Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Version: 1.0.2
Date: Jun 4, 2026
Bugfixes:
- Fuel blacklist now works with a single entry. Previously, with quality enabled, one item name mapped to several entries (one per quality) and only some were removed, so blacklisted fuels like wood or spoilage were still inserted. (Reported on the mod portal; workaround had been to list each item twice.)
Features:
- Added an ammo blacklist setting, mirroring the fuel blacklist.
- Added the "/f4m.list_ammo" command to list loadable ammunition (companion to /f4m.list_fuel).
Changes:
- Loop-detection notices during ammo damage/radius calculation (seen with some modded recursive projectiles) now go to the log instead of being printed to every player in chat.
Version: 1.0.1
Date: Jun 4, 2026
Bugfixes:
- Fix the toolbar toggle button showing "off" when the mod is added to an existing save. The mod is enabled by default, so the first click silently disabled it; the button now reflects the actual enabled state on load.
Version: 1.0.0
Date: Jun 4, 2026
Features:
- First stable (1.0.0) release.
- Target Factorio 2.1 (now requires base >= 2.1).
Changes:
- Fix accidental global variables (missing 'local') on the fuel-load path and in ammo damage/radius calculation.
- Invalidate the cached item price list on configuration changes so ammo ranking stays correct after mods are added or removed.
- Fix the f4m.exclude command skipping duplicate fuel entries due to table modification during iteration.
Version: 0.12.1
Date: Nov 5, 2024
Changes:
- Fix an issue with failures to insert fuel/ammo, which would normally cause the fuel/ammo to be returned to the player inventory. (Caused in previous patch to handle quality.)
Version: 0.12.0
Date: Nov 2, 2024
Features:
- Adds quality handling for ammo & fuel. Still uses the "highest value" version of the ammo or fuel in question, which means (in the vanilla game) that yellow firearm-magazines at quality 5 are preferred over red ones with quality 2.
Version: 0.11.0
Date: Oct 14, 2024
Features:
- Enable support for Factorio Space Age.
Changes:
- Tweak toggle button to behave like other toggleable toobar buttons
- Remove unnecessary text during on-load & toggle.
- Fix a crash related to the Editor, specifically when opening a save in the editor.
- Fix listening to mod settings for other mods.
- Remove the setting to hide the toggle button. Factorio handles this itself.
- Add range check when refilling ammo/fuel to an already placed turrent/vehicle. Can be disabled in Mod settings -> Map to return to the original behavior.
Version: 0.10.1
Date: Aug 24, 2021
Changes:
- Correct nil error for modded placable entities which take multiple types of fuel, in which the first category is not available in player inventory
Version: 0.10.0
Date: Dec 2, 2020
Changes:
- Added Shortcut Bar button for Toggling Fill4Me On & Off.
- Added loop detection to Ammo damage effects (creating entity 1 which creates entity 2 which creates entity 1 and so on).
Version: 0.9.5
Date: Nov 30, 2020
Changes:
- Updated info to say it works on 1.1.
- Fixed a crash (and text display oddity) regarding reloading turrets when never having placed a turret while Fill4Me is loaded.
- Fixed (sorta tested) an issue with the mod reloading player settings when [other] mods change (or update).
Version: 0.9.4
Date: Jun 26, 2020
Features:
- Added a per-player mod-setting entry for blacklisting fuel, contributed by Kryzeth. This improves the ease of setting the blacklist globally for yourself, instead of relying on the /f4m.exclude function.
Version: 0.9.3
Date: Jun 18, 2020
Changes:
- Remove GUI button. Revision needed to make this work after the lua changes in Factorio 0.18.30.
Version: 0.9.2
Date: Feb 26, 2020
Changes:
- Update to use Factorio's updated 'production-score' code.
Version: 0.9.1
Date: Jan 31, 2020
Changes:
- Fix problem with removing the gui button.
Version: 0.9.0
Date: Jan 22, 2020
Changes:
- Update for Factorio 0.18 (barely). Have not encountered weapons with multiple ammo categories yet, so the selection logic between *types* of ammo will be naive.
Version: 0.8.1
Date: Nov 28, 2019
Changes:
- Add hotkey functionality to "reload" ammo or fuel into an entity. Defaults to control+R.
- Add hotkey for enabling/disabling Fill4Me. Defaults to control+shift+R.
- Add /f4m.reset_me command to reset your auto-fill list to the current game default.
- Resets all players auto-fill entries list upon mod change (prevents problems when ammo or fuel items are removed from the game).
- Change Toolbar button icon from green uranium ammo to red piercing ammo when disabled (and back when enabled)
Version: 0.7.1
Date: Sep 19, 2019
Changes:
- Fix loading of Factorio's own 'production-score' lib file. This is used to help calculate the order/value of items such as poison-capsule & poison-cloud, as they aren't (or weren't, and I haven't checked yet) properly calculatable regarding their damage.
Version: 0.7.0
Date: Sep 14, 2019
Changes:
- Add list of fuel types via /f4m.list_fuel (per-player) and /f4m.list_all_fuel (everything available)
- Add ability to (per-player) exclude/include fuels into the auto-fill list via /f4m.exclude and /f4m.include
Version: 0.6.0
Date: Apr 29, 2019
Changes:
- Small code cleanup (Thanks, TsT)
- Fix use of main inventory when in other modes, such as God, or Editor. (Thanks, Sparr)
- Fix changelog to match Factorio standard (Thanks Pi-C).
Version: 0.5.6
Date: Apr 19, 2019
Changes:
- Add TR locale.
Version: 0.5.5
Date: Apr 9, 2019
Changes:
- Add Russian locale.
Version: 0.5.4
Date: Mar 13, 2019
Changes:
- Revise ammo loading to use player settings to determine how to load.
Version: 0.5.3
Date: Mar 13, 2019
Changes:
- Add player option to ignore an ammo radius when autofilling turrets.
Version: 0.5.2
Date: Mar 13, 2019
Changes:
- Fix usage of runtime values (maximum-*-value & show-gui-button)
Version: 0.5.1
Date: Mar 5, 2019
Changes:
- Attempt to fix usage of "maximum values" for saved games.
Version: 0.5.0
Date: Mar 5, 2019
Changes:
- Added mod global settings to tell Fill4Me to only use ammos or fuels up to a certain value.
This is particular useful for fuels, as it allows you to specify 100000000 (100 million) for fuels, and the highest level fuel that it will auto-insert will be Rocket Fuel (which has a value of 100million)
Version: 0.4.4
Date: Mar 5, 2019
Changes:
- Added mod player setting to hide the Fill4Me enable/disable button.
Version: 0.4.3
Date: Feb 27, 2019
Changes:
- Grabbed Martin's small change to make this work on 0.17.
Version: 0.4.2
Date: Oct 15, 2018
Changes:
- Attempt to work around issue found when using bobsmods where a created_entity may be invalid.
Version: 0.4.1
Date: Aug 13, 2018
Changes:
- Fix Fill4Me's event changes to work when configuration changes (eg, load from save with updated version of mod).
Version: 0.4.0
Date: Aug 8, 2018
Changes:
- Prevent Fill4Me from accidentally causing an insert into a vehicle to overflow into the vehicle's trunk.
- Make Fill4Me's interaction with script_raised_built events from other mods happen on a tick later, to let the other mod do it's potential work on that entity.
- Fixes & works around an issue with the Vehicle Wagon mod.
Version: 0.3.0
Date: Aug 8, 2018
Changes:
- Fix issue when handling prototypes that define an ammotype, but no action.
Version: 0.2.0
Date: Jul 25, 2018
Changes:
- Adds support for script_raised_built events where created_entity & player_index are defined (just like regular on_built_entity events). This can resolve issues where other mods are replacing the entity being built at the time of construction (provided they raise the appropriate event).
Version: 0.1.0
Date: Jul 19, 2018
Changes:
- Initial release.