Search found 463 matches

by Therax
Sun Jul 07, 2019 8:38 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 745
Views: 176550

Re: [MOD 0.16] Xander Mod v2.1.1

One thing that would hopefully be easy to change would be allowing 'chemical fuel' (coke, solid fuel, etc.) to be used wherever 'crude fuel' can be used. I keep forgetting that trains can't take solid fuel, and it winds me up every time! In fact, I thought I'd already made that change to everything...
by Therax
Sun Jun 30, 2019 6:10 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 745
Views: 176550

Re: [MOD 0.16] Xander Mod v2.1.1

That is very reassuring. In my last attempt (~2 month ago) i instantly hit the "no loaders" wallblock, and while loaders technically aren't required i know from my first (and longest) attempt in 1.5.x that i don't want to even try without loaders. Also from a rough look at the tech tree i...
by Therax
Sun Jun 30, 2019 5:20 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 260
Views: 52059

Re: [MOD 0.16] Bulk Rail Loaders

Hi, When BRL is used with other mod : Bio-Industries Bob's Functions Library Bob's Logistics The standard recipe for rail is removed. Instead it's replace with "Wooden straight rail". So the BRL beacame uncraftable due to that. I'dont really know who is reponsible for the disapearance of ...
by Therax
Sat Jun 29, 2019 8:02 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 745
Views: 176550

Re: [MOD 0.16] Xander Mod v2.1.1

An official guarantee that all the research/recipe chains are free of loopholes/deadlocks. Smoothed balancing that guarantees that none of the things are ridiculously slow to produce (like oxygen was quite a while back). Yea...the really boring requests i know. But the missing loaders pretty much b...
by Therax
Fri Jun 28, 2019 9:43 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 745
Views: 176550

Re: [MOD 0.16] Xander Mod v2.1.1

Are u the successor author of this mod, Therax? Are you co-authoring with Repofme1? So life of Xander mod is continued? :D I did get permission from Repofme1 to release a fork. I haven't heard from him in months, but if he pops up again with a new version of XM I would be happy to hand the reins ba...
by Therax
Sun Jun 23, 2019 6:26 am
Forum: Not a bug
Topic: icon_size prototype specification breaks with size 1
Replies: 4
Views: 331

Re: icon_size prototype specification breaks with size 1

It’s likely something that is creating recipe icons for void recipes to destroy items, and is using “icons” to build a composite icon with an overlay over or under the item icon, and it’s that mod that has the bug. It’s probably something in the PyMods suite.
by Therax
Wed Jun 19, 2019 9:34 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.50] Rail collision rectangle not symmetrical
Replies: 6
Views: 1330

Re: [0.17.50] Not sure,New Rail sizeing vs New Power Big electric pole size

This is probably related to the collision box change for curved-rail that was made to fix this: 71990
by Therax
Mon Jun 17, 2019 6:44 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 260
Views: 52059

Re: [MOD 0.16] Bulk Rail Loaders

I know why you look for the rail. That's not what I'm talking about. It's the "if rail then" part. You expect that you might not find a rail. As long as there is an "if rail then" there must be an "else" for the code to be correct. Sorry, you are correct. I misundersto...
by Therax
Mon Jun 17, 2019 6:14 am
Forum: Modding interface requests
Topic: [0.17.x] demo-resource-autoplace.lua sucks
Replies: 20
Views: 2412

Re: [0.17.x] demo-resource-autoplace.lua sucks

How would that work in cases where the new resources are derived off the old ones? I.e. as a rough example i need a deravative resource for *every* resource. Let's call it "contaminated xyz-ore". As i need every other ore to exist, data-updates is the earliest place i can create these res...
by Therax
Mon Jun 17, 2019 4:56 am
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 260
Views: 52059

Re: [MOD 0.16] Bulk Rail Loaders

Sure, it shouldn't happen. But it can happen or you wouldn't check for it. I think it can happen with waterfill as that drowns even unminable entities. Actually, I check for it because chests don't have a concept of direction, they always point "north." So I need to know the direction of ...
by Therax
Sat Jun 15, 2019 5:26 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 260
Views: 52059

Re: [MOD 0.16] Bulk Rail Loaders

Problem is that if the first loop doesn't find any rails then you don't add an entry in the directions array so the second loop will a) get out of sync and b) overflow the array dimensions. I fixed that by adding a dummy direction when no rail is found: You should never have a BRL without rails und...
by Therax
Fri Jun 14, 2019 6:02 am
Forum: Resolved Problems and Bugs
Topic: [0.17.49] cut-paste-tool ignores minable and not-deconstructable flag
Replies: 1
Views: 1026

[0.17.49] cut-paste-tool ignores minable and not-deconstructable flag

Background: Using the cut-paste-tool should be identical to creating a blueprint of the area, and then selecting the same area for deconstruction with a deconstruction-planner with empty filter settings Observed: Setting an entity as not minable (entity.minable = false) or putting the 'not-deconstru...
by Therax
Wed Jun 12, 2019 10:38 pm
Forum: Modding interface requests
Topic: [0.17.x] demo-resource-autoplace.lua sucks
Replies: 20
Views: 2412

Re: [0.17.x] demo-resource-autoplace.lua sucks

So part of the changes to the system so far is to not define the total counts in the autoplace data of the resource itself, but make that external of it (still in data, just defined somewhere other than on each resource), so when each resource is defined doesn't matter as long as they all have uniq...
by Therax
Wed Jun 12, 2019 10:13 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 392
Views: 81071

Re: [MOD 0.16] Miniloader

Hey, do you know if you can add space miniloaders for the mod space exploration? I've been meaning to have a look at Space Exploration, but haven't gotten around to it yet. Hello, Seems like last release of this mod have some bug: when you place any blueprint having Medium electric pole (you can sl...
by Therax
Tue Jun 11, 2019 4:03 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 260
Views: 52059

Re: [MOD 0.16] Bulk Rail Loaders

Is there a mod function I can trigger to remove and rebuild all the hidden entities of the railloader and unloader? Unfortunately there isn’t. The function that creates the inserters also creates the chest. If you’re not going for mod achievements it’s probably possible to fix through the console, ...
by Therax
Sat Jun 08, 2019 2:43 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 392
Views: 81071

Re: [MOD 0.16] Miniloader

I don;t know what i'm doing wrong, but i can't get miniloaders to unload my train wagons for some reason. I've tried placing them both ways and reversing them but nothing seems to work. https://i.imgur.com/0SLIZPX.png Loaders go from wagon to belt or belt to wagon. They do not go chest to wagon. Yo...
by Therax
Fri May 31, 2019 5:29 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 392
Views: 81071

Re: [MOD 0.16] Miniloader

The latest update resets filters on some of the faster miniloaders (Bob's Turbo and several Ultimate Belts). And they work on any item when no filter is set. When setting the filter again, everything works as expected. I have to do some serious cleanup all across my factory, everything is clogged w...
by Therax
Mon May 27, 2019 9:55 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 392
Views: 81071

Re: [MOD 0.16] Miniloader

But they can? They’re just inserters.
by Therax
Thu May 23, 2019 10:25 pm
Forum: Modding discussion
Topic: How to refund a building
Replies: 4
Views: 712

Re: How to refund a building

Here's mine: local function abort_build(event) local entity = event.created_entity show_error(entity) if event.player_index then local player = game.players[event.player_index] player.mine_entity(entity, true) else entity.order_deconstruction(entity.force) end end It relies on the entity being minea...
by Therax
Thu May 23, 2019 5:26 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 392
Views: 81071

Re: [MOD 0.16] Miniloader

Optera wrote:
Thu May 23, 2019 5:12 pm
So he'd use belt > loader > chest > inserter(s) >chest.
Why not directly use belt > loader > chest?
The inserter can interact with cargo wagons and be circuit controlled.

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