Search found 964 matches

by eugenekay
Sat Jan 17, 2026 1:48 am
Forum: Modding help
Topic: Modding pathfinding algorithm
Replies: 1
Views: 155

Re: Modding pathfinding algorithm

Rampant is a mod which does exactly that.

Take a look at LuaCommandable and Command.

Good Luck!
by eugenekay
Sat Jan 17, 2026 1:12 am
Forum: Ideas and Suggestions
Topic: Highlight vehicles in search function
Replies: 2
Views: 340

Re: Highlight vehicles in search function

Logistics-requests-enabled vehicles (Tanks, Spidertrons) are Highlightable as "Members" of a Logistics Network (Press "L") on the map. This does not work on unmodded cars , or if they are out-of-range of a Roboport.
01-16-2026, 20-12-39.png

It is not as good as having Search (Ctrl-F) support, but ...
by eugenekay
Sat Jan 17, 2026 1:00 am
Forum: Gameplay Help
Topic: enemy expansion over cliff
Replies: 2
Views: 216

Re: enemy expansion over cliff

120720 says "Cliffs are not a guarantee of protection."

Good Luck!
by eugenekay
Fri Jan 16, 2026 6:40 pm
Forum: Ideas and Suggestions
Topic: Mark drop location for inserter on belt
Replies: 4
Views: 208

Re: Mark drop location for inserter on belt

For example, when a inserter drops into a belt that moves away, it drops right. If the belt moves under the inserter (and it drops into the tunnel piece), it drops left.


No, the Inserter "drops" it into the Far-Center of the belt - that is why the Triangle is positioned as it is, no Mods ...
by eugenekay
Fri Jan 16, 2026 5:50 pm
Forum: Ideas and Suggestions
Topic: Mark drop location for inserter on belt
Replies: 4
Views: 208

Re: Mark drop location for inserter on belt

Feature exists: the default is the "far center" of the tile, as shown by the Yellow Triangle in your screenshot.

This can be changed using a mod like Bob's Adjustable Inserters or Smart Inserters . In the screenshot below, the Right Inserter is configured to the "Near Center" Offset as shown in the ...
by eugenekay
Fri Jan 16, 2026 2:59 am
Forum: Documentation Improvement Requests
Topic: inifinite_depletion_amount small error
Replies: 5
Views: 234

Re: inifinite_depletion_amount small error

From the Example provided on that same page:
{
type = "resource",
name = "crude-oil",
icon = "__base__/graphics/icons/crude-oil.png",
icon_size = 32,
flags = {"placeable-neutral"},
category = "basic-fluid",
order="a-b-a",
infinite = true,
highlight = true,
minimum = 60000,
normal ...
by eugenekay
Wed Jan 14, 2026 6:06 pm
Forum: Bob's mods
Topic: [Bob's Power 2.0.2] Is Boiler water consumption supposed to be 60 per second?
Replies: 3
Views: 265

Re: [Bob's Power 2.0.2] Is Boiler water consumption supposed to be 60 per second?

This appears intentional: 1071. It maintains "balance" of the various water purity level fluid exchanges.
by eugenekay
Wed Jan 14, 2026 5:26 pm
Forum: General discussion
Topic: Variable music
Replies: 3
Views: 311

Re: Variable music

Variable Sound and the planet property was added in version 2.0.7.

Ambient sound definitions can be found in space-age/prototypes/ambient-sounds.lua . Variable tracks eg, data/space-age/sound/ambient/aquilo/aquilo-1/aquilo-1.lua make use of multiple layers and variants . Some tracks are static ...
by eugenekay
Tue Jan 13, 2026 9:27 pm
Forum: Bob's mods
Topic: [Bob's Power 2.0.2] Is Boiler water consumption supposed to be 60 per second?
Replies: 3
Views: 265

Re: [Bob's Power 2.0.2] Is Boiler water consumption supposed to be 60 per second?

Are you using any other Mods which modify the energy value of Steam or temperature of the input Water? The numbers all seem correct when running just Base and the Bob's Power mod.
01-13-2026, 16-26-09.png
01-13-2026, 16-26-09.png (1.15 MiB) Viewed 249 times
by eugenekay
Mon Jan 12, 2026 3:53 pm
Forum: Ideas and Suggestions
Topic: signal sharing between planet and orbit
Replies: 20
Views: 8416

Re: Read distance from/to planets from the space platform hub

Koub wrote: Mon Jan 12, 2026 3:12 pm [Koub] Merged into an older thread with a similar suggestion.
I think you were looking for 121255 and 126701.
by eugenekay
Sun Jan 11, 2026 8:38 pm
Forum: Ideas and Requests For Mods
Topic: Can Naval vessels be added to Factorio?
Replies: 1
Views: 141

Re: Can Naval vessels be added to Factorio?

Cargo Ships adds water-based trains, though none of them have weapons built-in. Hovercrafts are amphibious tank-likes. Ironclads are water-only. Buoyant spidertrons let you go surfing.

Good Luck!
by eugenekay
Sun Jan 11, 2026 8:10 pm
Forum: Fan Art
Topic: Brickbuild Factorio Designs
Replies: 54
Views: 4859

Re: Brickbuild Factorio Designs

And finally some parts I didnt know existed. Like a 1x5 plate - I cannot remember them from my childhood.
So I used 1x3 plus a 1x2 plate. This can be simplified now.

1x5 Plates were introduced in 2021. I find them deeply unsettling, but a necessary addition to the parts catalogue. I only have a ...
by eugenekay
Sat Jan 10, 2026 1:01 am
Forum: Balancing
Topic: Defence economy balance
Replies: 93
Views: 58486

Re: Defence economy balance

fpx007 wrote: Fri Jan 09, 2026 9:14 pm With so many restrictions, if they are made inefficient in crowd control defense economy, why people even bother using it?
Feuer frei!
IMG_0265.jpeg
IMG_0265.jpeg (163.41 KiB) Viewed 558 times
Because flamethrowers are awesome.
by eugenekay
Fri Jan 09, 2026 3:45 pm
Forum: Ideas and Requests For Mods
Topic: helldivers mods?
Replies: 1
Views: 388

Re: helldivers mods?

The direct usage of content from other video game franchises is not a great idea. From the Terms of Service :
All mods uploaded must have the permission from the author of the mod, and must not contain any copyrighted material unless it is permitted by the appropriate copyright owner.

It would be ...
by eugenekay
Wed Jan 07, 2026 6:02 pm
Forum: Ideas and Suggestions
Topic: Increase effect of mass on platform speed
Replies: 10
Views: 6623

Re: Increase effect of mass on platform speed

There is a mod which lets you alter the space platform acceleration any way that you like. I encourage you to try it and share the before/after results from changing the balance factors.

Max Speed and Drag are not defined separately; the usage of Speed and Width in this expression controls the ...
by eugenekay
Wed Jan 07, 2026 3:19 pm
Forum: Gameplay Help
Topic: turbines / steam engines in space
Replies: 2
Views: 296

Re: turbines / steam engines in space

Is there a balancing reason for that?

The boiler and heating tower require an atmosphere to produce combustion, which is absent in space. You can still create Heat using a Nuclear reactor to drive a Heat Exchanger. This forces you to use Solar Panels for the initial setup of a platform, and ...
by eugenekay
Tue Jan 06, 2026 4:56 pm
Forum: Gameplay Help
Topic: how do i ssetup a circut to remove fluids?
Replies: 9
Views: 588

Re: how do i ssetup a circut to remove fluids?

Fluids cannot be directly voided without a mod ; pumps which are not connected do nothing. Items can be Recycler’ed into nothingness (or thrown overboard into the Void of Space / fiery Lava).

You will want to find a Recipe which consumes the excess fluid, and then throw the resulting Item away ...
by eugenekay
Tue Jan 06, 2026 2:49 pm
Forum: General discussion
Topic: space platform only run
Replies: 2
Views: 398

Re: space platform only run

Space Block

Good Luck!

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