Search found 169 matches

by Sunnova
Wed Jan 17, 2018 9:04 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 395
Views: 159680

Re: [MOD 0.16] Miniloader

I had a couple crashes with 1.5.3 also, in blueprint.lua, functions

inserters_in_position
remove_entities

I put nil checks for bp_entities after the line with the "for" statement, this stopped the crashes for me.

Could not even load my save without doing that. Working fine now.
by Sunnova
Wed Jan 17, 2018 8:44 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 323879

Re: [MOD 0.15] Orbital Ion Cannon 1.5.3

Thank you!
Supercheese wrote:Thanks for the report, I have a fix ready to roll out in a couple hours!
by Sunnova
Wed Jan 17, 2018 4:52 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 323879

Re: [MOD 0.15] Orbital Ion Cannon 1.5.3

Getting an error now, using 1.6.0 version, auto-targeting for sure.

line 386 local targeterName = player.name or "Auto"

__Orbital Ion Cannon__/control.lua:386: attempt to index local 'player' (a nil value)
by Sunnova
Fri Jan 12, 2018 8:47 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 395
Views: 159680

Re: [MOD 0.16] Miniloader

Therax, I left you a PM here on the forums with all the changes I made to allow filtered and non-filtered miniloaders.
by Sunnova
Fri Jan 12, 2018 8:41 pm
Forum: Mods
Topic: [MOD 1.0.0] SunResources
Replies: 70
Views: 27411

Re: [MOD 0.16.x] SunResources

v0.0.15
Added checking for fluid patch
When checking ore patch, fluid is removed from the ore patch.
When checking fluid patch, ore is removed from the fluid patch.
** Warning **
Fluid checker changes fluid amount to the amount in your settings for fluids.
by Sunnova
Tue Jan 09, 2018 3:54 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 395
Views: 159680

Re: [MOD 0.16] Miniloader

I use side inserters 2.3.4 and long inserters 1.0.1, I don't think they change the stack size at all, but I'm not going to swear to that, I didn't see anything in the code for either from a quick glance. For me the spillage didn't happen when feeding belts, those were all fine, it did happen when in...
by Sunnova
Tue Jan 09, 2018 1:30 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 395
Views: 159680

Re: [MOD 0.16] Miniloader

That would work! :)
Therax wrote:The color of the yellow arrows on the details (ALT) view is unfortunately fixed. I was thinking of the little green arrows that appear on the top of the miniloader structure.
by Sunnova
Tue Jan 09, 2018 1:01 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 395
Views: 159680

Re: [MOD 0.16] Miniloader

Colored arrows is a good idea, didn't even think of that. Keep the yellow arrows for normal filters, white for the filtered versions? Bulk hopper loaders also sound good. :) I copied the existing graphics and created versions with the name filtered in it, was going for minimal changes in your code t...
by Sunnova
Tue Jan 09, 2018 12:47 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 395
Views: 159680

Re: [MOD 0.16] Miniloader

yes, it looks like it's on the first load of the upgrade to 1.4.0. I've saved and loaded a few times since cleaning up everything and not seen it happen again. I'll let you know if it does. Having the same thing happen, I'm using the mod CollectDroppedItemsHotkey to clean up, still have to run aroun...
by Sunnova
Mon Jan 08, 2018 8:09 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 395
Views: 159680

Re: [MOD 0.16] Miniloader

Having the same thing happen, I'm using the mod CollectDroppedItemsHotkey to clean up, still have to run around and clear unwanted items from belts that are contaminating belt feeds into entities. It kind of sort of creates a small case of a huge mess by spilling everything on the whole length of th...
by Sunnova
Mon Jan 08, 2018 4:20 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 395
Views: 159680

Re: [MOD 0.16] Miniloader

Filters are a great idea, but either filtered or not?? Any chance you will make a version that makes two of each miniloader? The existing non filtered miniloader so bases won't break, and put in new entities for the filtered versions so they can start being used without braking an existing game? Edi...
by Sunnova
Wed Jan 03, 2018 11:53 pm
Forum: Modding discussion
Topic: data, data-updates and data-final-fixes
Replies: 7
Views: 4876

Re: data, data-updates and data-final-fixes

Make sure to place those mods in your dependencies list in your mods info.json file, so they get loaded before your mod does.

darkfrei wrote:
Do you know why it doesn't work with bob ores, angel ores and 5dim ores?
by Sunnova
Fri Dec 29, 2017 7:35 pm
Forum: Technical Help
Topic: [16.8] Incompatible with 16.7 saves after update
Replies: 6
Views: 2490

Re: [16.8] Incompatible with 16.7 saves after update

daniel34 wrote:Fixed for the next release: viewtopic.php?f=30&t=55836 (to be released later today)
thank you!
by Sunnova
Fri Dec 29, 2017 7:32 pm
Forum: Technical Help
Topic: [16.8] Incompatible with 16.7 saves after update
Replies: 6
Views: 2490

Re: [16.8] Incompatible with 16.7 saves after update

Getting same error on all my saves. 53.065 Loading Level.dat: 106316988 bytes. 53.073 Info Scenario.cpp:135: Map version 0.16.7-4 54.938 Warning Map.cpp:294: Map loading failed: Corrupted map, contains id not in the dictionary: 16256 55.395 Error AppManagerStates.cpp:1195: Corrupted map, contains id...
by Sunnova
Thu Dec 28, 2017 8:35 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 323879

Re: [MOD 0.15] Orbital Ion Cannon 1.5.3

Sorry about that, in control.lua, change all colspan= to column_count=

you should find it 4 times.
by Sunnova
Thu Dec 28, 2017 5:59 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 323879

Re: [MOD 0.15] Orbital Ion Cannon 1.5.3

thanks, maybe you can open a pullrequest on github? i tried to remove the remote.call line but its not fixing the problem for me. i am stuck with th error "error while loading prototype "crosshairs": key radius not found". unfortunately i have no experience writing lua code or f...
by Sunnova
Thu Dec 28, 2017 3:40 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 323879

Re: [MOD 0.15] Orbital Ion Cannon 1.5.3

wurststulle wrote:@Sunnova is your version working in general? do you mind uploading it?
It's working just fine, no problems that I have found so far, but I would only upload it if Supercheese gives the ok to do so.
by Sunnova
Sat Dec 23, 2017 3:40 pm
Forum: Mods
Topic: [MOD 1.0.0] SunResources
Replies: 70
Views: 27411

Re: [MOD 0.16.x] SunResources

HurkWurk wrote:would love an object that helps remove ore so that i can shape existing patches.
Give ore eraser by tergiver a try, I use it and it works very well.

https://mods.factorio.com/mods/tergiver/ore-eraser
by Sunnova
Tue Dec 19, 2017 5:02 pm
Forum: Mods
Topic: [MOD 1.0.0] SunResources
Replies: 70
Views: 27411

Re: [MOD 0.16.x] SunResources

v0.0.14 changed resource checker to convert unwanted ore, instead of removing it, fluids are skipped. change settings.lua, changed maximum (999,999) values, added random setting, if checked ore will be between 5000 and the amount you set, up to 999,999 at this time. If not checked, ore will be fixed...
by Sunnova
Tue Dec 19, 2017 2:48 am
Forum: Mods
Topic: [MOD 1.0.0] SunResources
Replies: 70
Views: 27411

Re: [MOD 0.15.x] SunResources

When I place oil with this mod, the oil is a really low amount, even when changed to the maximum. I am getting numbers like 8 percent per oil spot. Am I doing something wrong? Also, any chance we could generate ore fields with more natural rounded fields? Getting only rectangular ones seems really ...

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