nexela / autofill Goto Github PK
View Code? Open in Web Editor NEWThis project forked from jakimfett/autofill
Factorio mod for automatic insertion of items to build entities.
License: MIT License
This project forked from jakimfett/autofill
Factorio mod for automatic insertion of items to build entities.
License: MIT License
Hi,
There's this awesome mod which adds sniper turrets: "combat_by_samuel"
Can you add support for those turrets ?
Thanks!
player.name may be blank or be different from MP to SP and cause nil error
https://mods.factorio.com/mods/Nexela/autofill/discussion/1341
For the button haters, add a keybind to hide the button :)
The hotkey to place fuel/ammo into entities is not working. Additionally, when I place down anything that uses fuel I get this error:
Both these errors occur with vanilla installs (except for autofill of course.)
I apologize if I have left off important files or information, tell me how to get them and I will.
Thanks
Amount of ammo that turrets get when places seem to be a little bit weird.
Right now i have loads of ammo on my character, but turrets get only 3.
Sometimes turrets get 10 ammo, sometimes 20.
Worst of all, sometimes turrets get 40 ammo, but the floating text says "-20 ammo name" which looks like unintentional item duplication.
Doesn't matter which ammo types I have in my inventory, it places the correct (highest level) one, but only 1 in each turret.
Hi Nex!
Can you walk me through the process to adding a new turret and turret ammo? Autofill doesn't current work for the dart turrets.
Friends of mine sometimes got a crash due to a lua error in control.lua:83: attempt to index field 'personalsets' (is a nil value).
The error occurs inside the function script.on_event("autofill-toggle-limits", function(event)
in the line:
local afplayer = global.personalsets[player.name]
They hacked around this by adding a check right before that line:
if global.personalsets == nil then
initMod(true)
end
.. but I'm sure there is a better way to fix it.
Ability to refill the item in your hand or the quick-bar when stack size changes.
Don't use certain items for fuel as default (wood fences, wood power poles etc)
Needs check for god inventory
I've bumped up to 0.17 and I'm really missing this mod!
Hey, im currently playing multiplayer with a friend and noticed that the autofill is not working with the "Concussion Turret". would love if you could either help us getting it to work or update the mod as a whole to support EndgameCombat :)
Got the following error on adding Autofill 2.0.1 to a previously saved game.
If you then place a turret or locomotive you get another error autofill/autofill/autofill.lua:51: attempt to index local 'pdata' (a nil value). Which is presumably because it hasn't been initialised.
This error has occurred on every saved game I have attempted to launch with Autofill enabled but not previously in the mod list.
Factorio Version is 0.16.25
Just like limits be able to toggle grouping either on or off
Obviously, beacons only need 2 modules. What happens is bots place the first two and then keep trying to place 198 more, and doesn't stop until they've attempted to place all 200.
When loading a game after enabling autofill:
88.771 Error AppManagerStates.cpp:1195: Error while running on_init: __autofill__/stdlib/event/event.lua:163: __autofill__/autofill/sets.lua:73: attempt to index field 'forces' (a nil value)
Hope to add Bio Industries support
hello i cannot use your mod right now its just doing nothing not even the hotkeys work :(
no errors come up
Bobs plus a few QOL (Picker extended, Even Distro, etc)
modlist: mod-list.zip
Trying to set the Auto Fill mod so it only puts coal in furnaces.
Tried both of these commands:
remote.call("af", "insertset", "", "stone-furnace", {"coal"})
remote.call("af", "insertset", "", "car", 0, {"coal"})
It doesn't recognize the insertset command.
Any suggestions?
Autofill doesn't work when placing or using the default control + f to add ammo to Bob's Cannon and Rocket turrets. Works fine on Bob's Sniper turret, so it might be because of the different ammo the other turrets use.
To make sure it wasn't a bug in my settings i tried re-downloading Autofill and also tried using the command (/c remote.call("af", "resetMod")). But that didn't do anything.
name=bulldozer, fuels=all
Create GenericSets for adding smaller stuff into.
Is not fill Uranium_rounds_magazine into the turrets. Someone know how to change or fix it?
add in above vehicle
I have only tested the base trains but I would assume it is true for the armored variants as well.
Game version: 0.16.22
Bob's Logistic version: 0.16.6
i have seen the remote.call("af", "insertset", "", "car", {{"coal","raw-wood"}, "basic-bullet-magazine"})
command
but my question is what do i need to do to make the gun turret accept the other ammo types ?
now its only asking for uranium ammo and im far from that
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.