I think this is still not fixed in [2.0.10].
The stack is valid if the blueprint in an inventory or in a book, but it is nil if the blueprint is in a player's or game's library.
Search found 86 matches
- Thu Oct 24, 2024 8:19 pm
- Forum: Assigned
- Topic: [raiguard] [1.0.0] Updated blueprint has no entities during on_player_setup_blueprint
- Replies: 19
- Views: 10442
- Tue Oct 22, 2024 6:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.8] Crash on creating an sprite-button with a virtual signal as a tooltip
- Replies: 1
- Views: 457
[Rseding91] [2.0.8] Crash on creating an sprite-button with a virtual signal as a tooltip
Create a frame and try to add the following sprite-button to it: frame.add { type = 'sprite-button', number = 10, sprite = 'virtual-signal/signal-0', elem_tooltip = { type = 'signal', name = 'signal-0', } } You will get a crash inside IDWithQuality<SignalIDBase>::setBaseIDFromBaseName If elem_toolti...
- Fri Jun 21, 2024 6:45 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 75729
Re: Friday Facts #416 - Fluids 2.0
Why are we talking about realism or not? This is a game about logistics, and the point is to have logistical puzzles. It doesn't matter if the system is realistic or not, it just needs to make sense on some level, so that it is understandable, and provide a challenge through limitations. Teleporting...
- Fri Jun 21, 2024 2:26 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 75729
Re: Friday Facts #416 - Fluids 2.0
Imagine doing a similar "Belts 2.0" update next. There is no belt, just a long chest of arbitrary shape.
- Fri May 31, 2024 1:30 pm
- Forum: News
- Topic: Friday Facts #413 - Gleba
- Replies: 122
- Views: 28810
Re: Friday Facts #413 - Gleba
Nice planet. Can't wait to explode the cliffs, deconstruct all trees and cover everything with concrete. Factory must be gray.
- Mon Apr 22, 2024 10:05 pm
- Forum: Modding interface requests
- Topic: Non-machine with possible input, output, module and fuel inventories
- Replies: 0
- Views: 261
Non-machine with possible input, output, module and fuel inventories
An entity that can have all inventories a furnace can have, except it does not run recipes automatically. Keep the crafting process (progress, animation, sound, power consumption, fuel burning, etc), but not the logic (when to start crafting, input consumption, result production). Mod authors would ...
- Sun Feb 25, 2024 10:51 am
- Forum: Mods
- Topic: [Mod 1.1] Memory cards - physical signal storage
- Replies: 11
- Views: 1639
Re: [Mod 1.1] Memory cards - physical signal storage
I've added a compatibility with Ultracube, if anyone is interested. With Ultracube memory cards do not require plastic.
- Wed Jan 17, 2024 4:51 pm
- Forum: Mods
- Topic: [Mod 1.1] Memory cards - physical signal storage
- Replies: 11
- Views: 1639
Re: [Mod 1.1] Memory cards - physical signal storage
Ah, buy that I mean that you are not limited by the number of different signals, like the constant combinator stores only 20 signals.
Is it deceptive? I can edit it if you suggest a better wording.
Is it deceptive? I can edit it if you suggest a better wording.
- Wed Jan 17, 2024 1:10 pm
- Forum: Mods
- Topic: [Mod 1.1] Memory cards - physical signal storage
- Replies: 11
- Views: 1639
Re: [Mod 1.1] Memory cards - physical signal storage
Nah, it is just one snapshot of the whole network, not even separated by wires. I understand why you think DISK is superior, because you can do everything that my mod does plus more (just don't use layers and don't change read/write modes of the machines), but I like the simplicity of memory cards, ...
- Mon Jan 15, 2024 7:58 pm
- Forum: Mods
- Topic: [Mod 1.1] Memory cards - physical signal storage
- Replies: 11
- Views: 1639
Re: [Mod 1.1] Memory cards - physical signal storage
what do you mean by an address?
- Mon Jan 15, 2024 2:16 pm
- Forum: Mods
- Topic: [Mod 1.1] Memory cards - physical signal storage
- Replies: 11
- Views: 1639
Re: [Mod 1.1] Memory cards - physical signal storage
The idea came because of the spaceships, yes, but I think this is also useful in vanilla and with other mods basically whenever you need memory cells or need to send a signal long distances. For example, there is no easy way to store multiple values for the same signal and cycle over them. In vanill...
- Mon Jan 15, 2024 11:46 am
- Forum: Mods
- Topic: [Mod 1.1] Memory cards - physical signal storage
- Replies: 11
- Views: 1639
[Mod 1.1] Memory cards - physical signal storage
This mod adds a memory card, like a real life usb stick, that can store any circuit network data. The mod is in development still and the graphics are placeholders, but all of the functionality is there and already it is useful. This allows to store multiple values for the same signal and iterate ov...
- Mon Nov 21, 2016 7:25 am
- Forum: News
- Topic: Friday Facts #165 - Death by a thousand cuts
- Replies: 101
- Views: 49361
Re: Friday Facts #165 - Death by a thousand cuts
The picture is cute, but the specular spots look odd and too bright for a dusty dirty train.
- Wed May 25, 2016 8:18 am
- Forum: Modding help
- Topic: drawing and writing
- Replies: 11
- Views: 6016
Re: drawing and writing
As you can place assemblers anywhere relative to each other, the possibilities are infinite. There may be workarounds, like with the train network where there are 8 possible directions, but I'd need to spend a good couple of hours to implement that. Anyway, since there is no easy way and creating a ...
- Wed May 25, 2016 7:58 am
- Forum: Modding help
- Topic: drawing and writing
- Replies: 11
- Views: 6016
Re: drawing and writing
Well, I cannot make smooth non-original lines that way like in the picture, can I
- Wed May 25, 2016 7:23 am
- Forum: Modding help
- Topic: drawing and writing
- Replies: 11
- Views: 6016
drawing and writing
Is it possible to draw lines and print text on the ground? For example, connect two assemblers with a labeled arrow. I need some visualization for an algorithm I'm currently playing with.
- Sun May 15, 2016 11:23 am
- Forum: Ideas and Suggestions
- Topic: Conditional train stop selection on per-train basis
- Replies: 5
- Views: 3391
Re: Conditional train stop selection on per-train basis
Except this is not a wait condition. Trains should ignore the refueling station if they have enough fuel, while trains with empty tanks should not. Maybe I'm missing something, but you cannot have this logic if you just connect the station to the network.
- Sun May 15, 2016 8:13 am
- Forum: Ideas and Suggestions
- Topic: Conditional train stop selection on per-train basis
- Replies: 5
- Views: 3391
Conditional train stop selection on per-train basis
According to the last fff, you can turn off train stations. This does not allow trains to pick their destinations based on the load: you cannot set up a refuel station that trains visit only if they are out of fuel. You cannot skip a copper loading station if the cargo is full. Please allow.us to se...
- Wed Aug 05, 2015 7:22 am
- Forum: Ideas and Suggestions
- Topic: Inventory and toolbelt filters act as request slots
- Replies: 7
- Views: 4452
Re: Inventory and toolbelt filters act as request slots
better interface: no unnecessary request section, less hassle with searching items when setting up the filter (just middle-click on an existing slot), color coding which items you request and which are just lying in you inventory because they are junk or temporary. more slots - I never understood th...
- Wed Aug 05, 2015 6:35 am
- Forum: Ideas and Suggestions
- Topic: Inventory and toolbelt filters act as request slots
- Replies: 7
- Views: 4452
Inventory and toolbelt filters act as request slots
First, the toolbelt (hotbar) filters. You already can designate a slot specifically to one item type and nothing else can go to that slot, so there is no harm if robots always keep this slot at maximum item stack. For example: if you have a transport belt filter slot in your quickbar, logistic robot...