[MOD 0.12.x] Autofill
Re: [MOD 0.12.x] Autofill
Is it possible that it is autofilling when robots place the structure?
Currently I am using your mod to fill in the obnoxious modules, but sadly the robots will not do so.
I guess it is not working since the robots do not have an inventory where they can fetch the modules from?
Thank you
Currently I am using your mod to fill in the obnoxious modules, but sadly the robots will not do so.
I guess it is not working since the robots do not have an inventory where they can fetch the modules from?
Thank you
Re: [MOD 0.12.x] Autofill
1.3.12 is available. I hope it fixes overwriting issue without giving more problems.
Could be possible yes. they could take items from player inventory, but I'm not quite sure that is good way in some cases.thatsIch wrote:Is it possible that it is autofilling when robots place the structure?
Currently I am using your mod to fill in the obnoxious modules, but sadly the robots will not do so.
I guess it is not working since the robots do not have an inventory where they can fetch the modules from?
Thank you
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
Re: [MOD 0.12.x] Autofill
why not?rk84 wrote:Could be possible yes. they could take items from player inventory, but I'm not quite sure that is good way in some cases.
Re: [MOD 0.12.x] Autofill
It might be wierd loosing items from inventory while you are not anywhere near of bots/ghosts. Because ghosts can exist 5 minutes and new ones can spawn when entities get destroyed. Oh and multiplayer support can be a headache.thatsIch wrote:why not?rk84 wrote:Could be possible yes. they could take items from player inventory, but I'm not quite sure that is good way in some cases.
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
Re: [MOD 0.12.x] Autofill
How can you set the amout of ammo put into a turret? It never puts in more than 10. I want the mod to put in 100 so I dont need to reload the turret for a while.
Re: [MOD 0.12.x] Autofill 1.3.11
We had some desyncs on our MP server, and believed it to be Treefarm Lite. We upgraded to 0.3.2 - no luck. So we removed treefarm lite, then the server wouldn't start. After that, I found this in the log:
Line 193 appears to be:
Code: Select all
9.885 Error MultiplayerManager.cpp:110: MultiplayerManager failed: "Error while running the on_configuration_changed: __autofill__/loader.lua:193: attempt to index field '?' (a nil value)"
9.885 Info MultiplayerManager.cpp:906: networkTick(0) mapTick(-1) changing state from(CreatingGame) to(InitializationFailed)
9.885 Error Main.cpp:328: Couldn't load the game for MP: Error while running the on_configuration_changed: __autofill__/loader.lua:193: attempt to index field '?' (a nil value)
Code: Select all
return game.item_prototypes[a].fuel_value > game.item_prototypes[b].fuel_value
Re: [MOD 0.12.x] Autofill
Perhaps removing the mod left an item that wasn't removed yet but didn't exist any more, an autofill needs to test each index that it isn't nil perhaps?
Re: [MOD 0.12.x] Autofill
Beats me but the server did start up after autofill was removed too.roy7 wrote:Perhaps removing the mod left an item that wasn't removed yet but didn't exist any more, an autofill needs to test each index that it isn't nil perhaps?
Re: [MOD 0.12.x] Autofill
Hello, love this mod, i was wondering if you could add the magazines and turrets from factoio extended to this mod please, also i dont know if this is a bug but you have the turert from ammobox setup in the files but it does not actually autofill, is it because of yhe requester chest in the gun?,
Re: [MOD 0.12.x] Autofill
Hi,
I have also Torches_0.2.2 mod (craft simple torches to get light at the early stage), but if I try to remove Torches mod, I have an error while loading my map :
I suspect that torches is also a potential fuel, but I do not know how to correct the problem...
torches is here : viewtopic.php?f=87&t=13479
I have also Torches_0.2.2 mod (craft simple torches to get light at the early stage), but if I try to remove Torches mod, I have an error while loading my map :
I suspect that torches is also a potential fuel, but I do not know how to correct the problem...
torches is here : viewtopic.php?f=87&t=13479
My mods on the Factorio Mod Portal
Re: [MOD 0.12.x] Autofill
I'm having the same problem with bobs mods ammo types. Tried everything and I can't get it to autofill with any ammo type from bobs warfare.Tristitan wrote:Hello, love this mod, i was wondering if you could add the magazines and turrets from factoio extended to this mod please, also i dont know if this is a bug but you have the turert from ammobox setup in the files but it does not actually autofill, is it because of yhe requester chest in the gun?,
Re: [MOD 0.12.x] Autofill
Hey, I just installed Autofill and everytime I try to start a game (either through loading or starting a new game) I get the following error:
_ _autofill_ _/control.lua:23: attempt to index global 'game' (a nil value)
Any advice appreciated,
greetings
_ _autofill_ _/control.lua:23: attempt to index global 'game' (a nil value)
Any advice appreciated,
greetings
Re: [MOD 0.12.x] Autofill
What version of Autofill are you trying to use ? And with what version of the game ?
Koub - Please consider English is not my native language.
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Re: [MOD 0.12.x] Autofill
Can someone explain to me, step by step, what i need to change to have the mod use only wood as fuel for the car?
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Re: [MOD 0.12.x] Autofill
Koub wrote:What version of Autofill are you trying to use ? And with what version of the game ?
I assume he is using the one he downloaded from factoriomods.com. Which is the same one I have, giving me the same problems.
But the one on that site is only on version 1.3.2 somehow. It shows that it hasn't updated in 9 months. Seeing as there is now a 1.3.12, I suspect some foul play :p.
Re: [MOD 0.12.x] Autofill
Had an issue with this mod on Linux. It seems like there is strict filename checking against the mod name in info.json .
The factorio log had the following error.
Simply renaming the directory or zip file to what it is expecting (lowercase and underscore not a hyphen) allowed it to load.
The factorio log had the following error.
Code: Select all
Error Util.cpp:58: Filename of mod /home/chris/.factorio/mods/Autofill-1.3.12 doesn't match the expected autofill_1.3.12 (case sensitive!)
Re: [MOD 0.12.x] Autofill
how to change the default amount of ammunition inserted into turrets
Now i heave
http://i.imgur.com/eDDVld0.jpg
Now i heave
http://i.imgur.com/eDDVld0.jpg
Re: [MOD 0.12.x] Autofill
I have the same problem, except with the treefarm mod. Error message: viewtopic.php?f=44&t=2813&start=170#p148210binbinhfr wrote:Hi,
I have also Torches_0.2.2 mod (craft simple torches to get light at the early stage), but if I try to remove Torches mod, I have an error while loading my map :
I suspect that torches is also a potential fuel, but I do not know how to correct the problem...
torches is here : viewtopic.php?f=87&t=13479
autofill_1.3.12
factorio 0.12.29
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.x] Autofill
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.
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.
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
Re: [MOD 0.12.x] Autofill
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.
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.
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