Search found 9 matches

by AndreusAxolotl
Mon Aug 17, 2026 10:03 am
Forum: Modding interface requests
Topic: Allow manual addition of the friendly fire warning railguns have.
Replies: 0
Views: 109

Allow manual addition of the friendly fire warning railguns have.

I have been having some issues with my shotgun turret, finding out it, unexpectedly, dealt friendly fire damage. While I thought of finding ways to make it not deal friendly fire damage, I thought a more interesting idea would've been to maintain the friendly fire but add in the damage warnings the ...
by AndreusAxolotl
Tue Aug 11, 2026 9:59 am
Forum: Modding interface requests
Topic: Add trash slots to Agricultural Tower prototypes
Replies: 0
Views: 100

Add trash slots to Agricultural Tower prototypes

Adding trash slots to agri towers would allow seeds that spoil to work more naturally ingame. For example if a seed spoils while being inserted, it will clog up the inserter, unlike what happens with biochambers, where the spoilage result is inserted into the entity's trash slot.

08-11-2026, 11-54 ...
by AndreusAxolotl
Thu Jul 02, 2026 8:33 pm
Forum: Modding interface requests
Topic: Add custom spoilage categories
Replies: 23
Views: 1827

Re: Add custom spoilage categories


If this was added, it would need to be integrated into Factoriopedia which would be the majority of the work. It would also need to account for a given thing spoiling and having any number of possible results. Right now it's simply a trigger that runs - and can do functionally anything.

It ...
by AndreusAxolotl
Mon Jun 29, 2026 9:25 pm
Forum: Modding interface requests
Topic: Add custom spoilage categories
Replies: 23
Views: 1827

Add custom spoilage categories

Usually spoiling in the Vanilla game only shows up with biological products, as expected, spoiling into spoilage or other products.

Modders though have used the spoiling feature to show other kinds of processes, from nuclear decay to rusting.

So my suggestion is the addition of spoilage categories ...
by AndreusAxolotl
Mon Jun 08, 2026 1:39 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.77] Agricultural towers drop on ground when harvesting with multiple results
Replies: 3
Views: 604

[2.0.77] Agricultural towers drop on ground when harvesting with multiple results

Agricultural towers seem to behave oddly when their inventory is almost full and the crop they're harvesting yields multiple items.
After the harvest, the overflow items are dropped on the ground preventing the tower from planting further crops in the area.

The logic behind how agri towers deal ...
by AndreusAxolotl
Fri Jun 05, 2026 8:47 pm
Forum: Modding interface requests
Topic: "Launchable" property for item prototypes
Replies: 0
Views: 169

"Launchable" property for item prototypes

With the upcoming ability in 2.1 to increase the maximum weight a rocket can carry (like the 3 ton rocket given as an example in FFF-441), the ability to lock items from being launched into space by giving the item a weight above 1 ton becomes obsolete.

A new boolean "launchable" property could fix ...
by AndreusAxolotl
Wed Dec 24, 2025 11:07 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.72] Plants with negative emissions have odd properties when harvested by agri towers
Replies: 1
Views: 750

[boskid][2.0.72] Plants with negative emissions have odd properties when harvested by agri towers

I was testing a planet mod i was developing and I ran into a weird issue. A plant I've coded to have negative pollution emissions when harvested does not have this property when harvested by an agricultural tower and not by hand. I do not know what is causing the issue so I am reporting it as a bug ...

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