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[MOD 0.12.x] QuickPrints

Posted: Sun Aug 16, 2015 9:32 am
by erisco
QuickPrints
  • - Unlocks the "Automated Construction" research automatically, allowing you to place ghost objects (and place blueprints).
    - Gives you empty blueprints for free whenever you want them.
    - Constructs ghost objects using items from your inventory automatically (just run nearby!).
DOWNLOAD: https://github.com/erisco/quickprints/releases

Version 0.1.6
CHG: the stack with the maximum health in the player's inventory will be used to replace the ghost entity.
FIX: placed entities now will have the same health as the item taken from the player's inventory.
Previous Versions
Known Issues
  • Chest bars (red region that limits their capacity) are not set.
    Red and green wires are not placed (the electric poles will be placed without them).
    https://forums.factorio.com/forum/vie ... =7&t=15496 This prevents underground-to-surface belts from being placed.
Please comment!

Re: QuickPrints, convenient early game blueprints

Posted: Fri Aug 21, 2015 9:53 pm
by Darloth
Excellent idea... but, while it is only one lua file, I still think you should zip and release it that way, perhaps attached to the post?

Furthermore, using console commands to interact with a mod is annoying. You can add GUI buttons, so my next suggestion would be add a couple - one to spawn blueprints, and one to toggle quickprint mode. Finally, I personally do not want blueprints to be free - autoresearching the technology would be enough for me. Can you add that as a config setting please?

Ideally I'd like to combine this with the personal roboport start, to get the feeling of someone actually equipped by a highly technical nation to start a new colony on their own on a hostile planet, so anything that makes that combination work better is good in my opinion, but I think these changes would be appreciated by most others also.

Re: QuickPrints, convenient early game blueprints

Posted: Sat Aug 22, 2015 9:15 am
by ssilk
Moved from Helper to WIP, cause it doesn't match the board rules.
(and seems to be really pre-alpha).

EDIT: If updated just report this thread and I'll move it back.

Re: [MOD 0.12.x] QuickPrints

Posted: Thu Sep 03, 2015 3:52 pm
by erisco
Thanks for the feedback Darloth. I have added a GUI for the console commands now in version 0.1.2. Releases are also now available.

The reason blueprints are free is because they normally require one advanced circuit to produce and those are not available in the early game. My purpose for making this mod is so that you can use blueprints from the get-go. Also, considering you might only need a handful of blueprints during the course of play, the cost of blueprints is a negligible one.

Re: [MOD 0.12.x] QuickPrints

Posted: Thu Sep 03, 2015 9:48 pm
by ssilk
Moved back from Pre-Alpha to helper mods.

Re: [MOD 0.12.x] QuickPrints

Posted: Fri Sep 04, 2015 3:10 pm
by waduk
This mod makes it early game is so much fun !
Thank you !


Bug report :
Crash when i'm destroying wood chest using shotgun.
Image

Re: [MOD 0.12.x] QuickPrints

Posted: Fri Sep 04, 2015 8:42 pm
by erisco
Thank-you for the bug report waduk, I am sorry that your game crashed. I have now released version 0.1.3 which should resolve the issue. The underlying problem is hopefully fixed in the next Factorio release.

Re: [MOD 0.12.x] QuickPrints

Posted: Sun Sep 06, 2015 9:59 am
by waduk
Another bug report:
Crash when placing solar panel/accu/substation.
But this is weird, previously, placing solar etc doesn't trigger crash.
DIdn't know what happen.
Image

Re: [MOD 0.12.x] QuickPrints

Posted: Sun Sep 06, 2015 10:49 pm
by erisco
Thanks again Wudak. This crash happens when you build on top of a bush. I have not released the fix yet but I'll get on it.

Re: [MOD 0.12.x] QuickPrints

Posted: Mon Sep 07, 2015 2:36 am
by waduk
Thanks, no need to rush.

Btw, how did you know it was a bush that cause it ?.

Re: [MOD 0.12.x] QuickPrints

Posted: Mon Sep 07, 2015 2:51 am
by erisco
I had noticed this crash already a while ago and at first it seemed random and rare. However, I then kept running into a situation where it was crashing over and over again, and since I could then reliably reproduce the bug it was only a matter of time to figure out what the trigger was.

I have released 0.1.5 which fixes this crash and also makes settings on smart inserters and requester chests work. Unfortunately, containers still do not have their bar set (the red region that limits a chest's capacity), underground belts are placed incorrectly, and logic wires (the green and red wires) are never placed. I talked with Rseding91 and they are adding a function to the modding API so that modders can "revive" ghosts just like construction bots do. Thanks goes to them when that is added and with it I should be able to lift these last few limitations on QuickPrints.

Re: [MOD 0.12.x] QuickPrints

Posted: Mon Sep 07, 2015 7:48 am
by waduk
Thanks for the update, and thanks for the response how you discover a bug.
I hope they implement the function to modding API like you mentioned. Too bad my current game is already on late stages, where i use circuit extensively, so i can't test this mod extensively (yet).

Re: [MOD 0.12.x] QuickPrints

Posted: Mon Sep 28, 2015 5:56 pm
by waduk
Crash :
Image

Also, no words yet from the dev regarding underbelt limitation ?

Edit :
Looks like it crashed when trying to place assembler & refineries that have un-research recipe.

Re: [MOD 0.12.x] QuickPrints

Posted: Sun Oct 18, 2015 2:06 am
by waduk
Mod broken in 0.12.11