Search found 171 matches
- Wed Feb 04, 2026 12:24 pm
- Forum: Ideas and Suggestions
- Topic: "From Scratch" achievement for each new planet (except Aquilo)
- Replies: 17
- Views: 927
Re: "From Scratch" achievement for each new planet (except Aquilo)
+1, but yeah i can only see this be easily implemented if it allows only you to drop to the planet, while being armour agnostic.
- Thu Jan 22, 2026 7:50 am
- Forum: Modding interface requests
- Topic: Beacon categories for checking the beacon_counter
- Replies: 1
- Views: 392
Beacon categories for checking the beacon_counter
I'd like to ask for a change to how beacons count if/what other beacons are around eachother, instead of the two options of "same_type" and "total" that we currently have access too. I imagine this system to work similar to module categories, where you can give a beacon entity a specific category ...
- Wed Dec 31, 2025 11:08 pm
- Forum: Bug Reports
- Topic: [2.0.72] Rocket launch products do not dynamically increase tooltip GUI size
- Replies: 0
- Views: 183
[2.0.72] Rocket launch products do not dynamically increase tooltip GUI size
As shown here, the item tooltips do not stretch to contain the entire text of the rocket launch product ‘subgroup’ - unlike other tooltips that can handle a missing locale 
- Mon Dec 15, 2025 4:12 pm
- Forum: Modding interface requests
- Topic: An API parameter for max amount of logistic groups on a container
- Replies: 1
- Views: 231
An API parameter for max amount of logistic groups on a container
Similar to 'max_logistic_slots', i'd like to able to add a cap on the amount of logistic groups a logistic container can have at a time. I'd like this as I'm introducing a rework to requester chests, and buffer chests can be used as a cheese to get around what I'm doing (setting the default amount ...
- Sun Dec 14, 2025 6:26 pm
- Forum: Modding interface requests
- Topic: Tooltip field that's modifiable at runtime
- Replies: 2
- Views: 369
Re: Tooltip field that's modifiable at runtime
+1 would be very useful for something i’ve been working on recently, especially with the inclusion of custom_tooltip_fields recently
- Sun Nov 23, 2025 5:17 pm
- Forum: Modding interface requests
- Topic: Make 'maximum per surface' a generic entity property
- Replies: 3
- Views: 342
Re: Make 'maximum per surface' a generic entity property
+1, even if its limited to specific entity types that are commonly used by mods, this'd still be great to have
- Fri Nov 07, 2025 9:24 pm
- Forum: Ideas and Suggestions
- Topic: Make promethium spoil, and quickly
- Replies: 38
- Views: 11118
Re: Make promethium spoil, and quickly
Why?
Two words: Belt storage. That terrible, brainless cheese strategy still exists, and people still use it, even after the recipe rebalance that was done before release.
I cant help but think... that factorio is a sandbox game? if you dont like a stratery that is only in the post-game, that ...
- Fri Nov 07, 2025 3:30 pm
- Forum: Modding interface requests
- Topic: An API to add new button to the minimap side menu.
- Replies: 4
- Views: 590
Re: An API to add new button to the minimap side menu.
+1 was wanting to add one of these like 2 days ago, i went with a shortcut instead but it’d be nice to have one in the side menu
- Sat Nov 01, 2025 9:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis/raiguard][2.0.47] Space platform foundation with only 1 texture for edge tiles
- Replies: 6
- Views: 3162
Re: [Genhis/raiguard][2.0.47] Space platform foundation with only 1 texture for edge tiles
I was playing with 256MB of VRAM once... it was not funsparr wrote: Thu Jun 12, 2025 10:57 pm Kudos to the devs for having a fallback mode to run on 1GB of VRAM (or less?)!
- Wed Oct 29, 2025 8:46 am
- Forum: Ideas and Requests For Mods
- Topic: Technology Trigger instead of Science Pack - Idea for mod
- Replies: 3
- Views: 786
Re: Technology Trigger instead of Science Pack - Idea for mod
you can look on the API to see what trigger technologies do actually exist - but all of this sounds pretty doable? you’d just need to change the vanilla versions, using data.raw. The only one i know you can to do right now (without scripting) is a trigger technology based on spawners killed.
i’d ...
i’d ...
- Tue Oct 07, 2025 9:52 pm
- Forum: Modding discussion
- Topic: [Research] Quick questions for modders (university seminar)
- Replies: 6
- Views: 964
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: 274
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: 397
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: 397
[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: Implemented mod requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 35
- Views: 4870
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: Implemented mod requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 35
- Views: 4870
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: 1492
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: 3
- Views: 672
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: 1076
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: 1319
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?