Factorio console commands guide: world editor, game speed, god mode, and more

Taking automation to a whole new level

Using Factorio's in-game console, players can do just about anything they could ever want to do in this marvellously addictive factory management game. From modifying the world around them to controlling the spread of biters, from instant teleporting to increasing your inventory size, from adjusting the game speed to enabling instant crafting of items, our Factorio console commands guide will show you exactly how to use all the most useful and powerful cheats in the game.

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Factorio console commands

There's a simply colossal number of ways in which you can change your Factorio game using the in-game console. But we're both busy people, so I'm just going to lay out the most useful and frequently used cheats for you below.

  • Player console commands (teleport, mine faster, craft faster, etc.)
  • Inventory console commands (add inventory slots, enable cheat mode, etc.)
  • Enemy console commands (kill nearby enemies, disable biter expansion, etc.)
  • World console commands (world editor, reveal map, adjust game speed, etc.)
  • Research console commands (faster research, enable all recipes, etc.)

How to use the Factorio console

To access Factorio's console , all you have to do is hit the "/" key while in-world. If this doesn't work, you can check (or assign) which key to press by opening the menu and navigating to Settings->Controls->Basic Interaction->Toggle chat (and Lua console) .

For a list of basic commands, simply type " /help " into the console, and you'll be given a list of possible commands that you can type in. However, if you're after cheats, what you're really after is the " /command " command (which you can abbreviate to just " /c ").

Please note: using the "/c" command will disable all achievements for your Factorio world, so make sure this is what you want to do before committing.

You can find the key that opens the Factorio console in the Settings menu.

Now let's take a closer look at the most useful console commands in Factorio.

Player console commands

These Factorio cheats directly affect the player, allowing you to quickly move around and expand your manual capabilities.

Teleport player

  • Function: teleports the player to the specified coordinates.
/c game.player.teleport([x],[y])

Mine faster

  • Function: increases (or decreases) your manual mining speed. 0 = 100%, 1 = 200%, 2 = 300%, etc.
/c game.player.force.manual_mining_speed_modifier=100

Craft faster

  • Function: increases (or decreases) your manual crafting speed. 0 = 100%, 1 = 200%, 2 = 300%, etc.
/c game.player.force.manual_crafting_speed_modifier=100

Increase player reach

  • Function: increases the maximum reach distance of the player (how near you have to be in order to interact with or place an object). Default is 10.
/c local reach = 500 game.player.force.character_build_distance_bonus = reach game.player.force.character_reach_distance_bonus = reach

Inventory console commands

Become a master of the inventory with these Factorio inventory-focused console commands.

Enable Cheat Mode

  • Function: enables or disables Cheat Mode. Cheat Mode allows free and instant crafting of any item. Replace "true" with "false" to disable.
/c game.player.cheat_mode=true

Add item to inventory

  • Function: Adds the specified item to your inventory. You can find a list of item IDs here .
/c game.player.insert{name="infinity-chest", count=100}

Increase inventory size

  • Function: increases your inventory size by adding the specified number of inventory slots.
/c game.player.force.character_inventory_slots_bonus=80

Enemy console commands

Control the spread of Biters in your Factorio world using these commands.

Enable Peaceful Mode

  • Function: enables or disables Peaceful Mode. While Peaceful Mode is enabled, Biters won't attack you until provoked. Replace "true" with "false" to disable.
/c game.player.surface.peaceful_mode=true

Disable Biter Evolution

  • Function: disables Biter Evolution by both time (first command) and pollution (second command).
/c game.map_settings.enemy_evolution.time_factor=0 /c game.map_settings.enemy_evolution.pollution_factor=0

Disable Biter Expansion

  • Function: enables or disables Biter Expansion. Replace "false" with "true" to enable.
/c game.map_settings.enemy_expansion.enabled=false

Kill all enemies

  • Function: kills all enemies in the explored world.
/c game.forces["enemy"].kill_all_units()

Kill nearby enemies

  • Function: kills all enemy units (biters and nest structures) within the specified radius from the player.
/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)

Set Biter evolution factor

  • Function: sets the Biter evolution factor. Minimum is 0, maximum is 1.
/c game.forces["enemy"].evolution_factor=0

World console commands

From altering the time of day and speed of time to changing the very terrain around you, these powerful commands will allow you to sculpt your perfect Factorio experience.

Enable the map editor

  • Function: toggles the map editor overlay, allowing you to alter the terrain.

Reveal the map around the player

  • Function: explores chunks in a radius around the player, much like a Radar does.
/c local radius=1000 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}})

Eternal daytime

  • Function: locks the time of day to always daytime. Replace "true" with "false" to disable.
/c game.player.surface.always_day=true

Change game speed

  • Function: Alters the speed at which the game engine runs. 1 = 100%, 2 = 200%, 3 = 300%, etc.
/c game.speed=2

Remove pollution

  • Function: removes all existing pollution in the world.
/c game.player.surface.clear_pollution()

Turn off pollution

  • Function: enables or disables pollution. Replace "false" with "true" to enable.
/c game.map_settings.pollution.enabled=false

Research console commands

Unlock all technologies or just making researching a lot quicker and easier with these commands.

Research all technologies

  • Function: research all technologies.
/c game.player.force.research_all_technologies()

Unlock all recipes

  • Function: enables all recipes.
/c for name, recipe in pairs(game.player.force.recipes) do recipe.enabled = true end

Research specific technology

  • Function: researches the specified technology.
/c game.player.force.technologies['steel-processing'].researched=true

Increase research speed

  • Function: increases your research speed. 1 = 100%, 2 = 200%, 3 = 300%, etc.
/c game.player.force.laboratory_speed_modifier=2

And with that, we've illustrated all the most useful Factorio console commands that we've found. Hopefully you found the above list useful. It might also be worth checking below for any other Factorio guides that take your fancy.

  • Factorio guide and top tips - Our practical top tips for Factorio beginners.
  • Factorio early game walkthrough - How to ace your first weeks in a new Factorio world.
  • Factorio mods for 1.0 - Here are the very best Factorio mods we've ever used.
  • Factorio console commands - The most useful cheats in Factorio revealed.
  • Factorio blueprints - How to use blueprints, and the best blueprints we've found.

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research console commands

Burner Inserter

Post by CloSteam » Wed Sep 28, 2016 5:01 pm

User avatar

Re: research console commands

Post by Mooncat » Wed Sep 28, 2016 5:37 pm

Code: Select all

Post by CloSteam » Thu Sep 29, 2016 11:46 am

Post by Mooncat » Thu Sep 29, 2016 7:07 pm

CloSteam wrote: okay is that a command that doesnt have a boolean

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research all factorio

All Factorio Console Commands and Cheats

Image of Serhii Patskan

Factorio has a complex history of console development. It’s a very powerful tool, much more powerful than your ordinary game console. Here, I list all Factorio console commands and cheats , including a list of special scripts that can add various items to your game.

All Console Commands and Cheats in Factorio

I was amazed to discover that the console in Factorio allows you not only to use typical commands and cheats but also to use it as a scripting or programming tool. In this way, you can change all sorts of parameters of the gameplay to your liking. But before you can start using this tool, here’s how to activate the console in Factorio :

  • Start the game and load your save.
  • Press either the “/” or the “~” (tilde) key to open the console.
  • Enter a command and press “Enter.”

Regular Console Commands

CommandsEffectsAdministrations
/alerts <enable/disable/mute/unmute> <alert>Enables, disables, mutes, or unmutes the given alert type.No
/clearClears the console.No
/color <color>Changes your color.No
/enable-research-queueEnables the research queue.Yes
/evolutionPrints info about the alien evolution factor.No
/help [command]Prints a list of available commands.No
/h [command]Same as /help.No
/mute-programmable-speaker <mute/unmute> <local/everyone>Mutes or unmutes the global sounds created by the Programmable Speaker.No
/perf-avg-frames <number>Number of ticks/updates used to average performance counters. Default is 100.No
/permissionsOpens the permissions GUI.Yes
/permissions <action> <parameters>Grants action permissions.Yes
/reset-tipsResets 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]Takes a screenshot with the GUI hidden, centered on the player.No
/seedPrints the starting map seed.No
/timePrints info about how old the map is.No
/toggle-action-loggingToggles logging all input actions performed by the game.Yes
/toggle-heavy-modeSlows down the game and make multiplayer unplayable.Yes
/unlock-shortcut-barUnlocks all shortcut bar items.No
/unlock-tipsUnlocks all tips and tricks entries.No
/versionPrints the current game version.No

Complex grid in Factorio

Multiplayer Console Commands

CommandsEffectsAdministrations
<message>Console is shown as a chat message to your team.No
/adminOpens the player management GUI.Yes
/adminsPrints a list of game admins.No
/ban <player> <reason>Bans the specified player.Yes
/bansPrints a list of banned players.No
/banlist <add/remove/get/clear> <player>Adds or removes a player from the banlist. Same as /ban or /unban.No
/configOpens the server configuration GUI.Yes
/config <get/set> <option> <value>Gets or sets various multiplayer game settings.Yes
/delete-blueprint-library <player>Deletes the blueprint library storage for the given offline player from the save file.Yes
/demote <player>Demotes the player from admin.Yes
/ignore <player>Prevents the chat from showing messages from this player.No
/ignoresPrints a list of ignored players.No
/kick <player> <reason>Kicks the specified player.Yes
/mute <player>Prevents the player from saying anything in chat.Yes
/mutesAll players that are muted can’t talk in chat.No
/open <player>Opens another player’s inventory.Yes
/o <player>Same as /open.Yes
/players [online/o/count/c]Prints a list of players in the game.No
/p [online/o/count/c]Same as /players.No
/promote <player>Promotes the player to admin.Yes
/purge <player>Clears all the messages from this player from the chat log.Yes
/reply <message>Replies to the last player that whispered to you.No
/r <message>Same as /reply.No
/server-saveSaves the game on the server in a multiplayer game.Yes
/shout <message>Sends a message to all players including other forces.No
/s <message>Same as /shout.No
/swap-players <player> [player]Swaps your character with the given player’s character.Yes
/unban <player>Unbans the specified player.Yes
/unignore <player>Allows the chat to show messages from this player.No
/unmute <player>Allows the player to talk in chat again.Yes
/whisper <player> <message>Sends a message to the specified player.No
/w <player> <message>Same as /whisper.No
/whitelist <add/remove/get/clear> [player]Adds or removes a player from the whitelist.No

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Scripting Console Commands

The scripting commands are available to all players if allowed by the administrator, adding and changing various game scripts. With the help of these cheats, I’m able to add all sorts of items to the game via the scripting commands that are all listed in this comprehensive Steam guide .

Activate your cheats via the commands below and start adding scripts for items and their quantities. But I must warn you that as soon as you start using these cheats, all achievements will be automatically deleted from your save file.

CommandsEffects
/cheat <all>Researches all technologies and enables cheat mode.
/command <command>Executes a Lua command.
/c <command>Same as /command.
/editorToggles the map editor.
/measured-command <command>Executes a Lua command and measures time it took.
/mc <command>Same as /measured-command.
/silent-command <command>Executes a Lua command without printing it to the console.
/sc <command>Same as /silent-command.

That’s it for my list of all Factorio console commands and cheats . Stay tuned for more Factorio tips and tricks articles, including a Complete Guide to Oil Processing .

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Research , accessed by pressing T, allows for more advanced technologies, machines and enhancements. Research can be performed in labs and uses Science Packs . Many only require Science Packs 1 and 2 but some, such as laser turrets, require millitary and Science Pack 3 in order to research.

The research screen uses a tree structure where by unlocking options via researching, further researchable utilities/features/machines will be unlocked.

  • Green entries have already been researched thus technologies are available
  • Orange entries can be researched
  • Red entries are not yet available as other technologies further up in the tree must be researched first to unlock

Deutsch

Science pack

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.

Type Recipe Total raw
+ + →
+ + →
+ + + →
+ + + →
+ + + →
+ + + →
per launched

Or, broken down into the most basic components:

Per 1 Total raw

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.

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research all factorio

Friday Facts #376 - Research and Technology

Hello, This week we will talk about some technology and research related changes coming in 2.0 and the Space Age expansion.

Quality clarifications kovarex

It was rather interesting to read the reactions to the last FFF-375 about quality. It sparked a lot of debate and we noticed a lot of misconceptions about it. So we would like to address some of the biggest ones:

  • When you don't put quality modules somewhere, everything works as before, so you don't have to sort everything everywhere as some people thought.
  • The random aspect of the mechanic seems to be very upsetting to a lot of people. I have to agree, that there are a lot of situations where I hate the randomness in games, but the context really matters greatly. For example, I decided to never ever play Settlers of Catan again, as the random dice can decide the winner of the game way too often for my liking. But the Factorio case is very different. The reason is, that you rarely depend on the random result, because you (hopefully) produce at a large scale and the law of large numbers will just transform probabilities into ratios. The more you produce the more it evens out.
  • The core of what makes Factorio good is that the horrible huge grind you would need to get all the resources can be mitigated by automation. It is quite similar with quality, as the annoyance of the grind and unpredictability related to randomness in other games can be just pummeled by the sheer output of your Factory.
  • The most simple approach is to produce all the ingredients in normal quality. So most of the Factory (typically) produces non-quality stuff and mainly provides for research (non-quality) and the huge amount of items to be processed by the small quality part. In our playthroughs, the parts of the factory which were dealing with the quality were less than 5% of the whole Factory, so don't worry about being forced to solve all the mixed quality items everywhere.
  • The names are the easiest thing to change. Maybe I don't take myself and the game too seriously and found it amusing, but if we had a very good counter-proposal which feels good and is clear when it comes to tiers, we can still change it.
  • The fact that there isn't just "the one" blueprint for circuits, etc., because it depends on the stage of the game and your dedication to quality is something we see as an improvement. Either you have more blueprints for different stages of the game, or you have to improvise more. And mainly, if you actually shoot for the best setups, you can still have the same approach as with beacons, that you build for a legendary setup and just accept that it is not perfect now and upgrade it as you get more of the good items, very similar with beacon setups before full tier-3 modules are available.
  • I used the "it's optional" argument, but I didn't mean it as an excuse for "It's shitty but it's ok, because you don't have to use it". I understand that if the mechanics provide an upgrade, you can't say it is optional, as our gamer-optimizer brains are just programmed to progress to better stuff. And it is painful to decide to ignore some better stuff just because I don't like the mechanics to get there. This leads to the biggest proverb we always repeat: "The best strategy needs to be fun". The main part of the optionality was that you decide optionally where and when you want to use it. There are still players who prefer to play without beacons and modules, so some small value in the optionality for these exist as well.
  • The last very frequent opinion was, that it would be better use this opportunity to introduce a lot of interesting custom recipes to get all the qualities of different items. But avoiding this was the cornerstone of the design. I can only design the game around what I enjoy, and I just don't enjoy having to keep track of a huge number of unique recipes, which all work technically basically the same. The fact, that the most simple approach (mostly) means using similar blueprint to produce different kind of quality items is generally a goal, as it helps to downscale the time investment needed to progress, since this is just one of the expansion mechanics, and we want to keep the game time reasonable. I would compare it to repeating the design of rail intersections, no one is complaining, that they can repeat their blueprint in many places, because we have blueprints and construction robots to avoid the grind related to building repeating patterns. In other words, there is a relatively straightforward way to go through it and get the best items, but the design still allows for some very non-trivial custom setups if you want to optimize more and enjoy the theory-crafting. Easy to learn, hard to master.

Overall, the design was driven by our own enjoyment. We play the game and we don't want to bloat it with grindy clutter. I can't expect everyone to enjoy games the same way I do, it is okay and I respect that. But I believe there will be enough players who will enjoy the ride with us.

This is a simple build to create Assembling machine 3 in quality. If there's more than 100 of any quality, it recycles them hoping to get the next tier. The build only receives the basic ingredients from "the normal factory", and all of the quality complications remain here. In earlier stages you'll likely have just a few of these kinds of builds for items you prioritize the most, however with time you will likely add more of these. ...with which some more upcoming features might help you. ;)

Discovering new materials V453000

When it comes to how planets and especially their unique resources are discovered, we have realized problems with how Factorio has been doing this for a while now.

If a planet is unlocked by a technology on some science tier, then the starting resources of the planet would also be gated behind these same science packs - because what else, you don't have anything else available yet. This would mean that you could (and most typically would) already be researching ways to process the new unique resource that you have not even seen yet.

Another most fundamental conflict was that we wanted the progress on each planet to result in a single new science pack, resulting in a chicken-or-egg situation. The problem would be, this science pack should need most of the new unique processing steps on that planet, therefore you need to somehow get to discovering the processing first.

The alternative would have been that the science pack is made available immediately on arrival, but then it couldn't really be too interesting as it wouldn't include any of the processing you have discovered past that point. The science pack is the primary export for each planet, so in order to prevent planets being just simple mining outposts with a rocket silo, we wanted to make sure most of the processing contributes to produce such science pack.

We have tried to design and implement several approaches in various forms of temporary science packs and even special entities that would act as temporary laboratories, but all of them were just adding mess that wasn't useful afterwards, as it was just a stepping stone to get back to producing a proper science pack that you would eventually ship back to laboratories on your home planet.

Trigger technologies

  • Mining an entity
  • Crafting an item/fluid
  • Launching a rocket with a certain item

This means that each time you land on a planet, you discover and exploit its new resources in a way that feels quite natural, as everything happens while you're actually there.

This will make a lot more sense with specific examples once we show you the actual planets and not just this technical background, but there's more...

We can apply this elsewhere

As we're sure you remember, there are times even in the base game where you do discover new resources - specifically oil and uranium processing. Just like researching processing for a new resource on a different planet, it's similarly strange for the same reasons that you can research deep into oil refining tech tree while you haven't even seen a crude oil patch yet, or unlocking nuclear reactors without having met uranium.

research all factorio

Now in order to really get into oil processing, you will need to have touched some crude oil. This helps prevent the situation where especially in the "green science" tier, a lot of players would research very far ahead from what their factory can currently process, and then later feel discouraged seeing all the piled up recipes to work through.

There's more coming from this - when you crash land on the very first planet! Why does the player immediately know how to craft steam engines, inserters, transport belts? It always feels much better in games when your progression starts as low as possible and you can earn all of the things in the process, which makes it all feel much more deserved in the end.

With the triggers, we could create new technologies for even basic things like pipes, early power generation, labs and the Automation science pack.

research all factorio

Some unlocks, like electric mining drill, radar or repairs packs don't need to be available at the very beginning, so in turn we could add them into their own new "red science" technologies.

research all factorio

As a result, the following will be all of your starting recipes. Getting back to having unlocked all the recipes you are used to at the start doesn't really take any extra time than previously - the early trigger technologies only require a minimal amount of items to be crafted. But it still contributes to making the progression feel better.

research all factorio

As will become apparent with more things in future FFFs, during the development of the expansion we have arrived to various topics just like this one which stretched beyond the acceptable weirdness threshold , and had to address it in Space Age. The improvements also impacted the base game in a good way - and we are certain that mods will make good use of this as well.

Research queue always on Klonan

Research queue was a feature that was long requested, and after initially adding it, some playtesting of the game with the feature enabled led us to feel that it had some significant drawbacks ( FFF-254 ). After some more playtesting and community feedback, we settled on a compromise whereby the research queue can be enabled with a map setting when starting the game ( FFF-255 ).

This was okay, but it came with its own problems. A major source of frustration was when you would start the game, play for a while, only to realize after a few hours that you (or your friend who started the server) forgot to enable the research queue. There was no way to enable the queue after starting without using console commands, which would disable achievements.

research all factorio

During 1.1 development, we wanted to address the problem of new recipe discoverability a little bit better, so we added the recipe notifications ( FFF-363 ). The recipe notifications meant that one of the initial negatives of the research queue (for new players and discovering items) was no longer present.

Over the years there have also been a fair share of bugs related to the research queue that we have had to fix, and having 2 code paths and GUI layouts in all the places (Queue vs No Queue) was becoming annoying. In the end we decided to just completely embrace the research queue, and remove all the code related to not having it enabled. So now it is always on and you cannot turn it off, there is no off. There is no longer the strange 'After you launch the rocket' condition for the queue, and no longer will you ever forgot to enable it before starting the game.

Productivity researches Klonan

We wanted to add some more infinite technologies, and also reduce the resource pressure as the game goes along. The mining productivity is great, and it works very well, but it doesn't give the player much choice in the end-game. The other infinite technologies are more specialized, lots of combat ones, but other than maybe worker robot speed, not much for your production.

So we added a new type of productivity research, the recipe productivity research. Each level will increase the 'built-in' productivity of certain recipes, such as steel, processing units, rocket control units, etc.

research all factorio

We also wanted to let you unlock something super powerful for the end-game, which led us to the idea of the research productivity. Each level will increase the built-in productivity of your labs, and as you might know, that is the most effective place for your productivity modules already. It will require the end-game resources, of which details will come in some future FFFs.

As always, let us know what you think at the usual places.

research all factorio

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IMAGES

  1. Best research layout : factorio

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  2. Factorio Tutorial #4 Research Layout : r/factorio

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  3. Finally finished all research! : r/factorio

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  4. Researching Factorio…For Science

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  5. Pesquisas

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  6. Grid based research. Quite happy with the speed. : r/factorio

    research all factorio

VIDEO

  1. Factorio Спустя 10 Часов

  2. Factorio Gameplay Part 1

  3. Early Game, Big Base

  4. Factorio, but Everything is RANDOMIZED

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  6. Factorio, But all of the buildings are 1x1!

COMMENTS

  1. Console

    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 → Controls → 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 ...

  2. Research

    The time T it will take to research a particular technology is given by: . T = (T[0] × P) ÷ (L × S) seconds, where: T[0] is the time cost per unit (as shown in Research screen) P is the price of the research, in units (as shown in Research screen); L is the number of labs used; S is lab speed, which is given by: (1 + B[r]) × (1 + M[r]), where B[r] is the total research speed modifier from ...

  3. "research all" command

    /cheat or /c game.forces.player.research_all_technologies() Top. patfly Inserter Posts: 32 Joined: Sun Feb 15, 2015 11:33 am. Re: "research all" command. ... ↳ Discover Factorio Wiki; ↳ Discover Others Creations; ↳ Discover Mods; ↳ Discover Tools Around Factorio; ↳ Technical Help; ↳ Bug Reports;

  4. How to research everything with one command? : r/factorio

    It should be: /c game.player.force.research_all_technologies () or: /c game.local_player.force.research_all_technologies () Reply reply. Dr_Gage. •. Have you tried the test mode mod? it has an option to research everything with one click. It also allows you to spawn items to you inventory and warp to locations.

  5. Complete Research in Console

    Re: Complete Research in Console. by slpwnd » Tue Feb 25, 2014 8:46 pm. Code: Select all. game.player.force.researchalltechnologies() or just play the sandbox scenario and ask for all the technologies (and possibly a starting chestin) in the initial dialog. rlerner.

  6. is there a cheat or command to unlock all of the research tree?

    There is a console code to unlock research but you'd have to Google it. I would say though that the research is designed to ease players into the game. If you're immediately given every tool, it can be overwhelming. I would suggest just playing through the vanilla game. If you get stuck, come and ask us.

  7. Technologies

    While most technologies in Factorio are either one-off or have a finite, relatively small number of levels available, a few are "infinite", meaning the player can research as many levels as they can afford. All of them unlock bonuses to existing technologies, never new structures or abilities. The per-level bonuses are constant for a particular ...

  8. Factorio console commands guide

    To access Factorio's console, all you have to do is hit the "/" key while in-world. If this doesn't work, you can check (or assign) which key to press by opening the menu and navigating to Settings->Controls->Basic Interaction->Toggle chat (and Lua console). For a list of basic commands, simply type " /help " into the console, and you'll be ...

  9. research console commands

    research console commands Post by CloSteam » Wed Sep 28, 2016 5:01 pm i have tried using several of the console commands on the wiki to unlock all research with little succes... the only one that works is the one for an individual tech... did the all_tech command get changed or removed...

  10. Guide :: Factorio

    Research all technologies. Simply research the entire tech tree. There are also a few researches (like weapon damage) which can be researched indefinitely, marked with the infinity symbol (∞). In that case you only need to research till the point the endless cycle begins. For example, if a research shows "5-∞", you need to research that ...

  11. All The Sciences (Tileable)

    All The Sciences (Tileable) - Factorio Blueprints

  12. what to do after finishing all researches? : r/factorio

    Start to build train systems to bring resources from far away, make a small army of spidertrons to be able to reach those places infested by bitters, install mods, and so on. The only time all researches are finished is when you go past the 64-bit integer limit. 128-bit factorio has joined the chat.

  13. All Factorio Console Commands and Cheats

    Here, I list all Factorio console commands and cheats, including a list of special scripts that can add various items to your game. Recommended Videos. All Console Commands and Cheats in Factorio. ... Enables the research queue. Yes /evolution: Prints info about the alien evolution factor. No /help [command] Prints a list of available commands ...

  14. how do you research? :: Factorio General Discussions

    Top right corner of screen: "press T to start new research", or click there if you prefer. Once you're in there it wil show you what kind (colours) of packs you need for what you want to research. The other packs will be needed later ingame as you progress; they all go in the research lab(s), You can have multiple running at once to speed ...

  15. How do I un-research everything? :: Factorio General Discussions

    The author of this thread has indicated that this post answers the original topic. For the record: you can also use the command /editor (as long as you don't have installed Editor Extensions**) and then go to the research tree window, and click the button Un-Research (only appears when editor mode is on.) Same also work for instant researching ...

  16. Research

    Research, accessed by pressing T, allows for more advanced technologies, machines and enhancements. Research can be performed in labs and uses Science Packs. Many only require Science Packs 1 and 2 but some, such as laser turrets, require millitary and Science Pack 3 in order to research. The research screen uses a tree structure where by unlocking options via researching, further researchable ...

  17. r/factorio on Reddit: What is the best way to supply all the science

    Then you expand labs to the right, and just have inserters from the left lab feed towards the right lab. This covers 6 science, 2 per belt. Use inserters to pick the science packs off of belts, and then place them into the labs. You can also put inserters between labs to move science packs through them.

  18. Science pack

    Science pack - Official Factorio Wiki

  19. Friday Facts #376

    Friday Facts #376 - Research and Technology. Posted by kovarex, V453000, Klonan on 2023-09-15. Hello, This week we will talk about some technology and research related changes coming in 2.0 and the Space Age expansion.

  20. what is the most optimal order of research! :: Factorio New Players

    Major researches to aim for would be automation 1/2/3, logistics 1/2 (and 3 when you got oils done), smelting, adv. oil processing (to get rid of the excess light.heavy oil), lasers, modular armor parts, stack inserter/bonuses. #1. The Chaotic Coder Jul 31, 2018 @ 4:02pm. I like to go for trains as soon as possible.

  21. Does anyone know the total amount of each science pack ...

    Community-run subreddit for the game Factorio made by Wube Software. ... Question I'm just curious to know the total amount of science packs that are necessary to research everything. After googling I only found the minimum number to launch a rocket, rather than the total amount you will need of each pack to research everything. Thank you for ...

  22. Best research layout : r/factorio

    Community-run subreddit for the game Factorio made by Wube Software. Best research layout. So, I noticed today that Factorio reached the glorious release 1.0.0, and I decided to come back to the game and attempt to go more than green science pack level this time to celebrate. Now, I know this question has been asked a lot, but everything I ...

  23. r/factorio on Reddit: [Question] How do I remove specific researched

    I'm looking for console command to do it. I know how to research all techs, but not how to control specific techs. Say, I have researched Laser turret shooting speed 4 - and I want to 'unresearch it', so I can research it again. Purpose of this is testing some changes/balancing a mod.