Search found 381 matches
- Sat Dec 27, 2025 7:45 am
- Forum: Ideas and Suggestions
- Topic: Searches Using a Mod's name Filters all of that Mod's Content or Settings
- Replies: 2
- Views: 547
Re: Searches Using a Mod's name Filters all of that Mod's Content or Settings
can't agree more, search based on setting name sux for mod
- Fri Dec 26, 2025 11:33 am
- Forum: Fixed for 2.1
- Topic: [2.0.72]quality_affects_energy_usage true somehow remove polution
- Replies: 1
- Views: 253
[2.0.72]quality_affects_energy_usage true somehow remove polution
Code: Select all
for _, assembling_machine in pairs(data.raw["assembling-machine"]) do
assembling_machine.quality_affects_energy_usage = true
end- Fri Dec 26, 2025 9:31 am
- Forum: 1 / 0 magic
- Topic: [2.0.72][linux] Crash saving while alt-tabed
- Replies: 6
- Views: 483
Re: [2.0.72][linux] Crash saving while alt-tabed
if anything that more look like a bug in steam lib than factorio
- Thu Dec 25, 2025 7:33 am
- Forum: 1 / 0 magic
- Topic: [2.0.72] crash when game was in pause since few hours
- Replies: 2
- Views: 315
Re: [2.0.72] crash when game was in pause since few hours
disable logitech support remove the crash I guess the logitech driver mess up the memory, anyway I can live without logitech led 
- Wed Dec 24, 2025 12:11 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should be higher priority storage
- Replies: 5
- Views: 524
Re: Roboports should be higher priority storage
just use storage chest for your repair pack supply, set filter, done
- Wed Dec 24, 2025 4:06 am
- Forum: 1 / 0 magic
- Topic: [2.0.72] crash when game was in pause since few hours
- Replies: 2
- Views: 315
[2.0.72] crash when game was in pause since few hours
First crash I have with factorio after windows 11 forced an update ? who knows maybe it's factorio fault anyway here log file
10879.649 Time travel logging:
5347.964 Popped blueprint record (player-index: 0, ID: 7254) from book (player-index: 0, ID: 411)
5348.615 Popped blueprint record (player ...
10879.649 Time travel logging:
5347.964 Popped blueprint record (player-index: 0, ID: 7254) from book (player-index: 0, ID: 411)
5348.615 Popped blueprint record (player ...
- Sun Dec 21, 2025 7:42 pm
- Forum: Ideas and Suggestions
- Topic: Remove fast inserter
- Replies: 17
- Views: 1394
Re: Remove fast inserter
Good points, I mostly agree I just try to make sense of quality, also, one must see the big picture, 2.1 will definitely rework quality. Depend on what dev are thinking quality could become more core gameplay or not, I can clearly imagine a world where quality become free, if yes removing ...
- Sun Dec 21, 2025 3:18 pm
- Forum: Ideas and Suggestions
- Topic: Remove fast inserter
- Replies: 17
- Views: 1394
- Sun Dec 21, 2025 6:40 am
- Forum: Ideas and Suggestions
- Topic: Remove fast inserter
- Replies: 17
- Views: 1394
- Sat Dec 20, 2025 9:47 am
- Forum: Ideas and Suggestions
- Topic: Remove fast inserter
- Replies: 17
- Views: 1394
Remove fast inserter
TL;DR
Remove fast inserter
What?
I propose removing fast inserter.
Why?
The fast inserter is simply a strictly better version of the normal inserter. Once it’s unlocked, there is almost no reason to ever use the normal inserter again. I think the game would benefit from removing entities ...
Remove fast inserter
What?
I propose removing fast inserter.
Why?
The fast inserter is simply a strictly better version of the normal inserter. Once it’s unlocked, there is almost no reason to ever use the normal inserter again. I think the game would benefit from removing entities ...
- Sat Dec 20, 2025 7:19 am
- Forum: Technical Help
- Topic: Download servers down?
- Replies: 3
- Views: 385
Re: Download servers down?
I have also experimented some issue theses last days with mod portal and api doc, few downtime
- Sat Dec 20, 2025 5:47 am
- Forum: Mod portal Discussion
- Topic: How do I remove my mod from the mod portal?
- Replies: 22
- Views: 11122
Re: How do I remove my mod from the mod portal?
- Sat Dec 20, 2025 4:31 am
- Forum: Mod portal Discussion
- Topic: How do I remove my mod from the mod portal?
- Replies: 22
- Views: 11122
Re: How do I remove my mod from the mod portal?
The General Data Protection Regulation generally deals with personal data , such as your Username or email address. The contents of a Mod would not be considered personal data; rather it is User Created Content (which is derived from the Factorio API itself) that you are implicitly granting a ...
- Sat Dec 20, 2025 4:00 am
- Forum: Mod portal Discussion
- Topic: How do I remove my mod from the mod portal?
- Replies: 22
- Views: 11122
Re: How do I remove my mod from the mod portal?
But also about the right to delete thing you post on internet.
According to the Terms of Service:
By uploading a mod to the mod portal, you grant us the irrevocable right to reproduce, adapt and distribute the mod and its content as necessary to operate the mod portal and provide the service ...
- Fri Dec 19, 2025 6:29 pm
- Forum: Mod portal Discussion
- Topic: How do I remove my mod from the mod portal?
- Replies: 22
- Views: 11122
Re: How do I remove my mod from the mod portal?
The ability to delete his own mod should be a thing specially if like me you are a moron and upload a mod before thinking twice about the name. But also about the right to delete thing you post on internet. Also we already have the ability to delete specific version of a mod so delete a mod shouldn ...
- Thu Dec 18, 2025 7:42 pm
- Forum: Modding help
- Topic: how to detect if at least one item_request_proxy is being constructed
- Replies: 4
- Views: 385
Re: how to detect if at least one item_request_proxy is being constructed
I think I will only upgrade module one by one, if there is a proxy existing with multiple module I will split it into several one module proxy, and if it's a proxy that contains other than just module I will just wait. Maybe this logistic point can be exposed in 2.1. Also one final comment, it's ...
- Thu Dec 18, 2025 7:27 pm
- Forum: Ideas and Suggestions
- Topic: Maintenance to make ships with paths and rooms
- Replies: 3
- Views: 481
Re: Maintenance to make ships with paths and rooms
There’s a reason they’re called space “platforms” and not space “ships”. They’re not really meant to be anything like traditional scifi spaceships, but rather factories with thrusters. They don’t even have a traditional hull, unless you place some stone walls and pretend they are one.
it's a ...
- Thu Dec 18, 2025 9:47 am
- Forum: Modding help
- Topic: how to detect if at least one item_request_proxy is being constructed
- Replies: 4
- Views: 385
Re: how to detect if at least one item_request_proxy is being constructed
Look it doesn't return his logistic point, both get_logistic_point() from entity and proxy return empty. damm I feel I spamming you with questions :lol: thx for the help BTW I don't answer thx everytime to not spam
9557.655 Script log(serpent.block(game.player.selected.item_request_proxy.insert ...
9557.655 Script log(serpent.block(game.player.selected.item_request_proxy.insert ...
- Thu Dec 18, 2025 9:05 am
- Forum: Modding help
- Topic: how to detect if at least one item_request_proxy is being constructed
- Replies: 4
- Views: 385
how to detect if at least one item_request_proxy is being constructed
So, I dig "item-request-proxy" and wow that hard.
So to create a request I discover one must do create_entity using "item-request-proxy" entity name then I saw that item_request_proxy return the "The first found item request proxy targeting this entity." so that mean we should be able to create ...
So to create a request I discover one must do create_entity using "item-request-proxy" entity name then I saw that item_request_proxy return the "The first found item request proxy targeting this entity." so that mean we should be able to create ...
- Wed Dec 17, 2025 11:14 pm
- Forum: Modding interface requests
- Topic: API request: Module ghost events
- Replies: 10
- Views: 1966
Re: API request: Module ghost events
Also an event for non ghost module being inserted into an modules inventory of an entity by player.