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.
Search found 177 matches
- Thu Aug 20, 2015 3:36 am
- Forum: Gameplay Help
- Topic: Help with combinators
- Replies: 3
- Views: 6309
- 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
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)
- 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...
- 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,...
- 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...
- 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
gimme just a minute, found and fixing the problem now!Alexs wrote:.. when I start a new game with all mods, I have the gui.
how can I save the old save game?
- 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 ...
- 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 ...
- 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. ...
- 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, ...
- 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...
- 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...
- 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...
- 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?
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...