[2.0.76] Modding - Cannot reduce energy usage with Quality on RocketSiloProtoype
Posted: Mon May 11, 2026 2:35 pm
Following the Bug Report guide first, extra information down below.
1. What did I do:
I created a deepcopied version of the rocket-silo with the aim of lowering the maximal energy cost with quality, as that is an option on it through CraftingMachinePrototype. For this, I set the corresponding flags (`quality_affects_energy_usage = true` and `energy_usage_quality_multiplier = {uncommon = 0.95, rare = 0.85, epic = 0.75, legendary = 0.6}`).
2. What happened:
Inspecting the entity in the Factoriopedia displays that quality affects energy usage, as expected. However, the energy values themselves were unmodified. This does not happen when the multiplier values are > 1, where the energy usage is increased.
3. What did I expect:
While I understand the Rocket Silo has different energy costs (base energy cost, active energy cost, might be forgetting one right now), using the documentation on `energy_usage_quality_multiplier` from https://lua-api.factorio.com/latest/pro ... ergy_usage would make users think that values < 1 are allowed.
4. Occurrence rate:
Always.
Extra information:
If this is an exception to a rule (that being, RocketSiloPrototype cannot have its energy cost lowered, while other CraftingMachinePrototype can be), then maybe the documentation should be updated. If this is not intentional, it would be lovely for modding purposes to have control over these energy usages (base energy cost, active energy cost) for quality. I, for example, am looking to balance my mod's quality interactions around this flag
I have attached a quick example mod adding two rocket-silo entities showing both directions of this energy behaviour, visible in Factoriopedia under Unsorted as well as two t3 Assemblers with the same flags set.
1. What did I do:
I created a deepcopied version of the rocket-silo with the aim of lowering the maximal energy cost with quality, as that is an option on it through CraftingMachinePrototype. For this, I set the corresponding flags (`quality_affects_energy_usage = true` and `energy_usage_quality_multiplier = {uncommon = 0.95, rare = 0.85, epic = 0.75, legendary = 0.6}`).
2. What happened:
Inspecting the entity in the Factoriopedia displays that quality affects energy usage, as expected. However, the energy values themselves were unmodified. This does not happen when the multiplier values are > 1, where the energy usage is increased.
3. What did I expect:
While I understand the Rocket Silo has different energy costs (base energy cost, active energy cost, might be forgetting one right now), using the documentation on `energy_usage_quality_multiplier` from https://lua-api.factorio.com/latest/pro ... ergy_usage would make users think that values < 1 are allowed.
4. Occurrence rate:
Always.
Extra information:
If this is an exception to a rule (that being, RocketSiloPrototype cannot have its energy cost lowered, while other CraftingMachinePrototype can be), then maybe the documentation should be updated. If this is not intentional, it would be lovely for modding purposes to have control over these energy usages (base energy cost, active energy cost) for quality. I, for example, am looking to balance my mod's quality interactions around this flag
I have attached a quick example mod adding two rocket-silo entities showing both directions of this energy behaviour, visible in Factoriopedia under Unsorted as well as two t3 Assemblers with the same flags set.