Download zip that is above downloads title. I have no idea how to edit those source packages. Aircraft were added some time ago, but I guess something has changed.Qon wrote:Thanks for fixing the problems. (Haven't tested yet though)
Could you make drop-in ready release packages in the future? Kind of annoying to download, unzip, rename to Autofill_1.3.13 and then move to mod directory when all other mods are just 1 step, drop the zip into the mod directory.
Also would be nice if the mod supported the aircraft from viewtopic.php?f=93&t=14370
It's the vehicle I carry around but since autofill isn't compatible I usually just forget about it and run instead.
[MOD 0.12.x] Autofill
Re: [MOD 0.12.x] Autofill
Test mode
Searching Flashlight
[WIP]Fluid handling expansion
[WIP]PvP gamescript
[WIP]Rocket Express
Autofill: The torch has been pass to Nexela
Searching Flashlight
[WIP]Fluid handling expansion
[WIP]PvP gamescript
[WIP]Rocket Express
Autofill: The torch has been pass to Nexela
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Re: [MOD 0.12.x] Autofill
I am having some issues getting autofill to work, everytime i try to load up a game with auto fill toggled on i am met with this error. I have tried both version .33 and version .32 and i am met with the same error. If it helps the only other mods i am running is bobs mods.
http://imgur.com/Zsip8pg - This is the error i am receiving.
Almost forgot to mention, i am running the latest factorio version
http://imgur.com/Zsip8pg - This is the error i am receiving.
Almost forgot to mention, i am running the latest factorio version
Re: [MOD 0.12.x] Autofill
rk84 wrote:autofill_1.3.13 is released.
Fuel related issues should be fixed.
Ammobox had name change.
added 5dim set by Flow86
I fail to launch bob's mod so that one is still undone.
hey rk,
there may be some Problems with "color-coding" when u dont use its trains.
Since you can disable them in the config it will lead to your Control.lua:135 defaultset-call to look for a "diesel-locomotive-red", even if u never crafted it.
This causes the game to stop.
There is a short discussion on the CC-thread about it and it may be Kind if u'd consider to fix that.
regards
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Re: [MOD 0.12.x] Autofill
Is there a way to update this to include "factorio Basics" ? it has mark 2 turrets and it wont fill them. They also add better magazines than peircing called shattering bullets.
Re: [MOD 0.12.x] Autofill
Hey, got this error now when placing a FARL loco.
It caused the game to crash. No error in logfile.
EDIT: Factorio 0.12.30, autofill 1.3.13
EDIT 2: When enabling (had it disabled) color coding mod it works.
It caused the game to crash. No error in logfile.
EDIT: Factorio 0.12.30, autofill 1.3.13
EDIT 2: When enabling (had it disabled) color coding mod it works.
Re: [MOD 0.12.x] Autofill
Thank you for this mod.
Can you please add support for Yuoki ammo with vanila and bobs turrets?
Can you please add support for Yuoki ammo with vanila and bobs turrets?
Re: [MOD 0.12.x] Autofill
Somewhat confused. With 300+ piercing ammo in inventory and 10 turrets, why does it only add 10 ammo to the turret I place?
Re: [MOD 0.12.x] Autofill
Because that's what its set for in the file: autofill_1.3.13\settings\vanilla-sets.lua.txtwahming wrote:Somewhat confused. With 300+ piercing ammo in inventory and 10 turrets, why does it only add 10 ammo to the turret I place?
I editing the line : ["gun-turret"]= {priority=order.default, group="turrets", limits= {10}, "ammo-bullets" }
from 10 to 50 and it worked.
BUT you must have lots of ammo in your inventory compared to the number of turrets in your inventory if you want high numbers of clips to be loaded in each turret.
There is a check somewhere in the code that checks how many turrets in your inventory, verses how many ammo clips you have, and if you have,
for example 250 ammo and 50 turrets and you change the value to 50, it wont put down 5 turrets of 50 and the rest empty. It will only put 5 in each turret.
If you have 50 turrets in inventory. To get 50 in each turret when you change the setting to for 50 clips in each, you need to have 2500 clips in your inventory.
[I "believe" it caps at 50 turrets. ie, if you have 500 turrets you still only need 2500 clips in inventory to get 50 in each turret, but you will gradually get fewer and few clips in each turret as the mod tries to maintain that ratio of clips vs turrets in inventory.]
Re: [MOD 0.12.x] Autofill
Hi there~
I love this mod!! very useful!
I added mod VanillaΣx viewtopic.php?f=94&t=23747
but autofill is not support....
Can you patch support VanillaΣx?
Thankyou for your mod!!
I love this mod!! very useful!
I added mod VanillaΣx viewtopic.php?f=94&t=23747
but autofill is not support....
Can you patch support VanillaΣx?
Thankyou for your mod!!
Re: [MOD 0.12.x] Autofill
Hi there~
I made vanillaex and other mods items.lua and add to controll.lua
but not work lua...
I found solution... I took a lot of time
change this mod and type it in factorio.
and I can see finally worked lua!!
I made vanillaex and other mods items.lua and add to controll.lua
but not work lua...
Code: Select all
return {
["ammo-bullets"] = {
"uranium-bullet-magazine",
"hollow-bullet-magazine",
"incendiary-bullet-magazine",
"explosive-bullet-magazine",
"Biological-bullet-magazine",
"shattering-bullet-magazine"}
}
change this mod and type it in factorio.
and I can see finally worked lua!!
Code: Select all
/c remote.call("af", "resetMod")
pic
- Ranakastrasz
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Re: [MOD 0.12.x] Autofill
Would it be feasible to have a ingame Configuration like ModuleInserter, Such that you can actually define how many of what item go into each relevant entity when placed?
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
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Re: [MOD 0.12.x] Autofill
Update for 0.13 would be awesome <3
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Re: [MOD 0.12.x] Autofill
i kinda fixed it for .13 while we wait for official release
i kept version number so when official is release it should pick that up
https://dl.dropboxusercontent.com/u/226 ... 1.3.13.zip
i kept version number so when official is release it should pick that up
https://dl.dropboxusercontent.com/u/226 ... 1.3.13.zip
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Re: [MOD 0.12.x] Autofill
Can u add it to the mod portal? Or do i just have to manually put in the mod file?
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Re: [MOD 0.12.x] Autofill
im not the creator of this great mod and in no way feel entitled to put in the mod portal under my name, so, just download it and put it in your mods folder and be done with itbryreichle wrote:Can u add it to the mod portal? Or do i just have to manually put in the mod file?
Re: [MOD 0.12.x] Autofill
I put together an update for Factorio v0.13.x, and have created a pull request on github.
(because the update from DantHimself didn't check for invalid items in mod saved data)
The updated mod file can be downloaded from my github releases page, I'll take it down once the author does an official update.
Known Issues:
* Old worlds may not autofill things correctly (need to create migration script for global.personalsets data)
Make backups before using this update. Seriously, make backups.
(because the update from DantHimself didn't check for invalid items in mod saved data)
The updated mod file can be downloaded from my github releases page, I'll take it down once the author does an official update.
Known Issues:
* Old worlds may not autofill things correctly (need to create migration script for global.personalsets data)
Make backups before using this update. Seriously, make backups.
Pyromaniac technomancer blacksmith with Steampunk tendencies.
Re: [MOD 0.12.x] Autofill
So for Autofill to work in vanilla, the newest unoffical update of Autofill 1.3.13/1.3.14.
In order for Autofill to be able to insert ammo into gun turrets.
'basic bullets' needs to be changed to or have added 'firearm-magazine' and 'ap bullets' needs to be changed to or have added 'piercing-rounds-magazine' in the 'vanilla-items' file. The base item names were changed in Factorio 0.13.
In order for Autofill to be able to insert ammo into gun turrets.
'basic bullets' needs to be changed to or have added 'firearm-magazine' and 'ap bullets' needs to be changed to or have added 'piercing-rounds-magazine' in the 'vanilla-items' file. The base item names were changed in Factorio 0.13.
Re: [MOD 0.12.x] Autofill
...yeah, that's pretty much what I did...in the pull request...DannyB416 wrote:So for Autofill to work in vanilla, the newest unoffical update of Autofill 1.3.13/1.3.14.
In order for Autofill to be able to insert ammo into gun turrets.
'basic bullets' needs to be changed to or have added 'firearm-magazine' and 'ap bullets' needs to be changed to or have added 'piercing-rounds-magazine' in the 'vanilla-items' file. The base item names were changed in Factorio 0.13.
Pyromaniac technomancer blacksmith with Steampunk tendencies.
Re: [MOD 0.12.x] Autofill
I am working on some tweaks for this as well. so far I have:
-Added shuttle train autofill
-removed color coding locos since it is not needed for factorio .13
-Added bobmods ammos, tanks, artillery, lasers
-added uranium power
-Added shuttle train autofill
-removed color coding locos since it is not needed for factorio .13
-Added bobmods ammos, tanks, artillery, lasers
-added uranium power
Re: [MOD 0.12.x] Autofill
That's fantastic, please make a pull request when you've got it all tested!Nexela wrote:I am working on some tweaks for this as well. so far I have:
-Added shuttle train autofill
-removed color coding locos since it is not needed for factorio .13
-Added bobmods ammos, tanks, artillery, lasers
-added uranium power
Pyromaniac technomancer blacksmith with Steampunk tendencies.