Search found 25 matches

by mindmix
Wed Jan 24, 2024 10:20 am
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 133
Views: 20951

Re: Friday Facts #394 - Assembler flipping and circuit control

ElderAxe 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.
i want this feature as well
by mindmix
Wed Dec 02, 2020 6:41 pm
Forum: Mods
Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
Replies: 32
Views: 29759

Re: [MOD 0.16+] AutoDeconstruct 0.1.11

Xelephant wrote: ↑
Tue Dec 01, 2020 11:03 am
I "updated" the mod for 1.1. (Just changed the info.json)
Thanks! There is a new release on the mod portal and Github now
by mindmix
Sun Jan 26, 2020 3:38 pm
Forum: Mods
Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
Replies: 32
Views: 29759

Re: [MOD 0.16+] AutoDeconstruct 0.1.11

CodenBeast 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.
In game, open the menu, then Settings -> Mod settings -> Map
by mindmix
Sat Jan 11, 2020 1:55 pm
Forum: Desyncs with mods
Topic: [Fixed][0.17.79] desync on join (AutoDeconstruct)
Replies: 3
Views: 2132

Re: [0.17.79] desync on join

Thank you, should be fixed in 0.1.15
by mindmix
Sun Dec 29, 2019 11:36 am
Forum: Desyncs with mods
Topic: [Fixed] Intermitted desync (AutoDeconstruct, Mining Drones, Disco Science)
Replies: 7
Views: 3526

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.4575 mod...
by mindmix
Thu Feb 22, 2018 12:34 pm
Forum: Mods
Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
Replies: 32
Views: 29759

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 ma...
by mindmix
Sun Jul 16, 2017 7:54 am
Forum: Mods
Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
Replies: 32
Views: 29759

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 ore...
by mindmix
Fri Jun 30, 2017 7:29 pm
Forum: Mods
Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
Replies: 32
Views: 29759

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-por...
by mindmix
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: 4397

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 impossible s...
by mindmix
Tue May 23, 2017 7:26 pm
Forum: Releases
Topic: Version 0.15.13
Replies: 49
Views: 32121

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 the bluepri...
by mindmix
Tue Apr 25, 2017 5:05 am
Forum: Mods
Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
Replies: 32
Views: 29759

Re: [MOD 0.14+] AutoDeconstruct 0.1.6

FactorioHasAteMe wrote:What do you use for coding? Like what alternative would you suggest to notepad?
I use notepad++
by mindmix
Mon Apr 17, 2017 5:23 pm
Forum: Mods
Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
Replies: 32
Views: 29759

Re: [MOD 0.14+] AutoDeconstruct 0.1.6

FactorioHasAteMe wrote:Image

I don't exactly know what you mean by the fourth line.
Image

Line three, currently. I guess notepad doesn't display linebreaks properly.
by mindmix
Sun Jan 15, 2017 6:35 pm
Forum: Mods
Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
Replies: 32
Views: 29759

Re: [MOD 0.14+] AutoDeconstruct 0.1.5

FactorioHasAteMe 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.
In config.lua, change line 4 to

Code: Select all

autodeconstruct.remove_target = false
I will make this change easier when .15 comes out
by mindmix
Mon Sep 26, 2016 5:20 am
Forum: Mods
Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
Replies: 32
Views: 29759

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.
by mindmix
Sun Sep 18, 2016 9:53 pm
Forum: Mods
Topic: [MOD 0.16+] AutoDeconstruct 0.1.11
Replies: 32
Views: 29759

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 without...
by mindmix
Wed Aug 17, 2016 1:33 pm
Forum: Mods
Topic: [MOD 0.17] HandyHands - Autocrafting - v1.2.2 ammo & pause
Replies: 120
Views: 49460

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)
by mindmix
Mon Aug 08, 2016 11:56 pm
Forum: Mods
Topic: [MOD 0.17] HandyHands - Autocrafting - v1.2.2 ammo & pause
Replies: 120
Views: 49460

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
by mindmix
Sun Jul 31, 2016 3:25 am
Forum: Resolved Problems and Bugs
Topic: [13.13] MP Crash "(214): CursorRenderer::renderWireDragging"
Replies: 2
Views: 2404

[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
by mindmix
Fri Jul 01, 2016 11:01 pm
Forum: Pending
Topic: [0.13.2] [Pending] Blueprints don't get stamped down properly
Replies: 8
Views: 2700

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.
by mindmix
Fri Jul 01, 2016 10:31 pm
Forum: Pending
Topic: [0.13.2] [Pending] Blueprints don't get stamped down properly
Replies: 8
Views: 2700

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.

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