[MOD 0.12.x] HardCrafting 0.3.15
Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x
Yay, my old saved game works. Thanks judos.
Now if only I knew how to get a compressed yellow belt of iron plates. Stupid dirt.
Now if only I knew how to get a compressed yellow belt of iron plates. Stupid dirt.
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Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x
Loving this mod, really am. Just wondering if anyone has any tips for stopping incinerators using coal to burn ... coal instead of dried dirt. Running Marathon as well so really dont want to be wasting anything.
Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x
I use something like this. The inserter only works when there is dried dirt in the chest, so it doesn't burn coal.Coffee Daemon wrote:Loving this mod, really am. Just wondering if anyone has any tips for stopping incinerators using coal to burn ... coal instead of dried dirt. Running Marathon as well so really dont want to be wasting anything.
Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x
Hi all,
BeltSorter is out for factorio 0.13!
I just uploaded the separate BeltSorter mod for factorio 0.13. I recommend to use it for hardCrafting (obviously). But of course it's also useable without hardCrafting. So please go out and spread the word on your servers
BeltSorter on the official modding repository
Features:
- define 4 items as filter for each direction
- select items to filter from a nice gui (recent history, search function, tooltips for items)
- use circuit signals or logistics condition to control it (works almost the same as the lamp entity)
- works also with splitter / underground-belts as input or output
- reduces speed when not enough energy is available (shuts down entirely when energy below 10%)
The light on the beltSorter is actually green but for the gif I had to choose a pretty bad quality.
Note: I know the circuit control connector already shows a light. This is however red when no condition is defined. Therefore I still left my own small light on the beltSorter to indicate that it is running when you do not define any condition (unlike the lamp usually does).
BeltSorter is out for factorio 0.13!
I just uploaded the separate BeltSorter mod for factorio 0.13. I recommend to use it for hardCrafting (obviously). But of course it's also useable without hardCrafting. So please go out and spread the word on your servers
BeltSorter on the official modding repository
Features:
- define 4 items as filter for each direction
- select items to filter from a nice gui (recent history, search function, tooltips for items)
- use circuit signals or logistics condition to control it (works almost the same as the lamp entity)
- works also with splitter / underground-belts as input or output
- reduces speed when not enough energy is available (shuts down entirely when energy below 10%)
The light on the beltSorter is actually green but for the gif I had to choose a pretty bad quality.
Note: I know the circuit control connector already shows a light. This is however red when no condition is defined. Therefore I still left my own small light on the beltSorter to indicate that it is running when you do not define any condition (unlike the lamp usually does).
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Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x
Merry Christmas!
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Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
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Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x
Slight improvement and animation
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- belt-sorter-tech.png (21.68 KiB) Viewed 7315 times
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- belt-sorter.png (15.89 KiB) Viewed 7315 times
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x
Oh wow this looks really cool I will put that in with the next version.
Do you know if there is an easy way to put an animation sequence on the entity? Otherwise I will have to figure that out by trying a bit.
Thanks a lot for the contribution!!!
Do you know if there is an easy way to put an animation sequence on the entity? Otherwise I will have to figure that out by trying a bit.
Thanks a lot for the contribution!!!
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Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x
hoi1539 wrote:I use something like this. The inserter only works when there is dried dirt in the chest, so it doesn't burn coal.Coffee Daemon wrote:Loving this mod, really am. Just wondering if anyone has any tips for stopping incinerators using coal to burn ... coal instead of dried dirt. Running Marathon as well so really dont want to be wasting anything.
This was my solution. The fuel insertes can only grab fuel if there's more than 2 piles of gravel on the belt. Fast inserters will just put eerything in, so no fuel can be put in without there being burnables in already. Same with excess dirt to the right but with chests.
Basically the same thing, I guess XD
Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x
Belt Sorter v0.2.0 is broken from Factorio v0.13.9
Error on startup
Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x
getting same error as prev post.
Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x
Thanks for the report. I'm afraid I can't fix it right away since i'm on vacation for two weeks
Currently known workaround is just to set the energy usage to 0kW. Then it will work but the belt sorter will show a blinking no-energy sign. Don't worry it should work anyway.
Check in the file prototypes/belt-sorter.lua where it says energy_usage="-1kW"
Currently known workaround is just to set the energy usage to 0kW. Then it will work but the belt sorter will show a blinking no-energy sign. Don't worry it should work anyway.
Check in the file prototypes/belt-sorter.lua where it says energy_usage="-1kW"
Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x
I would really like thisjudos wrote:ToDo / In progress for next version:
- Add special processing for other ores (DyTech, bobs mods)
Are you still thinking about this?
Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x
Hey i am getting this error on 0.13.12 any way to fix this ? And yes its caused by hardcrafting, when i remove it from mod directory game runs fine
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Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x
Quick fix:belze wrote:Hey i am getting this error on 0.13.12 any way to fix this ? And yes its caused by hardcrafting, when i remove it from mod directory game runs fine
Open the file hardCrafting_0.4.1\prototypes\technology-fixes.lua and comment out the following line by adding -- in front of it:
Code: Select all
-- table.insert(data.raw.technology["advanced-electronics"].prerequisites,"plastics")
The fix is supposed to only show this error when technologies are circular/recursive. In HardCrafting it happens because the mod adds the prerequisite Plastics to Advanced Electronics although it already has this prerequisite from the base game.Version 0.13.12 changelog wrote:
- Modding
- Fixed crash when technology prerequisites ended up being recursive. (30061)
Not sure if this should be reported as a bug in the base game as the error message is wrong / having prerequisites twice didn't prevent the game from loading in earlier versions.
EDIT: added to the original bug report here
Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x
Thank you its fixed going to try your mod now.
Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x
Not my mod, but you're welcome.belze wrote:Thank you its fixed going to try your mod now.
Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x
Thanks daniel34 for the quick response
I will have a look as soon as I'm back (eta 2.aug).
Basically I added that technology dependency because the advanced circuits actually required plastic in the recipe anyway.
Since Factorio cleared up the technology tree anyway it's best to remove it now.
I will have a look as soon as I'm back (eta 2.aug).
Basically I added that technology dependency because the advanced circuits actually required plastic in the recipe anyway.
Since Factorio cleared up the technology tree anyway it's best to remove it now.
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Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x
I don't see this mentioned... But when I click on the gui for the belt sorter it crashes. I'll get the specific error later today. I think the discussions on the mod portal has someone who has this issue as well.
Re: [MOD 0.12.x] HardCrafting 0.3.15
Hi guys, returned from vacations
I updated hardCrafting to 0.4.3 and created a new page for hardCrafting solely for 0.13.x here.
Two fixes are done:
- remove redundant technology dependency
- fixed recipe issue (dried dirt to landfill)
Download it here!
/edit:
I updated beltSorter to 0.2.1 and created a new page for beltSorter solely for 0.13.x here.
Three fixes are done:
- fixed mod not loading with negative belt-sorter-lamp energy usage
- fixed issue with LuaSurface::find_entities
- added missing locale messages (just in english) (Thanks to vitorboschi)
Aaand entirely new graphics thanks to Arch666Angel!
Download the mod here!
@pieppiep: Yes the todo list is still to be done. I didn't find the time yet to work on it. If you come up with concrete suggestions i'm open for any propositions which speed up these features
@NoriSilverrage: I think your problem was fixed by adding those missing locale keys if I'm right. Otherwise please tell me more about it.
Actually the animation is not working yet (still have to think about how to integrate it)
I updated hardCrafting to 0.4.3 and created a new page for hardCrafting solely for 0.13.x here.
Two fixes are done:
- remove redundant technology dependency
- fixed recipe issue (dried dirt to landfill)
Download it here!
/edit:
I updated beltSorter to 0.2.1 and created a new page for beltSorter solely for 0.13.x here.
Three fixes are done:
- fixed mod not loading with negative belt-sorter-lamp energy usage
- fixed issue with LuaSurface::find_entities
- added missing locale messages (just in english) (Thanks to vitorboschi)
Aaand entirely new graphics thanks to Arch666Angel!
Download the mod here!
@pieppiep: Yes the todo list is still to be done. I didn't find the time yet to work on it. If you come up with concrete suggestions i'm open for any propositions which speed up these features
@NoriSilverrage: I think your problem was fixed by adding those missing locale keys if I'm right. Otherwise please tell me more about it.
Actually the animation is not working yet (still have to think about how to integrate it)
Re: [MOD 0.12.x] HardCrafting 0.3.15
Not sure if this forum is still active with the mod portal up. but I didn't get a reply there either.
Is it intended that the incinerators produce a small amount of coal dust?
Is it intended that the incinerators produce a small amount of coal dust?