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Re: [MOD 0.15] Bluebuild rewritten

Posted: Sat Jul 08, 2017 9:12 am
by gheift
Thanks for the report, I forgot do declare the function at the top of the file. Now it should work.
https://mods.factorio.com/mods/gheift/g ... /downloads

Kind regards,
Gerhard

Re: [MOD 0.15] Bluebuild rewritten

Posted: Fri Jul 21, 2017 2:34 am
by Reika
The mod does not appear to be doing anything; I decon-planned some trees with no effect, even when standing still. Am I doing something wrong?

Re: [MOD 0.15] Bluebuild rewritten

Posted: Fri Jul 21, 2017 4:20 am
by 5thHorseman
Reika wrote:The mod does not appear to be doing anything; I decon-planned some trees with no effect, even when standing still. Am I doing something wrong?
You need to enable building with shift-K, and destroying with shift-L.

It seems annoying now but it's important when you have roboports.

Re: [MOD 0.15] Bluebuild rewritten

Posted: Fri Jul 21, 2017 6:08 am
by Reika
5thHorseman wrote:
Reika wrote:The mod does not appear to be doing anything; I decon-planned some trees with no effect, even when standing still. Am I doing something wrong?
You need to enable building with shift-K, and destroying with shift-L.

It seems annoying now but it's important when you have roboports.
This should be mentioned somewhere.


Also, can I make this persistent? It resets every time I reload.

Re: [MOD 0.15] Bluebuild rewritten

Posted: Sat Nov 18, 2017 4:11 pm
by Ranakastrasz
Not Multiplayer Compatible.
The mod does not work after saving and loading in multiplayer, giving an error.
Generally this is because of using OnLoad, but I cannot be certain. Its been a while.

Re: [MOD 0.15] Bluebuild rewritten

Posted: Thu Aug 02, 2018 5:58 pm
by mrvn
Any plans of releasing a 0.16 version? The original bluebuild causes the UPS to drop beyond playable.

Re: [MOD 0.15] Bluebuild rewritten

Posted: Mon Aug 06, 2018 10:57 am
by mrvn
I've patched bluebuild for 0.16 and fixed some bugs. One issue was a use of player as array index where player_index was mend.

The other is an assertion failure when removing items before reviving a ghost. Somehow items get left on the ground and are returned when reviving the ghost. Something the code asserts is not happening. It might be a problem with building enabled and deconstruction disabled, not sure.

I did two things there:

1) call surface.can_place_entity() before reviving the ghost. This adds another check weather placement is allowed at all. In the end I'm not sure this helps but I had it added first.

2) spill any items picked up from reviving the ghost on the ground around it It basically just pushes items around to make space if they can't be picked up for some reason. No more breaking a game because the assertion failed.

The next problem was that mining things would put them into the quickbar and quickbar only. Once that was full no more mining succeeded. I simplified the mining functions for that. There are player.mine_item/entity functions and I simply called them instead of all that code to handle mining.

If you're interested in patches let me know.