Search found 7 matches
- Mon Jun 05, 2023 7:27 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.82] Recipe pasting incorrectly assigns in-out connections based on target's currently selected recipe
- Replies: 3
- Views: 2275
Re: [boskid][1.1.82] Recipe pasting incorrectly assigns in-out connections based on target's currently selected recipe
Thanks for the detailed reply, nice to know even small and niche bugs like this get sorted eventually.
- Mon May 29, 2023 2:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.82] Recipe pasting incorrectly assigns in-out connections based on target's currently selected recipe
- Replies: 3
- Views: 2275
[boskid][1.1.82] Recipe pasting incorrectly assigns in-out connections based on target's currently selected recipe
Mods used: Nullius and Editor Extensions only (+dependencies), reproducible in a new editor extensions testing scenario (see attached save with replay record).
The bug is seen here, pasting from the top chem plant onto the 2 bottom ones before (left) and after (right):
https://i.imgur.com/4AJS9NU ...
The bug is seen here, pasting from the top chem plant onto the 2 bottom ones before (left) and after (right):
https://i.imgur.com/4AJS9NU ...
- Mon Oct 25, 2021 10:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.42] Incorrect consumption by fluid burning generator
- Replies: 4
- Views: 4159
Re: [1.1.42] Incorrect consumption by fluid burning generator
Some thoughts on this matter:
Ideally, a power generator entity that burns fluids for energy should not, as default behavior, destroy fluids with no fluid value. Ideally it wouldn't even be allowed in the fluid box but absent that, it should at least not magically destroy it.
This is especially ...
Ideally, a power generator entity that burns fluids for energy should not, as default behavior, destroy fluids with no fluid value. Ideally it wouldn't even be allowed in the fluid box but absent that, it should at least not magically destroy it.
This is especially ...
- Fri Dec 18, 2020 7:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.6] modded - blueprint flipping incorrectly handles inserters with adjusted pickup/drop vectors
- Replies: 3
- Views: 3199
- Thu Dec 17, 2020 5:47 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.6] modded - blueprint flipping incorrectly handles inserters with adjusted pickup/drop vectors
- Replies: 3
- Views: 3199
[1.1.6] modded - blueprint flipping incorrectly handles inserters with adjusted pickup/drop vectors
Playing with the seablock modpack, which contains the adjustable inserters mod. I noticed that rotated inserters don't behave in the expected way when flipping a blueprint. I contacted bobingabout about the issue but they claim the issue is with the base blueprints engine.
Here's the full context ...
Here's the full context ...
- Thu Dec 17, 2020 5:39 am
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 46178
Re: [1.1] bugs and balance issues.
Thanks, I'll try opening a bug report there then.
EDIT: thanks to the devs the issue appears to be fixed for 1.1.7
EDIT: thanks to the devs the issue appears to be fixed for 1.1.7
- Wed Dec 16, 2020 3:13 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 46178
Re: [1.1] bugs and balance issues.
Adjustable inserters don't seem to flip correctly, neither picup/dropoff orientation nor near-inserters:
![Image](https://forums.factorio.com/images/ext/a23c33030d470dcf9c13babe37399436.png)
![Image](https://forums.factorio.com/images/ext/da98b9a1659e6dd666c473d30805b4cd.png)
Note that fixed-orientation items (e.g because of pipe inputs) give a "this blueprint cannot be flipped" message.
![Image](https://forums.factorio.com/images/ext/a23c33030d470dcf9c13babe37399436.png)
![Image](https://forums.factorio.com/images/ext/da98b9a1659e6dd666c473d30805b4cd.png)
Note that fixed-orientation items (e.g because of pipe inputs) give a "this blueprint cannot be flipped" message.