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>
In Factorio 0.14.4 and later, group chat works like this:
hello my team!
/s hello all players! /shout same as /s
In Factorio 0.14.3 and earlier, group chat worked like this:
hello all players!
/team hello my team!
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.
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
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!'
If you're in a multiplayer game, the command will be echoed to all other players (so they can see if you're cheating).
In Factorio 0.14.5 and later, 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 your 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.
You can essentially fire any Lua command here, just as you would from a Lua program - Factorio Mods are merely Lua commands. Therefore you don't necessarily need "cheats" active per-se, as the console allows you full access to the game's internals. You only need a familiarity with the commands and types, as shown in the below examples and the Modding section.
This is how you would take a large HD screenshot. As usual, replace the X and Y with the values you wish.
The file is put into a folder called "script-output", which is located in the same location as the mods folder. These pictures can be quite large.
/c game.take_screenshot{<parameter>=<value>,...}
The command takes the following parameters:
/c game.player.print(1234 * 5678)
/c game.player.force.manual_mining_speed_modifier=1000
/c game.player.force.manual_crafting_speed_modifier=1000
/c game.player.force.research_all_technologies()
Undo this with:
/c for _, tech in pairs(game.player.force.technologies) do tech.researched=false end
This includes Tech and speed alterations.
/c game.player.force.reset()
Note that zooming too far out can cause performance hits. Be careful.
/c game.player.zoom = 0.1
While holding the cursor over a resource tile in-game
/c game.player.selected.amount=7500
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"}
Allows for infinite free crafting. Disable by replacing true with false.
/c game.player.cheat_mode=true
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}})
Change 150 to the desired radius, higher values take longer.
Enables eternal day.
/c game.surfaces[1].always_day=true
0.5 is half speed, 1 is default, 2 is double speed, etc. Minimum is 0.1. 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
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 = true
/c local surface = game.player.surface; for coord in surface.get_chunks() do surface.pollute({coord.x * 32, coord.y * 32}, -10000000) end
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
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
Counts all entities whose name includes the string in local entity.
/c local entity = "belt" local surface = game.player.surface local count = 0 for c in surface.get_chunks() do for key, ent in pairs(surface.find_entities_filtered({area={{c.x * 32, c.y * 32}, {c.x * 32 + 32, c.y * 32 + 32}}, force= game.player.force})) do if string.find(ent.name,entity) then count = count + 1 end end end game.player.print(count)
Note that commands that do not start with "/c" do not disable achievements.
/evolution
Ranges from 0 (new game) to 1.
/c game.evolution_factor=X
In 0.15, use the following command instead:
/c game.forces["enemy"].evolution_factor=X
/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.
Note that this will kill only mobile units and worms, spawners will not be killed.
/c game.forces["enemy"].kill_all_units()
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 c in surface.get_chunks() do for key, entity in pairs(surface.find_entities_filtered({area={{c.x * 32, c.y * 32}, {c.x * 32 + 32, c.y * 32 + 32}}, force= "enemy"})) do entity.destroy() end end
Peaceful mode prevents biter attacks until provoked. Substitute false for true to disable.
/c game.player.surface.peaceful_mode = true
This prevents biters from creating new spawners.
/c game.map_settings.enemy_expansion.enabled = false
Commands concerning the player directly.
Prints coordinates of your current position.
/c game.player.print({"", "(", game.player.position.x, ", ", game.player.position.y, ")"})
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.
This is useful for escaping god mode. (see Console#Enable_god_mode.) This will spawn a new player at the spawn point of the world, and connect your controls to it.
/c game.player.character = game.player.surface.create_entity{name="player", position = {0,0}, force = game.forces.player}
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, and yellow
/color COLOR
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
/c game.player.create_character()
/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.
Enabling technologies (forums)
/c game.player.force.technologies['electric-energy-distribution-1'].researched=true /c game.player.force.technologies['steel-processing'].researched=true
/c game.player.force.recipes["electric-energy-interface"].enabled = true /c game.player.force.recipes["rocket-silo"].enabled = true
/c for name,technology in pairs(game.player.force.technologies) do technology.researched=technology.enabled end
As of Game Version 0.14.21
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
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.exampl e.json --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
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
As of Game Version 0.15.13
0.15.x Adds in a couple of new command line options.
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
--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.