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[boskid][2.0.5] filtering using allowed_module_categories does not remove invalid modules

Posted: Fri Oct 18, 2024 10:09 am
by przemo1232
When switching a recipe with a module present in an assembling machine to one with a allowed_module_categories restriction, the game doesn't check if current modules are valid for the new recipes

sample data.lua code:
data.raw.recipe['iron-stick'].allowed_module_categories = {"speed"}

1. place crafting machine 3 and set the crafting recipe to iron gear wheel
2. insert efficiency module
3. switch recipe to iron stick
4. efficiency module stays in

Re: [boskid][2.0.5] filtering using allowed_module_categories does not remove invalid modules

Posted: Fri Oct 18, 2024 10:56 am
by boskid
Thanks for the report. Issue is now fixed for 2.0.6

Re: [boskid][2.0.5] filtering using allowed_module_categories does not remove invalid modules

Posted: Fri Oct 18, 2024 4:49 pm
by przemo1232
Thanks. I also found another bug related to the report, it looks like beacons ignore the allowed_module_categories field on both recipes and crafting machines