Search found 24 matches
- Tue Aug 18, 2026 7:54 pm
- Forum: Resolved for the next release
- Topic: [boskid][2.1.14] Crash when Lignumis provisional rocket silo ready or launches (Burner::extractEnergyAndPollute)
- Replies: 1
- Views: 190
[boskid][2.1.14] Crash when Lignumis provisional rocket silo ready or launches (Burner::extractEnergyAndPollute)
When the provisional rocket silo is ready (2.1.14 with Lignumis 2.4.1) or is launched (2.0.77 with Lignumis 1.10.2), the game crashes. I attached screenshots, the logs, the dump and a save. It's enough to enable only Lignumis with its dependencies and then load the save without other mods. Make sure ...
- Tue Aug 11, 2026 8:57 pm
- Forum: Minor issues
- Topic: [2.1.14] Rocket silo pipe connections shown under the silo
- Replies: 1
- Views: 244
[2.1.14] Rocket silo pipe connections shown under the silo
While for other prototypes the pipe connections are rendered on top of the machine, for the rocket silo it seems they are rendered below it. This has been the case in 2.0 and didn't change with 2.1.
2026-08-11 22_25_44-Factorio_ Space Age 2.0.77.png
That wouldn't be a problem if you could move ...
2026-08-11 22_25_44-Factorio_ Space Age 2.0.77.png
That wouldn't be a problem if you could move ...
- Wed Jun 18, 2025 8:27 am
- Forum: Modding interface requests
- Topic: QualityPrototype extended
- Replies: 53
- Views: 12621
Re: QualityPrototype extended
Vehicle accelleration (one could argue that fuel bonus should be enough)
Agricultural tower radius bonus (with a flag on the AgriculturalTowerPrototype)
heating_energy would be cool to scale with quality (pun intended)
Personally I would've found it way better to only have a multiplyer on ...
- Tue Jun 03, 2025 10:48 pm
- Forum: Implemented Suggestions
- Topic: New mod dependency category to be downloaded by default
- Replies: 13
- Views: 2854
Re: New mod dependency category to be downloaded by default
+1. Lignumis almost requires you to install an inserter fuel leech mod but people complained about UPS and the mod becomes useless after the burner phase. So I want to heavily recommend it but not force players to keep it active. The workaround is to make it optional and check by script if it's ...
- Sat Apr 05, 2025 9:37 am
- Forum: Mod portal Discussion
- Topic: Add a new "Planet" tag to mod portal intended for standalone planets
- Replies: 6
- Views: 2766
Re: Add a new "Planet" tag to mod portal intended for standalone planets
+1
We really need this.
We really need this.
- Wed Feb 26, 2025 8:08 pm
- Forum: Not a bug
- Topic: [2.0.36] Modded agricultural tower doesn't prioritize fuel over seeds
- Replies: 4
- Views: 1757
Re: [2.0.36] Modded agricultural tower doesn't prioritize fuel over seeds
Is that something that can be modded or is it internal furnace logic?
- Wed Feb 26, 2025 5:22 pm
- Forum: Not a bug
- Topic: [2.0.36] Modded agricultural tower doesn't prioritize fuel over seeds
- Replies: 4
- Views: 1757
[2.0.36] Modded agricultural tower doesn't prioritize fuel over seeds
https://mods.factorio.com/mod/lignumis adds a "Burner agricultural tower". It's not easy consistently fueling it without a dedicated belt/chest for fuel because inserters won't prioritize fuel over seeds. They will even pick up another seed when the input slot is already full and fuel is empty.
The ...
The ...
- Tue Jan 28, 2025 1:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.31 Mods] The game turns every single mod in your modlist on if it encounters a hard error
- Replies: 2
- Views: 2066
Re: [Rseding91] [2.0.31 Mods] The game turns every single mod in your modlist on if it encounters a hard error
Nice. This was quite annoying but I still never bothered reporting it. Thanks for fixing.
- Tue Jan 28, 2025 1:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.22] Rocket part ingredients won't be inserted if they have the "spoil-result" flag
- Replies: 5
- Views: 3712
Re: [Rseding91] [2.0.22] Rocket part ingredients won't be inserted if they have the "spoil-result" flag
Nice how this went from "you can't do that" to "fixed". Thank you 
- Fri Jan 17, 2025 8:09 pm
- Forum: Implemented mod requests
- Topic: [2.0]Add prototype-level rocket carry capacity
- Replies: 33
- Views: 16662
Re: [2.0]Add prototype-level rocket carry capacity
I'll add my +1 anyway 
- Mon Dec 09, 2024 6:05 pm
- Forum: Modding interface requests
- Topic: Allow modules to effect other pollutant types than Nauvis "pollution"
- Replies: 1
- Views: 746
Allow modules to effect other pollutant types than Nauvis "pollution"
It seems that the module effect "pollution" only changes the Nauvis pollution of machines. Other airborne pollutants are not effected. It would be nice to have modules that reduce all kinds of pollution. It would be even nicer to be able to select which pollutant types are effected (e.g. think of a ...
- Thu Dec 05, 2024 9:35 am
- Forum: Modding help
- Topic: Handling spoil results in labs when the spoil result is a science pack
- Replies: 1
- Views: 2084
Handling spoil results in labs when the spoil result is a science pack
Hi all,
so I made a mod where science packs spoil into other science packs. It seemed like a fun idea to me to let all sciences spoil into each other until you end up with automation science pack spoiling into wood. When a science spoils into another science while in a lab, it will be moved to the ...
so I made a mod where science packs spoil into other science packs. It seemed like a fun idea to me to let all sciences spoil into each other until you end up with automation science pack spoiling into wood. When a science spoils into another science while in a lab, it will be moved to the ...
- Wed Nov 27, 2024 11:28 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.22] Rocket part ingredients won't be inserted if they have the "spoil-result" flag
- Replies: 5
- Views: 3712
[Rseding91] [2.0.22] Rocket part ingredients won't be inserted if they have the "spoil-result" flag
I made this mod: https://mods.factorio.com/mod/hot-metals
It changes LDS to be a spoil result of hot LDS when crafted in the foundry.
This adds the "spoil-result" flag to the LDS item automatically, triggering the behavior that LDS won't be inserted as rocket part ingredient anymore.
Adding just ...
It changes LDS to be a spoil result of hot LDS when crafted in the foundry.
This adds the "spoil-result" flag to the LDS item automatically, triggering the behavior that LDS won't be inserted as rocket part ingredient anymore.
Adding just ...
- Fri Nov 22, 2024 2:04 pm
- Forum: Modding interface requests
- Topic: Add more ways for quality to affect items
- Replies: 24
- Views: 10068
Re: [2.0.14] Add more ways for quality to affect items
I don't like the idea of quality using separate prototypes with `next_upgrade`. But I too was disappointed by how restricted the possibilities are. I hoped for something like a property table called `quality_effects` with a selection of things that can be configured and parametrized by mods. So that ...
- Fri Nov 22, 2024 1:42 pm
- Forum: News
- Topic: Friday Facts #438 - Space Age wrap up
- Replies: 109
- Views: 85351
Re: Friday Facts #438 - Space Age wrap up
shame we're only getting one factorio expansion.
i could've forseen an expansion including caves and oceans levels under the surface of the planets, as well as different kinds of planets like a barren moon/murcury planet and maybe a gas giant. not sure how the gameplay would've worked for the gas ...
- Tue Oct 22, 2024 3:32 pm
- Forum: Duplicates
- Topic: [Klonan] [2.0.8] Inserter constant condition loses focus when research is done
- Replies: 1
- Views: 1066
[Klonan] [2.0.8] Inserter constant condition loses focus when research is done
I was just setting an inserter enable/disable constant condition. I wanted to type 200. When I typed 20, a research (the last one in the queue if that matters) was finished and the input field lost its focus so the second 0 didn't make it to the input.
How to reproduce:
Start a research.
Click ...
How to reproduce:
Start a research.
Click ...
- Sun Oct 20, 2024 4:03 am
- Forum: Won't implement
- Topic: [2.0.6] Missing utility constant for max belt stack size rendering.
- Replies: 7
- Views: 4819
Re: [2.0.6] Missing utility constant for max belt stack size rendering.
There is no need to build rockets. Just stack all the way to space.
- Sat Feb 24, 2024 8:07 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 295
- Views: 176317
- Fri Feb 23, 2024 9:52 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 295
- Views: 176317
Re: Friday Facts #399 - Trash to Treasure
So who is going to create scrap ore mod for 1.1?
- Fri Jan 26, 2024 6:58 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 140
- Views: 87555
Re: Friday Facts #395 - Generic interrupts and Train stop priority
I like the "no path" / "destination full" icons, they look great on trains, could you just add a "manual mode" indicator? Sometimes I accidentally switch a train to manual and then it's not obvious why iron isn't coming in :D
Regarding the generic interrupts, I'm not sure I love the showcased ...