Native mods

Place to ask discuss and request the modding support of Factorio. Don't request mods here.
ILYADNEPR
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Native mods

Post by ILYADNEPR »

I am almost entirely sure this would not be added, but this could be game-changing.
Native mods means compiling mods to work directly with the game engine.
Why? Performance. Mod belt-balancer-2 adds one entity, belt balancer. It balances all the belt sides all the belts connected to and from the structure, but there is a problem. my small base (400 spm red green blue gray and white science) is 40 ups(20-30 ms). Time usage shows that 10 of 20 milliseconds is taken by belt-balancer-2, because i use these balancers everywhere in my main bus and sushi setups. Imagine how much less time this would take if it was native?
eugenekay
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Re: Native mods

Post by eugenekay »

Good News! Version 2.0.7 added a built-in "Lane Splitter" entity. It is a shrunken version of the normal Splitter.
09-28-2025, 15-04-36.png
09-28-2025, 15-04-36.png (93.88 KiB) Viewed 189 times
It is only accessible through the Map Editor by default. The Lane Splitters mod adds a Crafting recipe, with a variant for each Tier of Belts.

Changing the game's C++ code by Mod Developers is unlikely to happen unless the Game is open-sourced. This is reportedly planned to happen "at some point".

Good Luck!
Koub
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Re: Native mods

Post by Koub »

[Koub] Moved to Modding interface request from Ideas and Suggestions.
Koub - Please consider English is not my native language.
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