Modders Entities:
I use a lot of HIDDEN buildings to accomplish things in my mods. The reason I use these hidden buildings is because the primary building I’m using does not have all the attributes I need, so I combine two buildings to get to what I need.
Example:
The Light Entity has a on/off image, depending it it’s day or night, so if I want my building to have two different images, depending if it’s day or night, I have to tie it to a hidden lamp.
If I want the building to glow at night, I need to add a hidden light entity. (The Rocket Silo actually has this built in, but that’s on the Silo entity and not Assembly Machine, Furnace or Radar)
If I want a range overly, I need to use a hidden turret entity to display the range a building affects.
I have an Artifact collector. I need to hide a turret to show the radius. I need a hidden radar to show the player the scan cycle. and a container to actually collect the artifacts.
Could we create Modders Entities that have a lot of Attributes associated to them and just have it blank {}, if not used
Have an Assembler, Radar, Furnace—etc. with a host of attributes like:
- Working / Idle Images = {},
- Day / Night Images = {},
- Sector Scanning – Used for display, to show the user when an action is performed. (When the bar is full)
- Light = {},
- An Inventory.
I realize that there can't be a single god entity, but maybe add a few of each to those that can use it without major editing. Like a light source, radius....
This way I won’t need to use hidden entities, but just populate the needed attribute on the Modding Entity.
I’m hoping this is coming across clearly…
Energy Sources:
I’d like to create solar entities, for instance a Solar Boiler. That’s not currently possible, even with a hidden solar entity.
I also wanted to create a custom energy source. I thought this would be possible with 0.16’s “fuel_category”. Like to be able to create a custom category. Let’s say I want to burn Alien artifacts, I’d give that a custom fuel category and set the burner to only use that fuel.
Hidden wires:
Topic here
Yeah, have been asking for this one a long time and I know it’s not easy, but really would like to have a way to hide the wires on custom power poles. (I know it’s possible to hide ALL wires, but I only want to hide the wires on my custom poles)
This will give me the ability to connect two entities, without showing the wires. Like Electric rail, floor tiles etc.
Attributes to Rail
Topic here
- Rail speed limits
- Powered rail options
- Vehicle type limitation
-- Could be achieved in reverse, by using a track type limitation array on the vehicle, rather than a single entry
This will allow a lot of diversity in Rail and other transport mediums, like roads.
You can have cheap slow rail, high speed rail. Freight rail, Power rail....
More Bio Diversity. (Fauna and Flora)
This should probably be a DLC. Yes I said it! I don’t mind paying a little for adding these features that’s not needed for the core game.
Basically take Earendel's Alien Biomes for the Flora and adding in some more creatures.
Need ability to define flying, jumping, amphibious.
Types of food they eat. Vegetation, Meat, Minerals…
Aggression due to pollution
Mutation probability and what they mutate too.
Veden has done wonders in his Rampant mod!
Add Seasons. Rivers freeze in Fall, lakes in winter...
That's it for now

I just want to say that the Devs of Factorio are GREAT and they go out of their way to support the modding community. Thanks so much!! This will keep Factorio going for years and years to come!