Mylon's Many Mods
Re: Mylon's Multiple Mods
New mod: Peppermint Mining
A different take on Nougat Mining, my logistic mining mod.
A different take on Nougat Mining, my logistic mining mod.
Re: Mylon's Multiple Mods
New mod: Piety.
A useful stone sink. Especially handy for dangOreus.
A useful stone sink. Especially handy for dangOreus.
Re: Mylon's Multiple Mods
Hey,
Your new update on peppermint mining makes it work
Below is a screenshot on how it's going. Mined over 800k within 5 minutes. What I'm wondering though is if it's working correctly. Is it normal for all the items around it to be there? The copper vein is in the center.
https://imgur.com/nBH26ju
Also, is there an option to clear a large area of trees without marking ore to be mined with Peppermint mining still active? Something like a hotkey?
Your new update on peppermint mining makes it work
Below is a screenshot on how it's going. Mined over 800k within 5 minutes. What I'm wondering though is if it's working correctly. Is it normal for all the items around it to be there? The copper vein is in the center.
https://imgur.com/nBH26ju
Also, is there an option to clear a large area of trees without marking ore to be mined with Peppermint mining still active? Something like a hotkey?
Re: Mylon's Multiple Mods
I'm not sure what the items are doing there. Peppermint mining creates ore in small stacks.Krowi wrote:Hey,
Your new update on peppermint mining makes it work
Below is a screenshot on how it's going. Mined over 800k within 5 minutes. What I'm wondering though is if it's working correctly. Is it normal for all the items around it to be there? The copper vein is in the center.
https://imgur.com/nBH26ju
Also, is there an option to clear a large area of trees without marking ore to be mined with Peppermint mining still active? Something like a hotkey?
To decon trees without marking ore, you can change the item filter to something like belts and then immediately alt-select (hold shift) the area again to unmark the ores while keeping the trees marked.
Re: Mylon's Multiple Mods
I decided to test the Easy Mode for DangOreus using vanilla ores. I tried placing a Wooden chest on the ore to see what would happen, and my game crashed with this message:
Error while building event
dangOreus::on_built_entity (ID 6)
_ _ dangOreus_ _/control.lua:154: attempt to
index field 'create_entity' (a nil value)
Error while building event
dangOreus::on_built_entity (ID 6)
_ _ dangOreus_ _/control.lua:154: attempt to
index field 'create_entity' (a nil value)
Re: Mylon's Multiple Mods
Fixed. Thanks for the report.Cobalt40 wrote:I decided to test the Easy Mode for DangOreus using vanilla ores. I tried placing a Wooden chest on the ore to see what would happen, and my game crashed with this message:
Error while building event
dangOreus::on_built_entity (ID 6)
_ _ dangOreus_ _/control.lua:154: attempt to
index field 'create_entity' (a nil value)
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Re: Mylon's Multiple Mods
Bug report:
This was after upgrading to the latest version of peppermint mining as of the time of this post, bad migration perhaps?
Code: Select all
Error while running event Peppermint_Mining::on_tick (ID 0)
__Peppermint_Mining__/control.lua:299: bad argument #1 to 'remove' (table expected, got nil)
Re: Mylon's Multiple Mods
Fixed. Thanks for the report.OvermindDL1 wrote:Bug report:
This was after upgrading to the latest version of peppermint mining as of the time of this post, bad migration perhaps?Code: Select all
Error while running event Peppermint_Mining::on_tick (ID 0) __Peppermint_Mining__/control.lua:299: bad argument #1 to 'remove' (table expected, got nil)
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Re: Mylon's Multiple Mods
Thanks much for the mods!Mylon wrote:Fixed. Thanks for the report.
Re: Mylon's Many Mods
It's broken again cause of a typo in the script with the update of the mod and factorio 0.16.10. Error in the image below. Fixed it myself for now but waiting for an official update
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Re: Mylon's Many Mods
Also posted on https://mods.factorio.com/mods/Mylon/Pe ... sion/23228:
Error while running event Peppermint_Mining::on_tick (ID 0)
__Peppermint_Mining__/control.lua:205:attempt to compare function with number
Error while running event Peppermint_Mining::on_tick (ID 0)
__Peppermint_Mining__/control.lua:205:attempt to compare function with number
Re: Mylon's Many Mods
Does this mod work with personal roboports? I'm having trouble getting it to work with "start with bot" type mods like Tinystart, Peppebot start and Nanobots 2.0. I'm currently using .16.13 and have the latest version If there is any additional information you need then just let me know. I'm currently using .16.13 and installed the latest version of peppermint mining.
Re: Mylon's Many Mods
No, peppermint mining does not count personal roboports for the purpose of mining with bots. I get enough complaints as it is when ore will be mined near the player and the player's bots get assigned to it before the roboport bots are assigned.
Re: Mylon's Many Mods
Fixed in 1.1.5. Thanks for the report.TheRedBull wrote:Also posted on https://mods.factorio.com/mods/Mylon/Pe ... sion/23228:
Error while running event Peppermint_Mining::on_tick (ID 0)
__Peppermint_Mining__/control.lua:205:attempt to compare function with number
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Re: Mylon's Many Mods
Any chance on an enable/disable button for Concreep, maybe only enable it if a certain signal is enabled in a new combinator or something?
Re: Mylon's Many Mods
Under what conditions would you want to disable concreep? It should only occur if you have available concrete and available construction bots.
Re: Mylon's Many Mods
For some reason on 0.16 it is causing personal construction bots to mine ore when the roboports are disabled with EquipmentHotkeys_fixed.Mylon wrote:No, peppermint mining does not count personal roboports for the purpose of mining with bots. I get enough complaints as it is when ore will be mined near the player and the player's bots get assigned to it before the roboport bots are assigned.
Also, having a separate item to mark ore a la AAI Zones would be great, along with visual indication and filtering.
Other than those issues, great mod.
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Re: Mylon's Many Mods
I'd prefer to do it 'later' in the base, not when I have just started placing roboports. In addition it would be nice to only enable it when I have a certain amount of concrete as one example, like say above 2000 so I can whip out some more nuclear reactors when I need to expand.Mylon wrote:Under what conditions would you want to disable concreep? It should only occur if you have available concrete and available construction bots.