[Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
- ickputzdirwech
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[Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
As you can see in the following picture you can select scrap meatal as a filter for the deconstruction planner, even though you can't get it outside the editor.
Merging Chests adds tons of entities. I understand that it makes things easier if all tabs have the same size, but it seems a bit excessive in this case.
Also a side note since I am pretty sure you won't consider it a bug: The window fills the whole screen and has a huge scrol bar because Mods: Shortcuts for 1.1, ick's Sea Block, ick's vanilla tweaks
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Re: [1.0.0] Scrap metal selectable in deconstruction planner
Thanks for the report
I will just remove that entity, as it is not used in the base game and is just reusing the graphics of the other shipwreck parts
I will just remove that entity, as it is not used in the base game and is just reusing the graphics of the other shipwreck parts
Re: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
Hello, I found out this silently planned change quite late (with the upcoming changes post viewtopic.php?p=518171#p518171), but hopefully still not late enough. Can you please not remove this entity? It is used in hundreds of custom maps, as it is the only entity from wreckage spectrum that is actually mineable and thus has gameplay value. I agree it should be removed from the deconstruction planner, similarly as other entities aren't there (loaders for example), but removing it from the game completely and leaving just useless other entity that is just decoration won't add to the game. Will you remove markets next because they are not used in freeplay?
Thanks for consideration.
Thanks for consideration.
Re: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
Please do not remove the 'mineable wreckage' entity.
It will break many existing scenarios. Does not feel nice
Map creators like having a few "useless" entities.
It will break many existing scenarios. Does not feel nice
Map creators like having a few "useless" entities.
Last edited by MewMew on Wed Oct 28, 2020 9:48 pm, edited 1 time in total.
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Re: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
Please save scrap!!
Mountain fortress will never be the same without it
Mountain fortress will never be the same without it
Re: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
Just because the base game removes an item does not mean that the modders would not be able to put it back in. Don't worry, the mods will be fine
Speaking of which:
https://mods.factorio.com/mod/MineableWreckage
Speaking of which:
https://mods.factorio.com/mod/MineableWreckage
- eradicator
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Re: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
Scenarios are not mods and will not "be fine" - they can not add prototypes. But if this change convinces even a single steam-achievement- or vanilla-only-zealot to use mods then i'm all for it . But if i were Wube and were concerned about the next big shitstorm i'd be pulling back that change yesterday.valneq wrote: ↑Wed Oct 28, 2020 10:05 pm Just because the base game removes an item does not mean that the modders would not be able to put it back in. Don't worry, the mods will be fine
Speaking of which:
https://mods.factorio.com/mod/MineableWreckage
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
Re: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
Dont remove scrap, its vital for comfy maps. If scrap is modded back in, people will start avoiding comfy because it will have mods and people hate waiting for them to load (for some stupid reason) and most of them surely have such servers blacklisted in search tab.
Re: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
@Klonan: no please don't remove this entity. It will break allmost all the Redmew scenarios. In fact, if anything, add more hidden but usable entities to use for unmodded scenarios.
Re: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
The scap is a legacy stuff for us, and we need to remove legacy stuff, otherwise there would be a lot of old mess in the game. The mod can easily add the entities for itself.
Re: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
Understandable, however the complaint is that it is frequently used in scenarios which cannot add it back in, not that it is hard to add back in.
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Content: Lunar Landings | Freight Forwarding | Spidertron Patrols | Spidertron Enhancements | Power Overload
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Content: Lunar Landings | Freight Forwarding | Spidertron Patrols | Spidertron Enhancements | Power Overload
QoL: Factory Search | Module Inserter Simplified | Wire Shortcuts X | Ghost Warnings
Re: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
Stupid question: How is this old scrap metal different from the new scrap metal "Ship wreck small" that was added in 1.0.0? The new stuff looks so much better anyways.
Re: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
Old scrap: 9 graphic variants, it is one SIMPLE ENTITY (so no force, basically on par with trees and rocks, actually also has default drop when mined), it actually has mining animation. Old shipwrecks are containers.
New scrap: Medium, large and huge shipwrecks are again containers. Small one has 6 different entities, that have force and probably more data. No mining animation.
Sure, the new models look fancier, but that's it. They look fancy when placed like 1 - 2 around big shipwreck but not when spawning fields of them. Old models were just small parts of random scrap, so spawning many of them did not looked bad, they fit with each other. However new one does not look good at all in large amounts, repetitive details, and so on. New ones having more information than Simple Entity probably can cause some serious filesize or update time impact, when used in same way as with the old ones (imagine if all trees had additional data stored and you wanted to play forest map).
But well, we always had to work with what we had. Probably still better to hope for fix to other scenario issues, for example locale not working with render texts after loading the game from savefile, and similar.
Re: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
According to 84696 that should be fixed. If that is not the case, please make another bug report.
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
Re: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
My bad, completely missed it as never got notification about response, and well...it was months and then somehow I even missed it in the patchnotes. Thank you for correcting me, probably really time to revisit my old plans.