Search found 23 matches
- Sat Apr 01, 2017 3:49 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
- Replies: 40
- Views: 24948
Re: [MOD 0.14.x] Macromanaged Turrets v1.1.5
Version 1.1.5 has been released: Autofill integration improvements: Autofill profiles are only generated for turrets that don't already have one. Existing profiles are no longer overwritten. When generating a profile, the mod will attempt to match the turret to an existing item set. Only named item ...
- Thu Mar 30, 2017 1:05 am
- Forum: Mods
- Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
- Replies: 40
- Views: 24948
Re: [MOD 0.14.x] Macromanaged Turrets v1.1.4
Thanks for pointing that out. I'll try to make it a bit smarter about how and when it decides to update Autofill profiles. It should be possible to do without adding an extra parameter to configure_logistic_turret. For now, creating a personal set (using Autofill's "insertset" remote call)...
- Sun Mar 19, 2017 7:03 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
- Replies: 40
- Views: 24948
Re: [MOD 0.14.x] Macromanaged Turrets v1.1.4
Version 1.1.4 has been released: Features: Turrets' requests and circuit network wires can now be saved in blueprints. Turrets now remember what they were requesting when they die and a ghost is created. Wires between ghost turrets are now properly shown. Added the "TimeFactor" setting to ...
- Wed Feb 01, 2017 12:20 am
- Forum: Modding interface requests
- Topic: [Request] GuiElement - user data field
- Replies: 6
- Views: 2919
Re: [Request] GuiElement - user data field
Example 3: I want to create an item button and a dialog for it. The button shows selected item, you can click it to change. If you click the button - it shows dialog and after you picked new item type it shoud be stored in button, so a user of a library could retrive it from the button. I've alread...
- Sat Dec 10, 2016 9:05 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
- Replies: 40
- Views: 24948
Re: [MOD 0.14.x] Macromanaged Turrets v1.1.3
Or are all the magazines there just split between two inventories, one of which is invisible? This is exactly it. I know it's counter-intuitive, so the best thing to do is ignore it and let the script worry about managing the inventories (which is, after all, the point of the mod.) The custom GUI w...
- Fri Dec 09, 2016 7:15 pm
- Forum: Modding interface requests
- Topic: on_put_item and red/green/copper wires
- Replies: 0
- Views: 781
on_put_item and red/green/copper wires
Would it be possible to make on_put_item fire whenever a player clicks with a wire item in their cursor stack? Or create a new event for when a wire is connected to/removed from an entity?
- Fri Dec 09, 2016 7:05 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
- Replies: 40
- Views: 24948
Re: [MOD 0.14.x] Macromanaged Turrets v1.1.3
I keep meaning to write a verbose readme, but I never seem get around to it. Adding a turret to the config file is a one-time thing that "enables" the mod for that turret type. Doing so essentially turns those turrets into requester chests that can only request ammo. Just like regular requ...
- Sun Nov 27, 2016 1:31 am
- Forum: Mods
- Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
- Replies: 40
- Views: 24948
Re: [MOD 0.14.x] Macromanaged Turrets v1.1.3
Version 1.1.3 has been released:
Bugfix:
- Hotfix for a crash when changing the config file.
- Wed Nov 23, 2016 4:42 pm
- Forum: Implemented mod requests
- Topic: LuaCircuitNetwork.circuit_network_id
- Replies: 2
- Views: 1410
LuaCircuitNetwork.circuit_network_id
In an entity's circuit network panel, there's a line that says "Connected to Network: ", followed by a number that is presumably a unique identifier for a circuit network. My request is for an API call in the LuaCircuitNetwork class to read this id number.
- Wed Nov 23, 2016 4:37 pm
- Forum: Modding help
- Topic: Manual: balance load in on_tick
- Replies: 17
- Views: 4420
Re: Manual: balance load in on_tick
I use a while loop during on_tick. This method iterates over 1/60th of the table each tick, starting over from the beginning once 60 ticks have passed: local TICK_INTERVAL = 60 script.on_event(defines.events.on_tick, function(event) local size = #global.ArrayOfThings local i = global.Counter -- glob...
- Wed Nov 23, 2016 3:59 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
- Replies: 40
- Views: 24948
Re: [MOD 0.14.x] Macromanaged Turrets v1.1.2
Version 1.1.2 has been released:
Thank you, teenkertoy, for the bug report.Bugfix:
- Fixed accumulators neither charging nor discharging when a logistic turret was part of their electric network.
- Sat Nov 12, 2016 10:54 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
- Replies: 40
- Views: 24948
Re: [MOD 0.14.x] Macromanaged Turrets v1.1.1
0.14.19 bug. Looks like, despite my efforts, a turret will always show a 10 stack of ammo even though the amount should be 20 (logistics request set to 20). However, there appears to be multiple stacks of 10; one displayed and one hidden. When a turret is given 20 ammo, 10 appears. When you shift-c...
- Fri Nov 04, 2016 7:08 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
- Replies: 40
- Views: 24948
Re: [MOD 0.14.x] Macromanaged Turrets v1.1.1
Version 1.1.1 has been released: Bugfixes: Fixed the configure_logistic_turret remote call. This function now only takes two arguments. The second argument follows the same format as config file entries. Deleting a surface that had ghost turrets will no longer cause a crash when loading that world. ...
- Thu Oct 27, 2016 3:54 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 241013
Re: [MOD 0.12.x] Autofill
May I make a feature request? Please add a new function to the remote interface that returns all item arrays. Right now, there's just getItemArray , which requires multiple calls to get multiple arrays, and you have to know the names of each. With all of the new items added in recent versions, it be...
- Thu Oct 27, 2016 3:51 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
- Replies: 40
- Views: 24948
Re: [MOD 0.14.x] Macromanaged Turrets v1.1.0
I'm sorry for the tremendous delay. Version 1.1.0 is now available for download. For the time being, it's not on the mod portal, and I haven't yet updated the GitHub repo. You can find the download link in the attachments section of the first post. The changelog is too large to post here, so please ...
- Fri Jul 15, 2016 4:33 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
- Replies: 40
- Views: 24948
Re: [MOD 0.12.33+] Macromanaged Turrets v1.0.4
Yes, I have an update almost ready to publish. I'm sorry it's taking me so long; I haven't had a stable internet connection in weeks. I've spent the time completely overhauling the GUI to use the new selection tool item, and have started work on the circuit network aspect. Turns out it's not very st...
- Sun May 22, 2016 8:53 am
- Forum: Mods
- Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
- Replies: 40
- Views: 24948
Re: [MOD 0.12.33+] Macromanaged Turrets v1.0.4
Version 1.0.4 has been released:
Fixes:Features:
- Fixed multiplayer desync issue
- Added TimerInterval setting to the config file
- Sat May 14, 2016 5:01 am
- Forum: Mods
- Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
- Replies: 40
- Views: 24948
Re: [MOD 0.12.33+] Macromanaged Turrets v1.0.3
Version 1.0.3 has been released: Fixes: Fixed the turret GUI display for Factorio v0.12.33 GUIs now close when their turret is destroyed, mined, or marked for deconstruction GUIs no longer persist through a save and reload Fixed a method by which a turret could be set to request 0 items Cleaned up t...
- Mon May 09, 2016 2:40 am
- Forum: Mods
- Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
- Replies: 40
- Views: 24948
Re: [MOD 0.12.29+] Macromanaged Turrets v1.0.2
Version 1.0.2 has been released: Optimizations: Idle turrets are checked less often Smoothed the distribution of checks to prevent noticeable lag spikes Future plans: I plan on adding the ability to connect logistic turrets to circuit networks once Factorio v0.13 is released. Hopefully it will be fa...
- Sat Apr 30, 2016 6:07 am
- Forum: Mods
- Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
- Replies: 40
- Views: 24948
Re: [MOD 0.12.29+] Macromanaged Turrets v1.0.1
Version 1.0.1 has been released:
Bugfixes:
- Fixed bots sometimes delivering the wrong item after using the remote
- Fixed a crash when clicking Save