I think incompatible mod list is a bad idea overall, it's nice to indicate user that a mod will not work with another mod but it's flawed in several way:
- A mod author can prevent you from using a mod because he want. I saw some case of this and honestly, that annoying.
- Most incompatibility is ...
Search found 431 matches
- Sat May 16, 2026 12:55 am
- Forum: Modding interface requests
- Topic: Overwrite dependency incompatibility
- Replies: 11
- Views: 790
- Wed May 13, 2026 12:36 pm
- Forum: Implemented mod requests
- Topic: Disable pollution for a surface at runtime
- Replies: 1
- Views: 172
Disable pollution for a surface at runtime
Would it be possible to disable pollution on a specific surface during runtime ? There is pollutant_type but it's read only. Would be useful to be able to disable pollution at runtime, use case, for space exploration, when you kill all bitter there is no need for pollution, it would save both UPS ...
- Wed May 13, 2026 11:21 am
- Forum: Fixed for 2.1
- Topic: [2.0.76] Factoriopedia doesn't show electric usage of beacon if beacon_power_usage_multiplier > 1
- Replies: 3
- Views: 305
Re: [2.0.76] Factoriopedia doesn't show electric usage of beacon if beacon_power_usage_multiplier > 1
What i suspect is happening here is that normal quality got a multiplier of 0 (since quality levels start at 0) and this made the logic not show energy consumption since entity does not consume any electricity at the base quality. The only thing i can do here is to make QualityPrototype throw an ...
- Wed May 13, 2026 10:03 am
- Forum: Modding help
- Topic: [Not a bug]Beacon quality default is wrong
- Replies: 2
- Views: 165
Re: Beacon quality default is wrong
QualityPrototype::beacon_power_usage_multiplier defaults to 1, there is no mistake with docs.
QualityPrototype::crafting_machine_energy_usage_multiplier also defaults to 1.
I completely forget my own `quality.crafting_machine_energy_usage_multiplier = 1 + quality.level * 0.3` but wtf 388*2.5 ...
- Wed May 13, 2026 9:41 am
- Forum: Fixed for 2.1
- Topic: [2.0.76] Factoriopedia doesn't show electric usage of beacon if beacon_power_usage_multiplier > 1
- Replies: 3
- Views: 305
[2.0.76] Factoriopedia doesn't show electric usage of beacon if beacon_power_usage_multiplier > 1
It's look factoriopedia bug when energy is too high ?
Code: Select all
for _, quality in pairs(data.raw["quality"]) do
quality.beacon_power_usage_multiplier = quality.level
end- Wed May 13, 2026 9:29 am
- Forum: Modding help
- Topic: [Not a bug]Beacon quality default is wrong
- Replies: 2
- Views: 165
[Not a bug]Beacon quality default is wrong
https://lua-api.factorio.com/latest/prototypes/QualityPrototype.html#beacon_power_usage_multiplier
the correct value is `Default: 1 / level`
BTW, https://lua-api.factorio.com/latest/prototypes/QualityPrototype.html#crafting_machine_energy_usage_multiplier look also wrong, it's probably something ...
the correct value is `Default: 1 / level`
BTW, https://lua-api.factorio.com/latest/prototypes/QualityPrototype.html#crafting_machine_energy_usage_multiplier look also wrong, it's probably something ...
- Tue May 12, 2026 6:29 am
- Forum: Spread the Word
- Topic: New Factorio merch
- Replies: 2
- Views: 1421
- Tue May 12, 2026 6:18 am
- Forum: Spread the Word
- Topic: Love game so much you buy mutiple? Why not give it to the people who are crying that no "on sale"?
- Replies: 4
- Views: 6361
Re: Love game so much you buy mutiple? Why not give it to the people who are crying that no "on sale"?
It's probably to provide their support to gog, alternative free DRM store.ghormoon wrote: Fri Oct 03, 2025 9:19 pmyet, on gog, it costs 31.99eurWe don't like sales for the same reason we don't like the 9.99 prices![]()
- Tue May 12, 2026 2:07 am
- Forum: Mod portal Discussion
- Topic: Prevent empty title
- Replies: 3
- Views: 434
Re: Prevent empty title
firefox doesn't show anything and is mostly right to do so "<a href="/mod/heart-attack/discussion/6749ea4542705fa9914f6201" title="ㅤ">ㅤ</a>". title IS empty.
Yes need more than just empty, some rules could help here like minimum length title. at least few non white space character.
Yes need more than just empty, some rules could help here like minimum length title. at least few non white space character.
- Tue May 12, 2026 12:18 am
- Forum: Ideas and Suggestions
- Topic: Add recipe calculations to the selector combinator
- Replies: 1
- Views: 169
Re: Add recipe calculations to the selector combinator
using green and red you can avoid poison problem but I agree it's annoying I would also prefer selector combinator to be able to do that, also ability to select which recipe to use if the item have multiple recipes would be nice.
- Mon May 11, 2026 7:30 am
- Forum: Outdated/Not implemented
- Topic: Filter options for ore miners
- Replies: 6
- Views: 397
Re: Filter options for ore miners
so you never use any logistic bot ?Panzerknacker wrote: Sun May 10, 2026 9:38 pm The whole point of the game is to be inventive and design something that will deal with the 'problem'.
Tbh I think adding filtering capabilities to every inserter in the game was already a very bad change.
- Mon May 11, 2026 5:24 am
- Forum: Gameplay Help
- Topic: Uncommon+ Satellite ROI?
- Replies: 10
- Views: 949
Re: Uncommon+ Satellite ROI?
vanilla + quality there is no reason to not put quality module inside the satellite crafter because you can't put productivity module anyway this will give you extra science for same cost.
- Sun May 10, 2026 9:42 pm
- Forum: Mod portal Discussion
- Topic: Prevent empty title
- Replies: 3
- Views: 434
Prevent empty title
https://mods.factorio.com/mod/heart-attack/discussion have a thread with an empty title it's impossible to click on it
Thus it possible to get it reading the html https://mods.factorio.com/mod/heart-att ... a9914f6201
Thus it possible to get it reading the html https://mods.factorio.com/mod/heart-att ... a9914f6201
- Sun May 10, 2026 9:39 am
- Forum: Duplicates
- Topic: [2.0.76] Rounding issue with speed modded labs resulting in loss of research
- Replies: 6
- Views: 485
Re: [2.0.76] Rounding issue with speed modded labs resulting in loss of research
Mandatory What Every Computer Scientist Should Know About Floating-Point Arithmetic, the only solution would be to change the way science is consumed using integer but... do we want that ? Honestly, I don't care much generally the round error of science is okay.


- Sun May 10, 2026 9:05 am
- Forum: Ideas and Suggestions
- Topic: A new firearm magazine intermediate between red (piercing) and green (uranium)
- Replies: 4
- Views: 375
Re: A new firearm magazine intermediate between red (piercing) and green (uranium)
kind of agree BUT I actually not like very much A => A + 1 => B => B + 1 => C, and here you suggest C + 1 => D. I would like uranium ammo do splash damage instead of *3 base damage. Honestly, uranium ammo is mostly useless as long as we keep the exponential turret damage upgrade.
- Thu May 07, 2026 6:11 pm
- Forum: Ideas and Suggestions
- Topic: Quality Lightning Collectors are a scam
- Replies: 12
- Views: 1166
Re: Quality Lightning Collectors are a scam
As a quick fix just do a mod that increase all Lightning Collector buffer to 2.5 GJ that would not affect much normal one anyway.
- Thu May 07, 2026 8:30 am
- Forum: Ideas and Suggestions
- Topic: Force machine recipe based on item or ghost in hand.
- Replies: 3
- Views: 378
Re: Force machine recipe based on item or ghost in hand.
what if this item have multiple recipe ?
- Thu May 07, 2026 8:29 am
- Forum: Outdated/Not implemented
- Topic: scale autosave interval by game speed to prevent IO bottlenecks and greatly increase UPS
- Replies: 3
- Views: 351
Re: scale autosave interval by game speed to prevent IO bottlenecks and greatly increase UPS
what about change auto save interval in game option ?
- Thu May 07, 2026 7:48 am
- Forum: Ideas and Suggestions
- Topic: Quality Lightning Collectors are a scam
- Replies: 12
- Views: 1166
Re: Quality Lightning Collectors are a scam
quality doesn't increase their internal buffer or it does but not enough ? That indeed is a problem but call it a "scam" is too much. This should be in balance sub forum
- Tue May 05, 2026 6:25 pm
- Forum: Ideas and Suggestions
- Topic: Add pause / unpause console command
- Replies: 12
- Views: 15851
Re: Add pause / unpause console command
If an admin pauses the game from the in-game menu, nobody else (not even other admins) can unpause the game.
For example; Admin 1 pauses a multiplayer game to handle a quick distraction that turns into a big distraction, then Admin 2 joins into a permanently paused game and can not play.
what ...


