How do you untick the deconstructive blueprints?

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AlexHenchrich
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How do you untick the deconstructive blueprints?

Post by AlexHenchrich »

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?

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GewaltSam
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Re: How do you untick the deconstructive blueprints?

Post by GewaltSam »

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 :)

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Re: How do you untick the deconstructive blueprints?

Post by FishSandwich »

At the moment, it's not possible to cancel deconstruction. Probably a good idea to load one of those autosaves. ;)

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Re: How do you untick the deconstructive blueprints?

Post by AlexHenchrich »

Well, I'm screwed :lol: :lol:

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SHiRKiT
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Re: How do you untick the deconstructive blueprints?

Post by SHiRKiT »

Delete all roboports from the save.

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FreeER
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Re: How do you untick the deconstructive blueprints?

Post by FreeER »

AlexHenchrich wrote:Well, I'm screwed :lol: :lol:
How about using the console and game.player.selected.canceldeconstruction() while hovering over an entity
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?

Post by AlexHenchrich »

FreeER wrote:
AlexHenchrich wrote:Well, I'm screwed :lol: :lol:
How about using the console and game.player.selected.canceldeconstruction() while hovering over an entity
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
How do I do that exactly I'm pretty confused? :?: :roll:

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Re: How do you untick the deconstructive blueprints?

Post by AlexHenchrich »

SHiRKiT wrote:Delete all roboports from the save.
How do I do that? :roll: :?: :?

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FreeER
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Re: How do you untick the deconstructive blueprints?

Post by FreeER »

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 :lol:
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.

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Re: How do you untick the deconstructive blueprints?

Post by ssilk »

FreeEr, I think you just need to link to https://forums.factorio.com/wiki/inde ... e_commands :)
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Re: How do you untick the deconstructive blueprints?

Post by Glyph »

FreeER wrote:
AlexHenchrich wrote:Well, I'm screwed :lol: :lol:
How about using the console and game.player.selected.canceldeconstruction() while hovering over an entity
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
I'm getting this error when trying that command:

http://i.imgur.com/kl4VsCq.png

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FreeER
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Re: How do you untick the deconstructive blueprints?

Post by FreeER »

Glyph wrote:I'm getting this error when trying that command:
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 detail :) so inside of the "()" for it add "game.player.force" so it should look like:

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
edit: If the force is not the same as the entity's then canceldeconstruction will throw an error, not an issue here since the code only calls it on entities with the player's force, but it still needs the force to complete the call.

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Re: How do you untick the deconstructive blueprints?

Post by HeilTec »

Unable to cancel trees?

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
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Re: How do you untick the deconstructive blueprints?

Post by n9103 »

Speculation:
Trees aren't in the player force. I think if you swapped each use of "player" for "neutral", that command would work.
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.

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Cancel deconstruction

Post by HeilTec »

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
I have tested this against structures too :idea: It works for me.

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.
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Re: How do you untick the deconstructive blueprints?

Post by ssilk »

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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Re: How do you untick the deconstructive blueprints?

Post by HeilTec »

Thanks! That looks very good in a bordered box. :D
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Re: How do you untick the deconstructive blueprints?

Post by ssilk »

Someone can fix the others- :)
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Re: How do you untick the deconstructive blueprints?

Post by Yaua »

Is there still no in-game solution to cancel a deconstruction ? (apart the code?)

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Re: How do you untick the deconstructive blueprints?

Post by n9103 »

Not a mass deconstruction, no.
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.

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