A rocket silo recipe that outputs more than 1 rocket part per recipe only gets counted as one rocket part for rocket progress, as if recipe completion is what really matters as opposed to the output item count.
A mod and a save on the attachments demonstrate the issue.
Search found 14 matches
- Wed May 05, 2021 8:29 am
- Forum: Not a bug
- Topic: [1.1.33]Rocket silo treats one recipe craft as one rocket part instead of using one output item
- Replies: 1
- Views: 507
- Wed Nov 04, 2020 1:24 pm
- Forum: Implemented mod requests
- Topic: Add fluid system number read to LuaFluidBox
- Replies: 6
- Views: 1011
Re: Add fluid system number read to LuaFluidBox
That function should be enough to check for connectivity, yes. Thanks.
edit: isn't the content of a fluidbox returned from the operator [] just the fluid data? how do you get the reference for the two separate fluidboxes for the parameters, then?
edit: isn't the content of a fluidbox returned from the operator [] just the fluid data? how do you get the reference for the two separate fluidboxes for the parameters, then?
- Wed Nov 04, 2020 1:14 pm
- Forum: Implemented mod requests
- Topic: Add fluid system number read to LuaFluidBox
- Replies: 6
- Views: 1011
Add fluid system number read to LuaFluidBox
The fluid system number looks very useful to tell whether two fluidboxes are connected to each other without snaking over every pipe segment in-between. The game is already keeping track of it and showing it on the debug tooltip, why not put a getter function to the Lua object? Something like LuaFlu...
- Sat Oct 26, 2019 7:45 am
- Forum: Implemented mod requests
- Topic: Add catalyst_amount to LuaRecipePrototype ingredients/products
- Replies: 9
- Views: 1659
Re: Add catalyst_amount to LuaRecipePrototype ingredients/products
I just found out that this issue existed, and thankfully got pointed to this thread. It does seem wasteful to not have the catalyst data in LuaRecipePrototype.
- Mon Apr 22, 2019 6:04 am
- Forum: Modding interface requests
- Topic: Expose burner fluidbox
- Replies: 1
- Views: 512
Expose burner fluidbox
It doesn't look like I can access a burner's fluidbox anywhere within an entity. Bob's oil boilers reports 2 fluidboxes, not 3.
- Sun Apr 14, 2019 12:46 pm
- Forum: Modding interface requests
- Topic: Reimplement fluid flow parameters for .17
- Replies: 8
- Views: 1799
Re: Reimplement fluid flow parameters for .17
I'm not saying completely block the player from doing so, just discourage it by needing pumps everywhere to move it. The simplest way to use it would then be to place the generator directly on the fluid producer, which is what I want. Other ways to move that fluid is not a dealbreaker, as long as it...
- Sat Apr 13, 2019 1:26 pm
- Forum: Modding interface requests
- Topic: Reimplement fluid flow parameters for .17
- Replies: 8
- Views: 1799
Reimplement fluid flow parameters for .17
Fluid flow parameters were removed as part of the new fluid system update, but as it's not fully implemented yet, is it possible to bring it back for .17? I want to make a power system that does not use hidden entities but discourages transport of the powered fluid. I'd assume making the fluid flow ...
- Mon Mar 11, 2019 8:39 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.7] Pumps substantially slower than 0.16.x, but no changelog entry -- intentional or bug?
- Replies: 21
- Views: 9816
Re: [0.17.7] Pumps substantially slower than 0.16.x, but no changelog entry -- intentional or bug?
That said, can modded fluids still use these properties in the prototypes in .17.X, or are these variables entirely removed from prototype declarations?
- Mon Mar 04, 2019 8:17 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 135228
Re: [MOD 0.16] Deadlock's Stacking Beltboxes (& Compact Loaders)
Updating from 2.0.3 to 2.0.4 gives me this error on startup: 5.371 Error ModManager.cpp:1283: Failed to load mod "deadlock-beltboxes-loaders": __deadlock-beltboxes-loaders__/data.lua:8: __deadlock-beltboxes-loaders__/prototypes/vanilla_tiers.lua:42: attempt to index field 'deadlock-stackin...
- Sun Mar 03, 2019 9:17 am
- Forum: Logistic Train Network
- Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
- Replies: 270
- Views: 59754
Re: [MOD 0.16] LTN Tracker
I got a crash on clicking the the main GUI button to close the GUI. 1045.337 Error MainLoop.cpp:1092: Exception at tick 28642: The mod LTN Tracker caused a non-recoverable error. Please report this error to the mod author. Error while running event LTN_Tracker::on_gui_click (ID 1) The mod Unit Contr...
- Sun Mar 03, 2019 8:13 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4] Crash when changing tabs during updating mods
- Replies: 2
- Views: 581
[0.17.4] Crash when changing tabs during updating mods
I was in the process of updating mods. I changed tabs, and downloaded Deadlock's Loaders. While that hasn't finished yet, I changed to Update tab to see the progress of updates. I was greeted with this: https://cdn.discordapp.com/attachments/139677590393716737/551674811705851914/unknown.png Clicking...
- Fri Jan 25, 2019 6:51 am
- Forum: Multiplayer / Dedicated Server
- Topic: Free service to run your server: Factorio Zone
- Replies: 171
- Views: 87875
Re: Free service to run your server: Factorio Zone
Hi, how about uploading mod settings?
- Sun Aug 12, 2018 3:12 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 231410
Re: [0.16.x] Bob's Mods: General Discussion
Hi, Bob, I'm not that sure Zelos has contacted you about this (beat him if he hasn't), but Omnicompression and Omnifluid can't handle the 1015 degrees steam.


- Sun May 20, 2018 3:43 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 622
- Views: 210585
Re: [MOD 0.13.17+] Rampant - 0.16.26
It means people who don't subscribe to the experimental version would have their biters deleted when they update.