That was the issue, thanks!
Search found 16 matches
- Thu Dec 26, 2024 11:51 pm
- Forum: Not a bug
- Topic: [2.0.28] Inserter Not Inserting Scrap Into Recycler in Map Editor
- Replies: 2
- Views: 188
Re: [2.0.28] Inserter Not Inserting Scrap Into Recycler in Map Editor
- Thu Dec 26, 2024 9:18 pm
- Forum: Not a bug
- Topic: [2.0.28] Inserter Not Inserting Scrap Into Recycler in Map Editor
- Replies: 2
- Views: 188
[2.0.28] Inserter Not Inserting Scrap Into Recycler in Map Editor
I'm not sure if this is a bug or if I'm doing something wrong, but inserters don't seem to insert scrap into recyclers in the map editor. In the normal game mode, it works fine. Attached is a save file to demonstrate.
- Sat Dec 21, 2024 6:40 pm
- Forum: Gameplay Help
- Topic: Distribution on Fulgora
- Replies: 5
- Views: 798
Distribution on Fulgora
What is the best way to distribute items on Fulgora? One approach was to have a large scrap processing facility on one island that sorts everything. The problem I ran into with that was distributing the results to other islands. You need something like 12 train stations for that, and I haven't found ...
- Sat Dec 14, 2024 9:44 pm
- Forum: Not a bug
- Topic: [2.0.25] "Auto request missing construction materials" only showing last 3 digits
- Replies: 2
- Views: 172
[2.0.25] "Auto request missing construction materials" only showing last 3 digits
In the attached screenshot, you can see the quantity 2810 of the space platform foundation are needed, but the "requests for construction" icon shows 810. This is consistent regardless of the number, it only shows the last 3 digits.
- Sun Nov 03, 2024 4:35 pm
- Forum: Not a bug
- Topic: [2.0.14] When placing multiple modules, doesn't switch to next stack
- Replies: 3
- Views: 282
Re: [2.0.14] When placing multiple modules, doesn't switch to next stack
Attached is a save file and the log file.
Steps to reproduce:
1. Load the save
2. Click on the electric mining drill to your right.
3. Select the stack of 2 productivity modules from your inventory.
4. Place the modules into the electric mining drill. After the second one is placed, the hand is ...
Steps to reproduce:
1. Load the save
2. Click on the electric mining drill to your right.
3. Select the stack of 2 productivity modules from your inventory.
4. Place the modules into the electric mining drill. After the second one is placed, the hand is ...
- Sun Nov 03, 2024 3:23 pm
- Forum: Not a bug
- Topic: [2.0.14] When placing multiple modules, doesn't switch to next stack
- Replies: 3
- Views: 282
[2.0.14] When placing multiple modules, doesn't switch to next stack
Normally, if you have multiple stacks of an item in your inventory and you place a bunch of them, once a stack is depleted it automatically starts depleting from the next stack in your inventory. This isn't working for modules, though. Once a stack is depleted it clears your hand and forces you to ...
- Sat Nov 02, 2024 4:31 am
- Forum: Gameplay Help
- Topic: Chemical Plant: Circuit "Set Recipe" not usable?
- Replies: 8
- Views: 2172
Re: Chemical Plant: Circuit "Set Recipe" not usable?
You can set the recipe and the filter for the pump, and that works for the pipes that come after the pump but that doesn't clear out the previous liquid that was in the pump itself. Any way to address that?
- Tue Nov 15, 2022 6:44 am
- Forum: Modding help
- Topic: Resource Generation and Tile Restriction
- Replies: 0
- Views: 489
Resource Generation and Tile Restriction
Does anyone know how to use the newer "resource_autoplace" method of resource generation along with the tile_restiction property? It seems like the newest way to generate resources is with "resource_autoplace" instead of using peaks, but it doesn't seem to support tile_restriction. There's a post by ...
- Sat Oct 29, 2022 12:54 am
- Forum: Modding help
- Topic: Mining In a Line
- Replies: 6
- Views: 1600
Re: Mining In a Line
That's great, thanks!
- Fri Oct 28, 2022 9:33 pm
- Forum: Modding help
- Topic: Mining In a Line
- Replies: 6
- Views: 1600
Re: Mining In a Line
If you really wanted, you could make invisible companion drills that your mod places next to the center drill automatically. The effective zone would be the sum of the squares then. The side drills could have their result item placement vectors set to output on the center drill's belt, and they ...
- Thu Oct 27, 2022 11:28 pm
- Forum: Modding help
- Topic: Mining In a Line
- Replies: 6
- Views: 1600
Mining In a Line
I know the mining radius of miners can be adjusted, but can anyone think of a way to make a miner mine in a line in a single direction? For example, the miner mines the tile underneath it plus several tiles in a line in one direction only.
- Wed Oct 19, 2022 3:59 pm
- Forum: Modding help
- Topic: How Does Power and Signal Transfer Work?
- Replies: 1
- Views: 641
How Does Power and Signal Transfer Work?
I'm trying to understand how to mod circuit signal transfer and electricity. For example, for making new types of power poles or to make wireless versions of electricity and circuit signals. I'm a little unclear on how this works or where to start. Any recommendations for a tutorial or an overview ...
- Thu Oct 13, 2022 1:33 am
- Forum: Modding help
- Topic: Adding Sprite to Entity?
- Replies: 6
- Views: 1502
Re: Adding Sprite to Entity?
constant-combinator has 4 directions that you need to define. Here is an example for north.
data.raw["constant-combinator"]["constant-combinator"].sprites.north = {
layers = {
{
filename = "__base__/graphics/entity/combinator/constant-combinator.png",
frame_count = 1,
height = 52,
hr ...
- Thu Oct 13, 2022 12:48 am
- Forum: Modding help
- Topic: Adding Sprite to Entity?
- Replies: 6
- Views: 1502
Re: Adding Sprite to Entity?
It's a variation of constant-combinator.DaveMcW wrote: Thu Oct 13, 2022 12:40 am What is the Prototype type of your entity? They all have different graphics requirements.
- Thu Oct 13, 2022 12:27 am
- Forum: Modding help
- Topic: Adding Sprite to Entity?
- Replies: 6
- Views: 1502
Re: Adding Sprite to Entity?
It is defined as data.raw["utility-sprites"]["default"].indication_arrow.filename = "__core__/graphics/arrows/indication-arrow.png"
If you want to use it in 4 rotations, you will have to copy and rotate the file in an image editor.
I found the definition, but I'm not sure how to use it. Is ...
- Wed Oct 12, 2022 9:53 pm
- Forum: Modding help
- Topic: Adding Sprite to Entity?
- Replies: 6
- Views: 1502
Adding Sprite to Entity?
How would I add the yellow input/output arrows from Decider Combinators to my own entity and icon? I looked at the vanilla Decider Combinator definitons and didn't see anything in there.