Search found 486 matches

by BraveCaperCat
Thu Feb 12, 2026 1:16 pm
Forum: Won't implement
Topic: [2.1] Shorthandless Technologies
Replies: 1
Views: 168

[2.1] Shorthandless Technologies

I'm sure a bunch of people are going to be either really mad or really happy about this. I'm proposing that TechnologyPrototype.unit.ingredients is of type Array[ItemIngredientPrototype] rather than Array[ResearchIngredient] , with the restriction that all of the ItemIngredientPrototype s' name ...
by BraveCaperCat
Thu Feb 12, 2026 1:06 pm
Forum: Modding interface requests
Topic: Add on_player_selection_started
Replies: 3
Views: 217

Re: Add on_player_selection_started

protocol_1903 wrote: Tue Feb 10, 2026 5:19 am Alt and reverse can be changed during the selection process, so they probably won't be added as an event property. In either case, you want something like the original tapeline implementation which just appeared in the mod belt draw.
You do know that they're the creator of belt draw, right?
by BraveCaperCat
Tue Feb 10, 2026 1:50 am
Forum: Modding discussion
Topic: Separate "mods" settings and more (warning, prevents updates)
Replies: 2
Views: 429

Re: Separate "mods" settings and more (warning, prevents updates)


Feel free to use anything for yourself, i won't create this mod so please don't assume i am "sharing what i am working".

Warning: "this mod" = the mod i am suggestiong. I did not give it a name since whoever makes this mod will be the one who has the privilige to name it

Did you ever play with ...
by BraveCaperCat
Tue Feb 10, 2026 1:37 am
Forum: Modding interface requests
Topic: Quality affects Quality
Replies: 1
Views: 155

Re: Quality affects Quality

You can already do this by rebalancing quality or faking quality.
by BraveCaperCat
Sun Feb 08, 2026 3:54 pm
Forum: Ideas and Requests For Mods
Topic: speed limit
Replies: 6
Views: 625

Re: speed limit

Bömmeli wrote: Tue Dec 16, 2025 7:55 pm https://mods.factorio.com/mod/SpeedControl
No? That just changes the game speed...
by BraveCaperCat
Mon Jan 19, 2026 2:34 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Seablock but for Space Age
Replies: 2
Views: 247

Re: [Request] Seablock but for Space Age

Doesn't this already exist... twice?
Link to Space Block
Link to Spage Block

There's also the 1.1 mod called Spaceblock - though it hasn't been updated to 2.0 yet so it probably isn't what you're looking for:
Link to Spaceblock
by BraveCaperCat
Tue Jan 13, 2026 7:05 pm
Forum: Modding interface requests
Topic: [2.0] Non-consumption Inputs
Replies: 4
Views: 394

Re: [2.0] Non-consumption Inputs


Can't you just reduce the amount of ingredients required? Basically, what's the difference between:

{ inputs = { "catalyst" = 10, ignored_by_consumption=true},
outputs = { "catalyst" = 5} }

and

{ inputs = { "catalyst" = 5},
outputs = { } }


I don't understand your argument... ignored_by ...
by BraveCaperCat
Mon Jan 12, 2026 11:54 am
Forum: General discussion
Topic: What to do in the Space Age post game?
Replies: 39
Views: 5213

Re: What to do in the Space Age post game?

There are 4 main options available for you:

Use Quality.
Never play Factorio again. (not recommended)
Start a new save game.
Play an overhaul mod(s). (highly recommended)



I don't know much about Minecraft, so i may be wrong but i don't think the mod "redstone" that inspired factorio adds ...
by BraveCaperCat
Mon Jan 12, 2026 11:32 am
Forum: Modding interface requests
Topic: [2.0] Non-consumption Inputs
Replies: 4
Views: 394

[2.0] Non-consumption Inputs

I'd like to be able make a machine that takes in 2 items, a catalyst and another ingredient, then outputs 2 more items, the catalyst back and another result. However, at least in my case, it doesn't make sense for the machine to "output" the catalyst, rather for it to just stay in the input slot ...
by BraveCaperCat
Mon Jan 12, 2026 10:54 am
Forum: Modding interface requests
Topic: Non-machine with possible input, output, module and fuel inventories
Replies: 1
Views: 739

Re: Non-machine with possible input, output, module and fuel inventories

This is a great idea - it would improve many mods that currently have to use a chest instead of a machine for various reasons. (in particular, having a million different recipes you want the machine to be able to perform) Though, I'd want to be able to make it furnace-like with more than 1 input ...
by BraveCaperCat
Wed Dec 31, 2025 1:58 pm
Forum: Ideas and Requests For Mods
Topic: Better blueprints idea - auto upgrade/downgrade
Replies: 8
Views: 1181

Re: Better blueprints idea - auto upgrade/downgrade

Natha wrote: Tue Dec 30, 2025 1:47 pm I created the mod. It was not as complex as I initially thought:
https://mods.factorio.com/mod/blueprint-auto-downgrade
I think I actually saw the mod before you told us about it. : )
I certainly saw the mod before I read your message, of course.
by BraveCaperCat
Tue Dec 30, 2025 10:10 am
Forum: Ideas and Suggestions
Topic: Auto-launching of mixed rockets
Replies: 78
Views: 38596

Re: Auto-launching of mixed rockets



The optimal space platform design is a rectangle and it can't have holes



Nope. I've recently been working a space platform that's less than 2 thrusters in horizontal width but has well over 2 thrusters in total.
It mostly looks rectangular, but it has very big gaps, since thrusters prevent ...
by BraveCaperCat
Sat Dec 13, 2025 6:16 pm
Forum: Ideas and Requests For Mods
Topic: Roboport planet landing
Replies: 4
Views: 1106

Re: Roboport planet landing

TBC_x wrote: Mon Nov 03, 2025 6:48 pm Yes
...and no. That mod completely removes the player character. What this person is looking for almost certainly is just to be able to deploy a roboport on new planets instead of players, not to remove the player entirely.
by BraveCaperCat
Sat Dec 13, 2025 6:13 pm
Forum: Modding interface requests
Topic: QualityPrototype extended
Replies: 51
Views: 7904

Re: QualityPrototype extended


there is quality_affects_energy_usage for crafting machine but not for lab, furnace and I may miss some.

also Default: Value of default_multiplier would be must better than default to one


Furnaces inherit from crafting machines, as other people have pointed out, but labs and mining drills do ...
by BraveCaperCat
Sat Nov 15, 2025 6:50 pm
Forum: Modding interface requests
Topic: A way to toggle fluid temperature affecting crafting speed (corrected/answered)
Replies: 6
Views: 775

Re: A way to toggle fluid temperature affecting crafting speed



Related: 123821

It's not related.

It makes sense that fluid temperature affects crafting speed by default, but I want to make a steam powered plant grower and harvester and it makes no sense for fluid temperature to affect how quickly plants grow. I searched the modding API for anything ...
by BraveCaperCat
Mon Nov 10, 2025 1:13 pm
Forum: Implemented mod requests
Topic: Disable quality chances per item in a recipes results
Replies: 35
Views: 5073

Re: Disable quality chances per item in a recipes results




Edit2: UI for the different slots would be a duplicate of the output slots, but with the wildcard quality icon on each possible output - or perhaps the recipe's "base quality" with a greater-than/less-than next to it. An additional advantage of this is that it could clearly communicate what ...
by BraveCaperCat
Sun Nov 09, 2025 7:49 pm
Forum: Implemented mod requests
Topic: Disable quality chances per item in a recipes results
Replies: 35
Views: 5073

Re: Disable quality chances per item in a recipes results





I'm wondering if you could take it a step further, and always have outputs that are of a different quality (relative to the "expected" quality) go into special "different quality" slots. So even in the base game, if a recipe's output is bumped up a quality, it will go into the special ...
by BraveCaperCat
Sun Nov 09, 2025 7:27 pm
Forum: Modding interface requests
Topic: read required platform construction materials without "auto request"
Replies: 2
Views: 451

Re: read required platform construction materials without "auto request"


When auto requests are enabled that’s exactly what the engine is doing.


Perhaps, but the native C++ code probably runs a lot faster than equivalent lua code, it would be simpler to code this kind of behaviour in lua and it would prevent the game from having to check every space platform twice ...

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