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)
Search found 85 matches
- 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
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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
Nice simple addition for those of us not using Bobs/DyTech and such that add this sort of stuff.
Nice simple addition for those of us not using Bobs/DyTech and such that add this sort of stuff.
- 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...
- 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...
- 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 ...
- 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...
- 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.
- 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...
- 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...
- 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?
- 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"....
- 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 ...
- 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.
- 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?
- 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