[MOD 0.15] ModuleInserter 2.0.0

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Choumiko
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Re: [MOD 0.12.12+] ModuleInserter 0.1.33

Post by Choumiko »

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.
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.
Yes, non-matching modules are transfered instantly.

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Re: [MOD 0.12.12+] ModuleInserter 0.1.32

Post by Choumiko »

Updated to 0.1.35
  • updated for Factorio 0.13

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Re: [MOD 0.12.+|0.13] ModuleInserter 0.1.4

Post by Choumiko »

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

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Re: [MOD 0.12.+|0.13] ModuleInserter 0.1.4

Post by Gazer75 »

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.

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Re: [MOD 0.12.+|0.13] ModuleInserter 0.1.4

Post by Choumiko »

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.
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:

Code: Select all

/c game.player.print(tostring("0.1.35" < "0.1.4"))
returns true

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Re: [MOD 0.12.+|0.13] ModuleInserter 0.1.4

Post by Gazer75 »

Maybe if you call it .40 it will work?

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Re: [MOD 0.12.+|0.13] ModuleInserter 0.1.4

Post by Qon »

Choumiko wrote:
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.
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:

Code: Select all

/c game.player.print(tostring("0.1.35" < "0.1.4"))
returns true
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.

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.

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Re: [MOD 0.12.+|0.13] ModuleInserter 0.1.4

Post by Choumiko »

Qon wrote:0.1.35 is > than 0.1.4 because 35 > 4.
Don't mind me, somehow in my head i was always assuming i made the version 0.1.40 :roll:

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Re: [MOD 0.12.+|0.13] ModuleInserter 0.1.4

Post by binbinhfr »

Hi Choumiko,

that's funny, because I made a post on this subject on version comparing, and nobody reacts... :D
viewtopic.php?f=34&t=29410

On another subject, I tried to uninstall your mod and while reopening my map I got this :
bug module inserter uninstall.jpg
bug module inserter uninstall.jpg (26.57 KiB) Viewed 6435 times
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 :geek:

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Re: [MOD 0.12.+|0.13] ModuleInserter 0.1.4

Post by Choumiko »

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 :mrgreen: )

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Re: [MOD 0.12.+|0.13] ModuleInserter 0.1.4

Post by binbinhfr »

I post a report, to see if the devs finds a related problem/bug.
viewtopic.php?f=7&t=30044
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Re: [MOD 0.12.+|0.13] ModuleInserter 0.2.1

Post by aubergine18 »

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.

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Re: [MOD 0.12.+|0.13] ModuleInserter 0.2.1

Post by sporefreak »

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.

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Re: [MOD 0.12.+|0.13] ModuleInserter 0.2.1

Post by Choumiko »

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.

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Re: [MOD 0.12.+|0.13] ModuleInserter 0.2.1

Post by Tone »

When installing this mod the modules appear to be pixelated/distorted.

Top pic is without the mod installed and bottom is with
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Photoshop_2016-08-11_12-20-22.png
Photoshop_2016-08-11_12-20-22.png (71.09 KiB) Viewed 6473 times

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Re: [MOD 0.12.+|0.13] ModuleInserter 0.2.1

Post by binbinhfr »

Tone wrote:Top pic is without the mod installed and bottom is with
My own private conclusion : Choumiko, your hand is shaking, stop drinking !!! :-D
My mods on the Factorio Mod Portal :geek:

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Re: [MOD 0.12.+|0.13] ModuleInserter 0.2.1

Post by Choumiko »

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)
binbinhfr wrote:My own private conclusion : Choumiko, your hand is shaking, stop drinking !!! :-D
Shouldn't i be drinking more if i'm shaking? :D

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Re: [MOD 0.12.+|0.13] ModuleInserter 0.2.1

Post by Tone »

Choumiko 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)
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 results

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.

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Re: [MOD 0.12.+|0.13] ModuleInserter 0.2.1

Post by orzelek »

Tone wrote:
Choumiko 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)
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 results
It might be a Factorio issue partially.
If you use module icons for something else they might no longer be qualified for trilinear filtering.

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