How to make mod's action undoable?
How to make mod's action undoable?
My mod marks an entity for deconstruction, however when I hit undo, the ghost is not placed back. Is there any way I could integrate my mod with the undo functionality?
Re: How to make mod's action undoable?
Did you manage to find a solution? I have this problem too. It has been a month so if you didn't find a solution did you make a modding interface request?
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Re: How to make mod's action undoable?
I haven't found a solution, neither did I few other modders who received such requests for their mods. I haven't raised a modding interface request.
Re: How to make mod's action undoable?
But you are going to do that now? Post a link here when you do please
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Re: How to make mod's action undoable?
Nope. Waste of time. They won't do it anyway. At least not until one of them needs that for their mod, in which case they won't need my request.
Re: How to make mod's action undoable?
Their... mod?
Now I'm qonfused. Are you calling Wube modders because they made "base", the most popular mod of all?
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Re: How to make mod's action undoable?
I am not talking about base. I am talking about mods that Wube developers write, e.g.: https://mods.factorio.com/user/Bilka
https://steamcommunity.com/id/jarcionek ... ded/427520
Requesting anything from Wube developers is a waste of time. They will either implement something because they want/need it, or they will do nothing at all, even if users request it.
https://steamcommunity.com/id/jarcionek ... ded/427520
Requesting anything from Wube developers is a waste of time. They will either implement something because they want/need it, or they will do nothing at all, even if users request it.
Re: How to make mod's action undoable?
Not Recommended: 281.3 hrs last two weeks
Then talks about how good it was in the past. Is this some sort of joke?
The devs are the best part of Factorio (Hi Bilka!). They always keep exceeding all expectations that would be reasonable to have for any other dev team to such a degree that they have made their own standard to judge everyone else by. They are amazing beyond words and always strive for perfection. But you can't please everyone, and I guess you are the proof of that. Somehow. Yet you keep racking up the hours by the thousands on this game that you can't recommend...
But since you aren't going to I guess I'll write up the modding interface request. I know some at least one other mod than mine that would greatly benefit from this. And that might help me explain why it is needed.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Re: How to make mod's action undoable?
Not sure if you've noticed, but the game is about automation. At certain point it plays on its own.
I am glad that you didn't need me for that after all. Now Bilka will implement it for you and problem solved!
Re: How to make mod's action undoable?
486 implemented interface requests in the forum and countless others introduced simply by talking to the devs on discord beg to differ. Wube's support for modders is absolutely stellar.
- Deadlock989
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Re: How to make mod's action undoable?
This is total nonsense. I have had several parameters added to recipe prototypes, and had the way entity prototypes work been tweaked, because I made a good case for them, and no-one at Wube has ever used them in a mod to my knowledge. Pull your finger out.
Re: How to make mod's action undoable?
Lucky you. 90% of requests I have made where either trashed or left with no response and I have also seen the same story for many of other people's requests.
- Deadlock989
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- Posts: 2529
- Joined: Fri Nov 06, 2015 7:41 pm
Re: How to make mod's action undoable?
It must just be you then. Wonder why.
Re: How to make mod's action undoable?
At least I can read.
- Deadlock989
- Smart Inserter
- Posts: 2529
- Joined: Fri Nov 06, 2015 7:41 pm
Re: How to make mod's action undoable?
OK, I'll retract that.
It must just be you and people like you who can't be bothered.
I'd also note that in English, "you" can be plural, but let's not get into basic syntax.
It must just be you and people like you who can't be bothered.
I'd also note that in English, "you" can be plural, but let's not get into basic syntax.