Search found 259 matches

by theRustyKnife
Fri Jan 19, 2024 6:29 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 133
Views: 20557

Re: Friday Facts #394 - Assembler flipping and circuit control

I'm really curious how the circuit control for assemblers is gonna work. I know from experience with the crafting combinator mod that there are tons of annoying edge cases that seem difficult to account for in a nice way even if you're not limited by the mod api... It's one of the reasons I kind of ...
by theRustyKnife
Sat Dec 11, 2021 12:26 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 72127

Re: [MOD 0.17] Crafting Combinator

sticklord wrote:
Sun Oct 31, 2021 9:35 am
...
Damn, wish I'd thought of checking the forum a couple minutes earlier, now I'll have to make another release lol. Either way, thanks for this, it was sorely needed for ages now.
by theRustyKnife
Tue Nov 24, 2020 8:29 am
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1.0] AltGr is treated like left Alt so some characters can not be created
Replies: 6
Views: 3430

Re: [1.1.0] Can't type some characters in the console because alt gr is treated like left alt

AmericanPatriot wrote:
Mon Nov 23, 2020 11:17 pm
you can rebind all controls in the controls menu under settings.
Yes, but I shouldn't have to do that just to be able to type a certain character ;)
by theRustyKnife
Mon Nov 23, 2020 10:57 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1.0] AltGr is treated like left Alt so some characters can not be created
Replies: 6
Views: 3430

[posila] [1.1.0] AltGr is treated like left Alt so some characters can not be created

I use a czech keyboard layout, so I use alt gr + b to type {. This used to work fine in the in-game console, but now it brings up the blueprint. Combinations that aren't bound to any shortcut in the game work fine. This is admittedly quite a minor issue, though a very annoying one when debugging mod...
by theRustyKnife
Mon Nov 23, 2020 10:17 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.0] Main menu background simulation doesn't run mods' control.lua but runs lua migrations
Replies: 7
Views: 2950

[1.1.0] Main menu background simulation doesn't run mods' control.lua but runs lua migrations

I'd say the simulation should either run control.lua and then lua migrations the same way the game does normally, or just don't run anything at all. Not sure which is the correct approach but I'd be fine with either - as long as it doesn't require having two separate branches of logic for main menu ...
by theRustyKnife
Sat Aug 15, 2020 12:16 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 72127

Re: [MOD 0.17] Crafting Combinator

... Alright, I'll see what I can do about it. It would be quite helpful if I could have the save tho, since I don't really have one of my own that would be good for testing this kind of thing and replicating all the possible scenarios by hand would take forever... Also, I can't really promise anyth...
by theRustyKnife
Sun Jun 07, 2020 7:52 am
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 72127

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: 179
Views: 72127

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: 179
Views: 72127

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: 179
Views: 72127

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: 2012

[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: 179
Views: 72127

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 bluepri...
by theRustyKnife
Fri Aug 23, 2019 9:23 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 72127

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: 179
Views: 72127

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: 179
Views: 72127

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: 179
Views: 72127

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: 1776

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: 1776

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: 179
Views: 72127

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: 179
Views: 72127

New Version Released

Version 0.10.11 released.
Changes:
- Change names as required by Factorio 0.17.35

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