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This page follows up on the Wiki Home Page. Other pages are listed here in multiple ways to make them more discoverable.
These pages offer info when exploring the wider context of the mod.
Wiki pages are more detailed than docs pages and are open to editing by all GitHub users.
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Frequently Asked Questions - Common questions and answers
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Factorio Access Features - Comprehensive overview of mod features
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Launcher Features - Details about the launcher features including map setup
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Compass Valley - Info about the optional map preset that has the same geography and settings for everyone (while normally maps are randomly generated)
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Compatible Other Mods - Mods that work well with Factorio Access
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Game Console - Using the Factorio console for debugging and commands
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About Game Sounds - Understanding Factorio's sound design
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Mod History - The project's journey and evolution
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Contributing - How to contribute to Factorio Access
The main repo has some essential GitHub pages such as the README and the changelog,
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FA README - Introductory info to start from
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FA Changelog - When mod updates are released, the changes are explained here
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FA Tutorial Transcript - The text for the in-game tutorial, which itself works like a mini in-game wiki
Docs (documentation) pages are main repo pages about game controls and accompanying explanations. They are written by developers and tightly version controlled to keep them in sync with the code.
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Docs: Basics - Movement, cursor, scanner, teleportation, and core controls
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Docs: User Interface - Inventory, crafting, technologies, and menu navigation
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Docs: Rails - Train controls, rail building, and signals
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Docs: Combat - Weapons, combat controls, and military features
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Docs: Blueprints and Planners - Blueprint controls and planner tools
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Docs: Circuit Network - Circuit network controls and combinators
The overview page gives a comprehensive summary while other pages get into details of specific features.
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Mod Cursor Features - How the cursor works, modes, shortcuts, and building
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Scanner Tool - Finding entities, filters, and navigation
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Travel Points - Fast travel system and bookmarks
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Kruise Kontrol - Automated character actions
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Audio Features - Audio cues, alerts, and sound design
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Syntrax Language - Pattern recognition for belts, rails, and pipes
These pages present aspects and mechanics of Factorio. They are grouped by the tech tree era in which they are unlocked. Multi-level topics such as transport belts and oil processing have been split across two pages each.
- Planet Nauvis
- Natural Resources
- Mining
- Furnaces
- Chests
- Inserters
- Transport Belt Basics
- Fluid Handling Basics
- Steam Power and Electric Grids
- Early Game Combat
- Pollution
- Enemies
- Labs and Technologies
- Assembling Machines
- Transport Belt Systems
- Paved Paths
- Blueprints and Planners
- Walls and Turrets
- Radars and Charting
- Cars and Tanks
- Trains
- Fluid Handling Systems
- Oil Logistics and Basic Processing
- Solar Power and Accumulators
- Modules
- Circuit Networks
- Armor Equipment and Guns
- Combat Robots
This is an alternative grouping format where all systems that serve the same purpose are grouped together. Each page links to its tech era context.
Transport and movement of materials, items, and the player.
- Inserters (Pre-Science)
- Transport Belt Basics (Pre-Science)
- Transport Belt Systems (Automation Science)
- Fluid Handling Basics (Pre-Science)
- Fluid Handling Systems (Logistics Science)
- Cars and Tanks (Logistics Science)
- Trains (Logistics Science)
- Worker Robots Basics (Chemical Science)
- Logistic Network Systems (Lategame)
- Spidertrons (Lategame)
Extracting, processing, and manufacturing resources and products.
- Planet Nauvis (Pre-Science)
- Natural Resources (Pre-Science)
- Mining (Pre-Science)
- Furnaces (Pre-Science)
- Chests (Pre-Science)
- Assembling Machines (Automation Science)
- Oil Logistics and Basic Processing (Logistics Science)
- Advanced Oil Processing (Chemical Science)
Generating and distributing electricity.
- Steam Power and Electric Grids (Pre-Science)
- Solar Power and Accumulators (Logistics Science)
- Nuclear Power (Chemical Science)
Unlocking new capabilities through research.
- Labs and Technologies (Automation Science)
- Rocket Construction and Space Science (Lategame)
Protecting your factory and dealing with threats.
- Early Game Combat (Pre-Science)
- Pollution (Pre-Science)
- Enemies (Pre-Science)
- Walls and Turrets (Automation Science)
- Radars and Charting (Automation Science)
- Armor Equipment and Guns (Logistics Science)
- Combat Robots (Logistics Science)
Optimizing, controlling, and planning your factory.
- Paved Paths (Automation Science)
- Blueprints and Planners (Automation Science)
- Modules (Logistics Science)
- Circuit Networks (Logistics Science)
- Beacons (Lategame)
- Machine Status Signals - Understanding machine working, caution, and error states
- Factory Building Guidance - Community tips and best practices for factory design
- Ratios Cheat Sheet - Production ratios and machine counts
- Early Game Milestones - Goals and progression markers for new players
- Planet Nauvis
- Natural Resources
- Mining
- Furnaces
- Chests
- Inserters
- Transport Belt Basics
- Fluid Handling Basics
- Steam Power and Electric Grids
- Electric Poles and Grids
- Early Game Combat
- Pollution
- Enemies
- Labs and Technologies
- Assembling Machines
- Transport Belt Systems
- Paved Paths
- Blueprints and Planners
- Walls and Turrets
- Radars and Charting
- Cars and Tanks
- Trains
- Fluid Handling Systems
- Oil Logistics and Basic Processing
- Solar Power and Accumulators
- Modules
- Circuit Networks
- Armor Equipment and Guns
- Combat Robots