Search found 177 matches

by GopherAtl
Mon Aug 17, 2015 5:07 pm
Forum: Mods
Topic: [MOD 0.12.x] Autowire - configurable automated pole wiring
Replies: 28
Views: 31996

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

Autowire http://puu.sh/jFwnA.jpg http://puu.sh/jFwrU.jpg Info: Adds a gui that lets you select which wires will be connected automatically when placing any electric power poles. Automatically connecting red/green requires you have the wires in your inventory, while copper are still free, as normall...
by GopherAtl
Mon Aug 17, 2015 1:28 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 noticed this yesterday with my latest push against the biter bases in my current game; this seems to be new, either in 0.12.3 or 0.12.4, I know it's happening in 4 and wasn't in 2. Didn't think to report it, because reasons. :edit: after reviewing my saves, I'm not so sure about it not having been...
by GopherAtl
Mon Aug 17, 2015 10:49 am
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 103975

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

Really nice mod. Found a little issue, you can enter the car. When trying to move it damages the lamp (i guess). Already made a pull request. Seems you changed the name of the car somewhere and forgot to change it in the event. Whoops! pr accepted, nice catch, thanks! :edit: and 0.1.6 pushed out wi...
by GopherAtl
Mon Aug 17, 2015 5:19 am
Forum: Modding help
Topic: Blank Surface?
Replies: 10
Views: 5330

Re: Blank Surface?

Not sure why none isn't working, but several settings seem to be outdated on the wiki now for autoplace_controls based on my poking at it. It's a bit brute-force, but you could use this handler for on_chunk_generated to obliterate all entities in the chunk... game.on_event(defines.events.on_chunk_ge...
by GopherAtl
Mon Aug 17, 2015 3:14 am
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 103975

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

displaying the items would be ... I dunno. I mean, I could pull the icon, but that would break the immersion in my mind - even though immersion in factorio is more theoretical than actual, at least for me XD I mean, it wouldn't be something you could possibly be displaynig on a nixie tube that way, ...
by GopherAtl
Mon Aug 17, 2015 3:06 am
Forum: Show your Creations
Topic: Pics of my ongoing 0.12 factory...
Replies: 11
Views: 19942

Re: Pics of my ongoing 0.12 factory...

After spending last week with the modding api, got back into playing this weekend. Progress was made, though going continues to be slow. But everything is back online again, which is a start! http://puu.sh/jEbjB.png Map view of the layout as it is now; the little operation to the right of circuit ci...
by GopherAtl
Mon Aug 17, 2015 12:52 am
Forum: Mods
Topic: Automated Blueprint Deployer - Proof of Concept w/ video
Replies: 19
Views: 20796

Re: Automated Blueprint Deployer - Proof of Concept w/ video

funny you mention selective deconstruction, I am thinking of a 4rd blueprint placement mode - normal placement, force-placement, which are like the two player modes; test placement, which I think I mentioned, which just gives you the signals of what would be placed, or possibly what would be blocked...
by GopherAtl
Sun Aug 16, 2015 6:35 pm
Forum: Not a bug
Topic: Coil Whine when starting the game
Replies: 13
Views: 11807

Re: Coil Whine when starting the game

no reason to deliberately, but if it's just running a tight update-render loop and the update is being skipped because time is frozen, I could see it happening. Same in the menu where there's nothing to update.
by GopherAtl
Sun Aug 16, 2015 6:33 am
Forum: Modding help
Topic: Custom console commands
Replies: 2
Views: 2657

Re: Custom console commands

You can also add custom guis, which many mods do. Can't actually override the gui that opens when you click a building, but you can create guis that are always visible, or that are created when the player is in proximity to something and removed when they leave.
by GopherAtl
Sun Aug 16, 2015 1:09 am
Forum: Mods
Topic: Automated Blueprint Deployer - Proof of Concept w/ video
Replies: 19
Views: 20796

Re: Automated Blueprint Deployer - Proof of Concept w/ video

Miners can only be placed where there's valid ore... First pass blueprint, puts miners on everything. Second pass blueprint, puts turrets / floors / walls / assemblers everywhere else. Logistics bots handle picking up mined output. Self-tiles and repeats until world exploited. May have to try this ...
by GopherAtl
Sat Aug 15, 2015 8:18 pm
Forum: Implemented mod requests
Topic: inventory of transport belts?
Replies: 1
Views: 4108

inventory of transport belts?

Currently transport belt entities allow calling get_item_count and has_item_inside, but there's no way to get what types of items these are, short of brute-forcing calls to those functions with different item types. It doesn't seem like a good idea for mod entities to start going around iterating ov...
by GopherAtl
Sat Aug 15, 2015 7:42 pm
Forum: Ideas and Requests For Mods
Topic: Simple generator
Replies: 4
Views: 6601

Re: Simple generator

Nice idea, i will go t back to you You beat me to it. Which is good, my to-do list is getting too long already XD but I peeked into it and it seems like it'll be doable, and fairly easily. :edit: on reflection, realzied I was forgetting something. Still doable, I'm sure, but not quite as easily as ...
by GopherAtl
Sat Aug 15, 2015 7:37 pm
Forum: Ideas and Requests For Mods
Topic: Network Inserter
Replies: 8
Views: 11095

Re: Network Inserter

hmmm. Belts. More of a problem than I thought. They kindof have an inventory? but not really. Not an inventory you can get and inspect, except through functions like get_item_count, which will return the number of items in total, or how many of a particular type... but as we discussed earlier, build...
by GopherAtl
Sat Aug 15, 2015 5:42 pm
Forum: Modding help
Topic: Drive Assist Error code Help
Replies: 8
Views: 4019

Re: Drive Assist Error code Help

add _. in 0.12 the names of things got made more uniform with "_" separating words, so onevent became on_event (not to be confused with one_vent)
by GopherAtl
Sat Aug 15, 2015 5:31 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.4][Twinsen] - combinator madness
Replies: 4
Views: 4162

Re: [0.12.4] - combinator madness

was just playing with your bug save, that is indeed very strange. Made a replica, same behavior. Tried just removing the red wire connecting 1 and 5, and just removing the wire seems to cause the same - though not 100% of the time. Then tried replacing combinator 5 with just a power pole and connect...
by GopherAtl
Sat Aug 15, 2015 3:20 pm
Forum: Implemented Suggestions
Topic: console paste whitespace behavior
Replies: 3
Views: 7778

console paste whitespace behavior

lua doesn't care about newlines, except that they are whitespace - not sure if you control this behavior or if the operating system is doing it automatically, but if it is factorio stripping the newlines and tabs from pasted text, could we get them replaced with spaces instead of removed entirely? T...
by GopherAtl
Sat Aug 15, 2015 1:20 pm
Forum: Modding help
Topic: Setting output value of entity
Replies: 2
Views: 2000

Re: Setting output value of entity

the circuit network access is currently... restricted. You can access it only indirectly through specific interfaces implemented for certain item types. The only way I've found to just output arbitrary signals is to use a constant combinator, where get_circuit_condition returns an array of the 15 sl...
by GopherAtl
Sat Aug 15, 2015 1:11 pm
Forum: Already exists
Topic: Custom entity lua state handling in blueprints.
Replies: 12
Views: 7321

Re: Custom entity lua state handling in blueprints.

just the events, with a read/write copy of the entities table of the blueprint, so it metadata can be added (in create), or applied to the ghosts (in place). For on_robot_built events, you could add a field to the event containing the ghost, assuming this isn't already the case (don't remember the w...
by GopherAtl
Sat Aug 15, 2015 3:52 am
Forum: Mods
Topic: Automated Blueprint Deployer - Proof of Concept w/ video
Replies: 19
Views: 20796

Re: Automated Blueprint Deployer - Proof of Concept w/ video

Adil wrote:Seen the wiki. Wow. Did you learn that by manual testing?
yah, at least half of what I know about the API I've figured out in a the in-game console just poking at things and seeing what works XD

I keep meaning to update the wiki with my discoveries, edited in a few things but not nearly all of it
by GopherAtl
Sat Aug 15, 2015 1:41 am
Forum: Ideas and Requests For Mods
Topic: Network Inserter
Replies: 8
Views: 11095

Re: Network Inserter

polling the held slot is a good thought; belts are pretty much the worst-case for this, but I think it'll be manageable. Hopefully by 0.13 we'll have a way to test signals values that isn't slightly evil, though in this case we only have to do the one test per item type, so it's less evil than when ...

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