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Re: [MOD 0.9.x] AdvancedEquipment v0.3.2

Posted: Sun Mar 16, 2014 9:49 am
by DRBLN
Please, advise how to fix that:
I just want to set the condition for the smart inserter, but that is impossible due to the bug.

Possible solution: to move your items to a different sub-category.
But I don't know how to do that :(

Image

Re: [MOD 0.9.x] AdvancedEquipment v0.3.2

Posted: Sun Mar 16, 2014 11:11 am
by DRBLN
I fixed it by adding a subgroup

Re: [MOD 0.9.x] AdvancedEquipment v0.3.2

Posted: Sun Mar 16, 2014 11:36 am
by darius456
DRBLN wrote:Please, advise how to fix that:
I just want to set the condition for the smart inserter, but that is impossible due to the bug.

Possible solution: to move your items to a different sub-category.
But I don't know how to do that :(
Will be fixed in next version... I thing this night i will upload it.

Already posted a new version in 1st post. Bug discovered by slay_mithos and DRBLN was fixed. :)

ficolas thx for spoiler :mrgreen:

Re: [MOD 0.9.x] AdvancedEquipment v0.3.2

Posted: Sun Mar 16, 2014 12:45 pm
by slay_mithos
DRBLN wrote:I fixed it by adding a subgroup
Funny thing being that it's exactly what I sent him by e-mail, all the equipments put into two new subgroups to keep things clean-ish.

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

Posted: Sun Mar 16, 2014 2:52 pm
by Elijah
Thank you for fixing it. Now my Very-HighVery-High-Rich gamemode sounds possible again ! :)

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

Posted: Mon Mar 17, 2014 3:26 pm
by Vitduo
It... Translate to Russian

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

Posted: Mon Mar 17, 2014 4:39 pm
by LightSand
Спасибо (Thanks).

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

Posted: Mon Mar 17, 2014 5:42 pm
by darius456
Vitduo wrote:It... Translate to Russian
I will merge it with my mod in next version, unless you don't agree?

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

Posted: Mon Mar 17, 2014 6:17 pm
by Vitduo
I agree, of course ;)

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

Posted: Wed Mar 26, 2014 7:19 pm
by SpencerS145
EDIT: Wow, I really did not think this post through well enough. I'm terribly sorry for the inconvenience I've burdened on you all.

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

Posted: Wed Mar 26, 2014 8:17 pm
by Dysoch
SpencerS145 wrote:Guess what? Your mod corrupts saves. Guess what else? I lost 3 hours of work to your mod. The game crashes when you attempt to load any save played with this mod.

FIX SAVE CORRUPTION.
NOW.
Provide a savegame, and tell a bit more info!

which other mods you use?
which factorio version?
have you edited any files of any mods? (editing a control.lua without knowing how, is quite prone to errors!)

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

Posted: Wed Mar 26, 2014 10:08 pm
by ssilk
SpencerS145 wrote:Guess what? Your mod corrupts saves. Guess what else? I lost 3 hours of work to your mod. The game crashes when you attempt to load any save played with this mod.

FIX SAVE CORRUPTION.
NOW.
One thing said: If I would be Dysoch, I would ignore you. Because what an ignorance! This is software-development in alpha-state!

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

Posted: Wed Mar 26, 2014 11:02 pm
by Dysoch
ssilk wrote: One thing said: If I would be Dysoch, I would ignore you. Because what an ignorance! This is software-development in alpha-state!
this was my first thought :P but i cant be a hard ass all the time xD

but true, its in alpha. and the error is not with the mod btw (i checked, and so did kovarex)

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

Posted: Wed Mar 26, 2014 11:17 pm
by ssilk
Has eventually something to do with my issue: https://forums.factorio.com/forum/vie ... f=7&t=2970

Works with 0.9.4 but not with 0.9.5....

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

Posted: Tue May 20, 2014 2:06 pm
by NickehBoi
For 0.9.8, your graphs on the first post state that the fusion reactors are suppose to give tons of energy in Watts, but for me it seems to just be giving Kilowatts? Such as Mk 5 is giving me rougly 2.6 KW which is waaaaaaaaaaaay off from the charts unless I am misinterpreting it. Same goes for Mk 6 which is showing 3.0 KW and Mk 7 only giving 3.5 KW, is this a bug? If so it has effected it seems only the fusion reactors, please respond back when you can cause, this mod is my only hope on powering a gigantic base.

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

Posted: Tue May 20, 2014 2:30 pm
by Sleeeper
NickehBoi wrote:For 0.9.8, your graphs on the first post state that the fusion reactors are suppose to give tons of energy in Watts, but for me it seems to just be giving Kilowatts? Such as Mk 5 is giving me rougly 2.6 KW which is waaaaaaaaaaaay off from the charts unless I am misinterpreting it. Same goes for Mk 6 which is showing 3.0 KW and Mk 7 only giving 3.5 KW, is this a bug? If so it has effected it seems only the fusion reactors, please respond back when you can cause, this mod is my only hope on powering a gigantic base.
Those are not buildings, but portable reactors for power armor.

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

Posted: Tue May 20, 2014 3:24 pm
by NickehBoi
Sleeeper wrote:
NickehBoi wrote:For 0.9.8, your graphs on the first post state that the fusion reactors are suppose to give tons of energy in Watts, but for me it seems to just be giving Kilowatts? Such as Mk 5 is giving me rougly 2.6 KW which is waaaaaaaaaaaay off from the charts unless I am misinterpreting it. Same goes for Mk 6 which is showing 3.0 KW and Mk 7 only giving 3.5 KW, is this a bug? If so it has effected it seems only the fusion reactors, please respond back when you can cause, this mod is my only hope on powering a gigantic base.
Those are not buildings, but portable reactors for power armor.
OHHHHHHHHHHHHHHHHHHHHHHH, of course if I scrolled down just a millisecond down it would reveal the fusion reactor inside the power armor. Alrighty, now the amount it states is more reasonable. Thanks! Still going to keep this mod, many possibilities and its going to help lots when raiding biter spawners, just going to look for another mod that could provide a huge amount of power with the least amount of space required.

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

Posted: Tue May 20, 2014 3:30 pm
by FreeER
NickehBoi wrote:just going to look for another mod that could provide a huge amount of power with the least amount of space required.
If you have the resources I'd suggest the Dark Matter Generator also by darius456

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

Posted: Tue May 20, 2014 3:55 pm
by darius456
Thank You guys, You are faster then lighting... I have read NickehBoi's massage 3min before I had to got to work (on may bike), so I thought that I will respond when I arrive but You were faster. Thx for that. Everything that Sleeeper and FreeER wrote is truth.

Re: [MOD 0.9.x] AdvancedEquipment v0.3.3

Posted: Wed May 21, 2014 6:11 am
by NickehBoi
NickehBoi wrote:
Sleeeper wrote:
NickehBoi wrote:For 0.9.8, your graphs on the first post state that the fusion reactors are suppose to give tons of energy in Watts, but for me it seems to just be giving Kilowatts? Such as Mk 5 is giving me rougly 2.6 KW which is waaaaaaaaaaaay off from the charts unless I am misinterpreting it. Same goes for Mk 6 which is showing 3.0 KW and Mk 7 only giving 3.5 KW, is this a bug? If so it has effected it seems only the fusion reactors, please respond back when you can cause, this mod is my only hope on powering a gigantic base.
Those are not buildings, but portable reactors for power armor.
OHHHHHHHHHHHHHHHHHHHHHHH, of course if I scrolled down just a millisecond down it would reveal the fusion reactor inside the power armor. Alrighty, now the amount it states is more reasonable. Thanks! Still going to keep this mod, many possibilities and its going to help lots when raiding biter spawners, just going to look for another mod that could provide a huge amount of power with the least amount of space required.
I also forgot that Watts is actually smaller then Kilowatts so I was nothing but all wrong on my part, sorry all. So yay, even more power for my power armor!