Search found 32 matches
- Sun Aug 17, 2025 5:44 am
- Forum: Ideas and Suggestions
- Topic: Logistic Chests should have Logistic Network connection
- Replies: 7
- Views: 378
Re: Logistic Chests should have Logistic Network connection
The notable thing is that a belt, inserter, and assembler can do that too, while they still have the option to just simply disable without using a single wire or combinator
- Sat Aug 16, 2025 11:15 am
- Forum: Ideas and Suggestions
- Topic: Logistic Chests should have Logistic Network connection
- Replies: 7
- Views: 378
Re: Logistic Chests should have Logistic Network connection
But storage containers has no control. There is no reason to have connectability.
That is what they asking to add ( LuaGenericOnOffControlBeavior ) so they can enable/disable logistic chests.
The problem with that, that those chests are using the same prototype ( LogisticContainerPrototype ...
- Sat Aug 16, 2025 4:57 am
- Forum: Modding help
- Topic: Can Science Packs "Remaining" values be changed? (Solved)
- Replies: 4
- Views: 324
Re: Custom Item Icons
Almost, science packs are tools, so https://lua-api.factorio.com/latest/pro ... multiplier should be it
- Tue Aug 12, 2025 6:28 am
- Forum: Balancing
- Topic: Stop the multiply effect of turret damage
- Replies: 10
- Views: 1085
Re: Stop the multiply effect of turret damage
I don't think vanilla behavior has to changed, but adding Modifier::GunAttackModifier (https://lua-api.factorio.com/latest/types/Modifier.html) would make mods be able to add the desired changes for you
- Fri Aug 01, 2025 2:57 pm
- Forum: Modding help
- Topic: How to read the available power in a given pole's network?
- Replies: 2
- Views: 190
Re: How to read the available power in a given pole's network?
https://forums.factorio.com/viewtopic.php?t=60810 (The link is broken in the thread)
LuaEntity::electric_network_statistics :: Read LuaFlowStatistics
The electric network statistics for this electric pole.
Can only be used if this is ElectricPole
https://lua-api.factorio.com/latest/classes ...
LuaEntity::electric_network_statistics :: Read LuaFlowStatistics
The electric network statistics for this electric pole.
Can only be used if this is ElectricPole
https://lua-api.factorio.com/latest/classes ...
- Mon Jun 30, 2025 9:13 pm
- Forum: Implemented Suggestions
- Topic: Add missing details to non-infinite multi-level technologies
- Replies: 1
- Views: 551
Re: Add missing details to non-infinite multi-level technologies
This was added in an update (or fixed) (probably long ago), you can close the topic, thank you 

- Sat Jun 21, 2025 6:43 am
- Forum: Ideas and Requests For Mods
- Topic: Mod that extends heat range?
- Replies: 3
- Views: 639
Re: Mod that extends heat range?
If you mean to lower the heat loss in heat pipes, then it is probably hardcoded.
"For any heat pipe entity with one input connection on one side and one output connection on another, this entity will lower the temperature by 1 + (P / 15) Β°C with P being the power going through this entity expressed ...
"For any heat pipe entity with one input connection on one side and one output connection on another, this entity will lower the temperature by 1 + (P / 15) Β°C with P being the power going through this entity expressed ...
- Thu Jan 30, 2025 5:31 pm
- Forum: Technical Help
- Topic: Help i have a problem with every mod
- Replies: 1
- Views: 349
Re: Help i have a problem with every mod
Might be related, if so, please provide them info, and logs on the topic, so they can trace the bug
viewtopic.php?t=125994
viewtopic.php?t=125994
- Mon Dec 09, 2024 5:13 pm
- Forum: General discussion
- Topic: I looked, but how do I find my star in the galaxy of fame?
- Replies: 3
- Views: 1963
- Wed Dec 04, 2024 3:31 pm
- Forum: Not a bug
- Topic: [2.0.23] Rocket silo ignores the rocket part recipe result amount
- Replies: 1
- Views: 381
[2.0.23] Rocket silo ignores the rocket part recipe result amount
What did you do?
Made a mod, which creates a recipe, where the rocket part results on 2: results = {{type="item", name="rocket-part", amount=2}}
What happened?
The result amount got ignored, the percentage only changes 2% on every craft (or 1% in vanilla)
What did you expect to happen instead? It ...
Made a mod, which creates a recipe, where the rocket part results on 2: results = {{type="item", name="rocket-part", amount=2}}
What happened?
The result amount got ignored, the percentage only changes 2% on every craft (or 1% in vanilla)
What did you expect to happen instead? It ...
- Sat Nov 30, 2024 8:19 am
- Forum: Implemented Suggestions
- Topic: Ability to "Read Fuel" from Biochambers.
- Replies: 16
- Views: 4614
Re: Add fuel(nutrients) to "Read contents"
Make sure you are using the latest experimental version, also check the "Include fuel" checkbox under "Read contents"
- Thu Nov 28, 2024 4:39 pm
- Forum: Duplicates
- Topic: [2.0.21-5] Certain builds not producing any quality outputs
- Replies: 4
- Views: 645
Re: [2.0.21-5] Certain builds not producing any quality outputs
Sorry for the delay, it is done now
- Thu Nov 28, 2024 4:38 pm
- Forum: Ideas and Suggestions
- Topic: Show the 0% or even the negative %(capped at 0%) of quality info, when the machine effected by a quality module
- Replies: 1
- Views: 556
Show the 0% or even the negative %(capped at 0%) of quality info, when the machine effected by a quality module
As title shows, it is just a quality of life improvement, for new(ish?) players.
Whenever they place a quality module into a machine, then the intention is to make higher quality items, but not showing the 0 or (negative percentages with the cap), makes it harder to see, that something is wrong.
Whenever they place a quality module into a machine, then the intention is to make higher quality items, but not showing the 0 or (negative percentages with the cap), makes it harder to see, that something is wrong.
- Wed Nov 27, 2024 5:35 pm
- Forum: Duplicates
- Topic: [2.0.21-5] Certain builds not producing any quality outputs
- Replies: 4
- Views: 645
Re: [2.0.21-5] Certain builds not producing any quality outputs
After reading so many posts like this, is there any chance to show the 0% or even the negative % (capped at 0%) of quality info, when the machine effected by a quality module?
- Tue Nov 26, 2024 10:51 pm
- Forum: Implemented Suggestions
- Topic: Separate signals to/from red and green wires
- Replies: 92
- Views: 34427
Re: Separate signals to/from red and green wires
Please (sorry for the bad edit)
- Wed Nov 20, 2024 1:00 pm
- Forum: Implemented Suggestions
- Topic: Add missing details to non-infinite multi-level technologies
- Replies: 1
- Views: 551
Add missing details to non-infinite multi-level technologies
If a technology has more levels but max_level is not "infinite" then the actual level, and the starting-ending level is missing from the technology
(This could be a bug, but current vanilla does not uses this feature)
Factorio scrap recycling max_level 200.png Factorio scrap recycling original.png
(This could be a bug, but current vanilla does not uses this feature)
Factorio scrap recycling max_level 200.png Factorio scrap recycling original.png
- Fri Oct 11, 2024 9:55 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 309598
Re: Friday Facts #375 - Quality
doesn't look like anyone's brought this up but with quality assemblers, does this mean there's going to be overrides on productivity for some items?
Generally speaking, the quality assemblers giving a small boost to the productivity of all recipes is a unique and powerful bonus but....
Fluid ...
- Fri Oct 11, 2024 9:47 am
- Forum: Gameplay Help
- Topic: Ghost replacement objects
- Replies: 5
- Views: 949
Re: Ghost replacement objects
Good question, and probably a simple answer, why not?. Everybody plays differently.
- Fri Oct 11, 2024 9:33 am
- Forum: Spread the Word
- Topic: Criticism Prerelease Content of Space Age
- Replies: 38
- Views: 9207
Re: Criticism Prerelease Content of Space Age
I am happy that they can create content. Everybody can decide if they want to take a look at them or not. I just kinda wish we got the 2.0 update (without the dlc content) so we can start our bases as well
- Fri Oct 11, 2024 9:29 am
- Forum: Gameplay Help
- Topic: Ghost replacement objects
- Replies: 5
- Views: 949
Re: Ghost replacement objects
I do not know of any vanilla solution, but a mod could help you (Note that mods disables achievements)
Give it a try, I did not really tested it, loaded up one save file, that is why I am not publishing it
Give it a try, I did not really tested it, loaded up one save file, that is why I am not publishing it