🌐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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5 days ago
2.0
15.6K
Factorio: Space Age Icon Space Age Mod
Planets Logistics Trains Environment Mining Manufacturing Power

b [Other Mod’s Bug] Hidden entity causing module mayhem.

8 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.

8 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.

8 days ago

Ahh gotcha, will do then. Thanks for explaining!

8 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.

8 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.

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