Search found 179 matches
- Fri Jun 05, 2026 5:39 pm
- Forum: Resolved Requests
- Topic: New example on Mods page
- Replies: 3
- Views: 242
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: 2582
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: 2582
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: 320
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: 320
[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: 271
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: 506
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: 18588
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: 2346
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: 718
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: 332
[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: 426
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: 534
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: 587
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: 14655
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: 889
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: 3678
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: 1351
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: 1593
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: 411
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 ...