TL;DR
Making custom sections in a Factoripedia entry would help mods document their own functionality.
WHY?
Truly high-quality, user-friendly mods provide the player information about their features, in-game. Factoripedia is a massively useful tool for this, but the functionality is limited ...
Search found 37 matches
- Fri Oct 02, 2026 12:28 pm
- Forum: Modding interface requests
- Topic: Custom sections for entries in Factoripedia
- Replies: 1
- Views: 100
- Wed Sep 30, 2026 6:12 pm
- Forum: Implemented mod requests
- Topic: Make the ProxyContainerPrototype rotatable
- Replies: 3
- Views: 333
Re: Make the ProxyContainerPrototype rotatable
WOO! This is super cool. Thank you!
- Sun Sep 27, 2026 3:36 pm
- Forum: Ideas and Suggestions
- Topic: UI: a way to organize the list of space platforms
- Replies: 0
- Views: 195
UI: a way to organize the list of space platforms
TL;DR
When you have lots of space platforms, the list gets cluttered.
WHY?
With the advent of space platforms being able to request items from one another, orbital factory infrastructure is a super viable design strategy, creating space factories making ammo/fuel for passing haulers, etc. It ...
When you have lots of space platforms, the list gets cluttered.
WHY?
With the advent of space platforms being able to request items from one another, orbital factory infrastructure is a super viable design strategy, creating space factories making ammo/fuel for passing haulers, etc. It ...
- Sun Sep 27, 2026 3:26 pm
- Forum: Implemented mod requests
- Topic: Make the ProxyContainerPrototype rotatable
- Replies: 3
- Views: 333
Re: [2.1.20] Modding: make the ProxyContainerPrototype rotatable
ALSO!
Almost forgot: a separate graphics set for when connected/not connected would be super cool, and an option to show a flashing icon when not connected.- Sun Sep 27, 2026 3:24 pm
- Forum: Modding interface requests
- Topic: Make the landing pad unloading bay able to work with space platform hubs
- Replies: 0
- Views: 94
Make the landing pad unloading bay able to work with space platform hubs
TL;DR
Landing pad unloading bays are currently hard-coded to only allow unloading when connected to a cargo landing pad, it would be cool if they worked with space platform hubs, too.
WHAT?
When removing the surface condition restriction for landing pad unloading bays, they can be placed on ...
Landing pad unloading bays are currently hard-coded to only allow unloading when connected to a cargo landing pad, it would be cool if they worked with space platform hubs, too.
WHAT?
When removing the surface condition restriction for landing pad unloading bays, they can be placed on ...
- Sun Sep 27, 2026 12:27 pm
- Forum: Implemented mod requests
- Topic: Make the ProxyContainerPrototype rotatable
- Replies: 3
- Views: 333
Make the ProxyContainerPrototype rotatable
TL;DR
The ContainerPrototype is as of 2.1 rotatable (yay!), the ProxyContainerPrototype is not. This is incongruent and inconvenient and seems like a slam dunk fix.
WHAT?
Basically the Proxy Container seems like it should 'just' be a container with the added feature of being a proxy inventory ...
The ContainerPrototype is as of 2.1 rotatable (yay!), the ProxyContainerPrototype is not. This is incongruent and inconvenient and seems like a slam dunk fix.
WHAT?
Basically the Proxy Container seems like it should 'just' be a container with the added feature of being a proxy inventory ...
- Sun Sep 27, 2026 12:23 pm
- Forum: Ideas and Suggestions
- Topic: Give bioflux the burner fuel category in addition to food fuel.
- Replies: 6
- Views: 592
Re: Give bioflux the burner fuel category in addition to food fuel.
You can just mod in that burners take 'food' and 'nutrients' as burnable categories. I do that for the Heating Tower in a mod I'm working on, it is super easy:
Code: Select all
data.raw.reactor['heating-tower'].energy_source.fuel_categories = { 'chemical', 'food', 'nutrients' }- Sun Aug 30, 2026 10:43 am
- Forum: Bug Reports
- Topic: [2.1.17] Occasional doubling of left clicks on Linux
- Replies: 4
- Views: 752
Re: [2.1.17] Occasional doubling of left clicks on Linux
Oh, sorry, I missed that part that you are running X11, just like me. So, more similarities. You even have the same amount of RAM as me (64 GB) :)
Anyway, if you flash any USB stick with Mint, boot computer from it, launch the game there, that could help resolving this. Mint should have Radeon ...
- Sun Aug 30, 2026 10:42 am
- Forum: Ideas and Suggestions
- Topic: Expand roboport requests: limit maximum number of bots and request for repair packs.
- Replies: 4
- Views: 415
Re: Expand roboport requests: limit maximum number of bots and request for repair packs.
I'm not sure that repair pack requests are a thing that makes sense for roboport requests. Remember: these requests don't cause logistic bots to bring something to the roboport. They cause that thing to *come to the roboport*. Repair packs can't fly themselves to the roboport, so this mechanism is ...
- Sat Aug 29, 2026 8:14 pm
- Forum: Ideas and Suggestions
- Topic: Expand roboport requests: limit maximum number of bots and request for repair packs.
- Replies: 4
- Views: 415
Re: [2.1.17] Expand roboport requests: limit maximum number of bots and request for repair packs.
117495
You can configure a Limit, sort-of.
11-15-2025, 12-16-39.png
You can specify multiple Qualities of Robot in the Robot Request, as in the left-side Roboport. If the number of Requests meets or exceeds the number of Slots, then "Extra" robots will evict themselves into nearby Roboports ...
- Sat Aug 29, 2026 11:42 am
- Forum: Ideas and Suggestions
- Topic: Expand roboport requests: limit maximum number of bots and request for repair packs.
- Replies: 4
- Views: 415
Expand roboport requests: limit maximum number of bots and request for repair packs.
TL;DR
Make the roboport requests more like logistic requests, being able to set a maximum number.
Also request repair packs.
WHAT?
Basically the roboport request interface feels half-baked, and missing the full feature set of other logistics requests. It is possible to set a minimum number ...
Make the roboport requests more like logistic requests, being able to set a maximum number.
Also request repair packs.
WHAT?
Basically the roboport request interface feels half-baked, and missing the full feature set of other logistics requests. It is possible to set a minimum number ...
- Sat Aug 29, 2026 11:22 am
- Forum: Bug Reports
- Topic: [2.1.17] Occasional doubling of left clicks on Linux
- Replies: 4
- Views: 752
Re: [2.1.17] Occasional doubling of left clicks on Linux
I also use Linux, XFCE, Ryzen, Radeon, just like you. The only difference being different distro - I'm on Devuan and Xlibre display server, and you are probably on Wayland?
I cannot reproduce this.
Launch your PC from USB stick with Mint or something and check there. If extra click cannot be ...
- Fri Aug 28, 2026 8:38 pm
- Forum: Bug Reports
- Topic: [2.1.17] Occasional doubling of left clicks on Linux
- Replies: 4
- Views: 752
[2.1.17] Occasional doubling of left clicks on Linux
What happens?
Occasionally during gameplay, mouse clicks will register twice. The mouse-click sound plays twice.
It happens once every 1-10 minutes, enough to be noticeable
This happens with:
Queing crafting from the crafting menu: upon clicking a recipe icon once, two crafts will be queued ...
Occasionally during gameplay, mouse clicks will register twice. The mouse-click sound plays twice.
It happens once every 1-10 minutes, enough to be noticeable
This happens with:
Queing crafting from the crafting menu: upon clicking a recipe icon once, two crafts will be queued ...
- Mon Aug 17, 2026 3:33 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Guide/documentation for parameterized blueprints.
- Replies: 0
- Views: 370
[2.1] Guide/documentation for parameterized blueprints.
TL;DR
Parameterized blueprints are awesome, let's document them better.
What?
A guide in the Tips and Tricks menu, detailing how to use them. The nature of parameters, placing a parameterized blueprint, what it means that the parameterization is evaluated top-to-bottom, examples of how to use ...
Parameterized blueprints are awesome, let's document them better.
What?
A guide in the Tips and Tricks menu, detailing how to use them. The nature of parameters, placing a parameterized blueprint, what it means that the parameterization is evaluated top-to-bottom, examples of how to use ...
- Mon Aug 17, 2026 2:39 pm
- Forum: Outdated/Not implemented
- Topic: [2.1] Minimum and maximum functions in arithmetic combinators.
- Replies: 1
- Views: 295
[2.1] Minimum and maximum functions in arithmetic combinators.
TL;DR
Add mininum and maximum functions to the arithmetic combinator.
What?
Add `min` and `max` to the existing set of operators, and implement them in the obvious way.
Why?
In lieu of the decider combinator getting a major upgrade, the arithmetic combinator is in need of some extra ...
Add mininum and maximum functions to the arithmetic combinator.
What?
Add `min` and `max` to the existing set of operators, and implement them in the obvious way.
Why?
In lieu of the decider combinator getting a major upgrade, the arithmetic combinator is in need of some extra ...
- Mon Aug 17, 2026 1:11 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Expand arithmetic combinator to functions of other arities.
- Replies: 1
- Views: 327
[2.1] Expand arithmetic combinator to functions of other arities.
TL;DR
Add more advanced functions to the arithmetic combinator, with other than two arguments.
What?
Expand the functionality of the arithmetic combinator to have functions with one, two, or three arguments.
1 argument
Common single argument functions include:
negation (-)
bitwise not ...
Add more advanced functions to the arithmetic combinator, with other than two arguments.
What?
Expand the functionality of the arithmetic combinator to have functions with one, two, or three arguments.
1 argument
Common single argument functions include:
negation (-)
bitwise not ...
- Mon Aug 17, 2026 12:20 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Explanatory tooltips for operations in combinators.
- Replies: 0
- Views: 177
[2.1] Explanatory tooltips for operations in combinators.
TL;DR
Add explanatory tooltip popups for the operator/comparator dropdown, to the benefit of players unfamiliar with the symbols.
See also: [2.1] Make arithmetic combinators more readable for non-programmers.
What?
Provide a popup tooltip for the arithmetic operators which provides a brief ...
Add explanatory tooltip popups for the operator/comparator dropdown, to the benefit of players unfamiliar with the symbols.
See also: [2.1] Make arithmetic combinators more readable for non-programmers.
What?
Provide a popup tooltip for the arithmetic operators which provides a brief ...
- Mon Aug 17, 2026 12:08 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Make arithmetic combinators more readable for non-programmers.
- Replies: 0
- Views: 233
[2.1] Make arithmetic combinators more readable for non-programmers.
TL;DR
Change the display names of the operators in the arithmetic combinator to align with the commonly used mathematical notation, rather than the conventions used in programming languages.
See also: [2.1] Explanatory tooltips for operations in arithmetic combinators.
What?
Replace the ...
Change the display names of the operators in the arithmetic combinator to align with the commonly used mathematical notation, rather than the conventions used in programming languages.
See also: [2.1] Explanatory tooltips for operations in arithmetic combinators.
What?
Replace the ...
- Thu Jun 18, 2026 11:27 am
- Forum: Ideas and Suggestions
- Topic: Deconstruction planner: ability to deconstruct items in inventories
- Replies: 2
- Views: 345
Re: Deconstruction planner: ability to deconstruct items in inventories
Very good point!radical_larry wrote: Thu Jun 18, 2026 9:46 am That would also be really good if it applied to belts, so we would finally have a way to clear them out without rebuilding them
- Thu Jun 18, 2026 9:42 am
- Forum: Ideas and Suggestions
- Topic: Deconstruction planner: ability to deconstruct items in inventories
- Replies: 2
- Views: 345
Deconstruction planner: ability to deconstruct items in inventories
What?
In map/radar view you can deconstruct items in inventories by clicking on them, summoning construction bots to fetch them. Like so:
Decon.png
Deconstruction planners should be able to do this on a mass-scale, using filters.
Why?
The other day I wanted to transition several smelting ...
In map/radar view you can deconstruct items in inventories by clicking on them, summoning construction bots to fetch them. Like so:
Decon.png
Deconstruction planners should be able to do this on a mass-scale, using filters.
Why?
The other day I wanted to transition several smelting ...