I don't have this problem myself. Maybe a list of your installed mods will help.Anson wrote:i was just reading this thread and about to report that the old problem still exists for me, that blueprints don't show a preview when items from this mod are included (using factorio 0.13.17 and the newest version of your mod), when i saw that you just posted an update a few minutes ago
Yes, it seems the problem is related to instant blueprint. Like Nexela said, please try to change line 297 in scripts/events.lua to:Anson wrote:i immediately updated it, but when walking a few steps in my factory, i got this error :
Code: Select all
if not game.active_mods["instant-blueprints"] and event.player_index and game.players[event.player_index].cheat_mode then
If you don't mind, I can add a command for that first. The UI toggle for that will be included in v0.2, but I can't promise when it will be released.Qon wrote:Can I toggle it off by toggling cheat_mode though? It's impossible to blueprint landfill and waterfill without ghosts since you can't mark the tiles themselves.
um... I have changed the code. I want them to be separated cheats in my mod and be independent to cheat mode, they are only related when loading an existing game that have Creative Mode < v0.1.2 enabled.Nexela wrote:Toggling cheat_mode off will also turn off instant blueprint/decon.
So, toggling cheat mode will NOT affect instant blueprint/deconstruction.
It is impossible to support all other mods without any user report. But since you have reported now, I will look into it.Qon wrote:But maybe you could fix that, the screenshot_tool mod by Klonan marks ground tiles. Well you did promise compatability with other mods so maybe you already thought about that too?
OK, I will make this.siggboy wrote:For this reason, I propose to always have 1 free slot in Creative Chests, so you will have this voiding capability by default. This would be SUPER useful because then one could always place a creative chest, no matter if you need it as an item source or as an item void.
And mention it in the tool tip of the item, I more or less discovered it randomly.
You meant add this extra slot in the tool tip? I wonder if it will make the tool tip too big. I will try that.
The problem is, although compact view can make the inventory looks cleaner, it can also increase the difficulty to find items if they are originally put in different rows but then, because of compact view, put into the same or similar rows.siggboy wrote:You should also make the "compact" inventory view the default.
If more people request this, I will reconsider.
*whisper* Nexela is making a magic wand. It will be much easier to use.siggboy wrote:You should start working on something like Mjollnir now, because we really, really need that.
Nexela wrote:Kinda like how HandyHands always makes sure I have a full stack in cheat_mode
It is good to know that there is another mod to refill items after they are placed. I will definitely try it.Qon wrote:Ok nice. Glad you are enjoying HandyHands.
Originally, I want to implement something like the actual creative mode in Minecraft - place item: will not reduce from inventory, mine item: will not fill inventory. But after reading this, I think it is not possible at this moment.
hm... I have studied the behavior of item source and made sure that it can make compressed express belt. But I can check it again, as well as your balancer.Qon wrote:the item source doesn't output fully compressed express belt speed. Possible to fix? Was kinda obvious while filling my 512 belt balancer, it's easily visible at 10 UPS. And yeah 1024 item source + voids are not optimized enough to run at the same time as my balancer q:
I have no clue about the performance right now. I would say it is a drawback of their functionalities.
But if you have connected them with wires, it is the main reason of having bad performance in this version. I can't fix it myself because it is caused by the modding API. Hopefully the devs can fix it soon.
AFAIK, vanilla loader cannot create compressed express belt. Check the bottom part of my article.siggboy wrote:Maybe it's possible to create a modded loader, the loader seems to be able to easily compress a belt with no performance issues. I do not know what else would be necessary to turn it into something like an item source, but maybe it's possible and then it certainly would be the best approach.
But things may change since the devs have decided to support loaders. If that is the case, you can use the loaders to output from duplicating chests.
Creating a compressed belt is actually quite a complicated problem. You may simply create a loader that is faster than express belt to compress it. However, this will not work on modded belts that are faster than express belt, like bob's belts.
On the other hand, making a modded loader that can deal with all applicable belt speeds will require certain amount of process in every tick, and hence will also introduce performance issue.
LOL. You scared me. I have messed with the energy source to test electric-energy-interface. So it is really possible that I have broken it if I forgot to revert the change.Nexela wrote:Also the latest update seems to have broken the energy sources......
And Nexela Seems to have broken energy sources Silly typos.