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Messages - historic_os

#46
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 05, 2017, 11:58:41 AM
Quote from: Jetpack_Maniac on December 05, 2017, 10:18:21 AM
I've got an error when trying to use my mod with your system:
Shields mod, right? ill have a look thanks

Quote from: frenchiveruti on December 05, 2017, 09:21:39 AM
Also, as a suggestion for this list: http://www.modsync.ninja/mods
Add the modder name? I mean, maybe it will create some nepotism with your favourite mod makers but I like my mod makers.
Will be added soon, we are currently working on a small control panel to let modders change their passwords, reset them, change mod link etc. on top of that we will add the option to be known by forum name or pick a custom name. currently we just don't store that info in the database yet so i can't display it.
#47
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 05, 2017, 06:24:57 AM
Quote from: dburgdorf on December 04, 2017, 11:04:53 PM
And, now, users can keep track of all my updates on ModSync. Everything's set now to use it.

Epic, thank you all for adding your mods!
synced mod list is growing, reminder: you can see all mods here!
#48
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 04, 2017, 07:40:28 AM
@masaykh
Yes, the ModSync xml file is placed inside the mod folder and any mod can use it to read other mod's version.
however, mods are protected behind a combination of said file and a "mod key" (password) they provide on registration.
which means, having the ModSync xml alone is not enough to make any changes to the mod and release updates.

Regarding automatic updates \ download of mod updates from within the game - it is the ultimate goal and we do plan on adding it. but before we do this, there are some required features to be added:
1. Patch notes, visualization of patch content (such as new feature, bug fix, translation) needs to be added
2. A better way to credit the author - we don't want people to download a mod and forget about the original mod author. mod author should be able to determine if he wants to support direct download of mods and author name should be added to the list of mods.
3. Some time and a bigger user base - this mod is still fairly new, I myself wouldn't trust a mod i don't know with downloading files to my computer and i don't expect people to do so as well.

Direct update, in general, is a very sensitive topic. as modders should be able to determine how they would like to distribute their content. once more modders add mods, we will start taking input on how they think downloads should be provided in a way that will still respect their work.


@kaptain_kavern, lol i like "ninja sync'ed" :)
#49
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 03, 2017, 09:36:06 PM
Sure, that would be great!
#50
Outdated / Re: [B18] Mod Announcements Thread
December 03, 2017, 08:44:11 PM
Industrial Rollers updated to B18.
Lets you setup an automated conveyor belt system to transfer items directly to stockpiles and free hauler's time!
ModSync Ninja updated to B18.
Get update notifications for your manually installed mods and choose when to update!
#51
Outdated / Re: [Mod Updater] ModSync Ninja
December 03, 2017, 08:15:42 PM
Back!

Update - Version 1.1.0.1
- Added a Kiame!
- You can also see list of registered mods here!
#52
Tools / Re: ModSync Ninja - Mod auto updater!
December 03, 2017, 08:03:37 PM
We are back :) with Kiame!
main post updated with details

To all modders who took part in the first iteration of the project
First of all, thank you. thanks for going way and beyond figuring out a new system and taking a part.
I'd like to apologize for taking this project down on you after only two months. The hosting went down, it was expensive and the low adoption made it hard to renew.
We have got a more reasonable hosting now, this shouldn't happen again any time soon.

Since it was A17 when the mod went down and some mods have already removed ModSync.xml file (/ probably forgot passwords), we are starting fresh.
I hope you choose to add your mods again!



Quote from: Nightinggale on November 09, 2017, 08:48:38 AM
Btw didn't this thread have two pages of replies already?  :o
The release forum post is the one with multiple pages. this one is for the tool for modders, other one is for the mod itself
#53
Update - Version 2.3.06
Recovering from B18 Bugs, bringing back ModSync Ninja! (DL link in main post)

Features
- Added ModSync Ninja back!

Bug fixes
- Some users experienced disappearing pullers. while i couldn't reproduce the error myself, i did change the problematic method - should be fixed.
- Fixed Pushes and Pullers don't push\pull to storage buildings when there is a power conduit under the structure.
- Underground rollers should now work on bridges and any other surface.
- In-Wall rollers should no longer disappear when loading a game if there was an item on the belt.

Translations
- Fixed Japanese translation by ハグ & Proxyer. Thanks!

ModSync Ninja note: ModSync Ninja forum post will be updated shortly after this.
#54
Hey, it seems that the transition to B18 introduced some bugs to the mod.
I'm going to be very busy until Monday and won't be able to spare time to release a new update.
I figured i'll at least post the reported bugs so you guys know about them and the status of each.

1. Pullers disappear when loading a game(reported by glitershroom) - while i wasn't able to reproduce the error myself, i was able to (hopefully) resolve it by replacing the problematic method. Already fixed, will be added to next update.
2. Pushes and Pullers don't push\pull to storage buildings when there is a power conduit under the structure(reported by Kateye) - Already fixed, will be added to next update.
3. In-Wall rollers disappear when loading a game if there was an item on the belt(reported by Sjonnar) - Open issue, will be fixed in the next update.
#55
Quote from: glitershroom on November 18, 2017, 07:33:00 PM
so, I love the mod, and everything seems to be working... until that is, I try to save and load, upon world reload, pullers disappear... they work fine when I build them... but I have to re build them every time I load it up... help?

That's weird, try running only the mod (Industrial Rollers and Core) in a new game and build them using developer tools. Do they still disappear?
if not, its probably a mod conflict.
#56
Update - Version 2.2.0 A18 Build
A18, Bug fixes, balance changes and translations (DL link in main post)
Bug fixes:
- Power conduits are no longer visible on top of belts when built near by.
- XML refactored and cleaned up to allow easier access to editing if required.

Balance changes:
- In-Wall Roller: HP increased from 80 to 200.
- A18 Construction skill requirements added:
  - Construction skill 10: Normal belts(including directional), In-Wall and Splitter.
  - Construction skill 12: Pusher, Growzone Puller.
  - Construction skill 13: Puller, Underground belts.
 
Construction skill requirement is being used instead of research as a balance factor to the mod.
If for any reason, you are not happy with the change, you may edit the XML file and replace <constructionSkillPrerequisite> tags to whatever you see fit.

Translations:
- Fixed Japanese translation by ハグ (thanks for feedback!).
#57
To everyone, thanks for all the feedback and suggestions!
While i don't respond to everything, i do read it and keep it in mind for when im working on updates.

In regards to the suggestion to detect belt orientation based on user build - it is possible, and many games have implemented it that way. while i do agree that its better in terms of user experience, unfortunately its something that should have been implemented in the core of the mod at the design phase. making such change now will require too much changes(also, backwards compatibility will be a pain, if not impossible). 
#58
Update - Version 2.1.25
Bug fixes, balance changes and more translations (DL link in main post)
Bug fixes:
- Fixed a bug causing items to disappear into unknown void when placed on a belt next to almost built belt.

Balance changes:
- Hardcore mode puller range reduced from 20 to 15.
- You can now adjust puller pulling range in the mod settings(if using Hardcore mode). Allowed values 1-100.

Translations:
- Added Russian by meggerry(http://steamcommunity.com/id/meggerry/).
- Added Japanese by ハグ.
- Added Turkish by KemalKhan(http://steamcommunity.com/id/KemalKhan/).
- Added Hungarian by DevEagle.
- Dutch translation update by an anonymous translator.
- German translation update by an anonymous translator.
Thank you all for the amazing translations!
#59
Quote from: christianmc1101 on July 25, 2017, 04:58:00 AM
Why I could not place the rollers on the normal ground, but on watertiles?

This is a bug with some mod conflict, its been mentioned a few times on the steam workshop page as well but no one managed to pin point what mod causes that so unfortunately theres nothing i can do about it.
you could try making a new game(so you wont break your save) and removing mods you suspect are modifying terrain to find out whats causing this.

Quote from: LiteEmUp on July 25, 2017, 06:51:49 AM
is there a chance where underground pullers range gets increased to more than 6 tiles??? even as an option, i'd take it...

Theres no way to change the max length of an underground roller and its set to 6 from balance perspective to simulate the balance in Factorio.
I honestly don't think ill be buffing underground rollers range because they are already very effective. as a custom option - maybe, ill consider this for next update.

Quote from: Koriath on August 09, 2017, 05:54:27 AM
Is there a reason the pullers don't work with hydroponics? It's all good to me, since I went back to using Spdskatr cultivator tools mod and some

As Canute was pointing out, Hydroponics are a very specific and unique structure in the game. while in theory support for them can be added, im avoiding specific interactions and keeping this mod in a way that it handles more abstract game mechanics such as item transportation, zones and storage buildings.

There are many great mods that handle specific issues (Spdskatr did a great job with farming and auto-crafting). and i think crafting a mod list that has a good synergy is the best approach both for the player - its part of the fun in a modded game. and for the mods - so they can focus on what they are built for.
#60
Outdated / Re: [A17][Mod Updater] ModSync Ninja
July 19, 2017, 11:47:58 PM
GitHub mods can now link the ModSync.xml in their repo and updates will be pushed automatically.
Sync your mod with GitHub in the site update section (once) and whenever the version changes in the file (after a commit)  - an update will be added to the database.