Search found 32 matches

by HunD34TH
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
by HunD34TH
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 ...
by HunD34TH
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

Natha wrote: Fri Aug 15, 2025 7:11 pm Maybe https://lua-api.factorio.com/latest/pro ... multiplier?
Almost, science packs are tools, so https://lua-api.factorio.com/latest/pro ... multiplier should be it
by HunD34TH
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
by HunD34TH
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 ...
by HunD34TH
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 ;)
by HunD34TH
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 ...
by HunD34TH
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
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: 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 ...
by HunD34TH
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"
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: 645

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: 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.
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: 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?
by HunD34TH
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)
circuit wire selector.png
circuit wire selector.png (4.59 KiB) Viewed 1406 times
by HunD34TH
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
by HunD34TH
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 ...
by HunD34TH
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.
by HunD34TH
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
by HunD34TH
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

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