Where Do Factorio Mods Go

Mods that allow you to walk on water make it so that items don't splash and disappear. Modded train carriages like Vehicle Wagons that store data about the carriage in their own mod-specific database rather than in the carriage entity itself do not carry that information over after a jump because as far as I know I can't read that info form my mod.

Where Do Factoria Mods Google Chrome

Mod for Factorio. Store all the things! (We heard you like boxes, you packrat you!)

Factorio

News

  • As Clusterio servers cannot actually pause when no players are in the game, this mod will pause the biters through code and unpause them when a player re-joins the game. This mod can also be used by standard non Clusterio headless clients.
  • Download FactorioMaps to%appdata% mods, either from the mod portal (The mod does not need to be enabled to work) and then unzipping it, or downloading the git repo. Install the latest version of python 2.7. (Do not install python 3.) Recommended: Add python to your environment variables.

Go grab it now, or get it in-game by searching for Warehousing.

Translations!

Want to see Warehousing available in your language? Does the quality of our existing translation leave you wanting more? Please help us translate the mod on Crowdin! Create a free account (or log in with Google, Twitter, Facebook, GitHub, or Gitlab) and help make this mod (even more) awesome!

Latest

Where Do Factorio Mods Go

Now updated for Factorio 0.17! Just like the base-game research, technology requirements have been overhauled. There are now two levels of 'Logistics Warehousing' to research, and Warehousing research in general is more expensive.

Crafting recipes were also updated—no more wood!

Golf

Building storage capacity (except logistic storage variants) was finally rebalanced to reflect the 3x3 and 6x6 entity sizes. Storehouses now accept 450+ stacks of items, and Warehouses take 1800+ stacks. The old capacities are accessible via a startup setting, if you have an existing map with circuit logic that will break with the changed inventory sizes.

Factorio

Copying the research cost of 'Logistic System' remains, as a startup setting (off by default, to save a bit of loading time). Enabling it will update the cost of 'Logistics Warehousing 2' to match if you have a mod that changes the cost of 'Logistic System'. As before, report incompatible mods in the forum thread or GitHub issue tracker.

There's also a new setting to disable inventory icon scaling, if you don't like how the stretched icons look on top of your buildings.

Localizations for the new settings are almost entirely incomplete, except for a lucky few strings; go to Crowdin if you can help translate them into more languages!

Description

Adds 6x6 warehouses that allow you to store a lot of items, and smaller (cheaper) 3x3 storehouses with less capacity.

Warehouses and storehouses also have logistic versions (passive provider, active provider, storage, requester, and buffer), just like chests.

You can also attach red and green wires to the warehouses, and they'll attach to the correct points on the corner of the logistics warehouses.

Contributors

How To Install Factorio Mods

Graphics by Nova Kast, please do not use without permission! (If you ask, you can probably use the images. Also, if you need custom graphics we can cook these up too if needed! ;) PM Anoyomouse on the Factorio forums for permission/requests.)

Where Do Factoria Mods Google

Storehouses contributed by Hanniballo. Updates for Factorio 0.15 contributed by kingarthur, with integration help from dgw (joined as co-maintainer as of 0.0.13).