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----
----
{{Languages}}
== Overview ==
The '''Console''' is Factorio's command-line interface.
The in-game console is used for:
* Chatting with other players
* Running commands / scripts / cheats
* Occasional status updates
There are three types of command:
* '''Multiplayer''' - message filtering, banning users, etc.
* '''Information''' - display various information about the game
* '''Scripting/Cheating''' - run small Lua scripts (but they <span style="color:#FF0000">disable achievements for the save game</span>)
=== Using the console ===
The console display can be toggled with the {{keybinding|/}} (slash) or {{keybinding|~}} (tilde) keys.
You can customize the keys via '''Options Menu -> Keyboard -> Toggle 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.
When 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. You can set the fade out time via '''Options Menu -> Other Settings -> Message Delay'''.
If you want to immediately hide the console, open the console and then press '''Escape''' key (or press '''Return''' without entering any message/command).
This not only closes the console, but it also hides all the recent messages/commands.
The console can be cleared with the '''/clear''' command.
Note that the console can also accept raw Lua code as well as game commands.
=== Console history ===
The console has an inbuilt history; it's a bit like a text editor where only one line of text is displayed at a time.
Use the {{keybinding|&uarr;}} and {{keybinding|&darr;}} keys to scroll through the console history.
Use the {{keybinding|&larr;}} and {{keybinding|&rarr;}} keys to cursor through the currently displayed message or command, which you can edit (delete, insert, etc.) and resend (by pressing '''Return''').
The {{keybinding|Tab}} key will auto-complete commands and player ids.
== Multiplayer Chat ==
Send private message to specific player with '''/whisper''' (or '''/w'''):
<syntaxhighlight lang="lua">
/whisper <playerId> <message>
</syntaxhighlight>
Reply to the most recently received private message with '''/reply''' (or '''/r'''):
<syntaxhighlight lang="lua">
/reply <message>
</syntaxhighlight>
Group chat works like this:
<syntaxhighlight lang="lua">
hello my team!
</syntaxhighlight>
<syntaxhighlight lang="lua">
/s hello all players!
/shout same as /s
</syntaxhighlight>
These are just the main chat features - there are also options for banning, ignoring and muting players; see the console '''/help''' for a full list.
== Commands ==
To see a list of all available commands, enter '''/help''' (or '''/h''') in to the console.
The available commands will depend on Factorio version and game setup.
<syntaxhighlight lang="lua">
/help
</syntaxhighlight>
In [https://forums.factorio.com/viewtopic.php?f=3&t=32248 Factorio 0.14.4 and later], the '''/help''' command will just display a list of commands - to get full details for a command add the command name (without slash) after '''/help''' (or '''/h'''), for example if you want help on the '''/evolution''' command, you'd type:
<syntaxhighlight lang="lua">
/h evolution
</syntaxhighlight>
=== Scripting and cheat commands ===
You can run Lua script commands via the console.
It works similarly to any command line interface or the JavaScript console for your browser.
This is a very powerful feature, which also allows cheating, and as such <span style="color:#FF0000">achievements will be permanently disabled for the save</span> as soon as you use a script command.
To run a script, prefix it with '''/command''' (or '''/c'''), for example:
<syntaxhighlight lang="lua">
/c game.player.print 'hello me!'
</syntaxhighlight>
In a multiplayer game, only admins are able to use commands, and the command will be echoed to all other players.
Multiplayer server admins can use '''/silent-command''' (only via RCON/server console) instead of '''/c''' to avoid the command being echoed to all players.
<syntaxhighlight lang="lua">
/silent-command game.player.print 'only admins can use (and see) silent commands'
</syntaxhighlight>
Mod developers can also take advantage of the special '''/measured-command''' which is like '''/c''' but will time how long the command takes to run.
This is very useful for performance tuning scripts.
<syntaxhighlight lang="lua">
/measured-command game.player.print 'how much time does this take to run?'
</syntaxhighlight>
The game ignores newlines when pasting "scriptlets" in the console.
This means they can be written in a human readable form in an editor and copy/pasted into the console, making understanding and editing a bit easier.
== Basic Command Examples ==
=== Large Screenshots ===
This is how you would take a large HD screenshot.
The file is put into a folder called "script-output", which is located in the same location as the mods folder, the [[application directory]].
These pictures can be quite large.
<syntaxhighlight lang="lua">
/c game.take_screenshot{<parameter>=<value>,...}
</syntaxhighlight>
The command takes the following parameters:
* showgui - Boolean value, true or false. True if GUIs should be included in the screenshot.
* resolution - Takes an x and y, in the form {x = ''<x-size>'', y = ''<y-size>''}.
* show_entity_info - Boolean value, true if alt info should be shown in the screenshot.
* zoom - The zoom level. 1 is normal, 2 is zoomed in to half the area, 0.5 is zoomed out to twice the area, etc.
Example, this takes a 1000x1000 screenshot with alt-mode on, but without the gui, at zoom level 2:
<syntaxhighlight lang="lua">
/c game.take_screenshot{resolution = {x = 1000, y = 1000}, zoom = 2, show_entity_info = true}
</syntaxhighlight>
=== Use it as calculator ===
<syntaxhighlight lang="lua">
/c game.player.print(1234*5678)
</syntaxhighlight>
=== Mine faster ===
<syntaxhighlight lang="lua">
/c game.player.force.manual_mining_speed_modifier=1000
</syntaxhighlight>
=== Craft faster ===
<syntaxhighlight lang="lua">
/c game.player.force.manual_crafting_speed_modifier=1000
</syntaxhighlight>
=== Unlock and Research all Technology ===
<syntaxhighlight lang="lua">
/c game.player.force.research_all_technologies()
</syntaxhighlight>
Undo this with the command in the next section.
=== Unresearch all technologies ===
This does not reset manually applied bonuses
<syntaxhighlight lang="lua">
/c for _, tech in pairs(game.player.force.technologies) do
tech.researched=false
game.player.force.set_saved_technology_progress(tech, 0)
end
</syntaxhighlight>
=== Reset your force ===
This resets all data for your force, including kill and production statistics, technologies, bonuses and charting status.
<syntaxhighlight lang="lua">
/c game.player.force.reset()
</syntaxhighlight>
=== Zoom beyond normal bounds ===
Note that zooming too far out can cause performance hits. Be careful.
<syntaxhighlight lang="lua">
/c game.player.zoom=0.1
</syntaxhighlight>
=== Played time ===
This command says how many hours, minutes and seconds are you played.
<syntaxhighlight lang="lua">
/time
</syntaxhighlight>
== Inventory Manipulation ==
=== Refill resources (refill oil, iron etc.) ===
While holding the cursor over a resource tile in-game
<syntaxhighlight lang="lua">
/c game.player.selected.amount=7500
</syntaxhighlight>
=== Add items to the player's inventory ===
Replace iron-plate with the internal name of the item desired.
<syntaxhighlight lang="lua">
/c game.player.insert{name="iron-plate", count=100}
</syntaxhighlight>
For instance, here's a god-mode energy system interface:
<syntaxhighlight lang="lua">
/c game.player.insert{name="electric-energy-interface"}
</syntaxhighlight>
Add a powerful armor with equipment:
<syntaxhighlight lang="lua">
/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 = "fusion-reactor-equipment"})
p_armor.put({name = "fusion-reactor-equipment"})
p_armor.put({name = "fusion-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"})
</syntaxhighlight>
=== Cheat mode ===
Allows for infinite free crafting. Disable by replacing true with false.
<syntaxhighlight lang="lua">
/c game.player.cheat_mode=true
</syntaxhighlight>
== World Manipulation ==
=== Reveal the map around the player ===
Reveals the map around the player, similar to a [[radar]].
<syntaxhighlight lang="lua">
/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}})
</syntaxhighlight>
or from start position
<syntaxhighlight lang="lua">
/c game.forces.player.chart(game.player.surface, {{x = -2000, y = -2000}, {x = 2000, y = 2000}})
</syntaxhighlight>
Change 150 to the desired radius, higher values take longer.
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.
<syntaxhighlight lang="lua">
/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
</syntaxhighlight>
=== Turn off night ===
Enables eternal day.
<syntaxhighlight lang="lua">
/c game.player.surface.always_day=true
</syntaxhighlight>
=== 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.
<syntaxhighlight lang="lua">
/c game.speed=X
</syntaxhighlight>
=== Expensive (marathon) or normal mode ===
To change from normal to expensive mode preset (this changes the research cost and intermediate product cost):
<syntaxhighlight lang="lua">
/c game.difficulty_settings.recipe_difficulty=1
game.difficulty_settings.technology_difficulty=1
game.difficulty_settings.technology_price_multiplier=4
</syntaxhighlight>
To change back to normal:
<syntaxhighlight lang="lua">
/c game.difficulty_settings.recipe_difficulty=0
game.difficulty_settings.technology_difficulty=0
game.difficulty_settings.technology_price_multiplier=1
</syntaxhighlight>
=== Freeze Time Passage ===
Stops the advancement of the time if you replace "BOOL" with "true" or unfreezes it if you replace it with "false".
<syntaxhighlight lang="lua">
/c game.player.surface.freeze_daytime=BOOL
</syntaxhighlight>
=== Remove all pollution ===
<syntaxhighlight lang="lua">
/c game.player.surface.clear_pollution()
</syntaxhighlight>
=== Disable friendly fire for your force ===
<syntaxhighlight lang="lua">
/c game.player.force.friendly_fire = false
</syntaxhighlight>
=== Add new resource patch ===
This creates a new 11x11 patch of resources, centered on the player character.
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".
<syntaxhighlight lang="lua">
/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
surface.create_entity({name="stone", amount=ore, position={game.player.position.x+x, game.player.position.y+y}})
end
end
</syntaxhighlight>
=== Add new oil patch ===
This creates 9 crude oil patches in a 3x3 square.
<syntaxhighlight lang="lua">
/c for y=0,2 do
for x=0,2 do
game.player.surface.create_entity({name="crude-oil", amount=5000, position={game.player.position.x+x*7-7, game.player.position.y+y*7-7}})
end
end
</syntaxhighlight>
or randomly without any collision:
<syntaxhighlight lang="lua">
/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=5000, position=position})
end
end
</syntaxhighlight>
=== Count entities ===
Counts all entities whose name includes the string in local entity.
<syntaxhighlight lang="lua">
/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)
</syntaxhighlight>
=== Emptying all pipes and underground pipes ===
Useful when pipes contain a fluid you dont want.
<syntaxhighlight lang="lua">
/c local surface = game.player.surface
local deleted=0
for key, entity in pairs(surface.find_entities_filtered({force=game.player.force})) do
if string.find(entity.name, "pipe") then
for i=1,#entity.fluidbox do
deleted = deleted + 1
entity.fluidbox[i] = nil;
end
end
end
game.player.print("Pipes emptied: "..deleted)
</syntaxhighlight>
== Enemy/Evolution ==
=== Check how far the biters have evolved ===
Note that commands that do not start with "/c" do not disable achievements.
<syntaxhighlight lang="lua">
/evolution
</syntaxhighlight>
=== Set evolution factor ===
Ranges from 0 (new game) to 1.
<syntaxhighlight lang="lua">
/c game.forces["enemy"].evolution_factor=X
</syntaxhighlight>
=== Disable time-based evolution & increases pollution-based evolution ===
<syntaxhighlight lang="lua">
/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
</syntaxhighlight>
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 and worms, spawners will not be killed.
<syntaxhighlight lang="lua">
/c game.forces["enemy"].kill_all_units()
</syntaxhighlight>
=== 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 explored world, so any unexplored parts of the map which still need to be generated will still have enemies.
<syntaxhighlight lang="lua">
/c local surface=game.player.surface
for key, entity in pairs(surface.find_entities_filtered({force="enemy"})) do
entity.destroy()
end
</syntaxhighlight>
=== Enable peaceful mode ===
Peaceful mode prevents biter attacks until provoked. Substitute false for true to disable.
<syntaxhighlight lang="lua">
/c game.player.surface.peaceful_mode=true
</syntaxhighlight>
=== Disable biter expansion ===
This prevents biters from creating new spawners.
<syntaxhighlight lang="lua">
/c game.map_settings.enemy_expansion.enabled=false
</syntaxhighlight>
== Player Character ==
Commands concerning the player directly.
=== Get Player Position ===
Prints coordinates of your current position.
<syntaxhighlight lang="lua">
/c game.player.print(game.player.position.x .. ", " .. game.player.position.y)
</syntaxhighlight>
=== 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.
<syntaxhighlight lang="lua">
/c game.player.teleport({X, Y})
</syntaxhighlight>
To teleport to the world's origin, use 0,0.
=== Change Player color ===
Note that commands that do not start with "/c" do not disable achievements. Replace COLOR with the name of a color. Available names are: Black, blue, brown, cyan, gray, green, orange, pink, purple, red, white, acid and yellow. The color can also be set to an [[:Wikipedia:RGBA_color_space|RGBA value]].
<syntaxhighlight lang="lua">
/color COLOR
/color r g b a
</syntaxhighlight>
=== Enable god mode ===
God mode removes your player character allowing you to fly over obstacles and take no damage.
Disassociate your controls from the player:
<syntaxhighlight lang="lua">
/c game.player.character=nil
</syntaxhighlight>
Then, hover the mouse over the useless player and destroy it by typing:
<syntaxhighlight lang="lua">
/c game.player.selected.destroy()
</syntaxhighlight>
To undo, spawn a player character. This will spawn a new player at the spawn point of the world, and connect your controls to it.
<syntaxhighlight lang="lua">
/c game.player.create_character()
</syntaxhighlight>
== Research ==
=== Enable faster research ===
<syntaxhighlight lang="lua">
/c game.player.force.laboratory_speed_modifier=1
</syntaxhighlight>
1 is normal speed, 2 is double speed 3 is triple etc. I think it goes up to 100.
=== Researching specific technologies ===
The internal technology names can be found in the infoboxes on their respective pages, click on the little arrow to show them.
<syntaxhighlight lang="lua">
/c game.player.force.technologies['electric-energy-distribution-1'].researched=true
/c game.player.force.technologies['steel-processing'].researched=true
</syntaxhighlight>
=== Unresearching specific technologies ===
The internal technology names can be found in the infoboxes on their respective pages, click on the little arrow to show them.
<syntaxhighlight lang="lua">
/c game.player.force.technologies['electric-energy-distribution-1'].researched=false; game.player.force.set_saved_technology_progress('electric-energy-distribution-1', 0)
/c game.player.force.technologies['steel-processing'].researched=false; game.player.force.set_saved_technology_progress('steel-processing', 0)
</syntaxhighlight>
=== Enabling specific recipes ===
The internal recipe/item names can be found in the infoboxes on their respective pages, click on the little arrow to show them.
<syntaxhighlight lang="lua">
/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
</syntaxhighlight>
Enable all recipes
<syntaxhighlight lang="lua">
/c for name, recipe in pairs(game.player.force.recipes) do recipe.enabled = true end
</syntaxhighlight>
=== Finish research immediately ===
<syntaxhighlight lang="lua">
/c for name,technology in pairs(game.player.force.technologies) do technology.researched=technology.enabled end
</syntaxhighlight>
== Command Line Parameters ==
'''As of Game Version 0.15.13'''
Command line parameters can be used to set settings in the command line before the game launches, this is useful mainly for advanced users or server hosts.
General options:
  -h [ --help ]                      display help
  --version                          show version information
  -v [ --verbose ]                  enable verbose logging
  -c [ --config ] PATH              config file to use
  --no-log-rotation                  don't rotate log file
  --mod-directory PATH              Mod directory to use
  --check-unused-prototype-data      Print a warning for all prototype values that were not accessed
Running options:
  -s [ --map2scenario ] arg          map to scenario conversion
  -m [ --scenario2map ] arg          scenario to map conversion
  --apply-update arg                immediately apply update package
  --create FILE                      create a new map
  --map-gen-settings FILE            Map generation settings for use with --create. See data/map-gen-settings.example.json
  --map-settings FILE                Map settings for use with --create. See data/base/prototypes/map-settings.lua
  --preset arg                      Name of the map generation preset to be used.
  --generate-map-preview FILE        Generate preview images of the map
  --map-preview-size SCALE (=1,024)  Size (in pixels) of map preview
  --map-preview-scale SCALE (=1)    Scale (meters per pixel) of map preview
  --map-preview-offset X,Y (=0,0)    Offset of the center of the map, in meters
  --start-server FILE                start a multiplayer server
  --start-server-load-scenario FILE  start a multiplayer server and load the specified scenario
  --start-server-load-latest        start a multiplayer server and load the latest available save
  --until-tick TICK                  run a save until given map tick
  --mp-connect ADDRESS              start factorio and connect to address
  --load-game FILE                  start Factorio and load a game in singleplayer
  --benchmark FILE                  load save and run benchmark
  --benchmark-ticks N (=1,000)      number of ticks for benchmarking. Default is 1000
  --force-opengl                    use OpenGL for rendering
  --force-d3d                        use Direct3D for rendering
  --fullscreen BOOL                  start game in windowed mode (saved to configuration)
  --max-texture-size N              maximal size of texture that the game can use (saved to configuration). Should be power of two greater than 2048
  --graphics-quality arg            accepted values: normal, low, very-low
  --video-memory-usage arg          accepted values: all, high, medium, low
  --gfx-safe-mode                    resets some graphics settings to values that should work on most configurations
  --shader arg                      enable/disable shader postprocessing (saved to configuration)
  --disable-audio                    Disable audio. Mainly for faster startup during development.
Server options:
  --port N                          network port to use
  --bind ADDRESS[:PORT]              IP address (and optionally port) to bind to
  --rcon-port N                      Port to use for RCON
  --rcon-password PASSWORD          Password for RCON
  --server-settings FILE            Path to file with server settings. See data/server-settings.example.json
  --server-whitelist FILE            Path to file with server whitelist.
  --server-banlist FILE              Path to file with server banlist.
  --console-log FILE                Path to file where a copy of the server's log will be stored
  --server-id FILE                  Path where server ID will be stored or read from
=== Multiplayer ===
  --start-server SAVE
Will start a Headless (Dedicated) server, with no GUI.
  --mp-connect ADDRESS
ADDRESS is the IP:port of the remote host. Port is optional.
Examples:
  ./factorio --mp-connect 192.168.1.101
  ./factorio --mp-connect 192.168.1.101:2345
As above, port can be specified by placing the port number after a colon in the address.
  --map2scenario SAVE
Converts a save game to a User Scenario, allows saved game state to be loaded into map editor.
Assuming that save game name is "foo.zip", executing './factorio --map2scenario s1' will result in Factorio loading, opening the save file, and saving the scenario into the scenario folder.
== Modding tools ==
A list of the internal names of most things in the vanilla game can also be found on [[data.raw]].
=== Write all researched technologies to file ===
<syntaxhighlight lang="lua">
/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)
</syntaxhighlight>
=== Write all enabled recipes to file ===
<syntaxhighlight lang="lua">
/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)
</syntaxhighlight>
== See also ==
* http://lua-api.factorio.com/latest/ - Factorio API reference for latest version

Revision as of 08:14, 19 March 2018

作業場/workspace 日本語話者の方、マサカリ投げてくださると助かります


Overview

The Console is Factorio's command-line interface.

The in-game console is used for:

  • Chatting with other players
  • Running commands / scripts / cheats
  • Occasional status updates

There are three types of command:

  • Multiplayer - message filtering, banning users, etc.
  • Information - display various information about the game
  • Scripting/Cheating - run small Lua scripts (but they disable achievements for the save game)

Using the console

The console display can be toggled with the / (slash) or ~ (tilde) keys.

You can customize the keys via Options Menu -> Keyboard -> Toggle 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.

When 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. You can set the fade out time via Options Menu -> Other Settings -> Message Delay.

If you want to immediately hide the console, open the console and then press Escape key (or press Return without entering any message/command). This not only closes the console, but it also hides all the recent messages/commands. The console can be cleared with the /clear command.

Note that the console can also accept raw Lua code as well as game commands.

Console history

The console has an inbuilt history; it's a bit like a text editor where only one line of text is displayed at a time.

Use the and keys to scroll through the console history.

Use the and keys to cursor through the currently displayed message or command, which you can edit (delete, insert, etc.) and resend (by pressing Return).

The Tab key will auto-complete commands and player ids.

Multiplayer Chat

Send private message to specific player with /whisper (or /w):

/whisper <playerId> <message>

Reply to the most recently received private message with /reply (or /r):

/reply <message>

Group chat works like this:

hello my team!
/s hello all players!
/shout same as /s

These are just the main chat features - there are also options for banning, ignoring and muting players; see the console /help for a full list.


Commands

To see a list of all available commands, enter /help (or /h) in to the console. The available commands will depend on Factorio version and game setup.

/help

In Factorio 0.14.4 and later, the /help command will just display a list of commands - to get full details for a command add the command name (without slash) after /help (or /h), for example if you want help on the /evolution command, you'd type:

/h evolution

Scripting and cheat commands

You can run Lua script commands via the console. It works similarly to any command line interface or the JavaScript console for your browser.

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.

To run a script, prefix it with /command (or /c), for example:

/c game.player.print 'hello me!'

In a multiplayer game, only admins are able to use commands, and the command will be echoed to all other players.

Multiplayer server admins can use /silent-command (only via RCON/server console) instead of /c to avoid the command being echoed to all players.

/silent-command game.player.print 'only admins can use (and see) silent commands'

Mod developers can also take advantage of the special /measured-command which is like /c but will time how long the command takes to run. This is very useful for performance tuning scripts.

/measured-command game.player.print 'how much time does this take to run?'

The game ignores newlines when pasting "scriptlets" in the console. This means they can be written in a human readable form in an editor and copy/pasted into the console, making understanding and editing a bit easier.

Basic Command Examples

Large Screenshots

This is how you would take a large HD screenshot.

The file is put into a folder called "script-output", which is located in the same location as the mods folder, the application directory. These pictures can be quite large.

/c game.take_screenshot{<parameter>=<value>,...}

The command takes the following parameters:

  • showgui - Boolean value, true or false. True if GUIs should be included in the screenshot.
  • resolution - Takes an x and y, in the form {x = <x-size>, y = <y-size>}.
  • show_entity_info - Boolean value, true if alt info should be shown in the screenshot.
  • zoom - The zoom level. 1 is normal, 2 is zoomed in to half the area, 0.5 is zoomed out to twice the area, etc.

Example, this takes a 1000x1000 screenshot with alt-mode on, but without the gui, at zoom level 2:

/c game.take_screenshot{resolution = {x = 1000, y = 1000}, zoom = 2, show_entity_info = true}

Use it as calculator

/c game.player.print(1234*5678)

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 Technology

/c game.player.force.research_all_technologies()

Undo this with the command in the next section.

Unresearch all technologies

This does not reset manually applied bonuses

/c for _, tech in pairs(game.player.force.technologies) do 
	tech.researched=false
	game.player.force.set_saved_technology_progress(tech, 0)
end

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()

Zoom beyond normal bounds

Note that zooming too far out can cause performance hits. Be careful.

/c game.player.zoom=0.1

Played time

This command says how many hours, minutes and seconds are you played.

/time

Inventory Manipulation

Refill resources (refill oil, iron etc.)

While holding the cursor over a resource tile in-game

/c game.player.selected.amount=7500

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 god-mode energy system interface:

/c game.player.insert{name="electric-energy-interface"}

Add a powerful armor with equipment:

/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 = "fusion-reactor-equipment"})
	p_armor.put({name = "fusion-reactor-equipment"})
	p_armor.put({name = "fusion-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"})

Cheat mode

Allows for infinite free crafting. Disable by replacing true with false.

/c game.player.cheat_mode=true

World Manipulation

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 game.forces.player.chart(game.player.surface, {{x = -2000, y = -2000}, {x = 2000, y = 2000}})

Change 150 to the desired radius, higher values take longer.

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

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

Expensive (marathon) or normal mode

To change from normal to expensive mode preset (this changes the research cost and intermediate product cost):

/c game.difficulty_settings.recipe_difficulty=1
game.difficulty_settings.technology_difficulty=1
game.difficulty_settings.technology_price_multiplier=4

To change back to normal:

/c game.difficulty_settings.recipe_difficulty=0
game.difficulty_settings.technology_difficulty=0
game.difficulty_settings.technology_price_multiplier=1

Freeze Time Passage

Stops the advancement of the time if you replace "BOOL" with "true" or unfreezes it if you replace it with "false".

/c game.player.surface.freeze_daytime=BOOL

Remove all pollution

/c game.player.surface.clear_pollution()

Disable friendly fire for your force

/c game.player.force.friendly_fire = false

Add new resource patch

This creates a new 11x11 patch of resources, centered on the player character. 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
		surface.create_entity({name="stone", amount=ore, position={game.player.position.x+x, game.player.position.y+y}})
	end
end

Add new oil patch

This creates 9 crude oil patches in a 3x3 square.

/c for y=0,2 do
	for x=0,2 do
		game.player.surface.create_entity({name="crude-oil", amount=5000, 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=5000, position=position})
	end
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)

Emptying all pipes and underground pipes

Useful when pipes contain a fluid you dont want.

/c local surface = game.player.surface
local deleted=0
for key, entity in pairs(surface.find_entities_filtered({force=game.player.force})) do
	if string.find(entity.name, "pipe") then
		for i=1,#entity.fluidbox do
			deleted = deleted + 1
			entity.fluidbox[i] = nil;
		end
	end
end
game.player.print("Pipes emptied: "..deleted)

Enemy/Evolution

Check how far the biters have evolved

Note that commands that do not start with "/c" do not disable achievements.

/evolution

Set evolution factor

Ranges from 0 (new game) to 1.

/c game.forces["enemy"].evolution_factor=X

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 and worms, 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 explored world, so any unexplored parts of the map which still need to be generated will still have enemies.

/c local surface=game.player.surface
for key, entity in pairs(surface.find_entities_filtered({force="enemy"})) do
	entity.destroy()
end

Enable peaceful mode

Peaceful mode prevents biter attacks until provoked. Substitute false for true to disable.

/c game.player.surface.peaceful_mode=true

Disable biter expansion

This prevents biters from creating new spawners.

/c game.map_settings.enemy_expansion.enabled=false

Player Character

Commands concerning the player directly.

Get Player Position

Prints coordinates of your current position.

/c game.player.print(game.player.position.x .. ", " .. game.player.position.y)

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.

Change Player color

Note that commands that do not start with "/c" do not disable achievements. Replace COLOR with the name of a color. Available names are: Black, blue, brown, cyan, gray, green, orange, pink, purple, red, white, acid and yellow. The color can also be set to an RGBA value.

/color COLOR
/color r g b a

Enable god mode

God mode removes your player character allowing you to fly over obstacles and take no damage.

Disassociate your controls from the player:

/c game.player.character=nil

Then, hover the mouse over the useless player and destroy it by typing:

/c game.player.selected.destroy()

To undo, spawn a player character. This will spawn a new player at the spawn point of the world, and connect your controls to it.

/c game.player.create_character()

Research

Enable faster research

/c game.player.force.laboratory_speed_modifier=1

1 is normal speed, 2 is double speed 3 is triple etc. I think it goes up to 100.

Researching specific technologies

The internal technology names can be found in the infoboxes on their respective pages, click on the little arrow to show them.

/c game.player.force.technologies['electric-energy-distribution-1'].researched=true
/c game.player.force.technologies['steel-processing'].researched=true

Unresearching specific technologies

The internal technology names can be found in the infoboxes on their respective pages, click on the little arrow to show them.

/c game.player.force.technologies['electric-energy-distribution-1'].researched=false; game.player.force.set_saved_technology_progress('electric-energy-distribution-1', 0)
/c game.player.force.technologies['steel-processing'].researched=false; game.player.force.set_saved_technology_progress('steel-processing', 0)

Enabling specific recipes

The internal recipe/item names can be found in the infoboxes on their respective pages, click on the little arrow to show them.

/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

Enable all recipes

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

Finish research immediately

/c for name,technology in pairs(game.player.force.technologies) do technology.researched=technology.enabled end

Command Line Parameters

As of Game Version 0.15.13

Command line parameters can be used to set settings in the command line before the game launches, this is useful mainly for advanced users or server hosts.

General options:

 -h [ --help ]                      display help
 --version                          show version information
 -v [ --verbose ]                   enable verbose logging
 -c [ --config ] PATH               config file to use
 --no-log-rotation                  don't rotate log file
 --mod-directory PATH               Mod directory to use
 --check-unused-prototype-data      Print a warning for all prototype values that were not accessed

Running options:

 -s [ --map2scenario ] arg          map to scenario conversion
 -m [ --scenario2map ] arg          scenario to map conversion
 --apply-update arg                 immediately apply update package
 --create FILE                      create a new map
 --map-gen-settings FILE            Map generation settings for use with --create. See data/map-gen-settings.example.json
 --map-settings FILE                Map settings for use with --create. See data/base/prototypes/map-settings.lua
 --preset arg                       Name of the map generation preset to be used.
 --generate-map-preview FILE        Generate preview images of the map
 --map-preview-size SCALE (=1,024)  Size (in pixels) of map preview
 --map-preview-scale SCALE (=1)     Scale (meters per pixel) of map preview
 --map-preview-offset X,Y (=0,0)    Offset of the center of the map, in meters
 --start-server FILE                start a multiplayer server
 --start-server-load-scenario FILE  start a multiplayer server and load the specified scenario
 --start-server-load-latest         start a multiplayer server and load the latest available save
 --until-tick TICK                  run a save until given map tick
 --mp-connect ADDRESS               start factorio and connect to address
 --load-game FILE                   start Factorio and load a game in singleplayer
 --benchmark FILE                   load save and run benchmark
 --benchmark-ticks N (=1,000)       number of ticks for benchmarking. Default is 1000
 --force-opengl                     use OpenGL for rendering
 --force-d3d                        use Direct3D for rendering
 --fullscreen BOOL                  start game in windowed mode (saved to configuration)
 --max-texture-size N               maximal size of texture that the game can use (saved to configuration). Should be power of two greater than 2048
 --graphics-quality arg             accepted values: normal, low, very-low
 --video-memory-usage arg           accepted values: all, high, medium, low
 --gfx-safe-mode                    resets some graphics settings to values that should work on most configurations
 --shader arg                       enable/disable shader postprocessing (saved to configuration)
 --disable-audio                    Disable audio. Mainly for faster startup during development.

Server options:

 --port N                           network port to use
 --bind ADDRESS[:PORT]              IP address (and optionally port) to bind to
 --rcon-port N                      Port to use for RCON
 --rcon-password PASSWORD           Password for RCON
 --server-settings FILE             Path to file with server settings. See data/server-settings.example.json
 --server-whitelist FILE            Path to file with server whitelist.
 --server-banlist FILE              Path to file with server banlist.
 --console-log FILE                 Path to file where a copy of the server's log will be stored
 --server-id FILE                   Path where server ID will be stored or read from

Multiplayer

 --start-server SAVE

Will start a Headless (Dedicated) server, with no GUI.

 --mp-connect ADDRESS

ADDRESS is the IP:port of the remote host. Port is optional. Examples:

 ./factorio --mp-connect 192.168.1.101
 ./factorio --mp-connect 192.168.1.101:2345

As above, port can be specified by placing the port number after a colon in the address.

 --map2scenario SAVE

Converts a save game to a User Scenario, allows saved game state to be loaded into map editor. Assuming that save game name is "foo.zip", executing './factorio --map2scenario s1' will result in Factorio loading, opening the save file, and saving the scenario into the scenario folder.

Modding tools

A list of the internal names of most things in the vanilla game can also be found on data.raw.

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)

See also