Search found 18 matches
- Tue Jul 29, 2025 3:36 am
- Forum: Spread the Word
- Topic: GOG store main screenshot is outdated
- Replies: 2
- Views: 2862
Re: GOG store main screenshot is outdated
well it's 'good old games' after all...
- Tue Jul 29, 2025 3:31 am
- Forum: Spread the Word
- Topic: How to stop playing Factorio 8 hours straight?
- Replies: 5
- Views: 3740
Re: How to stop playing Factorio 8 hours straight?
well You need to switch to less harmless things
alcohol, girls, cars but don't do drugs - u already using the strongest
alcohol, girls, cars but don't do drugs - u already using the strongest
- Mon Feb 03, 2025 2:48 am
- Forum: Fan Art
- Topic: Custom Keyboard
- Replies: 2
- Views: 4815
Re: Custom Keyboard
Custom keycaps are awesome





- Thu Jan 16, 2025 3:10 am
- Forum: Modding interface requests
- Topic: [Request] TechnologyTrigger extension
- Replies: 5
- Views: 609
Re: [Request] TechnologyTrigger extension
After thinking a bit, I came up with different idea (which also may be easier to implement)
We need a new type of "TechnologyTrigger". Suppose it will be called "PrerequisitesResearchedTrigger".
And it will behave as it's name suggests.
Let's say we want to add new type of modules in our mod. Let ...
We need a new type of "TechnologyTrigger". Suppose it will be called "PrerequisitesResearchedTrigger".
And it will behave as it's name suggests.
Let's say we want to add new type of modules in our mod. Let ...
- Wed Jan 15, 2025 6:07 pm
- Forum: Ideas and Requests For Mods
- Topic: I am looking for a way/mod to allow loading buildings with an item cap to their maximum.
- Replies: 8
- Views: 1506
Re: I am looking for a way/mod to allow loading buildings with an item cap to their maximum.
As I said before, you need to change overload_multiplier of recipe via custom mod in order to achieve your goal (change Automated Insertion Limit)
05_Prod1.png 06_Prod2.png
07_Prod2_1.png
Also you need to change different value [automated_ammo_count] in order to "increase" turrets ...
05_Prod1.png 06_Prod2.png
07_Prod2_1.png
Also you need to change different value [automated_ammo_count] in order to "increase" turrets ...
- Wed Jan 15, 2025 4:38 pm
- Forum: Modding interface requests
- Topic: [Request] TechnologyTrigger extension
- Replies: 5
- Views: 609
[Request] TechnologyTrigger extension
Hello everyone!
(English is not my native language)
First of all I want to thank dev team for this amazing adventure called "Space Age" :space-age: :space-age: :space-age: :space-age:
It's the dup of my request in mod section (as protocol_1903 suggested)
After I've finished my vanilla run (some ...
(English is not my native language)
First of all I want to thank dev team for this amazing adventure called "Space Age" :space-age: :space-age: :space-age: :space-age:
It's the dup of my request in mod section (as protocol_1903 suggested)
After I've finished my vanilla run (some ...
- Wed Jan 15, 2025 4:37 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] TechnologyTrigger extension
- Replies: 2
- Views: 549
Re: [Request] TechnologyTrigger extension
Thanks for the tip. I'll duplicate my request there too...
- Wed Jan 15, 2025 4:22 pm
- Forum: Ideas and Suggestions
- Topic: Spoiling rate 0% B4 New game
- Replies: 11
- Views: 1845
Re: Spoiling rate 0% B4 New game
I do believe that spoilage mechanic is pretty awesome. It's a unique challenge in the whole game. But I must admit that I really hate that agricultural science pack rots also.
Imo best way to avoid eggs hatching is usage of heating towers xd.
But I agree that it should be possible to disable ...
Imo best way to avoid eggs hatching is usage of heating towers xd.
But I agree that it should be possible to disable ...
- Fri Jan 10, 2025 9:15 am
- Forum: Ideas and Requests For Mods
- Topic: I am looking for a way/mod to allow loading buildings with an item cap to their maximum.
- Replies: 8
- Views: 1506
Re: I am looking for a way/mod to allow loading buildings with an item cap to their maximum.
Well based on API
RecipePrototype has a property called 'overload_multiplier'
https://lua-api.factorio.com/latest/pro ... multiplier
So, you can create a custom mod that will change this value from default 0 to whatever you consider is enough for you
RecipePrototype has a property called 'overload_multiplier'
https://lua-api.factorio.com/latest/pro ... multiplier
So, you can create a custom mod that will change this value from default 0 to whatever you consider is enough for you
- Fri Jan 10, 2025 2:38 am
- Forum: Ideas and Requests For Mods
- Topic: Simple Recipe Mod to be able to create Yumako and Jellynut Seeds
- Replies: 2
- Views: 728
Re: Simple Recipe Mod to be able to create Yumako and Jellynut Seeds
Agricultural tower (on right soil) + some Biochambers producing Mash and Jelly with Productivity Modules will bring you a lot of seeds over time, in fact so many that you'll have to burn them in Heating Towers
I'm currently messing up with personal mod and I've tried this: recipe for biochamber ...
I'm currently messing up with personal mod and I've tried this: recipe for biochamber ...
- Thu Jan 09, 2025 5:13 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] TechnologyTrigger extension
- Replies: 2
- Views: 549
[Request] TechnologyTrigger extension
Hello everyone!
(English is not my native language)
First of all I want to thank dev team for this amazing adventure called "Space Age" :space-age: :space-age: :space-age: :space-age:
After I've finished my vanilla run (some qol mods doesn't count) some idead were born in my head, however I've ...
(English is not my native language)
First of all I want to thank dev team for this amazing adventure called "Space Age" :space-age: :space-age: :space-age: :space-age:
After I've finished my vanilla run (some qol mods doesn't count) some idead were born in my head, however I've ...
- Sat Nov 16, 2024 6:11 pm
- Forum: Tools
- Topic: Modded Achievement Enabler
- Replies: 42
- Views: 121184
Re: Modded Achievement Enabler
UPD: It's working on 2.0.15
- Mon Oct 21, 2024 11:11 am
- Forum: General discussion
- Topic: Space Age general Questions
- Replies: 164
- Views: 67913
Re: Space Age general Questions
Good Bye cruel world, I'm diving into the better one
- Mon Oct 21, 2024 11:08 am
- Forum: General discussion
- Topic: Wating room here.
- Replies: 18
- Views: 2704
Re: Wating room here.
Loaded - changelog
Good bye cruel world!
I'm diving into the better one

- Mon Oct 21, 2024 11:02 am
- Forum: General discussion
- Topic: Wating room here.
- Replies: 18
- Views: 2704
Re: Wating room here.

- Mon Oct 21, 2024 11:00 am
- Forum: General discussion
- Topic: Space Age general Questions
- Replies: 164
- Views: 67913
Re: Space Age general Questions
oh my God, oh my God
- Thu Oct 17, 2024 11:47 am
- Forum: News
- Topic: Friday Facts #418 - Space Age release date
- Replies: 185
- Views: 73247
Re: Friday Facts #418 - Space Age release date
I don't know if someone already said this but - I think it's a crime that release date is Monday...
Should have been either 18th or 25th
And you'd have to wait the whole week end without playing in case of game breaking bug. Remember : the devs also deserve week ends.
As a dev myself in ...
- Thu Oct 17, 2024 6:57 am
- Forum: News
- Topic: Friday Facts #418 - Space Age release date
- Replies: 185
- Views: 73247
Re: Friday Facts #418 - Space Age release date
I don't know if someone already said this but - I think it's a crime that release date is Monday...
Should have been either 18th or 25th
Should have been either 18th or 25th