Search found 50 matches

by SigmatroN
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 ...
by SigmatroN
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...
by SigmatroN
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.
by SigmatroN
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...
by SigmatroN
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,...
by SigmatroN
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...
by SigmatroN
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...
by SigmatroN
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

Nathan1852 wrote: It would be a different loop,yes. But it is more spread out instead of 'spikes'.
So this new implementation would call "waiting" every update for a different ingredient each time. Did I hear you right?
by SigmatroN
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...
by SigmatroN
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 ...
by SigmatroN
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 ...
by SigmatroN
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...
by SigmatroN
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

Nathan1852 wrote:Sadly it seems like the script used by the cyberchests is not very optimised. Could you look at it again?
2015-06-02_00003.jpg
How many chests do you have, exactly?
by SigmatroN
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...
by SigmatroN
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

darkshadow1809 wrote:awh man. This is AWESOME :d ! Can I put it in the modpack :) ? Credits will be ofcourse added!
Sure.
by SigmatroN
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...
by SigmatroN
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.
by SigmatroN
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?
by SigmatroN
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

BrkDmrkn wrote:Game doesn't detect the mod. :( Sounds awesome though!
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?
by SigmatroN
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.

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