I just updated the mod to version 0.3.0.
This version adds a dialog GUI to enter the tag data, so it allows pretty much the same behaviour of factorio 1.0, plus the auto-snap based on what you set in the mod settings.
If you have any issue with the mod, please let me know in the mod portal.
Search found 14 matches
- Tue Dec 22, 2020 12:23 pm
- Forum: Mods
- Topic: [1.1] Quick Map Tag
- Replies: 1
- Views: 1158
- Sat Dec 12, 2020 4:31 am
- Forum: Duplicates
- Topic: [1.1.5] belt lock always on with underground belts and pipes
- Replies: 2
- Views: 1732
Re: [1.1.5] belt lock always on with underground belts and pipes
Uh, I missed that. Thank you
- Sat Dec 12, 2020 2:38 am
- Forum: Duplicates
- Topic: [1.1.5] belt lock always on with underground belts and pipes
- Replies: 2
- Views: 1732
[1.1.5] belt lock always on with underground belts and pipes
As the title say, when the new "Lock belt building to straight line" option is disabled, the new behaviour is still on while the old one does not work anymore. This is especially annoying when placing ghosts, as this previously allowed to place multiple undergrounds with the same orientati...
- Fri Dec 11, 2020 7:08 pm
- Forum: General discussion
- Topic: your thoughts on menu simulation
- Replies: 64
- Views: 22870
Re: your thoughts on menu simulation
[...] damn, it always surprises me how some people have a talent for subtly insulting the developers with their 'compliments'. just disable the thing, and move on, no need to be rude. It was not meant to be rude nor complimentary: I really believe it must have been fun to implement, however my eval...
- Thu Dec 10, 2020 11:26 pm
- Forum: Modding interface requests
- Topic: Allow access the 1.1 map tag editing gui
- Replies: 1
- Views: 1033
Allow access the 1.1 map tag editing gui
Long shot, as this is very much a personal request on something that is arguably a niche need. I am working on this mod that reintroduces the ability to add tags by right-clicking. After my custom input event adds the tag, I'd like to show the edit dialog like vanilla used to do. Rather than write a...
- Thu Dec 10, 2020 10:49 pm
- Forum: Modding interface requests
- Topic: Make LuaPlayer.map_view_settings RW and also allow access to the new 1.1 filters
- Replies: 0
- Views: 607
Make LuaPlayer.map_view_settings RW and also allow access to the new 1.1 filters
The reason for this request is to be able to toggle these filters programmatically, or to block/allow things depending on a filter being active or not. A concrete example would be my mod that adds tags by rightclicking like before 1.1. When the tag filter is off and I add a tag, I should either be c...
- Thu Dec 10, 2020 1:09 am
- Forum: Mods
- Topic: [1.1] Quick Map Tag
- Replies: 1
- Views: 1158
[1.1] Quick Map Tag
I am betting I am not the only one not liking the change on map tagging in the new version. The fancy new way of tagging the map has its advantages, and I am sure a portion of the players will love it. But to me and I am sure many others, the speed of adding a tag has way more value than accuracy. N...
- Thu Dec 10, 2020 12:32 am
- Forum: Ideas and Suggestions
- Topic: Map tag dialog: Enable old features additionally to new ones
- Replies: 10
- Views: 4090
Re: Map tag dialog: Enable old features additionally to new ones
For the people that are interested, I made a mod to go around the issue. It doesn't do all I want it to do, but you can quickly add a tag with right-click, and edit it with left-click. I'd love to be able to open the vanilla edit-tag gui, but it doesn't seem possible, so I'll have to build my own. h...
- Tue Dec 08, 2020 11:05 pm
- Forum: General discussion
- Topic: your thoughts on menu simulation
- Replies: 64
- Views: 22870
Re: your thoughts on menu simulation
I switched it off almost immediately. I mean, it's nice to look at if you haven't anything more interesting to do... but you have: playing. I find it's distracting me from whatever I want to do in the main menu before playing. I'm sure some people feel like me, while others like it. However I suspec...
- Tue Dec 08, 2020 10:39 pm
- Forum: Modding help
- Topic: [1.1] Map view and map tags related questions
- Replies: 1
- Views: 846
[1.1] Map view and map tags related questions
I'm working on a mod to interact with map tags similarly to the previous versions of the game, but I encountered a few stumbling blocks. I'm a newbie when it comes to factorio modding, so maybe I have looked in all the places except the right one, so here I am asking for clues. The most important is...
- Mon Dec 07, 2020 9:35 pm
- Forum: Ideas and Suggestions
- Topic: Map tag dialog: Enable old features additionally to new ones
- Replies: 10
- Views: 4090
Re: Map tag dialog: Enable old features additionally to new ones
+1 I was going to create a new thread but I figured I'd bump this. The map update overall is nice, but this... this is almost a textbook bad ux change scenario. You take a simple and direct interaction (literally one click) and you increase the user actions to do the same thing. The ping is clearly ...
- Sat Dec 21, 2019 7:08 pm
- Forum: 1 / 0 magic
- Topic: [0.17.62] Blueprint Steam Sync - All blueprints are gone
- Replies: 13
- Views: 9599
Re: [0.17.62] Blueprint Steam Sync - All blueprints are gone
Same happened here. Just freshly installed a new system on linux, savegames synced correctly, I opened a savegame to see if blueprints were there, zero blueprints so I go and enabled the setting, quit the game, let steam do its thing, reopen the game, and the blueprints are still not there, I suspec...
- Thu Nov 08, 2018 7:29 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1410437
Re: Bugs & FAQ
how do I get the animals that appear in bioprocessing? puffers, fish, etc.? The recipes to breed them always require some animal as a starter. So I assume I should be able to find it when exploring, like the trees and gardens, but that is not what is happening. Is there some mod dependency I am mis...
- Wed Nov 07, 2018 7:30 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1410437
Re: Bugs & FAQ
it's probably been already asked, but it seems that I can't nail the search keywords showing the answer... how do I get the animals that appear in bioprocessing? puffers, fish, etc.? The recipes to breed them always require some animal as a starter. So I assume I should be able to find it when explo...