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 ...
Search found 119 matches
- Fri Feb 06, 2026 9:21 pm
- Forum: Modding discussion
- Topic: Separate "mods" settings and more (warning, prevents updates)
- Replies: 2
- Views: 426
- Fri Feb 06, 2026 8:44 pm
- Forum: Ideas and Suggestions
- Topic: solve UPS/FPS drops via timer
- Replies: 0
- Views: 174
solve UPS/FPS drops via timer
This is only for late game, where there are to many enemies that it impact the game. Aka to many get generated
the trigger to pollution level that high that it's clear it's a mega base = tons of enemies will swan = pc will slow down.
From that point, while the game still keep track how much ...
the trigger to pollution level that high that it's clear it's a mega base = tons of enemies will swan = pc will slow down.
From that point, while the game still keep track how much ...
- Mon Jan 26, 2026 3:11 pm
- Forum: Ideas and Suggestions
- Topic: Hide recepies via Constant combinator
- Replies: 1
- Views: 204
Hide recepies via Constant combinator
Disclaimer, due to comunication issues i asked the AI to write my ideea, sorry if some issues cause by this since i can't tell such issues.
TL;DR
A per-surface recipe visibility filter: hide selected recipes from crafting/recipe selection menus without disabling them, so each planet/spaceship ...
TL;DR
A per-surface recipe visibility filter: hide selected recipes from crafting/recipe selection menus without disabling them, so each planet/spaceship ...
- Mon Jan 26, 2026 2:51 pm
- Forum: Ideas and Suggestions
- Topic: Mod portal more options
- Replies: 1
- Views: 184
Mod portal more options
This is only for the "Manage" Tab. Next to delete and changelog there to be 2 more buttons. One being the bookmark - since you can't unmark unless you search for said blueprint. Another button to be "disabeled all". This is for any type of modpack. Like bob, space exploration, HD graphics, and the ...
- Fri Jan 23, 2026 5:24 pm
- Forum: Ideas and Suggestions
- Topic: HD and Bare bone visual
- Replies: 1
- Views: 164
HD and Bare bone visual
I use the HD mod pack and i don't understand how this is not an ingame thing, with no mods. Also i hope it goes without saying that this to be tick boxes so everyone can ajust it any time via settings.
Sepeaking of tick boxes that can be ajusted any time, can we get, for map edition, a MOD test ...
Sepeaking of tick boxes that can be ajusted any time, can we get, for map edition, a MOD test ...
- Wed Jan 21, 2026 3:28 pm
- Forum: Ideas and Suggestions
- Topic: More train conditions
- Replies: 0
- Views: 232
More train conditions
Disclaimer : I used the AI to rewrite my suggestion to use the suggested template.
TL;DR
Add a few extra train interrupt wildcards/conditions so one generic interrupt setup can handle both item trains and fluid trains, detect mixed cargo, and recover from refuel/depot interrupts without losing ...
TL;DR
Add a few extra train interrupt wildcards/conditions so one generic interrupt setup can handle both item trains and fluid trains, detect mixed cargo, and recover from refuel/depot interrupts without losing ...
- Tue Jan 20, 2026 7:01 pm
- Forum: Ideas and Suggestions
- Topic: Suggestions: More QoL functions
- Replies: 1
- Views: 190
Suggestions: More QoL functions
all are QoL easy to understand Also no need to suggest mods as most of them are stuff i suggest exactly because i played with mods that add them and just wonder why the game does not have them by default
When pressing for colours, to get a tap where, if pressed, we see that circle with every last ...
When pressing for colours, to get a tap where, if pressed, we see that circle with every last ...
- Sun Jan 11, 2026 4:45 pm
- Forum: Ideas and Suggestions
- Topic: New train station to automise cargo trains
- Replies: 1
- Views: 272
New train station to automise cargo trains
Due to communication issues i used the AI to write my ideea
TL;DR
Add a separate “automated train station” entity for a fully self-managing 1-item train network, so trains only need one schedule entry (plus a fuel top-up interruption).
What?
I suggest adding a new type of train station that is ...
TL;DR
Add a separate “automated train station” entity for a fully self-managing 1-item train network, so trains only need one schedule entry (plus a fuel top-up interruption).
What?
I suggest adding a new type of train station that is ...
- Tue Nov 18, 2025 4:50 pm
- Forum: News
- Topic: Friday Facts #439 - Factorio and Space Age on Nintendo Switch 2™
- Replies: 71
- Views: 24281
Re: Friday Facts #439 - Factorio and Space Age on Nintendo Switch 2™
I don't understand something, how comes the space age will be released on nintendo when it contains gambling?
- Fri Oct 24, 2025 10:21 pm
- Forum: Ideas and Suggestions
- Topic: any concrete to behave like space platform
- Replies: 0
- Views: 343
any concrete to behave like space platform
I love having a refine concrete everywhere since i can see more clearly, no hidden small holes or similar, you can clearly see resources, and the list continues. The only issue is that they prevent pollution absorbation of via ground but there is a mod to address this.
but, just like anyone else ...
but, just like anyone else ...
- Wed Oct 22, 2025 12:01 am
- Forum: Ideas and Suggestions
- Topic: Upgrade planer's setting to change via a global "meniu"
- Replies: 1
- Views: 329
Upgrade planer's setting to change via a global "meniu"
This is a new feature idea.
As i have tons of blueprints for trains and so on and on. One of the most annoying things (when starting new game and such) is that each time i need to individually upgrade the blueprints, one by one, sometimes the belts, othertimes the inserters, assemble, so on.
The ...
As i have tons of blueprints for trains and so on and on. One of the most annoying things (when starting new game and such) is that each time i need to individually upgrade the blueprints, one by one, sometimes the belts, othertimes the inserters, assemble, so on.
The ...
- Mon Oct 20, 2025 4:47 pm
- Forum: Ideas and Suggestions
- Topic: New option for more agresive enemies
- Replies: 2
- Views: 565
New option for more agresive enemies
Default is default, this is a suggestion for new tick boxes that are off by default.
So if on (each separatly): when destroying trees,it will release pollution that will trigger enemies around. Aka similar to how pollution would works if we set them on fire. Meaning that planting trees to reduce ...
So if on (each separatly): when destroying trees,it will release pollution that will trigger enemies around. Aka similar to how pollution would works if we set them on fire. Meaning that planting trees to reduce ...
- Mon Oct 20, 2025 4:31 pm
- Forum: Ideas and Suggestions
- Topic: Dynamic message display via circuits
- Replies: 0
- Views: 310
Dynamic message display via circuits
I start reverse, the final product will be similar to nixes tubes with regards to numbers but the image will be the signal and the message from the display panel to change based on different circuit color
Let's say i want to show that I have 100000 Steel plates and the message to be "To much, need ...
Let's say i want to show that I have 100000 Steel plates and the message to be "To much, need ...
- Wed Oct 15, 2025 12:00 am
- Forum: Ideas and Requests For Mods
- Topic: Request: Mutiple planets survival mode
- Replies: 0
- Views: 423
Request: Mutiple planets survival mode
This is similar to how Space exploration is. Except, there is no infinite resource aside from mining productivity bonus (and of course, none of the SE tehnology)
The key elements are that everything, including water, is finite
All the planets are, again, just like how space exploration is, limited ...
The key elements are that everything, including water, is finite
All the planets are, again, just like how space exploration is, limited ...
- Tue Oct 14, 2025 4:30 pm
- Forum: Ideas and Suggestions
- Topic: mec armour to have in build belt imunity and nightvision mk2
- Replies: 0
- Views: 291
mec armour to have in build belt imunity and nightvision mk2
Mec armour can fly but not on belt? A lot of people asked the ability to disable the fly (only they know why, i mean, you can easily disable the exoskeleton if you want precision), and well this is similar. As in, if the option to fly IS on, then to fly over belts. If the option is off (similar to ...
- Mon Oct 13, 2025 10:54 pm
- Forum: Ideas and Suggestions
- Topic: Elevated tains to space
- Replies: 1
- Views: 408
Elevated tains to space
2 Mods but in the vanilla game. The Space Elevator from Space Exploration (mod) and Trains in Space! (https://mods.factorio.com/mod/space-trains-patch) made me wish we have both in the game
As in, you have a train station where the train goes from the ground to the space platform (with all items in ...
As in, you have a train station where the train goes from the ground to the space platform (with all items in ...
- Mon Oct 13, 2025 8:30 pm
- Forum: Ideas and Suggestions
- Topic: Tick box: Fruid spoiled = soilage and seed
- Replies: 4
- Views: 833
Tick box: Fruid spoiled = soilage and seed
As an alternative for the 0. something to get seeds, the fruids, if left to spoil, will give 100% seeds.
And just to adress anyone who has a complain that this ruins how to start gleba like a masochis (no one likes the spoilage except for people who want a challange), this could be an unlockeble ...
And just to adress anyone who has a complain that this ruins how to start gleba like a masochis (no one likes the spoilage except for people who want a challange), this could be an unlockeble ...
- Mon Oct 13, 2025 3:08 pm
- Forum: Outdated/Not implemented
- Topic: Vanila update for mod compability
- Replies: 2
- Views: 608
Vanila update for mod compability
This is a very quick post. Grammer issues warning. Sorry, don't have time to write in details and later will forget i did this post. Sorry
Space exploration (meteorid), bob, rampant (sorry if i wrote wrong), and the names of the overhaull mods that add new damage type continues.
Ideea is very very ...
Space exploration (meteorid), bob, rampant (sorry if i wrote wrong), and the names of the overhaull mods that add new damage type continues.
Ideea is very very ...
- Sun Oct 12, 2025 7:25 pm
- Forum: Ideas and Suggestions
- Topic: Keeping fish alive / placing fish in water
- Replies: 33
- Views: 11679
Fish healing + put them back in water
Title
I noticed then when fish get damaged (no clue how, bitter acid i guees?), the hp stay there. It does not heal
And since i was already doing this trival suggestion, i wanted to add the other one: let us put fish back in water. This is actually more simple. I mean, the issue i guess is that is ...
I noticed then when fish get damaged (no clue how, bitter acid i guees?), the hp stay there. It does not heal
And since i was already doing this trival suggestion, i wanted to add the other one: let us put fish back in water. This is actually more simple. I mean, the issue i guess is that is ...
- Sun Oct 12, 2025 4:22 pm
- Forum: Ideas and Suggestions
- Topic: Special signal: deconstruction
- Replies: 0
- Views: 339
Special signal: deconstruction
As i was picking up some miners (quality drain = i want to use them somewhere else) for a small ore pach, there i needed to pick up the chest as well while at it or just ignore them i realised, why can't we automate this?
So the ideea is simple but still complicated and involved the decision ...
So the ideea is simple but still complicated and involved the decision ...