Search found 183 matches
- Tue Aug 11, 2026 11:47 am
- Forum: Modding interface requests
- Topic: Add custom spoilage categories
- Replies: 23
- Views: 1583
Re: Add custom spoilage categories
I can’t say I agree with this proposal as it stands. Spoilage refers not only to the flavor of the decay process, but also to a concrete game mechanic in which items get immediately swapped out while in machines, etc.
Players intuitively understand what it means for a biter egg to "spoil". It ...
- Mon Aug 10, 2026 1:30 pm
- Forum: Documentation Improvement Requests
- Topic: Elaborate on 'icon' in BurnerUsagePrototype
- Replies: 0
- Views: 90
Elaborate on 'icon' in BurnerUsagePrototype
Right now, it is unknowable what the icon parameter does for the BurnerUsagePrototype, without looking in the base game files for an answer. When I first saw it, I presumed it was the yellow icon that appears next to the energy source tooltip - but it's actually the virtual signal :lol:
A small ...
A small ...
- Sat Aug 08, 2026 8:58 pm
- Forum: Modding interface requests
- Topic: Give pipes SpriteVariations
- Replies: 2
- Views: 183
Re: Give pipes SpriteVariations
+1, will most likely be useful in my next overhaul and i can think of examples in other mods (Pyanadons, i think?) where this would have been useful
- Mon Jul 27, 2026 11:42 am
- Forum: Modding interface requests
- Topic: Add custom spoilage categories
- Replies: 23
- Views: 1583
Re: Add custom spoilage categories
+1
as someone working with a chemistry-based mod, this'd be very useful
as someone working with a chemistry-based mod, this'd be very useful
- Fri Jun 05, 2026 5:39 pm
- Forum: Resolved Requests
- Topic: New example on Mods page
- Replies: 3
- Views: 365
Re: New example on Mods page
+1, as someone who just missed its existence
- Mon May 25, 2026 8:45 am
- Forum: Won't implement
- Topic: Overwrite dependency incompatibility
- Replies: 31
- Views: 3509
Re: Overwrite dependency incompatibility
All of which you could probably reach out to the developers and have a conversation about the incompatibilities instead of straight forking it.
As I mentioned: It is impossible to do for them, since there are no boolean expressions for dependencies.
As I mentioned: It is impossible to do for ...
- Sun May 24, 2026 6:02 pm
- Forum: Won't implement
- Topic: Overwrite dependency incompatibility
- Replies: 31
- Views: 3509
Re: Overwrite dependency incompatibility
I can confidently say that no developer i know wants to have incompatibilities overridden, nor do they want to have to logic out conditional dependency trees. You're asking a feature most people actively don't want, and if implemented would cause even more headaches, false bug reports, and general ...
- Fri Apr 17, 2026 6:15 pm
- Forum: Not a bug
- Topic: [2.0.76] Split lane-filter loaders GUI and lane output are flipped
- Replies: 2
- Views: 394
Re: [2.0.76] Split lane-filter loaders GUI and lane output are flipped
That makes a lot of sense, never thought of it like that - ty for the quick response 
- Fri Apr 17, 2026 5:44 pm
- Forum: Not a bug
- Topic: [2.0.76] Split lane-filter loaders GUI and lane output are flipped
- Replies: 2
- Views: 394
[2.0.76] Split lane-filter loaders GUI and lane output are flipped
As it says on the tin, the GUI for loaders with split lanes + filters does not match the actual lane it outputs to. I'm using the Editor Extensions mod for this loader, but AFAIK this should apply to any loader with the flag enabled.
It's a minor issue, but it's been bugging me for ages and I ...
It's a minor issue, but it's been bugging me for ages and I ...
- Thu Apr 02, 2026 7:50 pm
- Forum: Modding interface requests
- Topic: Module effect multipliers on applicable entities
- Replies: 1
- Views: 334
Module effect multipliers on applicable entities
How feasible would it be to add a 'effect multiplier' for AssemblingMachine/Furnace/RocketSilo/etc, similar to distribution efficiency on beacons? So, for example, if I put in 5 modules that increase consumption by 10%, and the building has a consumption effect multipler of x2, then the building ...
- Fri Feb 20, 2026 12:12 pm
- Forum: Modding interface requests
- Topic: Ability to toggle on/off spoilage affecting tool durability
- Replies: 2
- Views: 611
Ability to toggle on/off spoilage affecting tool durability
Surprised I haven't seen anyone else ask for this, but could we get an API parameter for disabling a tools durability from being affected by spoilage? It'd be nice to have the flexibility of a science pack that can spoil, but doesn't become weaker over time.
- Tue Feb 10, 2026 2:02 pm
- Forum: Releases
- Topic: Version 2.0.74
- Replies: 5
- Views: 22225
Re: Version 2.0.74
the parity of version numbers is gone, 0/10 game, i want a refund after 2.5k hours 
- Wed Feb 04, 2026 12:24 pm
- Forum: Ideas and Suggestions
- Topic: "From Scratch" achievement for each new planet (except Aquilo)
- Replies: 17
- Views: 2683
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: 2
- Views: 812
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: Resolved Problems and Bugs
- Topic: [2.0.72] Rocket launch products do not dynamically increase tooltip GUI size
- Replies: 1
- Views: 536
[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: 489
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: Implemented mod requests
- Topic: Tooltip field that's modifiable at runtime
- Replies: 4
- Views: 791
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: 664
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: 15706
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: 1002
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