Search found 10 matches
- Sat Mar 04, 2023 1:11 pm
- Forum: Releases
- Topic: Version 1.1.77
- Replies: 6
- Views: 6052
Re: Version 1.1.77
As someone that works on the Archipelago mod, this data dumping is very nice as it just obsoleted https://mods.factorio.com/mod/archipelago-extractor in its entirety.
- Fri Sep 16, 2022 10:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.69] spidertron-remote stack_size inconsistencies between data and control phase
- Replies: 1
- Views: 1019
[1.1.69] spidertron-remote stack_size inconsistencies between data and control phase
I started playing around with stack size related stuff in the prototypes and have noted that the game is mostly consistent of not letting the mod run when stack sizes of things that should be 1 are not 1. The exception is the spidertron-remote prototype. The game silently clamps the stack_size of sp...
- Mon Aug 22, 2022 10:10 pm
- Forum: Duplicates
- Topic: Artillery attack triggers "It stinks and they don't like it" achievment if you don't already have it.
- Replies: 1
- Views: 321
Artillery attack triggers "It stinks and they don't like it" achievment if you don't already have it.
I was not expecting this achievement to trigger from a retaliation attack of the biters against artillery cannons. (Pollution dissipation was set to 0, so pollution stays in the chunk it was generated in.)
No idea if this is intentional or not.
No idea if this is intentional or not.
- Mon Aug 08, 2022 12:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.65] Integer value settings can accept decimal values
- Replies: 1
- Views: 1386
[1.1.65] Integer value settings can accept decimal values
1. Change a int setting that has a min value less than or equal to 0 to anything with a decimal point. 2. What I expected was for that value to go red since a decimal point input is not valid for int settings. 2. What I got, as shown in the image, is the red box only for int values that have a min v...
- Fri Aug 05, 2022 1:45 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.64] chest filter bug
- Replies: 4
- Views: 1573
[1.1.64] chest filter bug
1. Create a filter for one item, such as repair pack https://i.imgur.com/wGWb2sp.png 2. Attempt to insert another item such as iron-plate or uranium-ore 3. Expected result. (as shown by attempting to insert non-repair pack item into a repair-pack filter slot with a cargo wagon) https://i.imgur.com/l...
- Sun Jul 31, 2022 5:05 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid] linked chest content voiding inconsistency.
- Replies: 1
- Views: 1313
[boskid] linked chest content voiding inconsistency.
I found that if a linked-chest is destroyed, then whether or not the contents of the linked chest of matching ID are voided depends on your ghost-time-to-live. With a ghost time to live of zero, no voiding happens at all. On the other hand, if there is even one tick of ghost time to live, then the c...
- Wed Jul 27, 2022 7:35 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.62] Linked containers with filters do not preserve filters when no containers on map
- Replies: 1
- Views: 1116
[boskid][1.1.62] Linked containers with filters do not preserve filters when no containers on map
Filters on a linked chest seems to only persist if there is at least ONE other existing chest with the same link ID as the ID you just changed away from. What I expected, was place down linked chest. change its link ID to 1. set a filter for coal, and a filter for iron ore. pick up the chest. set th...
- Sat Jul 23, 2022 8:05 pm
- Forum: Duplicates
- Topic: burner inserter and burnt_results
- Replies: 1
- Views: 339
burner inserter and burnt_results
I was playing around with fuel categories and burner inserters to learn how things are handled in regards to their handling of the burnt fuel results. In particular, I set the burner inserter to accept both chemical and nuclear fuel, set the burnt_inventory size to 1, and waited for the burner inser...
- Fri Nov 12, 2021 3:13 pm
- Forum: Modding help
- Topic: Resource Entity Prototypes
- Replies: 2
- Views: 562
Re: Resource Entity Prototypes
Thanks for the info. I was looking in the wrong place.
- Wed Nov 10, 2021 8:19 pm
- Forum: Modding help
- Topic: Resource Entity Prototypes
- Replies: 2
- Views: 562
Resource Entity Prototypes
Is there any way in game to gain access to the Resource Entity Prototype definitions? I need access to this data in order to extract some relevant information such as how long it takes to mine the resource, the results of this resource when mined, fluids required, etc... Mainly, I am looking to impl...