Search found 253 matches

by theRustyKnife
Sun Jun 07, 2020 7:52 am
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 168
Views: 25655

Re: [MOD 0.17] Crafting Combinator

... I feel like broken migrations are going to become my legacy at this point... I'll have a look at it when I get to working on the mod again, but for now it's a low priority thing since, as you said, it's not a big issue. There were also some semi-breaking changes in 0.15.0, so there's a good cha...
by theRustyKnife
Wed Jun 03, 2020 1:16 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 168
Views: 25655

Re: [MOD 0.17] Crafting Combinator

... Do I understand correctly that you'd want the combinator to wait for the current craft to finish before switching the recipe? If that's the case then I'm afraid it's not happening. There are a few reasons, but the main issue is that there is no event for when machines finish crafting. To be cle...
by theRustyKnife
Sat Jan 25, 2020 5:18 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 168
Views: 25655

Re: [MOD 0.17] Crafting Combinator

arbarbonif wrote:
Fri Jan 24, 2020 11:08 pm
...
I fixed an issue that could cause this in rusty-locale 1.0.1 - let me know if it's still broken after updating.
by theRustyKnife
Sat Jan 25, 2020 7:44 am
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 168
Views: 25655

Re: [MOD 0.17] Crafting Combinator

arbarbonif wrote:
Fri Jan 24, 2020 11:08 pm
...
Seems like I missed something in the main product logic... Could I have your modlist, so I can find the offending recipe?
by theRustyKnife
Tue Dec 03, 2019 8:05 pm
Forum: Already exists
Topic: [0.17.79] Recipe prototype icon and locale inheritance behaves differently
Replies: 3
Views: 377

[0.17.79] Recipe prototype icon and locale inheritance behaves differently

When a recipe doesn't have icons or locale specified, but has a main product, it uses it's icons/locale. However, when a recipe is defined such that the main product is different for normal and expensive versions, the main product for the recipe overall is ambiguous. Locale just falls back (correctl...
by theRustyKnife
Fri Sep 06, 2019 6:30 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 168
Views: 25655

Re: [MOD 0.17] Crafting Combinator

... There are quite a few hacks involved in how the mod handles blueprints, so it's quite possible that something went wrong. If you manage to replicate it, let me know and I'll have a look ;) FYI: The "blank blueprint" is the hidden entity that stores the combinators' settings in blueprints. It sh...
by theRustyKnife
Fri Aug 23, 2019 9:23 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 168
Views: 25655

Re: [MOD 0.17] Crafting Combinator

On an unrelated note, I was thinking about adding a sort of slave mode to the combinators, where they would do the exact same thing at the exact same time as their master combinator. This would be nice for controlling arrays of assemblers, plus it would be a lot more performance friendly. I think th...
by theRustyKnife
Fri Aug 23, 2019 8:03 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 168
Views: 25655

Re: [MOD 0.17] Crafting Combinator

... Well, I didn't mean to say there aren't uses in vanilla, but it's generally not really worth the hassle and efficiency penalty, whereas my angel's example doesn't really have either of these problems (from my experience, anyway). Tho now that I'm thinking about it, something like a single-assem...
by theRustyKnife
Fri Aug 23, 2019 7:05 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 168
Views: 25655

Re: [MOD 0.17] Crafting Combinator

... You're welcome. I just wanted to point out that there are some practical uses of the mod, just not really in vanilla. Angel's ingot smelting is a good example: you can use the more efficient recipe when you have the ingredients for it, but switch to the less efficient version if you don't, so y...
by theRustyKnife
Fri Aug 02, 2019 1:14 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 168
Views: 25655

Re: [MOD 0.17] Crafting Combinator

Hello, a simple question - how many ticks is the delay of Recipe combinator please? I am trying to build a contraption that would fill a requster chest with components to build item signalled by Constant combinator and I noticed it takes few seconds between setting of the CC and change in Recipe co...
by theRustyKnife
Thu Aug 01, 2019 8:48 pm
Forum: Mod portal Discussion
Topic: Summary field can get way too long
Replies: 4
Views: 321

Re: Summary field can get way too long

Or they could write a succinct summary and not a novel to explain their mod like any civilized person. It certainly hasn't been an issue before and likely won't be. Well, there's a more realistic example that's kind of right on the border: https://mods.factorio.com/mod/PatchFR . That one takes up a...
by theRustyKnife
Thu Aug 01, 2019 8:41 pm
Forum: Mod portal Discussion
Topic: Summary field can get way too long
Replies: 4
Views: 321

Summary field can get way too long

See my experiment . With lots of newlines and (practicaly) unlimited length, the summary can get stupidly tall. This wouldn't really be an issue, but the summary will get displayed in full on the mod listing pages (see my profile ), which is just wrong. At the very least, the summary should be clamp...
by theRustyKnife
Sat May 18, 2019 10:02 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 168
Views: 25655

New Version Released

Version 0.10.13 released.
Bugfixes:
- Fixed a crash when the overflow chest became invalid without an event (https://mods.factorio.com/mod/crafting_ ... 000b5c6a82)
by theRustyKnife
Thu May 02, 2019 3:16 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 168
Views: 25655

New Version Released

Version 0.10.11 released.
Changes:
- Change names as required by Factorio 0.17.35
by theRustyKnife
Thu May 02, 2019 8:17 am
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 168
Views: 25655

New Version Released

Version 0.10.10 released.
Bugfixes:
- Fixed that some recipes wouldn't get a signal, even if they needed it
- Added compatibility for Omnipermute (https://mods.factorio.com/mod/omnimatter_permutation)
by theRustyKnife
Sun Apr 28, 2019 7:06 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 168
Views: 25655

New Version Released

Version 0.10.9 released.
Bugfixes:
- Fixed that undoing contruction of crafting combinator wouldn't deconstruct the combinator properly (https://mods.factorio.com/mod/crafting_ ... 000d919fba)
by theRustyKnife
Sun Apr 28, 2019 2:48 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 168
Views: 25655

New Version Released

Version 0.10.8 released. Bugfixes: - Fixed crash when insta-deconstructing combinators with Creative Mod (https://mods.factorio.com/mod/creative-mod) (https://mods.factorio.com/mod/crafting_combinator/discussion/5cbd74eb2b2f55000be9856a) - Fixed that crafting combinators wouldn't use each other's m...
by theRustyKnife
Sat Apr 20, 2019 4:15 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 168
Views: 25655

New Version Released

Version 0.10.7 released. Bugfixes: - Fixed compatibility with Creative Mod (https://mods.factorio.com/mod/creative-mod) (https://forums.factorio.com/viewtopic.php?f=190&t=34405&start=120#p424003) Features: - Add option to clear fluidboxes on recipe change (https://forums.factorio.com/viewtopic.php?...
by theRustyKnife
Sat Apr 20, 2019 8:56 am
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 168
Views: 25655

Re: [MOD 0.17] Crafting Combinator

But when set to nothing the fluids aren't destroyed by the game, they are pushed back out to the input pipe/tank and then propagate backwards (if possible).This could actually cause weird mixing with CC in 0.16 because when changing a chem plant from a recipe with two water inputs to one with water...
by theRustyKnife
Fri Apr 19, 2019 6:06 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 168
Views: 25655

Re: [MOD 0.17] Crafting Combinator

I did some experimenting with the fluid discard and added a GUI checkbox for 'discard fluids' and then in cc.lua move_items() right at the top before the check for discard items I just did: if self.settings.discard_fluids then local count = #self.assembler.fluidbox for i=1, count do self.assembler....

Go to advanced search