Search found 6 matches

by przemo1232
Thu Jan 02, 2025 4:47 pm
Forum: Ideas and Suggestions
Topic: Add setting to hide unresearched items/recipes in factoriopdia
Replies: 19
Views: 1226

Re: Add setting to hide unresearched items/recipes in factoriopdia

+1, right now factoriopedia is nigh unusable with overhaul mods
by przemo1232
Tue Oct 29, 2024 7:05 pm
Forum: Assigned
Topic: [raiguard][2.0.11] LuaEntity::get_fluid returns wrong value
Replies: 1
Views: 220

Re: [2.0.11] LuaEntity::get_fluid returns wrong value

Same thing happens when calling fluidbox methods, entity.fluidbox.get_capacity(1) for example returns the capacity of the entire pipeline.
Similarly, setting the entity.fluidbox[1] field sets the amount for the entire pipeline instead of just the entity's fluidbox
by przemo1232
Thu Oct 24, 2024 5:27 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.10] Crash when modifying vanilla tree sprites
Replies: 1
Views: 963

[Genhis][2.0.10] Crash when modifying vanilla tree sprites

Using the code below in data stage, Factorio crashes when building the sprite atlas. Logs attached. local i = 1 local pictures = {} local function make_tree_sprite(variant) pictures[i] = { layers = { variant.trunk, variant.normal, variant.leaves, variant.shadow } } i = i + 1 end for _, variant in pa...
by przemo1232
Sat Oct 19, 2024 2:06 pm
Forum: Resolved Problems and Bugs
Topic: [raiguard][2.0.6] Crash with fluid input to a compound entity
Replies: 2
Views: 821

[raiguard][2.0.6] Crash with fluid input to a compound entity

I have a compound mining drill and assembling machine, where the drill is disabled by script and hidden assembling machine accepts fluids. After connecting the required fluid to the assembling machine the game crashes to desktop. 1. Place a bitumen seep 2. Place a tar-seep-mk01 on it 3. connect a pi...
by przemo1232
Fri Oct 18, 2024 4:49 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.5] filtering using allowed_module_categories does not remove invalid modules
Replies: 2
Views: 272

Re: [boskid][2.0.5] filtering using allowed_module_categories does not remove invalid modules

Thanks. I also found another bug related to the report, it looks like beacons ignore the allowed_module_categories field on both recipes and crafting machines
by przemo1232
Fri Oct 18, 2024 10:09 am
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.5] filtering using allowed_module_categories does not remove invalid modules
Replies: 2
Views: 272

[boskid][2.0.5] filtering using allowed_module_categories does not remove invalid modules

When switching a recipe with a module present in an assembling machine to one with a allowed_module_categories restriction, the game doesn't check if current modules are valid for the new recipes sample data.lua code: data.raw.recipe['iron-stick'].allowed_module_categories = {"speed"} 1. p...

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