Search found 278 matches

by Muppet9010
Sun Jan 28, 2018 8:16 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Single stack item deadlock chained inserters with stack bonu
Replies: 6
Views: 3720

Re: Single stack item deadlock chained inserters with stack bonu

Oops say your edit after doing reply.
It seems to happen to any single stack count entity as I originally hit when using the universal pallet mod with loading & unloading pallets which are single stack items.
by Muppet9010
Sun Jan 28, 2018 8:14 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Single stack item deadlock chained inserters with stack bonu
Replies: 6
Views: 3720

Re: Single stack item deadlock chained inserters with stack bonu

quick video made showing it attached, had to zip the mp4 to get it uploaded.
by Muppet9010
Sun Jan 28, 2018 12:20 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Single stack item deadlock chained inserters with stack bonu
Replies: 6
Views: 3720

[Rseding91] Single stack item deadlock chained inserters with stack bonu

When 2 inserters with stack bonus are chained together they can become deadlocked when handling single stack items. This only happens to single stack items and seems to be related to the fact they are placed on the ground if not actively wanted by anything by inserters. Whereas stackable items are h...
by Muppet9010
Mon Jan 08, 2018 10:28 pm
Forum: Won't implement
Topic: new rail categories...
Replies: 14
Views: 6277

Re: new rail categories...

Nel have you seen some of the palleting/boxing mods that have come out recently? https://mods.factorio.com/mods/paradigmsort/boxes https://mods.factorio.com/mods/twanvl/pallets https://mods.factorio.com/mods/mckilljoy/UniversalPalleting not as flashy as other transport mediums I know, but I'm thinki...
by Muppet9010
Sun Jan 07, 2018 9:21 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346728

Re: Friday Facts #224 - Bots versus belts

interesting to see 3 boxing/palleting mods all our recently, wonder if this approach has been considered for core game as a buff for belts and trains? These ones seem to block or limit bots ability to move these so bots can just do the final item delivery. by preventing pallet stacking and limiting ...
by Muppet9010
Sun Jan 07, 2018 9:15 pm
Forum: Mods
Topic: [Mod 0.16] Boxes 0.1.0
Replies: 4
Views: 1839

Re: [Mod 0.16] Boxes 0.1.0

That is so unlucky on timing. I was just looking for a mod like any of those last 2 or yours the other day and couldn't find anything 16.x that wasn't excessive.
by Muppet9010
Sun Jan 07, 2018 6:29 pm
Forum: Modding help
Topic: Add new water type
Replies: 3
Views: 1392

Re: Add new water type

thank you Posila that has worked under data-updates.lua
by Muppet9010
Sun Jan 07, 2018 2:50 pm
Forum: Won't implement
Topic: new rail categories...
Replies: 14
Views: 6277

Re: new rail categories...

Spent a bit of time experimenting if I could mod in a single tile wide railway, but doesn't appear possible when using the standard rail type (even without the rail builder). As the game insists that rail entities are centred in the middle of a 2x2 tile area. Would be nice to have options for a vari...
by Muppet9010
Sun Jan 07, 2018 2:40 pm
Forum: Modding help
Topic: Add new water type
Replies: 3
Views: 1392

Re: Add new water type

In case anyone else comes looking to add new water types, what I posted works above 0.16.15. as covered in bug: https://forums.factorio.com/viewtopic.php?f=11&t=56005 This approach wasn't dismissed by developers in the bug report as being a bad way to implement new water types using the stock la...
by Muppet9010
Sun Jan 07, 2018 2:35 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.12] Unhandled Error With Mod
Replies: 5
Views: 3196

Re: [Rseding91] [0.16.12] Unhandled Error With Mod

thanks updated to 0.16.15 and demo mod working as expected in map editor
by Muppet9010
Mon Jan 01, 2018 12:13 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.12] Unhandled Error With Mod
Replies: 5
Views: 3196

Re: [0.16.12] Unhandled Error With Mod

I have added to the mod slightly in terms of another water type so put fresh error logs in as well. I see the issue when starting the map editor after a few seconds or so. I can just zoom out to cause it to occur. Default new map settings. This is a very rough play around so please ignore the intent...
by Muppet9010
Sun Dec 31, 2017 11:15 pm
Forum: Modding help
Topic: Add new water type
Replies: 3
Views: 1392

Add new water type

I am trying to add some new water types, but am having issues getting them recognised as water for the transitions to apply correctly. In base\prototypes\tile\tiles.lua there is water_tile_type_names = { "water", "deepwater", "water-green", "deepwater-green" }...
by Muppet9010
Sun Dec 31, 2017 11:05 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.16.12] Unhandled Error With Mod
Replies: 5
Views: 3196

[Rseding91] [0.16.12] Unhandled Error With Mod

I was playing around trying to add a new type of water. The error message implies you want these reported to help improve error messages. I'll raise a separate post to see if anyone can advise on how to do this properly. The game 16.12 errors when starting the map editor. The offending code I added ...
by Muppet9010
Sun Dec 31, 2017 5:11 pm
Forum: Modding discussion
Topic: LuaFluidBox.get_connections() API documentation
Replies: 0
Views: 619

LuaFluidBox.get_connections() API documentation

the documentation for LuaFluidBox.get_connections() appears to be missing the requirement to pass an index fluidbox in both function list and function description. get_connections () → array of LuaFluidBox The fluidbox connections for the given fluidbox index seen in 16.12 documentation and game ver...
by Muppet9010
Sun Dec 24, 2017 5:49 pm
Forum: Resolved Problems and Bugs
Topic: LauSurface.find_tiles_filtered() api documentation
Replies: 0
Views: 604

LauSurface.find_tiles_filtered() api documentation

The documentation for LauSurface.find_tiles_filtered() in 0.16.7 looks to have a minor copy/paste error in its description. If no filters (name, type, or force) are given, returns all tiles in the search area. If multiple filters are specified, returns only tiles matching all given filters Input arg...
by Muppet9010
Thu Dec 14, 2017 10:19 pm
Forum: Resolved Problems and Bugs
Topic: [posila][16.0][Windows 10]Decoratives causing excessive GPU usage
Replies: 14
Views: 10396

Re: [posila][16.0][Windows 10]Decoratives causing excessive GPU usage

I have a 2GB graphics card (AMD R9 270). Read your suggestions and after playing around found the best configuration was leaving everything in full detail and just reducing the memory usage setting from ALL to LOW. This gives 60FPS at near full zoom out (minus 4 ticks on the scroll wheel), or 35 FPS...
by Muppet9010
Sun Dec 10, 2017 7:16 pm
Forum: Modding help
Topic: Getting Fluidbox throughput
Replies: 2
Views: 1004

Re: Getting Fluidbox throughput

I wasn't looking to change the pumping speed initially, just to obtain the water throughput per tick. However, as you mention pumping speed, I have now set this to 0.001 (0.06/s) and use a script to add to the fluidbox's amount. This is a bit clunky as the pump's basic pump_speed (no script amount a...
by Muppet9010
Sat Dec 09, 2017 6:12 pm
Forum: Modding help
Topic: Getting Fluidbox throughput
Replies: 2
Views: 1004

Getting Fluidbox throughput

I am trying to get the fluid throughput of an offshore-pump. I can happily get the entitie's fluidbox's amount and capacity, but can't see a way to see/calculate its throughput. As the amount refills from what is currently an infinite source, monitoring the amount only seems to show me if the throug...

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