[MOD 0.15] Upgrade planner

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d3x0r
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[MOD 0.15] Upgrade planner

Post by d3x0r »

New version of upgrade planner. Forked from viewtopic.php?f=92&t=14781
Fixes deleting a configuration in the middle of a set and adding a new one.
Fixes tooltips not updating on clearing/setting items.
Fixes missing translation string about blueprint sucessfully updated.
Fixes updating blueprint icons.
Added support to update modules in entities; (also in blueprints)
Copy inserter pickup and drop position (Bob's Inserters upgrade support)

shows as 'Upgrade Builder and Planner 1.3' in factorio mods.
zornor
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Re: [MOD 0.15] Upgrade planner

Post by zornor »

There seems to be a conflict with Helmod: https://mods.factorio.com/mods/Helfima/ ... sion/17540

Basically, whenever I try to edit a recipe in Helmod with upgrade-planner2 enabled, I get an error regarding "module_effects" being a nil value. My uneducated guess is that both mods are trying to use the same name for two different functions. (ETA: does not occur with the previous version, upgrade-planner)

This bug aside, something else I'd like to see in this mod is an improved list saving functionality over what was present in the root mod. My biggest annoyance is that you can't overwrite a list without deleting the old list and then saving over it first.

Thanks for all the updates on this useful mod :)
d3x0r
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Re: [MOD 0.15] Upgrade planner

Post by d3x0r »

I can cleanup my functions and make local things local. It's possible I've used a common name that other things object to.
I'm not seeing any issues loading helmod. I did add a 'no-module' module for upgrade planner to upgrade modules more intelligently (sortof)... it's possible that's the thing causing the error. It's a module without module effects.

Apparently if all module effects are bonus=0.0; then no module_effects is set internally although the 'effects' section exists in data. Added polution to no-module (it's not a real thing that can be made anyway) and now helmod works.

Will look into upgrading save plan.

Added 'replace' button (Sorry update reply took so long, this was much more difficult than I had thought)

If you have a save game with the planner open, the buttons for restore etc won't work; close and reopen the configurtation gui and that will fix the problem.
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Re: [MOD 0.15] Upgrade planner

Post by zornor »

all good now, thanks for the quick update!
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Re: [MOD 0.15] Upgrade planner

Post by Leigon »

Hi d3x0r,

My instance of the game currently crashes when using the upgrade script.
1589.610 Error MainLoop.cpp:943: Exception at tick 7187884: Error while running event upgrade-planner2::on_player_selected_area (ID 49)
__upgrade-planner2__/control.lua:773: attempt to call global 'on_selected_area' (a nil value)

Any ideas? Maby a conflicting mod?
d3x0r
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Re: [MOD 0.15] Upgrade planner

Post by d3x0r »

Leigon wrote:Hi d3x0r,

My instance of the game currently crashes when using the upgrade script.
1589.610 Error MainLoop.cpp:943: Exception at tick 7187884: Error while running event upgrade-planner2::on_player_selected_area (ID 49)
__upgrade-planner2__/control.lua:773: attempt to call global 'on_selected_area' (a nil value)

Any ideas? Maby a conflicting mod?
Fixed.
I made functions local, and didn't actualy test using the planner after the gui updates to add replace; sorry.
Leigon
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Re: [MOD 0.15] Upgrade planner

Post by Leigon »

Thanks for the quick update, looks like its working fine :)
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Durabys
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Re: [MOD 0.15] Upgrade planner

Post by Durabys »

Klona just upgraded the old Planner and it works. Can you please tell me what is different from the old one in just one sentence.
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Re: [MOD 0.15] Upgrade planner

Post by d3x0r »

Tomik wrote:Klona just upgraded the old Planner and it works. Can you please tell me what is different from the old one in just one sentence.
Can also upgrade tiles, and rails. Right now it also keeps inserter pickup/dropoff position (bob's adjutable inserters); but I bet he can add that pretty quick.

Also updated mine to have different control names so we don't conflict and they can be used together.

I plan on implementing the droplist eventually; it needs to also accept enter/escape to accept/cancel new names. (and set focus if there is such a thing)
totobest
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Re: [MOD 0.15] Upgrade planner

Post by totobest »

Factorio 0.15.30.
Mod version: 1.3.9

Just run into this NPE while running on headless server with two players:
[code]
8851.958 Error MainLoop.cpp:943: Exception at tick 3643437: Error while running event upgrade-planner2::on_player_selected_area (ID 49)
__upgrade-planner2__/control.lua:773: attempt to call global 'on_selected_area' (a nil value)
8851.958 Error ServerMultiplayerManager.cpp:94: MultiplayerManager failed: "Error while running event upgrade-planner2::on_player_selected_area (ID 49)
__upgrade-planner2__/control.lua:773: attempt to call global 'on_selected_area' (a nil value)"
[/code]

We are going to try again later tomorrow with the latest version, it might already be fixed?


Nevermind :)
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Re: [MOD 0.15] Upgrade planner

Post by abordoli »

OK, so running yours and the other is fine then?

Are they doing the same thing or are they just two ways to skin the same cat?

Regards,
~B
d3x0r
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Re: [MOD 0.15] Upgrade planner

Post by d3x0r »

abordoli wrote:OK, so running yours and the other is fine then?

Are they doing the same thing or are they just two ways to skin the same cat?

Regards,
~B
Yes you can use both at the same time.
I added support for train rail upgrade, tile upgrade and it keeps inserter pickup/dropoff position.
Otherwise yes; unless you have some mod that modifies train rails all are the same, and if you don't use bob's adjustable inserters they're the same; and if you don't want to change bricks to cement...
His has a drop list, which eventually I'll also implement, I kind of like the separate dialog though.
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Re: [MOD 0.15] Upgrade planner

Post by abordoli »

Sounds good! I'll play around with each a bit more to compare.
~B
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Re: [MOD 0.15] Upgrade planner

Post by marcoevich »

Hi All,

This mod version was just updated for me. Now when I loaded my game I got a message "Removed Item: Upgrade builder." and "Removed recepe: Upgrade builder".

The upgrade builder still shows in the Gui, but with some errors:
Factorio error.jpg
Factorio error.jpg (71.5 KiB) Viewed 12079 times
d3x0r
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Re: [MOD 0.15] Upgrade planner

Post by d3x0r »

marcoevich wrote:Hi All,

This mod version was just updated for me. Now when I loaded my game I got a message "Removed Item: Upgrade builder." and "Removed recepe: Upgrade builder".

The upgrade builder still shows in the Gui, but with some errors:
Factorio error.jpg
renamed upgrade-builder to upgrade-builder2 to allow parallel use with older version.
Missing localization strings; fixed. 1.3.908
marcoevich
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Re: [MOD 0.15] Upgrade planner

Post by marcoevich »

Wow thx for the quick fix d3x0r :) Works like a charm again!
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Re: [MOD 0.15] Upgrade planner

Post by marcoevich »

One last thing. There's an empty button left behind by the previous version of your mod:
Factorio error.jpg
Factorio error.jpg (52.67 KiB) Viewed 12074 times
marcoevich
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Re: [MOD 0.15] Upgrade planner

Post by marcoevich »

Unfortunately, another error. This one causes the game to crash:
factorio error 2.jpg
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d3x0r
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Re: [MOD 0.15] Upgrade planner

Post by d3x0r »

marcoevich wrote:One last thing. There's an empty button left behind by the previous version of your mod:
Factorio error.jpg
Ya I looked into that a bit; I can't control that; and really is a bug in factorio; I'll report it... looking at the other crash.
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Re: [MOD 0.15] Upgrade planner

Post by d3x0r »

Okay; API changed constant names; there was some overlap.
Fixed for tiles and none tiles.

1.3.909
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