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[MOD 0.14.22] Free Real Estate (Factorissimo replacement)

Posted: Sat Feb 18, 2017 12:44 am
by Sirenfal
Released, see new thread here: viewtopic.php?f=91&t=42286

Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)

Posted: Sat Feb 18, 2017 4:05 am
by Eliont
Thanks, look interesting.

Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)

Posted: Sat Feb 18, 2017 10:30 am
by Adil
Well, it does run faster, albeit at a cost of not doing things as faithfully.

And it is not very intuitive to use. I liked factorissimo entering mechanic more, and that refresh button sucks, it'd be better if changes were updated at the moment you change settings of the particular relay.

Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)

Posted: Sat Feb 18, 2017 11:46 am
by Eliont
Image

Well, looks not bad and especially renaming ability was very useful, but entering and refreshing must be automated.

Good luck with further development.

Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)

Posted: Sat Feb 18, 2017 12:02 pm
by Sirenfal
Refreshing isn't automated because it's possible for relays to not be empty. Changing a relay type would mean deleting items or fluids, so the button is there to give you a warning before accidentally deleting items.

As for the entrance, it's a personal choice and I may add an option for it, but I don't feel like refactoring that at the moment, so at least for now that'll stay how it is. I hated accidentally entering Factorissimo buildings.

Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)

Posted: Sat Feb 18, 2017 12:21 pm
by Adil
Sirenfal wrote:Refreshing isn't automated because it's possible for relays to not be empty. Changing a relay type would mean deleting items or fluids, so the button is there to give you a warning before accidentally deleting items.
So, don't delete them, spill them\place in additional chest somewhere, or make a gui for setting up particular relay, and give warning in that gui.

Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)

Posted: Sat Feb 18, 2017 12:29 pm
by Sirenfal
Updated OP to 1.0.1 which should resolve two bugs reported on GitHub
Adil wrote:
Sirenfal wrote:Refreshing isn't automated because it's possible for relays to not be empty. Changing a relay type would mean deleting items or fluids, so the button is there to give you a warning before accidentally deleting items.
So, don't delete them, spill them\place in additional chest somewhere, or make a gui for setting up particular relay, and give warning in that gui.
The GUI system in this game is unmanageable enough to suck any fun out of programming for me, and I think that's even more clunky than what's already there now anyway. I don't think the refresh button is going to change.

Liquids can't be spilled.

Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)

Posted: Wed Feb 22, 2017 6:45 pm
by Airat9000
Sirenfal wrote:Updated OP to 1.0.1 which should resolve two bugs reported on GitHub
Adil wrote:
Sirenfal wrote:Refreshing isn't automated because it's possible for relays to not be empty. Changing a relay type would mean deleting items or fluids, so the button is there to give you a warning before accidentally deleting items.
So, don't delete them, spill them\place in additional chest somewhere, or make a gui for setting up particular relay, and give warning in that gui.
The GUI system in this game is unmanageable enough to suck any fun out of programming for me, and I think that's even more clunky than what's already there now anyway. I don't think the refresh button is going to change.

Liquids can't be spilled.
hello man!!! you very good mod in create!!!
;) and can be done so that would have been an icon in the building on top of what is produced inside??

Loader work??
а) it would be convenient if it was possible to connect to the building of the logistic network of the type of reception and bestowal.

а можно сделать так что бы была иконка в здании сверху что производится внутри??
было бы удобно если можно было подключить к зданию логистические сундуки типа прием и отдача.

Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)

Posted: Wed Feb 22, 2017 9:45 pm
by Brathahn
Hi,
is it possible to make the input and output chests work with loaders?
loader.JPG
loader.JPG (33.11 KiB) Viewed 8508 times

Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)

Posted: Wed Feb 22, 2017 10:00 pm
by Airat9000
Brathahn wrote:Hi,
is it possible to make the input and output chests work with loaders?
loader.JPG
I wrote above :) by the way I have updated graphics Add loaders

Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)

Posted: Wed Feb 22, 2017 10:08 pm
by Brathahn
Somehow when i posted mine there was no picture in your post? Whatever i found the solution to make loaders work: :D

just add "player-creation" in the flags of the entity of the input and output chest.
--> prototypes/relays/items.lua
--> flags = {"not-blueprintable", "not-deconstructable", "player-creation"},

Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)

Posted: Wed Feb 22, 2017 10:25 pm
by Airat9000
Brathahn wrote:Somehow when i posted mine there was no picture in your post? Whatever i found the solution to make loaders work: :D

just add "player-creation" in the flags of the entity of the input and output chest.
--> prototypes/relays/items.lua
--> flags = {"not-blueprintable", "not-deconstructable", "player-creation"},
not understand you

Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)

Posted: Wed Feb 22, 2017 10:41 pm
by Brathahn
I also found a bug: when the input or output chest is full the chests stop to transfer items even if the output chest is empty again.
so i took a look in your code and found this:
-->factory/input_relays/items.lua

Code: Select all

	-- if all stack slots are consumed (fastest way to check)
	if(not self.input.can_insert('fre_factory_transit') or not self.output.can_insert('fre_factory_transit')) then
		return
	end
i commented it out for the lulz and it seems to work fine now. Maybe sirenfal can explain what this is supposed to do?
I think some sort of anti lag protection for full chests?

Sorry to dissect your mod like that..
Anyways, great job on the mod! :D

Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)

Posted: Thu Feb 23, 2017 7:25 am
by Sirenfal
New download here: https://github.com/sirenfal-factorio/Fr ... _1.0.2.zip

Airat9000 wrote:hello man!!! you very good mod in create!!!
;) and can be done so that would have been an icon in the building on top of what is produced inside??

Loader work??
а) it would be convenient if it was possible to connect to the building of the logistic network of the type of reception and bestowal.

а можно сделать так что бы была иконка в здании сверху что производится внутри??
было бы удобно если можно было подключить к зданию логистические сундуки типа прием и отдача.
Loaders are fixed in 1.0.2 (thanks Brathahn!). I may add both of the features you requested in a future release, but at least for now I won't have the free time to do it for awhile. In the meantime this is why factories can be renamed, so I suggest using that!
Brathahn wrote:I also found a bug: when the input or output chest is full the chests stop to transfer items even if the output chest is empty again.
so i took a look in your code and found this:
-->factory/input_relays/items.lua

Code: Select all

	-- if all stack slots are consumed (fastest way to check)
	if(not self.input.can_insert('fre_factory_transit') or not self.output.can_insert('fre_factory_transit')) then
		return
	end
i commented it out for the lulz and it seems to work fine now. Maybe sirenfal can explain what this is supposed to do?
I think some sort of anti lag protection for full chests?

Sorry to dissect your mod like that..
Anyways, great job on the mod! :D
It shouldn't be checking the input chest, I'm not sure why I did that. I fixed this in 1.0.2, thanks for your help. Saved me time debugging, you got the right issue :D

I'd appreciate any input you have on the recipes for the factory. I'd like to make a more complicated production chain eventually as a precursor to making other factory sizes, and I'm not sure if these are expensive enough considering what they do. I'm happy some people like it :P

Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)

Posted: Thu Feb 23, 2017 9:25 am
by Airat9000
Sirenfal wrote:New download here: https://github.com/sirenfal-factorio/Fr ... _1.0.2.zip

Airat9000 wrote:hello man!!! you very good mod in create!!!
;) and can be done so that would have been an icon in the building on top of what is produced inside??

Loader work??
а) it would be convenient if it was possible to connect to the building of the logistic network of the type of reception and bestowal.

а можно сделать так что бы была иконка в здании сверху что производится внутри??
было бы удобно если можно было подключить к зданию логистические сундуки типа прием и отдача.
Loaders are fixed in 1.0.2 (thanks Brathahn!). I may add both of the features you requested in a future release, but at least for now I won't have the free time to do it for awhile. In the meantime this is why factories can be renamed, so I suggest using that!
Brathahn wrote:I also found a bug: when the input or output chest is full the chests stop to transfer items even if the output chest is empty again.
so i took a look in your code and found this:
-->factory/input_relays/items.lua

Code: Select all

	-- if all stack slots are consumed (fastest way to check)
	if(not self.input.can_insert('fre_factory_transit') or not self.output.can_insert('fre_factory_transit')) then
		return
	end
i commented it out for the lulz and it seems to work fine now. Maybe sirenfal can explain what this is supposed to do?
I think some sort of anti lag protection for full chests?

Sorry to dissect your mod like that..
Anyways, great job on the mod! :D
It shouldn't be checking the input chest, I'm not sure why I did that. I fixed this in 1.0.2, thanks for your help. Saved me time debugging, you got the right issue :D

I'd appreciate any input you have on the recipes for the factory. I'd like to make a more complicated production chain eventually as a precursor to making other factory sizes, and I'm not sure if these are expensive enough considering what they do. I'm happy some people like it :P
it would be good to make icons, when you press the ALT key (when you can see what resource in the building). That was easier to navigate easier.

б) And the idea on account of the complexity of the recipe you 2-3 choices to make.. to Make a recipe for the regular version using a lot of boards..
Or Bob and the angels mods - with more complicated recipes.

хорошо бы сделать иконки, когда нажимаешь кнопку ALT (когда видно какой ресурс в здании). Что было удобнее ориентироваться легче.

б) А идея по-счет сложности рецепта, можно 2-3 вариантах сделать.. Сделать рецепт для обычной версии используя много плат..
Или боб и ангелс моды - с ними еще сложнее рецепты.

Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)

Posted: Thu Feb 23, 2017 9:59 am
by Airat9000
and icons
example
what's on the inside, the product is manufactured
ALT button

Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)

Posted: Thu Feb 23, 2017 1:54 pm
by Airat9000
by the way I had an idea. And can be done instead of the normal chest in the logistics chest

кстати появилась идея. А можно сделать вместо нормального chest в логистические chest

Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)

Posted: Thu Feb 23, 2017 6:21 pm
by Brathahn
Thanks for the quick fix.
Unfortunately there is another bug.
This time with the electric network:
When you place a Factory Building in the blue electric field of a pole so that just the lower tiles are affected, the factory will still show the "not conneted" sign. There is also a size difference in the symbols.
fre1.JPG
fre1.JPG (45.44 KiB) Viewed 8431 times
fre2.JPG
fre2.JPG (48.93 KiB) Viewed 8431 times
I think there is some kind of ghost building inside the factory building with wrong dimensions. Another hint for that is the small teal cross in the middle of the building thats showing when hovering a power pole over it.
fre3.JPG
fre3.JPG (33.23 KiB) Viewed 8431 times

Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)

Posted: Fri Feb 24, 2017 1:09 am
by Sirenfal
Brathahn wrote:Thanks for the quick fix.
Unfortunately there is another bug.
This time with the electric network:
When you place a Factory Building in the blue electric field of a pole so that just the lower tiles are affected, the factory will still show the "not conneted" sign. There is also a size difference in the symbols.

I think there is some kind of ghost building inside the factory building with wrong dimensions. Another hint for that is the small teal cross in the middle of the building thats showing when hovering a power pole over it.
This should be fixed too now. I updated the same URL as before (1.0.2). Thanks for the report <3

Re: [MOD 0.14.22] Free Real Estate (Factorissimo replacement)

Posted: Fri Feb 24, 2017 11:46 am
by Airat9000
Sirenfal wrote:
Brathahn wrote:Thanks for the quick fix.
Unfortunately there is another bug.
This time with the electric network:
When you place a Factory Building in the blue electric field of a pole so that just the lower tiles are affected, the factory will still show the "not conneted" sign. There is also a size difference in the symbols.

I think there is some kind of ghost building inside the factory building with wrong dimensions. Another hint for that is the small teal cross in the middle of the building thats showing when hovering a power pole over it.
This should be fixed too now. I updated the same URL as before (1.0.2). Thanks for the report <3
idea in logistic chest varian in power?