[0.11.x](2.0.0) Start Out Planning

Topics and discussion about specific mods
Post Reply
User avatar
AlyxDeLunar
Fast Inserter
Fast Inserter
Posts: 105
Joined: Mon Dec 22, 2014 7:32 pm
Contact:

[0.11.x](2.0.0) Start Out Planning

Post by AlyxDeLunar »

A very simple mod.
Do you like using blueprints? I sure have started using them a lot, but it sure does take awhile to get them. This mod provides you with 1 blueprint and deconstruction planner, along with Automated Construction researched when you start a new game.
This way you can utilize blueprints you have already made to help visualize layouts (with blueprint managing mods such as Foreman), but not have the mid-game benefits of having construction bots build things for you.

Contains an optional dependency to Hardcorio, as I do love playing with it, but it deletes your standard inventory on startup, which included the stuff I added at game start.

The mod is pretty simple, these three lines of code typed into the game will accomplish the exact same thing :)

Code: Select all

/c game.player.force.technologies["automated-construction"].researched = true
/c game.player.insert{name="blueprint",count=1}
/c game.player.insert{name="deconstruction-planner", count=1}
Example:
I may not be able to build any of this...but boy am I ready to
Changelog:
2.0.0: Second go, updated to work in existing saves, and I believe will work in multiplayer as well.
1.0.0: First go of the mod, works in new games
Attachments
StartOutPlanning_2.0.0.zip
(1.41 KiB) Downloaded 1736 times
Last edited by AlyxDeLunar on Sat Dec 27, 2014 11:57 pm, edited 2 times in total.
Sometimes humorous, usually congenial. Always Alyx.

My Stuff:
Lunar's Factorio Mod Manager

User avatar
L0771
Filter Inserter
Filter Inserter
Posts: 516
Joined: Tue Jan 14, 2014 1:51 pm
Contact:

Re: [0.11.x](1.0.0) Start Out Planning

Post by L0771 »

I like this idea, and i want to make and upload all these designs with Foreman.

User avatar
AlyxDeLunar
Fast Inserter
Fast Inserter
Posts: 105
Joined: Mon Dec 22, 2014 7:32 pm
Contact:

Re: [0.11.x](1.0.0) Start Out Planning

Post by AlyxDeLunar »

That is a pretty good idea, that was part of the motivation for me to have blueprints early. We should have a list somewhere with Foreman strings...hmmm...to the wiki!
Sometimes humorous, usually congenial. Always Alyx.

My Stuff:
Lunar's Factorio Mod Manager

User avatar
L0771
Filter Inserter
Filter Inserter
Posts: 516
Joined: Tue Jan 14, 2014 1:51 pm
Contact:

Re: [0.11.x](1.0.0) Start Out Planning

Post by L0771 »

I have a little problem with this... All designs have more than 100000 characters, i paste the code and you edits this for wiki (i don't know use wiki and if you know, is unnecessary learn this)

EDIT: better by PM

User avatar
Avous
Burner Inserter
Burner Inserter
Posts: 9
Joined: Sun Dec 21, 2014 10:09 am
Contact:

Re: [0.11.x](2.0.0) Start Out Planning

Post by Avous »

I really like the idea. I'm unsure if the source code is available as I haven't looked into it but instead of giving the player an item couldn't you just bind it to a hotkey and make your own version by butchering and pasting from the blueprint/deconstruction planner? It would help if you could also pause the game so you can work it out without getting ambushed.

If the source/decompliler is available you could again look into how the research pane/options menu pauses the game.

Zequez
Long Handed Inserter
Long Handed Inserter
Posts: 64
Joined: Sat May 03, 2014 2:59 am
Contact:

Re: [0.11.x](2.0.0) Start Out Planning

Post by Zequez »

Great mod! I was looking for something like this! Now we need a personal roboport from the start too! :P

BurnHard
Filter Inserter
Filter Inserter
Posts: 519
Joined: Mon Oct 21, 2013 5:08 pm
Contact:

Re: [0.11.x](2.0.0) Start Out Planning

Post by BurnHard »

Great Mod, something I always wanted to see in the original game (Alongside with some sort of blueprint catalogue, where i can store blueprints account-wide and not bound to savegames ;))

Aru
Fast Inserter
Fast Inserter
Posts: 212
Joined: Wed Apr 13, 2016 11:31 pm
Contact:

Re: [0.11.x](2.0.0) Start Out Planning

Post by Aru »

Hi, I edited this to work in 12.30. New contents of control.lua:

Code: Select all

require "defines"

Alyx_StartOutPlanning = function(player)
	player.force.technologies["automated-construction"].researched = true
	player.insert{name="blueprint",count=1}
	player.insert{name="deconstruction-planner", count=1}
	player.print("Mod - Start Out Planning, sucessfully loaded")

end

script.on_init(function()
	
	for k,v in pairs(game.players) do
		if v ~= nil then
			Alyx_StartOutPlanning(v)
		end
	end
end)

script.on_event(defines.events.on_player_created, function(event)
	Alyx_StartOutPlanning(game.get_player(game.player.index))
end)
But, this might not be a good idea for multiplayer, since the version number is unchanged, and I'm not bold enough to declare a new version. I don't know if this even works for anyone but me. (If it does, it would be nice to let me know :3)

Post Reply

Return to “Mods”