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Re: [MOD 0.12.5+] ModuleInserter 0.0.91
Posted: Sat Sep 26, 2015 11:43 am
by oLaudix
cpw wrote:
It was a bob's level 4 assembler and bob modules. The assembler itself wouldn't accept the modules, but using the module inserter, it would. It worked for everything I bothered trying.
I had it other way around. Module Inserter was refusing to put productivity modules to some assemblers but i could do it manually.
Re: [MOD 0.12.5+] ModuleInserter 0.0.91
Posted: Sat Sep 26, 2015 12:50 pm
by Choumiko
oLaudix wrote:I had it other way around. Module Inserter was refusing to put productivity modules to some assemblers but i could do it manually.
That's the bug i was able to reproduce at first too.
Bobs modules has a config.lua where by default it doesn't limit productivity usage:
Code: Select all
-- If enabled, modules that effect productivity can only be used on Registered intermediates.
-- Warning: the game will delete any modules that do not match the limits
bobmods.modules.EnableProductivityLimitation = false
I'm assuming cpw has it set to true.
Both issues should be fixed if you use
this as your new control.lua
A real release with fixed/improved storing of profiles should be up later today.
Below the results with bobmods.modules.EnableProductivityLimitation set to true, for false it should insert into every one of the three assemblers

Re: [MOD 0.12.5+] ModuleInserter 0.0.91
Posted: Sat Sep 26, 2015 3:31 pm
by cpw
Actually, I had applied a patch to bobs that marked anything ploppable as not allowed for productivity as well. It was in his modules thread.. Perhaps that patch wasn't properly applying for your mod?
I'll try the control lua later on today..
Re: [0.12.5+] ModuleInserter 0.0.9
Posted: Sat Sep 26, 2015 4:27 pm
by Choumiko
Updated to 0.1.0
Changes
- changed storing of profiles:
- new button "Save as", allows overwriting and applies changes, closes gui
restoring a profile applies changes and closes gui
- fix productivity modules being restricted/allowed incorrectly
As a rule of thumb: whenever the gui closes after clicking a button, the changes should be applied. If it doesn't close, hit Save changes to apply.
cpw wrote:Actually, I had applied a patch to bobs that marked anything ploppable as not allowed for productivity as well. It was in his modules thread.. Perhaps that patch wasn't properly applying for your mod?
If that patch is done in a data.lua or data-updates.lua it should be fine.
Re: [MOD 0.12.5+] ModuleInserter 0.1.0
Posted: Sun Sep 27, 2015 2:43 pm
by waduk
Choumiko wrote:Special thanks to kds71 for making the
Upgrade planner. ModuleInserters GUI and ruleset config started by copying the whole mod

Just realizing this, actually you guys comes a full circle.
kds71 is thanking you for creating the interface in the first place.
kds71 wrote:Special thanks to
Once again
Choumiko for creating
this interface, which I shamelessly imitated in my mod
Re: [MOD 0.12.5+] ModuleInserter 0.1.0
Posted: Sat Oct 10, 2015 10:38 pm
by DoctorWho?
I just found this and I can already tell I will have to use this mod every time I play now because I'm
WAY too lazy to go around and place modules in my entire Bob's Mods factory

Re: [MOD 0.12.5+] ModuleInserter 0.1.0
Posted: Thu Oct 15, 2015 4:02 pm
by Ranakastrasz
Ran into issue with steel manufacturing unit mod. The dummy ghost unit would be on the bottom right corner, and would not apply any modules.
Re: [MOD 0.12.5+] ModuleInserter 0.1.0
Posted: Fri Oct 16, 2015 4:55 pm
by Choumiko
Updated for Factorio 0.12.11: ModuleInserter 0.1.1
Ranakastrasz wrote:Ran into issue with steel manufacturing unit mod. The dummy ghost unit would be on the bottom right corner, and would not apply any modules.
I'll take a look at it.
Edit: removed link
Re: [MOD 0.12.11] ModuleInserter 0.1.2
Posted: Fri Oct 16, 2015 5:26 pm
by Choumiko
Updated to fix the error due to copying instead of cutting
ModuleInserter 0.1.2
Edit: You should only upgrade from 0.1.0/0.1.1, since i took the opportunity to remove old migration code
Re: [MOD 0.12.11] ModuleInserter 0.1.31
Posted: Mon Nov 02, 2015 9:08 pm
by Choumiko
Updated to
ModuleInserter 0.1.31
- require Factorio 0.12.12
- can minimize YARM overview when opened (requires not yet released YARM update)
- redo mod updating, fix some errors
For the YARM update: you can use
https://raw.githubusercontent.com/narc0 ... remote.lua as the new remote.lua in the YARM zip/folder
Re: [MOD 0.12.12+] ModuleInserter 0.1.31
Posted: Fri Feb 26, 2016 12:49 pm
by thatsIch
I think I found a misbehaviour:
I am using bobs mod for circuit production
and the Electronics Assembling Machine is only 2x2.
The module inserter can not insert into that and I believe that is because of the size
cheers
Re: [MOD 0.12.12+] ModuleInserter 0.1.31
Posted: Sun Feb 28, 2016 5:27 pm
by MONOmah_V
thatsIch wrote:I think I found a misbehaviour:
I am using bobs mod for circuit production
and the Electronics Assembling Machine is only 2x2.
The module inserter can not insert into that and I believe that is because of the size
cheers
Confirm.
Re: [MOD 0.12.12+] ModuleInserter 0.1.32
Posted: Sat Mar 12, 2016 4:58 pm
by Choumiko
Thanks for the report (and the reminder via pm, totally forgot

)
Updated to
0.1.32
fixes inserting into 2x2 machines and the rocket silo. It's a generic fix, so it should work for every mod i guess.
Re: [MOD 0.12.12+] ModuleInserter 0.1.32
Posted: Sat Mar 12, 2016 5:48 pm
by MONOmah_V
Choumiko wrote:Thanks for the report (and the reminder via pm, totally forgot

)
Updated to
0.1.32
fixes inserting into 2x2 machines and the rocket silo. It's a generic fix, so it should work for every mod i guess.
Thank you so much! Btw, link is broken --
https://github.com/Choumiko/ModuleInser ... 0.1.32.zip.
Re: [MOD 0.12.12+] ModuleInserter 0.1.32
Posted: Wed Mar 16, 2016 3:20 pm
by tetryon
In ModuleInserter 0.1.31 on MP, I just started having an error pop up whenever I use my personal roboport bots to destruct anything.
__ModulesInserter__/control.lua:63: attempt to index local 'stack' (a nil value).
I've logged off/on. I've restarted the server. Doesn't seem to help.
Re: [MOD 0.12.12+] ModuleInserter 0.1.32
Posted: Sat Mar 19, 2016 8:55 am
by Choumiko
Updated to
0.1.33
- fix invalid stack in MP
- hide metaitems
Re: [MOD 0.12.12+] ModuleInserter 0.1.33
Posted: Sat Mar 19, 2016 9:41 am
by Alexs
thx for your great work
Re: [MOD 0.12.12+] ModuleInserter 0.1.33
Posted: Thu Apr 14, 2016 9:17 am
by self-same-spot
.
Re: [MOD 0.12.12+] ModuleInserter 0.1.33
Posted: Thu Apr 14, 2016 1:54 pm
by Choumiko
self-same-spot wrote:The first post seems to have outdated info.
Updated first post, thanks
Re: [MOD 0.12.12+] ModuleInserter 0.1.33
Posted: Sat Apr 16, 2016 9:54 pm
by StormReaper
Just came to say i found a pretty nasty bug, my factorio kept taking almost a minute to load a save lately so today I decided to find the cause of the issue and it appears to be this mod, in particular it save a lot of data into the script.dat file I think its the locations of all the modules i've placed? under the "removeTicks" in the table. The script file has grown over 2mb in size and it attempts to load it all from the save each time. I think its missing a removal somewhere or maybe its just the way it works not sure my lua isnt that great. Anyway hope you can help, and thanks for the mods, really appreciated.