So the "new contents for blueprints event hook whatever" only triggers the mods extra values when its in the inventory and not in the blueprint library?
Why is this even 2 seperate cases?
edit:
https://mods.factorio.com/mod/rec-blue- ... 7ca7a07819
Search found 275 matches
- Tue Aug 06, 2024 7:24 pm
- Forum: Not a bug
- Topic: [1.1.109] blueprint not saved correctly (recursive blueprints+)
- Replies: 5
- Views: 1030
- Tue Aug 06, 2024 7:16 pm
- Forum: Not a bug
- Topic: [1.1.109] blueprint not saved correctly (recursive blueprints+)
- Replies: 5
- Views: 1030
Re: [1.1.109] blueprint not saved correctly (recursive blueprints+)
It works correctly when I select new contents for the blueprint when its NOT in the blueprint library.
How is this a mod fault?
How is this a mod fault?
- Tue Aug 06, 2024 7:08 pm
- Forum: Not a bug
- Topic: [1.1.109] blueprint not saved correctly (recursive blueprints+)
- Replies: 5
- Views: 1030
[1.1.109] blueprint not saved correctly (recursive blueprints+)
The resource scanner loses all configurations.
Reproduce:
1) Make a blueprint with the resource scanner
2) Put it in the blueprint library
3) select new content for blueprint while its in the blueprint librabry
4) place blueprint

Reproduce:
1) Make a blueprint with the resource scanner
2) Put it in the blueprint library
3) select new content for blueprint while its in the blueprint librabry
4) place blueprint

- Tue Aug 06, 2024 6:38 am
- Forum: Duplicates
- Topic: [1.1.109] cliff marked as deconstruct not being deconstructed (reproducable savegame)
- Replies: 1
- Views: 570
[1.1.109] cliff marked as deconstruct not being deconstructed (reproducable savegame)
The clifs are visually marked as deconstruct but the bots will never go there. You can use the deconstruct tool to mark the AGAIN and the bots go there.
The cliffs are being marked for deconstructing with the deployer from the recursive blueprints+ mod.
Just load the save and watch the ...
The cliffs are being marked for deconstructing with the deployer from the recursive blueprints+ mod.
Just load the save and watch the ...
- Mon Dec 19, 2022 1:53 am
- Forum: Mod portal Discussion
- Topic: Reducing the number of categories
- Replies: 19
- Views: 8068
Re: Reducing the number of categories
It's a good idea overall I think.
Can you give some good examples how differentiating between these 2 categories makes any sense?Sanqui wrote: Mon Nov 22, 2021 11:40 am
- Libraries - lua libraries for use by other mods
- Internal - submods that are parts of a larger mod (not shown, for mod developers)
- Sun Jul 17, 2022 12:38 am
- Forum: Combinator Creations
- Topic: Digital Display, Yay!
- Replies: 124
- Views: 180938
Re: Digital Display, Yay!
Here's the same display applied to train stops for a radar-free map display.
0.png
0eNrtWtFumzAU/ZXJ0t7Iho0NJure9gl7m6qIJG5qiQAyplpV8QH7i33bvmR2WEkwbmMTKQvSVKkpDhxf33Pvub41L2CdN6wSvJBg+QL4pixqsPz+Amq+K7Jcj8nnioEl4JLtQQCKbK ...
- Fri Apr 15, 2022 8:12 pm
- Forum: Ideas and Suggestions
- Topic: multithread
- Replies: 19
- Views: 12390
Re: multithread
I mean it was only inactive for 5 years. lol
- Sun Mar 20, 2022 4:13 am
- Forum: News
- Topic: We support Ukraine
- Replies: 3348
- Views: 863621
Re: We support Ukraine
[...] As if they care the slightest bit about the truth, their only agenda is to make their side look good (or rather less horrible than they actually are).
Basically 'business as usual'. The media and / or politicians did not suddenly start lying after the war started in ukraine they been doing ...
Basically 'business as usual'. The media and / or politicians did not suddenly start lying after the war started in ukraine they been doing ...
- Thu Mar 17, 2022 2:53 am
- Forum: News
- Topic: We support Ukraine
- Replies: 3348
- Views: 863621
Re: We support Ukraine
Just because there are nazi in other parts of the world too doesn't change the fact that by supporting ukraine you are supporting nazis.mmmPI wrote: Thu Mar 17, 2022 12:22 am there are nazi in the russian army too, even syrian war criminals
- Wed Mar 16, 2022 11:06 pm
- Forum: News
- Topic: We support Ukraine
- Replies: 3348
- Views: 863621
Re: We support Ukraine
Wow.
I mean you gained my respect by publicly speaking against cancel culture but now this public declaration to stand with Ukraine. Do you know they literally have Nazis in their military fighting right now? That's not russian propaganda because I've already seen that on german TV 5 years ago way ...
I mean you gained my respect by publicly speaking against cancel culture but now this public declaration to stand with Ukraine. Do you know they literally have Nazis in their military fighting right now? That's not russian propaganda because I've already seen that on german TV 5 years ago way ...
- Mon Feb 14, 2022 1:50 pm
- Forum: Gameplay Help
- Topic: Power Switched Roboport
- Replies: 3
- Views: 1909
Re: Power Switched Roboport
But what I suggested does not need any power???
Just connect it to a power switch instead of a lamp and set it to turn on if there is no signal.
Just connect it to a power switch instead of a lamp and set it to turn on if there is no signal.
- Mon Feb 14, 2022 12:24 am
- Forum: Gameplay Help
- Topic: Power Switched Roboport
- Replies: 3
- Views: 1909
Re: Power Switched Roboport
Hello. I am looking for ways to detect ghost and damaged entities for the purpose of power switching on a roboport.
The detection method should not include another roboport.
Any idea?
You can detect destroyed stuff if you connect them all with a circuit wire.
1. Connect wire in series to ...
- Thu Jan 20, 2022 10:51 pm
- Forum: General discussion
- Topic: [Finished] Testing new CDN providers for Factorio
- Replies: 14
- Views: 5890
- Sat Jan 15, 2022 8:36 pm
- Forum: Gameplay Help
- Topic: Base consuming more power than it should
- Replies: 4
- Views: 4382
Re: [1.1.50] Base consuming more power than it should
First roboports consume more power when you are using the bots -> placing blueprints etc. (charging the bots is literally directly increasing your power consumption)
Once the accumulators reached 0% the consumption increased to show the total power needed to charge ALL accumulators with maximum ...
Once the accumulators reached 0% the consumption increased to show the total power needed to charge ALL accumulators with maximum ...
- Thu Jan 06, 2022 6:00 am
- Forum: Ideas and Suggestions
- Topic: show speaker alerts all at the same time
- Replies: 2
- Views: 1535
show speaker alerts all at the same time
I'm using the speaker to alert me of all sort of things in my base but whenever 2 alerts happen at the same time they stack in the interface and you can only see one.
The screen is REALLY WIDE so why not just put the alerts next to each other until the screen runs out of space?
The screen is REALLY WIDE so why not just put the alerts next to each other until the screen runs out of space?
- Sun Sep 26, 2021 5:26 pm
- Forum: Minor issues
- Topic: [Rseding] [1.1.41] Fast replace deconstructs any extra entities at the same position.
- Replies: 5
- Views: 3151
Re: [1.1.41] Fast replace deconstructs any extra entities at the same position.
You have expected behaviour of something that shouldn't be possible at all.
The step of 1. how to reproduce is the bug and not the step 2 or 3.
The step of 1. how to reproduce is the bug and not the step 2 or 3.
- Thu Sep 23, 2021 5:12 pm
- Forum: General discussion
- Topic: Why aren't there defense bots?
- Replies: 14
- Views: 6713
Re: Why aren't there defense bots?
You don't count the spidertron as a defense bot?
- Wed Apr 28, 2021 8:28 pm
- Forum: Combinator Creations
- Topic: tileable beaconed Omnismelter
- Replies: 0
- Views: 1565
tileable beaconed Omnismelter
There are some solution for an omnismelter as seen here https://forums.factorio.com/viewtopic.php?f=193&t=93569 and https://forums.factorio.com/viewtopic.php?f=193&t=98074 but I'd like to show you mine.
It is much more compact and uses way less combinators.
It can produce an entire full blue belt ...
It is much more compact and uses way less combinators.
It can produce an entire full blue belt ...
- Wed Mar 24, 2021 9:14 pm
- Forum: Releases
- Topic: Version 1.1.30
- Replies: 21
- Views: 27706
Re: Version 1.1.30
You know at least that 1.1.29 didn't add any bugs.
- Mon Feb 01, 2021 5:56 am
- Forum: Technical Help
- Topic: Game slows when selecting a large area to do a task with robots
- Replies: 7
- Views: 2959
Re: Game slows when selecting a large area to do a task with robots
Good day everyone,
I was just wondering if this is a common issue or something I need to address. The example I'm using is just one way to get it to slow. If you want to have the robots clean your base up and pick everything up off the ground, say a 1 million by 1 million tile area as you select ...