I decided to search through the overhaul page yesterday to find something new to play, and i didnt want to play with space age - after disabling the space age category, there were a *multitude* of mods that were still visible that required space age to run or were based around its mechanics.
So i ...
Search found 129 matches
- Tue Jul 15, 2025 2:34 pm
- Forum: Mod portal Discussion
- Topic: Give any mod that depends on space-age the space age category
- Replies: 4
- Views: 255
- Tue Jul 08, 2025 4:35 pm
- Forum: Won't implement
- Topic: Solar panels/Solar panel equipment should show their performance_at_day/night on tooltips
- Replies: 2
- Views: 178
Re: Solar panels/Solar panel equipment should show their performance_at_day/night on tooltips
Fair enough! very glad to hear about some extra support for custom details, i've been sprinkling them around using fake locales so far 

- Tue Jul 08, 2025 3:49 pm
- Forum: Won't implement
- Topic: Solar panels/Solar panel equipment should show their performance_at_day/night on tooltips
- Replies: 2
- Views: 178
Solar panels/Solar panel equipment should show their performance_at_day/night on tooltips
Currently neither solar panels nor solar panel equipment show what their performance_at_day/night values are, regardless of what they are. this feels like an oversight, since it should be information that the player should be able to easily see.
07-08-2025, 16-45-32.png
07-08-2025, 16-45-47.png ...
07-08-2025, 16-45-32.png
07-08-2025, 16-45-47.png ...
- Tue Jul 08, 2025 10:33 am
- Forum: Mods
- Topic: Krastorio 2 Mod Fails to Load on 1.1.101 – Any Fix?
- Replies: 1
- Views: 119
Re: Krastorio 2 Mod Fails to Load on 1.1.101 – Any Fix?
are you using the most recent version, or the last version made for 1.1?
- Mon Jul 07, 2025 12:26 pm
- Forum: Modding interface requests
- Topic: QualityPrototype extended
- Replies: 39
- Views: 2963
Re: QualityPrototype extended
I wont be accepting any more requests about the additions to quality prototype anymore (with the only possible exceptions being stuff that is already affected by quality if i get convinced it would make sense).
i thought of something that is already affected by quality - modules; could we get ...
- Sun Jul 06, 2025 11:38 pm
- Forum: Documentation Improvement Requests
- Topic: Mention secondary_draw_order on the render_layer documenation
- Replies: 0
- Views: 101
Mention secondary_draw_order on the render_layer documenation
Wanted to ask about having an extra line or so added to the data stage render_layer page, which mentions/links to the secondary_draw_order page? I just personally had to deal with overlapping render_layers and the only fix for it was to use secondary_draw_order - which took a second to find due to ...
- Sun Jul 06, 2025 5:58 pm
- Forum: Mod portal Discussion
- Topic: Community voted tags and categories
- Replies: 5
- Views: 350
Re: Community voted tags and categories
+1, it'd defintely be useful for mismatched mods, but i could imagine it causing some issues with overhaul mods that do alter things, but dont outright add new content (for things like armour, storage, etc).
I am in support of this though, i just could see a possible issue arising from it
I am in support of this though, i just could see a possible issue arising from it

- Sat Jul 05, 2025 10:42 pm
- Forum: Won't implement
- Topic: Let inserters place fish back into the water
- Replies: 7
- Views: 399
Let inserters place fish back into the water
As the humanitarians that factorio players are, I’d love to have the ability to return fish to the water (in reverse to the existing easter egg of taking them out the water :P )
this’d be personally useful for me, as i plan to have fish breeding be a part of a mod i am developing; and being able to ...
this’d be personally useful for me, as i plan to have fish breeding be a part of a mod i am developing; and being able to ...
- Thu Jul 03, 2025 9:08 pm
- Forum: Won't implement
- Topic: Allow the quality of a entity to be changable at runtime
- Replies: 2
- Views: 168
Re: Allow the quality of a entity to be changable at runtime
fair, its what i expected - glad to hear it was considered though!
- Thu Jul 03, 2025 8:05 pm
- Forum: Won't implement
- Topic: Allow the quality of a entity to be changable at runtime
- Replies: 2
- Views: 168
Allow the quality of a entity to be changable at runtime
Wanted to ask about the possibility of allowing the quality of a building to be changable at runtime? I'm not sure how feasible it'd be, but i know a lot of modders would like to make use of it in some capacity.
I personally want to use it to create beacons that can change their beacon range without ...
I personally want to use it to create beacons that can change their beacon range without ...
- Thu Jul 03, 2025 5:07 pm
- Forum: Modding interface requests
- Topic: Add a way to stop beacons benefiting from BeaconDistributionModifier
- Replies: 1
- Views: 226
Add a way to stop beacons benefiting from BeaconDistributionModifier
similar to the uses_force_mining_productivity_bonus, i'd like to be able to have something similar for beacons that disallows them from using the BeaconDistributionModifier.
I specifically want it for a beacon im adding where it wouldnt make much sense for their distribution to be increased via ...
I specifically want it for a beacon im adding where it wouldnt make much sense for their distribution to be increased via ...
- Wed Jul 02, 2025 11:10 am
- Forum: Ideas and Suggestions
- Topic: Hide Unavailable Items from Factoriopedia
- Replies: 4
- Views: 399
Re: Hide Unavailable Items from Factoriopedia
i agree that there should be a setting for hiding locked recipes, but even if they were a seperate colour - they should use the dark green thats already used for unresearched recipes, not red (which is already used for non-handcraftable recipes)
- Wed Jul 02, 2025 9:33 am
- Forum: Outdated/Not implemented
- Topic: Allow us put more landing pads. With high distance from each
- Replies: 15
- Views: 2508
Re: Allow us put more landing pads. With high distance from each
the technology effect for multiple pads is already in the API, so you could easily add a mod that puts them behind promethium science!
making them not placable by range would be a bit harder though, and would require some runtime scripting to get to work..
making them not placable by range would be a bit harder though, and would require some runtime scripting to get to work..
- Mon Jun 30, 2025 5:16 pm
- Forum: Modding interface requests
- Topic: CraftingMachinePrototype.drops_full_belt_stacks
- Replies: 6
- Views: 702
Re: CraftingMachinePrototype.drops_full_belt_stacks
+1, I plan to use vector place results a lot in my mod(s), and the fact they cant drop stacks is annoying - especially considering in my context, they are high-powered machines designed for bulk throughput
- Sun Jun 29, 2025 7:49 pm
- Forum: Assigned
- Topic: [raiguard][2.0.58] Crash loading save "FluidBoxConnectionDeserialiser::load"
- Replies: 3
- Views: 607
Re: [2.0.58] Crash loading save "FluidBoxConnectionDeserialiser::load"
The crash is fixed for the next release - it will simply shows a "corrupt map" error at the load screen.
I just want to ask, will this not let players use their save? the only reason i ask is because this is stopping me from releasing a major update (and while i dont expect anything special for ...
- Sun Jun 29, 2025 2:24 am
- Forum: Assigned
- Topic: [raiguard][2.0.58] Crash loading save "FluidBoxConnectionDeserialiser::load"
- Replies: 3
- Views: 607
Re: [2.0.58] Crash when loading into a save from the start menu
Small update, deleting all the reactors I had placed in the save seems to have stopped it from crashing - which almost certaintly puts the blame on them 

- Sat Jun 28, 2025 10:33 am
- Forum: Assigned
- Topic: [raiguard][2.0.58] Crash loading save "FluidBoxConnectionDeserialiser::load"
- Replies: 3
- Views: 607
[raiguard][2.0.58] Crash loading save "FluidBoxConnectionDeserialiser::load"
I am currently expirencing a crash that seems to happen uncommonly when booting into one of my saves, due to a fluidbox issue. This was also happening on 2.0.55, and i specifically went to the newest release to see if it fixed it, but it still occurs with the exact same error and message in the ...
- Tue Jun 24, 2025 2:31 pm
- Forum: Not a bug
- Topic: [2.0.55] BurnerGenerator prototype not displaying buffer_capacity on tooltip
- Replies: 3
- Views: 292
Re: [2.0.55] BurnerGenerator prototype not displaying buffer_capacity on tooltip
sure, but accumulators show their specified buffer_capacity - unless under the hood it is handled differently for them? but that is why i thought it was a bug in the first place, since something else in vanilla *does* show it
thanks for the response though :]

thanks for the response though :]
- Sat Jun 21, 2025 9:08 pm
- Forum: Ideas and Requests For Mods
- Topic: Willing to pay somebody to make a planet mod for me [Please Delete]
- Replies: 4
- Views: 339
Re: Willing to pay somebody to make a planet mod for me
I read through your document, and i really like the sound of this idea! While im not able to do the work, you might be better off also asking in the mod-dev-discussion channel in the factorio discord server?
at the minimum, you'd be able to get advice on how to do some of these things/how feasible ...
at the minimum, you'd be able to get advice on how to do some of these things/how feasible ...
- Fri Jun 20, 2025 1:50 pm
- Forum: Not a bug
- Topic: [2.0.55] BurnerGenerator prototype not displaying buffer_capacity on tooltip
- Replies: 3
- Views: 292
[2.0.55] BurnerGenerator prototype not displaying buffer_capacity on tooltip
I wasn't entirely sure wether this'd be a feature request or a bug, but I've encountered an issue when a BurnerGenerator is given a buffer_capacity - it does not appear on the tooltip when you hover over the entity (it also doesn't appear in the factoriopedia tooltip either).
This is the building ...
This is the building ...