Search found 470 matches

by Therax
Thu Feb 08, 2018 9:04 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132747

Re: [MOD 0.16] Miniloader

Looks like the game can't properly create blueprint, some connections get blueprinted, some don't. Screenshot: https://i.imgur.com/xeVzZ7R.jpg (blueprinted filters + original) Do the loaders all look connected to each other in the blueprint configuration GUI? Could you post the blueprint string for...
by Therax
Thu Feb 08, 2018 6:21 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132747

Re: [MOD 0.16] Miniloader

I think it happens randomly when I place multi-width belt with Picker Extended and not doing anything Miniloader-related. Things I learned today: it is possible under certain circumstances to build more than one blueprint in a single game tick. Fixed in 1.5.10. Another annoying issue is that placin...
by Therax
Thu Feb 08, 2018 7:37 am
Forum: Modding help
Topic: [Resolved] Need Help with a Table
Replies: 5
Views: 935

Re: Need Help with a Table

I initialize that global in the main control.lua. in both On_init and On_Configuration_Change Sorry I did not post those here. The hooks setup via on_init(), on_load(), on_configuration_changed() and on_event() are executed *after* control.lua is executed to completion. If you think about it, this ...
by Therax
Thu Feb 08, 2018 7:24 am
Forum: Modding help
Topic: Using entities as table keys is behaving strangely
Replies: 5
Views: 1547

Re: Using entities as table keys is behaving strangely

Specifically, the fact that two keys can be equal (which should mean they're the same reference in Lua) yet yield different results from the table is very strange. Admittedly, my experience with Lua is limited compared to other languages, is there some hidden Lua quirk going on that explains this? ...
by Therax
Wed Feb 07, 2018 12:38 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 255068

Re: [MOD 0.16] Xander Mod v1.4.1

I'd personally like to contribute more to the mod, at least from the perspective of refactoring, code organization, bug fixes, and so on. I'm a software engineer by trade, not a materials scientist, so actual balance and design for realism is outside what I can do. Unfortunately contributions are g...
by Therax
Wed Feb 07, 2018 12:15 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132747

Re: [MOD 0.16] Miniloader

Thanks. I added a link to the save and dump files for 16.21 in my last post. I will try to reproduce the crash in the current version. I included the mod-list.json file to show what mods were enabled. Ah, so this is an full crash to desktop, where Factorio itself exits? You should probably report t...
by Therax
Wed Feb 07, 2018 12:05 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132747

Re: [MOD 0.16] Miniloader

I can't use blueprints since the last update. I get the message: Error while running event miniloader::on_put_item (ID 9) __miniloader__/lualib/util.lua:65:invalid direction passed to rotate_box What version of Factorio are you running? There was a property added in 0.16.7 that tells a mod whether ...
by Therax
Tue Feb 06, 2018 11:46 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 264
Views: 87075

Re: [MOD 0.16] Bulk Rail Loaders

has anybody an example how it should be connected for LTN? The Loader fills the train wagon until full, probably because there is no signal connector for the amount to load... Bulk Rail Loaders work at the granularity of the cargo wagon. It's not intended to stop them from loading or unloading a fu...
by Therax
Tue Feb 06, 2018 11:40 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 264
Views: 87075

Re: [MOD 0.16] Bulk Rail Loaders

The loader locks in the first item it sees of a supported type. If you want to change what item a loader is handling, mine and rebuild it. Note that if the mod options are changed to allow loaders to handle any type of item, the locking behavior is also disabled. From the mod's page, this doesn't s...
by Therax
Mon Feb 05, 2018 6:59 am
Forum: Won't implement
Topic: on_module_changed (assembler, furnace)
Replies: 9
Views: 2097

Re: on_module_changed (assembler, furnace)

What?: An event that is raised when the module configuration of an assembler or furnace changes. Containing: event.entity --the entity which had its module inventory content changed event.player --the player who did the changing if any (optional) event.modules --a list of module names that are in t...
by Therax
Mon Feb 05, 2018 6:18 am
Forum: Modding interface requests
Topic: Request: more access to render layers (e.g. loaders)
Replies: 4
Views: 1750

Re: Request: more access to render layers (e.g. loaders)

Is it possible then that underground belts and loaders could be put on the same layer as other "machines" with a vertical aspect like assemblers, furnaces, etc? They seem to be on the same layer as belts, which makes sense as they are clearly belt-like, but belts are flat on the ground. U...
by Therax
Mon Feb 05, 2018 6:15 am
Forum: Implemented mod requests
Topic: Don't filter ghost entities in circuit connections
Replies: 4
Views: 2105

Re: Don't filter ghost entities in circuit connections

The game supports circuit connection between normal entities and ghost entities (they can be created as usual with connect_neighbour and the connections will work when the ghost entity gets built), but ghost entities are always excluded from the circuit_connected_entities/circuit_connection_definit...
by Therax
Sat Feb 03, 2018 11:22 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132747

Re: [MOD 0.16] Miniloader

I have had the game crash in the latest builds (version 16) several times when placing this. It always seems to happen if I place the miniloader directly between a requester chest and a train car. It seems that the miniloader needs a belt on one side or the other to work correctly. It may have happ...
by Therax
Sat Feb 03, 2018 5:43 am
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 264
Views: 87075

Re: [MOD 0.16] Bulk Rail Loaders

This occurs when loading or unloading with 5Dim's train cars. This should be fixed in v.0.2.3. Thanks for the report! As requested, it is now possible load/unload multiple item types with a single loader/unloader. You can only do this if the mod configuration option is set to allow Bulk Rail Loader...
by Therax
Thu Feb 01, 2018 9:58 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 56613

Re: [MOD 0.12.26] Picker: Easily select items from inventory

Bug: When making a blueprint after selecting it from the Planner Picker Menu, the first time I select entities, it does not register there is a blueprint in hand. This requires me to select a second time and often causes crashes in other mods (Bulk Rail Loaders and MiniLoader have had issues). The ...
by Therax
Thu Feb 01, 2018 9:53 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 255068

Re: [MOD 0.16] Xander Mod v1.4.1

I'd personally like to contribute more to the mod, at least from the perspective of refactoring, code organization, bug fixes, and so on. I'm a software engineer by trade, not a materials scientist, so actual balance and design for realism is outside what I can do. Unfortunately contributions are ga...
by Therax
Mon Jan 29, 2018 8:42 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 264
Views: 87075

Re: [MOD 0.16] Bulk Rail Loaders

SqFKYo wrote:While testing I noticed that if you close the BP library in step 3, it doesn't crash.
Perfect! I didn't even realize it's possible to create a blueprint while you have an open GUI on screen. Reported as a core factorio bug. I can put a workaround into the next version of Bulk Rail Loaders.
by Therax
Mon Jan 29, 2018 7:47 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.20] setting up blueprint fails with open GUI
Replies: 1
Views: 1989

[0.16.20] setting up blueprint fails with open GUI

Reproduction steps: 1) create empty blueprint and set to quickbar slot. 2) Open a GUI (player inventory, entity GUI, blueprint library, etc). 3) Select empty blueprint from quickbar. Move open GUI window out of the way if necessary. 4) Drag-select an area including at least one entity. Observed res...
by Therax
Mon Jan 29, 2018 8:46 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132747

Re: [MOD 0.16] Miniloader

I have just noticed, the Miniloader versions for Bob's mods ( Faster miniloader and Extremly fast miniloader ), have the exact same speed. Tested with this setup, all 3 chests are loaded with 1k of anything, bottom 2 miniloaders finish at the exact same time, and blue one finishest last as it is su...
by Therax
Sun Jan 28, 2018 7:11 pm
Forum: Modding interface requests
Topic: on_wire_placed
Replies: 10
Views: 3358

Re: on_wire_placed

Since I needed the functionality for Miniloader, I refactored it into a reusable library, found here . It'll also need a few functions from blueprint.lua, and due to needing to hook so many events, it uses a little event dispatcher in event.lua. It's about 300 lines of Lua, and uses the following Fa...

Go to advanced search