Search found 177 matches

by GopherAtl
Wed Jun 01, 2016 12:30 am
Forum: Mods
Topic: [MOD 0.12.x] Autowire - configurable automated pole wiring
Replies: 28
Views: 33477

Re: [MOD 0.12.x] Autowire - configurable automated pole wiring

Not sure if you've fixed the last minor issue or not, but save corruption being a much bigger problem, I've merged and updated based on your PR now. Much appreciated, editing the updated download 0.1.15 version into the OP now.
by GopherAtl
Mon Apr 04, 2016 4:54 pm
Forum: Mods
Topic: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
Replies: 25
Views: 32108

Re: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!

good deal. I will add an announcement at the top of the OP here referring people to your new thread; this one can be shelved whenever a mod gets around to it.
by GopherAtl
Mon Apr 04, 2016 3:01 pm
Forum: Mods
Topic: [MOD 0.12.x] Logistic Combinators
Replies: 49
Views: 45463

Re: [MOD 0.12.x] Logistic Combinators

there's an official 0.1.2 version (didn't notice the unofficial 0.1.2 until I'd already set this one up, or I would've made it 0.1.3 to avoid confusion, sorry) includes a couple of pull requests, including one from matepeter90 that fixes the issue in the latest versions where it does not update prop...
by GopherAtl
Mon Apr 04, 2016 2:42 pm
Forum: Mods
Topic: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!
Replies: 25
Views: 32108

Re: [MOD 0.12.x] Blueprint Flipper - mirror your blueprints!

Thanks @Roktaal for updating, merged the pull request. re: official updates, I've not been actively playing factorio for, well, quite a while now, and while I'm sure I'll return to it at some point, I have no idea when that'll be. In the mean time, I will likely continue to not properly maintain thi...
by GopherAtl
Mon Mar 28, 2016 1:28 pm
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 112347

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

I prefer them as nixie tubes rather than 7-segs personally, and I really can't imagine why you would want leading 0s, but :shrug: Since I've largely abandoned maintaining this mod, you're welcome to release your own version. Might want to check with GotLag for permission to modify his sprites, I dou...
by GopherAtl
Sat Feb 06, 2016 8:17 pm
Forum: Mods
Topic: [MOD 0.12.x] Autowire - configurable automated pole wiring
Replies: 28
Views: 33477

Re: [MOD 0.12.x] Autowire - configurable automated pole wiring

Thanks @Narc for updating this in my absence; should it become obsolete again, you, or anyone, is welcome and encouraged to steal and re-post a fixed version of the mod; that's the whole reason I share the source on github. This mod, in particular, is, at least for me, such a valuable Quality of Lif...
by GopherAtl
Sat Feb 06, 2016 8:12 pm
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 112347

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Thanks again to @narc for the fix, my addiction focus has kept shifting around from game to game lately, and until/unless it swings back to Factorio, dunno when an "official" update will happen, but I give my official seal of approval to his updated version.
by GopherAtl
Sat Feb 06, 2016 7:54 pm
Forum: Show your Creations
Topic: Biggest Lane Rebalancer!
Replies: 17
Views: 39276

Re: Biggest Lane Rebalancer!

Yep, thats a big belt balancer @GopherAtl . I dont really know if i would call it a balancer though, its just shuffling up the entities, and then using the 16 lane balancers at the end, balances it properly. So i decided i would leave it up to you guys. Should we count this as a balancer in this co...
by GopherAtl
Sat Feb 06, 2016 3:43 pm
Forum: Show your Creations
Topic: Biggest Lane Rebalancer!
Replies: 17
Views: 39276

Re: Biggest Lane Rebalancer!

Virenz apparently remembered this reddit post , dug it up and PM'd me there to come submit it here... I won't embed the 18-meg screenshot, for the sake of those who don't want to download that over and over again, but you can see it here . Just to give an idea of what we're dealing with, I'll link t...
by GopherAtl
Sat Sep 05, 2015 10:17 pm
Forum: Mods
Topic: [MOD 0.12.x] Logistic Combinators
Replies: 49
Views: 45463

Re: [MOD 0.12.x] Logistic Combinators

@Alexs: thanks for reporting; I will look into it, not had this error happen to me but from a glance at the reported line number, I think I should be able to prevent it from coming up anyway. Should have a new version out sometime in the next 24h, while I'm working on it I'll take a look at beefing ...
by GopherAtl
Thu Sep 03, 2015 6:43 pm
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 112347

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

@DaCyclops ah, ok, that is good to know; I may revert one of the changes I made in 0.1.7 in the next release if this turns out to be the case. @DukeAI, are you still using 0.12.5? If so, you should update to 0.12.6; if not, let me know and I will investigate further. If I understand correctly the 0....
by GopherAtl
Thu Sep 03, 2015 1:41 am
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 112347

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

ok, update almost ready I think, not certain if this change will actually fix the desync issues but hoping it will? I'm still a bit fuzzy on the underlying mechanics of what mods actually do that causes desyncs in the first place... I understand the theory, but in practice, the precise circumstances...
by GopherAtl
Wed Sep 02, 2015 3:58 pm
Forum: Mods
Topic: [MOD 0.12.x] Logistic Combinators
Replies: 49
Views: 45463

Re: [MOD 0.12.x] Logistic Combinators

thanks, Choumiko; I've been distracted by a combination of RL and other games, but I'll get started on an update hopefully a little later today, including your PR. a separate onPlace doesn't seem like a big deal, so when make a version that removes the inserter and handles migration, I'll probably g...
by GopherAtl
Wed Sep 02, 2015 3:54 pm
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 112347

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Hmm. I've used them in mp myself without problems, but not since v0.12.4, will have to see if I can reproduce this issue. The update speed is configurable; if the updates are related, at best, I would think this would reduce the likelihood of it causing a desync, not actually eliminate it? After thi...
by GopherAtl
Tue Sep 01, 2015 8:38 pm
Forum: Mods
Topic: [MOD 0.12.X 0.13.X][1.0.0] Rail logic system
Replies: 61
Views: 57939

Re: [MOD 0.12.X][0.0.8] Rail logic system

Disregard. I am herp, king of the derps.
by GopherAtl
Sun Aug 30, 2015 7:35 pm
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 42973

Re: [MOD 0.12.5+] Robotic Combinators

man, I go out of town for 2 days and so many things. XD Nice work!

As many times as people asked me for this, I was planning to whip something out as soon as the api supported doing it sanely, but again someone has beaten me to it, leaving me free to work further down my list of mod ideas :D
by GopherAtl
Sun Aug 30, 2015 7:30 pm
Forum: Mods
Topic: [MOD 0.12.x] Lua Combinator 0.0.1
Replies: 27
Views: 33455

Re: [MOD 0.12.x] Lua Combinator 0.0.1

nice, this was pretty high on my to-do list, but I'm glad to have someone beat me to it. Too many mods, not enough time, after all :D
by GopherAtl
Thu Aug 27, 2015 11:57 pm
Forum: Mods
Topic: [MOD 0.12.x] Deathcycles - Drive Fast, Die Often
Replies: 8
Views: 14045

Re: [MOD 0.12.x] Deathcycles - Drive Fast, Die Often

Plans Find some talented person to make a proper motorcycle model. i would suggest PMing YuokiTani, he has AWESOME models for his mod and he offers himself to make models for other mods as well, i bet he would be happy to help u with it You are no less than the 5th person to volunteer YuokiTani's n...
by GopherAtl
Thu Aug 27, 2015 2:13 pm
Forum: Won't implement
Topic: Make the API less rigid.
Replies: 27
Views: 23705

Re: Make the API less rigid.

With Pimpl (Pointer to IMPLementation) it's less of a hassle (and customizable at runtime) though at the cost of a layer of indirection. So each component has a implementation of the generic base it uses. A electric power module would connect to the nearby networks to fill its internal buffer and a...
by GopherAtl
Thu Aug 27, 2015 7:59 am
Forum: Mods
Topic: [MOD 0.12.x] Deathcycles - Drive Fast, Die Often
Replies: 8
Views: 14045

Re: [MOD 0.12.x] Deathcycles - Drive Fast, Die Often

whoops. Just realized the .zip was referencing an icon from my experimental mod's graphics dir. fixed the file in-place, apologies to those who tried it and got the borked version that wouldn't load. :update: been testing in MP with Narc, they work nicely, other than the steering-assist being twitch...

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