Module inventories get_insertable_count reports a count that is off by a factor 50. Which aligns with the stack-size of modules.
For an empty beacon I would expect get_insertable_count to return 2.
Reproduction code:
Code: Select all
/c do
local p = game.player
local e = p.surface.create_entity{name="beacon",position={2,2},force=p.force}
local i = e.get_inventory(defines.inventory.beacon_modules)
local i1 = i.get_insertable_count("speed-module")
local bi1 = i.can_insert({name="speed-module", count=1})
local c1 = i.insert({name="speed-module", count=1})
local i2 = i.get_insertable_count("speed-module")
local c2 = i.insert({name="speed-module", count=1})
local i3 = i.get_insertable_count("speed-module")
local bi2 = i.can_insert({name="speed-module", count=1})
game.print(string.format("inventory counts: [%d, %d, %d]", i1, i2, i3))
game.print(string.format("insert counts: [%d, %d]", c1, c2))
game.print(string.format("can insert: [before:%s, after:%s]", bi1, bi2))
local e2 = p.surface.create_entity{name="assembling-machine-3",position={-1,2},force=p.force}
e2.set_recipe("iron-gear-wheel")
local ai = e2.get_inventory(defines.inventory.assembling_machine_modules)
game.print(string.format("Count for assembling machine: %d, inserted count: %d",
ai.get_insertable_count("speed-module"),
ai.insert({name="speed-module", count=ai.get_insertable_count("speed-module")})
))
end