Search found 6 matches
- 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
- 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
Similarly, setting the entity.fluidbox[1] field sets the amount for the entire pipeline instead of just the entity's fluidbox
- 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...
- 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...
- 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
- 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...