[MOD 0.16] Upgrade planner
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Re: [MOD 0.15] Upgrade planner
Trying to upgrade from medium electric pole to medium electric pole MK2 in bob's mod fails. Dragging over poles causes error shown in screenshot (entity to raise was not found), old poles get removed and ghosts of MK2 poles appear on the terrain
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Re: [MOD 0.15] Upgrade planner
I believe this is fixed in the next version of the mod (for 0.16)Salty Wagyu wrote:Trying to upgrade from medium electric pole to medium electric pole MK2 in bob's mod fails. Dragging over poles causes error shown in screenshot (entity to raise was not found), old poles get removed and ghosts of MK2 poles appear on the terrain
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Re: [MOD 0.15] Upgrade planner
automatically having it all upgraded feels so OP, wish it was possible with bots, but <3 regardless cuz it beats trying to look over all the belts and find the spots which you skipped when upgrading lol
Re: [MOD 0.15] Upgrade planner
It is, use shift-click-drag and it will replace via bots.rubensayshi wrote:automatically having it all upgraded feels so OP, wish it was possible with bots, but <3 regardless cuz it beats trying to look over all the belts and find the spots which you skipped when upgrading lol
BUG?
Hello Klonan,
Upgrading burner inserter to electric inserter causes the extra buffered fuel to not be refunded.
Thanks for mod updates, and the new GUI
**Tested in a new map with base, and this mod enabled only.
BEFORE upgrade planner drag: https://i.imgur.com/VQDVlOq.jpg
AFTER upgrade planner applied: https://i.imgur.com/iwoNNx8.jpg
Upgrading burner inserter to electric inserter causes the extra buffered fuel to not be refunded.
Thanks for mod updates, and the new GUI
**Tested in a new map with base, and this mod enabled only.
BEFORE upgrade planner drag: https://i.imgur.com/VQDVlOq.jpg
AFTER upgrade planner applied: https://i.imgur.com/iwoNNx8.jpg
Re: [MOD 0.15] Upgrade planner
d3x0r wrote:It is, use shift-click-drag and it will replace via bots.rubensayshi wrote:automatically having it all upgraded feels so OP, wish it was possible with bots, but <3 regardless cuz it beats trying to look over all the belts and find the spots which you skipped when upgrading lol
Oh Wow, I was just coming here to also mention this. (Instant upgrade ) and wondering if this could be changed. I will have to try it out the next time I play.
Hmm in reading old comments, I see there was talk at one time of making a the default action (Instant or Bot) toggle-able, was this ever done?
Re: BUG?
Thanks for the report,Biker wrote:Hello Klonan,
Upgrading burner inserter to electric inserter causes the extra buffered fuel to not be refunded.
Thanks for mod updates, and the new GUI
**Tested in a new map with base, and this mod enabled only.
BEFORE upgrade planner drag: https://i.imgur.com/VQDVlOq.jpg
AFTER upgrade planner applied: https://i.imgur.com/iwoNNx8.jpg
This should be fixed for the 0.16 version of the mod:
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Re: [MOD 0.15] Upgrade planner
EDIT: Having done some research, it seems that raising on_player_mined_item will automatically return the "mined" stack to the player's inventory. If you then also call player.insert it will return it twice.
I don't know how often you check the mod portal discussions, so I'm posting it here too.
I was upgrading my yellow belts to red belts, and noticed that for every item replaced, I'm getting two back. I tried a few items and it includes belts, underground belts, splitters, inserters and presumably everything else. Items inside underground belts are properly returned and not duplicated. In fact, you can see it happening in that GIF you posted. You're getting two burner inserters in place of one regular inserter.
I don't know how often you check the mod portal discussions, so I'm posting it here too.
I was upgrading my yellow belts to red belts, and noticed that for every item replaced, I'm getting two back. I tried a few items and it includes belts, underground belts, splitters, inserters and presumably everything else. Items inside underground belts are properly returned and not duplicated. In fact, you can see it happening in that GIF you posted. You're getting two burner inserters in place of one regular inserter.
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Re: [MOD 0.15] Upgrade planner
I'm also getting double items back in 0.16.x
What a bummer.
What a bummer.
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Re: [MOD 0.15] Upgrade planner
Well that was fast.
I made a quick hacky fix until Klonan has time to work on it himself. This should work for the common use cases (simply upgrading belts, inserters, etc).
Last edited by Hellrespawn on Thu Dec 21, 2017 6:55 pm, edited 1 time in total.
Re: [MOD 0.15] Upgrade planner
Thanks for the reportHellrespawn wrote:EDIT: Having done some research, it seems that raising on_player_mined_item will automatically return the "mined" stack to the player's inventory. If you then also call player.insert it will return it twice.
I don't know how often you check the mod portal discussions, so I'm posting it here too.
I was upgrading my yellow belts to red belts, and noticed that for every item replaced, I'm getting two back. I tried a few items and it includes belts, underground belts, splitters, inserters and presumably everything else. Items inside underground belts are properly returned and not duplicated. In fact, you can see it happening in that GIF you posted. You're getting two burner inserters in place of one regular inserter.
Should be fixed in 1.5.1
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Re: [MOD 0.15] Upgrade planner
Hi, is there a fix for this issue?
It also said "Upgrade planner error - Entity to raise was not found" after swapping (and making a mess of) my belts:
Also can the UI be moved? Its fixed to the centre of the screen since 0.16 and mod update
It also said "Upgrade planner error - Entity to raise was not found" after swapping (and making a mess of) my belts:
Also can the UI be moved? Its fixed to the centre of the screen since 0.16 and mod update
Re: [MOD 0.15] Upgrade planner
Is it possible to fast replace wood? Can't place deconstruction planner near raw wood in GUI anymore
Suggestion:
If it's not already available, replacing blueprint on the left with the one on the right on the ground
Suggestion:
If it's not already available, replacing blueprint on the left with the one on the right on the ground
Re: [MOD 0.15] Upgrade planner
ok, sorry if this might be a stupid question, but i cant seem to be getting the mod to work in an existing game.
Do i have to start a new game or am i missing something?
Thanks in advance!
Do i have to start a new game or am i missing something?
Thanks in advance!
Re: [MOD 0.15] Upgrade planner
script.raise_event(defines.events.on_built_entity,{player_index = player.index, created_entity = new_item})
When the event is raised it doesn't have stack= This causes other mods to crash that are expecting a stack.
http://lua-api.factorio.com/0.16.7/even ... ilt_entity
created_entity :: LuaEntity
player_index :: uint
stack :: LuaItemStack
When the event is raised it doesn't have stack= This causes other mods to crash that are expecting a stack.
http://lua-api.factorio.com/0.16.7/even ... ilt_entity
created_entity :: LuaEntity
player_index :: uint
stack :: LuaItemStack
Re: [MOD 0.15] Upgrade planner
Hey, just finished a pull request that changes behavior on the upgrade blueprint button. The change lets it distinguish the difference between a blueprint and a blueprint book. In the case of a blueprint book, it will now cycle through and upgrade all blueprints contained in the blueprint book. Anyone who wants to try this version now can get a release here.
Also, I would recommend updating your mod portal page so it knows about your GitHub repo. This would let the mod portal display an additional tab "source" that leads to your repo.
Also, I would recommend updating your mod portal page so it knows about your GitHub repo. This would let the mod portal display an additional tab "source" that leads to your repo.
Re: [MOD 0.15] Upgrade planner
I am having the same issue as well, it seems the UI stays in the middle of the screen now.Salty Wagyu wrote:Also can the UI be moved? Its fixed to the centre of the screen since 0.16 and mod update
Re: [MOD 0.15] Upgrade planner
Can you provide a save game?Salty Wagyu wrote:Hi, is there a fix for this issue?
It also said "Upgrade planner error - Entity to raise was not found" after swapping (and making a mess of) my belts:
Also can the UI be moved? Its fixed to the centre of the screen since 0.16 and mod update
I tried to reproduce the problem, but it all worked fine for me
I added the blueprint book functionality in a different way, thanks for the suggestion and the PRfred4106 wrote:Hey, just finished a pull request that changes behavior on the upgrade blueprint button. The change lets it distinguish the difference between a blueprint and a blueprint book. In the case of a blueprint book, it will now cycle through and upgrade all blueprints contained in the blueprint book. Anyone who wants to try this version now can get a release here.
Also, I would recommend updating your mod portal page so it knows about your GitHub repo. This would let the mod portal display an additional tab "source" that leads to your repo.
Mods should be checking that event data they want to use is valid,d3x0r wrote:script.raise_event(defines.events.on_built_entity,{player_index = player.index, created_entity = new_item})
When the event is raised it doesn't have stack= This causes other mods to crash that are expecting a stack.
http://lua-api.factorio.com/0.16.7/even ... ilt_entity
created_entity :: LuaEntity
player_index :: uint
stack :: LuaItemStack
But in any case, I have added the stack to the raised event, thanks for the report
Re: [MOD 0.15] Upgrade planner
Yes they should, and do now... was just reporting the potential issueKlonan wrote:Mods should be checking that event data they want to use is valid,
But in any case, I have added the stack to the raised event, thanks for the report
And thanx. Although the other item information was sufficient in my case.
Re: [MOD 0.16] Upgrade planner
Hi, thanks for the mod. Can you make an option for normal mode to work only inside player reach range and all entities outside upgrade using robots?