[MOD 0.17] Deadlock's Crating Machine

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mrvn
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Re: [MOD 0.17] Deadlock's Crating Machine

Post by mrvn » Mon Jul 22, 2019 9:24 am

slippycheeze wrote:
Thu Jul 18, 2019 11:56 pm
mrvn wrote:
Thu Jul 18, 2019 9:56 am
Illiander42 wrote:
Tue Jul 16, 2019 6:31 pm
"More Accurate Player Size Compared to Vehicles" is a mod that does 90% of what squeak through does, as far as I can see. Seems to work by making the player BB smaller.

Also, I have a bug when I use version 1.5.0 or later of crating with 0.0.4 or later of Bob's intergrations. Complains it can't find "machine" or something.
Squeak through lets you move between pipes and other entities that touch because the reduced collision box opens up a gap between them, No amount of reducing the player collision box should have the same effect.
Are the pipes actually gapless, though?
Think about it. If there where any gaps between two pieces of pipes the vaccum would leak out. I mean the crude oil would spill.

In vanilla pipes connect to each other without gaps to squeak through. On the other hand boilers have a gap between them. They magically teleport the water from one boiler to the next.

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Oktokolo
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Re: [MOD 0.17] Deadlock's Crating Machine

Post by Oktokolo » Mon Jul 22, 2019 6:56 pm

mrvn wrote:
Mon Jul 22, 2019 9:24 am
In vanilla pipes connect to each other without gaps to squeak through.
We can walk over belts in vanilla. Could be the same with pipes.

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Deadlock989
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Re: [MOD 0.17] Deadlock's Crating Machine

Post by Deadlock989 » Mon Jul 22, 2019 7:06 pm

If people think vanilla pipes should be collision-free then they could pick any one of the billion "idea and suggestion" threads about it. Squeak Through also has its own thread. None of these things have to do with crating or belts.

This thread literally vibrates in my pocket so if it could stay on topic it would be appreciated. Otherwise I'll have to turn it off and look at requests/questions in a less timely manner.

Much obliged.

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Re: [MOD 0.17] Deadlock's Crating Machine

Post by Kag » Wed Sep 04, 2019 2:57 am

Any chance to add an option to research this earlier? Requiring belts and automation would be understandable, but waiting until I have blue research lube and engines is a little long for crating 1.

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Deadlock989
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Re: [MOD 0.17] Deadlock's Crating Machine

Post by Deadlock989 » Wed Sep 04, 2019 10:41 am

Kag wrote:
Wed Sep 04, 2019 2:57 am
Any chance to add an option to research this earlier? Requiring belts and automation would be understandable, but waiting until I have blue research lube and engines is a little long for crating 1.
Zero chance of that happening, sorry. Where the tech should be unlocked is an opinion. My opinion at the time was that something which makes yellow belts up to 40x as powerful in the blink of an eye should be at least mid-game research. The mod literally makes crated yellow belts outclass uncrated blue belts by an order of magnitude. So it stays where it is. This mod isn't going to change now and is a gnat's whisker away from being unsupported anyway. The mod has a GNU license.

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Re: [MOD 0.17] Deadlock's Crating Machine

Post by mrvn » Sat Sep 07, 2019 3:25 pm

Kag wrote:
Wed Sep 04, 2019 2:57 am
Any chance to add an option to research this earlier? Requiring belts and automation would be understandable, but waiting until I have blue research lube and engines is a little long for crating 1.
Kag: Writing a tiny mod that simply changes the unlock for the crating machines is rather simple. I suggest writing that yourself. It's good practice.

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Deadlock989
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Re: [MOD 0.17] Deadlock's Crating Machine

Post by Deadlock989 » Sat Nov 09, 2019 1:18 am

This mod is now deprecated. It has a GNU GPLv3 license so anyone is entitled to fork it and maintain their own public version as long as that published version has the same license and credits my and shanemadden's work on it.

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Re: [MOD 0.17] Deadlock's Crating Machine

Post by kingarthur » Sat Nov 09, 2019 3:10 am

Deadlock989 wrote:
Sat Nov 09, 2019 1:18 am
This mod is now deprecated. It has a GNU GPLv3 license so anyone is entitled to fork it and maintain their own public version as long as that published version has the same license and credits my and shanemadden's work on it.
Why did you depreciate it? I only ask as I think I'll make a fork and keep it active as I have used it and do like this mod.

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