Search found 470 matches

by Therax
Sat Jan 13, 2018 12:00 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 312967

Re: Friday Facts #225 - Bots versus belts (part 2)

My personal inclination is still to find a way to buff belts and inserters, but if that seems impractical and a nerf to robots is necessary, of all the suggested solutions I like the idea of a limitation on robot<->chest throughput. I believe this could be implemented with a variant of the Token Buc...
by Therax
Fri Jan 12, 2018 11:30 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 56570

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

is there a way I can adjust things so the mod understands that miniloaders aren't 'dangling undergrounds' (or whatever its called that brings up the bright green circle)? I like that feature but it is misidentifying them. Most likely because of invisible stuff :) This should no longer be necessary ...
by Therax
Fri Jan 12, 2018 11:27 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132677

Re: [MOD 0.16] Miniloader

Version 1.5.0 has been released. Unfiltered and filtered miniloaders are now available once the technology has been researched, with separate recipes, items, etc. If you were using filtered miniloaders under 1.4.x, you'll need to replace them and set up your filter settings again. My apologies for ...
by Therax
Fri Jan 12, 2018 5:09 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132677

Re: [MOD 0.16] Miniloader

Error while running event miniloader::on_player_cursor_stack_changed (ID 29) Expected target_circuit_id for target entities with more than one circuit connector. This looks like it has to do with connecting to combinators. For now: try connecting the combinators to a pole, then connecting the minil...
by Therax
Wed Jan 10, 2018 1:53 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132677

Re: [MOD 0.16] Miniloader 1.41

found some errors. after migrating from 1.3 to 1.41: #1 attempting to rotate a migrated yellow loader causes a crash. Did not happen when i placed a yellow loader and then rotated it. Did not happen for a red loader (migrated or non). I do not have any blue loaders made :( I've lost count of how ma...
by Therax
Tue Jan 09, 2018 11:18 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132677

Re: [MOD 0.16] Miniloader

thanks for the fast update! i have a quick question. when it comes to using loaders direct to a train i've always had to use a pair of them. is this normal/as intended or am I missing something? lol This is normal. Loaders move items from containers to belts or vice versa. For container to containe...
by Therax
Tue Jan 09, 2018 6:56 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132677

Re: [MOD 0.16] Miniloader

Version 1.4.1 is now available, which should fix the underground belt placement crash, and the spillage of items when updating from 1.3.0. If you've already updated to 1.4.0, I'm afraid there's nothing I can do to fix the existing spillage. Let me know as you find further issues. Thanks to all enjoy...
by Therax
Tue Jan 09, 2018 8:20 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132677

Re: [MOD 0.16] Miniloader

Update: So far the issue of belts spilling their contents on the ground when updating from 1.3.0 to 1.4.0 looks like possibly a Factorio core bug. Well, perhaps not a bug, but more an unexpected behavior. I have a workaround in mind, but it's likely going to take a little while to implement and test...
by Therax
Tue Jan 09, 2018 3:03 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132677

Re: [MOD 0.16] Miniloader

yes, it looks like it's on the first load of the upgrade to 1.4.0. I've saved and loaded a few times since cleaning up everything and not seen it happen again. I'll let you know if it does. By any chance are you using a mod that significantly increases inserter stack size bonus? If the inserters in...
by Therax
Tue Jan 09, 2018 1:18 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132677

Re: [MOD 0.16] Miniloader

Colored arrows is a good idea, didn't even think of that. Keep the yellow arrows for normal filters, white for the filtered versions? The color of the yellow arrows on the details (ALT) view is unfortunately fixed. I was thinking of the little green arrows that appear on the top of the miniloader s...
by Therax
Tue Jan 09, 2018 12:16 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132677

Re: [MOD 0.16] Miniloader

Having the same thing happen, I'm using the mod CollectDroppedItemsHotkey to clean up, still have to run around and clear unwanted items from belts that are contaminating belt feeds into entities. It kind of sort of creates a small case of a huge mess by spilling everything on the whole length of t...
by Therax
Tue Jan 09, 2018 12:14 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132677

Re: [MOD 0.15] Miniloader

cvkurt wrote:Just started a FactorioExtended game... would be nice if miniloaders support FactorioExtended belts (much like Bob's belts).
At first glance this doesn't look too difficult. I'll have a look once the 1.4.0 migration issues are worked out.
by Therax
Tue Jan 09, 2018 12:13 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132677

Re: [MOD 0.16] Miniloader

Filters are a great idea, but either filtered or not?? Any chance you will make a version that makes two of each miniloader? The existing non filtered miniloader so bases won't break, and put in new entities for the filtered versions so they can start being used without braking an existing game? Ed...
by Therax
Mon Jan 08, 2018 12:29 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132677

Re: [MOD 0.16] Miniloader

It kind of sort of creates a small case of a huge mess by spilling everything on the whole length of the connected belts on the ground. Wow, that's certainly unexpected. At first glance I'm at a loss to explain how that big a mess could happen during the upgrade. Could you send me a save game and a...
by Therax
Mon Jan 08, 2018 7:46 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132677

Re: [MOD 0.16] Miniloader

Major new revision 1.4.0 now available through the mod portal and in-game browser. Miniloaders now support filters and can be controlled via circuit network . Filters need to be enabled via options at startup. If you enable filters, then like filter inserters, miniloaders will not move any items unt...
by Therax
Fri Jan 05, 2018 8:05 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 288009

Re: Friday Facts #224 - Bots versus belts

You can count me firmly in the anti-bot camp, and the answer for my own personal play-throughs is simple: I don't research Logistic Networks. However, that doesn't mean I think a nerf is either warranted nor would it be effective. In terms of game balance changes, I'd advocate for leaving bots as is...
by Therax
Fri Jan 05, 2018 7:03 pm
Forum: Modding interface requests
Topic: on_wire_placed
Replies: 10
Views: 3354

Re: on_wire_placed

Here's my use case: Miniloader uses two invisible inserters, one for each lane of output. To make them circuit controllable, the two inserters need to be wired to each other, but to avoid rendering the circuit connector when the miniloader isn't connected to anything, the inserters can't be connecte...
by Therax
Fri Jan 05, 2018 6:52 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132677

Re: [MOD 0.15] Miniloader

Can you make the scripting stuff optional in some way? Or leave current ones like they are and make second version that will have filtering and circuit and it will use scripts? (Unless you can do a bit of magic with hidden entities and you won't need to have per tick processing at all :) ) Currentl...
by Therax
Thu Jan 04, 2018 11:05 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132677

Re: [MOD 0.15] Miniloader

I recently tried out your miniloader, and I like the idea of them needing power and also being harder to get. I think the loader redux is a little overpowered in this regard. But I have question, do you plan to add a filter function? Or maybe separated miniloader with filter function and different ...
by Therax
Thu Jan 04, 2018 3:55 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 132677

Re: [MOD 0.15] Miniloader

The miniloader seems to have some sort of underground belt component (they can actually be used as underground belts apparently). So the iron plates in the example image from the top-station are loaded into the bottom-train. This only happens when there is no train in the top-station, if there is t...

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