Search found 489 matches
- Mon Apr 27, 2026 1:26 pm
- Forum: Modding interface requests
- Topic: Consistency issues in events on_placed/removed_equipment
- Replies: 9
- Views: 627
Re: Consistency issues in events on_placed/removed_equipment
Unfortunately #1 is just not currently viable due to how many places and ways can send the event (the current count is 15 places across robots, mods, direct player actions, copy-pasting spidertron settings and so on). #2 is not possible because by the time the equipment is removed - it is gone ...
- Fri Apr 10, 2026 6:07 pm
- Forum: Tools
- Topic: Blueprint Diffusion Model
- Replies: 3
- Views: 3420
Re: Blueprint Diffusion Model
I'd like to see more of this. Anyway...
1. Diffusion models are generally used to produce high quality AI images and video. It probably just needs some more work.
2. Maybe don't only use a spaghetti base as training data?
3. Yeah, running it on a GPU rather than a CPU should make it much faster.
4 ...
1. Diffusion models are generally used to produce high quality AI images and video. It probably just needs some more work.
2. Maybe don't only use a spaghetti base as training data?
3. Yeah, running it on a GPU rather than a CPU should make it much faster.
4 ...
- Sun Feb 15, 2026 3:47 pm
- Forum: Bug Reports
- Topic: [2.0.75] Starmap Icon Rendering
- Replies: 0
- Views: 520
[2.0.75] Starmap Icon Rendering
What did you do?
I made a mod that added a space location with a magnitude property below 0.05 , then looked at it in the starmap.
What happened?
The rendering for starmap icons appeared to freak out with such a small magnitude. The icon starts scaling with zoom level (that is, it changes size ...
I made a mod that added a space location with a magnitude property below 0.05 , then looked at it in the starmap.
What happened?
The rendering for starmap icons appeared to freak out with such a small magnitude. The icon starts scaling with zoom level (that is, it changes size ...
- Thu Feb 12, 2026 1:16 pm
- Forum: Won't implement
- Topic: [2.1] Shorthandless Technologies
- Replies: 1
- Views: 553
[2.1] Shorthandless Technologies
I'm sure a bunch of people are going to be either really mad or really happy about this. I'm proposing that TechnologyPrototype.unit.ingredients is of type Array[ItemIngredientPrototype] rather than Array[ResearchIngredient] , with the restriction that all of the ItemIngredientPrototype s' name ...
- Thu Feb 12, 2026 1:06 pm
- Forum: Modding interface requests
- Topic: Add on_player_selection_started
- Replies: 3
- Views: 508
Re: Add on_player_selection_started
You do know that they're the creator of belt draw, right?protocol_1903 wrote: Tue Feb 10, 2026 5:19 am Alt and reverse can be changed during the selection process, so they probably won't be added as an event property. In either case, you want something like the original tapeline implementation which just appeared in the mod belt draw.
- Thu Feb 12, 2026 12:06 pm
- Forum: Modding interface requests
- Topic: [2.0.73] Orbit Rings from draw_orbit property
- Replies: 1
- Views: 377
- Tue Feb 10, 2026 1:50 am
- Forum: Modding discussion
- Topic: Separate "mods" settings and more (warning, prevents updates)
- Replies: 2
- Views: 1088
Re: Separate "mods" settings and more (warning, prevents updates)
Feel free to use anything for yourself, i won't create this mod so please don't assume i am "sharing what i am working".
Warning: "this mod" = the mod i am suggestiong. I did not give it a name since whoever makes this mod will be the one who has the privilige to name it
Did you ever play with ...
- Tue Feb 10, 2026 1:37 am
- Forum: Modding interface requests
- Topic: Quality affects Quality
- Replies: 1
- Views: 353
Re: Quality affects Quality
You can already do this by rebalancing quality or faking quality.
- Sun Feb 08, 2026 3:54 pm
- Forum: Ideas and Requests For Mods
- Topic: speed limit
- Replies: 7
- Views: 1315
Re: speed limit
No? That just changes the game speed...
- Mon Jan 19, 2026 2:34 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Seablock but for Space Age
- Replies: 2
- Views: 818
Re: [Request] Seablock but for Space Age
Doesn't this already exist... twice?
Link to Space Block
Link to Spage Block
There's also the 1.1 mod called Spaceblock - though it hasn't been updated to 2.0 yet so it probably isn't what you're looking for:
Link to Spaceblock
Link to Space Block
Link to Spage Block
There's also the 1.1 mod called Spaceblock - though it hasn't been updated to 2.0 yet so it probably isn't what you're looking for:
Link to Spaceblock
- Tue Jan 13, 2026 7:05 pm
- Forum: Modding interface requests
- Topic: [2.0] Non-consumption Inputs
- Replies: 4
- Views: 647
Re: [2.0] Non-consumption Inputs
Can't you just reduce the amount of ingredients required? Basically, what's the difference between:
{ inputs = { "catalyst" = 10, ignored_by_consumption=true},
outputs = { "catalyst" = 5} }
and
{ inputs = { "catalyst" = 5},
outputs = { } }
I don't understand your argument... ignored_by ...
- Mon Jan 12, 2026 11:54 am
- Forum: General discussion
- Topic: What to do in the Space Age post game?
- Replies: 39
- Views: 12432
Re: What to do in the Space Age post game?
There are 4 main options available for you:
Use Quality.
Never play Factorio again. (not recommended)
Start a new save game.
Play an overhaul mod(s). (highly recommended)
I don't know much about Minecraft, so i may be wrong but i don't think the mod "redstone" that inspired factorio adds ...
Use Quality.
Never play Factorio again. (not recommended)
Start a new save game.
Play an overhaul mod(s). (highly recommended)
I don't know much about Minecraft, so i may be wrong but i don't think the mod "redstone" that inspired factorio adds ...
- Mon Jan 12, 2026 11:32 am
- Forum: Modding interface requests
- Topic: [2.0] Non-consumption Inputs
- Replies: 4
- Views: 647
[2.0] Non-consumption Inputs
I'd like to be able make a machine that takes in 2 items, a catalyst and another ingredient, then outputs 2 more items, the catalyst back and another result. However, at least in my case, it doesn't make sense for the machine to "output" the catalyst, rather for it to just stay in the input slot ...
- Mon Jan 12, 2026 10:54 am
- Forum: Modding interface requests
- Topic: Non-machine with possible input, output, module and fuel inventories
- Replies: 1
- Views: 866
Re: Non-machine with possible input, output, module and fuel inventories
This is a great idea - it would improve many mods that currently have to use a chest instead of a machine for various reasons. (in particular, having a million different recipes you want the machine to be able to perform) Though, I'd want to be able to make it furnace-like with more than 1 input ...
- Wed Dec 31, 2025 1:58 pm
- Forum: Ideas and Requests For Mods
- Topic: Better blueprints idea - auto upgrade/downgrade
- Replies: 8
- Views: 1712
Re: Better blueprints idea - auto upgrade/downgrade
I think I actually saw the mod before you told us about it. : )Natha wrote: Tue Dec 30, 2025 1:47 pm I created the mod. It was not as complex as I initially thought:
https://mods.factorio.com/mod/blueprint-auto-downgrade
I certainly saw the mod before I read your message, of course.
- Tue Dec 30, 2025 10:10 am
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 78
- Views: 44031
Re: Auto-launching of mixed rockets
The optimal space platform design is a rectangle and it can't have holes
Nope. I've recently been working a space platform that's less than 2 thrusters in horizontal width but has well over 2 thrusters in total.
It mostly looks rectangular, but it has very big gaps, since thrusters prevent ...
- Sat Dec 13, 2025 6:16 pm
- Forum: Ideas and Requests For Mods
- Topic: Roboport planet landing
- Replies: 4
- Views: 1476
- Sat Dec 13, 2025 6:13 pm
- Forum: Modding interface requests
- Topic: QualityPrototype extended
- Replies: 51
- Views: 9767
Re: QualityPrototype extended
there is quality_affects_energy_usage for crafting machine but not for lab, furnace and I may miss some.
also Default: Value of default_multiplier would be must better than default to one
Furnaces inherit from crafting machines, as other people have pointed out, but labs and mining drills do ...
- Sat Nov 15, 2025 6:50 pm
- Forum: Modding interface requests
- Topic: A way to toggle fluid temperature affecting crafting speed (corrected/answered)
- Replies: 6
- Views: 1040
Re: A way to toggle fluid temperature affecting crafting speed
Related: 123821
It's not related.
It makes sense that fluid temperature affects crafting speed by default, but I want to make a steam powered plant grower and harvester and it makes no sense for fluid temperature to affect how quickly plants grow. I searched the modding API for anything ...
- Sat Nov 15, 2025 3:00 pm
- Forum: Modding interface requests
- Topic: A way to toggle fluid temperature affecting crafting speed (corrected/answered)
- Replies: 6
- Views: 1040