Search found 259 matches

by theRustyKnife
Thu May 02, 2019 8:17 am
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 72809

New Version Released

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)
by theRustyKnife
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)
by theRustyKnife
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...
by theRustyKnife
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...
by theRustyKnife
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...
by theRustyKnife
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....
by theRustyKnife
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...
by theRustyKnife
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 ...
by theRustyKnife
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
by theRustyKnife
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
by theRustyKnife
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...
by theRustyKnife
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'...
by theRustyKnife
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...
by theRustyKnife
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...
by theRustyKnife
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.
by theRustyKnife
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.
by theRustyKnife
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.
by theRustyKnife
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.
by theRustyKnife
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...
by theRustyKnife
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 ;)

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