Rampant is a mod which does exactly that.
Take a look at LuaCommandable and Command.
Good Luck!
Search found 964 matches
- Sat Jan 17, 2026 1:48 am
- Forum: Modding help
- Topic: Modding pathfinding algorithm
- Replies: 1
- Views: 155
- 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 ...
01-16-2026, 20-12-39.png
It is not as good as having Search (Ctrl-F) support, but ...
- Sat Jan 17, 2026 1:00 am
- Forum: Gameplay Help
- Topic: enemy expansion over cliff
- Replies: 2
- Views: 216
- 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 ...
No, the Inserter "drops" it into the Far-Center of the belt - that is why the Triangle is positioned as it is, no Mods ...
- 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 ...
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 ...
- Fri Jan 16, 2026 4:21 pm
- Forum: Ideas and Suggestions
- Topic: Combinators can replace each other
- Replies: 1
- Views: 126
- 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 ...
{
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 ...
- 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.
- 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 ...
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 ...
- 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.
- Mon Jan 12, 2026 3:53 pm
- Forum: Ideas and Suggestions
- Topic: signal sharing between planet and orbit
- Replies: 20
- Views: 8416
- Sun Jan 11, 2026 11:19 pm
- Forum: Duplicates
- Topic: [2.0.72] Space platform hub sends old circuit signal for Moving To planet when auto-thrust is on but there is no fuel
- Replies: 4
- Views: 287
- 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!
Good Luck!
- 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 ...
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 ...
- Sat Jan 10, 2026 1:01 am
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 93
- Views: 58486
Re: Defence economy balance
Feuer frei! Because flamethrowers are awesome.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?
- 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 ...
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 ...
- 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 ...
Max Speed and Drag are not defined separately; the usage of Speed and Width in this expression controls the ...
- 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 ...
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 ...
- 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 ...
You will want to find a Recipe which consumes the excess fluid, and then throw the resulting Item away ...
- Tue Jan 06, 2026 2:49 pm
- Forum: General discussion
- Topic: space platform only run
- Replies: 2
- Views: 398