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by GotLag
Fri Jun 02, 2017 7:44 am
Forum: Mods
Topic: [0.15] Side Inserters & Long Inserters
Replies: 24
Views: 9518

Re: [0.15] Side Inserters & Long Inserters

Fixed.
by GotLag
Fri Jun 02, 2017 3:40 am
Forum: Mods
Topic: [0.15] Side Inserters & Long Inserters
Replies: 24
Views: 9518

Re: [0.15] Side Inserters & Long Inserters

Today's 0.15.18 update reversed the new behaviour, so I'll fix it in a few hours when I get home from work.
by GotLag
Wed May 31, 2017 10:06 pm
Forum: Won't implement
Topic: Working light for boilers
Replies: 4
Views: 1365

Re: Working light for boilers

I don't need flicker, just some kind of light when functioning. Entities like furnaces support having a working light independent of the energy source, but boilers don't.
by GotLag
Wed May 31, 2017 9:43 pm
Forum: Mods
Topic: [0.15] Automatic Coupler
Replies: 47
Views: 23793

Re: [0.15] Automatic Coupler

I'm going to make some significant changes to how this mod works, hopefully should be coming by the weekend. These will make it much more useful and flexible, but there are a few problems to overcome first.
by GotLag
Wed May 31, 2017 9:25 pm
Forum: Mods
Topic: [0.15] Explosive Excavation & Bot Landfill
Replies: 17
Views: 9401

Re: [0.15] Explosive Excavation & Bot Landfill

That's a known problem, to do with the way Factorio's tile placement checks create more land (the minimum wight/height of a piece of land is 2 tiles). There's no easy fix (computationally or programmatically) that I'm aware of. It's the same reason you can't completely cut off a piece of land using ...
by GotLag
Sun May 28, 2017 6:43 am
Forum: Mods
Topic: [0.15] Automatic Coupler
Replies: 47
Views: 23793

Re: [0.15] Automatic Coupler

I've added a screenshot and explanation of a working demonstration track. That train will happily move back and forth, alternating between picking up and dropping off the wagon.
by GotLag
Sun May 28, 2017 3:47 am
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 94
Views: 79927

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Hello, The latest version seems to be causing an issue with item textures, I'm playing the latest Bobs+Angels with Flare Stack (2.1.3) It causes the barrelled items to have the "no" symbol (Red circle with diagonal line) on top of their texture when on belts and in storage/inventory, happ...
by GotLag
Sun May 28, 2017 2:04 am
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 94
Views: 79927

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Actually I found the issue, the issue is your mod does not make a check to see if the pumpjack exists, it just assumes it does and goes ahead stuffing it up. Actually , the issue is that Omnimatter deletes items in data-final-fixes, after Flare Stack has created the recipes to incinerate them. Ther...
by GotLag
Fri May 26, 2017 2:38 pm
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 94
Views: 79927

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

What other mods are you running?
by GotLag
Fri May 26, 2017 9:07 am
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 94
Views: 79927

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Fixed, now has incineration recipes for ammo, guns, equipment, etc. Also now shows the item/fluid being destroyed, not just the empty red circle.
by GotLag
Thu May 25, 2017 11:53 am
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
Replies: 70
Views: 92527

Re: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces

Boilers have always been 50% efficient.

I consider it a convenience tax - going electric hugely simplifies your logistics, so it seems fair that you pay an energy premium.
by GotLag
Thu May 25, 2017 11:45 am
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 94
Views: 79927

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Here are the German (de) Translations for your mod. Added. Please add at least a recipe for wood, as I need a way to dispose of tons of wood in my factories. Another alternative would be adding a new flare stack just for fuel. The recipe generation algorithm now compares chemical fuel values with c...
by GotLag
Thu May 25, 2017 7:33 am
Forum: Mods
Topic: [MOD 0.14] Train Coupler
Replies: 33
Views: 17314

Re: [MOD 0.14] Train Coupler

I have a working mod for 0.15 that allows for coupling and uncoupling, controlled by circuit signals provided to the station: Automatic Coupler
by GotLag
Wed May 24, 2017 5:25 pm
Forum: Mods
Topic: [0.15] Automatic Coupler
Replies: 47
Views: 23793

[0.15] Automatic Coupler

Mod Portal Now you can connect/disconnect trains through the magic of circuits! This mod adds two new virtual signals, couple and uncouple . When a train stops at a station receiving either (or both!) of these signals, it will attempt to couple and/or uncouple the train accordingly. If a station is...
by GotLag
Wed May 24, 2017 3:45 am
Forum: Mods
Topic: [0.15] Reactor Interface
Replies: 13
Views: 5589

Re: [0.15 Reactor Interface

Another option is to use an arithmetic combinator to sum fuel count and fuel remaining, and only insert a cell if the result is 0.

In addition, sometimes it's better to use a basic inserter than a fast one.
by GotLag
Wed May 24, 2017 2:22 am
Forum: Mods
Topic: [0.15] Reactor Interface
Replies: 13
Views: 5589

Re: [0.15 Reactor Interface

Correct me if I'm wrong, but isn't that only 2 seconds at most? However, the OP talks about the potential for using wires to shut down or pause fission, and I'm against that as a mod option, because it is an intrinsic element of the design, it seems, that once you put fuel into a Reactor, it'll keep...
by GotLag
Tue May 23, 2017 5:30 am
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 94
Views: 79927

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Fixed. The solution is to remove the position entry in the smoke definition and replace it with north_position , south_position , east_position and west_position . While I was at it, I also changed the incinerator recipe generation, so it's no longer possible to incinerate chemical fuel (eg wood, co...
by GotLag
Tue May 23, 2017 5:12 am
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 94
Views: 79927

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

Oh, I'm an idiot. It's because I'm only specifying the one smoke emission point, and that rotates with the entity. I'm fixing it now.
by GotLag
Tue May 23, 2017 3:51 am
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 94
Views: 79927

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

I was testing some things today and noticed that the smoke from the fueled incinerator was way out to the left of the entity. Changing the position value on the smoke from {0.0, -4} to {4.0, 0} fixed it, which was odd -- I would have expected position to use {x, y} offsets. Can anyone else confirm ...
by GotLag
Sun May 21, 2017 4:56 am
Forum: Won't implement
Topic: Working light for boilers
Replies: 4
Views: 1365

Re: Working light for boilers

Whoops, I forgot to specify that the boiler in question has an electric power source.

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