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.
Search found 109 matches
- Fri Nov 29, 2024 9:48 pm
- Forum: Not a bug
- Topic: [2.0.22] Inconsistent stack size rendering for armors.
- Replies: 2
- Views: 158
- Tue Nov 26, 2024 5:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [>=2.0.18] GuiElement "camera" broken
- Replies: 3
- Views: 410
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: 6
- Views: 459
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: 140
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: Bug Reports
- Topic: [Raiguard] [2.0.16] Pumps can run their animation even when not transferring any fluid.
- Replies: 0
- Views: 76
[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: 140
[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: 9
- Views: 752
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: 154
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: Bug Reports
- Topic: [2.0.14] [factoriopedia] Recipes with fluids outputting at a specfic temperature is not shown in factoriopedia.
- Replies: 1
- Views: 74
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: Bug Reports
- Topic: [2.0.14] [factoriopedia] Recipes with fluids outputting at a specfic temperature is not shown in factoriopedia.
- Replies: 1
- Views: 74
[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: 334
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: 170
[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: 193
[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: Bug Reports
- Topic: [2.0.11] Space Age games not shown in server browswer with "Has mods: No" checked
- Replies: 1
- Views: 178
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: 755
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
- Wed Oct 30, 2024 9:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.13] Crash when biters eat factory building from "Factorissimo 3" mod
- Replies: 2
- Views: 755
[Genhis][2.0.13] Crash when biters eat factory building from "Factorissimo 3" mod
Greetings, I have received the following duplicate bug report several times for the "Factorissimo 3" mod. https://github.com/notnotmelon/factorissimo-2-notnotmelon/issues/57 After some time, I have found reliable reproduction steps: Steps to reproduce: Build a factory building Spawn biters...
- Wed Oct 30, 2024 3:20 am
- Forum: Modding interface requests
- Topic: [2.0.12] Allow read access to LuaQualityPrototype.color
- Replies: 0
- Views: 105
[2.0.12] Allow read access to LuaQualityPrototype.color
Greetings, The quality prototype defines a color field. This field is used in displaying the color of the (Legendary) tag in the itemname. Many times I want to render in a GUI some text to show some items. However the text color will now be incorrect as this field is not exposed during control stage...
- Mon Oct 28, 2024 9:21 pm
- Forum: Modding interface requests
- Topic: [2.0.12] Allow us to read/write to the roboport logistics sections.
- Replies: 1
- Views: 172
[2.0.12] Allow us to read/write to the roboport logistics sections.
Greetings, Roboports now have logistics section groups similar to requester chests or constant combinators. All of these entities have read/write access to the groups via get_or_create_control_behavior().sections The exception is the roboport, which does not expose any access to such sections. 10-28...
- Mon Oct 28, 2024 9:17 pm
- Forum: Modding interface requests
- Topic: Empty collision_mask.layers should collide with itself
- Replies: 3
- Views: 219
Re: Empty collision_mask.layers should collide with itself
I disagree with this. 100% of the time if I set an empty mask then I expect it to collide with nothing. What is your use case for a empty collision mask that collides with other masks? Factorio performs an optimization to disable collision checking for empty collision masks. Requiring everyone to se...
- Mon Oct 28, 2024 5:54 pm
- Forum: Minor issues
- Topic: [2.0.12] Ugly black line in the roboport graphics.
- Replies: 1
- Views: 194
[2.0.12] Ugly black line in the roboport graphics.
Greetings,
While playing in medium resolution mode there is this ugly line in the roboport graphic.
While playing in medium resolution mode there is this ugly line in the roboport graphic.