Search found 259 matches

by theRustyKnife
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...
by theRustyKnife
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...
by theRustyKnife
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
by theRustyKnife
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...
by theRustyKnife
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...
by theRustyKnife
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
by theRustyKnife
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...
by theRustyKnife
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 :P
Just thought I'd leave this here...
by theRustyKnife
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...
by theRustyKnife
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....
by theRustyKnife
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...
by theRustyKnife
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
by theRustyKnife
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...
by theRustyKnife
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

justarandomgeek wrote:
theRustyKnife wrote:+ Added an option to make normal poles circuit only (with blueprint support)
Oh goody, I'll have to see how much this cleans up my computer! :D
Hope it's gonna be helpful ;)
Also the blueprint support is made via dummy entities - don't mind them in the materials summary...

Cheers TRK
by theRustyKnife
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)
by theRustyKnife
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...
by theRustyKnife
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

Bylo wrote:Can you create pictured instruction?
(Me english language it poor)
Yes, but after the next update. There are going to be some bigger changes so I'd have to redo it :|

Cheers TRK
by theRustyKnife
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
by theRustyKnife
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

FunMaker 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).
Check out Crafting Combinator. Does pretty much what you said ;)
by theRustyKnife
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 ...

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