[MOD 0.16] Upgrade planner
Re: [MOD 0.14] Upgrade planner - v1.2.7
first impressions,
my apologies i did not read through this topic and am only making some suggestions,
i have tried to use the vanilla blueprints to install modules, ex change t1 to t2, or to another type of module with out first removing the building, and it doesn't work, i either have to do it by hand or remove the buildings and replace them
i was hoping that this mod would allow this functionality, use like standard blueprint to make a copy of what i want, and then paste it.
don't know if this is possible or not, but thought i would make this suggestion since i thought this was what i was getting with this mod.
thanks
my apologies i did not read through this topic and am only making some suggestions,
i have tried to use the vanilla blueprints to install modules, ex change t1 to t2, or to another type of module with out first removing the building, and it doesn't work, i either have to do it by hand or remove the buildings and replace them
i was hoping that this mod would allow this functionality, use like standard blueprint to make a copy of what i want, and then paste it.
don't know if this is possible or not, but thought i would make this suggestion since i thought this was what i was getting with this mod.
thanks
Re: [MOD 0.14] Upgrade planner - v1.2.7
Philip017 wrote:first impressions,
my apologies i did not read through this topic and am only making some suggestions,
i have tried to use the vanilla blueprints to install modules, ex change t1 to t2, or to another type of module with out first removing the building, and it doesn't work, i either have to do it by hand or remove the buildings and replace them
i was hoping that this mod would allow this functionality, use like standard blueprint to make a copy of what i want, and then paste it.
don't know if this is possible or not, but thought i would make this suggestion since i thought this was what i was getting with this mod.
thanks
That isn't really how the mod works,
But i can look into adding support for upgrading modules
Re: [MOD 0.14] Upgrade planner - v1.2.7
thanks!Klonan wrote: That isn't really how the mod works,
But i can look into adding support for upgrading modules
if you know of another mod that does this, that would be great as well, but i haven't found anything that allows changing of modules with out doing it by hand or removing and rebuilding.
and i appreciate all the work that ya'll do! enjoying the game alot, and have added several mods i feel improve my gaming experience
thank you again
Re: [MOD 0.14] Upgrade planner - v1.2.7
Philip017 wrote:thanks!Klonan wrote: That isn't really how the mod works,
But i can look into adding support for upgrading modules
if you know of another mod that does this, that would be great as well, but i haven't found anything that allows changing of modules with out doing it by hand or removing and rebuilding.
and i appreciate all the work that ya'll do! enjoying the game alot, and have added several mods i feel improve my gaming experience
thank you again
There is this mod:
https://mods.factorio.com/mods/Choumiko/ModuleInserter
Re: [MOD 0.14] Upgrade planner - v1.2.7
Thankyou that one works perfectly!Klonan wrote: There is this mod:
https://mods.factorio.com/mods/Choumiko/ModuleInserter
Re: [MOD 0.14] Upgrade planner - v1.2.7
Hey. I can not understand how your mod works. I distinguish the left mouse button and let go, but nothing happens, even though the factory is highlighted in yellow. If I are cashing shift, the factory is highlighted in green, too, but nothing happens. Please help me.
Thank you.
I use Google translate.
Thank you.
I use Google translate.
Re: [MOD 0.14] Upgrade planner - v1.2.7
You need to configure first, i.e. tell it what you want to upgrade.POLTOS wrote:Hey. I can not understand how your mod works. I distinguish the left mouse button and let go, but nothing happens, even though the factory is highlighted in yellow. If I are cashing shift, the factory is highlighted in green, too, but nothing happens. Please help me.
Thank you.
I use Google translate.
See the "IN GAME CONFIGURATION" part on the first page.
Or simplified version:
Grab an Assembling Machine 1 (like before you place it down on the ground), click the "not set" button under "upgrade from".
Then, grab an Assembling Machine 2, click the "not set" button under "upgrade to".
Remember to click "Save Changes" once you are done.
Now, you can use the planner to upgrade all Assembling Machine 1s to Assembling Machine 2s.
---
(I wonder has the new version changed the buttons into sprite buttons, words into icons? )
Re: [MOD 0.14] Upgrade planner - v1.2.7
And as you open the window? I have no keys in the game.Mooncat wrote:You need to configure first, i.e. tell it what you want to upgrade.POLTOS wrote:Hey. I can not understand how your mod works. I distinguish the left mouse button and let go, but nothing happens, even though the factory is highlighted in yellow. If I are cashing shift, the factory is highlighted in green, too, but nothing happens. Please help me.
Thank you.
I use Google translate.
See the "IN GAME CONFIGURATION" part on the first page.
Or simplified version:
Grab an Assembling Machine 1 (like before you place it down on the ground), click the "not set" button under "upgrade from".
Then, grab an Assembling Machine 2, click the "not set" button under "upgrade to".
Remember to click "Save Changes" once you are done.
Now, you can use the planner to upgrade all Assembling Machine 1s to Assembling Machine 2s.
---
(I wonder has the new version changed the buttons into sprite buttons, words into icons? )
Re: [MOD 0.14] Upgrade planner - v1.2.7
If the mod is running, the button should be on the top. It should look like this now:POLTOS wrote:And as you open the window? I have no keys in the game.Mooncat wrote:You need to configure first, i.e. tell it what you want to upgrade.POLTOS wrote:Hey. I can not understand how your mod works. I distinguish the left mouse button and let go, but nothing happens, even though the factory is highlighted in yellow. If I are cashing shift, the factory is highlighted in green, too, but nothing happens. Please help me.
Thank you.
I use Google translate.
See the "IN GAME CONFIGURATION" part on the first page.
Or simplified version:
Grab an Assembling Machine 1 (like before you place it down on the ground), click the "not set" button under "upgrade from".
Then, grab an Assembling Machine 2, click the "not set" button under "upgrade to".
Remember to click "Save Changes" once you are done.
Now, you can use the planner to upgrade all Assembling Machine 1s to Assembling Machine 2s.
---
(I wonder has the new version changed the buttons into sprite buttons, words into icons? )
Re: [MOD 0.14] Upgrade planner - v1.2.7
Really helpful mod, but why is the weird instantly happends mode the default one?
The shift+click mode feels much more Factorismo. Would be great if I could make the bot mode the default behavior.
The shift+click mode feels much more Factorismo. Would be great if I could make the bot mode the default behavior.
Re: [MOD 0.14] Upgrade planner - v1.2.7
The instant replacement is 10x more useful and most people prefer itMiravlix wrote:Really helpful mod, but why is the weird instantly happends mode the default one?
The shift+click mode feels much more Factorismo. Would be great if I could make the bot mode the default behavior.
Re: [MOD 0.14] Upgrade planner - v1.2.7
My own reaction was to uninstall the mod, because I missed that it had a bot mode at first.Klonan wrote:The instant replacement is 10x more useful and most people prefer itMiravlix wrote:Really helpful mod, but why is the weird instantly happends mode the default one?
The shift+click mode feels much more Factorismo. Would be great if I could make the bot mode the default behavior.
If anyone else is triggered by this, change control.lua in this way:
Code: Select all
script.on_event(defines.events.on_player_selected_area, function(event)
on_alt_selected_area(event)
bot_remove_trees(event)
end)
script.on_event(defines.events.on_player_alt_selected_area, function(event)
on_selected_area(event)
remove_trees(event)
end)
Re: [MOD 0.14] Upgrade planner - v1.2.7
Hmm, maybe i will make it so that it is on a checkbox toggle in the gui to switch the shortcutsMiravlix wrote:My own reaction was to uninstall the mod, because I missed that it had a bot mode at first.Klonan wrote:The instant replacement is 10x more useful and most people prefer itMiravlix wrote:Really helpful mod, but why is the weird instantly happends mode the default one?
The shift+click mode feels much more Factorismo. Would be great if I could make the bot mode the default behavior.
If anyone else is triggered by this, change control.lua in this way:
It switched the contents of each function, so you now have to click shift to get the "magic" behavior.Code: Select all
script.on_event(defines.events.on_player_selected_area, function(event) on_alt_selected_area(event) bot_remove_trees(event) end) script.on_event(defines.events.on_player_alt_selected_area, function(event) on_selected_area(event) remove_trees(event) end)
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Re: [MOD 0.14] Upgrade planner - v1.2.7
Upgrading from a 2x2 furnace to the 3x3 electric furnace while there are other entities in the area will allow the new electric furnace to overlap things.
Do this: "O" is the stone furnace, "N" are inserters, "P" is a power pole, "E" is empty, and "B" are belts.
Do this: "O" is the stone furnace, "N" are inserters, "P" is a power pole, "E" is empty, and "B" are belts.
- BBB
OON
OOP
EEN
BBB
Re: [MOD 0.14] Upgrade planner - v1.2.7
Well, i can restrict some upgrades like this, if you'd like, or i can just leave breaking it to your own decisionShadowSyllvet wrote:Upgrading from a 2x2 furnace to the 3x3 electric furnace while there are other entities in the area will allow the new electric furnace to overlap things.
Do this: "O" is the stone furnace, "N" are inserters, "P" is a power pole, "E" is empty, and "B" are belts.Then set the upgrade planner to upgrade the furnace to electric.
- BBB
OON
OOP
EEN
BBB
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Re: [MOD 0.14] Upgrade planner - v1.2.7
I'm not complaining. It doesn't break anything. Just mildly exploitable in the situation I posted above. I see now why you can't fast replace vanilla 2x2 furnaces with electric. The devs must not have wanted to fix it either lol.Klonan wrote:Well, i can restrict some upgrades like this, if you'd like, or i can just leave breaking it to your own decisionShadowSyllvet wrote:Upgrading from a 2x2 furnace to ...
... furnace to electric.
Re: [MOD 0.14] Upgrade planner - v1.2.7
EDIT: Forget it, I'm stupid Didn't see I have to research the stuff first.
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Re: [MOD 0.14] Upgrade planner - v1.2.7
I love this mod! One small issue I noticed: it looks like belt corners can sometimes get removed entirely as shown in the before/after images below.
Before:
After:
Here are my active mods, if helpful:
Before:
After:
Here are my active mods, if helpful:
Re: [MOD 0.14] Upgrade planner - v1.2.7
I think that is from the quickug mod. I've had the same thing happen and it is from that mod on mine. Try CONTROL + u to toggle quickug off before using the upgrade planner, then you can toggle the quickug mod back on after.iceman_1212 wrote:I love this mod! One small issue I noticed: it looks like belt corners can sometimes get removed entirely as shown in the before/after images below.
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Re: [MOD 0.14] Upgrade planner - v1.2.7
charmead wrote:I think that is from the quickug mod. I've had the same thing happen and it is from that mod on mine. Try CONTROL + u to toggle quickug off before using the upgrade planner, then you can toggle the quickug mod back on after.iceman_1212 wrote:I love this mod! One small issue I noticed: it looks like belt corners can sometimes get removed entirely as shown in the before/after images below.
Brilliant, issue resolved, tyvm