Search found 41 matches

by DRE
Sat Nov 23, 2019 3:21 pm
Forum: Mods
Topic: [0.17] [WIP Mod for modders] Composite combinators
Replies: 4
Views: 200

Re: [0.17] [WIP Mod for modders] Composite combinators

Hi PyroFire,

Version 0.0.4 was buggy, it is good now.

Your blueprinting is actually better, I did not know about the existence of of set_blueprint_entity_tag.
So I have done a whole layer of extra work messing with storing data in invisible constant combinators if there are no downsides :x
by DRE
Thu Nov 21, 2019 8:41 am
Forum: Mods
Topic: [0.17] [WIP Mod for modders] Composite combinators
Replies: 4
Views: 200

Re: [0.17] [WIP Mod for modders] Composite combinators

Hi PyroFire, It is nice to have something similar but different in mods list. Do you look to see your creation used in "Combinator Creations" forum section one day? I could not load your mod to check it out, there is an error. Your points are not quite valid: - I do not use UPS-intensive lua combina...
by DRE
Tue Nov 19, 2019 10:48 pm
Forum: Mods
Topic: [0.17] [WIP Mod] Extremely useful combinators
Replies: 4
Views: 407

Re: [0.17] [WIP Mod] Extremely useful combinators

0.1.4 brings usability, stability and filter combinator - updated main post
by DRE
Tue Nov 19, 2019 10:44 pm
Forum: Mods
Topic: [0.17] [WIP Mod for modders] Composite combinators
Replies: 4
Views: 200

[0.17] [WIP Mod for modders] Composite combinators

This mod for mod creation is a framework for combinators that contain micro combinators inside - simplify advanced logic with more functional combinators. https://forums.factorio.com/viewtopic.php?f=190&t=77246 is WIP mod that is based on this one. Have you ever been bothered by the fact that you ca...
by DRE
Sun Nov 03, 2019 12:27 pm
Forum: Mods
Topic: [0.17] [WIP Mod] Extremely useful combinators
Replies: 4
Views: 407

Re: [Proof of Concept / Very very early version] Composite combinators / Extremely useful combinators

A bit of demonstration of the work in progress. https://imgur.com/a/J6qXPcr These are distinct wire constant combinator and simple delay combinators. I slow down the time to see that delay works. Blueprinting is ok except that we need to carry additional 'data' entity together with combinator. Compo...
by DRE
Sat Oct 26, 2019 4:46 pm
Forum: Mods
Topic: [0.17] [WIP Mod] Extremely useful combinators
Replies: 4
Views: 407

[0.17] [WIP Mod] Extremely useful combinators

WIP: Extremely useful composite combinators This is Early Work in Progress mod. If you try this out now - future versions of the mod will 100% break your setups created today. Have you ever been bothered by how complex combinator setups appear to be while it looks like it should look simpler? This ...
by DRE
Tue Oct 22, 2019 7:08 pm
Forum: Already exists
Topic: Close current player.gui.center windows on escape.
Replies: 2
Views: 183

Re: Close current player.gui.center windows on escape.

Thanks! :D I should have posted this in another section.
by DRE
Mon Oct 21, 2019 8:30 pm
Forum: Already exists
Topic: Close current player.gui.center windows on escape.
Replies: 2
Views: 183

Close current player.gui.center windows on escape.

When player presses escape - current central window is automatically closed, next escape press - pause menu.
I wish it could be a thing for custom frames.

It can be property like 'close_on_menu_toggle' on LuaGuiElement for type = 'frame'. :roll:
by DRE
Mon Oct 21, 2019 8:24 pm
Forum: Not a bug
Topic: [0.17.72] Frames created by mod should be draggable
Replies: 1
Views: 174

[0.17.72] Frames created by mod should be draggable

You can drag native windows, but can't mod created (player.gui.center). It is a bit annoying.
by DRE
Sun Oct 20, 2019 10:09 pm
Forum: Ideas and Requests For Mods
Topic: Tanker Truck
Replies: 5
Views: 276

Re: Tanker Truck

Totally possible with AAI in current state if you make barrels. But I couldn't make it running properly as it requires heavy circuitry with combinators to overcome very derpy AI of trucks.
by DRE
Sun Oct 20, 2019 9:53 pm
Forum: Ideas and Requests For Mods
Topic: SR-latch
Replies: 16
Views: 749

Re: SR-latch

S-R latch would be very easy to add there, that what I meant. :D
by DRE
Sun Oct 20, 2019 9:45 pm
Forum: Ideas and Requests For Mods
Topic: SR-latch
Replies: 16
Views: 749

Re: SR-latch

Hi guys. I am currently working on such mod. It is in a very rare state yet, I only wrote basic APIs and a little very crude proof of concept. It should be very UPS friendly, just like vanilla combinators _except_ maybe during building as it involves some relatively heavy computations. There will be...
by DRE
Sun Apr 23, 2017 6:59 pm
Forum: Combinator Creations
Topic: WIP Automatic tiling with recursive blueprint
Replies: 5
Views: 1398

Re: WIP Automatic tiling with recursive blueprint

Can`t see shit sry
by DRE
Fri Jul 15, 2016 7:35 pm
Forum: Not a bug
Topic: [0.13.9] Stack filter inserter does not work
Replies: 3
Views: 643

Re: [0.13.9] Stack filter inserter does not work

Ohh... thank you!
by DRE
Fri Jul 15, 2016 6:57 pm
Forum: Not a bug
Topic: [0.13.9] Stack filter inserter does not work
Replies: 3
Views: 643

[0.13.9] Stack filter inserter does not work

All inserters are connected the same way, but only one is working.

Save: https://mega.nz/#!kEY11YgT!FnNdD-Gct_SM ... NVgyV3jg6I
Mod, that is required: https://mega.nz/#!kApGECAB!TrVlNReHhXEJ ... qX0Q0tTAZ4

It was also an issue in 0.13.8
by DRE
Sun Jul 03, 2016 6:29 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Laser turrets without spending drain energy
Replies: 30
Views: 20554

Re: Laser turrets without spending drain energy

Why not just use a single regular turret. Feed it ammo from a chest and wire that chest up to the power switch. I suppose that would require feeding the chest occasionally but it would take a long time to empty a chest of clips when the laser turrets doing most of the damage. Sometimes at some poin...
by DRE
Fri Jul 01, 2016 6:30 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Laser turrets without spending drain energy
Replies: 30
Views: 20554

Laser turrets without spending drain energy

I found a way to turn on laser turrets only during fight, using combinators and roboport circuit network output. In version 0.13 there is an ability to connect roboport to the circuit newrok, and transmit count of free and total robots of each kind (4 outputs). The basic idea is simple: if there is ...
by DRE
Fri Jun 10, 2016 1:37 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.33] Crash
Replies: 2
Views: 605

Re: [0.12.33] [Pending] Crash

I had no crashes during 13 hours of playing 0.12.35 version.
by DRE
Fri Jun 03, 2016 2:45 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.33] Crash
Replies: 2
Views: 605

[0.12.33] Crash

Crashes randomly, 1 - 10 minutes after loading a save, or never. Mods list: Mods directory, save file, log: https://mega.nz/#!sAATkSpb!P3UlzO9J_eC5V3e0jwRRQpQqxtL1NMwJwQpI5MdajMU https://mega.nz/#!JNBEUZjY!r7HFdra7tNjT6n2iyvU7nDvG5l8vxNSGxenscIiTkyY https://mega.nz/#!VFADiKBb!pvYcebJHE_Nihjmrvofn8nK...

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