I think docking spaceships in Space Exploration mod - is likely the most interesting feature that hooks me up to SE.
Hovewer I found myself struggling between
"Should I play SE? But I want thouse new planets and SE is an ovehaul it might conflict with them..."
and
"Should I play planets + Space Age ...
Search found 161 matches
- Thu Nov 06, 2025 3:53 am
- Forum: Ideas and Requests For Mods
- Topic: Docking platforms/Spaceships from Space Exploration (SE vs Space Age)
- Replies: 1
- Views: 177
- Thu Nov 06, 2025 3:41 am
- Forum: General discussion
- Topic: Elves was planned In Factorio? Mistery behind...
- Replies: 8
- Views: 501
Re: Elves was planned In Factorio? Mistery behind...
So, Akuji the Demon accidently created biters, huh?
- Wed Nov 05, 2025 6:28 pm
- Forum: General discussion
- Topic: Elves was planned In Factorio? Mistery behind...
- Replies: 8
- Views: 501
Re: Elves was planned In Factorio? Mistery behind...
The link seems to be broken...Loewchen wrote: Wed Nov 05, 2025 6:13 pm It was a placeholder graphic taken from a different game: https://imgur.com/Qupc2cL
- Wed Nov 05, 2025 5:52 pm
- Forum: General discussion
- Topic: Elves was planned In Factorio? Mistery behind...
- Replies: 8
- Views: 501
Elves was planned In Factorio? Mistery behind...
If one click on admin's profile https://forums.factorio.com/memberlist.php?mode=viewprofile&u=2533
Then look under
Rank:Factorio Staff
You'll see this little image of Alien Artifact...
It was in (much) earlier version of the game (which I also played and liked).
But inside game, I never could ...
Then look under
Rank:Factorio Staff
You'll see this little image of Alien Artifact...
It was in (much) earlier version of the game (which I also played and liked).
But inside game, I never could ...
- Wed Nov 05, 2025 5:47 am
- Forum: Ideas and Requests For Mods
- Topic: "Realistic electrical distribution"
- Replies: 6
- Views: 499
Re: "Realistic electrical distribution"
I hope you've seen these: https://mods.factorio.com/search?query= ... =relevancy
- Wed Nov 05, 2025 5:44 am
- Forum: Ideas and Requests For Mods
- Topic: Better blueprints idea - auto upgrade/downgrade
- Replies: 3
- Views: 339
Re: Better blueprints idea - auto upgrade/downgrade
I don't know for details (which is why I don't implement it myself), but there are mods that do trigger on blueprint placement.
Notable example is: https://mods.factorio.com/mod/belt-turner
I've tried to look into it... well... lots of code, but only one event:
script.on_event(defines.events.on_pre ...
Notable example is: https://mods.factorio.com/mod/belt-turner
I've tried to look into it... well... lots of code, but only one event:
script.on_event(defines.events.on_pre ...
- Wed Oct 29, 2025 6:50 am
- Forum: Ideas and Requests For Mods
- Topic: Technology Trigger instead of Science Pack - Idea for mod
- Replies: 3
- Views: 374
Re: Technology Trigger instead of Science Pack - Idea for mod
Nowdays it's quite easy to do with ChatGPT. Just ask him what you want to do and he makes all the code for you. It is very aware of Factorio API in most cases
- Sat Oct 25, 2025 5:03 am
- Forum: Ideas and Requests For Mods
- Topic: Better blueprints idea - auto upgrade/downgrade
- Replies: 3
- Views: 339
Better blueprints idea - auto upgrade/downgrade
Idea on an example:
1. You place some blueprint with fast inserters.
2. This logistic network doesn't have fast inserter, but it has simple yellow ones
3. A special notification asks you if you want to wait or downgrade now? You confirm...
4. The mod replaces fast inserters with yellow ones
5. And ...
1. You place some blueprint with fast inserters.
2. This logistic network doesn't have fast inserter, but it has simple yellow ones
3. A special notification asks you if you want to wait or downgrade now? You confirm...
4. The mod replaces fast inserters with yellow ones
5. And ...
- Sun Nov 10, 2024 8:30 am
- Forum: Ideas and Requests For Mods
- Topic: One time inserter
- Replies: 1
- Views: 561
One time inserter
Tier 1: A player could place a ghost of this inserter (or inserter itself), when he does a dialog looking like constant combinator appears.
In that dialog by default set signal "C"ount = 1
So then if this inserter moves an item it decreases the counter. When counter is zero the inserter is marked ...
In that dialog by default set signal "C"ount = 1
So then if this inserter moves an item it decreases the counter. When counter is zero the inserter is marked ...
- Sat Nov 02, 2024 4:04 pm
- Forum: Ideas and Suggestions
- Topic: Crushsave - autosave just before crush & how to exactly reproduce mod bugs
- Replies: 1
- Views: 436
Re: Crushsave - autosave just before crush & how to exactly reproduce mod bugs
40 views, no replies... pity... 
- Thu Oct 31, 2024 7:25 am
- Forum: Ideas and Suggestions
- Topic: Crushsave - autosave just before crush & how to exactly reproduce mod bugs
- Replies: 1
- Views: 436
Crushsave - autosave just before crush & how to exactly reproduce mod bugs
Wouldn't that be great to have a save file just a few ticks before the game crushed because of mod error?
This seems counterintuitive... How could we "undo" last few ticks to restore all the game state to that point in time where the game was still be playable.
This might seem hard to implement ...
This seems counterintuitive... How could we "undo" last few ticks to restore all the game state to that point in time where the game was still be playable.
This might seem hard to implement ...
- Tue Aug 06, 2024 7:30 am
- Forum: General discussion
- Topic: Space Age general Questions
- Replies: 164
- Views: 73988
Re: Space Age general Questions
Preorder options? Do you need my money today?))
- Sat Aug 03, 2024 3:21 pm
- Forum: General discussion
- Topic: Space Age general Questions
- Replies: 164
- Views: 73988
Space Age expansion without Steam
Hi there!
I bought Factorio here on factorio.com site before it came to Steam. And not only for myself but for my kids too.
So... will I be able to buy the expansion here?
I bought Factorio here on factorio.com site before it came to Steam. And not only for myself but for my kids too.
So... will I be able to buy the expansion here?
- Sun Dec 24, 2023 7:08 am
- Forum: Ideas and Requests For Mods
- Topic: [IDEA] Function combinator
- Replies: 3
- Views: 1256
Re: [IDEA] Function combinator
There are some mods doing this already. Some of good ones are hard to find, because you just don't expect it from mod's name.
Here you go:
https://mods.factorio.com/mod/compaktcircuit
https://mods.factorio.com/mod/integratedCircuitryFixed - what? lamps? I don't need lamps!!! - ha ha ha! But except ...
Here you go:
https://mods.factorio.com/mod/compaktcircuit
https://mods.factorio.com/mod/integratedCircuitryFixed - what? lamps? I don't need lamps!!! - ha ha ha! But except ...
- Sun Dec 24, 2023 6:53 am
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] Per-spawner evolution
- Replies: 16
- Views: 6511
Re: [REQUEST] Per-spawner evolution
By the way I also posted simmilar request a little earliear:
viewtopic.php?p=542142#p542142
viewtopic.php?p=542142#p542142
- Sun Dec 24, 2023 6:52 am
- Forum: Ideas and Requests For Mods
- Topic: Geo evolution
- Replies: 9
- Views: 4791
Re: Geo evolution
Leaved big post on why should do it here: viewtopic.php?f=33&t=95574
- Sun Dec 24, 2023 6:45 am
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] Per-spawner evolution
- Replies: 16
- Views: 6511
Re: [REQUEST] Per-spawner evolution
This much just sounds like evolution as a pure factor of distance?
Exactly.
I can explain why this approach is really good at least in some cases.
This will be much different gameplay.
Detailed explanation for "why?":
My kids are playing factorio and there are some common issues i want to ...
- Sat Dec 23, 2023 12:16 pm
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] Per-spawner evolution
- Replies: 16
- Views: 6511
Re: [REQUEST] Per-spawner evolution
Well... I don't know deeply how to implement it - i've never modded enemies, but I suppose that it will have almost no impact on performance.
- First create say 5 or 10 (setting) copies of each spawner type in game. Each spawner type will be for evo level (Lv1 - Lv5)
- Now each spawner can only ...
- First create say 5 or 10 (setting) copies of each spawner type in game. Each spawner type will be for evo level (Lv1 - Lv5)
- Now each spawner can only ...
- Sat Dec 23, 2023 11:47 am
- Forum: Gameplay Help
- Topic: Min / Max Combinator circuit help
- Replies: 20
- Views: 32339
Re: Min / Max Combinator circuit help
i'm fine with mods, i tried without any mod of my own, i thought it wouldn't matter , then maybe it does, but now i definitely think there is a problem in the blueprint, i see the updated book and to me it's only one blueprint inside , in the second position , the filter made of 4 combinators with ...
- Sat Dec 23, 2023 9:41 am
- Forum: Gameplay Help
- Topic: Min / Max Combinator circuit help
- Replies: 20
- Views: 32339
Re: Min / Max Combinator circuit help
Are you using mods ? when i tried to import the blueprint it only import 4 combinators connected and 2 constant a little aside, and it's telling me "unknown signal note interface" or "unknown virtual signal name".
I wanted to see if there was some difference with the book i used, which is similar ...