Search found 157 matches

by johanwanderer
Thu Nov 26, 2015 1:25 am
Forum: Mods
Topic: [MOD 0.12.x] Large, filterable chests
Replies: 32
Views: 44431

Re: [MOD 0.12.x] Large, filterable chests

I get this error when starting factorio with this mod 0.245 Loading mod core 0.0.0 (data.lua) 0.249 Loading mod base 0.12.16 (data.lua) 0.332 Loading mod LongLargeChests 0.12.7 (data.lua) 0.341 Error Util.cpp:49: __LongLargeChests__/data.lua:1: __LongLargeChests__/prototypes/entity/entities.lua:14:...
by johanwanderer
Sun Oct 25, 2015 3:44 am
Forum: Mods
Topic: [MOD 0.12.x] Large, filterable chests
Replies: 32
Views: 44431

Re: [MOD 0.12.x] Large, filterable chests

Simon04090 wrote:Any chance of this getting updated to 0.12.11?
I'll take a look to see what's changed between 0.12.1 and 0.12.11 tomorrow and see what I can do.
by johanwanderer
Wed Oct 14, 2015 6:20 am
Forum: Mods
Topic: [MOD 0.12.x] Electric boiler
Replies: 23
Views: 45155

Re: [MOD 0.12.x] Electric boiler

Idk why but your boilers seem to chaotically raise and lower temperature of water that's in them and that passed them (including the ones in pipes and generators) now in ideal conditions i can use a storage tank to balance it out to 95 degrees, but then my generators dont run on maxium when needed....
by johanwanderer
Thu Sep 03, 2015 9:41 pm
Forum: Modding help
Topic: Migrations question
Replies: 2
Views: 2280

Re: Migrations question

There are two kinds of migrations, JSON and LUA. The JSON migration allows you to change one type of entity to another. The LUA option gives you full scripting flexibility. I have only done a bit of migration, so I'm just guessing here, but you might be able to use the LUA migration to find all of t...
by johanwanderer
Thu Sep 03, 2015 9:31 pm
Forum: Gameplay Help
Topic: Train waiting area, why not use tracks with green lights
Replies: 5
Views: 15428

Re: Train waiting area, why not use tracks with green lights

It's important to note that I discovered that sometimes trains will insist on pathing through locked blocks. It's a matter of path length - if pathing around a locked block adds enough length after the choice, the train will ignore the free path. http://i.imgur.com/6vsjLYs.jpg In the above image, t...
by johanwanderer
Wed Aug 19, 2015 4:22 am
Forum: Show your Creations
Topic: My mixed-belt inserter factory
Replies: 5
Views: 11607

Re: My mixed-belt inserter factory

Here's what I use in one of my games. You can make it slimmer by eliminating the belts to the right. 20150819-01-inserters-method-1.png This is a more efficient layout due to stack-size bonuses, but it also makes use of my modded filterable chest. I use it to feed blue-science productions. 20150819-...
by johanwanderer
Wed Aug 12, 2015 2:55 am
Forum: Modding help
Topic: crafting catagory 0.12.3
Replies: 4
Views: 2077

Re: crafting catagory 0.12.3

What do you mean by grep -r category * at the start? so, is it possible to make my own catagory then?, if so, how? "grep" was just a command I used to find anything with the word category in it under the base data. It's pretty handy, and it's available for pretty much every platforms, inc...
by johanwanderer
Tue Aug 11, 2015 4:16 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: [0.12] micro machines
Replies: 6
Views: 15837

Re: [0.12] micro machines

The inserter putting concrete into a box does look like a corner worker waving a flag.
by johanwanderer
Tue Aug 11, 2015 4:04 pm
Forum: Modding help
Topic: crafting catagory 0.12.3
Replies: 4
Views: 2077

Re: crafting catagory 0.12.3

Look under data/base/prototypes/categories/recipe-categories.lua grep -r category * ... categories/recipe-category.lua: type = "recipe-category", categories/recipe-category.lua: type = "recipe-category", categories/recipe-category.lua: type = "recipe-category", categori...
by johanwanderer
Tue Aug 11, 2015 3:03 am
Forum: Gameplay Help
Topic: How to base defense?
Replies: 13
Views: 18937

Re: How to base defense?

Not sure about your exact scenario, but I generally have my entire track network covered by repair robots. Also, there seems to be a few choke points (like the lake to the southeast). Maybe stick a radar there (as bait) and set up lots of defenses (plus repairs?) I find the best strategy for me is t...
by johanwanderer
Sat Aug 08, 2015 7:02 pm
Forum: Won't implement
Topic: A way to connect transport lines across surfaces
Replies: 2
Views: 3560

Re: A way to connect transport lines across surfaces

ratchetfreak wrote:like have the partner of the underground belt be on another surface?

I'd also like to see that for trains. Train tunnels anyone?
Exactly, a new cross-surface connection point.
by johanwanderer
Sat Aug 08, 2015 4:50 pm
Forum: Won't implement
Topic: A way to connect transport lines across surfaces
Replies: 2
Views: 3560

A way to connect transport lines across surfaces

I would like to be able to connect two transport lines together so they become one. Scenario: There are two surfaces, "nauvis" and "surface A". On "nauvis", there are two transport belts, "belt 1" and "belt 2". On "surface A", there are two...
by johanwanderer
Sat Aug 08, 2015 4:37 pm
Forum: Modding help
Topic: Feedback appreciated about mod concept
Replies: 14
Views: 7861

Re: Feedback appreciated about mod concept

Just use an assembly machine instead, and every so often (use on_tick()) just add something to its output slot (if there is room). why on_tick? first, a recipe to make this item (like iron-ore) without ingredients, with category = "your_category", this category is to craft the recipe, now...
by johanwanderer
Sat Aug 08, 2015 4:21 pm
Forum: Mods
Topic: [MOD 0.12.x] Large, filterable chests
Replies: 32
Views: 44431

Re: [0.12.x] Large, filterable chests

Uploaded version 0.12.7: https://forums.factorio.com/forum/vie ... hp?t=13312

Changes:
- Version 0.12.7: Hide the non-item items.
by johanwanderer
Sat Aug 08, 2015 4:16 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.1] Crash on manual save
Replies: 1
Views: 917

[0.12.1] Crash on manual save

My mouse has been acting up (sending multiple clicks instead of just one) which is annoying, but it may also cause a game crash. I was unable to reproduce this, but when Factorio crashed, it was half-way through painting a custom GUI panel WHILE the main menu was opened. The only way that custom GUI...
by johanwanderer
Fri Aug 07, 2015 1:22 pm
Forum: Modding help
Topic: Feedback appreciated about mod concept
Replies: 14
Views: 7861

Re: Feedback appreciated about mod concept

Just use an assembly machine instead, and every so often (use on_tick()) just add something to its output slot (if there is room).
by johanwanderer
Tue Aug 04, 2015 4:24 pm
Forum: Ideas and Suggestions
Topic: Compound Combinators (complex logic in a single building)
Replies: 9
Views: 3013

Re: Compound Combinators (complex logic in a single building)

That is also an anti-pattern in programming: If you need comments, to explain your code (or in this case the circuit) it is too late. You made something wrong. Good code should always explain itself and only in some rare cases you need comments. I agree with everything else, but I just want to touc...
by johanwanderer
Mon Aug 03, 2015 7:55 pm
Forum: Implemented Suggestions
Topic: Cameras
Replies: 2
Views: 5573

Re: Cameras

Check out the remote control mod.
by johanwanderer
Mon Aug 03, 2015 7:50 pm
Forum: Modding help
Topic: MP efficient events.
Replies: 8
Views: 2664

Re: MP efficient events.

Correct we if I'm wrong but doesn't the game automatically send all player click events to all clients? I will have to play with it more, but each player can have different GUI states (one have X GUI opened, one have Y, etc.) so a "click" may not mean the same to all player. Again, I will...
by johanwanderer
Mon Aug 03, 2015 4:29 pm
Forum: Modding help
Topic: [Solved] Modifying Vanilla Recipes 0.12
Replies: 11
Views: 2966

Re: [Solved] Modifying Vanilla Recipes 0.12

ClayC wrote:is there anything else like this that reset like the technologies etc?
/c game.player.force.reset_technologies()

The wiki has information on all these methods.

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