[0.11.x] Y.Petremann's mods (6 mods)
- y.petremann
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Re: [0.11.x] Y.Petremann's mods (6 mods)
I've added the visual help mod that permit to show things to other players by placing arrows on the terrain without having to say "look at the things bellow me"
Re: [0.11.x] Y.Petremann's mods (6 mods)
I understand why you did it, like no hand-crafting it is another way to make the early game harder. But the reason I asked is because having it as a research would be a good idea for a quality of life mod. Not to change your no hand-mining mod, but to make a separate one which would fix the problem of your character mining ores when you didn't mean to.y.petremann wrote:I can tie it to a research but I made it to limit player actions so the player design factories that do stuff and not the player doing them, for this is a engineer, not a miner or a craftsman.Nafen wrote:I wonder with the no hand-mining, could you tie that to a research?
Hand-mining at the start of a game is useful to get things up and running faster, mining a few Stone to make more Drills and Furnaces, mining the first Coal to put into your Coal drill, etc.
But after you get things automated, hand-mining can just be a real pain. For example if you are removing buildings, belts or chopping down trees etc. over a resource deposit, it will get stuck trying to mine the resource tile below the thing you just removed, but if there was a research that disabled hand mining you wouldn't have the problem anymore.
Re: [0.11.x] Y.Petremann's mods (6 mods)
Just a heads up, but you need to add some localization to your Creative Mode mod. See, it exposes the "fluid" subgroup in your crafting/inventory GUI, so you get that dorky message that some key is undefined when you hover over the new category. Adding the following to the appropriate locale folder seems to fix the problem:
"$Fluids" can of course be replaced with whatever.
Code: Select all
[item-group-name]
fluid = $Fluids
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Re: [0.11.x] Y.Petremann's mods (6 mods)
Hi Petremann...
I'll downloaded your NoHandCrafting-Mod It looks nice, good job
I'll tested it with Factorio 11.21. Without Mods it works fine, but with the mods I installed it doesn't work, get an error by startup:
https://www.dropbox.com/s/nulqs5h63kro9 ... s.jpg?dl=0 (its a jpegfile, i don' have an imgur acc or else...sry)
in the simulation.lua file is a bad argument by a "pairs"-command.
hope this is helpfull
Mods I used:
5-Dim-Core 0.0.2
5-Dim-Trains 0.0.6
AlienPlant 0.1.2
Beltblocker 1.0.0
all of Bobs
all of Dytech
DefaultRequestAmount 1.0.0
Evolution 1.0.4
Landfill 2.1.3
RailTanker 0.0.8
rso 1.1.1
Supreme Warfare 1.0.3
Tankwerkz 0.1.4
TimeDisplay 1.0.1
Treefarm lite & AC 0.1.5
Yi-engines 0.1.2
Yi-pfw 0.0.4
Yuoki 0.2.28
Greetings
Tom
I'll downloaded your NoHandCrafting-Mod It looks nice, good job
I'll tested it with Factorio 11.21. Without Mods it works fine, but with the mods I installed it doesn't work, get an error by startup:
https://www.dropbox.com/s/nulqs5h63kro9 ... s.jpg?dl=0 (its a jpegfile, i don' have an imgur acc or else...sry)
in the simulation.lua file is a bad argument by a "pairs"-command.
hope this is helpfull
Mods I used:
5-Dim-Core 0.0.2
5-Dim-Trains 0.0.6
AlienPlant 0.1.2
Beltblocker 1.0.0
all of Bobs
all of Dytech
DefaultRequestAmount 1.0.0
Evolution 1.0.4
Landfill 2.1.3
RailTanker 0.0.8
rso 1.1.1
Supreme Warfare 1.0.3
Tankwerkz 0.1.4
TimeDisplay 1.0.1
Treefarm lite & AC 0.1.5
Yi-engines 0.1.2
Yi-pfw 0.0.4
Yuoki 0.2.28
Greetings
Tom
- y.petremann
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Re: [0.11.x] Y.Petremann's mods (6 mods)
Thank to you I can make this new release that should correct your bug and would make my dump-data mod more complete (mainly to debug other mods):ErnieVanDyke wrote:Hi Petremann...
I'll downloaded your NoHandCrafting-Mod It looks nice, good job
I'll tested it with Factorio 11.21. Without Mods it works fine, but with the mods I installed it doesn't work, get an error by startup:
https://www.dropbox.com/s/nulqs5h63kro9 ... s.jpg?dl=0 (its a jpegfile, i don' have an imgur acc or else...sry)
in the simulation.lua file is a bad argument by a "pairs"-command.
hope this is helpfull
Mods I used:
5-Dim-Core 0.0.2
5-Dim-Trains 0.0.6
AlienPlant 0.1.2
Beltblocker 1.0.0
all of Bobs
all of Dytech
DefaultRequestAmount 1.0.0
Evolution 1.0.4
Landfill 2.1.3
RailTanker 0.0.8
rso 1.1.1
Supreme Warfare 1.0.3
Tankwerkz 0.1.4
TimeDisplay 1.0.1
Treefarm lite & AC 0.1.5
Yi-engines 0.1.2
Yi-pfw 0.0.4
Yuoki 0.2.28
Greetings
Tom
No Hand Crafting (2.0.1) :
- Removed:
- Debug simulation
Re: [0.11.x] Y.Petremann's mods (6 mods)
hi ,
clicking on the link for the 2.0.1 only brings up the 2.0.0 file on mediafire.
is this right ? opening the downloaded zip it does not look like it's the 2.0.1 version.
clicking on the link for the 2.0.1 only brings up the 2.0.0 file on mediafire.
is this right ? opening the downloaded zip it does not look like it's the 2.0.1 version.
- y.petremann
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Re: [0.11.x] Y.Petremann's mods (6 mods)
Sorry mediafire doesn't get me a correct link, this is now corrected.666JTK666 wrote:hi ,
clicking on the link for the 2.0.1 only brings up the 2.0.0 file on mediafire.
is this right ? opening the downloaded zip it does not look like it's the 2.0.1 version.
Re: [0.11.x] Y.Petremann's mods (6 mods)
Are 0.12 versions on the way? I personally love the Creative Mod, but I can live without it for some time.
- MasterBuilder
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Re: [0.11.x] Y.Petremann's mods (6 mods)
Here's a version I got working for 0.12.0 (Creative mode only).Rax wrote:Are 0.12 versions on the way? I personally love the Creative Mod, but I can live without it for some time.
It's a bit off. As far as I can tell everything works except the void chest. No errors, it just does nothing.
Beware, dragons; use at your own risk.
PS: This mod is a working void chest. (I just updated it as a working replacement for the one I couldn't fix in this mod.)
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- creative-mode_1.5.0.zip
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Give a man fire and he'll be warm for a day. Set a man on fire and he'll be warm for the rest of his life.
Re: [0.11.x] Y.Petremann's mods (6 mods)
Works quite well.MasterBuilder wrote:Here's a version I got working for 0.12.0 (Creative mode only).Rax wrote:Are 0.12 versions on the way? I personally love the Creative Mod, but I can live without it for some time.
It's a bit off. As far as I can tell everything works except the void chest. No errors, it just does nothing.
Beware, dragons; use at your own risk.
PS: This mod is a working void chest. (I just updated it as a working replacement for the one I couldn't fix in this mod.)
- y.petremann
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Re: [0.11.x] Y.Petremann's mods (6 mods)
For now, i'm hardly working on a better version of creative mode which would have these changes :MasterBuilder wrote:Here's a version I got working for 0.12.0 (Creative mode only).Rax wrote:Are 0.12 versions on the way? I personally love the Creative Mod, but I can live without it for some time.
It's a bit off. As far as I can tell everything works except the void chest. No errors, it just does nothing.
Beware, dragons; use at your own risk.
PS: This mod is a working void chest. (I just updated it as a working replacement for the one I couldn't fix in this mod.)
- Would use my new event api (would permit to register multiple functions for one type of event on one mod but also dynamically binding and unbinding functions to events and save this state in the savefile)
- Creative chest and void chest would be combined to the "Creative transport belt/pipe to ground".
- The actual creative chest would would be represented as an output transport belt/pipe to ground on which you could select item to output like now.
- The actual void chest would be represented as an input transport belt/pipe to ground, which would log all items/liquids going through him.
- If the new "creative chest" is connected to the new "void chest" like transport belt to ground, the "void chest" would output the item to the "creative chest" if the creative chest has empty settings.
- They would no more directly put items inside container/machines.
- A proper creative chest would be added which would always provide items in the given quantity to a radius of 1 tile, but would also delete items put in it
- A modular armor addon would be added which would provide instantly things you request from player logistic slots and delete instantly things put in trash logistic slots, it would also add request slot.
- Ghost would not disapear for a very long time.
- And finaly many performance improvements would comes ...
Re: [0.11.x] Y.Petremann's mods (6 mods)
NICEy.petremann wrote:For now, i'm hardly working on a better version of creative mode which would have these changes :MasterBuilder wrote:Here's a version I got working for 0.12.0 (Creative mode only).Rax wrote:Are 0.12 versions on the way? I personally love the Creative Mod, but I can live without it for some time.
It's a bit off. As far as I can tell everything works except the void chest. No errors, it just does nothing.
Beware, dragons; use at your own risk.
PS: This mod is a working void chest. (I just updated it as a working replacement for the one I couldn't fix in this mod.)
- Would use my new event api (would permit to register multiple functions for one type of event on one mod but also dynamically binding and unbinding functions to events and save this state in the savefile)
- Creative chest and void chest would be combined to the "Creative transport belt/pipe to ground".
- The actual creative chest would would be represented as an output transport belt/pipe to ground on which you could select item to output like now.
- The actual void chest would be represented as an input transport belt/pipe to ground, which would log all items/liquids going through him.
- If the new "creative chest" is connected to the new "void chest" like transport belt to ground, the "void chest" would output the item to the "creative chest" if the creative chest has empty settings.
- They would no more directly put items inside container/machines.
- A proper creative chest would be added which would always provide items in the given quantity to a radius of 1 tile, but would also delete items put in it
- A modular armor addon would be added which would provide instantly things you request from player logistic slots and delete instantly things put in trash logistic slots, it would also add request slot.
- Ghost would not disapear for a very long time.
- And finaly many performance improvements would comes ...
Re: [0.11.x] Y.Petremann's mods (6 mods)
May I suggest again to split up the mods in to 6 threads then?
Cool suggestion: Eatable MOUSE-pointers.
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- y.petremann
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Re: [0.11.x] Y.Petremann's mods (6 mods)
Yep now this is a good idea, but I think that I have some choices, since for me each mods complete with each other :ssilk wrote:May I suggest again to split up the mods in to 6 threads then?
- Having a big mods forum subsection.
- Having a main thread for all mods and one thread for each mods
Re: [0.11.x] Y.Petremann's mods (6 mods)
I'm fine with one of these, but you need to choose.
I would recommend so: You get a subboard under Gameplay/Vanilla+. Put all mods in there (look how others are doing that) and I will link the helper-mods from the helper-mods board.
I would recommend so: You get a subboard under Gameplay/Vanilla+. Put all mods in there (look how others are doing that) and I will link the helper-mods from the helper-mods board.
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
Have you used the Advanced Search today?
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I still like small signatures...
Re: [0.11.x] Y.Petremann's mods (6 mods)
Dude, that was useful! I use it to quickly fill source chests so I could benchmark my builds.y.petremann wrote:[*]They would no more directly put items inside container/machines.
- y.petremann
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Re: [0.11.x] Y.Petremann's mods (6 mods)
Wyrm wrote:Dude, that was useful! I use it to quickly fill source chests so I could benchmark my builds.y.petremann wrote:
- They would no more directly put items inside container/machines.
The new creative chest would do it, would not have a directional restriction and would only insert in containers and machines, they would also be real chests you could use to quickly provide yourself tons of stuff and put in junk stuff. You could also put inserters between machine and chest.y.petremann wrote:
- A proper creative chest would be added which would always provide items in the given quantity to a radius of 1 tile, but would also delete items put in it
The main idea is to not having a difference between source and sink and to not have problems of overfilled machines.
Re: [0.11.x] Y.Petremann's mods (6 mods)
Your creative chest would be perfect for a quick-fill if I could quick-replace it with an ordinary chest and the ordinary chest would be completely filled with whatever the selected item is. The point is that the drawing-from is interrupted so I can see how fast the supplies are being consumed and how fast product is being produced averaged over an extended time. Hence benchmarking. A build can have good product flow but poor throughput, or be "pulse-y" — not have a consistent throughput, and are signs I need to concentrate on bettering the build.
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Re: [0.11.x] Y.Petremann's mods (6 mods)
You could quick-replace them.Wyrm wrote:Your creative chest would be perfect for a quick-fill if I could quick-replace it with an ordinary chest and the ordinary chest would be completely filled with whatever the selected item is. The point is that the drawing-from is interrupted so I can see how fast the supplies are being consumed and how fast product is being produced averaged over an extended time. Hence benchmarking. A build can have good product flow but poor throughput, or be "pulse-y" — not have a consistent throughput, and are signs I need to concentrate on bettering the build.
But for factory benchmark, you should use the belts. Could you show me a factory where you need the chest ?
Re: [0.11.x] Y.Petremann's mods (6 mods)
Is there a 0.12.x version for Better Vehicle Control on the way?