Hi,
I've not played in a while (1+ years) and am going to play with Space Age for the first time.
I love Factorio and have done multiple Py / Krastorio runs, So know the game well.
I was hoping to get some suggestions of current mods I should include. I don't like to add/remove mods during a play ...
Search found 1454 matches
- Wed May 21, 2025 2:39 pm
- Forum: General discussion
- Topic: Starting a new game of Space Age - Mod Recommendation
- Replies: 9
- Views: 1342
- Tue May 20, 2025 12:38 am
- Forum: Modding help
- Topic: Help Porting Mod to 2.0
- Replies: 6
- Views: 423
Re: Help Porting Mod to 2.0
Okay, I got the mod loaded.
Now, for some reason, most, if not all the items the mod adds to the game show up from the start of the game. Even though the research has not been done and the "recipe" is enabled = false till researched.
I can craft them from the start, but no items appear once ...
Now, for some reason, most, if not all the items the mod adds to the game show up from the start of the game. Even though the research has not been done and the "recipe" is enabled = false till researched.
I can craft them from the start, but no items appear once ...
- Mon May 19, 2025 7:10 pm
- Forum: Modding help
- Topic: Help Porting Mod to 2.0
- Replies: 6
- Views: 423
Re: Help Porting Mod to 2.0
Thanks Silari, this put me on the right track!
- Sun May 18, 2025 7:51 pm
- Forum: Modding help
- Topic: Help Porting Mod to 2.0
- Replies: 6
- Views: 423
Re: Help Porting Mod to 2.0
Thanks Silari,
Okay got past that, now got something new.
It's been a long time since I've coded and will need some help. Not sure what's causing this issue.
Okay got past that, now got something new.
It's been a long time since I've coded and will need some help. Not sure what's causing this issue.
- Sun May 18, 2025 5:38 pm
- Forum: Modding help
- Topic: Help Porting Mod to 2.0
- Replies: 6
- Views: 423
Help Porting Mod to 2.0
Hi,
I've been away for some time and am trying to get back into Factorio.
I'm trying to port my mod over the Factorio 2. (Not Space Age currently)
I'm getting the following crash that I'm hoping someone could help me with.
It's on the "control.lua" portion, when reading from a Library mod. Not sure ...
I've been away for some time and am trying to get back into Factorio.
I'm trying to port my mod over the Factorio 2. (Not Space Age currently)
I'm getting the following crash that I'm hoping someone could help me with.
It's on the "control.lua" portion, when reading from a Library mod. Not sure ...
- Sun Aug 20, 2023 4:57 pm
- Forum: Modding help
- Topic: "Force" on Damage Question
- Replies: 2
- Views: 949
Re: "Force" on Damage Question
Thanks Deadlock989
- Wed Aug 16, 2023 8:48 pm
- Forum: Modding help
- Topic: Check in Entity Exists in Control
- Replies: 5
- Views: 2185
Re: Check in Entity Exists in Control
Thanks Bilka!
- Wed Aug 16, 2023 4:29 pm
- Forum: Modding help
- Topic: Check in Entity Exists in Control
- Replies: 5
- Views: 2185
Re: Check in Entity Exists in Control
Hi,
Just seeing if anyone had any advice on how to check if a hard coded entity in a table exists, during the Control phase.
Thanks.
Just seeing if anyone had any advice on how to check if a hard coded entity in a table exists, during the Control phase.
Thanks.
- Mon Aug 14, 2023 11:20 pm
- Forum: Modding help
- Topic: Check in Entity Exists in Control
- Replies: 5
- Views: 2185
Re: Check in Entity Exists in Control
Okay, not exactly sure how to do that.
I tried the following, but that gave me an error:
NE_Enemies.Settings.NE_Biter_Breeder = settings.startup["NE_Biter_Breeder"].value
NE_Enemies.Settings.NE_Spitter_Breeder = settings.startup["NE_Spitter_Breeder"].value
NE_Enemies.Settings.NE_Biter_Fire ...
I tried the following, but that gave me an error:
NE_Enemies.Settings.NE_Biter_Breeder = settings.startup["NE_Biter_Breeder"].value
NE_Enemies.Settings.NE_Spitter_Breeder = settings.startup["NE_Spitter_Breeder"].value
NE_Enemies.Settings.NE_Biter_Fire ...
- Mon Aug 14, 2023 5:31 pm
- Forum: Modding help
- Topic: "Force" on Damage Question
- Replies: 2
- Views: 949
"Force" on Damage Question
Hi,
What's the best way to ensure that my enemy units don't hurt each other, but do hurt the the player and his stuff?
I have an example below, where I've placed a force several places. Over-kill, but not sure where the best spot is.
-- Stream Spitters - Fire Streams (hydralisk)
function ...
What's the best way to ensure that my enemy units don't hurt each other, but do hurt the the player and his stuff?
I have an example below, where I've placed a force several places. Over-kill, but not sure where the best spot is.
-- Stream Spitters - Fire Streams (hydralisk)
function ...
- Mon Aug 14, 2023 5:10 pm
- Forum: Modding help
- Topic: Check in Entity Exists in Control
- Replies: 5
- Views: 2185
Check in Entity Exists in Control
Hi,
I have a function in Control that randomly selects a unit to spawn. However, there is an option to remove enemies from the game, so they will no longer be valid entities in my table. How can I check to make sure they exist?
Here is my function with enemy possibilities that I need to check for ...
I have a function in Control that randomly selects a unit to spawn. However, there is an option to remove enemies from the game, so they will no longer be valid entities in my table. How can I check to make sure they exist?
Here is my function with enemy possibilities that I need to check for ...
- Fri Aug 04, 2023 2:26 pm
- Forum: Texture Packs
- Topic: [Request] Custom Enemies
- Replies: 2
- Views: 3156
Re: [Request] Custom Enemies
Thanks Tserup!
I'll definitely ask for some of your help in the future.
Thanks for contributing to the Factorio community.
I'll definitely ask for some of your help in the future.
Thanks for contributing to the Factorio community.
- Mon Jul 31, 2023 6:45 pm
- Forum: Not a bug
- Topic: [1.1.88] Fail to load past 9%
- Replies: 3
- Views: 1439
Re: [1.1.88] Fail to load past 9%
Thanks for looking into this, really appreciate it.
Sorry for posting it as a bug.
Sorry for posting it as a bug.
- Fri Jul 28, 2023 1:42 pm
- Forum: Not a bug
- Topic: [1.1.88] Fail to load past 9%
- Replies: 3
- Views: 1439
[1.1.88] Fail to load past 9%
Hi,
I have a bit of a weird bug report here. I recently updated my mod, adding in a some new graphics.
When loading the game with the new graphics, Natural_Evolution_Enemies_1.1.21.zip, the game does not get past 9% loading.
https://imgur.com/Rg7EIQ0.png
Works fine with the version before the ...
I have a bit of a weird bug report here. I recently updated my mod, adding in a some new graphics.
When loading the game with the new graphics, Natural_Evolution_Enemies_1.1.21.zip, the game does not get past 9% loading.
https://imgur.com/Rg7EIQ0.png
Works fine with the version before the ...
- Tue Jul 25, 2023 5:53 pm
- Forum: Texture Packs
- Topic: [Request] Custom Enemies
- Replies: 2
- Views: 3156
[Request] Custom Enemies
Hi,
I’m hoping to get some custom Enemy graphics.
I’m currently using some StarCraft graphics, but ideally I’d like some custom graphics that fit in better.
I saw Tserup did some great work, but don’t have his contact info.
Any recommendations to get some?
Thanks
I’m hoping to get some custom Enemy graphics.
I’m currently using some StarCraft graphics, but ideally I’d like some custom graphics that fit in better.
I saw Tserup did some great work, but don’t have his contact info.
Any recommendations to get some?
Thanks
- Wed Jul 19, 2023 8:05 pm
- Forum: Modding help
- Topic: Log for QC
- Replies: 1
- Views: 770
Log for QC
Hi,
It's been a long time since I really did any modding work and I can't seem to find the log that the game generates with all the Entities and their properties.
I think it was a text file that contained all the entities and properties/flags of the entities. Do I need to enable it somehow?
Could ...
It's been a long time since I really did any modding work and I can't seem to find the log that the game generates with all the Entities and their properties.
I think it was a text file that contained all the entities and properties/flags of the entities. Do I need to enable it somehow?
Could ...
- Fri Jun 30, 2023 3:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.86] Crash, LocalisedString logic error
- Replies: 6
- Views: 2732
Re: [1.1.86] Crash, LocalisedString logic error
I found the issue.
I installed this de-bug mod, and it caused the issue.
"_debug_1.1.0.zip"
When deleting this, it works.
Not sure why this caused a crash.
Thanks for looking into this.
I installed this de-bug mod, and it caused the issue.
"_debug_1.1.0.zip"
When deleting this, it works.
Not sure why this caused a crash.
Thanks for looking into this.
- Fri Jun 30, 2023 2:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.86] Crash, LocalisedString logic error
- Replies: 6
- Views: 2732
Re: [1.1.86] Crash, LocalisedString logic error
Okay, so I had a little more time to test.
It seems that the culprit might be Bio_Industries
(Yeah, it happens to be my mod...
)
The mod does not crash by itself, but with all other mods running, it is... not sure what interaction would cause this.
Hope this helps.
It seems that the culprit might be Bio_Industries
(Yeah, it happens to be my mod...

The mod does not crash by itself, but with all other mods running, it is... not sure what interaction would cause this.
Hope this helps.
- Fri Jun 30, 2023 3:03 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.86] Crash, LocalisedString logic error
- Replies: 6
- Views: 2732
Re: [1.1.86] Crash, LocalisedString logic error
I've narrowed it down to one of these mods causing the error.
Ran out of time to determine who the culprit is...

Ran out of time to determine who the culprit is...

- Fri Jun 30, 2023 2:30 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.86] Crash, LocalisedString logic error
- Replies: 6
- Views: 2732
Re: [1.1.86] Crash, LocalisedString logic error
Here you go.