Search found 2528 matches

by Deadlock989
Thu Mar 01, 2018 5:52 pm
Forum: Resolved Problems and Bugs
Topic: [16.27] Pipette tool gives wrong orientation of loader and unerground belts
Replies: 3
Views: 1781

[16.27] Pipette tool gives wrong orientation of loader and unerground belts

Hi, The Q pipette tool doesn't seem to always pick up the correct orientation and input/output mode of both loaders and underground belts. To test: Place down eight loaders and eight underground belts in all 4 compass directions and both "modes", i.e. input and output. Hover over each and ...
by Deadlock989
Thu Mar 01, 2018 5:47 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 55767

Re: [MOD 0.16.x] Deadlock's Crating Machine

It turns out reason for all of this was much simpler. I had prototype crating and stacking from forum thread not from mod portal. Redownloading from mod portal makes it work properly.. :D Since prototype had same version number game wouldn't update it automatically. https://media.giphy.com/media/Xs...
by Deadlock989
Thu Mar 01, 2018 5:40 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 126380

Re: Mylon's Many Mods

Bluebuild is intended to simulate the behavior of the player pressing "q + click" over a ghost, which does fire the event. I just tested it and on_put_item fires too. Even when placing ghosts, which is strange. Q simply pipettes the item that's being hovered over, i.e. if you hover over a...
by Deadlock989
Thu Mar 01, 2018 2:20 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 334095

Re: [0.16.x] Bob's Mods: General Discussion

...Thorium ore refuses to work with Clown's mod not sure why so it's disabled for now... How very rude of it :lol: Could you please pm me the error, I'd like to do something about that. At the moment my code for Clowns-Nuclear adds a thorium ore item that is identical to Bob's, but only if bobores ...
by Deadlock989
Thu Mar 01, 2018 1:57 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 55767

Re: [MOD 0.16.x] Deadlock's Crating Machine

The thing is that Clown's mod has icon not icons property for thorium ore. Thats where I'm lost and expecting a bit of heavy debug needed - your mod sees icons property but definition has icon property in Clown's nuclear mod Yeah, I'm stumped too. Tried to follow their code but it's a rabbit warren...
by Deadlock989
Thu Mar 01, 2018 1:00 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 219625

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

But my issue was with the loaders snapping with the belt to the warehouse while the placement was with the loader towards the warehouse. If the warehouse or belt is build first then it should snap with the loader towards the warehouse and belt towards belt. If the loader is placed first it should n...
by Deadlock989
Thu Mar 01, 2018 12:55 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 126380

Re: Mylon's Many Mods

Hi, I'm fielding reports of odd behaviour with Bluebuild-built loaders from my Compact Loaders mod (https://mods.factorio.com/mod/DeadlockLoaders). I've tested and confirmed that there is an issue. It seems that undesirable things are happening because Buildbuild fires the player on_build_entity eve...
by Deadlock989
Thu Mar 01, 2018 11:57 am
Forum: Modding help
Topic: Query about icon scaling
Replies: 1
Views: 663

Query about icon scaling

This is a quirk (seems to me) with scaling for layered icons, just wanted to know if this is working as intended or if it could be a feature request or even a bug. If you do something like this: itemcopy.icons = { { icon = "__whatever__/path-to-something.png", scale = 0.75, shift = {0, -3}...
by Deadlock989
Thu Mar 01, 2018 11:33 am
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 219625

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

The issue is that both Nanobots and Bluebuild are firing off the player on_built_entity event when they revive ghosts. DCL assumes that this event is only ever going to be fired by a player, because that's what the event is for - there is a separate event for vanilla construction bot building that D...
by Deadlock989
Thu Mar 01, 2018 10:34 am
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 219625

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

mrvn wrote:Bluebuild rewritten
It's almost certainly this. It uses the same methods as Nanobots and that is causing issues with the snapping code. Still trying to work out why.
by Deadlock989
Thu Mar 01, 2018 10:11 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 55767

Re: [MOD 0.16.x] Deadlock's Crating Machine

From bobores_0.16.2/prototypes/thorium-ore.lua: -- notice the icon line is missing! Icon will now be generated! It doesn't say that in any of the other ore definitions that I looked at. The icon simply isn't present at the time that DCM processes the items. I tried adding a dependency but it's a no...
by Deadlock989
Thu Mar 01, 2018 12:25 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 55767

Re: [MOD 0.16.x] Deadlock's Crating Machine

From bobores_0.16.2/prototypes/thorium-ore.lua:

Code: Select all

-- notice the icon line is missing! Icon will now be generated!
It doesn't say that in any of the other ore definitions that I looked at. The icon simply isn't present at the time that DCM processes the items.
by Deadlock989
Thu Mar 01, 2018 12:18 am
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 219625

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

Compact Loaders: Discovered a compatibility issue with the Nanobots mod. It involves shenanigans with events. Don't have a satisfying fix for it yet. Workaround: disable Compact Loaders snapping in options.
by Deadlock989
Wed Feb 28, 2018 11:59 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 55767

Re: [MOD 0.16.x] Deadlock's Crating Machine

I'm using simple code check for the item: if deadlock_crating then for _, item in pairs(itemTable) do if data.raw.item[item[1]] then deadlock_crating.create(item[1], "deadlock-crating-"..item[2]) end end end item[1] is name, item[2] is tech level to add it to. It's strange that this check...
by Deadlock989
Wed Feb 28, 2018 9:52 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 219625

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

Apropo snapping code. That seems to get things wrong for me a lot of the time. I often end up with a loader with the belt side towards a warehouse. Could it be that the code has problems with containers that are larger than 1x1? I did some testing and couldn't reproduce either this issue or the iss...
by Deadlock989
Wed Feb 28, 2018 9:12 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 55767

Re: [MOD 0.16.x] Deadlock's Crating Machine

Can you take a look why crating mod dislikes registering thorium ore from MadClown01's Thorium, Plutonium & Thermonuclear Munitions ? It looks like that mod is doing some sort of conditional setting up of thorium ore if it can't detect it as being installed already (by Bob's?) Not sure what it'...
by Deadlock989
Wed Feb 28, 2018 4:22 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 219625

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

Apropo snapping code. That seems to get things wrong for me a lot of the time. I often end up with a loader with the belt side towards a warehouse. Could it be that the code has problems with containers that are larger than 1x1? No, that's not it. I know that it doesn't always play nice with other ...
by Deadlock989
Wed Feb 28, 2018 4:17 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 55767

Re: [MOD 0.16.x] Deadlock's Crating Machine

A box of iron plates is rather big and needs many many belts input to fill an output belt. Yes. That's the point. In my current factory I have 16 smelter set-ups each producing a blue belt of iron plates each and another 16 for copper. In total, they don't even fill one blue belt of crates each (yo...
by Deadlock989
Tue Feb 27, 2018 5:04 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 219625

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

I wonder though if it would be possible to add filter loaders. They are simply re-skinned, re-sized vanilla loaders with a little bit of basic snapping code. So they already have filters, in output mode. Do you plan to support Bobs and Angels directly or should I ask them to register their ores? Th...
by Deadlock989
Tue Feb 27, 2018 4:51 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 55767

Re: [MOD 0.16.x] Deadlock's Crating Machine

I have your stacker and crating mods installed. With both installed wouldn't it make sense to crate up stacks of items? Seems kind of stupid to have a belt with stacked items come in, get split 5 ways, unstacked onto 5 belts and then crated into a single belt of crates. This was my first mod. I had...

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