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
Search found 41 matches
- Sat Nov 23, 2019 3:21 pm
- Forum: Mods
- Topic: [0.17] [WIP Mod for modders] Composite combinators
- Replies: 4
- Views: 1604
- Thu Nov 21, 2019 8:41 am
- Forum: Mods
- Topic: [0.17] [WIP Mod for modders] Composite combinators
- Replies: 4
- Views: 1604
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 l...
- Tue Nov 19, 2019 10:48 pm
- Forum: Mods
- Topic: [0.17] [WIP Mod] Extremely useful combinators
- Replies: 4
- Views: 2175
Re: [0.17] [WIP Mod] Extremely useful combinators
0.1.4 brings usability, stability and filter combinator - updated main post
- Tue Nov 19, 2019 10:44 pm
- Forum: Mods
- Topic: [0.17] [WIP Mod for modders] Composite combinators
- Replies: 4
- Views: 1604
[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 yo...
- Sun Nov 03, 2019 12:27 pm
- Forum: Mods
- Topic: [0.17] [WIP Mod] Extremely useful combinators
- Replies: 4
- Views: 2175
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...
- Sat Oct 26, 2019 4:46 pm
- Forum: Mods
- Topic: [0.17] [WIP Mod] Extremely useful combinators
- Replies: 4
- Views: 2175
- Sat Oct 26, 2019 4:46 pm
- Forum: Mods
- Topic: [0.17] [WIP Mod] Extremely useful combinators
- Replies: 4
- Views: 2175
[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 ...
- Tue Oct 22, 2019 7:08 pm
- Forum: Already exists
- Topic: Close current player.gui.center windows on escape.
- Replies: 2
- Views: 1657
Re: Close current player.gui.center windows on escape.
Thanks! I should have posted this in another section.
- Mon Oct 21, 2019 8:30 pm
- Forum: Already exists
- Topic: Close current player.gui.center windows on escape.
- Replies: 2
- Views: 1657
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'.
I wish it could be a thing for custom frames.
It can be property like 'close_on_menu_toggle' on LuaGuiElement for type = 'frame'.
- 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: 938
[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.
- Sun Oct 20, 2019 10:09 pm
- Forum: Ideas and Requests For Mods
- Topic: Tanker Truck
- Replies: 5
- Views: 2014
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.
- Sun Oct 20, 2019 9:53 pm
- Forum: Ideas and Requests For Mods
- Topic: SR-latch
- Replies: 17
- Views: 10736
Re: SR-latch
S-R latch would be very easy to add there, that what I meant.
- Sun Oct 20, 2019 9:45 pm
- Forum: Ideas and Requests For Mods
- Topic: SR-latch
- Replies: 17
- Views: 10736
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...
- Sun Apr 23, 2017 6:59 pm
- Forum: Combinator Creations
- Topic: WIP Automatic tiling with recursive blueprint
- Replies: 5
- Views: 2892
Re: WIP Automatic tiling with recursive blueprint
Can`t see shit sry
- Fri Jul 15, 2016 7:35 pm
- Forum: Not a bug
- Topic: [0.13.9] Stack filter inserter does not work
- Replies: 3
- Views: 2028
Re: [0.13.9] Stack filter inserter does not work
Ohh... thank you!
- Fri Jul 15, 2016 6:57 pm
- Forum: Not a bug
- Topic: [0.13.9] Stack filter inserter does not work
- Replies: 3
- Views: 2028
[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
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
- Sun Jul 03, 2016 6:29 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Laser turrets without spending drain energy
- Replies: 31
- Views: 34826
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...
- Fri Jul 01, 2016 6:30 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Laser turrets without spending drain energy
- Replies: 31
- Views: 34826
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 ...
- Fri Jun 10, 2016 1:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.33] Crash
- Replies: 2
- Views: 1661
Re: [0.12.33] [Pending] Crash
I had no crashes during 13 hours of playing 0.12.35 version.
- Fri Jun 03, 2016 2:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.33] Crash
- Replies: 2
- Views: 1661
[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...