The expected results are floated down, resulting in way less or even 0 reporting under expected resources.
The expected behavior is that probabilities are shown/summed, possibly rounded to 2 decimals.
Throw this in a data-final-fixes.lua and create a new world, notice how on the starting ore plots ...
Search found 160 matches
- Wed Mar 26, 2025 6:13 pm
- Forum: Resolved for the next release
- Topic: [boskid][2.0.43] expected resources (map/resource) inaccurate for probabilities
- Replies: 1
- Views: 132
- Wed Mar 26, 2025 11:39 am
- Forum: Ideas and Suggestions
- Topic: include the list of prototypes when a sprite is not found
- Replies: 0
- Views: 45
include the list of prototypes when a sprite is not found
it would be beneficial if the ingame error prompt included which prototypes it was about, currently it is only visible in the log which makes debugging just the ingame crash message needlessly harder:
- Tue Mar 25, 2025 11:58 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.42] mismatches when exporting->importing upgrade planner
- Replies: 3
- Views: 522
Re: [boskid][2.0.42] mismatches when exporting->importing upgrade planner
also related to upgrade planners & module position preservation, yet ruled on differently: 121895
- Wed Mar 19, 2025 9:37 pm
- Forum: Not a bug
- Topic: [2.0.33] beacons in 2.0 don't list their effects in the sidebar
- Replies: 3
- Views: 383
Re: [2.0.33] beacons in 2.0 don't list their effects in the sidebar
Mostly meaningless i can agree with, however it still has value, being able to see what a beacon tries to transmit provides some excellent utility.
Heck, i didn't even actively realize 4 speed modules in a beacon provides more speed than 4 speed modules directly in the machine, sure it does says a ...
Heck, i didn't even actively realize 4 speed modules in a beacon provides more speed than 4 speed modules directly in the machine, sure it does says a ...
- Sat Mar 15, 2025 8:08 pm
- Forum: Documentation Improvement Requests
- Topic: Feature-bound properties should say which feature
- Replies: 1
- Views: 292
- Wed Mar 05, 2025 4:43 pm
- Forum: Modding interface requests
- Topic: Api Request : Add defines.inventory.assembling_machine_trash & a way to write in assembling machine inv
- Replies: 4
- Views: 410
Re: Api Request : Add defines.inventory.assembling_machine_trash & a way to write in assembling machine inv
Note that since 2.0.36 the trash_inventory_size was fixed allowing us to add items to the non-controlbehavior-inventory, but that's still very much a fixed size so its still quite a pain if you only know how much you'll end up wanting to insert in the control stage, it would still be desirable if ...
- Wed Mar 05, 2025 12:09 pm
- Forum: Modding interface requests
- Topic: LuaRendering::draw_icon()
- Replies: 2
- Views: 216
LuaRendering::draw_icon()
It would be nice if you could draw alt-mode like icons with luarendering, LuaRendering::draw_sprite() exists but it is insufficient, it cannot:
- draw those sdf/shadow things neatly around icons like alt mode would
- draw quality (tbh just add another draw_sprite() for that, but this request is ...
- draw those sdf/shadow things neatly around icons like alt mode would
- draw quality (tbh just add another draw_sprite() for that, but this request is ...
- Mon Mar 03, 2025 9:33 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.37] Grey line next to car icon when in car
- Replies: 2
- Views: 530
Re: [2.0.37] Grey line next to car icon when in car
the left side and bottom left corner of the production tab of assembling machines seem to have it too:
- Sun Mar 02, 2025 4:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.37] Grey line next to car icon when in car
- Replies: 2
- Views: 530
[2.0.37] Grey line next to car icon when in car
The button thingie for the car has a dark vertical line to the right of it, just make a fresh instance, create a new world and place a car:
- Sun Mar 02, 2025 3:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.37] blueprints can rotate entities with the "not-rotatable" flag
- Replies: 3
- Views: 737
[Lou][2.0.37] blueprints can rotate entities with the "not-rotatable" flag
Steps to reproduce:
1) install the mod or add this code somewhere
table.insert(data.raw["furnace"]["recycler"].flags, "not-rotatable")
2) start a new world and place a recycler
3) create a blueprint (either a blueprint or ctrl + c)
4) press rotate, notice how the preview hasn't rotated yet ...
1) install the mod or add this code somewhere
table.insert(data.raw["furnace"]["recycler"].flags, "not-rotatable")
2) start a new world and place a recycler
3) create a blueprint (either a blueprint or ctrl + c)
4) press rotate, notice how the preview hasn't rotated yet ...
- Tue Feb 25, 2025 6:45 pm
- Forum: Duplicates
- Topic: [2.0.35] "read working" stays 0 even if it crafted something that tick
- Replies: 0
- Views: 165
[2.0.35] "read working" stays 0 even if it crafted something that tick
> duplicate of https://forums.factorio.com/127062, but phrased differently and with easy step by step instructions
> see also: https://discord.com/channels/1214952937613295676/1285467033357516850/1342937255710294087
if a crafting machine finished crafting but lacks the materials to begin progress ...
> see also: https://discord.com/channels/1214952937613295676/1285467033357516850/1342937255710294087
if a crafting machine finished crafting but lacks the materials to begin progress ...
- Tue Feb 25, 2025 10:34 am
- Forum: Documentation Improvement Requests
- Topic: remove the auxilary migrations example
- Replies: 8
- Views: 362
Re: remove the auxilary migrations example
the current example leads new modders to believe that this is what they must do when they shuffle technology effects around, but since the game itself resets the technology effects now this example serves no practical purpose whatsoever, and not sure how you are seeing "it spelled out" because it is ...
- Mon Feb 24, 2025 11:38 am
- Forum: Documentation Improvement Requests
- Topic: item.set_blueprint_entities() clears the mapping even when nothing changes
- Replies: 2
- Views: 272
Re: item.set_blueprint_entities() clears the mapping even when nothing changes
an extra remark:
i resorted to reading and writing the blueprint entities as a whole because "hey, its convenient and nothing warns me against it" even when all i did was edit blueprint entity tag since there was no apparent harm, if anything set_blueprint_entity_tag seemed like the "older ...
i resorted to reading and writing the blueprint entities as a whole because "hey, its convenient and nothing warns me against it" even when all i did was edit blueprint entity tag since there was no apparent harm, if anything set_blueprint_entity_tag seemed like the "older ...
- Mon Feb 24, 2025 11:26 am
- Forum: Documentation Improvement Requests
- Topic: remove the auxilary migrations example
- Replies: 8
- Views: 362
Re: remove the auxilary migrations example
@curiosity note that it was just a small remark on the section as a whole, but in either case the current example does something that is no longer needed.
- Sun Feb 23, 2025 6:00 pm
- Forum: Documentation Improvement Requests
- Topic: remove the auxilary migrations example
- Replies: 8
- Views: 362
remove the auxilary migrations example
It came up on the discord today, an user tried getting lua migrations to work so their recipes stay unlocked, but since 2.0 the technology effects reset by default:
https://discord.com/channels/139677590393716737/1217401074877599745/1343242961793585193
https://lua-api.factorio.com/latest/auxiliary ...
https://discord.com/channels/139677590393716737/1217401074877599745/1343242961793585193
https://lua-api.factorio.com/latest/auxiliary ...
- Sat Feb 22, 2025 8:35 pm
- Forum: Bug Reports
- Topic: [2.0.35] (lots of) asteroid collision particles form several horizontal black lines
- Replies: 0
- Views: 140
[2.0.35] (lots of) asteroid collision particles form several horizontal black lines
It is best observed on video (see attachments) and not as an image.
When you have a lot of asteroid collision particles going on you'll observe evenly spaced horizontal lines in which no asteroid fragments seem to render.
Minor issue, under normal circumstances you will not see enough asteroid ...
When you have a lot of asteroid collision particles going on you'll observe evenly spaced horizontal lines in which no asteroid fragments seem to render.
Minor issue, under normal circumstances you will not see enough asteroid ...
- Fri Feb 21, 2025 2:21 pm
- Forum: Minor issues
- Topic: [2.0.35] debug settings starts off a little too small
- Replies: 0
- Views: 134
[2.0.35] debug settings starts off a little too small
- fresh instance
- new world
- f4
- notice "show multiplayer selection rectangles unconditionally" being slightly cut off
- use the force dropdown / collision layer dropdown / search / always-debug tab
- notice the gui widening a little bit to accomodate the longest debug setting
expected behavior ...
- new world
- f4
- notice "show multiplayer selection rectangles unconditionally" being slightly cut off
- use the force dropdown / collision layer dropdown / search / always-debug tab
- notice the gui widening a little bit to accomodate the longest debug setting
expected behavior ...
- Fri Feb 21, 2025 9:35 am
- Forum: Minor issues
- Topic: [2.0.35] nauvis_t_section menu simulation flashes broken guardrails the first frame
- Replies: 0
- Views: 185
[2.0.35] nauvis_t_section menu simulation flashes broken guardrails the first frame
During the first frame of the `nauvis_t_section` menu simulation there is a chance that extra guardrails are rendering.
It appears to be slightly random, but a fair guess is that it depends on whether the menu simulation before it had certain entities or not.
It appears to be slightly random, but a fair guess is that it depends on whether the menu simulation before it had certain entities or not.
- Thu Feb 20, 2025 5:47 pm
- Forum: Documentation Improvement Requests
- Topic: item.set_blueprint_entities() clears the mapping even when nothing changes
- Replies: 2
- Views: 272
item.set_blueprint_entities() clears the mapping even when nothing changes
The on_player_setup_blueprint has a mapping, in the description it warns that it can become "incorrect":
Note: if any mod changes the blueprint this will be incorrect.
However this seems to suggest that if a mod adds/removes an entity to the blueprint that the numbers will simply not line up ...
Note: if any mod changes the blueprint this will be incorrect.
However this seems to suggest that if a mod adds/removes an entity to the blueprint that the numbers will simply not line up ...
- Thu Feb 20, 2025 4:10 pm
- Forum: Resolved Requests
- Topic: EntityPrototypeFlag "get-by-unit-number" should not be mentioning input actions
- Replies: 1
- Views: 152
EntityPrototypeFlag "get-by-unit-number" should not be mentioning input actions
The flag suggests it can (in addition to making the entity support the get_by_unit_number) replace the cursor position with the unit number,
however after my initial attempts and a talk with boskid https://discord.com/channels/1214952937613295676/1285467033357516850/1341858205478944928 it basically ...
however after my initial attempts and a talk with boskid https://discord.com/channels/1214952937613295676/1285467033357516850/1341858205478944928 it basically ...