Search found 266 matches

by judos
Sun Sep 18, 2016 6:34 pm
Forum: Mods
Topic: [MOD 0.17.x] BeltSorter 0.6.3
Replies: 82
Views: 52448

Re: [MOD 0.14.x] BeltSorter 0.3.0

Thanks guys for all the replies. Now I added an advanced belt-sorter which has only 2 filter slots per side, keeps up with express belts, can define output lanes (left,right side of belt only if wanted) and also copies it's settings on blueprints. @Anson: That settings can be copied is not supported...
by judos
Mon Sep 12, 2016 11:02 pm
Forum: Ideas and Requests For Mods
Topic: Connect adjacent belts to entity
Replies: 9
Views: 2856

Re: Connect adjacent belts to entity

I meant the image that I appended.
by judos
Mon Sep 12, 2016 9:59 pm
Forum: Ideas and Requests For Mods
Topic: Connect adjacent belts to entity
Replies: 9
Views: 2856

Re: Connect adjacent belts to entity

Ok thanks to Nexela we could narrow down the problem.

Spawning multiple belts on the same tile helps and adjacend belts will connect. The problem is only 2 output belts will connect and it's always either only vertical or only horizontal. See also the image.
by judos
Sun Sep 11, 2016 3:51 pm
Forum: Mods
Topic: [MOD 0.17.x] BeltSorter 0.6.3
Replies: 82
Views: 52448

Re: [MOD 0.14.x] BeltSorter 0.3.0

No it's currently designed to work for a normal belt. But since it was requested already I will implement an advanced sorter which does the trick but also comes with some other limitations, e.g. Only 1 Slot per side. Because I still want you to come with tricky setups, the beltSorter should not solv...
by judos
Sat Sep 10, 2016 11:21 pm
Forum: Mods
Topic: [MOD 0.17.x] BeltSorter 0.6.3
Replies: 82
Views: 52448

Re: [MOD 0.14.x] BeltSorter 0.3.0

Took me a while but now I found the time again:

Updated to 0.3.0
- support factorio 0.14
- hide filter item from default factorio item selection gui
- hide other hidden items from the beltSorter item selection gui
- item Selection list in beltSorter is now scrollable


Have fun ;)
by judos
Sat Sep 10, 2016 11:20 pm
Forum: Mods
Topic: [MOD 0.16.x] HardCrafting 0.6.1
Replies: 55
Views: 32117

Re: [MOD 0.14.x] HardCrafting 0.5.0

Short note for all here: I updated the beltSorter mod for factorio 0.14 (with a few fixes and a scrollable item list in the gui). Hf! ;)
by judos
Sat Sep 10, 2016 11:11 pm
Forum: Ideas and Requests For Mods
Topic: Connect adjacent belts to entity
Replies: 9
Views: 2856

Connect adjacent belts to entity

For my belt sorter mod I would like to make outgoing belts connect to the entity itself. However currently I don't see a way to implement this. Spawning invisible belts below the entity doesn't help since there would be multiple outgoing belts and those outgoing belts only check for 1 belt on the be...
by judos
Wed Sep 07, 2016 11:28 pm
Forum: Mods
Topic: [MOD 0.15] Robot Mining Site 0.6.3
Replies: 117
Views: 88884

Re: [MOD 0.13] Robot Mining Site 0.4.0

The mod is updated for Factorio 0.13. I will work on the update for 0.14 asap, but I don't think it should require many changes.
by judos
Wed Sep 07, 2016 11:20 pm
Forum: Mods
Topic: [MOD 0.12.x] Supply mission Multiplayer
Replies: 1
Views: 2636

Re: [MOD 0.12.x] Supply mission Multiplayer

As I see now Factorio 0.14 has brought to us kind of similar challenge to the original supply mission. See https://www.factorio.com/blog/post/fff-154
by judos
Wed Sep 07, 2016 11:18 pm
Forum: Mods
Topic: [MOD 0.16.x] HardCrafting 0.6.1
Replies: 55
Views: 32117

Re: [MOD 0.14.x] HardCrafting 0.5.0

@Patchi, orzelek: If I recall correctly RSO prevents any ore which it doesn't know from spawning ;) Though thanks for the quick update from RSO! I should remember to send you a PM when I got the great idea to add another resource again :P
by judos
Mon Sep 05, 2016 8:01 pm
Forum: Mods
Topic: [MOD 0.16.x] HardCrafting 0.6.1
Replies: 55
Views: 32117

Re: [MOD 0.14.x] HardCrafting 0.5.0

Hi all, The update for Factorio 0.14.3 is here :P Please note that I also updated a few other things: Updates and changes for 0.5.0 - support Factorio 0.14.3 - added rich-iron-ore: can be smelted or crushed and gives an initial simpler production chain - harder stone: mining gives stone+gravel, new ...
by judos
Fri Sep 02, 2016 9:37 pm
Forum: Mods
Topic: [MOD 0.16.x] HardCrafting 0.6.1
Replies: 55
Views: 32117

Re: [MOD 0.13.x] HardCrafting 0.4.3

Hi mattj256, Yes I will definitely update the mod asap :P It's so hard to keep up with the speed of the factorio dev team :D Unfortunately I was without internet connection the last two weeks but now I will try to catch up again with the releases. I will keep you informed here on the thread when I f...
by judos
Wed Aug 24, 2016 8:35 am
Forum: Mods
Topic: [MOD 0.17.x] BeltSorter 0.6.3
Replies: 82
Views: 52448

Re: [MOD 0.13.x] BeltSorter 0.2.1

Oh nice. I didn't know about that. I guess they are not so well documented in the manual yet :)
So in that case I will release a new version with scroll panes soon. Have to do some testing to see what is the easiest way to use them.
by judos
Tue Aug 23, 2016 10:02 pm
Forum: Mods
Topic: [MOD 0.17.x] BeltSorter 0.6.3
Replies: 82
Views: 52448

Re: [MOD 0.13.x] BeltSorter 0.2.2

I just saw the issue on Github and fixed the code and also implemented one new feature requested on the mod portal: News and fix for 0.2.2 - fixed bug when belt sorter is used on multiple surfaces at the very same position (using Factorissimo_0.1.6 that was very easily possible) This was kind of a n...
by judos
Sun Aug 07, 2016 11:35 pm
Forum: Not a bug
Topic: Jumping surfaces with power cable produces lua error
Replies: 1
Views: 1337

Jumping surfaces with power cable produces lua error

When connecting two power poles among different surfaces with each other factorio returns the error: Error while running event on_tick (ID 0) LuaEntity belongs to surface surfacesmod_cavern_1 (index 1) but a LuaEntity belonging to surface nauvis (index 0) was expected. Strangely enough it works perf...
by judos
Thu Aug 04, 2016 10:34 pm
Forum: Mods
Topic: [MOD 0.17.x] BeltSorter 0.6.3
Replies: 82
Views: 52448

[MOD 0.17.x] BeltSorter 0.6.3

BeltSorter v 0.3.1 belt-sorter-advanced.gif v 0.5.2 gui.PNG v 0.5.2 gui2.PNG Description Adds 3 sorting entities which allows to sort items from belts to belts - recommended for the hardCrafting mod. (For Bobs logistics or UltimateBelts it adds anther 2 beltSorters which are even faster (60 & 7...
by judos
Thu Aug 04, 2016 9:01 pm
Forum: Mods
Topic: [MOD 0.12.x] HardCrafting 0.3.15
Replies: 180
Views: 121619

Re: [MOD 0.12.x] HardCrafting 0.3.15

Hi guys, returned from vacations ;) I updated hardCrafting to 0.4.3 and created a new page for hardCrafting solely for 0.13.x here. Two fixes are done: - remove redundant technology dependency - fixed recipe issue (dried dirt to landfill) Download it here! /edit: I updated beltSorter to 0.2.1 and cr...
by judos
Thu Aug 04, 2016 8:56 pm
Forum: Mods
Topic: [MOD 0.16.x] HardCrafting 0.6.1
Replies: 55
Views: 32117

[MOD 0.16.x] HardCrafting 0.6.1

HardCrafting 0.5.0 iron processing.PNG HardCrafting is dedicated at making the resource processing more complex, which requires you to build more clever setups. This gives you however also the advantage of refining more plates out of the ores than before. Download in modportal - recommended for har...
by judos
Sat Jul 30, 2016 8:58 pm
Forum: Mods
Topic: [MOD 0.12.x] HardCrafting 0.3.15
Replies: 180
Views: 121619

Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x

Thanks daniel34 for the quick response :)
I will have a look as soon as I'm back (eta 2.aug).

Basically I added that technology dependency because the advanced circuits actually required plastic in the recipe anyway.
Since Factorio cleared up the technology tree anyway it's best to remove it now.
by judos
Sat Jul 16, 2016 6:17 am
Forum: Mods
Topic: [MOD 0.12.x] HardCrafting 0.3.15
Replies: 180
Views: 121619

Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x

Thanks for the report. I'm afraid I can't fix it right away since i'm on vacation for two weeks :) Currently known workaround is just to set the energy usage to 0kW. Then it will work but the belt sorter will show a blinking no-energy sign. Don't worry it should work anyway. Check in the file protot...

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