Search found 66 matches

by lyravega
Mon Jul 18, 2016 1:30 am
Forum: Mods
Topic: [MOD 0.12.x, 0.13.x] Side Inserters
Replies: 130
Views: 105332

Re: [MOD 0.12.x, 0.13.x] Side Inserters

Items currently held by side inserters will be lost - inserter hand contents are read-only
Did they change anything about this? Because in 0.12.x it wasn't the case, you can put items in inserter hands.
by lyravega
Sun Jul 17, 2016 11:26 pm
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 60916

Re: [MOD 0.12.x] K&L Inserters

I've put out a new version (2nd post) but I haven't written a migration script, or tested it properly (especially in multiplayer). Till I do these, I won't be updating the main post.
by lyravega
Thu Jul 07, 2016 9:21 pm
Forum: Modding help
Topic: [0.13.6] "drop_position" for Inserter ghosts?
Replies: 0
Views: 686

[0.13.6] "drop_position" for Inserter ghosts?

"drop_position" for Inserter ghosts is nil. The doc states this: "Meaningful only for entities that put stuff somewhere, such as mining drills or inserters.". However, since we can see the drop positions of ghosts, it must be stored somewhere, no? Edit: The question is, how to ac...
by lyravega
Wed Jul 06, 2016 11:38 pm
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 60916

Re: [MOD 0.12.x] K&L Inserters

Yep, that's the idea. So far this is what I've done: -Cut down the total entity number that the mod adds down to 6 (stack inserters aren't in yet, so total should be 8-9 I think) -Got the interface working again, you can configure the candle inserters, and reconfigure them -Use global table which sh...
by lyravega
Wed Jul 06, 2016 4:25 pm
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 60916

Re: [MOD 0.12.x] K&L Inserters

What feature you have been waiting for? Also you can take a look at Side Inserters mod for sneak peek at what nice things are added for inserters in 0.13. New dynamic pickup/drop location would be perfect for you - no need for many new entities for inserters. Huh, I was looking for that exact thing...
by lyravega
Fri Jul 01, 2016 4:42 pm
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 60916

Re: [MOD 0.12.x] K&L Inserters

I have been waiting for the 0.13, delayed all the bugfixes and stuff and was looking for a feature in 0.13 but it didn't arrive. Nevertheless, now that I don't have any excuses, I'll start working on a new version.
by lyravega
Mon Apr 18, 2016 11:49 am
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 60916

Re: [MOD 0.12.x] K&L Inserters

I'd like to apologize for the lack of updates recently people. My computer is kinda "dead" right now, I cannot work on anything till I can fix it. As for the bugs, I appreciate them and I'll take a look as soon as I get a chance to. I am still having trouble properly identifying the multip...
by lyravega
Mon Apr 11, 2016 3:18 pm
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 60916

Re: [MOD 0.12.x] K&L Inserters

I'll take a look at it.
by lyravega
Tue Apr 05, 2016 8:46 pm
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 60916

Re: [MOD 0.12.x] K&L Inserters

Thanks Qon. That's weird a bit, I mean I also have i5 3570k, 16GB of RAM, etc... dunno, maybe I should check the other mod that you've mentioned, and see if anything affects each other perhaps. Don't know how the game handles multiple mods. But yeah, hope I'll see you again (if the thing that I am e...
by lyravega
Tue Apr 05, 2016 5:25 pm
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 60916

Re: [MOD 0.12.x] K&L Inserters

Hmm yeah, it is very possible Qon. On launch a lot of new inserter prototypes are created and then added to the game. Could be taxing on older hardware especially.

0.13 of Factorio may bring something that I may make use of. If what I expect comes to pass, then it won't be an issue anymore :)
by lyravega
Mon Apr 04, 2016 7:36 pm
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 60916

Re: [MOD 0.12.x] K&L Inserters

not loaded on the version 0.12.29 Hmm, the file name is K&L-Inserters_0.2.5, I don't know what caused you to download it as K%26L-Inserters_0.2.5. Which browser are you using? But yeah to answer your question: Rename the zip file from K%26L-Inserters_0.2.5.zip to K&L-Inserters_0.2.5.zip Eit...
by lyravega
Sun Apr 03, 2016 9:54 pm
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 60916

Re: [MOD 0.12.x] K&L Inserters

Alright 0.2.5 out. Mostly includes multiplayer fixes, may have desync issues but it should be much more stable. Work isn't finished yet though, as I've learned a few stuff related to the API, but haven't implemented them yet. Anyway, have fun!
by lyravega
Sun Apr 03, 2016 2:15 am
Forum: Already exists
Topic: on_put_item Event
Replies: 17
Views: 5813

Re: on_put_item Event

I use this event, because I need to check for some stuff before the on_built_entity event.
by lyravega
Sat Apr 02, 2016 5:53 pm
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 60916

Re: [MOD 0.12.x] K&L Inserters

I'll make another branch on github and link you there later on :)
by lyravega
Sat Apr 02, 2016 3:33 pm
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 60916

Re: [MOD 0.12.x] K&L Inserters

Thanks!

Burner inserters, nah. I ignored them on purpose, since they're more of a starter tech and after placing 3-5 you probably won't place another ever again. I can always add them in, but they are more of a vanity after first few minutes of the game :)
by lyravega
Sat Apr 02, 2016 2:50 pm
Forum: Modding help
Topic: Local player information on multiplayer
Replies: 8
Views: 3626

Re: Local player information on multiplayer

Hmm, I see. I should move it to global then. I didn't know global was saved with the save. Thanks!
by lyravega
Sat Apr 02, 2016 1:24 pm
Forum: Modding help
Topic: Local player information on multiplayer
Replies: 8
Views: 3626

Re: Local player information on multiplayer

I had a brain fart the other day. To simply put it, I needed such a thing to filter events based on a player. In short, in my mod, some variables are held in a table. However on multiplayer, this table will get overwritten when other players do stuff that fires the events that my mod listens to as w...
by lyravega
Sat Apr 02, 2016 1:06 pm
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 60916

Re: [MOD 0.12.x] K&L Inserters

Me and Kordy managed to track down and eliminate 4-5 different bugs successfully. Still testing for further bugs, but it seems the wip-0.2.5 build is as stable as 0.2.1 now. So far everything looks in order.
by lyravega
Fri Apr 01, 2016 3:07 pm
Forum: Won't implement
Topic: Storage Restrictions
Replies: 1
Views: 1053

Re: Storage Restrictions

Hmm, interesting idea. I'm not sure if something like this exists. Check ammo out, maybe it'll show you at least a workaround.
by lyravega
Fri Apr 01, 2016 3:03 pm
Forum: Modding interface requests
Topic: requests regarding transport lines and belts
Replies: 4
Views: 2001

Re: requests regarding transport lines and belts

e) Not sure about this, even though you explained your motivation, it didn't click on my head. Probably because I'm more of an inserter guy :) this feature is, as the speed property feature not that closely related to the handling of items on a TL. i am just thinking it can be very handy for modded...

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