Search found 50 matches
- Mon Aug 31, 2015 8:39 pm
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 51574
Re: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
Well, there you go. GUI from 9.1. Does it work? Also please unzip the archive so I can be sure the problem is not related to that. Can I add that there was some weird things with the GUI after last update :/ Ha to add in a function to create the GUI after placing an object instead of just on load. I...
- Mon Aug 31, 2015 12:43 pm
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 51574
Re: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
I always play created using own cards with the editor. It is so that 0.9.1 works without problems, just with pesky LAGs I'm trying to uninstall mods .. Thank you for your attention EDIT: I have all the mods deactivated except: "color-coding_1.0.6". This mod can not be disabled, otherwise ...
- Sun Aug 30, 2015 6:12 pm
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 51574
Re: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
... Did the start button disappear or the whole GUI? ... The Start button was there, the GUI no longer. Now I try a new game and only with the new version. The old version with 100 cyber Chests jerky very strong. In the new version that is jerk away - well worth it! ---- Edit 1: I started a new gam...
- Sat Aug 29, 2015 5:54 pm
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 51574
Re: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
Thanks SigmatroN !!! Your version is much better. I now have 97 Cyber Chests and had many, many small lags, but in your version 0.9.2 is no longer. It was a brilliant idea from you - thank you :lol: EDIT 1: :o it may be that you can have only 99 cyber-chests? at the 100th no start button more will ...
- Mon Aug 24, 2015 4:42 pm
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 51574
Re: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
Heres how to improve on the perfomance of the mod: game.on_event(defines.events.on_tick, function(event) if event.tick % 20 ~= 0 then return end --game.players[1].print(#global.cyberchests) for i,chest in pairs(global.cyberchests) do if chest:is_valid() then chest:state_execute() else chest:destroy...
- Mon Aug 24, 2015 4:13 pm
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 51574
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
This is an awesome mod for space efficiency, and really gives the player options for production. That said, it's really slow if you don't upgrade the chest properly because of timing issues (one recipe change per second, five second wait for materials if out, resets fully each time and won't progre...
- Sat Aug 22, 2015 12:54 pm
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 51574
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
Hello i don't know if theirs a a subfourm for this. Right now i have....only 12 cyberchests (6 doing red packs the other 6 doing green)..and when they run my fps drops ALOT i see that as you update it gets better but with only 12 out that are running and factorio goes from 5% (of 15) to 12-13 just ...
- Sat Aug 08, 2015 11:54 pm
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 51574
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
i figured out something; for some recipe to work correctly i have to set it to double amount of the ingredients; i wanted it to craft speed module 2 so it normally requires; 30x Copper Cables 10x Electronic Circuits 1x Speed Module 1 1x Speed Module 2 But it simply stops if i set it to that. What i...
- Sun Aug 02, 2015 8:05 pm
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 51574
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
i figured out something; for some recipe to work correctly i have to set it to double amount of the ingredients; i wanted it to craft speed module 2 so it normally requires; 30x Copper Cables 10x Electronic Circuits 1x Speed Module 1 1x Speed Module 2 But it simply stops if i set it to that. What i...
- Thu Jul 30, 2015 9:25 pm
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 51574
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
I just can't connect cyberchest with other entities (poles, inserters, etc.). When I first click on CyberChest, cursor change into red X and wires can't be connected with anything. When I fist click on pole, I can't connect wire with the cyberchest. It's like cyberchest have old logistic behavior, ...
- Wed Jul 29, 2015 9:31 pm
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 51574
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
Can you provide more details?Neotix wrote:I can't connect CyberChest into logistic network. I think after 0.12 changes it's broken feature.
- Sun Jul 26, 2015 5:39 pm
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 51574
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
Thanks for your help, I did it some other way. Now ground collection should work (download updated archive). When I'm on my computer again il tell you in which .lua script file that on line 10(cyber chest. Lua i thinlk)I had to "cheat" a little to get it to work. I think it only stopped th...
- Sun Jul 26, 2015 5:38 pm
- Forum: Modding help
- Topic: How to know what items lie on a belt?
- Replies: 2
- Views: 1940
Re: How to know what items lie on a belt?
Thanks. Did it the other way. --counts items with particular name up to max_count function cyberchest.get_count_on_ground(self, item_name, max_count) if not self.ground_collection_allowed then return 0 end local area = {{self.entity.position.x - 5,self.entity.position.y - 5}, {self.entity.position.x...
- Sun Jul 26, 2015 9:55 am
- Forum: Modding help
- Topic: How to know what items lie on a belt?
- Replies: 2
- Views: 1940
How to know what items lie on a belt?
Apparently, due to optimisation, command of looks: surface.find_entities_filtered({area = area, name = "item-on-ground"}) returns only stacks, that actually on the ground and not the belt. How can I get item stacks from belts?
- Sun Jul 26, 2015 9:46 am
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 51574
Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)
When I'm on my computer again il tell you in which .lua script file that on line 10(cyber chest. Lua i thinlk)I had to "cheat" a little to get it to work. I think it only stopped the use of liquids, but I have yet to test if it still works ;) Oh and BTW you might wanna include the downloa...
- Sat Jul 25, 2015 9:38 pm
- Forum: Mods
- Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
- Replies: 68
- Views: 51574
[MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
https://www.dropbox.com/s/ncfno5f7ct988bm/cyberchest.png?raw=1 Cyberchest is a smart chest, addition to an assembling machine that enables whole production chains maid with a single machine. Just build it right next to an assembler, set up the chain, put raw components in and let it do the rest. BA...
- Sat Jul 25, 2015 9:26 pm
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 46671
Re: [Mod 0.11.22] CyberChest 0.9.0
Oops! Sorry guys, haven't played factorio in a while. Nice job, doing that 0.12 port. I'll check it out and put you into the acknowledgements. :D But I don't understand the advantage of the requester-functionality... I use one of the cyberchests for green science packs and i want to have them in a r...
- Tue Jun 23, 2015 11:38 pm
- Forum: Ideas and Requests For Mods
- Topic: Objective manager
- Replies: 5
- Views: 8631
Re: Objective manager
I did something like that (although, on a basic level) in my pvp scenario. Feel free to start from there https://forums.factorio.com/forum/vie ... =36&t=9872
- Tue Jun 23, 2015 11:22 pm
- Forum: Ideas and Requests For Mods
- Topic: RTS - Command Units Mod
- Replies: 4
- Views: 8197
Re: RTS - Command Units Mod
Wow, that's a very ambitious project you have there. First of all, I don't think that's a good idea to make an AI, that commands an object with physics. You need to make not only a pathfinding, but take into the account acceleration, deceleration, turn speed. Damn, this would be processor hungry! I ...
- Wed Jun 10, 2015 11:33 am
- Forum: Mods
- Topic: [Mod 0.11.22] CyberChest 0.9.0
- Replies: 58
- Views: 46671
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 ...