Basically it works like a normal deconstruction planner, which causes bots to take items from belts. I'm affraid there is nothing I can do about that.I would really like it if it didn't pick up the items on the belts, that breaks the mod for me since i don't want all of the items on my belts in storage chests everywhere, even if it is a one-time thing. I would appreciate an option to not take the items from the belts.
[MOD 0.16] Upgrade planner
Re: [MOD 0.12.1] Upgrade planner - v1.1.4
My mods
Re: [MOD 0.12.1] Upgrade planner - v1.1.4
Instead of taking the belt and items like the deconstruction planner, maybe you take only the belt, and leave the items (as if you have a full inventory and you took the belt yourself) and then place the next belt with all the items snapping back onto it. Just a suggestion if maybe this is possible to code, otherwise the mod is still just fine without it. Great mod!
Re: [MOD 0.12.1] Upgrade planner - v1.1.4
If you mark a belt for deconstruction, robots will take items from it before deconstructing it. Same thing with chests - if you mark a chest for deconstruction it will have to be emptied first.
My mods
Re: [MOD 0.12.1] Upgrade planner - v1.1.4
Didn't work on new game in 0.12.4
The GUI didn't show up at all, only yellow blueprint.
I tested it by using Test Mode, all mod disabled except Upgrade Planner.
The GUI didn't show up at all, only yellow blueprint.
I tested it by using Test Mode, all mod disabled except Upgrade Planner.
Re: [MOD 0.12.1] Upgrade planner - v1.1.4
I also am experiencing difficulties with the mod in 12.4. No GUI button and the deconstructors crash.
Re: [MOD 0.12.1] Upgrade planner - v1.1.4
i am also have the same issue, the button is not showing up to change preferences
Re: [MOD 0.12.1] Upgrade planner - v1.1.5
The problem with GUI button not appearing is fixed in v1.1.5, sorry about that.
My mods
Re: [MOD 0.12.1] Upgrade planner - v1.1.5
thx for the 1.1.5 ..
Your mod is very useful and great fun.
Unfortunately, he did not work from time to time, and blocked the game.
But I think the problem is caused not only by their mod, but also of Treefarm_lite.
In its version 1.1.5 now the game crashes since the start.
The following message appears:
Error while running event handler:
Treefarm-Lite __control.lua:289
Error while running the event handler:
__upgrade-planner __control.lua 554:
LuaItemStack Api call when LuaItemStack was invalid.
My versions:
- Factorio is up to date and 64-bit.
- upgrade-planner 1.1.5
- Treefarm-Lite 0.2.0
- Treefarm AC 0.2.1
- Alien Seed 0.4.0
Thank you for your many work.
Your mod is very useful and great fun.
Unfortunately, he did not work from time to time, and blocked the game.
But I think the problem is caused not only by their mod, but also of Treefarm_lite.
In its version 1.1.5 now the game crashes since the start.
The following message appears:
Error while running event handler:
Treefarm-Lite __control.lua:289
Error while running the event handler:
__upgrade-planner __control.lua 554:
LuaItemStack Api call when LuaItemStack was invalid.
My versions:
- Factorio is up to date and 64-bit.
- upgrade-planner 1.1.5
- Treefarm-Lite 0.2.0
- Treefarm AC 0.2.1
- Alien Seed 0.4.0
Thank you for your many work.
Re: [MOD 0.12.1] Upgrade planner - v1.1.5
I am getting the following error:
i'm using a heavily modded version though.
i'm using a heavily modded version though.
Re: [MOD 0.12.1] Upgrade planner - v1.1.6
I couldn't reproduce this error, but I think I managed to fix it in v1.1.6. Sorry for inconvenience.__upgrade-planner __control.lua 554:
LuaItemStack Api call when LuaItemStack was invalid.
My mods
Re: [MOD 0.12.1] Upgrade planner - v1.1.6
I've tried the version 1.1.6. Until now, everything runs without error. Thanks for the quick correction. Your mod is great fun.
Re: [MOD 0.12.1] Upgrade planner - v1.1.6
Is it possible to add feature to replace building of different types, as long as their size is the same?
I use basic Assembling Machine 1 as "placeholder" for 3x3 building (usually beacon), this will mark which area that i can't build when i put new Assembly Machine 2/chemical plant.
It would be great if i just can replace that assembly machine 1 to beacon automatically using this mod.
I use basic Assembling Machine 1 as "placeholder" for 3x3 building (usually beacon), this will mark which area that i can't build when i put new Assembly Machine 2/chemical plant.
It would be great if i just can replace that assembly machine 1 to beacon automatically using this mod.
Re: [MOD 0.12.1] Upgrade planner - v1.1.6
It is very easy to do - there is a code that prevents an upgrade if items are not the same type, removing this code would allow to replace anything without restrictions. However, I'm not sure it is a good idea... if you want, you may change mod on your own. Just open control.lua file, find this code:waduk wrote:Is it possible to add feature to replace building of different types, as long as their size is the same?
I use basic Assembling Machine 1 as "placeholder" for 3x3 building (usually beacon), this will mark which area that i can't build when i put new Assembly Machine 2/chemical plant.
It would be great if i just can replace that assembly machine 1 to beacon automatically using this mod.
Code: Select all
if get_type(stack.name) ~= get_type(related) then
gui_display_message(frame, false, "upgrade-planner-item-not-same-type")
return
end
My mods
Re: [MOD 0.12.1] Upgrade planner - v1.1.6
I would like to move this to helper mods. any reasons against?
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
Re: [MOD 0.12.1] Upgrade planner - v1.1.6
Sure thing, I wasn't sure where I should post it. How about my other mod, displaying range of turrets? I think it is similar in way it works.ssilk wrote:I would like to move this to helper mods. any reasons against?
My mods
Re: [MOD 0.12.1] Upgrade planner - v1.1.6
Thanks for the guidance, it works wonderfully.
http://i.imgur.com/zJW24nX.gifv
But as precaution, i will always save before i use this unintended usage
http://i.imgur.com/zJW24nX.gifv
But as precaution, i will always save before i use this unintended usage
Re: [MOD 0.12.1] Upgrade planner - v1.1.6
here as a small thank the German translation - if you want
- Attachments
-
- in_locale_de_names.cfg
- (94 Bytes) Downloaded 275 times
-
- in_script_locale_de.cfg
- (1.27 KiB) Downloaded 339 times
Re: [MOD 0.12.1] Upgrade planner - v1.1.6
Is "Upgrade Planner" button really necessary?
The GUI could be easily accessed by right clicking on Upgrade Planner item, just like clearing blueprint.
Both ways could be available with option to hide the big and ugly button
The GUI could be easily accessed by right clicking on Upgrade Planner item, just like clearing blueprint.
Both ways could be available with option to hide the big and ugly button
Re: [MOD 0.12.1] Upgrade planner - v1.1.6
I don't think that accessing GUI with right clicking is possible with current state of modding API.irbork wrote:Is "Upgrade Planner" button really necessary?
The GUI could be easily accessed by right clicking on Upgrade Planner item, just like clearing blueprint.
Both ways could be available with option to hide the big and ugly button
My mods