[MOD 0.14.22] Free Real Estate (Factorissimo replacement)
Posted: Sat Feb 18, 2017 12:44 am
Released, see new thread here: viewtopic.php?f=91&t=42286
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So, don't delete them, spill them\place in additional chest somewhere, or make a gui for setting up particular relay, and give warning in that gui.Sirenfal wrote:Refreshing isn't automated because it's possible for relays to not be empty. Changing a relay type would mean deleting items or fluids, so the button is there to give you a warning before accidentally deleting items.
The GUI system in this game is unmanageable enough to suck any fun out of programming for me, and I think that's even more clunky than what's already there now anyway. I don't think the refresh button is going to change.Adil wrote:So, don't delete them, spill them\place in additional chest somewhere, or make a gui for setting up particular relay, and give warning in that gui.Sirenfal wrote:Refreshing isn't automated because it's possible for relays to not be empty. Changing a relay type would mean deleting items or fluids, so the button is there to give you a warning before accidentally deleting items.
hello man!!! you very good mod in create!!!Sirenfal wrote:Updated OP to 1.0.1 which should resolve two bugs reported on GitHub
The GUI system in this game is unmanageable enough to suck any fun out of programming for me, and I think that's even more clunky than what's already there now anyway. I don't think the refresh button is going to change.Adil wrote:So, don't delete them, spill them\place in additional chest somewhere, or make a gui for setting up particular relay, and give warning in that gui.Sirenfal wrote:Refreshing isn't automated because it's possible for relays to not be empty. Changing a relay type would mean deleting items or fluids, so the button is there to give you a warning before accidentally deleting items.
Liquids can't be spilled.
I wrote above by the way I have updated graphics Add loadersBrathahn wrote:Hi,
is it possible to make the input and output chests work with loaders?
not understand youBrathahn wrote:Somehow when i posted mine there was no picture in your post? Whatever i found the solution to make loaders work:
just add "player-creation" in the flags of the entity of the input and output chest.
--> prototypes/relays/items.lua
--> flags = {"not-blueprintable", "not-deconstructable", "player-creation"},
Code: Select all
-- if all stack slots are consumed (fastest way to check)
if(not self.input.can_insert('fre_factory_transit') or not self.output.can_insert('fre_factory_transit')) then
return
end
Loaders are fixed in 1.0.2 (thanks Brathahn!). I may add both of the features you requested in a future release, but at least for now I won't have the free time to do it for awhile. In the meantime this is why factories can be renamed, so I suggest using that!Airat9000 wrote:hello man!!! you very good mod in create!!!
and can be done so that would have been an icon in the building on top of what is produced inside??
Loader work??
а) it would be convenient if it was possible to connect to the building of the logistic network of the type of reception and bestowal.
а можно сделать так что бы была иконка в здании сверху что производится внутри??
было бы удобно если можно было подключить к зданию логистические сундуки типа прием и отдача.
It shouldn't be checking the input chest, I'm not sure why I did that. I fixed this in 1.0.2, thanks for your help. Saved me time debugging, you got the right issueBrathahn wrote:I also found a bug: when the input or output chest is full the chests stop to transfer items even if the output chest is empty again.
so i took a look in your code and found this:
-->factory/input_relays/items.luai commented it out for the lulz and it seems to work fine now. Maybe sirenfal can explain what this is supposed to do?Code: Select all
-- if all stack slots are consumed (fastest way to check) if(not self.input.can_insert('fre_factory_transit') or not self.output.can_insert('fre_factory_transit')) then return end
I think some sort of anti lag protection for full chests?
Sorry to dissect your mod like that..
Anyways, great job on the mod!
it would be good to make icons, when you press the ALT key (when you can see what resource in the building). That was easier to navigate easier.Sirenfal wrote:New download here: https://github.com/sirenfal-factorio/Fr ... _1.0.2.zip
Loaders are fixed in 1.0.2 (thanks Brathahn!). I may add both of the features you requested in a future release, but at least for now I won't have the free time to do it for awhile. In the meantime this is why factories can be renamed, so I suggest using that!Airat9000 wrote:hello man!!! you very good mod in create!!!
and can be done so that would have been an icon in the building on top of what is produced inside??
Loader work??
а) it would be convenient if it was possible to connect to the building of the logistic network of the type of reception and bestowal.
а можно сделать так что бы была иконка в здании сверху что производится внутри??
было бы удобно если можно было подключить к зданию логистические сундуки типа прием и отдача.
It shouldn't be checking the input chest, I'm not sure why I did that. I fixed this in 1.0.2, thanks for your help. Saved me time debugging, you got the right issueBrathahn wrote:I also found a bug: when the input or output chest is full the chests stop to transfer items even if the output chest is empty again.
so i took a look in your code and found this:
-->factory/input_relays/items.luai commented it out for the lulz and it seems to work fine now. Maybe sirenfal can explain what this is supposed to do?Code: Select all
-- if all stack slots are consumed (fastest way to check) if(not self.input.can_insert('fre_factory_transit') or not self.output.can_insert('fre_factory_transit')) then return end
I think some sort of anti lag protection for full chests?
Sorry to dissect your mod like that..
Anyways, great job on the mod!
I'd appreciate any input you have on the recipes for the factory. I'd like to make a more complicated production chain eventually as a precursor to making other factory sizes, and I'm not sure if these are expensive enough considering what they do. I'm happy some people like it
This should be fixed too now. I updated the same URL as before (1.0.2). Thanks for the report <3Brathahn wrote:Thanks for the quick fix.
Unfortunately there is another bug.
This time with the electric network:
When you place a Factory Building in the blue electric field of a pole so that just the lower tiles are affected, the factory will still show the "not conneted" sign. There is also a size difference in the symbols.
I think there is some kind of ghost building inside the factory building with wrong dimensions. Another hint for that is the small teal cross in the middle of the building thats showing when hovering a power pole over it.
idea in logistic chest varian in power?Sirenfal wrote:This should be fixed too now. I updated the same URL as before (1.0.2). Thanks for the report <3Brathahn wrote:Thanks for the quick fix.
Unfortunately there is another bug.
This time with the electric network:
When you place a Factory Building in the blue electric field of a pole so that just the lower tiles are affected, the factory will still show the "not conneted" sign. There is also a size difference in the symbols.
I think there is some kind of ghost building inside the factory building with wrong dimensions. Another hint for that is the small teal cross in the middle of the building thats showing when hovering a power pole over it.