Want some Satisfactory in your Factorio?
This mod gives you Satisfactory Hard Drive style alternate recipes for many intermediate ingredients!
There is a small chance to randomly unlock one with each technology you research (by default 5%, but customizable in the Map settings), and that ...
Search found 22 matches
- Sun Jul 13, 2025 3:33 pm
- Forum: Mods
- Topic: [MOD 2.0] SARS - Satisfying Alternate Recipe System
- Replies: 0
- Views: 198
- Sun Jul 13, 2025 1:36 am
- Forum: Modding help
- Topic: Help making my mod: How to make things persist across configuration changes?
- Replies: 1
- Views: 110
Help making my mod: How to make things persist across configuration changes?
My mod https://mods.factorio.com/mod/SARS/downloads unlocks alternate recipes. It currently does save what recipes you unlock. However, every time the configuration changes such as when I update the mod, it erases all the unlocked recipes and I don't know why or how to make it stop. Can anyone help ...
- Mon Jul 07, 2025 11:04 pm
- Forum: Modding help
- Topic: Is there a way to apply the shallow water slowing effect to vehicles on tiles other than water?
- Replies: 2
- Views: 223
Re: Is there a way to apply the shallow water slowing effect to vehicles on tiles other than water?
Oh, can I set that one higher than 1, as high as I need it? That's perfect then.
- Mon Jul 07, 2025 5:47 pm
- Forum: Modding help
- Topic: Is there a way to apply the shallow water slowing effect to vehicles on tiles other than water?
- Replies: 2
- Views: 223
Is there a way to apply the shallow water slowing effect to vehicles on tiles other than water?
I'm trying to make two vehicles, one that's real fast on pavement but terrible offroad, and one that's slower on pavement but isn't slowed down at all offroad. The second one's easy, just set the terrain_friction_modifier to like 0.1. However, the first vehicle is not being slowed nearly enough ...
- Sun Jul 06, 2025 6:09 pm
- Forum: Modding interface requests
- Topic: API access to player's current speed with all modifiers
- Replies: 1
- Views: 144
API access to player's current speed with all modifiers
Title pretty much sums it up. Currently there is no way (as far as I can tell) to read the actual speed of the player after all modifiers from both in-game and mods have been applied--i.e. the actual velocity the player will literally move on screen after all calculations have been done. There is ...
- Sun Jul 06, 2025 5:14 pm
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 114
- Views: 66232
Re: Changelog tutorial
Hello, can somebody please tell me why this changelog file is invalid? I thought that I did everything right and it does not give me any error, but it simply does not work in game; the "changelog" button remains greyed out.
Nevermind, got it. There was a sneaky tab in there instead of four spaces ...
Nevermind, got it. There was a sneaky tab in there instead of four spaces ...
- Sat Jul 05, 2025 10:35 pm
- Forum: Mods
- Topic: Progressive Running 2.0
- Replies: 3
- Views: 427
Re: Progressive Running 2.0
Hello, I have updated the mod properly now, rather than just a quick and dirty "make it work" with space age.
It still breaks if you uninstall it incorrectly but there are now instructions in the description for how to avoid that. The other issues (slow acceleration, no settings, no customizeable ...
It still breaks if you uninstall it incorrectly but there are now instructions in the description for how to avoid that. The other issues (slow acceleration, no settings, no customizeable ...
- Wed Jul 02, 2025 9:49 am
- Forum: Mods
- Topic: Progressive Running 2.0
- Replies: 3
- Views: 427
Re: Progressive Running 2.0
It's probably sluggish because it only updates every 15 ticks, I assume for performance reasons. I didn't really mess with the original code any, just made it work.
The zoom based speed is a neat idea, I didn't know that was a thing.
The zoom based speed is a neat idea, I didn't know that was a thing.
- Tue Jul 01, 2025 10:55 pm
- Forum: Mods
- Topic: Progressive Running 2.0
- Replies: 3
- Views: 427
Progressive Running 2.0
Remake of the classic Progressive Running mod for 2.0 and Space Age.
This mod makes it so that, if you are wearing exoskeletons, your run speed is initially slow, as if you have no exoskeletons, but then it rapidly ramps up to full speed over the course of about a second. It's kinda like you're ...
This mod makes it so that, if you are wearing exoskeletons, your run speed is initially slow, as if you have no exoskeletons, but then it rapidly ramps up to full speed over the course of about a second. It's kinda like you're ...
- Tue Jul 01, 2025 6:30 am
- Forum: Minor issues
- Topic: [2.0.58] Minor Graphics Oversight With Sideloading Underground Belts Facing South
- Replies: 1
- Views: 164
[2.0.58] Minor Graphics Oversight With Sideloading Underground Belts Facing South
When an underground belt is facing east or west and being side loaded from the south, part of the metal wall is removed to visually allow for the one side of the belt to enter the sideloaded underground belt. It's a nice little attention to detail that occasionally pops up in factorio appreciation ...
- Sun Jun 22, 2025 2:37 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 613
- Views: 398407
I just wanted to thank the devs, that's all.
I wasn't really sure which topic this belongs in. I just wanted to take a moment to say thank you to the devs for being such great people on top of making a great game. Far too often game devs let the power and control over their little kingdom go to their head and it turns them into... well, not ...
- Mon Oct 29, 2018 6:58 am
- Forum: Ideas and Suggestions
- Topic: Reloading weapons
- Replies: 3
- Views: 3487
Reloading weapons
So, the player carries stacks of ammo magazines, and as you fire the top item in the stack (representing the loaded magazine) loses "durability" which represents the amount of ammo left in that magazine, with the exception of the rocket launcher (so it's also excluded from my suggestion).
Currently ...
Currently ...
- Mon Oct 29, 2018 6:57 am
- Forum: Ideas and Suggestions
- Topic: More significant weapon upgrades
- Replies: 0
- Views: 1399
More significant weapon upgrades
Currently, upgrading your pistol to submachine gun or shotgun to combat shotgun literally only affects fire rate (plus a tiny range boost for submachine gun).
I suggest making weapon upgrades more significant by giving them unique behavior which makes the upgrade more desirable, important, and/or ...
I suggest making weapon upgrades more significant by giving them unique behavior which makes the upgrade more desirable, important, and/or ...
- Sun Oct 28, 2018 11:24 pm
- Forum: Ideas and Requests For Mods
- Topic: Short logistics request delay
- Replies: 11
- Views: 3781
Re: Short logistics request delay
Sorry for the pointless bump! I clicked "bump topic" cause I wanted to see what it would do... I figured it'd have a confirmation, or maybe have an auto-generated message or... idk, just wasn't expecting it to instantly go through.
- Sun Oct 28, 2018 11:21 pm
- Forum: Ideas and Requests For Mods
- Topic: Short logistics request delay
- Replies: 11
- Views: 3781
Re: Short logistics request delay
This one should be pretty simple to implement:
About 90% of mod ideas that start with that, are actually either impossible, or really damn hard to do. If it really was that simple or easy, most ideas like this already would have a mod for it.
Try to avoid starting ideas with lines like that. ;P ...
- Fri Oct 12, 2018 4:12 pm
- Forum: Ideas and Suggestions
- Topic: Short delay when changing logistic request numbers
- Replies: 10
- Views: 3150
Re: Short delay when changing logistic request numbers
Btw, while it certainly would be an improvement over the current situation i still think this is bad gui design. Factorio GUIs are closed by pressing esc/e, and not a usual "ok/apply" button like in e.g. windows. In most applications pressing esc would throw away any pending changes and restore ...
- Sun Oct 07, 2018 9:09 pm
- Forum: Ideas and Suggestions
- Topic: Short delay when changing logistic request numbers
- Replies: 10
- Views: 3150
Short delay when changing logistic request numbers
There should be a short one or two second delay between when you change the number for a logistics or auto trash slot and when that number is actually sent to the logistic network (or applied to your inventory, for auto trash slots). This would go a long way toward preventing people from ...
- Sun Oct 07, 2018 8:23 pm
- Forum: Ideas and Requests For Mods
- Topic: Short logistics request delay
- Replies: 11
- Views: 3781
Re: Short logistics request delay
The modding API offers no way of intercepting that input. It's all done internally. I certainly wouldn't mind if that was the default behaviour. But short of reimplementing the whole GUI i see no way to mod that.
Ah damn, ok. I guess this needs to be put in ideas and suggestions instead, then ...
- Sun Oct 07, 2018 12:40 pm
- Forum: Ideas and Requests For Mods
- Topic: Short logistics request delay
- Replies: 11
- Views: 3781
Re: Short logistics request delay
Same topics:
https://forums.factorio.com/viewtopic.php?t=30913
https://forums.factorio.com/viewtopic.php?t=23622
But now you can set to "request 1 item instead of stack" in the game options.
These are not the same topic. I already have that option enabled. That option does keep me from ...
- Sun Oct 07, 2018 11:01 am
- Forum: Ideas and Requests For Mods
- Topic: Short logistics request delay
- Replies: 11
- Views: 3781
Short logistics request delay
This one should be pretty simple to implement: I'd like a mod where there is a short one or two second delay between when you change the number for a logistics or trash slot and when that number is actually sent to the logistic network.
For example: if you request some iron, drag the slider to 200 ...
For example: if you request some iron, drag the slider to 200 ...