Search found 470 matches

by Therax
Sun Dec 31, 2017 11:09 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 156762

Re: [MOD 0.15] Miniloader

I figured it out. It won't do chest to train, it needs chest, loader, belt, loader, train to work. Additional question - any idea why game lists energy consumption for standard speed one at 4.8MW ? It shows actual consumption of about 100kW on my 6 (3 working I think). Yes, it is a loader, and goes...
by Therax
Sun Dec 31, 2017 10:21 pm
Forum: Modding help
Topic: Unable to deconstruct entity that lacks a paired item
Replies: 14
Views: 4593

Re: Unable to deconstruct entity that lacks a paired item

There still seem to be some odd inconsistencies between how player mining works and robot-managed deconstruction works. As I'm working on adding circuit and filter support to Miniloaders, I have made the formerly invisible inserter entities interactable. So each miniloader consists of an underground...
by Therax
Sun Dec 31, 2017 10:05 pm
Forum: Modding help
Topic: [0.16.x] Setting LuaControl::opened with LuaGuiElement
Replies: 2
Views: 747

Re: [0.16.x] Setting LuaControl::opened with LuaGuiElement

Aha, interesting, if somewhat counterintuitive. It never occurred to me that the on_gui_closed event would be fired when an action hadn't been already completed by the engine to, you know, close a GUI. I guess setting opened to nil counts? In any case, thanks for the help!
by Therax
Sun Dec 31, 2017 4:20 pm
Forum: Modding help
Topic: [0.16.x] Setting LuaControl::opened with LuaGuiElement
Replies: 2
Views: 747

[0.16.x] Setting LuaControl::opened with LuaGuiElement

From the 0.16.0 changelog: Added support for setting a LuaGuiElement as the opened GUI for a player causing it to close with the normal close-GUI methods. How exactly is this intended to work? AFAICT the only way to get a new LuaGuiElement is to add it to an existing root container in a LuaGui. Sett...
by Therax
Sat Dec 30, 2017 11:35 pm
Forum: Modding interface requests
Topic: New event: on_control_behavior_changed
Replies: 0
Views: 455

New event: on_control_behavior_changed

Currently I believe it is necessary to poll to retrieve circuit conditions for connectable entities. It would be nice to be able to be notified when one of the settings for an entity's circuit conditions change. fields: control_behavior :: LuaControlBehavior (or one of its subclasses, type determina...
by Therax
Fri Dec 29, 2017 8:33 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 156762

Re: [MOD 0.15] Miniloader

I love this mod! However, I only saw the note about instant deconstruction leaving behind invisible entities after I'd already done that - now I have a bunch of flashing "no power" icons floating around my base, preventing me from building anything else in their locations. Is there a cons...
by Therax
Fri Dec 22, 2017 5:23 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294213

Re: Version 1.4.0 Out

As for next steps, my first priority is compatibility with Factorio 0.16, mainly via the GitHub pull request I see from mspielberg. It looks pretty hefty so I don't know how long it'll take. Many of the problems with 0.16 compatibility are because some of the Lua in the base game entities has been ...
by Therax
Mon Dec 18, 2017 2:51 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294213

Re: [MOD 0.15+] Xander Mod v1.3.2 - Now on GitHub

[quote=Repofme1]I'm also very curious about the loader for train cars that doesn't kill performance, I really like that idea and how it corresponds to real loading of bulk materials in rail hopper cars. I'll definitely look into incorporating that, or maybe listing it as a strongly recommended compa...
by Therax
Sun Dec 17, 2017 9:34 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294213

Re: [MOD 0.15+] Xander Mod v1.3.2 - Now on GitHub

I'm currently working on porting to 0.16, and doing a lot of code cleanup along the way. In related news, I requested got a new feature added to Factorio core that will solve the burner-inserter / chemical-burner-inserter dichotomy: https://forums.factorio.com/viewtopic.php?f=28&t=54971 ! I hav...
by Therax
Sun Dec 17, 2017 12:25 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294213

Re: [MOD 0.15+] Xander Mod v1.3.2 - Now on GitHub

I'm currently working on porting to 0.16, and doing a lot of code cleanup along the way.

In related news, I requested got a new feature added to Factorio core that will solve the burner-inserter / chemical-burner-inserter dichotomy: viewtopic.php?f=28&t=54971!
by Therax
Sat Dec 16, 2017 12:46 am
Forum: Implemented mod requests
Topic: BurnerPrototype::fuel_categories
Replies: 1
Views: 1132

BurnerPrototype::fuel_categories

I'd like to be able to specify multiple fuel categories that a burner is capable of consuming, accepting any fuel that belongs to any listed category. As an example use case, XanderMod ( https://forums.factorio.com/viewtopic.php?f=97&t=51868 ) has two forms of burner inserter, one that consumes ...
by Therax
Wed Dec 13, 2017 10:39 pm
Forum: Releases
Topic: Version 0.16.0
Replies: 130
Views: 109493

Re: Version 0.16.0

Added support for setting a LuaGuiElement as the opened GUI for a player causing it to close with the normal close-GUI methods. Thank you thank you thank you! How exactly does this work from the modder perspective? I don't see anything obvious in the API. Added on_mod_item_opened event. Added LuaIt...
by Therax
Tue Dec 05, 2017 7:57 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 387873

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Creative Mode instant-deconstruction breaks my mod, leaving behind orphan entities. My mod ( https://forums.factorio.com/viewtopic.php?f=93&t=54343 ) creates invisible partner inserter entities, which are removed when the on_player_mined_entity or on_robot_mined_entity events are raised. It's ne...
by Therax
Mon Dec 04, 2017 6:07 am
Forum: Already exists
Topic: allow writing to LuaEntity.belt_to_ground_type
Replies: 2
Views: 1362

Re: allow writing to LuaEntity.belt_to_ground_type

does https://forums.factorio.com/53610 do what you want? To my understanding pressing r on an ug belt only chnages the in-output type, not direction. So rotate() should do what you want. It does sound like it should serve my needs, if it emulates what happens when a player hits 'R'. Generally the d...
by Therax
Mon Dec 04, 2017 3:34 am
Forum: Already exists
Topic: allow writing to LuaEntity.belt_to_ground_type
Replies: 2
Views: 1362

allow writing to LuaEntity.belt_to_ground_type

It would be nice if writing to belt_to_ground_type could change the belt direction of an underground belt. To my understanding, when a player selects an underground belt entity and presses 'R', the following happens: belt_to_ground_type is changed to the opposite value the entity's direction is set ...
by Therax
Sat Dec 02, 2017 1:13 am
Forum: Implemented mod requests
Topic: Ability to hide an inserter's held_stack
Replies: 1
Views: 1003

Ability to hide an inserter's held_stack

My mod interacts with inventories and belts via invisible inserters, which works well. https://forums.factorio.com/viewtopic.php?f=93&t=54343 However, the item stacks in the hands of the invisible inserters are still visible, leading to the odd appearance of items stacks floating in mid-air. Cou...
by Therax
Sat Dec 02, 2017 12:07 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 156762

[MOD 0.16] Miniloader

Type: Mod Name: Miniloader Description: UPS-friendly 1x1 train-compatible loaders with support for Bob's faster belts. License: LGPL 3.0 ( https://choosealicense.com/licenses/lgpl-3.0/ ) Version: 1.6.5 Release: 2018-10-22 Tested-With-Factorio-Version: 0.16.51 Category: Item Tags: Logistics, Trains, ...
by Therax
Thu Nov 30, 2017 8:07 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294213

Re: [MOD 0.15+] Xander Mod v1.3.2 - Now on GitHub

I meant to also say that the modified graphics for the Integrated Chemical Plant look good to me. I love kitbashing sprites!
by Therax
Wed Nov 22, 2017 3:09 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294213

Re: [MOD 0.15+] Xander Mod v1.3.2 - Now on GitHub

by Therax
Tue Nov 21, 2017 7:23 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 294213

Re: [MOD 0.15+] Xander Mod v1.3.2 - Now on GitHub

Unfortunately, the Integrated Chemical Plant is the direct upgrade to the Fractional Distillation Column too and as such needs to be able to handle the oil recipes. At least to me, fractional distillation feels qualitatively different from the other chemical processes. There isn't much in the way o...

Go to advanced search