Hey,
it would be awesome for bigger inventories to have the option to increase the items a single slot can slot.
So similiar to how the artilerry works, as it stores 100 shells, when the shell has a stack size of 1.
I would call it something like itemPerSlotModifier or slotMultiplier .
Greetz ...
Search found 401 matches
- Mon Jul 27, 2026 4:58 pm
- Forum: Already exists
- Topic: Add a itemPerSlotModifier to ContainerPrototype
- Replies: 1
- Views: 160
- Mon Jul 27, 2026 4:54 pm
- Forum: Ideas and Suggestions
- Topic: Space Platform Hub and Cargo Bay should increase item per slot multiplier with quality
- Replies: 0
- Views: 208
Space Platform Hub and Cargo Bay should increase item per slot multiplier with quality
I had a idea.
What if with higher quality, the Space Platform Hub and Cargo Bay increase the item that are storable in a single slot, based on quality?
It would properly reduce tps usage.
How I would do it:
Space Platform Hub
Per quality level you get one more modifier, so uncommon would be * 2 ...
What if with higher quality, the Space Platform Hub and Cargo Bay increase the item that are storable in a single slot, based on quality?
It would properly reduce tps usage.
How I would do it:
Space Platform Hub
Per quality level you get one more modifier, so uncommon would be * 2 ...
- Thu Jul 16, 2026 11:44 am
- Forum: Ideas and Suggestions
- Topic: Add ability to read needed research cycles
- Replies: 2
- Views: 210
Add ability to read needed research cycles
Hey, it would be nice to be able to read total needed research cycles from a lab.
As we already can read out how many science pack per cycle we need, it would be helpful also beeing able to read the cycles needed.
Greetz,
Luzifer
As we already can read out how many science pack per cycle we need, it would be helpful also beeing able to read the cycles needed.
Greetz,
Luzifer
- Mon Jul 06, 2026 2:21 pm
- Forum: Ideas and Suggestions
- Topic: Place surface conditions
- Replies: 2
- Views: 246
Re: Place surface conditions
There is the "Construction surface conditions". It's at the bottom of the tooltip when you mouseover the recipe. It's also at the bottom of the top info block in the factoriopedia.
E.g. the Biolab has this section, lists a pressure requirement, and says "Buildable on <icon for Nauvis>".
Do you ...
- Thu Jul 02, 2026 1:18 am
- Forum: Ideas and Suggestions
- Topic: Place surface conditions
- Replies: 2
- Views: 246
Place surface conditions
We currently have the Crafting surface conditions, but no way to see where a entity is limited to in terms of beeing placed.
So I propose that there should be the same thing as for Crafting surface conditions, but now only for the placing of entities.
Greetz,
Luzifer
So I propose that there should be the same thing as for Crafting surface conditions, but now only for the placing of entities.
Greetz,
Luzifer
- Tue Jun 23, 2026 4:07 pm
- Forum: Minor issues
- Topic: [2.1.7] Cant go Windowed Borderless on Windows
- Replies: 3
- Views: 388
Re: [2.1.7] Cant go Windowed Borderless on Windows
Seems to be a known issue and is on the Milestones for 3.x.
So we will have to wait and see.
Thanks.
So we will have to wait and see.
Thanks.
- Tue Jun 23, 2026 2:46 pm
- Forum: Minor issues
- Topic: [2.1.7] Cant go Windowed Borderless on Windows
- Replies: 3
- Views: 388
[2.1.7] Cant go Windowed Borderless on Windows
Before 2.1, I could easily force the window to go into Windowed Borderless`, but now I need to enable fullscreen and then force it down to 2k.
This is needed for people who play on a not 19:6 screen and dont want the 21:9 or 32:9 experience.
I use Windowed Borderless Gaming for all my games and ...
This is needed for people who play on a not 19:6 screen and dont want the 21:9 or 32:9 experience.
I use Windowed Borderless Gaming for all my games and ...
- Sat Oct 25, 2025 8:44 am
- Forum: Mod portal Discussion
- Topic: [API Request] Add tags to /api/mods/{name}
- Replies: 1
- Views: 977
[API Request] Add tags to /api/mods/{name}
Hey, it would be nice if we could get the tags with pulling /api/mods/{name} and /api/mods?nameliste={name},{name},{name} .
It would make pulling alot of mods at once easier.
This is also the only information missing from the overview, like seen in this picture.
10-25-2025, 10-43-15.png
Because ...
It would make pulling alot of mods at once easier.
This is also the only information missing from the overview, like seen in this picture.
10-25-2025, 10-43-15.png
Because ...
- Fri Jun 20, 2025 10:35 am
- Forum: Ideas and Suggestions
- Topic: Blueprint parameter formula - Access to relative & absolute coordinates
- Replies: 2
- Views: 1082
Re: Blueprint parameter formula - Access to relative & absolute coordinates
+1
Even when I wouldnt use it much, this would be a game changer.
Even when I wouldnt use it much, this would be a game changer.
- Thu Jun 19, 2025 2:52 pm
- Forum: Modding interface requests
- Topic: QualityPrototype extended
- Replies: 53
- Views: 12538
- Thu May 15, 2025 11:13 pm
- Forum: Assigned
- Topic: [kovarex] [2.0.49] Smart Belt Dragging ignores 1x1 belt related entities
- Replies: 0
- Views: 739
[kovarex] [2.0.49] Smart Belt Dragging ignores 1x1 belt related entities
Like shown in the gif, the 1x1 loader and the lane balancer are both getting overwritten, while they shouldnt.
- Thu Apr 10, 2025 11:58 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91][2.0.16] Placing corner walls removes some adjacent ghosts
- Replies: 2
- Views: 2912
Re: [Lou][2.0.16] Placing corner walls removes some adjacent ghosts
This doesnt happen with wall ghosts, so its probably something with the connecting of walls.
And it doesnt affect all ghosts, only some.
And it doesnt affect all ghosts, only some.
- Thu Feb 27, 2025 12:34 pm
- Forum: Implemented mod requests
- Topic: LuaSchedule API
- Replies: 2
- Views: 867
Re: LuaSchedule API
Thank you for adding this to Factorio!
A few comments:
- LuaSchedule::add_record should either return the index at which the record was inserted *or* have a parameter that allows defining where the record goes in the schedule. Currently I do
schedule.add_record { ... }
local index = schedule ...
- Thu Feb 27, 2025 2:19 am
- Forum: Implemented mod requests
- Topic: LuaSchedule::clear_records/clear_interrupts
- Replies: 1
- Views: 625
LuaSchedule::clear_records/clear_interrupts
Hey,
it would also be awesome if we could clear all the records & interrupts with one command.
Greetz,
Luzifer
it would also be awesome if we could clear all the records & interrupts with one command.
Greetz,
Luzifer
- Thu Feb 27, 2025 1:51 am
- Forum: Implemented mod requests
- Topic: LuaSchedule::add_record insert index
- Replies: 1
- Views: 614
LuaSchedule::add_record insert index
Hey,
it would be awesome if we could give the add_record option a index at which it should insert.
Greetz,
Luzifer
it would be awesome if we could give the add_record option a index at which it should insert.
Greetz,
Luzifer
- Thu Feb 27, 2025 1:46 am
- Forum: Implemented mod requests
- Topic: Extend LuaSchedule with bulk operations
- Replies: 1
- Views: 598
Extend LuaSchedule with bulk operations
Hey,
I love the LuaSchedule, but I'm mussing bulk operations a bit.
So what I would want to have is:
get_interrupts
returns a array/table of all the interrupts
add_interrupts
lets you add all the interrupts inside a array/table at once
For now I only have these two, but there could be ...
I love the LuaSchedule, but I'm mussing bulk operations a bit.
So what I would want to have is:
get_interrupts
returns a array/table of all the interrupts
add_interrupts
lets you add all the interrupts inside a array/table at once
For now I only have these two, but there could be ...
- Thu Feb 20, 2025 4:47 pm
- Forum: Not a bug
- Topic: [2.0.28] IconData default size depends on other IconData objects in the array
- Replies: 12
- Views: 2903
Re: [2.0.28] IconData default size depends on other IconData objects in the array
Okay, after boskid's comment I now understand I made a error myself.
Sry.
Sry.
- Thu Feb 20, 2025 4:41 pm
- Forum: Not a bug
- Topic: [2.0.28] IconData default size depends on other IconData objects in the array
- Replies: 12
- Views: 2903
Re: [2.0.28] IconData default size depends on other IconData objects in the array
You're melding the existing icon definition of:
icons =
{
{
icon = "__graphic_test_mod__/advisor256.png",
icon_size = 256,
}
}
With a new icon definition that starts as:
icons = {
{
icon = modName .. "/graphics/64x64-empty.png"
}
}
Melding those two tables will result in:
icons ...
- Thu Feb 20, 2025 3:09 pm
- Forum: Not a bug
- Topic: [2.0.28] IconData default size depends on other IconData objects in the array
- Replies: 12
- Views: 2903
Re: [2.0.28] IconData default size depends on other IconData objects in the array
That is not correct. Those numbers are the expected icon size. The expected size affects some things about icons (such as scale), but icon_size itself defaults to 64 even for those prototypes. This is documented here: https://lua-api.factorio.com/latest/types/IconData.html
Right, I missed ...
- Wed Jan 08, 2025 2:06 am
- Forum: Ideas and Suggestions
- Topic: Add Vehicle Braking Force for cryogenic science
- Replies: 1
- Views: 700
Add Vehicle Braking Force for cryogenic science
Hey, it would be awesome if we could get a infinite vehicle braking force research after getting cryogenic science pack.
What it would do is the same as the braking force for trains BUT also do it for vehicles, like the tank and car.
With quality fuel, braking a tank is like doing 10 rounds or ...
What it would do is the same as the braking force for trains BUT also do it for vehicles, like the tank and car.
With quality fuel, braking a tank is like doing 10 rounds or ...