Search found 90 matches

by NiftyManiac
Sun Feb 19, 2017 3:43 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 152945

Re: GreyGoo Mk I: A self-expanding factory

Alright, since everyone's been asking, I updated the OP with savefiles and some instructions on playing it. Have fun! Let me know if you do something cool with it or make a gigantic factory... I have no idea what the limits of it are in terms of size.
by NiftyManiac
Sat Feb 18, 2017 9:04 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 286769

Re: [Mod 0.14] Logistic Train Network 0.9.1

What you say doesn't match with the log you provided. The log clearly shows alternating iron and copper ore shipments to Ore dropoff, Crellas and Damian Mulligan. Hmm? Line 29: iron-ore order is made, Whiro>>Ore dropoff Line 62: copper-ore order is made, Matt>>Ore dropoff Line 64: iron-ore delivery...
by NiftyManiac
Sat Feb 18, 2017 5:03 am
Forum: General discussion
Topic: Moving a factory to a new map
Replies: 2
Views: 1849

Moving a factory to a new map

Is there any way to move a factory to a new map, or else fully regenerate a map without affecting player entities? I built a self-expanding factory , and I'd like to make (and share, if possible), a version that can be run on many different maps. Using blueprints for this is a pain, as there are a l...
by NiftyManiac
Sat Feb 18, 2017 4:17 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 152945

Re: GreyGoo Mk I: A self-expanding factory

ps666 wrote:What is your profession?
I'm a roboticist :).
Mehve wrote:If we can get people to sit and watch fishing and golf on television, there has to be a place for this too.
Believe me, just watching this thing run is pretty damn fun!
by NiftyManiac
Fri Feb 17, 2017 11:59 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 286769

Re: [Mod 0.14] Logistic Train Network 0.9.1

Is there a max limit on the number of stations this mod supports? When outputting the debug info it looks like the provider list doesn't go above 32 (but maybe that's just how many you process per tick?) (Edit: nvm, see below) I have a lot of provider train stations, probably over 100, and 5 request...
by NiftyManiac
Fri Feb 17, 2017 9:00 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 152945

Re: GreyGoo Mk I: A self-expanding factory

In a YT comment you said it places solars after a recent brownout, but there are no accus, so that means it will always place a solar field in the morning. Yeah. I mean I could make a daylight detector, and make sure the brownout detector isn't triggered at night... but I'd rather spend the effort ...
by NiftyManiac
Fri Feb 17, 2017 12:24 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 286769

Re: [Mod 0.14] Logistic Train Network 0.9.1

ssilk wrote:You might think about using the smart train mod, which is in my opinion much better useable to achieve what you want. :)
Unfortunately Smart Trains doesn't let me blueprint a new station and have it connect automatically to the network unless I open a GUI. So it doesn't work for my use case.
by NiftyManiac
Thu Feb 16, 2017 10:29 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 392736

Re: [MOD 0.14.13+] Creative Mode 0.2.6 - Bug fix, super modules

Nice, thanks for fixing the bugs I should have dealt with :). I'll add you to the repo, though the standard way of contributing would be forking it and pull-requesting from your fork. This doesn't happen if the entity is not a Sticky Note or Sticky Sign. Yeah the notes and sign entities really aren'...
by NiftyManiac
Thu Feb 16, 2017 6:15 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 392736

Re: [MOD 0.14.13+] Creative Mode 0.2.6 - Bug fix, super modules

I guess Sticky Notes uses multiple entities that need to be linked during on_create. Depending on the entity list, instant blueprint might build entities first that are meant to be created by script only. Sort of; the entities can be placed fine, but they look for surrounding ghosts when placed to ...
by NiftyManiac
Thu Feb 16, 2017 5:04 pm
Forum: Modding interface requests
Topic: Direct circuit output and imput
Replies: 6
Views: 2120

Re: Direct circuit output and imput

Constant combinators have an item_slot_count parameter that defines the number of slots, so you can make your own entity with hundreds of slots. In StickyNotes I use this to store lots of data.
by NiftyManiac
Thu Feb 16, 2017 4:38 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: GreyGoo Mk I: A self-expanding factory
Replies: 159
Views: 152945

GreyGoo Mk I: A self-expanding factory

largestmap.png GreyGoo Mk I is a factory that expands on its own and sees to it's own needs, with no player input. The original youtube video of it in action: https://www.youtube.com/watch?v=xF--1XdcOeM An imgur album with some more details: https://imgur.com/a/Ewhsv The Reddit thread has a lot of ...
by NiftyManiac
Wed Feb 15, 2017 7:29 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 392736

Re: [MOD 0.14.13+] Creative Mode 0.2.6 - Bug fix, super modules

StickyNotes, which I'm developing, messes up when Creative Mode's Instant Blueprints are used. Is there any way I can detect if Instant Blueprints are enabled or disabled to add workarounds if they're active? I tried using your interface to check if creative mode is enabled or not... but much to my ...
by NiftyManiac
Mon Feb 13, 2017 3:10 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 286769

Re: [Mod 0.14] Logistic Train Network 0.9.1

Satellites stack to 1 so inserters should load them 1 at a time. A simple counter against the loading counts should do. OK, fine :). 2 inserters, then. Inventory Sensor looks useful though. No idea why anyone would place stops like this though. Because I'm totally abusing this mod's capabilities. W...
by NiftyManiac
Sun Feb 12, 2017 5:01 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 286769

Re: [Mod 0.14] Logistic Train Network 0.9.0

Bug report: things go poorly if you put logistic train stops adjacent to one another. Factorio 0.14.21, Logistic Train Network 0.9.0 To reproduce: Start a new sandbox game. Lay down some rail and put down a logistic train stop. Put another one down as close as possible in front of the first, in the ...
by NiftyManiac
Sun Feb 12, 2017 3:45 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 286769

Re: [Mod 0.14] Logistic Train Network 0.9.0

I get your point - timeouts should be a failsafe and not a part of the design - but unfortunately dealing with multiple items precisely is a pain otherwise. Let's say a station requests 1000 iron and 2 satellite parts with some regularity. Since I can't (yet) access train inventory, unloading a trai...
by NiftyManiac
Sun Feb 12, 2017 1:40 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 286769

Re: [Mod 0.14] Logistic Train Network 0.9.0

The documentation says that stop_timeout is the "duration in ticks of inactivity before leaving un-loading stations"; but it seems to me that it affects both loading and unloading. I'd like to be able to have the train wait as long as needed to load up, but depart as soon as unloading fini...
by NiftyManiac
Sat Feb 11, 2017 8:33 am
Forum: Not a bug
Topic: Trees marked for deconstruction even if miner not valid
Replies: 2
Views: 1098

Trees marked for deconstruction even if miner not valid

When a blueprint with a miner is shift-clicked on forest, the forest is deconstructed even if the miner can't be placed. Some people have called this a feature but the deconstruction planner on it's own will mark trees for deconstruction just fine. In terms of bot behavior it's inconsistent, though;...
by NiftyManiac
Fri Feb 10, 2017 5:01 am
Forum: Mods
Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
Replies: 81
Views: 35825

Re: [MOD 0.14] Sticky notes - leave notes or signs on the map

Thanks. Funny how to order or cancel entity deconstruction, you need to provide a force, but the event doesn't have to specify one.

Should be fixed now in 2.1.1.
by NiftyManiac
Thu Feb 09, 2017 5:54 am
Forum: Mods
Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
Replies: 81
Views: 35825

Re: [MOD 0.14] Sticky notes - leave notes or signs on the map

Alrighty! The devs were able to transfer the mod to me. Version 2.1.0 is up, adding support for blueprints: move around your notes with blueprints as you like, and you can even share them in blueprint strings.

Let me know here (or, even better, on the github issues page) if you run into any problems.

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