Search found 249 matches

by Anson
Sat Jan 07, 2017 10:40 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 289830

Re: [Mod 0.14] Logistic Train Network 0.5.5

1) you just built those requesters and this is the initial filling: No need to do anything. Once they reach your desired level check for 2). 2) your providers are restocked slower than requesters drained increase production capacity in my test setup, i found a similar problem : - 20 trains availabl...
by Anson
Sat Jan 07, 2017 8:33 pm
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 95
Views: 44293

Re: [MOD 0.14] Text Plates

When a robot or player places an entity an event is fired which allows a script to react to the placement. In this case the reaction is to replace a placeholder plate with a real plate. If a different script places an entity then no event is fired. Either bluebuild would specifically need to suppor...
by Anson
Wed Jan 04, 2017 6:22 pm
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 95
Views: 44293

Re: [MOD 0.14] Text Plates

the crashing problem with bluebuild seems to be solved now, but there is one more problem when using both mods : when textplates are placed as ghosts (either as blueprints or by shift-clicking), they appear on the ground with a nice little icon that indicates what the ghost really should be. and whe...
by Anson
Wed Jan 04, 2017 10:48 am
Forum: Mods
Topic: Cpeophoros's Mods
Replies: 21
Views: 16654

Re: Ceophoros's Mods

Sorry for the delayed answer, was in new year's holidays. welcome back and a happy (and healthful and peaceful) new year! I'm working hard on the lag issue. when people have the time to pave large bases, they also should have a little time to wait until the work is done. thus *I* would gladly accep...
by Anson
Tue Jan 03, 2017 10:41 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 289830

Re: [Mod 0.14] Logistic Train Network 0.5.4

When using engines and checking for >-1 it will trigger all unloading inserters ... true, that might be a problem (train in manual mode -> encoded engines = 0 -> looks like there are wagons everywhere to unload). and since checking for wagons would be similar (train in manual mode -> encoded wagons...
by Anson
Mon Jan 02, 2017 7:45 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 289830

Re: [Mod 0.14] Logistic Train Network 0.5.4

just add the unloader for the first position and you can almost keep the original description "A depot able to service any vanilla train composition of length 4 or lower" updated the bp string in OP i just tried having a look at the new blueprint, but after importing the blueprint string ...
by Anson
Sun Jan 01, 2017 6:02 pm
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 466
Views: 212472

Re: ModMyFactory - mod manager and more

i just wanted to copy old save files to the new ModMyFactory directory structure. maybe because i didn't care, or was too lazy to look up where the "original new saves" are, or to test what happens :-) i tried copying the old save files to the hardlink of the factorio install that i now us...
by Anson
Sat Dec 31, 2016 4:21 am
Forum: Mods
Topic: [MOD] LogisticsUtility
Replies: 33
Views: 26889

Re: [MOD] LogisticsUtility

One solution would be to add tabs or scrolling like you suggested. We have to look into what is the best solution how you would categorize tabs etc... Also one question is do we want to show all icons or should it be restricted to default icons? difficult question ... as an example, i use the mod &...
by Anson
Fri Dec 30, 2016 9:36 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 289830

Re: [Mod 0.14] Logistic Train Network 0.5.4

Sadly I can't take credit for coming up with that single combinator decoder. It's a XKnight design I struggled to understand for an hour myself, which is why I added the BP String, so those who don't know about binary representation can start using it. even though you might not have invented that d...
by Anson
Thu Dec 29, 2016 1:14 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 289830

Re: [Mod 0.14] Logistic Train Network 0.5.4

Please be more precise what instructions in the OP are unclear. As the one developing the whole thing it's hard to see where others might struggle to follow. I like taking things to the extreme, and i also like unusual setups. thus a lot of what i do and write here are only my own observations and ...
by Anson
Wed Dec 28, 2016 5:14 pm
Forum: Mods
Topic: [MOD] LogisticsUtility
Replies: 33
Views: 26889

Re: [MOD] LogisticsUtility

really nice to have this mod now for 0.14 there are only one smaller suggestion and one bigger problem: 1. when i enter text for the larger signs, i have to click the OK button. it would be nice if i could just push the enter key. 2. most of all, i would like to use the small signs with icons. but w...
by Anson
Wed Dec 28, 2016 4:32 pm
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 95
Views: 44293

Re: [MOD 0.14] Text Plates

It looks like bluebuild keeps a reference to the entity but the reference becomes invalid. It should just be a case of adding a entity.valid check before the line that's causing the crash. that probably hit the bug on its head :-) for another bug report on bluebuild (on the mod portal), its author ...
by Anson
Wed Dec 28, 2016 2:01 pm
Forum: Mods
Topic: Cpeophoros's Mods
Replies: 21
Views: 16654

Re: Ceophoros's Mods

Busy bots 14.2 - spam continues. Solved. Please upgrade Busy Bots to 0.14.3 and any worker module to 0.14.2. running Busy bots 14.3 and worker modules 14.2 - spam continues. and without Concreteer it even crashed when i installed your three mods for the first time yesterday, i used the most current...
by Anson
Tue Dec 27, 2016 6:06 pm
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 95
Views: 44293

Re: [MOD 0.14] Text Plates

a really nice mod, and nice graphics, and i also like your other mods eg the biomes or the new programmable vehicles (not yet tested myself, but it looks great) ... BUT: i got a crash when placing "text plates" with a blueprint while i had the "bluebuild" mod installed. i don't k...
by Anson
Tue Dec 27, 2016 4:16 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 396556

Re: [MOD 0.14.13+] Creative Mode 0.2.5 - Cheats++, Clicks--

Although CM is specialized for testing purpose but not normal gameplay, I still hope that it can bring no impact to the game if the mode is disabled. This will be the focus for the next update. So please feel free to share anything you think I can help on cooperating with other mods. this mod is on...
by Anson
Tue Dec 27, 2016 7:59 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 396556

Re: [MOD 0.14.13+] Creative Mode 0.2.5 - Cheats++, Clicks--

LOL ... the following is a lesson to myself on what to assume and how to guess wildly where lag is produced. it happened when using the creative passive provider chests ... if you want to guess with me, read the first spoiler. if you only want to see the solution, read the second spoiler. i just go...
by Anson
Fri Dec 23, 2016 5:58 pm
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 466
Views: 212472

Re: ModMyFactory - mod manager and more

you probably already wrote your answer when i edited my post to add a bug report at the end ... >> currently, there can be two subdirectories: > But they are not part of the ZIP archive and have therefore nothing to do with updating the app. unless i delete the old version first and then unzip the ...
by Anson
Fri Dec 23, 2016 3:39 pm
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 466
Views: 212472

Re: ModMyFactory - mod manager and more

instead of having to check which files and subdirectories to delete or NOT to delete Well, there are no subdirectories and there probably never will be currently, there can be two subdirectories: the directories for factorio and for mods, when you set the option to "application directory"...
by Anson
Fri Dec 23, 2016 6:28 am
Forum: Mods
Topic: [mod 0.12.20] Transformer
Replies: 11
Views: 12574

Re: [mod 0.12.20] Transformer

quite a while ago in 0.12 or 0.13, i used the transformator mod (which has the same graphics as this mod), and thus was glad to find a 0.14 version now for my next map. BUT: i also am using Foreman (the utility as well as the mod; but this post concerns the utility only). when i start Foreman and it...
by Anson
Thu Dec 22, 2016 11:53 am
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 466
Views: 212472

Re: ModMyFactory - mod manager and more

..... Will fix this for the next release. ... I guess it should. ... Sounds like a somewhat useful feature and shouldn't be too hard. ... Should be really quick to implement. ... will see how ... Sounds reasonable, this is best implemented. Thanks ... Thanks ... Thanks ... Thanks ... Thanks ... Tha...

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