[0.17]AutoTrash 4.1.5

Topics and discussion about specific mods
justarandomgeek
Filter Inserter
Filter Inserter
Posts: 300
Joined: Fri Mar 18, 2016 4:34 pm
Contact:

Re: [MOD 0.12.x|0.13]AutoTrash 0.1.2

Post by justarandomgeek »

Choumiko wrote:don't trash blueprints/books (clears the blueprint)
Oh so I have a blank book floating around out there somewhere, not a filled book? That's a lot less likely to make a mess when it winds up in a deployer one day at least... :D

Nexela
Smart Inserter
Smart Inserter
Posts: 1828
Joined: Wed May 25, 2016 11:09 am
Contact:

Re: [MOD 0.12.x|0.13]AutoTrash 0.1.2

Post by Nexela »

Choumiko wrote:Updated to Autotrash 0.1.5
  • temporary trash gets removed from main inventory, quickbar and cursor
:D I didn't even get a chance to test if the previous version caused it to not take from cursor :)

User avatar
ssilk
Global Moderator
Global Moderator
Posts: 12888
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: [MOD 0.12.x|0.13]AutoTrash 0.1.5

Post by ssilk »

Found bug when loading a 0.12.35 game, into 0.13.9 (latest mod version), Single player...

Code: Select all

Error while running the on_configuration_changed: AutoTrash/control.lua:35: attempt to index field 'mainNetwork' (a nil value)
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

Choumiko
Smart Inserter
Smart Inserter
Posts: 1352
Joined: Fri Mar 21, 2014 10:51 pm
Contact:

Re: [MOD 0.12.x|0.13]AutoTrash 0.1.2

Post by Choumiko »

Updated to Autotrash 0.1.6
  • added tooltip to Pause buttons, showing the configured hotkey
  • fixed migration error

Qon
Smart Inserter
Smart Inserter
Posts: 2118
Joined: Thu Mar 17, 2016 6:27 am
Contact:

Re: [MOD 0.12.x|0.13]AutoTrash 0.1.6

Post by Qon »

Will AutoTrash merge with the default Factorio 0.13.10 autotrash behaviour in any way or will it stay as it is with double GUIs for auto trash slots? Autotrash has some features not available in factorio still and it might be hard to mod the current vanilla autotrash behaviour so I could see it go either way. Any thoughts on the vanilla implementation?

I like the "autotrash above logistics request because I don't have to set up my request/remove settings twice. And temporary autotrash is a nice useful feature too that I use. So I'll keep the mod.

User avatar
siggboy
Filter Inserter
Filter Inserter
Posts: 988
Joined: Tue Mar 29, 2016 11:47 am
Contact:

Re: [MOD 0.12.x|0.13]AutoTrash 0.1.6

Post by siggboy »

I don't think that the new feature in 0.13.10 comes close to the functionality of AutoTrash (that's not to say it's a bad feature).

It's probably OK to simply have both ways coexist. AutoTrash moves items from the inventory to the trash slots, whereas the new auto-trash slots are more like requester slots that have items selected in them permanently (a bit like the AutoTrash configuration UI).

Maybe AutoTrash could check if any items from its config are also in the Vanilla auto-trash slots, and then ignore them? Probably some shenanigans are necessary in any case to avoid that items are trashed twice, or too many items are trashed.

Another possibility is to remove/lock the vanilla auto-trash slots, and/or disable the functionality; this could also be a config option. It would make sure that you don't use both by accident in incompatible ways.
Is your railroad worrying you? Doctor T-Junction recommends: Smart, dynamic train deliveries with combinator Magick

Choumiko
Smart Inserter
Smart Inserter
Posts: 1352
Joined: Fri Mar 21, 2014 10:51 pm
Contact:

Re: [MOD 0.12.x|0.13]AutoTrash 0.1.6

Post by Choumiko »

I'd very much like to get rid of the Autotrash gui (the items part) and use the vanilla one to configure Autotrash. Sadly vanilla autotrash removes items from the quickbar/cursor too, else it would have been very easy to remove all duplicate stuff (parts of the gui, the whole on_tick function etc.)

Maybe i can work around some things (changing the autotrash amount when the quickbar/cursor get's changed, as vanilla seems to prefer taking from the main inventory), other stuff might need an API request. Luckily it doesn't break AutoTrash, so i guess coexistence is fine for now.

Peppe
Fast Inserter
Fast Inserter
Posts: 223
Joined: Fri Nov 28, 2014 6:48 pm
Contact:

Re: [MOD 0.12.x|0.13]AutoTrash 0.1.6

Post by Peppe »

On 0.13.11. Removed all other mods and can't seem to get the logistics side of this mod working.

AutoTrash_0.1.6 from mod portal.

Started a new world. Gave myself all techs.

Seems like something is not initializing.

Click on logistics configuration button and see your grid. Click iron plates from inventory and click on any slot in the grid and get:
AutoTrach gui.lua:619: attempt to index field '?' (a nil value)

I click clear all:
AutoTrach gui.lua:563: attempt to index field '?' (a nil value)

I click save:
AutoTrach gui.lua:528: attempt to index field '?' (a nil value)

I click store:
AutoTrach gui.lua:650: attempt to index field '?' (a nil value)

Pause works :P
Unpause works

Adding things using vanilla filtering has them show up in the grid, but can change number, but can't save. Right click to clear gets 619 line, left click with nothing 594.

Nexela
Smart Inserter
Smart Inserter
Posts: 1828
Joined: Wed May 25, 2016 11:09 am
Contact:

Re: [MOD 0.12.x|0.13]AutoTrash 0.1.6

Post by Nexela »

true running /c remote.call("at","reset", "true") or uninstall the mod, open and save your world then reinstall the mod.

Peppe
Fast Inserter
Fast Inserter
Posts: 223
Joined: Fri Nov 28, 2014 6:48 pm
Contact:

Re: [MOD 0.12.x|0.13]AutoTrash 0.1.6

Post by Peppe »

Nexela wrote:true running /c remote.call("at","reset", "true") or uninstall the mod, open and save your world then reinstall the mod.
Done the uninstall, save, reinstall load. Before, but tried again and no change.

Tried the command. No change.

Nexela
Smart Inserter
Smart Inserter
Posts: 1828
Joined: Wed May 25, 2016 11:09 am
Contact:

Re: [MOD 0.12.x|0.13]AutoTrash 0.1.6

Post by Nexela »

Ok just had time to check myself and it is borked

Choumiko
Smart Inserter
Smart Inserter
Posts: 1352
Joined: Fri Mar 21, 2014 10:51 pm
Contact:

Re: [MOD 0.12.x|0.13]AutoTrash 0.1.6

Post by Choumiko »

Updated to Autotrash 0.1.7
  • fixed logistic requests not working at all
:roll:
Peppe wrote:On 0.13.11. Removed all other mods and can't seem to get the logistics side of this mod working.
Thanks for the report, though a lot of errors it was only a minor change :mrgreen:

User avatar
siggboy
Filter Inserter
Filter Inserter
Posts: 988
Joined: Tue Mar 29, 2016 11:47 am
Contact:

Re: [MOD 0.12.x|0.13]AutoTrash 0.1.6

Post by siggboy »

Choumiko wrote:Thanks for the report, though a lot of errors it was only a minor change :mrgreen:
Sometimes you chase a bug for three days, and in the end it's a one-line commit. No wonder that the muggles think that those Computer Guys are scary :lol:
Is your railroad worrying you? Doctor T-Junction recommends: Smart, dynamic train deliveries with combinator Magick

Choumiko
Smart Inserter
Smart Inserter
Posts: 1352
Joined: Fri Mar 21, 2014 10:51 pm
Contact:

Re: [MOD 0.12.x|0.13]AutoTrash 0.1.6

Post by Choumiko »

Updated to Autotrash 0.1.8|1.0.0
  • added version 1.0.0 for Factorio 0.14.x
  • 0.1.8 is for Factorio 0.13.18+
  • added hotkey to add the item on the cursor to temporary trash. Toggles pausing autotrash when the cursor is empty
  • added console command to hide/show the buttons: /c remote_call("at", "hide"), /c remote.call("at", "show")


The new features are in both versions

Nexela
Smart Inserter
Smart Inserter
Posts: 1828
Joined: Wed May 25, 2016 11:09 am
Contact:

Re: [MOD 0.12.x|0.13]AutoTrash 0.1.6

Post by Nexela »

Choumiko wrote: [*]added hotkey to add the item on the cursor to temporary trash. Toggles pausing autotrash when the cursor is empty

The new features are in both versions
HAH! I was gonna request that :)

User avatar
ssilk
Global Moderator
Global Moderator
Posts: 12888
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: [MOD 0.13|0.14]AutoTrash 0.1.8|1.0.0

Post by ssilk »

I'm not sure, if this is the failure of Satellite Uplink or AutoTrash. Or a third mod. :)

Code: Select all

Passed index is out of range stack traceback: __AutoTrash__/control.lua:184: in function 'requested_items' __AutoTrash__/control.lua:247: in function <__AutoTrash__/control.lua:237>: [C]: in function 'pcall'  __AutoTrash__/control.lua:237: in function <__AutoTrash__/control.lua:235>
This happened, when I left the Satellite Uplink, after researched another tier of request slots.

Edit: Maybe also this viewtopic.php?f=93&t=9352&hilit=MoreLogisticSlots
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

Choumiko
Smart Inserter
Smart Inserter
Posts: 1352
Joined: Fri Mar 21, 2014 10:51 pm
Contact:

Re: [MOD 0.12.x|0.13]AutoTrash 0.1.6

Post by Choumiko »

Updated to Autotrash 2.0.
  • Updated for Factorio 0.15.x

User avatar
ssilk
Global Moderator
Global Moderator
Posts: 12888
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: [MOD 0.15|0.14]AutoTrash 2.0.

Post by ssilk »

When starting the scenario base/wave-defense
Attachments
Screen Shot 2017-04-25 at 22.27.54.png
Screen Shot 2017-04-25 at 22.27.54.png (127.4 KiB) Viewed 6889 times
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

Choumiko
Smart Inserter
Smart Inserter
Posts: 1352
Joined: Fri Mar 21, 2014 10:51 pm
Contact:

Re: [MOD 0.15]AutoTrash 2.0.1

Post by Choumiko »

Updated to Autotrash 2.0.1
  • fixed error when starting the new Wave Defense scenario

Krangth
Burner Inserter
Burner Inserter
Posts: 5
Joined: Sat Nov 15, 2014 5:58 am
Contact:

Re: [MOD 0.15|0.14]AutoTrash 2.0.1

Post by Krangth »

I'm having an issue with the mod. The ui is missing, but the mod still seems to be running, yet I can't interact with it. All attempts result in the same error, but at a different line of code.
Image

This problem just seemed to randomly happen. I didn't change the mods with the game. Played for like 50+ hours in this save game without issue. Let me know if I can provide any other information for you.

Post Reply

Return to “Mods”