This is a request to restore the functionality of the bug feature present in 2.0.43 and earlier as described here: https://forums.factorio.com/viewtopic.php?t=128081
In 2.0.43 and earlier, the "no-automated-item-removal" entity prototype flag prevents inserters from automatically selecting an ...
Search found 14 matches
- Wed Apr 09, 2025 11:39 am
- Forum: Modding interface requests
- Topic: Allow entities to prevent automatic targeting behavior of inserters while allowing explicit assignment by script
- Replies: 2
- Views: 366
- Wed Apr 09, 2025 11:05 am
- Forum: Not a bug
- Topic: [2.0.44] Regression: "no-automated-item-removal" no longer allows entities to be assigned as pickup_target by script
- Replies: 2
- Views: 317
Re: [2.0.44] Regression: "no-automated-item-removal" no longer allows entities to be assigned as pickup_target by script
Haha, that is fair. The documentation of those flags already seemed to suggest as much. Thanks!
Edit, reopened as modding interface request: viewtopic.php?t=128082
Edit, reopened as modding interface request: viewtopic.php?t=128082
- Wed Apr 09, 2025 10:47 am
- Forum: Not a bug
- Topic: [2.0.44] Regression: "no-automated-item-removal" no longer allows entities to be assigned as pickup_target by script
- Replies: 2
- Views: 317
[2.0.44] Regression: "no-automated-item-removal" no longer allows entities to be assigned as pickup_target by script
1. What did you do?
In 2.0.43 and earlier, the "no-automated-item-removal" entity prototype flag prevents inserters from automatically selecting an entity as a target for pickup, while allowing their manual assignment via the api using pickup_target. This is useful, as it allows a mod to easily ...
In 2.0.43 and earlier, the "no-automated-item-removal" entity prototype flag prevents inserters from automatically selecting an entity as a target for pickup, while allowing their manual assignment via the api using pickup_target. This is useful, as it allows a mod to easily ...
- Wed Apr 02, 2025 9:47 pm
- Forum: Assigned
- Topic: [kovarex] [2.0.11] GUI element of circuit wire network number cut off (MR)
- Replies: 4
- Views: 966
Re: [kovarex] [2.0.11] GUI element of circuit wire network number cut off (MR)
I encountered this same issue in 2.0.43 with the Rocket Silo for a few languages. It's definitely localisation-dependent and it's puzzling for sure. I wondered whether it might show up anywhere else and apparently so!
_autosave2.zip
In English, it only breaks when a single wire (either color) is ...
_autosave2.zip
In English, it only breaks when a single wire (either color) is ...
- Wed Apr 02, 2025 9:07 pm
- Forum: Duplicates
- Topic: [2.0.43] Minor visual glitch in Rocket Silo circuit GUI for certain configurations
- Replies: 1
- Views: 180
[2.0.43] Minor visual glitch in Rocket Silo circuit GUI for certain configurations
For some circuit network configurations, the subheader of the Rocket Silo's circuit GUI does not properly expand horizontally to fill the frame. It seems to only appear in very specific (and localisation-dependent) circumstances, for certain ranges of network ids. The issue seems to be purely ...
- Wed Apr 02, 2025 1:05 pm
- Forum: Minor issues
- Topic: [2.0.43] "list-box" GUI elements ignore "enabled" property
- Replies: 3
- Views: 547
[2.0.43] "list-box" GUI elements ignore "enabled" property
GUI elements with the "list-box" type always behave as if they are "enabled", regardless of the value of the property. For comparison, a "drop-down" element with the same properties behaves as expected:
game.player.gui.screen.add{name="test", type="frame", caption="list-box test"}
e1 = game ...
game.player.gui.screen.add{name="test", type="frame", caption="list-box test"}
e1 = game ...
- Thu Mar 27, 2025 4:22 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporar
- Replies: 8
- Views: 2194
Re: [2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporarily
Does the inserter find a new target if the proxy is unlinked and relinked in the same tick/event handler?
No, it takes at least a single tick spent on the pickup side in this state. It keeps its target otherwise, which is possible if it's in motion and the link is restored before it reaches the ...
- Thu Mar 27, 2025 12:46 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporar
- Replies: 8
- Views: 2194
Re: [2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporarily
Inserters will always clear a pickup target if it no longer has any valid inventory to extract from.
Thank you, though if not a bug, the chosen behavior is surprising. Blocking on an input machine that temporarily switches to a state of being not ready is an expected pattern. If other ...
- Wed Mar 26, 2025 4:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporar
- Replies: 8
- Views: 2194
Re: [2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporarily
Inserters will always clear a pickup target if it no longer has any valid inventory to extract from.
Thank you, though if not a bug, the chosen behavior is surprising. Blocking on an input machine that temporarily switches to a state of being not ready is an expected pattern. If other ...
- Wed Mar 26, 2025 6:02 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporar
- Replies: 8
- Views: 2194
[boskid][2.0.42] Inserter loses assigned pickup_target when it is a proxy-container whose inventory is invalid temporar
1. What did you do?
I have inserters picking up and/or dropping items into proxy-containers in a mod I'm making. `pickup_target`s and `drop_target`s refer to proxy containers to implement controlled access to specific inventories and entities based on player configuration or circuit logic at runtime ...
I have inserters picking up and/or dropping items into proxy-containers in a mod I'm making. `pickup_target`s and `drop_target`s refer to proxy containers to implement controlled access to specific inventories and entities based on player configuration or circuit logic at runtime ...
- Mon Jan 13, 2025 5:41 am
- Forum: Not a bug
- Topic: [2.0.30] AgriculturalTowerPrototype with output_inventory_size of 0 has 2 output slots
- Replies: 2
- Views: 509
Re: [2.0.30] AgriculturalTowerPrototype with output_inventory_size of 0 has 2 output slots
This is working as intended: a value of 0 (the default) means auto-calculate the required max number of slots to harvest any possible trees.
That does sound like a perfectly reasonable default behavior. It just seems surprising to use an explicit zero value to represent that case when a nil ...
- Sun Jan 12, 2025 7:06 pm
- Forum: Not a bug
- Topic: [2.0.30] AgriculturalTowerPrototype with output_inventory_size of 0 has 2 output slots
- Replies: 2
- Views: 509
[2.0.30] AgriculturalTowerPrototype with output_inventory_size of 0 has 2 output slots
1. What did you do?
I'm creating a mod that defines a Cargo Crane entity using the 'agricultural-tower' type. My intention is to prevent the default automatic behavior of harvesting nearby trees and set the crane position via a control script instead, so the crane's prototype sets an 'output ...
I'm creating a mod that defines a Cargo Crane entity using the 'agricultural-tower' type. My intention is to prevent the default automatic behavior of harvesting nearby trees and set the crane position via a control script instead, so the crane's prototype sets an 'output ...
- Thu Nov 02, 2017 5:04 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Hauler
- Replies: 32
- Views: 25836
Re: [MOD 0.14] AAI Vehicles: Hauler
Also I do plan to reduce the base Hauler collision damage. Unfortunately in Factorio the collision damage is locked to vehicle weight, there's no way to make it deal less damage without making it lighter.
Collision damage also depends on "energy_per_hit_point" in the vehicle prototype. It seems ...
Collision damage also depends on "energy_per_hit_point" in the vehicle prototype. It seems ...
- Mon Oct 09, 2017 4:51 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 1060698
Re: 4-way intersections: Throughput and deadlocks [image heavy]
I've been working on a new BP book for a different rail gauge, and that meant making some new intersections. Then I found your benchmarking map and got lost in that for a while, until I finally decided to post here with my results. :D
Here's a set of "Celtic Knot"-style intersections for 2-, 4 ...
Here's a set of "Celtic Knot"-style intersections for 2-, 4 ...