Search found 938 matches

by eugenekay
Fri Jan 16, 2026 2:59 am
Forum: Documentation Improvement Requests
Topic: inifinite_depletion_amount small error
Replies: 5
Views: 114

Re: inifinite_depletion_amount small error

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 ...
by eugenekay
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.
by eugenekay
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 ...
by eugenekay
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.
01-13-2026, 16-26-09.png
01-13-2026, 16-26-09.png (1.15 MiB) Viewed 173 times
by eugenekay
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

Re: Read distance from/to planets from the space platform hub

Koub wrote: Mon Jan 12, 2026 3:12 pm [Koub] Merged into an older thread with a similar suggestion.
I think you were looking for 121255 and 126701.
by eugenekay
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!
by eugenekay
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 ...
by eugenekay
Sat Jan 10, 2026 1:01 am
Forum: Balancing
Topic: Defence economy balance
Replies: 92
Views: 57816

Re: Defence economy balance

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?
Feuer frei!
IMG_0265.jpeg
IMG_0265.jpeg (163.41 KiB) Viewed 351 times
Because flamethrowers are awesome.
by eugenekay
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 ...
by eugenekay
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 ...
by eugenekay
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 ...
by eugenekay
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 ...
by eugenekay
Tue Jan 06, 2026 2:49 pm
Forum: General discussion
Topic: space platform only run
Replies: 2
Views: 350

Re: space platform only run

Space Block

Good Luck!
by eugenekay
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 ...
by eugenekay
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 ...
by eugenekay
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 ...
by eugenekay
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.
by eugenekay
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

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.
In my screenshot I searched for "advanced" to highlight it functioning; both Imersite recipes were selectable as Signals.
by eugenekay
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 ...

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