Search found 47 matches

by NearlyDutch
Thu Jun 01, 2017 12:58 pm
Forum: Ideas and Suggestions
Topic: Recentrly Used Colors for Trains and Stations
Replies: 0
Views: 682

Recentrly Used Colors for Trains and Stations

TL;DR The color picker for trains and stations should include a small list of the most recently used colors for convenience. What ? Below the color picker for trains and stations is enough room to display a horizontal list of like 8 small squares that represent the most recently used colors. 'Used'...
by NearlyDutch
Mon Apr 24, 2017 5:06 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.0] Arrow keys do not update the map preset description
Replies: 3
Views: 1649

[0.15.0] Arrow keys do not update the map preset description

If you use the arrow keys to change the map preset in the new game dialog, the description on the right side of the selection list is not getting updated. It's therefore also unclear, if the now highlighted item is really selected to be used, or the last selection done by mouse is actually used when...
by NearlyDutch
Sun Nov 13, 2016 11:18 am
Forum: Maps and Scenarios
Topic: [0.14] Scenario: Build a rocket-launching base on a platform
Replies: 18
Views: 19659

Re: [0.14] Scenario: Build a rocket-launching base on a platform

Great scenario! I actually beat my 69:03 time by 20 seconds, so the current record is now at 68:43. Below a pixelated screenshot of the base, so no one is spoilered on the challenge without his/her will. (unedited image inside the spoiler tag at the end of the post) I started out with a spreadsheet ...
by NearlyDutch
Tue Sep 20, 2016 4:55 pm
Forum: Mods
Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
Replies: 73
Views: 48432

Re: [MOD 0.14] Filtered Deconstruction Planner 0.4.7

Yes, just saw it, was preoccupied with an exam last week. credomane's fixes are now incorporated in version 0.4.8, which I uploaded to the mod portal and github. I just found a bug. The Blueprint-cut-tool ignores rails and tiles (bricks and concrete). 1. Tiles are completely ignored in both target a...
by NearlyDutch
Fri Sep 09, 2016 10:48 am
Forum: Not a bug
Topic: [0.14.3] [rrrola] LUA Packages of scenario arent copied into save.
Replies: 3
Views: 1477

Re: [0.14.3] LUA Packages of scenario arent copied into save.

Just encountered this in 14.5, too. Tried to include the stdlib in my scenario for convenience, but require wouldn't work with any lua file not in the root directory of the scenario.
by NearlyDutch
Wed Jul 13, 2016 3:07 pm
Forum: Mods
Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
Replies: 73
Views: 48432

Re: [MOD 0.13] Filtered Deconstruction Planner 0.4.5

Thanks for the bug report, v0.4.5 is published and fixes the issue. I looked over all the release notes again and I should have covered all special cases like the one with the rails now.
by NearlyDutch
Mon Jul 11, 2016 4:11 pm
Forum: Mods
Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
Replies: 73
Views: 48432

Re: [MOD 0.13] Filtered Deconstruction Planner 0.4.4

Thanks for the fast bug report, I should have tested again after some much needed sleep, before releasing...

Anyway, it's fixed now in v0.4.4
by NearlyDutch
Sun Jul 10, 2016 10:23 pm
Forum: Mods
Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
Replies: 73
Views: 48432

Re: [MOD 0.13] Filtered Deconstruction Planner 0.4.3

Published v0.4.3 which mainly updates the GUI to 0.13 capabilities, adds the ability to handle tiles in target and exclude mode and removes the item itself, as know the default deconstruction planner is affected by the current configuration.
by NearlyDutch
Sun Jul 10, 2016 2:08 pm
Forum: Modding help
Topic: deconstructible-tile-proxy
Replies: 1
Views: 1101

deconstructible-tile-proxy

In the on_marked_for_deconstruction event, if a tile was marked, the given entity is of the type deconstructible-tile-proxy . Is there any way to get the name of the actual tile that was marked? For example, if a dropped item is marked you get an item-on-ground , but the name of the item itself is s...
by NearlyDutch
Wed Jul 06, 2016 3:54 pm
Forum: Mods
Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
Replies: 73
Views: 48432

Re: [MOD 0.12.22] Filtered Deconstruction Planner 0.4.1

Nah, exams and 0.13 started on the same day. Was planning on doing the update myself today, actually. I'd be happy to help if you need me. Maybe it would be worth to put some of the mods and modders into a factorio modding organization on GitHub to better organize maintenance and future-proof agains...
by NearlyDutch
Wed Jul 06, 2016 1:10 pm
Forum: Mods
Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
Replies: 73
Views: 48432

Re: [MOD 0.12.22] Filtered Deconstruction Planner 0.4.1

Thanks Choumiko, I merged your code and tested everything. v0.4.2 is now available on the official GitHub repository and will be published to the mod portal asap. I just updated the icon to match the new style in 0.13.
by NearlyDutch
Fri May 20, 2016 1:48 pm
Forum: Mods
Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
Replies: 73
Views: 48432

Re: [MOD 0.12.22] Filtered Deconstruction Planner 0.4.1

@Qon: The way I thought about it while implementing was, that it works just like if you would place the blueprint, let the bots build it, remove the designated items with the filtered deconstruction planner and generate a blueprint from that. Just all in one step. Either you target specific item's t...
by NearlyDutch
Thu May 19, 2016 9:07 am
Forum: Mods
Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
Replies: 73
Views: 48432

Re: [MOD 0.12.22] Filtered Deconstruction Planner 0.4.1

@Roktaal: Yeah, I'm aware of it, but I'm currently loaded with university work and a new job, so I'm not sure, when I'll be able to fix it. @exstreamrider: I'm not really sure, what you are asking, sorry. An item, that you can place and in a given radius around it will mark items for deconstruction ...
by NearlyDutch
Mon Mar 21, 2016 11:12 am
Forum: Mods
Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
Replies: 73
Views: 48432

Re: [MOD 0.12.22] Filtered Deconstruction Planner 0.4.1

Criticism is always welcome. I always want to make my mods better. And any idea is worth exploring.

I'm a relatively direct person and with English not being my first language, but German, sometimes stuff I say might sound harsher than intended. :D
by NearlyDutch
Sun Mar 20, 2016 9:04 pm
Forum: Mods
Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
Replies: 73
Views: 48432

Re: [MOD 0.12.22] Filtered Deconstruction Planner 0.4.1

I get what you are saying and a global filter configuration would surely solve a few of the arising issues with the current solution, but the way it works at the moment is the only way to insure that the mod is compatible with all other mods using a deconstruction planner item for their purposes (ma...
by NearlyDutch
Sun Mar 20, 2016 5:28 pm
Forum: Mods
Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
Replies: 73
Views: 48432

Re: [MOD 0.12.22] Filtered Deconstruction Planner 0.4.1

Unique deconstruction planner items per player would still have the problem that you can't detect what player selected what entity with their item. All those deconstruction planner items (including the vanilla one) issue per selected entity the entity_marked_for_deconstruction event which only inclu...
by NearlyDutch
Sun Mar 20, 2016 3:12 pm
Forum: Mods
Topic: [0.17]AutoTrash 4.1.5
Replies: 147
Views: 84481

Re: [MOD 0.12.12]AutoTrash 0.0.52

Yes blacklist is how it works right now. Whitelist would basically keep your inventory completely empty (apart from some necessary exceptions like blueprints and deconstruction planner items I guess). You basically specify only the items that are allowed in your inventory and how much of them. It's ...
by NearlyDutch
Sun Mar 20, 2016 2:33 pm
Forum: Mods
Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
Replies: 73
Views: 48432

Re: [MOD 0.12.22] Filtered Deconstruction Planner 0.4.1

I'd say let's see what the devs say about the improvements to the event, because all solutions we can come up with are essentially quite "hacky" and either not really stable and unflexible or like your latest suggestion, interrupt the game for players who are nowhere near the entities in q...
by NearlyDutch
Sun Mar 20, 2016 1:54 pm
Forum: Implemented mod requests
Topic: [Request] on_marked_for_deconstruction improvements
Replies: 6
Views: 13559

Re: [Request] on_marked_for_deconstruction improvements

Bump for the reason that there are now a handful of mods "misusing" an altered deconstruction planner item as a selection tool for their purposes. The problem that arises from this is that when multiple players hold such an item in hand, all entity markings have to be disregarded (includin...
by NearlyDutch
Sun Mar 20, 2016 1:42 pm
Forum: Mods
Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
Replies: 73
Views: 48432

Re: [MOD 0.12.22] Filtered Deconstruction Planner 0.4.1

What Choumiko said, since all those mods like the Module Insterter, Upgrade Planner and mine use a altered vanilla deconstruction planner, whenever one of those mods is used, all selected entities are basically marked for deconstruction. But in the event data of an entity being marked, the player wh...

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