[MOD 0.17] Squeak Through 1.4.0

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Supercheese
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Re: [MOD 0.16] Squeak Through 1.2.0

Post by Supercheese » Mon Jan 22, 2018 10:26 am

HanziQ wrote:There will probably be a migration when I figure out a good way. But this way, people don't get updates unless they manually reinstall the mod.
Hmm, all right then. I'll continue updating the original versions.

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Re: [MOD 0.16] Squeak Through 1.2.1

Post by foodfactorio » Sat Feb 03, 2018 5:00 am

hi supercheese, is there any way you could help add support for the mod item called Cannon Alpha?
it can be found here:
https://mods.factorio.com/mod/CannonAlpha

i keep getting stuck between the sniper turret from cannon alpha, and a Steel chest, or the turret and a Blast Furnace from angels mod - it would be great to be able to squeek through :)
(also me from the mod portal - im not dustine lol) = https://mods.factorio.com/mods/Dustine/ ... ssion/9108
my 1st Mod Idea :) viewtopic.php?f=33&t=50256

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Re: [MOD 0.16] Squeak Through 1.2.1

Post by foodfactorio » Sun Feb 04, 2018 6:40 am

(btw i also posted on the Ice Ore page just in case it can only be added there, with a picture as well in case it helps)
viewtopic.php?f=97&t=57113&p=340695#p340695
(also me from the mod portal - im not dustine lol) = https://mods.factorio.com/mods/Dustine/ ... ssion/9108
my 1st Mod Idea :) viewtopic.php?f=33&t=50256

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Re: [MOD 0.16] Squeak Through 1.2.1

Post by foodfactorio » Sat Feb 10, 2018 11:45 pm

hi supercheese, just to let you know that darkfrei fixed it via one of his mods here:
viewtopic.php?f=97&t=57113&p=340695#p340762
(also me from the mod portal - im not dustine lol) = https://mods.factorio.com/mods/Dustine/ ... ssion/9108
my 1st Mod Idea :) viewtopic.php?f=33&t=50256

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Re: [MOD 0.16] Squeak Through 1.2.1

Post by IngoKnieto » Sun Feb 18, 2018 11:51 am

Hey Supercheese,

would you mind adding the following lines to the exclusions of Squeak Through? It would fix the incompatibility between Squeak Through and my RealisticReactors mod (viewtopic.php?f=93&t=56621).

If you have any questions please let me know...
Thanks!

Code: Select all

	 {  -- RealisticReactors mod
		 apply_when_object_exists = {
			 type = "reactor",
			 name = "realistic-reactor",
		 },
		 excluded_prototype_names = {
			 "realistic-reactor",
			 "realistic-reactor-start",
			 "realistic-reactor-2",
			 "realistic-reactor-3",
			 "realistic-reactor-4",
			 "realistic-reactor-interface",
			 "realistic-reactor-eccs",
			 "heat-pipe",
		 }
	 },



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Re: [MOD 0.16] Squeak Through 1.2.2

Post by IngoKnieto » Mon Feb 19, 2018 6:45 pm

Thanks! :)

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Re: [MOD 0.16] Squeak Through 1.2.2

Post by BorgZauron » Fri Feb 23, 2018 2:19 am

For some reason, whenever I start up a pvp server, squeak through stops working. I can't figure out why, and there seems to be no help anywhere. I've even tried looking for other mods, but this is the only one that works for what I need. Please help.

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Re: [MOD 0.16] Squeak Through 1.2.2

Post by Jürgen Erhard » Fri Feb 23, 2018 2:53 am

I just noticed that you made Nixies squeakable! Yay! An essential (still disappointed at the lackluster vanilla change on that front) mod got even better!

Hardly used Nixies in 0.16 yet, so the one or two times I did I didn't try squeak (or rather squeeze ;-)) through, so I didn't notice.

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Re: [MOD 0.16] Squeak Through 1.2.2

Post by Game4Lols » Mon Jul 16, 2018 10:26 am

Just a small suggestion, would it be possible to have an option to remove this mods affect on trees and similar decoration entities? I love this mod, but having trees left growing after placing blueprints is growing more and more annoying. I know it's easy to fix, but an option to toggle it off for trees would be much appreciated, if possible anyway.

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Re: [MOD 0.16] Squeak Through 1.2.2

Post by SuperSandro2000 » Mon Aug 13, 2018 3:00 pm

Could you add support for Extended Angel? His machines (I noticed it at the Air Filter MK3) do not cooporate with this mod.

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Re: [MOD 0.16] Squeak Through 1.2.2

Post by Nommy » Fri Aug 17, 2018 9:14 am

Howdy! Been a while :D Nice to see this is still being maintained and used. You're awesome Supercheese!
Game4Lols wrote:Just a small suggestion, would it be possible to have an option to remove this mods affect on trees and similar decoration entities? I love this mod, but having trees left growing after placing blueprints is growing more and more annoying. I know it's easy to fix, but an option to toggle it off for trees would be much appreciated, if possible anyway.
I wanted the same thing when I recently briefly revisited Factorio so thought I might try adding some settings:
  1. check box to enable/disable modifying each category
  2. string setting to list additional prototypes to exclude from modification
  3. check box to display prototype name & category when you select entities (so if you want disable squeak through on something you could enable this to see the name to add to the exclusion list setting, do so and restart and the hitbox should revert back to the unmodified original)
How does that sound?

Supercheese, what do you think?

I probably won't be able to do anything until next week. If I do I'll do a pull request on git I guess.

Has anyone got any other ideas, suggestions or issues etc?

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Re: [MOD 0.16] Squeak Through 1.2.2

Post by Supercheese » Sun Aug 19, 2018 10:14 pm

An option to have a list of prototypes with individual toggles in the mod settings has always been something I've had on a list for potential future development. I think it'd be a great idea, and I'm always happy to review and incorporate pull requests in any of my projects, especially since this particular codebase is primarily yours from... gosh, is it coming up on 3 years ago now? :shock: :D

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Re: [MOD 0.16] Squeak Through 1.2.2

Post by ownlyme » Wed Aug 22, 2018 5:29 pm

wasnt sure if you will get my message in the mod discussion so im posting it here too:

maybe you could check for a prototype flag like "ignore_squeak_through = true," so you don't need to provide support for every individual mod
thx
mods.factorio.com/user/ownlyme
My requests: uiRelative||Grenade arc||Blueprint allies||Creeps forget command/ don't get removed||Player Modifiers||textbox::selection||Better Heat IF||Singleplayer RCON||Serializing function refs in global table

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Re: [MOD 0.16] Squeak Through 1.2.2

Post by Nexela » Thu Aug 23, 2018 2:05 am

ownlyme wrote:wasnt sure if you will get my message in the mod discussion so im posting it here too:

maybe you could check for a prototype flag like "ignore_squeak_through = true," so you don't need to provide support for every individual mod
thx
This wins the internet!

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Re: [MOD 0.16] Squeak Through 1.2.2

Post by ownlyme » Thu Aug 23, 2018 10:49 pm

Nexela wrote:
ownlyme wrote:wasnt sure if you will get my message in the mod discussion so im posting it here too:

maybe you could check for a prototype flag like "ignore_squeak_through = true," so you don't need to provide support for every individual mod
thx
This wins the internet!
what? :geek:
it was just a simple suggestion.
i already checked and this would work.
the new realistic reactors version has around 200 invisible entities that he would have to exclude individually.
mods.factorio.com/user/ownlyme
My requests: uiRelative||Grenade arc||Blueprint allies||Creeps forget command/ don't get removed||Player Modifiers||textbox::selection||Better Heat IF||Singleplayer RCON||Serializing function refs in global table

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Re: [MOD 0.16] Squeak Through 1.2.2

Post by Nexela » Fri Aug 24, 2018 12:26 am

It is a great suggestion. And a simple one too :)

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Re: [MOD 0.16] Squeak Through 1.2.2

Post by adamcirillo » Sun Oct 07, 2018 7:33 pm

hi supercheese, i'm the mod dev of https://mods.factorio.com/mod/extendedangels I have some asking about squeak through not working with some of my mods buildings do I have to change anything in my code for it to work or do you have to do it on your end.

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Re: [MOD 0.17] Squeak Through 1.3.0

Post by Supercheese » Thu Feb 28, 2019 6:18 am

Version 1.3.0 is now out with Factorio 0.17 compatibility. I have a pretty crappy thumbnail for it currently, and I feel that there are plenty of people out there who could come up with a better one.

So, how about it?

Try making a neat 144x144 thumbnail for Squeak Through and post it here!

I'm very interested to see what people can come up with that really displays what the mod is all about -- namely being able to squeak through those tight spaces betwixt buildings that you cannot fit though in vanilla! I'll select the best submission to be the new mod thumbnail.

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Re: [MOD 0.17] Squeak Through 1.3.0

Post by loks1234 » Thu Feb 28, 2019 9:41 am

Game crashesw while loading the save with squeak through active. Please Fix it. Here is the Log. Thanks for updating the mod.

Code: Select all

    0.001 2019-02-28 15:03:16; Factorio 0.17.2 (build 43076, win64, steam)
   0.001 Operating system: Windows 10 (build 17763) 
   0.002 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 
   0.002 Read data path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/data
   0.002 Write data path: C:/Users/loks1234/AppData/Roaming/Factorio [338375/476323MB]
   0.002 Binaries path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/bin
   0.012 System info: [CPU: AMD Ryzen 7 2700X Eight-Core Processor         , 16 cores, RAM: 6364/16331 MB, page: 9910/18763 MB, virtual: 4343/134217727 MB, extended virtual: 0 MB]
   0.015 Display options: [FullScreen: 1] [VSync: 1] [UIScale: automatic (100.0%)] [MultiSampling: OFF] [Screen: 255] [Lang: en]
   0.018 Available displays: 1
   0.019  [0]: \\.\DISPLAY1 - NVIDIA GeForce GTX 1080 Ti {0x05, [0,0], 1920x1080, 32bit, 60Hz}
   0.111 Display: 0 -> Adapter: 0, Output: 0
   0.237 Initialised Direct3D[0]: NVIDIA GeForce GTX 1080 Ti; driver: nvldumdx.dll 25.21.14.1891
   0.237   D3D Feature Level: 11.1, DXGI 1.5+
   0.237   [Local Video Memory] Budget: 9457MB, CurrentUsage: 2MB, Reservation: 0/5007MB
   0.237   [Non-Local Vid.Mem.] Budget: 7349MB, CurrentUsage: 0MB, Reservation: 0/3878MB
   0.237   Tiled resources: Tier 2
   0.237   Unified Memory Architecture: No
   0.237   BGR 565 Supported: Yes
   0.237   MaximumFrameLatency: 3, GPUThreadPriority: 0
   0.277 Desktop composition is active.
   0.277 Graphics settings preset: very-high
   0.277   Dedicated video memory size 11127 MB
   0.277 Graphics options: [Graphics quality: high] [Video memory usage: all] [Light scale: 100%] [DXT: none]
   0.277                   [Max load threads: 32] [Max texture size: 0] [Tex.Stream.: 0] [Low quality rotation: 0]
   0.311 DSound: Starting _dsound_update thread
   0.312 DSound: Enter _dsound_update; tid=5388
   0.392 Logitech LED Controller initialized.
   0.465 Loading mod settings Bottleneck 0.10.0 (settings.lua)
   0.465 Loading mod settings Todo-List 17.0.0 (settings.lua)
   0.467 Loading mod core 0.0.0 (data.lua)
   0.593 Loading mod base 0.17.2 (data.lua)
   0.919 Loading mod Bottleneck 0.10.0 (data.lua)
   1.070 Loading mod Todo-List 17.0.0 (data.lua)
   1.233 Loading mod base 0.17.2 (data-updates.lua)
   1.382 Loading mod Squeak Through 1.3.0 (data-updates.lua)
   1.545 Checksum for core: 3928040144
   1.545 Checksum of base: 1471520011
   1.545 Checksum of Bottleneck: 3138809866
   1.545 Checksum of Squeak Through: 3677677690
   1.545 Checksum of Todo-List: 698491824
   2.254 Loading sounds...
   2.342 Info PlayerData.cpp:69: Local player-data.json unavailable
   2.342 Info PlayerData.cpp:72: Cloud player-data.json available, timestamp 1551291612
   2.507 Initial atlas bitmap size is 16384
   2.530 Created atlas bitmap 16384x16383 [not-compressed]
   2.533 Created atlas bitmap 16384x11117 [not-compressed]
   2.534 Created atlas bitmap 16384x2107 [decal, not-compressed]
   2.535 Created atlas bitmap 16384x3808 [low-object, not-compressed]
   2.536 Created atlas bitmap 16384x2204 [not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level, no-crop, no-scale]
   2.537 Created atlas bitmap 16384x6592 [terrain, not-compressed, mipmap, linear-minification, linear-mip-level, no-crop]
   2.538 Created atlas bitmap 16384x476 [smoke, not-compressed, mipmap, linear-minification, linear-magnification]
   2.538 Created atlas bitmap 16384x748 [alpha-mask]
   2.540 Created atlas bitmap 16384x12628 [shadow, linear-magnification, alpha-mask]
   2.541 Created atlas bitmap 16384x1264 [shadow, mipmap, linear-magnification, alpha-mask]
   3.359 Parallel Sprite Loader initialized (threads: 13)
   9.439 Sprites loaded
   9.472 Generated mipmaps for atlas of size 16384x3808
   9.483 Generated mipmaps for atlas of size 16384x2204
   9.515 Generated mipmaps for atlas of size 16384x6592
   9.526 Generated mipmaps for atlas of size 16384x476
   9.538 Generated mipmaps for atlas of size 16384x1264
   9.544 Custom inputs active: 2
   9.602 Factorio initialised
   9.602 RivaTuner Statistics Server hook detected (rtsshooks64.dll)
  13.841 Loading map C:\Users\loks1234\AppData\Roaming\Factorio\saves\0.17 lEGIT 4.zip: 6446040 bytes.
  13.975 Loading Level.dat: 13230351 bytes.
  13.978 Info Scenario.cpp:147: Map version 0.17.2-4
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-build-mvynrh\libraries\stackwalker\stackwalker.cpp (924): StackWalker::ShowCallstack
c:\cygwin64\tmp\factorio-build-mvynrh\src\util\logger.cpp (405): Logger::writeStacktrace
c:\cygwin64\tmp\factorio-build-mvynrh\src\util\logger.cpp (515): Logger::logStacktrace
c:\cygwin64\tmp\factorio-build-mvynrh\src\util\logging.cpp (89): Logging::logAndAbortOrThrow
c:\cygwin64\tmp\factorio-build-mvynrh\src\util\logging.cpp (83): Logging::logAndAbortOrThrow
c:\cygwin64\tmp\factorio-build-mvynrh\src\entity\entityghost.cpp (573): EntityGhost::checkConsistency
c:\cygwin64\tmp\factorio-build-mvynrh\src\map\map.cpp (1929): Map::checkConsistency
c:\cygwin64\tmp\factorio-build-mvynrh\src\map\map.cpp (1054): Map::setupEntities
c:\cygwin64\tmp\factorio-build-mvynrh\src\scenario\scenario.cpp (226): Scenario::loadFactory
c:\cygwin64\tmp\factorio-build-mvynrh\src\scenario\parallelscenarioloader.cpp (155): ParallelScenarioLoader::doLoad
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\thr\xthread (230): std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl*)(ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputHandler *,MultiplayerManagerBase *,bool),ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputHandler *,MultiplayerManagerBase *,bool>,std::default_delete<std::tuple<void (__cdecl*)(ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputHandler *,MultiplayerManagerBase *,bool),ParallelScenarioLoader *,MapDeserialiser *,enum InputType,InputHandler *,MultiplayerManagerBase *,bool> > > >::_Go
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\thr\xthread (209): std::_Pad::_Call_func
minkernel\crts\ucrt\src\appcrt\startup\thread.cpp (115): thread_start<unsigned int (__cdecl*)(void * __ptr64)>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFBA89F81F4)
00007FFBA89F81F4 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFBAB73A251)
00007FFBAB73A251 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
  16.761 Error EntityGhost.cpp:575: this->innerEntity->buildabilityCheck(BuildCheckData::simple(BuildCheckType::ScriptBuilding, Forced::False, true )).isBuildable() was not true
Logger::writeStacktrace skipped.
  16.761 Error Util.cpp:97: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
  25.337 Uploading log file
  25.575 Error CrashHandler.cpp:221: Heap validation: success.
  25.575 Creating crash dump.
  25.805 CrashDump success


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