[0.11.19] [kovarex] Number of needed resources sometimes wrong
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[0.11.19] [kovarex] Number of needed resources sometimes wrong
Take a look at this screenshot (you may need to scroll to the right):
The crafting tooltip claims I have 0/40 processing units, but I have 100 in my inventory. When I add the final ingredient (5x speed module 3), the tooltip becomes correct.
I'm running unmodded Factorio 0.11.19 on Linux.
The crafting tooltip claims I have 0/40 processing units, but I have 100 in my inventory. When I add the final ingredient (5x speed module 3), the tooltip becomes correct.
I'm running unmodded Factorio 0.11.19 on Linux.
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Re: [0.11.19] Number of needed resources sometimes wrong
It's taking into account that your Processing Units will go into the speed modules(5 Processing Units per speed module-2, 4 are needed for each speed module-3 = 20, plus 5 processing units for the speed module-3 = 25, times 5 = 125), so you're short 25 for the speed module 3s(means none left for the power armor 2).
Re: [0.11.19] Number of needed resources sometimes wrong
Didn't those recipe lines where the number wasn't satisfied from inventory but crafting..
.... use to be yellow or something.. precisely to alert you you might not have added that component?
.... use to be yellow or something.. precisely to alert you you might not have added that component?
Re: [0.11.19] Number of needed resources sometimes wrong
Yes it does normally show them in yellow, but in this case there's not enough processing units to craft them, so they are shown in red.MF- wrote:Didn't those recipe lines where the number wasn't satisfied from inventory but crafting..
.... use to be yellow or something.. precisely to alert you you might not have added that component?
Re: [0.11.19] Number of needed resources sometimes wrong
It would be a cool option to have a button like "show crafting plan" and it opens up a window which shows, what is crafted in which order.
That would also fit into the - many times - wanted suggestion, to change the crafting-order.
That would also fit into the - many times - wanted suggestion, to change the crafting-order.
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test
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Re: [0.11.19] Number of needed resources sometimes wrong
Might be confusing, but afais it is not a bug. Having something like a "crafting plan" window with more information and options in the future(!) sounds good.
Re: [0.11.19] Number of needed resources sometimes wrong
This is certainly a bug, the processing units were not used for some other product, but still it shows 0/40.
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Re: [0.11.19] Number of needed resources sometimes wrong
Are you sure?kovarex wrote:the processing units were not used for some other product
Re: [0.11.19] [kovarex] Number of needed resources sometimes wrong
It looks like he needs the processing units to craft speed modules 2 and 3, for which he doesnt have enough
Re: [0.11.19] [kovarex] Number of needed resources sometimes wrong
Yes, but it shows 0/5 of the speed modules, so none of these could be used, I made a change to avoid this kind of problems, but it is not working perfectly obviously.Klonan wrote:It looks like he needs the processing units to craft speed modules 2 and 3, for which he doesnt have enough
Re: [0.11.19] [kovarex] Number of needed resources sometimes wrong
I think a "crafting tree", even if only present in the shown crafting tooltip, could clean up all brain-knots and understanding problems about how and which resources are used or are intermediately combined to craft the recipe.
Re: [0.11.19] [kovarex] Number of needed resources sometimes wrong
I fixed the problem for 0.11.20