Search found 85 matches

by DaCyclops
Wed Sep 02, 2015 1:30 am
Forum: Mods
Topic: [MOD 0.12.11+] Initial Map Scan
Replies: 33
Views: 35711

Re: [MOD 0.12.x] Initial Map Scan

FYI, you can read the map settings in LUA. game.surfaces["nauvis"].map_gen_settings Check it out. For the starting area value, you can use game.surfaces["nauvis"].map_gen_settings.starting_area It will return "none", "very-small", "small", "medi...
by DaCyclops
Tue Sep 01, 2015 7:45 pm
Forum: Mods
Topic: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Replies: 26
Views: 62218

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

Very, very good mod. Absolutely mandatory. However, none of the recipes are Productivity module compatible. Huh... i quite literally copied the original prototype definitions, so I thought it should just work the same. I guess Productivity Modules have their own whitelist... I will have a look at t...
by DaCyclops
Tue Sep 01, 2015 2:05 am
Forum: Mods
Topic: [MOD 0.17.x] Modular Armor Revamp
Replies: 327
Views: 141229

Re: [MOD 0.12.x] Modular Armor Revamp

For showing the fuel usage for the burner generator/fusion generator, what about creating a custom "weapon" that doesnt fire (or fires no ammo REALLY slowly for no range or damage)but only accepts the fuel as its ammo (or a custom "fuel insertion cell" or something you can quickl...
by DaCyclops
Sun Aug 30, 2015 5:13 am
Forum: Resolved Problems and Bugs
Topic: [0.12.5] Multiplayer cannot load downloaded map
Replies: 3
Views: 2227

Re: [0.12.5] Multiplayer cannot load downloaded map

The map on the server might have been corrupted, due to a bug I believe involves Circuit Conditions (see this thread)
by DaCyclops
Sun Aug 30, 2015 5:12 am
Forum: Multiplayer
Topic: [Public/Europe] Dedicated Server
Replies: 331
Views: 138340

Re: [Public/Europe] Dedicated Server [0.12.5/Bob's mods]

The map on the server might have been corrupted, due to a bug I believe involves Circuit Conditions (see this thread)
by DaCyclops
Sun Aug 30, 2015 5:07 am
Forum: Resolved Problems and Bugs
Topic: 0.12.5 Reproducible crash on interacting with Smart Inserter
Replies: 6
Views: 5363

Re: 0.12.5 Reproducible crash on interacting with Smart Inserter

I am having the same issue, though for me it is actually with changing ANY of the devices with circuit conditions. In my case, it was both a Smart Inserter a Small Pump, and a Lamp. Doesnt matter if I change to a static value or a different signal. The moment I hit "Set" it will cause a de...
by DaCyclops
Sat Aug 29, 2015 6:13 am
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 40707

Re: [MOD 0.12.5+] Robotic Combinators

What is difference between this mod and Logistic Combinators? Robotics Combinators reads statistics from the Logistics Network, like the current robot counts, and outputs them to the Circuit Network so people can work with them. Logistic Combinators reads the value of the items chosen from the actu...
by DaCyclops
Sat Aug 29, 2015 5:58 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 158911

Re: [MOD 0.12.x] Evolution Factor Indicator

Is it possible to add an option for showing Pollution Effects (what biters start spawning and when) are active? or maybe a flashing(color changing) "alert" when you reach the point that certain effects kick in? I think yes, if I understand your request correctly: you'd like to see somethi...
by DaCyclops
Sat Aug 29, 2015 5:49 am
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 40707

Re: [MOD 0.12.5+] Robotic Combinators

You can also use the LuaLogisticNetwork to read logistic contents (and modify them) - which you could use in your other mod until that functionality is added to the base game at some future point :) Your thinking of Logistics Combinators, which is not actually my mod. Its GopherATL's, though his co...
by DaCyclops
Sat Aug 29, 2015 4:08 am
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 40707

Re: [MOD 0.12.5+] Robotic Combinators

That was fast :D I'm glad you like the LuaLogisticNetwork (and LuaLogisticCell). It's been something I've wanted to add for a while and finally just decided to do it the other day :) It's always satisfying to see new parts of the API actually get used (and used correctly). I was working on this mod...
by DaCyclops
Sat Aug 29, 2015 3:29 am
Forum: Ideas and Requests For Mods
Topic: Robots in network detector
Replies: 1
Views: 3659

Re: Robots in network detector

Until the 0.12.5 release this was not possible short of slowing your game to a crawl every second.

But as of 0.12.5, they added the scripts in. Hence I could finish my mod that does this.
[MOD 0.12.5+] Robotic Combinators

Enjoy!
by DaCyclops
Sat Aug 29, 2015 2:54 am
Forum: Mods
Topic: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Replies: 26
Views: 62218

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

Type: Mod Name: GDIW Description: Gah!DarnItWater! For those who keep getting annoyed at water inputs.... License: The MIT License For future versions, you can find this on the Mod Portal https://mods.factorio.com/mods/DaCyclops/GDIW Version: 1.1.2 Release: 2016-03-26 Tested-With-Factorio-Version: 0...
by DaCyclops
Sat Aug 29, 2015 2:20 am
Forum: Mods
Topic: [MOD 0.12.11+] Robotic Combinators
Replies: 55
Views: 40707

[MOD 0.12.11+] Robotic Combinators

Type: Mod Name: Robotic Combinators Description: Adds combinators for reading Robotic statistics to circuit network. License: The MIT License Version: 0.3.6 Release: 2016-04-06 Tested-With-Factorio-Version: 0.12.20 Category: New Item Tags: circuit network, robots Download-Url: https://github.com/DaC...
by DaCyclops
Fri Aug 21, 2015 12:24 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 158911

Re: [MOD 0.12.x] Evolution Factor Indicator

Is it possible to add an option for showing Pollution Effects (what biters start spawning and when) are active? or maybe a flashing(color changing) "alert" when you reach the point that certain effects kick in?
by DaCyclops
Mon Aug 17, 2015 3:59 am
Forum: Multiplayer / Dedicated Server
Topic: [linux] Dedicated server init script
Replies: 115
Views: 116246

Re: [linux] Dedicated server init script

This has made running Factorio on a small footprint linux box much easier for a person like me with minimum linux knowledge (and not wanting to waste 1Gig of memory on WindowsOS). one thing to note: Your implementation of the Updating via Narc's script, if it finds multiple updates, it will only app...
by DaCyclops
Tue Aug 11, 2015 1:23 pm
Forum: Mods
Topic: [MOD 0.12.x] Logistic Combinators
Replies: 49
Views: 42716

Re: [Mod 0.12.x] Logistic Combinators

I won't be distributing a mod that I wouldn't recommend people use, and unless some fundamentally different way to determine the active bot count is found, this falls firmly in that set. Sorry But is it possible to make the "Outpost Chest"? I need to check the robots of my outposts ... so...
by DaCyclops
Tue Aug 11, 2015 7:07 am
Forum: Mods
Topic: [MOD 0.12.x] Logistic Combinators
Replies: 49
Views: 42716

Re: [Mod 0.12.x] Logistic Combinators

That would be great when you look at it. Maybe this helps https://forums.factorio.com/forum/viewtopic.php?f=96&t=13855 But i need it only for the aktiv Logistic System ... not all. For my outposts i make the same and deliver robot when they need. Well how about that, your asking the exact same ...
by DaCyclops
Mon Oct 13, 2014 1:34 am
Forum: Resolved Problems and Bugs
Topic: [0.10.12] Deconstruction planner vs lamps
Replies: 4
Views: 1412

Re: [0.10.12] Deconstruction planner vs lamps

Just tested myself and could replicate it, along with some other deconstruction happenings. I would guess that the moment something is flagged for Deconstruction it is "Frozen" - It no longer does updates to its state. In the case of transport belts, it means they stop moving. Pipes stop t...
by DaCyclops
Mon Sep 22, 2014 11:59 pm
Forum: Mods
Topic: [0.11.x] Factorio Maps
Replies: 80
Views: 73276

Re: [0.10.x] Factorio Maps

Oh Wow. This is getting so much better. I'm going to have to run it on my home world tonight. If they would put in the request for toggling ALT info on screenshots, this would be near perfect.
by DaCyclops
Mon Sep 22, 2014 5:02 am
Forum: Ideas and Suggestions
Topic: Upgradeable Solar panels & Accumulators
Replies: 5
Views: 1995

Re: Upgradeable Solar panels & Accumulators

Considering it is the "Basic Accumulator", I am guessing they have that in the back of their plans to make an "Advanced Accumulator", but its not important yet...

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