I agree with rseding here. It's convenient for mods to modify the recycling recipes in data updates instead of having to perform recycling modification in final fixes.
What's the reason that B+A recipes must be defined in data updates?
Search found 114 matches
- Wed Dec 18, 2024 7:11 pm
- Forum: Won't implement
- Topic: Request: Move recycling recipe generation to data-final-fixes
- Replies: 34
- Views: 1494
- Wed Dec 11, 2024 3:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.24] Crash opening mining drill GUI (ProductionHelper::createMaterialGuiSlot)
- Replies: 3
- Views: 623
Re: [2.0.24] Crash opening mining drill GUI (ProductionHelper::createMaterialGuiSlot)
How is that possible? I reproduced the bug in the latest version.
- Wed Dec 11, 2024 3:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.24] Crash opening mining drill GUI (ProductionHelper::createMaterialGuiSlot)
- Replies: 3
- Views: 623
[Rseding91] [2.0.24] Crash opening mining drill GUI (ProductionHelper::createMaterialGuiSlot)
Good morning. I'm playing with mods and whenever I open this mining drill my game crashes to desktop. I have created a minimal reproduction scenario. Please see the attached save and log file. factorio-current.log q.zip Steps to reproduce: - Sync mods with save - Click the mining drill that I am fly...
- Mon Dec 09, 2024 9:29 pm
- Forum: Ideas and Suggestions
- Topic: Add setting to hide unresearched items/recipes in factoriopdia
- Replies: 21
- Views: 1425
Re: Add setting to hide unresearched items/recipes in factoriopdia
+1
This would be extremely useful for my overhaul mods (pY and maraxsis)
This would be extremely useful for my overhaul mods (pY and maraxsis)
- Sat Dec 07, 2024 9:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Pard] [1.1.110] Crash using game.camera_player in tips and tips simulation
- Replies: 3
- Views: 455
Re: [Pard] [1.1.110] Crash using game.camera_player in tips and tips simulation
This can be closed. I cannot reproduce.
- Fri Nov 29, 2024 9:48 pm
- Forum: Not a bug
- Topic: [2.0.22] Inconsistent stack size rendering for armors.
- Replies: 2
- Views: 230
[2.0.22] Inconsistent stack size rendering for armors.
Greetings,
When viewing all the armors, it seems some of them render the stack size and some do not.
All of these items stack to 1, so this discrepancy is odd.
I believe this could be easily resolved by setting the non-stackable item flag.
When viewing all the armors, it seems some of them render the stack size and some do not.
All of these items stack to 1, so this discrepancy is odd.
I believe this could be easily resolved by setting the non-stackable item flag.
- Tue Nov 26, 2024 5:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [>=2.0.18] GuiElement "camera" broken
- Replies: 3
- Views: 588
Re: [>=2.0.18] GuiElement "camera" broken
Thank you!
- Mon Nov 18, 2024 6:01 am
- Forum: Modding interface requests
- Topic: Setting Parent Body for a SpaceLocation
- Replies: 7
- Views: 657
Re: Setting Parent Body for a SpaceLocation
This is neat. Currently us modders basically need to keep a spreadsheet of all planets to avoid collisions with other mods in the starmap. This would be a welcome feature.
- Fri Nov 08, 2024 10:24 pm
- Forum: Not a bug
- Topic: [2.0.16] LuaEntity.get_fluid_segment_id does not work for assembling machines.
- Replies: 3
- Views: 206
Re: [2.0.16] LuaEntity.get_fluid_segment_id does not work for assembling machines.
Yes. The recipe is set to "advanced oil processing"
- Fri Nov 08, 2024 10:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [Raiguard] [2.0.16] Pumps can run their animation even when not transferring any fluid.
- Replies: 1
- Views: 850
[Raiguard] [2.0.16] Pumps can run their animation even when not transferring any fluid.
Greetings, It seems an old bug has reappeared. https://forums.factorio.com/viewtopic.php?f=11&t=80759&p=477127&hilit=pump+animation#p477127 I have a pump with no output. However the animation still runs forever. ![](https://files.catbox.moe/8linky.mp4) factorio-current.log Infinite pump....
- Fri Nov 08, 2024 10:05 pm
- Forum: Not a bug
- Topic: [2.0.16] LuaEntity.get_fluid_segment_id does not work for assembling machines.
- Replies: 3
- Views: 206
[2.0.16] LuaEntity.get_fluid_segment_id does not work for assembling machines.
Greetings, Running the following command works as-expected for pipes, storage tanks, and other machines with fluidboxes. /c game.print(game.player.selected.fluidbox.get_fluid_segment_id(1)) 11-08-2024, 16-03-50.png However it fails when running the game command on an assembling prototype. No matter ...
- Fri Nov 08, 2024 10:00 pm
- Forum: Ideas and Suggestions
- Topic: Agricultural Tower Grid
- Replies: 18
- Views: 1357
Re: Agricultural Tower Grid
Good suggestion.
- Tue Nov 05, 2024 4:25 pm
- Forum: Modding interface requests
- Topic: Event for machine crafting complete
- Replies: 3
- Views: 219
Re: Event for machine crafting complete
You should add a dummy item to your recipe with a spoil trigger result of 1 ticks.
Then use this trigger result to get the event of the crafting machine completing.
Then use this trigger result to get the event of the crafting machine completing.
- Tue Nov 05, 2024 2:41 pm
- Forum: Assigned
- Topic: [pard] [2.0.14] [factoriopedia] Recipes with fluids outputting at a specfic temperature is not shown in factoriopedia.
- Replies: 1
- Views: 114
Re: [2.0.14] [factoriopedia] Recipes with fluids outputting at a specfic temperature is not shown in factoriopedia.
We have the same issue for recipe ingredients.
- Tue Nov 05, 2024 2:40 pm
- Forum: Assigned
- Topic: [pard] [2.0.14] [factoriopedia] Recipes with fluids outputting at a specfic temperature is not shown in factoriopedia.
- Replies: 1
- Views: 114
[pard] [2.0.14] [factoriopedia] Recipes with fluids outputting at a specfic temperature is not shown in factoriopedia.
Greetings,
My mod makes 150 degree steam from this recipe.
However, looking at this in factoriopedia does not reveal such information.
My mod makes 150 degree steam from this recipe.
However, looking at this in factoriopedia does not reveal such information.
- Sun Nov 03, 2024 5:06 am
- Forum: Development tools
- Topic: Automate Your Factorio Mod Uploads
- Replies: 2
- Views: 545
Re: Automate Your Factorio Mod Uploads
Very cool project. How does this differ from https://github.com/fgardt/factorio-mod-template
- Fri Nov 01, 2024 10:38 pm
- Forum: Not a bug
- Topic: [2.0.14] Double clicking a researched trigger tech displays irrelavant flying text.
- Replies: 1
- Views: 271
[2.0.14] Double clicking a researched trigger tech displays irrelavant flying text.
Greetings,
Double-clicking on a already researched trigger tech seems to display the message "Trigger technologies cannot be enqueued"
I believe this message should not be shown as the technology is already researched.
Double-clicking on a already researched trigger tech seems to display the message "Trigger technologies cannot be enqueued"
I believe this message should not be shown as the technology is already researched.
- Fri Nov 01, 2024 10:03 pm
- Forum: Not a bug
- Topic: [2.0.14] Nauvis trees can be grown on concrete
- Replies: 1
- Views: 289
[2.0.14] Nauvis trees can be grown on concrete
Greetings,
It seems the nauvis tree seeds can be placed on concrete, stone brick, and refined concrete.
It seems the nauvis tree seeds can be placed on concrete, stone brick, and refined concrete.
- Thu Oct 31, 2024 9:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.11] Space Age games not shown in server browswer with "Has mods: No" checked
- Replies: 2
- Views: 1611
Re: [2.0.11] Games with Space Age enabled cannot be seen in Browse Games if Has mods is checked "No"
+1
This is very annoying and still an issue in [2.0.13]. It's impossible to find modded servers at the moment as this checkbox essentially does no filtering.
This is very annoying and still an issue in [2.0.13]. It's impossible to find modded servers at the moment as this checkbox essentially does no filtering.
- Wed Oct 30, 2024 9:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.13] Crash when biters eat factory building from "Factorissimo 3" mod
- Replies: 2
- Views: 869
Re: [2.0.13] Crash-to-desktop when biters eat a factory building from the "Factorissimo 3" mod.
Note: I used factorissimo 3 version 3.4.1