that show up every time i click any of those top-left bottons "only" when i have your mod enabled (i'm using the 0.1.0 versionn btw) , if i disable it i don't get that string error. There is a way to fix it? thx
![Wink ;)](./images/smilies/icon_e_wink.gif)
Yeah, but that's no use if i do something stupid like:siggboy wrote:The debugDump function should check a global "debug" flag and return immediately unless it is set. That would avoid spurious debug info being printed.
Right now I run into the issue of mods printing debug info and then I have to find out which one of the 30 mods is causing it... which is very annoying, especially in Windows where I don't have a useful "grep".
Code: Select all
function debugDump(var, force)
if false or force then
for _, player in pairs(game.players) do
local msg
if type(var) == "string" then
msg = var
else
msg = serpent.dump(var, {name="var", comment=false, sparse=false, sortkeys=true})
end
player.print(msg)
end
end
end
debugDump(element.name, true) --line 432
Code: Select all
function debugDump(var, force)
if global_debug_flag == false then return end
player.print(debug_msg)
end
This is really good, I was missing that optionChoumiko wrote:[*]added option to trash all unrequested items from the main inventory
Code: Select all
Feature request #1:
I've found myself pausing and unpausing auto trash quite often. Also I've toggled the option "autotrash above logistic requests" rather often.
Would it be possible to add triggers to the top-level UI, so it can be directly accessed without opening the AT config window? Or maybe add a little toolbar that contains these checkboxes, which the player can keep open (in the top level display), if you find yourself changing these flags frequently.
#1: something like that?siggboy wrote:I've found myself pausing and unpausing auto trash quite often. Also I've toggled the option "autotrash above logistic requests" rather often.
Would it be possible to add triggers to the top-level UI, so it can be directly accessed without opening the AT config window? Or maybe add a little toolbar that contains these checkboxes, which the player can keep open (in the top level display), if you find yourself changing these flags frequently.
Feature request #2:
I'd like to be able to activate auto trash only for certain logistic networks. I want it to be active when I'm inside my main base, but I want it to be disabled when I'm in other logistic networks, such as auxiliary networks that are in outposts for maintenance and building.
Maybe the easiest way to implement this would be a button: "Activate for current logistic network"; you could even have more than one, but then of course that would require additional UI to edit the existing list of enabled networks.
Sounds even better (as in quicker to add). For a start you can define one main network, if you are outside of it, Autotrash will pause. If no main network is defined it works just like nowsiggboy wrote:So we should be able to select a "master logistic network" outside of which AT goes into auto pause. I don't want any logi bots in my smelting area to take half of the furnaces from my inventory when I'm trying to build an expansion. That's one of the scenarios that I have in mind with this feature request.
Yes, pretty much, and this should not be visible by default, but there should be a little button that makes it appear and disappear (so you won't have it in your face if you don't use it or are not interested in it at the moment). Or instaed of the little button add an option "Display quick option toggle toolbar", so you can hide this if you don't want it.Choumiko wrote:#1: something like that?
Yes, UI work is pretty annoying, especially in an environment that is not stable yet and does not provide a lot of infrastructure for user interfaces.#2: That would certainly be nice. The simplest solution would probably be: Enable in every network by default (when updating to a version that has that feature). From then on the Config UI would show a button to toggle between active/inactive when you are in a network. As for additinal UI: i hate UI work
Yeah, the main network will be your main factory. Just make a button that captures the network you're standing in right now, and makes that the main network. Then display the network number in the UI, or maybe the coordinates where it was captured. Something that makes at least some sense when looked at.Sounds even better (as in quicker to add). For a start you can define one main network, if you are outside of it, Autotrash will pause. If no main network is defined it works just like nowsiggboy wrote:So we should be able to select a "master logistic network" outside of which AT goes into auto pause.
Just double checked, loads fine for me, and the zip on the portal has the correct filecontents. How did you update? Ingame or manual? Try redownloading the zip or make sure data.lua looks like this: https://github.com/Choumiko/AutoTrash/b ... a.lua#L252 (only the last 10 lines are relevant)Raz1ell wrote:Uhm, i've updated to the last version 0.1.1 but i keep getting this error when loading a save file
"Notice
_ _AutoTrash_ _ /control.lua:537:Unknown
custom imput name:autotrash_pause"
Nexela wrote:I think more hotkeys with console messages are the answer versus additional gui elements. I already have too many.
CTRL-Shift-T will toggle trash all,
Ctrl-Shift-L will toggle trash above
And have both of these change the trash Icon maybe overlay a little up arrow on logistics for trash above, and a big up arrow on trash for trash all.
Right now i tend to prefer Hotkeys, but mainly because they don't require graphics work (instead of changing the icon i could add/change a tooltip)siggboy wrote:Too many UI elements are a problem because they're spamming your screen. That's why I proposed to make this "easy access UI" an option so you can hide it if you don't want it.
Hotkeys are nice and all, but not everybody likes them as they can be difficult to remember, especially if you only rarely use the associated functions.
I used the option "update mods" Ingame, now i've just downloaded it manually from the portal and all is fine, dunno what was the problem but thx so muchChoumiko wrote: Just double checked, loads fine for me, and the zip on the portal has the correct filecontents. How did you update? Ingame or manual? Try redownloading the zip or make sure data.lua looks like this: https://github.com/Choumiko/AutoTrash/b ... a.lua#L252 (only the last 10 lines are relevant)
I think it should be limited to slots that are locked (blue background, middle mouse clicked) -- because otherwise the "quickbar" slots are simply additional inventory slots, and there's no reason why AT should not treat them as such.Choumiko wrote:Not 100% sure if i keep the change that the quickbar isn't cleaned, but i'm not really playing Factorio so i can't say if it's actually a good change.