I can think of a couple different ways to implement it personally, both having some draw backs however:
1. Have the profile be defined on the ModulePrototype, which means that you could have each tier of a module have a separate profile and would allow for things like side-gradable modules. It'd ...
Search found 103 matches
- Wed Jun 04, 2025 12:20 am
- Forum: Modding interface requests
- Topic: BeaconPrototype.profile but for modules
- Replies: 5
- Views: 552
- Mon Jun 02, 2025 12:41 pm
- Forum: Modding interface requests
- Topic: Loaders create full belt stacks
- Replies: 2
- Views: 232
Re: Loaders create full belt stacks
+1 having it be an option for assembling machines/furnaces would be amazing
- Mon Jun 02, 2025 12:41 pm
- Forum: Modding interface requests
- Topic: Option for LuaRendering to flash like alerts
- Replies: 3
- Views: 300
- Fri May 30, 2025 6:51 pm
- Forum: Assigned
- Topic: [Pard] factoriopedia_description in items being overridden by localised_description
- Replies: 7
- Views: 755
Re: [Pard] factoriopedia_description in items being overridden by localised_description
+1, any extra control over the factoriopedia is a much needed addition 

- Thu May 29, 2025 10:14 am
- Forum: Modding interface requests
- Topic: On_research_queued event
- Replies: 7
- Views: 1926
Re: On_research_queued event
+1, im planning to work on technology runtime at some point and it might be useful to have these as options
- Thu May 29, 2025 9:43 am
- Forum: Resolved Requests
- Topic: Filters for DLC-locked API parameters
- Replies: 2
- Views: 222
Re: Filters for DLC-locked API parameters
fair enough, thank you for considering it though :]
- Sun May 25, 2025 10:37 pm
- Forum: Modding interface requests
- Topic: Damage-specific bonus SimpleModifiers
- Replies: 1
- Views: 180
Damage-specific bonus SimpleModifiers
Wanted to ask about a new SimpleModifier for technologies that’d let you specify a specific damage type (Acid, Physical, Impact, etc) and increase its amount by an arbitrary value - essentially how the ammo bonuses work, but for damage :D
It’d be super nice to have for new damage types that mods ...
It’d be super nice to have for new damage types that mods ...
- Sun May 25, 2025 8:52 pm
- Forum: Modding interface requests
- Topic: Add player to research manipulation events
- Replies: 2
- Views: 309
- Sun May 25, 2025 4:09 pm
- Forum: Modding interface requests
- Topic: Define Primary Recipe on Item / Fluid
- Replies: 3
- Views: 246
Re: Define Primary Recipe on Item / Fluid
the automatic merging is nice (although it fucked me up because i didnt have synced names), but i agree that it should have 100% came with a way to force factoriopedia to merge with a specified recipe - it feels like such an obvious feature
- Sun May 25, 2025 10:33 am
- Forum: Modding interface requests
- Topic: More control for spidertron bobbing and height
- Replies: 1
- Views: 219
Re: More control for spidertron bobbing and height
+1, having more avenues to control spidertrons and their movement would be nice
- Sun May 25, 2025 10:32 am
- Forum: Modding interface requests
- Topic: Extend production_health_effect support to Generator prototypes
- Replies: 1
- Views: 256
- Sun May 25, 2025 10:30 am
- Forum: Modding interface requests
- Topic: Add prototype descriptor to error function
- Replies: 8
- Views: 571
Re: Add prototype descriptor to error function
+1, having more "verbose" errors would be massively helpful for debugging in general and working on mod compatability
- Sun May 25, 2025 10:28 am
- Forum: Modding interface requests
- Topic: Define Primary Recipe on Item / Fluid
- Replies: 3
- Views: 246
Re: Define Primary Recipe on Item / Fluid
+1 dealing with alternative recipes on the factoriopedia is a massive chore at best, so any way to control it would be super appreciated
- Fri May 23, 2025 5:30 am
- Forum: Modding interface requests
- Topic: Support drag to reorder for GUI Elements
- Replies: 6
- Views: 346
- Wed May 21, 2025 5:56 pm
- Forum: Resolved Requests
- Topic: Filters for DLC-locked API parameters
- Replies: 2
- Views: 222
Filters for DLC-locked API parameters
I've been wanting this for a while but finally remembered to make a request for it - would it be possible to get a filter for the API search/on a prototypes page for DLC-only mechanics? It'd make it a lot easier to find out what is and isn't allowed without feature flags, and is something im just ...
- Mon May 19, 2025 9:34 pm
- Forum: Modding interface requests
- Topic: Add field Count to TechnologyTriggers
- Replies: 6
- Views: 431
Re: Add field Count to TechnologyTriggers
I would like to request if it would be possible to add field `count` (optional, default to 1) to prototypes of TechnologyTrigger::MineEntityTechnologyTrigger and TechnologyTrigger::SendItemToOrbitTechnologyTrigger, and TechnologyTrigger::BuildEntityTechnologyTrigger.
CraftItemTechnologyTrigger ...
CraftItemTechnologyTrigger ...
- Mon May 19, 2025 7:02 am
- Forum: Resolved Requests
- Topic: Mention resource_drain_rate cannot be above 100%/below 0%
- Replies: 5
- Views: 320
Re: Mention resource_drain_rate cannot be above 100%/below 0%
This can already be done with the mining time property of the ore itself. Check out Tungsten and Uranium. And scrap.
thats mining time, not mining resource drain - that makes it take twice as long to mine something, not make it take more then one ore to make one ore item
i read your message as ...
thats mining time, not mining resource drain - that makes it take twice as long to mine something, not make it take more then one ore to make one ore item
i read your message as ...
- Sun May 18, 2025 10:04 pm
- Forum: Modding interface requests
- Topic: Unclamp values for science_pack_drain_rate and/or resource_drain_rate_percent
- Replies: 0
- Views: 212
Unclamp values for science_pack_drain_rate and/or resource_drain_rate_percent
I'd like to ask about the viability of having the drain rates of labs/mining drills not limited to 100%? it'd be great to have the ability to set them to be higher for mods/overhauls, as a way to "counteract" productivity or just as another way to balance out different buildings, even with just 255 ...
- Sun May 18, 2025 9:53 pm
- Forum: Resolved Requests
- Topic: Mention resource_drain_rate cannot be above 100%/below 0%
- Replies: 5
- Views: 320
Mention resource_drain_rate cannot be above 100%/below 0%
Small thing, but the resource_drain_rate does not mention that it cannot be over 100%/under 0%, where things like science_pack_drain_rate do - which did make me think you could actually set the drain rate of mining drills above 100% :lol:
science drain rate:
05-18-2025, 22-52-51.png
mining ...
science drain rate:
05-18-2025, 22-52-51.png
mining ...
- Sun May 18, 2025 8:15 pm
- Forum: Implemented mod requests
- Topic: Give SolarPanelEquipment the same parameters as solar panels
- Replies: 2
- Views: 296
Give SolarPanelEquipment the same parameters as solar panels
As it says on the tin, I've just realised that solar panel equipments dont have the same parameters that were added for solar panels recently (performance_at_day, performance_at_night, solar_coefficient_property) - could we please have these implemented for the equipment too?
it'd be super nice to ...
it'd be super nice to ...