raiguard / blueprinttools Goto Github PK
View Code? Open in Web Editor NEWA Factorio mod providing various useful tools for manipulating blueprints.
License: MIT License
A Factorio mod providing various useful tools for manipulating blueprints.
License: MIT License
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.
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.
Steps to reproduce the behavior:
Be certain to reproduce the issue on the same save file that you upload.
reddit community map may 2021.zip
username is asher_sky
I press shift-b to "configure" and nothing happens.
Just press shift-b and nothing happens. Pick up a blueprint (from the library) and press shit-b and still nothing happens.
Playing nullius mod.
Nothing in the logs from BlueprintTools.
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.
Try creating a blueprint with only tiles, turning on grid snapping, then shift + [direction]
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.
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.
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
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:
No response
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>
Be certain to reproduce the issue on the same save file that you upload.
In-Game user name is Soggs.
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.
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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. )
The blueprint name will cover the function description. Just like the picture.
Steps to reproduce the behavior:
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:
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
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>
PLEASE FOLLOW THIS TEMPLATE EXACTLY. ALL OF THIS INFORMATION IS REQUIRED IN ORDER TO BE ABLE TO REPRODUCE AND FIX THE ISSUE.
Blueprint tools does nothing, No functionality appears to work at all. Factorio 1.1.38
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.
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
Attach factorio-current.log
, found in Factorio's user data directory.
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.
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.
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?)
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.
I like to play heavily modded games, and all the hotkeys + commands pollute the game's UI very fast.
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)
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.
I'd like to use some stuff from https://github.com/raiguard/BlueprintTools/blob/master/scripts/util.lua in the future, but I didn't find it in https://github.com/raiguard/Factorio-RaiLuaLib/tree/master nor in https://github.com/factoriolib/flib, although I'd use it as static library even. Is there any library with the stuff?
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.
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.
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.
I'm so sorry for the lack of information, but there isn't anything else. :(
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