it seems like when entity.type=="furnace" (as in recyclers), and entity.get_recipe() is null, the previous recipe is correct for ingredients and products, but the product amounts are zero
Should I report this as a bug?
Search found 46 matches
- Sat Oct 26, 2024 3:25 pm
- Forum: Modding help
- Topic: entity type furnace's previous_recipe slightly wrong?
- Replies: 0
- Views: 48
- Tue Jun 30, 2020 12:56 pm
- Forum: Modding discussion
- Topic: How do I calculate energy consumption via script
- Replies: 5
- Views: 3080
- Sun Jun 28, 2020 6:52 pm
- Forum: Angels Mods
- Topic: Angels Gas Wells and player mining bonus
- Replies: 1
- Views: 1255
Re: Angels Gas Wells and player mining bonus
Disregard! What I was seeing was a manifestation of the "new drills don't get mining bonus" bug.
- Sun Jun 21, 2020 9:51 pm
- Forum: Angels Mods
- Topic: Angels Gas Wells and player mining bonus
- Replies: 1
- Views: 1255
Angels Gas Wells and player mining bonus
It appears that the gas well production doesn't take into account the player's mining productivity bonus - e.g. I'm seeing 6K/min rather than 9K/min. Is this intentional? If so, how did you achieve that in the mod? (I'm the author of Max Rate Calculator and am trying to get it to properly calculate ...
- Sun Jun 21, 2020 4:41 pm
- Forum: Modding discussion
- Topic: How do I calculate energy consumption via script
- Replies: 5
- Views: 3080
Re: How do I calculate energy consumption via script
I'm having trouble getting the energy_per_rotation and energy_per_movement values: /c game.print(game.entity_prototypes["inserter"].inserter_rotation_speed) gives: 0.014 but /c game.print(game.entity_prototypes["inserter"].energy_per_rotation) /c game.print(game.entity_prototypes...
- Sun Jun 07, 2020 9:03 pm
- Forum: Modding discussion
- Topic: How do I calculate energy consumption via script
- Replies: 5
- Views: 3080
Re: How do I calculate energy consumption via script
Thanks, that makes sense. Will have to puzzle a bit more on the inserter calcuations.
- Sat Jun 06, 2020 3:14 pm
- Forum: Modding discussion
- Topic: How do I calculate energy consumption via script
- Replies: 5
- Views: 3080
How do I calculate energy consumption via script
I'm the author of the Max Rate Calculator mod. One of the more frequent requests is for it to calculate the energy usage of the tool's selection area. I've been using the new ctrl-shift-e tool to look at entity prototypes to see how I might do this, but it's not obvious to me. For example, the Assem...
- Tue May 12, 2020 10:53 am
- Forum: Modding help
- Topic: allowed_effects affects beacons only or modules too?
- Replies: 0
- Views: 609
allowed_effects affects beacons only or modules too?
I'm trying to get my Max Rate Calculator mod to work properly with mods that use allowed_effects in the entity prototype, such as Pyanodon's Alien Life. According to the wiki https://wiki.factorio.com/Types/EffectTypeLimitation it is supposed to impact both beacon and module effects, but my observat...
- Sun Nov 17, 2019 11:34 am
- Forum: Modding help
- Topic: player.screen reporting Unknown position: screen
- Replies: 4
- Views: 1487
Re: player.screen reporting Unknown position: screen
Excellent! Thanks much!
- Sat Nov 16, 2019 11:24 pm
- Forum: Modding help
- Topic: player.screen reporting Unknown position: screen
- Replies: 4
- Views: 1487
Re: player.screen reporting Unknown position: screen
I just realized they said they're running Factorio 0.17.43 - is that relevant?
- Sat Nov 16, 2019 11:22 pm
- Forum: Modding help
- Topic: player.screen reporting Unknown position: screen
- Replies: 4
- Views: 1487
player.screen reporting Unknown position: screen
Someone's reported a bug with my mod that I can't duplicate. It's happening when I try to access the screen property for the current player. local player = game.players[event.player_index] ... local function get_gui_root(player) -- return player.gui.left return player.gui.screen end I suppose they c...
- Sun Jan 20, 2019 10:32 pm
- Forum: Mods
- Topic: [MOD 0.15] Max Rate Calculator
- Replies: 2
- Views: 2407
Re: [MOD 0.15] Max Rate Calculator
Hey Jeff - awesome mod! I had a similar idea and posted in feature requests before I discovered your great work. After doing so, I had an idea of how your work might be refined to be even more useful. Please see the stuff there in the description after the list of benefits. If the idea makes sense,...
- Wed Jan 09, 2019 1:17 pm
- Forum: Pending
- Topic: [0.16.51] New pumpjacks don't get mining prod bonus
- Replies: 13
- Views: 5096
Re: [0.16.51] New pumpjacks don't get mining prod bonus
If you let the production graph run for the full time period for the graph (I typically use 10 minutes), there's a number at the top that shows the average production rate in units/minute. The number the production graph shows is 8.4k/min before you remove and replace the pumpjack. In this example, ...
- Tue Jan 08, 2019 5:18 pm
- Forum: Pending
- Topic: [0.16.51] New pumpjacks don't get mining prod bonus
- Replies: 13
- Views: 5096
Re: [0.16.51] New pumpjacks don't get mining prod bonus
The setup I'm using seems to match what I calculate the output should be by hand, and with the changes I've got pending to my Max Calculator mod. That the degradation doesn't occur when the mining productivity bonus is zero (even when sped up with beacons) seems to indicate that it's not being appl...
- Tue Jan 08, 2019 12:31 am
- Forum: Pending
- Topic: [0.16.51] New pumpjacks don't get mining prod bonus
- Replies: 13
- Views: 5096
Re: [0.16.51] New pumpjacks don't get mining prod bonus
The setup I'm using seems to match what I calculate the output should be by hand, and with the changes I've got pending to my Max Calculator mod. That the degradation doesn't occur when the mining productivity bonus is zero (even when sped up with beacons) seems to indicate that it's not being appli...
- Mon Jan 07, 2019 11:07 pm
- Forum: Pending
- Topic: [0.16.51] New pumpjacks don't get mining prod bonus
- Replies: 13
- Views: 5096
Re: [0.16.51] New pumpjacks don't get mining prod bonus
I also did not notice the phenomenon if the mining productivity bonus was zero, even if I beacon'd and moduled the pumpjack.
- Mon Jan 07, 2019 1:55 pm
- Forum: Pending
- Topic: [0.16.51] New pumpjacks don't get mining prod bonus
- Replies: 13
- Views: 5096
Re: [0.16.51] New pumpjacks don't get mining prod bonus
Could this potentially be related to the fluidbox update order? What happens if you, _in this specific order_: Place the power, beacons, and beacon modules Place the pumpjack+modules (pumpjack fills up its internal fluidbox then stops) Place the fluid void (pumpjack operates continuously) Measure c...
- Mon Jan 07, 2019 1:53 pm
- Forum: Pending
- Topic: [0.16.51] New pumpjacks don't get mining prod bonus
- Replies: 13
- Views: 5096
Re: [0.16.51] New pumpjacks don't get mining prod bonus
I can reproduce with only the Creative Mode (0.16 Fix) mod. Doing it with no mods will take a bit more time. Still running 0.16.51 Create a passive world. Enable creative mode cheats Set the magic wand to create maximally rich oil deposits and create some. They'll say Yield: 3333% Use Creative to re...
- Tue Sep 11, 2018 12:35 pm
- Forum: Pending
- Topic: [0.16.51] New pumpjacks don't get mining prod bonus
- Replies: 13
- Views: 5096
[0.16.51] New pumpjacks don't get mining prod bonus
Using the Creative Mode mod, I've been studying the production rate of mining drills and pumpjacks (in support of a future update to my Max Rate Calculator mod). I put down a pumpjack on a maxed out oil patch (so we run into the max 100 run), and put Speed 3 modules in it, and put some beacons aroun...
- Wed Sep 05, 2018 11:40 am
- Forum: Modding help
- Topic: How is crude-oil resource yield calculated?
- Replies: 2
- Views: 1533
Re: How is crude-oil resource yield calculated?
Many thanks!eradicator wrote:Though for internal calculations you shouldn't math.floor() it, that's just to make the printout look nice.Code: Select all
/c local that = game.player.selected game.print('This oil field has '.. math.floor((that.amount/that.prototype.normal_resource_amount)*100) ..'% yield.')