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

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y.petremann
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Re: [0.11.x] Y.Petremann's mods (6 mods)

Post by y.petremann »

kwstoudt wrote:Is there a 0.12.x version for Better Vehicle Control on the way?
I've just made an update for it, so download it from here https://github.com/YPetremann/better-ve ... 0.12.1.zip
For now this is not a complete official update but work like 0.11 version.

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

Post by Ranakastrasz »

Better vehicle control is very useful.
However, the angle of adjustment seems a bit low.
Also, sliding sometimes phases you into objects.
I would imagine combinding both parts.
Have it turn in proportion to how close to the grid it currently is.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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

Post by emivy »

In the no hand crafting, some items don't have the options to use a couple assembly machines. For instance, Pumpjack MK1 can't be made with Assembly 1 and 2, but can be made in all other ones.
I'm using Dytech BTW.
Is this on No Hand Crafting mod, or no Dytech?
And what do I modify to make everything work?

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

Post by y.petremann »

emivy wrote:In the no hand crafting, some items don't have the options to use a couple assembly machines. For instance, Pumpjack MK1 can't be made with Assembly 1 and 2, but can be made in all other ones.
I'm using Dytech BTW.
Is this on No Hand Crafting mod, or no Dytech?
And what do I modify to make everything work?
No hand crafting don't do support for classc assembling machines, it only makes all craftings you could make by hand in the burner assembling machine, please verify if you can craft with this one.

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

Post by emivy »

y.petremann wrote:
emivy wrote:In the no hand crafting, some items don't have the options to use a couple assembly machines. For instance, Pumpjack MK1 can't be made with Assembly 1 and 2, but can be made in all other ones.
I'm using Dytech BTW.
Is this on No Hand Crafting mod, or no Dytech?
And what do I modify to make everything work?
No hand crafting don't do support for classc assembling machines, it only makes all craftings you could make by hand in the burner assembling machine, please verify if you can craft with this one.
If the assembly 1 and 2 can't craft, the burner can, and so can the 3/4/5/6 ones.
There are a handful of things assembly 1/2 can't make, on top of my head, assembly 2, pumpjack, oil refinery, chemical plant. Haven't gotten far into the game with the no hand crafting mod.

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

Post by y.petremann »

emivy wrote:
y.petremann wrote:
emivy wrote:In the no hand crafting, some items don't have the options to use a couple assembly machines. For instance, Pumpjack MK1 can't be made with Assembly 1 and 2, but can be made in all other ones.
I'm using Dytech BTW.
Is this on No Hand Crafting mod, or no Dytech?
And what do I modify to make everything work?
No hand crafting don't do support for classic assembling machines, it only makes all craftings you could make by hand in the burner assembling machine, please verify if you can craft with this one.
If the assembly 1 and 2 can't craft, the burner can, and so can the 3/4/5/6 ones.
There are a handful of things assembly 1/2 can't make, on top of my head, assembly 2, pumpjack, oil refinery, chemical plant. Haven't gotten far into the game with the no hand crafting mod.
If the burner assembling machine can craft, what the problem ?

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

Post by emivy »

y.petremann wrote:
emivy wrote:
y.petremann wrote:
emivy wrote:In the no hand crafting, some items don't have the options to use a couple assembly machines. For instance, Pumpjack MK1 can't be made with Assembly 1 and 2, but can be made in all other ones.
I'm using Dytech BTW.
Is this on No Hand Crafting mod, or no Dytech?
And what do I modify to make everything work?
No hand crafting don't do support for classic assembling machines, it only makes all craftings you could make by hand in the burner assembling machine, please verify if you can craft with this one.
If the assembly 1 and 2 can't craft, the burner can, and so can the 3/4/5/6 ones.
There are a handful of things assembly 1/2 can't make, on top of my head, assembly 2, pumpjack, oil refinery, chemical plant. Haven't gotten far into the game with the no hand crafting mod.
If the burner assembling machine can craft, what the problem ?

Just very slow is all.

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

Post by y.petremann »

emivy wrote:
y.petremann wrote:
emivy wrote:
y.petremann wrote:
emivy wrote:In the no hand crafting, some items don't have the options to use a couple assembly machines. For instance, Pumpjack MK1 can't be made with Assembly 1 and 2, but can be made in all other ones.
I'm using Dytech BTW.
Is this on No Hand Crafting mod, or no Dytech?
And what do I modify to make everything work?
No hand crafting don't do support for classic assembling machines, it only makes all craftings you could make by hand in the burner assembling machine, please verify if you can craft with this one.
If the assembly 1 and 2 can't craft, the burner can, and so can the 3/4/5/6 ones.
There are a handful of things assembly 1/2 can't make, on top of my head, assembly 2, pumpjack, oil refinery, chemical plant. Haven't gotten far into the game with the no hand crafting mod.
If the burner assembling machine can craft, what the problem ?

Just very slow is all.
Initially I made them slow to prevent only using them.
I could add a mid-game and end-game version of the burner assembler using electricity, but consider that this type of assembler would only be interesting if no other machines are available for the recipe you want and that I would make it slower, making more polution or using more energy to prevent using it as main machine since it would be a bit overcheated

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

Post by Segundo »

y.petremann wrote:
kwstoudt wrote:Is there a 0.12.x version for Better Vehicle Control on the way?
I've just made an update for it, so download it from here https://github.com/YPetremann/better-ve ... 0.12.1.zip
For now this is not a complete official update but work like 0.11 version.
@Y.Petremann: Can the Better Vehicle Control mod (0.12.1) be updated to work with the latest release of Factorio to date (0.12.17)?

When loading a save game in Factorio (0.12.17) the Better Vehicle Control mod gives the following error:

__better-vehicle-control__/control.lua:66:attempt to
index global 'game' (a nil value)

Thanks for this great mod.

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

Post by MalcolmCooks »

Segundo wrote:@Y.Petremann: Can the Better Vehicle Control mod (0.12.1) be updated to work with the latest release of Factorio to date (0.12.17)?

When loading a save game in Factorio (0.12.17) the Better Vehicle Control mod gives the following error:

__better-vehicle-control__/control.lua:66:attempt to
index global 'game' (a nil value)

Thanks for this great mod.
also getting this error when generating a new map

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

Post by y.petremann »

Sorry with my job I had almost no time to correctly update the mods.
Better vehicle control is updated, no-hand-mining and no-hand-crafting would have their update soon, updated-graphics should continue to work.

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

Post by tomlee92602 »

Help.I only have creative mode mod in v0.12.21.when i open it,it has a error:
Error while loading recipe prototype "item-source" (recipe): Recipe
energy requirement can't be lower than 0.001.
Modifications: creative-mode

I am using window 7 32bit. :(
edited*:I change some code on prototypes/entity and eable the open the game.
energy-sink,energy-source,item-sink,item-source:

Code: Select all

["energy_repuired = 0] changed to["energy_repuired = 1]
But when i go in a map,it has another error......
_ _creative-mode_ _/control.lua:248:attempt to index global 'game' (a nil value)

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

Post by tomlee92602 »

tomlee92602 wrote:Help.I only have creative mode mod in v0.12.21.when i open it,it has a error:
Error while loading recipe prototype "item-source" (recipe): Recipe
energy requirement can't be lower than 0.001.
Modifications: creative-mode

I am using window 7 32bit. :(
edited*:I change some code on prototypes/entity and eable the open the game.
energy-sink,energy-source,item-sink,item-source:

Code: Select all

["energy_repuired = 0] changed to["energy_repuired = 1]
But when i go in a map,it has another error......
_ _creative-mode_ _/control.lua:248:attempt to index global 'game' (a nil value)
Oh.Somehow i turn this mod's status off in mod settings and it somehow still on and no more error and able to craft but unuseable.WHAT?

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

Post by ssilk »

These mods are for v0.11! They won't work for v0.12. Read the above, there are replacements.
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 (6 mods)

Post by pac0master »

Hey guys, I did a Little patch for the Creative mode
Void Chest functional,
Creative Chest functional
Generators functional

/issues
It seems that items placed on a conveyor belt can get stuck next to the Creative chest.
Sometime they don't get deleted by the Void chest either.
creative-mode_1.5.1.zip
(781.47 KiB) Downloaded 196 times

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

Post by Rockstar04 »

pac0master wrote:--Snip--
Nice work pac0master. I took your patch, and patched it. Items placed onto transport belts should be working correctly, as well as the void chest deleting stuff off of belts. If there was a license that allowed it, I would throw this on GitHub and start a new thread for it.
creative-mode_1.5.2.zip
(780.73 KiB) Downloaded 335 times

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

Post by y.petremann »

Rockstar04 wrote:
pac0master wrote:--Snip--
Nice work pac0master. I took your patch, and patched it. Items placed onto transport belts should be working correctly, as well as the void chest deleting stuff off of belts. If there was a license that allowed it, I would throw this on GitHub and start a new thread for it.
creative-mode_1.5.2.zip
I was doing really big modification to this mod then I had a job.

There is no license, but there is already a git repository here https://github.com/YPetremann/creative-mode , please do with the help of this repo

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

Post by pac0master »

I am not a programmer so my "patch" was more of a lucky shot ( Comparing the codes with other mods for 0.12)
I simply found the error and fixed it.

I like the mod though. Id like to see how it progress.

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

Post by Ricbro85 »

will this work on a server will it be updated
Thanks

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

Post by Rockstar04 »

y.petremann wrote:
Rockstar04 wrote:
pac0master wrote:--Snip--
Nice work pac0master. I took your patch, and patched it. Items placed onto transport belts should be working correctly, as well as the void chest deleting stuff off of belts. If there was a license that allowed it, I would throw this on GitHub and start a new thread for it.
creative-mode_1.5.2.zip
I was doing really big modification to this mod then I had a job.

There is no license, but there is already a git repository here https://github.com/YPetremann/creative-mode , please do with the help of this repo
I just saw you had done this, (I dont have thread notifications turned on). I have forked on Github and am working polishing up my patch. I hope to post up a new thread in a day or two. Thanks y.petremann

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