🌐Planet Rubia


Discover the wind planet Rubia. Belts and inserters work differently on Rubia, leading to unique building challenges not seen on any other planet. Your whole factory must go with the wind as a never-ending barrage of waste is hurled at your base.

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4 hours ago
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Factorio: Space Age Icon Space Age Mod
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b [Resolved] Hidden entity causing module mayhem.

30 days ago

Hi there! On the big crusher from Crushing Industry (https://mods.factorio.com/mod/crushing-industry) I noticed there's a hidden entity that causes issues with module insertion. Using the tool from module inserter simplified (https://mods.factorio.com/mod/ModuleInserterSimplified), you can see this square appear inside the crusher:
https://i.imgur.com/q7XZL59.png

This causes an issue where requesting modules seem to cause an immense amount of modules requested per crusher. Just this one test shows it requesting about 2300 modules for this small block of crushers. It must somehow think it can insert more modules than it can hold somehow?
https://streamable.com/pxia9c

Disabling Rubia fixes the problem.

30 days ago

Thank you for the report. Machine Upgrades uses this hidden beacon to make certain technology effects. It is not selectable normally. This is most certainly an issue with Module Inserter Simplified for allowing you to select and modify entities which should not be selectable. This will apply to other mods with hidden beacons as well.

Please report this issue to the author of Module Inserter Simplified, so he may fix this issue.

30 days ago

Ahh gotcha, will do then. Thanks for explaining!

30 days ago

Of course. I also reported it to Xorimuth on his discord, and linked this thread, to make him aware.

In the meantime, I recommend using the standard upgrade planner features to assign modules. Module Inserter Simplified might have some additional features, but the upgrade planner on modules can do a lot these days. Maybe it could suffice for the time being.

30 days ago

Thanks. Yeah I realized the other mod (module inserter extended) seems to work fine for this as it doesn't highlight the hidden entity. I have to admit I haven't really thought about using just the vanilla upgrade planner for this use case lol, but I'll try it out.

12 days ago

Alright so there's another issue regarding this hidden beacon that is not related to any other mod, so I believe this to be a genuine bug with Machine Upgrades. If you go into remote view and try to place modules in a machine by ctrl clicking it to fill all slots, it will request an extra 200 modules for that hidden beacon on top of what the normal entity takes. Example below.

https://streamable.com/ntsr8h

11 days ago

Thank you for the report. I’ll need to see, because this might be an engine bug that allows you to place items in unselectable entities.

11 days ago

I think I found the issue. The mupgrade beacon needs the "not-upgradable" flag. I will add it at next opportunity. For now, please avoid this behavior.

Thanks for your patience.

11 days ago

No problem and thank you :)

4 hours ago

This is now fixed in Rubia's v0.69.120 which demands Mupgrades v0.69.15

3 hours ago

I have upgraded both mods, but unfortunately the issue persists.

https://i.imgur.com/7lwd05d.png

3 hours ago

That is so strange. When I ran it, the upgrade planner showed a huge number of modules, but construction bots would not fill the requests. This sounds like an engine bug now.

Just to be clear, the upgrade planner used for this screenshot was used after the update, correct?

3 hours ago
(updated 3 hours ago)

Yes after, but to be clear I am talking about the upgrade planner from module inserter simplified. It looks like the vanilla one works just fine though, but I'm not sure how you'd even use that to insert modules in a machine to begin with. I can only get it to swap between already inserted modules, so that isn't really a use case for me.

Edit: Nvm the vanilla one also doesn't work lol. I made a planner with blank -> prod 3 and it shows it wanting to insert 204 modules.
https://streamable.com/6asdpd

2 hours ago

I see. When I tested this, I used the upgrade planner to only target empty module slots. This is definitely a factorio engine bug, and I reported it to Wube (https://forums.factorio.com/viewtopic.php?t=131464).

I also found a workaround, and I posted it on machine upgrades v0.69.16. Please try this now.

an hour ago

Thank you, the new update works :)

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