Search found 259 matches
- Mon Mar 20, 2017 3:02 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 74730
Re: [MOD 0.14] Crafting Combinator
For those interested in this kind of thing, here's a nano factory using the crafting combinator to build any item in the game automatically with a single assembler: https://forums.factorio.com/viewtopic.php?f=193&t=42964 That's a cool setup you've got there! As for preventing the inserters from...
- Sun Mar 12, 2017 6:35 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 74730
Re: [MOD 0.14] Crafting Combinator
Hey, just wanted to say I discovered this mod today and it's fantastic for me. I'm working on a.... unique factory and this is a key part of it, in particular I was basically going to have to build the recipe combinator entirely by hand for almost every item in the game using constant & decider...
- Fri Mar 10, 2017 9:54 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 74730
Re: [MOD 0.14] Crafting Combinator
Version 0.4.2 released.
Changes:
+ Added [Recycling Machines](https://mods.factorio.com/mods/DRY411S/ZRecycling) compatibility
Changes:
+ Added [Recycling Machines](https://mods.factorio.com/mods/DRY411S/ZRecycling) compatibility
- Fri Mar 10, 2017 6:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.22] Problems with virtual signals and subgroups
- Replies: 1
- Views: 5029
[0.14.22] Problems with virtual signals and subgroups
If you add some signals into different subgroups, the signal selection window freaks out a bit. The signals are spread randomly, sometimes not shown at all. The subgroups get cut in multiple parts sometimes. Throwing the bellow code into a data.lua file should reproduce it: data:extend{{ type = &quo...
- Tue Mar 07, 2017 5:28 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 74730
Re: [MOD 0.14] Crafting Combinator
Re: kann_ I'm sorry for the late reply, I didn't get notified for some reason... Both of the points you mentioned have actually been on my todo list for some time, I just didn't have the time to put more work into it. I'm actually planning to make a 'results' mode for the recipe combinator that will...
- Tue Mar 07, 2017 5:02 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 74730
Re: [MOD 0.14] Crafting Combinator
Version 0.4.1 released.
Changes:
* Fixed a crash when loading with AAI Programmable Vehicles
* Fixed some virtual recipes would get the default icon when not necessary
Changes:
* Fixed a crash when loading with AAI Programmable Vehicles
* Fixed some virtual recipes would get the default icon when not necessary
- Fri Feb 17, 2017 7:39 am
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 74730
Re: [MOD 0.14] Crafting Combinator
Version 0.4.0 released. Changes: * Changed the way virtual recipes are generated which should increase compatibilty (thanks to [Nexela](https://github.com/theRustyKnife/CraftingCombinator/pull/4)) * Combinators are color coded now (by [Nexela](https://github.com/theRustyKnife/CraftingCombinator/pul...
- Tue Feb 07, 2017 9:09 pm
- Forum: Modding discussion
- Topic: Alternate site for factorio mods
- Replies: 3
- Views: 2296
Re: Alternate site for factorio mods
Heh, did you know that there's a Factorio section on Nexus? There are like 4 horrifically outdated mods there
Just thought I'd leave this here...
Just thought I'd leave this here...
- Tue Feb 07, 2017 8:48 pm
- Forum: Modding discussion
- Topic: find_non_colliding_position
- Replies: 4
- Views: 1928
Re: find_non_colliding_position
Seems to me that the "table" accepting functions are there because you don't need to fill all the fields, where for a regular function it forces you to call it with all arguments. I might be wrong on this one :P You are actually wrong, Lua allows you to omit arguments. It's effectively th...
- Wed Feb 01, 2017 6:44 am
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 74730
Re: [MOD 0.14] Crafting Combinator
Hey, its me again, i just wanted to ask, if There is a way to deactivate the virtual active provider chest of the combinator? After some testing, i realised that inserters and loaders are able to unload the combinator, after it has stoped the assembly machine and took out the remaining ingridients....
- Sun Jan 29, 2017 6:11 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 74730
Re: [MOD 0.14] Crafting Combinator
Hey rusty I resently found out about our mod, and started using it, its a preaty usefull mod and i love to use it. Bud sadl i had to discover, that our mod is not compatible with the recycling mod from DRY411S I even tred to use combinators but either your or his mod are not implemanting the reccli...
- Fri Jan 13, 2017 8:34 pm
- Forum: Mods
- Topic: [MOD 0.15] Almost Wireless Circuits
- Replies: 14
- Views: 5715
Re: [MOD 0.14] Almost Wireless Circuits
Version 0.2.1 released.
Changes:
* Fixed some crashes when loading a save from the previous version
* Fixed that almost-an-antenna had wrong properties
Changes:
* Fixed some crashes when loading a save from the previous version
* Fixed that almost-an-antenna had wrong properties
- Fri Jan 13, 2017 8:15 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 74730
Re: [MOD 0.14] Crafting Combinator
Could you enhance this so that it works with my recycling machines as well as vanilla assemblers please? And perhaps Bob's Assembly machines too? The recycling machines are just assemblers with different entity names, and recipe categories. My mod is at https://mods.factorio.com/mods/DRY411S/ZRecyc...
- Tue Jan 10, 2017 3:12 pm
- Forum: Mods
- Topic: [MOD 0.15] Almost Wireless Circuits
- Replies: 14
- Views: 5715
Re: [MOD 0.14] Almost Wireless Circuits
Hope it's gonna be helpfuljustarandomgeek wrote:Oh goody, I'll have to see how much this cleans up my computer!theRustyKnife wrote:+ Added an option to make normal poles circuit only (with blueprint support)
Also the blueprint support is made via dummy entities - don't mind them in the materials summary...
Cheers TRK
- Tue Jan 10, 2017 3:03 pm
- Forum: Mods
- Topic: [MOD 0.15] Almost Wireless Circuits
- Replies: 14
- Views: 5715
Re: [MOD 0.14] Almost Wireless Circuits
Version 0.2.0 released.
Changes:
* Complete rewrite (hopefully backwards compatible)
+ Added an option to make normal poles circuit only (with blueprint support)
Changes:
* Complete rewrite (hopefully backwards compatible)
+ Added an option to make normal poles circuit only (with blueprint support)
- Wed Dec 28, 2016 8:11 am
- Forum: Mods
- Topic: [MOD 0.15] Almost Wireless Circuits
- Replies: 14
- Views: 5715
Re: [MOD 0.14] Almost Wireless Circuits
I don't particularly want/need the distance, but I would love to have a variant of this mod that with regular medium/big poles that do circuits-only! Hmm, I could do that. Would it be enough to just have an option to change whether the pole is circuit only when placing it? That way it wouldn't even...
- Mon Dec 26, 2016 8:36 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 74730
Re: [MOD 0.14] Crafting Combinator
Yes, but after the next update. There are going to be some bigger changes so I'd have to redo itBylo wrote:Can you create pictured instruction?
(Me english language it poor)
Cheers TRK
- Sat Dec 24, 2016 11:46 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 74730
Re: [MOD 0.14] Crafting Combinator
Version 0.3.3 released.
Changes:
* Fixed a crash caused by a rounding error in recipe combinator
Changes:
* Fixed a crash caused by a rounding error in recipe combinator
- Wed Dec 21, 2016 7:04 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1005228
Re: Factorio Roadmap for 0.15 + 0.16
Check out Crafting Combinator. Does pretty much what you saidFunMaker wrote:What about programmable assemblers - will they be included in 0.15? That would be some extreme fun with combinators - just imagine building a rocket just by one assembler (other assembling machines excepted of cause).
- Sat Dec 17, 2016 9:59 am
- Forum: Mods
- Topic: [MOD 0.15] Circuit Network Switch
- Replies: 17
- Views: 9018
Re: [MOD 0.14] Circuit Network Switch
Does this connect input all wires to output all wires, or does it only connect red to red and green to green? Or is something else? Are the middle connections the ones that control the switch? Yes, the center is what controls the switch. The other two connection points are connected red-to-red and ...