I have no idea where to post bug reports, so I'll post it here:
Pressing the toggle key (Shift+E) that is described in one of the tips and tricks, on an aetheric lamp will put an extra lamp in my inventory. So there is currently a duplication exploit on those lamps...
Search found 24 matches
- Sat Jan 23, 2021 8:51 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 48004
- Thu Dec 03, 2020 1:21 am
- Forum: Not a bug
- Topic: [1.1.3] All mod settings are listed under 'base mod'
- Replies: 2
- Views: 839
[1.1.3] All mod settings are listed under 'base mod'
I was adding a setting to my mod, and noticed that the mod settings were all listed under 'base mod', instead of the mod they originated from. This is the case for all 3 tabs (startup, map, and per player). I went back to a 0.18 version to see if it worked back then, and it did (see screenshots belo...
- Sun Aug 16, 2020 2:01 pm
- Forum: Modding help
- Topic: Increase god mode's inventory size ?
- Replies: 10
- Views: 4126
Re: Increase god mode's inventory size ?
You can set the character_inventory_slots_bonus of the force:
Which will also work in god mode.
Code: Select all
/c game.player.force.character_inventory_slots_bonus=130
- Sat Aug 15, 2020 12:12 am
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Crash on player.blueprint_to_setup.blueprint_icons
- Replies: 1
- Views: 2928
[1.0.0] Crash on player.blueprint_to_setup.blueprint_icons
I was playing around with console commands, and tried the following command: /c game.print(serpent.block(game.player.blueprint_to_setup.blueprint_icons)) Which made the game crash... It seems to work, if I take an empty blueprint, select a few entities, and execute the command when the UI for a new ...
- Sun Jan 19, 2020 9:19 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 268041
Re: [0.17+] Space Exploration WIP
Why did you set the mining_speed of the god controller to be 0.0000001?
- Sat Nov 16, 2019 1:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.78] Infinity pipe resets to 'At least' when changing percentage
- Replies: 2
- Views: 3776
[0.17.78] Infinity pipe resets to 'At least' when changing percentage
I have an infinity pipe set to at most 20% water.
I close the UI and open it again.
Change the percentage to 30% (the UI correctly shows at most 30%, but I can already see that that's a lie).
Close and open the UI again (the UI shows at least 30%).
I close the UI and open it again.
Change the percentage to 30% (the UI correctly shows at most 30%, but I can already see that that's a lie).
Close and open the UI again (the UI shows at least 30%).
- Tue Jun 19, 2018 5:34 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1213798
Re: Bugs & FAQ
Advanced Garden Cultivation actually has 25% chance of producing 8 tokens, it only averages to 2 per cycle. Thanks, I did not know. (In fact, unless by looking at the code, I don't know how one can find this…) unfortunately only from mod files. current ui doesn't support such thing. it will show yo...
- Mon Jun 04, 2018 6:41 pm
- Forum: Resolved Problems and Bugs
- Topic: API typo: "their being" and more
- Replies: 4
- Views: 1643
Re: API typo: "their being" and more
"Centre" is british english, which is the preferred form of english in factorio. "Deconstructible" is also not wrong. The "centre" is more about consistency, it's only used once in the whole API, while "center" is used a lot. "deconstructible" seems...
- Mon Jun 04, 2018 6:06 pm
- Forum: Resolved Problems and Bugs
- Topic: API typo: "their being" and more
- Replies: 4
- Views: 1643
API typo: "their being" and more
I found a small typo in the api: LuaPlayer.get_associated_characters Note: The array will always be empty when the player is disconnected (see LuaPlayer::connected) regardless of their being associated characters. their => there There are also some more typos that I mentioned in an earlier topic, bu...
- Sun May 20, 2018 10:08 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1213798
Re: Bugs & FAQ
The seafloor pump can be placed backwards (see backwardsPump.png). I think it's because the collision box is so small, that it's not actually colliding with the land when backwards. It seems to automatically snap backwards when put on a southern or western shore, otherwise you can rotate it. This se...
- Tue May 01, 2018 2:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] Remove the radar from chest in Construction robots tutorial
- Replies: 1
- Views: 2320
[Klonan] Remove the radar from chest in Construction robots tutorial
It's possible to put the Construction robots tutorial in an in-completable state. At the step where you put a radar in the storage chest, if you remove the radar after the bot gets out of the roboport, but before it gets to the chest, it will return to the roboport and start to recharge forever (see...
- Thu Apr 26, 2018 3:08 pm
- Forum: Duplicates
- Topic: [16.37] Oil inside ore patch in preview
- Replies: 1
- Views: 995
[16.37] Oil inside ore patch in preview
In the map preview, there are some oil patches in the starting iron patch, but they disappears when starting the game. Map exchange string: >>>eNpjYBBgUGVgYGBm5mFJzk/MYWZm5krOLyhILdLNL0oF8jiTi0pT UnXzM0FSbCmpxalFJUAWS0ommOZKzUvNrdRNSiwGKWZNL0osLgYyODK L8vOgJrAUJ+algCSLS/LzwKpKilJTQaq4S4sS8zJLc6EKGRh...
- Fri Feb 23, 2018 12:48 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.25] Missing help string of toggle-rockets-sent-gui
- Replies: 1
- Views: 2106
[0.16.25] Missing help string of toggle-rockets-sent-gui
The help string of the toggle-rockets-sent-gui command isn't set correctly. It's missing the curly braces, and possibly the actual message in the locale. To reproduce: open the console, and type in: /h toggle-rockets-sent-gui Expected: a message telling what the command does Actually: /toggle-rocket...
- Mon Jan 29, 2018 11:05 am
- Forum: Not a bug
- Topic: [0.16.20] Infinity chest wrong gui state
- Replies: 3
- Views: 2516
Re: [0.16.20] Infinity chest wrong gui state
You have to select a filter first before changing the checkboxes. So you can have at-least 50 coal, exactly 100 wood, and at-most 10 iron plates for example.
- Sat Jan 27, 2018 1:50 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.20] Items on belt stretch after copy pasting
- Replies: 3
- Views: 1488
Re: [16.20] Items on belt stretch after copy pasting
I meant the copy entity settings, Control right-click (copy) and control left-click (paste).TruePikachu wrote:To confirm, when you say copy/paste, you are referring to the blueprint functionality, and not some mod, correct?
There are no mods involved.
- Sat Jan 27, 2018 1:41 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.20] Items on belt stretch after copy pasting
- Replies: 3
- Views: 1488
[0.16.20] Items on belt stretch after copy pasting
Sometimes when items travel on a belt, the items seem to want to go a little faster, and end up stretching out (see the attached videos, and saves). This seems to happen after copy-pasting from a belt that has a wire connected to it. If I copy-paste from a 'fresh' belt that has just been placed down...
- Thu Jan 18, 2018 11:27 pm
- Forum: Mods
- Topic: [MOD 0.13] Stone Water Well - fresh water anywhere
- Replies: 25
- Views: 28632
Re: [MOD 0.13] Stone Water Well - fresh water anywhere
Q : For that reason you made this internal buffer? A : This mod based on Storage Tank.. (offshore pump, as i think, hardcoded to work only on water tiles..) It is actually possible to change an offshore pump to work on land as well. All you need to do is take an offshore pump and change two things:...
- Thu Jan 18, 2018 8:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.16]util.merge attempt to call global merge (a nil value)
- Replies: 1
- Views: 2485
[16.16]util.merge attempt to call global merge (a nil value)
In util.lua there is a function called merge, it should merge two or more tables together. It works for the most part, except when having nested tables that need merging. /c game.print(serpent.block(util.merge( { { a = { aa = 5 } }, { a = { ab = 5 } } }))); -- expected: { a = { ab = 5 }} -- actually...
- Fri Jan 12, 2018 3:24 am
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [15.37] Spelling Mistakes in API Doc
- Replies: 2
- Views: 1541
Re: [wheybags] [15.37] Spelling Mistakes in API Doc
These should be fixed in 0.16. Can you confirm? Sorry for the late reply, I apparently forgot to turn on the notifications. I've gone through the whole api again, and all the old mistakes seem to be fixed. But I did find a few more: InfinityFilter item :: string: Name of the item. item => name (tes...
- Fri Nov 10, 2017 2:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [15.37] Spelling Mistakes in API Doc
- Replies: 2
- Views: 1541
[wheybags] [15.37] Spelling Mistakes in API Doc
I found a few spelling mistakes in the api documentation: LuaGenericOnOffControlBehavior.connect_to_logistic_network true if this should connect to the logitic network. logitic => logistic LuaEntity.graphics_variation The graphics variation for this entity or nil if this entity doesn't use graphics ...