[0.16] Attach Notes - to blueprints and entities

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321freddy
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[0.16] Attach Notes - to blueprints and entities

Post by 321freddy » Mon Jan 01, 2018 10:24 pm

Image
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Description

Attach notes to blueprints/books, combinators, entities... almost everything. Also adds signposts.

All notes are saved when you export a blueprint as a string (but you need the mod to read them).
You can share blueprints and explain how they work using the notes.
Perfect for complicated circuit contraptions.

How to use

Blueprint notes
  • To view blueprint notes hold the blueprint item in your hand and edit the note by pressing the button in the note window. Alternatively you can right click the blueprint in your inventory to edit the note.

    Stick to the modded note window when editing title and icons of the blueprint.
    Clearing all the icons will restore the default ones.

    Notes are saved automatically and will be correctly stored in the blueprint strings for sharing.
Entity notes (attached to buildings)
  • Entity notes can be created by clicking on the entity and then clicking on the blue note button on the top left corner of the screen. Notes are saved automatically. The note will be shown fully when hovering over the entity.

    Signposts have to be researched first (red science).

Mod Portal Link

Source Code
Version History
Last edited by 321freddy on Sun Aug 05, 2018 7:07 am, edited 4 times in total.

Kamsta99
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Re: [0.16] Attach Notes - to blueprints and entities

Post by Kamsta99 » Mon Feb 26, 2018 6:20 am

Bug report:
https://i.imgur.com/gxXCoEi.jpg

Crash to menu unfortunely i lost some progress

321freddy
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Re: [0.16] Attach Notes - to blueprints and entities

Post by 321freddy » Thu Mar 01, 2018 2:27 pm

Fixed for version 0.1.6
Thank you for the report :)

hreintke
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Re: [0.16] Attach Notes - to blueprints and entities

Post by hreintke » Wed Mar 07, 2018 7:39 pm

Can attach notes to blueprints but cannot find how to use the Attach notes to entities.

Am I correct that I can attach a note to new entities and also to entities already built ?

What would be the way to achieve that ?

321freddy
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Re: [0.16] Attach Notes - to blueprints and entities

Post by 321freddy » Wed Mar 07, 2018 8:24 pm

Open up the entity (click on it) and there should appear a little blue button with a yellow plus sign on the top left of the screen. Use it to create a new note.
Some entities like combinators have a note by default.

hreintke
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Re: [0.16] Attach Notes - to blueprints and entities

Post by hreintke » Wed Mar 07, 2018 8:48 pm

Found it, and works.

Thanks

andre2
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Re: [0.16] Attach Notes - to blueprints and entities

Post by andre2 » Sun Apr 08, 2018 9:51 am

Hi,
this mod crashes the gaqme back to main menu. YOu can add 4 icons to the blueprint.
I went for the icons: solar, x, 3
What I wanted was solar, 3, x, 3
When I clicked on x to make it a 3, the crash occured.

I use a smaller screen - 19".
When i start to type the name of the blueprint into the mod headline line, your mod interface gets into the backround and the blueprint comes up front, which is annoying. When I click onto the mod interface then to get in up front again, it saves a blueprint with 1, 2, 3, 4, n+1 letters in the headline everytime I try to get the mod interface up front.
This feels totally buggy and should be fixed.

As I dont need the blueprint comments, turning them off with a checkbox in mod options would be good also.

But I really like the signs as they are. =)

321freddy
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Re: [0.16] Attach Notes - to blueprints and entities

Post by 321freddy » Mon Apr 09, 2018 8:03 am

andre2 wrote:this mod crashes the gaqme back to main menu.
I need the exact error message or the log file (which should contain the error msg) otherwise I can't help.

The modding api sadly only allows to create GUIs on the top left with the focus problems you mentioned and I cannot alter the vanilla blueprint GUI, so not much can be done here. I'll look into a disable setting for blueprint notes.

Thanks for the feedback :)

Adamo
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Re: [0.16] Attach Notes - to blueprints and entities

Post by Adamo » Sat May 19, 2018 10:09 pm

Is it possible to clear notes? Some deconstructed things left their notes behind on the ground, but the notes aren't attached to any object I can remove, now. Thanks.

321freddy
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Re: [0.16] Attach Notes - to blueprints and entities

Post by 321freddy » Mon May 21, 2018 12:53 pm

Adamo wrote:Is it possible to clear notes? Some deconstructed things left their notes behind on the ground, but the notes aren't attached to any object I can remove, now. Thanks.
Hmm that shouldn't actually happen, what entity did you attach the note to? Also a mod list would be useful.
I could add a command to remove them

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Re: [0.16] Attach Notes - to blueprints and entities

Post by Adamo » Mon May 21, 2018 1:05 pm

Some attached to signs from your mod, others to chests. Here is my full mod list, but I suspect it might be with at least "platforms", because I produced this bug at least one confirmed time by removing a surface underneath the sign that had been placed using platforms, thus reverting the tile back to water. Yes, I think all of these bugs were related to removing of surfaces in one way or another, at least. Thanks.

base
aai-signals
aai-vehicles-flame-tank
aai-vehicles-laser-tank
aai-vehicles-miner
aai-vehicles-warden
Actual_Craft_Time
adamo-dumptruck
adamo-fixes
Advanced_Electric
Aircraft
armor-pockets
ArtilleryDelivery
AsphaltRoads
ATCTower
attach-notes
auto-research
AutomaticTrainDeployment
backpacks
beautiful_bridge_railway
Better-Axes
bobinserters
Bottleneck
Camera-san
cargo-ships
ChargeTransmission
Clean_Tree_Burning
clusterio
computer_core
Dectorio
DeleteEmptyChunks
DysonSwarm
ElectricTrain
Enhanced_Map_Colors
entity-symmetry
EquipmentPlusPortableEngine
EvoGUI
Factorio-LAN
factorio-world
FactorioMaps
Factorissimo2
FARL
Fission and Fusion
Flammable_Oils
Flare Stack
Flow Control
folk-logistic-wagon
folk-shuttle
folk-textprint
ForceFields2
FusionTrain
Helicopters
Honk
Hovercraft
IncendiaryMunitions
Infinizoom
JohnCore
KS_Power
LaserRifle
Laser_Beam_Turrets
LiquifyScienceandLab
Loader-Furnace
LoaderRedux
LogisticTrainNetwork
Logistic_Slot_Manager
manual-inventory-sort
miniloader
minimap-autohide
minime
MushroomCloud
MushroomCloudNuclearLandmines
NauvisDay
NewGamePlus
nicefill
nixie-tubes
nobody-needs-so-many-signals
Noxys_Waterfill
Nuclear Fission Armor
Nuclear Landmines
onboard_computer
OutpostPlanner
PavementDriveAssist
Piety
PlannerCore
platforms
plc
Power Armor MK3
power-grid-comb
PowerBelt
Powered_Entities
qol_research
radar-signals
railloader
Rampant
RandomFactorioThings
RealisticPower
remoteMap
ReStack
reverse-factory
robotarmy
selfsealingstembolts
shallow-water
ships_extended
SimpleFusion
SmallChemicalPlant
SmallerLogisticDeliveryIcon
SmallInlineStorageTank
speaker-signals
speaker-signals-expansion
starting-bots
StoneWaterWell
StorageTank2
textplates
thecomb-computerSignals
TheFatController
TimeButtons
TinyMarathonStart
Todo-List
TrainStateColours
UltraFastMagnecticInserter
UniversalFurnaces
upgrade-planner
UsefulCombinators
useful_equipment
VehicleGrids
VehicleSnap
VisionRadar
visual-signals
vtk-deep-core-mining
vwtransporter_A16
Warehousing
Waypoint-stations
WeatherStation
WideChests
wireless-signals
WorldCup2018
YARM
YourImage
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321freddy
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Re: [0.16] Attach Notes - to blueprints and entities

Post by 321freddy » Mon May 21, 2018 1:39 pm

I tried reproducing it and the platforms mod seems to very buggy in general when it comes to removing platforms. It is probably some conflict between the mods, whch is hard to resolve because I don't know how the platforms mod works.

If you still have a save without buggy notes, remove all notes manually before deconstructing (click red trashcan button when the entity is opened, or a faster method would be to copy paste from an entity without a note)
If not then tell me, I can add a removal command but that will take some time.

Adamo
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Re: [0.16] Attach Notes - to blueprints and entities

Post by Adamo » Mon May 21, 2018 3:28 pm

Yeah, it is, but it serves a purpose. I can't go back. One option I saw was to disable Attach Notes, load game, save, enable Attach Notes, load that save. I was hoping maybe you knew a console/lua command off-hand that would clear the notes. Cheers.

Nexela
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Re: [0.16] Attach Notes - to blueprints and entities

Post by Nexela » Mon May 21, 2018 11:07 pm

Your milage may vary

Code: Select all

-- whole surface
/c for _, note in pairs(game.player.surface.find_entities_filtered{name = 'title-flying-text'}) do note.destroy() end

--near player
/c local p = game.player.position; for _, note in pairs(game.player.surface.find_entities_filtered{name = 'title-flying-text'}, area = {{p.x -16, p.y -16}, {p.x + 16, p.y + 16}}) do note.destroy() end

321freddy
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Re: [0.16] Attach Notes - to blueprints and entities

Post by 321freddy » Tue May 22, 2018 8:26 am

Nexela wrote:Your milage may vary

Code: Select all

-- whole surface
/c for _, note in pairs(game.player.surface.find_entities_filtered{name = 'title-flying-text'}) do note.destroy() end

--near player
/c local p = game.player.position; for _, note in pairs(game.player.surface.find_entities_filtered{name = 'title-flying-text'}, area = {{p.x -16, p.y -16}, {p.x + 16, p.y + 16}}) do note.destroy() end
That might work (though it could result in a crash), but it will only clear the text. To remove the icons you have to repeat the command with

Code: Select all

name = 'signpost-display'
and

Code: Select all

name = 'note-marker'
EDIT: Sorry I was on mobile, here is the full command:

Code: Select all

/c local d = 16; local p = game.player.position; for _, note in pairs(game.player.surface.find_entities_filtered{name = 'title-flying-text', area = {{p.x -d, p.y -d}, {p.x + d, p.y + d}}}) do note.destroy() end; for _, note in pairs(game.player.surface.find_entities_filtered{name = 'signpost-display', area = {{p.x -d, p.y -d}, {p.x + d, p.y + d}}}) do note.destroy() end; for _, note in pairs(game.player.surface.find_entities_filtered{name = 'note-marker', area = {{p.x -d, p.y -d}, {p.x + d, p.y + d}}}) do note.destroy() end
Deletes all notes near the player within a distance of 16 (change with "d=?" at the beginning). Tested and doesn't seem to cause any crashes.

Nexela
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Re: [0.16] Attach Notes - to blueprints and entities

Post by Nexela » Thu May 24, 2018 2:37 am

321freddy wrote: SNIP
Or using one find_entity :P

Code: Select all

/c local d = 16; local p = game.player.position; for _, note in pairs(game.player.surface.find_entities_filtered{name = {'title-flying-text', 'signpost-display', 'note-marker'}, area = {{p.x -d, p.y -d}, {p.x + d, p.y + d}}}) do note.destroy() end
Deletes all notes near the player within a distance of 16 (change with "d=?" at the beginning). Tested and doesn't seem to cause any crashes.[/quote]

Adamo
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Re: [0.16] Attach Notes - to blueprints and entities

Post by Adamo » Sun Jun 10, 2018 3:46 am

Thank you for the replies. This removed the graphical entities, at least! Any idea why I'd get a crash from an event handler in Attach Notes when I try to use a slider in another mod? I disabled the slider in the other mod, for now, but if I get a chance I'll reenable it to get the exact error message. It was something about indexing a null variable inside the function called for on_gui_value_changed, and again happened when moving a slider. Cheers!

321freddy
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Re: [0.16] Attach Notes - to blueprints and entities

Post by 321freddy » Mon Jun 11, 2018 7:12 am

No idea, what mod do you mean? The GUIs should be fully separate, may be a factorio bug. Exact error messages are always helpful. It might still be in one of the factorio logs.

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Re: [0.16] Attach Notes - to blueprints and entities

Post by adsarelies » Tue Jun 12, 2018 5:32 pm

How do I make sign posts?

321freddy
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Re: [0.16] Attach Notes - to blueprints and entities

Post by 321freddy » Wed Jun 13, 2018 6:48 am

adsarelies wrote:How do I make sign posts?
First research the signpost technology (red science), then you should be able to craft it.

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