[MOD 1.1] Shortcuts for 1.1

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ickputzdirwech
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[MOD 1.1] Shortcuts for 1.1

Post by ickputzdirwech »

Edit: Updated to version 1.1.16
Info
This is a 1.1 version of the Shortcuts mod by morley376. This will be maintained as long as the original mod isn't updated. Please report any bugs and send in ideas. Some of the things in the mod might go beyond my skill (yet), but I like figuring out new things.

You can download the mod on the mod portal: https://mods.factorio.com/mod/Shortcuts-ick.

Visit factorio-mods-localization on Crowdin if you want to help translate this mod.
General
  • A keyboard input can be assigned to every shortcut.
  • Most items given to the player by a shortcut can not be placed inside any inventory.
  • Most shortcuts are only available if a specific technology has been researched.
  • There are startup settings to disable individual shortcuts.
  • There is a setting to automatically generate shortcuts for selection tools from other mods.
Shortcuts
Basic
  • Character lamp
  • Emergency locator beacon
  • Grid
  • Show rail block visualization
  • Toggle personal logistic requests
  • Zoom out of world
  • MOD: Max rate calculator
Blueprint
  • Deconstruction planner "Environment" or "Trees/rocks only" and "Cliff/Fish/Item on ground"
  • MOD: Well Planner
Equipment
  • Belt immunity equipment
  • Discharge defense remote
  • Nightvision
  • Personal laser defense
Artillery
  • Artillery targeting remote
  • MOD: AdvArtilleryRemotes
  • Artillery cannon toggle
  • MOD: M.I.R.V. targeting remote
  • MOD: Landmine thrower
Vehicle
  • Driver is gunner
  • Spidertron remote
  • Spidertron Enable/disable logistics while moving
  • Spidertron Logistic request
  • Spidertron Auto targeting with gunner
  • Train Manual mode
  • MOD: AAI programmable vehicles remote controls
  • MOD: Vehicle waggon 2 winch
Compatible mods
Shortcuts from these mods are hidden from the inventory.
  • Circuit Checker
  • Orbital Ion Cannon (SE Edition)
  • Ore Eraser (continued)
  • Rail Signal Planner
Shortcuts from these mods are only available if a specific technology has been researched.
  • Car/Tank/Spidertron Locator Button
  • Circuit Checker
  • Orbital Ion Cannon (SE Edition)
  • Module Inserter
  • P.U.M.P
  • Rail Signal Planner
  • Spidertron squad control
  • Spidertron Waypoints
  • VehicleSnap
Last edited by ickputzdirwech on Sun Apr 18, 2021 3:59 pm, edited 9 times in total.
Mods: Shortcuts for 1.1, ick's Sea Block, ick's vanilla tweaks
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Shortcut mod 1.0 crash

Post by S_gamez »

Shortcut mod 1.0 issue with ion cannon

https://mods.factorio.com/mod/Shortcuts ... cc165a8f4d
Attachments
mod-settings.zip
(9.53 KiB) Downloaded 141 times
mod-list.json
(9.17 KiB) Downloaded 149 times

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Re: Shortcut mod 1.0 crash

Post by ickputzdirwech »

Just wanted to stop by to tell everyone that this issue shouldn't appear in version 1.0.8 anymore.

@Moderators: Also hoping one of you reads this and merges this topic with this thread: 88439
Mods: Shortcuts for 1.1, ick's Sea Block, ick's vanilla tweaks
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Re: Shortcut mod 1.0 crash

Post by Koub »

ickputzdirwech wrote:
Thu Sep 10, 2020 9:45 pm
@Moderators: Also hoping one of you reads this and merges this topic with this thread: 88439
[Koub] Done.
Koub - Please consider English is not my native language.

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Re: [MOD 1.0] Shortcuts for 1.0

Post by ickputzdirwech »

Version 1.0.10 was released today. I updated the first post accordingly. Highlights of the new version are:
  • Keyboard inputs for every shortcut.
  • New shortcuts for the spidertron like "Enable/disable logistics while moving"
  • German (native) and French (third language) translations.
Edit: The info below is outdated. If you want to help translate this mod, go on Crowdin.

All localisations have been reworked. You want to translate this mod to your language? Great! Just replace everything that is on the right side of a "=" in the following text with a translation. It shouldn't take longer than 5 minutes. Send it to me with the name of the language you translated in and I will include it in the next update. Thank you very much!
Everything that needs to be translated
Last edited by ickputzdirwech on Sun Apr 18, 2021 4:01 pm, edited 4 times in total.
Mods: Shortcuts for 1.1, ick's Sea Block, ick's vanilla tweaks
Tools: Atom language pack
Text quickly seems cold and unfriendly. Be careful how you write and interpret what others have written.
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Re: [MOD 1.0] Shortcuts for 1.0

Post by burninghey »

How to get more slots for the shortcut bar? somehow i'm locked to 12 buttons max.
when clicking the 3 points to access options, there are more slots shown. but can't use them

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Re: [MOD 1.0] Shortcuts for 1.0

Post by ickputzdirwech »

The maximum number of columns is 6. This is a base game limitation. The empty spaces you see are just a visual thing in order to make the shortcut bar and the shortcut menu the same width.

You can however increase the number of rows to up to 4. You can change it in settings -> interface -> other -> number of shortcut bar rows. I personally recommend using the keyboard inputs as much as possible and removing the shortcuts from the bar that you remember consistently. You can customise the key binds in settings -> controls -> tools (for vanilla shortcuts) and settings -> controls -> Mods -> Shortcuts for 1.0 (for shortcuts from my mod). Shortcuts that you use very rarely can be accessed from the shortcuts menu by clicking on the icons.
Mods: Shortcuts for 1.1, ick's Sea Block, ick's vanilla tweaks
Tools: Atom language pack
Text quickly seems cold and unfriendly. Be careful how you write and interpret what others have written.
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Re: [MOD 1.1] Shortcuts for 1.1

Post by ickputzdirwech »

Version 1.1.2 was released today. I updated the first post accordingly. Highlights of the new version are:
  • New shortcut "Toggle personal logistics requests"
  • New shortcut "Train Manual mode"
  • Since version 1.1.0 the mod is compatible with Factorio 1.1
Mods: Shortcuts for 1.1, ick's Sea Block, ick's vanilla tweaks
Tools: Atom language pack
Text quickly seems cold and unfriendly. Be careful how you write and interpret what others have written.
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Re: [MOD 1.1] Shortcuts for 1.1

Post by jamiechi1 »

Thanks for updating this mod. I added a setting in my copy to allow one to change the default grid size from 32 to anything else. I use 48 mostly.
I wonder if anyone else would find this useful.
Added to settings.lua:

Code: Select all

  -- adding grid-size settings
  {
    type = "int-setting",
    name = "grid-size",
    localised_name = {"", {"gui.grid"}, " ", {"gui-map-generator.count"}},
    setting_type = "runtime-per-user",
    default_value = 32, -- I normally use 48
    minimum_value = 2
  },
Change to control.lua near line 436:
(Look for the '-- grid_size' comments. 5 lines replace '32' with a variable.)

Code: Select all

    -- Opts
    local settings = settings.get_player_settings(player)
    local grid_size = settings["grid-size"].value   -- add grid-size value
    local radius = settings["grid-radius"].value
    local step = settings["grid-step"].value
    local thinn_width = settings["grid-line-width"].value
    local thicc_width = settings["grid-chunk-line-width"].value
    local chunk_align = settings["grid-chunk-align"].value
    local ground_grid = settings["grid-ground"].value

    local center_x = math.floor(player.position.x)
    local center_y = math.floor(player.position.y)
    if chunk_align == true then
      center_x = math.floor(player.position.x/grid_size)*grid_size  -- grid_size change
      center_y = math.floor(player.position.y/grid_size)*grid_size  -- grid_size change
    end
    -- game.print(center_x .. ", " .. center_y)
    for i=-radius,(radius),step do
      if (center_x+i) % grid_size == 0 then  -- grid_size change
        width = thicc_width
      else
        width = thinn_width
      end
      local line = rendering.draw_line{
        color = {r = 0, g = 0, b = 0, a = 1},
        width = width,
        from = {center_x+i,center_y+radius},
        to = {center_x+i,center_y-radius},
        surface = player.surface,
        players = {player},
        draw_on_ground = ground_grid
      }
      global.shortcuts_grid[player_index][#global.shortcuts_grid[player_index]+1] = line

      if (center_y+i) % grid_size == 0 then  -- grid_size change
        width = thicc_width
      else
        width = thinn_width
      end

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Re: [MOD 1.1] Shortcuts for 1.1

Post by ickputzdirwech »

Thanks for the suggestion! I will hopefully have time to take a closer look in the next few days.
Mods: Shortcuts for 1.1, ick's Sea Block, ick's vanilla tweaks
Tools: Atom language pack
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Re: [MOD 1.1] Shortcuts for 1.1

Post by ickputzdirwech »

Version 1.1.14 was released today. Highlights of the changes since version 1.1.2 are:
  • Ghosts of artillery turrets and waggons can now be selected and enabled/disabled with the artillery cannon fire toggle.
  • Not connected spidertron remotes will now be removed from the player inventory if you use the shortcut.
  • If you connect a spidertron remote, spidertron remotes in the player inventory that are either connected with the same spidertron or are not connected will be removed.
  • Added a setting for the primary grid size, default 32 (size of a chunk).
  • Lots of bugfixes.
jamiechi1 wrote:
Fri Mar 05, 2021 3:43 pm
I added a setting in my copy to allow one to change the default grid size from 32 to anything else.
Thanks for the idea! I never looked at this part of the code until now but I noticed some issues while I was working in it today. Please let me know if you encounter any bugs. Feedback is also very welcome regarding the changes I made to the settings.
Mods: Shortcuts for 1.1, ick's Sea Block, ick's vanilla tweaks
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Re: [MOD 1.1] Shortcuts for 1.1

Post by Fishy »

Hello, this mod https://mods.factorio.com/mod/landmine-thrower has a targeting remote that ought to have a shortcut in your wonderful mod.

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Re: [MOD 1.1] Shortcuts for 1.1

Post by ickputzdirwech »

Fishy wrote:
Thu Mar 11, 2021 2:18 pm
Hello, this mod https://mods.factorio.com/mod/landmine-thrower has a targeting remote that ought to have a shortcut in your wonderful mod.
Done. Thank you for the idea! The icon is a grenade for now. I am really bad in making new icons so I just took something from the base game that was somewhat related.

I updated the first post according to version 1.1.15.
Mods: Shortcuts for 1.1, ick's Sea Block, ick's vanilla tweaks
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Re: [MOD 1.1] Shortcuts for 1.1

Post by Fishy »

Awesome! Thanks!

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Re: [MOD 1.1] Shortcuts for 1.1

Post by ickputzdirwech »

Version 1.1.16 was released today. I updated the first post accordingly. This are the most important changes:
  • New shortcut: "Vehicle: Driver is gunner".
  • New shortcut: "Spidertron: Logistic request".
  • Added option for an all-in-one deconstruction planner for all environment entities (new default).
  • Added support for "Advanced Artillery Remotes Continued" by azaghal.
  • Removed shortcut "Spidertron: Auto targeting without gunner" since it doesn't make sense if you have to sit in a spidertron in order to use it.
  • Removed support for the following mods that weren't updated to 1.1 (if they get updated in the future they will of course be supported again): AdvArtilleryRemotes, Orbital Ion Cannon, OutpostPlanner, OutpostPlannerUpdated and QoL-TempStations.
  • The cliff/fish/item on ground deconstruction planner now picks up modded entities.
Mods: Shortcuts for 1.1, ick's Sea Block, ick's vanilla tweaks
Tools: Atom language pack
Text quickly seems cold and unfriendly. Be careful how you write and interpret what others have written.
- A reminder for me and all who read what I write

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[MOD 1.1] Shortcuts for 1.1

Post by NameDuckling770 »

Can you please add the option to turn off the shield equipment? (I own the game on another account, so I can’t use the mod page itself.)

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