[MOD 0.15] ModuleInserter 2.0.0

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Alexs
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Re: [0.12] ModuleInserter 0.0.6

Post by Alexs »

de.cfg
(1.51 KiB) Downloaded 262 times
Hier in deutsch: :)

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Re: [0.12.5+] ModuleInserter 0.0.7

Post by Choumiko »

Updated to 0.0.7 requires Factorio 0.12.5

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)

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Re: [0.12.5+] ModuleInserter 0.0.8

Post by Choumiko »

Updated to 0.0.8 requires Factorio 0.12.5

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
Apart from the fix only some preparations for stuff coming later

ikodan
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Re: [0.12.5+] ModuleInserter 0.0.8

Post by ikodan »

not compatible dytech/bob ?

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Re: [0.12.5+] ModuleInserter 0.0.8

Post by Alexs »

thx - Choumiko :D

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Re: [0.12.5+] ModuleInserter 0.0.8

Post by Choumiko »

ikodan wrote:not compatible dytech/bob ?
It should work with them. Did a quick test with bos machines/modules and it seemed to work.


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Re: [MOD 0.12.5+] ModuleInserter 0.0.8

Post by Ranakastrasz »

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

Choumiko
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Re: [MOD 0.12.5+] ModuleInserter 0.0.8

Post by Choumiko »

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.
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.
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.

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Re: [MOD 0.12.5+] ModuleInserter 0.0.8

Post by Ranakastrasz »

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.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

Choumiko
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[0.12.5+] ModuleInserter 0.0.9

Post by Choumiko »

Updated to 0.0.9

Changes
  • fix leftover proxy items when marking entities outside of construction area multiple times
  • remove proxies from inventory when ghost times out
In theory this should fix the issues Ranakstrasz reported, but since i couldn't reproduce all i'm not sure.

Alexs
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Re: [MOD 0.12.5+] ModuleInserter 0.0.9

Post by Alexs »

THX :D

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Re: [MOD 0.12.5+] ModuleInserter 0.0.9

Post by oLaudix »

Is it normal that it ignores stuff from some mods or did i do smth wrong?
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Re: [MOD 0.12.5+] ModuleInserter 0.0.9

Post by Choumiko »

oLaudix wrote:Is it normal that it ignores stuff from some mods or did i do smth wrong?
Not normal, but since I don't use mods that add machines/modules it's to be expected.
Mod and "stuff" please :D

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oLaudix
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Re: [MOD 0.12.5+] ModuleInserter 0.0.9

Post by oLaudix »

Choumiko wrote:
oLaudix wrote:Is it normal that it ignores stuff from some mods or did i do smth wrong?
Not normal, but since I don't use mods that add machines/modules it's to be expected.
Mod and "stuff" please :D
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 =_=
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Re: [0.12.5+] ModuleInserter 0.0.9

Post by Choumiko »

Updated to 0.0.91

Changes
  • remove invalid items from config/storage
  • fix DarkMatter replicators not working

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oLaudix
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Re: [MOD 0.12.5+] ModuleInserter 0.0.91

Post by oLaudix »

That was fast ... thanks.
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Re: [MOD 0.12.5+] ModuleInserter 0.0.91

Post by cpw »

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.

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Re: [MOD 0.12.5+] ModuleInserter 0.0.91

Post by Choumiko »

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.
It shouldn't. Is it a recipe/assembler from a mod? If so, please tell which one.
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
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.
Will fix/change it tomorrow.

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Re: [MOD 0.12.5+] ModuleInserter 0.0.91

Post by cpw »

Choumiko wrote:
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.
It shouldn't. Is it a recipe/assembler from a mod? If so, please tell which one.
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
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.

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