Factor-I/O (Reborn) deprecated


Standalone Factorio 2.1 version of Reika's Factor-I/O: circuit sensors for inventories, fluids, power, robots, trains, enemies, research and time of day. No DragonIndustries needed. Private-use derivative of Factor-I/O by Reika (https://github.com/ReikaKalseki/FactorIO).

a day ago
2.1
4

Changelog

Version: 2.1.1
Date: 2026-11-10
  Features:
    - Merged in the Pollution detector mod (MIT; Schorty, Optera, WildBraas, cagricelebi, snouz). Same entity, signal, technology and setting names, so existing detectors, research and circuits carry over. Remove the standalone Pollution detector mod when installing this.
  Bugfixes:
    - Pollution detectors removed by scripts, space platforms or other mods no longer crash the game on the next update (the original kept invalid detectors in its list).
    - Pollution detectors placed by cloning or on space platforms are now tracked.
  Changes:
    - Pollution detectors only rewrite their output when the value changes, instead of deleting and recreating the combinator section every update.
    - The pollution detector is grouped with the other sensors and its signal with the other sensor signals, and it has a description saying what it outputs.
    - Update interval is rounded up to a multiple of 15 ticks (minimum 15).
Version: 2.1.0
Date: 2026-11-01
  Info:
    - Private-use standalone build of Factor-I/O by Reika (https://github.com/ReikaKalseki/FactorIO).
    - No longer needs DragonIndustries. Space Age is no longer required.
    - Same entity, item, recipe, technology and signal names as the original, so sensors in existing saves carry over (they are picked up automatically on load).
  Bugfixes:
    - Fixed the Fluid Temperature sensor and Train Total Contents fluid count crashing on Factorio 2.1 (LuaEntity::fluidbox was removed).
    - Fixed multi-signal sensors (Train Fill, Train Size, Train Totals) trying to output a signal that doesn't exist when nothing was connected.
    - Fixed the Nearby Enemy sensor's slow-polling mode never turning on, and the code behind it, which would have crashed if it had.
    - Fixed power production/consumption spiking when a sensor was rewired to a different pole.
    - Fixed sensors placed by scripts, cloning, blueprints revived by script, or on space platforms not being tracked.
    - Fixed log and chat spam (the original logged every function's bytecode at startup).
  Changes:
    - Nearby Enemy sensor also counts Space Age enemies (pentapods, demolishers) and any biter faction mod's forces, but never other player teams.
    - Fluid Temperature sensor works with any wire-connectable fluid entity, not just storage tanks.
    - Free Inventory Slots ignores slots blocked by the chest's limit bar.
    - Train Fill also checks fluid wagons. A train with no wagons no longer counts as full.
    - Sensors only rewrite their output when the value changes.
    - Removed the "power cost" fields. Constant combinators can't use power, so they never did anything.
    - Added a description to every sensor saying what to wire it to and what it outputs.
    - Added /factor-io-rescan (admin) to re-register all sensors.