Search found 50 matches
- Tue Jun 09, 2015 5:36 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 43614
Re: [Mod 0.11.22] CyberChest 0.8.0
Hey, I LOVE this mod, but unfortunately I had an error with it - it says "__CyberChest__/script/cyberchest.lua:33: LuaEntity doesn't contain key remove", do you know what might have caused this issue? Unfortunately, I don't know. This part of the mod was like that from the beggining, and ...
- Fri Jun 05, 2015 12:16 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 43614
Re: [Mod 0.11.22] CyberChest 0.8.0
After updating from 0.7.0 to 0.8.0 the game crashes whenever loading an old save game. However the game won't crash directly but give's me an error that i can share with you. http://i.imgur.com/CpNFv38.png New worlds will still work tho. An fix would make me happy :) Btw awesome mod! Keep up the go...
- Thu Jun 04, 2015 1:45 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 43614
Re: [Mod 0.11.22] CyberChest 0.8.0
v 0.8.0 Reuploaded. Quick fix: Speed boost did not update after Cyberfusion research was done.
- Wed Jun 03, 2015 9:10 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 43614
Re: [Mod 0.11.22] CyberChest 0.7.0
This mod sounds really amazing. I really need to try it. I got a question: How fast is the tentacle arm and are there any possible improvements for the player on that fancy chest? Tentacle arm is just a name (Or explanation of how the tech works if you wish). It's just for show. Basically it telepo...
- Wed Jun 03, 2015 9:09 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 43614
Re: [Mod 0.11.22] CyberChest 0.7.0
im using cyberchests 0.5.0, not sure its been fixed ut in multiplayer when a player dies with ur mod instaled (having placed the cyberchest or not having one at all) the game crashes!!! EDIT: yep the game still crashes in multiplayer when a player dies with 0.7.0, hope it can be fixed soon I think,...
- Tue Jun 02, 2015 9:20 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 43614
Re: [Mod 0.11.22] CyberChest 0.7.0
Well it makes it half a second, instead of 1/6 of a second (I have update time of 10 ticks). 3 times as long. And without stage skipping (self:stage()) even longer. EDIT: https://yadi.sk/d/xfBfSm4Zh3Yku There. For me it's like 0.02-0.05 per waiting chest, 0.5 when rapidly producing wires (crafting s...
- Tue Jun 02, 2015 9:00 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 43614
Re: [Mod 0.11.22] CyberChest 0.7.0
Yes, it wold call waiting every update until all items would be in the assembler But this will make it to work slow, like really slow. But, oh well. I don't think that's gonna help much, as it's forces player to build more chests to compensate low speed. Unless assemblers are producing slow compone...
- Tue Jun 02, 2015 8:53 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 43614
Re: [Mod 0.11.22] CyberChest 0.7.0
So this new implementation would call "waiting" every update for a different ingredient each time. Did I hear you right?Nathan1852 wrote: It would be a different loop,yes. But it is more spread out instead of 'spikes'.
- Tue Jun 02, 2015 8:45 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 43614
Re: [Mod 0.11.22] CyberChest 0.7.0
The new version didn't do much, sadly. What I tried to do was to remove the first for loop in the cyberchest.wait_for_ingredients call. It seems to use the most time, since it does a lot with inventories and the items around it. When this loop isn't there, it saves a lot of time You could replace t...
- Tue Jun 02, 2015 8:34 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 43614
Re: Bug: upgrading assebly!
When ever I stop the chest from doing anything or something simualar and after that I upgrade the assembly machine to a higher tier. Well it just gives this error... http://www.gerbenveenhof.nl/Download/ErrorFactorio.jpg Soo yeah that is a bug I got :$ But I love your mod and the outcome :D please ...
- Tue Jun 02, 2015 8:16 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 43614
Re: [Mod 0.11.22] CyberChest 0.7.0
The problem with sels:state() is that it can cause many functioncalls after each other. This wouldn't be a problem if some of the functions wouldn't take long to finish. Sure It can, but only when production speed is high enough. https://yadi.sk/d/xfBfSm4Zh3Yku there, try this one, tell me if it's ...
- Tue Jun 02, 2015 7:57 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 43614
Re: [Mod 0.11.22] CyberChest 0.7.0
I have four chests. EDIT: The fix isn't working atm, I'm working on it I experimented a little bit and it seems like I found a fix by changing the start of cyberchest.initialize_assembler to this: function cyberchest.initialize_assembler(self) local recipe_name = self:getorder().name self._actnumbe...
- Tue Jun 02, 2015 7:11 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 43614
Re: [Mod 0.11.22] CyberChest 0.7.0
How many chests do you have, exactly?Nathan1852 wrote:Sadly it seems like the script used by the cyberchests is not very optimised. Could you look at it again?
- Thu May 28, 2015 11:36 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 43614
Re: [Mod 0.11.22] CyberChest 0.6.0
This mod is so awesome, it just reduced my assembly lines to a fraction of the space needed before. I've got a few questions though and a bug to report. The bug is kind of annoying as it happend to me a few times already and it just closes the current game, without saving anything! :twisted: 1. Pla...
- Wed May 27, 2015 3:35 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 43614
Re: [Mod 0.11.22] CyberChest 0.6.0
Sure.darkshadow1809 wrote:awh man. This is AWESOME :d ! Can I put it in the modpack ? Credits will be ofcourse added!
- Sun May 24, 2015 7:05 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 43614
Re: [Mod 0.11.22] CyberChest 0.5.0
I'm guessing he placed the rar file in the mods directory but the game reads only zip? So unpacking it will most likely solved it Just wanted to post that. The download is a .rar-Archive, and on systems that have an extractor that can read rar (like WinRAR) the symbol is the same as for zip. I didn...
- Sun May 24, 2015 4:36 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 43614
Re: [Mod 0.11.22] CyberChest 0.5.0
Well, the item should not be in the game right away. First there is a tech. But mod not showing up? Really strange. In fact this is the first time I heard such kind of issue with any mod ever.
Try renaming folder of CyberChest, let's see if game shows any error.
Try renaming folder of CyberChest, let's see if game shows any error.
- Sun May 24, 2015 12:19 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 43614
Re: [Mod 0.11.22] CyberChest 0.5.0
What do you mean by "detect"? Not showing it on the mod list?
- Sun May 24, 2015 11:14 am
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 43614
Re: [Mod 0.11.22] CyberChest 0.5.0
W-what? Are you sure, you put it in the right folder, and run game of version 11.22? Does something similar happen with any other mod?BrkDmrkn wrote:Game doesn't detect the mod. Sounds awesome though!
- Fri May 22, 2015 11:17 pm
- Forum: Not a bug
- Topic: [0.11.22] inventory.insert command ignores filters
- Replies: 4
- Views: 3547
Re: [0.11.22] inventory.insert command ignores filters
I just have tried to manually put item into this exact slot, and it said: Only electronic circuit can be inserted here, not Iron Plate.
As about entity.insert(), I'm aware of it.
As about entity.insert(), I'm aware of it.