Yes, non-matching modules are transfered instantly.nmid wrote:Are they the existing modules being replaced in the assemblers?
Their is currently no animation for the return of the old modules, they just appear in your inventory.
[MOD 0.15] ModuleInserter 2.0.0
Re: [MOD 0.12.12+] ModuleInserter 0.1.33
Yes, they are instantly taken (the ones from your inventory are also taken instantly). I might change it after i see how 0.13 does modules in blueprints, so it matches with it.
Re: [MOD 0.12.+|0.13] ModuleInserter 0.1.4
Updated to ModuleInserter 0.1.4
- shift selecting an area removes pending insertion jobs
- insertion jobs get canceled when updating to 0.1.4
- changed module inserter item to selection tool (MP/Player afk safe)
- fixed data not being cleaned up when ghost timed out
Re: [MOD 0.12.+|0.13] ModuleInserter 0.1.4
For some reason I am unable to update the mod from .35 to .4 with the games built in update mod function. Worked fine with other mod updates so far.
Had to manually delete old and redownload.
Had to manually delete old and redownload.
Re: [MOD 0.12.+|0.13] ModuleInserter 0.1.4
I think that is a known issue. Somehow the updater thinks that .35 is a later version than .4 ? I'm not sure. Lua does it right:Gazer75 wrote:For some reason I am unable to update the mod from .35 to .4 with the games built in update mod function. Worked fine with other mod updates so far.
Had to manually delete old and redownload.
Code: Select all
/c game.player.print(tostring("0.1.35" < "0.1.4"))
Re: [MOD 0.12.+|0.13] ModuleInserter 0.1.4
Maybe if you call it .40 it will work?
Re: [MOD 0.12.+|0.13] ModuleInserter 0.1.4
0.1.35 is > than 0.1.4 because 35 > 4. Use the version numbers properly and you would not run into problems. It's Major.Minor.Patch, increment patch by one for small bug patches that doesn't change features or expected behaviour. Increment Minor for actual updates. Update Major for big changes that break backwards compatability.Choumiko wrote:I think that is a known issue. Somehow the updater thinks that .35 is a later version than .4 ? I'm not sure. Lua does it right:Gazer75 wrote:For some reason I am unable to update the mod from .35 to .4 with the games built in update mod function. Worked fine with other mod updates so far.
Had to manually delete old and redownload.returns trueCode: Select all
/c game.player.print(tostring("0.1.35" < "0.1.4"))
Lua doesn't "do it right" because it doesn't do the same thing. What your Lua code does is a string compare, not a version number compare. Those are different.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Re: [MOD 0.12.+|0.13] ModuleInserter 0.1.4
Don't mind me, somehow in my head i was always assuming i made the version 0.1.40Qon wrote:0.1.35 is > than 0.1.4 because 35 > 4.
Re: [MOD 0.12.+|0.13] ModuleInserter 0.1.4
Hi Choumiko,
that's funny, because I made a post on this subject on version comparing, and nobody reacts...
viewtopic.php?f=34&t=29410
On another subject, I tried to uninstall your mod and while reopening my map I got this : And map refuses to open.
It opens as soon as I put back the mod.
Do you have this problem too ?
I know I have no reason to uninstall this great mod, but I was doing tests...
that's funny, because I made a post on this subject on version comparing, and nobody reacts...
viewtopic.php?f=34&t=29410
On another subject, I tried to uninstall your mod and while reopening my map I got this : And map refuses to open.
It opens as soon as I put back the mod.
Do you have this problem too ?
I know I have no reason to uninstall this great mod, but I was doing tests...
My mods on the Factorio Mod Portal
Re: [MOD 0.12.+|0.13] ModuleInserter 0.1.4
This looks more like a Factorio issue, once a mod is disabled/removed he can't do anything. Destroying all the Module Inserter items should solve it i guess (in the rare case anyone wants to remove it )
Re: [MOD 0.12.+|0.13] ModuleInserter 0.1.4
I post a report, to see if the devs finds a related problem/bug.
viewtopic.php?f=7&t=30044
viewtopic.php?f=7&t=30044
My mods on the Factorio Mod Portal
- aubergine18
- Smart Inserter
- Posts: 1264
- Joined: Fri Jul 22, 2016 8:51 pm
- Contact:
Re: [MOD 0.12.+|0.13] ModuleInserter 0.2.1
It would be worth uploading an image for the mod on the portal IMO...
Better forum search for modders: Enclose your search term in quotes, eg. "font_color" or "custom-input" - it prevents the forum search from splitting on hypens and underscores, resulting in much more accurate results.
- sporefreak
- Fast Inserter
- Posts: 183
- Joined: Sun Apr 17, 2016 12:55 am
- Contact:
Re: [MOD 0.12.+|0.13] ModuleInserter 0.2.1
I seem to have found a bug, With Module inserter installed on my factorio 0.13.15 calling "/c game.player.force.research_all_technologies()" makes some items unresearched? Including Iron stick making the crafting of tools impossible (I have tested many things and this only happens with module inserter installed.
Re: [MOD 0.12.+|0.13] ModuleInserter 0.2.1
Updated to 0.2.2: Download + Changelog
Should be fixed there, if you have an affected save use /c game.player.force.reset_recipes() to reenable them.
Should be fixed there, if you have an affected save use /c game.player.force.reset_recipes() to reenable them.
Re: [MOD 0.12.+|0.13] ModuleInserter 0.2.1
When installing this mod the modules appear to be pixelated/distorted.
Top pic is without the mod installed and bottom is with
Top pic is without the mod installed and bottom is with
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- Photoshop_2016-08-11_12-20-22.png (71.09 KiB) Viewed 7272 times
Re: [MOD 0.12.+|0.13] ModuleInserter 0.2.1
My own private conclusion : Choumiko, your hand is shaking, stop drinking !!!Tone wrote:Top pic is without the mod installed and bottom is with
My mods on the Factorio Mod Portal
Re: [MOD 0.12.+|0.13] ModuleInserter 0.2.1
I have a hard time imagining how a mod would cause that. ModuleInserter doesn't touch the icons in any way.
What OS are you on, Factorio and ModuleInserter version? For me it looks fine on Linux, latest Factorio/Module Inserter (with or without linear filtering/texture compression)
What OS are you on, Factorio and ModuleInserter version? For me it looks fine on Linux, latest Factorio/Module Inserter (with or without linear filtering/texture compression)
Shouldn't i be drinking more if i'm shaking?binbinhfr wrote:My own private conclusion : Choumiko, your hand is shaking, stop drinking !!!
Re: [MOD 0.12.+|0.13] ModuleInserter 0.2.1
I'm not sure how it would cause that either, but as soon as I remove moduleinserter, the icons go back to normal. Windows 10, latest factorio version 0.13.15 , ModuleInserter tested 0.20, 0.21 & 0.22 with same resultsChoumiko wrote:I have a hard time imagining how a mod would cause that. ModuleInserter doesn't touch the icons in any way.
What OS are you on, Factorio and ModuleInserter version? For me it looks fine on Linux, latest Factorio/Module Inserter (with or without linear filtering/texture compression)
Edit: Tested with only ModuleInserter installed in my mods folder and same issue
Last edited by Tone on Thu Aug 11, 2016 8:48 pm, edited 1 time in total.
Re: [MOD 0.12.+|0.13] ModuleInserter 0.2.1
It might be a Factorio issue partially.Tone wrote:I'm not sure how it would cause that either, but as soon as I remove moduleinserter, the icons go back to normal. Windows 10, latest factorio version 0.13.15 , ModuleInserter tested both 0.21 & 0.22 with same resultsChoumiko wrote:I have a hard time imagining how a mod would cause that. ModuleInserter doesn't touch the icons in any way.
What OS are you on, Factorio and ModuleInserter version? For me it looks fine on Linux, latest Factorio/Module Inserter (with or without linear filtering/texture compression)
If you use module icons for something else they might no longer be qualified for trilinear filtering.