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				Re: Mylon's Multiple Mods
				Posted: Fri Dec 15, 2017 5:25 pm
				by Mylon
				New mod: Peppermint Mining
A different take on Nougat Mining, my logistic mining mod.
			 
			
					
				Re: Mylon's Multiple Mods
				Posted: Mon Dec 25, 2017 2:45 pm
				by Mylon
				New mod: Piety.
A useful stone sink.  Especially handy for dangOreus.
			 
			
					
				Re: Mylon's Multiple Mods
				Posted: Tue Dec 26, 2017 4:52 pm
				by Krowi
				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?
 
			
					
				Re: Mylon's Multiple Mods
				Posted: Tue Dec 26, 2017 7:24 pm
				by Mylon
				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?
 
I'm not sure what the items are doing there.  Peppermint mining creates ore in small stacks.
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
				Posted: Tue Dec 26, 2017 7:28 pm
				by Cobalt40
				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)
			 
			
					
				Re: Mylon's Multiple Mods
				Posted: Tue Dec 26, 2017 8:17 pm
				by Mylon
				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)
Fixed.  Thanks for the report.
 
			
					
				Re: Mylon's Multiple Mods
				Posted: Fri Dec 29, 2017 6:04 am
				by OvermindDL1
				Bug report:
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)
This was after upgrading to the latest version of peppermint mining as of the time of this post, bad migration perhaps?
 
			
					
				Re: Mylon's Multiple Mods
				Posted: Fri Dec 29, 2017 3:07 pm
				by Mylon
				OvermindDL1 wrote:Bug report:
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)
This was after upgrading to the latest version of peppermint mining as of the time of this post, bad migration perhaps?
 
Fixed.  Thanks for the report.
 
			
					
				Re: Mylon's Multiple Mods
				Posted: Sat Dec 30, 2017 1:40 am
				by OvermindDL1
				Mylon wrote:Fixed.  Thanks for the report.
Thanks much for the mods!
 
			
					
				Re: Mylon's Many Mods
				Posted: Sat Dec 30, 2017 7:11 pm
				by Krowi
				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 
 

 
			
					
				Re: Mylon's Many Mods
				Posted: Sat Dec 30, 2017 11:52 pm
				by Mylon
				Fixed.  Thanks for the report, Krowi.
			 
			
					
				Re: Mylon's Many Mods
				Posted: Thu Jan 04, 2018 3:03 am
				by TheRedBull
				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
 
			
					
				Re: Mylon's Many Mods
				Posted: Thu Jan 04, 2018 8:05 am
				by Thateous
				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
				Posted: Thu Jan 04, 2018 2:33 pm
				by Mylon
				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
				Posted: Thu Jan 04, 2018 2:49 pm
				by Mylon
				
Fixed in 1.1.5.  Thanks for the report.
 
			
					
				Re: Mylon's Many Mods
				Posted: Fri Jan 05, 2018 3:18 am
				by OvermindDL1
				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
				Posted: Fri Jan 05, 2018 4:34 am
				by Mylon
				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
				Posted: Sun Jan 07, 2018 11:33 am
				by tehfreek
				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.
For some reason on 0.16 it is causing personal construction bots to mine ore when the roboports are disabled with 
EquipmentHotkeys_fixed.
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.
 
			
					
				Re: Mylon's Many Mods
				Posted: Sun Jan 07, 2018 11:54 pm
				by OvermindDL1
				Mylon wrote:Under what conditions would you want to disable concreep?  It should only occur if you have available concrete and available construction bots.
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.
 
			
					
				Re: Mylon's Many Mods
				Posted: Sat Jan 13, 2018 2:21 am
				by Mylon
				New mod: Bot Servicing