Search found 25 matches

by HunD34TH
Thu Jan 30, 2025 5:31 pm
Forum: Technical Help
Topic: Help i have a problem with every mod
Replies: 1
Views: 130

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
by HunD34TH
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: 185

[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 ...
by HunD34TH
Sat Nov 30, 2024 8:19 am
Forum: Implemented Suggestions
Topic: Ability to "Read Fuel" from Biochambers.
Replies: 16
Views: 2533

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"
by HunD34TH
Thu Nov 28, 2024 4:39 pm
Forum: Duplicates
Topic: [2.0.21-5] Certain builds not producing any quality outputs
Replies: 4
Views: 306

Re: [2.0.21-5] Certain builds not producing any quality outputs

Sorry for the delay, it is done now
by HunD34TH
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: 232

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.
by HunD34TH
Wed Nov 27, 2024 5:35 pm
Forum: Duplicates
Topic: [2.0.21-5] Certain builds not producing any quality outputs
Replies: 4
Views: 306

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?
by HunD34TH
Tue Nov 26, 2024 10:51 pm
Forum: Implemented Suggestions
Topic: Separate signals to/from red and green wires
Replies: 92
Views: 27888

Re: Separate signals to/from red and green wires

Please (sorry for the bad edit)
circuit wire selector.png
circuit wire selector.png (4.59 KiB) Viewed 422 times
by HunD34TH
Wed Nov 20, 2024 1:00 pm
Forum: Ideas and Suggestions
Topic: Add missing details to non-infinite multi-level technologies
Replies: 0
Views: 133

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
by HunD34TH
Fri Oct 11, 2024 9:55 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 225875

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 ...
by HunD34TH
Fri Oct 11, 2024 9:47 am
Forum: Gameplay Help
Topic: Ghost replacement objects
Replies: 5
Views: 530

Re: Ghost replacement objects

Good question, and probably a simple answer, why not?. Everybody plays differently.
by HunD34TH
Fri Oct 11, 2024 9:33 am
Forum: Spread the Word
Topic: Criticism Prerelease Content of Space Age
Replies: 38
Views: 4601

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
by HunD34TH
Fri Oct 11, 2024 9:29 am
Forum: Gameplay Help
Topic: Ghost replacement objects
Replies: 5
Views: 530

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
by HunD34TH
Sat Aug 24, 2024 4:58 am
Forum: General discussion
Topic: Possible unlimited resources exploit in Space Age ?
Replies: 8
Views: 6224

Re: Possible unlimited resources exploit in Space Age ?

These things that you are theorize about are already explained in the FFF 375
https://factorio.com/blog/post/fff-375
by HunD34TH
Thu Aug 22, 2024 7:00 pm
Forum: General discussion
Topic: Possible unlimited resources exploit in Space Age ?
Replies: 8
Views: 6224

Re: Possible unlimited resources exploit in 2.0 ?

If I remember correctly
Max productivity capped at 300% ( moddable )
Recyclers gives 25% of the items
by HunD34TH
Tue Aug 22, 2023 6:49 am
Forum: Modding help
Topic: Technology Order
Replies: 5
Views: 1122

Re: Technology Order

I just took a quick look at the tech tree, with all B&A mods (and some other), it seems like technology ordering goes in some steps:
- ordering by the required science packs
- (if the same then) ordering by the multiplier value of price ( it looks like it completely ignores the time costs)
- (if the ...
by HunD34TH
Thu Nov 24, 2022 10:54 am
Forum: Gameplay Help
Topic: Recomended settings for casual play style?
Replies: 4
Views: 3034

Re: Recomended settings for casual play style?

If you are some sort of slow player (like me), who likes to take his time and look at their factory and wait, then I would suggest to set the time and pollution evolution modifiers to 0 (maybe increase the spawner killing modifier), but keeping the expansion on, this way, you would have time to ...
by HunD34TH
Sat Oct 22, 2022 9:03 am
Forum: Minor issues
Topic: [1.1.70] Inserters pick up items that destination does not accept
Replies: 4
Views: 1464

Re: [1.1.70] Inserters pick up items that destination does not accept

https://forums.factorio.com/viewtopic.php?f=7&t=3638

Describe the problem as best as you can
-What did you do?
-What happened?
-What did you expect to happen instead? It might be obvious to you, but do it anyway!
-Write down the steps to reproduce the bug if you know them.
-Does it happen always ...
by HunD34TH
Mon Jan 31, 2022 1:30 pm
Forum: Implemented mod requests
Topic: Add on_research_cancelled event
Replies: 2
Views: 1703

Re: Add on_research_cancelled event

I also would like too see this implemented.

In my mod I am writing the active research ingredients into a constant combinator.
Right now, we have only the on_research_started or on_research_finished events, these works well for me, until the player decides to cancel the only one ongoing research ...
by HunD34TH
Sat Nov 28, 2020 3:52 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.2] big group of biters not attacking after artillery hits
Replies: 1
Views: 2672

[Oxyd] [1.1.2] big group of biters not attacking after artillery hits

- What did you do? - Shot some artillery, to clear some land.
- What happened? - Biters started to group up, waited a few seconds and disbanded, trying to get back to the closest spawners.
- What did you expect to happen instead? It might be obvious to you, but do it anyway! - I hoped for a big wave ...

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