Search found 115 matches

by Outsider
Tue Mar 15, 2016 11:46 pm
Forum: Mods
Topic: [MOD 0.12.35] Logistics Railway 1.0.8
Replies: 87
Views: 63819

Re: [MOD 0.12.26] Logistics Railway 1.0.1

I Love the fact that you used rails instead of wagons for this, an awesome idea ;)
by Outsider
Sun Mar 06, 2016 6:14 am
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 202930

Re: [MOD 0.12.x] Advanced Logistics System

I am having the same issue. Running the console command didnt do anything. Any help? :o Running the command should show you the mod's setting window where you can reset the items per page to a smaller number, what happens when you run the command? The command should be : /c remote.call("advanc...
by Outsider
Sat Mar 05, 2016 6:06 pm
Forum: Not a bug
Topic: [0.12.24] Intermittent MP server lag (modded/dedicated)
Replies: 4
Views: 1959

Re: [0.12.24] Intermittent MP server lag (modded/dedicated)

Hey Tetryon, I just released Version 0.2.12 that should fix the issues you guys were having, please let me know if you are still having performance drops, i'd also love to hear how is the mod performing when it's active with that many players as i haven't had a chance to test in multiplayer let alon...
by Outsider
Sat Mar 05, 2016 5:57 pm
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 202930

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.11

Hey Guys, Version 0.2.12 is now available, it deals mainly with performance issues that was causing lag spikes even with mod idle or not even researched yet.. huge thanks to Tetyron for bringing this to my attention and to Rseding91 for offering me valuable insight on how to properly handle this. I ...
by Outsider
Sat Mar 05, 2016 10:43 am
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 202930

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.11

Hey I made a silly mistake. I set the items per page to twenty, which pushed the settings button (among other things) off the edges of the screen so I can't access them. I tried re-installing the mod but it's still the same. Is there a setting I can change somewhere to get it back to normal? You ca...
by Outsider
Thu Mar 03, 2016 3:50 pm
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 202930

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.11

Thank you Rseding91 really appreciate your help on this :) I think last time i updated that part i tried using the on_research_finished event but had issues getting it to work, if i recall the issue i had was not having access to a player which i use to init the GUI, i guess i messed the event.techn...
by Outsider
Thu Mar 03, 2016 5:51 am
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 202930

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.11

Hey Tetyron, Thank you for the report and sorry for the inconvenience, i have actually had issues with the same code before, and did some optimization on it, apparently not good enough :) I'll have a look over the weekend, and hopefully come up with a better method to handle activating the module sp...
by Outsider
Mon Feb 29, 2016 6:42 pm
Forum: Not a bug
Topic: [0.12.22] Biters atacking ghost player
Replies: 9
Views: 6742

Re: [0.12.22] Biters atacking ghost player

Thank you guys for pointing these issues out, i just update the mod to Version 0.2.11 , using the "destructible" attribute and also setting the health/health recovery to 0. I also added proper removal of the ghost entities when a player returns from remote view - thx Rseding91 for pointing...
by Outsider
Mon Feb 29, 2016 6:38 pm
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 202930

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.11

Hey Guys, Sorry for the delay with this update "for anyone who had bugs/issues", been completely consumed with RL. Version 0.2.11 is now available, it mainly fixes an issue with the remote chests view and the way the ghost character was being created, and also addresses some issues with ru...
by Outsider
Fri Feb 19, 2016 1:10 pm
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 202930

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.10

DevilXD posted this bug report: [0.12.22] Biters atacking ghost player It turned out your mod was the reason for the report. Advanced-logistics-system creates an invisible character and makes sure it never dies by healing it to full health every tick – that's what they [the biters] are attacking. k...
by Outsider
Sun Jan 31, 2016 5:09 pm
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 202930

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.10

I am getting an error D:. I try load a game (new or old) and it says trying to index global game (a nil value) in: events:2 control:2 gui:3. I would love to play this mod but it doesn't seem to like me. I am using factorio 0.12.20. Please make sure you are using the latest version of the mod, which...
by Outsider
Thu Jan 14, 2016 5:41 pm
Forum: Modding help
Topic: Logistic Network behavior
Replies: 3
Views: 7996

Re: Logistic Network behavior

Yeah the methods run in the background, as in there is no visual indication of it happening using logistics robots, afaik there is no way to simulate/force logistics robots moving to a certain position.. however it can be done with construction robots by placing a fake/invisible entity ghost at the ...
by Outsider
Tue Jan 12, 2016 10:31 am
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 202930

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.10

Thank you for this Mod, I like, I should be default Factorio. Because I have a stock and I can know what I have in the database. If I start a new game, which I must modify file to be the default mod? Thanks greetings Google translate Thanks, i'm not really sure what you mean by "be the default...
by Outsider
Tue Jan 12, 2016 10:17 am
Forum: Modding help
Topic: Logistic Network behavior
Replies: 3
Views: 7996

Re: Logistic Network behavior

It's not possible to change the behavior of the logistics network, as in you can't have requester chests request only from passive providers. as for the insert/remove methods, they simply just either add or remove items from the network using an item stack {name = "an item name", count = 1...
by Outsider
Mon Dec 07, 2015 12:09 am
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 320933

Re: [MOD 0.12.17] Orbital Ion Cannon

This looks awesome :D can't to try it out.
by Outsider
Sun Nov 29, 2015 10:59 pm
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 202930

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.10

I quickly glanced over the NE and ALS code: NE seems to add the small-alien-artifact in data-final-fixes.lua ALS creates the icons in data-final-fixes.lua Mods are loaded in alphabetical order, unless a (optional) dependency dictates otherwise. So when ALS creates the icons, the small artifact does...
by Outsider
Sun Nov 15, 2015 1:07 pm
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 202930

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.10

I tried this out for the first time tonight. After researching the tech, no new options were available to me (ie, I can't build the item). Attaching screenshot of the tech where you can see that it doesn't unlock anything. The item requirement was removed a while ago, the mod should work with just ...
by Outsider
Wed Nov 11, 2015 11:47 pm
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 202930

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.10

MainTango wrote:Great news! Gonna check it out immediately.
Yeah it should fix the issues you had, let me know how it goes :)
by Outsider
Wed Nov 11, 2015 11:13 pm
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 202930

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.10

Hey Guys, Version 0.2.10 is up and bring compatibility with Factorio 0.12.12+, also has a fix for the networks naming issues.. but it will also cause a reset to you saved networks names since it's now using different indexes, sorry for the inconvenience and the delay. P.S : 0.2.9 was an internal bug...
by Outsider
Sun Nov 01, 2015 3:16 pm
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 202930

Re: [MOD 0.12.11+] Advanced Logistics System 0.2.8

Does this happen just randomly? or when you change something related to the network? Do you have a personal roboport on you? I don't have to change anything about the networks, it feels like it just happens randomly. Don't quote me on that though since I haven't done any extensive testing. When giv...

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