[MOD 1.1] Squeak Through 1.8.2

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fishycat
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Re: [MOD 0.17] Squeak Through 1.3.0

Post by fishycat »

Just saw that and your request... :lol:
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DRY411S
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Re: [MOD 0.17] Squeak Through 1.3.0

Post by DRY411S »

i *think* that Squeak Through doesn't work with the 0.17 Rocket Silo.

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Re: [MOD 0.17] Squeak Through 1.3.0

Post by ChurchOrganist »

Discovered a problem with Yuoki's YI_Engines mod.

With Squeakthrough enabled it's impossible to connect a pipe to the Small electric motor.

This clip is without Squeakthrough enabled
And this is with Squeakthrough enabled
Want to know where the biters chewing your power plant have come from??
Wondering where your next iron is going to come from??
You need Long Range Radar

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Re: [MOD 0.17] Squeak Through 1.4.0

Post by Supercheese »

New version, 1.4.0! This update is courtesy of Foxite who submitted the new features in a PR: https://github.com/Suprcheese/Squeak-Through/pull/8
I have not been playing nor modding Factorio for quite a bit, so it's nice to have continuing community-driven interest in refining old mods.

Squeak Through will now look for the entity prototype value "squeak_behaviour", which if set to false will mean the entity is excluded from having its bounding box adjusted. Simply adding

Code: Select all

squeak_behaviour = false
in the relevant entity prototype should suffice.

Also included is a new setting to refine mod behavior. The default "blacklist"/"Opt-out" behavior is where collision boxes will be edited unless explicitly excluded in the manner described above. A "whitelist"/"Opt-in" option is where only entities specifically included will be edited. Finally, there is also an option to ignore all exclusions/inclusions and edit all entities.

While this alone will not immediately address mod compatibility issues, it does provide an easier step than before.

For future compatibility issues, feature requests, bug reports, etc. I would direct all interested parties primarily to GitHub: https://github.com/Suprcheese/Squeak-Through

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Re: [MOD 0.17] Squeak Through 1.4.0

Post by leitk »

Would it be possible to have Squeak Through not allow passage through gates that were closed? Walls are not passable, but I think the base game does that.

I have a train crossing that prevents passage if a train is coming, so gates need to block passage for it to work.

Should I submit this as an 'issue' in git?

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Re: [MOD 0.17] Squeak Through 1.4.0

Post by GlassDeviant »

The most awesome mod I never knew I absolutely needed!
- GD

Sorry if my posts are becoming difficult to read, my typing ability is rapidly deteriorating due to a nerve disorder. I try to clean them up before posting but don't always get every last typo.

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Re: [MOD 0.17] Squeak Through 1.4.0

Post by ownlyme »

15 months ago i posted a thread in your mod's discussion, suggesting you should check for a prototype flag like "ignore_squeak_through = true" so you don't need to add support for every mod and we don't have to rely on you providing support, but you didn't answer.

maybe you didn't answer because you thought what i suggested was not possible, but it is:
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mods.factorio.com/user/ownlyme
My requests: uiAbove||Grenade arc||Blueprint allies||Creeps forget command/ don't get removed||Player Modifiers||textbox::selection||Better Heat IF||Singleplayer RCON||tank bug w/ min_range >= projectile_creation_distance

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Re: [MOD 0.17] Squeak Through 1.4.0

Post by Supercheese »

ownlyme wrote:
Mon Jan 20, 2020 10:46 pm
15 months ago i posted a thread in your mod's discussion, suggesting you should check for a prototype flag like "ignore_squeak_through = true" so you don't need to add support for every mod and we don't have to rely on you providing support, but you didn't answer.

maybe you didn't answer because you thought what i suggested was not possible, but it is:
Uhh, is this not the same behavior that was added in 1.4.0 version of Squeak Through?

cf. viewtopic.php?p=461453#p461453

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Re: [MOD 0.18] Squeak Through 1.8.0

Post by afr33sl4ve »

I'm getting a failed to load on 0.18.3:

Error while running setup for entity prototype "roboport-interface-scanner" (radar): Entity must be minable when next_upgrade is set.

This is true for Nanobots, Enhanced_Map_Colors, and ST.

I'll let the others know as well.

Thank you for this awesome mod!

FIXED WITH NANOBOTS - https://github.com/Nexela/Nanobots/issues/104

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Re: [MOD 0.18] Squeak Through 1.8.0

Post by hyspeed »

Do you know if it is possible to have this type of functionality in a scenario (e.g. not a mod)?

I know there are limitations to scenarios that they can't extend / modify the data object.

thanks

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Re: [MOD 0.18] Squeak Through 1.8.0

Post by Bushdoctor »

I would like to request a more fair Squeak Through. - A spin-off if you will.
The mod would basically work the same, but it would slow down players by 25% in forests and by 50% while jumping pipes and in between buildings.

Frankly, I have always felt ST was overpowered. I do like the freedom of movement, but I think it should come at a cost in speed. Just like it would irl.
Thank you.

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Re: [MOD 0.18] Squeak Through 1.8.0

Post by eksdee »

please update the mod for 1.1.x

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Re: [MOD 1.1] Squeak Through 1.8.1

Post by Supercheese »

Thanks to all the fine folk who confirmed the mod works fine in the current game version, especially voidus & zomis on GitHub. The mod has been updated for 1.1.

I don't have as much time to mod Factorio as I used to and I very much appreciate testing/merge requests/bug reports.

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Re: [MOD 1.1] Squeak Through 1.8.2

Post by Supercheese »

Thanks to nickkeane for submitting a compatibility fix for Industrial Revolution 2; the mod has been updated to v1.8.2 which should resolve the reported error.
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