Game freezes when launched from debugger, mod menu is selected, mods are selected, and confirmed. I had just reopened the instance after updating from 2.1.8 to 2.1.9.
Open factorio using the FMTK VSCode extension
Open the mods menu
Search for Downgrade Port mod, select
Search for Meltdown ...
Search found 515 matches
- Tue Jun 30, 2026 5:01 pm
- Forum: Bug Reports
- Topic: [2.1.9] Freeze when confirming mod selection while debugger is attached
- Replies: 0
- Views: 31
- Sat Jun 27, 2026 11:07 pm
- Forum: Modding interface requests
- Topic: recommended and load order independent (+~) dependencies
- Replies: 1
- Views: 89
Re: recommended and load order independent (+~) dependencies
+1, although this feels like a convoluted method of recreating optional dependencies
- Sat Jun 27, 2026 11:06 pm
- Forum: Modding interface requests
- Topic: `allow_blueprint_reorientation` flag/boolean for `SimpleEntityWithOwner` et al.
- Replies: 1
- Views: 90
Re: `allow_blueprint_reorientation` flag/boolean for `SimpleEntityWithOwner` et al.
+1, even a simple 'allow-rotation' flag would be appreciated, even if it just shifts an internal value that has no gameplay effect
- Tue Jun 23, 2026 2:29 am
- Forum: Modding interface requests
- Topic: Add fallback migrations, a type of migration stored in saves used when a prototype is found invalid without a migration.
- Replies: 3
- Views: 305
- Mon Jun 22, 2026 6:36 am
- Forum: Modding interface requests
- Topic: [GUI] Empty moddable containers inside vanilla GUIs
- Replies: 2
- Views: 221
- Tue Jun 16, 2026 1:41 am
- Forum: Modding interface requests
- Topic: "planet" event filter for entity-related events
- Replies: 2
- Views: 210
Re: "planet" event filter for entity-related events
If planet is too specific, maybe surfaceID. But I feel that planet is more likely to be added.
- Sat Jun 13, 2026 10:23 pm
- Forum: Modding interface requests
- Topic: [2.0] Forcing visible fluidboxes
- Replies: 2
- Views: 218
Re: [2.0] Forcing visible fluidboxes
a non-fluid recipe validates the "no fluid recipe" requirement because its not a fluid recipe. perhaps instead it should be fluid_boxes_always_on?
- Sat Jun 13, 2026 10:21 pm
- Forum: Modding interface requests
- Topic: Let techs modify buildings (mod support)
- Replies: 3
- Views: 285
Re: Let techs modify buildings (mod support)
It'd be better if you ask for specific stats instead of generically, they're not all handled the same internally. Which ones did you have in mind?
- Thu Jun 11, 2026 6:20 pm
- Forum: Modding interface requests
- Topic: Prototype flag or boolean to disable "cannot be rotated/flipped" audiovisual feedback
- Replies: 1
- Views: 192
- Sun Jun 07, 2026 9:45 pm
- Forum: Modding interface requests
- Topic: Add mod dependency symbol that indicated load before the dependency or optional dependency.
- Replies: 5
- Views: 3103
- Sat Jun 06, 2026 9:56 pm
- Forum: Modding interface requests
- Topic: Custom quality scaling for science packs
- Replies: 2
- Views: 280
Re: Custom quality scaling for science packs
+1, even being able to set the durability scaling per-prototype instead of per-quality level would be nice.
- Sat Jun 06, 2026 9:55 pm
- Forum: Modding interface requests
- Topic: Pause LuaRenderObject animation
- Replies: 5
- Views: 872
- Sat Jun 06, 2026 1:57 am
- Forum: Resolved Requests
- Topic: New example on Mods page
- Replies: 3
- Views: 255
- Fri Jun 05, 2026 6:45 am
- Forum: Ideas and Requests For Mods
- Topic: Auto-Load Ammo in Turrets
- Replies: 2
- Views: 177
- Thu Jun 04, 2026 4:27 am
- Forum: Modding interface requests
- Topic: More diode colors for custom entity statuses
- Replies: 1
- Views: 221
- Thu Jun 04, 2026 4:25 am
- Forum: Implemented mod requests
- Topic: Read if instrument mode is enabled
- Replies: 2
- Views: 234
- Sun May 31, 2026 1:12 am
- Forum: Implemented mod requests
- Topic: Event for starmap opened
- Replies: 4
- Views: 626
Re: Event for starmap opened
As noted by one of the devs somewhere I can't remember, the starmap is not part of the gamestate so events can't be created for it and it's state can't be polled. Perhaps LuaPlayer.close_starmap(), similar to the method for the research tree UI, so that custom starmaps can be used?
- Sun May 24, 2026 5:51 pm
- Forum: Won't implement
- Topic: Overwrite dependency incompatibility
- Replies: 31
- Views: 2661
Re: Overwrite dependency incompatibility
The only case where the proposal might have value is for abandoned mods with restrictive licenses that forbid forks even for the sake of compatibility and redistribution on the mod portal, of which there are very few. Out of the top 50 mods there are literally only 2 mods that allow forks and ...
- Sat May 23, 2026 10:47 pm
- Forum: Won't implement
- Topic: Overwrite dependency incompatibility
- Replies: 31
- Views: 2661
Re: Overwrite dependency incompatibility
He probably meant the current incompatibility feature that the game pushes you to use, not the hypothetical overwrite dependency feature. Right now there's only hard incompatibility, or nothing, which is a really bad feature. I'm not even sure what the point of the game enforcing it is, what's the ...
- Sat May 23, 2026 2:49 am
- Forum: Won't implement
- Topic: Overwrite dependency incompatibility
- Replies: 31
- Views: 2661
Re: Overwrite dependency incompatibility
There is a big difference between a mod author really wanted to prevent you from using a mod, and using a base feature that a game push you to use.
Correct. But most of the developers I know create those incompatibilities for good reason, not trivial "I don't want you to use your mod with mine ...