- de.cfg
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[MOD 0.15] ModuleInserter 2.0.0
Re: [0.12] ModuleInserter 0.0.6
Hier in deutsch:
Re: [0.12.5+] ModuleInserter 0.0.7
Updated to 0.0.7 requires Factorio 0.12.5
Changes
Changes
- take modules from logistic network (entities in logistics range only) if player hasn't enough
- fix storing rulesets
- fix gui when upgrading from lower version
- added german translation (thanks Alexs)
Re: [0.12.5+] ModuleInserter 0.0.8
Updated to 0.0.8 requires Factorio 0.12.5
Changes
Changes
- fix stored rulesets getting deleted after every save/load of the game
- only try updating if main inventory has a freeslot or the hotbar has more than 1 empty slot
- save ghosts for proxies
- increase stack size of proxy to 1000
Re: [0.12.5+] ModuleInserter 0.0.8
not compatible dytech/bob ?
Re: [0.12.5+] ModuleInserter 0.0.8
thx - Choumiko
Re: [0.12.5+] ModuleInserter 0.0.8
It should work with them. Did a quick test with bos machines/modules and it seemed to work.ikodan wrote:not compatible dytech/bob ?
Re: [0.12.5+] ModuleInserter 0.0.8
Download link is broken
https://github.com/Choumiko/ModuleInser ... _0.0.8.zip
should be
https://github.com/Choumiko/ModuleInser ... _0.0.8.zip
https://github.com/Choumiko/ModuleInser ... _0.0.8.zip
should be
https://github.com/Choumiko/ModuleInser ... _0.0.8.zip
- Ranakastrasz
- Smart Inserter
- Posts: 2171
- Joined: Thu Jun 12, 2014 3:05 am
- Contact:
Re: [MOD 0.12.5+] ModuleInserter 0.0.8
There are some issues where you keep the dummy item for various reasons. Also, you can end up with more dummy items than objects, and some instances don't let you apply modules after attempting once and failing.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Re: [MOD 0.12.5+] ModuleInserter 0.0.8
I have seen these issues on twitch, but i still haven't succeded in reproducing them. If you know how to reproduce please let me know.Ranakastrasz wrote:There are some issues where you keep the dummy item for various reasons. Also, you can end up with more dummy items than objects, and some instances don't let you apply modules after attempting once and failing.
What do you mean by failing? In theory there shouldn't be a case where it fails. Does this only occur when you keep dummy items? I'm going to do some modding over the weekend. Perhaps i can change it so that it only creates dummy ghosts/items for the amount of entities it can supply with modules.
- Ranakastrasz
- Smart Inserter
- Posts: 2171
- Joined: Thu Jun 12, 2014 3:05 am
- Contact:
Re: [MOD 0.12.5+] ModuleInserter 0.0.8
Ill have to experiment to figure it out.
After whatever causes it, I have some dummies left over, and if I try to then highlight the structures that weren't supplied with modules, they do not register as needing an update.
I know I also ran out of modules at some point during the attempt.
After whatever causes it, I have some dummies left over, and if I try to then highlight the structures that weren't supplied with modules, they do not register as needing an update.
I know I also ran out of modules at some point during the attempt.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
[0.12.5+] ModuleInserter 0.0.9
Updated to 0.0.9
Changes
Changes
- fix leftover proxy items when marking entities outside of construction area multiple times
- remove proxies from inventory when ghost times out
Re: [MOD 0.12.5+] ModuleInserter 0.0.9
Is it normal that it ignores stuff from some mods or did i do smth wrong?
Re: [MOD 0.12.5+] ModuleInserter 0.0.9
Not normal, but since I don't use mods that add machines/modules it's to be expected.oLaudix wrote:Is it normal that it ignores stuff from some mods or did i do smth wrong?
Mod and "stuff" please
Re: [MOD 0.12.5+] ModuleInserter 0.0.9
Only replicators from Dark Matter Replicators didnt work for me. No biggie since i dont use much of those. I thought Yuoki mod was broken as well but i just forgot to save changes when i added them to config =_=Choumiko wrote:Not normal, but since I don't use mods that add machines/modules it's to be expected.oLaudix wrote:Is it normal that it ignores stuff from some mods or did i do smth wrong?
Mod and "stuff" please
Re: [0.12.5+] ModuleInserter 0.0.9
Updated to 0.0.91
Changes
Changes
- remove invalid items from config/storage
- fix DarkMatter replicators not working
Re: [MOD 0.12.5+] ModuleInserter 0.0.91
That was fast ... thanks.
Re: [MOD 0.12.5+] ModuleInserter 0.0.91
Hi, a small(ish) bug report. Productivity modules can be inserted into assemblers which shouldn't accept them, because the recipe isn't allowed to have productivity modules.
A second bug, is that saving/loading of profiles seems to be derpy sometimes.It forgets changes I make, even though I hit save changes. The only reliable way, is to delete/recreate the profile each time instead.
A second bug, is that saving/loading of profiles seems to be derpy sometimes.It forgets changes I make, even though I hit save changes. The only reliable way, is to delete/recreate the profile each time instead.
Re: [MOD 0.12.5+] ModuleInserter 0.0.91
It shouldn't. Is it a recipe/assembler from a mod? If so, please tell which one.cpw wrote:Hi, a small(ish) bug report. Productivity modules can be inserted into assemblers which shouldn't accept them, because the recipe isn't allowed to have productivity modules.
I just tried it with vanilla lvl 3 assembler and recipes: steam-engine, solar panel, wooden chests, inserters and a few others. ModuleInserter didn't work for those
Will fix/change it tomorrow.cpw wrote:A second bug, is that saving/loading of profiles seems to be derpy sometimes.It forgets changes I make, even though I hit save changes. The only reliable way, is to delete/recreate the profile each time instead.
Re: [MOD 0.12.5+] ModuleInserter 0.0.91
It was a bob's level 4 assembler and bob modules. The assembler itself wouldn't accept the modules, but using the module inserter, it would. It worked for everything I bothered trying.Choumiko wrote:It shouldn't. Is it a recipe/assembler from a mod? If so, please tell which one.cpw wrote:Hi, a small(ish) bug report. Productivity modules can be inserted into assemblers which shouldn't accept them, because the recipe isn't allowed to have productivity modules.
I just tried it with vanilla lvl 3 assembler and recipes: steam-engine, solar panel, wooden chests, inserters and a few others. ModuleInserter didn't work for those