It's also a feature in 1.1.5 where you can mark it on the map.niki_dev wrote: ↑Sat Dec 12, 2020 7:34 am Quick question: Is there a mod or feature that allows you to FIND WHERE you are producing a certain item, on the map?
I use logistic bots, and I didn't label everything, so, for example: It's impossible to find the one Assembling Machine that is producing Chemical Plants, when I have over 1k Assembling Machines.
EDIT: Found a mod that does it! https://mods.factorio.com/mod/BeastFinder
Ty!
Simple Questions and Short Answers
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Re: Simple Questions and Short Answers
Can you explain, what you mean by that?wobbycarly wrote: ↑Sat Dec 12, 2020 8:58 am It's also a feature in 1.1.5 where you can mark it on the map.
Re: Simple Questions and Short Answers
You’re “supposed” to be doing that organically. Designing your own stuff, only using someone else’s BP if you absolutely have to.niki_dev wrote: ↑Sat Dec 12, 2020 7:34 am Quick question: Is there a mod or feature that allows you to FIND WHERE you are producing a certain item, on the map?
I use logistic bots, and I didn't label everything, so, for example: It's impossible to find the one Assembling Machine that is producing Chemical Plants, when I have over 1k Assembling Machines.
EDIT: Found a mod that does it! https://mods.factorio.com/mod/BeastFinder
Ty!
So you should “know” where you set up this production or that production. You should “know” where you set up a mall for infrastructure production. You should “know” where you set up green circuits, rocket fuel, etc. production areas.
Re: Simple Questions and Short Answers
Have you considered that other people might not like to play the game in that way? I know enough about Factorio to know it's designed to be played however I enjoy to play it. My setup has a specific problem, and it's easier to use a mod to solve the problem than to spend literal weeks re-designing and sorting my enormous base into neat little areas.
Anyway, as stated, the problem is solved by BeastFinder. Absolutely fantastic mod!
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Sorry for my brief cryptic comment... In the same way you can turn pollution on an off (using the icons under the mini-map) you can also enable "Show assembler recipe" (or similar) in the same location. Then in map view, you can see what each assembler is producing.Impatient wrote: ↑Sat Dec 12, 2020 10:13 amCan you explain, what you mean by that?wobbycarly wrote: ↑Sat Dec 12, 2020 8:58 am It's also a feature in 1.1.5 where you can mark it on the map.
Re: Simple Questions and Short Answers
Ah, you mean the ALT-Overlay (press left ALT key on the keyboard).wobbycarly wrote: ↑Sun Dec 13, 2020 5:50 amSorry for my brief cryptic comment... In the same way you can turn pollution on an off (using the icons under the mini-map) you can also enable "Show assembler recipe" (or similar) in the same location. Then in map view, you can see what each assembler is producing.Impatient wrote: ↑Sat Dec 12, 2020 10:13 amCan you explain, what you mean by that?wobbycarly wrote: ↑Sat Dec 12, 2020 8:58 am It's also a feature in 1.1.5 where you can mark it on the map.
Re: Simple Questions and Short Answers
Not exactly. Since 1.1.x you can set recipes and robots visible in map view, upper right.
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Holy manoly. That is just great. Thanks for the hint!
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Not entirely correct. You could do that since at least 1.0, but it was hidden in the debug options.
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Re: Simple Questions and Short Answers
Sorry, I tend to play single player, where everything that’s been done in the game was either built by me, removed/tweaked by me, or destroyed by biters. I don’t really have experience playing games where someone else has designed and placed things. I tend to ignore the multiplayer aspect of this awesome game.niki_dev wrote: ↑Sun Dec 13, 2020 12:23 amHave you considered that other people might not like to play the game in that way? I know enough about Factorio to know it's designed to be played however I enjoy to play it. My setup has a specific problem, and it's easier to use a mod to solve the problem than to spend literal weeks re-designing and sorting my enormous base into neat little areas.
Anyway, as stated, the problem is solved by BeastFinder. Absolutely fantastic mod!
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Besides which, your base gets big enough, sometimes you forget things. :v
Re: Simple Questions and Short Answers
I have downloaded a save from a server, where I am not allowed to edit permissions. I also do not have a permission to use editor in this save. I would like to use the editor though. How do I give myself the permission in the single player?
Re: Simple Questions and Short Answers
Usually, when you load a save in single player, your role is set to admin automatically. Type into the console and see if you can change something.
Code: Select all
/admin
Re: Simple Questions and Short Answers
It says the command can be used only in a multiplayer game. The command "/admins" shows me as an admin though. I still do not have permissions, even though I am an admin.Impatient wrote: ↑Sat Dec 19, 2020 11:03 am Usually, when you load a save in single player, your role is set to admin automatically. Typeinto the console and see if you can change something.Code: Select all
/admin
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Being unable to set permissions in
although in single player, is weird.
I tested it and yes, once locked out, there is no getting in via permissions GUI or permissions command.
Code: Select all
/permissions
I tested it and yes, once locked out, there is no getting in via permissions GUI or permissions command.
Re: Simple Questions and Short Answers
See here:
60739
Maybe, if you convert the savegame into a scenario, make sure that permissions are not set in the scenario scripts and make a new game out of that scenario, all permissions are reset.
Edit: It worked for me. savegame -> scenario -> new game from scenario, put me into the default group again. All equipment and inventory of my former character was lost. Obviously, as all players and characters were removed.
Edit 2: But it does not work, if the permissions were removed from the default group.
60739
Maybe, if you convert the savegame into a scenario, make sure that permissions are not set in the scenario scripts and make a new game out of that scenario, all permissions are reset.
Edit: It worked for me. savegame -> scenario -> new game from scenario, put me into the default group again. All equipment and inventory of my former character was lost. Obviously, as all players and characters were removed.
Edit 2: But it does not work, if the permissions were removed from the default group.
Re: Simple Questions and Short Answers
Yes, permissions were removed from the default group
Re: Simple Questions and Short Answers
After some trial &error, here is the solution:
- Go to the save games folder and find the savegame zip-file.
- Make a backup copy of the savegame zip-file.
- Unpack the savegame zip-file and delete it. You have a savegame folder now instead of a zip-file.
- Inside this save folder look if it has a file called control.lua on the top level.
- If yes, then search the file or any "required" files (other files which are referenced with the "require" keyword) if they contain a function called "on_tick".
- If there is no control.lua create it on the top level inside the save folder.
- If there is no
on_initon_tick function, then put this at the end of the file control.lua:Code: Select all
local function on_tick(event) end script.on_event(defines.events.on_tick, on_tick)
- Once you have found or created
on_initon_tick, put this at the beginning ofon_initon_tick (change __YourPlayerName__ to your ingame player name):Code: Select all
if global.permissions_fixed == nil then global.permissions_fixed = true local default_group = game.permissions.get_group("Default") for k, v in pairs(defines.input_action) do default_group.set_allows_action(v, true) end default_group.add_player("__YourPlayerName__") end
- Load the savegame. You don't need to zip up the folder.
After you regained all permissions, I recommend to remove whatever code you added to the save game. Registering an on_tick event handler is a sin regarding UPS friendliness. Just save the game, unzip the savegame, undo all code additions and load the changed save again.
Last edited by Impatient on Sun Dec 20, 2020 9:52 am, edited 3 times in total.
Re: Simple Questions and Short Answers
Hey, thanks for the help, it was very useful. The instructions are somewhat unclear though (you use on_init and on_tick interchangeably). The following code, put at the end of control.lua, worked:
Code: Select all
local function on_tick(event)
local default_group = game.permissions.get_group("Default")
for k, v in pairs(defines.input_action) do
default_group.set_allows_action(v, true)
end
end
script.on_event(defines.events.on_tick, on_tick)
Re: Simple Questions and Short Answers
Great!
My bad I wrote on_init where it should be all on_tick.
My bad I wrote on_init where it should be all on_tick.