From the Example provided on that same page:
{
type = "resource",
name = "crude-oil",
icon = "__base__/graphics/icons/crude-oil.png",
icon_size = 32,
flags = {"placeable-neutral"},
category = "basic-fluid",
order="a-b-a",
infinite = true,
highlight = true,
minimum = 60000,
normal ...
Search found 938 matches
- Fri Jan 16, 2026 2:59 am
- Forum: Documentation Improvement Requests
- Topic: inifinite_depletion_amount small error
- Replies: 5
- Views: 114
- Wed Jan 14, 2026 6:06 pm
- Forum: Bob's mods
- Topic: [Bob's Power 2.0.2] Is Boiler water consumption supposed to be 60 per second?
- Replies: 3
- Views: 189
Re: [Bob's Power 2.0.2] Is Boiler water consumption supposed to be 60 per second?
This appears intentional: 1071. It maintains "balance" of the various water purity level fluid exchanges.
- Wed Jan 14, 2026 5:26 pm
- Forum: General discussion
- Topic: Variable music
- Replies: 3
- Views: 212
Re: Variable music
Variable Sound and the planet property was added in version 2.0.7.
Ambient sound definitions can be found in space-age/prototypes/ambient-sounds.lua . Variable tracks eg, data/space-age/sound/ambient/aquilo/aquilo-1/aquilo-1.lua make use of multiple layers and variants . Some tracks are static ...
Ambient sound definitions can be found in space-age/prototypes/ambient-sounds.lua . Variable tracks eg, data/space-age/sound/ambient/aquilo/aquilo-1/aquilo-1.lua make use of multiple layers and variants . Some tracks are static ...
- Tue Jan 13, 2026 9:27 pm
- Forum: Bob's mods
- Topic: [Bob's Power 2.0.2] Is Boiler water consumption supposed to be 60 per second?
- Replies: 3
- Views: 189
Re: [Bob's Power 2.0.2] Is Boiler water consumption supposed to be 60 per second?
Are you using any other Mods which modify the energy value of Steam or temperature of the input Water? The numbers all seem correct when running just Base and the Bob's Power mod.
- Mon Jan 12, 2026 3:53 pm
- Forum: Ideas and Suggestions
- Topic: Read distance from/to planets from the space platform hub
- Replies: 17
- Views: 2099
- Sun Jan 11, 2026 11:19 pm
- Forum: Duplicates
- Topic: [2.0.72] Space platform hub sends old circuit signal for Moving To planet when auto-thrust is on but there is no fuel
- Replies: 4
- Views: 237
- Sun Jan 11, 2026 8:38 pm
- Forum: Ideas and Requests For Mods
- Topic: Can Naval vessels be added to Factorio?
- Replies: 1
- Views: 109
Re: Can Naval vessels be added to Factorio?
Cargo Ships adds water-based trains, though none of them have weapons built-in. Hovercrafts are amphibious tank-likes. Ironclads are water-only. Buoyant spidertrons let you go surfing.
Good Luck!
Good Luck!
- Sun Jan 11, 2026 8:10 pm
- Forum: Fan Art
- Topic: Brickbuild Factorio Designs
- Replies: 54
- Views: 4528
Re: Brickbuild Factorio Designs
And finally some parts I didnt know existed. Like a 1x5 plate - I cannot remember them from my childhood.
So I used 1x3 plus a 1x2 plate. This can be simplified now.
1x5 Plates were introduced in 2021. I find them deeply unsettling, but a necessary addition to the parts catalogue. I only have a ...
So I used 1x3 plus a 1x2 plate. This can be simplified now.
1x5 Plates were introduced in 2021. I find them deeply unsettling, but a necessary addition to the parts catalogue. I only have a ...
- Sat Jan 10, 2026 1:01 am
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 92
- Views: 57816
Re: Defence economy balance
Feuer frei! Because flamethrowers are awesome.fpx007 wrote: Fri Jan 09, 2026 9:14 pm With so many restrictions, if they are made inefficient in crowd control defense economy, why people even bother using it?
- Fri Jan 09, 2026 3:45 pm
- Forum: Ideas and Requests For Mods
- Topic: helldivers mods?
- Replies: 1
- Views: 357
Re: helldivers mods?
The direct usage of content from other video game franchises is not a great idea. From the Terms of Service :
All mods uploaded must have the permission from the author of the mod, and must not contain any copyrighted material unless it is permitted by the appropriate copyright owner.
It would be ...
All mods uploaded must have the permission from the author of the mod, and must not contain any copyrighted material unless it is permitted by the appropriate copyright owner.
It would be ...
- Wed Jan 07, 2026 6:02 pm
- Forum: Ideas and Suggestions
- Topic: Increase effect of mass on platform speed
- Replies: 10
- Views: 6466
Re: Increase effect of mass on platform speed
There is a mod which lets you alter the space platform acceleration any way that you like. I encourage you to try it and share the before/after results from changing the balance factors.
Max Speed and Drag are not defined separately; the usage of Speed and Width in this expression controls the ...
Max Speed and Drag are not defined separately; the usage of Speed and Width in this expression controls the ...
- Wed Jan 07, 2026 3:19 pm
- Forum: Gameplay Help
- Topic: turbines / steam engines in space
- Replies: 2
- Views: 271
Re: turbines / steam engines in space
Is there a balancing reason for that?
The boiler and heating tower require an atmosphere to produce combustion, which is absent in space. You can still create Heat using a Nuclear reactor to drive a Heat Exchanger. This forces you to use Solar Panels for the initial setup of a platform, and ...
The boiler and heating tower require an atmosphere to produce combustion, which is absent in space. You can still create Heat using a Nuclear reactor to drive a Heat Exchanger. This forces you to use Solar Panels for the initial setup of a platform, and ...
- Tue Jan 06, 2026 4:56 pm
- Forum: Gameplay Help
- Topic: how do i ssetup a circut to remove fluids?
- Replies: 9
- Views: 517
Re: how do i ssetup a circut to remove fluids?
Fluids cannot be directly voided without a mod ; pumps which are not connected do nothing. Items can be Recycler’ed into nothingness (or thrown overboard into the Void of Space / fiery Lava).
You will want to find a Recipe which consumes the excess fluid, and then throw the resulting Item away ...
You will want to find a Recipe which consumes the excess fluid, and then throw the resulting Item away ...
- Tue Jan 06, 2026 2:49 pm
- Forum: General discussion
- Topic: space platform only run
- Replies: 2
- Views: 350
- Tue Jan 06, 2026 2:39 pm
- Forum: Modding discussion
- Topic: Network access in mods ?
- Replies: 6
- Views: 337
Re: Network access in mods ?
Sorry, but you answer seems to focus a lot on multiplayer - my focus is way more on single player. The idea is that you have 2 or more players and using this mod, you can share resources between players.
Singleplayer and multiplayer follow the exact same game logic - the player’s character ...
- Tue Jan 06, 2026 4:40 am
- Forum: Modding discussion
- Topic: Network access in mods ?
- Replies: 6
- Views: 337
Re: Network access in mods ?
Some reasons this will never happen:
Allows for data exfiltration from the game sandbox by smuggling it in the request body
Multiple clients making HTTP requests (in multiplayer) could get different responses from the server, causing desyncs
Latency of waiting for a response would make for an ...
Allows for data exfiltration from the game sandbox by smuggling it in the request body
Multiple clients making HTTP requests (in multiplayer) could get different responses from the server, causing desyncs
Latency of waiting for a response would make for an ...
- Sun Jan 04, 2026 1:50 am
- Forum: Minor issues
- Topic: [2.0.72] Empty construction bots trying to bring ammo
- Replies: 3
- Views: 241
Re: [2.0.72] Empty construction bots trying to bring ammo
Construction robots are used for item-requests (ghost items); Logistic robots fulfill chest requests - so that is working as expected.
With the Debug option show-robot-tasks turned on, it looks like there are a lot of robots near -960,730 with these tasks pending:
pickup@{-162,337.5} (Storage ...
With the Debug option show-robot-tasks turned on, it looks like there are a lot of robots near -960,730 with these tasks pending:
pickup@{-162,337.5} (Storage ...
- Sat Jan 03, 2026 11:52 pm
- Forum: Outdated/Not implemented
- Topic: Make Armor Equipment Rotatable
- Replies: 3
- Views: 579
Re: Make Armor Equipment Rotatable
There is, of course, a mod that lets you do it anyway.
- Sat Jan 03, 2026 10:15 pm
- Forum: Modding help
- Topic: Recipe is not selectable in circuit network
- Replies: 5
- Views: 297
Re: Recipe is not selectable in circuit network
In my screenshot I searched for "advanced" to highlight it functioning; both Imersite recipes were selectable as Signals.snakeru wrote: Sat Jan 03, 2026 10:05 pm Thank you! On your screenshot, though, only one recipe is visible - my goal was to have both.
- Sat Jan 03, 2026 9:45 pm
- Forum: Modding help
- Topic: Recipe is not selectable in circuit network
- Replies: 5
- Views: 297
Re: Recipe is not selectable in circuit network
From recipe.lua:
{
type = "recipe",
name = "advanced-imersite-asteroid-crushing",
icon = "__Imersite-Asteroids__/graphics/icons/advanced-imersite-asteroid-crushing.png",
icons = {
{ icon = "__Krastorio2Assets__/icons/items/rare-metal-ore.png" , scale = 0.25, shift = { -10, -6 }},
{ icon ...
{
type = "recipe",
name = "advanced-imersite-asteroid-crushing",
icon = "__Imersite-Asteroids__/graphics/icons/advanced-imersite-asteroid-crushing.png",
icons = {
{ icon = "__Krastorio2Assets__/icons/items/rare-metal-ore.png" , scale = 0.25, shift = { -10, -6 }},
{ icon ...