How do you untick the deconstructive blueprints?
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- Burner Inserter
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How do you untick the deconstructive blueprints?
I used one of the red blueprint things, and randomly ticked off my whole base to see how much my base was worth, and now it's covered with the red 'x' things. How do I untick or get rid of the red 'x's?
Re: How do you untick the deconstructive blueprints?
To be honest, I am not completely sure if that's possible at all. But if you find an answer, it would be nice to know ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
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- Smart Inserter
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Re: How do you untick the deconstructive blueprints?
At the moment, it's not possible to cancel deconstruction. Probably a good idea to load one of those autosaves. ![Wink ;)](./images/smilies/icon_e_wink.gif)
![Wink ;)](./images/smilies/icon_e_wink.gif)
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- Burner Inserter
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Re: How do you untick the deconstructive blueprints?
Well, I'm screwed
![Laughing :lol:](./images/smilies/icon_lol.gif)
![Laughing :lol:](./images/smilies/icon_lol.gif)
![Laughing :lol:](./images/smilies/icon_lol.gif)
Re: How do you untick the deconstructive blueprints?
Delete all roboports from the save.
Re: How do you untick the deconstructive blueprints?
How about using the console and game.player.selected.canceldeconstruction() while hovering over an entityAlexHenchrich wrote:Well, I'm screwed![]()
or perhaps this would be more useful (make 20 larger if necessary, but keep in mind that the larger the number the longer the scan takes)
Code: Select all
for _, entity in ipairs(game.findentities{{game.player.position.x-20, game.player.position.y-20},{game.player.position.x+20, game.player.position.y+20}}) do if entity.force.equals(game.player.force) then entity.canceldeconstruction() end end
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Re: How do you untick the deconstructive blueprints?
How do I do that exactly I'm pretty confused?FreeER wrote:How about using the console and game.player.selected.canceldeconstruction() while hovering over an entityAlexHenchrich wrote:Well, I'm screwed![]()
or perhaps this would be more useful (make 20 larger if necessary, but keep in mind that the larger the number the longer the scan takes)Code: Select all
for _, entity in ipairs(game.findentities{{game.player.position.x-20, game.player.position.y-20},{game.player.position.x+20, game.player.position.y+20}}) do if entity.force.equals(game.player.force) then entity.canceldeconstruction() end end
![Question :?:](./images/smilies/icon_question.gif)
![Rolling Eyes :roll:](./images/smilies/icon_rolleyes.gif)
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Re: How do you untick the deconstructive blueprints?
How do I do that?SHiRKiT wrote:Delete all roboports from the save.
![Rolling Eyes :roll:](./images/smilies/icon_rolleyes.gif)
![Question :?:](./images/smilies/icon_question.gif)
![Confused :?](./images/smilies/icon_e_confused.gif)
Re: How do you untick the deconstructive blueprints?
To open the console press the ~ (next to the 1 on most keyboards), then you should be able to paste in what I wrote. Sorry, I usually mention it when I mention the console, so of course the one time I don't the other person doesn't know ![Laughing :lol:](./images/smilies/icon_lol.gif)
As for deleting the roboports, just mine them...? Not sure if there's really a better way (well console commands would work as well), but even so both of these methods may be too slow to save everything, depending on how many bots you have waiting to deconstruct the entities.
![Laughing :lol:](./images/smilies/icon_lol.gif)
As for deleting the roboports, just mine them...? Not sure if there's really a better way (well console commands would work as well), but even so both of these methods may be too slow to save everything, depending on how many bots you have waiting to deconstruct the entities.
Re: How do you untick the deconstructive blueprints?
FreeEr, I think you just need to link to https://forums.factorio.com/wiki/inde ... e_commands ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
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Re: How do you untick the deconstructive blueprints?
I'm getting this error when trying that command:FreeER wrote:How about using the console and game.player.selected.canceldeconstruction() while hovering over an entityAlexHenchrich wrote:Well, I'm screwed![]()
or perhaps this would be more useful (make 20 larger if necessary, but keep in mind that the larger the number the longer the scan takes)Code: Select all
for _, entity in ipairs(game.findentities{{game.player.position.x-20, game.player.position.y-20},{game.player.position.x+20, game.player.position.y+20}}) do if entity.force.equals(game.player.force) then entity.canceldeconstruction() end end
http://i.imgur.com/kl4VsCq.png
Re: How do you untick the deconstructive blueprints?
Ah, my bad, canceldeconstruction takes the 'force' that should try to deconstruct the entity. I haven't actually had much chance to use it so forgot that detailGlyph wrote:I'm getting this error when trying that command:
![Smile :)](./images/smilies/icon_e_smile.gif)
Code: Select all
for _, entity in ipairs(game.findentities{{game.player.position.x-20, game.player.position.y-20},{game.player.position.x+20, game.player.position.y+20}}) do if entity.force.equals(game.player.force) then entity.canceldeconstruction(game.player.force) end end
Re: How do you untick the deconstructive blueprints?
Unable to cancel trees?
I use this:
I use this:
Code: Select all
for _, entity in ipairs(game.findentities{{game.player.position.x-20, game.player.position.y-20},{game.player.position.x+20, game.player.position.y+20}}) do entity.canceldeconstruction(game.player.force) end
Re: How do you untick the deconstructive blueprints?
Speculation:
Trees aren't in the player force. I think if you swapped each use of "player" for "neutral", that command would work.
Trees aren't in the player force. I think if you swapped each use of "player" for "neutral", that command would work.
Cancel deconstruction
Code: Select all
for _, entity in ipairs(game.findentities{
{game.player.position.x-20, game.player.position.y-20},
{game.player.position.x+20, game.player.position.y+20}})
do
entity.canceldeconstruction(game.player.force)
end
![Idea :idea:](./images/smilies/icon_idea.gif)
Readability: The game ignores newlines when pasting "scriptlets" in the console. This means we can write them in a human readable form, making understanding and editing a bit easier.
Re: How do you untick the deconstructive blueprints?
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
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I still like small signatures...
Have you used the Advanced Search today?
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I still like small signatures...
Re: How do you untick the deconstructive blueprints?
Thanks! That looks very good in a bordered box.
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Re: How do you untick the deconstructive blueprints?
Someone can fix the others- ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
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I still like small signatures...
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I still like small signatures...
Re: How do you untick the deconstructive blueprints?
Is there still no in-game solution to cancel a deconstruction ? (apart the code?)
Re: How do you untick the deconstructive blueprints?
Not a mass deconstruction, no.