Version 0.10.10 released.
Bugfixes:
- Fixed that some recipes wouldn't get a signal, even if they needed it
- Added compatibility for Omnipermute (https://mods.factorio.com/mod/omnimatter_permutation)
Search found 259 matches
- Thu May 02, 2019 8:17 am
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72809
- Sun Apr 28, 2019 7:06 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72809
New Version Released
Version 0.10.9 released.
Bugfixes:
- Fixed that undoing contruction of crafting combinator wouldn't deconstruct the combinator properly (https://mods.factorio.com/mod/crafting_ ... 000d919fba)
Bugfixes:
- Fixed that undoing contruction of crafting combinator wouldn't deconstruct the combinator properly (https://mods.factorio.com/mod/crafting_ ... 000d919fba)
- Sun Apr 28, 2019 2:48 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72809
New Version Released
Version 0.10.8 released. Bugfixes: - Fixed crash when insta-deconstructing combinators with Creative Mod (https://mods.factorio.com/mod/creative-mod) (https://mods.factorio.com/mod/crafting_combinator/discussion/5cbd74eb2b2f55000be9856a) - Fixed that crafting combinators wouldn't use each other's m...
- Sat Apr 20, 2019 4:15 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72809
New Version Released
Version 0.10.7 released. Bugfixes: - Fixed compatibility with Creative Mod (https://mods.factorio.com/mod/creative-mod) (https://forums.factorio.com/viewtopic.php?f=190&t=34405&start=120#p424003) Features: - Add option to clear fluidboxes on recipe change (https://forums.factorio.com/viewto...
- Sat Apr 20, 2019 8:56 am
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72809
Re: [MOD 0.17] Crafting Combinator
But when set to nothing the fluids aren't destroyed by the game, they are pushed back out to the input pipe/tank and then propagate backwards (if possible).This could actually cause weird mixing with CC in 0.16 because when changing a chem plant from a recipe with two water inputs to one with water...
- Fri Apr 19, 2019 6:06 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72809
Re: [MOD 0.17] Crafting Combinator
I did some experimenting with the fluid discard and added a GUI checkbox for 'discard fluids' and then in cc.lua move_items() right at the top before the check for discard items I just did: if self.settings.discard_fluids then local count = #self.assembler.fluidbox for i=1, count do self.assembler....
- Thu Apr 18, 2019 8:15 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72809
New Version Released
Version 0.10.6 released. Changes: - Crafting combinator will set the machine to no recipe if the fluid inputs/outputs aren't compatible (https://forums.factorio.com/viewtopic.php?f=190&t=34405&start=120#p422961) - Assembler speed reading mode now accounts for modules and beacons (https://fo...
- Sun Apr 14, 2019 6:47 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72809
Re: [MOD 0.17] Crafting Combinator
1) The new fluid anti-mixing system makes it even HARDER to flush pipes, because if you use for example a barrel filler controlled by a crafting combinator, it will hold a small amount of fluid in its internal fluid box, which keeps the whole fluid network locked to that. Then when you switch away ...
- Sat Apr 13, 2019 5:33 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72809
New Version Released
Version 0.10.5 released.
Changes:
- An ultimately small tweak to the gui
Bugfixes:
- Fixed wrong locale key for read recipe checkbox
Changes:
- An ultimately small tweak to the gui
Bugfixes:
- Fixed wrong locale key for read recipe checkbox
- Thu Apr 11, 2019 6:48 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72809
New Version Released
Version 0.10.4 released.
Changes:
- New nicer gui
Changes:
- New nicer gui
- Tue Apr 09, 2019 4:25 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72809
New Version Released
Version 0.10.3 released. Bugfixes: - Fixed a crash when removing recipe combinator - Fixed that crafting combinator wouldn't recognize a chest that existed before it was built in some cases - Fixed a crash after removing an overflow chest - Fixed recipes not being enabled if circuit network tech wa...
- Tue Apr 09, 2019 1:32 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72809
New Version Released
Version 0.10.1 released. Changes: - Updated for Factorio 0.17 - Recipe combinator is now a proper two-tile entity - Crafting combinator now uses adjacent chest for item overflow - Also a bunch of things that I don't remember Bugfixes: - Blueprinting should work now - Again, other things that I don'...
- Sun Apr 07, 2019 3:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.25] LuaEntity.revive raise_revive option doesn't work
- Replies: 1
- Views: 1614
[0.17.25] LuaEntity.revive raise_revive option doesn't work
Passing the raise_revive option is supposed to raise the script_raised_revive event, but does not. To reproduce: /c script.on_event(defines.events.script_raised_revive, function(event) game.print("Revived") end) /c game.player.selected.revive{raise_revive=true} While pointing at a ghost. N...
- Sat Apr 06, 2019 8:54 pm
- Forum: Modding help
- Topic: making entity-preview work
- Replies: 9
- Views: 1950
Re: making entity-preview work
Thanks, updating the styles seems to do it. Side-note: calling clear on a gui root element will delete all modded guis attached to that root element. Please don't do that. How would you recommend I do it? Also, is there an automated way to have the gui close when a player hits [Esc] or selects a di...
- Sat Apr 06, 2019 7:41 pm
- Forum: Not a bug
- Topic: [0.17.25] entity-preview widget doesn't show the entity
- Replies: 2
- Views: 918
Re: [0.17.25] entity-preview widget doesn't show the entity
After some discussion, the problem turns out to actually be that the default height and width for the widget are 0. More here.
- Sat Apr 06, 2019 7:39 pm
- Forum: Modding help
- Topic: making entity-preview work
- Replies: 9
- Views: 1950
Re: making entity-preview work
Ok, that works. It's kinda stupid the way it works, so I guess I'll just mention this in the report.
For the record: visibilty is fine, it's the width/height that's the issue.
For the record: visibilty is fine, it's the width/height that's the issue.
- Sat Apr 06, 2019 7:34 pm
- Forum: Modding help
- Topic: making entity-preview work
- Replies: 9
- Views: 1950
Re: making entity-preview work
Doesn't work for me...
Edit: Also just checked and .visible actually returns true after creating it as well.
Edit: Also just checked and .visible actually returns true after creating it as well.
- Sat Apr 06, 2019 7:25 pm
- Forum: Modding help
- Topic: making entity-preview work
- Replies: 9
- Views: 1950
Re: making entity-preview work
This seems to be a bug, I made a report about it here.
- Sat Apr 06, 2019 7:22 pm
- Forum: Not a bug
- Topic: [0.17.25] entity-preview widget doesn't show the entity
- Replies: 2
- Views: 918
[0.17.25] entity-preview widget doesn't show the entity
The entity-preview widget can be created, but doesn't display anything at all (not even an empty box or anything like that). Example commands to reproduce: /c ep = game.player.gui.center.add{type = 'entity-preview'} /c ep.entity = game.player.selected Passing the entity in the parameters when creati...
- Sat Apr 06, 2019 6:55 pm
- Forum: Already exists
- Topic: Allow mods to use the entity preview widget in guis
- Replies: 1
- Views: 1145
Allow mods to use the entity preview widget in guis
It would be nice for mods to be able to re-create native entity guis, so having access to the widget that all native entities have at the top showing the entity in the world would be nice. I'm sure people would find other uses for it too