[MOD 0.13.x] Cursed PI - v0.2.3

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L0771
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Re: [0.12.x] Cursed PI - v0.0.2

Post by L0771 »

GotLag wrote:Setting match_progress_to_activity to false in the entity definitions appears to stop the squealing/squeaking.

If you place a second programmable inserter before closing the GUI from the first, it throws an error (frame already exists) and boots you back to the main menu.
Thanks you!
I'm finishing the script to make all inserters (1/4 than before) and i'll upload a new version.

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L0771
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Re: [0.12.x] Cursed PI - v0.0.3

Post by L0771 »

Upgraded v0.0.3
My changelog is sleepy, can see all changes here maybe.
v0.0.3
hmmm i forgot, blueprint compatible.

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Re: [0.12.x] Cursed PI - v0.0.3

Post by orzelek »

L0771 wrote:Upgraded v0.0.3
My changelog is sleepy, can see all changes here maybe.
v0.0.3
hmmm i forgot, blueprint compatible.
Just out of curiosity - what made it incompatible with blueprints?

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Re: [0.12.x] Cursed PI - v0.0.3

Post by L0771 »

orzelek wrote:
L0771 wrote:Upgraded v0.0.3
My changelog is sleepy, can see all changes here maybe.
v0.0.3
hmmm i forgot, blueprint compatible.
Just out of curiosity - what made it incompatible with blueprints?
:D I've thought a lot about it!
Possible problems are: a line of code, but my entities are all a copy from base items, but, item? what item? I'm modifying the base... I don't have a item for this entities... Item... Blueprint... OMFG!
I need items! How can a robot build something without a item? but... how can you make a item without a recipe?
I think blueprints needs a recipe, something without a recipe, can't be blueprinted.

Now, how can make 1 item and 1 recipe for every inserter? i have 56 inserters of everyone(168 counting items and recipes for inserter!!)
With v0.0.3 i've implemented about direction, now have 14 recipes of every inserter (1/4), are ONLY 14 inserters, 14 items and 14 recipes for every inserter! But, who can select 1 inserter from 14 inserters with the same icon, calculating direction too? for this i've created Cursed assembler programmer, using every assembler to make your inserter :)

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Re: [0.12.x] Cursed PI - v0.0.3

Post by Ralord89 »

I get this error when running it with Reverse Factory mod

Image

I have put this post in this thread and Reverse Factory

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Re: [0.12.x] Cursed PI - v0.0.3

Post by L0771 »

Ralord89 wrote:I get this error when running it with Reverse Factory mod

Code: Select all

data.raw["recipe"]["cursed-pa"].ingredients = {{"iron-plate",1}}
Add this in the end of the data.lua.
i have this modified for the next version, but i don't want update only for this.

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Re: [MOD 0.12.x] Cursed PI - v0.0.3

Post by provet »

Nice mod! Can it be programmed to place on the near/far belt path?

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Re: [MOD 0.12.x] Cursed PI - v0.0.3

Post by L0771 »

provet wrote:Nice mod! Can it be programmed to place on the near/far belt path?
You can make a mod and modify distOut here:
cursedPI_addInserter(name,baseRecipe,baseItem,baseEntity,icon,ingredients,ingMult,energy,energyMult,distIn,distOut,othersRecipe,othersItem,othersEntity)
for modders

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Re: [MOD 0.12.x] Cursed PI - v0.0.3

Post by FalcoGer »

i've seen all kinds of variations of this concept. personally i like the one where you click on the actual inserter to change it's orientation and you get a normal inserter of the type back when deconstructing.
I also like the one where there is 4 (short, normal, medium, long) different ranges for output and 2 (standard normal, long) for input separately. where you can set where to place the item on the belt. so with 8 directions to take from, 7 to put things to (pointless to put it back where it came from, so 1 less), 2 variations on the arm length to grab, and 4 variations where to put it, that would make a total of 8*7*4*2 = 448 variations of each and every one inserter type.

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Re: [MOD 0.12.x] Cursed PI - v0.0.3

Post by L0771 »

FalcoGer wrote:i've seen all kinds of variations of this concept. personally i like the one where you click on the actual inserter to change it's orientation and you get a normal inserter of the type back when deconstructing.
I also like the one where there is 4 (short, normal, medium, long) different ranges for output and 2 (standard normal, long) for input separately. where you can set where to place the item on the belt. so with 8 directions to take from, 7 to put things to (pointless to put it back where it came from, so 1 less), 2 variations on the arm length to grab, and 4 variations where to put it, that would make a total of 8*7*4*2 = 448 variations of each and every one inserter type.
ok, but i need more graphics :d

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Re: [MOD 0.12.x] Cursed PI - v0.0.3

Post by Kayser »

FalcoGer wrote:i've seen all kinds of variations of this concept. personally i like the one where you click on the actual inserter to change it's orientation and you get a normal inserter of the type back when deconstructing.
I also like the one where there is 4 (short, normal, medium, long) different ranges for output and 2 (standard normal, long) for input separately. where you can set where to place the item on the belt. so with 8 directions to take from, 7 to put things to (pointless to put it back where it came from, so 1 less), 2 variations on the arm length to grab, and 4 variations where to put it, that would make a total of 8*7*4*2 = 448 variations of each and every one inserter type.
The ultimate programmable inserter should be able to pick from and put to any of the four "directions" of a tile. For example, it should be able to pick from the far side of a belt and put on the right side of another. This is 4x4=16 variants, multiplied with the above factor.

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Re: [MOD 0.12.x] Cursed PI - v0.0.3

Post by Alexs »

not works for me with Factorio 0.12.6..

EDIT: SORRY! it works! -- I did not have enough research :oops:

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Re: [MOD 0.12.x] Cursed PI - v0.0.3

Post by aklesey1 »

This is very cool and nice useful mod for inserters, author please don't stop working )))
Nickname on ModPortal - Naron79

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Re: [MOD 0.12.x] Cursed PI - v0.0.3

Post by db48x »

I've updated this mod for compatibility with Factorio 0.12.11; the updated code is in my github repository.
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Cursed-PI_0.0.4.zip
my modified version; compatible with Factorio 0.12.11
(55.49 KiB) Downloaded 468 times

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Re: [MOD 0.12.x] Cursed PI - v0.0.3

Post by goku90504 »

actually there are several times I wanted to put the item back in the same square I picked it up from particularly when wanting to double load a belt pick it up from the closer side of the belt then put it down on the far side (or vice versa)

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Re: [0.12.x] Cursed PI - v0.0.3

Post by devilwarriors »

L0771 wrote:
Ralord89 wrote:I get this error when running it with Reverse Factory mod

Code: Select all

data.raw["recipe"]["cursed-pa"].ingredients = {{"iron-plate",1}}
Add this in the end of the data.lua.
i have this modified for the next version, but i don't want update only for this.
don't forget about this! the error still happen in 0.0.4 with reverse factory.

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Re: [MOD 0.12.x] Cursed PI - v0.0.3

Post by Maharaja »

i made a little update on the mod
i have included the 0.0.4 update as well
the 0.0.5 update chance is i removed cursed-pa from the game sins its not needed anymore (i think)
i can select the recipe from the assembler it self now

hope u will enjoy the mod as mutch as u did in the past
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Cursed-PI_0.0.5.zip
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Re: [MOD 0.12.x] Cursed PI - v0.0.3

Post by Musty260 »

When I try to generate a new world this notice appears: Image
Also, the version I am running is 0.12.33
The other mods I am using are:
additional oil refineries; Aircraft; Better Beacon; Big Bags; Bucket Wheel Excavator; blueprint string; Cursed PI; Double Furnace; Factorio Basics Core; Factorio basics equipment; factorio basics logistics; factorio basics power; factorio basics transport; factorio basics weaponry; Landfill; Larger Inventory; Mining Tools; Oil steam boiler; orbital ion cannon; robot mining site; rocket auto starter; resource spawner overhaul; satellites uplink station; shuttle train; curbolt's solar mod; specialized refineries; super tank; swift inserter; tanks for bob; warehousing; waterwell
I know I have a lot of mods, so if you can't test this then, i don't mind :D

EDIT: I've figured out why this doesn't work; the control.lua file contains 'game.run' or something like that, while in the version im using modders must use 'script.run'

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Re: [MOD 0.13.x] Cursed PI - v0.1.1

Post by L0771 »

Updated to 0.13

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Re: [MOD 0.13.x] Cursed PI - v0.1.1

Post by RikkiLook »

Translations into Russian.(Cursed-PI_0.2.0)
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ru.zip
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