlocks the
portable fusion reactor
, a stronger varient of the
portable fission reactor
.
See also
Research
Technologies
Equipment modules
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
https://wiki.factorio.com/Portable_fusion_reactor_(research)_-_Factorio_Wiki
|
Crafting
|
Crafting - Factorio Wiki
|
[] |
Crafting - Factorio Wiki
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The process of 'crafting' is to produce an end product off of input products using a recipe. The
player
or a variety of buildings like
Assembling machines
can craft materials. Smelting is a particular kind of crafting that can only be done by
furnaces
. Since smelting cannot be done by the player, it is impossible to craft some items directly from raw resources.
In the beginning of the game, it is easy to make everything manually, but as the game advances, manual crafting is less and less efficient of a way to create. Products that require liquids and a few others (such as engine units) cannot be manually crafted. This is to encourage automation. The more advanced or expensive an item is, the more
time
it may take to craft.
Contents
1
Achievements
2
Manual crafting
3
Automated crafting
4
Basic
5
Advanced
6
History
7
See also
Achievements
| | Lazy bastardLaunch a rocket to space while manually crafting no more than 111 items. |
| | ------------------------------------------------------------------------------------ |
Manual crafting
Manual crafting is the most basic form of crafting, it is done directly in the player's inventory. To manually craft an object, open the player's inventory with
E
(
X
on
Nintendo Switch
), and select an object to manually craft on the right. Left click for one, right click for five, and shift click to make as many as possible. If the image of the item is grayed out, ensure you have the materials necessary to craft the object. If you lack a resource, it will be shown highlighted in
red
text if you mouse-over the product. Materials that you don't have but you can craft will be highlighted in
orange
text, and will be chain-crafted to reach the product you selected. This is an advantage over automatic crafting using machines, which do not automatically create intermediate ingredients.
While manually crafting, there will be icons in the bottom left of the screen, which shows the current crafting operation. When an item is selected for crafting, the resources will be preemptively taken from the player's inventory. If that operation is then canceled, the items will be fully returned to the player.
To cancel a manual crafting operation from the queue at the bottom left of the screen, left click (to cancel one operation), right click (to cancel five operations), or shift-left click to cancel all crafts of that item. This is useful if you accidentally queue the wrong product, or too many of a product. All the materials taken to craft the item will be returned to your inventory. Manual crafting can be canceled at any time, but already-crafted intermediate products will not be uncrafted.
There are many kinds of materials which cannot be manually crafted and must be crafted by a machine:
Ores can only be smelted in a
furnace
.
Any recipe that involves liquids must be processed in a machine.
Engine units
must be crafted in an
assembling machine
.
If the result of any of these recipes is used as the input to something which can be manually crafted, the player must have that intermediate product in their inventory to craft the item.
Automated crafting
Automated crafting is done outside of the player's inventory, allowing for multiple products to be produced at once, in synchronous harmony. This is where most crafting should take place.
Key structures in automated crafting are:
| Resource Extraction | Resource Extraction |
| ----------------------------------------------------------------------- | --------------------------------------------------------- |
| Burner mining drillElectric mining drillBig mining drill | Minesresources. |
| Offshore pump | Extractswaterfrom lakes. |
| Pumpjack | Extractscrude oilfrom oil fields. |
| Agricultural tower | Plants seeds and harvests mature plants. |
| Captive biter spawner | Producesbiter eggs. |
| Furnaces | Furnaces |
| Stone furnaceSteel furnaceElectric furnaceFoundry | Process raw minerals to their base metal, by smelting. |
| Recycler | Recycles items into their ingredients. |
| Production | Production |
| Assembling machine 1 | Cannot handle fluid ingredients. |
| Assembling machine 2Assembling machine 3Electromagnetic plantBiochamber | Can handle recipes requiring fluid ingredients. |
| Oil refineryChemical plantCryogenic plant | Processescrude oiland other fluids. |
| Centrifuge | Processuranium oreinto more useful intermediate products. |
Basic
As an introduction to crafting, let's craft some simple iron plates.
Task
: create
Iron plates
.
Steps:
Place a
Burner mining drill
onto an
Iron ore
resource field. This is a silvery patch that is fairly common.
Place a
Furnace
directly in front of the output (press
Alt
to show output arrow), so that the miner outputs the ore into the furnace, which can receive on any side.
Fill both the miner and the furnace with
Fuel
, such as coal or logs.
Wait. After a few seconds, the first piece of
Iron plate
is smelted and available for collection. Either collect it manually, or pull it out with an
inserter
.
This entire process is commonly referred to as 'smelting'.
Copper ore
must also be smelted.
Advanced
Crafting of items can be automated. To automatically craft items, place a
Assembling machine
, and select the recipe. Note that if the recipe is complicated enough, higher tiers of assembling machines may be necessary. Then, place all requested ingredients into the input slots, and the assembling machine should craft the item. Note that unlike manual crafting, each step of the craft requires another assembly machine. For example, crafting a
lamp
requires a machine to make
copper cable
, a machine to make
iron sticks
, a machine to make
electronic circuits
, etc.
Assembly machines cannot automatically chain-craft like the player.
To keep up continuous production ingredients must be provided via
belts
and
Inserters
. The manufactured items can also be extracted by
Inserters
and are then available for further usage elsewhere in the factory.
History
0.15.0
:
Crafting now pauses when the results cannot fit into the player's inventory.
0.13.4
:
Surplus items are used for crafting further items, instead of being dropped into the inventory.
0.13.0
:
Crafting counts are recorded per force.
0.11.15
:
Order of inputs/outputs for fluid in machines is now constant.
0.11.9
:
Inventory now sorts properly when god mode crafting.
0.11.0
:
Event "on_player_crafted_item" is now called for every single finished item.
0.10.3
:
Crafting GUI now supports scrolling.
0.9.4
:
Recipes can now be hidden, so they don't appear in the player crafting screen.
0.9.2
:
Crafting GUI now resizes dynamically to fit the largest size.
Only play crafting sound when final product is finished.
0.9.0
:
Updated/added sounds for crafting.
0.8.0
:
Unified crafting time, crafting time is now 1:1 with manual crafting.
0.5.0
:
Recipes categorized better.
Recipes can now cost nothing but time.
0.4.0
:
Wider item selection screen.
0.2.10
:
Tool tip in technology preview now shows total raw.
0.2.9
:
Recipes are categorized.
0.2.8
:
Intermediate items in the crafting queue now show in a different color.
Canceling crafting now cascades to all ingredients.
0.1.0
:
Introduced
See also
Electric system
Assembling machine
Furnace
|
wiki
|
https://wiki.factorio.com/Crafting_-_Factorio_Wiki
|
Foundry_(research)
|
Foundry (research) - Factorio Wiki
|
[] |
Foundry (research) - Factorio Wiki
Jump to navigation
Jump to search
| | Foundry (research) | Edit |
| | ------------------ | ---- |
| Researched by | Researched by |
| --------------------- | --------------------- |
| Craft | Craft |
| Prototype type | technology |
| Internal name | foundry |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
Space Age
expansion exclusive feature.
The
foundry
research unlocks the
foundry
building. It requires the player to craft
tungsten carbide
.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Vulcanus
Research
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
https://wiki.factorio.com/Foundry_(research)_-_Factorio_Wiki
|
Metallurgic_science_pack_(research)
|
Metallurgic science pack (research) - Factorio Wiki
|
[] |
Metallurgic science pack (research) - Factorio Wiki
Jump to navigation
Jump to search
| | Metallurgic science pack (research) | Edit |
| | ----------------------------------- | ---- |
| Researched by | Researched by |
| --------------------- | ------------------------ |
| Craft | Craft |
| Prototype type | technology |
| Internal name | metallurgic-science-pack |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| 3 | 3 |
| Effects | Effects |
| | |
Space Age
expansion exclusive feature.
Unlocks the
metallurgic science pack
. It is unlocked and crafted on
Vulcanus
.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Vulcanus
Research
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
https://wiki.factorio.com/Metallurgic_science_pack_(research)_-_Factorio_Wiki
|
Artificial_yumako_soil
|
Artificial yumako soil - Factorio Wiki
|
[] |
Artificial yumako soil - Factorio Wiki
Jump to navigation
Jump to search
| | Artificial yumako soil | Edit |
| | ---------------------- | ---- |
| Recipe | Recipe |
| ------------------------------------- | ------------------------------------- |
| 2+2+50+5β10 | 2+2+50+5β10 |
| Total raw | Total raw |
| 9.5+250+2+2.5 | 9.5+250+2+2.5 |
| Placeable on yumako wetland on Gleba. | Placeable on yumako wetland on Gleba. |
| Map color | |
| Stack size | 100 |
| Rocket capacity | 67 |
| Prototype type | tile |
| Internal name | artificial-yumako-soil |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
Space Age
expansion exclusive feature.
Artificial yumako soil
can be used to replace yumako wetland on
Gleba
with special soil which allows
yumako trees
to grow. This makes it possible to expand existing yumako tree growing areas.
This recipe can accept
productivity modules
.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Overgrowth yumako soil
Artificial jellynut soil
Overgrowth jellynut soil
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Artificial_yumako_soil_-_Factorio_Wiki
|
Version_history_0.12.0
|
Version history/0.12.0 - Factorio Wiki
|
[] |
Version history/0.12.0 - Factorio Wiki
Jump to navigation
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0.12.35
Bug Fixes
Fixed the missing title in character logistics window.
0.12.34
Changes
Polished/Updated the New hope campaign maps
LuaGameScript::server_save silently does nothing if used on a single player game instead of giving an error.
Bug Fixes
Fixed the fuel inventory of the car in the New Hope campaign missions. (
more
)
Fixed crash when exiting from an error during the on_robot_built_entity event. (
more
)
Fixed crash when removing and re*creating forces. (
more
)
Fixed crash after changing the type of a style currently applied to a custom GUI element when loading a save. (
more
)
Fixed crash when calling LuaPlayer::teleport on a disconnected player. (
more
)
Fixed crash after running LuaGameScript::server_save from a mod. (
more
)
Fixed crash when changing the force of an offline player with personal roboport equipment. (
more
)
Fixed crash when trying to merge a force into its self. (
more
)
Fixed underground belt position in blueprint preview. (
more
)
Fixed map transfer speed dropping to zero (
more
)
Fixed logistic description counts with the same counts getting displayed in random order (
more
)
0.12.33
Bug Fixes
Fixed tiles in blueprints. (
more
)
Fixed the duplicated message on load error in multiplayer. (
more
)
Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network. (
more
)
Fixed that switching brush shape in the map editor didn't update the selected icon highlight. (
more
)
Fixed that label/check box padding was applied twice, moving the rendered text to be out of place. (
more
)
Fixed that map (chart) wasn't properly updated when existing map was edited in the map editor. (
more
)
Fixed crash when the character would die from mining something. (
more
)
Fixed crash when robot can't find charging spot when stationing. (
more
)
Fixed crash in multiplayer that could happen when 2 people are editing the same train schedule. (
more
)
Unified the electric network statistics production/consumption values to be average of the shown timeframe. (
more
)
Solved small numerical text box editing issue. (
more
)
Scripting
Added LuaStyle::cell_padding/horizontal_spacing/vertical_spacing.
0.12.32
Bug Fixes
Fixed loading of electric network of pre 0.12 saves.
Fixed blueprint building. Blueprints are migrated as long as you load the version 0.12.30 or earlier, existing blueprints might be off if you resaved in 0.12.31 already.
Scripting
Lua interface to create blueprint now expects the entity positions to be relative to center exactly, so in rail*less blueprints, the position 0.0 translates to center of the tile
when the blueprint is built.
0.12.31
Bug Fixes
Fixed crash when script errors occurs while loading game while in game. (
more
)
Fixed that attempting to connect to Factorio 0.12.30 with an old client wouldn't produce the correct error message. (
more
)
Fixed that modded roboports with no charging slots were still considering as charging candidates. (
more
)
Fixed that item icon variant for dark background was not used when showing cargo of logistic robots. (
more
)
Fixed crash with "Unblock sendto failed: The operation completed successfully." (
more
)
Human readable error notice when multiplayer connection wasn't successful. (
more
)
Fixed that headless server wouldn't save the map after Control*C. (
more
)
Fixed that attacking biters with a mining tool wouldn't aggro them.
Improved map download speed when connecting to multiplayer game. (
more
)
Fixed that assigning units to a unit group of a different force would corrupt the save. (
more
)
Fixed crash when using can_insert on the quickbar from the Lua API.
Fixed tight spot scenario crash. (
more
)
Fixed sort order for recipes in the recipe display.
Fixed incorrect error message, when setting the number of filters on an inserter (
more
).
Fixed flame from refineries that are marked for deconstruction was frozen in mid air. (
more
)
Fixed incorrect error message, when setting the number of filters on an inserter. (
more
)
Fixed flame from refineries that are marked for deconstruction was frozen in mid air. (
more
)
Fixed that odd sized blueprints were shifted when rotated. (
more
)
Fixed crash when clearing modded blueprint that doesn't need item to be cleared. (
more
)
Fixed crash in arithmetic combinator when calculating *2147483648/*1. (
more
)
Fixed crash when assigning a character as a passenger of a vehicle when that character already is a passenger of another vehicle. (
more
)
Fixed dealing damage could sometimes corrupt game state and saves. (
more
)
Fixed modded save could not be loaded when a modded inserter gained abilities of smart inserter. (
more
)
Fixed unknown*key message on the third level of first*steps. (
more
)
Fixed cursor*split transfer (right click) not working when putting items into assembling machine stacks over normal stack size. (
more
)
Fixed remote.call() from within the same mod. (
more
)
Fixed inconsistent inserter behaviour when inserting into a splitter from the side. (
more
)
Fixed train trying to turn around on a single rail. (
more
)
Fixed internal electric network problems when mod specified irregular number as supply reach of power pole. (
more
)
Fixed crash when Lua script appears in specific state in multiplayer. (
more
)
Fixed another crash than can happen when train destroys itself. (
more
)
Fixed rare multiplayer crash "server is missing in the crcs". (
more
)
Fixed several GUI problems on high DPI displays (
more
)
Optimizations
Improved performance when using landmines. (
more
)
Scripting
LuaUnitGroup::add_member now requires that the new member's force be the same as the UnitGroup's.
Added LuaUnitGroup::force read*only attribute.
0.12.30
Changes
Mod checksums are calculated when the game starts and are compared with other peers when joining a multiplayer game. This is to ensure everyone has exactly the same mod in order to prevent desyncs caused by local changes made to mod files.
Bug Fixes
Fixed strange outer corner rendering for terrains with the same layer. (
more
)
Fixed Factorio timing out of a multiplayer game when closed by pressing the X button. (
more
)
Building things after quitting a multiplayer game is no longer possible and no longer crashes the game. (
more
)
Fixed memory leak with special signals in the circuit network.
Fixed crash when killing the player in on_built_entity. (
more
)
Fixed crash when making blueprints of ghosts with some now*invalid circuit connections to other ghosts. (
more
)
Fixed player's shooting target not updating properly when the target's force became friendly (
more
)
Fixed the documentation of CircuitCondition (
more
)
Fixed that the ignore_planner field of Command would expect an integer instead of a Boolean. (
more
)
Starting value of progress bar is now properly set based on the input. (
more
)
Fixed crash when destroying entity with empty corpse string. (
more
)
Fixed mining drills getting stuck when built pointing at rails and then rotated. (
more
)
Fixed remote.call() within the same mod passing invalid data. (
more
)
Fixed the typo in the error "multiplayer.cannot*load*downloaded*map", the cause of the error wasn't displayed because of it. (
more
)
Fixed that the server could get desynced and in a state where he has no one to download from. (
more
)
Fixed that the train tooltip was showing the current station as the next one when in the station. (
more
)
Fixed crash when a Lua function was used as a value in a table in data.raw. (
more
)
Fixed the tooltip of the inventory limit feature to "Limit the inventory part to be filled by machines.", so it is clear, it limits only input, but not output.
Fixed that cancelling a recipe in the crafting queue would reset the crafting timer unnecessarily. (
more
)
Fixed crash when a force other than player, enemy or neutral was used in autoplace specification. (
more
)
Fixed crash when a network interface is deactivated during multiplayer game. (
more
)
Fixed white bar on top of the screen was sometimes present in fullscreen on OS X. (
more
)
Unified the processing of savegame name in **load*game **start*server and **mp*load*game. It can all be supplied with or without the .zip
Fixed that collision with point wasn't working properly for curved rail. (
more
)
Modding
Added LuaEntity::unit_group read*only attribute
Proper error message when subgroup specified by empty string. (
more
)
Fixed projectiles with negative acceleration would turn around, fly back and break the game. (
more
)
0.12.29
Changes
When the game starts with the base mod disabled, it asks you, if you want to enable it.
Bug Fixes
Fixed construction robot crash. (
more
)
Fixed that multiplayer progress bar windows were blocked by currently opened window. (
more
)
Fixed another inconsistency with zero signals in combinators (
more
)
Fixed crash when Steam API initialization failed. (
more
)
Fixed random crashes when mining/closing and autosave happens at the same tick.
0.12.28
Changes
Added **port to specify which network port the game should use, when hosting with **start*server or **mp*load*game. This overrides the port specified in the config file.
Bug Fixes
Explosion sounds are now not deafeningly loud, when multiple things explode at once.
Fixed LuaForce::clear_chart() would crash game if called while chart was refreshing. (
more
)
Fixed crash when refreshing chart while Direct3D device is lost. (
more
)
Fixed **config option not complaining about nonexistent file. (
more
)
Fixed crash when clicking on electric pole that was still in latency state (
more
)
Fixed freeze of server with more than 255 different players in the savegame.
Fixed crash when exiting the map editor while holding power armor on the cursor. (
more
)
Fixed map exchange string not using segmentation or water size correctly. (
more
)
Fixed Lua game_view_settings::showentityinfo read/write issues. (
more
)
Fixed fog*of*war does not work correctly in New Hope level 1. (
more
)
Fixed inconsistent Offshore Pump collision when building. (
more
)
Fixed desync reports were not generated. (
more
)
Fixed that non destructible entities get attacked, so biters could get stuck while trying to attack rails under train. (
more
)
Control settings window is now scrollable when it can't fit the window. (
more
)
Fixed Factorio hanging on exit on Linux after copying or pasting (
more
).
0.12.27
Changes
The area of 400X400 tiles is explored when the game starts.
Bug Fixes
Fixed that merging two electric network didn't merge the statistics. (
more
)
Fixed the cyclic/overlapping win/lost sound sample when the game is finished in multiplayer. (
more
)
Fixed that extra pipe covers could be drawn on top of connected pipes. (
more
)
Fixed misaligned turrets in the 4. New hope mission. (
more
)
Fixed some inconsistencies related to zero*signals in circuit networks. (
more
)
Fixed inconsistency between the way inserters and logistic robots picked items from inventories. Logistic robots now prefer items at the end of the inventory and ignore inventory limit. (
more
)
Fixed LuaForce::clear_chart() would crash game. (
more
)
The report of different mods when trying to connect to multiplayer game is now scrollable when needed. (
more
)
Fixed Cargo Wagon Inserter input output inconsistency. (
more
)
Fixed the mod difference reporting when connecting to multiplayer game. (
more
)
Found workaround for issue in Visual C++ math library that was causing crashes on unpatched Windows 7. Service Pack 1 for Windows 7 is no longer required.
Fixed that placing a rotated blueprint containing a splitter was not possible in some cases (
more
).
Fixed crash after revive by player port when personal roboport is equipped (
more
).
Optimized the map bitmap refresh logic 16 times. (the freeze after loading a game or resizing window while playing big saves).
Fixed that the "you joined a paused game" message would display on all peers, rather than just the peer who just joined (
more
).
Fixed slow sprite loading on Direct3D (
more
).
Fixed the documentation of LuaGameScript::show_message_dialog (
more
).
Fixed the order of parameters of some functions in the documentation (
more
).
Fixed that the research screen would pre*select Automation even though it was disabled (
more
).
Fixed rare crash that could happen when assembling machine recipe was reset the same tick as autosave started. (
more
)
Fixed the laser/discharge defense names in the set filter dialog. (
more
)
Better error when wrong bounding box definition is given. (
more
)
Creating message dialog with non existent image doesn't crash the game anymore. (
more
)
Localization errors will no longer stop the game, the result string will just contain the error. (
more
)
Fixed that the stone wall research was disabled in the New hope campaign level 4, so gates weren't researchable. (
more
)
The starting value of text property of textfield is properly set based on the input. (
more
)
Fixed map exchange string problems with mods (
more
).
Fixed freezes on exit with recent NVidia drivers on Gentoo and Arch Linux (
more
)
Proper notification when quick bar slot can't be selected as there is no place to put the item in the cursor.
Fixed crash on Linux after running xrandr **off (
more
).
Fixed Rocket Silo GUI skipping 53%. (
more
)
Another attempt at fixing X11 copy/paste (
more
).
Better message when the server leaves a multiplayer game (
more
).
Fixed the bad values of defines.furnace_source, defines.furnace_result and added missing defines.furnace_modules. (
more
)
Fixed that modded saves could get unloadable without mods when they have entities removed in the loading transitions that were in more than one network.
Fixed that it was possible to have unlimited range with melee weapon after running out of ammo. (
more
)
Fixed that LuaPlayer::remove_item didn't remove from cursor stack when the player was using god controller. This also fixes the bug in the tight spot scenario. (
more
)
Fixed black screen after UAC popped up in main menu (
more
)
Scripting
Documented extra unit group status return values. (
more
)
Modding
Added action_range to mining tool prototype (with the default of 1.5).
0.12.26
Bug Fixes
Fixed the corrupted level 2 of the New hope campaign, that was producing corrupted saves. If you are already playing this level, you have to start it over, I'm sorry for the trouble.
Fixed the performance issue in the same level after train transport is researched.
Fixed that the game reported the error to be related to overlay always when it crashed.
Fixed rare crash related to splitting item in entity that is just about to be destroyed. (
more
)
Sending random packets to Factorio port can still crash the server eventually, the probability will just be lower. (
more
)
Running biters over with a car or tank will make them aggressive in peaceful mode (
more
).
0.12.25
Bug Fixes
Fixed quickbar selection handling when accepting blueprint with item in cursor. (
more
)
Train stations in the new hope level 2 had neutral force, so they weren't selectable as part of the schedule. (
more
)
Fixed that wall Graphics variations were not randomized when built by robots. (
more
)
Fixed that rail signals were not visible under remnants. They are drawn above now. (
more
)
Fixed that the multiplayer menu would allow one to resume the game as the game was already being disconnected, which would inevitably lead to a crash (
more
).
Possible fix of rare Lua garbage collector error. Report:
more
Fix:
more
Fixed Combinator special signals not summing the inputs correctly(again). (
more
)
Fixed green circuit network signals icons in power pole tooltip.
Fixed that multiplayer*specific options were available in the demo build of Factorio (such as **start*server) (
more
).
Fixed crash when using screens connected to both AMD and Intel Graphics cards (
more
).
Fixed very rare chance of a bug when window is closed at the same moment when autosave starts.
Fixed two sources of rounding errors related to research. (
more
)
Fixed that replaying multiplayer game ended once any player died. (
more
)
Fixed the ungraceful error message when version/mods don't match in multiplayer. (
more
)
Fixed game not restarting when mods were changed (
more
).
Fixed headless server not working with the Steam version (
more
).
Fixed that destroying a chain signal in the same tick as it was created crashed the game (
more
).
Fixed fullscreen issues on multimonitor configurations (
more
).
Fixed crash when canceling crafting of a recipe who's ingredients have changed in the meantime (
more
).
Fixed update of stand*alone ZIP package should not require elevated rights on Windows (
more
).
Fixed specific crash in replay viewing. (
more
)
Fixed game ignoring local changes in config when using Steam Cloud.
Fixed double key in smart inserter definition, causing it to be slower than fast inserter. (
more
)
0.12.24
Changes
Updated sountrack.
Bug Fixes
Fixed corrupted player*data.json message on startup.
Fixed unnecessary game restart when no mods were changed.
Fixed crash due to electric network migration during load of some more complex games. (
more
)
Fixed very long belt lines would crash game (
more
)
0.12.23
Changes
Scenario pack was moved to the base game package.
Bug Fixes
Any changes in the mods settings will automatically trigger the game to be restarted. (
more
)
The alerts are disabled when player or combat robots get hurt/destroyed. (It was especially annoying in multiplayer).
Underground belt connection visualization in the "to build preview" wasn't proper. (
more
)
Fixed that picked up item event wasn't fired when picking items from the belt. (
more
)
Fixed that technology list and preview weren't updated when technology was researched in multiplayer. (
more
)
Fixed a crash after merging forces when the destroyed force's labs were researching (
more
).
Fixed that it looked like it was possible to repair a tree in multiplayer. (
more
)
Fixed that the max health instead of current health was used for crash calculations. (
more
)
Fixed that the game could desync when someone joined while someone else was shooting.
Fixed that trains were Signaling No Path after update (
more
).
Fixed that accumulators kept their energy when destroyed and rebuilt by robots. (
more
)
Fixed the occasional 1pixel gap between vertical steam engine and a pipe.
Fixed beacon would not re*activate when its deconstruction order was canceled.
Fixed various desynchronizations in multiplayer caused by beacon. (
more
)
Fixed Combinator "each" special signal not summing the inputs correctly (
more
)
Fixed players in multiplayer game would not see progress of new player downloading a map in server/client configuration.
Fixed crash when checksum error was detected while connecting to multiplayer game. (
more
)
Fixed that the full mod change info for recipes wouldn't display if only the counts were modified on the recipe. (
more
)
Fixed crash when car collided with decorative entity in object layer. (
more
)
Scripting
Fixed that game.load (inner load) crashed the game in multiplayer. It still causes disconnect though.
Removed the screen2realposition and real2screenposition methods from Lua API.
Sound
Extended the soundtrack.
0.12.22
Bug Fixes
Fixed that save is not loadable when mod changes type of entity. (
more
)
Fixed that enemy train stops were visible in the rename station GUI. (
more
)
Fixed freeze when there is no place to put character when he exits the vehicle and there is no exit point. (
more
)
Fixed internally inconsistent data state after cancelling deconstruction from script in a certain way. (
more
)
Fixed that map/minimap wasn't updated when settiles was used. (
more
)
Fixed the Graphics inconsistencies related to belt versus inserter drawing. (
more
)
Files starting with dot are ignored when opening locale files to ignore garbage files that mac is leaving around. (
more
)
Fixed the line trigger target specification. (
more
)
Fixed that neutral entities were shown red on the map. (Applies mainly in the campaign)
Fixed sorting of item groups in the crafting window.
0.12.21
Changes
Dropped support for OS X 10.6 Snow Leopard.
Bug Fixes
Fixed random crash with "Trying to make chunk at unreasonable position" (
more
)
Fixed crash when calling the set_tiles with non existent terrain parameter. (
more
)
Fixed that label could go out of the window in other settings. (
more
)
Fixed that the energy progress bar was missing on personal roboport equipment. (
more
)
Cannon shells will not have plural in the item name to be consistent with other items.
more
)
Fixed slight direction bias with the flamethrower (
more
).
Fixed items in logistic GUI sometimes disappearing or reappearing.(
more
)
Fixed copy&paste on Linux, again (
more
).
Fixed controls settings GUI bad alignment in some situations(
more
).
Fixed the scripting error in the 3rd level of the transport belt madness.
Fixed various scripting errors in the tight*spot scenario.
Fixed that enemy train stations were selectable when setting train destination. (
more
)
Fixed crash that could happen when logistic networks are disconnected. (
more
)
Fixed invalid GUI pointing messages (visible namely in the first demo level).
Fixed that entities could overlap wrongly in blueprint preview. (
more
)
Fixed that roboport sound continued even when it was out of power.
Fixed that train could crash a gate by accelerating too fast. (
more
)
Fixed construction robots would lose their charging destination when roboport is activated/deactivated (
more
)
Fixed that entities marked for deconstruction would be instead rebuilt if they were destroyed before the actual deconstruction (
more
).
Fixed undefined behaviour (crashes) when manually (from script) deactivated entity was killed and rebuilt by construction robot. (
more
)
Fixed the scripting bug in the first tutorial level. (
more
)
Scripting
Fixed the defines.circuitconditionindex.inserter_logistic value (should be 2 not 1).
Fixed crash when accessing item on the ground inserted into belt. (
more
)
When attacking a player in a tank, the tank will be attacked instead of the player directly (
more
)
Modding
Better error message when specifying list of filenames instead of one in rotated sprite. (
more
)
0.12.20
Bug Fixes
Fixed crash when attempting to set font color on styles that don't support it. (
more
)
Fixed Lua stack overflow when data.raw got too big (
more
).
Fixed units sometimes getting stuck at the end of their paths (
more
).
Fixed clicking on mod GUI in replay would crash the game (
more
).
Fixed inventory slots with filters did not have hover and click style (
more
).
Fixed the inconstancy between personal/normal roboport power consumption description. (
more
)
The right part of the research window is also scrollable when it doesn't fit the screen. (
more
)
Fixed that the west/east rotation Graphics of chemical was reversed. (
more
)
Fixed crash when merging a force with disconnected player (
more
)
Fixed Production/Electric network statistics windows resetting position every few seconds. (
more
)
Fixed the preview drawing boxes of some entities.
Fixed chain signal not preventing crash when a train passed twice through one block (
more
).
Fixed crash when loading a game saved by the server with only one player that is currently disconnected.
Modding
Technology prototypes now have optional integer property "icon_size". Default value for non*base mods is 64 (and 128 for base mod).
0.12.19
Bug Fixes
Fixed Optics technology icon was corrupted sometimes on OSX. (
more
)
Fixed crash in GroupBehavior (
more
).
Ingame changelog only shows changes since the last stable release.
Fixed beam weapon and turret issues (
more
).
Fixed rocket silo inserters sometimes getting stuck (
more
).
Fixed ghost trains appearing on minimap.
Fixed manual crafting bug that could be exploited to get resources (
more
).
0.12.18
Bug Fixes
Fixed replay of a game created from another replay would crash the game. (
more
)
Fixed that rotating an unpaired underground transport belt wouldn't make its items go back (
more
).
Fixed construction robots sometimes not picking up an underground transport belt whilst deconstructing it if it contains items (
more
).
Fixed all personal construction robots could get stuck waiting for trees to be gathered (
more
).
Fixed crash caused by allowing mods to order units to attack a disconnected player's character (
more
).
Fixed rare crash with construction robot. (
more
)
Fixed the info about the energy consumption of personal roboport, to show the maximum consumption as other machines.
Inventories with limit (chests) can get scroll bars when they are too big as well. (
more
)
Fixed, that the train could get stuck when it has to accelerate to get to station that is very close. (
more
)
Fixed map exchange strings not being accepted when the quote sequence contains spaces (
more
)
Fixed locomotive not centered on rails. (
more
)
Fixed train lights were further away than they should be. (
more
)
Fixed spitters freezing in some cases (
more
).
Fixed crash when trying to load replay from save that doesn't contain level*init.dat (
more
).
Fixed incorrect default request amounts for shield and battery equipment due to typo (
more
).
Fixed save with modded roboport could become unloadable without the mod (
more
).
Fixed beam animations for modded weapons (
more
).
Fixed that reconnecting train in special case lead to corruption of the rail state. (
more
)
Changes
Improved formatting of map exchange string.
Scripting
Reading or writing LuaPlayer::character will now fail if the LuaPlayer isn't connected (see LuaPlayer::connected).
Lua API documentation is included in release packages (directory doc*html)
0.12.17
Graphics
New technology Icons!
New item group icons.
Updated the icons of rocket silo, beacon, sulfur, armors, stone brick and radar.
Bug Fixes
Fixed that assembling machines/furnaces could get stuck after changing mod configuration that affects their recipe. (
more
)
Fixed that the window title was "Allegro" on mac os. (
more
)
Fixed crash on exit with Steam overlay. (
more
)
Fixed displaying of update unavailable message with disabled experimental updates.
Added workaround for problem with AMD drivers that could cause missing or corrupted textures on some systems. (
more
)
Fixed that making a blueprint of a ghost was not saving circuit connections.
Fixed occasional crash during update after UAC dialog pops*up. (
more
)
Fixed that the value of the checkbox in tips and tricks wasn't set up properly.(
more
)
Fixed that rocket silo electric energy drain was applied twice. (
more
)
Fixed chain signals getting stuck on red (
more
)
Fixed crash while rotating locomotives that crashed into something (
more
)
Fixed an issue causing desync. (
more
)
Fixed crash when loading save with Lua tables that are nested more than expected. (
more
)
Scripting
Added global log method that can be used to debug script problems.
Added LuaFluidPrototype::localised_name property.
Fixed that LuaInventory::insert didn't follow the slot restrictions. (
more
)
0.12.16
Bug Fixes
Fixed chain signal state propagation (
more
).
Added "markers" that will be recognized by nVidia and AMD drivers as hints to run Factorio on high performance GPU if switchable Graphics technology is present. (
more
)
Improved burner inserter's fuel searching logic; it will now search both transport belt lines for fuel (
more
).
Fixed crash when building locomotive on the junction. (
more
)
Fixed crash when the first lab is built by construction robots. (
more
)
Fixed crash related to train stopping for auto control. (
more
)
Removed the limit of 800 pixels height of the recipe GUI. (
more
)
Fixed problems with too big character windows with too big inventory (modded) on screens that can't hold it, by making it scrollable.
Fixed problem with night vision effect on some PC configurations. (
more
)
0.12.15
Bug Fixes
Fixed that it wasn't possible to execute UI actions while the game was stopped (research, tips and tricks etc.)
Fix of fix of loading of game containing Lua objects.
0.12.14
Graphics
Added new smoke Graphics
Bug Fixes
Fixed loading of game containing duplicate Lua tables. (
more
)
Fixed flickering light intensity at the edge of the screen when moving.
Fixed crash when pasting from empty clipboard into console on OS X.
Fixed crash when reviving train stop that was connected to rail while destroyed while the rail no longer exists.
Some UI actions made while the game was being saved were actually not executed although it looked like it. (
more
)
0.12.13
Bug Fixes
Fixed that blueprint gates were colliding with ghost gates with same type and direction. (
more
)
Fixed that LuaEntity::clear_request_slot and set_request_slot wouldn't update the logistics GUI if it happened to be opened at the same time. This time it's fixed for logistic chests as well. (
more
)
Fixed crash when trying to open car GUIs in the map editor. (
more
)
Fixed the desync issues related to converting floating point numbers to string in Lua. (
more
) Note: until 0.13 other special values like nan, inf etc. are not solved properly, so they shouldn't be used.
Fixed crash when loading a savegame with self recursive table elements. (
more
)
Fixed that furnaces deactivated improperly when switching products. (
more
)
Fixed crashes on Linux (when download failed, after Lua error, ...)
0.12.12
Bug Fixes
Fixed another solar panel counting error. (
more
)
Fixed that locale values in zip packages weren't loaded. (
more
)
Fixed pushing of compound localized strings into Lua. (
more
)
Tweaked train path finding values for trains waiting on signals (
more
).
Scripting
game.get_localised_entity_name is replaced by LuaEntityPrototype::localised_name read property. The same for technology and item.
0.12.11
Features
Added **no*auto*pause: When running as a server, **no*auto*pause will prevent stopping the game when no players are connected.
Optimizations
Optimised the particle performance. Helps during heavy fights.
Changes
Showing the log file location when the game crashes, so it is easier to find when reporting the bug.
The "graphics.force*opengl" option default value is true when AMD Graphics card is present.
Bug Fixes
Fixed that multiple electric networks connected to a solar panel could be exploited to generate more energy. (
more
) The energy of the solar panel is now fractioned between all the networks it is connected to.
Fixed character entities disconnected from players not working correctly when in vehicles. (
more
)
Fixed small*pump and offshore*pump not saving/restoring circuit conditions in LuaItemStack::get_blueprint_entities/set_blueprint_entities. (
more
)
Fixed threading issue when loading games. (
more
)
Fixed OS X Finder argument crashing the game on startup (
more
).
Burner inserter now grabs fuel for itself even if the target doesn't need it.
Fixed active sound playing on machines without power (
more
).
Fixed empty unit groups crashing the game (
more
).
Fixed crash when building locomotives in latency hiding.
Fixed cannot load save with modded rails when a rail mod is disabled (will work only on 0.12.11+ saves) (
more
).
Fixed crash when setting filters in the tank/car while riding in them. (
more
)
Fixed crash when migrating/removing entities marked for deconstruction. (
more
)
Removed one possible logical deadlock in the tutorial. (
more
)
Fixed that remove_item didn't remove from player ammo, gun, tool and armor slots. (
more
)
Scripting
Changed LuaSurface::set_multi_command signature. Now the function takes a table with following keys: command(required), unit_count(required), force(optional), unit_search_distance(optional) This solves issue with not finding any enemies to attack:
more
Removed game.on_save function. There should be no need for it and it was causing too many problems.
Lua on_load function is not called when saving the game anymore. It is called only on actual load now.
Lua API calls
on_load
,
on_init
,
on_configuration_changed
,
on_event
and
generate_event_name
have been moved to a new namespace called
script
(so from now use
script.on_load
(...)). This will break many mods! The callback registered in
on_load
function doesn't have access to the game API. This is to avoid common desyncs. The
on_init
and
on_configuration_changed
still retain the access to the game API.
on_configuration_changed
is fired when the map version changes, a mod version changes, a mod is added, or a mod is removed and passes "data": Pushes old_version="x.x.x", new_version="x.x.x" when loading map versions other than the current version When a mod version is changed it appears as a table of mod Changes {["Mod name"] = {old_version="x.x.x", new_version="x.x.x"}, ...} When a mod is added it appears as: ["Mod name"] = {old_version=nil, new_version="x.x.x"} When a mod is removed it appears as: ["Mod name"] = {old_version="x.x.x", new_version=nil}
Changed LuaGameScript::makefile to LuaGameScript::
write_file
and added an optional third parameter bool to append.
Modding
Replaced entity type "rail" with types "straight*rail" and "curved*rail". Property "bending_type" is optional for rail entities, but is still mandatory for rail remnants.
0.12.10
Changes
Script created beam entities will now destroy themselves when the source or target entity becomes invalid.
Bug Fixes
Fixed crash when research completed in the same tick as inserting equipment into power armor. (
more
)
Fixed hand not refilling with repair packs after a repair pack was consumed (
more
).
Fixed small pump not saving its condition in a blueprint (
more
).
Fixed rocket silo GUI bug. (
more
)
Fixed "failed to create display" error on systems with multiple Graphics devices (
more
).
Fixed the blinking problem in the multiplayer. (
more
)
Fixed units disappearing when they shouldn't (
more
).
0.12.9
Features
Added reset button to the control settings dialog. It will set the controls back to the default.
Graphics
Destroyer electric beams now use soft additive blend mode.
Changes
Added **load*game: Will automatically load a save after initializing Factorio and go straight to the game, skipping main menu.
Moved MP / autosave information dialogues to the top half (better visibility of what is happening in the game) and added screen fading.
Implemented time*to*live for deconstruction order, if an order is not assigned for 1 hour, it is removed.
game.print_entity_statistics() has been moved to player.print_entity_statistics(). (
more
)
Updated the tips and tricks pictures. (+added copy paste)
Smoothed map scrolling speed on different zoom levels.
Added Resume button to multiplayer game menu.
Optimizations
Dramatic speedup of loading packages (mods) from the zip files. It is recommended to used only zipped mods from now on, as on non ssd discs, it might even speed up the startup time.
Added FPS limiter to main menu screen.
Bug Fixes
Fixed the shotgun shooting. (
more
)
Fixed the game could get stuck during start on systems with multiple display adapters.
Fixed train GUI closing immediately after opening in multiplayer when the player is riding on the train.
Fixed train GUI not containing the wait time slider until a station was explicitly selected (
more
).
Fixed production GUI jumping to undesirable places when resized (
more
).
Construction robots will be transferred to appropriate network when a logistic network splits (
more
).
Fixed crash when auto*re*filling ammo in tanks/cars (
more
).
Fixed wait slider in train GUI editing after deleting a station (
more
).
Fixed that negative emissions of power source (air filtering mod) could result into negative evolution factor.
Fixed the game could hang when writing a message to log (
more
).
Fixed next save not being selected properly after clicking the Delete Save button (
more
).
Fixed module icons not showing in alt*view on rocket silos (
more
).
Fixed mining progress bar staying on screen when not mining in certain situations (
more
).
Fixed crash when loading 0.10 or older saves (
more
).
Fixed crash when loading pre*12.7 scenarios with redefined spawn location (
more
).
Fixed trains sometimes stopping on signals they reserved.
Fixed personal roboport taking forever to deconstruct when there are a lot of deconstruction orders.
Fixed a crash where the Lua stack would overflow and corrupt Factorio memory (
more
).
Fixed crash when using player.inventory.clear(). (
more
)
Fixed that **create wouldn't create a control.Lua, causing the victory dialog not being shown after launching the rocket, or creating new players without giving them the initial inventory (
more
).
Player <> entity transfer now ignores modules only when the entity has module inventory.
Fixed beacons affected steel furnaces (
more
).
Fixed car starting sound playing when opening it's GUI.
Fixed crash when fast replacing a beacon (modded game only) (
more
).
Fixed train station names appearing on minimap with certain GUI scale settings.
Fixed crash when zooming in the map all the way with the keyboard (
more
).
Fixed that LuaEntity::clear_request_slot and set_request_slot wouldn't update the logistics GUI if it happened to be opened at the same time (
more
).
Fixed width of some progress bars did not respect UI scale configuration (
more
).
Modding
Fixed projectiles with direction_only = false didn't respect direction_deviation configuration.
Fixed entity dying explosion with "rotated = true" caused crash (
more
).
Scripting
Added LuaEntity::get_connected_rail. It takes a table with rail_direction (0 front, 1 back) and rail_connection_direction (0 left, 1 straight, 2 right) and returns a new rail (or nil) following that specification from the given rail entity.
LuaTrain::front_rail, LuaTrain::back_rail, LuaTrain::rail_direction_from_front_rail and LuaTrain::rail_direction_from_back_rail None of the methods takes any parameters.
LuaEntity::get_output_inventory now returns nil when the inventory doesn't exist (doesn't raise an exception as before).
0.12.8
Graphics
New Graphics of the steel furnaces.
Bug Fixes
Fixed that it was possible to spawn inside an entity in multiplayer.
Fixed that the amount of slots shown in the right panel didn't depend on its with. (Which is indirectly dependent on resolution and UI scale.) (
more
)
Fixed desync issue related to mod event registration and saving/loading.
Fixed enemy units getting stuck on transport belts (
more
).
Fixed a crash caused by icon = "" in a prototype definition (
more
).
Fixed a crash related to assembling machine not being re*setup when recipe changes due to mod changes. (
more
)
Fixed LuaItemStack::set_blueprint_entities(nil) erasing tiles in blueprints.
Fixed crash when fast*transferring ammo while in vehicles. (
more
)
Fixed trains stopping on green signals (
more
).
Fixed crash when changing the force of a player who is currently not connected.
Fixed another problem with the missing maximise button after fullscreen. (
more
)
Fixed desync problem related to duplicate order string in inventory groups leading to non*deterministic inventory sorting. (
more
)
Fixed putting a blueprint on transport belt could corrupt game save (
more
).
Fixed CTD that could happen when removing focused widget (rarely). (
more
)
Fixed that the tank tower rotation center wasn't aligned with the visible rotation center. (
more
)
Fixed wrong coordination of the tank cannon direction and shooting direction when aiming on near the tank. (
more
)
Scripting
Beams can now be created via create_entity. You need to specify source/source_position and target/target_position, you can also specify duration (ticks), max_length and source_offset (vector). Position of the created entity does not matter.
Added LuaItemStack::set_blueprint_tiles/get_blueprint_tiles * the counterpart to get/set_blueprint_entities.
LuaEntity::insert/remove_item and LuaInventory::insert/remove now return counts of inserted/removed items.
Added LuaTrain::insert, remove_item, get_contents, clear_items_inside, get_item_count methods which interact on the cargo wagons of the train.
Added LuaItemStack::cost_to_build * the cost in items to build a given blueprint.
Modding
The minimal energy_required for a recipe is 0.001 to avoid wrong behavior with values close to 0.
0.12.7
Changes
Added 5th level of character logistic slots research.
New command line options for the headless server: **disallow*commands and **peer*to*peer
Entries in the mod list GUI are highlighted in red only when enabled and invalid at the same time.
Added natural case*insensitive string ordering for the mod list GUI.
There is now only one spawn position per each force and per each surface. This means that only one spawn position can be defined in the map editor as it currently supports only the default surface and the "player" force.
Added force*opengl value in config (under Graphics). When set to true, it forces to use opengl on windows instead of D3D.
Map scrolling speed now changes with zoom level.
Bug Fixes
Inserters take items from correct line when the input transport belt is rotated (
more
).
Solved the "A blocking operation was interrupted by a call to WSACancelBlockingCall" error (hopefully as we can't reproduce it). (
more
)
Scrolling using the scroll wheel now works much more predictably (not only when the cursor is over scroll bar or the root scrollable element). (
more
)
Fixed crash when a script attempted to access a previously*destroyed GUI element (
more
).
Fixed that the Graphics.max*texture*size property in the config was removed after Factorio restart.
Fixed the tree bounding boxes.
Another attempt to fix map transfer problems.
Fixed disappearing fonts. (
more
)
Fixed destroying a rail under a train would corrupt future save files. Rail can't be destroyed or die if a train is on it. (
more
)
Robots can charge from closer roboport when heading to distant roboport for stationing (2.0) (
more
)
Fixed problems with IPv6 on linux when only IPv4 is enabled in kernel. (
more
)
Fixed crash when loading save with modded personal roboport in vanilla game.
Fixed opening power armour inside a chest with latency hiding enabled crashing the game (
more
).
Fixed that distractor robots slowly drifted east.
Fixed that that the high overload factor in assembling machines (the effect, that they allow to store more items when they are working very fast) wasn't taken in to consideration when calculating the slot limit. (
more
)
Fixed desync issue related to inventory sorting and blueprints. (
more
)
Fixed that amount_max in recipe specification actually worked as amount_max *1. (
more
)
Fixed that mining tiles did actually create mining particles+sound on the lastly mined entity.
Fixed that the maximize button was disabled when Full screen was turned of in the settings. (
more
)
Fixed accessing the game menu was not possible when some other player paused the game in MP (
more
).
Fixed a graphical bug where the boiler would still glow after running out of water (
more
).
Fixed mergable items (repair packs, bullet magazines, ...) could sometimes confuse personal robots.
Fixed the inserter sound related crashes. (
more
)
Blind fix of some of the transport belt gap issues. (
more
)
Scripting
The LuaEntity::logistic_network now returns also primary logistic network of other entities than roboport. (Inserter, Character, logistic chests)
Placing stone or concrete floors will now remove most of the bushes (
more
).
Fixed crash on exit when config file can't be written (
more
).
Fixed player changing direction when the game is paused (
more
).
LuaEntity::belt_to_ground_type also works on a ghost.
Increased precision of floating point in save files to prevent some desyncs in multiplayer (
more
).
Added LuaEntity::revive() * usable on ghost entities to revive them back to normal.
Fixed that that the resource amount while creating the entity accepted non*positive values. (
more
)
Added LuaForce::set_spawn_position(surface, position) and LuaForce::get_spawn_position(surface)
Fixed that the event queue was never cleared when scripting error occurs while processing it. This lead to processing the same event every update once the game was stopped when error happened. (
more
)
Fixed inserting or removing items from player's inventory through LuaInventory object didn't update logistic supply properly. (
more
)
0.12.6
Changes
Smaller breaks between ambient music tracks, some volume tweaks and moved a few tracks to the interlude category.
Ambient settings can be controlled from the config file. By using: sound.ambient_music_pause_mean_seconds (default 60), sound.ambient_music_pause_variance_seconds (default 30) and ambient_music_mode: possible values are main*tracks*only, interleave*main*tracks*with*interludes, randomize*all (default is interleave)
Bug Fixes
Fixed setting circuit conditions desyncing/crashing multiplayer games. (
more
)
Fixed reading logistic_network from entities that didn't have logistic networks returning unknown results. (
more
)
Fixed that opening the Save Game menu after the last used saved was deleted would terminate Factorio (
more
).
Fixed the behaviour of item on ground, that was created using script to contain many items. The inserter takes only the amount it can hold, and the stack stays there if it contains more (
more
)
Fixed destroying rail with gate would corrupt save file. (
more
)
Fixed two different problems related to loading map with different mod set. (
more
)
Fixed game freeze after desync happens for multiple players in server client mode.
Fixed bug with ambient occasionally taking too long.
The rotation of cargo wagon player is riding doesn't affect the riding direction. (While it still affects it while being in locomotive). (
more
)
Changes
Smaller breaks between ambient music tracks, some volume tweaks and moved a few tracks to the interlude category.
Ambient settings can be controlled from the config file. By using: sound.ambient_music_pause_mean_seconds (default 30), sound.ambient_music_pause_variance_seconds (default 30) and ambient_music_mode: possible values are main*tracks*only, interleave*main*tracks*with*interludes, randomize*all (default is interleave)
Fixed a performance problem in the pathfinder that would cause complete lack of enemy attacks in certain situations (
more
).
Scripting
Added LuaItemPrototype::module_effects read.
LuaSurface::spill_item_stack will now additionally accept LuaItemStack objects as the stack to drop.
Modding
Lab's researching speed is now independent of it's power consumption and can be changed using "researching_speed". (
more
)
0.12.5
Features
The armor window opening is included in the latency hiding.
Multiplayer broadcast (heartbeats) is done via a single message when not using peer2peer.
Added some new ambient sounds (wind, slow tunes).
Combinators blinking emit light.
Changes
Pasting newlines and tabs into Factorio console now no longer strips them. Instead they are replaced by spaces.
Continuous zoom is much slower in the chart mode. Only applicable when the zoom is setup to keys rather then scroll wheel. (
more
)
Changed open/save dialog and the rail station list to use case insensitive natural ordering.
Inserter stack size bonus is added to the assembling machine stack limit, to avoid inserters being stuck in certain situations. (
more
)
Robots can charge from closer roboport when heading to distant roboport for stationing. (
more
)
Optimizations
Further Optimizations in size of the Multiplayer heartbeat (message sent every tick).
Bug Fixes
Fixed that editing tiles in the map editor on the edge of currently generated map could result in a corrupted scenario.
Fixed potential stability problems when fast*replacing roboports (mod related).
Fixed non*deterministic armor sorting which could cause desyncs. (
more
)
Fixed crash related to changing recipe prototypes used by entities in inactive chunks. (
more
)
Fixed circuit network contents sometimes being reset when removing connections or merging networks. (
more
)
Fixed crash when Ctrl*clicking items to the player's main inventory when no character is attached (
more
).
LatencyState is suspended when player is killed (and waiting for respawn) in the Multiplayer.
Fixed crash after finishing the game in MP with headless server (
more
).
Fixed crash related to displaying alerts from other surfaces (
more
).
Continuous zoom speed is independent of the game speed (
more
).
Fixed that it was possible to stack blueprints by inserting them into an assembling machine (
more
).
Fixed enemy expansion chunks not being updated properly (
more
).
Fixed trains changing state unnecessarily when reserving a signal when arriving to a station (
more
).
Fixed smart inserter not waking up when its filter was set from a script (
more
).
Fixed signal placement problems with diagonal rails (
more
more
).
Fixed last wagon of long train did not wake up inserter at its end (
more
).
Additional fix of the puff smoke appearing on different surface. (
more
)
Fixed portions of previous surface visible after respawn when the player died on a different surface than is their spawn surface (
more
).
Fixed internal roboport connection inconsistency that could happen when migrating from 0.11 version. (
more
)
Fixed train still having path while being in NO_SCHEDULE state (
more
).
Fixed disconnecting roboport from roboport network caused all construction robots in the network to cancel orders (
more
).
Fixed that the game could crash when some mod tried to modify the GUI in the on_save event. The game now disallows these kind of modifications while processing the on_save event. (
more
)
Fixed crash when changing recipes (mod related). (
more
)
Fixed solar energy source was not included in electric demand satisfaction. (
more
)
Finishing research should no longer interrupt GUI when "Singleplayer game stops when research is completed" is turned off (
more
).
Fixed Underground Belts Graphics not tiling correctly.
Fixed recipes not displaying in the correct sort order when adding and removing mods from an existing game.
Fixed pathfinding penalty for trains with 1 stop in their schedule (
more
).
Fixed electric furnace still glowing with no power. (
more
)
Fix of loading a map that contains mod with tiles, while the mod is no longer present.
Fixed that it was not possible to use fast*replace when player was very close to the building. (
more
)
Right side selection info GUI has fixed size. Description and text properties properly wrap. (
more
)
Scripting
LuaForce::chart now creates a new chart if one doesn't exist yet, instead of erroring out (
more
).
Items now have a new optional attribute "stackable": When set to false, assembling machines won't be allowed to create stacks of the item. Currently only used with blueprints, to fix the "crafting machine stacks blueprints" bug.
Added LuaEntity::rocket_parts read/write, usable on Rocket Silo.
Added LuaEntity::launch_rocket(), usable on Rocket Silo.
Added LuaLogisticNetwork * an interface to logistic networks.
Added LuaLogisticCell * an interface to logistic cells (roboport/player logistic information).
Added LuaTransportLine::get_contents().
Added LuaPlayer::connected read * true/false if the player is currently connected to the game.
Added LuaForce::kill_counts read, set_kill_count/get_kill_count methods to access and manipulate kill counts per force.
Constant combinators now export their wire connections in LuaItemStack::get_blueprint_entities. (
more
)
Added Prototype::order/group/subgroup read + LuaTechnology::order read.
Added LuaRecipe::force read * the force that owns recipe reference.
Added LuaEntity::chain_signal_state read * the chain state of chain signals.
Added LuaEntity::speed read/write * the speed of a car/tank.
0.12.4
Features
Simple mechanism for multiplayer relaying via the server.
Changes
Renamed "multisampling" to "multisampling*level" in the config file. This will reset everyone's multisampling setting to 0.
Construction robots take things primary from the main inventory, then quickbar.
Reverted the order of inserter slot selection. (
more
)
Added Alt*mode (showing entity info) to the latency hiding.
Trains now try to recalculate their path, when waiting over 5 seconds on a signal (only if needed). The recalculation is forced when waiting over 30 seconds.
Construction robots will check if their target is still in the network area when they return to personal roboport for charging.(
more
)
Tweaked the stuck resolve mechanism. This should solve the
more
Bug Fixes
Less annoying glitches when running and shooting in multiplayer with latency hiding.
Fixed that the loot wasn't always properly put on transport belts. (
more
)
Fixed force building specific blueprints. (
more
)
Fixed setting player character to other player's character crashing the game. (
more
)
Fixed failed **apply*update returning success even when it failed (
more
).
Fixed the latency hiding inconsistency in the entity transfer action, entity rotation, blueprint selection deconstruction selection and others.(
more
)
Fixed ghost inserter arrows being displayed incorrectly (
more
).
Zooming works comfortably also when mapped on buttons, as holding the button continuously zooms in/out instead of doing just one small zoom step.(
more
)
Proper direction filtering (8 way versus 4 way) when building ghosts from script. The direction is now dependent on the ghost inner entity limitation.(
more
)
Fixed that the new lamp entity was off*center. (
more
)
Fixed behemoth biter resistance specification. (
more
)
Fixed that the game could crash when connecting train in a junction. (
more
)
Fixed construction robots could cause desync when they used up all repair packs.
Rocket silo behaves correctly when out of electricity. (
more
)
Fixed tank cannon shell tooltips. (
more
)
Fixed error message on campaign mission 4 (
more
)
Fixed crash when exiting the game in the map editor with the menu open.
Fixed trains not alarming inserters when switched to manual mode when already stopped. (
more
)
Fixed connection failures on windows without IPv6 enabled (
more
)
Solved stuttering while building when max_expansion_distance was set to high values by a mod. (
more
)
Fixed robots getting stuck when trying to store damaged items. (
more
)
Fixed that lot of output in the output console could slow down the game a lot. (
more
)
Fixed that damage to be taken wasn't cleared when entity was rebuild by robots, so the entity was partially unkillable.
Fixed that train stop rebuilt by robots wasn't working properly. (
more
)
Fixed crashes with invalid locale on Linux
Fixed that Save scenario + Save as wasn't translatable. (
more
)
Changed the default style of custom text field to have not only minimal_width but also maximal_width 150. So all of the text-fields will not get larger on load, until the maximal_width is specified to be larger. (
more
)
Fixed that replay didn't work on the campaign levels. (
more
)
Fixed determinism issue in logistic network causing desync. (
more
)
Two trains never collide as long as they don't share a train block, this solves some problematic situations, where the end of the train collided with different track a little, while it was technically on different block already. (
more
)
Fixed copy&pasting filters between cars (
more
).
Fixed crash in replay of game which was save and then loaded (
more
)
Fixed problems with RTL scripts ... again (
more
)
Fixed the crash when radar was created on a surface that didn't have chart initialized on the surface for the specific force.(
more
)
Scripting
Fixed that inserter didn't return drop_position.
Fixed crash when calling set_command on empty unit groups (
more
).
0.12.3
Features
Circuit wire building and repairing is incorporated in the latency hiding logic.
Changes
Cars of your own force always render their tags on the map.
Multisampling not officially supported from now on.
It can still be manually specified in the config, but not in the graphic settings GUI.
The main reason is the trouble with tiling which doesn't really have a simple fix.
Changed the console spam*prevention mechanic to check all messages for the last second instead of just the last entered one.
Bug Fixes
Fixed the Invalid Transport Line Index error. (
more
)
Fixed signal selection window not displaying correctly when "Use item groups" is disabled. (
more
)
Fixed broken accumulator input flow limitation. (
more
)
Fixed trains viewing other trains with schedules with only 1 valid stop as not stopped (
more
).
Fixed trains sometimes not recalculating their path when a new path opens up.
Fixed shotgun damaging objects behind player. (
more
)
Fixed trains not being counted properly, when entering a block multiple times without leaving (
more
).
Fixed copy&paste on Linux (
more
)
Fixed desync when trying to open an enemy structure (
more
)
Fixed changing forces of damaged entities could corrupt subsequent game saves. (
more
)
Fixed crash when clicking inventory item while dragging wire in latency hiding mode. (
more
)
Fixed that the smoke effect when building something always showed on the viewer surface. (
more
)
Fixed crash related to alerts on multiple surfaces. (
more
)
Fixed copy*paste for cars/tanks. (
more
)
Fixed single locomotives not rendering on the chart view.
Fixed the non standard number format of big numbers in the research tooltip GUI. (
more
)
Fixed crash after finishing the game in multiplayer (
more
).
Fixed construction robots got stuck when trying to take items from logistic trash slots (
more
).
Fixed productivity bonus being lost with very high productivity values (
more
)
Fixed that script errors didn't stop the game, and it was possible to possible the game by pressing SEC.
Fixed that non*default mods were not loaded during the first start of Factorio after mod*list.json was deleted.
Fixed that inserter was always preferring the Left side when picking up from the underground belt. (
more
)
Fixed robots from personal roboport would keep transferring items from chest which was ordered for deconstruction
even after the chest gets out of the personal robot range. (
more
)
Scripting
Implemented remove_item() for all entities that have items.
Added LuaEntityPrototype::autoplace_specification read.
0.12.2
Features
Enabled swapping held blueprints with other blueprints directly.
Force*building blueprints will mark any colliding trees for deconstruction.
Added filters to car and tank main inventories.
Changes
Inserters will never take more than the maximum stack size of the item.
Way more relaxed timeouts for dropping peers during map uploads (
more
).
Bug Fixes
Factorio with RTL languages no longer crashes on startup because of reversed font path.
Fixed crash when removing mods that added/changed recipes (
more
).
Disabled repairing of combat robots (
more
).
**start*server and **create now accept filenames with dots in them (
more
).
Combinators will no longer turn off when no wires are connected (
more
).
Shift + click will move items into logistic trash slots only in character GUI (
more
).
Fixed circuit network crash when removing mods that changed the inserter (
more
).
Fixed crashes related to migrating entities (
more
).
Inserters and logistic robots no longer extract from enemy chests (
more
).
Fixed health bar display on large entities like the rocket silo (
more
)
Fixed crash when loading some maps that were migrated from early*0.11 versions (
more
).
Inserters now correctly pick up items from splitters (
more
,
more
more]).
Picking up items from curved belts picks up from the correct line (
more
).
Fixed that electric pole/roboport radius visualization were off*centered in low Graphics mode.
Fixed that turrets had too small remnants.
Fixed bug when removing roboports during load migration (
more
).
Empty autoplace tag in mod entity specification doesn't place entity at all (
more
).
Fixed blueprints or armors getting erased when inserters move them.
Fixed "Attempt to clone non empty blueprint" and "Attempt to clone armor with equipment grid" when inserters move them.
(
more
)
Character doesn't get moved by neighbour transport belt after game load.
Crafting entity tooltips show contents in order and now also show fluids (
more
)
Fixed missing belt activation in specific situation (
more
)
Fixed modded spitters could spit very far from their location when trying to destroy a tree (
more
).
Map editor wire editing works again.
Fixed beacons stopping working when the modules where removed and re*inserted (
more
).
Fixed power armor GUI tooltips not showing sometimes.
Fixed v*sync causing framerate to go bellow 60 when Windows Aero theme is enabled (
more
).
Flame*thrower sounds volume is dependent on the distance of the player now. (
more
)
Tank can turn around without moving forward again. (
more
)
Fixed tile building/removal sometimes removing buildings or killing the player.
Fixed tile building/removal sometimes creating or removing water.
Fixed tile removal ignoring changes made in map editor.
Fixed crashes when mining path tiles while map is generated.
Scripting
get_surface never returns invalid surface.
0.12.1
Features
Burner inserters start with enough energy to pick up 1 item and fuel them selfs.
Changes
Train station names use natural string comparing (station "Iron 10" comes after "Iron 9", not after "Iron 1").
New command*line parameter: **latency*ms. Allows to set server latency in milliseconds rather than ticks
You can copy paste circuit network conditions between Inserter, Lamp, Pump and Offshore Pump.
The delete button in Load Game or Save Game dialogues now asks for confirmation before deleting
Locomotive on schedule can't be rotated while moving anymore.
Changed fast inventory transfer from the main player inventory so ctrl+clicking empty slots doesn't move items to the logistic trash slots.
Changed Assembling machine's auto*insertion behaviour when using speed module effects. Faster speed with fast recipes will insert more items sooner.
Bug Fixes
Very rough support for RTL languages, the texts are no longer rendered backwards (but the GUI still is and multiline text will cause problems).
Fixed Rocket Silo rocket inventory tool tip sticking around when it shouldn't (
more
).
Fixed furnaces rendering light when inactive (
more
).
Fixed transport belt to ground in blueprints when rotating crashing the game (
more
).
Fixed LuaSurface::can_place_entity checks for rails (
more
).
Fixed inserters putting items only on left line of underground belts. (
more
)
Fixed ghost building concrete/stone not updating charting (
more
).
Fixed ghost building concrete/stone distance being restricted (
more
).
Fixed crash when leaving vehicle while on a transport belt entity (
more
).
Fixed charging from primary and secondary energy sources (aka shield insta charge) (
more
,
more
).
Fixed crash when trying to set filter on vehicle ammo inventories (
more
).
Fixed mining concrete/tiles sometimes making water where it shouldn't be (
more
).
Fixed character*logistic*trash*slots*2 technology prerequisite (
more
).
Fixed crash when calling game.player.surface.set_multi_command (
more
)
Fixed electric wire rendering on low Graphics quality settings (
more
).
Fixed unable to load 0.11 savegames with active combat robots (
more
).
Fixed robots building paths over existing paths not mining the existing paths first (
more
).
Fixed personal robots would sometimes follow player instead of stationing when they use up all material for terrain building.
Fixed splitters/transport belts still running when marked for deconstruction (
more
).
Fixed death after launching the rocket not ending the game in single player (
more
).
Fixed crash when disconnecting character from player while crafting (
more
).
Fixed inserters sometimes not loading Rocket Silo after launch (
more
).
Fixed circuit network sometimes showing items with no number.
Fixed crash when the game attempted to play a sound in headless mode (
more
)
Fixed incorrect gun turret health (
more
)
Copy pasting now works for Small pumps and Offshore Pumps.
Fixed crash when loading single*player save in multiplayer without "Allow commands" checked (
more
).
Fixed not being able to set the UI scale back to normal after accidentally setting it to 200% (
more
).
Fixed locomotive lights and vehicle indicators being rendered across different surfaces (
more
).
Fixed not being able to fast*transfer stone bricks and concrete into entities.
Fixed splitters giving priority to one input belt (
more
).
Fixed actions during saves strangeness (
more
).
Fixed logistic inconsistency when removing mods that added logistic/construction robots (
more
).
Fixed crash when removing mods that added biter spawners (
more
).
Fixed crash related to changing forces on units (
more
).
Fixed assembling machines going to sleep when their fluid output had fluid but the ingredient slot didn't have enough item ingredients.
Fixed crash when trying to read LuaSurface from disconnected player through mods (
more
).
Fixed train going into automatic mode when hitting something (again) (
more
).
Fixed laser turrets cause other electric machines to drain more power from accumulators than they should. (
more
).
Fixed crashes when connecting to MP game on older Ubuntu (and possibly other distributions;
more
)
Fixed crash when projectile with default maximum range doesn't hit anything and flies forever (
more
).
Scripting
LuaSurface::set_multi_command now takes an optional third argument specifying the force to send the command to. Default is the enemy force
Default mods are always enabled if mod*list.json is lost (even when enable new mods option is disabled).
LuaSurface can be invalid when read from LuaPlayer and Player entity if the player is disconnected from the game (MP disconnect) * use LuaSurface.valid to check.
Note: LuaSurface currently never switches between valid and not valid so the check only has to be done when it's first read from the LuaPlayer.
Changed default maximum range of projectiles from 10^308 to 1000.
0.12.0
Features
The game is now finished by launching the rocket with satellite.
Added chain signals, they can be used to make more complicated junctions and stations without deadlocks.
Added personal roboport as modular armor equipment. Once it is active, it uses the materials and robots in the players inventory. It supports all the tasks construction robots can do like building blueprints, repairing structures, deconstruction etc.
Added logistic trash fields to the character GUI. They supply items into the logistic system in the same way active provider chests do.
Added combinators (Arithmetic Combinator, Decider Combinator and Constant combinator). These allow more advanced manipulation with the circuit network logic (
more
)
The Lamp, Storage Tank, Small Pump and Offshore Pump can be connected to the circuit network.
Multiplayer latency hiding (gives impression that some common tasks are performed immediately) Applies to character movement, mining buildings, building, fast replacing, opening guis, etc.
Stone brick can be used to build stone path. (30% walking speed increase).
Concrete can be created. The concrete can be used to build concrete floors (40% walking speed increase).
Terrain modifies vehicle friction force (sand: 1.8, grass: 1.6, dirt: 1.4, stone path: 1.1, concrete: 0.8).
Trees degenerate slowly when there high pollution levels.
Lab research is now continuous. Science packs have progress bars of usage. This means that 20 labs doing research with 10 units will still be faster than 10 labs and the science packs aren't wasted.
Assembling machine input slot can contain more than the usual stack size when the recipe requirement demands it (3 X recipe demand). Example: The rocket silo requires 1000 steel, while the stack size is 100, but the input stack can hold enough.
Added / updated sounds for biters, spitters, worm, spawner, flamethrower, tank, lasers, etc.
New ambient soundtrack added. Added mechanism that prevents playing track that was played recently. The ambient player alternates between neutral wind/environment sounds and soundtrack songs.
Mousing over a train will show you its current path and blocks it can't enter.
Locomotives now show the contents of attached cargo wagons in their tooltip.
Trees regenerate health slowly.
Added support for transferring contents/settings when fast*replacing all entity types.
Added modules to the alt*view for entities that support modules.
Factorio can run as a dedicated server without Graphics (
more
).
Basic PvP: New forces can now be created and merged back together; a cease*fire can be agreed upon between forces
IPv6 support for multiplayer.
DNS names can be used when connecting to multiplayer game.
Enabled mining trees/ghosts while holding blueprints to be built.
Added explosive cannon shells.
Building blueprints over existing ghosts restores the ghost time to live to full.
Changes
Disabled loading of saves before 0.9.0 version (You can use 0.9.8 to load older saves and re*save them).
Removed rocket defense entity.
Items on transport belts don't go off the belt at the end, so the transport belt has to go directly in front of the required inserter.
Reduced number of rendered Roboport connections.
The trade in the marketplace only happens if the player can accept the trade items.
Inserters can now extract from Roboports and Beacons.
Inserters now take items from right behind them, not from the center of the pickup target entity.
Copy entity settings mechanism now remembers only the last entity copied from. Also mechanism allows copy/paste across different entities of the same type (i.e. assembling machine 1 *> assembling machine 2) and from assembling machines to requester chests (sets filters to 2 x requirements of the assembling machine).
Trees have generally smaller bounding boxes, so it is easier to walk through forest.
Power armor modules generate and consume 100 times more power in order to be able to charge construction robots.
The construction robots don't build gate in the gap between the rolling stock vehicles. They wait for the train to get away.
Player's logistic filters are now remembered after respawn in multiplayer
All turrets are now 2x2 (incorrectly stated as 4x4); laser turrets are 4x more expensive and powerful, gun turrets are 2x more expensive
Roboport tooltip now shows correct numbers of construction and logistic robots separately.
When a train loses a path and cannot find a new one, it stops immediately. This prevents it from riding into parts of the rail network, from where it can't find a path.
Improvements to circuit network wire connection. You can connect multiple wires of the same color to the same entity.
The autosave dialog no longer cancels an active blueprint or deconstruction planner selection if the mouse button is still held after the autosave finishes
Number of autosave slots is now configurable through config.ini (no GUI).
Optimizations
Overall optimization of train + belt heavy factories is roughly 66% compared to 0.11, this means that the game runs 3 times faster.
Optimised the transport belt movement.
Optimised the rotated bounding box collisions checks (trains).
Optimised the smoke update.
Optimised the solar panel, all the solar panel input is merged, so the count doesn't matter.
Optimised the accumulators by merging then into groups, where typical factory has 1 group per network.
Optimised the land mine activation mechanism.
Smaller multiplayer heartbeat packet size.
Optimised adding/removing of roboport, robots keep their tasks if they can.
Path finder will terminate when search is too long. This avoids save explosions (see
more
).
Optimised rendering for large logistic networks.
Fixed that the Graphics were saved twice in the RAM memory.
Graphics
New Graphics of the combat robots.
New Graphics of the laser/gun turrets, their color is now player/force dependent.
New Graphics of muzzle flash for player, car, tank and turrets.
New tree Graphics. Trees have 4 levels of leaves and the leafs are color-able.
Trees emit leaves (based on the tree color) when being mined and destroyed.
Trees emit branches when mined or destroyed.
Storage tank has a small window showing the liquid inside.
Combat robots attack beam (
more
)
New GUI icons: Weapons, ammo, status icons such as out*of*ammo or out*of*electricity
Bug Fixes
Fixed wrong item count in the logistic system when handling partially*filled magazines, repair packs or other items with durability
Fixed the choppy (not smooth) movement when using the exoskeleton equipment.
item*description localization now displays correctly when previewing recipes.
entity*description localization now displays on entities.
Proper blueprint centering. It is based on the included entities rather then the selection rectangle when the blueprint is created.
Very big entities no longer disappear at the edge of the screen
When putting things on ground, the first item was never put exactly under the cursor even when the place was empty.
Fixed that it wasn't possible to swap stacks of the same items with different health.
Fixed strange behavior of tank/car entering sound.
Fixed LuaFluidBox crashing the game when attempting to read fluid from an entity that previously had fluidboxes.
Car / Tank ammo inventory is refilled from the trunk / player inventory when exhausted.
Fixed writing invalid LuaEntity::selected_gun_index crashing the game.
Fixed the power armor battery level indicator getting drawn on top of everything else (
more
).
Fixed that following robots created through trigger crashed the game.
Fixed the train pathfinding issue when the train crashes to something while stopping for signal or station in front of a junction.
Fixed that crashing to something while in manual mode in train could switch it to automatic mode.
Fixed crashing when setting modded GUI styles in Multiplayer.
Fixed crash when trying to read LuaPlayer::opened on a dead player.
Fixed crash when canceling deconstruction of a logistic container that was marked for deconstruction after the logistic network it was in lost power and then regained power (
more
).
Fixed LuaSurface::can_place_entity returning true when checking item*on*ground against item*on*ground (
more
).
Turrets can now be modded to use shotgun (and other not guided) ammo.
Fixed research window appearing behind the selection/minimap pane when shown from research completion (
more
).
Fix inability to bind some OEM keys on Windows. Added the ability to bind more keys including multimedia keys. (
more
)
Fixed marking a ton of entities for deconstruction outside the construction range of roboports slowing down normal deconstruction rates.
Fixed crash when removing electric poles from electric networks or circuit networks with large amounts of poles (
more
).
Fixed video*memory*usage option on Windows. It is possible to run Factorio on configurations with low VRAM (less then 512MB). Other platforms don't have this issue.
Fixed that control*clicking entire inventory into a machine installed modules.
Fixed another instance of the "Trying to make chunk at unreasonable position" bug (
more
).
Requester chests no longer request more than they can store. E.g. if a requester chest only has one free slot and the requester slider is set to request 20000 iron ore, the chest will only request one stack from the network (
more
)
Console no longer loses focus after an autosave (
more
)
Fixed wrong highlight when crafting ammo in vehicles (
more
)
Modding
Ambient sounds are specified as prototypes so they can be extended and modified by mods.
Scripting
Changed all the identifiers/methods/events/parameters. Underscores are used as word delimiter (findentities *> find_entities).
Changed glob to global.
New object LuaSurface, accessible from player/entity as read property surface.
Some commands moved from LuaGame to LuaSurface: get_pollution, can_place_entity, find_entity, find_entities, find_entities_filtered, find_non_colliding_position, find_enemy_units, find_nearest_enemy, set_multi_command, create_entity, create_unit_group, build_enemy_base, get_tile, get_tileproperties, set_tiles, pollute, get_chunks, is_chunk_generated
Added LuaGame::local_player console command: when entered through the console it will reference the local player doing the console command. Only works when run through the console.
Added LuaFluidPrototype * similar to LuaItemPrototype but for fluids.
math.random can now accept negative values for ranges eg x + math.random(*10, 10)
Added LuaRecipe::hidden and energy read.
New object LuaGroup, accessible from LuaEntityPrototype as read property group/subgroup. LuaGroup contains: name, type, inventory_order, group, subgroups
Added several new options to LuaEntityPrototype: mineable_properties, items_to_place_this, collision_box, selection_box, order, group, subgroup, healing_per_tick, emissions_per_tick, corpses, selectable_in_game, weight, resistances, fast_replaceable_group, loot, repair_speed_modifier
LuaItemPrototype::group now returns the new LuaGroup object.
Added LuaEntity::is_crafting() * returns true/false if the assembling machine or furnace is currently crafting a recipe.
Added LuaEntity::crafting_progress/bonus_progress * a percent of 1: the current crafting progress or bonus progress.
Added the ability to compare LuaObjects using "==" as in: "if game.player == game.players[1]" for all LuaObjects.
Removed all LuaObject::equals(): the == operator can be used in its place.
Added new blend modes for sprites using "blend_mode" property. Possible values: "normal", "additive", "multiplicative".
Added on_player_driving_changed_state event * passes the player_index who's driving state changed.
Added LuaEntity::belt_to_ground_type * returns the type "input"/"output" of the transport*belt*to*ground.
Added several methods for manipulating gates: is_opened, is_opening, is_closed, is_closing, request_to_open, request_to_close.
Changed LuaEntity::neighbours:
For electric poles: the wire connections: {copper={}, red={}, green={}}
For transport*belt*to*ground: the input/output entity it's connected to (or none)
For entities with fluid * the entities the fluid connections connect to indexed by the fluid connection
#entity.fluidbox can now be read from any entity and will return the number of fluidboxes the entity has (0 for non*fluid handling entities).
Added the ability to specify map colors for all entities: map_color, friendly_map_color, and enemy_map_color
Added the ability to disable drawing the station name for train*stop type entities: chart_name = "false" in the prototype.
LuaEntity::backer_name can now be read/written for all entities that support backer names (furnace, assembling machine, lab, locomotive, radar, roboport, trainstop).
LuaEntity::recipe can now be set to nil to remove the recipe from an assembling machine.
Added LuaItemPrototype default_request_amount, resistances, item_to_clear.
Added LuaChart::chart_all (charts all the generated parts of the map).
Expanded LuaEntity::get_item_count and LuaEntity::clear to work with all transport belt entities.
New object LuaTransportLine, accessible from entity as read method get_transport_line(index) * an interface to the items on transport belts.
Added LuaSurface::count_entities_filtered * the same as find_entities_filtered but simply returns a count. The benefits being: it's much faster than find_entities_filtered when the entity references aren't desired.
Added LuaForce::enable_research() * enables research for the force if it was disabled.
Added LuaSurface::spill_item_stack() * takes a item_stack and position and drops the items on the ground item bomb style.
Changed LuaEntity::stack, LuaEntity::held_stack and LuaPlayer::cursor_stack to return LuaItemStack objects.
Changed LuaItemStack to allow reading any inventory slot even when the item in the slot is invalid. LuaItemStack::valid_for_read should be used before accessing the normal properties/methods for a given LuaItemStack.
Removed LuaEntity::clear_circuit_condition() * LuaEntity::set_circuit_condition(index, nil) can be used instead.
Added "force" option to LuaSurface::find_entities_filtered/count_entities_filtered.
ItemStack counts can be excluded and defaults to 1, ItemStacks can be strings and default to a full stack.
Added LuaItemStack::count write support.
Added LuaItemStack::can_set_stack(), set_stack(), clear() * write support to a specific item stack.
Removed LuaEntity::stack, held_stack write support * LuaItemStack::set_stack() can be used.
Removed LuaPlayer::cursor_stack write support * LuaItemStack::set_stack() can be used.
Added LuaTrain::cargo_wagons read * returns only the cargo wagons for the given train.
Added LuaEntity::remove_market_item * takes an index to remove from a Market entity offer list.
Added LuaEntity::get_market_items * returns a table of offers the Market entity offers.
Added LuaForce::research_progress read/write * a percent of 1 * the current research progress (0 if no research).
Added LuaEntityPrototype::turret_range read * the range of a given turret entity prototype.
Added player_index to the on_put_item event.
Added ghosts from manual building and blueprints to the on_built_entity event.
Added LuaPlayer::enable_flashlight() * counterpart to disable_flashlight().
Replaced LuaGameScript::kill_all_enemies() by LuaForce::kill_all_units().
Changed on_researched events to return the relayed LuaTechnology object.
Added LuaTechnology::force read * the LuaForce the technology belongs to.
Added LuaGame::create_surface * takes a string name and optionally a table of map gen settings and creates a new surface.
Changed LuaPlayer::teleport to allow optionally a surface name, index or object to teleport the player to. The surface must exist.
Added LuaSurface::request_to_generate_chunks * takes a position and radius and requests to generate those chunks * will not generate chunks outside the map bounds.
Added LuaSurface::map_gen_settings * the current map gen settings for the surface.
Added LuaGame::server_save * in a multiplayer game with a server, this will make the server save the game. Only works with a headless server, i.e. one launched through the **start*server option.
Added LuaGuiElement::parent read * the parent of the LuaGuiElement if any else nil.
Added LuaPlayer::index read * the numeric index of the LuaPlayer object.
| Versions | Versions |
| --------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 0.1-0.6 | 0.1.00.1.10.1.20.2.00.2.10.2.20.2.30.2.40.2.50.2.60.2.70.2.80.2.90.2.100.3.00.3.10.3.20.4.00.4.10.5.00.5.10.5.20.5.30.6.00.6.10.6.20.6.30.6.4 |
| 0.7-0.11 | 0.7.00.7.10.7.20.7.30.7.40.7.50.8.00.8.10.8.20.8.30.8.40.8.50.8.60.8.70.8.80.9.00.9.10.9.20.9.30.9.40.9.50.9.60.9.70.9.80.10.00.10.10.10.20.10.30.10.40.10.50.10.60.10.70.10.80.10.90.10.100.10.110.10.120.11.00.11.10.11.20.11.30.11.40.11.50.11.60.11.70.11.80.11.90.11.100.11.110.11.120.11.130.11.140.11.150.11.160.11.170.11.180.11.190.11.200.11.210.11.22 |
| 0.12 | 0.12.00.12.10.12.20.12.30.12.40.12.50.12.60.12.70.12.80.12.90.12.100.12.110.12.120.12.130.12.140.12.150.12.160.12.170.12.180.12.190.12.200.12.210.12.220.12.230.12.240.12.250.12.260.12.270.12.280.12.290.12.300.12.310.12.320.12.330.12.340.12.35 |
| 0.13-0.14 | 0.13.00.13.10.13.20.13.30.13.40.13.50.13.60.13.70.13.80.13.90.13.100.13.110.13.120.13.130.13.140.13.150.13.160.13.170.13.180.13.190.13.200.14.00.14.10.14.20.14.30.14.40.14.50.14.60.14.70.14.80.14.90.14.100.14.110.14.120.14.130.14.140.14.150.14.160.14.170.14.180.14.190.14.200.14.210.14.220.14.23 |
| 0.15 | 0.15.00.15.10.15.20.15.30.15.40.15.50.15.60.15.70.15.80.15.90.15.100.15.110.15.120.15.130.15.140.15.150.15.160.15.170.15.180.15.190.15.200.15.210.15.220.15.230.15.240.15.250.15.260.15.270.15.280.15.290.15.300.15.310.15.320.15.330.15.340.15.350.15.360.15.370.15.380.15.390.15.40 |
| 0.16 | 0.16.00.16.10.16.20.16.30.16.40.16.50.16.60.16.70.16.80.16.90.16.100.16.110.16.120.16.130.16.140.16.150.16.160.16.170.16.180.16.190.16.200.16.210.16.220.16.230.16.240.16.250.16.260.16.270.16.280.16.290.16.300.16.310.16.320.16.330.16.340.16.350.16.360.16.370.16.380.16.390.16.400.16.410.16.420.16.430.16.440.16.450.16.460.16.470.16.480.16.490.16.500.16.51 |
| 0.17 | 0.17.00.17.10.17.20.17.30.17.40.17.50.17.60.17.70.17.80.17.90.17.100.17.110.17.120.17.130.17.140.17.150.17.160.17.170.17.180.17.190.17.200.17.210.17.220.17.230.17.240.17.250.17.260.17.270.17.280.17.290.17.300.17.310.17.320.17.330.17.340.17.350.17.360.17.370.17.380.17.390.17.400.17.410.17.420.17.430.17.440.17.450.17.460.17.470.17.480.17.490.17.500.17.510.17.520.17.530.17.540.17.550.17.560.17.570.17.580.17.590.17.600.17.610.17.620.17.630.17.640.17.650.17.660.17.670.17.680.17.690.17.700.17.710.17.720.17.730.17.740.17.750.17.760.17.770.17.780.17.79 |
| 0.18-1.0 | 0.18.00.18.10.18.20.18.30.18.40.18.50.18.60.18.70.18.80.18.90.18.100.18.110.18.120.18.130.18.140.18.150.18.160.18.170.18.180.18.190.18.200.18.210.18.220.18.230.18.240.18.250.18.260.18.270.18.280.18.290.18.300.18.310.18.320.18.330.18.340.18.350.18.360.18.370.18.380.18.390.18.400.18.410.18.420.18.430.18.440.18.450.18.460.18.471.0.0 |
| 1.1 | 1.1.01.1.11.1.21.1.31.1.41.1.51.1.61.1.71.1.81.1.91.1.101.1.111.1.121.1.131.1.141.1.151.1.161.1.171.1.181.1.191.1.201.1.211.1.221.1.231.1.241.1.251.1.261.1.271.1.281.1.291.1.301.1.311.1.321.1.331.1.341.1.351.1.361.1.371.1.381.1.391.1.401.1.411.1.421.1.431.1.441.1.451.1.461.1.471.1.481.1.491.1.501.1.511.1.521.1.531.1.541.1.551.1.561.1.571.1.581.1.591.1.601.1.611.1.621.1.631.1.641.1.651.1.661.1.671.1.681.1.691.1.701.1.711.1.721.1.731.1.741.1.751.1.761.1.771.1.781.1.791.1.801.1.811.1.821.1.831.1.841.1.851.1.861.1.871.1.881.1.891.1.901.1.911.1.921.1.931.1.941.1.951.1.961.1.971.1.981.1.991.1.1001.1.1011.1.1021.1.1031.1.1041.1.1051.1.1061.1.1071.1.1081.1.1091.1.110 |
| 2.0.0 | 2.0.72.0.82.0.92.0.102.0.112.0.122.0.132.0.142.0.152.0.162.0.172.0.182.0.192.0.202.0.212.0.222.0.232.0.242.0.252.0.262.0.272.0.282.0.292.0.302.0.312.0.322.0.332.0.342.0.352.0.362.0.372.0.382.0.39 |
|
wiki
|
https://wiki.factorio.com/Version_history/0.12.0_-_Factorio_Wiki
|
Fast_inserter
|
Fast inserter - Factorio Wiki
|
[] |
Fast inserter - Factorio Wiki
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| | Fast inserter | Edit |
| | ------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ---------------------------------- | | ------- | | ------ | | ------- | | ------- | | ------- | | ------- |
| 0.5+2+1+2β1 | 0.5+2+1+2β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 5.25+4.5+8 | 5.25+4.5+8 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 150195240285375 | | | | 150 | | 195 | | 240 | | 285 | | 375 |
| | | | 150 | | | | | | | | | | |
| | 195 | | 240 | | | | | | | | | | |
| | 285 | | 375 | | | | | | | | | | |
| Resistances | Fire: 0/90% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 | | | | | | | | | | | | |
| Dimensions | 1Γ1 | | | | | | | | | | | | |
| Energy consumption | 59.376.9494.58112148kW (electric) | | | | 59.3 | | 76.94 | | 94.58 | | 112 | | 148 |
| | | | 59.3 | | | | | | | | | | |
| | 76.94 | | 94.58 | | | | | | | | | | |
| | 112 | | 148 | | | | | | | | | | |
| Drain | 500 W (electric) | | | | | | | | | | | | |
| Rotation speed | 864Β°/s1123Β°/s1382Β°/s1642Β°/s2160Β°/s | | | | 864Β°/s | | 1123Β°/s | | 1382Β°/s | | 1642Β°/s | | 2160Β°/s |
| | | | 864Β°/s | | | | | | | | | | |
| | 1123Β°/s | | 1382Β°/s | | | | | | | | | | |
| | 1642Β°/s | | 2160Β°/s | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | inserter | | | | | | | | | | | | |
| Internal name | fast-inserter | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
fast inserter
is an electric inserter that is more than twice as fast as the regular
inserter
.
For more information on mechanics and uses see
inserters
.
History
2.0.7
:
All inserters now have filter option.
All
filter inserters
crafted before 2.0.7 have been turned into fast inserters.
0.13.2
:
Inserters connected to the circuit network now have the option to only read hand contents.
0.13.0
:
Inserters can now send the item held in hand to the circuit network.
Inserters are able to squeeze things
slightly
better to belts. more resources.
All types of inserters can be controlled by the circuit and logistic network, once the respective network is researched.
Power drain and consumption increased, no longer more efficient than Inserters.
0.12.2
:
Inserters will never take more than the max stack size of an item.
Inserters and logistic robots no longer extract from enemy chests
Inserters now correctly pick up items from splitters
0.12.0
:
Inserters can now extract from Roboports and Beacons.
Inserters now take items from right behind them, not from the center of the pickup target entity.
0.10.0
:
New icon
New sounds
0.9.2
:
Inserters can have arbitrary pickup and insert positions.
0.9.0
:
Inserter code optimisation, inserters that have nothing to do will sleep.
0.8.0
:
Improved inserter's ability to pull from train wagons.
0.7.1
:
Fast inserter now has the same speed as the smart inserter.
0.5.0
:
Inserter can now pick up up to 5 items when researched.
0.4.0
:
Smaller inserter bounding box
0.3.0
:
New Inserter graphics
0.2.1
:
The item in the hand of the inserter is returned to the player when mined.
0.2.0
:
Show direction of inserter
0.1.0
:
Introduced
See also
Electric system
For general knowledge about inserters, their mechanics and applications, see
Inserters
.
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
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wiki
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User_talk_Ovalikz
|
User talk:Ovalikz - Factorio Wiki
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User talk:Ovalikz - Factorio Wiki
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Welcome to the Official Factorio Wiki!
Now that you have an account, there are a few key places on this Wiki that will be helpful in your efforts to improve it.
First and foremost, please be sure to read and understand the
rules of this Wiki
. If you have any questions or concerns with these rules, please don't hesitate to ask an Admin.
Secondly, if you're new to editing Wikis and are unfamiliar with MediaWiki's formatting, please be sure to read the
help pages
. In addition to the help provided by MW, we also provide a
style guide
that we enforce.
If you're unsure where to begin, please see the
editor noticeboard
, where information on the current objectives and projects of the Wiki may be found.
Again, welcome, we hope you contribute as much high quality information as you can.Β :)
Bilka
(
talk
) -
Admin
18:13, 19 April 2018 (UTC)
Translating the prototype/type documentation
Hey, I saw that you starting translating the type documentation. Please refrain from doing so for the following reason: The type documentation overall is rather outdated, often wrong, and has many holes, so we'd rather see someone fixing that instead of translating the outdated and/or wrong pages. I really appreciate that you put effort into making modding more accessible for Russian speakers, but your effort would be better spent on translating a modding tutorial, or on writing your own tutorial in Russian. --
Bilka
(
talk
) -
Admin
18:40, 20 April 2018 (UTC)
Π ΠΊΠ°ΡΠ΅ΡΡΠ²Π΅ ΠΏΠ΅ΡΠ΅Π²ΠΎΠ΄Π°
Π ΠΎΡΠΊΡΠ΄Π° ΡΡ ΡΠΎΠ΄ΠΎΠΌ?
Aldekotan
(
talk
) 11:29, 11 August 2018 (UTC)
ΠΠ· Π ΠΎΡΡΠΈΠΈ. Π ΡΡΠΎ-ΡΠΎ Π½Π΅ ΡΠΎ ΠΈΠ»ΠΈ ΠΏΠΎΠ΄ΠΎΠ·ΡΠ΅Π½ΠΈΡ Π½Π° ΡΡΠΎ-ΡΠΎ? Π Π΅ΡΡ ΡΡΠΎ Π²ΡΡ Π² ΠΠ±ΡΡΠΆΠ΄Π΅Π½ΠΈΡΡ
ΠΏΠΈΡΠ΅ΡΡΡ.
Ovalikz
(
talk
) 16:11, 11 August 2018 (UTC)
ΠΠ½ΠΎΠ³Π΄Π° ΠΏΠ΅ΡΠ΅Π²ΠΎΠ΄ Ρ
ΡΠΎΠΌΠ°Π΅Ρ. Π‘ΠΌΡΡΠ» ΠΏΠΎΠ½ΡΡΡ ΠΌΠΎΠΆΠ½ΠΎ, Π½ΠΎ ΠΏΠΎ-ΡΡΡΡΠΊΠΈ ΡΠ°ΠΊ Π½Π°Π²ΡΡΠ΄ Π»ΠΈ Π±Ρ ΡΠΊΠ°Π·Π°Π»ΠΈ. ΠΠΎΠ²ΠΎΡΡ ΡΠ°ΠΊ, ΠΏΠΎΡΠΎΠΌΡ ΡΡΠΎ Π²ΡΠ΅Π³Π΄Π° ΡΡΠ°ΡΠ°ΡΡΡ ΠΏΠΎΠ΄ΠΎΠ±ΡΠ°ΡΡ Π±ΠΎΠ»Π΅Π΅ ΠΏΠΎΠ½ΡΡΠ½ΡΠ΅ ΡΠΈΠ½ΠΎΠ½ΠΈΠΌΡ ΠΊ ΡΠ΅ΠΌ ΡΠ»ΠΎΠ²Π°ΠΌ, ΠΊΠΎΡΠΎΡΡΠ΅ Π²ΡΠ΄Π°ΡΡ ΡΠ»ΠΎΠ²Π°ΡΡ.
Aldekotan
(
talk
) 06:40, 12 August 2018 (UTC)
Π― ΡΠΆΠ΅ Π²ΡΡ ΡΠ°Π²Π½ΠΎ, Π² ΠΏΠΎΡΠ»Π΅Π΄Π½Π΅Π΅ Π²ΡΠ΅ΠΌΡ, Π½Π΅ Π·Π°Π½ΠΈΠΌΠ°ΡΡΡ ΠΏΠ΅ΡΠ΅Π²ΠΎΠ΄Π°ΠΌΠΈ ΠΈ, Π½Π°Π΄Π΅ΡΡΡ, ΡΡΠΎ Π±ΠΎΠ»ΡΡΠ΅ Π½ΠΈΠΊΠΎΠ³ΠΎ Π½Π΅ Π±ΡΠ΄Ρ ΡΠΌΡΡΠ°ΡΡ ΡΠ²ΠΎΠΈΠΌΠΈ ΠΊΠΎΡΡΠ²ΡΠΌΠΈ ΠΏΠ΅ΡΠ΅Π²ΠΎΠ΄Π°ΠΌΠΈ, Π΄Π°Π±Ρ Π½Π°ΡΠΊΡΡΠΈΠ»ΠΎ ΠΈ Π΅ΡΡΡ Π±ΠΎΠ»Π΅Π΅ Π»ΡΡΡΠΈΠ΅ ΠΏΠ΅ΡΠ΅Π²ΠΎΠ΄ΡΠΈΠΊΠΈ. --
Ovalikz
(
talk
) 20:08, 12 August 2018 (UTC)
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Template_Keybinding
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Template:Keybinding - Factorio Wiki
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Template:Keybinding - Factorio Wiki
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[
Create
]
Documentation
This template can be used to format key binds with up to three keys.
For example {{Keybinding|ctrl|shift|A}} would result in
CTRL
+
SHIFT
+
A
The formatting is done by the
Template:Key
.
List of all templates
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Map_generator
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Map generator - Factorio Wiki
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Map generator - Factorio Wiki
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An example how the world generator might create a new map: Default settings with map seed 123456789
World generation is the procedure by which the in game landscape is generated. In short: a number of settings, editable at the start of a new world, define what that world will look like. This can dramatically alter gameplay β a new player is advised to start with the default settings before deciding to change their world.
Contents
1
Map generation presets
1.1
Default
1.2
Rich resources
1.3
Marathon
1.4
Death world
1.5
Death world marathon
1.6
Rail world
1.7
Ribbon world
1.8
Lakes
1.9
Island
2
Manual configuration
2.1
Resources
2.2
Terrain
2.3
Enemy
2.4
Advanced
2.5
Map exchange string
3
Mechanics
3.1
Starting area
3.2
Chunks
3.2.1
Invisible chunks (fog of war)
3.2.2
Charting (removing fog of war)
3.2.3
Maximum map size and used memory
4
History
Map generation presets
Overview of the map generation screen in Space Age
A preset may be chosen in the top left dropdown instead of manually configuring the generation. If playing in
Space Age
, presets will only change settings on
Nauvis
.
Default
Normal settings. The recommended way to play Factorio.
All sliders are set to the center position. Map height and width is unlimited, peaceful mode is disabled.
All other settings are set to their defaults:
| Enemy expansion | Default | Evolution | Default |
| -------------------------- | ------- | ---------------- | ------- |
| Enabled | Yes | Enabled | Yes |
| Maximum expansion distance | 7 | Time factor | 40 |
| Minimum group size | 5 | Destroy factor | 200 |
| Maximum group size | 20 | Pollution factor | 9 |
| Minimum cooldown (Minutes) | 4 | | |
| Maximum cooldown (Minutes) | 60 | | |
| Pollution | Default | Recipes/Technology | Default |
| ------------------------- | ------- | --------------------------- | ------- |
| Enabled | Yes | Technology price multiplier | 1 |
| Absorption modifier | 100% | | |
| Attack cost modifier | 100% | | |
| Minimum damage to trees | 60 | | |
| Absorbed per damaged tree | 10 | | |
| Diffusion ratio | 2% | | |
Rich resources
Resources patches on Nauvis have a larger richness, so you don't have to expand far.
Difference from default: Resources have 200% richness instead of 100%.
Marathon
Technologies are more expensive.
Difference from default: Technology price multiplier 4.
Death world
Biters are more dangerous and evolve faster.
Difference from default: 200% enemy base frequency and 200% enemy base size on Nauvis, 75% starting area size, enemy evolution time factor is set to 200, pollution factor is set to 12. The pollution absorption and attack cost modifiers are set to 50% instead of 100%
Death world marathon
Technologies are more expensive and biters are dangerous and plentiful. Only select this if you are a Factorio veteran.
Combines "Marathon" and "Death world" with some additional changes: Enemy evolution time factor is set to 150, pollution factor is set to 10. Attack cost modifier is set to 80% instead of 100% (50% for death world).
Rail world
Resource patches are large and spread far apart, to encourage train systems. Biters won't create any new bases or re-expand into cleared territory.
Difference from default: Resources on Nauvis are set to 33% frequency and 300% size. Nauvis water is set to 200% scale and 150% coverage. The evolution time factor is set to 20 from 40 and enemy expansion is disabled.
Ribbon world
The map height is limited to only 128 tiles, which introduces a range of challenges and interesting situations.
Difference from default: Map height on all planets is limited to 128. Resources on Nauvis are set to 300% frequency, 50% size and 200% richness. Nauvis water is set to 25% coverage and size. Starting area size is increased to 300%.
Lakes
Lakes with consistent size and cliffs that tend to follow the coastline. Forest paths are disabled. The same elevation as Factorio 1.1.
Difference from default: Tree coverage is set to 50%. This preset uses the map and cliff generation from version
1.1
Island
A large island in an endless ocean. Forest paths are disabled.
Difference from default: Tree coverage is set to 50%. Terrain map type is set to island. This preset uses the map and cliff generation from version 1.1.
Manual configuration
It is possible experiment with different settings by opening the map preview, changing the settings and observing their effects. This makes it possible to directly observe what exactly particular settings modify in the world, beyond the textual descriptions provided on this page. If playing in
Space Age
, you can preview any planet by using the drop-down menu in the top right. There will also be additional settings for planet-specific settings, and each setting will show an icon telling which planet it affects.
The seed is the starting value for the random number generator that Factorio uses for generating the world based on the generation settings. This means that even with the same generation settings, the world can look very different depending on the seed. If playing in Space Age, a single seed will effect all planets at once.
All resources and terrain features can be disabled by unchecking the checkbox in front of them.
Resources
Frequency determines the number of resource patches in a given area. It does not affect resource patch size or richness. A setting of 200% frequency that means roughly double the patches can be found in a given area.
The size setting adjusts the size of the resource patches. Setting the slider to 200% means the surface area of the patch is doubled.
Richness defines the yield of every ore tile and every oil field. If richness is set to 200%, each ore tile and oil field contains about double the amount of ore/oil. Outside of this, resource patch richness increases by distance from the starting area.
If playing in Space Age, resource settings can be changed for each planet individually, even if that resource appears on multiple planets. For example,
coal
can be configured differently for its appearences on Nauvis and
Vulcanus
.
Terrain
Setting the map type to island generates a single island around the spawn point and endless ocean beyond that. The normal map type generates endless terrain.
Water scale changes how much space there is between lakes. The smaller the scale, the swampier the terrain. Higher scale leads to bigger oceans separated by bigger landmasses. Water coverage influences the overall amount of water. Reducing it generates small lakes, increasing it generates large oceans.
The settings for trees behave in the same way. Higher scale increases the distance between forests while lower scale reduces it. High tree coverage allows to completely cover the world in trees, and low coverage nearly removes them from the world.
Cliff frequency influences how many cliff lines there are in the world. Higher frequency means more cliffs, lower frequency reduces their number. The continuity setting changes how long and unbroken the cliff lines are. Low continuity leads to very short lines, high continuity to long, nearly unbroken lines of cliffs. Cliffs can be set separately for their appearances on
Fulgora
and
Gleba
.
The moisture settings control the distribution of grass versus desert. Higher bias generates more grass, lower bias generates more desert. Higher scale increases the size of the grass/desert areas, low scale leads to small grass and desert patches.
The terrain type setting controls the distribution of red desert versus sand. Higher bias generates more red desert, lower bias generates more sand. Higher scale increases the size of the red desert/sand areas, low scale leads to small red desert and sand patches.
Vulcanus volcanism determines the distribution of lava compared to the mountains and ashlands on Vulcanus. Higher scale means more lava rivers, lower scale generates more mountains instead. Higher coverage means larger lava pools, smaller coverage means more ashlands.
Gleba water control the distribution of swamps compared to the highlands on
Gleba
. Higher scale means more swamplands, lower scale generates more infrequent patches of highland. Higher coverage means larger bodies of deep water, lower coverage means less water and larger highlands.
Gleba plants control the distribution of Gleba's many flora. It behaves similarly to Nauvis trees.
Enemy
The enemy tab
Frequency determines the number of enemy bases in a given area. It does not affect enemy base size. A setting of 200% frequency that means roughly double the enemy bases can be found in a given area.
The size setting adjusts the size of enemy bases. Setting the slider to 200% means the surface area covered by the enemy bases is doubled. Bases can be changed for both Nauvis and Gleba individually.
There are two ways to disable enemies alltogether: "no enemies mode", or "peaceful mode". Selecting either will disable some
achievements
.
No enemies
:
Nests
will still spawn, but no enemies themselves will spawn from them.
Pollution
will still effect the nests by increasing their health.
In Space Age, on Vulcanus, Demolishers will also not spawn, and thus there will be no territories. On Gleba, destroying egg rafts will no longer spawn wrigglers.
Pentapod egg
and
biter egg
will no longer spawn their creatures upon spoiling, and will instead simply disappear.
Peaceful mode
: Enemies don't begin fights, only responding if the player (or a structure) fires at them. Only the enemies located near the fired shot are aggravated and they do not call other enemies to join them. The aggravated enemies primarily attack the structures and players that initiated the aggression and also the structures that block their paths. After destroying their targets, most of the time the aggravated enemies will return to being peaceful, but some of them continue a nonstop rampage where they target nearby structures (but not faraway ones). Additionally, when a map is in peaceful mode, the enemies will not
expand
.
In Space Age, Demolishers will not attack if you build in their territory, but will still destroy buildings if they are placed in its path.
The starting area is an almost circular radius around the spawn point that does not contain enemy bases or demolisher territory. Increasing its size pushes the bases further out, while decreasing its size generates enemy bases closer to the spawn point. The size setting does not have any other effect.
Enemy expansion
can be enabled/disabled and further adjusted using the below settings.
| Enemy expansion setting | Description |
| -------------------------- | ------------------------------------------------------------------------------------- |
| Maximum expansion distance | The maximum distance enemies will look to expand from other enemy bases. |
| Minimum group size | The minimum size of an enemy expansion party modified by the current evolution level. |
| Maximum group size | The maximum size of an enemy expansion party modified by the current evolution level. |
| Minimum cooldown (Minutes) | The minimum time between enemy expansions being sent out. |
| Maximum cooldown (Minutes) | The maximum time between enemy expansions being sent out. |
Evolution
can be enabled/disabled and further adjusted using the below settings.
| Evolution setting | Description |
| ----------------- | ----------------------------------------------------------------------- |
| Time factor | Controls how fast evolution increases over time. |
| Destroy factor | Controls how fast evolution increases due to destroying enemy spawners. |
| Pollution factor | Controls how fast evolution increases due to producing pollution. |
Advanced
The map width and height allows to generate maps with finite resources and area. It is possible to limit generation in only direction, alike the
ribbon world
. Technology price multiplier allows one to multiply the
technology cost
.
Pollution
can be enabled/disabled and further adjusted using the below settings.
| Pollution setting | Description |
| ------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Absorption modifier | Modifier of how much pollution is absorbed by trees and tiles. |
| Attack cost modifier | Modifier of how much pollution is absorbed by enemy attacks. |
| Minimum damage to trees | Trees have 4 different stages of the progression towards being destroyed by pollution. Any pollution above this amount starts the process of moving a tree towards a more damaged stage. |
| Absorbed per damaged tree | Trees have 4 different stages of the progression towards being destroyed by pollution. This value specifies how much pollution is absorbed when moving to a more damaged stage. |
| Diffusion ratio | The amount of pollution diffused into neighboring chunks per second. |
Map exchange string
A map exchange string generally looks like this:
>>>eNp1UTGIE0EU/WMu3F4EUUjhgR4prrDZJTlFJRyZURAR0d7Oz
WYiA5udOLsLnhaX4kptxEaraz3hOgu7wIEoKBxa2UVsLFROBC0U4
p+dnWSNdw/+583/f97/fwbgGLhAADGgAEPqzAXSD/HI8JRZJZD9P
leuVNyGtC0EKu1wV4qwGK3wiPfW3LYfc6NozBFKRv8qMFaOExnlE
WDPtrZoOVGcx3igxgb0cKr8SKQ9c1eL5aOSGIcebCxlNl6H2nisD
dkIC0YAtpIQjOWYOx7IKFEydGOeJCK61fTTO8228OMFt+416hqn9
ivpKn475VGw1uylYSL6oeDKqXtnNc6dnL3RkyJOUsUzZccKuweW7
ave8E5nKAeh6HYBahfQLuotCJB71e3LH+8+osTs5bGc7OWRYdtGr
lhynR2YWrbkTEHHdP9RIKZpgi3yKodNiUlu6CQhD74+3/z1crdF/
jz9/u5a+yYljUvVb3sr2y1MzusVDk3ck8caL+wqYDVHNE99oOTtG
40vlJT1jap27Dy64dUSkKNHkG3eR1c7AXa0lpWpMtLN8NNu8smS9
3R2D3yIVS2+pN0r7bKGk8lITm8wk1icZvHqChTbd6bLvbYddwqtZ
2b4/w+KK8xElgsPX9F9OhP3uTQZAl9wd96e2DorwRT4wTu/vYd/A
dl73Kk=<<<
The map exchange string can be used to share all map generation settings between different players. The player can paste the string (using
CTRL
+
V
) into the map exchange string field and the game will set the generation settings to the settings saved in the string, resulting in a complete copy of the map when generated.
The map exchange string can be retrieved from save files by going into the load game screen, selecting the desired map, clicking the map exchange string button in the upper right corner and copying the string from the window that pops up.
For a technical description of the map exchange string, see
map exchange string format
.
Mechanics
Starting area
There is a second internal starting area that is completely separate from the starting area that can be changed in the enemy settings tab. This starting area always has a constant size and affects the spawning of resources, cliffs and water directly at the spawn. The map generation logic makes sure that there is always at least one patch of
coal
,
iron ore
,
copper ore
, and
stone
each. Furthermore, there is always a lake in the starting area, even when water is turned off, and there are never any cliffs there.
Uranium ore
and
crude oil
do not spawn in the starting area. The richness of the ore patches is slightly influenced by the frequency setting.
[1]
Chunks
A map is endless by default, though its size can be limited by height and width β see above. Because it is technically endless, the whole map is not generated from the start. Instead, a new
chunk
of the map is generated only when needed, similar to other procedurally generated world games.
Invisible chunks (fog of war)
Outside of the visible chunk area, an invisible area of about 3 chunks wide is generated as a preloading mechanism. Enemies may be located inside these invisible chunks and can attack the player from there, while
artillery turrets
and
wagons
may automatically shoot enemy bases in these chunks if they are within their automatic range. Invisible chunks are also generated if pollution is generated heavily; the game generates (invisible) chunks as it needs to spread the pollution into the area.
Charting (removing fog of war)
As long as a chunk is invisible, the part of the players map stays black. This changes when a chunk is
charted
, which means when it is "touched" by a radar. This can be either the player's internal radar, which is always available and continually charts chunks around the player, or the
radar
entity. If a far-away and thus ungenerated chunk is charted, it will be generated, together with the above-mentioned invisible 3 chunk radius of map around it.
Maximum map size and used memory
The map size is limited to 2,000 x 2,000 kilometers; internally, this is a square 2,000,000 tiles on a side, with an area of 4,000,000,000,000 (4 trillion) square tiles (assuming 1 tile = 1 meter on a side yields 2,000 x 2,000 km = 4 million square km). In real-world terms, this is between the sizes of India and Australia (or about 40% the area of the United States, or over 10 times the area of Germany). It would take around 200
game-minutes
(ca 3.3 hours real time) to reach that border from the center when riding a
train
fueled with
rocket
or
nuclear fuel
. This makes the world essentially endless for practical purposes. The generated chunks are fully mapped and stored in the player's RAM, which is the practical limiting factor of exploration.
Because chunks are only generated in and close around the area revealed by radar, it is possible to reach that border without overloading your computer, as the size of the map in computer memory is dependent only on chunks actually generated. If only a narrow stripe of land is explored to far away, this remains manageable.
History
2.0.7
:
Added "No enemies" setting that disables enemy unit spawning from enemy spawners, map gen, and items. Does not disable enemy spawners.
Added "Lakes" map generation preset
Map generation system reworked
0.17.44
:
The resource frequency slider in the map generator settings has a smaller influence over the amount of ore in the starting area patches.
0.17.0
:
Resource generation changed significantly:
The starting area contains only iron, copper, coal and stone, in very predictable amounts. Uranium and oil are excluded from the starting area.
Resource generation settings now have a much more dramatic effect. Increased the number of steps for each setting.
Ore patches are slightly less frequent but richer.
There will be a more balanced amount of resources within a large enough region.
Many other small tweaks.
Biter generation changed significantly:
Biter richness slider removed, biter placement is only configured by size and frequency settings.
Biter generation settings now have a much more dramatic effect. Increased the number of steps for each setting.
Biter bases will increase in size, frequency and number of worms depending on the distance from player spawn.
Worm size increases depending on the distance from player spawn.
Small biter bases are now closer to the player spawn.
At large distances from player spawn, biter base frequency is lower than before but biter bases are larger.
Other small tweaks.
Terrain generation changed significantly:
Water is generated as large lakes instead of swamps.
Tile generation improved. Tile placement respects biomes better.
More predictable cliff placement.
Better controls in the map generator GUI for water, tiles and cliffs.
New map terrain type selectable: Island. Launch the rocket with only a limited amount of resources available on the map.
0.16.0
:
Added cliffs.
New terrains and new terrain generation.
Trees can now be configured in the generate-map GUI.
Terrain can be configured in the generate map GUI.
Biters scale less with distance and there are generally less biters.
No uranium as a starting resource also no uranium is ever generated near the starting area, you need to go look for it.
0.15.0
:
Extended map generator settings to include an advanced section.
Added map generator presets.
The map seed is used to generate unique maps instead of just shifting the starting position.
0.13.7
:
Map size is now limited to 2000 km by 2000 km with a black bar rather than crashing when reaching this distance.
0.13.0
:
Map generator algorithm changed, further resource field now have greater richness.
|
wiki
|
https://wiki.factorio.com/Map_generator_-_Factorio_Wiki
|
Tree
|
Tree - Factorio Wiki
|
[] |
Tree - Factorio Wiki
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| | Tree | Edit |
| | ---- | ---- |
| Absorbs pollution. Can be chopped down forwood. | Absorbs pollution. Can be chopped down forwood. |
| ----------------------------------------------- | ----------------------------------------------- |
| Map color | |
| Expected resources | Tree:4Dead tree:2 |
| Health | Tree: 50Dead tree: 20 |
| Mining time | Tree: 0.55Dead tree: 0.5 |
Trees
are plants in Factorio. They can be mined for
wood
, and are the only source of it. Trees are obstacles to construction and must be cleared to provide building space, but they also reduce
pollution
, so take care not to remove more than necessary. Currently, trees cannot be replanted in the vanilla version of the game, though they can be in
Space Age
. While
Nauvis
has standard Earth-like trees,
Gleba
also has alien tree-like structures.
Vulcanus
contains ashland trees, which yield small amounts of carbon when destroyed.
Contents
1
Achievements
2
Good methods to remove trees
3
Fires
4
Pollution removal
5
Agriculture
6
Gallery
7
History
8
See also
Achievements
| | Run Forrest, runDestroy 100treesby impact. |
| | ------------------------------------------ |
| | PyromaniacDestroy 10ktreeswith fire. |
| | ------------------------------------ |
Good methods to remove trees
Mining by hand (*)
Shooting swaths of trees with a
shotgun
or
combat shotgun
Using
grenades
to blow them up
Using
poison
to kill them
Having construction robots harvest them using a
deconstruction planner
(*)
Knocking them down by driving a
tank
over them
Burning them with a
flamethrower
, causing a forest fire
Burning them with a flamethrower while in a tank
Using
atomic bombs
to blow them up
Being harvested and replanted by an
agricultural tower
(*)
(*) Usable to collect wood. Dead trees (except the dry tree) will give 2 wood and have a mining time of 0.5. Live trees (and the dry tree) will give 4 wood and have a mining time of 0.55. All other methods destroy both the tree and the wood.
Fires
A forest fire spreads rapidly after a few moments.
Trees can be set on fire by
flamethrowers
and
flamethrower turrets
. The fire will spread from tree to tree, releasing high amounts of
pollution
and leaving stumps and charred trees behind.
Once on fire, trees cannot be extinguished, but the spread of the fire can be limited by creating a
fire break
.
Pollution removal
Every single tree absorbs a small amount of
pollution
in its chunk per second. If the total pollution in a
chunk
is above 60 units, once per second some of the trees in that chunk each have a chance to either lose one stage of leaves or have their leaves become one stage more gray. Regardless of whether the tree loses leaves or gets grayer, 10 pollution are absorbed by the tree.
A tree stops losing leaves/becoming more gray once the sum of its gray percentage and its leaves lost percentage is above 120%. 50% of trees stop their leaf progression one stage earlier. As the grayness and leaf stage are then locked for that tree forever, it is possible for trees to keep some leaves in heavily polluted chunks but in turn be very gray, or the other way around.
The less dense the leaves, the slower the tree absorbs pollution, however tree grayness does not affect pollution absorption.
| Object | Stage | Pollution per second |
| -------------------------- | -------------------- | -------------------- |
| Tree, red tree, brown tree | 0 (Max leaf density) | -0.001 |
| 1 | -0.00067 | |
| 2 | -0.00033 | |
| 3 (Min leaf density) | 0 | |
| Dead dry hairy tree | No stages | -0.0001 |
| Dead gray trunk | No stages | -0.0001 |
| Dead tree - desert | No stages | -0.0001 |
| Dry hairy tree | No stages | -0.0001 |
| Dry tree | No stages | -0.0001 |
Agriculture
Space Age
expansion exclusive feature.
Trees can be grown on Nauvis by planting
tree seeds
, either manually or via the
agricultural tower
. Grown trees take 10 minutes to reach full maturity, and they will yield 4
wood
when harvested. The agricultural tower will automatically harvest mature trees in its range, replanting them if they have available seeds.
Tree seeds are produced from
wood processing
. 2 wood can be converted into one seed. Because mature trees yield 4 wood, if all wood produced from harvesting mature trees is processed, the seed supply will increase. Tree seeds are
burnable fuel
fuel and thus can be disposed of easily.
Growing trees can be used to create renewable barriers against pollution spread. Note that the agriculture tower cannot grow seeds as densely as a player can manually plant them. The tower will always put two tiles of empty space between each tree.
Gallery
Tree-like plants on Gleba.
Ashland trees on Vulcanus.
History
0.18.0
:
Added animation to trees.
0.17.0
:
New graphics.
0.16.0
:
Tanks no longer take miniscule amounts of damage from hitting trees.
0.15.28
:
Damaging a tree with impact or physical damage generates some leaves.
0.13.0
:
Added fire. Fire will spread between trees and cause forest fires, causing a large amount of pollution to be released.
0.12.0
:
Trees degenerate slowly when there are high pollution levels.
Trees regenerate health slowly.
Trees have generally smaller bounding boxes, so it is easier to walk through forest.
New tree graphics. Trees have 4 levels of leaves and the leaves are colorable.
Trees emit leaves (based on the tree color) when being mined and destroyed.
Trees emit branches when mined or destroyed.
0.9.2
:
Changed the amount of wood in dry tree from 1 -> 4.
0.9.0
:
New graphics: 10 types of trees that replace the outdated 2 types.
0.3.0
:
New tree graphics (8 dry trees 12 big trees).
See also
Wood
Pollution
| Environment | Environment |
| ----------- | ------------------------------------------------------------------------------------------------------------------- |
| Generic | PlayerCliffRock |
| Nauvis | TreeBiters |
| Vulcanus | Ashland tree |
| Gleba | JellystemYumako treeStromatoliteWater caneHairy clubnubBoompuffCuttlepopSlipstackStingfrondLickmawTeflillyPentapods |
| Fulgora | Fulgoran ruinFulgoran vault ruinFulgoran lightning attractorFulgorite |
| Aquilo | Lithium ice formation |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Tree_-_Factorio_Wiki
|
Fill_lubricant_barrel
|
Barrel - Factorio Wiki
|
[] |
Barrel - Factorio Wiki
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Barrels
can be used to store and transport 50 units of various fluids. Since they are solid objects, they can be used as an alternative to pipes, once
fluid handling
is researched. The barrels themselves are reusable once the fluids are drained.
Barrels stack in groups of 10. A single
cargo wagon
can hold 400 barrels, which gives a capacity of 20,000 units per cargo wagon β 30,000 fewer units than the capacity of a
fluid wagon
.
Empty barrels have a rocket capacity
of 200. Full barrels, regardless of fluid, have a rocket capacity
of 100. As such, a single rocket can carry 5000 units of any fluid which can be barrelled.
Contents
1
Empty barrels
2
Fill barrels
3
Example of use
4
Notes
5
History
6
See also
Empty barrels
Empty barrels
can be crafted. When barrels are emptied, the (required)
assembling machine
will also return an empty barrel.
| Recipe: | 1+1β1 |
| ---------------- | -------------- |
| Req. technology: | Fluid handling |
| Process | Input | Machine | Output |
| -------------------------------- | ----- | ------- | ------ |
| Empty crude oil barrel | 10.2 | or | 1+50 |
| Empty heavy oil barrel | 10.2 | or | 1+50 |
| Empty light oil barrel | 10.2 | or | 1+50 |
| Empty lubricant barrel | 10.2 | or | 1+50 |
| Empty petroleum gas barrel | 10.2 | or | 1+50 |
| Empty sulfuric acid barrel | 10.2 | or | 1+50 |
| Empty water barrel | 10.2 | or | 1+50 |
| Empty fluoroketone (hot) barrel | 10.2 | or | 1+50 |
| Empty fluoroketone (cold) barrel | 10.2 | or | 1+50 |
Fill barrels
Filled barrels
cannot be crafted. They are filled using the respective
fluids
's
Fill barrel
process which consumes empty barrels.
| Process | Input | Machine | Output |
| ------------------------------- | ------ | ------- | ------ |
| Fill crude oil barrel | 1500.2 | or | 1 |
| Fill heavy oil barrel | 1500.2 | or | 1 |
| Fill light oil barrel | 1500.2 | or | 1 |
| Fill lubricant barrel | 1500.2 | or | 1 |
| Fill petroleum gas barrel | 1500.2 | or | 1 |
| Fill sulfuric acid barrel | 1500.2 | or | 1 |
| Fill water barrel | 1500.2 | or | 1 |
| Fill fluoroketone (hot) barrel | 1500.2 | or | 1 |
| Fill fluoroketone (cold) barrel | 1500.2 | or | 1 |
Example of use
Barrels are useful in situations where pipes are not available or a bad option, such as oil production far away from your main factory, or when transporting fluids to another planet in
Space Age
. Barrels can be transported with a
belt transport system
or
railway
, by
logistic robots
, via
car
or
tank
, or in the
player
's inventory. A simple example with
transport belts
:
Notes
Despite being labelled as an intermediate product, making empty barrels and filling or emptying barrels cannot accept
productivity modules
.
Barrel filling and emptying recipes cannot accept
quality modules
.
History
0.16.8
:
Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.)
Decreased barrelling crafting time from 1 second to 0.2 seconds.
0.15.0
:
Added automatic barreling support for all fluids.
0.9.0
:
Introduced
See also
Fluid handling
Oil processing
Crude oil
|
wiki
|
https://wiki.factorio.com/Barrel_-_Factorio_Wiki
|
Requester_chest
|
Requester chest - Factorio Wiki
|
[] |
Requester chest - Factorio Wiki
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| | Requester chest | Edit |
| | --------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ------------------------ | | --- | | --- | | --- | | --- | | --- | | --- |
| 0.5+1+3+1β1 | 0.5+1+3+1β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 14.25+9.5+5+2+8 | 14.25+9.5+5+2+8 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Storage size | 48627691120 | | | | 48 | | 62 | | 76 | | 91 | | 120 |
| | | | 48 | | | | | | | | | | |
| | 62 | | 76 | | | | | | | | | | |
| | 91 | | 120 | | | | | | | | | | |
| Health | 350455560665875 | | | | 350 | | 455 | | 560 | | 665 | | 875 |
| | | | 350 | | | | | | | | | | |
| | 455 | | 560 | | | | | | | | | | |
| | 665 | | 875 | | | | | | | | | | |
| Resistances | Fire: 0/90%Impact: 0/60% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 (1 stack) | | | | | | | | | | | | |
| Dimensions | 1Γ1 | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | logistic-container | | | | | | | | | | | | |
| Internal name | requester-chest | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
requester chest
is a large advanced storage item that is part of the
logistic network
. Requester chests can be configured to request of a specified number of up to 1000 types of items from the network.
Logistic robots
will then bring the specified items from
provider chests
,
storage chests
, and
buffer chests
, if the "Request from buffer chests" checkbox is checked, until the request is met.
When fulfilling requests from requester chests, logistic robots will first attempt to pick up the specified items from
active provider chests
, then from buffer chests
if the "Request from buffer chests" checkbox is checked
, then from storage chests, and lastly from
passive provider chests
.
By using
SHIFT
+
Right mouse button
and
SHIFT
+
Left mouse button
to
copy-paste a recipe
from an
assembling machine
to a requester chest, the requester chest is automatically configured to request enough ingredients for 30 seconds of continuous crafting.
Contents
1
Achievements
2
Gallery
3
History
4
See also
Achievements
| | Logistic network embargoFinish research withspace science packfor the base game or anyplanetary science packforSpace Agewithout building anyactive provider,buffer, orrequester chests. |
| | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
Gallery
Requester chest GUI.
History
2.0.7
:
Requester chests now use logistics groups.
New option to trash unrequested items.
Requester chests can be enabled or disabled via the
circuit network
.
0.18.27
:
Increased logistic request count from 12 to 30.
0.17.0
:
New animated graphics.
0.16.21
:
Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.
0.16.8
:
Requester chests can now request stuff from buffer chests as was originally intended.
Requester chests have a checkbox that specifies whether it should or shouldn't request things from buffer chests. It is off by default.
0.16.0
:
Copy Paste from assembler to requester chest now scales with assembler speed and recipe crafting time.
0.15.28
:
Warning icon for logistic chests that are not in a reach of roboport.
0.13.0
:
Requester chest's requested items can be set automatically from the circuit network.
All types of chests can be connected to the circuit network.
0.12.0
:
Copy entity settings mechanism now allows copy from assembling machines and paste to requester chests.
0.10.3
:
For requester chests, robots take always as much as they can carry and leave it in the chest, so it can get a bit more than requested.
0.8.1
:
Keep the inventory limit of chests when fast rebuilding.
0.8.0
:
Chests inventory size can be limited.
0.7.3
:
Logistic robots delivery is evenly distributed between provider/requester chests.
0.2.0
:
Introduced.
See also
Circuit network
Logistic network
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Requester_chest_-_Factorio_Wiki
|
Quality_module_(research)
|
Quality module (research) - Factorio Wiki
|
[] |
Quality module (research) - Factorio Wiki
Jump to navigation
Jump to search
| | Quality module (research) | Edit |
| | ------------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 3011β500 | 3011β500 |
| Prototype type | technology |
| Internal name | quality-module |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| 2 | 2 |
| Effects | Effects |
| | |
Space Age
expansion exclusive feature.
Quality module (research)
unlocks the
quality module
, the first of three tiers. Additionally, this research unlocks uncommon and rare item qualities.
See also
Research
Technologies
Module
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
https://wiki.factorio.com/Quality_module_(research)_-_Factorio_Wiki
|
Personal_battery_MK3_(research)
|
Personal battery MK3 (research) - Factorio Wiki
|
[] |
Personal battery MK3 (research) - Factorio Wiki
Jump to navigation
Jump to search
| | Personal battery MK3 (research) | Edit |
| | ------------------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 60111111β500 | 60111111β500 |
| Prototype type | technology |
| Internal name | battery-mk3-equipment |
| Required technologies | Required technologies |
| | |
| Effects | Effects |
| | |
Space Age
expansion exclusive feature.
Unlocks the ability to craft the
personal battery MK3
.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Fulgora
Research
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
https://wiki.factorio.com/Personal_battery_MK3_(research)_-_Factorio_Wiki
|
Chemical_science_pack
|
Chemical science pack - Factorio Wiki
|
[] |
Chemical science pack - Factorio Wiki
Jump to navigation
Jump to search
| | Chemical science pack | Edit |
| | --------------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- |
| 24+3+2+1β2 | 24+3+2+1β2 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 52.5+15+2+6+6+1 | 52.5+15+2+6+6+1 | | | | | | | | | | | | |
| Stack size | 200 | | | | | | | | | | | | |
| Rocket capacity | 1000 (5 stacks) | | | | | | | | | | | | |
| Science capacity | 100%200%300%400%600% | | | | 100% | | 200% | | 300% | | 400% | | 600% |
| | | | 100% | | | | | | | | | | |
| | 200% | | 300% | | | | | | | | | | |
| | 400% | | 600% | | | | | | | | | | |
| Prototype type | tool | | | | | | | | | | | | |
| Internal name | chemical-science-pack | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Chemical science pack
(also referred to as "blue science") is the third tier of
science pack
. It is used in
labs
to
research
advanced
technologies
.
Contents
1
Achievements
2
Ratio
3
History
4
See also
Achievements
| | Research with chemicalsResearch a technology usingchemical science packs. |
| | ------------------------------------------------------------------------- |
Ratio
The following shows the minimum ratio of assemblers/machines and items required to produce chemical science packs such that all number of assemblers/machines are whole numbers. Items per min is calculated using
assembling machine 3
with no
modules
or
beacons
and all assemblers running at full speed. The crafting of some intermediate products are not shown (due to the assumption that these items are available in large quantities within the factory). This table was produced using normal recipe difficulty.
| Items/min | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| ---------------------------------------------------------------------- | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ----------- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | ------------ | | | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | | | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | ---------- | | | | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | | | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | ----------- | | | | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | ---- | | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | --------- | | | | | |
| 1200using19218001200using16012001200using824002400using162400600using5 | 1200using192 | 1200using192 | 1200using192 | 1200using192 | 1200using192 | 1200using192 | 1200using192 | 1200using192 | 1200using192 | 1200using192 | | 1800 | 1800 | 1800 | 1800 | 1800 | 1800 | 1800 | 1800 | 1800 | 1800 | | 1200using160 | 1200using160 | 1200using160 | 1200using160 | 1200using160 | 1200using160 | 1200using160 | 1200using160 | 1200using160 | 1200using160 | | | 1200 | 1200 | 1200 | 1200 | 1200 | 1200 | 1200 | 1200 | 1200 | 1200 | | | 1200using8 | 1200using8 | 1200using8 | 1200using8 | 1200using8 | 1200using8 | 1200using8 | 1200using8 | 1200using8 | 1200using8 | | | | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | | | 2400using16 | 2400using16 | 2400using16 | 2400using16 | 2400using16 | 2400using16 | 2400using16 | 2400using16 | 2400using16 | 2400using16 | | | | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | | 600using5 | 600using5 | 600using5 | 600using5 | 600using5 | 600using5 | 600using5 | 600using5 | 600using5 | 600using5 | | | | | |
| 1200using192 | 1200using192 | 1200using192 | 1200using192 | 1200using192 | 1200using192 | 1200using192 | 1200using192 | 1200using192 | 1200using192 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 1800 | 1800 | 1800 | 1800 | 1800 | 1800 | 1800 | 1800 | 1800 | 1800 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 1200using160 | 1200using160 | 1200using160 | 1200using160 | 1200using160 | 1200using160 | 1200using160 | 1200using160 | 1200using160 | 1200using160 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | 1200 | 1200 | 1200 | 1200 | 1200 | 1200 | 1200 | 1200 | 1200 | 1200 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | 1200using8 | 1200using8 | 1200using8 | 1200using8 | 1200using8 | 1200using8 | 1200using8 | 1200using8 | 1200using8 | 1200using8 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | 2400using16 | 2400using16 | 2400using16 | 2400using16 | 2400using16 | 2400using16 | 2400using16 | 2400using16 | 2400using16 | 2400using16 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | 2400 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | 600using5 | 600using5 | 600using5 | 600using5 | 600using5 | 600using5 | 600using5 | 600using5 | 600using5 | 600using5 | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
History
0.17.60
:
Chemical science pack requires Sulfur instead of Solid fuel.
0.17.0
:
Changed name from "Science pack 3" to "Chemical science pack".
Recipe changed to 3
Advanced circuits
+ 2
Engine units
+ 1
Solid fuel
β 2
Chemical science pack
. (Previously 1
Advanced circuit
+ 1
Engine unit
+ 1
Electric mining drill
β 1
Science pack 3
).
0.15.7
:
Changed Science pack 3 to require
Electric mining drill
instead of
Assembling machine 1
.
0.15.0
:
Recipe changed to
Assembling machine 1
+
Advanced circuit
+
Engine unit
β Science pack 3. (Previously
Battery
+
Plastic bar
+
Filter inserter
+
Advanced circuit
β
Science pack 3
.)
See also
Research
Science pack
Technologies
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Chemical_science_pack_-_Factorio_Wiki
|
User_talk_AiltonCow
|
User talk:AiltonCow - Factorio Wiki
|
[] |
User talk:AiltonCow - Factorio Wiki
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|
wiki
|
https://wiki.factorio.com/User_talk:AiltonCow_-_Factorio_Wiki
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Fluid_system
|
Fluid system - Factorio Wiki
|
[] |
Fluid system - Factorio Wiki
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| |
| -------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Page "Fluid system" has been recommended for clean-up. Reason:This page needs to be updated for Factorio 2.0 release, due to changes in fluid mechanics. |
| This may mean fixing grammar or broken links, providing better explanations, or removing incorrect/outdated info. |
| Further recommendations for this page's clean-up can be made atTalk:Fluid system. |
Fluids
are non-solid items, such as
water
and
oil
. They can normally only exist inside entities for fluid handling (like
pipes
), and buildings that have fluids as input ingredients or products (like an
oil refinery
).
Contents
1
Fluids
2
Mechanics
2.1
Storage
2.2
Fluid mixing
2.3
Flow
2.4
Temperature
3
Transport
3.1
Pipelines
3.2
Barrels
3.3
Railway
4
See also
Fluids
"Fluids" tab on the
production statistics
screen.
The following fluids are available in-game:
| Water | Steam | Crude oil | Petroleum gas | Light oil | Heavy oil |
| ------------------ | ------------------- | ------------- | ------------------- | --------- | ----------- |
| Lubricant | Sulfuric acid | Thruster fuel | Thruster oxidizer | Lava | Molten iron |
| Molten copper | Holmium solution | Electrolyte | Ammoniacal solution | Ammonia | Fluorine |
| Fluoroketone (hot) | Fluoroketone (cold) | Lithium brine | Plasma | | |
Mechanics
Fluids cannot be carried by the player, moved using
inserters
, dropped on the ground, nor stored in chests, unless the fluids are stored in
barrels
. They cannot be spilled or even dumped in a lake, and are counted in continuous fractions, rather than discrete integers.
When the player picks up a structure that contains fluids, the contained fluid will try to flow into connected structures and any excess fluid that does not fit is destroyed.
Storage
In the game, fluid is held in entities that behave as vessels (fluid boxes) of a defined size (volume). The vessels automatically connect to each other if their inputs/outputs are adjacent (pipes connect to all directions) and allow fluids to flow between them.
The
volume
of fluid contained in a fluid box is a value between 0 and the maximum volume. For instance, the pipe can hold 100 units of fluid, therefore the value in the pipe can be a number between 0 and 100. The
level
of fluid in a given entity is manifested by a percentage of the entity's maximum volume that is being occupied by a fluid. It can be observed in pipes and tanks; they have windows through which the fluid is seen at a certain level, or perhaps even as just a small trickle.
Fluid mixing
GUI of a pipe inside a fluid system containing water. Clicking the trash can icon next to a fluid will flush that fluid from the system.
The game will prevent players from accidentally mixing fluids when placing most buildings, e.g.
pipes
containing different fluids cannot be placed directly next to each other. However, not every possible case of fluid mixing is considered, so the player may still mix fluids accidentally or by purposely working around the building restrictions. A fluid segment can only contain a single fluid type, so trying to mix multiple fluids will result in all but one fluid being deleted.
Flow
All connected tanks and pipes are treated as a single vessel in that
the level of fluid must be equal in all parts
, to even out pressure exacted by a higher fluid level on smaller ones. This is why level is also often referred to as
pressure
, even though pressure is actually caused by a difference in level between two entities. All flow of fluid that happens between pipes is to achieve this balance (pumps practically ignore it and buildings disrupt it; more on that further below). The flow rate between pipes is dependent on pressure (the difference in level between the adjacent entities), it becomes slower as pipes even their levels out.
Coming back to how the 'level' is defined, this also means that all connected pipes and tanks attempt to even out to the same percentage of their respective volumes. For example, if 12,550 units of fluid are left to flow into a storage tank of 25,000-unit capacity with one pipe of 100-unit capacity connected, there will be 12,500 units in the storage tank and 50 units in the pipe, both being filled to the same
percentage
(50%) of their capacities, even though the amounts themselves are unequal.
Machines that produce fluids put them in their output slots, which are related to a specifically labeled output pipe socket somewhere on the machine (pressing
Alt
reveals the labels). The slot will attempt to empty itself into the entity connected to the machine's socket, unless it is full, or contains a non-matching fluid. Machines that consume fluids also have an accordingly labeled pipe input socket. If an entity containing the correct fluid is connected to it, the machine will start behaving like a pipe that can never be filled, meaning the fluid from connected pipes and tanks drains into the machine at a fixed rate, until the machine's input slot is full. There may be machines that have pipe sockets for both input and output (like a
drill
placed over
uranium ore
). They then drain the fluid for themselves first, and once full, behave as a regular pipe that attempts to even out its level with adjacent entitites. If there are multiple output/input sockets for one fluid on a machine, their activity is distributed to them equally unless some of them are blocked/full.
Temperature
Temperature is currently only relevant in heating water as a medium for power generation. Even though all fluids in the game have a temperature value, it is generally the default 15Β°C.
Energy, whether harnessed from
fuel
in
boilers
, or from
nuclear power
through
heat exchangers
, can be used to turn
water
to
steam
, being a
liquid form of work
. Steam holds energy at a ratio of 0.2 kJ per Β°C per unit. In other words: 0.2 kJ of work is necessary to heat a unit of steam by one Β°C. Since steam/water is set to have a maximum temperature of 1000Β°C and minimum of 15Β°C, the most work that can be done on one unit is 197 kJ.
In practice, this is barely utilized in a great variety: Boilers only output steam of 165Β°C temperature, and heat exchangers only output 500Β°C hot steam, never hotter, never colder; if insufficient energy is supplied, the heaters do not output steam altogether. The steam also does not grow colder over time. Using the 165Β°C steam in a
steam engine
has the same effect as using it in a
steam turbine
, although it is impractical, since turbines are made to consume 500Β°C (superheated) steam, generating proportionally more power. All of this makes for no need of exact calculations.
Transport
Fluids can be transported through pipelines, barrels, or railway. It is generally practical to use piping for short-distance distribution to machines (or barrelling, if there is need to use belts), and railway transportation for longer distances.
Pipelines
Eight pipelines, each carrying a different fluid.
Pipes
are the most basic way to channel fluids from A to B. They automatically connect to any adjacent pipe and can do so to all four cardinal directions simultaneously.
Underground pipes
only work in two opposite directions, linking to another underground pipe on one side, and to another entity on the other. If a pipe section becomes too long without using pumps (spreading outside a 320Γ320 tiles or 10Γ10 chunk area), fluid will not flow until the pipeline is broken up by a pump.
Tanks
behave the same as pipes, except their volume is much greater.
Pumps
use electrical power to transfer fluids in one direction. They also block any back-flow, which means they can pressurize a section of piping, filling it as much as possible. They can also be disabled using the
circuit network
which stops fluid flow through the pump.
A continuous pipeline (meaning one that is not split by pumps) will transfer fluid instantly, with no flow restriction, irrespective of the distance, as long as the pipeline is not too long (as defined above).
Barrels
Barrels
are used by
Assembling machines
to effectively "bottle" fluids into an item that can be handled like any other item; carried in an inventory, placed in chests and handled by
Inserters
. This allows the player to transport fluids via the
belt transport system
and the
logistic network
(as well as the
railway
, although fluid wagons are also an option on rails). Assembling machines are also used to empty the barrels, depositing their contents to pipes and leaving an empty barrel for another use.
Railway
Railway
is another method of transporting fluids, and can be conducted in two ways: Either the fluids are directly pumped into a
fluid wagon
, or they are poured into barrels and loaded into
cargo wagons
. Both methods have their advantages:
Advantages of using fluid wagons
Higher capacity (50k vs 20k)
Advantages of using barrels in cargo wagons
A single cargo wagon can transport multiple types of barrelled fluid (and regular items at the same time)
Cargo wagons,
as opposed to fluid wagons
, don't need to be perfectly aligned to be (un-)loaded, allowing for more flexible train station designs
See also
Oil processing
Power production
|
wiki
|
https://wiki.factorio.com/Fluid_system_-_Factorio_Wiki
|
Defender_capsule
|
Defender capsule - Factorio Wiki
|
[] |
Defender capsule - Factorio Wiki
Jump to navigation
Jump to search
| | Defender capsule | Edit |
| | ---------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | | | | | | | | | | | | | |
| --------------------- | --------------------------------------------- | | ---- | | -- | | ---- | | ---- | | ---- | | --- | | | | -- | | ---- | | -- | | ---- | | ---- |
| 8+3+3+3β1 | 8+3+3+3β1 | | | | | | | | | | | | | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | | | | | | | | | | | | | |
| 25.25+19.5+21+3 | 25.25+19.5+21+3 | | | | | | | | | | | | | | | | | | | | | | | | |
| Health | 607896114150 | | | | 60 | | 78 | | 96 | | 114 | | 150 | | | | | | | | | | | | |
| | | | 60 | | | | | | | | | | | | | | | | | | | | | | |
| | 78 | | 96 | | | | | | | | | | | | | | | | | | | | | | |
| | 114 | | 150 | | | | | | | | | | | | | | | | | | | | | | |
| Resistances | Acid: 0/80%Fire: 0/95% | | | | | | | | | | | | | | | | | | | | | | | | |
| Lifespan | 45 seconds | | | | | | | | | | | | | | | | | | | | | | | | |
| Stack size | 100 | | | | | | | | | | | | | | | | | | | | | | | | |
| Rocket capacity | 100 (1 stacks) | | | | | | | | | | | | | | | | | | | | | | | | |
| Range | 2022242630(Capsule)1516.51819.522.5(Defender) | | | | 20 | | 22 | | 24 | | 26 | | 30 | | | | 15 | | 16.5 | | 18 | | 19.5 | | 22.5 |
| | | | 20 | | | | | | | | | | | | | | | | | | | | | | |
| | 22 | | 24 | | | | | | | | | | | | | | | | | | | | | | |
| | 26 | | 30 | | | | | | | | | | | | | | | | | | | | | | |
| | | | 15 | | | | | | | | | | | | | | | | | | | | | | |
| | 16.5 | | 18 | | | | | | | | | | | | | | | | | | | | | | |
| | 19.5 | | 22.5 | | | | | | | | | | | | | | | | | | | | | | |
| Shooting speed | 4/s (Capsule)3/s (Defender) | | | | | | | | | | | | | | | | | | | | | | | | |
| Damage | 810.412.815.220physical | | | | 8 | | 10.4 | | 12.8 | | 15.2 | | 20 | | | | | | | | | | | | |
| | | | 8 | | | | | | | | | | | | | | | | | | | | | | |
| | 10.4 | | 12.8 | | | | | | | | | | | | | | | | | | | | | | |
| | 15.2 | | 20 | | | | | | | | | | | | | | | | | | | | | | |
| Prototype type | projectile | | | | | | | | | | | | | | | | | | | | | | | | |
| Internal name | defender-capsule | | | | | | | | | | | | | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | | | |
A basic capsule which, when used, will spawn a single defender robot.
The defender has infinite ammunition and will follow the player, attacking any
enemies
that come within range, until it is destroyed or its lifespan elapses.
Contents
1
Achievements
2
Strategy
3
Count Limit
4
History
5
See also
Achievements
| | MinionsHave 100combat robotsor more following you. |
| | -------------------------------------------------- |
Strategy
Follower robots will only loosely follow the player and are subject to inertia. This allows the player to 'swing' packs of follower robots into enemy bases to damage enemy structures with less risk to himself. Launching
distractor capsules
into the enemy base, as well as using the speed of the
car
or
exoskeleton
can further reduce damage to the player.
Defender being spawned and following the player.
Count Limit
The maximum number of active Defender robots is limited by the
follower robot count
research. While using follower robots, the number of robots in-use will be visible on an icon to the right of the quick-bar. Hovering over the icon with the cursor will show the types of robots and the currently researched maximum.
History
2.0.7
:
Default "use item" control changed from
Left mouse button
to
Right mouse button
.
0.17.46
:
Defender robots no longer require flying robot frames in their recipe.
Defender robot damage increased from 5 to 8.
0.17.0
:
Defender capsule recipe now requires flying robot frames.
0.8.0
:
Increased the lifespan of defender robot from 30 to 45 seconds.
0.7.1
:
Introduced
See also
Poison capsule
Slowdown capsule
Distractor capsule
Destroyer capsule
| Combat items | Combat items |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower |
| Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() |
| Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule |
| Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() |
| Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() |
| Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote |
| Defense | WallGateRadarLand mine |
| Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() |
| Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Defender_capsule_-_Factorio_Wiki
|
Artillery
|
Artillery - Factorio Wiki
|
[] |
Artillery - Factorio Wiki
Jump to navigation
Jump to search
| |
| ------------------------------------------------------------- |
| Multiple pages share the title or description of "Artillery". |
| They are listed below. |
Artillery
may refer to:
Artillery turret
Artillery wagon
Artillery shell
Artillery (research)
|
wiki
|
https://wiki.factorio.com/Artillery_-_Factorio_Wiki
|
Flamethrower_turret
|
Flamethrower turret - Factorio Wiki
|
[] |
Flamethrower turret - Factorio Wiki
Jump to navigation
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| | Flamethrower turret | Edit |
| | ------------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| ------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------- | | ---- | | ---- | | ---- | | ---- | | ---- | | ---- |
| 20+5+15+10+30β1 | 20+5+15+10+30β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 32.5+5+40+30 | 32.5+5+40+30 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Fluid storage volume | Fuel buffer: 100Pass-through pipe: 100 | | | | | | | | | | | | |
| Health | 14001820224026603500 | | | | 1400 | | 1820 | | 2240 | | 2660 | | 3500 |
| | | | 1400 | | | | | | | | | | |
| | 1820 | | 2240 | | | | | | | | | | |
| | 2660 | | 3500 | | | | | | | | | | |
| Resistances | Fire: 0/100% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Range | Minimum: 6Maximum: 30(Limited 120Β° arc) | | | | | | | | | | | | |
| Shooting speed | 30/s | | | | | | | | | | | | |
| Damage | Contact damage: 3 fireFire on the ground: 13/sΒ fireIgnited objects: 100/s fireIgnition duration:3039485775seconds | | | | 30 | | 39 | | 48 | | 57 | | 75 |
| | | | 30 | | | | | | | | | | |
| | 39 | | 48 | | | | | | | | | | |
| | 57 | | 75 | | | | | | | | | | |
| Area of effect size | 2.5 | | | | | | | | | | | | |
| Ammunition | | | | | | | | | | | | | |
| Dimensions | 2Γ3 | | | | | | | | | | | | |
| Fluid consumption | 3/s | | | | | | | | | | | | |
| Mining time | 0.5 | | | | | | | | | | | | |
| Prototype type | fluid-turret | | | | | | | | | | | | |
| Internal name | flamethrower-turret | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Fire on the ground lasts 2 seconds. Area of effect size applies to igniting objects and contact damage. | Fire on the ground lasts 2 seconds. Area of effect size applies to igniting objects and contact damage. | | | | | | | | | | | | |
Flamethrower turrets
work similarly to the
flamethrower
, setting
enemies
and the ground on fire and doing damage over time. Unlike
gun turrets
and
laser turrets
, they have a limited firing arc, and should therefore be placed at choke points or behind
walls
. They can use
crude
,
heavy
, or
light oil
as ammunition, which must be provided via a
pipe
connected to the turret.
Contents
1
Mechanics
1.1
Fire resistance
2
History
3
See also
Mechanics
Flamethrower turrets gain a damage bonus depending on the type of oil supplied to them. This bonus is multiplicative, it stacks with the bonus damage from research.
| Ammunition | Effect |
| ---------- | ----------- |
| Crude oil | 100% Damage |
| Heavy oil | 105% Damage |
| Light oil | 110% Damage |
Unlike the laser and gun turrets, flamethrower turrets do not have a instantaneously hitting projectile, instead firing a stream of flame directly at where the target was at the time of firing. This means that they have a tendency to miss the targeted biter in an attacking group, instead hitting the ones behind.
Flamethrower turrets are very powerful because biters and spitters do not have fire resistance and the total 3000 damage dealt to ignited enemies is a guaranteed death sentence for almost anything in the game. An enemy unit is ignited if it is hit directly by a flame stream. Flamethrower turrets will target the closest non ignited enemy and then once all enemies within range are ignited they will target the closest enemy.
The bonus technologies and fuel damage bonus for the flamethrower turret improve the contact damage and damage dealt by fire on the ground. The bonus technologies also affect the damage dealt to ignited enemies, which lasts 30 seconds and deals 100 damage per second without upgrades.
While it is not apparent from the damage bonus descriptions, the flamethrower turret benefits from the damage bonus for the flamethrower turret and the damage bonus for flamethrower ammo, applied multiplicatively, e.g. with the first level of refined flammables it receives a +44% bonus, not +20%, with all pre-space upgrades it receives +576% damage, not +160%. This is because the flamethrower turret is defined as using "flamethrower" type ammo and it allows the damage output of the flamethrower turret to keep up with laser and gun turrets, which also benefit from two or more separate upgrades.
Flamethrower turrets create fire on the ground which lasts 2 seconds by default. If the turret keeps firing at that spot, the size of the fire increases, it will last up to 30 seconds and its damage is increased up to 6 times, depending on how long the turret keeps firing at that spot. Multiple flamethrower turrets firing at the same location do not cause the fire to intensify faster as there is a 4 tick cooldown between intensity increases, while even a single flamethrower turret fires every 2 ticks.
An object will be damaged by all the fire patches it is contacting potentially multiplying the damage from the fire several times.
Fire resistance
At a glance it's not easy to see how fire resistance is applied to flamethrower damage, as this requires knowing precisely how the damage is applied.
Direct splash damage: Deals 3 damage 30 times a second.
Fire sticker: Deals 16.67 damage 6 times a second.
Fire patch: Deals 13 damage 6 times a second when fully intensified.
These damages are increased by the refined flammables tech and liquid damage bonus.
Spawners and larger worms have 3 flat fire resist, which mostly negates the direct splash damage but not the damage from intensified fire patches.
Tanks, trains and spidertrons have 15 flat fire resist which negates the direct damage, at low levels of refined flammables this also mostly negates the damage from fire patches, but at higher levels these vehicles become very vulnerable to the flames, becoming particularly vulnerable at around refined flammables 4 when the fire patches are inflicting 46.9 damage of which only a third is negated by the flat fire resist.
In
Space Age
, flamethrowers are considered burner devices and therefore cannot be placed on
space platforms
. Even if they could be placed,
asteroids
have 100% fire damage resistance.
Pentapods
on
Gleba
have no damage resistances to flamethrowers. While flamethrower turrets are not hitscan, they can still do sizeable damage to even the larger pentapods enemies. As on Nauvis, they are particularly effective against large groups of enemies.
The
demolishers
on
Vulcanus
have 100% fire resistance.
History
2.0.7
:
All turrets (except for artillery) can now be configured individually to prioritize certain types of enemies when looking for targets.
0.17.33
:
Added out of fuel alert icon to flamethrower turrets.
0.13.0
:
Introduced.
Damage upgrade technology introduced.
See also
Gun turret
Laser turret
| Combat items | Combat items |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower |
| Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() |
| Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule |
| Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() |
| Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() |
| Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote |
| Defense | WallGateRadarLand mine |
| Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() |
| Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Flamethrower_turret_-_Factorio_Wiki
|
Combinators
|
Combinators - Factorio Wiki
|
[] |
Combinators - Factorio Wiki
Jump to navigation
Jump to search
| |
| --------------------------------------------------------------- |
| Multiple pages share the title or description of "Combinators". |
| They are listed below. |
Quick summary
Combinators are a component of the
circuit network
capable of generating, comparing or modifying signals on the network.
Combinator
may refer to:
Arithmetic combinator
Constant combinator
Decider combinator
Selector combinator
|
wiki
|
https://wiki.factorio.com/Combinators_-_Factorio_Wiki
|
User_talk_Zaz
|
User talk:Zaz - Factorio Wiki
|
[] |
User talk:Zaz - Factorio Wiki
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Welcome to
factorio
!
We hope you will contribute much and well.
You will probably want to read the
help pages
.
Again, welcome and have fun!
Mishka
(
talk
) 11:31, 24 October 2016 (UTC)
|
wiki
|
https://wiki.factorio.com/User_talk:Zaz_-_Factorio_Wiki
|
Cargo_wagon
|
Cargo wagon - Factorio Wiki
|
[] |
Cargo wagon - Factorio Wiki
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| | Cargo wagon | Edit |
| | ----------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ---------------------------------------------------------------------- | | ---- | | --- | | --- | | --- | | ---- | | ---- |
| 1+10+20+20β1 | 1+10+20+20β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 6+40+20 | 6+40+20 | | | | | | | | | | | | |
| Map icon | | | | | | | | | | | | | |
| Storage size | 40 | | | | | | | | | | | | |
| Health | 60078096011401500 | | | | 600 | | 780 | | 960 | | 1140 | | 1500 |
| | | | 600 | | | | | | | | | | |
| | 780 | | 960 | | | | | | | | | | |
| | 1140 | | 1500 | | | | | | | | | | |
| Resistances | Acid: 3/20%Explosion: 15/30%Fire: 15/50%Impact: 50/60%Physical: 15/30% | | | | | | | | | | | | |
| Stack size | 5 | | | | | | | | | | | | |
| Rocket capacity | 5 (1 stack) | | | | | | | | | | | | |
| Dimensions | 2Γ6 | | | | | | | | | | | | |
| Mining time | 0.5 | | | | | | | | | | | | |
| Weight | 1000 | | | | | | | | | | | | |
| Prototype type | cargo-wagon | | | | | | | | | | | | |
| Internal name | cargo-wagon | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Boosting technologies | Boosting technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
Cargo wagon
is used in conjunction with
locomotives
to form
trains
for the
railway
.
A wagon is used to transport items and can be filled and emptied like a chest, but with many more inserters at the same time. Up to 12 inserters per wagon are possible (from both sides).
The
inserter item stack size
is important to fill the wagon fast!
In manual-mode cargo wagons can only be filled or emptied when they are not moving. In automated-mode it is the same, but additionally they can only filled/empty, when stopped on a train-stop (not at a signal). A spot where inserters are positioned to transfer cargo for wagons is called a
train station
.
Wagons have a
stack limitation
option the same way chests do, which can be used to limit the number of transported items.
Each stack in the cargo wagon can be filtered. This works in the same way as the filtering slots in other vehicles; the default key to define or remove the filter is the
Middle mouse button
.
Players
can enter a cargo wagon and control any connected locomotives.
Contents
1
Processing of items before transport
2
Use as a big chest
3
History
4
See also
Processing of items before transport
A cargo wagon can be filled with 2000 items of ores (
copper
,
iron
, ...) or 4000 items of processed plates (
Copper plates
,
iron plates
, ...). This can make preprocessing of ores into plates near the mines a useful strategy, because the transport of plates is more efficient.
Stack size is not the only factor to consider when comparing train transport of preprocessed items to raw items. Some raw items craft into a smaller amount of processed items. One example are iron plates, 5 iron plates can be crafted into 1 steel plate which means that when transported by train, the throughput increases by 5 times.
Use as a big chest
It is possible to use the cargo wagon as a "big chest": Place rails, put an unmoving wagon on it and inserters around. The advantages of this construction are:
Cargo can be transferred with many more inserters than with a chest, bypassing the limitations of the
inserter stack size bonus
.
Items are transported instantly over the length of the wagon. Correctly configured, this is faster than a transport belt.
The inventory slots can be filtered and the inventory size can be limited.
Disadvantages include:
It cannot be connected to the
circuit network
. Its contents can be read from a station if it is part of a train stopped at that station, but different wagons in the same train cannot be distinguished.
It cannot be accessed by
logistic robots
.
It has a smaller capacity than a
steel chest
(40 slots vs 48), which is not affected by
quality
.
History
0.15.0
:
Cargo wagons can have settings copied from any distance like Locomotives.
Train stop can output the contents of the stopped train's cargo to the
circuit network
.
0.14.0
:
Added support for equipment grids in cargo wagons.
0.13.0
:
New cargo wagon graphics.
Increased inventory size of cargo wagon from 30 to 40 stacks.
0.11.18
:
Increased inventory size of cargo wagon from 20 to 30 stacks.
0.10.1
:
Increased inventory size of cargo wagon from 15 to 20 stacks.
0.10.0
:
Cargo wagon can have filters in the inventory.
0.4.1
:
Smooth (precise) rolling stock placement.
Rotating while building affects the direction of the rolling stock.
Rolling stocks can be disconnected from both sides.
0.4.0
:
Introduced
See also
Locomotive
Fluid wagon
Railway
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
|
wiki
|
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Transport_belt
|
Transport belt - Factorio Wiki
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Transport belt - Factorio Wiki
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| | Transport belt | Edit |
| | -------------- | ---- |
Base game
Space Age mod
| Recipe | Recipe | | | | | | | | | | | | |
| --------------- | --------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 0.5+1+1β2 | 0.5+1+1β2 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 1+3 | 1+3 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 150195240285375 | | | | 150 | | 195 | | 240 | | 285 | | 375 |
| | | | 150 | | | | | | | | | | |
| | 195 | | 240 | | | | | | | | | | |
| | 285 | | 375 | | | | | | | | | | |
| Resistances | Fire: 0/90% | | | | | | | | | | | | |
| Stack size | 100 | | | | | | | | | | | | |
| Rocket capacity | 100 | | | | | | | | | | | | |
| Dimensions | 1Γ1 | | | | | | | | | | | | |
| Belt speed | 15 Items/s | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | transport-belt | | | | | | | | | | | | |
| Internal name | transport-belt | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------- | --------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 0.5+1+1β2 | 0.5+1+1β2 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 1+3 | 1+3 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 150195240285375 | | | | 150 | | 195 | | 240 | | 285 | | 375 |
| | | | 150 | | | | | | | | | | |
| | 195 | | 240 | | | | | | | | | | |
| | 285 | | 375 | | | | | | | | | | |
| Resistances | Fire: 0/90% | | | | | | | | | | | | |
| Stack size | 100 | | | | | | | | | | | | |
| Rocket capacity | 100 | | | | | | | | | | | | |
| Dimensions | 1Γ1 | | | | | | | | | | | | |
| Belt speed | 15 Items/s | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | transport-belt | | | | | | | | | | | | |
| Internal name | transport-belt | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
transport belt
is the easiest and cheapest method of automatic item transportation. It is the first tier of
transport belts
.
No prior
research
is required and it is available from the beginning of the game.
Other belt systems
| Underground belt | Splitter |
| ---------------- | -------- |
Other
Transport belts
| Fast transport belt | Express transport belt | Turbo transport belt |
| ------------------- | ---------------------- | -------------------- |
Properties
| Type | Max. throughput (Items pergame-secondfor two lanes)1 | Speed (Tilesper game-second)1 | Max. density (Items per tile)1 | Requiredtechnologies |
| -------------- | ---------------------------------------------------- | ----------------------------- | ------------------------------ | -------------------- |
| Transport belt | 15 | 1.875 | 8 | None |
(1)
See
physics of transport belts
for more detailed information.
Gallery
3
fast inserters
per side will fill a basic transport belt to maximum density.
History
0.17.0
:
Increased throughput from 13.33 to 15.
Consistently holds 8 items per tile.
0.15.0
:
Increased stack size from 50 to 100.
0.13.0
:
Transport belt is now connectible to the
circuit network
.
Transport belt connectible entities will now disconnect from incoming belts when marked for deconstruction.
0.12.0
:
Items on transport belts don't go off the belt at the end, so the transport belt has to go directly in front of the required inserter.
Optimised the transport belt movement.
0.11.9
:
Items marked for deconstruction cannot be moved by belts anymore.
Reduced the CPU load caused by big counts of
inserters
loading/unloading transport belts.
0.9.7
:
Belts to be deconstructed no longer accept items.
0.9.6
:
New transport belt graphics.
0.9.0
:
Small optimisation.
0.6.0
:
Transport belt doesn't pull player out of the edge of it (like items), so player won't be almost trapped on faster transport belts.
0.5.0
:
Better movement on transport belts in turns and crossings.
0.2.8
:
Cross connections of transport belt of the same type are disabled.
0.2.2
:
When transport belts are rotated (or replaced with different than opposite direction), items on transport belt are collected.
0.2.1
:
Small optimisation.
0.1.0
:
Introduced.
See also
Belt transport system
Transport belts
Underground belts
Splitters
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
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wiki
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Tutorial_Modding_FAQ
|
Tutorial:Modding FAQ - Factorio Wiki
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Tutorial:Modding FAQ - Factorio Wiki
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This is a list of common questions asked by new mod makers. Feel free to edit and update with new questions and answers.
Contents
1
Errors
1.1
"C:\Factorio\mod doesn't match the expected mod_version# (case sensitive!)"
1.2
"attempt to index a nil value"
1.3
Failed to load mods: Error while loading prototype "prototype-name" (prototype-type): Key "property-name" not found in property tree at ROOT.prototype-type.prototype-name
2
Problems
2.1
My item / entity wont load the sprite I made.
2.2
The name of my item is displayed as "Unknown key: item-name.yourname"
2.3
I'm trying to change the attributes of a vanilla entity, but it's not working!
2.4
My mod does not show up in game
3
Other
3.1
How do I store information with an entity, like integers or booleans?
3.2
How do I make an entity store/consume energy even if it wasn't made to?
3.3
How can I disable a recipe with scripting?
3.4
How do I declare a dependency of my mod?
3.5
How are mods loaded in Factorio?
3.6
How do I submit my mod to the mod portal?
Errors
General note: Errors give you either a line info or at least a reference as to where the error occurred. If a line is specified, then the odds are high that the mistake actually happened on one of the previous lines. Try to check for common errors like missing a comma while defining an array or writing data.extend instead of data:extend beforehand.
"C:\Factorio\mod doesn't match the expected mod_version# (case sensitive!)"
The folder name of your mod must include the version number, and name of the mod separated by an underscore. So if your mod is titled "myMod" version 0.0.1, in order for Factorio to read it, the folder must be titled "myMod_0.0.1".
"attempt to index a nil value"
This is a Lua error that means the mod is trying to access a value that doesn't exist. Similar to a Null Pointer in other programming languages, you're trying to access something that doesn't exist. This happens most often with accessing Factorios custom Lua tables, and trying to access a var that doesn't exist within that table.
This also happens with developers experienced in other programming languages that forget that Lua tables are indexed from
1
, not 0. Table[0] doesn't exist by default in Lua.
Failed to load mods: Error while loading prototype "prototype-name" (prototype-type): Key "property-name" not found in property tree at ROOT.prototype-type.prototype-name
Your prototype with the name
prototype-name
and type
prototype-type
is missing the
property-name
property. You need to add it to make it possible for the game to load.
Problems
My item / entity wont load the sprite I made.
Make sure your path is rightΒ : __mod-name__/folder-name/2nd-folder-name/sprite.png. Pay attention to case, the following file is not the same as previous: __Mod-name__/Folder-name/2nd-folder-name/sprite.PNG. Also note that Factorio is only capable of loading png files for icons and entity textures.
The name of my item is displayed as "Unknown key: item-name.yourname"
Make sure you have valid locale mappings. Create a "locale" directory with an "en" sub-directory and create a "item-name.cfg" file. It should contains something like:
[item-name]
itemx=Item X
itemy=Item Y
Make sure there are no spaces before or after the
=
. Do the same for your entities, but put them in an
[entity-name]
section/file.
For each
[xxx-name]
section you should preferably also add a section
[xxx-description]
, which will then display as description when you hover over the corresponding item/entity/technology/mod-setting
I'm trying to change the attributes of a vanilla entity, but it's not working!
If there are other mods installed in your dev environment, it's possible that their changes are overwriting yours. (A good find if this is true, because this is an incompatibility!) To fix, you need to add the mod that's doing it (up to you to find) as an
optional
dependency, so it gets loaded first. This ensures that your changes overwrite theirs.
Be careful though, if the mod in question is expecting it's changes to stick, you could break the mod. If so, this means that your mod is permanently incompatible with that mod, so you should declare that fact in your mod's description and in the dependencies by listing the mod with a
!
in front:
"dependencies": ["base", "? optional-dependency >=0.13.1", "! incompatible-mod"]
My mod does not show up in game
Your info.json has a problem/doesn't exist. Make sure you have a info.json file in the root folder of your mod, that it has the right file extension (.json), and the right factorio_version. The json also does not allow trailing commas in lists, the game will print that error to the
log file
and refuse to load the mod until you fix it. Other errors such as wrong format for dependenciescan also be found in the log file.
Other
How do I store information with an entity, like integers or booleans?
Factorio's API ensures that modders use the proper way to do things, to reduce the possible instability arising from modders doing strange workarounds. The proper way to store data with an entity is to use a table in the
storage table
that contains the entity and information. If you then need to access it, you can write code to get the value out of the table that corresponds to the entity. It isn't possible to store data on an entity in any other way, either in the control stage or data stage. Some entity types do have space for variables, as of 0.15.
How do I make an entity store/consume energy even if it wasn't made to?
Use of the
electric energy interface
allows for arbitrary electricity handling. You will need to spawn this entity on top of yours, and clean it up when your entity is destroyed. Scripting is also necessary to gate the entity's functions behind energy requirements.
How can I disable a recipe with scripting?
Simple, just set it's
enabled
tag to false. An item's recipe can be obtained through its prototype.
How do I declare a dependency of my mod?
This is done in the info.json file of your mod. Under the dependency field, simply place the
internal name
(Not the pretty title!) of the mod you want to declare as a dependency. It is a json table, so multiple can be defined. If you want to declare it as an optional dependency, then put a question mark and space before the name. To define a minimum version, simply put a logic operator, such as >=, and a version. As an example:
"dependencies": ["? MAIN-DyTech-Machine", "? CORE-DyTech-Core", "bobenemies>=0.13.1", "bobores", "? 5dim_ores"],
Be careful with required dependencies, as they will cause your mod to be disabled if they are unmet or ill-defined. Dependencies also cannot be circular, if another mod requires yours, you
cannot
require it; Somebody has to load first.
How are mods loaded in Factorio?
See
this page by the developers
, it sums up the process very well.
How do I submit my mod to the mod portal?
Login with your Factorio.com account, and click the "Submit mod" button under "My Mods" in the top right corner. Provide the mod as a zip file, and write a description/upload some pics. The title, version, etc is all pulled from the zip. The mod name may not contain spaces.
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Military_units_and_structures
|
Military units and structures - Factorio Wiki
|
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Military units and structures - Factorio Wiki
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Some units and structures are marked as
Military units
or
Military structures
and are high priority targets for enemy forces. They will be attacked on sight by:
Biters
,
spitters
, and
worms
.
Turrets
,
combat robots
, and
personal laser defense
.
The
player
, when holding down "shoot enemy"
SPACE
.
There are a few exceptions:
Artillery turrets
and
Artillery wagons
will not attack units automatically, they only attack structures automatically.
Biters and spitters do
not
prioritize
construction robots
or
logistic robots
over other targets.
Contents
1
Modding
2
Military units
3
Military structures
Modding
Military units and structures are identified by
a flag
on
EntityWithOwnerPrototype
. This can be changed by
modding
, except for units and unit spawners. The
default
military prototypes are listed in the table below.
Military units
| Icon | Name | Defaultforce | Prototype |
| ---- | ------------------ | ------------ | ------------------ |
| | Player | player | character |
| | Defender capsule | player | combat-robot |
| | Distractor capsule | player | combat-robot |
| | Destroyer capsule | player | combat-robot |
| | Construction robot | player | construction-robot |
| | Logistic robot | player | logistic-robot |
| | Land mine | player | land-mine |
| | Small biter | enemy | unit |
| | Small spitter | enemy | unit |
| | Medium biter | enemy | unit |
| | Medium spitter | enemy | unit |
| | Big biter | enemy | unit |
| | Big spitter | enemy | unit |
| | Behemoth biter | enemy | unit |
| | Behemoth spitter | enemy | unit |
| | Compilatron | enemy | unit |
Military structures
| Icon | Name | Defaultforce | Prototype |
| ---- | --------------------- | ------------ | ------------------------ |
| | Gun turret | player | ammo-turret |
| | Flamethrower turret | player | fluid-turret |
| | Laser turret | player | electric-turret |
| | Artillery turret | player | artillery-turret |
| | Small worm | enemy | turret |
| | Medium worm | enemy | turret |
| | Big worm | enemy | turret |
| | Behemoth worm | enemy | turret |
| | Biter spawner | enemy | unit-spawner |
| | Spitter spawner | enemy | unit-spawner |
| | Player port | | player-port |
| | SimpleEntityWithForce | | simple-entity-with-force |
|
wiki
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https://wiki.factorio.com/Military_units_and_structures_-_Factorio_Wiki
|
Portable_fission_reactor_(research)
|
Portable fission reactor (research) - Factorio Wiki
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Portable fission reactor (research) - Factorio Wiki
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| | Portable fission reactor (research) | Edit |
| | ----------------------------------- | ---- |
| Cost | Cost |
| --------------------- | ------------------------- |
| 3011111β200 | 3011111β200 |
| Prototype type | technology |
| Internal name | fission-reactor-equipment |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
See also
Research
Technologies
Modular armor
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
https://wiki.factorio.com/Portable_fission_reactor_(research)_-_Factorio_Wiki
|
Plastic_bar_productivity_(research)
|
Plastic bar productivity (research) - Factorio Wiki
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Plastic bar productivity (research) - Factorio Wiki
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| | Plastic bar productivity (research) | Edit |
| | ----------------------------------- | ---- |
| Cost | Cost |
| --------------------- | ------------------------ |
| 6011111β1500 | 6011111β1500 |
| Prototype type | technology |
| Internal name | plastic-bar-productivity |
| Required technologies | Required technologies |
| | |
Space Age
expansion exclusive feature.
The
plastic bar productivity
research increases the productivity of machines that craft
plastic bars
by 10% (flat) per level.
The cost formula is 1.5
L
* 1000 where L = current level.
Note that the 300%
productivity limit
does
apply to this technology. You can research past level 30, but it will have no practical effect.
History
2.0.7
:
Introduced in
Space Age
expansion.
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
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|
Modules_(research)
|
Modules (research) - Factorio Wiki
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Modules (research) - Factorio Wiki
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| | Modules (research) | Edit |
| | ------------------ | ---- |
Base game
Space Age mod
| Cost | Cost |
| ---------------------------------------------------------------------- | ---------------------------------------------------------------------- |
| 3011β100 | 3011β100 |
| Allows to research upgrade modules that can be inserted into machines. | Allows to research upgrade modules that can be inserted into machines. |
| Prototype type | technology |
| Internal name | modules |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
| Cost | Cost |
| ---------------------------------------------------------------------- | ---------------------------------------------------------------------- |
| 3011β100 | 3011β100 |
| Allows to research upgrade modules that can be inserted into machines. | Allows to research upgrade modules that can be inserted into machines. |
| Prototype type | technology |
| Internal name | modules |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
See
Module
page for an overview and information.
See also
Research
Technologies
Modules
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
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Fulgoran_vault_ruin
|
Fulgoran vault ruin - Factorio Wiki
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Fulgoran vault ruin - Factorio Wiki
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| | Fulgoran vault ruin | Edit |
| | ------------------- | ---- |
| Can be mined for a wide variety of resources. | Can be mined for a wide variety of resources. |
| --------------------------------------------- | --------------------------------------------- |
| Map color | |
| Expected resources | 111-441+111+111+111+111+56 |
| Health | 3000 |
| Mining time | 10.1 |
| |
| --------------------------------------------- |
| This article is astub, and not comprehensive. |
| You can help this wiki byexpanding it. |
Space Age
expansion exclusive feature.
Fulgoran vault ruins
are the largest
ruins
on
Fulgora
, typically found on the smallest islands with the largest scrap resource patches. They are incredibly durable and are capable of completely stopping vehicles, similarly to
rocks
.
With the Space Age mod active, mining a Fulgoran vault ruin is required to unlock the
Recycling research
.
| Environment | Environment |
| ----------- | ------------------------------------------------------------------------------------------------------------------- |
| Generic | PlayerCliffRock |
| Nauvis | TreeBiters |
| Vulcanus | Ashland tree |
| Gleba | JellystemYumako treeStromatoliteWater caneHairy clubnubBoompuffCuttlepopSlipstackStingfrondLickmawTeflillyPentapods |
| Fulgora | Fulgoran ruinFulgoran vault ruinFulgoran lightning attractorFulgorite |
| Aquilo | Lithium ice formation |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatTechnologyEnvironment |
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Template_Languages_Sandbox
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Template:Languages/Sandbox - Factorio Wiki
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[
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]
Documentation
Template:Languages/Sandbox/doc
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Version_history_0.1.0
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Version history/0.1.0 - Factorio Wiki
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0.1.2
Bugfixes
Lot of localisation bugfixes
Localisation of tips and tricks
0.1.1
Bugfixes
Czech localisation (complete demo campaign/gui localisation)
Building sound when dragging
Fix of pressing T crashing the game
0.1.0
First public release
First semi-public version
Demo Contains
3 tutorial campaign missions
Game content
iron/copper/coal/stone
Basic mining tools
Stone furnace
Wooden chest
Burner/electric mining drill
Burner/basic electric inserter
Basic transport belts
Pipes
Boilers
Steam engine
Gun/submachine gun
Alpha version contains
2 harder campaign missions
Map editor
Free play
Game content
Assembling machine (1, 2, 3, 4)
Long handed/Fast/smart inserter
Fast/express transport belts
Red/green wires that can be used to send signals
Smart chest - signal transferer
Rails + locomotive (can be used just for personal transportation now)
Rocket launcher, flame thrower, land mines and piercing bullets for pistol/submachine gun
Heavy armor
Laser turret
Car
Solar panel
Steel
Underground pipe connection
| Versions | Versions |
| --------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 0.1-0.6 | 0.1.00.1.10.1.20.2.00.2.10.2.20.2.30.2.40.2.50.2.60.2.70.2.80.2.90.2.100.3.00.3.10.3.20.4.00.4.10.5.00.5.10.5.20.5.30.6.00.6.10.6.20.6.30.6.4 |
| 0.7-0.11 | 0.7.00.7.10.7.20.7.30.7.40.7.50.8.00.8.10.8.20.8.30.8.40.8.50.8.60.8.70.8.80.9.00.9.10.9.20.9.30.9.40.9.50.9.60.9.70.9.80.10.00.10.10.10.20.10.30.10.40.10.50.10.60.10.70.10.80.10.90.10.100.10.110.10.120.11.00.11.10.11.20.11.30.11.40.11.50.11.60.11.70.11.80.11.90.11.100.11.110.11.120.11.130.11.140.11.150.11.160.11.170.11.180.11.190.11.200.11.210.11.22 |
| 0.12 | 0.12.00.12.10.12.20.12.30.12.40.12.50.12.60.12.70.12.80.12.90.12.100.12.110.12.120.12.130.12.140.12.150.12.160.12.170.12.180.12.190.12.200.12.210.12.220.12.230.12.240.12.250.12.260.12.270.12.280.12.290.12.300.12.310.12.320.12.330.12.340.12.35 |
| 0.13-0.14 | 0.13.00.13.10.13.20.13.30.13.40.13.50.13.60.13.70.13.80.13.90.13.100.13.110.13.120.13.130.13.140.13.150.13.160.13.170.13.180.13.190.13.200.14.00.14.10.14.20.14.30.14.40.14.50.14.60.14.70.14.80.14.90.14.100.14.110.14.120.14.130.14.140.14.150.14.160.14.170.14.180.14.190.14.200.14.210.14.220.14.23 |
| 0.15 | 0.15.00.15.10.15.20.15.30.15.40.15.50.15.60.15.70.15.80.15.90.15.100.15.110.15.120.15.130.15.140.15.150.15.160.15.170.15.180.15.190.15.200.15.210.15.220.15.230.15.240.15.250.15.260.15.270.15.280.15.290.15.300.15.310.15.320.15.330.15.340.15.350.15.360.15.370.15.380.15.390.15.40 |
| 0.16 | 0.16.00.16.10.16.20.16.30.16.40.16.50.16.60.16.70.16.80.16.90.16.100.16.110.16.120.16.130.16.140.16.150.16.160.16.170.16.180.16.190.16.200.16.210.16.220.16.230.16.240.16.250.16.260.16.270.16.280.16.290.16.300.16.310.16.320.16.330.16.340.16.350.16.360.16.370.16.380.16.390.16.400.16.410.16.420.16.430.16.440.16.450.16.460.16.470.16.480.16.490.16.500.16.51 |
| 0.17 | 0.17.00.17.10.17.20.17.30.17.40.17.50.17.60.17.70.17.80.17.90.17.100.17.110.17.120.17.130.17.140.17.150.17.160.17.170.17.180.17.190.17.200.17.210.17.220.17.230.17.240.17.250.17.260.17.270.17.280.17.290.17.300.17.310.17.320.17.330.17.340.17.350.17.360.17.370.17.380.17.390.17.400.17.410.17.420.17.430.17.440.17.450.17.460.17.470.17.480.17.490.17.500.17.510.17.520.17.530.17.540.17.550.17.560.17.570.17.580.17.590.17.600.17.610.17.620.17.630.17.640.17.650.17.660.17.670.17.680.17.690.17.700.17.710.17.720.17.730.17.740.17.750.17.760.17.770.17.780.17.79 |
| 0.18-1.0 | 0.18.00.18.10.18.20.18.30.18.40.18.50.18.60.18.70.18.80.18.90.18.100.18.110.18.120.18.130.18.140.18.150.18.160.18.170.18.180.18.190.18.200.18.210.18.220.18.230.18.240.18.250.18.260.18.270.18.280.18.290.18.300.18.310.18.320.18.330.18.340.18.350.18.360.18.370.18.380.18.390.18.400.18.410.18.420.18.430.18.440.18.450.18.460.18.471.0.0 |
| 1.1 | 1.1.01.1.11.1.21.1.31.1.41.1.51.1.61.1.71.1.81.1.91.1.101.1.111.1.121.1.131.1.141.1.151.1.161.1.171.1.181.1.191.1.201.1.211.1.221.1.231.1.241.1.251.1.261.1.271.1.281.1.291.1.301.1.311.1.321.1.331.1.341.1.351.1.361.1.371.1.381.1.391.1.401.1.411.1.421.1.431.1.441.1.451.1.461.1.471.1.481.1.491.1.501.1.511.1.521.1.531.1.541.1.551.1.561.1.571.1.581.1.591.1.601.1.611.1.621.1.631.1.641.1.651.1.661.1.671.1.681.1.691.1.701.1.711.1.721.1.731.1.741.1.751.1.761.1.771.1.781.1.791.1.801.1.811.1.821.1.831.1.841.1.851.1.861.1.871.1.881.1.891.1.901.1.911.1.921.1.931.1.941.1.951.1.961.1.971.1.981.1.991.1.1001.1.1011.1.1021.1.1031.1.1041.1.1051.1.1061.1.1071.1.1081.1.1091.1.110 |
| 2.0.0 | 2.0.72.0.82.0.92.0.102.0.112.0.122.0.132.0.142.0.152.0.162.0.172.0.182.0.192.0.202.0.212.0.222.0.232.0.242.0.252.0.262.0.272.0.282.0.292.0.302.0.312.0.322.0.332.0.342.0.352.0.362.0.372.0.382.0.39 |
|
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|
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Electric_engine_unit
|
Electric engine unit - Factorio Wiki
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Electric engine unit - Factorio Wiki
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| | Electric engine unit | Edit |
| | -------------------- | ---- |
Base game
Space Age mod
| Recipe | Recipe |
| --------------------- | --------------------- |
| 10+2+1+15β1 | 10+2+1+15β1 |
| Total raw | Total raw |
| 12.5+3+1+2+15 | 12.5+3+1+2+15 |
| Stack size | 50 |
| Rocket capacity | 400 (8 stacks) |
| Prototype type | item |
| Internal name | electric-engine-unit |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 10+2+1+15β1 | 10+2+1+15β1 |
| Total raw | Total raw |
| 12.5+3+1+2+15 | 12.5+3+1+2+15 |
| Stack size | 50 |
| Rocket capacity | 400 (8 stacks) |
| Prototype type | item |
| Internal name | electric-engine-unit |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
An
Electric engine unit
is the advanced counterpart of the
engine unit
, and is used in some higher end recipes.
Note that
lubricant
requires a
chemical plant
to be created, and
engine units
require
assembling machines
, so electric engines cannot be built by hand from raw materials.
Trivia
Although the electric engine unit is clearly depicted as an electric motor, it is apparently just a lubricated combustion engine.
History
0.9.0
:
Introduced
See also
Engine unit
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
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Fusion_reactor
|
Fusion reactor - Factorio Wiki
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Fusion reactor - Factorio Wiki
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| | Fusion reactor | Edit |
| | -------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ----------------------------------------- | | ----- | | ---- | | ----- | | ----- | | ----- | | ---- |
| 60+250+200+200β1 | 60+250+200+200β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 60+250+200+200 | 60+250+200+200 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 10001300160019002500 | | | | 1000 | | 1300 | | 1600 | | 1900 | | 2500 |
| | | | 1000 | | | | | | | | | | |
| | 1300 | | 1600 | | | | | | | | | | |
| | 1900 | | 2500 | | | | | | | | | | |
| Resistances | Fire: 0/70% | | | | | | | | | | | | |
| Stack size | 1 | | | | | | | | | | | | |
| Rocket capacity | 1 | | | | | | | | | | | | |
| Dimensions | 6Γ6 | | | | | | | | | | | | |
| Energy consumption | 100130160190250MW (fuel) | | | | 100 | | 130 | | 160 | | 190 | | 250 |
| | | | 100 | | | | | | | | | | |
| | 130 | | 160 | | | | | | | | | | |
| | 190 | | 250 | | | | | | | | | | |
| Drain | 10MW (electric) | | | | | | | | | | | | |
| Heat output | 100130160190250MW Plasma | | | | 100 | | 130 | | 160 | | 190 | | 250 |
| | | | 100 | | | | | | | | | | |
| | 130 | | 160 | | | | | | | | | | |
| | 190 | | 250 | | | | | | | | | | |
| Fluid consumption | 4/s5.2/s6.4/s7.6/s10/sFlouroketone (cold) | | | | 4/s | | 5.2/s | | 6.4/s | | 7.6/s | | 10/s |
| | | | 4/s | | | | | | | | | | |
| | 5.2/s | | 6.4/s | | | | | | | | | | |
| | 7.6/s | | 10/s | | | | | | | | | | |
| Mining time | 0.2 | | | | | | | | | | | | |
| Prototype type | fusion-reactor | | | | | | | | | | | | |
| Internal name | fusion-reactor | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Valid fuel | Valid fuel | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Space Age
expansion exclusive feature.
The
fusion reactor
generates
plasma
from
fusion power cell
,
fluoroketone (cold)
, and electricity. The plasma can be used in a
fusion generator
to generate power. Unlike the
nuclear reactor
, a fusion fuel cell usage scales with the plasma output, so no energy is lost. At full power draw, a single fusion power cell will be consumed in 400 seconds. A single reactor can output 100 MW worth of plasma.
A reactor requires 10 MW of power to generate plasma. As such, starting a reactor setup requires some external power, but once plasma is in the generators, the reactor setup can power itself.
Fluoroketone is not permanently consumed by a fusion reactor setup; it is used as a coolant. The coolant is (effectively) converted into an equal amount of plasma by the reactor, and the generator generates hot fluoroketone based on how much plasma the generator consumes. So any cold fluoroketone consumed by a reactor will be regenerated by the generator. To keep the loop going, a
cryogenic plant
must cool the hot fluoroketone back to cold before recirculating it into the reactor.
Each reactor consumes at most 4 cold fluoroketone per second. Assuming no modules are used, 1 cryogenic plant can cool enough fluoroketone for one reactor.
Contents
1
Achievements
2
Neighbour bonus
3
History
4
See also
Achievements
| | Fusion powerStart producing electric power byfusion powerplant. |
| | --------------------------------------------------------------- |
Neighbour bonus
Like nuclear reactors, fusion reactors receive a bonus for adjacent operating reactors, which increases the energy potential of the outputting plasma by 100% per link. Fusion reactors have 2 connection on each side, so the highest bonus a reactor can practically receive, while still leaving room open for the necessary fluoroketone, is +500%.
Unlike other power generators, the heat of the plasma generated is variable. The neighbor bonus determines the heat of the plasma. With no bonus, the plasma generated is at 1 million Β°C. With a 100% bonus, the plasma generated is at 2 million Β°C and so on. Different reactors in an array can generate plasma at different temperatures, with the temperatures averaging out within the plasma fluid system. Fusion generators will generate power based on the heat of the plasma they are consuming, up to their maximum of 50 MW each.
This also means that the amount of cold fluoroketone consumed by the reactor to generate power does not change with the neighbor bonus. It will always be 4/s (modified by quality). Two disconnected reactors and generators will consume 4 cold fluoroketone per second at max power draw as two reactors with a neighbor bonus.
Of course, larger arrays of reactors and generators will require more fluoroketone to exist in the system, simply because there are more fluid pipes for the coolant and plasma to go through. But they do not require constantly adding more to the system.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Aquilo
Fusion generator
Power production
Plasma
| Production items | Production items |
| ------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Tools | Repair packBlueprintDeconstruction plannerUpgrade plannerBlueprint book |
| Electricity | BoilerSteam engineSolar panelAccumulatorNuclear reactorHeat pipeHeat exchangerSteam turbineFusion reactor()Fusion generator() |
| Resource extraction | Burner mining drillElectric mining drillBig mining drill()Offshore pumpPumpjack |
| Furnaces | Stone furnaceSteel furnaceElectric furnaceFoundry()Recycler() |
| Agriculture | Agricultural towerBiochamberCaptive biter spawner |
| Production | Assembling machine 1Assembling machine 2Assembling machine 3Oil refineryChemical plantCentrifugeElectromagnetic plant()Cryogenic plant()LabBiolab() |
| Environmental protection | Lightning rodLightning collectorHeating tower |
| Modules | BeaconSpeed moduleSpeed module 2Speed module 3Efficiency moduleEfficiency module 2Efficiency module 3Productivity moduleProductivity module 2Productivity module 3Quality module()Quality module 2()Quality module 3() |
| Navigation | LogisticsIntermediate productsSpace()CombatTechnologyEnvironment |
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Quantum_processor_(research)
|
Quantum processor (research) - Factorio Wiki
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| | Quantum processor (research) | Edit |
| | ---------------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 601111111111β500 | 601111111111β500 |
| Prototype type | technology |
| Internal name | quantum-processor |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
Space Age
expansion exclusive feature.
Unlocks the
quantum processor
, a late-game item used for
railguns
,
fusion energy
and
promethium science packs
.
Despite requiring the
biter egg handling (research)
, the processor does not require biter eggs to craft.
History
2.0.33
:
Biter egg handling (research)
is no longer a prerequisite for this research as it is moved as a prerequisite for
promethium science pack
.
2.0.7
:
Introduced in
Space Age
expansion.
See also
Aquilo
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
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Version_history_0.16.0
|
Version history/0.16.0 - Factorio Wiki
|
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Version history/0.16.0 - Factorio Wiki
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0.16.51
Date: 15. 06. 2018
Graphics
Changed the battery item icon to be more consistent with the technology icon.
0.16.50
Date: 11. 06. 2018
Bugfixes
Fixed loading script data when a mod is disabled. (
more
)
Fixed that 0 time interval was shown as an empty string. (
more
)
0.16.49
Date: 08. 06. 2018
Bugfixes
Fixed belts in blueprints weren't selectable in the blueprint GUI.
Fixed bad mouse-point when holding blueprints with belts.
Fixed wrong connectivity in underground belt fast replace. (
more
)
0.16.48
Date: 07. 06. 2018
Bugfixes
Fixed changing filters in cars wouldn't wake up inserters. (
more
)
Fixed train driving directions when not accelerating while driving backwards. (
more
)
Fixed copy-pasting between surfaces would render incorrectly. (
more
)
Fixed that empty storage tanks had the sound of fluid. (
more
)
Circuit connection distance check fix. (
more
)
The logic that shows rail signal indicators now respects bounding box and collision box of the currently held signal. (
more
)
Modding
Fixed
allow_copy_paste
only worked on the source entity. (
more
)
0.16.47
Date: 31. 05. 2018
Bugfixes
Fixed wall related consistency check related to modded walls with altered collision boxes. (
more
)
Fixed inconsistent train direction when reversing in a train vehicle that is not a locomotive. (
more
)
Fixed that having more than 6 products didn't fit the ui, as it wasn't wrapped. (
more
)
The system data path is removed from the log when it's automatically uploaded by the crash reporter.
IP addresses are no longer hashed in the log file. All IP addresses are removed from the log when it's automatically uploaded by the crash reporter.
Fixed crash when placing an entity with title while backers list was emptied.
0.16.46
Date: 29. 05. 2018
Bugfixes
Another fix for setting PvP map dimensions to 0. (
more
)
Fixed possible desync related to circuit networks.
Another possible fix for multi-GPU setups on Linux. (
more
)
Fixed that modded infinite inserter stack size research would wrap around instead of maxing out. (
more
)
Fixed scenarios with partial identical names didn't work correctly. (
more
)
Fixed splitter lane selection inconsistency when inserting into middle. (Now it is always right for both belts, splitters and underground belts.) (
more
)
Fixed
LuaPlayer::build_from_cursor
. (
more
)
Fixed a desync in replay that would happen if console commands were used during the play. (
more
)
Fixed desync when setting inserter filters while it's connected to the circuit network (
more
)
0.16.45
Date: 22. 05. 2018
Bugfixes
Fixed infinite research multiplier was always 1. (
more
)
0.16.44
Date: 22. 05. 2018
Minor Features
Added technology price multiplier PvP scenario config.
Changes
Underground belt marked for deconstruction no longer connects to other underground belts.
Bugfixes
Fixed some cases of fast replacement by underground belt. (
more
)
Fixed corrupted config.ini in Steam cloud would prevent the game from starting.
Fixed that using "Save and play" feature in the freeplay could specify the official freeplay map to be always that one forever. (
more
)
Fixed underground belt connection overlay when hovering over another underground belt. (
more
)
Fixed a crash when mods define empty result items. (
more
)
Fixed a crash when switching games and joining quickly in the server browser.
Fixed that clicking rail planner with no available path while recording replay invalidated all other actions of the replay. (
more
)
Fixed a crash that would happen after opening a library blueprint that contained only entities from a disabled mod. (
more
)
Fixed
LuaEntityPrototype::braking_force
return value. (
more
)
Fixed
LuaPlayer::ticks_to_respawn
would read in seconds. (
more
)
Fixed certain type of energy source migrations. (
more
)
Fixed rare possibility of crash when two trains crash into each other. (
more
)
Fixed a rare crash that occurs when train collides in a way, that its position is reserved back while approaching closed signal which caused path recalculation. (
more
)
Fixed PvP error when setting map height to 0. (
more
)
Fixed construction robot tutorial breaking when removing the radar from the storage chest. (
more
)
Fixed crash when adding train station to a train while the train is modified (added/removed rolling stock). (
more
)
Fixed that destroying part of a cliff with tile ghost under it destroyed the whole part of the cliff. (
more
)
Fixed browse games dialog problems with the active game not being updated while searching. (
more
)
Modding
Added support to set
ReactorPrototype::neighbour_collision_increase
which controls how much a reactor extends when connected to other reactors.
Scripting
Allow
technology_price_multiplier
to be less than 1 by script/scenario only.
Added support for localised strings in
LuaGameScript::write_file
.
0.16.43
Date: 14. 05. 2018
Bugfixes
Fixed that consistency check failed on ghost wall entity on top of wall entity marked for deconstruction. (
more
)
Fixed, that it was possible (through mod or script) to build ghost entity of belt/wall on top of existing belt/wall causing inconsistency later on. (
more
)
0.16.42
Date: 11. 05. 2018
Bugfixes
Changed the searching logic, that searching every word separately is only done when the fuzzy search option is on. (
more
)
Fixed a desync when printing a Lua error to players with different installation paths. (
more
)
Rail signal connection merge optimisation (tens of seconds instead of tens of minutes on big maps).
Fixed that rail signal migration didn't update the state of the signal controlled by the circuit network. (
more
)
Fixed decimals displaying in production statistics that caused the numbers to be too long. (
more
)
Fixed high CPU usage on the main menu. (
more
)
Fixed an issue when joining friends games through steam. (
more
)
Fixed, that it was possible (with the use of script/mod) to build belt/wall entity (not ghost) on top of other belt entity marked for deconstruction, which could cause a consistency check fail later on.
Added train path finding penalty for train with no path equal to 1000 tiles. (
more
)
Fixed a crash when building modded rolling stock entities on diagonal rails. (
more
)
Fixed "header errors" when extracting factorio zip files with 7zip.
Scripting
Added
LuaEntityPrototype::collision_mask_collides_with_tiles_only
and
collision_mask_considers_tile_transitions
read.
0.16.41
Date: 03. 05. 2018
Bugfixes
Yet another rail signal connection fix.
0.16.40
Date: 02. 05. 2018
Bugfixes
Yet another rail signal connection fix.
Fixed a crash when killing the character during the
gun_inventory_changed
event. (
more
)
Fixed that
LuaPlayer::opened
wouldn't return the opened equipment grid. (
more
)
Fixed
LuaInventory::sort_and_merge()
would break furnaces and assembling machines.
Fixed crash when trying to migrate circuit connected entities. Any migrated entities will be disconnected. (
more
)
Fixed round input in team production challenge. (
more
)
Recipe item ingredients with a count of 0 are reported as an error instead of allowing inconsistent behaviour. (
more
)
Fixed missing reset of state of signal right next to removed rail. (
more
)
Fixed a crash that could happen in multiplayer over a poor connection. (
more
)
Modding
Added
ItemPrototype::fuel_glow_color
, it colors the fuel glow of entities that use that item as fuel.
Scripting
Added
on_player_trash_inventory_changed
event.
Changed
LuaSurface::find_entities_filtered/find_tiles_filtered/count_entities_filtered
to additionally accept a table of filters.
0.16.39
Date: 30. 04. 2018
Bugfixes
Fixed function of enter key in number input. (
more
)
Fixed consistency check and migration related to rail internal inconsistency. (
more
)
Fixed that rail signals weren't fast replaceable.
Fixed that the headless server wouldn't be able to restart for a while if it was stopped with an RCON client connected. (
more
)
Fixed that selecting map without a preview in the save/load dialog disallowed to delete the save by the ingame delete button.
Fixed wrong calculation of item insertion into splitter in some cases, which could indirectly cause inconsistency in behaviour. (
more
)
Localised zip opening/closing error messages + added reason or error code there.
0.16.38
Date: 26. 04. 2018
Bugfixes
Fixed drawing of icons with multiple layers. (
more
)
Fixed that changing force of a wall didn't update the connections, which could lead to a desync.
Changed that walls and gates marked for deconstruction don't connect, which solves some desync related problems with walls/gates marked for deconstruction with walls/gates ghosts on top of it.
Changed, that rail signals marked for deconstruction disconnect from the rails.
Changed, that rail signals marked for deconstruction are not blocking blueprint placement of rail signals. These changes should make it reliable to mark rail setup for deconstruction and build blueprint right on top of it before it is deconstructed.
Changed the logic of "toggle LUA console" key to only open and not close the console (exception are ` and F1-F12 keys). (
more
)
Fixed
LuaEntity::splitter_output_priority
read/write didn't work. (
more
)
Fixed malformed sprite path error would not trigger minimal mode when loading mods. (
more
)
0.16.37
Date: 23. 04. 2018
Changes
Added an option to interface settings to allow the user to change the distance of tooltips from the mouse. (
more
)
Minor Features
Added optional resolution and zoom parameters to the screenshot command.
Bugfixes
Fixed that right click didn't work in the market GUI. (
more
)
Fixed a modded crash related to fire flame smoke.
Fixed
ignored_by_interaction
when creating modded custom GUI elements. (
more
)
Fixed noise program compilation bug that resulted in broken programs. (
more
)
Fixed light from lamps outside of screen was not rendered properly. (
more
)
Fixed the steam engines in New Hope level 4. (
more
)
Possible fix for a crash on Linux with a multi-GPU setup. (
more
)
Fixed graphics of battery indicator (
more
)
Boiler and heat exchanger will spawn medium remnants instead of small remnants when destroyed. (
more
)
Fixed that a well (offshore pump with water landfilled) was not rebuildable by construction robots. (
more
)
Fixed gates sometimes not detecting car being driven by god controller. (
more
)
Fixed that some of the achievements were obtainable even when player didn't spend more than 50% of time in the game. (
more
)
Fixed that character window was closed when doing fast transfer between armor slot and inventory. (
more
)
Fixed that modded inserters would some times get stuck. (
more
)
Fixed that Wave defense would error when played on a headless server. (
more
)
Improved system of key blocking now allows more key bindings to work correctly. (
more
)
Fixed underground pipe ghost would block underground connections of other forces. (
more
)
Added missing directions to util.oppositedirection. (
more
)
Fixed that the sound sliders went to 200% causing a lost of audio quality. (
more
)
Fixed save corruption when forces are merged while there is a rocket on the map. (
more
)
Fixed that
LuaEntity::teleport
could teleport ghost belts/rails.
Fixed that
LuaEntity::teleport
of ghost walls could create wall and ghost wall on the same position which could cause desyncs.
Fixed that
LuaEntity::teleport
didn't put entities that are supposed to be aligned to grid onto grid.
Fixed wrong behavior of mining of a vehicle the player is in in multiplayer. (
more
)
Fixed crash on starting mod scenario in multiplayer for the first time. (
more
)
Fixed signal placeability in junction with different directions in different ways. (
more
)
Added electric energy consistency check to avoid one more corrupted save situation resulting from memory corruption. (
more
)
Scripting
Added
LuaTrain::killed_players
read.
Added
LuaTrain::kill_count
read.
Added
LuaInventory::is_quickbar()
.
Added
LuaInventory::get_selected_index()
.
Added
LuaFluidPrototype::fuel_value
read.
LuaEntity::teleport
puts entity to correct location on the grid when it doesn't have the off-grid flag.
0.16.36
Date: 28. 03. 2018
Bugfixes
Fixed a crash when opening the graphics settings GUI on a single core CPU. (
more
)
Fixed that building a blueprint on top of existing assembling machines did not copy the rotation correctly. (
more
)
Fixed that entering rectangular vehicles didn't work correctly. (
more
)
Fixed that totals in production statistics were 0.33% off. (
more
)
Fixed a crash when loading blueprint storage data.
Fixed that
LuaGameScript::check_prototype_translations()
would report custom-inputs as having no translation.
Scripting
Fixed a crash by changing
LuaGameScript::merge_forces()
so the force is merged at the end of the tick.
Added
on_forces_merged
event.
Added
LuaEntity::armed
read.
Added
LuaEntityPrototype::timeout
read.
Added
on_land_mine_armed
event.
Added
LuaPlayer::spectator
read/write.
Added
LuaGameScript::enemy_has_vision_on_land_mines
read/write.
0.16.35
Date: 24. 03. 2018
Bugfixes
Fixed shifting for half-belt drawn as part of loader. (
more
)
Modding
Added recipe-prototype
show_amount_in_title
and
always_show_products
.
Scripting
Added Added
LuaRecipePrototype::show_amount_in_title
and
always_show_products
read.
0.16.34
Date: 22. 03. 2018
Bugfixes
Fixed that long description in achievement cards was cut off. The card will be larger in this case now. (
more
)
Fixed a crash when rendering stickers. (
more
)
0.16.33
Date: 22. 03. 2018
Features
Added dropdown to the replay viewing control that allows to switch between the view of different players.
Changes
Updated map-gen-settings.example.json. (
more
)
Bugfixes
Fixed, that when the server is slower then the client, the player input is stuck. (
more
)
Fixed that using rail by the rail planner stopped replay. (
more
)
Fixed that burner inserter didn't show fuel in the entity info. (
more
)
Fixed that blueprint manipulation was broken in replays. (even opening the gui crashed the game) (
more
)
Fixed PvP script error when 'DEFCON timer' was set too low. (
more
)
Fixed that ctrl-click to transfer modules into assembling machines didn't work correctly. (
more
)
Small improvement in mining logic when using rail planner. (
more
)
Fixed an issue with un-researching upgrade-based technologies. (
more
)
Fixed a layering issue related to the train stop visualization. (
more
)
Fixed that player joined/left game messages weren't visible in the replay.
Fixed that health bar of other players weren't visible.
Fixed a rare crash when joining multiplayer games on Mac.
Fixed crash when player with debuff sticker disconnected from game and later reconnected.
Modding
Added recipe-prototype allow_intermediates.
Scripting
Added events and remote interface to PvP scenario.
Added
LuaRecipePrototype::allow_intermediates
read.
0.16.32
Date: 20. 03. 2018
Minor Features
Added string import/export to PvP config.
Changes
Only item ingredients are automatically sorted in recipes.
Bugfixes
Fixed
LuaEntity::get_merged_signals()
would always require a parameter. (
more
)
Fixed a crash related to mod settings losing precision when being saved through JSON. (
more
)
Modding
mod-settings.json is now mod-settings.dat - settings will be auto migrated.
0.16.31
Date: 19. 03. 2018
Minor Features
Added 'Max players', 'Neutral chests' and 'DEFCON mode' PvP options.
Empty fuel slot tooltips show what fuel they accept.
Changes
Enemy mines are not completely invisible anymore in PvP scenarios.
Land mines now also stun enemy players.
Walls will extend towards cliffs same as they already do towards water. (
more
)
Blueprint building over entities of an enemy force is no longer ignorable(blue). (
more
)
Ingredients in recipes are automatically sorted. (
more
)
Changed it so when loading a multiplayer map in single player it auto-promotes you to an admin. (
more
)
Bugfixes
One more transport belt unsquashing tweak. (
more
)
Changed
LuaSurface::find_entity
to also find entities with zero sized bounding boxes but with the given position. (
more
)
Fixed drawing icons with layers when layers didn't have same source size as main icon. (
more
)
Fixed another bug where tables were disabled at certain scroll positions. (
more
)
Fixed applying blueprints could rotate unrelated assembling machines. (
more
)
Fixed that the god controller wouldn't trigger the player_moved event. (
more
)
Fixed script error in logistic tutorial when player went outside of logistic area. (
more
)
Fixed a crash when calling factorio Lua API functions with the wrong number of parameters. (
more
)
Fixed that blueprint tooltip text wouldn't line wrap. (
more
)
Fixed that heat and electric energy sources would show prototype efficiency even when they didn't support it. (
more
)
Fixed wrong scroll pane size in a specific situation. (
more
)
Fixed a crash when resetting technology effects while the technology GUI is open. (
more
)
Fixed crash with high-speed short trains crashing into something. (
more
)
Fixed that multi-line descriptions for multiplayer games would break the config.ini. (
more
)
Fixed creating cliffs through script or map editor didn't snap them to proper position. (
more
)
Fixed a crash related to biters in modded games. (
more
)
Fixed that several errors related to HTTP failure weren't localized. (
more
)
Fixed ghost rail-planner building would lock in the build rotation after being used once. (
more
)
Fixed that mod-associated character entities wouldn't be effected by force modifiers. (
more
)
Fixed that fast-transferring equipment into modded car equipment grids didn't work correctly. (
more
)
Partially fixed trains sending circuit networks signal to the wrong station. (
more
)
Fixed a crash when deleting 2 or more stations from a train within the same tick while the last station is selected in the GUI.
Fixed another crash when saving fails when out of disk space.
Fixed a crash when an open assembling machine with no recipe is mined while in the same tick another GUI is opened in multiplayer.
Fixed a crash in multiplayer related to DNS failure.
Fixed a crash when the game.take_screenshot() would fail.
Fixed that switching between manual & automated mode was creeping forward by a bit every time when manual mode was re-activated.
Fixed a crash when trying to set a mod setting value to 0.033333 repeating.
Fixed that replay didn't check crc values.
Fixed several problems related to replay saving.
Modding
Added Entity prototype flag "not-flammable", it prevents entities from catching fire.
Stickers can by applied onto players now. Slowdown capsule has been changed to affect enemies only.
Fixed some imprecisions in the Production/Electric statistics calculations.
Added order_in_recipe into item-group, it defaults to the value of order property.
Added item prototype flag "hide-from-fuel-tooltip".
Scripting
Removed
LuaElectricEnergySourcePrototype::effectivity
read since it didn't do anything.
Added
LuaGroup::order_in_recipe
read.
Added on_technology_effects_reset event.
0.16.30
Date: 12. 03. 2018
Bugfixes
Filters no longer disappear when inventory is downsized. (
more
)
Fixed free floating sprites would get corrupted on window resize with DirectX renderer when Low VRAM Mode was disabled. (
more
)
Fixed a crash related to resetting technology effects while a research was in progress/just finished.
Fixed a desync related to mods calling math.random() during the data stage.
Scripting
Made it possible for the
LuaFrame::align
and
LuaFrame::vertical_align
to have effect on the align of the inner container.
0.16.29
Date: 12. 03. 2018
Bugfixes
Fixed that small numbers in recipe tooltips wouldn't render correctly. (
more
)
Fixed a bug where tables do not react under special conditions. (
more
), (
more
)
Fixed belt movement with squashed items and other gaps present. (
more
)
Fixed that splitter input priority was not that reliable. (
more
)
Fixed that fast replacing a circuit connected entity will sometimes double circuit network contents. (
more
)
Fixed the EULA GUI wouldn't wrap text. (
more
)
Fixed 'per second' suffix was not localised. (
more
)
Attempt to fix a problem that would prevent the Linux version from starting. (
more
)
Fixed that blueprints in the library would show empty component slots. (
more
)
Fixed that mining item entities when out of inventory space would move the item around. (
more
)
Fixed multiple desyncs related to walking near walls. (
more
)
Fixed that the "don't play sound for chat" option didn't work in multiplayer. (
more
)
Fixed some inconsistencies between damage bonus in item tooltip vs entity tooltip. (
more
)
Fixed that the players main inventory filters wouldn't persist through death. (
more
)
Fixed that pipes to ground didn't connect in blueprint preview the same way as pipes do. (
more
)
Fixed that some underground belts would not be correctly marked as ignorable(blue) when building blueprints.(
more
)
Fixed enemy land mines would be highlighted when showing blueprint collisions. (
more
)
Fixed that walls would connect to ghosts from another force.
Fixed rebinding build would cause artillery to fire multiple times per click in the map view.
Fixed a crash when starting a headless server related to RCON.
Fixed a crash when setting item stacks above their stack size through script.
Fixed a crash when saving fails due to out of disk space.
Fixed that vehicles and train stops wouldn't respect the "not-on-map" flag.
Fixed that you couldn't move the map view while running the game at very high speeds.
Fixed a crash when taking a large screenshot by script fails due to a lack of memory.
Fixed a crash when canceling crafting after changing recipes through mods.
Fixed a crash when merging forces through script while a recipe tooltip is visible.
Fixed a crash when using the
/open
command and then opening an item in the players cursor.
Fixed a crash when creating modded tree particles.
Fixed a crash related to modded speaker entities.
Modding
Changed the maximum number of electric poles that can be connected to one entity from 255 to 65535.
Added optional Electric pole prototype "draw_copper_wires" and "draw_circuit_wires".
Added Entity prototype flag "not-rotatable".
Fixed a crash when not defining a stream particle animation.
Scripting
Added LuaRCON to allow printing text to a calling RCON instance.
Added
LuaItemPrototype::fuel_emissions_multiplier
read.
Added
LuaRecipePrototype::emissions_multiplier
read.
Added
LuaFluidPrototype::emissions_multiplier
read.
0.16.28
Date: 05. 03. 2018
Minor Features
Added a simple recipe price calculator to PvP production score.
Item number in quickbar now shows over the "hand" when part of the stack is picked up. (
more
)
Bugfixes
Fixed drawing endings of transport belts entering underground belt sideways. (
more
)
Fixed a bug with pumps not activating sometimes. (
more
)
Fixed roboport connections would be missing in some cases. (
more
)
Fixed a bug with pumps not activating sometimes. (
more
)
Fixed that biters in groups had too low tolerance for getting stuck. (
more
)
Fixed that you could set accumulator energy below 0. (
more
)
Fixed a crash in rail pathing when deleting signals. (
more
)
Fixed a crash when creating beam entities through script. (
more
)
Fixed old boilers in New Hope level 4. (
more
)
Fixed that changing the values in new game gui could move other gui elements. (
more
)
Changed order of drawing, so if sprite button uses caption, its text is over the picture. (
more
)
Fixed that the wire connection distance visualization didn't match the actual distance limits. (
more
)
Fixed a crash when trains are destroyed while the trains GUI is open. (
more
)
Fixed train stop indicators wouldn't render with larger blueprints. (
more
)
Fixed mod changing chest collision box could break PvP starting chest accessibility. (
more
)
Fixed that the Map editor wouldn't clear the cursor when the tool changes. (
more
)
Fixed a crash when destroying rails with trains on them. (
more
)
Fixed a crash when joining Steam games through the Steam interface.
Fixed a crash related to adding equipment grid support to armor in existing games.
Fixed several crashes related to GUI logic.
Fixed a crash when loading pre 0.16 saves when in a vehicle as a god controller.
Fixed a crash when teleporting offline players between surfaces.
Fixed non-stackable items wouldn't enforce they aren't stackable.
Fixed a crash when changing runtime mod settings while someone is joining a multiplayer game.
Fixed a crash when a character or spawner dies in the map editor.
Fixed a crash when hovering over blueprint book item in the map editor.
Fixed a crash when right-clicking a blueprint to open it for editing in the map editor.
Fixed a crash when putting blueprints into blueprint books in multiplayer.
Fixed a crash when importing some blueprint strings.
Scripting
Added has_hidden_tile and collision_mask flags to
LuaSurface::find_tiles_filtered
and
LuaSurface::count_tiles_filtered
.
Added
LuaSurface::set_hidden_tile()
.
Added
LuaGuiElement::ignored_by_interaction
which prevents the elements from stealing mouse interaction with the parent elements. (
more
)
Added
LuaSpriteButton::number
which allows the number to be rendered in the standard way in the right-bottom corner of the sprite button.
Added
LuaSpriteButton::show_percent_for_small_numbers
which, when set to true, forces the number to be shown as percent when smaller than 1.
Modding
Added
ItemPrototype::fuel_emissions_multiplier
which scales pollution generated when the fuel item is used.
Added
FluidPrototype::emissions_multiplier
which scales pollution generated when when the fluid is consumed.
Added
RecipePrototype::emissions_multiplier
which scales pollution generated by the entity using this recipe.
Added support to set scroll_pane_style horizontal_scroll_bar_style and vertical_scroll_bar_style.
0.16.27
Date: 28. 02. 2018
Minor Features
Added refined concrete and refined hazard concrete.
Changes
The the name textfield in the rename train stop dialog gets automatically focused and the text is pre-selected.
Bugfixes
Fixed that dying would only put the first stack into the dead body. (
more
)
Fixed that infinite resources would always produce the same result when at minimal yield. (
more
)
Fixed how the switch event is processed. (
more
)
Fixed behaviour of the train station list-box when player inventory was big enough to be scrollable. (
more
)
Fixed that always_show_made_in didn't work for recipe tooltips in the technology GUI. (
more
)
Fixed a crash when migrating item types in some cases.
Fixed movement of belt segment that has a lot of squashed items in it.
Fixed a crash in the map editor when changing player armor.
Fixed a crash related to mods destroying the player during player events.
Fixed a crash when creating a Factorio account using the in-game option.
0.16.26
Date: 26. 02. 2018
Features
Added partial IME support for typing Chinese, Japanese and Korean text on Windows.
Changes
IPs are no longer directly logged.
Bugfixes
Fixed several belt compression problems.
Fixed crash when rendering turret range visualization in camera widget.
Fixed incorrect behaviour when a text box line wraps. (
more
)
Fixed achievement deletion dialog. (
more
)
Fixed choose-elem-button locking not persisting across saves. (
more
)
Fixed item creeping forward on belt sometimes. (
more
)
Fixed removal of tracked silo script items. (
more
)
Fixed a crash when using the Lua GUI element type "entity-preview". (
more
)
Fixed that "Expected resources" didn't always match what you actually got. (
more
)
Fixed that heavily modded saves with large amounts of tile types couldn't be loaded without the mods. (
more
)
Fixed that buffer chests could get items sent to them they weren't requesting. (
more
)
Fixed belts would stop animating after really long time. (
more
)
Fixed crash when vehicle with personal roboport was destroyed because of impact damage from its own movement. (
more
)
Fixed the help locale for the
/toggle-rockets-sent-gui
freeplay command. (
more
)
Fixed wrong scale of icons with non-standard icon_size in alt-mode. (
more
)
Fixed generator effectivity being applied twice when below 100%.
Fixed a crash when failing to download a map in multiplayer.
Fixed crashes related to Lua stack overflows.
Fixed a crash related to changing the stack size of items when removing mods.
Fixed a crash when researching logistic request slots.
Fixed a crash related to the ending screen data in multiplayer.
Fixed a crash when explosion entities where created during migration scripts.
Fixed a crash when exiting the game while it's saving.
Fixed a crash when loading a map file fails.
Fixed a crash related to modded burner generator equipment in multiplayer.
Fixed labels could render outside of their defined area.
Fixed a crash when placing assembling machine blueprints over ghosts.
Fixed a crash when clicking quickly while joining multiplayer games.
Fixed a crash when saving the game fails.
Fixed a crash when deleting chunks with cliffs on them.
Fixed a crash when trying to set player inventory filters in the map editor.
Fixed several GUI related crashes related to multiplayer latency.
Fixed a crash when hosting LAN-enabled multiplayer games in some instances.
Modding
Added
GeneratorPrototype::scale_fluid_usage
which scales the generator's fluid usage to its maximum power output. Default is false.
Generator will now produce pollution if emissions is specified on the energy source.
Scripting
Added
LuaGameScript::is_multiplayer()
.
0.16.25
Date: 19. 02. 2018
Changes
Inserters, mining drills, and belt sideloading can now squash items on belt even when the gap isn't big enough.
The squashed gap is extended to normal size once the front of the belt starts to move again.
This means, that inserter, mining drills and side loading can produce fully compressed belts without the usage of splitters.
Minor Features
Improved behavior of mode switches in deconstruction planner. (
more
)
Bugfixes
Fixed crash when train was leaving station that was disabled by circuit network or destroyed. (
more
)
Fixed search box losing focus inconveniently in mods gui. (
more
)
Fixed client crash when server exits while player has the save game dialog open. (
more
)
Removing components of a blueprint no longer resizes the window. (
more
)
Fixed performance issue when running out of storage while big deconstruction is in progress.
Fixed scrollbar buttons that would ignore mouse up event. (
more
)
Fixed that after changing some control settings, the quickbar wouldn't react to them until the game was reloaded. (
more
)
Scripting
Added
LuaControl::is_player()
0.16.24
Date: 15. 02. 2018
Minor Features
When the game crashes, the crash log is uploaded to us. You can opt out by disabling it in the options menu.
Player chat color when set through '/color r g b a' command will be brightened. (
more
)
Bugfixes
Fixed that
LuaEntity::get_merged_signals()
would return wrong value if no wires were connected. (
more
)
Fixed flamethrower turret could get stuck in deactivated state when fluid type in its pipe changed. (
more
)
Fixed energy consumption of laser turret in recipe tooltip. (
more
)
Fixed that specifying a shift for a storage tank's fluid_background would shift it incorrectly. (
more
)
Fixed that ctrl-arrow/backspace/delete worked in the console but not in other text boxes. (
more
)
Fixed that you could define a fluidbox height of 0. (
more
)
Fixed trains "twitching" under certain circumstances. (
more
)
Fixed wrong hairy dead tree graphics positioning. (
more
)
Fixed that ping-pong DNS lookup failure would shut down running multiplayer games. (
more
)
Fixed
LuaInventory::getbar
/setbar used zero-based indexing. (
more
)
Fixed incorrect electric network connection rendering on the map. (
more
)
Fixed train would reset its "waiting on signal" penalty when recalculating path due to waiting too long. (
more
)
Scripting
Added script.on_nth_tick(n, function).
Added
LuaSurface::can_place_entity
(...) optional parameter "build_check_type" and "forced".
0.16.23
Date: 12. 02. 2018
Changes
Lamps stagger again during day/night transition. They also turn on much sooner and turn off much later.
The deconstruction planner "trees/rocks only" option can be inverted using the whitelist/blacklist toggle.
The Rocket silo entity info now shows 'Rocket parts: 50/100'.
Removed 'starting inventory' PvP option, as starting chests are a more proper solution.
Added 'required satellites sent' option to space race PvP game mode
Bugfixes
Fixed snapping locomotive to station sometimes not working. (
more
)
Fixed modded loaders with different dimensions crashing when destroyed. (
more
)
Fixed that module effects would go negative when adding too many beacon effects together. (
more
)
Fixed that changing an assembling machine recipe by copy-paste would delete the in-progress recipe items. (
more
)
Fixed that directly replacing modules didn't work correctly. (
more
)
Fixed that changing train stop names wouldn't update the last-user. (
more
)
Fixed that the logistic count tooltip wouldn't show correctly for negative values. (
more
)
Fixed that changing the stack size of the satellite through mods could make it impossible to win. (
more
)
Fixed circuit controlled stack override sometimes being incorrect. (
more
)
Fixed that mods could specify invalid categories, for a few classes of modded item. (
more
)
Fixed pipette tool orientation of curved tracks. (
more
)
Fixed that beacons would ignore the allowed effects on an entity. (
more
)
Fixed that rail ghosts weren't placeable on top of enemy force's land mines, thus revealing the location of the mines. (
more
)
Fixed Lua module limitations array being a map of strings to numbers, instead of an array. (
more
)
Fixed that the market GUI wouldn't use a scroll bar even when the offers didn't fit in the window. (
more
)
Fixed worker robot speed in PvP scenario. (
more
)
Fixed that the blueprint preview in the blueprint library was smaller than the blueprint view you get after opening a blueprint item. (
more
)
Fixed that the technology search would be broken by disabled technologies in some cases. (
more
)
Fixed that mods changing stack sizes would break the inventory transfers tutorial. (
more
)
Power switch copper wire connections are now saved in the ghost when destroyed and restored when rebuilt. (
more
)
Fixed
LuaSurface::regenerate_decoratives()
would generate much more decoratives than normal map generator run. (
more
)
Fixed clicking the label in sort-able tables wouldn't effect sorting. (
more
)
Fixed that recipe tooltip labels would render outside of the tooltip area in some cases. (
more
)
Fixed clamp_position=true on artillery shells would negate artillery range bonus. (
more
)
Fixed item icon would not be rescaled to normal size if icon_size not 32. (
more
)
Modding
Added "friend" and "not-friend" force trigger modifiers.
Added optional night vision equipment prototype "darkness_to_turn_on".
Scripting
Added
LuaGameScript::ammo_category_prototypes
read.
Added
LuaEntity::get_merged_signals()
.
0.16.22
Date: 02. 02. 2018
Bugfixes
Fixed a crash when loading saves with modded camera GUI elements. (
more
)
Changed the "load save in map editor" to "convert save to Scenario" to support locale and custom scripts. (
more
)
Another attempt to fix crashes on OS X Mavericks (version 10.9). (
more
)
Fixed that some mod settings would always detect as different than the server when trying to join. (
more
)
Fixed that turrets that died and where rebuilt couldn't be mined. (
more
)
Modding
Added optional
RecipePrototype::allow_as_intermediate
to disable a recipe being used as an intermediate when hand crafting.
Added
PlayerPrototype::enter_vehicle_distance
.
Scripting
Added
LuaRecipePrototype::allow_as_intermediate
read.
A player changing the active index in a blueprint book in the cursor will now fire the player_cursor_stack_changed event.
Added LuaEntityPrototype read properties: running_speed, maximum_corner_sliding_distance, build_distance, drop_item_distance, reach_distance, reach_resource_distance, item_pickup_distance, loot_pickup_distance, enter_vehicle_distance, ticks_to_keep_gun, ticks_to_keep_aiming_direction, ticks_to_stay_in_combat, respawn_time, damage_hit_tint, character_corpse.
0.16.21
Date: 01. 02. 2018
Minor Features
Added support to load save files directly in the map editor.
Added "Save and play" button to map editor, to allow quick iteration.
Added levels in campaigns to level editor "open" menu.
Changes
Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.
Player death messages will be printed to all forces they are friends with.
Player death messages include the player tag.
Gui:
The left/right switch used in locomotive and splitter can be also switched by clicking the label buttons.
Bugfixes
Fixed teleporting pumps would crash the game. (
more
)
Fixed dragging in the map preview and technology GUI didn't work correctly. (
more
)
Fixed walls wouldn't connect correctly when built through script in some cases. (
more
)
Fixed that the equipment grid was too small when using extra-low graphics quality. (
more
)
Fixed inserters could get stuck trying to pick up items off the ground in some cases. (
more
)
Fixed issues related to splitter priorities. (
more
)
Fixed that the "recursive technology prerequisites detected" error message wouldn't print the dependency cycle properly. (
more
)
Fixed (and hopefully generally improved) the splitter GUI so invalid states are not possible. (
more
)
Fixed that biters would not be able to path find close to cliffs. (
more
)
Fixed mod control settings would be wiped out when game entered minimal mod due to mod error on start up. (
more
)
Fixed that the tips-and-tricks GUI would open when running a replay. (
more
)
Fixed that the blueprint setup GUI wouldn't show in some situations. (
more
)
Fixed that the asynchronous saving process could freeze in headless mode. (
more
)
Fixed crash in PvP when distance between starting areas was too low. (
more
)
Fixed small locale error in resource entity info. (
more
)
Fixed crash when player deletes blueprint book from their library while other player has the book opened. (
more
)
Fixed that custom scroll panes didn't respect vertical scroll policy correctly. (
more
)
Fixed a crash in the technology GUI when using
LuaForce::disable_all_prototypes()
. (
more
)
Adjusted collision boxes of decals to reduce chance a decal will be generated in position colliding with water. (
more
)
Fixed that the recipe tooltip "made in" wouldn't show every possible machine when there was a lot of them. (
more
)
Fixed ghost of lamp would not connect to logistic network when revived. (
more
)
Fixed that the command line
--map2scenario
option wouldn't convert scenario-created saves correctly. (
more
)
Fixed handling of mouse bindings in map view. (
more
)
Fixed that you could get stuck after using cliff explosives. (
more
)
Fixed biters getting stuck next to a wall in some situations. (
more
)
Modding
Added optional create_ghost_on_death for entities with health that normally make ghosts on dying.
Added optional always_show_made_in to recipe prototypes.
Scripting
Added last_research to the on_research_started event.
Added
LuaEntityPrototype::energy_per_hit_point
read.
Added
LuaEntityPrototype::create_ghost_on_death
read.
Added CustomMinimap GUI element type.
Added CustomEntityPreview GUI element type.
Added
LuaInventory::sort_and_merge()
.
Added an optional "invert" option to
LuaSurface::find
/count entities filtered.
Added
LuaForce::enable_all_prototypes()
.
Added
LuaRecipePrototype::always_show_made_in
read.
Added
LuaControl::get_main_inventory()
.
Added
LuaGuiElement::column_count
read.
Changed util.merge to always deepcopy nested tables. (
more
)
Changed events so they won't fire until every mod has had on_init ran.
0.16.20
Date: 26. 01. 2018
Bugfixes
Fixed another compression problem on belts related to splitters.
Fixed that the cancel craft, import blueprint and blueprint book buttons didn't work.
Fixed biter related desyncs. (
more
)
Fixed possible desync related to logistic network.
Modding
Renamed render_layers: ground_patch, ground_patch_higher, ground_patch_higher2, and air-entity-info-con to ground-patch, ground-patch-higher, ground-patch-higher2, and air-entity-info-icon.
0.16.19
Date: 25. 01. 2018
Minor Features
Added PvP options: Disband team on loss, team area artillery and give artillery remote.
Bugfixes
Fixed that the game allowed mining speed modifier less than -1, which resulted in negative mining speeds. (
more
)
Fixed that fast-replacing power poles while running would just delete them. (
more
)
Fixed that you couldn't exit vehicles with large collision boxes. (
more
)
Fixed that
LuaPlayer::can_insert
and
LuaPlayer::insert
didn't agree. (
more
)
Fixed game state corruption related to ordering deconstruction of entities with enabled connection to logistic network. (
more
)
Fixed that teleporting roboports when robots where charging would lead to corrupt saves. (
more
)
Fixed that toggle-console wouldn't work with modifier keys. (
more
)
Fixed graphical artifacts in terrain when zoomed out. (
more
)
Fixed that
LuaForce::disable
/enable research wouldn't update the GUI correctly. (
more
)
Fixed that pumps would ignore fluidbox filter. (
more
)
Fixed crash caused by non-ASCII characters in name of custom scenario. (
more
)
Fixed that idle biters would ignore the player when approached. (
more
)
Modding
Added support for setting icon_size per icon layer.
Scripting
Added
LuaGameScript::default_map_gen_settings
read.
Added
LuaSurface::get_random_chunk()
.
0.16.18
Date: 23. 01. 2018
Bugfixes
Fixed searching for recipes could add the "no recipe available" message multiple times. (
more
)
Fixed a crash related to biters. (
more
)
Fixed that setting locked = true on choose-elem-buttons through the mod API would still let the button be cleared. (
more
)
Fixed logistic entity highlighting didn't work correctly in some cases. (
more
)
Fixed that the map editor could get stuck if you built out-of-map tiles directly in the center of the screen. (
more
)
Fixed Linux runtime requirements being dynamically linked. (
more
)
Fixed (hopefully) macOS crash on startup due to 10.9 compatibility fix. (
more
)
0.16.17
Date: 22. 01. 2018
Features
Added filter to splitter.
Added input and output priority to splitter.
Minor Features
Added a "clone group" button to the permissions GUI.
Added PvP options: Spectator fog of war, starting chests, chest item multiplier, team areas turrets, automatic round time, and base exclusion time.
Balancing
Increased the stack size of roboport from 5 to 10.
Decreased collision box of substation, radar and chemical plant so it is possible to walk between it and other entities.
Bugfixes
Fixed that rail chain signals didn't work with copy-paste. (
more
)
Fixed that double clicking the empty space in scroll bars on the load/save map GUIs would trigger the load/save. (
more
)
Fixed that walking near the edge of water could result in no footstep sounds. (
more
)
Fixed building belts over splitters marked for deconstruction while a ghost belt was under the splitter didn't work. (
more
)
Fixed that ghost solar panels would show as having energy. (
more
)
Fixed that the bonus GUI didn't show correct numbers for some bonuses. (
more
)
Fixed that a single water tile that separates two terrain types would become invisible. (
more
)
Added graphics option "Separate lower object atlas" to address performance issue when rendering lot of decoratives on some PCs.
The option will put sprites drawn under shadows in a separate sprite atlas with mipmaps enabled.
This should reduce GPU load, but slightly increase CPU load and VRAM usage. (
more
)
Added a command-line option
--executable-path
to allow launching Factorio through a custom ld.so on Linux. (
more
)
Fixed a crash when setting invalid prototype values for vehicle type entities through mods. (
more
)
Fixed that you couldn't attack nests with your pickaxe.
Additional fix of the rail block visualization for high res. (
more
)
Fixed jittering when running against entities with connected bounding boxes (for example pipes). (
more
)
Fixed that entities with multiple items to build them wouldn't fire mod events in some cases. (
more
)
Fixed recipe tooltip with many raw materials showing incorrectly. (
more
)
Fixed invisible GUI when assembling machine with no recipe is opened. (
more
)
Fixed a crash on Linux that would happen after dragging a UI element outside the game window. (
more
)
Fixed inconvenient drag-placing of electric poles around large entities. (
more
)
Fixed un-setting controls wouldn't work correctly for key bindings with default modifiers. (
more
)
Fixed artillery projectile shadow was not aligned with artillery cannon shadow. (
more
)
Fixed line breaks in changelog with UI scale. (
more
)
Fixed that too many biters trying to return to a spawner could make all other biters inactive. (
more
)
Fixed robots deconstructing artillery turrets could lose ammo. (
more
)
Improved scroll behaviour in server list. (
more
)
Fixed possibility of receiving the previous rounds input items in Team production. (
more
)
Fixed that the game could create many enemy unit groups resulting in poor performance. (
more
)
Fixed pasting entity settings would not disable connection to logistic network. (
more
)
Fixed blueprint containing rocket silo could result in broken silo if placed before rocketry was researched. (
more
)
Fixed rail chain signal ghost would emit light. (
more
)
Fixed that blueprint strings wouldn't retain storage chest filters. (
more
)
Fixed passing LuaObjects through the remote interface wouldn't always work correctly. (
more
)
Fixed that
LuaSurface::create_entity
wouldn't work to create walls on top of ghost walls. (
more
)
Fixed that a furnace or assembling machine with > 100% productivity with a <= 1 tick crafting time recipe wouldn't work correctly. (
more
)
Fixed building blueprint rails on rails marked for deconstruction didn't work correctly in some cases. (
more
)
Fixed a migration issue related to logistic entities and inventory resizing. (
more
)
Modding
Removed terrain_collision_box from fish prototype. To prevent fish with non-zero collision box from blocking offshore pump placement, default collision mask of fish has flag 'colliding-with-tiles-only'. (
more
)
Disabled recipes won't be cleared from an assembling machine ghost, if the assembling machine prototype has fixed_recipe set.
Entity of type offshore pump can be rotated on ground if flag 'filter-directions' is not set. (
more
)
Scripting
Changed the tile related events to include the old tiles and positions instead of just positions.
Added on_pre_player_crafted_item and on_player_cancelled_crafting events.
Added on_entity_damaged event.
Added on_chunk_charted event.
Added
LuaEntity::splitter_filter
, splitter_input_priority and splitter_output_priority read/write.
Added ghost_name and ghost_type to
LuaSurface::find
/count entities filtered.
Fixed recursive call in util.merge(). (
more
)
0.16.16
Date: 10. 01. 2018
Minor Features
Items on the ground can be mined manually for precise control of what you pick up.
Added 'duplicate starting entities' option to PvP.
Changes
Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent.
The decision whether item goes to left or right output is now independent of the item type.
Hide cliff explosives in bonus GUI as they don't really receive any bonuses. (
more
)
Tweaked the balancing of the PvP production score.
Changed size of offshore pump from 3x1 to 3x2 in order to prevent pump placement in overlapping positions. (
more
)
Optimisations
Optimized drawing of artillery range visualization when many artilleries were in range of viewed area. (
more
)
Bugfixes
Fixed that consecutive splitters could uncompress compressed belt. (
more
)
Fixed that loading from the game-over screen would result in a crash if loading failed. (
more
)
Fixed several settings copying issues when placing blueprints over existing entities related to multiplayer. (
more
)
Fixed machines disabled by circuit network sometimes staying disabled when they shouldn't. (
more
)
Fixed Linux users sometime crashing when relaunching the game. (
more
)
Fixed that blueprint library GUI would lose your filter when you view a blueprint. (
more
)
Fixed that biters would sometimes be deactivated when they shouldn't. (
more
)
Fixed that artillery would target forces marked with cease fire. (
more
)
Fixed a crash when using
LuaTransportLine::remove_item()
. (
more
)
Fixed that the beacon would show energy consumption twice. (
more
)
Fixed PvP production score calculation for hand crafting and launching satellites.
Fixed jittering when walking into a straight water/land border. (
more
)
Attempt at fixing missing symbol on macOS 10.9 (
more
)
Fixed that turret range map and hover overlays didn't quite match. (
more
)
Fixed that RCON would only respond to the first command in a packet. (
more
)
Fixed PvP no rush restriction could be bypassed using a vehicle.
Ensure that there is always at least a minimal lake in the starting area.
Fixed script error if a removed modded item was sent in a rocket. (
more
)
Fixed that loading logistic heavy saves after changing mods would take 20+ minutes. (
more
)
Fixed a crash when mods would try to set item health values to negative amounts. (
more
)
Fixed requester chests could get stuck in some cases. (
more
)
Fixed that manually putting damaged items in the output slot of an assembling machine could lead to lost items. (
more
)
Fixed chunk edge cliff discontinuities due to ore patches. (
more
)
Scripting
Added
LuaEntity::cliff_orientation
read.
0.16.15
Date: 05. 01. 2018
Bugfixes
Fixed that underground belts built by a blueprint would not respect the type of an existing belt. (
more
)
Fixed pump ghosts would always highlight attached rail, not just when selected.
Fixed that logistic network requests would get into invalid state when migrated from save where player had more requests due mods. (
more
)
Improved number formating in electricity overview to make it less jumpy. (
more
)
Fixed logistic robots migration related to changing force of logistic robots while stationing. (
more
)
Fixed when sliding around entity, the character could be pushed to a position colliding with water and get stuck in the terrain. (
more
)
Reduced RAM usage by removing unnecessary memory buffers for textures when using OpenGL. (
more
)
0.16.14
Date: 04. 01. 2018
Minor Features
Added 'allow spectators' option to PvP.
Changes
Changed rail world settings to have normal biters frequency.
Bugfixes
Fixed loading specific saves wouldn't migrate the character requests correctly to request from buffer chests. (
more
)
Fixed that migrating saves would make research impossible in the level 4 of New hope campaign. (
more
)
Fixed that inserters would try to put items into furnaces that could never fit. (
more
)
Fixed requester chests wouldn't keep up with the request amount demand in logistic heavy saves. (
more
)
Fixed that request chests weren't equally distributed when there were not enough robots.
Fixed that migration to 0.16.8 which de-duplicated logistic requests wasn't doing so for offline players.
This could cause crashes as the internal data structures take it as granted.
Fixed that download progress bar in the sync save with mods wasn't being updated.
Fixed that exiting the connection in progress (by pressing escape) soon enough could result in a screen without any menu.
Fixed some PvP game modes being won by launching a rocket.
Fixed config.ini would be purged when game decreases graphics settings when loading sprites throws an error. (
more
)
0.16.13
Date: 03. 01. 2018
Minor Features
Added a time limit option to PvP game modes 'Production score' and 'Oil harvest'
Added 'score per minute' to the PvP Production score GUI.
Bugfixes
Fixed a crash when blueprinting modded logistic storage chests. (
more
)
Fixed requester chests wouldn't work with specific combinations of storage, buffer, and provider chests. (
more
)
Fixed a crash with the command line map preview option. (
more
)
Fixed the world-icon for the cliff explosive didn't match the item icon. (
more
)
Fixed the progress indicator in the browse-mods GUI would update too quickly. (
more
)
Fixed changing the force of a robot waiting to charge would break the robot. (
more
)
Fixed that joining modded multiplayer games where the spawn area was deleted would error. (
more
)
Fixed that pasting text didn't work correctly in any text field. (
more
)
Fixed a crash related to tile transitions. (
more
)
Fixed logistic storage filters would be ignored in some specific cases. (
more
)
Fixed that side-loading underground belts could lead to them getting stuck. (
more
)
Fixed that modded storage chests would allow more than 1 filter when the extra filters weren't valid. (
more
)
Fixed that the map preview seed wouldn't get used when the generate map GUI had an exchange string entered. (
more
)
Added yet another migration fixing invalid state created between 0.16.8 and 0.16.11.
Fixed that startup mod settings could be changed while in-game by clicking the label on checkboxes. (
more
)
Fixed that tooltip of disabled widgets didn't work.
Added greyed-out look to disabled textfield and checkbox to make it more clear that it isn't editable.
Fixed one of the curved rail segment visualizations wasn't aligned correctly. (
more
)
Fixed that the console could be opened in a paused game where it can't be interacted with.
Fixed issues of console in combination with technology GUI in multiplayer. (
more
)
Fixed changelogs (including mod changelogs) not properly displaying the "All" subversion for a version x.y when there was no version x.y.0. (
more
)
Fixed horizontal scroll pane scroller. (
more
)
Fixed that changing value in GameViewSettings in the Lua script didn't update the gui until the game was reloaded.
Fixed a crash when controller view is disabled. (
more
)
Fixed script error when destroying a chest in the supply scenario.
Fixed PvP production score price calculation.
Modding
Entities without an item-to-place can still be deconstructed if they are minable.
Scripting
Added
LuaPlayer::blueprint_to_setup
read.
Changed default value of 'expires' when creating ghost through
LuaSurface::create_entity
from 'true' to 'false'.
Fixed invalid internal state + crashes when ghost without "expires = false" was created through the script when ghost time to live was 0. (
more
)
0.16.12
Date: 31. 12. 2017
Bugfixes
Fixed that rail signal indicator didn't show two way signal placement in junctions even when the signal was placeable there.
Fixed that the game would crash if the mouse was moved fast enough outside the game window while loading a map. (
more
)
Fixed crash related to logistic chests to be cancel-deconstructed.
Fixed few cases where logistic requesters and buffers were not initialized correctly when built before the roboport.
0.16.11
Date: 30. 12. 2017
Bugfixes
Fixed yet another requester chest state migration error.
Fixed that burner inserter didn't show the fuel icon when out of energy sometimes. (
more
)
Fixed that some specific pre 0.15 maps couldn't be loaded.
0.16.10
Date: 30. 12. 2017
Bugfixes
Fixed crash related to setting logistic requests by circuit network.
Fixed requester chest state migration between different save versions.
Fixed one of the problems of internal provider data corruption related to setting inventory bar limit.
0.16.9
Date: 29. 12. 2017
Bugfixes
Fixed that player didn't request from buffer chests.
Fixed that some maps with modded selection-tool items failed to load.
0.16.8
Date: 29. 12. 2017
Features
Storage chests can be filtered.
Minor Features
Requester chests can now request stuff from buffer chests as was originally intended. Buffer chests are provided items only if all requester chests are satisfied for that specific item.
Requester chests have a checkbox that specifies whether it should or shouldn't request things from buffer chests. It is off by default.
Optimisations
Optimized selecting robot tasks for requester chests.
Balancing
Changed fluid wagon capacity from 75k to 25k (Same as storage tank).
Lowered fluid wagon weight from 3000 to 1000 (same as cargo wagon).
Changed fluid wagon recipe so it requires just 1 storage tank instead of 3.
Lowered barrel fluid capacity from 250 to 50. (So cargo wagon with barrels holds 20k and logistic robots are not too strong alternative to carrying fluids.)
Decreased barreling crafting time from 1 second to 0.2 seconds.
Bugfixes
Fixed loading of achievements with steam version. (
more
)
Fixed train schedule resizing with very large player inventory. (
more
)
Fixed missing auto resizing of Lua GUI elements when caption changes. (
more
)
Fixed that it was possible to set duplicate logistic requests.
Fixed missing entity counts when selecting area for blueprint on low graphics quality. (
more
)
Fixed calculation of basis noise when x<0 (
more
)
Fixed missing locale key in fluid wagon description. (
more
)
Fixed that the fluid wagon wouldn't show any GUI when it had an equipment grid. (
more
)
Fixed evolution command output in campaigns. (
more
)
Fixed shotgun shooting direction when aiming between the player and the nozzle. (
more
)
Fixed technology sorting. (
more
)
Fixed that the default list box font was called "default-list_box". (
more
)
Fixed that clicking "Generate" button in the generate map window while the exchange string field was enlarged moved the button around before the mouse up was registered. The exchange string field will now never shrink on focus lost.
Fixed that setting
LuaPlayer::opened
to an empty item would crash the game. (
more
)
Fixed performance issues when hovering over huge resource patches in map or zoomed-to-world view. (
more
)
Fixed a desync when hosting multiplayer directly and building blueprints. (
more
)
Fixed a crash when calling specific LuaEntity properties. (
more
)
Fixed module effects weren't checked correctly for modded modules. (
more
)
Fixed a crash when teleporting roboports or logistic containers marked for deconstruction. (
more
)
Fixed roboports would show up twice in the logistic GUI. (
more
)
Fixed the background on the select-recipe GUI for the choose-elem-button didn't show correctly. (
more
)
Fixed changing transport belt speeds through mods on existing saves. (
more
)
Fixed a crash when setting filters on cargo wagons in multiplayer. (
more
)
Fixed a crash when trying to put blueprint books in blueprint books. (
more
)
Fixed that train could overshoot a station when the schedule was changed by the script.
Fixed that heat pipes would incorrectly update their connections when teleported. (
more
)
Fixed the problem of flickering tooltips in a generic way (hopefully). (
more
)
Fixed that the table of games was focused (for keyboard control) even if the player focused the search bar manually. (
more
)
Fixed crash that can happen when train on its path to station that was deactivated finds path to different alternative station of the same name that leads in opposite direction to current train movement. (
more
)
Scripting
The item-with-tags and selection-tool item types now support
LuaItemStack::item_number
.
Added an optional player parameter to
LuaEntity::order_deconstruction
, cancel_deconstruction,
LuaTile::cancel_deconstruction
,
LuaSurface::deconstruct_area
, and
LuaSurface::cancel_deconstruct_area
.
0.16.7
Date: 21. 12. 2017
Bugfixes
Fixed that trains approaching train stop started breaking 2 times sooner when no signal was in front of the stop.
Fixed order of controls in the control settings GUI. (
more
)
Fixed rail pumps becoming invalid after being teleported via Lua. (
more
)
Fixed that biter expansion chunks weren't being generated correctly. (
more
)
Fixed that rail signal ghost of different force (so invisible) was restricting rail placement.
Fixed server crash when last player leaves the game while the server is saving. (
more
)
Fixed text cursor positioning inside a text box during scroll. (
more
)
Fixed an additional crash when trying to filter the main inventory in the god-controller in the train GUI. (
more
)
Fixed that blueprint strings wouldn't copy station names in blueprints. (
more
)
Fixed that blueprints would build partially in chunks not visible by radar from the zoomed-to-world view. (
more
)
Fixed a crash when canceling loading of specific save files. (
more
)
Fixed the programmable speaker GUI wouldn't update correctly. (
more
)
Fixed a bug where text in a text box disappeared after jumping to cursor that is off view.
Fixed
--apply-update
not setting executable permissions (
more
)
Fixed that pasting assembler recipe to requester chest would request too few items for some recipes. (
more
)
Fixed crash when exiting the game while a recipe tooltip was open. (
more
)
Fixed positioning of progress bars in mod download dialogs. (
more
)
Fixed creation of overlapping wagons under certain circumstances. (
more
)
Fixed scrolling by caret in a text box that would cause lines to disappear.
Fixed jittering when driving cars/tanks in some cases. (
more
)
Fixed that only the first blueprint book, blueprint, and deconstruction planner item type would show in the blueprint library. (
more
)
Fixed crash when recalculating connections between roboports. (
more
)
Fixed crash when exiting mod portal during a refresh. (
more
)
Fixed error in saving blueprinted inserters with overridden stack size. (
more
)
Entities waiting for modules can now be fast replaced. (
more
)
Fixed saving of New hope level 2. (
more
)
Fixed that the game would crash trying to load some old saves. (
more
)
Fixed train top speed calculation when not all locomotives used the same fuel type. (
more
)
Fixed roboports wouldn't provide the repair packs for other robots to use when loading saves from 0.15. (
more
)
Fixed a crash when removing modded tiles that had tile ghosts waiting to be built. (
more
)
Fixed a crash when loading saves without specific mods. (
more
)
Fixed that scenario errors would lead to getting stuck on the map preview screen if started through the map preview. (
more
)
Fixed multiple issues with enemy force interaction. (
more
)
Changes
Removed the mechanics of 3 different fluid tanks in fluid wagon, and simplified it so the fluid wagon has just 1 fluid.
Ghost belt entities don't connect to other (ghost/or non-ghost) belt entities if they don't have the same force.
This prevents ghost belt of other force (invisible to the player) from changing the shape of the belt.
Building a blueprint on top of existing assembling machines, refineries and chemical plants also copies the rotation, along with the recipe. (
more
)
Scripting
Added direction, created_by_moving, and shift_build event parameters to on_put_item event.
Replaced
ScrollPane::dont_scroll_horizontally
by horizontal_scroll_policy and vertical_scroll_policy.
Added
LuaGameScript::backer_names
read.
Added
LuaStyle::want_ellipsis
read/write.
Minor Features
Added /version command.
0.16.6
Date: 18. 12. 2017
Bugfixes
Fixed a crash when trying to filter the main inventory in the god-controller. (
more
)
Fixed various crashes caused by mining or otherwise changing power poles. (
more
)
Fixed a desync when using bad values in the /color command. (
more
)
Better handling of the case where we mine our own car but our inventory's full. (
more
)
Fixed placing blueprint over existing Rail Signals does not build wires. (
more
)
Reverted "Number of entities in hand when previewing the entity to be built is now aligned to the entity."
It proved to create too big problems with readability while building and running.
Fixed that rolling stocks in cursor had no icon when there was no valid location for them.
Scripting
Fixed that TextBox was not re-layouting text when size was changed through styles.
0.16.5
Date: 17. 12. 2017
Bugfixes
Fixed boilers outputting water in New hope campaign levels. (
more
)
Fixed slow saving of New hope level 2. (
more
)
Fixed that blueprint books couldn't be built from the zoomed-to-world view. (
more
)
Fixed a crash when loading saves with modded blueprint entities migrated multiple times. (
more
)
Fixed a crash when importing blueprints with circuit connections when a mod had made the entities not circuit connectable. (
more
)
Fixed that forced ghost building (shift + click) didn't work correctly.
Fixed destroying an entity powered from two electric networks would corrupt future saves. (
more
)
Fixed zooming in on uncharted map areas would reveal tiles on uncharted chunks. (
more
)
Fixed beacon would not highlight labs that are in range of its effects. (
more
)
Fixed disappearing sprites with Low VRAM Mode option enabled. (
more
)
Fixed glitch in one of the stone path transition sprites. (
more
)
Adjusted default graphics options to reflect increased memory requirements for high resolution sprites due to more sprites being converted to high resolution in 0.16.
Improved very poor performance with video memory usage set to low. (
more
)
Modding
Fixed circuit connector would not be visible on entities with more than one picture layer. Now the connector will render as 10th layer. (
more
)
Fixed icon_size scaled also icon's dark background in alt mode. (
more
)
0.16.4
Date: 16. 12. 2017
Bugfixes
Fixed progress bar in automatic updates GUI. (
more
)
Fixed crash caused by mouse drag in an empty schedule in Locomotive GUI. (
more
)
Belt rendering fix. (
more
)
Fixed the mining speed for drills would show 1 higher than it actually was. (
more
)
Fixed issue with changelogs in mods. (
more
)
Fixed that the server could crash if it received invalid data. (
more
)
Fixed crash on startup when texture compression was enabled. (
more
)
Fixed that roboport connections wouldn't render as cleanly as 0.15. (
more
)
Fixed that using the /ban command with no parameters would crash the game. (
more
)
Fixed browse mods/games, so the vertical progress bars always keep space for the scroller, so the window doesn't change size when data is loaded, or searching minimizes the result to just a page or less.
Fixed the game would not enter minimal mode if there was an error in migration script. (
more
)
Fixed the delete-achievements tooltip wouldn't be removed. (
more
)
Fixed the use-recipe-groups config option was ignored in the select-signal GUI. (
more
)
Scripting
Fixed that
LuaPlayer::admin
write didn't work. (
more
)
Added 2 optional parameters to
LuaSurface::create_entity
when creating resource entities: enable_tree_removal and enable_cliff_removal.
Changed burner prototypes to support fuel_category or fuel_categories + changed the Lua API to match.
0.16.3
Date: 15. 12. 2017
Changes
When mining normal entities ghost entity selection is disabled until the mining key is released.
Optimisations
Train stop penalty is applied when exiting the block with it instead of entering which should prevent searching for long paths just before destination train stop.
Bugfixes
Fixed changelog GUI displaying no version when launching the game (
more
)
Fixed crashes and desyncs related to circuit controlled lamps in more electric networks. (
more
)
Fixed advanced rail tutorial no path error. (
more
)
Fixed inventory transfer tutorial furnaces couldn't smelt ore. (
more
)
Fixed unknown locale key in train station tutorial. (
more
)
Fixed new hope level-02 script error. (
more
)
Fixed that the player would die when mining an enclosed vehicle while driving it. (
more
)
Fixed achievement progress bars rendering that caused misalignment of tracked achievements. (
more
)
Fixed that achievement title was sometimes not visible.
Fixed spacing of effect icons in technology detail. (
more
)
Fixed that the player could teleport over things to get into a vehicle. (
more
)
Fixed the achievement progress bars rendering.
Fixed that achievements not obtainable with peaceful mode were obtainable with enemy settings lower then default. (
more
)
Fixed that exiting the car whilst shooting could lead to a crash. (
more
)
Fixed that you could not submit a console message if you mapped it to ENTER. (
https://redd.it/7jjlzb
)
Fixed that the value of "bottom" of vertical align was not parsed properly. (
more
)
Fixed crash related to scenario message dialog.
Fixed very low performance of drawing decoratives on medium or lower video memory usage setting. (
more
)
Fixed that window to select signal wasn't working when sub-groups were enabled but groups disabled. (
more
)
Fixed that
LuaGame::take_screenshot
would ignore the given surface. (
more
)
Fixed the tank being hurt by its own flamethrower. (
more
)
Fixed updater not properly setting permission bits (
more
)
Fixed that hazard concrete didn't have a walking sound in one rotation. (
more
)
Fixed force-building blueprint rails would build multiple rails on the same location. (
more
)
Fixed that you could copy-paste enemy structure settings. (
more
)
Fixed that double clicking the scroll bar in the save-game GUI would save the game. (
more
)
Fixed that exiting the car with a passenger would leave the car driving in some cases. (
more
)
Fixed that the read stopped train output signal wouldn't show unless the enable/disable checkbox was checked. (
more
)
Fixed amount in resource entity tooltip might be displayed as negative number. (
more
)
Attempted to fix hangs or crashes when using single channel textures for alpha masks on some PCs. (
more
)
Fixed that the deconstruction marker on diagonal rails was off-center.
Fixed wrong order of buttons in Direct connection password dialogue. (
more
)
Reactor pipes now render correctly, without rotation. (
more
)
Browse games GUI now shows active filter text after reopening the GUI. (
more
)
Fixed incorrect number of rails being used when building with rail planner. (
more
)
Fixed printing of errors in Browse games GUI. (
more
)
Modding
Fixed JSON parser did not fail on comma at the end of list or dictionary. (
more
)
0.16.2
Date: 14. 12. 2017
Bugfixes
Fixed a crash when using the "flow" custom GUI element type in a mod. (
more
)
Fixed a crash when migrating energy sources from mods. (
more
)
Fixed a crash when a request to mod portal timeouts. (
more
)
Fixed that burner inserters wouldn't fuel burner furnaces in some cases. (
more
)
Fixed blueprint labels wouldn't render in the world. (
more
)
Fixed building entities very quickly could duplicate them in some cases. (
more
)
Fixed a crash when clicking refresh in Browse mods dialog. (
more
)
Fixed a crash when fast-replacing electric poles. (
more
)
Fixed a crash when trying to load mods in zipped format. (
more
)
Fixed a crash when loading saves where the character was in a vehicle which is being removed due to mod removal. (
more
)
Fixed that right click didn't work in the production/electric stats GUIs. (
more
)
Fixed a crash when migrating specific simple-entities to 0.16. (
more
)
Fixed lamp energy info in sidebar and in the Lua interface.
Fixed that the logistic network embargo achievement didn't disallow the buffer chest.
Fixed that fast-replace building ghost underground belts and pipes wouldn't rotate the direction correctly.
Changed (hopefully improved) the heuristic that decides which rail path should be selected for manual rail building.
Attempt at fixing game not working on macOS 10.12 and older. (
more
)
Modding
Fixed the game did not check type of units defined in result_units of unit-spawner. (
more
)
0.16.1
Date: 13. 12. 2017
Bugfixes
Changed requirement for parallel loading of high quality sprites to 12 GB of RAM to prevent chance of running out of memory on startup. (
more
)
Fixed that saves with modded progress bar GUI elements couldn't be loaded in 0.16. (
more
)
Fixed crash when loading crop cache from previous game version. (
more
)
Fixed that
LuaRemote::call()
wouldn't copy string values/keys correctly. (
more
)
Fixed updater would re-launch the game with deprecated
--autoupdate-finished
parameter.
Fixed that scroll pane created unnecessary horizontal scroller when squashed vertically (MapPreview, blueprints, probably more) (
more
)
Fixed that the Linux binary was corrupt and wouldn't start. (
more
)
Fixed error checking when compiling GLSL shaders. (
more
)
Fixed artillery would still show as being able to shoot when on enemy forces. (
more
)
Fixed the programmable speaker GUI wouldn't show settings correctly when opened. (
more
)
Fixed graphics of achievements. (
more
)
0.16.0
Date: 13. 12. 2017
Major Features
Added logistic buffer chest. It can request items that are still available to the logistic system.
Added the artillery wagon and artillery turret which will automatically shoot biter nests and worms.
Added cliffs. (
more
)
Features
Train block visualisation.
Building entities over identical ghosts will revive them.
When building a different entity on top of a ghost, settings from the ghost will be copied if possible.
Train schedules and wait conditions can be rearranged by clicking and dragging.
New mini-tutorials: Construction robots.
Belts, underground belts and splitters can now fast replace each other.
Roboports now provide the repair packs they have for other robots to use.
Logistic request tooltips now show the count of items in the requester, on the way, and in the network.
The players main inventory can now be filtered.
New terrains and new terrain generation.
All terrains, including stone path and concrete, have transitions with water.
Map generation dialog now contains a preview of the map.
Minor Features
Ctrl-delete now deletes whole word in a text field instead of a single character. (
more
)
Placing output underground belt as ghost properly retains its type as output underground belt. Also underground belts now respect nearby ghosts and become output if there is input ghost nearby. Underground belt and pipe ghosts when hovered show outline of where they will connect (
more
)
Headless server will automatically save the game when the last player leaves and auto-pause starts.
Added support to disable debug settings for non-admin players in multiplayer through the /config command.
Dropping items on belts manually (Z) won't spill items if they won't fit on the belt.
Trees can now be configured in the generate-map GUI.
Hotkeys can be un-bound by right clicking.
Rail chain signals can be read by the circuit network.
Small electric poles and medium electric poles can be fast-replaced with each other.
In multiplayer players can now ride as passengers in cars/tanks.
Electric poles and power switches can be opened from the zoomed-to-world view.
Terrain can be configured in the generate map GUI.
When holding an offshore pump, all valid build positions will be highlighted.
After desynching in multiplayer, the game will not automatically connect back, instead a dialog with more information will be shown.
All map visualisations work also when in zoomed in map mode, where normal view and map view is combined based on radar/player coverage.
Graphics
More entities in high resolution: laboratory, radar, worker robots (construction and logistic), combat robots (defender, distractor and destroyer), combinators, electric & circuit wires, pumpjack, storage tank, player, solar panel, lamp, roboport, tank.
All terrain now supports high resolution.
Blueprint previews and ghost entities now have their walls, pipes and belts connected.
New alert icons.
Balancing
Removed Assembling machine 1 from the production science pack.
Changed nuclear reactor stack size to 10.
Moved cluster grenade recipe to military 4 research.
Changed uranium ammo prerequisite from military 3 to military 4.
Explosives now produce 2 per craft.
Slightly adjusted some recipe craft times to better reflect their ingredient count.
Changed the terrain building size limit to be based off the player reach.
Biters scale less with distance and there are generally less biters.
Resources are much more spread apart. To compensate, patches are larger. Since it's easier to mine, the amount of resources on the map is 3 times less.
Resources scale slightly less over distance.
No uranium as a starting resource also no uranium is ever generated near the starting area, you need to go look for it.
There is 1.49 times more iron on the map to compensate for the extra iron required in a typical game.
Changes
Disabled loading of saves before 0.13.0 version (You can use 0.13 to load older saves and re-save them).
Train doesn't need to come to a full stop when manually changing train destination or switching from manual to automated mode.
Removed the "shift" value from map generation settings as it wasn't needed anymore.
Creating blueprints and using deconstruction planner in zoom-to-world map mode now skip entities covered by fog of war. (
more
)
Changed the default autosave interval settings from 2 to 5 minutes.
It is possible to open/close and interact with the chat console when the map is being saved or server loosing connection dialog is active.
The game uses only the cloud version of player-data and achievements on steam to avoid problems with resets.
Increased the limit of recipe categories from 255 to 65535.
New blueprint no longer includes entities marked for deconstruction.
Enable Map Exchange String for sandbox games
Copy Paste from assembler to requester chest now scales with assembler speed and recipe crafting time.
Blueprints never show the number 1 when held in cursor.
Robots in the air from personal roboport now count towards logistics requests for that robot type (
more
)
Added /server-save command that does the same thing as lua server_save, but doesn't disable achievements. (
more
)
Gamesave names in the load game dialog that are too long to fit the gui now show in a tooltip in full. (
more
)
Removed the option to turn off the item groups and sub groups from the GUi. It can still be done through the config file or lua commands.
Added separate control option for placing tags on the map, so by default map scroll is left click, and place tag is right click.
Allow easier dragging of underground pipes and belts when not moving in a perfect straight line.
The Arithmetic Combinator can now use a constant as the first parameter, not only the second. So you can do operations like 2^SIGNAL. (
more
)
When building blueprints, any already existing building of the same entity type will have their settings updated instead of showing red. (
more
)
The options menu has been organized better. Some options were moved to a new "Interface" settings menu.
Updater proxy settings were removed from the options menu. They can still be accessed through the ini file.
Exchange strings are now compressed before being converted into base64.
Improved GUI search.
Added /delete-blueprint-library *player* command to remove blueprints of players from the game.
The map view will attempt to treat very short clicks as clicks instead of drags to make it easier to click things.
The explosive cannon shells now target the ground where you shoot.
Transition from terrain to water is no longer buildable, meaning entities can no longer be built partially on the water.
Resources will have much less trees on them near the player starting area.
Tanks no longer take miniscule amounts of damage from hitting trees.
Previously, building while running at very high speed would create gaps. These are automatically filled now.
Locomotive will show train ID in its tooltip. The ID can be used in circuit network conditions. (
more
)
When two trains are being merged, the decision which schedule should be used for the merged train has been changed from bigger schedule to schedule that has latest change. (
more
)
Number of entities in hand when previewing the entity to be built is now aligned to the entity.
Added sliding when the player character collides with water or entities with rotated bounding box.
Improved drawing of turret radii in blueprint. Many overlapping radii no longer covers terrain completely.
External blueprint library is no longer merged with blueprint library in save. Instead, in-save library is always overwritten by the external one.
Bugfixes
Fixed that train arriving to station could give astronomically big penalty causing trains to go through weird places. (
more
)
Fixed that fluid wagon pumps would sometimes not connect properly (
more
)
Fixed that module icons in blueprint previews wouldn't render correctly in some cases. (
more
)
Fixed long mod manager preview labels would extend out of the frame.
Fixed that the ~ key couldn't be used to close the console.
Fixed that the mining progress was reset when mining selection is lost while mining button pressed. (
more
)
Catalysts in recipes are automatically recognized and not counted towards production/consumption statistics. (
more
)
Fixed that ghost rail signal emitted light.
Fixed that different icon sizes were not scaled properly when drawn in the alt-info mode. (
more
)
Fixed latency sound effects in multiplayer latency hiding would sometimes play too many times.
Fixed that errors in fonts would give useless errors. (
more
)
Fixed problems related to trains crashing rarely. (
more
)
Disabled possibility to attempt opening invalid save/replay by double click or enter.
UTF-8 BOM in JSON, INI and LUA files will be ignored instead of causing parsing error. (
more
)
Fixed that clearing all blueprint icons would cause the entire blueprint to be cleared without a warning. (
more
)
Conflicts of multi-modifier hotkeys are now resolved correctly. (
more
)
Fixed sprite rendering at large distances from 0,0. (
more
)
Interacting with a filter slide bar requesting amount over capacity of a full requester won't dispatch robots anymore.
Fixed restart after the second update in a row crashed the game due to duplicated launch parameter (Linux/macOS). (
more
)
Fixed that "asdf" and "as df" were considered the same when listed in the stop selection. (
more
)
Buildable item counts in inventory in Sandbox mode now update properly with resource changes. (
more
)
Fixed that map width/height accepted value of 0. (
more
)
Fixed crash when loading Vorbis Ogg files with metadata. (
more
)
Fixed that the manual rail building ended up one tile before the cursor. (
more
)
Assembling machine can now output product with amount over stack size. (
more
)
Fixed entity description for resources that require fluids. (
more
)
Possible fix of the problem that map download blocks all other communication and client is disconnected when downloading. (
more
)
Fixed that the game could crash when catching up when processing queued gui actions. (
more
)
Fixed a rare case, when the paused dialog stayed active when reconnecting game after drop. (
more
)
Fixed colored lights would lose their color when nightvision was on. (
more
)
Fixed very bad performance when previewing blueprint with one big connected circuit network. (
more
)
Fixed that an attacking group of biters would sometimes get stuck in a cyclic back-and-forth walking pattern. (
more
)
Fixed that in certain scenarios, the blueprint library wouldn't synchronise. (
more
)
Trains now recalculate next station correctly when more stations are en/disabled at the same tick. (
more
)
Fixed that the server would sometimes quit if a player tried to connect after another player tried to connect unsuccessfully. (
more
)
Fixed when updater requested administrator rights, updated Factorio would be started in elevated mode too. (
more
)
Fixed steam "leaking" outside of storage tank window on high sprite quality setting. (
more
)
Programmable speakers with "Global playback" active won't play for players in a different force.
Beam weapon now shows correct damage when modded into dealing damage more times during its duration. (
more
)
Fixed that large entities wouldn't render correctly on the map. (
more
)
Fixed that the mining drill wouldn't show the speed bonus in the same format as assembling machines. (
more
)
Fixed the entity icons for combat robots didn't match the item icons. (
more
)
Train can't block its own path anymore. (
more
)
Fixed circuit wire connections wouldn't render correctly in rotated blueprints in some cases. (
more
)
Fixed that changing the system time forwards would cause Factorio to freeze.
Fixed a crash when changing large circuit networks. (
more
)
Fixed closing window right after it was created would hang the process. (
more
)
Fixed it was possible to open entity GUIs from zoom-to-world when holding some items in cursor. (
more
)
Fixed that negative a productivity bonus would show in entity GUIs and create negative progress bars. (
more
)
Fixed that when biters were attacked but couldn't find a path to the attacker, they would stoically accept their fate. (
more
)
Fixed that the multiplayer-waiting icon wouldn't render in the map view. (
more
)
Fixed global achievement progress was multiplied by number of player in multiplayer game. (
more
)
Fixed that passing a LuaObject instead of a plain Lua table to
LuaBootstrap::raise_event
would crash the game. (
more
)
Fixed setting active=false then true on a beacon wouldn't update the beacon correctly. (
more
)
Possible fix of a crash when a player leaves when a blueprint is being transferred. (
more
)
Fixed that the rocket silo would get stuck if it died and was re-built by robots while launching the rocket.
Fixed transport belt circuit connector would draw over splitter in front of it. (
more
)
Fixed that it was still possible to get some achievements in a replay. (
more
)
Fixed that circular references passed through the Lua remote interface would crash the game. (
more
)
Fixed missing personal robot recharging animation when character was in a vehicle. (
more
)
Fixed that vertical size of progress bar wasn't respecting the gui scale.
Fixed that the number drawn next to cursor when item is held was differently positioned compared to how it is in the inventory.
Fixed texture compression would not be disabled when d3dx9.dll is not installed, corrupting sprites that were expected to be compressed.
Optimisations
Improved performance of transport belts about x5 times. (
more
)
Added prefetching of the next entity in the update loop improving overall update performance by approx. 10Β %.
Improved performance of Item manipulation (4% effect on the overall performance).
Improved performance of crafting machine (furnace/assembling machine) (2% effect on the overall performance).
Improved performance of electric network transfer more than twice. (10% effect on the overall performance).
Improved performance of smoke greatly. (2.5% and more effect on big factories).
Improved performance when building rail blocks with many segments.
Improved performance of logistic provider and requester chests.
Improved performance of blueprint previews (the GUI and holding it in the world).
Improved game startup time when a sufficiently powerful computer is detected.
Modding
Train path finding penalty values are now in utility-constants, to make it viewable and moddable.
Fixed storage tank with non-square collision box would not align to tiles in all rotations properly. (
more
)
Fixed belt-immunity equipment so it now works on cars.
Fixed that the radius property for the area trigger effect was called perimeter.
Fixed that crafting machine with non-square bounding box was not rotatable. (
more
)
Removed default values for icon_size, so icon_size is now required property. (
more
)
Updated the serpent library to version 0.30.
Changed the "item that builds this" list for entities so it's sorted first by
ItemPrototype::primary_place_result_item
and then by normal item prototype sort order.
Changed default value of
InserterPrototype::allow_custom_vectors
to false.
Changed "Nothing" technology effect "effect_key" to "effect_description" and changed it to accept localised strings.
Changed rocket silo prototype "result_items" to be defined in the item as either "rocket_launch_product" or "rocket_launch_products".
Changed the string mod setting type so it will attempt to localise items in the dropdown using "string-mod-setting.mod-name-setting-name-dropdown-item".
Changed technology modifier icons so they can be defined per-modifier-type instead of always using the red "+" icon.
Changed
LuaObject::destroy()
so it won't error if called on invalid objects.
Changed mod settings so the game will remember settings from removed mods should they be re-added in the future.
Changed how
TilePrototype::transition_merges_with_tile
works. See (
more
) for more details.
Scenarios can contain folders with arbitrary names.
Added 'single_line' and 'want_ellipsis' to Label style specification.
Added force bonus for following robot time to live.
Added force bonus for research productivity.
Added ability to import and export item-with-tags to/from strings.
Added support for fast-replacing character entities.
Added
CombatRobotPrototype::light
.
Added
TurretPrototype::alert_when_attacking
.
Added optional 'respawn_time' (in seconds) to the character entity.
Added "hide-from-bonus-gui" entity and item prototype flags.
Added support for mods to disable custom-input prototypes of other mods.
Added support for mods to show changelogs (following the same format as the core game changelog).
Added MapGenSettings support to fully define which autoplace definitions are used for a given surface.
Added
AutoplaceSpecification::default_enabled
- if a given autoplace specification should be enabled without being explicitly enabled in map gen settings.
Added allowed_effects support to the mining drill.
Added optional "has_belt_immunity" property to the unit and car prototype.
Added optional "hidden" prototype property to the achievement prototype.
Added support to link custom-input prototypes directly to game controls instead of having them act as their own control.
Added a new entity type "infinity-container" that can automatically add/remove items from itself; useful for scenarios and modding.
Added support for incompatible dependencies.
Added an entity prototype flag "hide-alt-info" to never show alt-info for a given entity.
Added distance bonus support to the mining tool item type.
Added
InserterPrototype::draw_held_item
.
Added
FluidPrototype::fuel_value
and
Generator::burns_fluid
.
Added mod-developer support to runtime change autoplace specifications enabled through the command line option
--enable-runtime-autoplace-modification
using F2 in-game.
simple-entity, simple-entity-with-owner and simple-entity-with-force can now define 'animations' instead of 'picture' or 'pictures'.
Scripting
Fixed that
LuaSurface::get_trains()
didn't work for trains without locomotives. (
more
)
Fixed that reversing technology effects in different orders than they where researched could lead to a non-zero number. (
more
)
Fixed surface_index was off by 1 for on_player_built_tile and on_player_mined_tile events.
Fixed possible desync when teleporting underground belt ghosts and pipe to ground ghosts.
Changed the robot_built and player_built events to pass the item stack used to do the building instead of the item name and tags.
Changed "on_preplayer_mined_item" to "on_pre_player_mined_item".
Changed
LuaEntity::recipe
to
LuaEntity::get_recipe()
and
LuaEntity::set_recipe()
.
Changed
LuaSurface::regenerate_decorative
/regenerate_entity to accept zero arguments and regenerate everything.
Changed the root custom gui containers (top, left, center, goal) to have the corresponding name.
Changed the event data from script.raise_event will contain mod_name, the name of the mod that raised it.
Changed LuaFluidBox fluid from {type="...", amount=...} to {name="...", amount=...}
Changed name of colspan parameter of table to column_count.
Changed
LuaItemPrototype::group_filters
and sub_group_filters to item_group_filters and item_subgroup_filters to match the prototype values.
LuaEntity::set_recipe()
returns the items removed from the entity as a result of setting the new recipe (if any).
Moved Mod-gui button flow to gui.top.
Removed
LuaEntity::passenger
read/write.
Added
style::width
/height to set maximal/minimal value at the same time.
Added
style::align
to set the align of inner elements.
Added
style::stretchable
/ squashable.
Added
LuaEntity::get_driver()
, set_driver(), get_passenger(), and set_passenger().
Added
LuaGuiElement::hovered_sprite
and clicked_sprite read/write methods for the SpriteButton.
Added support to change daytime length and brightness on a per-surface basis.
Added GameViewSettings show_rail_block_visualisation property that forces the visualisation to be always on.
Added
LuaItemStack::export_stack
and
LuaItemStack::import_stack
to export/import supported items to/from strings.
Added
LuaEntity::tree_color_index
read/write access and
LuaEntityPrototype::tree_color_count
read access.
Added
LuaEntity::selection_box
and secondary_selection_box read.
Added
LuaBootstrap::mod_name
read.
Added
LuaControl::in_combat
read.
Added
LuaTile::order_deconstruction()
and cancel_deconstruction().
Added optional cause and force to
LuaEntity::die()
.
Added on_player_used_capsule event.
Added on_player_promoted and on_player_demoted events.
Added on_player_changed_position event.
Added
LuaEntityPrototype::alert_when_attacking
read and
LuaEntityPrototype::alert_when_damaged
read.
Added
LuaEntity::power_switch_state
read/write.
Added on_combat_robot_expired event.
Added
LuaEntity::relative_turret_orientation
read/write for vehicles with turrets.
Added
LuaEntityPrototype::color
read.
Added
LuaTrain::passengers
.
Added
LuaEntityPrototype::collision_mask_collides_with_self
read.
Added "fluid", and "recipe" type to the choose-elem-button custom GUI element.
Added
LuaGuiElement::locked
read/write - when true the given choose-elem-button can only be changed through script.
Added an optional parameter to
LuaSurface::drop_item_stack
to mark dropped items for deconstruction.
Added
LuaForce::cancel_charting
(...).
Added
LuaSurface::force_generate_chunk_requests()
.
Added support for setting a LuaGuiElement as the opened GUI for a player causing it to close with the normal close-GUI methods.
Added on_gui_opened and on_gui_closed events.
Added on_player_muted/unmuted and on_player_cheat_mode_enabled/disabled events.
Added LuaItemStack read properties to tell if a given item is some specific item type.
Added LuaAutoplaceControlPrototype, LuaNoiseLayerPrototype, LuaModSettingPrototype, and LuaCustomInputPrototype.
Added LuaGameScript autoplace_control_prototypes, noise_layer_prototypes, mod_setting_prototypes, and custom_input_prototypes read.
Added
LuaForce::reset_evolution()
.
Added
LuaSurface::create_trivial_smoke()
.
Added
LuaPlayer::enable_recipe_groups()
and enable_recipe_subgroups().
Added
LuaItemStack::rocket_launch_products
read.
Added on_mod_item_opened event.
Added
LuaItemPrototype::can_be_mod_opened
read.
Added the item stack index as a second return value to
LuaInventory::find_item_stack
.
Added
LuaItemStack::transfer_stack()
.
Added LuaGuiElement type "slider".
Added on_gui_value_changed event - fired when a slider value changes.
Added optional color field as a second parameter to the 4 print functions.
Added support to change
LuaSurface::map_gen_settings
runtime.
Added
LuaEntityPrototype::allowed_effects
read.
Added
LuaEntity::effects
read.
Added
LuaPlayer::can_place_entity()
, can_build_from_cursor(), and build_from_cursor().
Added
LuaSurface::play_sound()
.
Added
LuaForce::play_sound()
.
Added
LuaGameScript::play_sound()
and is_valid_sound_path().
Added
LuaPlayer::play_sound()
.
Added support to teleport train stops, rail signals, walls, gates, and entities with fluidboxes.
Added
LuaEntity::rotate()
.
Added
LuaEntity::get_infinity_filter()
and set_infinity_filter().
Added
LuaEntity::infinity_filters
and remove_unfiltered_items read/write.
Added
LuaEntityPrototype::rocket_parts_required
read.
Added
LuaEntityPrototype::fixed_recipe
read.
Added
LuaGameScript::kick_player()
, ban_player(), unban_player(), purge_player(), mute_player(), and unmute_player().
Added
LuaPlayer::admin
write support.
Added
LuaGuiElement::focus()
.
Added on_character_corpse_expired event.
Added on_pre_ghost_deconstructed event.
Added on_player_pipette event.
Added
LuaEntity::character_corpse_player_index
, character_corpse_tick_of_death, and character_corpse_death_cause read/write.
Added
LuaSurface::get_tile_properties()
.
Added
LuaSurface::can_fast_replace()
.
Added support for player associated characters - characters that get logged off/on with a given player but aren't directly controlled by the player.
Added
LuaEntity::associated_player
read/write.
Added
LuaPlayer::get_associated_characters()
, associate_character(), and disassociate_character().
Added
LuaPlayer::ticks_to_respawn
read/write.
Added old_state to the on_train_changed_state event.
Added
LuaRecipe::catalysts
read.
Added
LuaRecipe::hide_from_flow_stats
read/write.
Added
LuaRecipePrototype::hidden_from_flow_stats
read.
Added
LuaEntity::tick_of_last_attack
and tick_of_last_damage read for the character entity.
Added
LuaLogisticNetwork::passive_provider_points
and active_provider_points read.
Added
LuaPlayer::display_resolution
read.
Added on_player_display_resolution_changed event.
Added
LuaPlayer::display_scale
read.
Added on_player_display_scale_changed event.
Added
LuaTrain::weight
and riding_state read.
Added
LuaEntity::products_finished
write.
Added optional surface to game.take_screenshot(...).
Added
LuaEntityPrototype::construction_range
and logistics_range read.
Added
LuaGuiElement::index
read.
Added
LuaForce::max_successful_attempts_per_tick_per_construction_queue
and max_failed_attempts_per_tick_per_construction_queue read/write + technology modifiers.
Added
LuaGuiElement::mouse_button_filter
read/write for buttons and sprite-buttons.
Added
LuaSurface::find_tiles_filtered()
and count_tiles_filtered().
Added
LuaEntity::get_train_stop_trains()
.
Added
LuaLogisticNetwork::force
read.
Added
LuaItemStack::item_number
read - the unique ID of the item if it has one.
| Versions | Versions |
| --------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 0.1-0.6 | 0.1.00.1.10.1.20.2.00.2.10.2.20.2.30.2.40.2.50.2.60.2.70.2.80.2.90.2.100.3.00.3.10.3.20.4.00.4.10.5.00.5.10.5.20.5.30.6.00.6.10.6.20.6.30.6.4 |
| 0.7-0.11 | 0.7.00.7.10.7.20.7.30.7.40.7.50.8.00.8.10.8.20.8.30.8.40.8.50.8.60.8.70.8.80.9.00.9.10.9.20.9.30.9.40.9.50.9.60.9.70.9.80.10.00.10.10.10.20.10.30.10.40.10.50.10.60.10.70.10.80.10.90.10.100.10.110.10.120.11.00.11.10.11.20.11.30.11.40.11.50.11.60.11.70.11.80.11.90.11.100.11.110.11.120.11.130.11.140.11.150.11.160.11.170.11.180.11.190.11.200.11.210.11.22 |
| 0.12 | 0.12.00.12.10.12.20.12.30.12.40.12.50.12.60.12.70.12.80.12.90.12.100.12.110.12.120.12.130.12.140.12.150.12.160.12.170.12.180.12.190.12.200.12.210.12.220.12.230.12.240.12.250.12.260.12.270.12.280.12.290.12.300.12.310.12.320.12.330.12.340.12.35 |
| 0.13-0.14 | 0.13.00.13.10.13.20.13.30.13.40.13.50.13.60.13.70.13.80.13.90.13.100.13.110.13.120.13.130.13.140.13.150.13.160.13.170.13.180.13.190.13.200.14.00.14.10.14.20.14.30.14.40.14.50.14.60.14.70.14.80.14.90.14.100.14.110.14.120.14.130.14.140.14.150.14.160.14.170.14.180.14.190.14.200.14.210.14.220.14.23 |
| 0.15 | 0.15.00.15.10.15.20.15.30.15.40.15.50.15.60.15.70.15.80.15.90.15.100.15.110.15.120.15.130.15.140.15.150.15.160.15.170.15.180.15.190.15.200.15.210.15.220.15.230.15.240.15.250.15.260.15.270.15.280.15.290.15.300.15.310.15.320.15.330.15.340.15.350.15.360.15.370.15.380.15.390.15.40 |
| 0.16 | 0.16.00.16.10.16.20.16.30.16.40.16.50.16.60.16.70.16.80.16.90.16.100.16.110.16.120.16.130.16.140.16.150.16.160.16.170.16.180.16.190.16.200.16.210.16.220.16.230.16.240.16.250.16.260.16.270.16.280.16.290.16.300.16.310.16.320.16.330.16.340.16.350.16.360.16.370.16.380.16.390.16.400.16.410.16.420.16.430.16.440.16.450.16.460.16.470.16.480.16.490.16.500.16.51 |
| 0.17 | 0.17.00.17.10.17.20.17.30.17.40.17.50.17.60.17.70.17.80.17.90.17.100.17.110.17.120.17.130.17.140.17.150.17.160.17.170.17.180.17.190.17.200.17.210.17.220.17.230.17.240.17.250.17.260.17.270.17.280.17.290.17.300.17.310.17.320.17.330.17.340.17.350.17.360.17.370.17.380.17.390.17.400.17.410.17.420.17.430.17.440.17.450.17.460.17.470.17.480.17.490.17.500.17.510.17.520.17.530.17.540.17.550.17.560.17.570.17.580.17.590.17.600.17.610.17.620.17.630.17.640.17.650.17.660.17.670.17.680.17.690.17.700.17.710.17.720.17.730.17.740.17.750.17.760.17.770.17.780.17.79 |
| 0.18-1.0 | 0.18.00.18.10.18.20.18.30.18.40.18.50.18.60.18.70.18.80.18.90.18.100.18.110.18.120.18.130.18.140.18.150.18.160.18.170.18.180.18.190.18.200.18.210.18.220.18.230.18.240.18.250.18.260.18.270.18.280.18.290.18.300.18.310.18.320.18.330.18.340.18.350.18.360.18.370.18.380.18.390.18.400.18.410.18.420.18.430.18.440.18.450.18.460.18.471.0.0 |
| 1.1 | 1.1.01.1.11.1.21.1.31.1.41.1.51.1.61.1.71.1.81.1.91.1.101.1.111.1.121.1.131.1.141.1.151.1.161.1.171.1.181.1.191.1.201.1.211.1.221.1.231.1.241.1.251.1.261.1.271.1.281.1.291.1.301.1.311.1.321.1.331.1.341.1.351.1.361.1.371.1.381.1.391.1.401.1.411.1.421.1.431.1.441.1.451.1.461.1.471.1.481.1.491.1.501.1.511.1.521.1.531.1.541.1.551.1.561.1.571.1.581.1.591.1.601.1.611.1.621.1.631.1.641.1.651.1.661.1.671.1.681.1.691.1.701.1.711.1.721.1.731.1.741.1.751.1.761.1.771.1.781.1.791.1.801.1.811.1.821.1.831.1.841.1.851.1.861.1.871.1.881.1.891.1.901.1.911.1.921.1.931.1.941.1.951.1.961.1.971.1.981.1.991.1.1001.1.1011.1.1021.1.1031.1.1041.1.1051.1.1061.1.1071.1.1081.1.1091.1.110 |
| 2.0.0 | 2.0.72.0.82.0.92.0.102.0.112.0.122.0.132.0.142.0.152.0.162.0.172.0.182.0.192.0.202.0.212.0.222.0.232.0.242.0.252.0.262.0.272.0.282.0.292.0.302.0.312.0.322.0.332.0.342.0.352.0.362.0.372.0.382.0.39 |
|
wiki
|
https://wiki.factorio.com/Version_history/0.16.0_-_Factorio_Wiki
|
Template_talk_BlueprintString
|
Template talk:BlueprintString - Factorio Wiki
|
[] |
Template talk:BlueprintString - Factorio Wiki
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"undefined"
After reading the last fff, I realized, that clicking on the image will not copy the the string from
{{{bp-string}}}
. Instead, the clipboard will only contain "undefined". I'm not yet sure where this comes from, maybe it's just my browser? If not, I can only imagine the image being responsible, since things like js and images are not the best friends on wikis... --
RobbiRobb
(
talk
) 23:22, 12 March 2018 (UTC)
The javascript just couldn't find the right target when you clicked the image. I changed the image to be click-through for javascript events, which solves the problem for everyone who isn't using IE10 or below :P --
Bilka
(
talk
) -
Admin
09:25, 13 March 2018 (UTC)
Sounds good, thanks ^^ --
RobbiRobb
(
talk
) 15:32, 13 March 2018 (UTC)
|
wiki
|
https://wiki.factorio.com/Template_talk:BlueprintString_-_Factorio_Wiki
|
Asteroid_collector
|
Asteroid collector - Factorio Wiki
|
[
"stub"
] |
Asteroid collector - Factorio Wiki
Jump to navigation
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| | Asteroid collector | Edit |
| | ------------------ | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ------------------------------------------- | | ------- | | ------- | | ------- | | ------- | | ------- | | ------- |
| 10+5+8+20β1 | 10+5+8+20β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 300+400+40+100+5+8 | 300+400+40+100+5+8 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Storage size | 3944495464 | | | | 39 | | 44 | | 49 | | 54 | | 64 |
| | | | 39 | | | | | | | | | | |
| | 44 | | 49 | | | | | | | | | | |
| | 54 | | 64 | | | | | | | | | | |
| Health | 300390480570750 | | | | 300 | | 390 | | 480 | | 570 | | 750 |
| | | | 300 | | | | | | | | | | |
| | 390 | | 480 | | | | | | | | | | |
| | 570 | | 750 | | | | | | | | | | |
| Resistances | Fire: 0/70% | | | | | | | | | | | | |
| Stack size | 10 | | | | | | | | | | | | |
| Rocket capacity | 10 | | | | | | | | | | | | |
| Dimensions | 3Γ3 | | | | | | | | | | | | |
| Energy consumption | 72 kW145 kW230 kW328 kW558 kW(electric) | | | | 72 kW | | 145 kW | | 230 kW | | 328 kW | | 558 kW |
| | | | 72 kW | | | | | | | | | | |
| | 145 kW | | 230 kW | | | | | | | | | | |
| | 328 kW | | 558 kW | | | | | | | | | | |
| Drain | 12 kW13.2 kW14.4 kW15.6 kW18.0 kW(electric) | | | | 12 kW | | 13.2 kW | | 14.4 kW | | 15.6 kW | | 18.0 kW |
| | | | 12 kW | | | | | | | | | | |
| | 13.2 kW | | 14.4 kW | | | | | | | | | | |
| | 15.6 kW | | 18.0 kW | | | | | | | | | | |
| Collection area | 15x1517x1719x1921x2125x25 | | | | 15x15 | | 17x17 | | 19x19 | | 21x21 | | 25x25 |
| | | | 15x15 | | | | | | | | | | |
| | 17x17 | | 19x19 | | | | | | | | | | |
| | 21x21 | | 25x25 | | | | | | | | | | |
| Collection arm speed | 43 km/h45 km/h48 km/h50 km/h54 km/h | | | | 43 km/h | | 45 km/h | | 48 km/h | | 50 km/h | | 54 km/h |
| | | | 43 km/h | | | | | | | | | | |
| | 45 km/h | | 48 km/h | | | | | | | | | | |
| | 50 km/h | | 54 km/h | | | | | | | | | | |
| Collection arm count | 12346 | | | | 1 | | 2 | | 3 | | 4 | | 6 |
| | | | 1 | | | | | | | | | | |
| | 2 | | 3 | | | | | | | | | | |
| | 4 | | 6 | | | | | | | | | | |
| Mining time | 0.2 | | | | | | | | | | | | |
| Prototype type | asteroid-collector | | | | | | | | | | | | |
| Internal name | asteroid-collector | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| |
| --------------------------------------------- |
| This article is astub, and not comprehensive. |
| You can help this wiki byexpanding it. |
Space Age
expansion exclusive feature.
The
Asteroid collector
collects
asteroids
in a 15Γ15 radius and can collect 5 items with its arm before going back to store them. Higher
quality
asteroid collectors increase base health, electricity consumption, collection area, storage size, arm speed, and arm amount.
Placement
It must be placed on the edge of a
space platform
, with the back 2Γ3 tiles on the space platform and the front 1Γ3 tiles (where the arms come out) off of the space platform.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Inserters
Storage
Stack
| Space | Space |
| -------------------- | ------------------------------------------------------------------------------------------- |
| Planetside buildings | Rocket siloCargo landing pad |
| Space platform | Space platform foundationCargo bayAsteroid collectorCrusherThrusterSpace platform hub |
| Rocket cargo | SatelliteSpace platform starter pack |
| Asteroids | Metallic asteroid chunkCarbonic asteroid chunkOxide asteroid chunkPromethium asteroid chunk |
| Locations | NauvisVulcanusGlebaFulgoraAquiloSolar system edgeShattered planet |
| Navigation | LogisticsProductionIntermediate productsCombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Asteroid_collector_-_Factorio_Wiki
|
Teflilly
|
Teflilly - Factorio Wiki
|
[] |
Teflilly - Factorio Wiki
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| | Teflilly | Edit |
| | -------- | ---- |
| Can be chopped down forspoilageandwood. | Can be chopped down forspoilageandwood. |
| --------------------------------------- | --------------------------------------- |
| Map color | |
| Expected resources | 5+5 |
| Health | 50 |
| Mining time | 0.5 |
Space Age
expansion exclusive feature.
Teflillies
are part of the natural
terrain generation
in
Gleba
. They are tall palms with red to violet leaves.
History
2.0.7
:
Introduced in
Space Age
expansion.
| Environment | Environment |
| ----------- | ------------------------------------------------------------------------------------------------------------------- |
| Generic | PlayerCliffRock |
| Nauvis | TreeBiters |
| Vulcanus | Ashland tree |
| Gleba | JellystemYumako treeStromatoliteWater caneHairy clubnubBoompuffCuttlepopSlipstackStingfrondLickmawTeflillyPentapods |
| Fulgora | Fulgoran ruinFulgoran vault ruinFulgoran lightning attractorFulgorite |
| Aquilo | Lithium ice formation |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Teflilly_-_Factorio_Wiki
|
Version_history
|
Version history - Factorio Wiki
|
[] |
Version history - Factorio Wiki
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This is a collection of all published changelogs. They can also be found in-game (Main menu -> About -> Changelog), in the
factorio-data github repository
and on the
forums
.
For a general overview of what is planned for the future, see the
Roadmap
.
Major versions
0.1.0
0.2.0
0.3.0
0.4.0
0.5.0
0.6.0
0.7.0
0.8.0
0.9.0
0.10.0
0.11.0
0.12.0
0.13.0
0.14.0
0.15.0
0.16.0
0.17.0
0.18.0
1.0.0
1.1.0
2.0.0
Specific version navigation
| Versions | Versions |
| --------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 0.1-0.6 | 0.1.00.1.10.1.20.2.00.2.10.2.20.2.30.2.40.2.50.2.60.2.70.2.80.2.90.2.100.3.00.3.10.3.20.4.00.4.10.5.00.5.10.5.20.5.30.6.00.6.10.6.20.6.30.6.4 |
| 0.7-0.11 | 0.7.00.7.10.7.20.7.30.7.40.7.50.8.00.8.10.8.20.8.30.8.40.8.50.8.60.8.70.8.80.9.00.9.10.9.20.9.30.9.40.9.50.9.60.9.70.9.80.10.00.10.10.10.20.10.30.10.40.10.50.10.60.10.70.10.80.10.90.10.100.10.110.10.120.11.00.11.10.11.20.11.30.11.40.11.50.11.60.11.70.11.80.11.90.11.100.11.110.11.120.11.130.11.140.11.150.11.160.11.170.11.180.11.190.11.200.11.210.11.22 |
| 0.12 | 0.12.00.12.10.12.20.12.30.12.40.12.50.12.60.12.70.12.80.12.90.12.100.12.110.12.120.12.130.12.140.12.150.12.160.12.170.12.180.12.190.12.200.12.210.12.220.12.230.12.240.12.250.12.260.12.270.12.280.12.290.12.300.12.310.12.320.12.330.12.340.12.35 |
| 0.13-0.14 | 0.13.00.13.10.13.20.13.30.13.40.13.50.13.60.13.70.13.80.13.90.13.100.13.110.13.120.13.130.13.140.13.150.13.160.13.170.13.180.13.190.13.200.14.00.14.10.14.20.14.30.14.40.14.50.14.60.14.70.14.80.14.90.14.100.14.110.14.120.14.130.14.140.14.150.14.160.14.170.14.180.14.190.14.200.14.210.14.220.14.23 |
| 0.15 | 0.15.00.15.10.15.20.15.30.15.40.15.50.15.60.15.70.15.80.15.90.15.100.15.110.15.120.15.130.15.140.15.150.15.160.15.170.15.180.15.190.15.200.15.210.15.220.15.230.15.240.15.250.15.260.15.270.15.280.15.290.15.300.15.310.15.320.15.330.15.340.15.350.15.360.15.370.15.380.15.390.15.40 |
| 0.16 | 0.16.00.16.10.16.20.16.30.16.40.16.50.16.60.16.70.16.80.16.90.16.100.16.110.16.120.16.130.16.140.16.150.16.160.16.170.16.180.16.190.16.200.16.210.16.220.16.230.16.240.16.250.16.260.16.270.16.280.16.290.16.300.16.310.16.320.16.330.16.340.16.350.16.360.16.370.16.380.16.390.16.400.16.410.16.420.16.430.16.440.16.450.16.460.16.470.16.480.16.490.16.500.16.51 |
| 0.17 | 0.17.00.17.10.17.20.17.30.17.40.17.50.17.60.17.70.17.80.17.90.17.100.17.110.17.120.17.130.17.140.17.150.17.160.17.170.17.180.17.190.17.200.17.210.17.220.17.230.17.240.17.250.17.260.17.270.17.280.17.290.17.300.17.310.17.320.17.330.17.340.17.350.17.360.17.370.17.380.17.390.17.400.17.410.17.420.17.430.17.440.17.450.17.460.17.470.17.480.17.490.17.500.17.510.17.520.17.530.17.540.17.550.17.560.17.570.17.580.17.590.17.600.17.610.17.620.17.630.17.640.17.650.17.660.17.670.17.680.17.690.17.700.17.710.17.720.17.730.17.740.17.750.17.760.17.770.17.780.17.79 |
| 0.18-1.0 | 0.18.00.18.10.18.20.18.30.18.40.18.50.18.60.18.70.18.80.18.90.18.100.18.110.18.120.18.130.18.140.18.150.18.160.18.170.18.180.18.190.18.200.18.210.18.220.18.230.18.240.18.250.18.260.18.270.18.280.18.290.18.300.18.310.18.320.18.330.18.340.18.350.18.360.18.370.18.380.18.390.18.400.18.410.18.420.18.430.18.440.18.450.18.460.18.471.0.0 |
| 1.1 | 1.1.01.1.11.1.21.1.31.1.41.1.51.1.61.1.71.1.81.1.91.1.101.1.111.1.121.1.131.1.141.1.151.1.161.1.171.1.181.1.191.1.201.1.211.1.221.1.231.1.241.1.251.1.261.1.271.1.281.1.291.1.301.1.311.1.321.1.331.1.341.1.351.1.361.1.371.1.381.1.391.1.401.1.411.1.421.1.431.1.441.1.451.1.461.1.471.1.481.1.491.1.501.1.511.1.521.1.531.1.541.1.551.1.561.1.571.1.581.1.591.1.601.1.611.1.621.1.631.1.641.1.651.1.661.1.671.1.681.1.691.1.701.1.711.1.721.1.731.1.741.1.751.1.761.1.771.1.781.1.791.1.801.1.811.1.821.1.831.1.841.1.851.1.861.1.871.1.881.1.891.1.901.1.911.1.921.1.931.1.941.1.951.1.961.1.971.1.981.1.991.1.1001.1.1011.1.1021.1.1031.1.1041.1.1051.1.1061.1.1071.1.1081.1.1091.1.110 |
| 2.0.0 | 2.0.72.0.82.0.92.0.102.0.112.0.122.0.132.0.142.0.152.0.162.0.172.0.182.0.192.0.202.0.212.0.222.0.232.0.242.0.252.0.262.0.272.0.282.0.292.0.302.0.312.0.322.0.332.0.342.0.352.0.362.0.372.0.382.0.39 |
|
wiki
|
https://wiki.factorio.com/Version_history_-_Factorio_Wiki
|
Science_pack
|
Science pack - Factorio Wiki
|
[] |
Science pack - Factorio Wiki
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Science packs are items which are required by
labs
to perform
research
. Researching technologies requires a certain number of different types of science packs, which is then multiplied by a certain value to get the tech cost. For example,
Physical projectile damage 3
requires one automation science pack and one logistic science pack and one military science pack to begin researching, but it needs this to be input into labs a total of 300 times, raising the research cost to 300 automation science packs, 300 logistic science packs and 300 military science packs.
Contents
1
Base Game Science Packs
2
Creating science packs
3
Space Age Science Packs
4
Productivity module vs Quality module
4.1
Quality module:
4.2
Productivity module:
4.3
Comparison
5
Achievements
6
See also
Base Game Science Packs
| Type | Recipe | Total raw |
| ----------------------- | ---------------- | --------------------------- |
| Automation science pack | 5+1+1β1 | 5.521 |
| Logistic science pack | 6+1+1β1 | 8.755.51.5 |
| Military science pack | 10+1+1+2β2 | 239511010 |
| Chemical science pack | 24+1+3+2β2 | 52.5615261 |
| Production science pack | 21+30+1+1β3 | 153.532.557.525201510 |
| Utility science pack | 21+2+1+3β3 | 104.75364.5715221 |
| Space science pack | 1000per launched | 30043.7101.82.719.910.515.5 |
Or, broken down into the most basic components:
| Per 1 | Total raw | Total raw | Total raw | Total raw | Total raw |
| ----------------------- | --------- | --------- | --------- | --------- | --------- |
| Automation science pack | 2 | 1 | | | |
| Logistic science pack | 5.5 | 1.5 | | | |
| Military science pack | 7 | 2.5 | 5 | | 10 |
| Chemical science pack | 12 | 7.5 | 1.5 | 38.46 | |
| Production science pack | 52.5 | 19.17 | 3.33 | 68.38 | 11.67 |
| Utility science pack | 33.33 | 49.83 | 3.83 | 106.84 | |
| Space science pack | 57.54 | 101.79 | 9.95 | 306.92 | |
Creating science packs
The science packs and research are meant to guide players through the game by gradually increasing in complexity. At first the player has to create automation science packs by hand to research automation. Then the next goal is to create automation and logistic science automatically and to automatically feed the science packs into labs. These science packs allow research of most of the basic technologies.
If needed due to
enemies
, the next step is to create military science packs to allow unlock higher tier combat-oriented products. Unlike previous science packs, military science produces two packs per crafting cycle versus just one per cycle from automation/logistic.
Following military science, chemical science packs should be created. This science pack incorporates a new 'raw' intermediary -
plastic bars
necessitate the need to harvest and process
crude oil
.
After chemical science, production science packs are next. Production science packs are a fair jump in complexity, as the required products have quite a few different intermediaries. Production packs yield three packs per crafting cycle.
The final stage of automated research pack creation is utility science pack. Utility sciences packs are the most complex packs to make, requiring a large chain of intermediate products. Utility science packs, like previous production science packs, yield three packs per crafting cycle.
Space science packs are yielded from launching satellites via rocket, and thus are difficult to automate effectively without massive resource-hungry bases. Unlike other science packs, space science packs are exclusively used to research repeating/infinite technologies - such as mining productivity or gun turret damage.
The ratio needed to keep science production in sync is 5:6:5:12:7:7, or:
5 Automation science pack assemblers
6 Logistic science pack assemblers
5 Military science pack assemblers
12 Chemical science pack assemblers
7 Production science pack assemblers
7 Utility science pack assemblers
The list above assumes that all science packs are being produced by the same tier of assembling machine. For example, if using plain
assembling machine 3
then packs will be produced at 75 items per minute.
Space Age
Science Packs
The Space Age expansion adds five new types of science packs, and changes the recipe for
space science pack
. Each is only able to be crafted on a specific planet or a
space platform
| Type | Crafted on | Made in | Recipe | Total raw |
| ---------------------------- | ---------- | ------- | -------------- | ------------ |
| Space science pack | | | 15+1+1+2β5 | 15+1+1+2 |
| Metallurgic science pack | | | 10+200+3+2β1 | 10+200+3+2 |
| Electromagnetic science pack | | | 10+1+25+25+1β1 | 10+1+25+25+1 |
| Agricultural science pack | | | 4+1+1β1 | 4+1+1 |
| Cryogenic science pack | | | 20+6+3+1β1+3 | 20+6+3+1 |
| Promethium science pack | | | 5+10+25+1β10 | 5+10+25+1 |
Note that Agricultural science packs are subject to
spoilage
. Their freshness also reduces their science value.
Productivity module
vs
Quality module
Quality science pack decreases science pack drain, while production science outputs additional science packs from the same amount of input. Assuming that you are only using common ingredients and a single 1 tier module, and that all quality levels have been researched:
Quality module:
0.9%
chance to create at least 1 uncommon science pack, which lasts
100%
longer than normal (equivalent of 2 science packs).
0.09%
chance to create 1 rare science pack, which lasts
200%
longer than normal (equivalent of 3 science packs).
0.009%
chance to create 1 epic science pack, which lasts
300%
longer than normal (equivalent of 4 science packs).
0.001%
chance to create 1 legendary science pack, which lasts
500%
longer than normal (equivalent of 6 science packs).
Overall, this represents approximately
1.1112%
extra science for the same number of inputs.
Productivity module:
1
extra product every
25
normal products.
This provides approximately
4%
extra science for the same number of inputs.
Comparison
Productivity is more resource efficient, as it provides more science progress for the same amount of resources.
Quality is more space/rocket efficient, as higher quality packs take up the same amount of space.
Quality has a special effect on Agricultural science packs, as quality increases their spoil time. This means that a higher quality pack will not only have more science value, it will lose less of that value over the same time period as a lower one.
In situations where the
foundry
isn't being used for casting copper or iron, inserting quality modules in mining drills and utilizing quality ores for making ingredients for science packs can be more resource-efficient if the bonus from mining productivity research exceeds +300%. This is much slower than using
speed modules
(which are antagonistic to quality), and requires designing a base around handling multiple quality levels.
Casting metals with foundries is not compatible with this strategy, as ores are turned into molten metal which, as a fluid, doesn't retain quality. With productivity modules, foundries are more resource-efficient and faster for processing metals for science packs than furnaces smelting quality ores, but this requires importing
calcite
, as neither
Nauvis
or
Gleba
(the two planets that commonly produce ores) have this as a local resource.
Do note that quality modules cannot be combined with
speed modules
or speed
beacons
for smaller builds, while productivity modules can.
Achievements
Creating science packs is directly connected to the following achievements:
| | Research with automationResearch a technology usingautomation science packs. |
| | ---------------------------------------------------------------------------- |
| | Research with logisticsResearch a technology usinglogistic science packs. |
| | ------------------------------------------------------------------------- |
| | Research with chemicalsResearch a technology usingchemical science packs. |
| | ------------------------------------------------------------------------- |
| | Research with militaryResearch a technology usingmilitary science packs. |
| | ------------------------------------------------------------------------ |
| | Research with productionResearch a technology usingproduction science packs. |
| | ---------------------------------------------------------------------------- |
| | Research with utilityResearch a technology usingutility science packs. |
| | ---------------------------------------------------------------------- |
| | Research with spaceResearch a technology usingspace science packs. |
| | ------------------------------------------------------------------ |
| | Research with metallurgicsResearch a technology usingmetallurgic science packs. |
| | ------------------------------------------------------------------------------- |
| | Research with electromagneticsResearch a technology usingelectromagnetic science packs. |
| | --------------------------------------------------------------------------------------- |
| | Research with agricultureResearch a technology usingagricultural science packs. |
| | ------------------------------------------------------------------------------- |
| | Research with cryogenicsResearch a technology usingcryogenic science packs. |
| | --------------------------------------------------------------------------- |
| | Research with promethiumResearch a technology usingpromethium science packs. |
| | ---------------------------------------------------------------------------- |
| | Rush to spaceResearch a technology using anotherplanet's science packbefore unlockingproductionorutility science packs. |
| | ----------------------------------------------------------------------------------------------------------------------- |
See also
Research
|
wiki
|
https://wiki.factorio.com/Science_pack_-_Factorio_Wiki
|
Agricultural_science_pack_(research)
|
Agricultural science pack (research) - Factorio Wiki
|
[] |
Agricultural science pack (research) - Factorio Wiki
Jump to navigation
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| | Agricultural science pack (research) | Edit |
| | ------------------------------------ | ---- |
| Researched by | Researched by |
| --------------------- | ------------------------- |
| Craft100 | Craft100 |
| Prototype type | technology |
| Internal name | agricultural-science-pack |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| 311717 | 311717 |
| Effects | Effects |
| | |
Space Age
expansion exclusive feature.
Unlocks the
agricultural science pack
.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Gleba
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
https://wiki.factorio.com/Agricultural_science_pack_(research)_-_Factorio_Wiki
|
User_talk_Vicarious
|
User talk:Vicarious - Factorio Wiki
|
[] |
User talk:Vicarious - Factorio Wiki
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Welcome to the Official Factorio Wiki!
Now that you have an account, there are a few key places on this Wiki that will be helpful in your efforts to improve it.
First and foremost, please be sure to read and understand the
rules of this Wiki
. If you have any questions or concerns with these rules, please don't hesitate to ask an Admin.
Secondly, if you're new to editing Wikis and are unfamiliar with MediaWiki's formatting, please be sure to read the
help pages
. In addition to the help provided by MW, we also provide a
style guide
that we enforce.
If you're unsure where to begin, please see the
editor noticeboard
, where information on the current objectives and projects of the Wiki may be found.
Again, welcome, we hope you contribute as much high quality information as you can.Β :)
Bilka
(
talk
) -
Admin
03:42, 1 May 2019 (UTC)
|
wiki
|
https://wiki.factorio.com/User_talk:Vicarious_-_Factorio_Wiki
|
User_talk_Empirebuilder1
|
User talk:Empirebuilder1 - Factorio Wiki
|
[] |
User talk:Empirebuilder1 - Factorio Wiki
Jump to navigation
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Welcome to the Official Factorio Wiki!
Now that you have an account, there are a few key places on this Wiki that will be helpful in your efforts to improve it.
First and foremost, please be sure to read and understand the
rules of this Wiki
. If you have any questions or concerns with these rules, please don't hesitate to ask an Admin.
Secondly, if you're new to editing Wikis and are unfamiliar with MediaWiki's formatting, please be sure to read the
help pages
. In addition to the help provided by MW, we also provide a
style guide
that we enforce.
If you're unsure where to begin, please see the
editor noticeboard
, where information on the current objectives and projects of the Wiki may be found.
Again, welcome, we hope you contribute as much high quality information as you can.Β :)
Bilka
(
talk
) -
Admin
09:13, 11 January 2018 (UTC)
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wiki
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Fast_splitter
|
Fast splitter - Factorio Wiki
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[] |
Fast splitter - Factorio Wiki
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| | Fast splitter | Edit |
| | ------------- | ---- |
Base game
Space Age mod
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 2+10+10+1β1 | 2+10+10+1β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 28.75+22.5+46 | 28.75+22.5+46 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 180234288342450 | | | | 180 | | 234 | | 288 | | 342 | | 450 |
| | | | 180 | | | | | | | | | | |
| | 234 | | 288 | | | | | | | | | | |
| | 342 | | 450 | | | | | | | | | | |
| Resistances | Fire: 0/60% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 | | | | | | | | | | | | |
| Dimensions | 1Γ2 | | | | | | | | | | | | |
| Belt speed | 30 Items/s | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | splitter | | | | | | | | | | | | |
| Internal name | fast-splitter | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| 2 | 2 | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 2+10+10+1β1 | 2+10+10+1β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 28.75+22.5+46 | 28.75+22.5+46 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 180234288342450 | | | | 180 | | 234 | | 288 | | 342 | | 450 |
| | | | 180 | | | | | | | | | | |
| | 234 | | 288 | | | | | | | | | | |
| | 342 | | 450 | | | | | | | | | | |
| Resistances | Fire: 0/60% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 | | | | | | | | | | | | |
| Dimensions | 1Γ2 | | | | | | | | | | | | |
| Belt speed | 30 Items/s | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | splitter | | | | | | | | | | | | |
| Internal name | fast-splitter | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| 2 | 2 | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Fast splitters
are
splitters
which are twice as fast as
normal splitters
, but only 67% as fast as
express splitters
. The items are placed in 1:1 relation on the outgoing belts. It is possible to set a filter and input and output priorities as described on
belt transport system
.
Contents
1
Other fast belts
2
Other Splitters
3
Gallery
4
History
5
See also
Other fast belts
| Fast transport belt | Fast underground belt |
| ------------------- | --------------------- |
Other
Splitters
| Splitter | Express splitter | Turbo splitter |
| -------- | ---------------- | -------------- |
Gallery
History
0.17.0
:
Match
fast transport belt
speed of 30 items/per second.
0.16.17
:
Added filter to splitter.
Added input and output priority to splitter.
0.16.16
:
Changed splitters so they work more intuitively. The left and right lane splitting is now completely independent. The decision whether item goes to left or right output is now independent of the item type.
0.11.0
:
Fast/express splitters are now made from their lesser variants.
0.5.0
:
Introduced
New graphics.
See also
Belt transport system
Transport belts
Underground belts
Inserters
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Fast_splitter_-_Factorio_Wiki
|
Fluoroketone_(cold)
|
Fluoroketone (cold) - Factorio Wiki
|
[] |
Fluoroketone (cold) - Factorio Wiki
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| | Fluoroketone (cold) | Edit |
| | ------------------- | ---- |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 5+10β10 | 5+10β10 |
| Total raw | Total raw |
| 5+10 | 5+10 |
| Prototype type | fluid |
| Internal name | fluoroketone-cold |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
Space Age
expansion exclusive feature.
Fluoroketone (cold)
is the lower temperature variant of fluoroketone that is cooled in a
cryogenic plant
from
fluoroketone (hot)
. The cold fluoroketone can be used in various recipes. Recipes which use fluoroketone as a coolant will generate half as much hot fluoroketone as they consume.
Cold fluoroketone is also used by
fusion reactors
. When active, they consume an amount of cold fluoroketone and generate a corresponding amount of
plasma
of a certain temperature. When a
fusion generator
consumes plasma to make energy, it generates an amount of hot fluoroketone exactly equal to the amount of cold fluoroketone that was used to generate the consumed plasma. As such, fusion reactors never permanently consume fluoroketone; they only circulate it.
The recipe which converts hot fluoroketone into cold fluoroketone cannot use
productivity modules
.
History
2.0.7
:
Introduced in
Space Age
expansion.
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Fluoroketone_(cold)_-_Factorio_Wiki
|
Ashland_tree
|
Ashland tree - Factorio Wiki
|
[] |
Ashland tree - Factorio Wiki
Jump to navigation
Jump to search
| | Ashland tree | Edit |
| | ------------ | ---- |
| Can be chopped down forcarbon. | Can be chopped down forcarbon. |
| ------------------------------ | ---------------------------------------- |
| Map color | |
| Expected resources | 2 |
| Health | Ashland tree: 50Flaming ashland tree: 50 |
| Mining time | 0.5 |
Space Age
expansion exclusive feature.
Ashland trees
are part of the natural
terrain generation
in
Vulcanus
, acting as a source of
carbon
. There are also flaming ashland trees, which leave a small radius of fire on the ground when chopped down.
Despite already being adapted to fire, setting either variant of tree on fire with a weapon such as a
flamethrower
can still burn the trees away, reducing them to stumps just like standard trees.
History
2.0.7
:
Introduced in
Space Age
expansion.
| Environment | Environment |
| ----------- | ------------------------------------------------------------------------------------------------------------------- |
| Generic | PlayerCliffRock |
| Nauvis | TreeBiters |
| Vulcanus | Ashland tree |
| Gleba | JellystemYumako treeStromatoliteWater caneHairy clubnubBoompuffCuttlepopSlipstackStingfrondLickmawTeflillyPentapods |
| Fulgora | Fulgoran ruinFulgoran vault ruinFulgoran lightning attractorFulgorite |
| Aquilo | Lithium ice formation |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Ashland_tree_-_Factorio_Wiki
|
Red_wire
|
Red wire - Factorio Wiki
|
[] |
Red wire - Factorio Wiki
Jump to navigation
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| | Red wire | Edit |
| | -------- | ---- |
| Stack size | 1 |
| -------------- | -------- |
| Prototype type | item |
| Internal name | red-wire |
Red wire
is an abstract item used to connect devices to a
red
circuit network
. It can be created by using the hotkey
ALT
+
R
or clicking its button in the
shortcut bar
.
To form connections, entities capable of using a circuit network can be left clicked while holding the wire. This also works on
electric poles
, so they can be used to connect the wire over longer distances. When the blueprint is filled out by
construction robots
or by hand, any wire included in the blueprint is automatically placed.
To remove connections, hold the red wire in-hand, then click the two entities you would like to remove the connection from.
To remove all wire connections from a power pole (including copper wire), shift click the affected pole.
History
2.0.7
:
Red wires are now abstract items.
FFF #379
0.13.5
:
When connecting circuit wires, the wire will re-anchor to the last entity clicked.
0.13.0
:
Connected Red/Green wires are highlighted when hovering over a combinator or entity connected to the circuit network.
0.1.0
:
Introduced
See also
Electric system
Circuit network
Green wire
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Red_wire_-_Factorio_Wiki
|
Captivity_(research)
|
Captivity (research) - Factorio Wiki
|
[] |
Captivity (research) - Factorio Wiki
Jump to navigation
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| | Captivity (research) | Edit |
| | -------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 60111111β1000 | 60111111β1000 |
| Prototype type | technology |
| Internal name | captivity |
| Required technologies | Required technologies |
| 3 | 3 |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
Space Age
expansion exclusive feature.
Unlocks everything needed to start capturing
biter nests
.
See also
Gleba
History
2.0.7
:
Introduced in
Space Age
expansion.
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
https://wiki.factorio.com/Captivity_(research)_-_Factorio_Wiki
|
Lubricant
|
Lubricant - Factorio Wiki
|
[] |
Lubricant - Factorio Wiki
Jump to navigation
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| | Lubricant | Edit |
| | --------- | ---- |
Base game
Space Age mod
| Recipe | Recipe |
| --------------------- | --------------------- |
| 1+10β10 | 1+10β10 |
| Total raw | Total raw |
| 1+10 | 1+10 |
| Prototype type | fluid |
| Internal name | lubricant |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 1+10β10 | 1+10β10 |
| Total raw | Total raw |
| 1+10 | 1+10 |
| Prototype type | fluid |
| Internal name | lubricant |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
Lubricant
is a fluid converted from
heavy oil
in a
chemical plant
. Like other fluids, it may be
barreled
.
It is used in the production of
express transport belts
(blue belts) and their counterpart
underground belts
and
splitters
. It is also used to create
electric engine units
.
Alternative recipes
Space Age
expansion exclusive feature.
| Process | Input | Output | Made in | Required technology |
| ------------ | ----- | ------ | ------- | ----------------------------- |
| Biolubricant | 3+60 | 20 | | Bioflux processing (research) |
History
2.0.7
:
Additional recipes added with
Space Age
0.9.0
:
Introduced
See also
Fluid system
Oil processing
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Lubricant_-_Factorio_Wiki
|
Download_API
|
Download API - Factorio Wiki
|
[] |
Download API - Factorio Wiki
Jump to navigation
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Category:
Internal API
This API allows you to download official releases of stand-alone Factorio from the Factorio servers. It's not so much of an API as it is web scraping, but it's documented here for completeness. Please update this page if you utilize it and the information becomes outdated. Also note that's there's a separate, (semi)official API for upgrading between releases, which should be used when possible to lighten the load on the Factorio servers. (I'll document that later, promise!)
Contents
1
Authenticating
2
Downloading
2.1
Using cURL to download Factorio
3
Version Listings
Authenticating
Downloading Factorio requires an authenticated session with the web server, which is different than the typical API authentication mechanism. Authentication uses the HTML endpoint at
https://www.factorio.com/login
Login in procedure:
Create an HTTP session and send a GET request. You'll get some HTML in return.
There's a
CSRF token
you'll need to grab which can be found using one of the following selectors:
CSS1:
input[name=csrf_token]
(and then take the "value" attribute).
XPATH1:
//input[@name="csrf_token"]/@value
Then send a POST request with the following parameters:
csrf_token
: the CSRF token you grabbed earlier.
username_or_email
: your username or email address.
password
: your password.
Downloading
Download Factorio releases at
https://www.factorio.com/get-download/{version}/{build}/{distro}
Where {version} is the version string of the release you wish to grab - e.g. "0.15.31". Use "latest" instead to default to the latest version for that build.
{build} is the release build, which currently comprises of:
alpha
- the current standard full-featured build without the space age expansion.
expansion
- the current standard full-featured build with the space age expansion.
demo
- the free, publicly accessible demo versions.
headless
- for running servers on machines without graphical interface.
and {distro} is the os / type of release you wish to download, currently:
win64
- EXE installer for 64 bit Windows.
win64-manual
- ZIP package for 64 bit Windows.
win32
- EXE installer for 32 bit Windows.
No longer supported.
win32-manual
- ZIP package for 32 bit Windows.
No longer supported.
osx
- DMG package for 64 bit Mac OS.
linux64
- tar.gz or tar.xz package for 64 bit Linux.
linux32
- tar.gz or tar.xz package for 32 bit Linux.
No longer supported.
Factorio servers will correctly respond with a 404 if the requested download isn't available. Experimental builds are taken down quickly after they become obsolete, so it's best to check what versions are available before hand (documented below).
Note: Windows 32 bit and 64 bit installers are
Inno Setup
formatted packages (I'll document that somewhere someday).
Using cURL to download Factorio
Another way to download factorio is by sending a HTTP GET request with
username
and
token
parameters to the download URL.
The authentication token can be found on the factorio website after logging into your account.
Note that the authentication token is a sensitive piece of information and should be kept secret.
The cURL command would look like:
curl
https://www.factorio.com/get-download/{version}/{build}/{distro}?username={username}&token={token}
-L --output /path/to/output/directory/factorio.tar.xz
And here is a filled in example:
curl
https://www.factorio.com/get-download/0.15.31/alpha/linux64?username=exampleUser&token=0123456789abcdef
-L --output /tmp/factorio.tar.xz
Version Listings
There is an API endpoint to find the latest version number at
https://factorio.com/api/latest-releases
. This can be polled to automatically detect when a new update was released.
Due to changes in the Factorio website, all Factorio versions are now available on the HTML page at this location:
https://www.factorio.com/download/archive
Note: This endpoint require an authenticated session as mentioned above.
You could the grab all the informations you need by parsing the HTML using selectors but I would recommend only searching for the pattern
href="/get-download/*"
and then parse the relative link according to the
/get-download/{version}/{build}/{distro}
structure described in the section above. The second method has a clear advantage of reliability through potential HTML structure changes and simplicity.
It is also better to rely on the
https://factorio.com/api/latest-releases
endpoint and version number comparisons to distinguish between stable and experimental versions than to extract that information from the download HTML page with selectors.
The previous endpoints for experimental and headless releases
https://www.factorio.com/download/experimental
and
https://www.factorio.com/download-headless
now both redirect to this page containing only the latest releases:
https://www.factorio.com/download
The selectors used to retrieve version numbers and build combinations are presented below, but they are probably obsolete. I will check them later and update this section accordingly.
CSS1:
h3
XPATH1:
//h3
A list of available update packages is provided at
https://updater.factorio.com/get-available-versions
.
|
wiki
|
https://wiki.factorio.com/Download_API_-_Factorio_Wiki
|
User_talk_Snowball_II
|
User talk:Snowball II - Factorio Wiki
|
[] |
User talk:Snowball II - Factorio Wiki
Jump to navigation
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Welcome to the Official Factorio Wiki!
Now that you have an account, there are a few key places on this Wiki that will be helpful in your efforts to improve it.
First and foremost, please be sure to read and understand the
rules of this Wiki
. If you have any questions or concerns with these rules,please don't hesitate to ask an Admin.
Secondly, if you're new to editing Wikis and are unfamiliar with MediaWiki's formatting, please be sure to read the
help pages
.
If you're unsure where to begin, please see the
editor noticeboard
, where information on the current objectives and projects of the Wiki may be found.
Again, welcome, we hope you contribute as much high quality information as you can. (
Gangsir
) (
talk
) -
Admin
01:02, 7 May 2017 (UTC)
Use of the wanted pages bot
Hey there, I'm Gangsir, one of the admins on this wiki. I noticed that you tried to use TheWombatGuru's bot to update the wanted pages for the languages. You weren't really supposed to do that, because normal users' api limits are too low to allow bot use effectively. Don't worry, you're not in trouble. However, in the future, please tell an admin when you want the list of wanted pages refreshed. We've also disabled the use of the bot for normal users. Thanks, --(
Gangsir
) (
talk
) -
Admin
20:23, 8 May 2017 (UTC)
Hi Gangsir! I know I've ruined many pages and I saw your script changes in history. But I didn't get how I ran this script. Could you please explain that. I'd appreciate that. --
Snowball II
(
talk
) 22:31, 8 May 2017 (UTC)
To be honest, I don't know how the bot works, as it's not of my creation. You "ruined" the pages temporarily because the API limit kicked in before the process could finish, I believe. Part of MediaWiki's security. And the fixes were done by Bilka, another of our admins, who fixed the data removal and updated them. It's no big deal, we were just a bit concerned because we didn't know that users without admin perms could use it. All in all, no harm done, and we know to be more careful now. Thanks for your other work with the russian translation. --(
Gangsir
) (
talk
) -
Admin
02:45, 9 May 2017 (UTC)
You ran the script by clicking on the first line of text on
User:TheWombatGuru/WantedPages
. Though you don't have to worry about accidently updating the pages again, I turned the script off for now. --
Bilka
(
talk
) -
Admin
09:08, 9 May 2017 (UTC)
|
wiki
|
https://wiki.factorio.com/User_talk:Snowball_II_-_Factorio_Wiki
|
News
|
News - Factorio Wiki
|
[] |
News - Factorio Wiki
Jump to navigation
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Contents
1
Latest
2
Archive
2.1
2024
2.1.1
September
2.1.2
August
2.1.3
July
2.1.4
June
2.1.5
May
2.1.6
April
2.1.7
March
2.1.8
February
2.1.9
January
2.2
2023
2.3
2022
2.4
2021
2.5
2020
2.6
2019
2.7
2018
2.8
2017
2.9
2016
2.10
2015
2.11
2014
Latest
What should be in the news and what not?
Currently, the only news that belong here are the Factorio Friday Facts published by the developers.
Nov 22 2024 - FFF #438:
Space Age wrap up
Nov 15 2024 - FFF #437:
Cargo Pod Deep Dive
Nov 08 2024 - FFF #436:
Lost in Translation
Nov 01 2024 - FFF #435:
Space Age Soundtrack release
Oct 25 2024 - FFF #434:
Galaxy of Fame
Oct 18 2024 - FFF #433:
Liftoff Initiated
Oct 11 2024 - FFF #432:
Aquilo
Oct 04 2024 - FFF #431:
Gleba & Captivity
Sep 27 2024 - FFF #430:
Drowning in Fluids
Sep 20 2024 - FFF #429:
Vulcanus Demolisher Enemies
Archive
Archived news don't appear on the main page.
2024
September
Sep 13 2024 - FFF #428:
Reactor & Logistics circuit control
Sep 06 2024 - FFF #427:
Combat Balancing & Space Age LAN
August
Aug 30 2024 - FFF #426:
Resource search & Assembler GUI improvements
Aug 23 2024 - FFF #425:
Behind the legs
Aug 16 2024 - FFF #424:
Gleba Pentapod Enemies
Aug 09 2024 - FFF #423:
Reseach info tooltip & Online players GUI
Aug 02 2024 - FFF #422:
Tesla Turret
July
Jul 26 2024 - FFF #421:
Optimizations 2.0
Jul 19 2024 - FFF #420:
Fusion Reactor
Jul 12 2024 - FFF #419:
Display Panel & Inserter pickup fixes
Jul 05 2024 - FFF #418:
Space Age release date
June
Jun 28 2024 - FFF #417:
Space Age development
Jun 21 2024 - FFF #416:
Fluids 2.0
Jun 14 2024 - FFF #415:
Fix, Improve, Optimize
Jun 07 2024 - FFF #414:
Spoils of Agriculture
May
May 31 2024 - FFF #413:
Gleba
May 24 2024 - FFF #412:
Undo/Redo improvements & Car Latency driving
May 17 2024 - FFF #411:
All about asteroids
May 10 2024 - FFF #410:
Rocket turret & Target priorities
May 03 2024 - FFF #409:
Diminishing beacons
April
Apr 26 2024 - FFF #408:
Statistics improvements, Linux adventures
Apr 19 2024 - FFF #407:
Automating a soundtrack
Apr 12 2024 - FFF #406:
Space Age Music
Apr 05 2024 - FFF #405:
Whole belt reader, New logistics GUI
March
Mar 29 2024 - FFF #404:
Frustration not found
Mar 22 2024 - FFF #403:
Train stops 2.0
Mar 15 2024 - FFF #402:
Lightspeed circuits
Mar 08 2024 - FFF #401:
New terrain, new planet
Mar 01 2024 - FFF #400:
Chart search and Pins
February
Feb 23 2024 - FFF #399:
Trash to Treasure
Feb 16 2024 - FFF #398:
Fulgora
Feb 09 2024 - FFF #397:
Factoriopedia
Feb 02 2024 - FFF #396:
Sound improvements in 2.0
January
Jan 26 2024 - FFF #395:
Generic interrupts and Train stop priority
Jan 19 2024 - FFF #394:
Assembler flipping and circuit control
Jan 12 2024 - FFF #393:
Putting things on top of other things
Jan 05 2024 - FFF #392:
Parametrised blueprints
2023
Archived news from 2023
2022
Archived news from 2022
2021
Archived news from 2021
2020
Archived news from 2020
2019
Archived news from 2019
2018
Archived news from 2018
2017
Archived news from 2017
2016
Archived news from 2016
2015
Archived news from 2015
2014
Archived news from 2014
|
wiki
|
https://wiki.factorio.com/News_-_Factorio_Wiki
|
Efficiency_module_2
|
Efficiency module 2 - Factorio Wiki
|
[] |
Efficiency module 2 - Factorio Wiki
Jump to navigation
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| | Efficiency module 2 | Edit |
| | ------------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ------------------------------- | | ----- | | ---- | | ---- | | ---- | | ---- | | ----- |
| 30+5+4+5β1 | 30+5+4+5β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 352.5+155+70+50+5 | 352.5+155+70+50+5 | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Energy consumption | -40%-52%-64%-76%-100%(electric) | | | | -40% | | -52% | | -64% | | -76% | | -100% |
| | | | -40% | | | | | | | | | | |
| | -52% | | -64% | | | | | | | | | | |
| | -76% | | -100% | | | | | | | | | | |
| Prototype type | module | | | | | | | | | | | | |
| Internal name | efficiency-module-2 | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| 2 | 2 | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Efficiency module 2
reduces the electricity cost to run the machine by 40% of its base energy usage. Efficiency modules also reduce the
nutrient
consumption of the
biochamber
.
Note that minimal energy usage is 20% of base energy usage, but using more than 80% worth of efficiency modules makes sense if other modules are used, as they increase power usage and that effect is additive with the decrease from efficiency modules.
Efficiency modules also reduce pollution, because it is directly proportional to the machine's power consumption, see
pollution
.
History
0.13.0
:
Blueprints support modules.
0.7.0
:
Pollution mechanic introduced.
0.6.0
:
Introduced
See also
Modules
Efficiency module
Efficiency module 3
| Production items | Production items |
| ------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Tools | Repair packBlueprintDeconstruction plannerUpgrade plannerBlueprint book |
| Electricity | BoilerSteam engineSolar panelAccumulatorNuclear reactorHeat pipeHeat exchangerSteam turbineFusion reactor()Fusion generator() |
| Resource extraction | Burner mining drillElectric mining drillBig mining drill()Offshore pumpPumpjack |
| Furnaces | Stone furnaceSteel furnaceElectric furnaceFoundry()Recycler() |
| Agriculture | Agricultural towerBiochamberCaptive biter spawner |
| Production | Assembling machine 1Assembling machine 2Assembling machine 3Oil refineryChemical plantCentrifugeElectromagnetic plant()Cryogenic plant()LabBiolab() |
| Environmental protection | Lightning rodLightning collectorHeating tower |
| Modules | BeaconSpeed moduleSpeed module 2Speed module 3Efficiency moduleEfficiency module 2Efficiency module 3Productivity moduleProductivity module 2Productivity module 3Quality module()Quality module 2()Quality module 3() |
| Navigation | LogisticsIntermediate productsSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Efficiency_module_2_-_Factorio_Wiki
|
Chemical_science_pack_(research)
|
Chemical science pack (research) - Factorio Wiki
|
[] |
Chemical science pack (research) - Factorio Wiki
Jump to navigation
Jump to search
| | Chemical science pack (research) | Edit |
| | -------------------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 1011β75 | 1011β75 |
| Prototype type | technology |
| Internal name | chemical-science-pack |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| 223 | 223 |
| Effects | Effects |
| | |
Chemical science pack
unlocks the ability to craft
chemical science packs
which are used for more advanced
research
.
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
https://wiki.factorio.com/Chemical_science_pack_(research)_-_Factorio_Wiki
|
Landfill
|
Landfill - Factorio Wiki
|
[] |
Landfill - Factorio Wiki
Jump to navigation
Jump to search
| | Landfill | Edit |
| | -------- | ---- |
Base game
Space Age mod
| Recipe | Recipe |
| --------------------- | --------------------- |
| 0.5+50β1 | 0.5+50β1 |
| Total raw | Total raw |
| 0.5+50 | 0.5+50 |
| Used to build Grass | Used to build Grass |
| Map color | |
| Stack size | 100 |
| Rocket capacity | 20 (0.2 stacks) |
| Prototype type | tile |
| Internal name | landfill |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Recycling results | Recycling results |
| 0.25 | 0.25 |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 0.5+50β1 | 0.5+50β1 |
| Total raw | Total raw |
| 0.5+50 | 0.5+50 |
| Used to build Grass | Used to build Grass |
| Map color | |
| Stack size | 100 |
| Rocket capacity | 20 (0.2 stacks) |
| Prototype type | tile |
| Internal name | landfill |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
| Recycling results | Recycling results |
| 0.25 | 0.25 |
Landfill
can be used to replace water with usable land, regardless of the type of surrounding terrain. Landfill is placed using
Left mouse button
and the area in which it is placed can be increased and decreased by using
Numpad +
and
Numpad -
. Land-filled area is indistinguishable from normal terrain in terms of mechanics; it can be normally built and walked over. Once an area has been filled, the landfill can be removed by holding
Right mouse button
with landfill in the cursor.
With the use of
construction robots
, landfill can automatically be placed below
ghost
buildings planned on water.
Note that placing a landfill where
raw fish
are swimming will "destroy" them without being collected.
History
2.0.7
:
The item sprite icon for landfill has been changed. Unlike the previous icon, the new icon does not include grass, instead matching the actual landfill tile.
Allowed landfill mining.
Recipe changed from 20 to 50 stone.
0.17.10
:
Landfill is now a separate tile, differentiated from grass-1.
0.17.0
:
Landfill can now be included in blueprints and placed by construction robots.
0.13.0
:
Introduced
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Landfill_-_Factorio_Wiki
|
Version_history_2.0.0
|
Version history/2.0.0 - Factorio Wiki
|
[] |
Version history/2.0.0 - Factorio Wiki
Jump to navigation
Jump to search
2.0.39
Date: 05.03.2025
Changes
Added extra info about the evaluation order and dependencies into the blueprint parametrisation UI.
Bugfixes
Fixed not being able to interact with GUI elements behind transparent parts of other windows. (
more
)
Fixed display panels not drawing text correctly at larger GUI scales. (
more
)
Fixed a crash related to placing cargo landing pads on space platforms. (
more
)
Fixed a crash when rendering thrusters without fire plumes defined. (
more
)
Fixed that fast-transfer of ghost modules did not work for out of reach entities. (
more
)
Fixed that trains with the same top in their schedule would not move between stops even if the one it is waiting at is disabled. (
more
)
Fixed decider combinator GUI signals tables getting squashed too much when there are a lot of conditions/outputs. (
more
)
Fixed intro sound not respecting music-muted and master-muted settings. (
more
)
Fixed graphical issue happening when lightning attractor's collection range boundary was touching larger range attractor's collection range boundary from the inside. (
more
)
Fixed incorrect lightning protection visualisation when surface lightning search range was larger than attractor's protection range.
Fixed overbuilding ghost with module requests with physical entity of different quality would not retain the module requests. (
more
)
Fixed normal building underground belts and pipes in remote view would deconstruct rocks, trees and cliffs. (
more
)
Fixed normal building underground belts and pipes in remote view would have missing tiles autofilled. (
more
)
Fixed crash in latency when upgrading ghost of elevated rails to different quality (
https://forums.factorio.com/120345
,
https://forums.factorio.com/124222
)
Fixed crash when car would collide with 0 health entity in latency (
more
)
2.0.38
Date: 04.03.2025
Changes
Space platform "request missing materials for construction" will no longer request items for entity ghosts which can't yet be built. (
more
)This should help to prevent over filling of hubs while larger platforms are being built.
Increased minimum sprite atlas size to 4096 even when sprite resolution is set to medium. (
more
)
Bugfixes
Fixed a lua doc error with LuaSchedule::add_wait_condition(). (
more
)
Fixed a crash when changing the station in some wait conditions. (
more
)
Fixed that the mining dril status would be incorrect when out of resources and pointing at an entity to be deconstructed. (
more
)
Fixed that inserters would not show target full for space platform hubs. (
more
)
Fixed a crash when opening the changelog while trying to connect to a multiplayer game. (
more
)
Fixed that LuaSchedule::add_record() did not support rail_direction. (
more
)
Fixed that vehicle weapon tooltips did not show bonuses. (
more
)
Fixed achievement steamrolled can be earned while driving remotely. (
more
)
Fixed lab was not creating trash inventory of proper size when LabPrototype::trash_inventory_size was given. (
more
)
Fixed that the side menu buttons did not update when a player would change forces. (
more
)
Fixed that the filter selection GUI would get closed when a ghost buffer chest was built. (
more
)
Improved issue with fast moving bots sometime appearing on screen instead of flying in from off screen. (
more
)
Fixed issue which sometimes resulted in incorrect lightning protection visualisation for marginal setups (
more
)
Fixed cutting tiles marked for deconstruction could produce superfluous deconstructible tile proxies (
more
)
Fixed Steam achievements synchronisation issues. (
more
)
Fixed that having a camera widget on screen would cause issues with the rail plan finder. (
more
)
Fixed that resources with no minable products would not show a name when hovering in the map view.
Fixed some almost transparent pixels in the car and production group icons. (
more
)
Fixed that researching a technology would cause the input fields in constant combinators and requester chests to lose focus. (
more
)
Modding
Added the "infinity-cargo-wagon" entity type.
Added the "proxy-container" entity type.
Added SpiderVehicleGraphicsSet::default_color.
Unified entity_renderer_search_box_limits to 6 from all sides due to reduced update rate optimization of robots.
Reduced light_renderer_search_distance_limit to 20 to compensate for entity_renderer_search_box_limits change.
Scripting
Added LuaSchedule::get_records(), set_records(), clear_records(), get_interrupts(), set_interrupts(), clear_interrupts().
Changed LuaSchedule::add_record() to purely add without any extra behavior.
Changed LuaSchedule::add_record() to accept index saying where the record is added.
Added LuaProxyContainerControlBehavior.
Added defines.inventory.proxy_main.
Added LuaEntity::proxy_target_entity and proxy_target_inventory.
Added LuaEntity::get_cargo_bays().
Added LuaPlayer::add_pin().
Added LuaPrototypeBase::factoriopedia_description read.
Added factoriopedia_alternative reads to all LuaPrototypes that support it.
2.0.37
Date: 26.02.2025
Bugfixes
Fixed that inserters could get stuck when interacting with trains if the train arrived at a station without physically moving. (
more
)
Fixed that LuaSchedule::add_wait_condition, remove_wait_condition, and change_wait_condition expected a table of arguments instead of direct arguments.
2.0.36
Date: 26.02.2025
Minor Features
Added an option to mute sound categories in sound settings. (
more
)
Added an option to control the volume of Programmable speaker sounds via circuit network. (
more
)
Added an option to stop playing sounds of Programmable speaker when input signal changes instead of waiting for the sounds to finish playing. (
more
)
Added an option for Programmable speaker to use Cyclic sounds. (
more
)
Decider combinator output constant can be changed.
Changes
Added missing open/close GUI sounds and fixed incorrect open/close GUI sounds for various entities. (
more
)
Changed the "Train stop names" checkbox in the blueprint ui to be always on by default.
Graphics
Updated space platform related icon like the hub, starter pack, icon for the surface and the tech icon.
Used the new virtual signal icon for research also for the research icon in the production graphs.
Optimizations
Improved belt reader performance.
Bugfixes
Fixed that a small empty UI box was visible on the main menu. (
more
)
Fixed a crash when generating a variable track would encounter a filesystem error.
Fixed sound accents could play when they shouldn't on switching between machine GUIs. (
more
)
Fixed a crash when changing some modded assembling machine recipes. (
more
)
Fixed a failing SegmentedUnit-related consistency check when loading some saves. (
more
)
Fixed that the building preview and actual build position could differ at some resolutions and zooms. (
more
)
Fixed a crash when trying to drop items onto game's title bar.
Fixed LuaWireConnector was returning wrong values of the electric network index. (
more
)
Fixed that clicking on a station in train GUI created unexpected browse history entries. (
more
)
Fixed that traversing train GUI browse history entries didn't preserve centered locomotive.
Fixed that going back in history to remote driving didn't change player surface. (
more
)
Fixed LuaSurface::calculate_tile_properties() not ignoring unknown variables. (
more
)
Restored signal-ghost virtual signal. (
more
)
Fixed decider combinator gui could show old input or output signals when fps < ups and last signals change happened at skipped frame.
Fixed construction robots storing incorrect items in a filtered storage chest if their upgrade job was cancelled. (
more
)
Fixed that changing the volume of a Programmable speaker wouldn't update the volume of a playing sound with Surface playback mode.
Fixed that changing playback mode of a Programmable speaker wouldn't affect currently playing sounds.
Fixed that trivial smokes for player effect could cause new chunks to be generated when looking at the map. (
more
)
Fixed missing walking sounds for rails. (
more
)
Fixed that undo removal of tile ghosts did not set the last user. (
more
)
Modding
Added optional ProgrammableSpeakerNote::cyclic_sound. (
more
)
Scripting
Added optional 'stop_playing_sounds' parameter to LuaEntity::play_note().
Added LuaSchedule.
Added LuaSpacePlatform::get_schedule().
Added LuaTrain::get_schedule().
2.0.35
Date: 20.02.2025
Minor Features
GUIs can now also be navigated with D-pad in controller input method.
Added drag-to-reorder to pins.
Added drag-to-reorder turret priorities.
Added drag-to-reorder to infinity chest filters.
Added drag-to-reorder to editor infinity filters.
Added drag-to-reorder to deconstruction planner filters.
Added drag-to-reorder to upgrade planner filters.
Added drag-to-reorder to module upgrade settings inside upgrade planner destination UI.
Added drag-to-reorder to inserter, loader, and asteroid collector filters.
Furnaces can be connected to circuit network.
Added fluid temperatures to Factoriopedia ingredients and products where relevant. (
more
)
Make drop item hotkey work the same way in GUI as it does in the game world.
Changes
Adjusted how walking and driving sounds attenuate with zoom level.
Added missing walking sounds and fixed incorrect walking sounds for various decoratives.
Linked fluidbox connections will no longer show a fluid icon.
Bugfixes
Fixed that reading localised strings through some methods did not work correctly. (
more
)
Fixed that unpowered inserters could pick up fish. (
more
)
Fixed that spoiled items in modded rocket silos couldn't be removed by inserters. (
more
)
Fixed that virtual items like green-wire or spidertron-remote are no longer showing recycling recipe. (
more
)
Fixed that deleting a surface with off-chunk segmented units could cause consistency checks to fail. (
more
)
Fixed a desync when deleting chart tags pinned by other players. (
more
)
Fixed consistency issues in deconstruction planner UI when toggling "Trees/rocks only" checkbox and tile mode dropdown.
Fixed space platforms not updating last activity time when advancing schedule to the same planet. (
more
)
Fixed missing frames in fusion generator animation. (
more
)
Fixed a consistency issue when a mod adds fluid to a frozen fluid box. (
more
)
Fixed that LuaFluidBox functions would not work correctly with a frozen fluid box.
Fixed that frozen fluid boxes would not show the fluid they contained.
Fixed schedule GUI not updating temporary station status when interrupt triggers from a temporary station which is last in schedule. (
more
)
Fixed furnaces could report as being able to craft certain recipes when they had not enough item ingredient slots. (
more
)
Fixed assemblers could report as being able to craft certain recipes with custom fluidbox indexes when assembler had not enough fluidboxes.
Fixed furnaces were able to craft recipes with more item products than size of furnace's products inventory.
Added more detailed healing values for entities healing < 10/s. (
more
)
Fixed a crash when migrating assembler with control behavior into different entity type.
Fixed that crafting machines with high speeds would not scale input fluid amounts. (
more
)
Fixed a crash in latency when character with exoskeletons moves onto ungenerated chunks.
Fixed that items spoiling in cargo pods would not run spoil triggers. (
more
)
Fixed that entities upgraded on platforms would not fire the on_space_platform_built_entity event. (
more
)
Fixed that equipment in map editor armor did not work. (
more
)
Fixed consistency issue related to setting signals with with quality only. (
more
)
Fixed a consistency issue when underground belts with items are cloned. (
more
)
Fixed a consistency issue when robots deconstruct heat pipes keeping roboports from freezing. (
more
)
Fixed a crash when flipping an entity with linked fluidbox connections. (
more
)
Fixed a scaling performance issue related to blueprints with asteroid collector and thruster count on space platforms. (
more
)
Fixed that LuaRecord::contents did not accurately reflect the positions of the children.
Fixed that canceling mod updates would not re-enable the "Update selected" button. (
more
)
Fixed a crash when placing ghost rail signal on top of existing rail signals that is marked to be upgraded. (
more
)
Fixed that copy-settings undo/redo action descriptions would use the wrong surface. (
more
)
Fixed that the map editor tile paint bucket tool did not highlight tiles correctly. (
more
)
Fixed that platform inactivity was not updated when sending cargo to planets. (
more
)
Modding
Added FurnacePrototype::circuit_connector, circuit_connector_flipped, circuit_wire_max_distance, default_recipe_finished_signal, default_working_signal.
Added AssemblingMachinePrototype::circuit_connector_flipped.
Added AssemblingMachinePrototype::max_item_product_count.
Added LoaderPrototype::adjustable_belt_stack_size.
Scripting
Added LuaFurnaceControlBehavior.
Added LuaTransportLine::force_insert_at.
Added LuaEntity::loader_belt_stack_size_override read/write.
Added LuaEntityPrototype::loader_max_belt_stack_size read.
Added LuaEntityPrototype::loader_adjustable_belt_stack_size read.
Added on_cargo_pod_finished_descending and on_cargo_pod_delivered_cargo events.
Added LuaRecord::contents_size read.
Added CustomInputEvent::cursor_direction.
Added on_singleplayer_init and on_multiplayer_init.
Added defines.inventory.assembling_machine_trash and defines.inventory.furnace_trash.
2.0.34
Date: 06.02.2025
Minor Features
Extended the virtual signals, and unified/changed graphics of some of the existing ones.
Added an ability to pin the selected resource patch directly from map view.
Balancing
Oil Refinery now collides with ice platform (
more
)
water-mud and water-shallow are now landfillable in vanilla (already landfillable in space age) (
more
)
Changes
Added speed values to the description of demolishers. (
more
)
Drag building produces one merge undo action per the whole drag, instead of the individual undo actions for every entity built.
Optimizations
Cargo pod performance when launching from platforms to planets is roughly 687 times faster. (
more
)
Cargo pod performance when landing in cargo bays attached to landing pads is roughly 187 times faster.
Improved cargo pod and rocket silo rocket performance when waiting in rocket silos by 100%.
Improved inserter performance when removing items from space platform hubs.
Bugfixes
Fixed wrong behaviour in smart belt building over an obstacle with belts soon after the obstacle.
Fixed smart belt building over an obstacle when there is perpendicular underground belt in the way.
Fixed a crash when wrapping a rich text image in color tags and pressing backspace. (
more
)
Fixed that changing the force of a segment did not in fact change the force of the entire segmented unit. (
more
)
Fixed demolisher simulation in Factoriopedia.
Fixed that roboport read-requests could output signals when they weren't actually being requested. (
more
)
Fixed missing link between vehicles and guns in Factoriopedia. (
more
)
Fixed that async saving would freeze the game. (
more
)
Fixed a crash when changing GUI scale with the production statistics open. (
more
)
Fixed textboxes not clearing mouse drag selection when something is typed. (
more
)
Fixed that issuing valid navigation commands to UnitGroups would sometimes fail or succeed immediately. (
more
)
Fixed that attack area commands issued to UnitGroups were not finding valid targets in the attack area. (
more
)
Fixed that super-forced building over belts ignored planned upgrade when adding underground belts. (
more
)
Fixed modifier icon in technology icons would cause the technology icons to draw smaller and off center. (
more
)
Fixed stack inserter not dropping held item that does not match filters when filters were enabled. (
more
)
Fixed yellow tinted rectangles around rail tracks and other sprites on Mac. (
more
)
Fixed Galaxy Of Fame upload timeout errors for bigger saves
Fixed a crash with a working sound containing an empty main sound. (
more
)
Fixed the research completed sound being played multiple times when multiple researches finish on the same tick. (
more
)
Fixed "Send to orbit automatically" tooltip being incorrect when playing Space Age with mods. (
more
)
Fixed a space platform destination inconsistency when pasting space platform hub settings. (
more
)
Fixed Schedule interrupts not reading any-signal signal counts sent to train correctly. (
more
)
Fixed car orientation being lost when exporting and reimporting blueprint string. (
more
)
Fixed being able to remotely drive enemy vehicles (
more
)
Fixed unrotatable furnaces being rotated when overbuilt with a blueprint (
more
)
Fixed including any filter into deconstruction planner would make it ignore vehicle ghosts (
more
)
Fixed removing tile ghost would sometimes not remove supported entity ghost in the margins (
more
)
Fixed that deconstructing cargo bays connected to cargo landing pads could delete items. (
more
)
Fixed a desync when upgrading underground belts in some cases.
Fixed a roboport network becoming overfilled with robots when a stationing robot went to a roboport which was being refilled by inserters and the network was full.
Fixed that a robot didn't resume bobbing after unsuccessful stationing attempt.
Fixed space platform's asteroid nav mesh could use wrong max tether value when after mods were changed. (
more
)
Fixed a consistency crash related to super force building and underground belts. (
more
)
Fixed that tile prototype's placeable_by.count was ignored when building manually (
more
)
Modified Railgun Turret projectile spawning location such that it would no longer unexpectedly destroy nearby friendly entities (
more
)
Fixed that character light rendering would be wrong when paused while in remote view. (
more
)
Fixed issue which allowed player to get tile ghost over tile of same type (leading to stuck robots) (
more
)
Fixed entities with protected_from_tile_building = false would block tile ghost revival (
https://forums.factorio.com/125189
and
https://forums.factorio.com/126504
)
Fixed overbuilding of storage chests with blueprint of different quality storage chest with filter set would result in unneeded deconstruction (
more
)
Fixed that space connections on the starmap would not use the shortest route if the route passed above the star. (
more
)
Fixed autofilled tile ghosts not raising on_built_entity triggers (
more
)
Scripting
Added LuaRecord::preview_icons read/write.
Added record to on_player_setup_blueprint and on_player_deconstructed_area. (
more
)
Added LuaEntity::create_cargo_pod().
Added LuaEntity::cargo_hatches read.
Added LuaEntity::cargo_pod_state read.
Added LuaEntity::cargo_pod_destination read/write.
Added LuaCargoHatch.
Added Luaentity::attached_cargo_pod read.
Added LuaEntity::rocket read.
Added LuaSpacePlatform::can_leave_current_location().
Added LuaSpacePlatform::distance read/write.
Added LuaSpacePlatform::space_connection read/write.
Changed LuaSpacePlatform::space_location to read/write.
2.0.33
Date: 28.01.2025
Minor Features
Show a warning in the blueprint library if it's using a lot of RAM.
Show a warning in blueprint and blueprint book tooltips if they are using a lot of RAM.
Added fluid contents to the pumpjack tooltip. (
more
)
Changes
Added hatch count info to platform hub, landing pad and rocket silo.
Reduced how much you can zoom out in god controller.
Multiplayer selection rectangles will only show the player name if the player's character is not visible on-screen.
Moved biter egg handling to be required by promethium science pack instead of quantum processors because that's when they are really needed.
Graphics
Fixed reflections on water being broken. (
more
)
Baked in shadows of decaying enemies to have them draw better when on transport belts, and also to save on VRAM. (
more
)
Tweaked some colours of recipes in biochambers so they're a bit easier to tell apart.
Added destroyed graphics for crushers, and improved their graphics a little bit.
Added destroyed graphics for space platform thrusters.
Improved icons of cargo pod.
Added icon for the technology effect of elevated rails.
Removed unused spritesheets from the game data folder.
Optimizations
Demolishers are now no longer simulated when they are irrelevant to gameplay, and off-screen demolishers are now only partially simulated. (
more
)
Bugfixes
Fixed that modded rocket silo ingredients that could spoil would not be inserted into the rocket silo crafting inventory. (
more
)
Fixed that some startup errors would cause the mod list to be set to "enable all". (
more
)
Fixed that a demolisher dying to a nuclear reactor meltdown didn't count as a player kill for statistics or achievements. (
more
)
Fixed scaled rich text was not rendered properly. (
more
)
Removed duplicated frame in the fusion generator animation. (
more
)
Fixed that the rail planner did not work on the edges of larger screens. (
more
)
Fixed that LuaPlayer::set_controller would erroneously toggle double-remote view, causing corrupted remote driving states. (
more
)
Fixed "Any planet import zero" wait condition not ignoring requests with zero amount. (
more
)
Fixed request satisfied item selection list showing all qualities. (
more
)
Fixed large amounts of unfulfilled requests blocking delivery of available items. (
more
)
Fixed that turbo splitters used slightly less energy than other splitters to not freeze. (
more
)
Fixed rocket silo tooltip was not aggregating similar items from rocket inventory. (
more
)
Fixed that you couldn't re-select the same item when opening the remote view ghost picker. (
more
)
Fixed that calling LuaGuiElement::remove_tab would not remove the tab content in some cases. (
more
)
Fixed that LuaGuiElement::selected_tab_index would not update when a tab was removed. (
more
)
Fixed that hovering asteroids in a space route in Factoriopedia with a controller didn't highlight the relevant line in the graph.
Fixed lamps with 'always_on' set in the prototype would still show the checkbox in the lamp GUI. (
more
)
Fixed train stop GUI recentering when trains count goes to 0. (
more
)
Fixed surface list not updating platform position icons when passing a space location without stopping. (
more
)
Fixed assembling machine recipe tooltip not showing ingredients with quality. (
more
)
Fixed edit pin GUI clipping out of the screen at large GUI scales. (
more
)
Fixed mod info panes retaining scroll distance between selection. (
more
)
Fixed map generator GUI scrollpane clipping the resource richness sliders. (
more
)
Fixed spidertron preview zooming in and out in the spidertron UI while walking. (
more
)
Fixed that the cheat mode crafting GUI didn't show quality options at all times. (
more
)
Fixed that CLI arguments would not be preserved when restarting due to a mod load error. (
more
)
Fixed tight spot script crashing when in remote controller. (
more
)
Fixed LuaSimulation API crashing the game when used incorrectly. (
more
)
Fixed that space locations marked as hidden were visible in space platform schedule and platform creation GUI. (
more
)
Fixed that the game would close if a filename-related error was raised in the save game dialog with async saving enabled. (
more
)
Fixed that quitting from the server console while an async save was running would deadlock the server. (
more
)
Fixed that clicking "yes" in the crash dialog would not correctly terminate the Factorio process on Linux. (
more
)
Fixed that roboports marked for deconstruction still wanted to fulfill robot requests. (
more
)
Fixed that attacking biter bases directly or with artillery could award the "It stinks and they don't like it" achievement. (
more
)
Fixed that attacking pentapod bases directly or with artillery could award the "It stinks and they do like it" achievement. (
more
)
Fixed spitters could get stuck attacking trees and rocks blocking their path without dealing any damage to them. (
more
)
Fixed that module replacement logic on space platforms didn't keep the old module if the new module wasn't available. (
more
)
Fixed an issue with asteroid collectors reading content when qualities have level changed. (
more
)
Fixed that rocket turrets and railgun turrets had the wrong fast-replace groups. (
more
)
Fixed that players in cargo pods would activate gates. (
more
)
Fixed util.combine_icons calculated scale from icon_size incorrectly. (
more
)
Fixed that flying text was shown on all surfaces in some cases. (
more
)
Fixed 'speed' parameter of LuaPlayer::create_local_flying_text() not behaving as documented. (
more
)
Fixed quality of held tile item not being visible when showing placement preview. (
more
)
Fixed that technology GUI allowed opening console in multiplayer. (
more
)
Removed several unused sprites. (
more
)
Fixed that prototype defined lamp colors didn't work. (
more
)
Fixed that hidden surface properties would still show in tooltips. (
more
)
Modding
Renamed WorkingSound::max_sounds_per_type to WorkingSound::max_sounds_per_prototype. The limit is now applied per prototype.
Removed WorkingSound::apparent_volume.
Removed WorkingSound::audible_distance_modifier, MainSound::audible_distance_modifier and SoundAccent::audible_distance_modifier. Sound::audible_distance_modifier is used instead.
Removed PlaySoundTriggerEffectItem::volume_modifier and PlaySoundTriggerEffectItem::audible_distance_modifier.
Scripting
Added LuaEntityPrototype::get_pumping_speed. LuaEntityPrototype::pumping_speed is deprecated and should not be used.
Added optional 'surface' parameter to LuaPlayer::create_local_flying_text().
2.0.32
Date: 20.01.2025
Optimizations
Improved performance when removing roboports in large active networks by 60%. (
more
)
Graphics
Removed reflections from lava. Tile transitions to lava now use the foam channel instead to keep their appearance. (
more
)
Bugfixes
Fixed rocket silo GUI not fitting on small screens. (
more
)
Fixed a crash when writing LuaItem::entity_filters. (
more
)
Fixed that blueprint preview rendering did not work correctly. (
more
)
Fixed a crash with positional GuiEffect sounds with aggregation when dedicated UI sound resources were exhausted. (
more
)
Fixed upgraded blueprint entities would have their flip reverted (
more
)
Fixed worm shooting at fast moving target sometimes created multiple acid puddles with single spit and even outside of its range. (
more
)
Fixed that labs could try to research trigger based technologies. (
more
)
Fixed LuaEntity::get_logistic_sections was not always working with entity ghosts. (
more
)
Fixed selector combinator was using wrong open and close sounds. (
more
)
Fixed remote item requests leaving a visual deconstruction/ghost mark when inserters interacted with the slot. (
more
)
Fixed issue related to rendering items on belts when a belt was also rendered through a camera widget. (
more
)
Fixed that assembler input slots could exceed stack limits. (
more
)
Fixed a crash in assembling machine GUI when the output was full and a recipe containing a research progress product was being crafted. (
more
)
Fixed shooting actions missing vibrations when playing with a controller.
Scripting
Added connection_category to LuaFluidboxPrototype::pipe_connections.
Modding
Added FluidStream::target_initial_position_only. It's used by worm acid spit.
2.0.31
Date: 16.01.2025
Changes
Disabled achievements "It stinks and they don't like it", "It stinks and they do like it", and "Get off my lawn" in peaceful mode and no enemies mode. (
more
)
Adding more effect info to yumako, mash, jellynut, jelly, bioflux and slowdown capsule tooltips.
Bugfixes
Fixed mouse cursor showing up when exiting Steam Big Picture in controller input method. (
more
)
Fixed belts under elevated rails were not being removed when building a pair of undergrounds. (
more
)
Fixed that inserters could grab items from belts that crafting machines no longer wanted. (
more
)
Fixed taking screenshot could crash in some cases. (
more
)
Fixed that select list background drawing was incorrect for the first row. (
more
)
Fixed that inventory rendering did not work correctly if part of it was off the left or right side of the screen. (
more
)
Fixed that reset technology effects would clear in-progress research triggers. (
more
)
Fixed that writing "nil" to storage_filter did not work correctly. (
more
)
Fixed that UI sounds would not play when dedicated UI sound resources were exhausted. (
more
)
Fixed display panel text and player names were not covered by onboard rocket/cargo pod flight cutscene. (
more
)
Fixed that upgrading pairs of underground belts could transform one end of the belt. (
more
)
Fixed visualisation of asteroid collector range sometimes being drawn wrong. (
more
)
Fixed upgrading a blueprint could fail to upgrade preview icons if the upgrade only changed quality. (
more
)
Fixed clicking space connections in factoriopedia would not update selected items. (
more
)
Fixed that on_equipment_removed did not fire for robots removing equipment. (
more
)
Fixed that some hidden items would show in Factoriopedia. (
more
)
Fixed that Sound::audible_distance_modifier and SoundPrototype::audible_distance_modifier would be effectively applied twice.
Fixed pentapod eggs default import surface. (
more
)
Fixed that loading old save files created from a freeplay custom scenario would not load because of outdated scripts. (
more
)
Fixed trunk of a specific tree flickered when moving while zoomed out. (
more
)
Fixed "Open character logistics/info/crafting" hotkeys sometimes not closing the character gui. (
more
)
Fixed a desync related to cliffs and deleting multiple chunks in the same tick. (
more
)
Don't auto-focus blueprint parameter fields when using a controller. (
more
)
Fixed a crash when interacting with GUIs while auto-save runs. (
more
)
Fixed that the steam 'low steam remote storage' warning would show even if all steam remote storage options were disabled. (
more
)
Fixed that player.render_mode didn't report chart_zoomed_in for the remote controller. (
more
)
Fixed crash when clicking a shortcut rich text link in controller input method.
Fixed BP of storage chest with filters would be incorectly overbuilt over non-storage logistic chests (
more
)
Fixed quality icon being shown twice in in-world icons for blacklist quality filter (without entity)
Fixed a crash when building entities with linked pipe connections in multiplayer latency. (
more
)
Fixed that manually launching items to space platforms would wrongly say some combination of items wouldn't fit. (
more
)
Fixed that map rendering would wrongly show your player as on the map when paused. (
more
)
Fixed that going back in browse history didn't return to player location if the character was in space platform hub.
Fixed an audible click at certain zoom levels when playing positional sounds with custom zoom attenuation and aggregation.
Fixed offshore pump underwater patch was not rendered under water.
Fixed issue where plants were not being destroyed when (super)force building entities that autofill tiles that collide with them (
more
)
Fixed loading of scenarios when entities were configured with difficulty settings. (
more
)
Fixed biters and pentapods getting frozen mid-attack. (
more
)
Fixed infinity container parametrization could set empty filters causing crash on saving.
Scripting
ItemPrototype::spoil_result and spoil_to_trigger_result can now be used at the same time.
2.0.30
Date: 10.01.2025
Changes
Changed map generated lightning attractors to always produce full-health items when mined. (
more
)
Reordered results of scrap recycling to make the recycler stack them on belts more efficiently. (
https://mods.factorio.com/mod/better-scrap-stacking
) (
more
)
Bugfixes
Fixed that item request proxies would show bad "missing materials for construction" counts. (
more
)
Fixed a crash when creating a ghost assembling machine with a pre-set recipe through script. (
more
)
Fixed a multiplayer latency related crash when deleting surfaces. (
more
)
Fixed crash due to division by zero when line_length of sheet definition of SpriteVariations was 0. (
more
)
Fixed quality filter comparators did not dim at night. (
more
)
Fixed ammo turrets with target leading would undershoot ammo with range modifier. (
more
)
Fixed opening a train stop on another surface from a tag would show the wrong trains. (
more
)
Fixed only pings from last message in a given tick were being recognized. (
more
)
Fixed circuit condition signal selection title was "Set the filter" instead of "Select a signal". (
more
)
Fixed asteroid collector could fail to grab some chunks if there were no other chunks nearby. (
more
)
Fixed a crash when interacting with ghost assembling machines after migrating recipes. (
more
)
Fixed crash when using the same sprite as both decal and decorative. (
more
)
Fixed that cycling quality did not work while the mouse was over scrollable widgets. (
more
)
Fixed that logistic groups could get broken when mining and un-doing ghost logistic containers. (
more
)
Fixed long custom ending text would not fit in the victory screen. (
more
)
Fixed that hidden surfaces would show in the evolution command. (
more
)
Fixed a crash when hovering some widgets at very small resolutions. (
more
)
Fixed that orbital request weight tooltips wouldn't show any decimal values. (
more
)
Fixed a crash when quitting abnormally in multiplayer while the menu was visible. (
more
)
Fixed that labs would consume power for one tick when not working. (
more
)
Fixed that the mods GUI did not fit on small screens such as the Steam Deck. (
more
)
Fixed crash when frame count of animation layer definition using stripes didn't match frame count of previous layer. (
more
)
Fixed hovering cursor over undo button could change rail planner start location. (
more
)
Fixed missing Π character in the game font. (
more
)
Fixed yet another issue with flow statistics. (
more
)
Fixed script rendering objects targeting an entity didn't draw at render position of the entity. (
more
)
Fixed issue of incorrect undo of deconstruction of multiple tile ghost with common dependent entity ghost (
more
)
Fixed macOS Game Mode not activating for the non-Steam version of the game.
Fixed that items would end up in crafing machine trash slots when it wasn't desired. (
more
)
Scripting
Added LuaEntity::inserter_spoil_priority read/write.
2.0.29
Date: 06.01.2025
Minor Features
Added smart pipette for items on the ground.
Graphics
Improved graphics of Recyclers.
Added corpse graphics for Asteroid Collectors.
Bugfixes
Fixed a crash when mods define heat pipes with heating_radius of 0.
Fixed that deleting a surface with global electric network would leak an electric network. (
more
)
Fixed blueprint could be configured with invalid set of grid size and absolute grid position. (
more
)
Fixed that the space map would not show when unlocking space-locations. (
more
)
Fixed map artifacts on space platforms when removing in-progress builds. (
more
)
Fixed that frozen radars still worked. (
more
)
Fixed that instant blueprint over-building would not auto fulfill item requests. (
more
)
Fixed that marking a space platform to be deleted while a starter pack is on the way would break the platform state. (
more
)
Fixed statistics would not include values from a newest sample that is still being created. (
more
)
Fixed an issue with memory management in some cases when rotating entities. (
more
)
Fixed a crash related to modded triggers on spider legs. (
more
)
Fixed that hidden mining drills would still show in "mined by" in resource tooltips. (
more
)
Fixed that the artillery wagon auto-targeting checkbox was not shown when the artillery had an equipment grid. (
more
)
Fixed LuaTransportLine::get_line_item_position would return incorrect positions. (
more
)
Fixed that writing to LuaPlayer::opened did not update the GUI in multiplayer. (
more
)
Fixed pumps were setting filter when given negative fluid signals. (
more
)
Fixed a crash related to merging forces and gui. (
more
)
Fixed trains could switch to manual when due to interrupts the schedule became empty. (
more
)
Fixed math expressions were not accepting numbers with positive exponent and + sign. (
more
)
Fixed a desync related to worker robots charging when force has worker robot battery bonus set.
Fixed a crash when installing mods with almost-cyclic dependencies. (
more
)
Fixed that changing surface::localised_name did not update the surfaces list in remote view. (
more
)
Fixed that quality could add a supply area to an electric pole without one. (
more
)
Fixed that the LAN games browser would not show anything if the public-games filter was set to only show favorites. (
more
)
Fixed a crash related to cargo pods when loading older save files. (
more
)
Fixed bad rendering logic for space platform trash slots. (
more
)
Fixed that flying robots did not render quality indicators correctly. (
more
)
Fixed arithmetic combinator gui not refreshing circuit network selection when combinator parameters are changed externally. (
more
)
Fixed solar panels bonus description didn't display correctly. (
more
)
Fixed copy source was cleared when source entity was built from ghost or destroyed leaving ghost. (
more
)
Fixed that tesla turret chain bolts could damage protected biter spawners. (
more
)
Fixed that some actions would still be processed while the game was paused. (
more
)
Fixed a latency armor related crash. (
more
)
Fixed that some remote view GUI elements did not align correctly. (
more
)
Fixed that Factoriopedia would claim some recipes as exclusive to a given planet/location when they weren't. (
more
)
Fixed that the blueprint GUI didn't render vehicles correctly. (
more
)
Fixed that you could launch yourself to a platform in flight. (
more
)
Fixed that changing loader direction through script could cause transport lines to become inconsistent. (
more
)
Fixed that plants would show the wrong expected amount in deconstruction planner totals. (
more
)
Fixed that map pipeline rendering would show other forces pipes. (
more
)
Fixed that pipette over tiles would always override other actions bound to the same hotkey. (
more
)
Fixed that vehicles would get stuck as 'reserved by remote driver' if they died while being remote driven. (
more
)
Fixed inserters would keep using filters after migration when new prototypes disallowed usage of filters. (
more
)
Scripting
Added LuaRecord::get_active_index.
Added LuaEntityPrototype::science_pack_drain_rate_percent read.
Added LuaEntityPrototype::get_fluid_usage_per_tick. LuaEntityPrototype::fluid_usage_per_tick is deprecated and should not be used.
Added LuaEntityPrototype::get_max_power_output. LuaEntityPrototype::max_power_output is deprecated and should not be used.
LuaEntity::combinator_description supports ghosts of combinators.
Added LuaDefines::car_trash read. (
more
)
Added asteroid collector support to LuaEntity::get_filter, set_filter, and filter_slot_count.
Added LuaPlayer::clear_recipe_notification().
Changed LuaEntity::get_passenger() to give the character in cargo pods. (
more
)
Added LuaControl::hub read.
Changed LuaEntity::cargo_pod read into LuaControl::cargo_pod read and made it work for players in cargo pods.
Changed LuaEntity::get_logistic_point() and LuaEntity::get_logistic_sections() to work with ghosts.
Modding
Added CargoWagonPrototype::quality_affects_inventory_size.
Added FluidWagonPrototype::quality_affects_capacity.
2.0.28
Date: 20.12.2024
Optimizations
Improved GUI performance when logistics status diode is part of the structure. (
more
)
Bugfixes
Fixed a crash when units spawned by an enemy spawner are destroyed by script during created effect.
2.0.27
Date: 18.12.2024
Changes
Wrigglers will no longer proactively attack pollen emitters. However, they will still respond to artillery.
Attack groups containing stompers or strafers will now contain fewer units.
Large egg rafts will try to have at least one stomper or strafer spawned at a time.
Small egg rafts no longer absorb pollution because they will never produce stompers or strafers.
Graphics
Aquilo icebergs have longer shadows to integrate with the world better.
Bugfixes
Fixed that the asteroid collectors circuit condition referred to inserters. (
more
)
Fixed that hidden planets still showed in the map preview GUI. (
more
)
Fixed a crash when loading new modded tips and tricks with a "dependencies met" trigger but no dependencies.
Fixed a crash when interacting with modded equipment ghosts. (
more
)
Fixed that a robot wouldn't play a tile mined_sound when deconstructing it.
Fixed that a robot would play a deconstruct sound regardless of whether the deconstruction succeeded or not. (
more
)
Fixed a consistency issue related to loading script rendered animations when animation is no longer available. (
more
)
Fixed a desync related to asteroid collectors and distant chunks optimization when asteroid collector is destroyed. (
more
)
Fixed a crash when opening an audio stream encounters a filesystem error. (
more
)
Fixed a performance issue when exiting the game while large modded entities exist. (
more
)
Fixed that the personal logistics area would render incorrectly when the game was paused. (
more
)
Fixed that quality science packs would show "100%" remaining. (
more
)
Fixed that the open-factoriopedia hotkey did not work in some cases. (
more
)
Fixed that fog of war was not rendered while dead. (
more
)
Fixed that opening the technology GUI while dragging the map would continue to drag the map. (
more
)
Fixed a crash when deleting a space platform which had cargo bays built in a specific order. (
more
)
Modding
TipsAndTricksItem requires at least one dependency if it has a `dependencies-met` trigger.
Added UnitAISettings::size_in_group and UnitAISettings::join_attacks.
Added LuaAISettings::size_in_group and LuaAISettings::join_attacks.
Added EnemySpawnerPrototype::max_count_of_owned_defensive_units and EnemySpawnerPrototype::max_defensive_friends_around_to_spawn.
Added LuaEntityPrototype::max_count_of_owned_defensive_units and LuaEntityPrototype::max_defensive_friends_around_to_spawn.
Scripting
Added LuaSurface::ignore_surface_conditions.
2.0.26
Date: 16.12.2024
Minor Features
Re-added the sandbox scenario questionnaire.
Changes
Space age mods no longer count as "has mods" in the server browser. (
more
)
Removed default secondary keybinding for redo action on AZERTY keyboards as it collided with super force building while moving up. (
more
)
Optimizations
Improved asteroid collector performance - we estimate it should be 5x - 15x faster when there are thousands of asteroid chunks on the map. (
more
)
Improved asteroid update performance by up to 20%.
Bugfixes
Fixed a crash at startup when mods would define fluid with no fuel value as a fluid energy source fuel. (
more
)
Fixed that LuaPlayer::opened did not work with equipment grids. (
more
)
Fixed some asteroid graphic variations were defined twice. (
more
)
Fixed that it was possible to click the update selected mods button while update data was being fetched. (
more
)
Fixed several edge cases where the mod explore results table selection would get out of sync with the mod info pane. (
more
)
Changed graphics setting turret-overdraw-scale-threshold to turret-overdraw-estimated-pixel-overdraw-threshold to fix artillery range overdraw performance. (
more
)
Fixed fulgorite pieces icon had empty mipmaps. (
more
)
Fixed that rocket silos would not launch quickly when there were platform requests that couldn't be satisfied. (
more
)
Fixed a crash when building terrain in remote view. (
more
)
Fixed that layered quality icons did not work correctly in recipe overlays. (
more
)
Fixed that "hidden in factoriopedia" technologies still showed in Factoriopedia. (
more
)
Fixed a crash when mods set ItemRequestProxy::active to false. (
more
)
Fixed incorrect space platform bounds and weight when space platform foundations were covered by other tiles.
Fixed a crash when mining closed power switch. (
more
)
Fixed a performance issue when rendering radar minimap visualization. (
more
)
Fixed a crash when clicking give-item technology modifiers in the technology GUI. (
more
)
Fixed a crash when a recipe has a research-progress result. (
more
)
Scripting
Added LuaEntity::minable_flag read/write. Write to LuaEntity::minable is now deprecated.
Added LuaEntity::is_updatable read, disabled_by_script read/write, disabled_by_control_behavior read and disabled_by_recipe read.
Added LuaEntity::is_freezable read and frozen read.
2.0.25
Date: 12.12.2024
Minor Features
Dragging and dropping a blueprint file into the game window will import the file contents as a blueprint string.
Dragging and dropping text into the game window on X11 will import the text as a blueprint string.
Factoriopedia now shows recycling recipes for each item.
Cargo pod scheduling reworked to send larger and more spaced out deliveries. This should improve the frequency of trickling space science and material drops.
Changes
Inserters (especially ghost long handed ones) spawn in stretched to an appropriate distance.
Reverted fix for god controller being able to zoom out to map view. (
more
)
Changed selector combinator circuit wire reach to be the same as wire reach of other combinators.
Graphics
Asteroid collector tentacles have less colourful rainbow effect on them.
Bugfixes
Fixed that victory condition didn't trigger when the platform was paused or didn't stop at solar system edge. (
more
)
Fixed a crash when copying logistic filters into blueprints. (
more
)
Fixed that Factoriopedia would close if a GUI behind it was changed. (
more
)
Fixed a crash when fast-replacing the platform hub. (
more
)
Fixed that the mod manager would not account for mods hidden by search when browsing dependencies. (
more
)
Fixed a crash on Mac when driving a car in multiplayer when the player has no character. (
more
)
Fixed a crash when drawing EntityButtons with entities with inverted selection boxes. (
more
)
Fixed that pumps would run endlessly if the input fluid was incompatible. (
more
)
Fixed station list could be sometimes sorted incorrectly. (
more
)
Fixed trashing logic would not run after cancelling deconstruction of entity. (
more
)
Fixed reverting technologies with recipe unlocks would lock recipe that is still unlocked by other technology. (
more
)
Fixed railgun turret would not draw out of power when ammo was inserted. (
more
)
Fixed that logistic network content tooltips didn't show nice numbers. (
more
)
Fixed blueprint export to string would create malformed blueprint if it contained decider combinator with empty conditions or empty output. (
more
)
Fixed consistency issue when power switch was destroyed leaving a ghost. (
more
)
Fixed inserters could in some cases interact with elevated cargo wagons. (
more
)
Fixed mods could specify an assembling machine with fixed quality without specifying fixed recipe. (
more
)
Fixed research was not correctly counted in total item production statistics. (
more
)
Fixed rocket silo control behavior would not update outputs when connecting wire. (
more
)
Fixed that fast-replacing crafting machines would not preserve the mirrored orientation of the original machine. (
more
)
Fixed that burner inserters would load too much fuel when fed by inserters. (
more
)
Fixed nuclear power achievement could be obtained without burning uranium fuel cell if it was consumed for crafting. (
more
)
Fixed that clicking the sort buttons in the save-map GUI would reset the save name field. (
more
)
Fixed demolisher in vulcanus crossing menu simulations would sometimes render health bar. (
more
)
Fixed a crash when opening the console while a platform tooltip was shown. (
more
)
Fixed that the cursor theme was not being respected when running on GNOME Wayland. (
more
)
Fixed loader was able to insert items into asteroid collector. (
more
)
Fixed flamethrower turret sound still playing after being deactivated or destroyed with its ghost created. (
more
)
Fixed cars and tanks would keep their speed through a ghost when dying. (
more
)
Fixed fluid parameters were not showing when selecting fluids for wait condition. (
more
)
Fixed gleba tree sprites still had blue line at their upper edge under some conditions. (
more
)
Fixed deconstruction planner would not mark rails for deconstruction if they were dependency of a rail support that was instantly removed. (
more
)
Fixed cargo pods with passenger would select landing spots using incorrect bounding box. (
more
)
Fixed blueprint parametrization would allow selecting hidden recipe that can be crafted. (
more
)
Fixed that writing invalid font names to custom GUI elements would crash the game to desktop. (
more
)
Fixed cryogenic science pack recipe was incorrectly considering entire fluoroketone input as a catalyst. (
more
)
Fixed fish breeding recipe was applying productivity to catalyst. (
more
)
Fixed a crash when trying to set infinity chest filter with non zero count but empty name. (
more
)
Fixed a crash when super force building blueprint with belts and external wires in latency. (
more
)
Fixed 'import from' option changing when setting requested item quality on platforms. (
more
)
Fixed that assemblers without fluid boxes were incorrectly considered rotatable. (
more
)
Fixed burner energy source would not report out of fuel when incompatible items were in the fuel inventory. (
more
)
Fixed that some damage tooltips were incorrect. (
more
)
Fixed that any tag being changed would refresh any active tag-edit GUI. (
more
)
Fixed many smaller GUIs still not supporting non-English search (
more
)
Fixed a desync related to cargo landing pads trash inventory when playing without Space Age.
Fixed a crash when mods use fixed recipes with surface conditions in machines that don't have surface conditions. (
more
)
Fixed copying display panel would copy icon and text regardless of control behavior being active. (
more
)
Fixed nuclear reactor was heating tiles farther than it would heat entities. (
more
)
Fixed asteroid background rendering black lines when graphics driver forces anisotropic filtering. (
more
)
Fixed that "auto requests for space platforms" was not preserved in blueprint strings. (
more
)
Fixed that changing "send to orbit automatically" on rocket silos did not work when in ghost form. (
more
)
Fixed electric network statistics could show total value that was larger than expected caused by counting incomplete next sample. (
more
)
Fixed that importing save files in the map editor would crash the game. (
more
)
Fixed current research tooltip would show incorrect progress values. (
more
)
Modding
UTF-8 encoding is now checked for all mod text files to ensure proper rendering. Mods with ANSI encoded text files will not load anymore. (Prompted by
https://forums.factorio.com/120452
)
Added InserterPrototype::starting_distance.
Added minimum collision box restriction to cargo bays, cargo landing pads and space platform hubs. (
more
)
Burner inserter initial energy amount was changed to be defined on the burner energy source prototype.
Changed UseEntityInEnergyProductionAchievementPrototype::consumed_condition into ItemIDFilter.
ItemProductPrototype and FluidProductPrototype ignored_by_productivity defaults to value of ignored_by_stats.
Added heating_radius to ReactorPrototype and HeatPipePrototype.
Scripting
Added LuaBurnerPrototype::initial_fuel and initial_fuel_percent read.
Added LuaSpacePlatform::last_visited_space_location read.
Added LuaSpacePlatform::paused read/write.
2.0.24
Date: 05.12.2024
Minor Features
Added "Nauvis Bus" and "Nauvis Power Up" menu simulations.
Added camera views to Space platform tooltips.
Added radar minimap visualization for roboports and cargo landing pads. (
more
)
Graphics
Changed the Space crafting category icon to look like a cargo pod instead of rocket silo.
Changed the Rocket part icon to look more like a part of the rocket.
Balancing
Land mines on space platforms now damage the space platform tiles in a radius.
Changed rocket fuel from ammonia recipe to require the same amount of solid fuel as the main rocket fuel recipes to prevent a recycling loop. (
more
)
Changes
Tweaked how entities are selected in remote view when using a gamepad. The entity directly under the crosshair is much more likely to be selected.
Bugfixes
Fixed a desync related to building rails with rail planner in latency. (
more
)
Fixed a crash when opening a planet with empty cliff generation settings in Factoriopedia. (
more
)
Fixed a crash when the last roboport is disconnected while searching in Logistic networks GUI. (
more
)
Fixed that items could be inserted into rocket inventory while the silo was in "automatic requests" mode. (
https://forums.factorio.com/118442
,
https://forums.factorio.com/123172
)
Fixed that downgrading an entity ghost didn't remove invalid item insertion requests. (
more
)
Fixed that robots could enter roboports marked for deconstruction. (
more
)
Fixed pipes and pipe shadow graphics on flipped biochamber. (
more
)
Fixed recycler showing greater than 300% productivity in the tooltip. (
more
)
Fixed crash when rendering thruster with ThrusterPrototype::plumes set to nil. (
more
)
Fixed that higher quality pumpjacks would produce less oil. (
more
)
Fixed that ghost building electric poles did not always space them correctly. (
more
)
Fixed rocket turrets not shooting spawners with capture robots. (
more
)
Fixed a crash when demolishers are killed as a direct result of attacking something. (
more
)
Fixed a crash when a robot tried to move in the same tick as it was deactivated by script. (
more
)
Fixed a crash when reordering time-based wait conditions in multiplayer. (
more
)
Fixed that a thruster deactivated by script still rendered the exhaust flames. (
more
)
Fixed that reading collision mask from LuaEntityPrototype could give incorrect collision mask when there were no layers. (
more
)
Fixed that players with open blueprint creation GUI were unable to open menu when the game was paused. (
more
)
Fixed parametrization of selector combinator would propose variables not relevant due to current mode. (
more
)
Fixed parametrization was not covering inserter, assembler and reactor signals. (
more
)
Fixed some recipes would give items of wrong quality when changing quality effect. (
more
)
Fixed a dying turret could be disabled by control behavior causing it not able to finish dead animation. (
more
)
Fixed a rare crash in CargoPod code when loading a Space Age save file with Space Age disabled. (
more
)
Fixed that LuaSurface::force_generate_chunk_requests() would not force all chunks correctly if generate_with_lab_tiles was true. (
more
)
Fixed a desync when changing force friends/ceasefire. (
more
)
Fixed that railguns could get stuck switching targets and not fire. (
more
)
Fixed trying to parametrize inserter stack size would clamp them to max stack size of neutral force. (
more
)
Fixed construction robots from the personal roboport being stuck in a loop when fulfilling delivery requests for construction robots. (
more
)
Fixed production-entity-list showing values for space age when only quality mod was enabled. (
more
)
Fixed a crash when mods cancel deconstruction of a rolling stock while it's being marked for deconstruction. (
more
)
Fixed that stack inserters could deadlock in some cases. (
more
)
Fixed that disabling Space Age mod removed Space Age achievements when playing a non-modded game. (
more
)
Fixed shortcut bar GUI clipping off screen in remote view. (
more
)
Fixed that Gleba generated cliffs when they were disabled. (
more
)
Fixed rapidly changing platform schedule would make it impossible to view that platform. (
more
)
Fixed Space platform tooltip flickering for 1 tick when another platform schedule/location changes. (
more
)
Fixed Space platform position indicator not updating in some cases. (
more
)
Fixed long logistic group name pushing delete button out of view. (
more
)
Fixed rocket silo in "automatic requests" mode not trashing spoiled items. (
more
)
Fixed assemblers with parameter recipe would not flip correctly. (
more
)
Fixed building rails in some cases could attempt to build them in wrong order causing a build attempt to be performed before a required support was built. (
more
)
Fixed bonus from research of character health is now showing in factoriopedia. (
more
)
Fixed that the pump would lose its filter when fast-replaced. (
more
)
Fixed setting generate_map in SimulationDefinition would not allow to have map generated in simulations. (
more
)
Fixed pipette of hazard concrete tiles would not set correct build direction. (
more
)
Fixed control settings menu sometimes growing in size when interacting with it. (
more
)
Modding
Added support for Opus audio codec.
Added FluidBox::mirrored_pipe_picture and mirrored_pipe_picture_frozen.
Added CharacterArmorAnimation::mining_with_tool_particles_animation_positions.
Underground fluid box connections with incompatible underground_collision_mask are allowed to connect as long as tiles between do not collide with any of them.
Scripting
Added LuaCustomEventPrototype::event_id read.
Added LuaCustomInputPrototype::event_id read.
Added LuaBootstrap::get_event_id.
Unified parsing of event types into LuaEventType. Made it possible to specify custom events and custom inputs by providing prototype instance.
Custom events and custom inputs defined by prototypes are given constants inside of defines.events.
2.0.23
Date: 28.11.2024
Changes
Added an error message when manually trying to launch a rocket to a full space platform.
Changed space platforms to not delete items on the ground when deconstructing them. (
more
)
Added back a simple version of the Sandbox scenario. Improved the behavior of god controller.
Optimizations
Improved asteroid chunk creation and movement performance.
Improved chart overlay performance in several cases.
Bugfixes
Fixed that clicking the "delete blueprint book" button in the same tick auto-save started as a multiplayer host would crash the game. (
more
)
Fixed that the display panel would lose its settings when fast-replaced. (
more
)
Fixed that the bonus GUI did not show recyclers benefiting from belt stack size research. (
more
)
Fixed that space platforms could get stuck waiting for rockets which became frozen. (
more
)
Fixed spidertron inventory sort interfering with item pickup requests. (
more
)
Fixed problems with incorrect setting of allowTipActivationFlag. (
more
)
Fixed robots attempting to enter a roboport which had all slots reserved for robots of a different type. (
more
)
Fixed trains and logistics map views would not preserve their settings. (
more
)
Fixed the tips and tricks window on small screens.
Fixed on screen keyboard appearing when some tips and tricks were shown. (
more
)
Fixed renaming all trains stops wouldn't rename the stops in wait conditions or interrupts. (
more
)
Fixed that slow-moving asteroid chunks didn't collide with space platform tiles. (
more
)
Fixed a crash when the game tried to unlock Steam achievements in minimal mode.
Fixed a crash when trying to open tips and tricks from chat. (
more
)
Fixed that cancelling entity upgrade didn't remove invalid requests. (
more
)
Fixed choppy fog animation in saves with 300+ hours of play time. (
more
)
Fixed a consistency issue when script inserts items at the back of a stopped transport belt. (
more
)
Fixed requested robots failing to cross a gap in the network. (
more
)
Fixed that space platform included thrusters marked for deconstruction in "can produce enough thrust" calculation. (
more
)
Fixed death messages for players with no username. (
more
)
Fixed stack inserters would not drop held items if they became incompatible due to filter change.
Fixed Quick Panel Panels tab missing next/previous page labels. (
more
)
Fixed a crash when opening assembling machines with a fixed recipe in latency. (
more
)
Fixed that some recipes could not be crafted by god controller. (
more
)
2.0.22
Date: 26.11.2024
Minor Features
Assemblers circuit allows to choose if items in crafting should be included by read contents.
Asteroid collector circuit allow to choose if items held by hands should be included by read contents.
Changes
Jelly is no longer mined from Slipstack trees so it is less confusing where to get jelly from.
Nightvision is less orange.
Moved the "Any quality" option into the comparison dropdown.
Disabled spoiling for items created in an infinity chest until the first time they are removed from said chest.
Removed "Select previous technology" control which didn't work (replaced with the generic back/forward navigation in 2.0). (
more
)
Bugfixes
Fixed that undo tooltips could show the wrong surface. (
more
)
Fixed quality selector not appearing in infinity chest GUI if qualities are not yet unlocked. (
more
)
Fixed quality selectors in unfocused windows reacting to quality cycling. Fixes quality cycling while selecting upgrade planner entity modules.
Fixed selector combinator using the old quality dropdown UI.
Fixed a desync when holding blueprints with spidertrons. (
more
)
Fixed "option" key name on macOS. (
more
)
Fixed modifier key order on macOS.
Fixed that reaching inventory transfer limit didn't cancel additional item requests. (
more
)
Fixed performance issue when long transport line sequence is remerging while having active belt reader. (
more
)
Fixed "So Long and Thanks for all the Fish" achievement not triggering with Space Age enabled (
more
)
Fixed robots cancelling module upgrade requests if they didn't have enough storage for the old modules. (
more
)
Fixed that upgrading a rocket silo destroyed the second rocket if it was prepared. (
more
)
Fixed drawing of quality conditions in entity/blueprint preview in GUI. (
more
)
Fixed screenshot command crash when passing zoom of 0. (
more
)
Fixed it was not possible to copy settings between artillery wagons. (
more
)
Fixed another script issue in orbital logistics tips. (
more
)
Fixed that undoing a module upgrade didn't update the GUI. (
more
)
Fixed missing technology dependencies in quality technologies when playing base+quality. (
more
)
Fixed stack inserter would start dropping partial held stack when waking up by control behavior. (
more
)
Fixed an issue with obtaining achievements after loading a save file in some cases. (
more
)
Fixed construction robots not delivering items to an entity marked for upgrade. (
more
)
Fixed rocket silos requesting more items than their inventory size. (
more
)
Fixed flamethrower sound still playing after a tank is deactivated or destroyed with its ghost created. (
more
)
Fixed a crash when interacting with ghost tanks in some scenarios. (
more
)
Fixed persistent working sounds remaining silent after fading out on pause. (
more
)
Fixed that you could exit the rocket while landing on space platforms. (
more
)
Fixed a crash when your inventory was full and robots were trying to store items in your inventory. (
more
)
Fixed that infinite item resources would not produce if the yield went below 100%. (
more
)
Fixed that the automated insertion limit tooltip for artillery turrets was incorrect. (
more
)
Fixed cargo pod didn't have transparent background when landing on Fulgora. (
more
)
Fixed some light sprites rendered incorrectly when Occlude light sprites option was disabled. (
more
)
Fixed surface list being too tall when loading into a game in remote view. (
more
)
Fixed generic interrupt logic not replacing station names in wait conditions. (
more
)
Fixed that modded custom cameras would always show fog of war. (
more
)
Fixed a crash when pinning resource patch results that had been fully mined. (
more
)
Modding
Corpses used by entities with health automatically use the collision box of the parent entity. (
more
)
Added LuaEntityPrototype::auto_setup_collision_box which defaults to true.
Scripting
Added LuaEntityPrototype::auto_setup_collision_box read.
Events::on_cargo_pod_finished_ascending Lua event added.
'rocket-launched' achievement condition now triggered by cargo pod ascending instead of rocket.
removed property 'player_index' from Events::on_rocket_launched data.
Changed LuaLogisticPoint::targeted_items_deliver and targeted_items_pickup to include quality.
Changed all instances of get_item_count to support quality.
Changed LuaPlayer::get_quick_bar_slot to include quality.
Changed LuaEquipmentGrid::get_contents() to include quality.
Changed LuaEquipmentGrid::count() to support quality.
Changed LuaEntity::storage_filter read to include quality.
Added quality to selected_prototype during custom input events.
Added GameViewSettings::show_surface_list property to control its vibility in the Remote View.
2.0.21
Date: 21.11.2024
Minor Features
Added drag-to-reorder to the research queue.
Added "Occlude light sprites" graphics option to allow disabling 2.0 light rendering to improve performance. As a side effect, it disables also lava glow. (
more
)
Added "Additional terrain effects" graphics option to disable puddles and global terrain tint as alternative to increase performance on Gleba to disabling fog, clouds and animated water.
Changes
Replaced the "move forward" and "move backward" buttons on technologies in the research queue with a draggable handle.
Allowed to set blueprint parameter to be ingredient of other parameter even when it doesn't exist in an assembling machine. (
more
)
Added a hidden sound setting to base the music selection on the character's physical location. (
more
)
Agriculutral Tower now respects allied ghosts blocking planting spots. (
more
)
volcanic-cracks-hot no longer coverable by foundation. (
more
)
Added consistency check for overlapping blueprint tiles not being both (non)-foundations. Any inconsistent tiles will be removed on load (analogous already happens when importing blueprint via string or setting blueprint tiles via lua).
The slider and input field for the minimum payload in orbital logistic requests now enforce a minimum of 1 instead of 0. (
more
)
Added a delay before music switches when switching surfaces. (
more
)
Added hidden sound setting for controlling music transition stage durations.
Improved performance of superforced blueprint preview that is autofilling-in tiles.
Bugfixes
Fixed double parameter selection in signal selection list.
Fixed additional invalid state of collector navmesh. (
more
)
Fixed "Make it better" achievement not obtained when dropping modules in. (
more
)
Fixed dragging sliders with gamepad in free cursor mode.
Fixed a sound instance leak related to sound priority. (
more
)
Fixed that selection tool highlighting would show incorrectly in chart view for 1 frame. (
more
)
Fixed a crash when destroying segmented units during the chunk generated event. (
more
)
Improved logic for choosing which schedule to keep if trains get connected (
more
)
Fixed a crash after deconstructing cargo bays with editor. (
more
)
Fixed tutorial missions 4 and 5 missing access to radars and repair packs. (
more
)
Fixed spidertrons shooting extra capture robot during tick of projectile creation. (
more
)
Fixed condition highlights in decider combinator GUI not always updating if a condition used the "Each" special signal.
Fixed that energy sources would not update their buffer sizes when the prototype value would change. (
more
)
Fixed that asteroids would calculate damage to entities with resistances incorrectly. (
more
)
Fixed use of slow GPU timer query operation on macOS.
Fixed that opening ghost power poles would leave the GUI in a broken state. (
more
)
Toggle menu (escape) leaves remote driving. (
more
)
Fixed that equipment ghost tooltips did not show quality. (
more
)
Fixed incorrect consistency check when trash not requested is used inside of a blueprint and mods are involved. (
more
)
Fixed that portable solar panels and power armor tooltips did not report the correct amount of power generation for the current surface. (
more
)
Fixed that changing Vulcanus map gen settings using the editor prevented ashlands trees from spawning. (
more
)
Fixed that paste-settings could happen when not desired in some situations. (
more
)
Fixed that mobile logistic networks could generate useless alerts in some situations. (
more
)
Fixed robots repeatedly failing to cross Aquilo lake due to high energy usage and being stuck in a loop. (
more
)
Fixed robots looking for a place to charge always picking roboports closer to their target which resulted in overcrowding. (
more
)
Fixed a crash when attempting (and failing) to connect trains parked at specific positions. (
more
)
Fixed a crash when removing a station from a train schedule while another train in the same group used the final stop as waypoint. (
more
)
Fixed that agricultural tower would show all nauvis tiles as unplantable. Nauvis grass, dirt and red desert are now specifically plantable for tree seeds and highlight as green. (
more
)
Fixed Space age map generation not respecting custom starting locations (apart from Nauvis). (
more
)
Fixed technology slot showing research progress for finished trigger technologies. (
more
)
Fixed that reloading specific technologies would leave the dead technology trigger pointer in the trigger processor. (
more
)
Modding
Added distance_from_nearest_point_x and distance_from_nearest_point_y noise expressions.
Moved SpiderVehiclePrototype::chunk_exploration_radius to VehiclePrototype.
Removed limit of 64 unique PipeConnectionDefinitions's connection categories.
Removed music_transition_* utility constants.
Changed CraftItemTechnologyTrigger::item into ItemIDFilter. Removed item_quality.
Changed ProduceAchievementPrototype::item_product into ItemIDFilter. Removed quality.
Changed ProducePerHourAchievementPrototype::item_product into ItemIDFilter.
Scripting
Added optional build_check_type to LuaControl::teleport. (
more
)
Added LuaEntityPrototype::heating_energy read. (
more
)
Added LuaForce::circuit_network_enabled, cliff_deconstruction_enabled, mining_with_fluid, rail_support_on_deep_oil_ocean, rail_planner_allow_elevated_rails, vehicle_logistics read. (
more
)
2.0.20
Date: 18.11.2024
Minor Features
Added gamepad stick sensitivity setting for map movement.
Selecting a spidertron remote selection in the quickbar which is for a different planet than the current one will center on the planet.
Bugfixes
Fixed that selecting a quality comparison option when "any" quality was set did not work. (
more
)
Fixed it was possible to set inconsistent signals on a control behavior by using parametrized blueprint with a shared parameter. (
more
)
Fixed a crash when rotating entity that is destroyed inside of event handler.
Fixed blueprint description label not showing in list view. (
more
)
Fixed fulgoran attractor marking for deconstruction. (
more
)
Fixed beacons deactivated by script loaded from a 1.1.x save file were not migrated properly. (
more
)
Fixed a crash when using modded equipment without items to build it in ghost form. (
more
)
Fixed inserter would not keep stack size signal through a blueprint string. (
more
)
Fixed that you could pick up items off the ground while flying in a rocket. (
more
)
Fixed inserter would not reevaluate enable condition when it was changed by blueprint parameters. (
more
)
Fixed orbital logistics tips&tricks script crash due to space platform hub gui having different layout. (
more
)
Fixed that recipe fuel tooltips did not respect the show-all-unlocked-items interface setting. (
more
)
Fixed asteroid collector set filters from circuit network would set wrong filters for one tick after items were removed and read content is active. (
more
)
Fixed a crash when lua orders entity deconstruction specifying undo item but not specifying a player. (
more
)
Fixed that two damaged construction robots trying to repair each other could get stuck in an infinite loop of trying to hug each other and overshooting. (
more
)
Fixed a crash when running under the Steam Runtime Environment on Linux in certain situations. (
more
)
Fixed quality increase of self-recycling recipes being reported incorrectly in production statistics. (
more
)
Improved super force building logic of belt related blueprints over existing belts. (
more
)
2.0.19
Date: 15.11.2024
Minor Features
Added debug option 'always-show-lightning-protection'.
Changes
Changed captive biter spawner to inherit quality from the wild spawner instead of the capture robot. (
more
)
Spidertron selections saved into the quickbar will be darkened with a planet icon in the top when the selection leads to a different planet than the current one.
Bugfixes
Fixed mining fulgoran lightning rods would not show yield. (
more
)
Fixed blueprint external wires were not added when pasting blueprint over existing entities. (
more
)
Electric weapons damage infinite tiers start more expensive to naturally progress from the non-infinite tiers correctly. (
more
)
Fixed wrong locomotive could turn lights on when train has locomotives both ways and goes back. (
more
)
Fixed a crash when trying to cycle qualities in 2.0 base game. (
more
)
Fixed foundry was not able to reach declared speed of crafting holmium plates due to input fluid shortage. (
more
)
Fixed buildings constructed on space platform by space platform were not tracked by build statistics, research triggers nor achievements.
Fixed pasting blueprint with constant combinator over constant combinator could create unnecesary copy settings undo actions. (
more
)
Fixed upgrading storage chests would not preserve storage filter. (
more
)
Fixed a crash when generating multiplayer maps while background simulations were enabled. (
more
)
Fixed selection tools and some spawnable items did not work correctly when chosen via remote ghost cursor gui. (
more
)
Fixed a crash when an item request proxy wanted to dispatch robots to insert items into invalid slots. (
more
)
Fixed tip of the rocket poking through air objects. (
more
)
Fixed rail planner in ghost mode would ignore existing ghost ramps and ghost supports proposing new supports that were not needed. (
more
)
2.0.18
Date: 14.11.2024
Changes
Allowed negative multiplier of logistic (and constant combinator) groups. (
more
)
Updated shortcut icons and increased their size to 56px.
Container sizes increase with quality.
Reviving container ghosts no longer puts colliding items on the ground into the resulting container.
Loading game for hosting now automatically offers the dialog whether the mods should be synced before continuing (as with normal game load).
Bulk inserter doesn't default upgrade to Stack inserter as they are not functionally interchangeable. (
more
)
Demolisher health bars will always be visible for at least 1 tick after they take any damage, even if they fully regenerate the damage in the same tick.
Default quality cycling shortcut simplified to alt+scroll.
Bugfixes
Fixed confusing blueprint parameter context tooltip for filter of storage chest. (
more
)
Fixed music not switching correctly when restarting level. (
more
)
Fixed that the production GUIs showed the graphs in 'All' when opened with saved precision. (
more
)
Fixed that the "load save after sync" checkbox did not work in the sync mods with save GUI. (
more
)
Fixed removing heatpipes from a blueprint could leave them visually connected to their neighbours. (
more
)
Fixed 'Dropping to planet' button being too wide and pushing the 'Cancel' button off the screen. (
more
)
Fixed 'Always show' label not being accurate to the behavior of only showing in "Alt-mode". (
more
)
Fixed 'Parameterised build' GUI clipping off screen when too long. (
more
)
Fixed robots failing to upgrade a container if it was the only source of the requested item. (
more
)
Fixed that reusing the same sprite for multiple effects crashed instead of showing the error message and an option to disable problematic mods. (
more
)
Fixed 'Galaxy of Fame' upload GUI clipping off screen on smaller resolutions. (
more
)
Fixed vertical alignment of Current Research icon. (
more
)
Fixed asteroid spawning being significantly reduced when a platform moved with paused thrust. (
more
)
Fixed that fluids could get erased during migrations. (
more
)
Fixed a crash when removing a roboport while robots in that network are deactivated by script. (
more
)
Fixed that choose-elem-button wouldn't show the select list GUI if clicked with an item that didn't pass the filters. (
more
)
Fixed that syncing mod while trying to host game didn't allow to continue the process after reloading the game. (
more
)
Fixed chunks not being covered by fog of war when remote-viewing an unvisited surface. (
more
)
Fixed all/any/individual request satisfied wait conditions ignoring maximum count of space platform requests. (
more
)
Fixed offshorepump tooltip flickering too much when pumping at full capacity. (
more
)
Disabled "Drive Remotely" button on driveable vehicles ghosts' GUIs. (
more
)
Fixed Cargo Landing Pad and Space Platform Hub GUI being clipped off screen on smaller resolutions. (
more
)
Fixed platform deletion and undelete platform buttons being clipped off the surface list. (
more
)
Fixed that tanks didn't preserve all of their settings when mined and rebuilt. (
more
)
Fixed that rebuilt tanks didn't have their inventory size bonus from equipment. (
more
)
Fixed script error in PvP when setting starting item count to 0. (
more
)
Fixed spectator players of dead teams showing on the map in PvP. (
more
)
Fixed that inserters could get stuck with specific combinations of spoilage and disabled by control behavior. (
more
)
Fixed that some pop-up GUIs would get closed when robots built the entity while the ghost GUI was open. (
more
)
Fixed that robots performing module upgrades left some modules on ground when upgrading mixed modules to one type. (
more
)
Fixed that space platforms could unload cargo while waiting for departure. (
more
)
Fixed clouds and smoke were moving in exactly opposite direction. (
more
)
Fixed that spidertrons would severely confuse demolishers. Demolishers will now retaliate against spidertrons. (
more
)
Fixed the confirmation button behaving inconsistently in the remote view ghost picker menu. (
more
)
Fixed Agricultural tower sometimes showing wrong status if its growing plants were destroyed externally.
Fixed a crash when exporting a blueprint with asteroid collectors which had gaps in the filters list. (
more
)
Fixed Being able to super-force entity through technology gui. (
more
)
Fixed spoilage was not considered as more spoiled than any spoilable items. (
more
)
Fixed that highlighted robots in the logistic networks chart view didn't smoothly follow robots. (
more
)
Modding
Changed base/space-age tile collision mask definitions so that they don't share references to the same tables.
Added ItemPrototype::spoil_level.
Scripting
Fixed/reworked how setting tiles behaves vis-Γ -vis (double)hidden tiles (concerns LuaSurface::set_tiles, editor and placing of non-mineable tiles in-game) (
more
)
Added LuaEquipment::inventory_bonus read.
Added LuaEquipmentGrid::inventory_bonus and LuaEquipmentGrid::movement_bonus read.
Added LuaEquipmentPrototype::get_inventory_bonus().
Fixed that LuaEntity::get_priority_target() would give invalid results for empty filters.
Extended LuaEntity::splitter_filter, splitter_input_priority and splitter_output_priority to also work with lane splitters.
2.0.17
Date: 12.11.2024
Changes
Gleba evolution is smoother and more gradual.
Small stomper pentapod moves more slowly (also decreases stomp DPS).
Stomper pentapod vision range is reduced from 40 to 30.
Medium and big wriggler pentapod health is increased.
Streamlined quality selector to use separate buttons for each quality instead of a drop-down.
Changed crafting machines to reset quality of the in-progress result when module effects change. (
more
)
Added inserter stack size override to be parametrised by blueprint. (
more
)
Added Vulcanus 8 music track.
Bugfixes
Fixed that the game would get into an invalid state if the backers.json file was manually edited in some ways. (
more
)
Fixed a crash with lightning when setting time to damage to 0 through mods. (
more
)
Fixed fast replacing a radar could cause radar network to break.
Fixed that blueprint export/import to string did not work correctly for turret priorities with gaps. (
more
)
Fixed that some asteroids could appear stationary if their velocity was lower than minimum position increment. (
more
)
Fixed space platform autosaves being overwritten mid-journey when the platform changed its state. (
more
)
Fixed market offer not working with nothing modifier. (
more
)
Fixed rocket silo would start closing doors when next rocket was finished while lights blinking animation was already started. (
more
)
Fixed LuaTechnologyPrototype::essential returning incorrect value. (
more
)
Fixed that strafer pentapods couldn't attack a retreating target it was behind even when faster than the target. Attack range is increased but strafe distance is unchanged.
Fixed more issues with blueprint reassigning changing the position of the entities or snapping values of the blueprint. (
more
)
Fixed wrap-around of asteroid rotation animation was not seamless. (
more
)
Fixed that Galaxy of Fame upload didn't clean its files. (
more
)
Fixed more crashes related to using formatting strings with floating-point numbers on Intel Macs running Sonoma.
Fixed cancelling deconstruction via deconstruction player was not showing counts for canceled deconstructions. (
more
)
Fixed that galaxy of fame upload din't clean its files. (
more
)
Fixed that setting negative value in constant combinator create 2 entries for the number in the blueprint parametrisation, one with underflown value.
Fixed that it wasn't possible to input negative numbers in blueprint parametrisation. (
more
)
Fixed offshore pump would present itself as water well pump even when it was not pumping water. (
more
)
Fixed crash when trying to search invalid UTF-8 string (
more
)
Fixed that hidden space locations would will show in descriptions. (
more
)
Fixed that fast-transferring modules would put them into the rocket silo rocket inventory. (
more
)
Fixed that switching surfaces while a platform hub GUI was open would leave the GUI open in some cases where it wasn't supposed to. (
more
)
Fixed that you could remove your armor and spill items through the quickbar. (
more
)
Fixed that modded attack_reaction could crash the game. (
more
)
Fixed a crash when using surface.clear() on vulcanus. (
more
)
Fixed that orbital request select window wasn't showing proper import from after chaning the group unless the whole window was closed and opened again. (
more
)
Fixed double set of parameters in factoriopedia. (
more
)
Fixed stack inserter would not wait for more items if spoil priority was set. (
more
)
Fixed loaders would freeze or unfreeze partially. (
more
)
Fixed arithmetic combinator gui would allow changing not relevant checkboxes in some cases. (
more
)
Fixed surface editor would not set surface properties when creating surfaces planet-alike. (
more
)
Fixed rail planner would remain active when changing surfaces. (
more
)
Fixed a crash when reviving power switch with multiple ghost copper cables connected to the same side. (
more
)
Fixed space platform hub gui would reset position when changing auto requests checkbox. (
more
)
Fixed that assembler with set recipe enabled would not keep direction if current recipe did not require direction. (
more
)
Fixed robot repair job assignmend ignoring repair packs stored in roboports when finding the closest source. (
more
)
Allowed increasing of request count by blueprint parameters to push the max request count. (
more
)
Fixed that corpses would block tiles from being deconstructed. (
more
)
Fixed that restarting to reload mods on macOS would leave behind unresponsive zombie windows. (
more
)
Modding
Input loader supports filters.
Scripting
Added LuaControl::set_driving() (
more
)
2.0.16
Date: 08.11.2024
Minor Features
Search is now case and accent insensitive for all official languages.
Changes
Changed tree seed default import location to Nauvis. (
more
)
Fluid mixing will prefer the fluid with more volume and discard the other.
Updated SDL to version 2.30.9.
Bugfixes
Fixed a freeze when setting logistic/construction robots to active=false through script. (
more
)
Fixed that LuaEntity::vehicle did not work correctly for characters controlled by a player. (
more
)
Fixed rendering of glowing items on belts would not be batched properly. (
more
)
Fixed a crash when reading LuaEntity::robot_order_queue. (
more
)
Fixed that the permissions GUI could not be opened in multiplayer as not-the-host. (
more
)
Fixed some decorative entities like craters or chimneys not having a tall enough drawing box. (
more
)
Fixed that factoriopedia_description would not be used if the prototype didn't also have a regular description. (
more
)
Fixed a crash when space platforms are destroyed while specific entity GUIs are open. (
more
)
Fixed undoing a copy-settings could void assembler contents. (
more
)
Fixed tips not appearing in tutorials. (
more
)
Fixed wrong times symbol in a logistic request tooltip. (
more
)
Fixed that using pipette on GUI items did not consistently copy the quality. (
more
)
Fixed that using pipette on tile items in GUI always selected normal quality. (
more
)
Fixed that using pipette on entity items in GUI could select the wrong item if multiple items can build the same entity.
Fixed visualisation issue around cursor attractor range enveloping an existing attractor (
more
)
Fixed tile replacement logic ignoring tile ghosts covered by tile ghosts
Fixed stations getting skipped when using the 'Destination full' condition for interrupts. (
more
)
Fixed UI jank that widgets would snap to be centered on the cursor when dragged.
Fixed selections using deconstruction planners etc. not getting cancelled when leaving remote view. (
more
)
Fixed that changing viewed surface would not abort wire drag. (
more
)
Fixed non-chart sprites sometimes being drawn into chart. (
more
)
Fixed upgrading cargo bays with incoming pods would leave them permanently reserved. (
more
)
Fixed a crash when changing tiles causes entities to die. (
more
)
Fixed that a music track could play on a wrong surface. (
more
)
Fixed bloom lightmap for fog was being rendered also when fog effect was not used.
Fixed super force overbuilding entity with settings sometimes behaving incorrectly if overbuilt entity was marked for upgrade.
Fixed fluid overextent warning would sometimes show on entities that would not help overcome the overextent. (
more
)
Fixed cars not having lightning endangerement alerts despite being vulnerable to lightnings (
more
)
Fixed a performance issue in the manage-mods GUI. (
more
)
Fixed a memory corruption issue when changing a character's force from one that did not have logistics to one that did. (
more
)
Fixed the Trash unrequested checkbox in the character logistic GUI expanding the GUI size. (
more
)
Fixed that LuaEntity::mirroring write did not work for ghosts. (
more
)
Fixed sounds of items inserted by robots being too loud. (
more
)
Fixed the Trash unrequested checkbox showing in chests which have no trash slots. (
more
)
Fixed a crash when switching audio devices when there were none initially.
Fixed pin text rich text icon quality punching through GUIs. (
more
)
Fixed that LuaSurface::find_tiles_filtered() did not work with rotated bounding boxes. (
more
)
Fixed interrupt GUI targets list being squashed too much with lots of interrupt conditions. (
more
)
Fixed that heating towers couldn't consume items fast enough if the fuel value was low. (
more
)
Fixed a consistency issue when deconstructing the last roboport in a logistic network. (
more
)
Fixed fog was clipping through agricultural tower. (
more
)
Fixed that killed and rebuilt power switches would get stuck in the inoperable state. (
more
)
Fixed a performance issue with large inventory GUIs. (
more
)
Fixed that infinity chests didn't show hidden items. (
more
)
Fixed that programmable speaker alert text wasn't included in the blueprint parametrisation logic. (
more
)
Fixed that science pack descriptions in Factoriopedia didn't make any sense. (
more
)
Fixed muzzle flash of artillery wagon was offset when the wagon was on elevated rails. (
more
)
Fixed artillery wagon gun barrel was rendered under elevated rail fence.
Fixed drawing linked fluidbox connections when they should be hidden.
Fixed that manually-built trains were switched to automatic mode when a ghost attached to them was revived. (
more
)
Fixed that blueprints could be grabbed while having a ghost item in the cursor. (
more
)
Fixed an assembling machine could be set a fluid-only recipe with quality when set by circuit network. (
more
)
Fixed maximum request limit (autotrash threshold) not accepting math expressions. (
more
)
Fixed equipment requests not being cleared when the grid didn't have enough space. (
more
)
Fixed that asteroid collector control behavior "set filter" would affect status light while wire was disconnected. (
more
)
Fixed turbo splitter was missing description. (
more
)
Scripting
Added hide_clouds and hide_fog parameters to LuaGameScript::take_screenshot. (
more
)
Added LuaEntity::get_logistic_sections(). Added LuaLogisticSections.
2.0.15
Date: 05.11.2024
Minor Features
Cars and tanks will auto-refuel. (
more
)
Relation between offshore pump and fluid tiles added to Factoriopedia.
Statistic GUI precision is preserved across instances.
Space platforms can be built with quality starter packs. (
more
)
Changes
Increased spidertron walking sound volume.
Using the "craft all" hotkey on free recipes queues 1 stack of the results. (
more
)
Changed the simulated mouse cursor appearance to match the system default on macOS.
Added pollution value to heating tower.
Show recycler output arrow in "Alt-mode". (
more
)
Display panels set to "Show in chart" with no icon now hide the default icon until hovered. (
more
)
Removed support for 8 bit audio depth.
Added tooltip to "Spoiled priority" inserter setting to clarify behavior and limitations.
Bugfixes
Fixed IME Pad input not working on screens with visible simulations. (
more
)
Fixed that the browse-games GUI header labels were not clickable. (
more
)
Fixed that kills with chained effects did not count towards statistics or achievements. (
more
)
Extended the mute-programmable-speaker command to apply to sounds with both global and surface playback modes. (
more
)
Fixed a crash when a player got desynced from a multiplayer game while the Technology GUI was open.
Fixed a crash when rendering display panel text after loading a save file. (
more
)
Fixed a crash when clicking on an orbital request slot with an invalid ghost item in cursor. (
more
)
Fixed a crash when rendering certain blueprints with pipe-to-grounds which visually connected to neighbours outside of the blueprint. (
more
)
Fixed cargo pod with satellite not despawning after launching to orbit. (
more
)
Fixed a crash when teleporting a crafting machine ghost with fluid connections. (
more
)
Fixed that space platforms would try to build/upgrade/deconstruct/repair other forces entities. (
more
)
Fixed that the production GUI title wouldn't update when viewing different planets. (
more
)
Fixed that starting territories on Vulcanus could be merged into one more frequently than expected. (
more
)
Fixed that platform requests satisfied wait conditions could be stuck when the platform had unfulfilled ghost item requests. (
more
)
Fixed that space platforms didn't fulfill remote item delivery requests if the target slot was already occupied with the same item. (
more
)
Fixed that negative movement speed stickers could cause player movement to get stuck in a near infinite loop. (
more
)
Fixed a crash when drawing spidertrons on the map if selected_minimap_representation wasn't defined. (
more
)
Fixed shattered planet achievements being incorrectly awarded when traveling backwards in a paused platform. (
more
)
Fixed that remote view while in the map editor did not ignore fog of war. (
more
)
Fixed a crash when using LuaEquipmentGrid::take_all() when the grid contained ghosts. (
more
)
Fixed that belt immunity equipment didn't use less power at higher qualities like it said it did. (
more
)
Fixed that several specific-item producing entities could not be specifically filtered in the deconstruction planner. (
https://forums.factorio.com/118089
,
https://forums.factorio.com/118297
,
https://forums.factorio.com/116477
)
Fixed LuaEntity::max_health was returning incorrect values for entities with health affected by evolution factor. (
more
)
Fixed fast replacing loaders would not preserve filter mode. (
more
)
Fixed that heating towers and nuclear reactors were fast-replaceable with each other. (
more
)
Fixed rail curves making a blueprint's default snapping grid unnecessarily large. (
more
)
Removed long delay at start when no audio devices are found. (
more
)
Fixed that result_is_always_fresh was ignored for hand crafting. (
more
)
Maybe fixed crashes related to using formatting strings with floating-point numbers on Intel Macs running Sonoma.
Fixed that removing cargo bays while the inventory limit was in place did not work correctly. (
more
)
Fixed that inserters could get stuck loading cargo wagons in some cases. (
more
)
Fixed spoiled items in filtered slots of inventory would not get ejected to unfiltered slots when sorting inventory. (
more
)
Fixed a crash when removing equipment that was in equipment ghosts. (
more
)
Fixed a crash when migrating a fluid box from one that joins with a fluid segment to one that does not.
Fixed endlessly pending asteroid collector calculation when navigation was not changed (
more
)
Fixed modded spider vehicles being selectable with Spidertron Remote when selectable_in_game property was false.
Fixed copying settings from inserter to assembler could raise error sound even when circuit conditions were changed. (
more
)
Fixed that some color signals were not given lamp color. (
more
)
Fixed that recipe parameter would not allow productivity effect. (
more
)
Fixed that new filters set by LuaLogisticSection::filters would not propagate to other sections under the same group. (
more
)
Fixed that sync-mods-with-save did not show load-save as an option. (
more
)
Fixed captive biter spawner was able to connect to logistic network. (
more
)
Fixed that clearing assembler recipe would not clear invalid item requests. (
more
)
Fixed a crash when trying to drag temporary schedule record for a constantly retriggering interrupt. (
more
)
Fixed asteroid collector description not listing minimum energy consumption. (
more
)
Fixed recycling time of recipes with default crafting time was twice as long. (
more
)
Fixed space platforms and cargo landing pads losing items when merging forces. (
more
)
Fixed that item pickup requests weren't invalidated after making an automatic trash request. (
more
)
Fixed environmental sounds needlessly reloading when entering/leaving remote view. (
more
)
Fixed rough ice thawing to volcanic tiles. (
more
)
Modding
Changed territory noise expressions coordinate system from chunk-based to tile-based.
Added option to surface.pollute() for recording the pollution change in statistics.
Fixed on_entity_damaged.source not behaving according to the 2.0 specification.
Scripting
Added connection_type and linked_connection_id to LuaFluidboxPrototype::pipe_connections.
2.0.14
Date: 01.11.2024
Changes
Changed self-recycling recipe statistics to be ignored in production graph.
Changed sprites with scale between 0.5 and 1 (exclusive) to apply downscaling to low resolution (affects base game biter sprites).
Changed cargo landing pad mining time to 1.
Moved the mods GUI search to be with the content it is searching.
Added linear interpolation method (used by default now) for audio resampling when playback speed is changed. (
more
)
Added an option to disable animated ghosts to aid performance on integrated GPUs. (
more
)
Added a confirmation box when deleting space platforms.
Bugfixes
Fixed that having multiple key bindings could cause some keys to get stuck. (
more
)
Fixed that it wasn't possible to parametrised item filter to any quality. (
more
)
Fixed a crash when killing segmented units attached to a segmented controller. (
more
)
Fixed that tank logistic trash slots did not work correctly when using roboports in the tank. (
more
)
Fixed that shortcuts marked as not toggleable still allowed being toggled. (
more
)
Fixed that lua shortcuts ignored unavailable_until_unlocked. (
more
)
Fixed that teleporting certain entities would delete their fluid contents. (
more
)
Fixed that the reactor GUI temperature would flicker when the temperature was < 100 degrees. (
more
)
Fixed that some errors related to prototypes would report coming from the wrong prototype. (
more
)
Fixed that copying spider vehicle settings between spiders of different quality did not work correctly. (
more
)
Fixed that pumps would pull fluid from internal machine buffers instead of the connected fluid segment. (
more
)
Fixed that mods were able to create item stacks without quality which crashed the game. (
more
)
Fixed rocket silo requesting more items even if another rocket wasn't ready yet. (
more
)
Fixed incorrect lightning protection visualisation in some cases where shorter range attractor is close to longer ranged one (
more
)
Fixed vehicle sounds not playing in some menu simulations. (
more
)
Fixed a crash when reading repair state of a character not assigned to a player. (
more
)
Fixed asteroid collector navigation not generating in time when a straight platform edge is aligned with chunk border, which caused a crash. (
more
)
Fixed consistency issue when removing a turret that was connected to logistic network. (
more
)
Fixed a crash when prototype data changes and roboports are requesting specific robots. (
more
)
Fixed combinators could get stuck after cancelling deconstruction order. (
more
)
Fixed a crash when fast-replacing not-a-heat-interface entity with a heat interface. (
more
)
Fixed a crash when trying to recycle blueprint books with contents. (
more
)
Fixed being able to enter a frozen rocket.
Fixed flames not updating on a frozen or deconstructed rocket silo.
Fixed a crash when viewing players in the players GUI when they disconnect from the server.
Fixed a crash when copy-pasting settings from an assembling machine to a logistic chest that did not support requests. (
more
)
Fixed that the space map GUI would not show until you had visited at least 1 other planet. (
more
)
Fixed loader energy source buffer size computation. (
more
)
Fixed that tesla turret and tesla gun chain lightning sometimes arced to friendly entities. (
more
)
Fixed that character_mining_speed_modifier was not handled in latency state.
Fixed factoriopedia for space connections would highlight wrong graph series when hovering over slots of spawned asteroids. (
more
)
Fixed pinning other players did not work correctly. (
more
)
Fixed demolishers getting disturbed by vehicles and other non-building entities. (
more
)
Fixed "Get off my lawn" achievement not being awarded when building close to a demolisher. (
more
)
Fixed a crash when copy-pasting from cars with equipment grids to ghost-cars without equipment grids. (
more
)
Fixed a crash when showing logistic request tooltip immediately after joining a multiplayer game. (
more
)
Reverted a fix for train interrupts not being checked when passing a station without conditions (
more
)because it crashed the game. (
more
)
Modding
Combined four ghost tint definitions in UtilityConstants into UtilityConstants::ghost_shader_tint and added UtilityConstants::ghost_shaderless_tint.
Added LoaderPrototype::per_lane_filters.
Scripting
Added LuaEntity::loader_filter_mode (read/write).
2.0.13
Date: 30.10.2024
Minor Features
Offshore pump speed increases with quality.
Changes
Curved rails cost 3 rail items to build.
Bugfixes
Fixed Remote View sometimes flickering to the wrong surface when using Next Surface/Previous Surface hotkeys.
Fixed that the Surface List would react to the Home and End keys after it was clicked (
more
)
Improved diagonal character movement which should help slip between things easier. (
more
)
Fixed a crash when upgrading the inner entity of a ghost while the GUI was open. (
more
)
Fixed that joining LAN games without a username set would allow any characters for the username. (
more
)
Fixed that request from buffer chests was not preserved when changing the force of an entity. (
more
)
Fixed that flamethrower turret could be manually built to mix fluids. (
more
)
Fixed that half diagonal rails would cost only 1 rail item. (
more
)
Fixed pipe sound starting and stopping too abruptly. (
more
)
Fixed turret behaviour when it has more than 4 directions and the collision box is not affected by rotation.
Fixed a crash when switching preferred audio output device while a variable music track is being generated. (
more
)
Fixed an issue with platform construction requests when copying settings onto the hub. (
more
)
Fixed a crash when saving related to construction robots and their work targets moving. (
more
)
Fixed that Continue host option didn't offer mod sync to the save to be hosted. (
more
)
Fixed Space platform requests would always be checked in the same order, leading to some requests being ignored. (
more
)
Fixed base game space science getting throughput limited due to limited hatches. (
more
)
Fixed defines.space_platform_state was missing value for paused. (
more
)
Fixed solar panel output multiplier flickering in tooltip. (
more
)
Fixed that deconstruction of a chest with full trash slots didn't dispatch enough robots. (
more
)
Fixed a crash caused by a player sending a space platform which was waiting for departure (not enough thrust) to a location which wasn't unlocked yet. (
more
)
Fixed that train interrupts were not checked when passing station without conditions. (
more
)
Fixed that the browse-games GUI 'dedicated server' and 'favorite' settings would get confused with each other. (
more
)
Fixed that capture-spawner research trigger reported incorrect type. (
more
)
Fixed production and electricity statistics would use wrong locale for ranges exceeding 99 hours. (
more
)
Fixed that exoskeleton legs would incorrectly consume more energy at higher qualities. (
more
)
Fixed that logistic filter upper count wasn't considered by the blueprint parametrisation. (
more
)
Fixed technology trigger info showing outside the tooltip. (
more
)
Fixed that Lua require didn't accept symbolic links. (
more
)
Fixed that migrating logistic cell charger count would corrupt loading. (
more
)
Fixed that cars/tanks would not preserve their settings correctly in blueprint strings. (
more
)
Fixed that fluids would be duplicated when fast-replacing machines. (
more
)
Fixed that the window could get stuck in an infinite loop of toggling fullscreen when changing displays on Linux. (
more
)
Fixed that the "make it better" achievement only worked with quality level 1 modules. (
more
)
Fixed asteroid collectors sometimes not generating navmesh properly around chunk borders and related instabilities. (
https://forums.factorio.com/117737
,
https://forums.factorio.com/117276
)
Fixed that opened console was rendered into the galaxy of fame output. (
more
)
Fixed that the focus search hotkey would not work in choose elem button GUIs if a mod GUI was marked as opened. (
more
)
Fixed that Intel Macs running macOS Big Sur or later logged the wrong version number.
Fixed issue where entities at position where entities at the point where lightning attractor collection ranges touch were incorrectly considered endangered by lightning (
more
)
Fixed blue line at the edge of some sprites by clearing sprite atlas background to clear color. (
more
)
Fixed some cases of upgradeable overbuilds not upgrading (
more
)
Fixed that using Nauvis map gen settings for other planets made them generate only grass. (
more
)
Fixed that the select-recipe GUI did not work correctly if you re-bound the crafting hotkeys. (
more
)
Fixed a crash when editing a pin while the entity was referencing was removed. (
more
)
Fixed selector combinator could sometimes fail to select correct signal. (
https://forums.factorio.com/118412
,
https://forums.factorio.com/116548
)
Fixed that some technology triggers required crafting specific quality items. (
more
)
Fixed constant combinator activity lamp not updating state in certain cases. (
more
)
Fixed that custom sprite button's caption would be drawn under the sprite. (
more
)
Possibly fixed a crash on Intel Macs related to printing floats with 0 precision. (
more
)
Fixed layered icons in rich text were not scaled and rotated properly. (
more
)
Fixed that moisture and terrain type weren't migrated properly for 1.1 saves resulting in hard chunk edges.
Fixed occasional crash occurring when super force deconstructing with filtered tiles only planner includes double tile ghosts and an entity ghost on one tile (
more
)
Fixed a crash when a space platform hub with 'Any request zero' wait condition was destroyed. (
more
)
Fixed that custom gui elem_tooltip did not work for some new types. (
more
)
Fixed big electric poles were not colliding with asteroid collectors. (
more
)
Fixed that LuaGameScript::show_message_dialog() could use the wrong player and freeze the game. (
more
)
Scripting
Added LuaSpacePlatform::name write.
Added player_won to the on_pre_scenario_finished event.
LuaControl uses physical controller for item manipulations (LuaControl::insert, has_items_inside, get_item_count, remove_item, clear_items_inside)
Added LuaPlayer::physical_controller_type read.
Added LuaQualityPrototype::color read.
Sounds
Fulgora lightning sound remixed lower with volume variations.
Fixed some explosions that were using the wrong size of explosion sound.
Numerous sound mixes including new plant mining sounds mixed lower.
Various menu simulation mixes improved.
2.0.12
Date: 28.10.2024
Bugfixes
Fixed rocket silos requesting more items than necessary. (
more
)
Fixed a crash when reading owner_location on simple item stacks. (
more
)
Fixed mini-tutorial scripts crashing or not granting items if player switched to remote view.
Fixed that LuaControl::opened write did not work for several GUI types. (
more
)
Fixed that elevated rail entities would still work without owning space-age. (
more
)
Fixed that the admin "other player" GUI would open the other player's remote controller invenory instead of physical inventory. (
more
)
Fixed a crash related to quickbar interaction with any-quality spawnable items. (
more
)
Fixed a crash when building (faulty) blueprint with two hazard concrete tiles in one space (
https://forums.factorio.com/117108
and
https://forums.factorio.com/117071
)
Fixed game state GUIs being automatically closed when the game was paused. (
more
)
Fixed several possible errors related to smart belt building. (
https://forums.factorio.com/116660
,
https://forums.factorio.com/117119
)
Fixed that disconnecting and reconnecting while personal robots were working did not preserve their quality. (
more
)
Fixed that cargo pods dropped players to a random location which could make them stuck. (
https://forums.factorio.com/117461
and
https://forums.factorio.com/117408
)
Fixed that alert icons were rendered into the galaxy of fame.
Fixed a desync related to space platform hubs reading content and repair packs merging due to inventory sorting.
Fixed ribbon world preset having too many cliffs on Nauvis. (
more
)
Fixed that blueprint parametrisation value formula evaluation didn't work for negative numbers. (
more
)
Extended blueprint parametrisation to work on fluid recipe parameters.
Fixed lua deconstruct_area crashing when deconstructing a ghost (
more
)
Fixed inserter status showing "Target full" when swinging towards a belt (
more
)
Fixed that drag building context was not carried properly between normal view and remote view. (
more
)
Fixed combat robots bobbing. (
more
)
Fixed a crash when defining a recipe that does not always produce an item. (
more
)
Fixed that filters of a ghost turret could get corrupted in latency when upgrading it with upgrade planner. (
more
)
Fixed that re-bound crafting keys did not work correctly. (
more
)
Fixed that chat icons didn't include layered icons. (
more
)
Fixed a crash when super-force-building electric poles in latency state. (
more
)
Fixed a debug visualization render crash when the given force no longer exists. (
more
)
Fixed visual noise caused by parameter recipes drawing as not researched. (
more
)
Fixed selector combinator's constant index was not covered by blueprint parameters. (
more
)
Fixed arithmetic combinator was not showing red and green inputs separately in tooltips. (
more
)
Fixed superforced overbuilding logistic and non-losistic chests did not transfer limits (
more
)
Fixed underground pipe in cursor would sometimes not rotate when rotation key pressed right after placement while playing in latency.
Fixed loading save files with some entities on planets with lighting when those entities were removed.
Fixed a crash in multiplayer if you were wearing armor and the force you were on was deleted.
Fixed some of the quirks of drag building. Whenever there is nothing to build from in the cursor, the drag building logic is interrupted. (
more
)
Fixed that the mine-entity technology trigger did not work if the resource entity produced multiple or variable results. (
more
)
Fixed that asteroid collectors could get stuck if the inventory limiter was used. (
more
)
Fixed a missing value in the prototype explorer. (
more
)
Fixed that smoke-with-trigger could teleport to 0,0 on a map if it was previously following a specific entity. (
more
)
Fixed rail ramp health bar position. (
more
)
Fixed wait condition "station is full" and "station is not full" would report incorrect progress. (
more
)
Fixed crash related to blueprint parametrisation and drag building button being held and moved after the dialog appeared. (
more
)
Fixed lamp would keep using color when circuit wire was disconnected. (
more
)
Fixed copy settings undo could fail to restore control behavior settings if they were originally at default values. (
more
)
Fixed that the map editor couldn't set filters in some cases. (
more
)
Fixed that LuaRecord methods did not work correctly. (
more
)
Fixed crash when building parameterised blueprint with dependent ingridient used in another machine being a fluid. (
more
)
Fixed missing blueprint parametrisation logic for the loader. (
more
)
Fixed a crash when migrating blueprint library content in a save that had that blueprint GUI open. (
more
)
Fixed that items could be put into ghost inventories. (
more
)
Fixed playing too many sounds at once at the start of certain tips and tricks simulations. (
more
)
Fixed a crash when setting RoboportPrototype::charging_station_count_affected_by_quality to true. (
more
)
Fixed generic interrupt false positives with certain interrupt conditions. (
more
)
Fixed main-menu music mode not working correctly in-game. (
more
)
Fixed a crash when trying to open Technology GUI from Factoriopedia while the game was being saved. (
more
)
Fixed clipping that could occur in some variable music tracks. (
more
)
Fixed that set recipe on assembling machine circuit controls could buffer items indefinitely. (
more
)
Fixed inconsistency in belt power replace through corner when going backwards and forwards. (
more
)
Fixed a train consistency issue when interrupt triggers inside of another interrupt in certain cases. (
https://forums.factorio.com/116845
,
https://forums.factorio.com/117585
,
https://forums.factorio.com/117717
)
Fixed space platform losing its paused state when it arrived to a planet drifting backwards. (
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)
Modding
Added LoaderPrototype::frozen_patch_in and frozen_patch_out.
2.0.11
Date: 25.10.2024
Features
Asteroid collector filters can be modified by blueprint parametrisation.
Programmable speaker can be modified by blueprint parametrisation.
When imported blueprint is placed, assembling machines will be configured with the recipe even when recipe is not yet researched.
Changes
Fulgora ruins now also drop iron sticks when mined so electric poles could be crafted without recyclers at the start.
The "Custom minimum payload" slider for orbital logistics now offers more sensible values.
Orbital logistics "Custom minimum payload" is now checked against largest possible payload before setting the filter.
Cargo bays will show a warning icon when they are not connected to a Hub or Landing Pad.
Optimizations
Improved performance of technology GUI when viewing only essential technologies. (
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)
Bugfixes
Fixed a crash when construction robots attempt to deliver modules in the same tick the target entity is destroyed. (
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)
Fixed that biter base menu simulation had more decoratives over the Wube logo than desired. (
more
)
Tips simulation fixed with minor changes to texts (
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more
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Fixed that the map editor couldn't change the spawn point of a force after it was set. (
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)
Fixed that the game would hang when closing the load game menu if the number of mods in the mods directory was too large on Linux. (
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)
Fixed incorrect pump speed reporting when pumping into a fluid wagon. (
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)
Fixed that pumps could not pump into a fluid wagon at full speed. (
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)
Fixed that inserters could get stuck if the crafting machine they're interacting with dies and is rebuilt. (
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)
Fixed a performance issue with ghost building. (
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)
Fixed achievement nucear-power to require building nuclear reactor. (
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)
Fixed a possible exploit of using parametrised blueprint to set unlocked recipes in assemblers. (
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)
Fixed that players in remote view were unable to open menu when the game was paused. (
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)
Fixed turrets sometimes being marked for deconstruction and rebuild if trying to upgrade through overbuilding.
Fixed position of car driven by local player would be delayed on minimap in multiplayer.
Fixed a crash related to rocket silos when adding and removing mods. (
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)
Fixed that zooming with buttons(keyboard or controller) would not zoom to pixel-perfect values.
Fixed a crash when reading cursor record of a character not assigned to a player. (
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)
Fixed that building with modded items did not work correctly in all cases. (
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)
Fixed a crash when merging forces related to chart tags. (
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)
Fixed that blueprinted containers would loose their settings when overbuilt over container without those settings (
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)
Fixed a crash when setting roboport requests to a negative value. (
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)
Fixed RecipePrototype::maximum_productivity was allowed to be negative. (
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)
Fixed rail description would suggest toggle rail layer binding when elevated-rails mod was disabled. (
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)
Fixed blueprints being able to produce two overlaying ghosts of tiles with the same placing item (like hazard-concrete-left/right)
Fixed technology GUI not updating technology cost label if the technology didn't have any science packs. (
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)
Fixed reading LuaTechnologyPrototype::research_trigger could throw an error. (
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)
Fixed modules technology icon when quality mod is disabled. (
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)
Fixed MapGeneratorGui would not enable reset to defaults button when changing technology price multiplier. (
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)
Fixed PVP scenario not having starting area protection enabled when the last player of that force logged out. (
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)
Fixed use-item-groups had no effects. (
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)
Fixed a crash when trying to render a surface which doesn't exist in a simulation. (
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)
Fixed crashes caused by calling missing library symbols on older macOS versions. (
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Modding
Added AssemblingMachinePrototype::disabled_when_recipe_not_researched.
Scripting
Added LuaEntity::insert_plan and LuaEntity::removal_plan read/write.
Added removal_plan parameter to LuaSurface::create_entity for item request proxies.
2.0.10
Date: 23.10.2024
Features
Galaxy of fame. Offered when the game is finished. (
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)
Changes
Non-blocking saving setting is no longer synced over the Steam cloud.
Minor Features
Added flying text for more cases of unsuccessful resource mining.
Bugfixes
Fixed that blueprint book tooltips did not look correct when in the quickbar. (
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)
Fixed that movement speed bonus equipment would show garbage values when low on energy. (
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)
Fixed that some fluid-only recipes would allow quality modules. (
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)
Fixed that the "kill with artillery" achievement did not work with artillery wagons. (
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)
Fixed invalid package name in sprite path definition would result in OS error message dialog instead of loading into minimal mode. (
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)
Fixed that continue host menu option didn't respect the port from the config. (
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)
From now on, we wont save blueprint-storage to a file when it was not used yet. This might help preventing cloud storage file by a file representing empty blueprint storage. (
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Fixed that the blueprint setup GUI would always confirm to discard changes even if nothing changed when the blueprint had a description. (
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)
Leaked D3D device and swap chain in attempt to avoid AMD driver crash when closing the game. (
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)
Fixed LogisticContainerControlBehavior exclusive mode could get out of sync from the ContainerControlBehavior it derives from. (
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Fixed that the debug settings GUI could get stuck behind the normal game logic. (
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)
Fixed that the elem_tooltip type of "signal" did not work correctly. (
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)
Instead of aborting when SDL_DXGIGetOutputInfo call fails, the game will try to initialize D3D device using adapter 0. (
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Fixed crashes when using LuaEntity fluid methods when the entity's fluidboxes were not part of a segment. (
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)
Fixed that LuaEntity::insert_fluid would not work on the output FluidBoxes of a crafting machine.
Fixed removal of transport belts under cursor which would be normally fast-replaeable while drag traversing underground gap by belt rebuilding. (
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Fixed arithmetic combinator's first constant would not be proposed as parameter. (
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)
Fixed that on_entity_logistic_slot_changed did not fire for constant combinators. (
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)
Fixed a crash in the space platform hub GUI when the inventory size changes at the same time as the limit is changed. (
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)
Fixed turbo underground belts simulation in factoriopedia. (
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)
Fixed a crash when a segmented unit entity causes the entire segmented unit to die. (
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)
Fixed a crash when a platform was traveling to the shattered planet using a temporary stop which expired. (
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)
Fixed fluid conditions not showing fluid amounts. (
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)
Fixed using a custom surface in PvP was preventing Space Age progression. (
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)
Fixed a crash when switching preferred audio output device while a variable music track is playing. (
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)
Fixed train stop GUI being too wide at some smaller resolutions. (
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)
Fixed driven car being drawn on all surfaces in latency. (
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)
Fixed dying enemy would not randomize direction of its dying animation.
Fixed that failed achievement wasn't gettable again without restarting the game. (
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)
Fixed a crash when defining planet prototypes that don't contain any resources. (
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)
Fixed logistic section active state was not preserved in a blueprint string. (
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)
Fixed a crash when showing some modded GUI tables. (
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)
Fixed an issue where entity flagged as not mineable could be marked for deconstruction using undo.
Fixed pumpjacks with low yield would show 0 output rate in the tooltip. (
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)
Fixed Nauvis elevation dropdown missing in map generator GUI, causing incorrect previews from map exchange strings. (
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)
Fixed that it wasn't possible to parametrise virtual signals and space locations contained in text. (
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)
Fixed brightness and contrast sliders being reset to 0 when setting the text field to a negative value. (
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)
Fixed that it wasn't possible to parametrise entities, virtual signals and space locations contained in text. (
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)
2.0.9
Date: 22.10.2024
Changes
Achievement logistic-network-embargo updated with different condition for base game and space age.
Bugfixes
Fixed a crash when viewing the production statistics GUI while switching surfaces. (
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)
Fixed unstable global grid position when re-assigning blueprint. (
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)
Fixed that individual segmented units parts were in the kill statistics.
Fixed a crash when opening the technology GUI focused on disabled technology. (
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)
Fixed migration of rails in blueprints in 1.1 version of blueprint library. (
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)
Fixed a crash when trying to use unsupported audio depth. (
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)
Fixed a crash when loading some blueprint library contents with mods changed. (
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)
Fixed a crash when clicking "upgrades" in the wave defense scenario. (
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)
Fixed Spidertrons receiving up to 8 times extra damage from explosives. (
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)
Fixed that unpowered inserters could grab items.
Fixed that some GUIs could be opened behind the technology GUI. (
more
)
Fixed crash in multiplayer when mining modded tree with less stump variants than alive tree variants.
Fixed it was not possible to open loader gui for input loader. (
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)
Fixed crash in mod manager in minimal mode when some text used space-age icon rich text tag.
Fixed that changing surfaces with ghost equipment would not correctly request robots to deliver the equipment. (
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)
Fixed build sound of huge ghost entities not being ghostly enough. (
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)
Fixed a crash when item entity marked to be deconstructed is cancel deconstructed while being over belt. (
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)
Fixed that the runtime server config GUI did not fit on some screen sizes. (
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)
Fixed GUI effects volume set to zero not being applied on start if background simulations were turned off. (
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)
Fixed a crash when setting cursor_ghost of a character not assigned to a player. (
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)
Fixed a crash when reading opened GUIs of a character not assigned to a player. (
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)
Fixed PvP Scenario unlocking all the trigger technologies. (
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)
Fixed a crash when changing the force of cargo landing pads.
Fixed tools items and ammo items could be refilled during cursor split interaction. (
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)
Fixed that it was not possible to mark legacy rails for deconstruction using deconstruction planner configured for straight-rail. (
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)
Fixed that the Fulgora starting island could have no breaks in the cliffs. (
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Fixed that deconstruction planner would treat entities with deconstruction alternative as being normal quality.
Fixed crash when running out of disk space when saving preview for a save file.
Fixed that passive provider and active provider logistic points could have sections added through the Lua API. (
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)
Fixed that space platform schedule changes didn't update last user of the space platform hub. (
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)
Fixed a crash when enabling snap-to-grid when a blueprint had no contents. (
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)
Fixed that filter inserter was visible in technology icon for fast inserters.
Fixed that a buffered rocket would briefly render lights south of the rocket silo. (
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)
Fixed commas and quality icons not allowed in save file names. (
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)
Fixed crashes when viewing alerts for entities that then die. (
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)
Fixed incorrect surface condition of a space platform hub. (
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)
2.0.8
Date: 21.10.2024
Bugfixes
Fixed a crash when changing decider combinator conditions or outputs in latency in some cases.
Fixed a crash when sending a platform with no thrust to a planet and then removing the stop. (
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)
Fixed a crash when robots try to station in a full roboport because their stack size changed.
Fixed a crash in path finder when migrating 1.0 save files to 2.0.
Fixed orbital drop slots not counting towards Item count wait condition.
Fixed space platforms not respecting peaceful and no enemy modes.
Fixed a crash when downloading multiple mods fails.
Fixed a crash when clicking "play" while the map preview was running. (
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)
Fixed a crash when drawing a spider leg with length 0. (
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)
Fixed error in loading 1.1 version of blueprint library would prevent starting new map or loading a save. (
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)
Fixed crashes around the Explore Mods GUI with intermittent network connectivity.
Fixed a crash when viewing a single-product recipe with no main product in Factoriopedia.
Fixed a crash when pathfinding with a rotated bounding box. (
more
)
2.0.7
Date: 21.10.2024
Major Features
Added space platforms, which can request items to be delivered by rockets and used to deliver cargo between planets. (
Friday Facts #381
)
Added new planet Vulcanus, a volcanic planet with new resources, structures, items, recipes and technologies focussed on metallurgy. (
Friday Facts #386
,
Friday Facts #387
)
Added new planet Gleba, a swampy planet with new resources, structures, items, recipes and technologies focussed on agriculture. (
Friday Facts #413
,
Friday Facts #414
)
Added new planet Fulgora, a stormy desert planet with new resources, structures, items, recipes and technologies focussed on elecromagnetism. (
Friday Facts #398
,
Friday Facts #399
)
Added new planet Aquilo, a freezing planet with new resources, structures, items, recipes and technologies focussed on cryogenics.
Introduced quality, which is additional property of item, entities and equipment. (
Friday Facts #375
) Most entities, equipment, modules and ammo have various kind of bonuses with higher quality.
Added rail ramps, rail supports and elevated rails to build bridges. (
Friday Facts #378
)
Added stack inserters (previous stack inserters are called bulk inserters now) which can load transport belts with layered stacks of items. (
Friday Facts #393
)
New rail shapes, rail curves, 22.5 degree tracks.
Added Train interrupts (
Friday Facts #389
,
Friday Facts #395
) Trains can have number of interrupts, each interrupt has conditions and set of stops. Whenever is the train leaving a station, the first interrupt with fulfilled condition is activated, which adds its stations as temporary items into the schedule.
Added Train groups. (
Friday Facts #389
) Train name is editable and trains with the same name are considered to be in the same group. Editing schedule of a train automatically updates schedules of all the trains in the same group.
Added Logistic groups. (
Friday Facts #382
) Logistic group is editable for logistic points (Requester chest, Roboport, Character, Spidertron, etc.). Editing the requests of a logistic point automatically updates requests of all the points in the same group.
Added Factoriopedia. (
Friday Facts #397
) It provides detailed information about different kind of objects. Alt clicking any relevant gui element or game entity opens the related page.
Forced building will now automatically adds missing landfill or other other tiles based on context.
Added super forced building mode. Ctrl + Shift + Build marks for deconstruction player's colliding entities and replaces ghosts and tiles. (
Friday Facts #383
)
Added search to the remote view. It allows to do surface wide search for recipe production, resources and train stations and map tags. (
Friday Facts #400
)
Blueprint parametrisation. Allows to make more generic bluprints, which are configured upon building. (
Friday Facts #392
)
Features
Rail planner is usable in the map (remote view). (
Friday Facts #403
)
Added smart dragging of underground belts and pipes.
Added a toggle to show pipelines on the map.
Added the option to pin positions, entities, alerts or search results, and keep track of their location. (
Friday Facts #400
)
Entity ghosts are now buildable on water if the landfill ghosts are already there.
Added a third graph to the electric network overview to track the charges of accumulators over time. (
Friday Facts #408
)
Added a new alert for construction and logistic robots that can't find free space in a roboport.
Added a new alert for trains failing to pathfind to their target. (
Friday Facts #395
)
Added a new alert for turrets running out of ammunition. It only sounds once right when the ammo is used up.
Added fuel condition to the train schedule.
Added condition to the train schedule to check whether a specific station is full or not.
Added an option for a locomotive to update its color automatically based on the color of the target train stop. (
Friday Facts #389
)
Smarter worker robot scheduling. Worker robots have task queue now which allows the planner to choose the robot that will be able to get to the destination fastest, even if it is doing something else at the moment.
Robot requests in roboports.
Added Flipping as a primary action to flip entities horizontally or vertically. Works on items in hand placed on the surface or ghosts. AssemblingMachines can now be mirrored by flipping them, allowing additional fluid box configurations. Bound to F (Horizontal) & V (Vertical) by default.
Upgrade planner can install new modules into machines, this is done by leaving the source slot empty and setting up only the destination slot.
Upgrade planner module upgrade/install can have machine filter and maximum count per machine specified.
Upgrade planner now has dynamic size, similar to the blueprint library. The size is capped at 250 rows now.
Added a way to create module/fuel requests in entities remotely by clicking with ghost item in hand. (
Friday Facts #380
)
All turrets (except for artillery) can now be configured individually to prioritize certain types of enemies when looking for targets. (
Friday Facts #410
) The priority settings can be copy-pasted between the different turret types and can be configured through the circuit network.
Added latency hiding for cars (and tanks).
Rocket silos continue producing parts for the next rocket while the current rocket is being launched. Completing another rocket soon enough skips closing and reopening the doors. (
Friday Facts #405
)
Improved the way spidertrons are remotely controlled. Instead of spidertron remote being linked to single spidertron, it can be used to group select and command spidertrons like in your typical RTS game.
Spidertrons can be entered remotely, so you can control them as if you were inside physically, so switching the map on/off doesn't distrubt the mode.
Allowed opening and configuring entities through remote view. (
Friday Facts #380
)
Ease of use
Added green indicator (instead of yellow), when previewing underground belt/pipe on its maximal distance. (
Friday Facts #388
)
Circuit Network
Added selector combinator. It allows to select one of the signals, or the signal count from an input.
Added editable description to combinator entities.
Decider Combinators are now allowed to check multiple conditions and send multiple outputs per combinator.
Arithmetic combinator now allows to select red and green networks for input signals and perform Each-Each operations.
Signal pipetting.
Added display panel. 1X1 entity which can show specified icon and/or text, possibly also on the map. It can be also controlled by the circuit network. (
Friday Facts #419
)
Transport belt connected to a circuit network can now read contents of the whole segment instead of just the one tile. (
Friday Facts #405
)
Roboports can read logistic network contents and requests. (
Friday Facts #428
)
Roboports can output the number of roboports in the logistic network to the circuit network. (
Friday Facts #428
)
Logistic Chests have an optional circuit condition to enable / disable their connection to the network. (
Friday Facts #428
)
Rocket silo is connectable to circuit network, and allows to read its contents.
Rocket silo circuit connection can read orbital requests.
All turrets (including artillery) can now be connected to the circuit network to read their current ammo count and/or deactivate them. (
Friday Facts #410
)
Assembling machines, chemical plants, oil refineries and centrifuges can now send the ingredient list of their recipes to the circuit network.
Drag building electric poles will also drag circuit wires when starting from electric pole with already connected circuit wires.
When electric pole is removed, it will rewire circuit wires similar to copper wires.
Cut/copy pasting blueprint with external circuit wire connections will preserve these connections when the blueprint is built (if possible). (
Friday Facts #402
)
Radar can now be connected to circuit network, allowing to wirelessly transmit a single channel of red and green signals on each planet/surface. (
Friday Facts #402
)
Added a way to read nuclear reactor temperature through the circuit network. (
Friday Facts #428
)
Minor Features
Added "No enemies" setting that disables enemy unit spawning from enemy spawners, map gen, and items. Does not disable enemy spawners.
Upgrade planner can upgrade fuel in blueprints (yet to be implemented for existing entities).
Added cargo pods that move items from platforms to landing pads.
Added a warning when a save game is too large to sync via the Steam cloud.
Added PipeWire audio driver.
Added a setting to select the preferred audio driver on Windows and Linux.
Undo improvements. Undo actions older than 1 minute require confirmation +flying text notification of what was undone.
Added redo.
Allow undoing of module changes done via upgrade planner.
Allow undoing of copy-pasting entity settings like assembler recipes or inserter filters. (
Friday Facts #412
)
Allowed lamps color to be configured manually.
Manual building in latency state now tracks used items.
Manual building previews will now highlight ghosts that would be removed.
Blueprints with entities and landfill are now one-click buildable over water.
Added icons for tileable blueprints, like "Curve, Corner, T junction, X junction" and similar, in Virtual signals category.
Evolution factors are now tracked individually for each surface.
Pumps now can have a fluid filter. If present, only the specified fluid is taken from the pump's source.
Electric poles are no longer limited to 5 copper connections to other electric poles.
Removed some of the abstract items (red wire, green wire, discharge defense, artillery remote, spidertron remote) and replaced them with shortcut bar tools which can be used anytime for free. (
Friday Facts #379
) These tools can still be placed into the quickbar if desired.
The smart pipette can also pick terrain and using it on fluid select the offshore pump.
The smart pipette can also pick items from crafting, logistic, select list, inventory and quickbar.
Disabling train stop no longer sends ongoing trains away. Disabled train stop is now considered full and trains will not skip schedule records.
Map tags can be moved. (
Friday Facts #388
)
Map tags can be quickly copied using pipette. (
more
)
Map tags and pings can be placed while zoomed in to game view.
Spidertrons can be damaged by cars and tanks, can be damaged by walking on fire, and can be slowed with slowdown capsules.
Switching to the map editor using /editor now places the player at the position they were looking at in remote view. Switching out of the map editor returns the character to the position it was when entering. Added editor options to individually revert these changes to their previous behavior.
Numerical textfields accepts values with postfix formats (10k instead of 10000 etc), simple math expressions, like 3*7+7k are also possible.
Added logic to hide previews for buildable items if fast-transfer modifiers (default: Ctrl) are pressed. Doesn't apply to blueprints or when rail planner is active.
Improved the AI of the worker flying robots when it comes to choosing roboport to recharge. It prefers roboports closer to its destination, so (for example) it won't get stuck over lakes forever.
When you retrieve your corpse, the logistic requests will re-enable if they were enabled before death. (Related to the already existing behaviour, where the requests are disabled upon death, to avoid unwanted supply)
Dedicated servers will stay paused until the first player is fully connected (if auto-pause is enabled).
Added an option to auto-pause servers while any player is connecting (defaults to false).
Added several new achievements both to the base game and space age.
When renaming a train stop, it will try to copy its color from an existing stop with that name.
Added control inputs (Ctrl/Shift + Arrow keys) to adjust blueprint grid alignment.
Train stop can be given a priority, trains will prefer going to the train stop with higher priority and it will be easier for them to depart from such train stop. (
Friday Facts #395
)
Allow copy-pasting of setting for trains and train stops while in chart view. (
Friday Facts #403
)
Crafting machines can craft more than 1 recipe per tick if their speeds are fast enough.
Improved the ultra-wide monitor experience by greatly increasing the maximum view distance based on the game window's dimensions.
Added "sync-mods" command line option to sync mods with a given save file.
Trains with non-empty schedule are automatically switched into automated mode upon completition.
The spidertron inventory is automatically sorted.
Added a browse history feature. Pressing ALT + arrow keys (or the arrow button on the right top of the window), can go back and forth through what was opened. (
Friday Facts #397
)
Added 8 directional arrows to virtual signals. Also added red cross signal next to the checkmark.
Added a super forced mode for deconstruction planner: when selecting area while holding Ctrl + Shift (by default) deconstructs everything (deconstructible and not filtered out), i.e. entities, tiles and hidden tiles
Added a reverse mode for deconstruction planner: when selecting an area using right-click, the white-/blacklist setting for entity and tile filters will be reversed for this selection.
Added a nondefault tile cover cache - last used cover tile is being saved per surface per force per tile id being covered. For most intents and purposes, those values act the same as default covers defined by covered tile prototype (for tiles without default cover defined).
The storage filter of logistic storage chests can now be copy-pasted.
Optimizations
Added automatic splitting of repeated noise expressions into separate procedures which increased map generation speed.
Improved C++ structure of noise expressions which reduced game start-up time and MapGenSettings compilation time.
Improved worker robot performance, they are not updated every tick when moving or stationary anymore. (
Friday Facts #421
)
Improved performance of idle roboports. (
Friday Facts #421
)
Improved radar charting speed. (
Friday Facts #421
)
Improved circuit network logic by making it fully multithreaded.
Changed Spidertron walking strategy to deliberately alternate legs and be overall more efficient and performant.
Changed train wait condition evaluation order to check 'cheap' conditions (e.g. wait time) before 'expensive' conditions (e.g. inventory) within a set of "and"-connected conditions.
Graphics
Changed night vision effect from grayscale to a more contrasty one.
Added decay stages for enemies. (Biters, Spitters, Worms, Spawners)
Reworked die animations, now they have more gore to transition into the decay stages better.
Reworked fire animations, improved quality and increased resolution.
Reworked rocket projectile animations
Fixed copper and circuit wires appearing to sag below the perceived ground level.
Fixed copper and circuit wire shadows projecting onto the ground incorrectly.
Sounds
Improved sounds of dying enemies.
Added different sounds for manipulating different items in the inventory and opening different entities. (
Friday Facts #396
)
Added different sounds for shooting different kind of targets.
Added ambient sounds. (
Friday Facts #396
)
Added semi-persistent ambient sounds.
Added support for sound accents for entities' working_sound. These are short sounds which play at a specific moment in the entity's animation.
Added support for multiple main sounds for entities' working_sound.
Extended support for aggregation to most sounds.
Added controls to skip current music track, go back to previous one and to pause/resume music.
Added new music. (
Friday Facts #406
)
Added variable music. (
Friday Facts #407
)
Balancing
Diminishing return of beacons effect (
Friday Facts #409
)
Lowered Fluid pumping speed from 12 000 to 1 200.
Altered the mining drill bounding box, so you can walk between mining drill and substation and such.
Lowered stack size of ammo from 200 to 100.
Increased fluid wagon capacity from 25000 to 50000 to make fluid wagons more compelling compared to the new pipe mechanics.
Increased low density structure stack size from 10 to 50.
Increased beacon stack size from 10 to 20.
Rocket part takes 10 times less ingredients than before.
Rocket silo requires 50 rocket parts to craft a rocket instead of 100.
Biter spawner health grows with evolution, up to 10 times with maximum evolution.
Increased health of bigger worms, and added a laser resistance to them.
Removed the 15% explosion damage resistance from biter spawners.
Doubled the damage of artillery.
Nerfed personal laser defense damage output to 1/3 its previous output.
Changed all module-3 recipe to require only 4 (instead of 5) module-2 ingredients.
Greatly increased default tile pollution absorption.
Increased rocket fuel stack size from 10 to 20.
Decreased the crafting time of rocket ingredients.
Decreased the crafting time of solid fuel.
Increased damage and range of non-explosive cannon shells.
Doubled the distractor robot health from 90 to 180 and life time from 45s to 90s.
Increased destroyer robot base damage from 10 to 20 and range from 15 to 20.
Increased damage of shotgun pellets from 5 to 8, and made shotgun projectiles spawn closer to the player.
Increased battery capacity of construction robot from 1.5MJ to 3MJ.
Rocket (ammo) no longer requires an electronic circuit to be crafted.
Rocket and Explosive rocket projectiles accelerate twice as fast.
Changed the rocket recipe to require only processing unit instead of rocket control unit. Rocket control unit was removed from the game.
Changes
Reworked the fluid system flow logic. (
Friday Facts #416
) Contiguous sections of pipes and storage tanks are merged into segments. Each segment contains a single fluid, and throughput is proportional to how full a segment is.
Removed Filter and Stack filter inserter, instead all inserters can use filters now.
Character corpses no longer despawn.
Merged zoom controls and removed functionality to zoom in without leaving chart view.
Kovarex enrichment process is now unlocked by automation, logistic and chemical science pack only.
Power armor equipment grid resized from 7x7 to 6x8 to be a bit more practical.
Power switch and Programmable speaker stack size reduced from 50 to 10.
Big and huge rock doesn't drop stone items when destroyed anymore.
1 Water will now produce 10 Steam in boilers/heat exchangers.
Boilers will respect conservation of energy by considering heat capacity of input and output fluids.
Improved high-DPI display support on Windows to match that of Retina displays on macOS.
Removed the "fuzzy search" setting.
Updated SDL to version 2.30.0.
Smart belt building was slightly improved, so it makes the underground also when overbuilding belt gap with belts already present on both sides.
Trains will not skip stations that do not have any valid stops, they will 'no path' instead.
Trains with artillery wagons now need to wait for all cannons to be in fully their parked position before departing. When driving manually, keep holding accelerate to command the artillery to stop firing and assume their parked position.
Improved Apple Retina display support throughout the game.
Made manual UI scale setting visually consistent between Retina and non-Retina displays, and between native resolution rendering setting being enabled and disabled.
Default control key for Map changed from M to Tab or M.
Default control key for Next weapon changed from Tab to C.
Default control key for Shoot selected changed from C to Shift+Space.
Default control key for Toggle personal roboport changed from Alt + R to Alt + F.
Added event-based technologies for unlocks related to the early game.
Added event-based technologies to only allow to research the oil related and uranium related technologies after the related resource had been mined.
Switching to map view switches to remote controller now, which allows to open and setup entities even when they are far away.
Chunks under fog of war are covered even in normal view.
Default train connect key is now J, train disconnect key is now K and vertical flip is now V.
Allowed electric poles to be fast-replaced by moving.
Allowed entity ghost-building over tile ghosts.
Allowed landfill mining.
Underground belts and pipes-to-ground connections can be blocked by certain tiles.
Disabled loading of saves before 1.0.0 version (You can use 1.1 to load older saves and re-save them).
Changed the /evolution command to respect the now Surface-based evolution tracking. Provide a Surface's name as parameter to get its evolution factor, or leave blank to get a full list.
Locomotive fuel inventory is now accesible by inserters, so it can be unloaded automatically.
Changed module limitations for recipes from item-based to effect-based. A module can't be placed into a machine if the current recipe doesn't support one of the effects.
Changed "use item" (grenades, artillery remote, capsules) to its own control and changed the default to right mouse button.
Improved heuristic of robots selecting roboports to charge/station.
Changed selection logic of entity ghosts. They now behave as if they were real entities already.
Car collisions impact on speed reworked (destroying obstacles now slows the car less than before).
Added one more color to robot overview on the map (red = logistic robots targeted to me, to deliver or to trash).
Launching space science pack into space no longer returns fish as there is now an other method to automate obtaining fish.
Changed command-line map preview to match GUI map preview, including correct overlapping ore generation and cliffs.
Changed --report-quantities option to report total entity count and resource amount in the selected area instead of approximate values.
Removed --map-preview-scale, --slope-shading, --slope-shade-property and --noise-outputs command-line options.
Ghost pipes are now connecting to other pipes.
When train has no fuel, player can manually move the train slowly when it is manually controlled. (
Friday Facts #403
)
Increased Big electric pole maximum wire reach from 30 to 32.
Electric poles are always crafted from copper wire instead of copper plates.
Removed sandbox scenario.
Tweaked most of the tips trigger and skip trigger logic, added new tips. Added the ability to show animated UI related tips.
MapTick is now 64 bit.
Disabled the turret shooting alert by default.
Remnants of destroyed player buildings do not disappear after a while any more.
Increased the number of chunks generated around players based on the maximum view distance.
Steam Cloud sync for blueprint library is enabled by default now, and library is saved to blueprint-storage-2.dat.
Changed pipe to ground collision mask so player can walk on top of it.
Using the pipette on an entity marked for upgrading now picks the result of the upgrade instead of the existing entity.
Rotating (and flipping) already built entities is now allowed at any distance.
Gui
Added Players screen (accessible from the side menu), where each of the player can be inspected. (
Friday Facts #423
)
Added click-and-drag to rearrange logistic requests within a section.
Changed spidertron gui to have 3 panels instead of two when the flat character gui settings is selected (which is by default).
The spidertron grid is opened by a button instead of a tab.
Improved the tooltips of the graph, to actually explain what is the relationship of the two numbers displayed.
Production and electric network graphs now highlight the corresponding line if an item's slot is hovered in the list below.
Fixed technology graph UI not properly scaling with UI scale.
Fixed heat exchanger glow sprite was drawn above the character sprite. (
more
)
Fixed a minor bug in the fluid movement calculation, which didn't take the volume of the container into considaration properly.
Restructured all the circuit condition windows.
Circuit and logistics condition windows can be opened at the same time.
New logistic networks GUI. (
Friday Facts #405
)
Added Arrow Up/Down keys support when searching in a listbox.
The trains stop gui contains a list of trains on the way to this stop (
Friday Facts #403
).
Added option switch save game sorting by either name or last modified state.
Added a notification of researched technology.
Research widget has a tooltip which shows the research production graph for the last 10 minutes. (
Friday Facts #423
)
Alert gui now allows specific selection of the problem we want to move to. (
Friday Facts #400
)
Circuit conditions for trains now show precise progress in the GUI if it makes sense for the condition.
Changed sorting of technologies in technology list to put infinite technologies at the back.
The buttons for circuit and logistic control settings of entities are now always visible if the entity supports them.
Modding
Added global feature_flags in the settings and prototype stages.
Added BeaconPrototype::allowed_module_categories, CraftingMachinePrototype::allowed_module_categories, LabPrototype::allowed_module_categories, MiningDrillPrototype::allowed_module_categories, and RecipePrototype::allowed_module_categories.
Replaced the map generator water slider with an autoplace control prototype; water_level and segmentation_multiplier are now noise expressions.
Removed pre-defined noise variables finite_water_level, wlc_elevation_offset, wlc_elevation_minimum, cliff_elevation_offset, terrace_elevation_offset, terrace_elevation_interval. Added cliff_elevation_0.
Added EntityWithHealthPrototype::overkill_fraction.
Removed AutoplacePeak specification format.
Added AmmoItemPrototype::shoot_protected.
Removed ItemPrototype::rocket_launch_product. Use rocket_launch_products instead.
Moved FluidBoxManagerPrototype::off_when_no_fluid_recipe up to AssemblingMachinePrototype::fluid_boxes_off_when_no_fluid_recipe.
Added delayed-active-trigger ActiveTrigger type.
Added ability to attach a SmokeWithTrigger to a target entity and make it fade when the target entity is destroyed.
Added time-based cooldowns to TriggerEffectWithCooldown.
Removed ContainerPrototype::enable_inventory_bar.
Added ContainerPrototype::inventory_type "normal".
Added LinkedContainerPrototype::inventory_type "normal".
Added ItemPrototype::send_to_orbit_mode.
Renamed ItemPrototype::placed_as_equipment_result to place_as_equipment_result to match the runtime name.
Removed BurnerEnergySource::fuel_category. Use BurnerEnergySource::fuel_categories instead.
Removed slice, slice_x and slice_y from Sprite and RotatedSprite.
Changed PipeToGround::pictures to use a standard Sprite4Way.
Removed OffshorePumpPrototype::picture. Use OffshorePumpPrototype::graphics_set instead.
Removed deprecated "compressed" SpriteFlag.
Removed icon_mipmaps from various prototypes using icons. Mipmap count will be inferred from icon_size and actual dimensions of the source image.
Added OffshorePumpPrototype::energy_source and energy_usage.
Changed research unit ingredients to only be specified by a tuple.
Changed recipe ingredients to only be specified by a table with named keys.
Removed catalyst_amount from recipe ingredients and products.
Added ignored_by_stats to recipe ingredients.
Added ignored_by_stats and ignored_by_productivity to recipe products.
Added 'R' (ronna) and 'Q' (quetta) SI prefixes.
Removed 'K' from allowed SI prefixes - use 'k' instead.
Renamed "effectivity-module" to "efficiency-module", including all items, recipes, and technologies.
Renamed technology "advanced-electronics" to "advanced-circuit".
Renamed technology "advanced-electronics-2" to "processing-unit".
Renamed technology "optics" to "lamp".
Reset technology effects is automatically run when technology unlocks change.
Renamed boiler "heat-water-inside" mode to "heat-fluid-inside".
Replaced TileSpriteLayoutVariant::tall with TileSpriteLayoutVariant::tile_height.
Removed WorkingVisualisation::draw_as_sprite and WorkingVisualisation::draw_as_light. Use SpriteParameters::draw_as_light and draw_as_glow instead.
Removed BeaconModuleVisualization::draw_as_sprite and BeaconModuleVisualization::draw_as_light.
Removed AnimationElement::draw_as_sprite and AnimationElement::draw_as_light.
Removed BeaconGraphicsSet::apply_module_tint_to_light.
On prototypes of entities with circuit connector removed circuit_wire_connection_points and circuit_connector_sprites but added circuit_connector.
Renamed InserterPrototype::stack to InserterPrototype::bulk.
Changed "forward-then-backward" animation run mode to not repeat the first and the last frame when running backward.
Determining whether a tile draws transitions over different tile takes into consideration also TilePrototype::layer_group now.
Renamed TileRenderLayer "ground" to "ground-natural" and added "ground-artificial".
Reduced number of layers in "zero" tile render layer group from 128 to 64. And "water" from 64 to 8.
Removed TilePrototype::draw_in_water_layer.
Changed tile graphics definition format for both main tile pictures and tile transitions. See TilePrototype documentation.
Add more prototype properties for shaping Spidertron and spider unit legs and behaviors.
Loader is now circuit connectable.
Increased the limit of different "optimized-decorative" types from 255 to 65535.
Removed EntityPrototype::drawing_box and replaced it with drawing_box_vertical_extension.
Changed icon_size default to be always 64, which is also defined by defines.default_icon_size, for the case we ever wanted to change this.
Changed icon drawing in GUIs to account for all layers when scaling them to fit a slot or a button.
Added IconData::draw_background.
Increased the limit of different tile types from 255 to 65535.
Collision layers are now defined by prototypes. There is still limit of 55 layers but the layers themselves can have any name.
Collision mask has a mandatory table "layers" which must specify layers as dictionary.
Removed collision layers from "layer-13" to "layer-55".
Changed prototypes from straight-rail to legacy-straight-rail and curved-rail to legacy-curved-rail
New rail prototypes: straight-rail, curved-rail-a, curved-rail-b, half-diagonal-rail, rail-ramp, elevated-straight-rail, elevated-curved-rail-a, elevated-curved-rail-b, elevated-half-diagonal-rail.
Added rail-support prototype.
Changed way of defining rail prototype graphics: pictures are tied to direction of an entity they will be used by.
Changed prototype data loading to enforce the correct types are used.
Restricted prototype names to only contain alphanumeric characters, dashes and underscores.
Added RailPrototype::ending_shifts to fine-tune render position of rail endings.
Added RollingStockPrototype::transition_collision_mask and RollingStockPrototype::elevated_collision_mask.
Changed rail planner prototype: it now takes list of rail entities it is allowed to place and optional support for use with elevated rails.
Added EntityPrototypeFlag "building-direction-16-way".
Reworked noise expression definition system.
Added circuit connections to TurretPrototype and ArtilleryPrototype.
Changed most entity graphics definitions to be optional.
Changed various entity prototypes to only accept "energy_source" for the energy source, not "burner".
Changed PumpPrototype::fluid_box into input_fluid_box and output_fluid_box.
Changed TileEffectDefinition to allow for different effects.
Changed "finish-the-game-achievement" achievement type to "complete-objective-achievement".
Renamed until_second to within for various achievement prototypes.
Renamed spidertron-remote prototype to rts-tool.
Moved subgroup property from individual prototypes to PrototypeBase.
Removed "axially_symmetrical" property from RotatedSprite and RotatedAnimation definitions.
Removed the entity flag fast-replaceable-no-cross-type-while-moving and fast-replaceable-no-build-while-moving.
Removed support for emissions_per_second from worker robots.
Renamed track_coverage_during_build_by_moving to track_coverage_during_drag_building and changed the default to true
Added optional tile_condition to the place_as_tile, which allows to specify explicit list of tiles it can be built over.
Added vector_to_place_result (drop target) support to crafting machines.
Changed default value of TilePrototype::check_collision_with_entities to true.
The fluid generated by offshore pump is property of the tile instead of the pump.
Replaced ModulePrototype::limitation and ModulePrototype::limitation_blacklist with RecipePrototype::allow_[effect-name] properties (e.g. RecipePrototype::allow_productivity). By default, all effects except productivity are allowed.
Replaced ModulePrototype::limitation_message_key with RecipePrototype::allow_[effect-name]_message properties (e.g. RecipePrototype::allow_productivity_message). If not set, the game uses "item-limitation.[effect-name]-effect".
Added ElectricPolePrototype::auto_connect_up_to_n_wires.
Added RecipePrototype::hide_from_signal_gui.
Replaced min_perceived_performance, performance_to_sound_speedup, min_animation_progress and max_animation_progress with perceived_performance table containing minimum, maximum and performance_to_activity_rate.
Entity selection priority is no longer deduced from collision masks. Use property 'selection_priority' for that purpose.
Several prototype types have been given new 'selection_priority' default values, documented in '__base__/prototypes/entities/entity_util.lua'.
The prototype names of logistic chests have been changed to match their English display name. 'logistic-chest-requester' became 'requester-chest', etc. This applies to entities, items and recipes. Saves, exported blueprint/book/planner strings, and rich text tags in labels and destriptions will have their contents migrated automatically.
Added RocketSiloPrototype::rocket_quick_relaunch_start_offset, specifying the starting position for rockets created with the new quick-launch feature. 0 is the regular starting position, 1 is the end of the rising animation.
Added optional RocketSiloPrototype::rocket_parts_storage_cap, denoting when a silo is considered "full" for crafting rocket parts. Has to be at least rocket_parts_required, and defaults to that value.
Reworked how PipeConnectionDefinitions are specified. Added 'connection_type'. Added ability to specify 'linked' connection_type. Renamed 'type' into 'flow_direction'. Added direction. 'position' now has to be inside of the entity. Added 'connection_category'. Added 'linked_connection_id'.
Deprecated player-port prototype.
Changed type of 'entity-unknown', 'tile-proxy', 'tree-dying-proxy', 'tree-proxy' from flying-text to entity-ghost.
Removed the "flying-text" entity type. Use LuaPlayer::create_local_flying_text or LuaRendering::draw_text instead.
Removed the "flame-thrower-explosion" entity type.
Removed "smoke" entity prototype.
Removed "particle" and "leaf-particle" entity prototypes.
Removed "mining-tool" item prototype.
Removed "noise-layer" prototypes. Places previously accepting them now take a 32-bit integer or a string which gets converted using CRC32.
Removed SpiderEnginePrototype::military_target check. If a spider vehicle should be a military target, set EntityWithOwnerPrototype::is_military_target directly.
Removed RecipePrototype::result and result_count. Use RecipePrototype::results instead.
ProductPrototype now has a mandatory "type" field and does not accept simplified syntax for item products.
Unified the way hidden property of all prototypes is specified, which is always a hidden bool instead of different kind of flags.
Added MiningDrillPrototype::effect_receiver, CraftingMachinePrototype::effect_receiver and LabPrototype::effect_receiver.
Removed MiningDrillPrototype::base_productivity, CraftinMachinePrototype::base_productivity and LabPrototype::base_productivity. They were moved into EffectReceiverPrototype::base_effect.
Restructured SelectionToolPrototype: specific modes are described under select(required), alt_select(required), reverse_select(optional) and alt_reverse_select(optional) tables.
Added airborne-pollutant prototype and changed various pollution related properties to support multiple pollution types.
Rearranged BoilerPrototype's pictures.
Added CorpsePrototype::expires, defaulting to 'true'. Denotes whether corpses of this type expire by default.
Moved character guns inventory size to the prototype as guns_inventory_size defaulting to 3.
Removed hr_version from all graphics definitions. The graphics are now always considered to be in high definition.
Removed ability of ItemWithInventory to extend inventory.
Removed ItemPrototype::default_request_amount and wire_count.
Removed normal and expensive properties from TechnologyPrototype and RecipePrototype.
Removed deprecated graphics definitions from TransportBeltConnectablePrototype, use belt_animation_set instead.
Removed RocketSiloPrototype::rocket_result_inventory_size.
Removed ConstantCombinatorPrototype::item_slot_count.
Changed "combat-robot-count" achievement type to "combat-robot-count-achievement".
Changed "ghost-time-to-live" modifier type to "create-ghost-on-entity-death" and changed the modifier from double to bool.
Added EntityPrototype::icon_draw_specification, to control the scale and shift of alt-info icons for entities.
Removed AmmoTurretPrototype::entity_info_icon_shift.
Removed CraftingMachinePrototype::entity_info_icon_shift.
Removed CraftingMachinePrototype::scale_entity_info_icon.
Removed StorageTankPrototype::scale_entity_info_icon.
Removed LinkedContainerPrototype::scale_info_icons.
Removed ContainerPrototype::scale_info_icons.
Removed RobotWithLogisticInterfacePrototype::cargo_centered.
Removed utility constant pollution_color.
Removed biter_ai_settings global variable. Instead, when requiring "biter-ai-settings.lua", assign the returned table to a local variable.
Added BeamPrototype::graphics_set and moved graphics related properties there.
Added CraftingMachinePrototype::graphics_set and moved graphics related properties there.
Added AccumulatorPrototype::chargable_graphics and moved graphics related properties there.
Added space-platform-hub, cargo-pod and cargo-bay prototypes.
Added asteroid, asteroid-collector and thruster prototype.
Added asteroid-chunk prototype.
Added cargo-landing-pad prototype.
Added procession and procession-layer-inheritance-group prototypes.
Added space-platform-starter-pack, space-location, planet and space-connection prototypes.
Added surface-property and surface prototypes.
Added active-trigger and chain-active-trigger prototypes.
Added quality prototype and various related prototype properties.
Added spider-unit prototype.
Added segment and segmented-unit prototypes.
Added lightning-attractor prototype.
Added lightning prototype.
Added plant prototype.
Added agricultural-tower prototype.
Added selector-combinator and display-panel prototypes.
Added fusion-generator and fusion-reactor prototypes.
Added burner-usage prototype.
Added temporary-container prototype.
Added equipment-ghost prototype.
Added impact-category, deliver-category and deliver-impact-combination prototypes.
Added remote-controller prototype.
Added stateless_visualisation_variations to DecorativePrototype, SimpleEntityPrototype, SimpleEntityWithOwnerPrototype and TreePrototype.
Added stateless_visualisation to DecorativePrototype and EntityPrototype.
Added RoboportPrototype::radar_range.
Added ShortcutPrototype::unavailable_until_unlocked.
Added MiningDrillPrototype::resource_drain_rate_percent and filter_count.
Added MiningDrillPrototype::drops_full_belt_stacks.
Added LoaderPrototype::max_belt_stack_size.
Added InserterPrototype::max_belt_stack_size.
Added InserterPrototype::grab_less_to_match_belt_stack and enter_drop_mode_if_held_stack_spoiled.
Added BeaconPrototype::profile and beacon_counter.
Added AmmoItemPrototype::ammo_category.
Added LogisticContainerPrototype::trash_inventory_size.
Added LabPrototype::trash_inventory_size.
Added CarPrototype::auto_sort_inventory and trash_inventory_size.
Added RocketSiloPrototpye::rocket_supply_inventory_size, logistic_trash_inventory_size, render_not_in_network_icon and cargo_station_parameters.
Added TilePrototype::built_animations and related properties.
Added TilePrototype::weight, max_health, dying_explosion, destroys_dropped_items and default_destroyed_dropped_item_trigger.
Added ItemPrototype::weight, random_tint_color, has_random_tint, plant_result, destroyed_by_dropping_trigger and default_import_location.
Added ItemPrototype::spoil_result, spoil_to_trigger_result and spoil_ticks.
Added CliffPrototype::place_as_crater.
Added TurretPrototype::graphics_set and other graphics related properties.
Added TechnologyPrototype::research_trigger and allows_productivity.
Added AmbientSound::planet and variable_sound.
Added Prototype::factoriopedia_alternative and PrototypeBase::factoriopedia_description, hidden_in_factoriopedia and factoriopedia_simulation.
Added RecipePrototype::preserve_products_in_machine_output, surface_conditions and maximum_productivity.
Added VehiclePrototype::allow_remote_driving.
Added MapSettings::asteroids.
Added RollingStockPrototype::default_copy_color_from_train_stop.
Added AmmoTurretPrototype::energy_source and energy_per_shot.
Added RocketSiloRocketPrototype::cargo_pod_entity.
Added EntityPrototype::ambient_sounds, tile_buildability_rules, impact_category, icons_positioning and surface_conditions.
Added RadarPrototype::connects_to_other_radars, energy_fraction_to_connect and energy_fraction_to_disconnect.
Added CustomInputPrototype::block_modifiers.
Added ArmorPrototype::provides_flight, collision_box and related properties.
Added CharacterPrototype::flying_bob_speed, grounded_landing_search_radius and flying_collision_mask.
Added capture-robot prototype.
Added EnemySpawnerPrototype::captured_spawner_entity and time_to_capture.
Added EntityPrototype::heating_energy.
Added frozen graphics to various entities.
Added inventory-bonus-equipment prototype.
Added lane-splitter prototype.
Added new achievement prototypes: dont-kill-manually-achievement, dont-research-before-researching-achievement, change-surface-achievement, create-platform-achievement, deplete-resource-achievement, destroy-cliff-achievement, equip-armor-achievement, module-transfer-achievement, place-equipment-achievement, research-with-science-pack-achievement, shoot-achievement, space-connection-distance-traveled-achievement, use-item-achievement.
Added FluidPrototype::visualization_color.
Added PipeToGroundPrototype::visualization.
Added "get-by-unit-number" entity prototype flag.
Changed plural localisation format to use double underscores around parameter index.
Added new prototype type "custom-event" to define custom events in the data stage. Custom events share the same namespace as custom inputs and built-in events for subscribing to and raising them.
Added "grounded" sticker effect to temporarily disable mech armor flight
Changed autoplace control-setting variable names in noise expressions to be shorter/less verbose.
Added dynamic volume modifiers to sounds. These are applied when specific conditions in-game are met.
Added non-linear modes for sound attenuation.
Added an option to override default zoom level attenuation for individial sounds.
Added darkness (time of day) threshold for sounds.
Added Sound::advanced_volume_control which includes attenuation (distance based), fades (zoom level based) and darkness threshold.
Added Sound::speed_smoothing_window_size to smooth out changes in playback speed.
Added priority selection to sound aggregation.
Added activity matching modifiers to further control activity to volume or speed matching of working_sound.
Added Sound::priority. Sounds with higher priority can replace sounds with lower priority when all audio resources are used.
Added SoundDefinition::min_volume and SoundDefinition::max_volume for automatic volume variation.
Scripting
Renamed `global` into `storage`.
Added LuaBootstrap::feature_flags.
Added LuaEntityPrototype::allowed_module_categories read.
Added LuaRecipePrototype::allowed_module_categories read.
Removed LuaConstantCombiantorControlBehavior::parameters read/write.
Added LuaPlanet::associate_surface.
Added on_space_platform_pre_mined, on_space_platform_mined_item, on_space_platform_mined_entity, on_space_platform_built_entity, on_space_platform_built_tile, and on_space_platform_mined_tile.
Renamed on_built_entity and on_robot_built_entity parameter `created_entity` to `entity`.
Removed LuaConstantCombinatorControlBehavior::signals_count, set_signal() and get_signal().
Removed LuaGameScript::disable_tutorial_triggers().
Added LuaGameScript::enable_tip_triggers_in_custom_scenarios().
Added event on_player_used_spidertron_remote.
Added LuaEntity::cargo_pod read.
Added LuaHelpers class globally visible under `helpers` in control stage, including in `on_load`.
Moved LuaGameScript::table_to_json, json_to_table, write_file, remove_path, direction_to_string, evaluate_expression, encode_string, decode_string, parse_map_exchange_string, check_prototype_translations, is_valid_sound_path, is_valid_sprite_path to LuaHelpers.
Removed LuaGui::is_valid_sprite_path. Use LuaHelpers::is_valid_sprite_path instead.
Removed LuaRendering::is_font_valid. Use LuaPrototypes::font instead.
Removed LuaGameScript::active_mods. Use LuaBootstrap::active_mods instead.
Added on_player_controller_changed event.
Added LuaEntity::force_finish_ascending() and force_finish_descending() methods.
Added LuaEntity::procession_tick read/write.
Removed LuaPlayer::open_map, zoom_to_world, and close_map. LuaPlayer::set_controller with type 'remote' replaces these.
Added LuaPlayer::centered_on read/write.
Added LuaPrototypes globally visible under `prototypes` in control stage, including in `on_load`.
Moved prototypes access from LuaGameScript::X_prototypes to LuaPrototypes::X.
Moved filtered prototypes access from LuaGameScript::get_filtered_X_prototypes to LuaPrototypes::get_X_filtered.
Moved LuaBootstrap::get_prototype_history to LuaPrototypes::get_history.
Moved LuaGameScript::styles to LuaPrototypes::style.
Moved LuaGameScript::map_gen_presets to LuaPrototypes::map_gen_preset.
Moved LuaGameScript::named_noise_expressions to LuaPrototypes::named_noise_expression.
Renamed LuaSettings::player to player_default.
Changed Vectors to always be read from the game as the two-element array format instead of sometimes using x and y keys. This mostly affects properties of TriggerEffectItem. Writing a Vector to the game still accepts both formats.
Removed util.online_players. Use game.connected_players instead.
Removed LuaEntity::is_entity_with_force. Use LuaEntity::is_military_target instead.
Added preserve_ghosts_and_corpses argument to LuaSurface::create_entity.
Added cause argument to LuaSurface::create_entity.
Added on_pre_scenario_finished event.
Added optional gui_title to game.create_inventory().
Changed on_entity_damaged.cause semantics
Added on_entity_damaged.source
Replaced dealer argument with source and cause arguments in LuaEntity::damage().
Added LuaEntityPrototype::growth_grid_tile_size read.
Added LuaEntityPrototype::harvest_emissions read.
Added LuaSurfacePrototype::surface_properties read.
Added max_radius and use_start_position_on_failure to LuaSurface::spill_item_stack.
Changed LuaSurface::spill_item_stack to take a table of parameters.
Lua functions inside of `global` will now throw an error when saving instead of being silently discarded.
Renamed LuaEntityPrototype::stack to LuaEntityPrototype::bulk.
Added LuaTechnology::successors and LuaTechnologyPrototype::successors read.
Added LuaGameScript::technology_notifications_enabled (read/write).
Removed LuaForce::get_saved_technology_progress() and set_saved_technology_progress(). Added LuaTechnology::saved_progress (read/write).
Added LuaPlayer::locale read and on_player_locale_changed event.
Moved LuaGameScript::request_train_path into LuaTrainManager::request_train_path.
Removed LuaEntity::get_rail_segment_entity. Added LuaEntity::get_rail_segment_signal and get_rail_segment_stop.
Added LuaEntity::get_item_insert_specification.
Added LuaEntity::get_line_item_position, LuaTransportLine::get_line_item_position and LuaTransportLine::line_length.
Added LuaTransportLine::get_detailed_contents.
Added LuaEntity::fluids_count read, get_fluid() and set_fluid().
Removed ability of reading FluidWagon's fluid storage or FluidTurret's internal buffer fluid storage using LuaFluidBox.
Added new controller type (remote), which is to build space platforms, so it allows ghost building but not any physical manipulation.
Added LuaPlayer::physical_surface, physical_surface_index, physical_vehicle and physical_position read.
LuaInventory::get_contents() will now return an array of {name = name, count = count, quality = quality}.
Changed market price items to be defined as {name = name, count = count, quality = quality }.
Added 8 new directions into defines.direction. If mods are storing any direction values in their storage, they will need to migrate them by multiplying by 2.
LuaEntity::rotate no longer takes "spill_items", "enable_looted" nor "force" parameter.
Removed LuaEntity::get_upgrade_direction() method.
Changed on_built_entity event. Instead of stack/item, it passes consumed_items - modifiable stack of items used for the building.
LuaTile::to_be_deconstructed() and related events can be given a force. If not given, it checks if tile is to be deconstructed by any force.
Moved LuaItemPrototype::mapper_count property to LuaItemCommon.
Renamed LuaLogisticContainerControlBehavior::circuit_mode_of_operation into circuit_exclusive_mode_of_operation.
Added LuaCustomEventPrototype type and LuaGameScript::custom_event_prototypes read for the custom event prototypes.
Added on_achievement_gained event.
Added on_undo_applied event.
LuaBootstrap::raise_event()'s "event" parameter now also accepts event names as string as alternative to their numerical IDs. The event names are needed to raise custom events.
LuaBootstrap::on_event()'s "event" parameter now accepts event names for built-in events too, in addition to for custom inputs and the new custom events.
Added new attribute "icon_selector" to LuaGuiElement::add() for creating textfields and text-boxes with the icon selector button.
Removed __self from the LuaObjects. Intended way of checking if an object is a lua object is to check type is userdata.
Changed LuaForce::evolution_factor, evolution_factor_by_pollution, evolution_factor_by_time and evolution_factor_by_killing_spawners to get_* and set_* methods.
Type of LuaObjects is now "userdata" instead of "table".
Added defines.wire_connector_id.
Added LuaEntity::get_wire_connector and LuaEntity::get_wire_connectors.
Added LuaWireConnector.
Added LuaRecipePrototype::hide_from_signal_gui.
Removed LuaEntity::circuit_connected_entities, LuaEntity::circuit_connection_definitions and LuaEntity::copper_connection_definitions.
Removed LuaEntity::neighbours support for electric poles and power switches.
Removed LuaEntity::connect_neighbour and LuaEntity::disconnect_neighbour.
LuaCircuitNetwork is now binding to WireConnectorID. Removed LuaCircuitNetwork::circuit_connector_id. Added LuaCircuitNetwork::wire_connector_id.
LuaEntity::get_circuit_network and LuaControlBehavior::get_circuit_network now require exactly 1 parameter: wire_connector_id.
Replaced LuaEntity::get_merged_signal with LuaEntity::get_signal and LuaEntity::get_merged_signals with LuaEntity::get_signals. They no longer take circuit_connector_id but wire_connector_id.
Removed defines.circuit_connector_id.
Electric pole created through LuaSurface::create_entity can be requested to not auto connect.
Replaced LuaFlowStatistics::get_flow_count parameter "bool input" with "string category" to reflect the addition of the "storage" category.
Added LuaFlowStatistics::set_storage_count() and get_storage_count() methods.
Added LuaFlowStatistics::storage_counts read.
Removed LuaForce::item_production_statistics, fluid_production_statistics, kill_count_statistics and entity_build_count_statistics reads.
Added LuaForce::get_item_production_statistics(), get_fluid_production_statistics(), get_kill_count_statistics() and get_entity_build_count_statistics() methods.
Removed LuaGameScript::pollution_statistics read.
Added LuaGameScript::get_pollution_statistics() method.
Unified the way logistic filters are accessed, removed specific character/spidertron logistic filter methods, and all is done through get_logistic_point and get_section.
Added LuaControl::get_requester_point() method.
Removed LuaControl::clear_vehicle_logistic_slot, get_vehicle_logistic_slot, set_vehicle_logistic_slot, clear_personal_logistic_slot, get_personal_logistic_slot and set_personal_logistic_slot.
Removed LuaEntity::clear_request_slot(), get_request_slot() and set_request_slot() methods.
Removed LuaEntity::request_slot_count read.
Added LuaLogisticSection.
Added LuaLogisticPoint::get_section(), add_section() and remove_section() methods.
Added LuaLogisticPoint::enabled read/write.
Added LuaLogisticNetwork::network_id read.
Added LuaRailEnd.
Added LuaEntity::get_rail_end.
Removed LuaTrain::front_rail, back_rail, rail_direction_from_front_rail, rail_direction_from_back_rail. They are replaced with LuaTrain::get_rail_end.
Added LuaFluidBox::add_linked_connection(), remove_linked_connection(), get_linked_connection() and get_linked_connections() methods.
Renamed LuaFluidBox::get_fluid_system_id() to get_fluid_segment_id().
Renamed LuaFluidBox::get_fluid_system_contents() to get_fluid_segment_contents().
Removed LuaFluidBox::get_flow() method.
Added LuaPlayer::land_on_planet() method.
Added LuaPlayer::enter_space_platform() and leave_space_platform() method.
Added LuaPlayer::display_density_scale read.
Removed LuaEntityPrototype::collision_mask_with_flags, LuaTilePrototype::collision_mask_with_flags and LuaDecorativePrototype::collision_mask_with_flags. Respective collision_mask returns mask with flags instead.
Added LuaSurface::global_effect read/write.
Removed LuaTechnology::effects, use LuaTechnologyPrototype::effects instead.
Added LuaAirbornePollutantPrototype.
Removed LuaNoiseLayerPrototype.
Removed LuaItemPrototype::limitations and LuaItemPrototype::limitation_message_key reads.
Removed LuaGameScript::get_active_entities_count() method.
Removed LuaGameScript::count_pipe_groups() method.
Removed LuaForce::zoom_to_world_* properties.
Removed LuaForce::research_queue_enabled read/write.
Removed LuaGuiElement::get_slider_discrete_slider(), set_slider_discrete_slider(), and discrete_slider.
Removed LuaGuiElement::clear_and_focus_on_right_click, it is now always true.
Removed LuaEntity::text.
Removed LuaPlayer::log_active_entity_chunk_counts() and log_active_entity_counts() methods.
Removed LuaAutoplaceControl::control_order since it was a duplicate ofΒ ::order.
CircuitCondition passed to or given by LuaControlBehavior no longer uses the "condition" table, condition should be given directly.
Renamed LuaItemStack::blueprint_icons into preview_icons.
Added LuaTrainManager available through LuaGameScript::train_manager (read).
Added LuaTrainManager::get_trains. Removed LuaSurface::get_trains and LuaForce::get_trains.
Added LuaTrainManager::get_train_stops. Removed LuaSurface::get_train_stops, LuaForce::get_train_stops and LuaGameScript::get_train_stops.
Added snap_to_grid to LuaSurface::create_entity() and LuaControl::teleport().
Added LuaRenderObject. All LuaRendering methods for manipulating object selected by id were moved to LuaRenderObject.
Added LuaSurface::localised_name read/write.
Moved LuaGameScript::get_train_by_id into LuaTrainManager::get_train_by_id.
Added LuaRecord representing records in the blueprint library.
Added LuaPlayer::blueprints read.
Added LuaGameScript::blueprints read.
LuaGameScript::print, LuaPlayer::print, LuaSurface::print and LuaForce::print no longer accept Color as a second parameter.
Changed permission related events to also fire when mods edit permissions.
Changed LuaForce::ghost_time_to_live to LuaForce::create_ghost_on_entity_death bool read/write.
Renamed on_entity_destroyed event into on_object_destroyed.
Renamed LuaBootstrap::register_on_entity_destroyed into LuaBootstrap::register_on_object_destroyed.
Removed help() method from every Factorio Lua object.
Removed LuaObject::isluaobject.
Renamed LuaUnitGroup into LuaCommandable. Renamed LuaCommandable::group_number into LuaCommandable::id.
Added LuaEntity::commandable read. LuaEntity::unit_group moved to LuaCommandable::parent_group. LuaEntity::spawner moved to LuaCommandable::spawner.
Removed LuaEntity::set_command, set_distraction_command, command, distraction_command and moving.
Added LuaEquipment::quality read.
Added LuaEquipment::to_be_removed read.
Added LuaEquipment::ghost_prototype, ghost_type and ghost_name read.
Added LuaEquipmentGrid::revive() method.
Added quality and ghost parameters to LuaEquipmentGrid::put() method.
Added search_ghosts parameter to LuaEquipmentGrid::find() method.
Added LuaEquipmentGrid::order_removal() and cancel_removal() methods.
Added LuaEquipmentGrid::entity_owner and player_owner read.
Changed LuaEquipmentGrid::generator_energy read to LuaEquipmentGrid::get_generator_energy() method.
Added LuaPrototypeBase as the common superclass for all Lua*Prototype classes.
Added LuaItem and LuaItemCommon. LuaItemCommon is the common superclass for LuaItem and LuaItemStack.
Moved LuaControl::get_blueprint_entities to LuaItemCommon and LuaRecord.
Added LuaUndoRedoStack available through LuaPlayer::undo_redo_stack (read).
Added player and undo_index parameters for undo queue to LuaSurface::set_tiles() method.
Added player and item_index parameters for undo queue to LuaEntity::destroy() method.
Added item_index parameter for undo queue to LuaSurface::cancel_deconstruct_area() method.
Added item_index parameter for undo queue to LuaSurface::create_entity() method.
Added item_index parameter for undo queue to LuaEntity::order_upgrade() method.
Added item_index parameter for undo queue to LuaEntity::order_deconstruction() method.
Added super_forced parameter to cancel_deconstruct_area and deconstruct_area in LuaSurface, LuaRecord and LuaItemCommon.
Added quality condition to count_entities_filtered and find_entities_filtered methods in LuaSurface.
Added has_double_hidden_tile boolean to count_tiles_filtered and find_tiles_filtered methods in LuaSurface.
Added LuaSurface::set_property() and get_property() methods.
Added LuaSurface::set_double_hidden_tile() and get_double_hidden_tile() methods.
Added LuaTile::double_hidden_tile read.
Added LuaSurface::execute_lightning() method.
Added max_gap_size and max_attack_distance to LuaSurface::request_path() method.
Added LuaSurface::create_global_electric_network() and destroy_global_electric_network() methods.
Added LuaSurface::has_global_electric_network read.
Added LuaSurface::platform read.
Added LuaSurface::pollutant_type read.
Added LuaSurface::deletable read.
Added LuaRecipe::productivity_bonus read/write.
Added LuaNamedNoiseFunction.
Added LuaSpacePlatform and LuaPlanet.
Added LuaEntity::custom_status read/write.
Added LuaEntity::use_filters read/write.
Added LuaEntity::name_tag read/write.
Added LuaEntity::get_priority_target() and set_priority_target() methods.
Added LuaEntity::ignore_unprioritised_targets read/write.
Changed LuaEntity::electric_output_flow_limit and electric_input_flow_limit read to get_electric_output_flow_limit() and get_electric_input_flow_limit() methods.
Added quality parameter to LuaEntity::set_recipe() method.
Added LuaEntity::combinator_description read/write.
Added LuaEntity::mining_drill_filter_mode read/write.
Added LuaEntity::tick_grown read/write.
Added LuaEntity::quality read.
Added LuaEntity::always_on read/write.
Renamed LuaEntity::electric_emissions to electric_emissions_per_joule.
Added LuaEntity::copy_color_from_train_stop read/write.
Added LuaEntity::train_stop_priority read/write.
Added LuaEntity::rail_layer read.
Added LuaEntity::mirroring read/write.
Added LuaEntity::crane_grappler_destination and crane_grappler_destination_3d write.
Added LuaEntity::crane_destination and crane_destination_3d read/write.
Added LuaEntity::artillery_auto_targeting read/write.
Added LuaEntity::robot_order_queue read.
Added LuaItemCommon::owner_location read.
Added LuaForce::unlock_space_location(), lock_space_location() and is_space_location_unlocked() methods.
Added LuaForce::create_space_platform() method.
Added LuaForce::unlock_space_platforms(), lock_space_platforms() and is_space_platforms_unlocked() methods.
Added LuaForce::set_surface_hidden() and get_surface_hidden() methods.
Added LuaForce::unlock_quality(), lock_quality() and is_quality_unlocked() methods.
Added LuaForce::copy_from() and copy_chart() methods.
Added LuaForce::platforms read.
Renamed LuaForce::stack_inserter_capacity_bonus to bulk_inserter_capacity_bonus.
Added LuaForce::beacon_distribution_modifier and belt_stack_size_bonus read/write.
Added LuaSimulation available through LuaGameScript::simulation (read).
Added LuaGameScript::get_entity_by_unit_number() method.
Added LuaGameScript::set_win_ending_info() and set_lose_ending_info() methods.
Added LuaGameScript::planets read.
Added LuaGameScript::get_vehicles.
Added LuaSurface::planet read.
Removed LuaEntityPrototype::max_health. Added LuaEntityPrototype::get_max_health(quality?). Added LuaEntity::max_health read.
Changed on_cutscene_waypoint_reached event's parameter "waypoint_index" to not be zero indexed.
Added LuaPlayer::clear_local_flying_texts() method.
Added LuaSurface::clear_hidden_tiles.
Bugfixes
Fixed a crash related to fast-replacing a belt during its created trigger.
Fixed that character entities couldn't be teleported between surfaces by script directly.
Fixed mining a tree in multiplayer would make its stump appear with a delay, only after the mining action propagated to the game state.
Fixed that joining a server while auto-save is running would lead to a deadlock on the client side.
Fixed reading LuaItemStack::entity_label would return nil when label was set. (
more
)
Fixed reading object_name of LuaTransportBeltControlBehavior would return incorrect value.
Fixed that linux would not release memory after deleting blueprint library contents. (
more
)
Fixed that enemies could not retaliate to the original cause of some forms of damage.
Fixed that joining a multiplayer server did not work if the save was larger than 4 gigabytes. (
more
)
Fixed a desync when clicking the "continue" button on the game-won screen. (
more
)
Fixed that mod-defined additional paste entities did not work for splitters. (
more
)
Fixed LuaPlayerBuiltEntityEventFilter ghost_name did not filter tile ghost inner names. (
more
)
Fixed that driving vehicles in the map editor would not open gates. (
more
)
Fixed disabling inserter's circuit condition could activate inserter when it was still requested to say disabled. (
more
)
Fixed a desync when setting tiles during chunk generation that resulted from force_generate_chunk_requests(). (
more
)
Fixed that underground pipe dragging would not use the correct distance if the underground fluidbox connections were not in the center of the entity.
Fixed potential audio clicks when a filter is used. (
more
)
Improved performance of the upgrade planner GUI when there are many entity prototypes. (
more
)
Fixed plural form localisation of decimal and negative numbers. (
more
)
Fixed silent global programmable speaker sounds taking up audio resources. (
more
)
Fixed single water tile edging weird on border of 2 land tiles. (
more
)
Fixed a desync when changing PathFinderMapSettings cache sizes at runtime. (
more
)
Fixed renaming train stop could skip updating train schedules if there were train stops with same name on other surfaces. (
more
)
Fixed that labs didn't work correctly around high speeds and low science pack stack sizes. (
more
)
Fixed --load-scenario would force map size to be 50x50. (
more
)
Fixed Gui double-click speed was very fast and not respecting the system settings. (
more
)
Fixed that escape didn't work to dismiss the sync mods with save GUI. (
more
)
Fixed setting up blueprint from library would not set the label. (
more
)
Fixed that pickup inserters would not go to sleep when there was a rolling stock present even if it was not valid to interact with. (
more
)
Fixed boilers would not account for output fluid heat capacity when calculating the amount of output fluid produced. (
more
)
Fixed disconnecting lamp from circuit network would disable control behavior even if it was still connected to logistic network. (
more
)
Fixed filter burner inserter was not able to pickup fuel from belt when fuel is not accepted by filters. (
more
)
Fixed burner inserter could get stuck when fueling cycle was interrupted by a player. (
more
)
Fixed burner mining drill could drop items on wrong side of transport belt if the drill was not facing north. (
more
)
Fixed it was not possible to change rail's chart color. (
more
)
Fixed cursor split from quickbar would not round up. (
more
)
Fixed that zoom limits were appearing too small on Apple Retina displays. (
more
)
Fixed that building entities close to vertical rails would trigger train visualisation from train stop rendering even if it goes away from cursor.
Fixed pressing R while in rail planner would set wrong initial building direction.
Fixed rolling stock ghost revive was possible when there are diagonal rail ghosts not yet built which could make a train to not connect properly.
Fixed the wrong technology level shown on the icon in the currently selected technology.
Fixed upgrading connected underground belt ghost in latency state.
Fixed that lights of trains on other surfaces would be rendered on selected surface when doing a screenshot.
Fixed that for train "Fluid count" conditions, a fractional fluid amount below 1.0 would already be considered equal to 0. Amounts between 0.0 and 1.0 are now rounded up instead. The same logic now also applies to fluid storage tanks reading their contents and pumpjacks reading their expected resource yield.
Fixed undoing tile deconstruction after it was cancelled and undone before.
Fixed that upgrade tasks might not be processed by mobile roboport as fast as other types of tasks. (
more
)
Fixed responsibility of toggle shortcut buttons in multiplayer.
Fixed upgrading electric pole would disconnect a power switch.
Fixed several problems related to character walking and terrain building in latency hiding mode.
Fixed characters being able to 'jump over' obstacles when moving fast enough.
Fixed upgraded-modules undo action not saving or loading entity tags.
Fixed cutscene controller index could go out of bounds and grow indefinitely. (
more
)
Fixed that rocket silo didn't wait for the stack to be full when autolaunching.
Fixed the 'Error loading mods' window did not allow copying the error message. (
more
)
Fixed the shortcut bar GUI not shrinking when GUI scale is decreased. (
more
)
Fixed furnaces with fluidboxes defined with fluid filters would not have fluid filters. (
more
)
Fixed that trains didn't show wheels in blueprint, even when the rails are present.
Fixed that trains in blueprints didn't save the connections, so close individual rolling stocks could get connected after the blueprint placement.
Fixed that assembling machine would not complain when fixed_recipe was specified that cannot be crafted by given machine. (
more
)
Fixed building a blueprint with entities buildable off grid only could fail to center the blueprint properly. (
more
)
Fixed closing quickbar select page gui would not close when using confirm gui binding. (
more
)
Fixed rotating off-center bounding boxes. (
more
)
Fixed long train stop names causing shorter names to be clipped on subsequent selection. (
more
)
Fixed that inserters could sleep incorrectly if pointed at furnaces with fluid inputs. (
more
)
Fixed item stack sizes could cause issues with crafting machine's overloaded status. (
more
)
Fixed that extreme speed assembling machines would calculate productivity incorrectly. (
more
)
Fixed that robots waiting to charge were stuck after removing all charging spots of that roboport prototype.
Fixed that equipment in armor not currently worn would still apply drain logic. (
more
)
Fixed that worms wouldn't target construction robots correctly in some cases. (
more
)
Fixed that LuaEntity::copy_settings() didn't respect normal copy logic. (
more
)
Fixed that require() would allow files from other drives. (
more
)
Changed burner energy sources without burnt result inventory to void burnt results instead of getting stuck. (
more
)
Fixed wrong hierarchy order of blueprint book nesting when previewing entities in the world.
Fixed that rich-text used in train stops and train schedule weren't migrated.
Fixed tiles in the rocket rush lobby could be deconstructed. (
more
)
Fixed translation requests failing because of empty parameters. (
more
)
| Versions | Versions |
| --------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 0.1-0.6 | 0.1.00.1.10.1.20.2.00.2.10.2.20.2.30.2.40.2.50.2.60.2.70.2.80.2.90.2.100.3.00.3.10.3.20.4.00.4.10.5.00.5.10.5.20.5.30.6.00.6.10.6.20.6.30.6.4 |
| 0.7-0.11 | 0.7.00.7.10.7.20.7.30.7.40.7.50.8.00.8.10.8.20.8.30.8.40.8.50.8.60.8.70.8.80.9.00.9.10.9.20.9.30.9.40.9.50.9.60.9.70.9.80.10.00.10.10.10.20.10.30.10.40.10.50.10.60.10.70.10.80.10.90.10.100.10.110.10.120.11.00.11.10.11.20.11.30.11.40.11.50.11.60.11.70.11.80.11.90.11.100.11.110.11.120.11.130.11.140.11.150.11.160.11.170.11.180.11.190.11.200.11.210.11.22 |
| 0.12 | 0.12.00.12.10.12.20.12.30.12.40.12.50.12.60.12.70.12.80.12.90.12.100.12.110.12.120.12.130.12.140.12.150.12.160.12.170.12.180.12.190.12.200.12.210.12.220.12.230.12.240.12.250.12.260.12.270.12.280.12.290.12.300.12.310.12.320.12.330.12.340.12.35 |
| 0.13-0.14 | 0.13.00.13.10.13.20.13.30.13.40.13.50.13.60.13.70.13.80.13.90.13.100.13.110.13.120.13.130.13.140.13.150.13.160.13.170.13.180.13.190.13.200.14.00.14.10.14.20.14.30.14.40.14.50.14.60.14.70.14.80.14.90.14.100.14.110.14.120.14.130.14.140.14.150.14.160.14.170.14.180.14.190.14.200.14.210.14.220.14.23 |
| 0.15 | 0.15.00.15.10.15.20.15.30.15.40.15.50.15.60.15.70.15.80.15.90.15.100.15.110.15.120.15.130.15.140.15.150.15.160.15.170.15.180.15.190.15.200.15.210.15.220.15.230.15.240.15.250.15.260.15.270.15.280.15.290.15.300.15.310.15.320.15.330.15.340.15.350.15.360.15.370.15.380.15.390.15.40 |
| 0.16 | 0.16.00.16.10.16.20.16.30.16.40.16.50.16.60.16.70.16.80.16.90.16.100.16.110.16.120.16.130.16.140.16.150.16.160.16.170.16.180.16.190.16.200.16.210.16.220.16.230.16.240.16.250.16.260.16.270.16.280.16.290.16.300.16.310.16.320.16.330.16.340.16.350.16.360.16.370.16.380.16.390.16.400.16.410.16.420.16.430.16.440.16.450.16.460.16.470.16.480.16.490.16.500.16.51 |
| 0.17 | 0.17.00.17.10.17.20.17.30.17.40.17.50.17.60.17.70.17.80.17.90.17.100.17.110.17.120.17.130.17.140.17.150.17.160.17.170.17.180.17.190.17.200.17.210.17.220.17.230.17.240.17.250.17.260.17.270.17.280.17.290.17.300.17.310.17.320.17.330.17.340.17.350.17.360.17.370.17.380.17.390.17.400.17.410.17.420.17.430.17.440.17.450.17.460.17.470.17.480.17.490.17.500.17.510.17.520.17.530.17.540.17.550.17.560.17.570.17.580.17.590.17.600.17.610.17.620.17.630.17.640.17.650.17.660.17.670.17.680.17.690.17.700.17.710.17.720.17.730.17.740.17.750.17.760.17.770.17.780.17.79 |
| 0.18-1.0 | 0.18.00.18.10.18.20.18.30.18.40.18.50.18.60.18.70.18.80.18.90.18.100.18.110.18.120.18.130.18.140.18.150.18.160.18.170.18.180.18.190.18.200.18.210.18.220.18.230.18.240.18.250.18.260.18.270.18.280.18.290.18.300.18.310.18.320.18.330.18.340.18.350.18.360.18.370.18.380.18.390.18.400.18.410.18.420.18.430.18.440.18.450.18.460.18.471.0.0 |
| 1.1 | 1.1.01.1.11.1.21.1.31.1.41.1.51.1.61.1.71.1.81.1.91.1.101.1.111.1.121.1.131.1.141.1.151.1.161.1.171.1.181.1.191.1.201.1.211.1.221.1.231.1.241.1.251.1.261.1.271.1.281.1.291.1.301.1.311.1.321.1.331.1.341.1.351.1.361.1.371.1.381.1.391.1.401.1.411.1.421.1.431.1.441.1.451.1.461.1.471.1.481.1.491.1.501.1.511.1.521.1.531.1.541.1.551.1.561.1.571.1.581.1.591.1.601.1.611.1.621.1.631.1.641.1.651.1.661.1.671.1.681.1.691.1.701.1.711.1.721.1.731.1.741.1.751.1.761.1.771.1.781.1.791.1.801.1.811.1.821.1.831.1.841.1.851.1.861.1.871.1.881.1.891.1.901.1.911.1.921.1.931.1.941.1.951.1.961.1.971.1.981.1.991.1.1001.1.1011.1.1021.1.1031.1.1041.1.1051.1.1061.1.1071.1.1081.1.1091.1.110 |
| 2.0.0 | 2.0.72.0.82.0.92.0.102.0.112.0.122.0.132.0.142.0.152.0.162.0.172.0.182.0.192.0.202.0.212.0.222.0.232.0.242.0.252.0.262.0.272.0.282.0.292.0.302.0.312.0.322.0.332.0.342.0.352.0.362.0.372.0.382.0.39 |
|
wiki
|
https://wiki.factorio.com/Version_history/2.0.0_-_Factorio_Wiki
|
Advanced_material_processing_(research)
|
Advanced material processing (research) - Factorio Wiki
|
[] |
Advanced material processing (research) - Factorio Wiki
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| | Advanced material processing (research) | Edit |
| | --------------------------------------- | ---- |
| Cost | Cost |
| --------------------- | ---------------------------- |
| 3011β75 | 3011β75 |
| Prototype type | technology |
| Internal name | advanced-material-processing |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| 2 | 2 |
| Effects | Effects |
| | |
See also
Research
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
https://wiki.factorio.com/Advanced_material_processing_(research)_-_Factorio_Wiki
|
Weapon_shooting_speed_(research)
|
Weapon shooting speed (research) - Factorio Wiki
|
[] |
Weapon shooting speed (research) - Factorio Wiki
Jump to navigation
Jump to search
| | Weapon shooting speed (research) | Edit |
| | -------------------------------- | ---- |
| Cost | Cost |
| --------------------- | ----------------------- |
| 301β100 | 301β100 |
| Prototype type | technology |
| Internal name | weapon-shooting-speed-1 |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| 2-6 | 2-6 |
Weapon shooting speed (research)
affects the shooting speed of all firearms magazines, shotgun shells, rockets and cannon shells. It also affects the shooting speed of gun turrets and defender robots.
| | | | | | | | | | |
| ------------------------ | ----------- | --------- | ---------- | --------- | ---------- | --------- | ---------- | --------- | ---------- |
| Technology | Cost | Per level | Cumulative | Per level | Cumulative | Per level | Cumulative | Per level | Cumulative |
| 1Weapon shooting speed 1 | 301β100 | 10% | 10% | 10% | 10% | | | | |
| 2Weapon shooting speed 2 | 3011β200 | 20% | 30% | 20% | 30% | | | | |
| 3Weapon shooting speed 3 | 60111β300 | 20% | 50% | 20% | 50% | 50% | 50% | | |
| 4Weapon shooting speed 4 | 60111β400 | 30% | 80% | 30% | 80% | 70% | 120% | | |
| 5Weapon shooting speed 5 | 601111β500 | 30% | 110% | 40% | 120% | 90% | 210% | 80% | 80% |
| 6Weapon shooting speed 6 | 6011111β600 | 40% | 150% | 40% | 160% | 130% | 340% | 150% | 230% |
History
0.17.0
:
Added as part of military technology balance rework.
See also
Research
Technologies
Physical projectile damage (research)
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
https://wiki.factorio.com/Weapon_shooting_speed_(research)_-_Factorio_Wiki
|
Buffer_chest
|
Buffer chest - Factorio Wiki
|
[] |
Buffer chest - Factorio Wiki
Jump to navigation
Jump to search
| | Buffer chest | Edit |
| | ------------ | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ------------------------ | | --- | | --- | | --- | | --- | | --- | | --- |
| 0.5+1+3+1β1 | 0.5+1+3+1β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 14.25+9.5+5+2+8 | 14.25+9.5+5+2+8 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Storage size | 48627691120 | | | | 48 | | 62 | | 76 | | 91 | | 120 |
| | | | 48 | | | | | | | | | | |
| | 62 | | 76 | | | | | | | | | | |
| | 91 | | 120 | | | | | | | | | | |
| Health | 350455560665875 | | | | 350 | | 455 | | 560 | | 665 | | 875 |
| | | | 350 | | | | | | | | | | |
| | 455 | | 560 | | | | | | | | | | |
| | 665 | | 875 | | | | | | | | | | |
| Resistances | Fire: 0/90%Impact: 0/60% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 (1 stack) | | | | | | | | | | | | |
| Dimensions | 1Γ1 | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | logistic-container | | | | | | | | | | | | |
| Internal name | buffer-chest | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
buffer chest
is a large advanced storage item that is part of the
logistic network
, and combines the functions of both a
requester chest
and a
passive provider chest
. The buffer chest's purpose is to be an "in-between" chest for ferrying items from
provider chests
to the player,
construction robots
, or requester chests. In
Space Age
, rocket silos are also served by buffer chests.
Like requester chests, buffer chests can be configured to request a specified number of up to 1000 types of items from the logistic network.
Logistic robots
will then bring the specified items from provider chests or
storage chests
until the request is met. In addition, similar to a passive provider chest, any items contained in a buffer chest are made available to construction robots, logistic requests from the player, and requester chests that have the "Request from buffer chests" checkbox checked. However, items in a buffer chest are
not
used to fulfill requests from other buffer chests.
By using
SHIFT
+
Right mouse button
and
SHIFT
+
Left mouse button
to
copy-paste a recipe from an assembling machine to a buffer chest
, the buffer chest is automatically configured to request enough ingredients for 30 seconds of continuous crafting.
Contents
1
Uses
2
Gallery
3
Achievements
4
History
5
See also
Uses
The buffer chest can act as a central supply point to the player,
... or as a more localized supply for construction.
Gallery
Buffer chest GUI.
Achievements
| | Logistic network embargoFinish research withspace science packfor the base game or anyplanetary science packforSpace Agewithout building anyactive provider,buffer, orrequester chests. |
| | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
History
2.0.7
:
Buffer chests now use logistics groups.
New option to trash unrequested items.
0.18.27
:
Increased logistic filter count from 12 to 30.
0.17.0
:
New animated graphics.
0.16.21
:
Requesters requesting from buffer chests (which includes players) have higher priority than other requesters.
0.16.8
:
Requester chests can now request stuff from buffer chests as was originally intended.
Buffer chests are provided items only if all requester chests are satisfied for that specific item.
0.16.0
:
Introduced
Copy Paste from assembler to requester chest now scales with assembler speed and recipe crafting time.
See also
Logistic network
Friday Facts #203 - Logistic buffer chest
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Buffer_chest_-_Factorio_Wiki
|
Holmium_solution
|
Holmium solution - Factorio Wiki
|
[] |
Holmium solution - Factorio Wiki
Jump to navigation
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| | Holmium solution | Edit |
| | ---------------- | ---- |
| Recipe | Recipe |
| --------------------- | --------------------- |
| 10+2+1+10β100 | 10+2+1+10β100 |
| Total raw | Total raw |
| 10+2+1+10 | 10+2+1+10 |
| Prototype type | fluid |
| Internal name | holmium-solution |
| Required technologies | Required technologies |
| | |
| Produced by | Produced by |
| | |
| Consumed by | Consumed by |
| | |
Space Age
expansion exclusive feature.
Holmium solution
is a
fluid
mixture of
holmium ore
from
Fulgora
,
stone
and
water
. It is used to make solidified
holmium plates
, is one of the liquid components in creating
electrolytes
and the
electromagnetic science pack
.
Quality
doesn't apply to fluids, so creating holmium solution using quality materials provides no benefits.
Holmium solution cannot be put into
barrels
, which means it cannot be sent by rocket. The only way to use it on other planets is to ship holmium ore and make it on site.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Holmium ore
Electrolyte
Fluid system
| Intermediate products | Intermediate products |
| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Fluids | WaterSteamCrude oilHeavy oilLight oilLubricantPetroleum gasSulfuric acidThruster fuel()Thruster oxidizer()Lava()Molten iron()Molten copper()Holmium solution()Electrolyte()Ammoniacal solution()Ammonia()Fluorine()Fluoroketone (hot)()Fluoroketone (cold)()Lithium brine()Plasma() |
| Resources | WoodCoalStoneIron oreCopper oreUranium oreRaw fishIce() |
| Materials | Iron plateCopper plateSteel plateSolid fuelPlastic barSulfurBatteryExplosivesCarbon()Coal synthesis() |
| Crafting components | Iron gear wheelIron stickCopper cableBarrelElectronic circuitAdvanced circuitProcessing unitEngine unitElectric engine unitFlying robot frameLow density structureRocket fuelRocket part |
| Uranium processing | Uranium-235Uranium-238Uranium fuel cellDepleted uranium fuel cellNuclear fuelUranium processingNuclear fuel reprocessingKovarex enrichment process |
| Vulcanus | CalciteTungsten oreTungsten carbideTungsten plate |
| Fulgora | ScrapHolmium oreHolmium plateSuperconductorSupercapacitor |
| Gleba | Yumako seedJellynut seedTree seedYumakoJellynutIron bacteriaCopper bacteriaSpoilageNutrientsBiofluxYumako mashJellyCarbon fiberBiter eggPentapod egg |
| Aquilo | LithiumLithium plateQuantum processorFusion power cell |
| Science packs | Automation science packLogistic science packMilitary science packChemical science packProduction science packUtility science packSpace science packMetallurgic science pack()Electromagnetic science pack()Agricultural science pack()Cryogenic science pack()Promethium science pack() |
| Navigation | LogisticsProductionSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Holmium_solution_-_Factorio_Wiki
|
Fluid_wagon_(research)
|
Fluid wagon (research) - Factorio Wiki
|
[] |
Fluid wagon (research) - Factorio Wiki
Jump to navigation
Jump to search
| | Fluid wagon (research) | Edit |
| | ---------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 3011β200 | 3011β200 |
| Prototype type | technology |
| Internal name | fluid-wagon |
| Required technologies | Required technologies |
| | |
| Effects | Effects |
| | |
Unlocks the
Fluid wagon
, also known as the rail tanker. It is capable of transporting
liquids
by
rail
.
Fluids can be pumped in and out of the wagon using a
pump
.
See also
Research
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
https://wiki.factorio.com/Fluid_wagon_(research)_-_Factorio_Wiki
|
Version_history_0.15.0
|
Version history/0.15.0 - Factorio Wiki
|
[] |
Version history/0.15.0 - Factorio Wiki
Jump to navigation
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0.15.40
Date: 29. 11. 2017
Locale
Fixed Chinese translations.
0.15.39
Date: 27. 11. 2017
Bugfixes
Fixed corrupted Windows release. (
more
)
0.15.38
Date: 24. 11. 2017
Features
Added Razer Chroma and Razer Chroma Link support (
https://www.razerzone.com/chroma
)
0.15.37
Date: 17. 10. 2017
Bugfixes
Fixed false positives in detection of crashes caused by incompatible version of RivaTuner Statistics Server.
0.15.36
Date: 10. 10. 2017
Bugfixes
Fixed a bug in the fix of electric network from 0.15.35.
Fixed a crash when deleting chunks in specific cases. (
more
)
Fixed a crash when coupling/decoupling trains through the Lua API.
Fixed crash when unknown program arguments were passed. (
more
)
0.15.35
Date: 28. 09. 2017
Bugfixes
Fixed that after a player reconnected after a desync, while blueprints were uploaded, the game would crash. (
more
)
Fixed that in certain scenarios, the blueprint library wouldn't synchronise. (
more
)
Fixed that the server would sometimes quit if a player tried to connect after another player tried to connect unsuccessfully. (
more
)
Fixed a rare desync related to electric sub networks.
Fixed archaic (from 0.12) migration that was supposed to fix rollingStockCounts on rails and it broke it instead.
Fixed possible desync when rotating pipe to ground. (
more
)
Fixed a rare possibility of internal electric network crash when loading game. (
more
)
Handle network errors (caused by LavasoftTcpService64.dll corrupting Winsock) gracefully. (
more
)
Scripting
Fixed changing force of underground belt entity would cause desync. (
more
)
0.15.34
Date: 23. 08. 2017
Bugfixes
Fixed that after a player reconnected after a desync, their blueprints would no longer upload. (
more
)
Fixed that it was possible to modify other players' blueprint libraries. (
more
)
Fixed a crash when loading a save that was transferring blueprints to a now offline player. (
more
)
Fixed that the blueprint library would remove duplicate blueprints even though they were in different books. (
more
)
Fixed game freezing when clicking the decrease replay speed button. (
more
)
Disabled possibility to open invalid save/replay by enter key or double click.
Fixed rare crash when being disconnected from multiplayer. (
more
)
Fixed creating map from scenario would copy also system and hidden files from scenario folder. (
more
)
Fixed threading issue causing random server crashes. (
more
)
Fixed that if the server was launched with
--start-server-load-scenario
, the /save command with no name would cause the server to hang. (
more
)
Fixed
--start-server-load-scenario
would ignore
--map-gen-settings
,
--map-settings
and
--preset
options. (
more
)
Fixed disabling shaders would cause crashes. (
more
)
0.15.33
Date: 09. 08. 2017
Changes
Mod name in mod info pane will no longer be localised. (
more
)
Optional mod dependencies now show as orange when invalid. (
more
)
Bugfixes
Fixed crash when trying to load replay that is not compatible with current version.
Fixed ghosts might emit light. (
more
)
Fixed removing land mines didn't make any sound. (
more
)
Fixed creating window larger than screen. (
more
)
Improved performance of rendering uranium ore. (
more
)
Modding
Bonus UI now shows additional force modifiers (
more
)
simple-entity-with-owner (and simple-entity-with-force) now supports apply_runtime_tint in sprite definition.
Scripting
simple-entity-with-owner exposes color property through
LuaEntity::color
. Set it to {r=0, g=0, b=0, a=0} to use color of entity's force.
Fixed
LuaEntityPrototype::distribution_effectivity
would return value of supply_area_distance instead. (
more
)
0.15.32
Date: 02. 08. 2017
Bugfixes
Fixed compatibility problem with several antivirus programs. (
more
)
Fixed seed in map-gen-settings.json would be ignored when creating map on headless server. (
more
)
Fixed that connecting to a multiplayer game with a large blueprint library might be difficult. (
more
)
Fixed that using capsules would open an Entity's GUI when clicked. (
more
)
Fixed that
--window-size
=maximized wouldn't work on Linux. (
more
)
Fixed that changing reactor consumption(production) values through a mod didn't update its production until rebuilt. (
more
)
Fixed that blueprints would sometimes stop transferring.
Fixed crash when opening item/container and at the same time the controller is set to some that doesn't have inventory. (
more
)
Fixed 3 possible crashes related to getting malformed network packet over the network.
Maybe fixed a biter path cache-related crash. (
more
)
Fixed that bad_alloc and similar low level errors were caught internally, so we couldn't get proper stack trace of those.
Limited the size of a train chart tag when the map is zoomed in. (
more
)
Possible rare crash fix related to building rails and viewing preview of entities right after that. (
more
)
Limited technology cost multiplier to maximum of 1000. (
more
)
Scripting
The log method also specifies the mod that wrote that, not only script file.
Added
LuaEntityPrototype::distribution_effectivity
read.
Added
LuaEntityPrototype::time_to_live
read.
Added
LuaControl::following_robots
read.
Added
LuaPlayer::pipette_entity()
.
Added
LuaEntity::can_be_destroyed()
.
Added script_raised_destroy reserved event ID.
Added script_raised_built reserved event ID.
Added script_raised_revive reserved event ID.
Changed
LuaEntity::time_to_live
to also work for combat robots.
Changed
LuaEntityPrototype::fluid_capacity
read to also work on fluid-wagon.
Changed
LuaEntityPrototype::turret_range
read returns nil instead of error if not turret.
Changed
LuaEntity::train
to return nil if entity is not rolling stock.
Added
LuaEntityPrototype::explosion_beam
read.
Added
LuaEntityPrototype::explosion_rotate
read.
0.15.31
Date: 25. 07. 2017
Minor Features
Train stop text angle is now configurable in the graphics settings. Default value is 30 degrees.
Bugfixes
Fixed that resizing the game window was very slow on Linux. (
more
)
Fixed rendering of turret ranges on map. (
more
)
Fixed "Disable listed mods" in minimal mode would disable all mods including Base if mod-list.json didn't exist. (
more
)
Fixed that pressing escape in the "mods error" GUI would close it and leave the game in a broken state. (
more
)
Fixed possible crash when loading game. (
more
)
Car and Tank now make a sound when deconstructed. (
more
)
Fixed that using the color command with no arguments would set your color to black.
Fixed a crash when deleting a blueprint book while the label is being edited in the blueprint library. (
more
)
Fixed crash when closing the game in the Generate Map GUI. (
more
)
Fixed that the generate map GUI would show incorrect values for some of the enemy expansion settings in some cases. (
more
)
Fixed that some blueprints would always have to be reuploaded after connecting to a server, even if they weren't changed. (
more
)
Fixed that the map seed field wouldn't be used when given in a map-gen-settings.json file through the command line. (
more
)
Fixed that missing controls in "autoplace_controls" for map gen settings would get filled with default values instead of disabling unlisted controls.
Fixed that blueprints would stop transferring if the game was loaded from a map that included some transfers in progress. (
more
)
Fixed missing font for Thai language.
Changed the hazard concrete/concrete tile transition so it behaves predictively.
Modding
Fixed layered icons would render incorrectly in some cases. (
more
)
Scripting
Fixed a crash when using
LuaPlayer::disable_all_prototypes()
and opening the technology GUI. (
more
)
Fixed that research bonus could be set to negative. (
more
)
Fixed that items in the character trash slots would get lost on reducing inventory size instead of spilling the items on the ground. (
more
)
Fixed validation for pickup_position and drop_position. (
more
)
Exposed internal buffer of fluid turret to Lua as its last fluidbox.
Added
LuaEntityPrototype::fluid_capacity
read.
0.15.30
Date: 14. 07. 2017
Bugfixes
Fixed crash related to empty player blueprint shelf. (
more
)
Fixed crash related to handling focused state of widgets.
Fixed possible crash when using font with size 0. (
more
)
Fixed focus error preventing to access GUI when the game is paused in multiplayer.
Fixed a crash when the map can't be saved to disk due to permission errors when joining MP games. (
more
)
Modding
Added optional "hide_resistances" to entity prototype to control whether resistances should be hidden in description for friendly forces. Default is true.
0.15.29
Date: 13. 07. 2017
Changes
Underground pipes will no longer connect if there is candidate ghost underground pipe between them.
Command line option
--window-size
can be also used to start the game in maximized mode when used as
--window-size
=maximized
The library no longer shows unavailable blueprints of off-line players, since there is nothing that can be done with them.
Bugfixes
Fixed that the edit field of a blueprint book in the shared pane would get reset every time crafting finished. (
more
)
Fixed that setting visibility to false on modded GUI elements while a text field had focus would keep blocking normal input. (
more
)
Fixed a performance problem when having the blueprint library GUI open while robots add/remove large amounts of items from the character. (
more
)
Fixed that walls and pipes built from blueprints could mark trees/rocks for deconstruction by mistake in some instances. (
more
)
Fixed entities with force color (turrets, gates, ...) would be drawn black in blueprint preview.
Fixed false positive in game state corruption detection logic. (
more
)
Fixed pipette tool would pick diagonal rail with wrong direction. (
more
)
Fixed migrating save from level 4 of New Hope campaign would disable Plane recipe. (
more
)
Fixed that the blueprint library wouldn't close when Q is pressed and bound to the Close Window action. (
more
)
Fixed that blueprints would stop transferring if the game was saved whilst some transfers were in progress and then reloaded from this save. (
more
)
Fixed error with modal focus related to having blueprint error message and removed content message at the same time.
Fixed server wouldn't close and delete a temporary save file made for a client that disconnected before the server finished saving. (
more
)
Fixed that standing on belts facing each other between two chunks would cause the player actions to run at double speed.
Fixed that in an artificial test-case, two blueprints couldn't in the library at the same time. (
more
)
The Pipette tool will now copy the rotations of vehicles and trains. (
more
)
Fixed that making blueprints of ghost tiles on top of real tiles would have seemingly "random" results in the blueprint. (
more
)
Possible fix of the double "Communication with server failed" error. (
more
)
Fixed entities to be built wouldn't get rendered in some places when hovering over transparent GUI elements in the map editor. (
more
)
Modding
Added optional "render_not_in_network_icon" for logistic container prototypes defaulting to true.
Fixed empty sprite path would cause game to crash instead of entering minimal mode. (
more
)
Scripting
Added
LuaItemStack::swap_stack()
.
Added on_player_removed event.
0.15.28
Date: 06. 07. 2017
Balancing
Reduced time needed for an unit of Automation 2 research from 15 to 5 seconds to compensate for previous change of science packs requirements.
Minor Features
Added
--window-size
launch option. For example
--window-size
=1680x1050 (
more
)
Damaging a tree with impact or physical damage generates some leaves.
Warning icon for logistic chests that are not in a reach of roboport.
Train stop names are rendered at 45 degrees to better show names.
Bugfixes
Fixed that ghosts would stay over entities after deconstruction was canceled. (
more
)
Fixed that the controls menu wouldn't use a fixed common width between controls sections.
Inserter researches now require equal ratios of science pack types.
Fixed that transferring blueprints from the library could make the headless server crash. (
more
)
Fixed that blueprints could be duplicated when moving to a new version. (
more
)
Fixed progress bar not showing in the entity info panel if the text was too long. (
more
)
Fixed (at least one of the cases) of crashes related to not being able to connect to auth server while joining game. (
more
)
Fixed, possible crash related to changed bounding box of entity by a mod. When the mod is removed (added) the corner of the entity can occupy chunk that doesn't exist yet which would cause a loading error. (
more
)
Fixed that mining sounds and the leaves effect weren't present when mining tree from a car. (
more
)
Fixed possible crash when removing modded rails during save migration. (
more
)
Modding
Mod hotkeys are arranged per-mod.
Disallowed defining different rail categories for this moment as having more than one will never work properly until we spent some non-trivial time with that, which is not a priority now.
Scripting
Fixed that item-with-inventory filters wouldn't be preserved when cloned through the Lua API. (
more
)
0.15.27
Date: 03. 07. 2017
Balancing
Speed and efficiency module 3 technology now requires high tech science packs instead of production science packs, so that working towards power armor mk2 does not require production science packs.
This makes the branching between high tech and production science packs more meaningful.
All researches now require equal ratios of science pack types. This reduces the cost of some researches.
Bugfixes
Fixed manually inserting items into the blueprint book would disconnect you in multiplayer. (
more
)
Fixed a crash when clicking an alert the same tick the game is loaded. (
more
)
Fixed a crash when saving screenshot failed. (
more
)
Fixed that trains could stop in the middle of chain signal blocks in some specific setups causing deadlocks. (
more
)
Fixed that large drop-down widgets would render off the bottom of the screen in some cases. (
more
)
Modding
Added "render_layer" property to car prototype definition.
Scripting
Fixed that calling
LuaForce::chart
(...) would try to chart chunks outside the map limits. (
more
)
Fixed that
LuaPlayer::unlock_achievement()
would keep showing the notification after the achievement was unlocked. (
more
)
Fixed that
LuaItemStack::create_blueprint
didn't behave the same way as normal blueprint creation in regards to ghost tiles. (
more
)
Fixed that
LuaEntity::selected_gun_index
write was 0-based. (
more
)
Fixed that mods could do remote calls outside of events when the game isn't in a valid state. (
more
)
Fixed that a time_before_removed of 0 on a corpse entity could crash the game in some instances. (
more
)
0.15.26
Date: 30. 06. 2017
Bugfixes
Fixed a crash when rendering modded pumps in some instances. (
more
)
Fixed that biters building new bases could cause a player standing in the way to be destroyed instead of killed. (
more
)
Fixed that the auto-cursor-refill wouldn't refill if the cursor started with 1 item. (
more
)
Fixed crash related to removing power switch connected to electric pole in a blueprint.
Fixed crash related to building electric pole that is connected to closed power switch by blueprint. (
more
)
Fixed that the player would respawn at {0,0} in the campaign levels. (
more
)
Modding
The God controller properties can now be set through the prototype system.
Scripting
Fixed that using math.random in control.lua before the file was fully parsed was not deterministic. (
more
)
Fixed that create_entity{variation=...} was 0-based. (
more
)
0.15.25
Date: 29. 06. 2017
Bugfixes
Fixed that energy shields would charge faster than normal when the generators couldn't provide full power and there was a battery with available energy in the grid. (
more
)
Fixed crash when making blueprint from power switch ghost.
Fixed a desync when loading save files from different game versions. (
more
)
Fixed that the map gen presets list box wouldn't respond to mouse clicks. (
more
)
0.15.24
Date: 29. 06. 2017
Minor Features
Power switch connections are stored in the blueprint.
Changes
The F1-F12 debug hotkeys can now be reassigned.
Disabled pumps don't block other pumps from connecting to fluid wagon anymore. (
more
)
Pump can connect to fluid tank that is slightly rotated, but only to tanks that are standing on straight rails.
Blueprints in the library no longer transfer automatically when a player joins. Instead, they are transferred on-demand.
Admins are allowed to modify other players' blueprints in the library, including deleting them.
Changed default key binding for toggle filters on macOS to Command + Right Click (
more
)
Bugfixes
Fixed Info boxes sometimes going to the center of the screen on scale change or display size change. (
more
)
Fixed the direction of underground belts/pipes wouldn't get detected correctly when using the pipette tool in some cases. (
more
)
Fixed that accumulators had two energy bars and one of these was showing incorrect value. (
more
)
Fixed that Copy paste couldn't be used in the numeric edit box.
Fixed that the recipe tooltip would resize/change every time something was crafted. (
more
)
Fixed burner inserter reading signal pulses twice (
more
)
Fixed electric buffer error that could happen when updating save to newer factorio version or changing mods. (
more
)
Fixed that failing to mine an entity wouldn't try to transfer all items in the entity. (
more
)
Fixed locomotive could snap to train stop after it was attached to an existing train. (
more
)
Fixed that the item counts when making blueprints or deconstructing things would render off-screen. (
more
)
Fixed impossible research tasks in team production challenge. (
more
)
Fixed that the blueprint library GUI wouldn't restore scrollbar position when moving in or out of a book. (
more
)
Fixed that setting inserter filters wouldn't update the last-user. (
more
)
Fixed that fluid would not flow through circuit network disabled mining drills. (
more
)
Fixed a crash when exiting multiplayer due to a script error while hosting a public game locally. (
more
)
Fixed pump would not connect to last tile of a train in some cases. (
more
)
Modding
Changed the format for localised mod name and description.
Fixed that assembling machines using the heat energy source type would go inactive when out of power and stay inactive. (
more
)
Limited map gen presets pollution diffusion and dissipation rate values to prevent never-ending pollution bloating map sizes by mistake. (
more
)
Removed CustomInputPrototype consuming types "all" and "script-only".
entity-with-owner now supports variation in blueprints.
Scripting
Fixed that marking an entity for deconstruction through script wouldn't fire the event. (
more
)
Fixed that level based research wouldn't fire the research-finished event in some cases. (
more
)
Fixed that several of the drop-down related methods for LuaGuiElement were 0-based.
Added a global Lua function "table_size" which will quickly compute the number of values in any lua table (not to be confused with the # operator).
Added
LuaGuiElement::remove_item
for drop-down type elements.
Added
LuaSurface::clear_pollution()
.
Added events on_console_chat and on_console_command.
Added
LuaEntityPrototype::production
read.
Added
LuaControl::mine_tile()
.
0.15.23
Date: 22. 06. 2017
Changes
Reverted change that made Inserters no longer drop what they are holding when disabled by the circuit network. (
more
)
Bugfixes
Fixed that the UI scale option wouldn't apply until restarting the game in some cases. (
more
)
Fixed that number-input fields would also block letters/other keys. (
more
)
Fixed that tile filters in the deconstruction planner wouldn't get used in some cases when entity filters were also defined. (
more
)
Fixed curved rail ghosts wouldn't mark trees/rocks when force-built. (
more
)
Fixed construction robots could stop doing their jobs when roboport was destroyed or unpowered. (
more
)
Fixed long strings in the right description pane. (
more
)
Modding
Fixed that some mod mods would falsely be detected as removed and have GUI elements they added removed on load. (
more
)
Scripting
Fixed that teleporting entity ghosts didn't work correctly. (
more
)
0.15.22
Date: 21. 06. 2017
Changes
Blueprints in the blueprint library are sorted using case-insensitive natural compare.
E.g. the sorting order now is "1", "2", "10", instead of the previous "1", "10", "2".
Inserters will no longer drop what they are holding when disabled by the circuit network. (
more
)
The deconstruction planner filter now treats any entity filter as also matching entity ghosts of that type.
Multiplayer creation GUI now remembers game name. (
more
)
Balancing
Explosive Mine now only does damage to enemy units and structures.
Sounds:
Added missing vehicle collision sounds (pipes, solar panels, etc...)
Reduced volume of ore mining and tree chopping.
Bugfixes
Toggling fullscreen via options or Alt-Enter now keeps window on the same monitor. (
more
)
Fixed that in long recharging queues some robots would never get a chance to recharge. (
more
)
Fixed that it wasn't possible to click and drag blueprints into an empty blueprint book. (
more
)
Fixed that deconstruction/blueprinting selection would be canceled if the selection ended on one of the always-visible GUIs. (
more
)
Fixed the productivity bar in the furnace GUI wouldn't show in some instances. (
more
)
Fixed exiting a multiplayer game hosted through the in-game multiplayer option. (
more
)
Fixed that tile ghosts would always get selected over real entities. (
more
)
Fixed that the heat-connection icon was not visible on entities other than boiler and reactor. (related to modding)
Fixed that furnace with heat source couldn't be rotated before placing it.
Fixed the gui of furnace using heat as energy source.
Fix PvP Gui script error. (
more
)
Fix that clearing items in Transport belt madness didn't give the items back. (
more
)
Fixed that rails marked for deconstruction wouldn't allow canceling deconstruction while a train was on them. (
more
)
Fixed that biters would change orientation rapidly when they were near a player whom they couldn't attack. (
more
)
Fixed that Rocket Silo would continue crafting for 1 tick after completing a rocket. (
more
)
Fixed that lot of other keys that can be used to write characters in the edit box (or console) were not blocked from affecting the game if they are assigned to do a game action. Having text box active now means that all of the keys are blocked from affecting the game.
Fixed (hopefully), that the stretching of bounding boxes of walls to touch their neighbours was not taking into account when marking things in the way for the blueprint. (
more
)
Fixed that the description pane would change width depending on the content. It should now never change width. (
more
)
Fixed that the shooting-target would render as valid to shoot with rockets when it actually wasn't. (
more
)
Fixed that programmable speakers would get wrong instruments after importing pre-0.15.19 blueprint string. (
more
)
Fixed that maximized Factorio window had thin border around it. (
more
)
Fixed that vanilla and modded version of achievements could be mixed up. (
more
)
Fixed that inserters would try to insert items into other non-burner inserters. (
more
)
Fixed that fast-transferring modules into the rocket silo would put them into the module slots and the rocket at the same time. (
more
)
Fixed that the "rocket launched without satellite" message couldn't be dismissed in some cases. (
more
)
Fixed the mining drill GUI wouldn't show mining progress when it had a large number of modded module slots. (
more
)
Fixed fast-replacing an assembling machine with overloaded ingredients would spill the items. (
more
)
Fixed many ingredients or products in recipes would break the assembling machine GUI. (
more
)
Fixed wrong values when using /config set allowed-commands with invalid values would crash the game. (
more
)
Modding
Fixed that giving rolling stock entities invalid collision masks would crash the game. (
more
)
Mod title and description can now be localised.
Fixed a crash when mods use reset technologies during the technology researched event. (
more
)
Fixed that modded GUI elements wouldn't get removed in some cases when the mod was removed. (
more
)
Fixed source_effects applying effects to the source by the target instead of to the source by the source. (
more
)
Scripting
Fixed setting robot.energy for logistic/construction robots wouldn't account for the robot battery upgrade. (
more
)
Fixed that setting
LuaBurner::currently_burning
didn't accept LuaItemPrototype as the docs said. (
more
)
Added
LuaEntityPrototype::count_as_rock_for_filtered_deconstruction
read.
Added
LuaEntityPrototype::filter_count
read.
Added
LuaEntity::spawner
/units read.
0.15.21
Date: 15. 06. 2017
Bugfixes
Fixed that the server would crash if someone tried to connect when there were no blueprints being transferred. (
more
)
0.15.20
Date: 14. 06. 2017
Changes
Transports belt entities show belt speed in the tooltip and entity description.
Reduced fluid wagon air resistance from 0.05 to 0.01
Scenario names are now localised.
Bugfixes
Fixed login details getting lost (hopefully). (
more
)
Fixed a crash that would happen if the game exited due to a script error that happened immediately after deleting a force. (
more
)
Fixed int mod settings would show incorrect values in the GUI. (
more
)
Fixed gun sounds would continue when switching weapons while firing. (
more
)
Fixed a performance issue caused by spawners being active all the time in peaceful mode. (
more
)
Fixed a crash when removing train stops next to other train stops and then building locomotives. (
more
)
Fixed a rare desync related to opening your player inventory. (
more
)
Fixed a crash when teleporting/setting the force of a offline roboport. (
more
)
Fixed inserters with custom pickup/drop locations from mods would retain the custom data when the mods were removed. (
more
)
Fixed a crash when deleting blueprint records from the blueprint library while another player is viewing the record tooltip. (
more
)
Fixed that some clients wouldn't be able to connect to a server when blueprints were being uploaded. (
more
)
Fixed that Factorio wouldn't start when run from an NFS partition. (
more
)
Fixed crash on macOS older than 10.9 (
more
)
Modding
Removed unused "energy consumption" from the roboport equipment. (
more
)
Scripting
Fixed that setting researched = true on level-based research in progress wouldn't update the research level displayed. (
more
)
Fixed that game.write_file would cause desyncs if it failed due to file permission issues. (
more
)
Fixed a crash related to the train changed state event. (
more
)
Added events on_player_setup_blueprint, on_player_deconstructed_area, and on_player_configured_blueprint.
Added
LuaEntity::secondary_bounding_box
read.
Added
LuaForce::worker_robots_battery_modifier
read/write.
Added
LuaGuiElement::enabled
read/write.
0.15.19
Date: 08. 06. 2017
Changes
Added alarm sounds to programmable speaker.
Fullscreen is on by default.
Locomotive snaps to a train stop when placing the first locomotive next to the train stop.
Changed automation and fluid wagon research so it doesn't have multiples of science packs per unit. (
more
)
--start-server-load-scenario
can load scenarios provided by a mod.
For example,
--start-server-load-scenario
base/wave-defense will load the wave-defense scenario from the base mod.
Graphics
Changed the icon of the automation research, so it is not confused with the logistics research.
Bugfixes
Fixed that destroyed transport belt could leave zombified items in nearby tile (
more
)
Fixed inserter zombification at rail junctions (
more
)
Fixed visual seams on map/minimap (
more
)
Fixed that gate over rail could be rotated
Fixed GUI size problems with the logistic networks GUI. (
more
)
Fixed that the headless server didn't close when it failed. (Most typically because of script error) (
more
)
Fixed misaligned force color mask on capsule projectiles. (
more
)
Fixed crash when changing player's controller, when player was controlling a vehicle with god controller. (
more
)
Fixed a crash caused by manually deactivated units. (
more
)
Fixed that exporting blueprints wouldn't respect the current filter options in the setup GUI. (
more
)
Fixed that selection-by-typing in list boxes would also trigger normal game actions. (
more
)
Fixed that adding stops to a train could change the current station. (
more
)
Fixed that the search text didn't reset after leaving the browse-mods GUI. (
more
)
Fixed that the mods-load-error GUI could end up too large to fit on screen. (
more
)
Fixed a crash when interacting with the "save/quit/reconnect" window after losing connection with a server. (
more
)
Fixed crashes when locking bitmap fails. (
more
)
Fixed rail preview was rendered under entities. (
more
)
Fixed message box in main menu being not clickable (
more
)
Fixed trains stuttering on extremely short paths. (
more
)
Fixed flamethrower stream would destroy trees directly. (
more
)
Fixed that some information was missing from generator entities. (
more
)
Fixed that Factorio would hang on Linux after trying to paste a string when the clipboard was empty. (
more
)
Fixed generating unwinnable research tasks in team production scenario. (
more
)
Fixed that clicking escape while connecting to the game could lead to weird situations as the normal menu was opened.
Pressing escape while connecting will abort the connection instead. (
more
)
Fixed the productivity bar in the mining drill wouldn't show in some cases. (
more
)
Fixed that the blueprint book gui didn't stretch vertically when possible. (
more
)
Fixed inconsistent hovered font color on buttons and dropdowns. (
more
)
Fixed train stuttering with only disabled stations in their schedule (
more
)
Fixed that you could disconnect wires at any distance. (
more
)
Fixed the icon used when rendering coal being held by construction robots. (
more
)
Fixed headless server on macOS getting stuck when in background (
more
)
Fixed that attempting to edit a blueprint label for the second time would show the original label before any edits were made. (
more
)
Fixed that
--start-server-load-scenario
wouldn't give an error when the specified scenario couldn't be found. (
more
)
Fixed that robots would leave items on the ground when building ghosts in some cases. (
more
)
Fixed train GUI size problems when the fuel tab is removed due to it going out of reach. (
more
)
Fixed that blacklisting tile ghosts in the deconstruction planner didn't work. (
more
)
Modding
Fixed that the fluid wagon wouldn't show the equipment grid when one was added through mods. (
more
)
Fixed loading the item-with-tags item type. (
more
)
Scripting
Fixed set_command with an empty list of commands would crash the game. (
more
)
Fixed LuaRandomGenerator docs. (
more
)
Added
LuaTechnology::level
write support for level-based technology. (
more
)
0.15.18
Date: 01. 06. 2017
Bugfixes
Fixed that wire connections were not preserved in tightspot campaign. (
more
)
Fixed various crashes on macOS related to logistic counts. (
more
)
Modding
Changed default value of "allow_custom_vectors" in inserter prototype to true, vanilla inserters set it to false explicitly.
0.15.17
Date: 01. 06. 2017
Graphics
Inserters in high resolution; normal resolution inserters are unchanged.
Bugfixes
Fixed some inconsistencies in programmable speaker gui (
more
)
Fixed that headless mode wiped out controls section of config file (
more
)
Fixed that detached roboports (e.g. after blackout) would not reset circuit network readings on number of robots (
more
)
Fixed that active blueprint/deconstruction-planner selection did not reset when switching between game and map (
more
)
Fixed AltGr behavior with special characters (
more
)
Fixed that mining bar would steal mouse focus (
more
)
Fixed the /evolution command would underflow when showing negative pollution values. (
more
)
Fixed crash when mod-list failed to save when exiting the game. (
more
)
Fixed game would not save at all if generating preview picture failed. (
more
)
Fixed desync related to driving vehicles. (
more
)
Fixed unnecessary quotes in programmable speaker note translations (
more
)
Fixed that the bonus GUI wouldn't fit on screen with a large amount of modded content. (
more
)
Fixed crash when closing public server. (
more
)
Fixed that filter inserters lost their filter in tightspot campaign. (
more
)
Fixed empty space would be rendered if glyph was missing in current font. (
more
)
Fixed that resizing the game window while catching up after joining a multiplayer game would leave the map blank. (
more
)
Fixed issue and desync when disconnecting one wire color of an entity connected to 2 wire colors. (
more
)
Fixed a multiplayer crash that would happen when a player left whilst uploading their blueprint library and then rejoined the same server. (
more
)
Fixed another issue that prevented spawners from spawning. (
more
)
Fixed game would fail to load if max-texture-size was too low. (
more
)
Modding
Moved the "mod-settings.json" file so it now resides in the "mods" subfolder allowing it to work with the mod-directory command line option.
Added support for virtual-signal migrations.
Inserters now require the inserter prototype property "allow_custom_vectors" to be true before they allow setting custom pickup/drop locations.
Font paths were moved from locale cfg to locale info.json (see core/en/info.json).
Changed default value of hand_length in inserter prototype to 0.75, to make inserter shadow look nicer.
Scripting
Fixed crash when teleporting character entities while in vehicles. (
more
)
Fixed that character.character_maximum_following_robot_count_bonus didn't work. (
more
)
Fixed that /help for lua commands wouldn't do parameter substitution correctly. (
more
)
Added
LuaEntityPrototype::resource_categories
, fluid, and pumping_speed read.
Added
LuaEntity::previous_recipe
read.
Added
LuaEntityPrototype::stack
/allow_custom_vectors read.
Changed
LuaEntityPrototype::speed
to also work for rolling stocks.
0.15.16
Date: 27. 05. 2017
Changes
Temporarily reverted GUI interaction changes (some GUI elements responding only to left mouse button, buttons clicked on mouse up instead of mouse down) introduced in 0.15.13 and 0.15.14.
Bugfixes
Fixed the "back" button wouldn't work in the save-game GUI. (
more
)
Fixed the "cancel" button wouldn't work in the user-login GUI. (
more
)
Fixed that the map editor item/inventory buttons didn't work. (
more
)
Fixed beacons would "wobble" in blueprints. (
more
)
Fixed crashes related to clicking different buttons.
As a one-time migration, enemy spawners will reset their absorbed pollution to zero when a save from a previous version of 0.15 is loaded. (
more
)
This is to avoid an extreme temporary spike in difficulty that would happen after loading a save with many spawners that were affected by a bug in the previous versions.
Fixed the market GUI didn't work. (
more
)
Fixed crash when pollution reaches unreasonably far chunk. (
more
)
Fixed power bars glitch in electric network statistics dialog. (
more
)
Scripting
Fixed setting
LuaGuiElement::elem_value
would always expect the elem_type to be "item". (
more
)
0.15.15
Date: 26. 05. 2017
Bugfixes
Fixed desync related to loading pre 0.15.14 save with beacons marked for deconstruction without resaving it first.
Fixed that spawners would sometimes stop spawning units even when polluted. (
more
)
Fixed crash when changing assembling machine recipe. (
more
)
Fixed crash that would happen after clicking a button in the tech tree. (
more
)
Scripting
Fixed crash when creating smoke entity through create-entity trigger effect. (
more
)
Added
Entity::update_connections
. It updates connection of loader and beacon to entities that might have been teleported out or in. The effect might include more things later on.
0.15.14
Date: 26.05.2017
Optimisations
Optimised beacon update times which helps especially when the power is not full and it fluctuates.
Changes
Added support for using username and password for proxy connections.
Changed technology sorting. All of the science pack types affect the order, not just the most expensive one. (
more
)
Leading and trailing whitespace will be trimmed from host name or IP address entered to Direct Connect multiplayer dialog. (
more
)
Electric network info window shows all connected entities in the list and the graph even when they have 0 consumption/production.
This means, that the count of entities connected to the network is shown even if they don't consume or produce.
Electric poles that have 0 consumption as well as 0 production show empty electricity graph instead of full. (
more
)
Bugfixes
Keypad enter is treated as regular enter (
more
)
All buttons apart the inventory/recipe/crafting queue and item selection slot react on mouse click instead of just mouse down.
Fixed that mining drills would continue to insert into entities when moved far away. (
more
)
Fixed that right click and drag in the blueprint setup GUI didn't work to remove things from the blueprint. (
more
)
Fixed that blueprint icons couldn't be removed with right click. (
more
)
Fixed that right-clicking items in the crafting queue didn't work to cancel 5.
Fixed window being created slightly offscreen on certain resolutions. (
more
)
Fixed that the edit field for a blueprint book would get reset when bots delivered items to the player. (
more
)
Fixed that inserter facing north was slower compared to other directions. (
more
)
Fixed that the solaris achievement ignored usage of steam-turbines. (
more
)
Fixed that setting logistic requests didn't work in the map editor. (
more
)
Fixed crash after dropping a blueprint into a book inside the blueprint library. (
more
)
Fixed loading blueprint library from before 0.15.4 might crash. (
more
)
Fixed a crash related to changing the rail system when signals get disconnected from blocks. (
more
)
Fixed that furnaces and assembling machines weren't rotatable with heat pipe connection. (
more
)
Fixed crash when using
--load-game
with an error in a mod. (
more
)
Modding
Fixed reading
LuaCommandProcessor::commands
when one of the help keys was empty. (
more
)
Fixed that disabled mods could change the mod event order.
Scripting
Fixed changing force of lab ghost would cause desync.
Added LuaCustomGuiElement type "text-box".
0.15.13
Date: 23. 05. 2017
Changes
Most of the gui elements now work only with left mouse button, so other buttons might be used without interfering with gui.
Bugfixes
Fixed that biters would sometimes try to attack indestructible entities. (
more
)
Fixed that clearing the blueprint label would make the GUI show the previous label. (
more
)
Fixed personal laser defense equipment shooting at player in vehicle would hit the player instead of the vehicle. (
more
)
Fixed that the edit label button on blueprint books in the library could get hidden behind the delete button. (
more
)
Fixed missing space after timestamp in server console output messages that didn't contain tag. (
more
)
Fixed that the blueprint library wouldn't update blueprints stored in books. (
more
) (
more
)
Fixed that reach-distance checks for curved rails only checked against one end of the rail. (
more
)
Fixed bonus GUI display values when the bonuses were negative. (
more
)
Fixed that the auto launch settings of rocket silo was not saved in blueprint. (
more
)
Fixed beta campaign level 02 would error for migrated save games. (
more
)
Fixed locked belts in demo campaign level 03. (
more
)
Localised programmable speaker notes and instruments. (
more
)
Fixed that mining drill window got repositioned to the center every time it switched to another resource. (
more
)
Fixed fluids/virtual signals in the blueprint library wouldn't migrate correctly between different modded saves. (
more
)
Before 0.14 the game didn't track online time of players, this caused that games transitioned from pre 0.14 could prevent players to get achievements until they spent enough of time in the game again. So for single player games, when transitioning to 0.15.13, the online time is reset to be full time of the map.
Fixed that the bonus progress of assembling machine didn't reset when the recipe was changed by using copy paste.
This could be exploited to get extra free product of expensive items. (
more
)
Fixed crash when loading modded saves that used the flamethrow-explosion entity type. (
more
)
Fixed performance problems when building rails related to large rail sections and chain signals. (
more
)
Fixed desync related to trains.
Fixed blueprint library wouldn't use the Open Item GUI key binding. (
more
)
Fixed that errors in mod locale would only show in the log file instead of giving the standard mod-error GUI. (
more
)
Fixed that turret help view on map did show turrets from other surfaces. (
more
)
Fixed that silo script didn't validate items on configuration changes. (
more
)
Fixed that tightspot level 05 had incorrect recipes unlocked. (
more
)
Fixed that you could pipette items and break transport belt madness. (
more
)
Fixed that the game would crash when trying to load corrupt blueprint-storage.dat. (
more
)
Fixed that map was not updated correctly when tile editing ended up changing other tiles in different chunk. (
more
)
Fixed crash when loading modded saves that contained specific items without the mods. (
more
)
You can now open circuit network connectible entities while holding copper wire. (
more
)
Fixed crash when closing the game window in Browse Games/Play on LAN gui. (
more
)
Fixed that the bonus progress bar of furnace disappeared when the smelting was not currently in progress.
Fixed that changing recipe in the furnace didn't reset the bonus progress bar. (
more
)
Fixed that selection box of rotated (and modded) storage tank wasn't respecting the rotation properly. (
more
)
Modding
Electric energy sources now support effectivity.
Fixed crash when mods add values to data.raw incorrectly. (
more
)
Fixed some entities using heat energy source types wouldn't connect to heat pipes correctly when rotated. (
more
)
Mod settings now shows the mod display name instead of the mod ID name (My Mod Name instead of my-mod-name).
Changing mod startup settings will now fire the on_configuration_changed event when appropriate.
Scripting
Fixed crash when using game.take_screenshot and then deleting the surface. (
more
)
Fixed the old train ID wouldn't be included in some cases during the on_train_created event. (
more
)
Fixed crash when trying to register negative event ids. (
more
)
Fixed that force.reset_technology_effects() didn't preserve currently researched technology and saved technology progress. (
more
)
Fixed
LuaEntity::neighbours
return format to match the docs. (
more
)
Fixed
LuaPlayer::mine_entity()
would return false when successfully mining the given entity. (
more
)
Changed create_entity 'item-request-proxy' "modules" to take the same format as
LuaEntity::item_requests
. (
more
)
Changed
LuaSurface::freeze_daytime()
to freeze_daytime read/write.
Removed
LuaPlayer::cursor_position
.
Added
LuaEntity::proxy_target
read - the target an item-request-proxy is pointing at if any.
Added LuaEntityPrototype/
LuaEquipmentPrototype::electric_energy_source_prototype
read.
Added
LuaEntityPrototype::fluid_usage_per_tick
, maximum_temperature read, target_temperature.
Added
LuaForce::get_saved_technology_progress()
and set_saved_technology_progress().
Added
LuaFluidPrototype::gas_temperature
read.
0.15.12
Date: 18. 05. 2017
Changes
Zooming with the mouse wheel in the map and zoom-to-world is less aggressive.
Fast entity transfer by dragging (ctrl + clicking and dragging) will remember if you're trying to insert or extract items.
Changed the deconstruction planner "trees only" filter to "trees/rocks only".
Lab speed info in the description contains the researched speed bonus as well.
Sprite quality defaults to High when at least 2.7 GB VRAM is detected (instead of 1.7 GB).
Video memory usage defaults to All when at least 1.5 GB VRAM is detected (instead of 0.8 GB).
Bugfixes
The statistics window (electric/production/kills) will automatically move to avoid being partially offscreen. (
more
)
Fixed that keypad /*-+, enter and delete were not usable in the text boxes if assigned in the controls.
Fixed that power poles could be built at any distance by exploiting click-and-drag. (
more
)
Fixed marking underground belt output for deconstruction wouldn't block input from pushing more items into the underground part. (
more
)
Fixed "Read Stopped Train" checkbox not showing the correct value. (
more
)
Fixed entities with a burner energy source would show the incorrect power consumption. (
more
)
Fixed that production achievements could not be obtained. (
more
)
Fixed that some achievements (raining bullets, logistic network embargo, maybe more) were not properly marked as gained. (
more
)
Show the productivity bonus on mining drills even when they have no other effects on them. (
more
)
Fixed some GUI shortcuts not working when colliding with other shortcuts. (
more
)
Fixed that electric network visualisation on chart showed electric poles from other surfaces. (
more
)
Fixed that non-ASCII input wasn't possible on Linux. (
more
)
Fixed error when loading a save containing a folder which contained only subfolders but no files. (
more
)
Fixed swinging axe as attack might spawn mining particles of a nearby tree or resource patch. (
more
)
Fixed that signals built by robots on places that didn't match the suggested direction didn't connect. This caused that some otherwise correct blueprints required manual intervention to fix the signals. (
more
)
Fixed handling of X11 focus events. (
more
)
Fixed trains wouldn't leave disabled stations when the next station in the schedule was the same station. (
more
)
Fixed train stops wouldn't import as string correctly. (
more
)
Fixed requester chests would render numbers larger than 2,147,483,647 as negative values. (
more
)
Fixed logging in with email in updater set your username to your email. (
more
)
Modding
Fixed that electric boiler didn't work. (
more
)
Fixed int mod setting error display message didn't show the upper limit correctly. (
more
)
Scripting
Fixed cloning blueprint books wouldn't copy the label/active index. (
more
)
Fixed that inoperable entities couldn't be rotated even when rotatable was true. (
more
)
Changed
LuaItemStack::trees_only
to trees_and_rocks_only.
Added
LuaEntity::loader_type
write.
Added
LuaFlowStatistics::on_flow()
.
Fixed lua documentation for DeciderCombinatorParameters and CircuitCondition. (
more
)
Fixed passing invalid arguments to
LuaGame::take_screenshot
would cause desync. (
more
)
0.15.11
Date: 16. 05. 2017
Minor Features
When a train is stopped at the train stop, a circuit network signal is sent with a unique number for that train. (
more
)
Changes
Added headless server option
--server-id
to allow specifying custom path to the server ID file.
Increased the minimum custom UI scale from 50% to 80% to avoid some scaling issues.
The zoom level at which the map switches from 'map view' to 'world view' was increased.
The first level of infinite researches is not needed for the tech maniac achievement anymore.
The game will default to low sprite quality on computers with less than 2.5GB RAM. (
more
)
Tweaked the rocket launch gui. It doesn't show the result inventory slot when it is empty to avoid confusion when people put the satellite in it.
Removed the zoom-to-world-outside-coverage debug option because it was causing issues. (
more
)
Added "create specialized sprite atlases" option to graphics settings. If checked, tile and shadow sprites won't be put into separated sprite atlases instead of the main one. This should give graphics driver more room to fit required sprites to graphics memory.
Added "atlas texture size" option to graphics settings. Larger atlas texture can fit more sprites into single atlas which reduces CPU load when rendering.
But smaller atlases are more likely to fit into VRAM and reduce GPU load when rendering.
Bugfixes
Fixed nuclear reactor and centrifuge were not placed into toolbelt automatically. (
more
)
Tweaked the way heat pipes work, mainly to make it work the same regardless order of build. (
more
)
Fixed that click-and-drag interaction logic didn't work for trains. (
more
)
Another attempt to fix the ranged-based research info in the technology icon.
Fixed that not all items were cleared in the transport belt madness campaign. (
more
)
Fixed that browse games table was inconsistent after resizing. (
more
)
Achievements should no longer be unlocked when replaying a game. (
more
)
Updated supply challenge level requirements. (
more
)
Fixed fluids consumed/produced by boilers didn't show in the production stats. (
more
)
Fixed that pasting very large strings wouldn't work on Linux. (
more
)
Fixed naming convention of transport belt madness campaign levels. (
more
)
Fixed copy-paste with containers so they correctly copy the inventory size limit. (
more
)
Fixed the progress bars in the lab wouldn't show correctly in some cases. (
more
)
Achievements are no longer be unlocked when replaying a game. (
more
)
Achievements are no longer unlocked by playing multiplayer game in which the player spent less than 50% of time online.
Fixed that the blueprint renaming text box would close every time crafting finished. (
more
)
core/backers.json is now included in the core data crc. This means that different content of this file will be properly detected when joining multiplayer game.
Fixed that loader filters were not saved in the blueprint string. (
more
)
Gas color is now tinted with the fluids 'flow_color'. (
more
)
Fix wave defense crash when a silo died while nobody was connected. (
more
)
Fixed that the "confirm and download" button in the sync-mods-with-save wouldn't restart the game once all mods were downloaded. (
more
)
Fixed construction robots could get stuck trying to repair curved rail forever. (
more
)
Fixed that the technology cost tooltip description wouldn't scale correctly. (
more
)
Fixed that the /help command when run from the server console would always output the server commands list. (
more
)
Fixed strange behavior when a train has the same station in the list multiple times with no other valid station. (
more
)
Fixed crash related to dying with some GUI open. (
more
)
Fixed rail signals getting stuck reserved when mining/building rails in some setups. (
more
)
Fixed desync when pumps are setup to pump into the output of an assembling machine. (
more
)
Fixed the final level of formula based research would show the wrong name when researched.
Fixed crash when maximizing the game with the achievements window open. (
more
)
Fixed switching weapons while firing in the tank would keep playing the previous weapon sound. (
more
)
The productivity value in the miner description now contains also the researched bonus.
Fixed insert sending a signal twice during fast replace. (
more
)
Fixed crash that would sometimes happen when a player left whilst some other player was in the process of joining. (
more
)
Fixed hazard concrete item description. (
more
)
Fixed that some of the slider in the new game settings weren't controllable by scrollbar.
Fixed recipes with long names would extend out of the tooltip GUI. (
more
)
Fixed keyboard input would be blocked in tutorial, if console was opened when entering the tutorial. (
more
)
Fixed robots could deliver the wrong number of modules during roboport blackouts. (
more
)
Fixed that the game would freeze if there was no valid place to drop items on limited size maps. (
more
)
Fixed fire wouldn't pollute in some cases. (
more
)
Fixed that the delete-blueprint button would show when it wouldn't actually work. (
more
)
Fixed an error when resource scaling results in amounts too large to store in a resource entity. (
more
)
Modding
Fixed generator power output was always based on heat capacity and default temperature of water. (
more
)
Fixed logistic and construction radius visualization sprites would ignore tint. (
more
)
Scripting
Fixed setting
technology::researched
wouldn't research all levels of a formula based technology. (
more
)
Fixed it was possible to add gui element with same to the same parent name more than once. (
more
)
Fixed the custom camera widget wouldn't render the correct entities when switching the surface it was rendering for. (
more
)
Fixed
LuaTrain::schedule
would allow an invalid current schedule record. (
more
)
Added
LuaEntityPrototype::mining_speed
, mining_power, energy_usage, max_energy_usage, normal_resource_amount, infinite_depletion_resource_amount, attack_parameters read.
Added
LuaLampControlBehavior::color
read.
Added
LuaRailSignalControlBehavior::red_signal
, orange_signal, green_signal, close_signal, read_signal, circuit_condition read/write.
Added
LuaEntityPrototype::mineable_properties
fluid_amount, required_fluid, mining_trigger, effectivity, consumption, friction_force, braking_force, tank_driving, rotation_speed, turret_rotation_speed, guns, speed, speed_multiplier_when_out_of_energy, max_payload_size, energy_per_move, energy_per_tick, max_energy, min_to_charge, max_to_charge properties, and building_grid_bit_shift.
Added
LuaBurner::fuel_category
read.
Added LuaBurnerPrototype.
Added
LuaControl::mine_entity()
.
Added
LuaEntity::text
read/write.
Added read/write support for flying text color through
LuaEntity::color
.
Added
LuaTrain::get_fluid_count()
, get_fluid_contents(), remove_fluid(), insert_fluid(), and clear_fluids_inside().
Added
LuaGameScript::check_prototype_translations()
- a way to check if all expected prototypes have valid translations.
Changed
LuaEntityPrototype::mineable_properties
"miningtime" -> "mining_time" and "miningparticle" -> "mining_particle".
0.15.10
Date: 10. 05. 2017
Changes
Added rail block debug visualization.
Increased maximum wire distance of all circuit connectable entities from 7.5 to 9.
Steam is now internally a separate fluid from hot water.
Coal liquefaction recipe now requires steam instead of water.
Terrain, shadow and smoke sprites are sorted into separate sprite atlases in attempt to optimize GPU memory access during rendering.
Graphics
Added burner mining drill in high resolution and replaced the normal resolution version.
Bugfixes
Fixed speed-module-3 recipe typo. (
more
)
Fixed downgrading underground belts by fast replace would not work for even if output piece was close enough. (
more
)
Fixed that robots trying to repair each other wouldn't work correctly. (
more
)
More understandable description current level of technologies that have multiple levels merged into one slot in the technology gui.
Fixed crash that would happen when loading old modded saves in vanilla Factorio. (
more
)
Fixed that it wasn't possible to fast-transfer blueprints to other players. (
more
)
Fixed that hitting rocks with vehicles made no sound. (
more
)
Fixed blueprint preview icons scaling and size to be consistent across all places they're shown. (
more
)
Fixed that you couldn't delete blueprints from your trash slots. (
more
)
Fixed that storage tanks used 4 directions although visually only showed 2 so they would conflict in blueprints. (
more
)
Fixed crash when loading blueprint storage while also migrating save files. (
more
)
Fixed a useless error when locale isn't correct for a scenario. (
more
)
Fixed possible desync related to inserter circuit network stack size control.
Fixed that multiple passengers in a train could result in erratic behavior when trying to drive. (
more
)
Fixed that manually inserting the satellite into the silo when auto-launch is enabled wouldn't launch the rocket. (
more
)
Fixed crash when killing yourself with your own weapon. (
more
)
Fixed F12 might freeze or crash the game. (
more
)
Fixed circuit network controlled rail signal sometimes not going red when building rails. (
more
)
Fixed crash when starting tutorial at the same tick as autosave starts. (
more
)
Fixed that it wasn't possible to scroll the active blueprint in a blueprint book if the scroll bar was visible. (
more
)
Fixed crash when exiting some modded games. (
more
)
Fixed that Factorio wouldn't keep file permissions when saving a map. (
more
)
Fixed that the blueprint library wouldn't remember the player filter after opening a book. (
more
)
Fixed that player names in the blueprint library weren't sorted. (
more
)
Fixed the blueprint book tooltips would flicker when your inventory changed. (
more
)
Fixed desync when catching up.
Fixed desync when adding/removing blueprints to blueprint books in some cases. (
more
)
Fixed some crashes related to loading invalid combinator parameters. (
more
)
Modding
The game will now detect when joining a multiplayer game if any mods you're using are broken such that joining the game could result in desynching.
Fixed that exiting the mod settings GUI without changing anything would incorrectly think you changed settings in some cases. (
more
)
Fixed crash when loading mods control.lua produces an error. (
more
)
Added favourite server icon to utility sprites. (
more
)
Added a global table "mods" - a mapping of mod name to mod version available during the prototype loading stage.
Scripting
Fixed some missing Lua docs and added information about the settings stage to the data life cycle. (
more
)
Fixed crash when trying to create stickers on entities that don't support them. (
more
)
Fixed that
LuaGuiElement::surface_index
was using 0-based indexing. (
more
)
Fixed that
LuaEntity::graphics_variation
was using 0-based indexing. (
more
)
Fixed that
LuaItemStack::active_index
was using 0-based indexing. (
more
)
Fixed rendering of layered icons in custom GUI. (
more
)
Added "item" and "tags" to the robot built entity/tile events.
Added
LuaEquipment::burner
read.
Added
LuaEntityPrototype::crafting_categories
read.
Added support for setting 'tags' and 'custom_description' when making items through Lua.
Added
LuaBurner::burnt_result_inventory
read.
Added LuaInserterControlBehavior stack size read/write.
Added LuaTrainStopControlBehavior enable/disable conditions.
Added LuaTransportBeltControlBehavior enable_disable, read_contents, read_contents_mode read/write.
Added
LuaTrain::id
read.
Added
LuaEntityPrototype::supply_area_distance
read.
Added
LuaEntityPrototype::max_wire_distance
read.
Added
LuaEntityPrototype::max_circuit_wire_distance
read.
0.15.9
Date: 05. 05. 2017
Bugfixes
Fixed crash when opening the train GUI while in the train.
0.15.8
Date: 05. 05. 2017
Changes
New Supply challenge map.
Circuit network-based inserter stack size overrides now take effect immediately instead of waiting until the inserter has moved something.
Bugfixes
Show 0.7% in the uranium processing recipe instead of 0.0 for uranium 235. This generally works for any recipe that gives less than 1 of anything.
Don't draw player names on the map that is not in range of player or radar on the zoomed in map.
Fix some ores with negative values in Tight spot level 04. (
more
)
Fixed inserters couldn't insert fuel into locomotives. (
more
)
Fixed random inaccessible map area in Beta campaign level 04. (
more
)
Fixed various inserter GUI bugs. (
more
)
Fixed train station tutorial relied on specific train schedule state. (
more
)
Balancing
Changed iron gear wheel price of fast and underground belt from 20->40 and 40->80 to even out the bigger length.
Fix that biters would sometimes stop and go to sleep during an attack. (
more
)
0.15.7
Date: 05. 05. 2017
Balancing
Changed production science pack recipe to require assembling machine 1 instead of pumpjack.
Changed science pack 3 to require electric mining drill instead of assembling machine 1.
Changed crafting times:
Oil refinery 20->10
Pumpjack 10->5
Chemical plant 10->5
Lab 5->3
Roboport 15->10
Reduced the mining time of the storage tank from 3 seconds to 1.5 seconds.
Increased the mining time of the reactor from 0.5 seconds to 1.5 seconds.
Increased the underground belt length (basic, fast, express) from 5,5,5 to 5,7,9.
Changes
When a connection is refused the username is included in the log message. (
more
)
Copying entity settings from a disconnected entity will no longer disconnect circuit wires. (
more
)
Trains in manual mode now have twice the penalty and trains in manual mode without a player in them have 2.5 times the penalty.
Reactors produce used up fuel cell when it is completely consumed instead of at start. (
more
)
Reverted flamethrower turret liquid consumption change from 0.15.5. Instead of 30/s it will use 3/s.
Flamethrower turret no longer shoots in its prepare state. (
more
)
/color command defaults alpha (the 4th parameter) to 255 (instead of 0) if not specified. (
more
)
Reduced default requester chest paste multiplier for nuclear reactor recipe to 1 and for centrifuge recipe to 2. (
more
)
Inserters will no longer take fuel from locomotives and instead will take the burnt result items if the locomotive fuel uses that system.
Bugfixes
Fixed that clicking locomotive from zoomed in map view would change color (and show fuel) for some other locomotive on the train (
more
)
Fixed that construction bots could repair vehicles from very far. (
more
)
Fixed that rocket silo or other GUIs would obscure finished-game dialog. (
more
)
Fixed that boiler could output a different fluid than its input. (
more
)
Fixed that the inserter would sometimes report bad values to the circuit network. (
more
)
Fixed pump recipe description having wrong pumping speed. (
more
)
Fixed wrong error message when loaded headless save file doesn't exist (
more
)
Fixed the "Input action fragment is missing" crash that would sometimes happen due to packet loss. (
more
)
Fixed crash when resizing the game window while having an assembling machine level 1 GUI open. (
more
)
Fixed alternative zoom controls would do nothing in map editor. (
more
)
Fixed some cargo wagon spritesheets were offset by 1 frame. (
more
)
Fixed that it was hard/not possible to select the character corpse over some entities. (
more
)
Fixed that the blueprint book GUI would scroll to the top after every click. (
more
)
Fixed crash when trying to disconnect non circuit connectible entities using
Lua::Entity
::disconnect_neighbour. (
more
)
Fixed that calling
Lua::Entity
::disconnect_neighbour would sometimes disconnect more wires than it should.
Fixed mod settings corruption when removing mods that contained mod settings. Note: this will reset all mod settings. (
more
)
Fixed inconsistent selection of resource patches on the map. (
more
)
Fixed GUI sizing when resetting mod settings. (
more
)
Fixed that the blueprint book GUI would scroll to the top after every click. (
more
)
Fixed that dropping a blueprint onto a book icon in the library GUI would drop it in the top level instead. (
more
)
Fixed that the blueprint library would sometimes stop opening books. (
more
)
Fixed GUI scaling problems with the assembling machine GUI. (
more
)
Fixed desync related to the on_selected_entity_changed event. (
more
)
Fixed that the atomic bomb shooting speed cooldown didn't work. (
more
)
Fixed the constant combinator GUI when the constant combinator name was larger than the rest of the GUI. (
more
)
Fixed that the reactor didn't show fuel in the description. (
more
)
Fixed making blueprints of requester chests with "set requests" would copy the current requests into the blueprint. (
more
)
Fixed that deleting saves with the delete key key wouldn't maintain focus on the saves list. (
more
)
Fixed crash when mining rails while having the "show rail paths" debug option enabled. (
more
)
Fixed infinite loop when migrating entities from an unrelated type to a roboport type. (
more
)
Fixed that the technology multiplier didn't apply on infinite research. (
more
)
Fixed filtering server list for games with mods. (
more
)
Fixed mod version checking for automatic mod download. (
more
)
Fixed flamethrower turret would not shoot last single shot worth of liquid. (
more
)
Fixed crash when exiting server list (
more
)
Fixed "Right mouse button to open" in opened armor. (
more
)
Fixed that the blueprint library wouldn't use scroll bars for shared blueprint books. (
more
)
Fixed that resource patches in unexplored areas could be examined on the map.
Fixed rail ghosts could not be placed over ghosts of enemy force. (
more
)
Fixed the sulfuric acid fluid icon. (
more
)
Fixed that /config set password wouldn't work. (
more
)
Modding
Icons are now required to have correct size (which can be overridden by icon_size property). (
more
)
32x32px for entity, fluid, item, item-group, recipe, technology, virtual-signal
128x128px for achievement, tutorial
If icon path references base mod, technology icon is expected to be 128x128px and item-group icon 64x64px.
In near future, we may remove default sizes and require icon_size to be always specified.
It is no longer possible to teleport any rolling stock or train stop. (
more
)
Added the string mod setting prototype property "auto_trim" defaulting to false.
Scripting
Fixed LuaChunkIterator could become invalid and crash the game if used. (
more
)
Added
LuaPlayer::mod_settings
read - the runtime player mod settings for the given player.
Added
LuaEntity::temperature
read/write - the temperature of entities that use the heat energy source type as well as reactors and heat pipes.
Added
LuaEntity::get_burnt_result_inventory
.
0.15.6
Date: 02. 05. 2017
Changes
Increased roboport construction range to 55 (110x110 area) to make roboports able to build each other without interconnecting their logistic areas, and not break when there are obstacles like trees or rocks.
Bugfixes
Fixed centrifuge glowing for one frame each time inserter drops something. (
more
)
Fixed biters expansion was biased towards northern part of the map. (
more
)
Fixed blueprint preview splitter not bending nearby belts correctly. (
more
)
Fixed items on ground were not cleared in tightspot campaign. (
more
)
Fixed that mining drills wouldn't pull in enough acid to continue mining. (
more
)
Fixed that you could complete some advanced signal tutorial stages by blocking trains. (
more
)
Fixed that nuclear fuel reprocessing was used to calculate raw ingredient requirements. (
more
)
Fixed that you could input invalid value to PvP config. (
more
)
Fixed crash when changing force of turret ghost. (
more
)
Fixed inserters would grab items off belts and try to drop them onto rails after the train left. (
more
)
Fixed inserters would rest with their hand above the center of a splitter. (
more
)
Fixed desync caused by heat pipes. (
more
)
Fixed crash when trying to edit mod settings after joining a paused multiplayer game. (
more
)
Fixed removed decoratives were migrated as big-ship-wreck-grass instead of being deleted from map. (
more
)
Fixed input underground belt fast replace would also replace output piece even if input changed direction. (
more
)
Fixed combinators continuing to output signals when parameters are cleared or when disconnecting feedback wire. (
more
)
Fixed programmable speaker continuing to make sounds without a wire connected. (
more
)
Fixed that it wasn't possible to scroll with the mouse wheel in the mod settings GUI. (
more
)
Fixed updater would fail if Factorio was in folder with name containing non-English characters. (
more
)
0.15.5
Date: 30. 04. 2017
Bugfixes
Fixed crash when setting character trash slots through script while having the character GUI opened. (
more
)
Fixed crash on joining a multiplayer game if the "use different mod settings per save" was disabled. (
more
)
Fixed blueprint with roboports wouldn't draw roboport connections. (
more
)
Fixed crash when building rails in specific setups while trains are reserving signals on the rails being changed. (
more
)
Fixed when changing graphical variation of a tree from script or in map editor. (
more
)
Fixed flamethrower turret was using 10x less fluid than it should.
Fixed opening item GUI wasn't rebindable (
more
)
Fixed burner inserters would try to fuel themselves with fuel they couldn't use. (
more
)
Fixed crash when deleting chunks in some instances. (
more
)
Fixed one direction of hazard concrete had no walking sounds. (
more
)
Fixed rare crash when getting killed by the locomotive you had opened. (
more
)
Fixed that right clicking the map view buttons would change the option but not update the button. (
more
)
Fixed the generate-map settings wouldn't be saved when switching to the mod-settings through the generate map GUI. (
more
)
Fixed crash when interacting with the map view buttons in some cases. (
more
)
Fixed crash when mousing over entities in some rare cases. (
more
)
Fixed crash when trying to mine tiles from the zoomed-to-world view. (
more
)
Fixed crash when editing speaker parameters in the map editor. (
more
)
Fixed that train stops wouldn't show the correct name when changed remotely. (
more
)
Fixed crashes related to electric pole/accumulator removal when migrating saves from 0.14 into 0.15. (
more
)
Fixed rail signals built by robots would frequently lead to the signals not connecting properly. (
more
)
Fixed GUI layout problems in the rocket silo GUI when adding/removing productivity modules. (
more
)
Fixed items on belt flickering when occupying same position. (
more
)
Scripting
Fixed module inventory insert() didn't work for assembling machines. (
more
)
0.15.4
Date: 29. 04. 2017
Changes
Added /permissions reset to reset all permissions to default.
Steam and water content of fluid wagons are now shown separately in locomotive tooltip.
Removed the "minimum chunks between new bases" map generation setting because it wasn't doing anything.
Re-added custom /color support through /color r g b a.
PvP: Added a biter easing option to prevent excessively large bases close to team starting areas.
Bugfixes
Fixed crash when building rails while a train is currently reserving some of the signals. (
more
)
Fixed that you could set the inserter stack size over the researched maximum by sending negative numbers with the circuit network. (
more
)
Fixed combinators continuing to output signals after disconnecting the input. (
more
)
Fixed blueprint would reference force it was created on and crash in rendering if that force no longer existed. (
more
)
Fixed that names of books stored in the blueprint library wouldn't be preserved after save and load. (
more
)
Fixed supply scenario would sometimes show the next level button in error. (
more
)
Fixed the rocket silo wouldn't copy the "auto-launch" option in blueprints.
Fixed Sulfuric Acid recipe using 10 times less water. (
more
)
Fixed that dropping blueprints into a book inside the library would sometimes drop the wrong blueprint. (
more
)
Fixed crash when changing mod settings runtime while in a multiplayer game. (
more
)
Fixed that opening the blueprint library after calling game.remove_offline_players() would crash the game. (
more
)
Fixed that
--start-server
wouldn't find the save file when given just a name without the .zip suffix. (
more
)
Fixed that it was possible to export a blueprint book into another blueprint book. (
more
)
Fixed that it was possible to have the same blueprint multiple times in the library. (
more
)
Fixed that it was possible to grab a blueprint from the library whilst also holding a deconstruction planner in hand. (
more
)
Fixed desync when moving mouse over areas outside of radar range in zoomed-to-world view. (
more
)
Fixed crash when leaving the technology price multiplier blank. (
more
)
Fixed crash when removing modded rails during save migration. (
more
)
Fixed lab without power would be still rendered as active. (
more
)
Fixed several instances of the "last user" field not getting updated. (
more
)
Fixed rocket silo would not increment its "products finished" count when finishing rocket. (
more
)
Fixed landmines would last forever when friendly fire was disabled. (
more
)
Fixed possible crash when closing Factorio during loading. (
more
)
Modding
Blueprints/books/deconstruction item prototypes with the "hidden" flag will no longer show up in the blueprint library. (
more
)
Added missing lua docs index section for settings and fixed some wording. (
more
)
Scripting
Fixed assigning invalid index to
LuaEntity::graphics_variation
would cause crash. (
more
)
Fixed setting
LuaItemStack::blueprint_icons
didn't work correctly. (
more
)
Fixed teleporting entity with rectangular bounding box would reset bounding box to north orientation and cause desync. (
more
)
Added
LuaEntity::products_finished
for crafting machines.
0.15.3
Date: 27. 04. 2017
Changes
Wave defense: Units won't spawn if there are more than 500 already on the map.
Wave defense: Added a 'Unit bounty bonus' upgrade.
Removed the ability to set /color using RGB values.
Wave defense: Added Uranium to the map.
"Disable all mods" option in mod load error dialog doesn't disable base mod anymore.
Changed stack-split so "splitting" a stack of 1 still transfers the 1 item. (
more
)
Change submachine stack size to 5. (
more
)
Blueprints, blueprint books and deconstruction planners can be destroyed by clicking the trash can icon in their GUIs. Clearing a blueprint is still possible via the Shift+Right Click shortcut.
Bugfixes
Fixed the fluid usage description for the steam engine would flicker when holding the steam engine in the cursor. (
more
)
Fixed that assembling machines would think the fluid barreling/unbarreling recipes could be used to calculate base ingredients for recipes. (
more
)
Fixed performance problems when opening the blueprint library GUI when the map has a large number of players. (
more
)
Fixed crash related to connection attempts from players with mods with mod settings. (
more
)
Fixed getting "No map setting instance" error when loading faulty mod instead of actual error. (
more
)
Fixed entering tutorial would remove scenario control script from current game. (
more
)
Fixed crashes related to saves with migrated circuit network signals. (
more
)
Fixed numeric inputs would block all keys instead of just numbers. (
more
)
Fixed ore field amount stuck to cursor when in technology view. (
more
)
Fixed crashes related to migrated saves with circuit network signals. (
more
)(
more
)
Fixed that train station tutorial would not progress if you removed the train wait condition. (
more
)
Fixed crash when changing mod setting prototype types. (
more
)
Fixed the refinery flame would freeze when using the coal liquefaction recipe and the machine didn't have any coal. (
more
)
Fixed fluids would be counted incorrectly for production stats when a pumpjack was placed on an oil well with a modded extremely high yield. (
more
)
Fixed the trains GUI wouldn't scale correctly. (
more
)
Fixed you could select entities in the zoomed-to-world view outside radar coverage. (
more
)
Fixed prompt about disabled base mod would not show up. (
more
)
Fixed crash when train was destroyed while hovering over it in map view. (
more
)
Fixed that the team production starting lobby had some uranium ore. (
more
)
Fixed hovering over very large resource patch in map view would crash the game. (
more
)
Fixed the "don't mine resources if mining starts with non-resources" logic. (
more
)
Fixed crash when the preview picture can't be saved for a save file. (
more
)
Fixed crash when trying to filter opened other players quick bars. (
more
)
Fixed crash when setting resource minimal yield above the normal yield. (
more
)
Fixed the tab complete logic for the /mute-programmable-speaker command. (
more
)
Fixed that you could only build blueprints in the zoom-to-world by click and drag.
Fixed script error in basic train tutorial. (
more
)
Removed redundant recipe unlock in trash slot technology. (
more
)
Fixed inserter stack size override sometimes being lost when importing a blueprint.
Fixed crash that would occasionally happen after deleting a book from the blueprint library. (
more
)
Fixed fluid could flow into the heat exchangers output fluidbox. (
more
)
Fixed that inserters would try to put stuff into the rocket silo result inventory. (
more
)
Fixed some invalid map exchange strings would crash the game. (
more
)
Fixed train stop would not output content fluid wagons to circuit network. (
more
)
Fixed locomotive tooltip would not show contents of fluid wagons. (
more
)
Modding
Prototype names are not allowed to contain the '.' character.
Scripting
Fixed typo in defines.shooting.shooting_selected (was "shooting_seleted"). (
more
)
Fixed type in defines.control_behavior.type.train_stop (was "train-stop"). (
more
)
Fixed the custom camera widget was using 0 based indexing for the surface_index parameter. (
more
)
Added missing control behavior types to defines (wall, mining_drill, programmable_speaker). (
more
)
Added
LuaTrain::fluid_wagons
read.
0.15.2
Date: 25. 04. 2017
Changes
Reduced wave defense biter power increase as more players join to reduce pathfinding performance drain. (
more
)
Tweaked the biter and uranium ore settings of the 'Rail world' preset.
Changed mining drill fluidbox to allow fluid to flow to pipes without the use of pumps.
Changed the "sync mods with save" button to support disabling mods a save file wasn't using.
Computers with 2GB or more video memory and 8GB or more RAM will default graphics quality to high.
Selecting high sprite quality in graphics options will show warning if computer doesn't have enough video memory.
Bugfixes
Fixed tightspot campaign debt calculation. (
more
)
Fixed basic train tutorial rail setting offset. (
more
)
Fixed story script copying of assembling machines without recipes. (
more
)
Fixed crash when cycling through empty blueprint book. (
more
)
Fixed crash when the wrong fuel type was put into a burner equipment. (
more
)
Fixed
LuaFluidBox::get_capacity()
didn't work when the fluidbox was empty. (
more
)
Fixed
LuaFluidBox::get_capacity()
used 0-based indexing. (
more
)
Fixed blueprints with circuit wires would crash in some instances.
Fixed the map would render black if the game was resized immediately after loading a large save file.
Fixed that the technology cost multiplier allowed a value of 0.
Fixed crash when circuit connector sprites aren't defined for a given entity. (
more
)
Fixed crash when inactive mining drills are disconnected from the circuit network. (
more
)
Fixed that the programmable speaker wouldn't save settings correctly when exported as a string in blueprints. (
more
)
Fixed crash when the base mod is disabled and no other mod defines map-settings. (
more
)
Fixed fluids consumed in the mining drill for mining resources didn't get counted in fluid production statistics. (
more
)
Fixed crash after display reset when browse multiplayer GUI was opened. (
more
)
Fixed browse games GUI sorting. (
more
)
Fixed wave defense GUI error. (
more
)
Fixed transport belt walking sound being controlled by the wrong volume slider. (
more
)
Fixed exiting tutorial would mute game sounds. (
more
)
Fixed crash when hovering over train with invalid path. (
more
)
The "Kovarex enrichment process" is no longer usable with productivity modules. (
more
)
Fixed alternative zoom would cause crash when bound to keyboard instead of mouse. (
more
)
Fixed that train stop would output circuit network signals with train contents regardless of it's parameters.
Fixed possible desync related to train stops connected to circuit network.
Fixed the exchange string wouldn't get cleared when clicking the reset button in the generate map GUI. (
more
)
Fixed crash when executing commands ban/unban/bans in a single player game. (
more
)
Fixed that opening another player's blueprint book though the /open command would crash the game. (
more
)
Fixed possible desync related to constant combinator filters.
Fixed tooltip delay option didn't work. (
more
)
Fixed that disconnecting of electric poles hid some of the electric network visualizations on the map. (
more
)
Fixed crash when closing window on splash screen. (
more
)
Fixed that steam wouldn't show up as steam in fluid wagons. (
more
)
Fixed inactivity wait condition didn't work properly with fluid wagon. (
more
)
Fixed name of train field in on_train_created event. (
more
)
Fixed the technology list scrollbar position reset after clicking any technology.
Fixed that LuaFluidBox would ignore the temperature field when setting a new fluid. (
more
)
Fixed crash when using recipes in furnaces that don't produce the exact amount of output items as the furnace output slots. (
more
)
Fixed crash when loading some older save files in 0.15 related to modded recipes. (
more
)
Fixed crash due to "Construction robot is in invalid state". (
more
)
Fixed game hang when connecting train in a loop (
more
)
0.15.1
Date: 24. 04. 2017
Changes
Reduced noise effect on zoom-to-world view.
Bugfixes
Fixed update error.
Fixed Steam config loading error.
Fixed headless not starting without server-settings.json (
more
)
Fixed the "reset" button in the generate map GUI wouldn't reset settings to the actual default values. (
more
)
Fixed that right clicking icon in the tag edit gui crashed the game. (
more
)
0.15.0
Date: 24. 04. 2017
Major Features
Research overhaul. 4 new science packs: Military, Production, High-tech and space.
Space science packs are generating by launching a rocket.
Added infinite researches.
Nuclear power.
Blueprint library: Allows for keeping players blueprints between individual game saves and allows sharing blueprints in multiplayer games.
Added infinite mining productivity research, each tier increases mining productivity by 2%.
Added wagon for transporting fluids.
One side of pump can connect to the fluid wagon, the other side has to be connected to something else.
Mini tutorials. Small missions that explain some of the game mechanics. The current content is a testing sample and it only covers trains.
Features:
Map Interaction improvements:
Selectable map overlays: logistics networks, pollution, electric network, turret range, etc.
Train stations and trains can be opened by clicking them while in the map view.
Zoom to the world view from the map. It only shows parts of the map covered by radar or other players though.
Custom map markers can be added by the players.
When dying in multiplayer you leave behind a body with your items that slowly degrades.
Fuel type now affects vehicle acceleration and top speed.
Added coal liquefaction oil processing recipe.
Added Pipette Tool. Picks up items from your inventory used to build the currently selected entity.
For resources it will select the fastest available resource extractor.
New scenarios: PvP and Wave defense.
Minor Features
Added map-settings command line option when creating map, it can be used to specify a file with map settings to be used instead of the defaults.
Added preset command line option when creating map.
Fast in game interactions like fast inserting into/from entity and copy paste can be done by dragging instead of having to click one at a time.
Build-by-moving for electric poles now accounts for covering all unpowered entities on the way.
Fast replacing input piece of underground belt will also fast replace output piece if possible.
Added support for setting player color from the /color command using Lua syntax: {r=...g=...,b=...,a=...}
Added warning for situation when robots don't have storage place to put items in the logistics network.
Pumps show their direction in the detailed view.
Belts and pipes show correct connections when building a blueprint.
Technologies show the required science packs below the icons in the technology GUI list.
Technologies are sorted by the science packs needed.
Added /screenshot command - takes a screenshot of your current game screen.
Added support for equipment grids in the map editor.
The build rotation of each blueprint is remembered independently of the general item build rotation.
Infinite resource minimal yield is calculated using the initial resource amount and the prototype minimum yield.
Added optional filters to the deconstruction planner.
Copying from assembling machines to filter inserters will set the filters to the ingredients of the assembling machine recipe.
Combat robots and construction robots are maintained between sessions in multiplayer and when changing surfaces.
Added reverse-rotate.
Offshore pump and generator show pumping speed/fluid usage.
Alternative select with blueprints (shift + select) skips the blueprint setup GUI.
Mining rails is disabled if mining starts with trains or gates.
Toggle fullscreen using Alt + Enter.
Added "f"/"force" option to the /players command
Added Logistic networks GUI containing a list of all networks and contents with search (opened by the L key).
Added /open command - opens another players inventory if you're an admin.
Added /alerts command - configures alerts for your player.
Added /mute-programmable-speaker command - disables global sounds created by the Programmable Speaker entity.
Added /seed command - prints the map seed.
Added fluids to the production GUI.
Added kill statistics GUI.
Added enable/disable all mods button to the mod manager GUI.
Added automatic barreling support for all fluids.
Cargo wagons can have settings copied from any distance like Locomotives.
Added the ability to auto-launch the rocket.
Train stops can be colored like trains.
Fish can be collected by robots.
Extended map generator settings to include an advanced section.
Added map generator presets.
Show fog-of-war and radar radius when holding radar in cursor.
Seed for map creation on the headless server can be specified via map-gen-settings.json
Damaged items merge into one stack, the health of the stack will be the average of the items.
Added server whitelist support -- see the /whitelist console command.
Added /banlist command to operate on the banlist, in addition to the pre-existing /ban and /unban commands.
Added "favourite" feature in public games list: Keep your favourite servers at the top of the list.
Added /permissions command for managing permissions in a multiplayer game.
Added ability to change individual inserter stack size bonuses through GUI or the circuit network.
Added ability to export and import blueprints, blueprint books, and deconstruction planners as strings.
Server console will print JOIN and LEAVE messages for players joining or leaving.
Server console messages that aren't a part of the main log can be logged separately by running the server with the
--console-log
option.
Translatable energy units and SI prefixes (eg. "100 ΠΠΡ").
Furnaces and assembling machines show the amount of products finished.
Graphics
Added high graphics quality option. In this settings the following list of things will have double resolution:
Car, Trains, Rails, Rail signals, Train stop, Transport belts, Underground belts, Splitters, Pipes, Steam engine, Assembling machines, Oil refinery, Chemical plant,
Mining drill, Furnaces, Resources
New ore graphics that makes the ore patches look less tiled.
Tweaked the GUI graphics.
Decreased the size of the recipe icons on assembling machine by 23%.
Balancing
Increased the rate at which resources grow with distance from the center by 50%.
Crude oil balancing: Halved the resource amount on the map
Increased the minimum yield from 10% to 20%
Halved the rate of depletion.
Doubled the starting yield.
Fixed that the mechanics of increasing richness with distance from start wasn't working for crude oil.
Increased module inventory size of Chemical plant and oil refinery from 2 to 3.
Increased logistic slot/trash slot count from 5 per level to 6 per level.
Removed processing unit from the modular armor and portable solar panel recipe.
Increased the pump pumping speed 4 times.
Reduced the plastic bar recipe requirement of petroleum gas 30 -> 20
Reduced the electric engine recipe requirement of lubricant 20 -> 15
Reduced the electric furnace recipe requirement of steel 15 -> 10
Reduced the steel furnace recipe requirement of steel 8 -> 6
Reduced the pumpjack recipe requirement of steel 10 -> 5
Reduced crafting time:
Engine unit + electric engine unit: 20 -> 10
Pumpjack 10 -> 8
Advanced circuit 8 -> 6
Processing unit 15 -> 10
Cracking recipes 5 -> 3
Increased stack size of stone wall pipe and belts 50 -> 100
Increased the maximum power production of steam engine from 510kW to 900kW
Doubled the heat capacity of water from 0.1kJ per degree per liter to 0.2kJ.
Increased the substation supply area (16X16 to 18X18) and wire reach (16 to 18).
Combat Balancing:
Player regains health at a much higher rate, but only after being out of combat for 10 seconds.
Discharge defense equipment pushes back, stuns and damages nearby enemies when activated by the remote.
Decreased the size of Discharge defense equipment from 3x3 to 2x2.
Greatly increased the damage of Personal Laser Defense Equipment.
Flamethrower gun has a minimum range of 3.
The flames created on ground from the flamethrower significantly increase in duration and damage when more fuel is added to them by firing at the same spot.
Increased fire resistance of biter bases.
Increased the health of player non-combat buildings.
Increased player health from 100 to 250.
Increased collected amount and effectiveness of Fish.
Increased the damage, range and health of biters worms.
Decreased health and resistance of Behemoth biters.
Doubled the stack size of all ammos.
Tweaked the cost and crafting time of some ammos.
Increased the damage of most player ammos. Greatly increased the damage and fire rate of Rockets and Cannon Shells.
Increased the collision box of Cannon Shells.
Increased Tank health and resistances.
Added research for Tank Cannon Shells damage and shooting speed.
Tweaked research bonuses and added more end-game research for military upgrades.
Greatly increased the damage of Mines. They also stun nearby enemies when they explode.
Added uranium rounds magazine and uranium cannon shells.
Added flamethrower to the tank.
Other minor changes.
Optimisations
Improved performance of mining drills in general and significantly improved performance when mining drills get backed up.
Improved performance when tiles are changed due to migration/mod removal.
Significantly improved GUI performance for inventories that required scroll bars.
Improved GUI performance in general.
Improved performance of radars scanning chunks.
Improved map generation speed and generation algorithm.
Improved game load performance when a large amount of mod data exists in the save.
Optimized graph rendering in production statistics window.
Improved regenerate entity performance.
Improved network map transfer performance.
Improved train performance when building/mining rail related entities.
Optimized memory requirements for storing tiles under concrete.
Circuit Network
Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.
Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.
Train Stop can output the contents of the stopped train's cargo.
Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.
Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.
Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.
Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.
Added >=, <=,Β != to the Decider Combinator and Circuit Conditions.
Changes
Configuration has been reset.
Boilers are more powerful and bigger and have dedicated output for the steam.
Default boilers output steam at the fixed temperature 165.
Removed support of 32 bit systems.
Removed alien artifacts and alien science packs from the game completely.
Changed bounding box of burner mining drills and pumpjack, so it is possible to walk in between them.
Disabled loading of saves before 0.12.0 version (You can use 0.12 to load older saves and re-save them).
Changed "small pump" to "pump". Small pumps in old saves will be migrated but they will be misaligned and disconnected from pipes.
Train station adds 2000 tiles penalty when path finding, so trains try to avoid stations not related to their path.
The map seed is used to generate unique maps instead of just shifting the starting position.
The "decorative" entity type has been deprecated and replaced with the prototype type "optimized-decorative".
Multiplied all fluid amounts by 10.
All default map editor actions are now on left click.
Change fluidbox height and base level of boiler, steam engine and pump to improve fluid flow.
When the active train stop is removed trains will immediately leave the station if they're waiting at the station.
Changed the default comparison type for train conditions to "or".
Fast replacing splitters maintains the splitter contents on the new splitter instead of returning it to the player.
Research started/changed notifications are only shown when in multiplayer.
Crafting is now paused when the results can't be given to the player instead of spilling them on the ground.
Changed evolution from global to per force.
Disabled mining of vehicles other players are driving.
Decreased biter sounds volumes
Laser turret projectiles move much faster
Roboport construction area changed from 50 to 51 to allow roboports build/deconstruct each other even when there is a 1 tile gap between their logistic areas.
Restart button now uses map generation settings from currently loaded save.
New rocket silo GUI and visibility button for freeplay and sandbox scenarios.
Unified internal name of the 'flame-thrower' to 'flamethrower'.
Manual ghost building will mark trees/rocks for deconstruction similar to alt-building blueprints.
Trains are now always visible on the map, not only on chunks observed by radars or players.
Renamed "armor-making-2" to "heavy-armor".
Renamed "armor-making-3" to "power-armor".
Renamed "diesel-locomotive" to "locomotive".
Increased blueprint book size to hold 1000 blueprints
Blueprints, blueprint books and deconstruction planners are obtainable from the library GUI with no crafting cost.
Added combinator working, wire hold and wire place sounds.
Single player can be continued when you die.
Modding
Fast cropping of sprite boundaries - it's no longer necessary to delete crop-cache.dat when existing sprites are modified.
Utility sprites are now defined fully in the core mod prototypes.
Added support for burner type generator-equipment.
Added "simple-entity-with-force" and "simple-entity-with-owner" entity types.
Boiler has now dynamically specified energy source (as inserter and similar).
Added support for mod settings: startup, runtime, and runtime-per-user.
Added commandline option
--check-unused-prototype-data
Added a "nothing" technology modifier type with an "effect_key" property for script-based-effect research.
Redundant technology prerequisites are logged when verbose logging is enabled.
Changed technology prototype icon_size to default to 32 instead of 64.
In any instance an icon isn't 32x32 the icon_size property must be set to the actual size of the (square) icon.
Added the ability to have "friend" forces. Friend forces are given unrestricted access to buildings and won't be attacked.
Changed container entities to not scale info icons by default + added the optional prototype property "scale_info_icons" to enable scaling.
Added property "turret_base_has_direction" to turret entity types. Set it to true if you want to use turn_range property in turret attack_parameters.
This property has to be true for any fluid-turret, because of pipe connections.
Added support for different recipe and technology complexity definitions.
Added "item-with-tags" item type that can store any basic arbitrary Lua data.
Lamps, roboports, walls, rail signals, and accumulators now accept any signal type (item, fluid, virtual).
"animation_speed" property of animation definitions has to be greater than 0.
Renamed smoke-with-trigger "action_frequency" property to "action_cooldown".
Scripting
Added "by_script" to on_research_finished.
Added "cause" to on_entity_died - the entity that did the killing if available.
Added "recipe" to on_player_crafted_item.
Added "rocket_silo" to the rocket launched event.
Added 4th custom gui root position "goal", which is used in the objectives.
Added column_alignments settings in table style.
Added LuaBurner - readable off entities and equipment - the burner energy source for the entity.
Added
LuaCircuitNetwork::network_id
read.
Added
LuaConstantCombinatorControlBehavior::signals_count
read + set_signal and get_signal.
Added
LuaControl::shooting_state
, repair_state, picking_state read/write.
Added LuaCustomChartTag + LuaForce API to add/find them.
Added LuaDecorativePrototype.
Added
LuaEntity::connect_rolling_stock
and disconnect_rolling_stock methods.
Added
LuaEntity::get_logistic_point()
.
Added
LuaEntity::graphics_variation
read/write for simple entities and trees.
Added
LuaEntity::shooting_target
read/write for turrets.
Added
LuaEntity::stickers
read. The stickers attached to a given entity.
Added
LuaEntityPrototype::crafting_speed
read.
Added
LuaEntityPrototype::drawing_box
, sticker_box, flags, remains_when_mined, additional_pastable_entities, allow_copy_paste, shooting_cursor_size, created_smoke, created_effect, map_color, friendly_map_color, enemy_map_color, build_base_evolution_requirement read.
Added
LuaEntityPrototype::get_inventory_size()
.
Added
LuaEntityPrototype::ingredient_count
read.
Added
LuaEntityPrototype::module_inventory_size
read.
Added
LuaEquipmentGrid::get_contents
, shield, and max_shield.
Added
LuaFluidBox::owner
read + get_capacity and get_connections methods.
Added
LuaForce::evolution_factor
.
Added
LuaForce::is_chunk_visible()
.
Added
LuaForce::set_friend
/get_friend.
Added
LuaGui::children
read.
Added LuaGuiElement drop-down type.
Added LuaGuiElement type "camera".
Added LuaGuiElement type "choose-elem-button".
Added
LuaGuiElement::children
read.
Added
LuaGuiElement::clear
to remove all the contents of the element.
Added
LuaGuiElement::single_line
and want_ellipsis for the CustomLabel type.
Added
LuaInventory::entity_owner
, player_owner, and equipment_owner read.
Added LuaItemPrototype fuel_category, burnt_result, fuel_acceleration_multiplier, fuel_top_speed_multiplier read.
Added
LuaLogisticNetwork::provider_points
, empty_provider_points, requester_points, full_or_satisfied_requester_points, and storage_points read.
Added LuaLogisticPoint - read access to logistic data about provider, storage, and requester points.
Added
LuaPlayer::add_alert
, remove_alert, and get_alerts.
Added
LuaPlayer::mute_alert
, unmute_alert, is_alert_muted, enable_alert, disable_alert, is_alert_enabled.
Added
LuaPlayer::opened
write.
Added
LuaPlayer::opened_gui_type
read.
Added LuaRandomGenerator.
Added
LuaSurface::destroy_decoratives
and
LuaSurface::create_decoratives
.
Added
LuaSurface::find_logistic_networks_by_construction_area
(..).
Added
LuaSurface::get_trains()
and
LuaForce::get_trains()
.
Added
LuaSurface::regenerate_decorative()
.
Added
LuaTrain::has_path
, path_end_rail, and path_end_stop read + recalculate_path().
Added
LuaTransportLine::operator
[] and operator#.
Added Mod gui script for easy consistent styling of mod buttons and frames within the game.
Added mouse info to the gui clicked event.
Added on_biter_base_built - fires when biters build bases during migration.
Added on_entity_renamed - fires when an entity is renamed either by the player or through script.
Added on_gui_selection_state_changed - fires when an item in a drop-down gui element is selected.
Added on_market_item_purchased - fires when a player purchases something from a market entity.
Added on_player_changed_force - fires when a players force is changed.
Added on_player_dropped_item - fires when a player drops an item that results in an item-on-ground entity.
Added on_player_mined_entity and on_robot_mined_entity events.
Added on_runtime_mod_setting_changed event - fires when a player changes runtime mod settings.
Added on_selected_entity_changed - fires when the selected entity for a player changes.
Added on_surface_deleted, on_pre_surface_deleted, and on_surface_created events.
Added on_train_created event.
Added optional "surface" to
LuaForce::chart_all()
.
Added optional fields "durability" and "ammo" when using SimpleItemStack definitions.
Added optional parameter "return_item_request_proxy" to
LuaEntity::revive
. If true and revive creates item request proxy, the proxy will be returned as the third value.
Added player_index to the entity settings pasted events.
Added remote interface functions for the rocket silo gui: add_tracked_item, remove_tracked_item, get_tracked_items, update_gui
Added remote interface to freeplay and sandbox scripts.
Added support for full copying LuaItemStack in most places that take the SimpleItemStack type.
Added support for LuaFlowStatistics read on electric poles.
Added support for specifying the "max_range" of a projectile when created through create_entity.
Added support for turret orientation read/write through
LuaEntity::orientation
.
Added the ability for mods to register commands.
Added the ability to read item_requests from item request proxy entities as well as ghosts.
Added the ability to read reach distances off the player or character entity.
Changed less_then to less_than in lua GUI progress bar style specification. (
more
)
Changed
LuaEntity::item_requests
to match the docs format.
Changed
LuaEntity::passenger
to work with both character entities and players.
Changed
LuaEntityPrototype::underground_belt_distance
to
LuaEntityPrototype::max_underground_distance
and changed it to work on both underground pipes and underground belts.
Changed
LuaForce::clear_chart()
to take an optional surface to clear the chart for.
Changed
LuaSurface::create_entity
{name="item-on-ground", stack=...} to accept the same format for item stacks as the rest of the Lua API.
Changed the player built event to include the item name used to do the building if possible and include the tags from the "item-with-tags" item if possible.
Changed
LuaPlayer::clean_cursor
to return true if the cursor is now empty.
Expanded LuaStyle read/write property support.
Fixed
LuaSurface::spill_item_stack
didn't interpret "enable_looted" parameter properly. (
more
)
LuaForce::reset()
now resets everything about the force to the default state.
Mod events are now fired by the mod dependency order instead of the mod name starting with the scenario script.
Moved game.get_event_handler and game.raise_event to "script".
Removed Lua.coroutine due to potential exploits.
Removed
LuaGameScript::evolution_factor
.
Removed
LuaGameScript::save
/load.
Removed
LuaPlayer::build_from_cursor
+
LuaPlayer::rotate_for_build
as they aren't replay/MP safe.
Removed
LuaSurface::get_tileproperties
.
Removed
LuaForce::item_resource_statistics
and
LuaForce::fluid_resource_statistics
- they've been merged into the production versions.
The goal and left gui element has default direction vertical.
Utility sprites can be used in the sprite button.
Bugfixes
Fixed that setting
LuaForce::ai_controllable
to false wouldn't prevent pollution-based unit group formation. (
more
)
Fixed graphics settings UI scale would change just by opening the GUI. (
more
)
Fixed UAC prompt would cause error and application termination during sprite loading on Windows. (
more
)
Fixed map generation could in some instances not correctly generate entities.
Fixed crash when regenerating entities that are disabled by map generator settings (
more
)
Attempt to fix an occasional crash when DNS lookup fails (
more
)
Fixed crash when ammo was consumed fully by script during shooting. (
more
)
The Equipment Grid GUI is now scaled with the rest of the UI. (
more
)
Fixed possible crash caused by improper primary display detection. (
more
)
Fixed occasional broadcast related crashes on OSX (
more
)
Fixed building train vehicle in a way, that it connects on both sides. (
more
)
Fixed entities with efficiency modules wouldn't consume the correct amount of energy in some cases. (
more
)
Fixed problems when clicking connect button in server list too fast (
more
)
Fixed crash when removing large-tiles from a tile prototype definition. (
more
)
Fixed crash when mod created exoskeleton equipment with zero energy consumption. (
more
)
Fixed electric pole would draw wires to invisible ghost of enemy force. (
more
)
Fixed crash when refreshing in the browse mods GUI in some instances. (
more
)
Fixed crash when clicking the same tick the map is loaded. (
more
)
Fixed
LuaGameScript::get_event_handler
not working. (
more
)
Fixed desync when demoting every player on a server. (
more
)
Fixed desync caused by incorrect sorting of items with inventories (blueprint books) in player's inventory. (
more
)
Fixed crash when respawning player who had any requests in personal logistic slots and was transfered to a force without logistic slots technology researched while waiting for respawn. (
more
)
Fixed
LuaSurface::create_entity
{fast_replace=true} would end up deleting items in some instances. (
more
)
Fixed extremely slow deleting of selection in text fields. (
more
)
Fixed save corruption when saving while character is in vehicle with equipment grid and roboport equipment while destructor bots are deployed.
Fixed rail integrity error when train crashes into itself. (
more
)
Fixed virtual signals wouldn't be sorted correctly by subgroup. (
more
)
Fixed typing in the save-replay GUI could move your player around. (
more
)
Fixed that manually created unit groups wouldn't be automatically removed when all their members died. (
more
)
Fixed crash when trying to make an entity ghost of an invalid entity through script. (
more
)
Fixed rail signals not reconnect after removing rails in some setups. (
more
)
Fixed trains switched to manual mode wouldn't trigger inserters when they coasted to a stop. (
more
)
Fixed lot of entities on the same tile might cause stack overflow crash when saving the map. (
more
)
Underground belt connects only to underground belt of the same force.
Fixed personal roboport ended search for nearby ghosts prematurely if a ghost found couldn't be built due to missing item. (
more
)
Fixed desync related to teleporting any entity with emissions-per-tick defined in the prototype. (
more
)
Fixed explicitly placed crafting orders were sometimes used to satisfy dependency of other crafting orders.
| Versions | Versions |
| --------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 0.1-0.6 | 0.1.00.1.10.1.20.2.00.2.10.2.20.2.30.2.40.2.50.2.60.2.70.2.80.2.90.2.100.3.00.3.10.3.20.4.00.4.10.5.00.5.10.5.20.5.30.6.00.6.10.6.20.6.30.6.4 |
| 0.7-0.11 | 0.7.00.7.10.7.20.7.30.7.40.7.50.8.00.8.10.8.20.8.30.8.40.8.50.8.60.8.70.8.80.9.00.9.10.9.20.9.30.9.40.9.50.9.60.9.70.9.80.10.00.10.10.10.20.10.30.10.40.10.50.10.60.10.70.10.80.10.90.10.100.10.110.10.120.11.00.11.10.11.20.11.30.11.40.11.50.11.60.11.70.11.80.11.90.11.100.11.110.11.120.11.130.11.140.11.150.11.160.11.170.11.180.11.190.11.200.11.210.11.22 |
| 0.12 | 0.12.00.12.10.12.20.12.30.12.40.12.50.12.60.12.70.12.80.12.90.12.100.12.110.12.120.12.130.12.140.12.150.12.160.12.170.12.180.12.190.12.200.12.210.12.220.12.230.12.240.12.250.12.260.12.270.12.280.12.290.12.300.12.310.12.320.12.330.12.340.12.35 |
| 0.13-0.14 | 0.13.00.13.10.13.20.13.30.13.40.13.50.13.60.13.70.13.80.13.90.13.100.13.110.13.120.13.130.13.140.13.150.13.160.13.170.13.180.13.190.13.200.14.00.14.10.14.20.14.30.14.40.14.50.14.60.14.70.14.80.14.90.14.100.14.110.14.120.14.130.14.140.14.150.14.160.14.170.14.180.14.190.14.200.14.210.14.220.14.23 |
| 0.15 | 0.15.00.15.10.15.20.15.30.15.40.15.50.15.60.15.70.15.80.15.90.15.100.15.110.15.120.15.130.15.140.15.150.15.160.15.170.15.180.15.190.15.200.15.210.15.220.15.230.15.240.15.250.15.260.15.270.15.280.15.290.15.300.15.310.15.320.15.330.15.340.15.350.15.360.15.370.15.380.15.390.15.40 |
| 0.16 | 0.16.00.16.10.16.20.16.30.16.40.16.50.16.60.16.70.16.80.16.90.16.100.16.110.16.120.16.130.16.140.16.150.16.160.16.170.16.180.16.190.16.200.16.210.16.220.16.230.16.240.16.250.16.260.16.270.16.280.16.290.16.300.16.310.16.320.16.330.16.340.16.350.16.360.16.370.16.380.16.390.16.400.16.410.16.420.16.430.16.440.16.450.16.460.16.470.16.480.16.490.16.500.16.51 |
| 0.17 | 0.17.00.17.10.17.20.17.30.17.40.17.50.17.60.17.70.17.80.17.90.17.100.17.110.17.120.17.130.17.140.17.150.17.160.17.170.17.180.17.190.17.200.17.210.17.220.17.230.17.240.17.250.17.260.17.270.17.280.17.290.17.300.17.310.17.320.17.330.17.340.17.350.17.360.17.370.17.380.17.390.17.400.17.410.17.420.17.430.17.440.17.450.17.460.17.470.17.480.17.490.17.500.17.510.17.520.17.530.17.540.17.550.17.560.17.570.17.580.17.590.17.600.17.610.17.620.17.630.17.640.17.650.17.660.17.670.17.680.17.690.17.700.17.710.17.720.17.730.17.740.17.750.17.760.17.770.17.780.17.79 |
| 0.18-1.0 | 0.18.00.18.10.18.20.18.30.18.40.18.50.18.60.18.70.18.80.18.90.18.100.18.110.18.120.18.130.18.140.18.150.18.160.18.170.18.180.18.190.18.200.18.210.18.220.18.230.18.240.18.250.18.260.18.270.18.280.18.290.18.300.18.310.18.320.18.330.18.340.18.350.18.360.18.370.18.380.18.390.18.400.18.410.18.420.18.430.18.440.18.450.18.460.18.471.0.0 |
| 1.1 | 1.1.01.1.11.1.21.1.31.1.41.1.51.1.61.1.71.1.81.1.91.1.101.1.111.1.121.1.131.1.141.1.151.1.161.1.171.1.181.1.191.1.201.1.211.1.221.1.231.1.241.1.251.1.261.1.271.1.281.1.291.1.301.1.311.1.321.1.331.1.341.1.351.1.361.1.371.1.381.1.391.1.401.1.411.1.421.1.431.1.441.1.451.1.461.1.471.1.481.1.491.1.501.1.511.1.521.1.531.1.541.1.551.1.561.1.571.1.581.1.591.1.601.1.611.1.621.1.631.1.641.1.651.1.661.1.671.1.681.1.691.1.701.1.711.1.721.1.731.1.741.1.751.1.761.1.771.1.781.1.791.1.801.1.811.1.821.1.831.1.841.1.851.1.861.1.871.1.881.1.891.1.901.1.911.1.921.1.931.1.941.1.951.1.961.1.971.1.981.1.991.1.1001.1.1011.1.1021.1.1031.1.1041.1.1051.1.1061.1.1071.1.1081.1.1091.1.110 |
| 2.0.0 | 2.0.72.0.82.0.92.0.102.0.112.0.122.0.132.0.142.0.152.0.162.0.172.0.182.0.192.0.202.0.212.0.222.0.232.0.242.0.252.0.262.0.272.0.282.0.292.0.302.0.312.0.322.0.332.0.342.0.352.0.362.0.372.0.382.0.39 |
|
wiki
|
https://wiki.factorio.com/Version_history/0.15.0_-_Factorio_Wiki
|
Gun_turret_(research)
|
Gun turret (research) - Factorio Wiki
|
[] |
Gun turret (research) - Factorio Wiki
Jump to navigation
Jump to search
| | Gun turret (research) | Edit |
| | --------------------- | ---- |
| Cost | Cost |
| --------------------- | --------------------- |
| 101β10 | 101β10 |
| Prototype type | technology |
| Internal name | gun-turret |
| Required technologies | Required technologies |
| | |
| Effects | Effects |
| | |
Gun turrets
are easy to research, and very useful early game, as they allow the player to set up automatic defenses for their base.
See also
Research
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
https://wiki.factorio.com/Gun_turret_(research)_-_Factorio_Wiki
|
Console_commands
|
Console - Factorio Wiki
|
[] |
Console - Factorio Wiki
Jump to navigation
Jump to search
The
console
is Factorio's in-game command-line interface. See
command line parameters
for the command line interface of the Factorio executable.
The in-game console can be used for:
Chatting with other players
Occasional status updates
Running commands / scripts / cheats
There are three types of commands:
Normal
- Display information about the game and customize your experience.
Multiplayer
- Message filtering, banning users, etc.
Scripting/Cheating
- Run small Lua scripts (but they
disable achievements for the save game
)
Contents
1
Using the console
2
Normal commands
3
Multiplayer commands
4
Scripting and cheat commands
5
Basic example scripts
5.1
Use it as calculator
5.2
Zoom beyond normal bounds
5.3
Mine faster
5.4
Craft faster
5.5
Unlock and research all technologies
5.6
Unresearch all technologies
5.7
Reset your force
5.8
Always show rail block visualization
5.9
Set all trains to Automatic mode
6
Inventory manipulation scripts
6.1
Cheat mode
6.2
Refill resources (refill oil, iron etc.)
6.3
Add items to the player's inventory
6.4
Increase player inventory slots
7
World manipulation scripts
7.1
Reveal the map around the player
7.2
Hide revealed map
7.3
Reveal all generated map
7.4
Delete chunks
7.5
Delete unrevealed chunks
7.6
Turn off night
7.7
Change game speed
7.8
Freeze time
7.9
Remove all pollution
7.10
Completely turn off pollution
7.11
Add a lot of pollution
7.12
Where speakers are, who placed them
7.13
Disable friendly fire for your force
7.14
Add new resource patch
7.15
Remove resources around the player
7.16
Add new oil patch
7.17
Add new water patch
7.18
Regenerate resources
7.19
Count entities
7.20
Turn off cliff generation
7.21
Remove all cliffs
7.22
Delete all decoratives
7.23
Change map generation settings
7.24
Making a structure indestructible
7.25
Connect linked belts
8
Enemy/evolution scripts
8.1
Set evolution factor
8.2
Disable time-based evolution & increases pollution-based evolution
8.3
Kill all biters on the "enemy" force
8.4
Kill all enemies
8.5
Kill all nearby enemies
8.6
Enable/Disable peaceful mode
8.7
Enable/Disable biter expansion
8.8
Prevent biters being on newly generated chunks
9
Player character scripts
9.1
Get player position
9.2
Teleport player
9.3
Enable god mode
9.4
Enable long reach
9.5
Find player corpses
9.6
Run faster
10
Research scripts
10.1
Enable faster research
10.2
Research specific technologies
10.3
Unresearch specific technologies
10.4
Enabling specific recipes
10.5
Enable all recipes
10.6
Resetting technology effects to default
11
Modding tools
11.1
Access a mod's data
11.2
Print to console the tile under the player
11.3
Write all researched technologies to file
11.4
Write all enabled recipes to file
11.5
Write mod list to file
12
History
13
See also
Using the console
The console display can be toggled with the
GRAVE
key (
`
). This is the key located to the left of the
1
key, above
Tab
.
You can customize the keys via
Settings menu β Controls β Toggle chat (and Lua console)
.
When the console is open, you'll see a blinking cursor at the bottom of the screen; type your message or command and hit
Return
to send it (this will also close the console).
Documentation about message and command prefixes can be found further down this page.
The console supports
rich text
tags. These tags are useful for sharing blueprints, marking map locations in chat or adding icons to map markers and train stations. Ctrl + Alt-clicking the map or ground will automatically insert a GPS tag and post it into the console. Shift-clicking most things with the console open will insert a tag for that thing into the console.
When the console is closed, only the most recent messages/commands will be displayed, but they will gradually fade away (opening the console will immediately re-display all recent messages).
Note that by default, all executed commands are made visible to all users. The fade-out time can be changed via
Settings menu β Interface β Chat message delay
.
The console can be cleared with the
/clear
command.
Use the
β
and
β
keys to scroll through the console history. The
Tab
key provides intelligent code completion on commands, options and player names.
Normal commands
| Command | Example | Description | Admin only |
| --------------------------------------------------------- | ---------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------- |
| /alerts <enable/disable/mute/unmute> <alert> | /alerts disable turret_fire | Enables, disables, mutes, or unmutes the givenalerttype. Available alerts: entity_destroyed, entity_under_attack, not_enough_construction_robots, no_material_for_construction, not_enough_repair packs, turret_fire, custom, no_storage, train_out_of_fuel, fluid_mixing. | No |
| /clear | /clear | Clears the console. | No |
| /color <color> | /color 20 255 255 | Changes your color. Can either be one of the pre-defined colors orRGB valuein the format of β# # #β. Available colors: default, red, green, blue, orange, yellow, pink, purple, white, black, gray, brown, cyan, acid. | No |
| /evolution | /evolution | Prints info about the alien evolution factor. | No |
| /help [command] | /help | Prints a list of available commands, the optional argument can specify the command that should be described. | No |
| /h [command] | /h | Same as /help. | No |
| /mute-programmable-speaker <mute/unmute> <local/everyone> | /mute-programmable-speaker mute local | Mutes or unmutes the global sounds created by the Programmable Speaker. Use βlocalβ to mute just the local client. Admins can use βeveryoneβ to mute the sounds for everyone on the server. | No |
| /perf-avg-frames <number> | /perf-avg-frames 100 | Number of ticks/updates used to average performance counters. Default is 100. Value of 5-10 is recommended for fast convergence, but numbers will jitter more rapidly. | No |
| /permissions | /permissions | Opens thepermissionsGUI. | Yes |
| /permissions <action> <parameters> | /permissions add-player DeveloperGroup kovarex | Available actions are add-player <group> <player>, create-group <name>, delete-group <group>, edit-group <group> <input_action> <true/false>, get-player-group <player>, remove-player <group> <player>, rename-group <group> <new_name> and reset | Yes |
| /reset-tips | /reset-tips | Resets the state of the tips and tricks as if the game was just started for the first time. | No |
| /screenshot [x resolution] [y resolution] [zoom] | /screenshot | Takes a screenshot with the GUI hidden, centered on the player. It is saved in the "script-output" subfolder of yourUser data directory. Resolution is optional and defaults to the current window size. Zoom is optional and defaults to 1. | No |
| /seed | /seed | Prints the starting map seed. | No |
| /time | /time | Prints info about how old the map is. | No |
| /toggle-action-logging | /toggle-action-logging | Toggles logging all input actions performed by the game. This value isnβt persisted between game restarts and only affects your local game in multiplayer sessions. | Yes |
| /toggle-heavy-mode | /toggle-heavy-mode | Used to investigatedesyncs. Will slow down the game and make multiplayer unplayable. | Yes |
| /unlock-shortcut-bar | /unlock-shortcut-bar | Unlocks allshortcut baritems, including blueprint string import, copy & paste, deconstruction and upgrade planner. | No |
| /unlock-tips | /unlock-tips | Unlocks all tips and tricks entries. | No |
| /version | /version | Prints the current game version. | No |
Multiplayer commands
| Command | Example | Description | Admin only |
| ------------------------------------------ | ------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | ---------- |
| <message> | Hello team! | Console input that does not start with/is shown as a chat message to your team. | No |
| /admin | /admin | Opens the player management GUI. | Yes |
| /admins | /admins | Prints a list of game admins. | No |
| /ban <player> <reason> | /ban xTROLLx Throwing grenades in base | Bans the specified player. | Yes |
| /bans | /bans | Prints a list of banned players. | No |
| /banlist <add/remove/get/clear> <player> | /banlist get | Adds or removes a player from the banlist. Same as /ban or /unban. | No |
| /config | /config | Opens the server configuration GUI. | Yes |
| /config <get/set> <option> <value> | /config set password hunter2 | Gets or sets various multiplayer game settings. Available configs are: afk-auto-kick, allow-commands, allow-debug-settings, autosave-interval, autosave-only-on-server, ignore-player-limit-for-returning-players, max-players, max-upload-speed, only-admins-can-pause, password, require-user-verification, visibility-lan, visibility-public. The units for the options afk-auto-kick and autosave-interval are in minutes. | Yes |
| /delete-blueprint-library <player> | /delete-blueprint-library everybody confirm | Deletes the blueprint library storage for the given offline player from the save file. Enter βeverybody confirmβ to delete the storage of all offline players. | Yes |
| /demote <player> | /demote AzureDiamond | Demotes the player from admin. | Yes |
| /ignore <player> | /ignore Cthon98 | Prevents the chat from showing messages from this player. Admin messages are still shown. | No |
| /ignores | /ignores | Prints a list of ignored players. | No |
| /kick <player> <reason> | /kick xTROLLx Throwing grenades in base | Kicks the specified player. | Yes |
| /mute <player> | /mute Cthon98 | Prevents the player from saying anything in chat. | Yes |
| /mutes | /mutes | All players that are muted (canβt talk in chat). | No |
| /open <player> | /open AzureDiamond | Opens another playerβs inventory. | Yes |
| /o <player> | /o AzureDiamond | Same as /open. | Yes |
| /players [online/o/count/c] | /players | Prints a list of players in the game. (parameter online/o, it prints only players that are online, count/c prints only count) | No |
| /p [online/o/count/c] | /p o c | Same as /players. | No |
| /promote <player> | /promote AzureDiamond | Promotes the player to admin. | Yes |
| /purge <player> | /purge Cthon98 | Clears all the messages from this player from the chat log. | Yes |
| /reply <message> | /reply oh, really? | Replies to the last player that whispered to you. | No |
| /r <message> | /r oh, really? | Same as /reply. | No |
| /server-save | /server-save | Saves the game on the server in a multiplayer game. | Yes |
| /shout <message> | /shout Hello world! | Sends a message to all players including other forces. | No |
| /s <message> | /s Hello world! | Same as /shout. | No |
| /swap-players <player> [player] | /swap-players AzureDiamond | Swaps your character with the given playerβs character, or if two players are given swaps the two player characters. | Yes |
| /unban <player> | /unban xTROLLx | Unbans the specified player. | Yes |
| /unignore <player> | /unignore Cthon98 | Allows the chat to show messages from this player. | No |
| /unmute <player> | /unmute Cthon98 | Allows the player to talk in chat again. | Yes |
| /whisper <player> <message> | /whisper AzureDiamond that's what I see | Sends a message to the specified player. | No |
| /w <player> <message> | /w AzureDiamond that's what I see | Same as /whisper. | No |
| /whitelist <add/remove/get/clear> [player] | /whitelist get | Adds or removes a player from the whitelist, where only whitelisted players can join the game. Enter nothing for βplayerβ when using βgetβ to print a list of all whitelisted players. An empty whitelist disables the whitelist functionality allowing anyone to join. | No |
Scripting and cheat commands
| Command | Description |
| ---------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| /cheat [all/<planet-name>/<platform-name>/off] | Researches all technologies and enables cheat mode (allowing free crafting of any item).Using thealloption also gives the player some additional items.Specifying aplanet-nameorplatform-namealso moves the player to the origin of the specified planet or platform.Using theoffoption turns cheat mode off. |
| /command <command> | Executes a Lua command (if allowed). |
| /c <command> | Executes a Lua command (if allowed). |
| /editor | Toggles the map editor. |
| /measured-command <command> | Executes a Lua command (if allowed) and measures time it took. |
| /mc <command> | Executes a Lua command (if allowed) and measures time it took. |
| /silent-command <command> | Executes a Lua command (if allowed) without printing it to the console. |
| /sc <command> | Executes a Lua command (if allowed) without printing it to the console. |
This is a very powerful feature, which also allows cheating, and as such
achievements will be permanently disabled for the save
as soon as you use a script command.
Basic example scripts
Use it as calculator
/
c
game
.
player
.
print
(
1234
*
5678
)
Zoom beyond normal bounds
Note that zooming too far out can cause performance hits. Be careful.
/
c
game
.
player
.
zoom
=
0.1
In freeplay, the farthest you can zoom out is 0.3. In the map editor, it is 0.1. Smaller zoom values will be clamped.
Mine faster
/
c
game
.
player
.
force
.
manual_mining_speed_modifier
=
1000
Craft faster
/
c
game
.
player
.
force
.
manual_crafting_speed_modifier
=
1000
Unlock and research all technologies
/
c
game
.
player
.
force
.
research_all_technologies
()
Undo this with the command in the next section.
Note: Specific technologies can be researched using the
map editor
by shift clicking the "start research" button on the technology GUI.
Unresearch all technologies
This does not reset manually applied bonuses
/
c
for
_
,
tech
in
pairs
(
game
.
player
.
force
.
technologies
)
do
tech
.
researched
=
false
end
Note: Specific technologies can be unresearched using the
map editor
by clicking the "un-research" button on the technology GUI.
Reset your force
This resets all data for your force, including kill and production statistics, technologies, bonuses and charting status.
/
c
game
.
player
.
force
.
reset
()
Always show rail block visualization
Permanently show the rail block visualization instead of only when holding a rail signal. Disable by replacing true with false.
/
c
game
.
player
.
game_view_settings
.
show_rail_block_visualisation
=
true
Set all trains to Automatic mode
Set all trains to automatic mode - for example after building them with a blueprint.
/
c
for
key
,
ent
in
pairs
(
game
.
player
.
surface
.
find_entities_filtered
{
name
=
"locomotive"
})
do
ent
.
train
.
manual_mode
=
false
end
Inventory manipulation scripts
Cheat mode
Allows for infinite free crafting. Disable by replacing true with false.
/
c
game
.
player
.
cheat_mode
=
true
Refill resources (refill oil, iron etc.)
While holding the cursor over a resource tile in-game:
/
c
game
.
player
.
selected
.
amount
=
7500
Alternatively you can refill all resources in the map with the following command. Change ore.amount to the desired value.
/
c
surface
=
game
.
player
.
surface
for
_
,
ore
in
pairs
(
surface
.
find_entities_filtered
({
type
=
"resource"
}))
do
ore
.
amount
=
10000
end
Add items to the player's inventory
Replace iron-plate with the
internal name
of the item desired.
/
c
game
.
player
.
insert
{
name
=
"iron-plate"
,
count
=
100
}
For instance, here's a stack of the god-mode energy system interface:
/
c
game
.
player
.
insert
{
name
=
"electric-energy-interface"
}
There are several god-mode items available:
infinity-chest
infinity-pipe
electric-energy-interface
heat-interface
Add a powerful armor with equipment and some tools for construction:
/
c
local
player
=
game
.
player
player
.
insert
{
name
=
"power-armor-mk2"
,
count
=
1
}
local
p_armor
=
player
.
get_inventory
(
5
)[
1
].
grid
p_armor
.
put
({
name
=
"fission-reactor-equipment"
})
p_armor
.
put
({
name
=
"fission-reactor-equipment"
})
p_armor
.
put
({
name
=
"fission-reactor-equipment"
})
p_armor
.
put
({
name
=
"exoskeleton-equipment"
})
p_armor
.
put
({
name
=
"exoskeleton-equipment"
})
p_armor
.
put
({
name
=
"exoskeleton-equipment"
})
p_armor
.
put
({
name
=
"exoskeleton-equipment"
})
p_armor
.
put
({
name
=
"energy-shield-mk2-equipment"
})
p_armor
.
put
({
name
=
"energy-shield-mk2-equipment"
})
p_armor
.
put
({
name
=
"personal-roboport-mk2-equipment"
})
p_armor
.
put
({
name
=
"night-vision-equipment"
})
p_armor
.
put
({
name
=
"battery-mk2-equipment"
})
p_armor
.
put
({
name
=
"battery-mk2-equipment"
})
player
.
insert
{
name
=
"construction-robot"
,
count
=
25
}
Increase player inventory slots
Gives 100 additional bonus inventory slots to your entire force. Used by the
Toolbelt (research)
.
/
c
game
.
player
.
force
.
character_inventory_slots_bonus
=
100
World manipulation scripts
Reveal the map around the player
Reveals the map around the player, similar to a
radar
.
/
c
local
radius
=
150
game
.
player
.
force
.
chart
(
game
.
player
.
surface
,
{{
game
.
player
.
position
.
x
-
radius
,
game
.
player
.
position
.
y
-
radius
},
{
game
.
player
.
position
.
x
+
radius
,
game
.
player
.
position
.
y
+
radius
}})
or from start position
/
c
local
radius
=
150
game
.
player
.
force
.
chart
(
game
.
player
.
surface
,
{{
x
=
-
radius
,
y
=
-
radius
},
{
x
=
radius
,
y
=
radius
}})
Change 150 to the desired radius, higher values take longer.
Hide revealed map
Hides all revealed chunks, inverted map revealing.
/
c
local
surface
=
game
.
player
.
surface
local
force
=
game
.
player
.
force
for
chunk
in
surface
.
get_chunks
()
do
force
.
unchart_chunk
({
x
=
chunk
.
x
,
y
=
chunk
.
y
},
surface
)
end
Reveal all generated map
Revels all of the generated map to the player's team.
/
c
game
.
player
.
force
.
chart_all
()
Delete chunks
If much of the map is revealed, it increases the size of the save file. The following command cancels the generation of all chunks that are currently queued for generation and removes chunks outside a 32 chunks radius around 0,0. Note that this will remove player entities if there are any on these chunks.
/
c
local
surface
=
game
.
player
.
surface
;
game
.
player
.
force
.
cancel_charting
(
surface
);
local
chunk_radius
=
32
;
for
chunk
in
surface
.
get_chunks
()
do
if
(
chunk
.
x
<
-
chunk_radius
or
chunk
.
x
>
chunk_radius
or
chunk
.
y
<
-
chunk_radius
or
chunk
.
y
>
chunk_radius
)
then
surface
.
delete_chunk
(
chunk
)
end
end
Delete unrevealed chunks
This command deletes chunks that are not revealed by the player. Can be used after the command for
hiding revealed map
to delete the chunks not covered by radar.
/
c
local
surface
=
game
.
player
.
surface
local
force
=
game
.
player
.
force
for
chunk
in
surface
.
get_chunks
()
do
if
not
force
.
is_chunk_charted
(
surface
,
chunk
)
then
surface
.
delete_chunk
(
chunk
)
end
end
Turn off night
Enables eternal day.
/
c
game
.
player
.
surface
.
always_day
=
true
Change game speed
0.5 is half speed, 1 is default, 2 is double speed, etc. Minimum is 0.01. This can be used for a lot of things like when you know you will have to wait for long periods of time for something to complete. Increasing will decrease performance, be careful.
/
c
game
.
speed
=
X
Freeze time
Stops the advancement of the time. Unfreezes it if you by replace "true" with "false".
/
c
game
.
player
.
surface
.
freeze_daytime
=
true
Remove all pollution
/
c
game
.
player
.
surface
.
clear_pollution
()
Completely turn off pollution
/
c
for
_
,
surface
in
pairs
(
game
.
surfaces
)
do
surface
.
clear_pollution
()
end
game
.
map_settings
.
pollution
.
enabled
=
false
Add a lot of pollution
/
c
game
.
player
.
surface
.
pollute
(
game
.
player
.
position
,
1000000
)
Where speakers are, who placed them
/
c
local
speakers
=
game
.
player
.
surface
.
find_entities_filtered
{
force
=
game
.
player
.
force
,
type
=
"programmable-speaker"
}
for
key
,
speaker
in
pairs
(
speakers
)
do
game
.
player
.
print
(
speaker
.
last_user
.
name
..
" placed a speaker at "
..
speaker
.
gps_tag
)
end
Disable friendly fire for your force
/
c
game
.
player
.
force
.
friendly_fire
=
false
Add new resource patch
This creates a new 11Γ11 patch of resources, centered on the player character, where the ground is not water.
The patch it creates is perfectly square but it randomizes the amount similar to natural generation, with fewer ore at the edges and more ore in the center.
The default numbers result in a patch with 2500-3000 ore.
If you want a larger patch, change "local size = 5" to a larger number.
A larger patch will have exponentially more ore.
Entering a number above 30 is not recommended.
If you want a richer patch, change "local density = 10" to a larger number.
Entering a very large number shouldn't hurt anything but you probably don't need to go above 100.
To choose which resource is spawned, change "stone" near the bottom to "iron-ore", "copper-ore", "coal", or "uranium-ore".
/
c
local
surface
=
game
.
player
.
surface
local
ore
=
nil
local
size
=
5
local
density
=
10
for
y
=-
size
,
size
do
for
x
=-
size
,
size
do
a
=
(
size
+
1
-
math.abs
(
x
))
*
10
b
=
(
size
+
1
-
math.abs
(
y
))
*
10
if
a
<
b
then
ore
=
math.random
(
a
*
density
-
a
*
(
density
-
8
),
a
*
density
+
a
*
(
density
-
8
))
end
if
b
<
a
then
ore
=
math.random
(
b
*
density
-
b
*
(
density
-
8
),
b
*
density
+
b
*
(
density
-
8
))
end
if
surface
.
get_tile
(
game
.
player
.
position
.
x
+
x
,
game
.
player
.
position
.
y
+
y
).
collides_with
(
"ground_tile"
)
then
surface
.
create_entity
({
name
=
"stone"
,
amount
=
ore
,
position
=
{
game
.
player
.
position
.
x
+
x
,
game
.
player
.
position
.
y
+
y
}})
end
end
end
For more flexibility, the
map editor
can also be used to create/alter/remove resource patches.
Remove resources around the player
Removes all resource patches from the ground in a 50 x 50 area around the player.
/
c
local
surface
=
game
.
player
.
surface
local
size
=
50
local
pos
=
game
.
player
.
position
for
_
,
e
in
pairs
(
surface
.
find_entities_filtered
{
area
=
{{
pos
.
x
-
size
,
pos
.
y
-
size
},{
pos
.
x
+
size
,
pos
.
y
+
size
}},
type
=
"resource"
})
do
e
.
destroy
()
end
Add new oil patch
This creates 9 crude oil patches in a 3Γ3 square.
/
c
for
y
=
0
,
2
do
for
x
=
0
,
2
do
game
.
player
.
surface
.
create_entity
({
name
=
"crude-oil"
,
amount
=
100000
,
position
=
{
game
.
player
.
position
.
x
+
x
*
7
-
7
,
game
.
player
.
position
.
y
+
y
*
7
-
7
}})
end
end
or randomly without any collision:
/
c
local
position
=
nil
for
i
=
1
,
9
do
position
=
game
.
player
.
surface
.
find_non_colliding_position
(
"crude-oil"
,
game
.
player
.
position
,
0
,
i
/
2
+
1.5
)
if
position
then
game
.
player
.
surface
.
create_entity
({
name
=
"crude-oil"
,
amount
=
100000
,
position
=
position
})
end
end
Add new water patch
This creates a small pond in a 4x2 square.
/
c
local
waterTiles
=
{}
for
y
=
2
,
4
do
for
x
=-
2
,
2
do
table.insert
(
waterTiles
,
{
name
=
"water"
,
position
=
{
game
.
player
.
position
.
x
+
x
,
game
.
player
.
position
.
y
+
y
}})
end
game
.
player
.
surface
.
set_tiles
(
waterTiles
)
end
Regenerate resources
For solid resources like iron, destroys all resource entities and creates resource entities as in the original map generation. For fluid resources like oil, sets the yield of all existing resource entities to the original amount. Regenerates resources on the entire surface.
/
c
local
surface
=
game
.
player
.
surface
for
_
,
e
in
pairs
(
surface
.
find_entities_filtered
{
type
=
"resource"
})
do
if
e
.
prototype
.
infinite_resource
then
e
.
amount
=
e
.
initial_amount
else
e
.
destroy
()
end
end
local
non_infinites
=
{}
for
resource
,
prototype
in
pairs
(
prototypes
.
get_entity_filtered
{{
filter
=
"type"
,
type
=
"resource"
}})
do
if
not
prototype
.
infinite_resource
then
table.insert
(
non_infinites
,
resource
)
end
end
surface
.
regenerate_entity
(
non_infinites
)
for
_
,
e
in
pairs
(
surface
.
find_entities_filtered
{
type
=
"mining-drill"
})
do
e
.
update_connections
()
end
Count entities
Counts all entities whose name includes the string in local entity.
/
c
local
entity
=
"belt"
local
surface
=
game
.
player
.
surface
local
count
=
0
for
key
,
ent
in
pairs
(
surface
.
find_entities_filtered
({
force
=
game
.
player
.
force
}))
do
if
string.find
(
ent
.
name
,
entity
)
then
count
=
count
+
1
end
end
game
.
player
.
print
(
count
)
Turn off cliff generation
Sets size to "none". Only effective on chunks that are generated after using this command. Use
#Remove all cliffs
to delete existing cliffs.
/
c
local
mgs
=
game
.
player
.
surface
.
map_gen_settings
mgs
.
cliff_settings
.
cliff_elevation_0
=
1024
game
.
player
.
surface
.
map_gen_settings
=
mgs
Remove all cliffs
Removes all cliffs existing cliffs from the world. Use
#Turn off cliff generation
to turn off cliff generation in new chunks.
/
c
for
_
,
v
in
pairs
(
game
.
player
.
surface
.
find_entities_filtered
{
type
=
"cliff"
})
do
v
.
destroy
()
end
Delete all decoratives
Delete the decoratives that can be found in the world.
/
c
game
.
player
.
surface
.
destroy_decoratives
({})
Change map generation settings
This allows to change the map generation settings for new chunks; it does not alter already generated chunks.
Deleted chunks
are affected by the setting change because they are newly generated when they get explored again.
To change resource generation settings, replace "iron-ore" with the
resource
that should be changed and replace "very-high" with the desired
MapGenSize
in the following command. Replace "iron-ore" with "enemy-base" to change the enemy base generation settings.
/
c
local
surface
=
game
.
player
.
surface
local
resource
=
"iron-ore"
local
mgs
=
surface
.
map_gen_settings
mgs
.
autoplace_controls
[
resource
].
size
=
"very-high"
mgs
.
autoplace_controls
[
resource
].
frequency
=
"very-high"
mgs
.
autoplace_controls
[
resource
].
richness
=
"very-high"
surface
.
map_gen_settings
=
mgs
To change water generation settings, replace "very-high" with the desired
MapGenSize
in the following command.
/
c
local
surface
=
game
.
player
.
surface
local
mgs
=
surface
.
map_gen_settings
mgs
.
water
=
"very-high"
--[[ size]]
mgs
.
terrain_segmentation
=
"very-high"
--[[ frequency]]
surface
.
map_gen_settings
=
mgs
Making a structure indestructible
This makes it impossible for an entity to be damaged or killed, e.g. by biters. Hover over the entity and then run:
/
c
game
.
player
.
selected
.
destructible
=
false
Connect linked belts
If there exist at least two
linked belts
, and one of them has the "Entity tag"
in
, and another linked belt has the "Entity tag"
out
, then the following command should link these two linked belts.
/
c
local
i
=
game
.
get_entity_by_tag
(
'in'
)
local
o
=
game
.
get_entity_by_tag
(
'out'
)
i
.
linked_belt_type
=
'input'
o
.
linked_belt_type
=
'output'
i
.
connect_linked_belts
(
o
)
Enemy/evolution scripts
Set evolution factor
Ranges from 0 (new game) to 1.
/
c
game
.
forces
[
"enemy"
].
set_evolution_factor
(
X
,
game
.
player
.
surface
)
Disable time-based evolution & increases pollution-based evolution
/
c
game
.
map_settings
.
enemy_evolution
.
time_factor
=
0
/
c
game
.
map_settings
.
enemy_evolution
.
pollution_factor
=
game
.
map_settings
.
enemy_evolution
.
pollution_factor
*
2
The "2" at the end of the last command will double the default pollution factor. You can substitute another number to increase (or decrease) the pollution factor further.
Kill all biters on the "enemy" force
Note that this will kill only mobile units, spawners will not be killed.
/
c
game
.
forces
[
"enemy"
].
kill_all_units
()
Kill all enemies
This will kill all biters, bases and worms. Anything that is an enemy will be completely destroyed. This only affects enemies in the generated world, so any unexplored parts of the map which still need to be generated will still have enemies. You can
prevent biters being on newly generated chunks
if desired.
/
c
local
surface
=
game
.
player
.
surface
for
key
,
entity
in
pairs
(
surface
.
find_entities_filtered
({
force
=
"enemy"
}))
do
entity
.
destroy
()
end
Kill all nearby enemies
This will kill all biters, bases and worms in a configurable radius. The default, 250 tiles, is about two zoomed-out screen widths on full HD. After destruction, it shows how many objects were destroyed.
/
c
local
surface
=
game
.
player
.
surface
local
pp
=
game
.
player
.
position
local
cnt
=
0
for
key
,
entity
in
pairs
(
surface
.
find_entities_filtered
({
force
=
"enemy"
,
radius
=
250
,
position
=
pp
}))
do
cnt
=
cnt
+
1
entity
.
destroy
()
end
game
.
player
.
print
(
cnt
)
Enable/Disable peaceful mode
Enabling peaceful mode prevents biter attacks until provoked. Substitute true for false to disable. Already existing biters are not affected by this command so attacks could continue for a while after activating peaceful mode.
/
c
game
.
player
.
surface
.
peaceful_mode
=
true
Enable/Disable biter expansion
Biter expansion allows biters to create new nests, it is enabled by default. Substitute true for false to disable.
/
c
game
.
map_settings
.
enemy_expansion
.
enabled
=
true
Prevent biters being on newly generated chunks
On newly generated chunks no biters will be present, however all current biters will remain unaffected. Equivalent of setting the Enemy Base Size to None under the Terrain settings during map generation but achieved mid game by
changing map generation settings
.
/
c
local
surface
=
game
.
player
.
surface
local
mgs
=
surface
.
map_gen_settings
mgs
.
autoplace_controls
[
"enemy-base"
].
size
=
"none"
surface
.
map_gen_settings
=
mgs
Instead of the command, it is also possible to use a GUI in the
map editor
to changing map generation settings mid game. Access the map editor with
/editor
, go to the "Surfaces" tab and click "Edit map gen settings".
Player character scripts
Commands concerning the player directly.
Get player position
Prints coordinates of your current position.
/
c
game
.
player
.
print
(
game
.
player
.
position
)
Teleport player
Moves the player to the specified location. You should be able to teleport to a specific player if you obtain their coordinates via them executing the previous command and giving them to you.
/
c
game
.
player
.
teleport
({
X
,
Y
})
To teleport to the world's origin, use 0,0.
To teleport to a different planet / surface, use:
/
c
game
.
player
.
teleport
({
X
,
Y
},
'surface_name'
)
Enable god mode
God mode removes your player character allowing you to fly over obstacles and take no damage.
Disassociate your controls from the character and destroy it:
/
c
game
.
player
.
character
.
destroy
()
To undo, spawn a player character. This will spawn a new character at the spawn point of the world, and connect your controls to it.
/
c
game
.
player
.
create_character
()
Enable long reach
Enables long reach, which allows the player to build and interact with entities at a greater distance. The default reach is 10.
/
c
local
reach
=
10000
game
.
player
.
force
.
character_build_distance_bonus
=
reach
game
.
player
.
force
.
character_reach_distance_bonus
=
reach
game
.
player
.
force
.
character_resource_reach_distance_bonus
=
reach
game
.
player
.
force
.
character_item_drop_distance_bonus
=
reach
Find player corpses
Pings player corpses on the map.
/
c
local
found_corpses
=
game
.
player
.
surface
.
find_entities_filtered
{
type
=
"character-corpse"
}
for
_
,
corpse
in
pairs
(
found_corpses
)
do
local
player
=
game
.
get_player
(
corpse
.
character_corpse_player_index
)
local
name
=
player
and
player
.
name
or
"????"
game
.
player
.
print
(
name
..
" --> "
..
corpse
.
gps_tag
)
end
Run faster
/
c
game
.
player
.
character_running_speed_modifier
=
3
Research scripts
Enable faster research
/
c
game
.
player
.
force
.
laboratory_speed_modifier
=
1
-0.5 is half speed, 0 is normal speed, 1 is double speed, 2 is triple etc.
Research specific technologies
The internal technology names can be found in the infoboxes on their respective pages.
/
c
game
.
player
.
force
.
technologies
[
'electric-energy-distribution-1'
].
researched
=
true
/
c
game
.
player
.
force
.
technologies
[
'steel-processing'
].
researched
=
true
To research a high level of an infinite technology, set its level:
/
c
game
.
player
.
force
.
technologies
[
'worker-robots-speed-6'
].
level
=
100
/
c
game
.
player
.
force
.
technologies
[
'mining-productivity-4'
].
level
=
100
Unresearch specific technologies
The internal technology names can be found in the infoboxes on their respective pages.
/
c
game
.
player
.
force
.
technologies
[
'electric-energy-distribution-1'
].
researched
=
false
/
c
game
.
player
.
force
.
technologies
[
'steel-processing'
].
researched
=
false
Enabling specific recipes
The internal recipe/item names can be found in the infoboxes on their respective pages.
/
c
game
.
player
.
force
.
recipes
[
"electric-energy-interface"
].
enabled
=
true
/
c
game
.
player
.
force
.
recipes
[
"rocket-silo"
].
enabled
=
true
/
c
game
.
player
.
force
.
recipes
.
loader
.
enabled
=
true
/
c
game
.
player
.
force
.
recipes
[
"fast-loader"
].
enabled
=
true
/
c
game
.
player
.
force
.
recipes
[
"express-loader"
].
enabled
=
true
Enable all recipes
/
c
for
name
,
recipe
in
pairs
(
game
.
player
.
force
.
recipes
)
do
recipe
.
enabled
=
true
end
Resetting technology effects to default
This will reset the enabled/unlocked state of all recipes to what they would be purely based on the currently researched technologies, as well as resetting other technology effects like mining speed, etc. Any manual modifications to these effects and recipe unlocks will be undone.
/
c
game
.
player
.
force
.
reset_technology_effects
()
Note: Can be used as a quick workaround when recipes are unavailable after adding or changing mods even though the technology unlocking them has already been researched.
Modding tools
A list of the internal names of most things in the vanilla game can also be found on
data.raw
.
Access a mod's data
If the first word of the command is __mod-name__ it will run in the context of the mod with the same name. For instance, this command prints the data from the Even Distribution mod:
/
c
__even
-
distribution__
game
.
player
.
print
(
serpent
.
dump
(
global
))
Print to console the tile under the player
/
c
game
.
player
.
print
(
game
.
player
.
surface
.
get_tile
(
game
.
player
.
position
).
name
)
Write all researched technologies to file
/
c
local
list
=
{}
for
_
,
tech
in
pairs
(
game
.
player
.
force
.
technologies
)
do
if
tech
.
researched
then
list
[
#
list
+
1
]
=
tech
.
name
end
end
game
.
write_file
(
"techs.lua"
,
serpent
.
block
(
list
)
..
"
\n
"
,
true
)
Write all enabled recipes to file
/
c
local
list
=
{}
for
_
,
recipe
in
pairs
(
game
.
player
.
force
.
recipes
)
do
if
recipe
.
enabled
then
list
[
#
list
+
1
]
=
recipe
.
name
end
end
game
.
write_file
(
"recipes.lua"
,
serpent
.
block
(
list
)
..
"
\n
"
,
true
)
Write mod list to file
Write all currently active mods and their version to the file script-output/mods.txt in the
user data directory
.
/
c
helpers
.
write_file
(
"mods.txt"
,
serpent
.
block
(
script
.
active_mods
))
History
1.1.92
:
Added a notification when a technology is researched.
Added /enable-research-queue console command to enable the research queue without disabling achievements.
See also
Command line parameters
https://lua-api.factorio.com/latest/index-runtime.html
- Factorio API reference for latest version
|
wiki
|
https://wiki.factorio.com/Console_-_Factorio_Wiki
|
Passive_provider_chest
|
Passive provider chest - Factorio Wiki
|
[] |
Passive provider chest - Factorio Wiki
Jump to navigation
Jump to search
| | Passive provider chest | Edit |
| | ---------------------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | ------------------------ | | --- | | --- | | --- | | --- | | --- | | --- |
| 0.5+1+3+1β1 | 0.5+1+3+1β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 14.25+9.5+5+2+8 | 14.25+9.5+5+2+8 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Storage size | 48627691120 | | | | 48 | | 62 | | 76 | | 91 | | 120 |
| | | | 48 | | | | | | | | | | |
| | 62 | | 76 | | | | | | | | | | |
| | 91 | | 120 | | | | | | | | | | |
| Health | 350455560665875 | | | | 350 | | 455 | | 560 | | 665 | | 875 |
| | | | 350 | | | | | | | | | | |
| | 455 | | 560 | | | | | | | | | | |
| | 665 | | 875 | | | | | | | | | | |
| Resistances | Fire: 0/90%Impact: 0/60% | | | | | | | | | | | | |
| Stack size | 50 | | | | | | | | | | | | |
| Rocket capacity | 50 (1 stack) | | | | | | | | | | | | |
| Dimensions | 1Γ1 | | | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Prototype type | logistic-container | | | | | | | | | | | | |
| Internal name | passive-provider-chest | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
The
passive provider chest
is a storage item that is part of the
logistic network
.
Logistic robots
will pick up items from this box to move them to the
player
or
requester chests
, but only in this direction. This makes them useful for storing items assembled in any particular area - useful as a buffer between belts or at the end of a belt. If you want the contained items to later be consolidated in storage chests, then use the
active provider chest
instead.
Construction robots
will pick up items for construction, replacement of destroyed entities and repair packs from passive provider chests.
Passive provider chests have the lowest priority as pick-up points for logistic robots. Logistic robots will not empty passive provider chests if the requested items are available in active provider chests and/or
storage chests
.
History
0.17.0
:
New animated graphics.
0.15.28
:
Warning icon for logistic chests that are not in a reach of roboport.
0.13.0
:
All types of chests can be connected to the circuit network.
0.10.1
:
Changed the priority of resupplying source of logistic robots. Provider has biggest priority, then storage, and the last one is passive provider.
0.9.4
:
Introduced
See also
Circuit network
Logistic network
| Logistics | Logistics |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Storage | Wooden chestIron chestSteel chestStorage tank |
| Belt transport system | Transport beltFast transport beltExpress transport beltTurbo transport belt()Underground beltFast underground beltExpress underground beltTurbo underground belt()SplitterFast splitterExpress splitterTurbo splitter() |
| Inserters | Burner inserterInserterLong-handed inserterFast inserterBulk inserterStack inserter() |
| Electric system&Fluid system | Small electric poleMedium electric poleBig electric poleSubstationPipePipe to groundPump |
| Railway | RailRail ramp()Rail support()Train stopRail signalRail chain signalLocomotiveCargo wagonFluid wagonArtillery wagon |
| Transport | CarTankSpidertronSpidertron remote |
| Logistic network | Logistic robotConstruction robotActive provider chestPassive provider chestStorage chestBuffer chestRequester chestRoboport |
| Circuit network | LampRed wireGreen wireArithmetic combinatorDecider combinatorSelector combinatorConstant combinatorPower switchProgrammable speakerDisplay panel |
| Terrain | Stone brickConcreteHazard concreteRefined concreteRefined hazard concreteLandfillArtificial yumako soil()Overgrowth yumako soil()Artificial jellynut soil()Overgrowth jellynut soil()Ice platform()Foundation()Cliff explosives |
| Navigation | ProductionIntermediate productsSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Passive_provider_chest_-_Factorio_Wiki
|
Big_mining_drill_(research)
|
Big mining drill (research) - Factorio Wiki
|
[] |
Big mining drill (research) - Factorio Wiki
Jump to navigation
Jump to search
| | Big mining drill (research) | Edit |
| | --------------------------- | ---- |
| Researched by | Researched by |
| --------------------- | --------------------- |
| Craft | Craft |
| Prototype type | technology |
| Internal name | big-mining-drill |
| Required technologies | Required technologies |
| | |
| Allows | Allows |
| | |
| Effects | Effects |
| | |
Space Age
expansion exclusive feature.
The
big mining drill
research allows the player to build the
big mining drill
. A
foundry
needs to be crafted to unlock this research.
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Vulcanus
Research
Technologies
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
https://wiki.factorio.com/Big_mining_drill_(research)_-_Factorio_Wiki
|
Biochamber
|
Biochamber - Factorio Wiki
|
[] |
Biochamber - Factorio Wiki
Jump to navigation
Jump to search
| | Biochamber | Edit |
| | ---------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | --- | | --- | | --- | | --- | | --- | | --- |
| 20+5+20+1+5+1β1 | 20+5+20+1+5+1β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 23.75+7.5+25+1+5+1 | 23.75+7.5+25+1+5+1 | | | | | | | | | | | | |
| Map color | | | | | | | | | | | | | |
| Health | 300390480570750 | | | | 300 | | 390 | | 480 | | 570 | | 750 |
| | | | 300 | | | | | | | | | | |
| | 390 | | 480 | | | | | | | | | | |
| | 570 | | 750 | | | | | | | | | | |
| Stack size | 20 | | | | | | | | | | | | |
| Rocket capacity | 20 | | | | | | | | | | | | |
| Dimensions | 3Γ3 | | | | | | | | | | | | |
| Energy consumption | 500 kW (nutrients) | | | | | | | | | | | | |
| Crafting speed | 22.63.23.85 | | | | 2 | | 2.6 | | 3.2 | | 3.8 | | 5 |
| | | | 2 | | | | | | | | | | |
| | 2.6 | | 3.2 | | | | | | | | | | |
| | 3.8 | | 5 | | | | | | | | | | |
| Mining time | 0.1 | | | | | | | | | | | | |
| Base productivity | 50% | | | | | | | | | | | | |
| Pollution | -1/m | | | | | | | | | | | | |
| Crafted only on | | | | | | | | | | | | | |
| Module slots | 4 slots | | | | | | | | | | | | |
| Prototype type | assembling-machine | | | | | | | | | | | | |
| Internal name | biochamber | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Valid fuel | Valid fuel | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Space Age
expansion exclusive feature.
The
Biochamber
is a biological variant of the
assembling machine
and
chemical plant
, unlocked on
Gleba
. Unlike most other production buildings, it does not require electricity, but rather a steady supply of
nutrients
to operate. It has a built-in 50%
productivity
bonus.
One unit of nutrients will power a biochamber for 4 seconds. The powered duration per nutrient can be increased by using
efficiency modules
, or reduced by modules that increase energy consumption.
An inactive biochamber uses no energy, but any nutrients contained in its fuel slot continue to
spoil
. As such, an inactive biochamber will still have nutrients
inserted
into them if they are available.
The biochamber, like any machine, will not function if there are too many items in its trash slots (usually generated from an input or output spoiling). Unfiltered output inserters will remove items from trash slots.
The biochamber has the unique property of having
negative
pollution
. This means that, if a biochamber is built on
Nauvis
, it will absorb pollution. Furthermore,
modules
that affect pollution (by increasing energy consumption or directly) will make the negative value larger. So heavy use of biochambers with
productivity modules
and
speed modules
in
beacons
can lead to substantial pollution absorption.
Recipes
The biochamber has a large number of recipes, many of which are exclusive to the biochamber or to Gleba or both.
| Recipe | Ingredients | Products | Made in | Crafted on |
| --------------------------- | ----------- | -------- | ------- | ---------- |
| Yumako processing | 11 | 2%2 | | - |
| Jellynut processing | 11 | 2%4 | | - |
| Bioflux | 61512 | 4 | | - |
| Pentapod egg | 1530160 | 2 | | |
| Agricultural science pack | 411 | 1 | | |
| Iron bacteria | 16 | 10%4 | | |
| Copper bacteria | 13 | 10%1 | | |
| Iron bacteria cultivation | 411 | 4 | | |
| Copper bacteria cultivation | 411 | 4 | | |
| Fish breeding | 62100100 | 3 | | |
Nutrients are required both as fuel for the biochamber and as a component of other recipes (including
artificial jellynut soil
and
artificial yumako soil
).
| Recipe | Ingredients | Products | Made in | Crafted on |
| ------------------------------------ | ----------- | -------- | ------- | ---------- |
| Nutrients from yumako mash | 44 | 6 | | - |
| Nutrients from bioflux | 25 | 40 | | - |
| Nutrients from spoilage(50% spoiled) | 210 | 1 | | - |
| Nutrients from fish | 21 | 20 | | - |
| Nutrients from biter egg | 21 | 20 | | - |
The following recipes create stable products that are unaffected by spoilage:
| Recipe | Ingredients | Products | Made in | Crafted on |
| ----------------------------------- | ----------- | -------- | ------- | ---------- |
| Biochamber | 20205511 | 1 | | |
| Carbon fiber | 5110 | 1 | | - |
| Rocket fuel from jelly | 1023030 | 1 | | - |
| Biolubricant | 360 | 20 | | - |
| Bioplastic | 214 | 3 | | - |
| Biosulfur | 251 | 2 | | - |
| Burnt spoilage | 126 | 1 | | - |
| Heavy oil cracking to light oil | 23040 | 30 | | - |
| Light oil cracking to petroleum gas | 23030 | 20 | | - |
| Rocket fuel | 151010 | 1 | | - |
| Wood processing | 22 | 1 | | |
History
2.0.7
:
Introduced in
Space Age
expansion.
See also
Gleba
Crafting
| Production items | Production items |
| ------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Tools | Repair packBlueprintDeconstruction plannerUpgrade plannerBlueprint book |
| Electricity | BoilerSteam engineSolar panelAccumulatorNuclear reactorHeat pipeHeat exchangerSteam turbineFusion reactor()Fusion generator() |
| Resource extraction | Burner mining drillElectric mining drillBig mining drill()Offshore pumpPumpjack |
| Furnaces | Stone furnaceSteel furnaceElectric furnaceFoundry()Recycler() |
| Agriculture | Agricultural towerBiochamberCaptive biter spawner |
| Production | Assembling machine 1Assembling machine 2Assembling machine 3Oil refineryChemical plantCentrifugeElectromagnetic plant()Cryogenic plant()LabBiolab() |
| Environmental protection | Lightning rodLightning collectorHeating tower |
| Modules | BeaconSpeed moduleSpeed module 2Speed module 3Efficiency moduleEfficiency module 2Efficiency module 3Productivity moduleProductivity module 2Productivity module 3Quality module()Quality module 2()Quality module 3() |
| Navigation | LogisticsIntermediate productsSpace()CombatTechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Biochamber_-_Factorio_Wiki
|
Energy_shield_MK2_equipment_(research)
|
Energy shield MK2 equipment (research) - Factorio Wiki
|
[] |
Energy shield MK2 equipment (research) - Factorio Wiki
Jump to navigation
Jump to search
| | Energy shield MK2 equipment (research) | Edit |
| | -------------------------------------- | ---- |
Base game
Space Age mod
| Cost | Cost |
| --------------------- | --------------------------- |
| 301111β200 | 301111β200 |
| Prototype type | technology |
| Internal name | energy-shield-mk2-equipment |
| Required technologies | Required technologies |
| 3 | 3 |
| Effects | Effects |
| | |
| Cost | Cost |
| --------------------- | --------------------------- |
| 301111111β750 | 301111111β750 |
| Prototype type | technology |
| Internal name | energy-shield-mk2-equipment |
| Required technologies | Required technologies |
| 4 | 4 |
| Effects | Effects |
| | |
Unlocks energy shield MK2 equipment that can be inserted into modular armors.
See also
Research
Technologies
Modular armor
| Technologies | Technologies |
| ------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Machines | Advanced circuit (research)Processing unit (research)Automation (research)23Electric energy accumulators (research)Electric energy distribution 1 (research)2Fast inserter (research)Fluid handling (research)Logistics (research)23Nuclear power (research)Oil processing (research)Rocket silo (research)Solar energy (research)Bulk inserter (research) |
| Military/Weaponry | Atomic bomb (research)Defender (research)Distractor (research)Destroyer (research)Flamethrower (research)Military (research)234Rocketry (research)explosiveUranium ammo (research) |
| Bonuses | Artillery shell range (research)Artillery shell shooting speed (research)Braking force (research)Energy weapons damage (research)Follower robot count (research)Inserter capacity bonus (research)Lab research speed (research)Laser shooting speed (research)Mining productivity (research)Physical projectile damage (research)Refined flammables (research)Stronger explosives (research)Weapon shooting speed (research)Worker robot cargo size (research)Worker robot speed (research) |
| Player augmentation | Construction robotics (research)Logistic robotics (research)Steel axe (research)Toolbelt (research) |
| Defense | Heavy armor (research)Modular armor (research)Power armor (research)MK2Mech armor (research)()Gate (research)Land mines (research)Stone wall (research)Gun turret (research)Laser turret (research)Artillery (research) |
| Crafting | Advanced material processing (research)2Advanced oil processing (research)Automation science pack (research)Battery (research)Biter egg handling (research)()Circuit network (research)Chemical science pack (research)Cliff explosives (research)Coal liquefaction (research)Concrete (research)Electronics (research)Engine (research)Electric engine (research)Explosives (research)Flammables (research)Kovarex enrichment process (research)Landfill (research)Laser (research)Logistic science pack (research)Logistic system (research)Low density structure (research)Lubricant (research)Military science pack (research)Nuclear fuel reprocessing (research)Lamp (research)Overgrowth soil (research)()Plastics (research)Production science pack (research)Robotics (research)Rocket fuel (research)Space science pack (research)Steel processing (research)Sulfur processing (research)Uranium processing (research)Utility science pack (research) |
| Transportation | Automated rail transportation (research)Automobilism (research)Fluid wagon (research)Railway (research)Tank (research)Spidertron (research) |
| Equipment modules | Belt immunity equipment (research)Discharge defense (research)Energy shield equipment (research)MK2Exoskeleton equipment (research)Nightvision equipment (research)Personal battery (research)MK2Personal laser defense (research)Personal roboport (research)MK2Portable fission reactor (research)Portable fusion reactor (research)()Portable solar panel (research) |
| Modules | Modules (research)Effect transmission (research)Efficiency module (research)23Productivity module (research)23Speed module (research)23Quality module (research)()2()3() |
| Navigation | LogisticsProductionIntermediate productsSpace()CombatEnvironment |
|
wiki
|
https://wiki.factorio.com/Energy_shield_MK2_equipment_(research)_-_Factorio_Wiki
|
Tutorial_Keyboard_shortcuts
|
Tutorial:Keyboard shortcuts - Factorio Wiki
|
[] |
Tutorial:Keyboard shortcuts - Factorio Wiki
Jump to navigation
Jump to search
Factorio has a lot of
keyboard bindings
, and it's not hard to miss (or underestimate) some of the "quality of life" features related to them. The following are a collection of explanations for these inconspicuous keyboard bindings. Because many of the keyboard bindings are contextual and are bound to the same key sequence by default, this article uses the
internal name
for these keyboard bindings and, for convenience, shows their default bindings after their name.
Contents
1
Manipulating entities
2
Manipulating items
3
Construction tips
4
Display options
5
See also
Manipulating entities
Copy entity settings
(
Shift
+
Right mouse button
) and
Paste entity settings
(
Shift
+
Left mouse button
) allows you to copy settings between entities. Holding down the
Paste entity settings
keyboard binding while moving or dragging can paste to multiple entities with a single stroke. This works for:
recipes for
automated crafting machines
(assembling machines, oil refineries, chemical plants and centrifuges)
recipe requests; if a recipe is pasted onto a requester chest, it will request the recipe's ingredients.
filters for filterable devices (filtered slots in an inventory, requester chests, filter inserters, and cargo wagons)
circuit network
entities and connections (combinators, lamps, power switches, any entity's signal settings)
railway
settings, (locomotive color and schedule, train stop names, color between locomotives and stops)
Remove pole cables
(
Shift
+
Left mouse button
) disconnects electric poles from their neighbors. Alternately, a single connection between two poles can be added or removed by clicking both poles with a copper cable.
Rotate
(
R
) and
Reverse rotate
(
Shift
+
R
) rotate entities clockwise and counter-clockwise, respectively. This also reverses the directions that pumps, underground belts, and locomotives face.
Manipulating items
Fast entity transfer
(
Ctrl
+
Left mouse button
) while empty-handed grabs items from an entity without having to open it. When held down, this gathers items from multiple entities by dragging over them with a single stroke. As a general rule of thumb, this grabs everything that an inserter would grab; i.e., the outputs of furnaces and automatic crafting machines, science packs from labs, etc.
Fast entity split
(
Ctrl
+
Right mouse button
) only moves half of what is inside the entity into the user's inventory.
Fast entity transfer
(
Ctrl
+
Left mouse button
) fills an entity's inventory or input slots with the item held in the cursor. Holding down the
Fast entity transfer
keyboard binding while moving or dragging over multiple entities can be used to stock them with a single motion. As a rule of thumb, this inserts anything that an inserter would put into an entity; for example, you can grab some
fuel
, hold the
Fast entity transfer
keyboard binding, and drag over fuel-burning entities to refuel several of them in one stroke.
Fast entity split
(
Ctrl
+
Right mouse button
) only moves half of what is held in the cursor into the entity.
Toggle filter
(
Middle mouse button
) sets a filter on an inventory slot. If the slot is empty, the filter can be chosen from a list of all solid items. This works for slots in the player's toolbelt quickbar, car trunks, and cargo wagons. You can use the
Copy entity settings
and
Paste entity settings
keyboard bindings to copy and paste filters between slots.
Construction tips
Larger terrain building area
(
PAD +
) and
Smaller terrain building area
(
PAD -
) adjust the brush size when building tiles such as landfill and concrete. The brush size can range from 1x1 to 10x10.
Build
(
Left mouse button
) has a smart placement feature for power poles that is activated by holding
Build
while moving or dragging. While the
Build
keyboard binding is held, poles will be automatically placed when they reach their
maximum wire reach distance
. If there are unpowered entities on the route, the poles will be placed "early" (before the
maximum wire reach distance
) to power those entities.
This feature also works with underground belts and pipes.
Select for cancel deconstruction
(
Shift
+
Left mouse button
) is used to unmark entities for deconstruction. Pick up a deconstruction planner in the cursor, hold the keyboard binding, and drag the blue selection rectangle over the entities to be unmarked.
Build ghost
(
Shift
+
Left mouse button
) will place a
ghost
version of the entity in hand.
Placing a blueprint with
Build ghost
will force-place it and mark any trees and rocks for deconstruction.
Pipette tool
(
Q
) is used to quickly put an item in hand without searching through the inventory (similar to a "color picker" or "eyedropper" tool in a graphics program). Simply hover over an entity and press the keyboard binding. If the player's inventory contains that item, it will be placed in the cursor. This keyboard binding is also used for putting a held item away.
Display options
Show info
(
Alt
) turns on an info overlay that displays entities' recipes, filters, and inventories at a glance. The overlay will also show directional arrows over inserters that makes their orientation more obvious.
Many systems in the game can be visualized with the customizable
debug mode
. This can display color coded
rail blocks
, current FPS/UPS, and many more informational overlays.
Toggle debug settings GUI
(
F4
) configures the debug mode views.
Toggle basic debug
(
F5
),
Toggle detailed debug
(
F6
) and
Toggle full debug
(
F7
) switches between them.
See also
Keyboard bindings
Debug mode
TIL all the keyboard shortcuts
, a reddit guide to commonly missed keyboard bindings
|
wiki
|
https://wiki.factorio.com/Tutorial:Keyboard_shortcuts_-_Factorio_Wiki
|
Tesla_gun
|
Tesla gun - Factorio Wiki
|
[] |
Tesla gun - Factorio Wiki
Jump to navigation
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| | Tesla gun | Edit |
| | --------- | ---- |
| Recipe | Recipe | | | | | | | | | | | | |
| --------------------- | --------------------- | | ---- | | -- | | ---- | | ---- | | ---- | | -- |
| 30+30+10+20+100β1 | 30+30+10+20+100β1 | | | | | | | | | | | | |
| Total raw | Total raw | | | | | | | | | | | | |
| 30+30+10+20+100 | 30+30+10+20+100 | | | | | | | | | | | | |
| Stack size | 5 | | | | | | | | | | | | |
| Rocket capacity | 5 | | | | | | | | | | | | |
| Range | 2426.428.831.236 | | | | 24 | | 26.4 | | 28.8 | | 31.2 | | 36 |
| | | | 24 | | | | | | | | | | |
| | 26.4 | | 28.8 | | | | | | | | | | |
| | 31.2 | | 36 | | | | | | | | | | |
| Shooting speed | 1/s | | | | | | | | | | | | |
| Ammunition | | | | | | | | | | | | | |
| Prototype type | gun | | | | | | | | | | | | |
| Internal name | teslagun | | | | | | | | | | | | |
| Required technologies | Required technologies | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Produced by | Produced by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| Consumed by | Consumed by | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Space Age
expansion exclusive feature.
The
tesla gun
is a powerful high tech weapon that damages multiple targets with a burst of electricity, as hitting one's target will have the electricity travel to other nearby targets, with each jump to a new target having a 60% chance to happen. The weapon can only be created in an
electromagnetic plant
.
Tesla ammo
is the only type of ammunition it can use. The weapon has a moderate firing rate, making it even more effective at damaging multiple targets.
See also
Tesla turret
Railgun
Fulgora
| Combat items | Combat items |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Weapons | PistolSubmachine gunRailgun()Tesla gun()ShotgunCombat shotgunRocket launcherFlamethrower |
| Ammo | Firearm magazinePiercing rounds magazineUranium rounds magazineShotgun shellsPiercing shotgun shellsCannon shellExplosive cannon shellUranium cannon shellExplosive uranium cannon shellArtillery shellRocketExplosive rocketAtomic bombCapture bot rocket()Flamethrower ammoRailgun ammo()Tesla ammo() |
| Capsules | GrenadeCluster grenadePoison capsuleSlowdown capsuleDefender capsuleDistractor capsuleDestroyer capsule |
| Armor | Light armorHeavy armorModular armorPower armorPower armor MK2Mech armor() |
| Equipment modules | Portable solar panelPortable fission reactorPortable fusion reactor()Personal batteryPersonal battery MK2Personal battery MK3()Belt immunity equipmentExoskeletonPersonal roboportPersonal roboport MK2NightvisionToolbelt equipment() |
| Combat equipment | Energy shieldEnergy shield MK2Personal laser defenseDischarge defenseDischarge defense remote |
| Defense | WallGateRadarLand mine |
| Turrets | Gun turretLaser turretFlamethrower turretArtillery turretArtillery targeting remoteRocket turret()Tesla turret()Railgun turret() |
| Navigation | LogisticsProductionIntermediate productsSpace()TechnologyEnvironment |
|
wiki
|
https://wiki.factorio.com/Tesla_gun_-_Factorio_Wiki
|
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