Planet Ribbonia


Explore the derelict fulgoran ringworld of Ribbonia, an artificial planet where spatial reasoning and creativity are the key to your survival. Can you handle C.H.A.R.L.E.S., the crazed and lonely AI? Discover Fulgoran crafting techniques involving molten plastic and fusion plasma and dive into pure Factorio nostalgia on Ribbonia. Ribbonia minimally affects the vanilla game and can be added to existing saves.

Content
12 hours ago
2.0
2.67K
Factorio: Space Age Icon Space Age Mod
Planets Transportation Logistics Trains Combat Environment Fluids Manufacturing Power

g [fixed]Overflow in item weights?

5 days ago

With this mod loaded, the base-game pistol weighs 56294995342131.203125 grams, or 0x333333333333.3400 in the game's internal fixed-point representation. Cake, losing tickets, and crumbled losing tickets all have the same weight of 0x28F5C28F5C2.8F60 (0x28F5C repeating). This seems like some over/underflow bug in the base game. They all have an intermediate_result value less than 1 (see https://lua-api.factorio.com/2.0.76/auxiliary/item-weight.html), which might not be handled correctly.

5 days ago

Hey there,

good job spotting that! The weights are determined by the system using the recipes. Since the gun didn't have one (apart from ritual suicide), adding it changed its weight, this is now fixed. I've also set the tickets to a rocket capacity of 10000 (not that there is much of a reason to export them) and have set a rocket capacity for cake.

Thank you for your report!

3 days ago

I tracked down the pistol weirdness to a typo in the recipe definitions: they set .allow_decompostion = false instead of .allow_decomposition = false (missing an "i"). Fixing that prevents the game from using those recipes for calculating item weights.

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