Search found 165 matches
- Fri Nov 07, 2025 9:24 pm
- Forum: Ideas and Suggestions
- Topic: Make promethium spoil, and quickly
- Replies: 38
- Views: 8698
Re: Make promethium spoil, and quickly
Why?
Two words: Belt storage. That terrible, brainless cheese strategy still exists, and people still use it, even after the recipe rebalance that was done before release.
I cant help but think... that factorio is a sandbox game? if you dont like a stratery that is only in the post-game, that ...
- Fri Nov 07, 2025 3:30 pm
- Forum: Modding interface requests
- Topic: An API to add new button to the minimap side menu.
- Replies: 4
- Views: 358
Re: An API to add new button to the minimap side menu.
+1 was wanting to add one of these like 2 days ago, i went with a shortcut instead but it’d be nice to have one in the side menu
- Sat Nov 01, 2025 9:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis/raiguard][2.0.47] Space platform foundation with only 1 texture for edge tiles
- Replies: 6
- Views: 2755
Re: [Genhis/raiguard][2.0.47] Space platform foundation with only 1 texture for edge tiles
I was playing with 256MB of VRAM once... it was not funsparr wrote: Thu Jun 12, 2025 10:57 pm Kudos to the devs for having a fallback mode to run on 1GB of VRAM (or less?)!
- Wed Oct 29, 2025 8:46 am
- Forum: Ideas and Requests For Mods
- Topic: Technology Trigger instead of Science Pack - Idea for mod
- Replies: 3
- Views: 428
Re: Technology Trigger instead of Science Pack - Idea for mod
you can look on the API to see what trigger technologies do actually exist - but all of this sounds pretty doable? you’d just need to change the vanilla versions, using data.raw. The only one i know you can to do right now (without scripting) is a trigger technology based on spawners killed.
i’d ...
i’d ...
- Tue Oct 07, 2025 9:52 pm
- Forum: Modding discussion
- Topic: [Research] Quick questions for modders (university seminar)
- Replies: 6
- Views: 577
Re: [Research] Quick questions for modders (university seminar)
Hi! I’m CS master’s student at the University of Wrocław. For a seminar on Game Modding, I’m focusing on Factorio’s modding scene. The Factorio team suggested I should ask the community directly for some of the questions—so I’d be grateful for your insights.
Questions (answer any):
- Most ...
- Sat Oct 04, 2025 9:32 am
- Forum: Modding interface requests
- Topic: ProducePowerAmount Trigger technology
- Replies: 1
- Views: 169
ProducePowerAmount Trigger technology
Wanted to ask about the possibility of adding a trigger technology, that requires X amount of power to be produced. The way I imagine it working is that if all prerequisites are met and the power grid is producing the specified amount or more, the technology is unlocked.
(With regards to multiple ...
(With regards to multiple ...
- Tue Sep 30, 2025 6:44 pm
- Forum: Not a bug
- Topic: [2.0.69] Flying robots with altered min/max_to_charge cannot go inside roboports
- Replies: 2
- Views: 253
Re: [2.0.69] Flying robots with altered min/max_to_charge cannot go inside roboports
Thanks for the report however this is simply a case of "don't do that". You're telling the robot logic that the robot must be 100% charged in order to enter the roboport however by existing for 1 tick, it must consume energy and therefor won't be at 100% charge and so can never enter the roboport ...
- Tue Sep 30, 2025 11:30 am
- Forum: Not a bug
- Topic: [2.0.69] Flying robots with altered min/max_to_charge cannot go inside roboports
- Replies: 2
- Views: 253
[2.0.69] Flying robots with altered min/max_to_charge cannot go inside roboports
I was adding a new tier of logi/construction bots to my mod and gave them an increased min and max_to_charge value, so that they would be able to charge from further away then the normal bots. However, when testing this bots out they would get stuck 'charging' (even after filling their battery up ...
- Mon Sep 29, 2025 8:10 am
- Forum: Modding interface requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 33
- Views: 2443
Re: Disable quality chances per item in a recipes results
Proposed solution of "ignored_by_quality" being an integer has a fundamental flaw that makes it impossible to add: if a recipe would finish, due to value of this field it coukd happen that X items of better quality and Y items of original quality would be given but they would have to be both given ...
- Sat Sep 27, 2025 10:00 am
- Forum: Modding interface requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 33
- Views: 2443
Disable quality chances per item in a recipes results
I'd like to ask for a way to turn off the chance of getting a better quality item from a recipes outputs, because it can massively intefere with any item-based catalysts in mods.
09-27-2025, 10-54-42.png
Using this recipe as an example - this is the only way to get barium nitrate (and by ...
09-27-2025, 10-54-42.png
Using this recipe as an example - this is the only way to get barium nitrate (and by ...
- Wed Sep 24, 2025 10:46 am
- Forum: Implemented mod requests
- Topic: Add a custom/scriptable TechnologyTrigger
- Replies: 9
- Views: 1056
Re: Add a custom/scriptable TechnologyTrigger
+1, NothingModifiers already exist for the same concept (fake thing that lets you add custom effects)
- Thu Sep 18, 2025 4:49 pm
- Forum: Modding interface requests
- Topic: Make FluidPrototype implement fuel_category
- Replies: 2
- Views: 415
Re: Make FluidPrototype implement fuel_category
+1, literally have been wanting this for over a year for things like fuel-powered generators
- Wed Sep 17, 2025 1:14 pm
- Forum: Implemented mod requests
- Topic: Fluid wagon connection category
- Replies: 5
- Views: 762
Re: Fluid wagon connection category
+1, seems like a nice feature to have - i can think of a couple mods that'd make good use of this 
- Sun Sep 07, 2025 8:30 pm
- Forum: Modding interface requests
- Topic: Allow LightningAttractorPrototype to support negative efficiency
- Replies: 9
- Views: 964
Re: Allow LightningAttractorPrototype to support negative efficiency
Presumably it'd just stop working? thats the only way I can see it working personally (presuming you mean "the electric network" in this contextBilka wrote: Thu Sep 04, 2025 3:00 pm What happens if there is no more energy left in the energy source?
- Fri Aug 22, 2025 11:10 am
- Forum: Modding interface requests
- Topic: Allow recipes to start with a productivity bonus
- Replies: 5
- Views: 580
Re: Allow recipes to start with a productivity bonus
No I couldn't, using control.lua is not great and should only because there is no other way. Hidden tech is in prototype stage and therefore mostly clean. Doing tons of lua code in control.lua to simulate electric interface is not very clean, anything in control.lua that is not using event is not ...
- Fri Aug 22, 2025 8:48 am
- Forum: Modding interface requests
- Topic: Allow recipes to start with a productivity bonus
- Replies: 5
- Views: 580
Re: Allow recipes to start with a productivity bonus
I don't see why you can't do an hidden tech always unlock. I don't see why dev should add this feature when we can already do it properly. Hidden tech exist for that.
you could say the same for fluid/heat powered buildings, trigger technologies, any modifier that affects an entity (lab speed ...
- Thu Aug 21, 2025 6:47 pm
- Forum: Modding interface requests
- Topic: Allow LightningAttractorPrototype to support negative efficiency
- Replies: 9
- Views: 964
Re: Allow LightningAttractorPrototype to support negative efficiency
+1, seems like a cool idea - even if it was a separate parameter and not directly “negative efficiency”
- Thu Aug 21, 2025 6:03 pm
- Forum: Modding interface requests
- Topic: Allow recipes to start with a productivity bonus
- Replies: 5
- Views: 580
Allow recipes to start with a productivity bonus
Recipes already can get productivity bonuses from a modifier technology, so I wanted to ask about the ability to give a recipe an innate productivity bonus? essentially letting you arbitrarily set the bonus to any value in data stage, rather than faking it with hidden, always unlocked technologies ...
- Tue Aug 19, 2025 9:48 am
- Forum: Ideas and Suggestions
- Topic: A settable quality cap on buildings
- Replies: 15
- Views: 1428
Re: A settable quality cap on buildings
oh thank you! that is close enough to what i wanted to be added
- Mon Aug 18, 2025 10:16 am
- Forum: Ideas and Suggestions
- Topic: A settable quality cap on buildings
- Replies: 15
- Views: 1428
Re: A settable quality cap on buildings
I’d like to ask about adding a way to set a quality ‘cap’ on buildings, so that a building will never produce something of a quality higher then what the player sets, and anything above the threshold gets turned into the highest possible quality.
So you don't mean the highest possible quality ...