Search found 161 matches
- Tue Oct 07, 2025 9:52 pm
- Forum: Modding discussion
- Topic: [Research] Quick questions for modders (university seminar)
- Replies: 6
- Views: 377
Re: [Research] Quick questions for modders (university seminar)
Hi! I’m CS master’s student at the University of Wrocław. For a seminar on Game Modding, I’m focusing on Factorio’s modding scene. The Factorio team suggested I should ask the community directly for some of the questions—so I’d be grateful for your insights.
Questions (answer any):
- Most ...
- Sat Oct 04, 2025 9:32 am
- Forum: Modding interface requests
- Topic: ProducePowerAmount Trigger technology
- Replies: 1
- Views: 128
ProducePowerAmount Trigger technology
Wanted to ask about the possibility of adding a trigger technology, that requires X amount of power to be produced. The way I imagine it working is that if all prerequisites are met and the power grid is producing the specified amount or more, the technology is unlocked.
(With regards to multiple ...
(With regards to multiple ...
- Tue Sep 30, 2025 6:44 pm
- Forum: Not a bug
- Topic: [2.0.69] Flying robots with altered min/max_to_charge cannot go inside roboports
- Replies: 2
- Views: 210
Re: [2.0.69] Flying robots with altered min/max_to_charge cannot go inside roboports
Thanks for the report however this is simply a case of "don't do that". You're telling the robot logic that the robot must be 100% charged in order to enter the roboport however by existing for 1 tick, it must consume energy and therefor won't be at 100% charge and so can never enter the roboport ...
- Tue Sep 30, 2025 11:30 am
- Forum: Not a bug
- Topic: [2.0.69] Flying robots with altered min/max_to_charge cannot go inside roboports
- Replies: 2
- Views: 210
[2.0.69] Flying robots with altered min/max_to_charge cannot go inside roboports
I was adding a new tier of logi/construction bots to my mod and gave them an increased min and max_to_charge value, so that they would be able to charge from further away then the normal bots. However, when testing this bots out they would get stuck 'charging' (even after filling their battery up ...
- Mon Sep 29, 2025 8:10 am
- Forum: Modding interface requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 10
- Views: 683
Re: Disable quality chances per item in a recipes results
Proposed solution of "ignored_by_quality" being an integer has a fundamental flaw that makes it impossible to add: if a recipe would finish, due to value of this field it coukd happen that X items of better quality and Y items of original quality would be given but they would have to be both given ...
- Sat Sep 27, 2025 10:00 am
- Forum: Modding interface requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 10
- Views: 683
Disable quality chances per item in a recipes results
I'd like to ask for a way to turn off the chance of getting a better quality item from a recipes outputs, because it can massively intefere with any item-based catalysts in mods.
09-27-2025, 10-54-42.png
Using this recipe as an example - this is the only way to get barium nitrate (and by ...
09-27-2025, 10-54-42.png
Using this recipe as an example - this is the only way to get barium nitrate (and by ...
- Wed Sep 24, 2025 10:46 am
- Forum: Implemented mod requests
- Topic: Add a custom/scriptable TechnologyTrigger
- Replies: 9
- Views: 857
Re: Add a custom/scriptable TechnologyTrigger
+1, NothingModifiers already exist for the same concept (fake thing that lets you add custom effects)
- Thu Sep 18, 2025 4:49 pm
- Forum: Modding interface requests
- Topic: Make FluidPrototype implement fuel_category
- Replies: 2
- Views: 360
Re: Make FluidPrototype implement fuel_category
+1, literally have been wanting this for over a year for things like fuel-powered generators
- Wed Sep 17, 2025 1:14 pm
- Forum: Implemented mod requests
- Topic: Fluid wagon connection category
- Replies: 5
- Views: 634
Re: Fluid wagon connection category
+1, seems like a nice feature to have - i can think of a couple mods that'd make good use of this 

- Sun Sep 07, 2025 8:30 pm
- Forum: Modding interface requests
- Topic: Allow LightningAttractorPrototype to support negative efficiency
- Replies: 9
- Views: 816
Re: Allow LightningAttractorPrototype to support negative efficiency
Presumably it'd just stop working? thats the only way I can see it working personally (presuming you mean "the electric network" in this contextBilka wrote: Thu Sep 04, 2025 3:00 pm What happens if there is no more energy left in the energy source?

- Fri Aug 22, 2025 11:10 am
- Forum: Modding interface requests
- Topic: Allow recipes to start with a productivity bonus
- Replies: 5
- Views: 484
Re: Allow recipes to start with a productivity bonus
No I couldn't, using control.lua is not great and should only because there is no other way. Hidden tech is in prototype stage and therefore mostly clean. Doing tons of lua code in control.lua to simulate electric interface is not very clean, anything in control.lua that is not using event is not ...
- Fri Aug 22, 2025 8:48 am
- Forum: Modding interface requests
- Topic: Allow recipes to start with a productivity bonus
- Replies: 5
- Views: 484
Re: Allow recipes to start with a productivity bonus
I don't see why you can't do an hidden tech always unlock. I don't see why dev should add this feature when we can already do it properly. Hidden tech exist for that.
you could say the same for fluid/heat powered buildings, trigger technologies, any modifier that affects an entity (lab speed ...
- Thu Aug 21, 2025 6:47 pm
- Forum: Modding interface requests
- Topic: Allow LightningAttractorPrototype to support negative efficiency
- Replies: 9
- Views: 816
Re: Allow LightningAttractorPrototype to support negative efficiency
+1, seems like a cool idea - even if it was a separate parameter and not directly “negative efficiency”
- Thu Aug 21, 2025 6:03 pm
- Forum: Modding interface requests
- Topic: Allow recipes to start with a productivity bonus
- Replies: 5
- Views: 484
Allow recipes to start with a productivity bonus
Recipes already can get productivity bonuses from a modifier technology, so I wanted to ask about the ability to give a recipe an innate productivity bonus? essentially letting you arbitrarily set the bonus to any value in data stage, rather than faking it with hidden, always unlocked technologies ...
- Tue Aug 19, 2025 9:48 am
- Forum: Ideas and Suggestions
- Topic: A settable quality cap on buildings
- Replies: 15
- Views: 1146
Re: A settable quality cap on buildings
oh thank you! that is close enough to what i wanted to be added
- Mon Aug 18, 2025 10:16 am
- Forum: Ideas and Suggestions
- Topic: A settable quality cap on buildings
- Replies: 15
- Views: 1146
Re: A settable quality cap on buildings
I’d like to ask about adding a way to set a quality ‘cap’ on buildings, so that a building will never produce something of a quality higher then what the player sets, and anything above the threshold gets turned into the highest possible quality.
So you don't mean the highest possible quality ...
- Sun Aug 17, 2025 8:23 pm
- Forum: Ideas and Suggestions
- Topic: A settable quality cap on buildings
- Replies: 15
- Views: 1146
Re: A settable quality cap on buildings
Are you saying you want production to work the same way as now, except that items with a lower quality than the cap...just don't get produced?
A gear assembly machine with quality modules would normally it make a lot of normal gears, fewer uncommon gears, fewer rare, even fewer epic...
So with ...
- Sun Aug 17, 2025 8:21 pm
- Forum: Modding interface requests
- Topic: Allow valve prototype to have circuit network connections
- Replies: 1
- Views: 219
Re: Allow valve prototype to have circuit network connections
+1, anything like this should have a connection to the circuit network
- Sat Aug 16, 2025 6:52 pm
- Forum: Ideas and Suggestions
- Topic: A settable quality cap on buildings
- Replies: 15
- Views: 1146
Re: A settable quality cap on buildings
This is what the Recycler is for - feed it any Products that you don’t want. You can use a “Quality Level” filter on Inserters/splitters to choose what goes in.
Good Luck!
that still requires extra work to set up, instead of just putting a setting on a building :lol:
That's the point of ...
- Sat Aug 16, 2025 3:57 pm
- Forum: Ideas and Suggestions
- Topic: A settable quality cap on buildings
- Replies: 15
- Views: 1146
Re: A settable quality cap on buildings
wanted to add onto this now that i've been playing more space age - a quality cap would be even more useful for when you want to make just an uncommon, or rare, or epic build. I've just turned my red and green science builds into quality grinds, so that i can get epic science; however it'd be way ...