remote.call("handyhands", "insert", "item-name") -- return true if inserter, false if not just because
![Smile :)](./images/smilies/icon_e_smile.gif)
function
if not handyhands paused then craft
I'm not sure exactly what you are asking for here. If you want an item to be built after the current one then why not just add it to the crafting queue directly? That's what it is for. And HandyHands is already pretty good at prioritising the order.Nexela wrote:Feature request remote call to insert an item into the queue to be built next but only if handy hands isn't paused
remote.call("handyhands", "insert", "item-name") -- return true if inserter, false if not just because
function
if not handyhands paused then craft
I'll look into that event and others, like the craft completed event. That would also be really good. Didn't know there was a inventory event though, that will help a lot. I also want to look into what made it slow in the first place, it barely took any processing time in v1.0.0 which is one of the reasons why it uses on_tick event. Thanks.Nexela wrote:Also - possible ideas for performance improvements
Handle everything in on_player_x_inventory_changed events.
Well I want to auto craft something in a mod but only if handyhands autocraft isn't paused. The easiest way would be for either handyhands to have an insert call or a is_paused call I could checkI'm not sure exactly what you are asking for here. If you want an item to be built after the current one then why not just add it to the crafting queue directly? That's what it is for. And HandyHands is already pretty good at prioritising the order.
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v1.4.0
-------------------------------
* Some performance impovements
* added 'paused' to the remote interface to s/get paused state for players
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14587.241 Error MainLoop.cpp:698: Exception at tick 6213515: Error while running event on_tick (ID 0)
No crafting queue.
stack traceback:
__HandyHands__/control.lua:56: in function <__HandyHands__/control.lua:46>
14587.241 Error MultiplayerManager.cpp:129: MultiplayerManager failed: "Error while running event on_tick (ID 0)
No crafting queue.
stack traceback:
__HandyHands__/control.lua:56: in function <__HandyHands__/control.lua:46>"
14587.241 Info MultiplayerManager.cpp:1000: networkTick(873489) mapTick(6213515) changing state from(InGame) to(Failed)
After 2 weeks the version for Factorio 0.13 has more downloads.Qon wrote:4 hours later. Making a 0.14 release was a good idea, twice as many downloads of that version.Code: Select all
Version Game Version Release Date Downloads 1.3.0 0.14 4 hours ago 32 1.2.4 0.13 4 hours ago 16
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Version Game Version Release Date Downloads
1.3.0 0.14 2 weeks ago 549
1.2.4 0.13 2 weeks ago 594
No problem.Nexela wrote:Thanks for @paused! I can finally have picker build for me
Glad it works well for you!Marc90 wrote:Wow, I can actually use handy hands again thanks to the performance improvements!
Is the new version still compatible with 0.13? I just changed the version number in info.json and until now it works fine.
If I can get which items are selection tools from data.raw or something then I guess I can do that for all selection tool items easily. The question is if I should add those items to the players stack amount settings on a settings reset (so those are visible as settings when changing default) or if those items should use a hidden default value of 0 (that is not changed by changing the 'Default' value). Most people are probably going to be a bit surprised when their selection tools are autocrafted and 0 or 1 is a sensible default value. But if it's a hidden setting you don't have to see it among your personal settings which can be both good and bad. If you are looking for the settings you've set yourself then having a list of defaults there among your personal data can be annoying.Nexela wrote:Feature Requests:
All selection-area tools default at 0 and can only be increased by manually holding the item and increasing.
Some that come to mind are blueprints, books, deconstruction, upgrade planner
Some additional items to be blacklisted
yarm
You need to filter items on the quickbar for HH to know that you want that item autocrafted. When an item is filtered the background becomes light blue. Middle click (scroll wheel/mouse3) the quickbar slots to set filters. It's not enough to just have some items on the quikcbar.pkremel86 wrote:Hey guys.
I have no idea what I do wrong, but I can't get this mode to work.
I set some items for autocraft but it does nothing. It crafts only ammo. No other items is autocrafted.
Do you have any tips how to fix this? Do I use wrong version or something? Thank you
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v1.5.0
-------------------------------
* Updated "factorio_version" to 0.15
* Changed default hotkeys to U & J instead of I & K since factorio 0.15 uses K for something else.