[0.11.x] Y.Petremann's mods (6 mods)

Topics and discussion about specific mods
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[0.11.x] Y.Petremann's mods (6 mods)

Post by y.petremann » Thu Mar 05, 2015 4:57 pm

Informations :
Here is a collection of mods I've made, updated or completely modified.
The reason I originally make these is because I needed them mostly in the way they are made. I made them public only because I thought other peoples would like them.

With the 0.12 update, I needed to migrate all mods to this new version. As a new effort, versions would be renumbered.
Also all mods would have their respective topics if you need more informations about them.

Creative Mode (1.5.0) :
Download creative-mode_1.5.0.zip via Mediafire

This mod add two things to the game, the creative chest which provide an infinite source of the item or fluid you want at the direction you want, the void chest which delete all items or fluid at the direction you want, the Zero point energy generator that can generate up to 999TW and the Black hole energy consumer that can consume up to 999TW.
Also all things in this mod are craftable for free and don't need energy.

The creative chest has now a fluid tab with all fluids the game have.

Image
Planned
Visual Help (0.0.1) :
Download visual-help_0.0.1.zip via Mediafire

This mod make it easier to talk to other player by having the posibility to point some objects. To place an arrow, you simply need to place it on the terrain, to remove it, simply click with the placer on the arrow.

Better vehicle control (0.12.1) : Forum topic

Updated Graphics (0.12.1) : Forum topic

No hand crafting (0.12.2) : Forum topic

No hand mining (0.12.2) : Forum topic

Dump data (1.0.0) :
Download dump-data_1.0.0.zip via Mediafire

This mod dump data.raw into console and logs, only useful for developpers or when explicitly needed.
Last edited by y.petremann on Sun Nov 22, 2015 12:18 pm, edited 30 times in total.

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Re: [0.11.x] Y.Petremann's mods (3 mods)

Post by Wyrm » Thu Mar 05, 2015 10:08 pm

The rocket defense requires the assembly of 5 items at once, but the default assembly machines can assemble things with up to 4 items. You will be unable to craft these items with the default assembly machines.

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Re: [0.11.x] Y.Petremann's mods (3 mods)

Post by y.petremann » Thu Mar 05, 2015 10:41 pm

Wyrm wrote:The rocket defense requires the assembly of 5 items at once, but the default assembly machines can assemble things with up to 4 items. You will be unable to craft these items with the default assembly machines.
I would like you to verify before saying something wrong, tier 3 assemblng machine can craft thing up to 6 items

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Re: [0.11.x] Y.Petremann's mods (3 mods)

Post by GewaltSam » Fri Mar 06, 2015 7:15 am

Wyrm wrote:The rocket defense requires the assembly of 5 items at once, but the default assembly machines can assemble things with up to 4 items. You will be unable to craft these items with the default assembly machines.
That was true a few versions before, but they recently changed that.

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Re: [0.11.x] Y.Petremann's mods (4 mods)

Post by y.petremann » Fri Mar 06, 2015 4:41 pm

I've looked a bit and one problem was the impossibility to craft the oil-refinery, I've added some recipes because it wasn't logic for me to to disable them when other where enabled

No hand crafting (1.0.1) :
  • Balancing:
    • added back in burner assembling machine : iron-chest
    • added back in burner assembling machine : pipe-to-ground
    • added back in burner assembling machine : basic-mining-drill
    • added in burner assembling machine : oil-refinery
    • added in burner assembling machine : shotgun-shell
Last edited by y.petremann on Mon Mar 09, 2015 8:00 pm, edited 1 time in total.

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Re: [0.11.x] Y.Petremann's mods (4 mods)

Post by Wyrm » Sun Mar 08, 2015 3:13 am

GewaltSam wrote:That was true a few versions before, but they recently changed that.
Ah. Good. I had a problem specifically with that very build. "What?! You can't build a rocket defense with the T3? FFFFF--"

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Re: [0.11.x] Y.Petremann's mods (5 mods)

Post by y.petremann » Mon Mar 09, 2015 7:20 am

I've added my last new mod ... The creative mode which permit you to make some test without having to worry about resources ...

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Re: [0.11.x] Y.Petremann's mods (5 mods)

Post by y.petremann » Mon Mar 09, 2015 8:00 pm

I've updated the creative mod to support energy.

Creative Mode (1.1.0) :
  • Features:
    • added Zero point energy generator
    • added Black hole energy consumer
  • Changes:
    • little code refactoring
Last edited by y.petremann on Tue Mar 10, 2015 7:02 pm, edited 1 time in total.

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Re: [0.11.x] Y.Petremann's mods (5 mods)

Post by ssilk » Mon Mar 09, 2015 11:49 pm

May I suggest something: I think you should split this into 5 thread, one for each mod. There are many reasons for this "rule". Just a hint, no order. :)

Edit: thought some minutes longer. I think leave it like it is; it's just like a modpack! Sorry for disturbing. Continue! ;)
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

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Re: [0.11.x] Y.Petremann's mods (5 mods)

Post by y.petremann » Tue Mar 10, 2015 12:39 am

ssilk wrote:May I suggest something: I think you should split this into 5 thread, one for each mod. There are many reasons for this "rule". Just a hint, no order. :)

Edit: thought some minutes longer. I think leave it like it is; it's just like a modpack! Sorry for disturbing. Continue! ;)
Now, there is not really a lot of mods, but their is a lot of concept that need to be finished for release, and then I think a single topic would not be sufficient but more a subsection ... :D

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Re: [0.11.x] Y.Petremann's mods (5 mods)

Post by y.petremann » Tue Mar 10, 2015 7:41 pm

I've updated the creative mode to have void chest taking contents from containers and I have done some experimentations and this is one thing I've come to do

Image

Creative Mode (1.2.0) :
  • Features:
    • Added that void chest can take from container
  • Changes:
    • Little code refactoring

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Re: [0.11.x] Y.Petremann's mods (5 mods)

Post by y.petremann » Sun Mar 15, 2015 8:30 pm

The creative mode has now fluid handling using creative and void chests. simply put your creative chest in front of something that accept fluids and it put fluids inside it. Put a void chest in front of something and it empty it.

Creative chest don't works correctly with everything that accept more than one liquid (it fills all slots with the liquid)

Creative Mode (1.3.0) :
  • Features:
    • Added liquid support

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Re: [0.11.x] Y.Petremann's mods (5 mods)

Post by ZorbaTHut » Mon Mar 16, 2015 3:09 am

The Creative Mode energy sink and energy source don't seem to work properly in 0.11.18 - mousing over them in the crafting window causes an instant crash. The call stack looks like something's broken in making the tooltip. I tried disabling all my other mods and that didn't fix it, so I *think* this is intrinsic to Creative Mode in some way. But I might've screwed that up.

Thankfully I don't need them right now, so I just disabled them in my game. Thanks for the Creative Mode chest! :D

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Re: [0.11.x] Y.Petremann's mods (5 mods)

Post by y.petremann » Mon Mar 16, 2015 10:53 am

ZorbaTHut wrote:The Creative Mode energy sink and energy source don't seem to work properly in 0.11.18 - mousing over them in the crafting window causes an instant crash. The call stack looks like something's broken in making the tooltip. I tried disabling all my other mods and that didn't fix it, so I *think* this is intrinsic to Creative Mode in some way. But I might've screwed that up.

Thankfully I don't need them right now, so I just disabled them in my game. Thanks for the Creative Mode chest! :D
It's more useful for me to have the debug informations, I don't know, but if that related to tooltip, maybe it's related to localisation (only english is provided).

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Re: [0.11.x] Y.Petremann's mods (5 mods)

Post by ZorbaTHut » Mon Mar 16, 2015 1:18 pm

y.petremann wrote:It's more useful for me to have the debug informations, I don't know, but if that related to tooltip, maybe it's related to localisation (only english is provided).
Not entirely convinced this will be useful, but here ya go:
Crashlog
Running in English, so it's probably not the localization.

Edit: And as a side note, the void chests eat items out of the player toolbar if you accidentally walk into their item-kill zones. Any way to prevent this from happening?

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Re: [0.11.x] Y.Petremann's mods (5 mods)

Post by y.petremann » Mon Mar 16, 2015 11:52 pm

ZorbaTHut wrote:
y.petremann wrote:It's more useful for me to have the debug informations, I don't know, but if that related to tooltip, maybe it's related to localisation (only english is provided).
Not entirely convinced this will be useful, but here ya go:
Crashlog
Running in English, so it's probably not the localization.

Edit: And as a side note, the void chests eat items out of the player toolbar if you accidentally walk into their item-kill zones. Any way to prevent this from happening?
For what it says, it seem to be related to the descriptions, Please say me if that problem is in version 1.4.0.
The void chest take from player as the creative chest put items to the player inventory, I've now put the player on blacklist for that functionality.

Creative Mode (1.4.0) :
  • Changes:
    • Potential fix for tooltip issue
    • Blacklisted player for creative chest insertion and void chest cleaning

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Re: [0.11.x] Y.Petremann's mods (5 mods)

Post by ZorbaTHut » Wed Mar 18, 2015 2:12 am

y.petremann wrote: [*]Potential fix for tooltip issue
Same crash, I'm sorry to say :/

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Re: [0.11.x] Y.Petremann's mods (5 mods)

Post by Trainman1911 » Wed Mar 18, 2015 1:57 pm

ZorbaTHut wrote:
y.petremann wrote: [*]Potential fix for tooltip issue
Same crash, I'm sorry to say :/
Yep same issue here.

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Re: [0.11.x] Y.Petremann's mods (5 mods)

Post by y.petremann » Wed Mar 18, 2015 2:48 pm

ZorbaTHut wrote:Same crash, I'm sorry to say :/
Trainman1911 wrote:Yep same issue here.
Is it possible for one of you to came on irc to talk about the problem, I run factorio on linux and so I don't have this problem, this causing me the problem to have dificulty to fix the bug.

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Re: [0.11.x] Y.Petremann's mods (5 mods)

Post by y.petremann » Thu Mar 19, 2015 4:12 pm

Okay so I've posted a bug report and get the reason of the crash ...
You know 1PW is really big and the logic to show these numbers was not correct, it should works with 0.11.19.

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