Search found 177 matches

by GopherAtl
Thu Aug 20, 2015 3:36 am
Forum: Gameplay Help
Topic: Help with combinators
Replies: 3
Views: 6309

Re: Help with combinators

If you're willing to use a mod, I made one for that. In my sig, "Logistic Combinators."

constant combinator gui, select up to 15 items/signals, it will output on the connected wire the logistic values for those.
by GopherAtl
Thu Aug 20, 2015 2:49 am
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 103973

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Jamaica_MURR wrote:Image
TADAM!
Yes, uhm, very nice.

Not to step on your Chris Rock, drop-the-mic-and-walk-offstage moment or anything, but .... :cough: (note the date on the post)
by GopherAtl
Wed Aug 19, 2015 9:15 am
Forum: Combinator Creations
Topic: Combinators 101
Replies: 109
Views: 382365

Re: Combinators 101

Also a big thanks, just tested it on a small scale and it is working wounderfull. All I need is combinator, and (literally) tons of red wires to connect all my inserters and countless more wires to connect all my storage chests. Maybe it's time to build a red wire production ;) If you play with mod...
by GopherAtl
Tue Aug 18, 2015 3:28 pm
Forum: Already exists
Topic: make a possibility to have others then shorts
Replies: 5
Views: 6239

Re: make a possibility to have others then shorts

I'm honestly curious, what recipe could possibly need over 200k of one item for one crafting? That would take rather a long time to even insert into an assembly machine. With max inserter stack upgrades, so 5 at a time, inserting from 11 sides (leaving 12th for output inserter) with fast inserters,...
by GopherAtl
Tue Aug 18, 2015 3:14 pm
Forum: Mods
Topic: [MOD 0.12.x] Autowire - configurable automated pole wiring
Replies: 28
Views: 31996

Re: [MOD 0.12.x] Autowire - configurable automated pole wiring

Hrm. A proper fix is going to take a bit of figuring, not sure why it's not working now. So this isn't a proper release, just a temporary patch. Load this version and then place any kind of electric pole, and the gui should be added. It will work properly from there. (see attachment to this post) :e...
by GopherAtl
Tue Aug 18, 2015 2:50 pm
Forum: Mods
Topic: [MOD 0.12.x] Autowire - configurable automated pole wiring
Replies: 28
Views: 31996

Re: [MOD 0.12.x] Autowire - configurable automated pole wiring

Alexs wrote:.. when I start a new game with all mods, I have the gui.
how can I save the old save game?
gimme just a minute, found and fixing the problem now!
by GopherAtl
Tue Aug 18, 2015 2:42 pm
Forum: Mods
Topic: [MOD 0.12.x] Autowire - configurable automated pole wiring
Replies: 28
Views: 31996

Re: [MOD 0.12.x] Autowire - configurable automated pole wiring

I have just turned off all mods except for color-coding. still the same error. Factoriop has stood up to date. Alledings the 64-bit version ... a problem? yes - singleplayer ... Hmm. I run a 64-bit version too, so that wouldn't be it. Will test with color-coding now, not used that mod before, some ...
by GopherAtl
Tue Aug 18, 2015 2:32 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.4][Oxyd] Wonky Expansion Candidate Chunks
Replies: 5
Views: 3734

Re: [0.12.4] Wonky Expansion Candidate Chunks

I am playing with RSO, didn't occur to me that it might be causing it - I rather doubt it, based on what In know of the api, but it's worth testing. :edit: here was the screenshot from when it happened to me Linky - the empty pockets are where bases where, and where I'd been placing turrets to fall ...
by GopherAtl
Tue Aug 18, 2015 2:26 pm
Forum: Mods
Topic: [MOD 0.12.x] Autowire - configurable automated pole wiring
Replies: 28
Views: 31996

Re: [MOD 0.12.x] Autowire - configurable automated pole wiring

Thank you for the fast reaction. I have just tested the small electricity pylon. he has the same problem. So it is not at the other mod. the message is the following: Error while running event handler: --autowire--/control.lua 58: attempt to index Local "settings" (a nil value) .... hmm. ...
by GopherAtl
Tue Aug 18, 2015 2:18 pm
Forum: Already exists
Topic: make a possibility to have others then shorts
Replies: 5
Views: 6239

Re: make a possibility to have others then shorts

I'm honestly curious, what recipe could possibly need over 200k of one item for one crafting? That would take rather a long time to even insert into an assembly machine. With max inserter stack upgrades, so 5 at a time, inserting from 11 sides (leaving 12th for output inserter) with fast inserters, ...
by GopherAtl
Tue Aug 18, 2015 2:08 pm
Forum: Mods
Topic: [MOD 0.12.x] Autowire - configurable automated pole wiring
Replies: 28
Views: 31996

Re: [MOD 0.12.x] Autowire - configurable automated pole wiring

@Alexs Just tested it with the unofficial update of "Better Electric Pole" here, by lishget, as the original version by elmi has not been updated to 0.12.x, and it seems to work fine, no problems http://puu.sh/jFM4P.jpg So I'm not sure what's happening for you. Can you tell me what version...
by GopherAtl
Tue Aug 18, 2015 1:19 pm
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 103973

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Thx for the wunderfull mod! I must renamed the folder from nixie-tubes to nixie-tubes_0.1.6 and it works .. lgs was the zip not named properly? :checks: Oooh, the folder in the zip isn't, so it doesn't work if you unpack it as-is. My mistake, though not sure how I wound up with the folder not havin...
by GopherAtl
Tue Aug 18, 2015 1:17 pm
Forum: Mods
Topic: [MOD 0.12.x] Autowire - configurable automated pole wiring
Replies: 28
Views: 31996

Re: [MOD 0.12.x] Autowire - configurable automated pole wiring

Great mod! Thank you :) I can suggest another way to implement auto wiring without any additional GUI. Making it work on large distances so the player connects the first and the last power pole and all intermediate poles would be connected automatically by a shortest way if possible. while I can se...
by GopherAtl
Tue Aug 18, 2015 6:56 am
Forum: Gameplay Help
Topic: (0.12.4) Did something change re Deconstruction Planner?
Replies: 3
Views: 5823

Re: (0.12.4) Did something change re Deconstruction Planner?

there's a mineable rocks mod somewhere, that might make them deconstructable as well?
by GopherAtl
Tue Aug 18, 2015 6:51 am
Forum: Resolved Problems and Bugs
Topic: [0.12.4][Oxyd] MP crash?
Replies: 1
Views: 2119

[0.12.4][Oxyd] MP crash?

We managed to crash a mp server putzing about. Not positive what part of this caused the crash, so I'll just describe the whole series of events... Was a headless server that had been up for a while with minimal activity. I created a surface called "tardis-space" with default configs but s...
by GopherAtl
Tue Aug 18, 2015 6:43 am
Forum: Resolved Problems and Bugs
Topic: [0.12.x][Oxyd] Recipes and Blueprints don't mix
Replies: 1
Views: 2145

[0.12.x][Oxyd] Recipes and Blueprints don't mix

recipes involving blueprints interact badly with the new stack limits for crafting ingredients. you end up allowed to stack blueprints, which then can't be manipulated in any way without the game crashing. Easy enough to reproduce, just make a recipe with a blueprint as ingredient, select it in a cr...
by GopherAtl
Tue Aug 18, 2015 12:48 am
Forum: Modding help
Topic: Blank Surface?
Replies: 10
Views: 5330

Re: Blank Surface?

The wiki's accurate for autoplace_controls however the values may not be used as expected during map generation. It would probably be worth a bug report mentioning that the "none" option for autoplace controls doesn't actually work. It should. what @vzybilly said; I didn't double-check th...
by GopherAtl
Mon Aug 17, 2015 5:56 pm
Forum: Mods
Topic: [MOD 0.12.x] Autowire - configurable automated pole wiring
Replies: 28
Views: 31996

Re: [MOD 0.12.x] Autowire - configurable automated pole wiring

way to auto-detect other mods' added power poles? Just in case. All but the most exotic modded poles should have type=="electric-pole". :facepalm: I am the derp for not thinking of that at the time XD Though after thinking about it, some mods might add poles that have their own customized...
by GopherAtl
Mon Aug 17, 2015 5:23 pm
Forum: Already exists
Topic: Easy gui_element identification
Replies: 4
Views: 5808

Re: Easy gui_element identification

You can compare elements directly: if (event.element == game.get_player(event.player_index).gui.top.my_gui) That would actually require a number of nested ifs: if ( game.get_player(event.player_index).gui.top.my_gui~=nil) then if event.element == game.get_player(event.player_index).gui.top.my_gui.b...
by GopherAtl
Mon Aug 17, 2015 5:09 pm
Forum: Mods
Topic: [MOD 0.12.x] Autowire - configurable automated pole wiring
Replies: 28
Views: 31996

Re: [MOD 0.12.x] Autowire - configurable automated pole wiring

Threw this together partly to relive myself of the tedium of running along stringing red and green wires when I'm playing with large-scale circuit networks that connect distant outposts, and partly to try my hand at the factorio modding api's gui systems. I tried to make it support multiplayer, but ...

Go to advanced search