Search found 109 matches

by Kikkers
Mon Nov 17, 2014 1:28 pm
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 67290

Re: [0.11.x] Smart Circuit Systems - 0.3.2

So basically, you would like a 1-charge-unit accumulator with (almost) instant charge and discharge, with wire connection? Seems doable. Would be nice to have a graphic for it, maybe a pole with a battery hanging from it... Also, updating to 0.3.3 with a fix for all sensors. Apparently, this bug was...
by Kikkers
Mon Nov 17, 2014 11:25 am
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 67290

Re: [0.11.x] Smart Circuit Systems - 0.3.2

I need sensor that will react immediately on power status. When he is connected to the energy grid, it generate ghost item, and after disconnect it will destroy that ghost item. How exactly would that work though? Any pole is connected to a network, unconnected poles have a network of 1 pole (itsel...
by Kikkers
Mon Nov 17, 2014 7:51 am
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 67290

Re: [0.11.x] Smart Circuit Systems - 0.3.2

Could you give the save? Would give me an easier time to finding what's happening. Edit: nevermind the save, I think I know why this happens. Seems that the inventory.clear() function is not completely reliable. I can work around it, but you'd have to wait for a patch (later today probably) and then...
by Kikkers
Sun Nov 16, 2014 9:55 pm
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 67290

Re: [0.11.x] Smart Circuit Systems - 0.3.2

I'm still pushing for a smart train station. Pause the train at the station if the condition is not met. un-pause the train when it is. Don't tell anyone, but you can now do that with the item sensor combined with the omni actuator. :) (item sensor is optional, but you can detect the contents of a ...
by Kikkers
Sun Nov 16, 2014 4:14 pm
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 67290

Re: [0.11.x] Smart Circuit Systems - 0.3.2

And another update, now with an item sensor. I can't think of anything else to add for now.
by Kikkers
Sun Nov 16, 2014 12:37 pm
Forum: Modding discussion
Topic: Anyone in for opening Pandora's box?
Replies: 4
Views: 6307

Re: Anyone in for opening Pandora's box?

Trains seem to work in the new version (0.3.1). You're able to stop trains at stations, or anywhere on the track, if you place an omni actuator in range of the locomotive. Also tested the tank and car. They can both be stopped using this method, and when they switch back on, their momentum is restor...
by Kikkers
Sun Nov 16, 2014 12:20 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.3] Game crash with poor train scripting
Replies: 1
Views: 889

[0.11.3] Game crash with poor train scripting

I tried setting the locomotive active field to false, which crashes the game without extra notice.

I'm guessing this was never intended to work (I'm now setting manualmode on the train itself, which works just fine), but it would be nice to have it not crash the game rightout.
by Kikkers
Sun Nov 16, 2014 10:37 am
Forum: Modding discussion
Topic: Anyone in for opening Pandora's box?
Replies: 4
Views: 6307

Re: Anyone in for opening Pandora's box?

Should work just fine with multiplayer, but I've only tested that on a previous version. I can imagine some synchronization issues when, for example, freezing trains in mid-travel, which was not possible before. But who knows, it might work without issue. Edit: I just tried freezing trains. Both mid...
by Kikkers
Sun Nov 16, 2014 1:45 am
Forum: Modding discussion
Topic: Anyone in for opening Pandora's box?
Replies: 4
Views: 6307

Anyone in for opening Pandora's box?

I've just updated the Smart Circuit Systems mod which now introduces the omni actuator. This entity works like a smart inserter, but it can toggle any entity that has a functional '.active' property. I figured this specific item has quite a bit of potential (exploits, cheats, actual use) which I wou...
by Kikkers
Sun Nov 16, 2014 1:11 am
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 67290

Re: [0.11.x] Smart Circuit Systems - 0.3.0

And yet another update, this time adding the omni actuator. It replaces the smart pump because it fully replaces its functionality, and I've taken the oppurtunity to remove some entities that've gotten redundant, so it's NOT backwards compatible. But I think it's worth it. I haven't really thought a...
by Kikkers
Fri Nov 14, 2014 11:36 pm
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 67290

Re: [0.11.3] Smart Circuit Systems - 0.2.2

Quick update for the mod to support blueprints / ghosts / robots, and edited the first post.
by Kikkers
Thu Nov 13, 2014 10:17 am
Forum: General discussion
Topic: Can steam generators be used in emergencies only?
Replies: 25
Views: 12916

Re: Can steam generators be used in emergencies only?

I don't suppose a mod counts as a solution for you guys, but if it does, I'll just plug the mod I made specifically for this scenario: viewtopic.php?f=14&t=6272 And remember that on the official development roadmap, circuit based stuff will be added that will make this discussion (and my mod) la...
by Kikkers
Thu Nov 06, 2014 9:52 am
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 67290

Re: [0.11.1] Smart Circuit Systems - 0.2.1

Ok, I hadn't considered it might be unclear.
by Kikkers
Wed Nov 05, 2014 9:12 am
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 67290

Re: [0.11.1] Smart Circuit Systems - 0.2.1

I would like to make it more obvious how you operate it, but we currently do not have better options available from a scripting point of view. It's very likely that the moment this mod can work flawlessly is the same moment it becomes obsolete :P . For now, the best we can do is keep an eye on scrip...
by Kikkers
Mon Nov 03, 2014 8:44 pm
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 67290

Re: [0.11.1] Smart Circuit Systems - 0.2.1

Updated again. Now uses technologies, and I've reduced the hackyness of the hidden inserter.

Also works fine in multiplayer.
by Kikkers
Mon Nov 03, 2014 2:25 pm
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 67290

Re: [0.11.1] Smart Circuit Systems - 0.2.0

Thanks guys, I'll put at least one more update up in the coming days, to add the items to their own technology. Also, something I haven't yet looked at is a better way to handle the actuators (what I've named the parts handling the wire conditions) as 0.11.x has some new functions, so that might be ...
by Kikkers
Sun Nov 02, 2014 10:00 pm
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 67290

Re: [0.11.1] Smart Circuit Systems - 0.2.0

Edited the first post with new information. Added the new electricity based items.
by Kikkers
Sat Nov 01, 2014 4:46 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.1] onrobotbuiltentity does not trigger
Replies: 1
Views: 751

[0.11.1] onrobotbuiltentity does not trigger

The onrobotbuiltentity event does not seem to trigger in my scripts when robots place entities. I have not tested the other robot related events. Code I'm using to test events: game.onevent(defines.events, function(event) if event.name ~= defines.events.ontick and event.name ~= defines.events.onchun...
by Kikkers
Sat Nov 01, 2014 12:16 am
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 67290

Re: [0.11.1] Smart Fluid Mod - 0.1.2

Edited the first post with new information. Now supporting Factorio 0.11.1

Work on the electricity parts will continue, expect results soon...
by Kikkers
Fri Oct 31, 2014 1:34 pm
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 67290

Re: Smart Fluid Mod

I don't know what it has to do with stability, but I don't mind. First, I have to port all my mods to 0.11 anyway, before I am going to add new features. Stability of the main game. Having a mod in an unstable build seems counter productive anyway, but I suppose it's always possible to have very fe...

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