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Basic beacon is eating my modules

Posted: Thu Mar 17, 2016 8:15 pm
by majornil
Video pretty much sums it up:

https://www.dropbox.com/s/1m2hyzlux13rz ... .webm?dl=0

Modules disappear instantly when put into basic beacon.

As you can see from the video, functionality is restored when picking up/moving the beacon. Don't know how to reproduce. I'm quite indifferent to whether this is solved or not, but thought I may post it in case devs could learn something useful from it.

Save file: https://www.dropbox.com/s/c7lpfnebtj2up6s/bug.zip?dl=0

EDIT: Sorry, forgot the logfile:

0.001 2016-03-17 19:39:32; Factorio 0.12.26 (Build 17762, win64)
0.001 Operating system: Windows 10
0.001 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.001 Read data path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/data
0.001 Write data path: C:/Users/%USERNAME%/AppData/Roaming/Factorio
0.001 Binaries path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/bin
0.015 Available display adapters: 2
0.015 [0]: \\.\DISPLAY1 - NVIDIA GeForce GTX 780 {0x80005, [0,0], 2560x1440, 32bit, 144Hz}
0.015 [1]: \\.\DISPLAY2 - NVIDIA GeForce GTX 780 {0x80001, [2560,174], 1920x1080, 32bit, 60Hz}
0.015 Create display on adapter 0. Size 1280x720 at position [630, 342].
0.104 Initialised Direct3D:[0] NVIDIA GeForce GTX 780; driver: nvd3dumx.dll 10.18.13.6191
0.144 Desktop composition is active.
0.144 Graphics options: [FullScreen: true] [VSync: false] [UIScale: 125%] [MultiSampling: OFF] [Graphics quality: normal] [Video memory usage: all] [Light scale: 100%] [Screen: 0]
0.219 Loading mod core 0.0.0 (data.lua)
0.222 Loading mod base 0.12.26 (data.lua)
0.588 Initial atlas bitmap size is 16384
0.591 Created atlas bitmap 16384x7762
8.683 Factorio initialised
20.958 Loading map C:/Users\%USERNAME%\AppData\Roaming\Factorio\saves\bug.zip
21.026 Info Scenario.cpp:124: Map version 0.12.26-0

Re: Basic beacon is eating my modules

Posted: Thu Mar 17, 2016 10:43 pm
by Koub
Dark magic :)

Re: Basic beacon is eating my modules

Posted: Thu Mar 17, 2016 11:34 pm
by Rseding91
Heh :D watch the transport belt to the right of the beacon in your video.

An inserter grabs the module from the beacon and off it goes on the belt :) (not a bug).

Re: Basic beacon is eating my modules

Posted: Fri Mar 18, 2016 1:15 am
by Ranakastrasz
Rseding91 wrote:Heh :D watch the transport belt to the right of the beacon in your video.

An inserter grabs the module from the beacon and off it goes on the belt :) (not a bug).
That is certainly a bug. After all, you wouldn't want an inserter stealing modules from an assembling machine, now would you?

Heh. I remember a long time ago, when I started out with robots, and inserters kept stealing from them as they flew by.

Re: Basic beacon is eating my modules

Posted: Fri Mar 18, 2016 3:55 am
by Rseding91
Ranakastrasz wrote:
Rseding91 wrote:Heh :D watch the transport belt to the right of the beacon in your video.

An inserter grabs the module from the beacon and off it goes on the belt :) (not a bug).
That is certainly a bug. After all, you wouldn't want an inserter stealing modules from an assembling machine, now would you?

Heh. I remember a long time ago, when I started out with robots, and inserters kept stealing from them as they flew by.
Beacons have no input and no output that isn't modules so if you setup an inserter to pull from them or put into them that inserter can serve no other function than to extract or insert modules meaning you either want it to insert or extract modules.

Re: Basic beacon is eating my modules

Posted: Fri Mar 18, 2016 1:17 pm
by Rockstar04
This could also allow some interesting mechanics, when a circuit signal is set, remove effectivity modules and insert speed module.

Re: Basic beacon is eating my modules

Posted: Fri Mar 18, 2016 9:15 pm
by Ranakastrasz
Still seems wrong to me, but I suppose it might be intentional.