Search found 46 matches

by gnz
Tue Feb 10, 2015 4:27 pm
Forum: Mods
Topic: [MOD 0.11.16+] Logistics Wagons 0.2.3
Replies: 53
Views: 39668

Re: [MOD 0.11.x] Logistics Wagons 0.1

This isn't working for me. I've tried placing both passive and active provider carriages but I don't see the actual entity (Small selection box) to interact with it. Nothing actually happens though till I start moving the train whereupon I get this error: control.lua : 523 LuaEntity API call when L...
by gnz
Mon Feb 09, 2015 11:26 pm
Forum: Mods
Topic: [MOD 0.11.x][WIP] Sensors 0.0.5
Replies: 9
Views: 11615

Re: [MOD 0.11.x][WIP] Sensors 0.0.1

I really enjoy your SmartTrain mod btw, seems pretty stable now so perhaps you should move it out of WIP so it gets more exposure? Thanks for the tip about robots, I forgot to put it in in this version so I'll add it in the next couple of days when I add some form of graphics. I'd love to move it o...
by gnz
Mon Feb 09, 2015 11:25 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Smart Rail which senses Cargo Wagon contents
Replies: 8
Views: 5993

Re: [Request] Smart Rail which senses Cargo Wagon contents

MF- wrote:I would like to see a "scale"-type sensor (says how much the wagon is full, but not what's in)
I guess that one could make it easier in the main game
Fair enough. It's not perfect since the way items stack etc in the game but I've added that as a metaitem to the rail sensors.
by gnz
Mon Feb 09, 2015 11:06 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.15] [kovarex] Corrupted rail segment
Replies: 9
Views: 3207

Re: [0.11.15] [kovarex] Corrupted rail segment

I thought that this can no longer happen in the newest versions, but I was probably wrong. Is there anything special you were doing on the rail? You can remove it manually using the console, for example something like this (when you are player 2 and have it selected) /c game.players[2].selected.des...
by gnz
Mon Feb 09, 2015 1:56 am
Forum: Pending
Topic: [0.12.6] [Mac OSX] [Martin] [pending] Freeze on application start
Replies: 8
Views: 16396

Re: [0.11.15][Mac OSX] Freeze on application start

I see some similarities to this https://forums.factorio.com/forum/viewtopic.php?f=7&t=8446 I saw, that Factorio is opening three windows, one with full white, as above, one with full black and the full screen game window. Maybe it's just that, we cannot get focus to the game window, cause the o...
by gnz
Mon Feb 09, 2015 1:52 am
Forum: Mods
Topic: [MOD 0.11.x][WIP] Sensors 0.0.5
Replies: 9
Views: 11615

Re: [MOD 0.11.x][WIP] Sensors 0.0.1

Havent tried it, but i need to compliment the code too, might use parts of it once i get to refactorioing (pun intended :D ) SmartTrains For robots you should only need to register the onrobotbuiltentity and onrobotpremined events, so the proxys get added/removed Feel free! The important part is th...
by gnz
Mon Feb 09, 2015 1:47 am
Forum: Mods
Topic: [MOD 0.11.x][WIP] Sensors 0.0.5
Replies: 9
Views: 11615

Re: [MOD 0.11.x][WIP] Sensors 0.0.1

Hi there :) I'm not sure about the "speed item". Inserters can (currently) only react to one item so it would have to be either the desired item or the speed item which to me does not offer much. Then it would be better to have two separate rails, one that detects only on standing trains/...
by gnz
Sat Feb 07, 2015 8:01 am
Forum: Mods
Topic: [MOD 0.11.x][WIP] Sensors 0.0.5
Replies: 9
Views: 11615

Re: [MOD 0.11.x][WIP] Sensors 0.0.1

I gave it a quick test before hopping to bed :) It detected the train passing over it, sent the signal over the red wire to a remote smart inserter which was told to transfer items from one box into another if more than 1 wood (the fuel) is detected. And the second the locomotive drove over the rai...
by gnz
Fri Feb 06, 2015 9:39 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Smart Rail which senses Cargo Wagon contents
Replies: 8
Views: 5993

Re: [Request] Smart Rail which senses Cargo Wagon contents

Hello everybody. The forum's search function did not give me results to my question if this mod request has already been stated so I go on and ask. ;) How about some kind of "Smart Rails". They are able to sense what is inside (a standing) cargo wagon and give this information to the red/...
by gnz
Fri Feb 06, 2015 9:37 pm
Forum: Mods
Topic: [MOD 0.11.x][WIP] Sensors 0.0.5
Replies: 9
Views: 11615

[MOD 0.11.x][WIP] Sensors 0.0.5

This mod is supposed to add a couple of more sensors for the network, but at the moment it only adds a sensor for rails. Sensors Rail sensor Note: These are enabled by default for now, will add research at a later stage. Graphics are only placeholders for now. Rail sensors works by placing a new str...
by gnz
Fri Feb 06, 2015 6:22 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Smart Rail which senses Cargo Wagon contents
Replies: 8
Views: 5993

Re: [Request] Smart Rail which senses Cargo Wagon contents

dee- wrote:So I think my mod request is still valid :)
I largely agree. I've been thinking of doing some sensor packs so I toyed around with this and have it working as a prototype. I'll put it in the WIP section in a couple of hours. This would probably be a stop-gap until 0.12 but as that it's fine.
by gnz
Fri Feb 06, 2015 4:34 pm
Forum: Pending
Topic: [0.12.6] [Mac OSX] [Martin] [pending] Freeze on application start
Replies: 8
Views: 16396

Re: [0.11.15][Mac OSX] Freeze on application start

Further to this, starting Factorio in windowed mode does not have any of these problem which makes me think that it's related to the ordering of the fullscreen outlet.
by gnz
Fri Feb 06, 2015 4:23 pm
Forum: Mods
Topic: [MOD 0.11.16+] Logistics Wagons 0.2.3
Replies: 53
Views: 39668

Re: [MOD 0.11.x] Logistics Wagons 0.1

would it be possible to add a charging wagon? or maybe a charging pad that can charge a large group of robots insted of just for...and i know theirs another mod but they only allow four robots as well....it would be nice to be able to have active provider wagons and have the robots unload the train...
by gnz
Thu Feb 05, 2015 11:01 pm
Forum: Mods
Topic: [dead] Wagons: More train stuff
Replies: 140
Views: 91714

Re: [dead] Wagons: More train stuff

Sure. The accumulator blender files can be found here: https://drive.google.com/folderview?id=0B5wuQoB1aV_Sd3FsaFBubFBocFE&usp=sharing There is also a fantastic looking provider wagon that Koli did burred in this thread here: https://forums.factorio.com/forum/viewtopic.php?f=32&t=3926&s...
by gnz
Thu Feb 05, 2015 10:58 pm
Forum: Mods
Topic: [MOD 0.11.16+] Logistics Wagons 0.2.3
Replies: 53
Views: 39668

[MOD 0.11.16+] Logistics Wagons 0.2.3

This mod adds four new train wagons which will act like the four logistics chests. The look of these four new wagons are significantly different from the base wagon to not mistake them and they are colour coded in the same way as the logistics chests. http://i.imgur.com/DY9rxBD.png http://i.imgur.co...
by gnz
Thu Feb 05, 2015 5:51 pm
Forum: Mods
Topic: [0.11.x] Belt Utilities
Replies: 42
Views: 48237

Re: [0.11.x] Belt Utilities

This mod seems to break saving in 0.11.15 for now. See kovarex note about it here. Apparently fixed in .16 whenever that will be released.
by gnz
Thu Feb 05, 2015 2:34 am
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 191294

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2

However, I get a crash on loading the game, with the following log: 33536.417519 Info Logger.cpp:149: 2015-01-30 23:40:55; Factorio 0.11.13 (Build 13133, linux64) 33536.417601 Info Logger.cpp:153: Operating system: Linux 33536.417626 Info Paths.cpp:202: Read data path: /home/mnorman/factorio/data 3...
by gnz
Wed Feb 04, 2015 6:46 pm
Forum: Pending
Topic: [0.12.6] [Mac OSX] [Martin] [pending] Freeze on application start
Replies: 8
Views: 16396

[0.12.6] [Mac OSX] [Martin] [pending] Freeze on application start

When starting Factorio the application sometimes freezes ( i.e. beachballs ). This seems to happen around half of the time and then there is nothing to do than force quit and restart Factorio and hope for better luck. As far as I can tell, the only errors that show up are the following: 2015-02-04 1...
by gnz
Tue Feb 03, 2015 3:00 am
Forum: Mods
Topic: [dead] Wagons: More train stuff
Replies: 140
Views: 91714

Re: [dead] Wagons: More train stuff

When you want to discontinue the mod, would you mind if I took over? I would love to use the wagons provided by the mod in 0.11.x, maybe even add some by my own. You of course would be credited as the original creator of the mod. Everything is MIT licensed and you are welcome to take any/all of it ...
by gnz
Fri Jan 30, 2015 11:56 pm
Forum: Mods
Topic: SmartTrains 0.2.0 [0.11.5+]
Replies: 69
Views: 46353

Re: SmartTrains 0.1.9 [0.11.5+]

SmartTrains_0.2.0.zip Changes: - rename lines - pagination for train lines, rules, train schedules (for now hardcoded to 5 per page) - option to make trains wait forever when there are only invalid rules on their line (global setting for all trains, autodepart still has to be on for it to work) - c...

Go to advanced search