The docs say:
limitations :: array of string [Read-only]
An array of recipe names this module is allowed to work with.
Can only be used if this is ModuleItem
But testing this in-game:
/c game.player.print(serpent.line(game.item_prototypes["productivity-module-2"].limitations))
https://i ...
Search found 15 matches
- Tue Feb 06, 2018 1:05 pm
- Forum: Resolved Problems and Bugs
- Topic: Module limitation format doesn't match docs
- Replies: 1
- Views: 2677
- Mon Feb 05, 2018 6:47 pm
- Forum: Resolved Problems and Bugs
- Topic: Using reassigned game.player.print
- Replies: 5
- Views: 5215
Re: Using reassigned game.player.print
I see, thanks for the explanations!
- Sun Feb 04, 2018 11:01 am
- Forum: Resolved Problems and Bugs
- Topic: Using reassigned game.player.print
- Replies: 5
- Views: 5215
Using reassigned game.player.print
I ran into an internal crash on 0.16.21 when playing around with console commands. Steps to reproduce:
- /c print = game.player.print
- /c print("Hello World!")
- Fri Feb 02, 2018 11:15 am
- Forum: Pending
- Topic: [0.16.21] Crash when joining multiplayer
- Replies: 2
- Views: 2323
[0.16.21] Crash when joining multiplayer
My friend tried to join a save hosted by me, and he got this error message: https://pastebin.com/pUQhhXJg
The save I was hosting previously had mods, and I've been messing with it a bit when making my own, but I don't think it should ever crash with an internal error like this.
The save: Test ...
The save I was hosting previously had mods, and I've been messing with it a bit when making my own, but I don't think it should ever crash with an internal error like this.
The save: Test ...
- Sun Jan 28, 2018 12:21 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 163
- Views: 67592
Re: Circuit network read missing materials for construction
There is an old mod, but I haven't looked into it: https://mods.factorio.com/mod/ConstructionCombinator
Thanks! I'll take a look and see what ideas I can borrow! The code starts with
-- Known limitations:
-- * Modules disappear from signal when the ghost is built
-- * Deconstructing a ghost ...
Thanks! I'll take a look and see what ideas I can borrow! The code starts with
-- Known limitations:
-- * Modules disappear from signal when the ghost is built
-- * Deconstructing a ghost ...
- Sun Jan 28, 2018 10:30 am
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 163
- Views: 67592
Re: Circuit network read missing materials for construction
I'm looking around a bit to see if this would even be possible to do with a mod, but there are a couple of issues:
It looks like the building queue is never exposed to the Lua api anywhere, so the mod would have to keep track of the placed ghosts itself, potentially causing some performance ...
It looks like the building queue is never exposed to the Lua api anywhere, so the mod would have to keep track of the placed ghosts itself, potentially causing some performance ...
- Sat Dec 30, 2017 6:30 pm
- Forum: 1 / 0 magic
- Topic: [Dominik] [16.7] Train signal stays red
- Replies: 8
- Views: 3844
Re: [Dominik] [16.7] Train signal stays red
I see, thanks for your time everyone!
- Sat Dec 30, 2017 1:18 am
- Forum: 1 / 0 magic
- Topic: [Dominik] [16.7] Train signal stays red
- Replies: 8
- Views: 3844
Re: [Dominik] [16.7] Train signal stays red
The map was created (based on a scenario) on version 0.15.10.
There's a good chance it was connected to the circuit network at some point, I was messing around a bit in that area.
There's a good chance it was connected to the circuit network at some point, I was messing around a bit in that area.
- Fri Dec 29, 2017 12:43 pm
- Forum: 1 / 0 magic
- Topic: [Dominik] [16.7] Train signal stays red
- Replies: 8
- Views: 3844
[Dominik] [16.7] Train signal stays red
On the left, the south signal is green while the north one is red, they should both be green. Notice the chain signal between the southside chests on the iron station.
https://i.imgur.com/G0tFh8i.png
Steps to reproduce:
Download the attached world
After about 10 seconds, an iron train leaves ...
https://i.imgur.com/G0tFh8i.png
Steps to reproduce:
Download the attached world
After about 10 seconds, an iron train leaves ...
- Wed Jul 26, 2017 9:49 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 163
- Views: 67592
Circuit network read missing materials for construction
When a roboport is connected to the circuit network it should have an option to output the materials that are currently missing for construction on the circuit network.
A simple example:
http://i.imgur.com/uht4CoI.png
The circuit network value should in this case be "8 laser turrents".
This ...
A simple example:
http://i.imgur.com/uht4CoI.png
The circuit network value should in this case be "8 laser turrents".
This ...
- Thu Jul 06, 2017 7:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] Buy page is confused about 64 bit
- Replies: 1
- Views: 1415
[Klonan] Buy page is confused about 64 bit
This is not really a bug, bug I couldn't think of a better place to put it.
The buy page ( https://www.factorio.com/buy ) says two conflicting things:
You will also require a 64-bit operating system.
and later
Multiplayer is only supported in 64-bit version of the game.
implying there's also a ...
The buy page ( https://www.factorio.com/buy ) says two conflicting things:
You will also require a 64-bit operating system.
and later
Multiplayer is only supported in 64-bit version of the game.
implying there's also a ...
- Mon Jun 20, 2016 7:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.25] [cube] Water only in starting area causes segmentation
- Replies: 6
- Views: 5207
Re: [0.12.25] [cube] Water only in starting area causes segmentation
Well cube said he's going to fix it:

So it looks like a bug to mecube wrote:I will try to fix it with the terrain generator changes waiting for 0.13.

- Mon Jun 20, 2016 6:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.25] [cube] Water only in starting area causes segmentation
- Replies: 6
- Views: 5207
Re: [0.12.25] [cube] Water only in starting area causes segmentation
So will this be fixed for 0.13? (just checking
)

- Fri Mar 04, 2016 7:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.25] [cube] Water only in starting area causes segmentation
- Replies: 6
- Views: 5207
[0.12.25] [cube] Water only in starting area causes segmentation
I have no mods installed.
When generating a new world with the everything on default except water set on "only in starting area", the terrain is very segmented:

When generating a new world with the everything on default except water set on "only in starting area", the terrain is very segmented:

- Tue Mar 01, 2016 8:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen]Crash while cancelling changed crafting recipe
- Replies: 1
- Views: 2494
[Twinsen]Crash while cancelling changed crafting recipe
This is really an uncommon edge case, so this bug in not a priority at all.
While learning how to make a mod I changed a crafting recipe, and I updated the world with "/c game.local_player.force.reset_recipes()". I was still crafting the item with the old recipe, and when I cancelled it this crash ...
While learning how to make a mod I changed a crafting recipe, and I updated the world with "/c game.local_player.force.reset_recipes()". I was still crafting the item with the old recipe, and when I cancelled it this crash ...