Search found 177 matches

by GopherAtl
Sat Aug 15, 2015 1:13 am
Forum: Ideas and Requests For Mods
Topic: Network Inserter
Replies: 8
Views: 11095

Re: Network Inserter

oh, no, definitely don't check every item in the game XD That would be... evil. Yeah, like you edited in later, using the source inventory to build the candiate list to test is the way to go. It only needs to update about as fast as the inserter can perform an operation, so I'd try to tune it that w...
by GopherAtl
Fri Aug 14, 2015 8:28 pm
Forum: Ideas and Requests For Mods
Topic: Network Inserter
Replies: 8
Views: 11095

Re: Network Inserter

this is on my to-do list, will probably have time to put it together in the next week or so. At the moment, after a week of busy moding (2 fniished and 1 wip released this week) I'm taking time today to actually, y'know, play factorio XD but I'll be back to modding soon, and this is one of the first...
by GopherAtl
Fri Aug 14, 2015 4:47 pm
Forum: Already exists
Topic: circuit connections via neighbours interfaces?
Replies: 3
Views: 5080

Re: circuit connections via neighbours interfaces?

It already works that way: entity1.disconnect_neighbour({wire=defines.wire.green, target_entity=entity2}) Optionally you can also define the source and or target circuit IDs to remove (for combinators that have more than one circuit ID) using: source_circuit_id=id, target_circuit_id=id Ok, been pok...
by GopherAtl
Fri Aug 14, 2015 4:10 pm
Forum: Videos
Topic: Autofab mod demo - fully self-building factories in reach
Replies: 1
Views: 3432

Autofab mod demo - fully self-building factories in reach

Ever find yourself thinking, "Man, placing blueprints is such a pain. If only there were machines to place blueprints for me?" ... What do you mean, no? Pleb! Watch this video anyway! Anyway, for those who have, well, soon it will be possible. Whipped up this proof-of-concept in a day, and...
by GopherAtl
Fri Aug 14, 2015 3:18 pm
Forum: Modding help
Topic: recipe hidden in hand but not in machine
Replies: 8
Views: 5023

Re: recipe hidden in hand but not in machine

anywhere you're doing a data:extend. the groupings in subfiles/folders of prototypes, recipes, technology, etc. are conventions for organization, not rules; your data.lua could just have everything in one massive data:extend if you really wanted. I'd throw them in with the recipes personally.
by GopherAtl
Fri Aug 14, 2015 3:15 pm
Forum: Mods
Topic: Automated Blueprint Deployer - Proof of Concept w/ video
Replies: 19
Views: 20796

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

You could have made it take a blueprint and ingredients for copy. ;) true, but that wouldn't solve the basic problem, which is: player/inserter: "can I insert a 2nd blueprint in that slot?" game: "Sure! You can put up to 3, because recipe takes 1!" p/i: "great, thanks!"...
by GopherAtl
Fri Aug 14, 2015 3:07 pm
Forum: Modding help
Topic: recipe hidden in hand but not in machine
Replies: 8
Views: 5023

Re: recipe hidden in hand but not in machine

hidden doesn't seem possible, but their own tab (or tabs) certainly is. Just define an item group prototype - which just has a name, type="item-group," an icon, and an order field that works like other order fields but orders the tab among the other tabs. Then specify that name as the subg...
by GopherAtl
Fri Aug 14, 2015 2:02 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

Oh by the way in answer to your question earlier, shadows are not a separate layer. Not sure how Factorio gets around the shadow overlap problem, except possibly by drawing entities to the right above entities to the left. I asked becasue cars, specifically, seem to have the shadows in a separate s...
by GopherAtl
Fri Aug 14, 2015 1:46 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen]Logistics and fluids-unexpected/confusing condition
Replies: 7
Views: 3383

Re: Logistics and fluids - unexpected/confusing conditions

Ah, excellent. Yeah, as long as fluids aren't possible signals from logistics, just hiding them from the options, like they already are for requestor chests/persona logistics slots, seems the best solution. They'd have to be added back later, if logistic storage tanks become a thing and fluids do sh...
by GopherAtl
Fri Aug 14, 2015 1:28 pm
Forum: Mods
Topic: Automated Blueprint Deployer - Proof of Concept w/ video
Replies: 19
Views: 20796

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

Good job here, really good. As for design challenges, why did you decide to use assembler instead of simple chest? There's no useful events tied to assemblers and I presume chest wouldn't allow that bug to happen (Has anyone reported it by the way?) while requiring a single additional variable to t...
by GopherAtl
Fri Aug 14, 2015 6:27 am
Forum: Mods
Topic: Automated Blueprint Deployer - Proof of Concept w/ video
Replies: 19
Views: 20796

Re: Automated Blueprint Deployer - Proof of Concept

Made a video, because words really don't do this justice, and pictures wouldn't help much.

Hmm. Can you not embed youtube vids here? Shame, that. Ah well. Linky. https://www.youtube.com/watch?v=IUiDvar ... e=youtu.be
by GopherAtl
Fri Aug 14, 2015 3:10 am
Forum: Mods
Topic: Automated Blueprint Deployer - Proof of Concept w/ video
Replies: 19
Views: 20796

Automated Blueprint Deployer - Proof of Concept w/ video

I hope to polish this up into something actually usable, as in it's current form it's ... unstable. (spoiler: assembling machines don't like recipes that include blueprints.) But! as long as care is used, I have it basically work. Care, in this case, means don't insert a blueprint while thre is alre...
by GopherAtl
Fri Aug 14, 2015 2:28 am
Forum: Already exists
Topic: circuit connections via neighbours interfaces?
Replies: 3
Views: 5080

Re: circuit connections via neighbours interfaces?

ah, this is excellent news! I will update the wiki after testing the limits of this for myself. :D
by GopherAtl
Fri Aug 14, 2015 2:07 am
Forum: Already exists
Topic: circuit connections via neighbours interfaces?
Replies: 3
Views: 5080

circuit connections via neighbours interfaces?

It would be super-convenient connect_neighbours and disconnect_neighbours methods supported a 2nd argument - wire type - and supported all circuit network-able entities instead of just power poles. Currently disconnect_wire works with red/green cables, but only in a "disconnect from all" w...
by GopherAtl
Fri Aug 14, 2015 12:21 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

This looks like a super nice mod, and I'll definitely be including it in my next MP game, planned to start soon after alpha 13.1 or 13.2 comes out (so, with luck, late August). One bit of information is missing, though: What is the build cost of each Nixie Tube? It's not very important to know in a...
by GopherAtl
Thu Aug 13, 2015 10:39 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

In the new Version you forget to disalbe the "Debug Mode" in config.lua ack. Dammit. Deliberately didn't commit that file to the repo, but neglected to revert it before zipping it up XD will fix in place within one minute of this post, thanks for telling me. That would be annoying XD :edi...
by GopherAtl
Thu Aug 13, 2015 9:19 pm
Forum: Gameplay Help
Topic: Circuit network tells smart inserter what to grab: possible?
Replies: 5
Views: 7580

Re: Circuit network tells smart inserter what to grab: possible?

How about this function then? ( https://forums.factorio.com/wiki/index.php?title=Lua/Entity#set_filter ) So unless that function's broken, I don't see why your idea couldn't work. A mod could use that function to do it, absolutely. He seemed to be asking how to do it in vanilla, without a custom ki...
by GopherAtl
Thu Aug 13, 2015 9:00 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97962

Re: [MOD 0.12.x] Smarter Circuitry

hmm. Probably not; easy enough to just guess with vanilla, though. If you were thinking of making a sensor object placed by the mine, you'd have to support any other mods' mines specifically. I was picturing it being a "smart mining drill" object that was directly circuit-connectable, whic...
by GopherAtl
Thu Aug 13, 2015 8:18 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97962

Re: [MOD 0.12.x] Smarter Circuitry

I'm hoping there's a simple method to get this information from a mining drill type entity, as I don't feel that a piece of code that keeps track of individual pieces of ore is fun to write. Ooh, I didn't think that far into it, just poked one with a stick and if that info is available, I couldn't ...
by GopherAtl
Thu Aug 13, 2015 7:09 pm
Forum: Gameplay Help
Topic: Circuit network tells smart inserter what to grab: possible?
Replies: 5
Views: 7580

Re: Circuit network tells smart inserter what to grab: possible?

sounds like you basically want the functionality of a requester chest, but without the bots? Hmm. No, pretty sure this is not possible directly in vanilla. The filter is what it is, it can't be changed on the fly, and unlike factories, an inserter doesn't care what's in a chest before it inserts, on...

Go to advanced search