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Re: [0.11.x] Y.Petremann's mods (6 mods)

Posted: Fri Aug 14, 2015 7:05 pm
by y.petremann
kwstoudt wrote:Is there a 0.12.x version for Better Vehicle Control on the way?
I've just made an update for it, so download it from here https://github.com/YPetremann/better-ve ... 0.12.1.zip
For now this is not a complete official update but work like 0.11 version.

Re: [0.11.x] Y.Petremann's mods (6 mods)

Posted: Mon Aug 31, 2015 3:11 am
by Ranakastrasz
Better vehicle control is very useful.
However, the angle of adjustment seems a bit low.
Also, sliding sometimes phases you into objects.
I would imagine combinding both parts.
Have it turn in proportion to how close to the grid it currently is.

Re: [0.11.x] Y.Petremann's mods (6 mods)

Posted: Tue Nov 03, 2015 6:15 pm
by emivy
In the no hand crafting, some items don't have the options to use a couple assembly machines. For instance, Pumpjack MK1 can't be made with Assembly 1 and 2, but can be made in all other ones.
I'm using Dytech BTW.
Is this on No Hand Crafting mod, or no Dytech?
And what do I modify to make everything work?

Re: [0.11.x] Y.Petremann's mods (6 mods)

Posted: Tue Nov 03, 2015 11:12 pm
by y.petremann
emivy wrote:In the no hand crafting, some items don't have the options to use a couple assembly machines. For instance, Pumpjack MK1 can't be made with Assembly 1 and 2, but can be made in all other ones.
I'm using Dytech BTW.
Is this on No Hand Crafting mod, or no Dytech?
And what do I modify to make everything work?
No hand crafting don't do support for classc assembling machines, it only makes all craftings you could make by hand in the burner assembling machine, please verify if you can craft with this one.

Re: [0.11.x] Y.Petremann's mods (6 mods)

Posted: Tue Nov 03, 2015 11:51 pm
by emivy
y.petremann wrote:
emivy wrote:In the no hand crafting, some items don't have the options to use a couple assembly machines. For instance, Pumpjack MK1 can't be made with Assembly 1 and 2, but can be made in all other ones.
I'm using Dytech BTW.
Is this on No Hand Crafting mod, or no Dytech?
And what do I modify to make everything work?
No hand crafting don't do support for classc assembling machines, it only makes all craftings you could make by hand in the burner assembling machine, please verify if you can craft with this one.
If the assembly 1 and 2 can't craft, the burner can, and so can the 3/4/5/6 ones.
There are a handful of things assembly 1/2 can't make, on top of my head, assembly 2, pumpjack, oil refinery, chemical plant. Haven't gotten far into the game with the no hand crafting mod.

Re: [0.11.x] Y.Petremann's mods (6 mods)

Posted: Wed Nov 04, 2015 7:16 pm
by y.petremann
emivy wrote:
y.petremann wrote:
emivy wrote:In the no hand crafting, some items don't have the options to use a couple assembly machines. For instance, Pumpjack MK1 can't be made with Assembly 1 and 2, but can be made in all other ones.
I'm using Dytech BTW.
Is this on No Hand Crafting mod, or no Dytech?
And what do I modify to make everything work?
No hand crafting don't do support for classic assembling machines, it only makes all craftings you could make by hand in the burner assembling machine, please verify if you can craft with this one.
If the assembly 1 and 2 can't craft, the burner can, and so can the 3/4/5/6 ones.
There are a handful of things assembly 1/2 can't make, on top of my head, assembly 2, pumpjack, oil refinery, chemical plant. Haven't gotten far into the game with the no hand crafting mod.
If the burner assembling machine can craft, what the problem ?

Re: [0.11.x] Y.Petremann's mods (6 mods)

Posted: Thu Nov 05, 2015 10:35 pm
by emivy
y.petremann wrote:
emivy wrote:
y.petremann wrote:
emivy wrote:In the no hand crafting, some items don't have the options to use a couple assembly machines. For instance, Pumpjack MK1 can't be made with Assembly 1 and 2, but can be made in all other ones.
I'm using Dytech BTW.
Is this on No Hand Crafting mod, or no Dytech?
And what do I modify to make everything work?
No hand crafting don't do support for classic assembling machines, it only makes all craftings you could make by hand in the burner assembling machine, please verify if you can craft with this one.
If the assembly 1 and 2 can't craft, the burner can, and so can the 3/4/5/6 ones.
There are a handful of things assembly 1/2 can't make, on top of my head, assembly 2, pumpjack, oil refinery, chemical plant. Haven't gotten far into the game with the no hand crafting mod.
If the burner assembling machine can craft, what the problem ?

Just very slow is all.

Re: [0.11.x] Y.Petremann's mods (6 mods)

Posted: Wed Nov 11, 2015 1:30 pm
by y.petremann
emivy wrote:
y.petremann wrote:
emivy wrote:
y.petremann wrote:
emivy wrote:In the no hand crafting, some items don't have the options to use a couple assembly machines. For instance, Pumpjack MK1 can't be made with Assembly 1 and 2, but can be made in all other ones.
I'm using Dytech BTW.
Is this on No Hand Crafting mod, or no Dytech?
And what do I modify to make everything work?
No hand crafting don't do support for classic assembling machines, it only makes all craftings you could make by hand in the burner assembling machine, please verify if you can craft with this one.
If the assembly 1 and 2 can't craft, the burner can, and so can the 3/4/5/6 ones.
There are a handful of things assembly 1/2 can't make, on top of my head, assembly 2, pumpjack, oil refinery, chemical plant. Haven't gotten far into the game with the no hand crafting mod.
If the burner assembling machine can craft, what the problem ?

Just very slow is all.
Initially I made them slow to prevent only using them.
I could add a mid-game and end-game version of the burner assembler using electricity, but consider that this type of assembler would only be interesting if no other machines are available for the recipe you want and that I would make it slower, making more polution or using more energy to prevent using it as main machine since it would be a bit overcheated

Re: [0.11.x] Y.Petremann's mods (6 mods)

Posted: Sun Nov 15, 2015 3:47 pm
by Segundo
y.petremann wrote:
kwstoudt wrote:Is there a 0.12.x version for Better Vehicle Control on the way?
I've just made an update for it, so download it from here https://github.com/YPetremann/better-ve ... 0.12.1.zip
For now this is not a complete official update but work like 0.11 version.
@Y.Petremann: Can the Better Vehicle Control mod (0.12.1) be updated to work with the latest release of Factorio to date (0.12.17)?

When loading a save game in Factorio (0.12.17) the Better Vehicle Control mod gives the following error:

__better-vehicle-control__/control.lua:66:attempt to
index global 'game' (a nil value)

Thanks for this great mod.

Re: [0.11.x] Y.Petremann's mods (6 mods)

Posted: Sun Nov 15, 2015 5:25 pm
by MalcolmCooks
Segundo wrote:@Y.Petremann: Can the Better Vehicle Control mod (0.12.1) be updated to work with the latest release of Factorio to date (0.12.17)?

When loading a save game in Factorio (0.12.17) the Better Vehicle Control mod gives the following error:

__better-vehicle-control__/control.lua:66:attempt to
index global 'game' (a nil value)

Thanks for this great mod.
also getting this error when generating a new map

Re: [0.11.x] Y.Petremann's mods (6 mods)

Posted: Mon Nov 16, 2015 3:33 am
by y.petremann
Sorry with my job I had almost no time to correctly update the mods.
Better vehicle control is updated, no-hand-mining and no-hand-crafting would have their update soon, updated-graphics should continue to work.

Re: [0.11.x] Y.Petremann's mods (6 mods)

Posted: Wed Jan 20, 2016 7:24 am
by tomlee92602
Help.I only have creative mode mod in v0.12.21.when i open it,it has a error:
Error while loading recipe prototype "item-source" (recipe): Recipe
energy requirement can't be lower than 0.001.
Modifications: creative-mode

I am using window 7 32bit. :(
edited*:I change some code on prototypes/entity and eable the open the game.
energy-sink,energy-source,item-sink,item-source:

Code: Select all

["energy_repuired = 0] changed to["energy_repuired = 1]
But when i go in a map,it has another error......
_ _creative-mode_ _/control.lua:248:attempt to index global 'game' (a nil value)

Re: [0.11.x] Y.Petremann's mods (6 mods)

Posted: Wed Jan 20, 2016 8:03 am
by tomlee92602
tomlee92602 wrote:Help.I only have creative mode mod in v0.12.21.when i open it,it has a error:
Error while loading recipe prototype "item-source" (recipe): Recipe
energy requirement can't be lower than 0.001.
Modifications: creative-mode

I am using window 7 32bit. :(
edited*:I change some code on prototypes/entity and eable the open the game.
energy-sink,energy-source,item-sink,item-source:

Code: Select all

["energy_repuired = 0] changed to["energy_repuired = 1]
But when i go in a map,it has another error......
_ _creative-mode_ _/control.lua:248:attempt to index global 'game' (a nil value)
Oh.Somehow i turn this mod's status off in mod settings and it somehow still on and no more error and able to craft but unuseable.WHAT?

Re: [0.11.x] Y.Petremann's mods (6 mods)

Posted: Tue Jan 26, 2016 4:41 am
by ssilk
These mods are for v0.11! They won't work for v0.12. Read the above, there are replacements.

Re: [0.11.x] Y.Petremann's mods (6 mods)

Posted: Mon Mar 07, 2016 1:53 pm
by pac0master
Hey guys, I did a Little patch for the Creative mode
Void Chest functional,
Creative Chest functional
Generators functional

/issues
It seems that items placed on a conveyor belt can get stuck next to the Creative chest.
Sometime they don't get deleted by the Void chest either.
creative-mode_1.5.1.zip
(781.47 KiB) Downloaded 176 times

Re: [0.11.x] Y.Petremann's mods (6 mods)

Posted: Tue Mar 08, 2016 8:29 pm
by Rockstar04
pac0master wrote:--Snip--
Nice work pac0master. I took your patch, and patched it. Items placed onto transport belts should be working correctly, as well as the void chest deleting stuff off of belts. If there was a license that allowed it, I would throw this on GitHub and start a new thread for it.
creative-mode_1.5.2.zip
(780.73 KiB) Downloaded 316 times

Re: [0.11.x] Y.Petremann's mods (6 mods)

Posted: Tue Mar 08, 2016 10:14 pm
by y.petremann
Rockstar04 wrote:
pac0master wrote:--Snip--
Nice work pac0master. I took your patch, and patched it. Items placed onto transport belts should be working correctly, as well as the void chest deleting stuff off of belts. If there was a license that allowed it, I would throw this on GitHub and start a new thread for it.
creative-mode_1.5.2.zip
I was doing really big modification to this mod then I had a job.

There is no license, but there is already a git repository here https://github.com/YPetremann/creative-mode , please do with the help of this repo

Re: [0.11.x] Y.Petremann's mods (6 mods)

Posted: Tue Mar 15, 2016 5:14 pm
by pac0master
I am not a programmer so my "patch" was more of a lucky shot ( Comparing the codes with other mods for 0.12)
I simply found the error and fixed it.

I like the mod though. Id like to see how it progress.

Re: [0.11.x] Y.Petremann's mods (6 mods)

Posted: Tue Apr 12, 2016 2:06 pm
by Ricbro85
will this work on a server will it be updated
Thanks

Re: [0.11.x] Y.Petremann's mods (6 mods)

Posted: Tue Apr 12, 2016 3:23 pm
by Rockstar04
y.petremann wrote:
Rockstar04 wrote:
pac0master wrote:--Snip--
Nice work pac0master. I took your patch, and patched it. Items placed onto transport belts should be working correctly, as well as the void chest deleting stuff off of belts. If there was a license that allowed it, I would throw this on GitHub and start a new thread for it.
creative-mode_1.5.2.zip
I was doing really big modification to this mod then I had a job.

There is no license, but there is already a git repository here https://github.com/YPetremann/creative-mode , please do with the help of this repo
I just saw you had done this, (I dont have thread notifications turned on). I have forked on Github and am working polishing up my patch. I hope to post up a new thread in a day or two. Thanks y.petremann