Search found 24 matches

by cackling.fiend
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 ...
by cackling.fiend
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 ...
by cackling.fiend
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 ...
by cackling.fiend
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 ...
by cackling.fiend
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?
by cackling.fiend
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 ...
by cackling.fiend
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 ...
by cackling.fiend
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 ...
by cackling.fiend
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 ...
by cackling.fiend
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 ...
by cackling.fiend
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 ...
by cackling.fiend
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 ...
by cackling.fiend
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.
by cackling.fiend
Sat Feb 24, 2024 8:07 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 295
Views: 176317

Re: Friday Facts #399 - Trash to Treasure

https://mods.factorio.com/mod/scraporio

This is more fun than I thought.
by cackling.fiend
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?
by cackling.fiend
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 ...

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