That would indeed be amazing. But I'd be happy to start with something, anything at all, rather than wait for perfection that never happens. Right now, I don't even know if people who download my mod have a problem at all.You might want the mod list, too.
Search found 13 matches
- Mon Aug 25, 2025 11:35 am
- Forum: Modding interface requests
- Topic: Crash reports/counts to mod portal?
- Replies: 8
- Views: 350
Re: Crash reports/counts to mod portal?
- Sun Aug 24, 2025 9:12 pm
- Forum: Modding interface requests
- Topic: Crash reports/counts to mod portal?
- Replies: 8
- Views: 350
Re: Crash reports/counts to mod portal?
An unmodified factorio-current.log file will include many System Details...
For this to be useful, we don't need the full crash log, which might contain personal information - simply the stack dump that is shown in the popup when the game crashes would be so much better than nothing, which is ...
For this to be useful, we don't need the full crash log, which might contain personal information - simply the stack dump that is shown in the popup when the game crashes would be so much better than nothing, which is ...
- Sun Aug 24, 2025 10:28 am
- Forum: Modding interface requests
- Topic: Crash reports/counts to mod portal?
- Replies: 8
- Views: 350
Crash reports/counts to mod portal?
I have written a mod and I know from bug reports that it occasionally causes a problem.
Is there a way to surface these automatically on the mod portal? As a developer, I'd love to be able to see how often my mod causes a problem (by version) and if the stack dumps were available too, it would make ...
Is there a way to surface these automatically on the mod portal? As a developer, I'd love to be able to see how often my mod causes a problem (by version) and if the stack dumps were available too, it would make ...
- Sun Aug 03, 2025 12:04 pm
- Forum: Won't implement
- Topic: Add the ability to have two numbers on sprite-buttons
- Replies: 2
- Views: 1309
Re: Add the ability to have two numbers on sprite-buttons
FWIW, I'd also really like to be able to display two numbers, and control the colours of each.
- Wed Jul 23, 2025 11:00 pm
- Forum: Documentation Improvement Requests
- Topic: [2.0.60] LuaLogisticNetwork documentation for logistic_robots
- Replies: 2
- Views: 375
Re: [2.0.60] LuaLogisticNetwork documentation for logistic_robots
Thank you, with that reminder it is indeed clearer. Appreciate it!
- Wed Jul 23, 2025 10:32 pm
- Forum: Documentation Improvement Requests
- Topic: [2.0.60] LuaLogisticNetwork documentation for logistic_robots
- Replies: 2
- Views: 375
[2.0.60] LuaLogisticNetwork documentation for logistic_robots
In the documentation for LuaLogisticNetwork , it is not clear that logistic_robots is a list of those robots that are active, and does not include robots inside the roboport. I expected that the number of items in that array would be the same as all_logistic_robots , but I guess those inside the ...
- Thu Oct 31, 2024 2:44 pm
- Forum: Ideas and Suggestions
- Topic: Build from Space Platform inventory
- Replies: 2
- Views: 1316
Build from Space Platform inventory
I want to be able to build from what is in the space platform inventory, basically making it so that clicking on a stack in the inventory changes the ghost cursor.
It feels wrong that this isn''t possible already and I spent ages trying to figure out how to place the first Uncommon solar panels ...
It feels wrong that this isn''t possible already and I spent ages trying to figure out how to place the first Uncommon solar panels ...
- Fri Mar 22, 2024 12:07 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 132
- Views: 47434
Re: Friday Facts #403 - Train stops 2.0
So many nice QoL changes, I really look forward to playing with them. The only downside is that Factorio v1 feels increasingly clunky 
I particularly like the change to automatically pick the train limit and color from another station with the same name. Yay!

I particularly like the change to automatically pick the train limit and color from another station with the same name. Yay!
- Fri Sep 08, 2023 1:41 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 309612
Re: Friday Facts #375 - Quality
I think the idea is good. Two thoughts:
* Since haste makes waste, could you simply allow players to take a big speed penalty on a machine to get better quality items? That feels very thematic and could complement quality modules.
* I don’t like the names of the quality levels. Something like ...
* Since haste makes waste, could you simply allow players to take a big speed penalty on a machine to get better quality items? That feels very thematic and could complement quality modules.
* I don’t like the names of the quality levels. Something like ...
- Sun Jan 31, 2021 3:40 pm
- Forum: Ideas and Suggestions
- Topic: [1.1.19] Number key selectors active when setting train limit
- Replies: 2
- Views: 1110
Re: [1.1.19] Number key selectors active when setting train limit
I agree that my suggestion at the bottom is a suggestion :)
Since selecting an item from the hotbar is neither useful nor meaningful, I do think it's a bug that it happens.
For me, it happens all the time as well, as I go through hundreds of train stations to enable the limit, and sometimes don't ...
Since selecting an item from the hotbar is neither useful nor meaningful, I do think it's a bug that it happens.
For me, it happens all the time as well, as I go through hundreds of train stations to enable the limit, and sometimes don't ...
- Sun Jan 31, 2021 12:39 pm
- Forum: Ideas and Suggestions
- Topic: [1.1.19] Number key selectors active when setting train limit
- Replies: 2
- Views: 1110
[1.1.19] Number key selectors active when setting train limit
In the station menu, you can enter a number in the new Train Limit field, great.
If that field is not active, pressing "1" selects item #1 in the hotbar, which is not very useful and a bit confusing.
I'd suggest disabling that. As a bonus improvement, make any number key press enable the train ...
If that field is not active, pressing "1" selects item #1 in the hotbar, which is not very useful and a bit confusing.
I'd suggest disabling that. As a bonus improvement, make any number key press enable the train ...
- Sun Jan 31, 2021 12:34 pm
- Forum: Technical Help
- Topic: [1.1.19 b57957, win64] Crashed PC entirely
- Replies: 0
- Views: 725
[1.1.19 b57957, win64] Crashed PC entirely
I was playing a fairly large base that I'd upgraded from 0.18 with v1, and loaded again in v1.1. The game worked well for a few hours, and I was busy changing all of my train stations to have train limits when it happened:
* The entire screen became corrupted, as if it parts had shifted left
* The ...
* The entire screen became corrupted, as if it parts had shifted left
* The ...
- Sat Jan 20, 2018 2:05 am
- Forum: News
- Topic: Friday Facts #226 - New mod portal & other news
- Replies: 93
- Views: 53340
Re: Friday Facts #226 - New mod portal & other news
I wonder what would happen if bots took up space. A key reason why they are so much more efficient than belts is that the game ignores the fact that they take up space - maybe a small base amount plus more for large loads?
If the bots had to make way for each other and might occasionally close, it ...
If the bots had to make way for each other and might occasionally close, it ...