Search found 85 matches

by DaCyclops
Thu Nov 12, 2015 6:00 am
Forum: Ideas and Requests For Mods
Topic: A mod to count my robots? (I think it exists?)
Replies: 2
Views: 6071

Re: A mod to count my robots? (I think it exists?)

Your looking for Robotic Contaminators. 0.12.12 Compatible.
https://forums.factorio.com/forum/vie ... 93&t=15313
(Only been since 0.12.5, so technically does count as a "newer" mod)
by DaCyclops
Fri Oct 23, 2015 9:24 am
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 40747

Re: [MOD 0.12.5+] Robotic Combinators

Found a bug (maybe). If the network that the robotic combinator is assigned to monitor is being cut away from electricity, as expected they lost their info (obviously, as expected behaviour). The problem rise if the said network gain electric again, the robotic combinator is staying idle, didn't sh...
by DaCyclops
Wed Oct 21, 2015 9:02 am
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 40747

Re: [MOD 0.12.5+] Robotic Combinators

Using 0.3.4 Factorio 0.12.12 http://i.imgur.com/DE4WpBa.jpg Thank you so much for your testing feedback on that. Lets see... Whoops, forgot to test something before assuming it existed. Also, my way of doing the on_config_change attempt was totally flawed. But its all updated now. And I was able to...
by DaCyclops
Tue Oct 20, 2015 11:04 pm
Forum: Mods
Topic: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Replies: 26
Views: 62289

Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!

Hi, it's been a while since 12.11 is out, so I took the liberty to update the mod for compatibility. It is largely untested though (I could load and create a game though). I take no credit, I just adjusted a few lines to follow the new modding API. thanks for that. Ive been quite busy with some wor...
by DaCyclops
Tue Oct 20, 2015 11:00 pm
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 40747

Re: [MOD 0.12.5+] Robotic Combinators

0.12.11 broke this mod. Update ? Sorry about my lack of reply. Ive been a bit busy with work (holidays coming up, so naturally everything is getting busy). I have got an initial version up on Github at the moment, but I havnt managed to test it (at all) so I dont exactly feel right fully releasing ...
by DaCyclops
Tue Sep 22, 2015 1:19 am
Forum: Implemented mod requests
Topic: The ablity to programatically set an animated entity's animation frame at runtime
Replies: 5
Views: 5780

Re: The ablity to programatically set an animated entity's animation frame at runtime

I too would see use in a system for "defining" animation frames. In fact, if they decoupled animations from the specific entitys, it could lead to some much more interesting graphic options, both for the vanilla game and mods. Lets take the Roboport's "spinner" on the top. the cu...
by DaCyclops
Sun Sep 13, 2015 10:58 am
Forum: Mods
Topic: [MOD 0.12.x] Advanced Assembling Machines
Replies: 3
Views: 7939

Re: [MOD 0.12.x] Advanced Assembling Machines

For when those copper wires are STILL not crafting fast enough :D

Nice simple addition for those of us not using Bobs/DyTech and such that add this sort of stuff.
by DaCyclops
Sun Sep 13, 2015 2:20 am
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 40747

Re: [MOD 0.12.5+] Robotic Combinators

The way it calcs that value is basically how many ticks per second it tries to fire on. 1 would mean "once per second" in effect. I have done a little testing, and the game didn't complain about setting the value to less than 1 (I tried 0.5 and was getting it roughly every 2 seconds, and 0...
by DaCyclops
Sat Sep 12, 2015 2:04 pm
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 40747

Re: [MOD 0.12.5+] Robotic Combinators

Thanks for the screens. The main change between 0.2.1 and 0.3.2 was the addition of a few more calculated fields. I might have to do some investigation if some of my "fast-tick" calculations should be "slow-tick"... That being said, adjusting the fast/slow timers has reduced your...
by DaCyclops
Sat Sep 12, 2015 9:49 am
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 40747

Re: [MOD 0.12.5+] Robotic Combinators

Argh, that was totally my bad. I was so focused on a glitch with loading I forgot to check new games again after changing something.... I have fixed that mistake and adjusted down the default polling rates a little. Version 0.3.2 is up now. Sorry about that. Waduk, if you could, could you give me a ...
by DaCyclops
Sat Sep 12, 2015 5:38 am
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 40747

Re: [MOD 0.12.5+] Robotic Combinators

Okay, Version 0.3.1 has been released. You can find it on the first post or by going here . I have updated the original item to the Robotics Network Combinator, and it now outputs 10 statistics of the Robotics Network it is placed within: Available Logistic Robots Total Logistic Robots Available Con...
by DaCyclops
Fri Sep 11, 2015 12:21 am
Forum: Wiki Talk
Topic: Blank pages, content visible in edit
Replies: 18
Views: 27163

Re: Blank pages, content visible in edit

It is not every single page. I am still able to look at couple of pages: Guessing there is something being misinterpreted by the markup engine, and it just doesn't output the markup.
by DaCyclops
Thu Sep 10, 2015 10:12 am
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 40747

Re: [MOD 0.12.5+] Robotic Combinators

Do note its not actually the signals themselves (they are basically items) but rather the Combinators themselves that cause the lag. I can tell you the 0.1.0 branch was ULTRA laggy, because all I could do to calculate my figures was parse a slimmed-down version of the RobotStats mod every second. So...
by DaCyclops
Tue Sep 08, 2015 1:50 am
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 40747

Re: [MOD 0.12.5+] Robotic Combinators

So I have been having some thoughts about direction to go with this mod, and just wanted to share. Hoping that by opening the thought process open to all to input, it leans towards a better mod for future use. Now that I have sat down and looked through the LuaLogisticCell and LuaLogisticNetwork I a...
by DaCyclops
Tue Sep 08, 2015 12:25 am
Forum: Mods
Topic: [MOD 0.12.x] Easy Belt Layer
Replies: 14
Views: 41704

Re: [MOD 0.12.x] Easy Belt Layer

Just a thought, did you run out of belts or have robots take the last one from your hand while placing?
by DaCyclops
Tue Sep 08, 2015 12:13 am
Forum: Implemented mod requests
Topic: Some issues/requests for the logistic network interface
Replies: 4
Views: 6656

Re: Some issues/requests for the logistic network interface

LuaLogisticNetwork.get_contents is basically a huge dump of the ENTIRE network, so its basically acting like the entire network is a giant chest. That being said it might be use to add in a switch for "in providers and storage", "in storage only" or "in providers only"....
by DaCyclops
Fri Sep 04, 2015 5:35 am
Forum: Mods
Topic: [MOD 0.12] Hazzard's Gravestone Mod
Replies: 34
Views: 41808

Re: [MOD 0.12] Hazzard's Gravestone Mod

This is an amazing mod. It has saved my rear so many times while walking over my rail lines.... That being said, it seems it might try to place the chest in a bad location sometimes. When I was crossing one of my rails, it placed the chest in the inner-side of a Rail Bend that was going Top-Left to ...
by DaCyclops
Thu Sep 03, 2015 7:31 am
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 103067

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Actually, that Desync might have been the result of a bug in 0.12.5 fixed with 0.12.6 - any time you changed ANY circuit condition in multiplayer it would desync.
by DaCyclops
Thu Sep 03, 2015 7:03 am
Forum: Ideas and Requests For Mods
Topic: More Logistics Requester slots
Replies: 8
Views: 11957

Re: More Logistics Requester slots

Do you mean for Requester Chests or Player Logistic slots?
by DaCyclops
Thu Sep 03, 2015 7:01 am
Forum: Ideas and Requests For Mods
Topic: More signal types for the wire system
Replies: 3
Views: 7525

Re: More signal types for the wire system

It is a simple one, but something I was considering. Its attached. Enjoy :D

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