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How do you untick the deconstructive blueprints?

Posted: Mon Aug 04, 2014 7:57 pm
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?

Re: How do you untick the deconstructive blueprints?

Posted: Mon Aug 04, 2014 8:11 pm
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 :)

Re: How do you untick the deconstructive blueprints?

Posted: Mon Aug 04, 2014 8:15 pm
by FishSandwich
At the moment, it's not possible to cancel deconstruction. Probably a good idea to load one of those autosaves. ;)

Re: How do you untick the deconstructive blueprints?

Posted: Mon Aug 04, 2014 9:43 pm
by AlexHenchrich
Well, I'm screwed :lol: :lol:

Re: How do you untick the deconstructive blueprints?

Posted: Mon Aug 04, 2014 10:06 pm
by SHiRKiT
Delete all roboports from the save.

Re: How do you untick the deconstructive blueprints?

Posted: Mon Aug 04, 2014 10:09 pm
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

Re: How do you untick the deconstructive blueprints?

Posted: Tue Aug 05, 2014 6:43 pm
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:

Re: How do you untick the deconstructive blueprints?

Posted: Tue Aug 05, 2014 6:44 pm
by AlexHenchrich
SHiRKiT wrote:Delete all roboports from the save.
How do I do that? :roll: :?: :?

Re: How do you untick the deconstructive blueprints?

Posted: Tue Aug 05, 2014 6:51 pm
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.

Re: How do you untick the deconstructive blueprints?

Posted: Fri Aug 08, 2014 4:24 pm
by ssilk
FreeEr, I think you just need to link to https://forums.factorio.com/wiki/inde ... e_commands :)

Re: How do you untick the deconstructive blueprints?

Posted: Mon Aug 11, 2014 7:28 pm
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

Re: How do you untick the deconstructive blueprints?

Posted: Mon Aug 11, 2014 8:29 pm
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.

Re: How do you untick the deconstructive blueprints?

Posted: Wed Oct 29, 2014 7:22 pm
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

Re: How do you untick the deconstructive blueprints?

Posted: Wed Oct 29, 2014 9:25 pm
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.

Cancel deconstruction

Posted: Wed Oct 29, 2014 11:46 pm
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.

Re: How do you untick the deconstructive blueprints?

Posted: Thu Oct 30, 2014 12:30 am
by ssilk

Re: How do you untick the deconstructive blueprints?

Posted: Thu Oct 30, 2014 2:06 am
by HeilTec
Thanks! That looks very good in a bordered box. :D

Re: How do you untick the deconstructive blueprints?

Posted: Thu Oct 30, 2014 12:53 pm
by ssilk
Someone can fix the others- :)

Re: How do you untick the deconstructive blueprints?

Posted: Thu Feb 26, 2015 10:04 pm
by Yaua
Is there still no in-game solution to cancel a deconstruction ? (apart the code?)

Re: How do you untick the deconstructive blueprints?

Posted: Fri Feb 27, 2015 3:37 am
by n9103
Not a mass deconstruction, no.