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).
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.