[MOD 1.1] Squeak Through 1.8.2
Re: [MOD 0.14] Squeak Through 1.1.4
Is there any particular reason why you're applying your changes in data-final-fixes.lua and not data-updates.lua? It's making it impossible for me to un-break my entities without having to add a dependency on Squeak Through.
-
- Filter Inserter
- Posts: 841
- Joined: Mon Sep 14, 2015 7:40 am
- Contact:
Re: [MOD 0.14] Squeak Through 1.1.4
Hmm, no particular reason. That's just how I received the code, but I don't see anything that makes -final-fixes necessary, so I've changed it to data-updates in v1.1.5. I also added exclusions for Reactors, so they're no longer broken.GotLag wrote:Is there any particular reason why you're applying your changes in data-final-fixes.lua and not data-updates.lua? It's making it impossible for me to un-break my entities without having to add a dependency on Squeak Through.
Re: [MOD 0.14] Squeak Through 1.1.5
Cheers. Although, if you're using data-updates you don't really need to add compatibility yourself, as other modders can simply undo the squeaking in data-final-fixes.
-
- Filter Inserter
- Posts: 841
- Joined: Mon Sep 14, 2015 7:40 am
- Contact:
Re: [MOD 0.14] Squeak Through 1.1.5
Yeah, but I figured might as well for this time, since I was already going in and editing.GotLag wrote:Cheers. Although, if you're using data-updates you don't really need to add compatibility yourself, as other modders can simply undo the squeaking in data-final-fixes.
-
- Long Handed Inserter
- Posts: 80
- Joined: Fri Aug 05, 2016 10:07 pm
- Contact:
Re: [MOD 0.14] Squeak Through 1.1.5
This mod is completely unnecessary for an otherwise vanilla playthrough, imo...at least, not with the way I play.
It's not even all that helpful in bob's mods, where there's only 20 or so fluids in all, most of which aren't going to go very far and it...so it doesn't do much.
But add angels on top of bods? We're talking 40-60 fluids, so this is going to be very helpful there. Very, VERY helpful.
It's not even all that helpful in bob's mods, where there's only 20 or so fluids in all, most of which aren't going to go very far and it...so it doesn't do much.
But add angels on top of bods? We're talking 40-60 fluids, so this is going to be very helpful there. Very, VERY helpful.
-
- Filter Inserter
- Posts: 841
- Joined: Mon Sep 14, 2015 7:40 am
- Contact:
Re: [MOD 0.14] Squeak Through 1.1.6
Minor update -- tree collision boxes are now smaller by default.
-
- Filter Inserter
- Posts: 299
- Joined: Sun Jun 12, 2016 11:29 pm
- Contact:
Re: [MOD 0.14] Squeak Through 1.1.6
Is there a Changelog anywhere? I just see a new version, but not what you changed.
Also a minor annoyance (minor because they don't usually block much): support for Flow Control (its pumps, the pipes are handled, natch) and Nixie Tubes. Nixies *can* get rather large (I had one map where I showed the number of crude oil barrels in storage (7 digits of nixies ) and the calculated amount of oil (barrels times 25))
Also a minor annoyance (minor because they don't usually block much): support for Flow Control (its pumps, the pipes are handled, natch) and Nixie Tubes. Nixies *can* get rather large (I had one map where I showed the number of crude oil barrels in storage (7 digits of nixies ) and the calculated amount of oil (barrels times 25))
-
- Filter Inserter
- Posts: 841
- Joined: Mon Sep 14, 2015 7:40 am
- Contact:
Re: [MOD 0.14] Squeak Through 1.1.6
There's a changelog in the mod .zip or here -- as for pumps and nixies, editing the collision boxes of their entity types can lead to problems.Jürgen Erhard wrote:Is there a Changelog anywhere? I just see a new version, but not what you changed.
Also a minor annoyance (minor because they don't usually block much): support for Flow Control (its pumps, the pipes are handled, natch) and Nixie Tubes. Nixies *can* get rather large (I had one map where I showed the number of crude oil barrels in storage (7 digits of nixies ) and the calculated amount of oil (barrels times 25))
-
- Manual Inserter
- Posts: 3
- Joined: Wed Feb 22, 2017 7:26 am
- Contact:
Re: [MOD 0.14] Squeak Through 1.1.6
hey squeak through seems to have an issue with https://mods.factorio.com/mods/Simdezimon/Beyond
- Ranakastrasz
- Smart Inserter
- Posts: 2168
- Joined: Thu Jun 12, 2014 3:05 am
- Contact:
Re: [MOD 0.14] Squeak Through 1.1.6
I think Pumps, like the small electric pump, needs to be included.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
-
- Filter Inserter
- Posts: 841
- Joined: Mon Sep 14, 2015 7:40 am
- Contact:
Re: [MOD 0.14] Squeak Through 1.1.6
Small pumps are not covered by this mod due to some issues with pumps that arose in the past, and also the fact that pumps are getting a major overhaul in the next Factorio version.Ranakastrasz wrote:I think Pumps, like the small electric pump, needs to be included.
Re: [MOD 0.14] Squeak Through 1.1.6
Any known issues in adding to an existing save?
Thanks
Thanks
Re: [MOD 0.14] Squeak Through 1.1.6
Shouldn't be any issues at all
Re: [MOD 0.14] Squeak Through 1.1.6
Cool thanksNexela wrote:Shouldn't be any issues at all
-
- Filter Inserter
- Posts: 841
- Joined: Mon Sep 14, 2015 7:40 am
- Contact:
Re: [MOD 0.15] Squeak Through 1.1.7
Updated for 0.15.
I'd like to shift away from config.lua to the new mod settings, but I'm not sure just how to do that yet, as I haven't found the official documentation for it.
I'd like to shift away from config.lua to the new mod settings, but I'm not sure just how to do that yet, as I haven't found the official documentation for it.
Re: [MOD 0.15] Squeak Through 1.1.7
Thanks for the update.
One question, are the substation bounding boxes 'not fixable' or is was it just forgotten?
One question, are the substation bounding boxes 'not fixable' or is was it just forgotten?
-
- Filter Inserter
- Posts: 841
- Joined: Mon Sep 14, 2015 7:40 am
- Contact:
Re: [MOD 0.15] Squeak Through 1.1.7
I can squeak through substations just fine here; what problem are you referring to?nagapito wrote:One question, are the substation bounding boxes 'not fixable' or is was it just forgotten?
Re: [MOD 0.15] Squeak Through 1.1.7
Ohhh, I see.... I never realized that it actually worked....Supercheese wrote:I can squeak through substations just fine here; what problem are you referring to?nagapito wrote:One question, are the substation bounding boxes 'not fixable' or is was it just forgotten?
Some mod is causing a conflict since it works if I only use Squeak Through. With other mods, it stops working.
I never realized this since I play full vanilla or very heavy modded. Probably some Bobs/ShinyBobs interference...
Seems I need to do a deeper investigation.
If I find the issue, do you want me to report back so you can try to 'accommodate' for that mod or should I report it to the faulty mod owner?
-
- Filter Inserter
- Posts: 841
- Joined: Mon Sep 14, 2015 7:40 am
- Contact:
Re: [MOD 0.15] Squeak Through 1.1.7
If you do find the specific combination of mods that causes the issue, I would be interested to know.nagapito wrote:If I find the issue, do you want me to report back so you can try to 'accommodate' for that mod or should I report it to the faulty mod owner?
Re: [MOD 0.15] Squeak Through 1.1.7
It was actually kinda easy to find the culprit!!
Its ShinyBobs...
It redefines the substations prototype on data-updates..... Like it was needed when they already have a dependency for bobpower mod (if I correctly understand the loading precedence order)
Two easy solutions for you. Add the optional dependency to ShinyBobs, so it loads after it, which is kinda mehhh since you are forced to have an optional dependency... Or change your data-updates file to data-final-fixes, so it runs after ShinyBobs data-updates and it will also guarantee that it fixes any change other mod also makes (unless they are stupid and also do it at data-final-fixes)...
Or, if you dont want to bother with other devs stupidity, just say and I report this to them.
Its ShinyBobs...
It redefines the substations prototype on data-updates..... Like it was needed when they already have a dependency for bobpower mod (if I correctly understand the loading precedence order)
Two easy solutions for you. Add the optional dependency to ShinyBobs, so it loads after it, which is kinda mehhh since you are forced to have an optional dependency... Or change your data-updates file to data-final-fixes, so it runs after ShinyBobs data-updates and it will also guarantee that it fixes any change other mod also makes (unless they are stupid and also do it at data-final-fixes)...
Or, if you dont want to bother with other devs stupidity, just say and I report this to them.