There are two bugs, but they are mod compatibility ones... and I know Nullius disables most modded things. Could still improve normal compatibility:
prototypes\item\boxing.lua, Line 32:
if (box_stack == nil) then
-- box_stack = math.max(1, math.floor((2 * box_stack / ratio)))
box_stack = math.max(1, math.floor((2 * stack_size / ratio)))
end
The original line doesn't make sense. If box_stack is nil it errors on 2 * box_stack. I assume stack_size was meant to be used
Hidden flags:
prototypes/hidden.lua line 182
If there are no entity.flags... there's an error. Without re-writing table_contains or other logic, this works:
if entity.minable ~= nil then
local item = data.raw.item[entity.minable.result]
if (item ~= nil) and item.flags and table_contains(item.flags, "hidden") then
entity.next_upgrade = nil
if (not table_contains(entity.flags, "hidden")) then
entity.flags = entity.flags or {}
table.insert(entity.flags, "hidden")
end
end
end
There were many messages about next_upgrades and wrong collision boxes or another thing, so I wrote my own mod to nil the next upgrades. I don't blame you for that one, many mods wanting to be the next upgrade is annoying (in my opinion).