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blueprinttools's Issues

Save previously selected tile and border in "tile-gui"

Is your feature request related to a problem? Please describe.

My main use-case for the mod would be to add landfill under some rails on nauvis, and to add space-platforms under my factory in space( playing space-exploration)
With this mainly being a QOL mod I feel like my life could be improved even more with having to do less clicks.

Describe the solution you'd like

  • I would like the add-tiles feature to save my previously selected tile-type and border-size, while still allowing me to change it using the current gui (just pre-select the previously use values)
  • I would like to have a mod-setting (csv-separated string with tile prototype names) to blacklist specific tile types since they don't make sense as a Ghost (K2-Biter-Creep for example)

Crash when setting tiles on blueprint with only transport drone road tiles

Describe the Bug

blueprint tools crashes when setting tiles on a blueprint with only transport drone road tiles in it:

The mod Blueprint Tools (1.0.0) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event BlueprintTools::on_gui_click (ID 1)
__BlueprintTools__/scripts/processors/set-tiles.lua:67: bad argument #1 of 2 to 'pairs' (table expected, got nil)
stack traceback:
	[C]: in function 'pairs'
	__BlueprintTools__/scripts/processors/set-tiles.lua:67: in function 'set_tiles'
	__BlueprintTools__/scripts/gui/set-tiles.lua:112: in function 'handle_action'
	__BlueprintTools__/control.lua:103: in function <__BlueprintTools__/control.lua:86>

Quick edit to add that this crash happens regardless of what kind of tiles are used. I believe it happens because the script is expecting an entity in the blueprint, but there are no entities, only tiles.

To Reproduce

Steps to reproduce the behavior:

  1. Install the transport drones mod
  2. make a blueprint with only road tiles
  3. set tiles as landfill to be placed under the road tiles
  4. See error

Be certain to reproduce the issue on the same save file that you upload.

Save file & Username

reddit community map may 2021.zip
username is asher_sky

Log file

factorio-current.log

configure key binding does nothing

Describe the Bug

I press shift-b to "configure" and nothing happens.

To Reproduce

Just press shift-b and nothing happens. Pick up a blueprint (from the library) and press shit-b and still nothing happens.

Save file & Username

Playing nullius mod.

Log file

Nothing in the logs from BlueprintTools.

Error on shifting grid for copied blueprint

Description

This seems only to happen when you try to shift the grid of a blueprint that contains only tiles. I have Dectorio installed, but it happens with vanilla tiles, so I'm unsure if it's related.
image

Reproduction

Try creating a blueprint with only tiles, turning on grid snapping, then shift + [direction]

Feature question

Does this mod allow you to quickly add landfill to a blueprint (or better yet to all blueprints in a book)? If not, that would be a great feature so the user doesn't have to go through this routine. I saw in your mod description that you said 'tiles' but I wasn't sure if that included landfill or not.

Cheers

Update: Looks like this feature works with single blueprints but not a collection of blueprints in a book yet.

keys to move the blueprint grid

One thing I sometimes found I'd like to have is a keybind to shift the blueprint's global grid without having to enter editing mode. It seems inline with this mod's purpose.

Add option to set tile margin around entity

Description

I've been making wall defense blueprints and I like to use the set tiles feature to add landfill underneath my entities in case of water. When I make a blueprint and use Set Tiles feature, it will place landfill in a big box and I have to go into the blueprint and remove all the extra landfill, or do some magic in editor extensions to get rid of all the extra tiles. See below

image

Instead, it would be nice to have a setting that lets me set the margin around entities so that it will only fill tiles around nearby entities to make it end up looking like this:
image

Reproduction

No response

Leaving the margin field empty produces an error

Describe the Bug

Leaving the margin field empty will produce the following error and send you back to the main menu.

The mod Blueprint Tools (1.2.1) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event BlueprintTools::on_gui_click (ID 1)
__flib__/area.lua:113: attempt to perform arithmetic on local 'delta' (a nil value)
stack traceback:
	__flib__/area.lua:113: in function 'expand'
	__BlueprintTools__/scripts/processors/set-tiles.lua:98: in function 'set_tiles'
	__BlueprintTools__/scripts/gui/set-tiles.lua:142: in function 'handle_action'
	__BlueprintTools__/control.lua:117: in function <__BlueprintTools__/control.lua:100>

To Reproduce

  1. Select a Blueprint
  2. Open the Set Tiles dialog
  3. Remove any entry in the text box labelled Margin
  4. Press Confirm

Be certain to reproduce the issue on the same save file that you upload.

Save file & Username

BPHelperError.zip

In-Game user name is Soggs.

Set Tiles places landfill in wrong positions

Description

Hi,

I'm using Set Tiles functionality of Blueprint Tools for placing landfill under my blueprints. It works great for most of the objects. But it adds unnecessary files when some objects are placed horizontally. It especially breaks the offshore pump since the wrong landfill placement prevents offshore pumps to be placed after.

Screenshot 2024-02-26 163312

Reproduction

  1. Import the blueprint string 0eNq9l++OoyAUxd+FjxttBP+bfYR9g83GUKUtiYJB7GzT+O57tdPa6eAWOsl8alTu7x7hHCpntG0G1ikuNCrOiFdS9Kj4fUY93wvaTPf0qWOoQFyzFnlI0Ha6UpQ3aPQQFzX7iwo8/vEQE5przi7188WpFEO7ZQoG3Cp7DbX7g/ZnhIc62UOVFFMrIPkk9dBp/o2BX3PFqstjMnqfsOSGpUrzpmHq5L/RPQw3gMmG4CyN7/FScSDSy7BgQ2JDj9BeeuwgPbLHhg7Y2B6LHbCJNRbnDtj0ht01A69X1w7Hr61dZi/bxXa5PdbFEjiw57p4Ai/pq6jay9Vpzixmecr8EW5JBYPE0DSmhsT+RVxciO2z6OJCbJ9FF5dg+yw6uWTJYiMr2UrNj8w0s69FBqfWqp086BBFF6x1FF2oxDqILlNAlhjK3a4/SMX8bmg708zGm+vCJdnmgR2Z2ORuJ4VffVDyjSlfD0ox/blDcKVDo9HEC+214kVr+Kg1MbGXuK0gSbggbV5+Cdr0/aKp0D4EY8sFhW3K/Hdy40crE5DcfVpwfYAp5dUTKvmoGrRoJZtyyw70yKEExi2sEh7Xc30/PejZdF1e9c8rJDum3sOKfqDRKHNJa80qXsOS/1dj9lziO+dB3wdh0KKjam5RoJ9outGdoGAQutwp2ZZcdAMM1WpgZtnZUwvcdAZWnsqfAvEq0BTWMPiCp6wkh/gFh613+B6/hcTRb66Cv8N9Yei2Wfp3O1xgsbCRG56s0sl0rJoPXsXdOc1DDd0yOJuhX1TUu+nYU8PNI1P9pSrDUZqTNIvyMMmTcfwHEKaQkQ==
  2. Use Set tiles button with landfill as tile, Fill gaps not selected, Margin: 0
  3. You'll see that horizontal entities has wrong landfill.

The blueprint name cover some function description

This is a Simple question. Sorry that I won't follow the template.
(English is not my native language, I am using some translation tools, sorry. )

Describe the Bug

The blueprint name will cover the function description. Just like the picture.
E 1YOPQE1LZQEQ0KAZ5094Q

To Reproduce

Steps to reproduce the behavior:

  1. Get a non-empty blueprint with a name.
  2. Move to the mod function button.
  3. Try to look over the function description.

GUI artifact when only Blueprint Tools uses top left corner shortcuts.

Description

When using the latest version of Factorio, Factorio Library, and Blueprint Tools, the mod causes a small empty GUI border to appear in the top left corner of the game:
image
The border becomes normal (bigger and filled with shortcuts) when holding a blueprint, or using other mod that has a shortcut there (like Factory Planner).
factorio-current.log

Reproduction

  1. Load a save file with only Blueprint Tools (and the required flib).
  2. See the glitch.

Game crash when grabing blueprint

The mod Blueprint Tools (1.1.0) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event BlueprintTools::on_player_cursor_stack_changed (ID 30)
Index out of inventory bounds.
stack traceback:
[C]: in function '__index'
BlueprintTools/scripts/util.lua:13: in function 'get_blueprint'
BlueprintTools/control.lua:125: in function <BlueprintTools/control.lua:119>

Blueprint Tools does nothing

PLEASE FOLLOW THIS TEMPLATE EXACTLY. ALL OF THIS INFORMATION IS REQUIRED IN ORDER TO BE ABLE TO REPRODUCE AND FIX THE ISSUE.

Describe the Bug

Blueprint tools does nothing, No functionality appears to work at all. Factorio 1.1.38

To Reproduce

factorio-current.log

Steps to reproduce the behavior:

Load Game/Save, try to load/use blueprint tools.
Nothing happens (no shortcuts work)
Rebind shortcuts (shift+alt+b)
Nothing still.
Restart game, reload, save, reload, restart etc. no blueprint tools.

Be certain to reproduce the issue on the same save file that you upload.

Save file & Username

Upload the save file where the bug occured. If the file is too large for GitHub, use an alternative file service or split the file into multiple parts using 7-zip.
Spaghet-1.6.4g.zip

Provide your in-game username. This is required in order to be able to reproduce the conditions exactly. JayBoCC2

Log file

Attach factorio-current.log, found in Factorio's user data directory.

Suggestion: Set tiles options

In Space Exploration it isn't necessary to place tiles under Space Rails or signals. I imagine it is similarly the case for several entities with Cargo Ships and water. It would be nice to have an option to not place tiles under these entities when "Fill gaps" unchecked. Perhaps even a mod setting that allowed for specifying a list of entities to exclude and / or a remote call for mods to specify their entities to exclude when "Fill gaps" is not specified.

Decon Planner Quick Item Pick

Is your feature request related to a problem? Please describe.

A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]

Suggestion from chat about wanting to quickly add one item type to a decon planner.

Describe the solution you'd like

A clear and concise description of what you want to happen.

Could you add a hotkey, for when a decon planner is in hand, you can hit, say Shift-Q while hovering an item would add that type to your decon planner filters. (And perhaps if it's already on the decon planner remove it?)

Additional context

Add any other context or screenshots about the feature request here.

This would allow for very rapid marking of a few select entities for deconstruction.

Mod Setting to disable each of mod's features

Is your feature request related to a problem? Please describe.

I like to play heavily modded games, and all the hotkeys + commands pollute the game's UI very fast.

Describe the solution you'd like

I would like to have a setting to enable/disable each of mod's features (add grid, swap wire, add tiles, open settings) I probably would never use the wire swap but i love the add-tile feature.
disabling a feature should remove the hotkey* and hide the UI button.
*(Assuming the setting being a map/mod setting)

Additional context

While I like the possibility to set something "per player" it is also a responsibility of the map/server admin to provide a clean UI and a playable game. Since I don't think there is something like "map-provided-defaults" for the per player settings, I would prefer this as a map setting, but I can understand the reasoning of it being per player.

Random crash

Describe the Bug

The game crashed due to this mod. I had many other mods installed at the time, so it's understandable if you don't want to fix this.

To Reproduce

Unfortunately I have no idea what caused it specifically! Hopefully the log is descriptive enough.

It happened when I pressed ctrl + b to get a new blueprint while I was in editor mode.

Save file & Username

It crashed before it could save, but it was a brand new editor extensions debug world, so it should be easy to reproduce the map.

Log file

factorio-current.log

I'm so sorry for the lack of information, but there isn't anything else. :(

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