i want this feature as wellElderAxe wrote: Fri Jan 19, 2024 12:19 pm One thing still missing is being able to read a list of ghost entities from a roboport. Then everything can be automated.
Search found 25 matches
- Wed Jan 24, 2024 10:20 am
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 38004
Re: Friday Facts #394 - Assembler flipping and circuit control
- Wed Dec 02, 2020 6:41 pm
- Forum: Mods
- Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
- Replies: 32
- Views: 32824
Re: [MOD 0.16+] AutoDeconstruct 0.1.11
Thanks! There is a new release on the mod portal and Github nowXelephant wrote: Tue Dec 01, 2020 11:03 am I "updated" the mod for 1.1. (Just changed the info.json)
- Sun Jan 26, 2020 3:38 pm
- Forum: Mods
- Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
- Replies: 32
- Views: 32824
Re: [MOD 0.16+] AutoDeconstruct 0.1.11
In game, open the menu, then Settings -> Mod settings -> MapCodenBeast wrote: Sat Jan 25, 2020 9:32 pm Is it possible to disable the deconstruction of the chest on a server? If so how? I tried editing the mod-settings.dat file using notepad+ but it seemed to not be compatible.
- Sat Jan 11, 2020 1:55 pm
- Forum: Desyncs with mods
- Topic: [Fixed][0.17.79] desync on join (AutoDeconstruct)
- Replies: 3
- Views: 2528
Re: [0.17.79] desync on join
Thank you, should be fixed in 0.1.15
- Sun Dec 29, 2019 11:36 am
- Forum: Desyncs with mods
- Topic: [Fixed] Intermitted desync (AutoDeconstruct, Mining Drones, Disco Science)
- Replies: 7
- Views: 4250
Re: Intermitted desync (some on join, some later)
Save file is quite large so i cannot compare diffs easily.
After loading reference level and running it with heavy mode i found there are diffs around targeters to electric-mining-drills.
Issue is because of mod AutoDeconstruct 0.1.12
mod AutoDeconstruct unsafe object ref _G.drill_entities ...
- Thu Feb 22, 2018 12:34 pm
- Forum: Mods
- Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
- Replies: 32
- Views: 32824
Re: [MOD 0.16+] AutoDeconstruct 0.1.10
Just found what may be a small bug when used with DyWorld. If a miner is on top of multiple resources including a resource it is incapable of mining, e.g. an iron mining drill, mining power 4.5, over a patch with copper, mining hardness 3, and chromium, mining hardness 8.5, the miner will not be ...
- Sun Jul 16, 2017 7:54 am
- Forum: Mods
- Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
- Replies: 32
- Views: 32824
Re: [MOD 0.15+] AutoDeconstruct 0.1.9
There's huge problem with Bot based mining.
When it detect a drill is depleted, it deconstruct passive chest even when there's still an ore in it.
It cause problem because there's nowhere for bot to put the ore.
So, can you exclude the chest, or even better deconstruct the chest if there are no ...
When it detect a drill is depleted, it deconstruct passive chest even when there's still an ore in it.
It cause problem because there's nowhere for bot to put the ore.
So, can you exclude the chest, or even better deconstruct the chest if there are no ...
- Fri Jun 30, 2017 7:29 pm
- Forum: Mods
- Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
- Replies: 32
- Views: 32824
Re: [MOD 0.15+] AutoDeconstruct 0.1.8
Having just saved and reloaded a map in which I was partway through setting up a new Factorissimo2 factory building, my console was spammed just now with a bunch of messages like "[autodeconstruct|drill.order_deconstruction] Error: [-837.5, -132.5] failed to order deconstruction on factory-port ...
- Wed May 24, 2017 6:02 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.15.13] Slow server = no input on client
- Replies: 4
- Views: 5024
Re: [0.15.13] Slow server = no input on client
Multiplayer UPS shows as 0.0
https://i.imgur.com/iqDDVEV.jpg
Interaction via the GUI works fine, like ordering trains around, bots and belts work fine, however mousing over items takes anywhere up to a minute to show the yellow highlight box and the information panel.
Movement is almost ...
https://i.imgur.com/iqDDVEV.jpg
Interaction via the GUI works fine, like ordering trains around, bots and belts work fine, however mousing over items takes anywhere up to a minute to show the yellow highlight box and the information panel.
Movement is almost ...
- Tue May 23, 2017 7:26 pm
- Forum: Releases
- Topic: Version 0.15.13
- Replies: 49
- Views: 35779
Re: Version 0.15.13
Changes
Most of the gui elements now work only with left mouse button, so other buttons might be used without intefering with gui.
You cant Right-Click and drag in the Blueprints Edit windows anymore to delete multiple entities from the blueprint.
You can't use the buttons on the top of ...
Most of the gui elements now work only with left mouse button, so other buttons might be used without intefering with gui.
You cant Right-Click and drag in the Blueprints Edit windows anymore to delete multiple entities from the blueprint.
You can't use the buttons on the top of ...
- Tue Apr 25, 2017 5:05 am
- Forum: Mods
- Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
- Replies: 32
- Views: 32824
Re: [MOD 0.14+] AutoDeconstruct 0.1.6
I use notepad++FactorioHasAteMe wrote:What do you use for coding? Like what alternative would you suggest to notepad?
- Mon Apr 17, 2017 5:23 pm
- Forum: Mods
- Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
- Replies: 32
- Views: 32824
Re: [MOD 0.14+] AutoDeconstruct 0.1.6
FactorioHasAteMe wrote:
I don't exactly know what you mean by the fourth line.
![Image](https://forums.factorio.com/images/ext/f091584493509393a52f48422b59a293.png)
Line three, currently. I guess notepad doesn't display linebreaks properly.
- Sun Jan 15, 2017 6:35 pm
- Forum: Mods
- Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
- Replies: 32
- Views: 32824
Re: [MOD 0.14+] AutoDeconstruct 0.1.5
In config.lua, change line 4 toFactorioHasAteMe wrote:I was curious as to how you disable the deconstruction of chests? I have a largely logistics base, and when the chests are deconstructed, it hinders some of my workforce.
Code: Select all
autodeconstruct.remove_target = false
- Mon Sep 26, 2016 5:20 am
- Forum: Mods
- Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
- Replies: 32
- Views: 32824
Re: [MOD 0.14+] AutoDeconstruct 0.1.5
No worries, I hadn't heard of that mod either so it confused me at first too.
- Sun Sep 18, 2016 9:53 pm
- Forum: Mods
- Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
- Replies: 32
- Views: 32824
Re: [MOD 0.14+] AutoDeconstruct 0.1.5
i get the following console message when i use this mod. i believe it happens whenever a drill is marked for deconstruction
https://i.imgur.com/7S39mbk.png
i'm running latest experimental as well as a bunch of mods, incl. bob's which adds new miners. though i get this error even when i play ...
https://i.imgur.com/7S39mbk.png
i'm running latest experimental as well as a bunch of mods, incl. bob's which adds new miners. though i get this error even when i play ...
- Wed Aug 17, 2016 1:33 pm
- Forum: Mods
- Topic: [MOD 0.17] HandyHands - Autocrafting - v1.2.2 ammo & pause
- Replies: 120
- Views: 56978
Re: [MOD 0.13] HandyHands - Autocrafting - v1.2.0 ammo & pause
1.2.0 once again crashes when playing in god mode, because god doesn't have an ammo inventory (line 69, ab is assumed to be list, no checks are made for nil values)
- Mon Aug 08, 2016 11:56 pm
- Forum: Mods
- Topic: [MOD 0.17] HandyHands - Autocrafting - v1.2.2 ammo & pause
- Replies: 120
- Views: 56978
Re: [MOD 0.13] HandyHands - AutoHandcrafting - v1.1.0 hotconfig
Errors when the player doesn't have a character, like when playing in god mode. Easily fixed by adding a check on line 42 (in version 1.1.0), like so:
Code: Select all
if p.character and p.auto_trash_filters[item] then
- Sun Jul 31, 2016 3:25 am
- Forum: Resolved Problems and Bugs
- Topic: [13.13] MP Crash "(214): CursorRenderer::renderWireDragging"
- Replies: 2
- Views: 2833
[13.13] MP Crash "(214): CursorRenderer::renderWireDragging"
Factorio client crashes when attempting to connect copper wire to a pump that is out of range.
This does not happen in single player.
The server does not crash, only the client.
Save, Mods and Logs
Video
This does not happen in single player.
The server does not crash, only the client.
Save, Mods and Logs
Video
- Fri Jul 01, 2016 11:01 pm
- Forum: Pending
- Topic: [0.13.2] [Pending] Blueprints don't get stamped down properly
- Replies: 8
- Views: 3308
Re: [0.13.2] Blueprints don't get stamped down properly
When rebuilt from scratch and a new blueprint was made, the blueprint seems to work fine when not rotated, when rotated the overlay for the assembling machines turn red, but they seem to be aligned correctly. I recorded another video demonstrating the red overlay here.
- Fri Jul 01, 2016 10:31 pm
- Forum: Pending
- Topic: [0.13.2] [Pending] Blueprints don't get stamped down properly
- Replies: 8
- Views: 3308
Re: [0.13.2] Blueprints don't get stamped down properly
That does look similar, the blueprint is rotated, I built it horizontally at first.
The blueprint is created by hand, no blueprint-related mods have been installed.
The blueprint is created by hand, no blueprint-related mods have been installed.