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cursorenhancements's Issues

Some suggestions

Description

Some things i came up with recently:

  • If i drag a wall over a rail it should place a gate. I kinda expect it because belts do it (with undergroundies at least).
  • Also dragging a long line (maybe 4+) of pipes should replace them with underground pipes in a way the smart belt thingy works. Like drag and press R to change direction while also place underground pipes.
  • And pressing Q on water gives you a pump.

Great Mod. Should be vanilla.

Reproduction

No response

Issues with stack clearing while in Editor

Describe the Bug

When in editor mode, clearing the cursor doesn't work while time is frozen.

To Reproduce

Steps to reproduce the behavior:

activate editor mode.
set time to frozen.
take an item, and build it on the world.
clearing the cursor should stop working at this point while time is frozen.

"Personal registry overrides" behaviour

Hi! I override cursor scrolling for some items, like power poles, inserters, with bob's mods.

My idea with that was to have the same behavior with the poles as with the belts ; separate poles types when scrolling :
You have a big electric pole? Scroll for other big electric poles only, etc..

{
"big-electric-pole"   :"big-electric-pole-2",
"big-electric-pole-2" :"big-electric-pole-3",
"big-electric-pole-3" :"big-electric-pole-4",

"small-electric-pole"    :"medium-electric-pole",
"medium-electric-pole"   :"medium-electric-pole-2",
"medium-electric-pole-2" :"medium-electric-pole-3",
"medium-electric-pole-3" :"medium-electric-pole-4"
}

But with this, when I scroll down with big-electric-pole, I get the medium-electric-pole (like the previous/normal settings)
I expect the mod don't change item here

Another problem with inserters : I scroll up with an Ultimate inserter, it give me an Express stack inserter
Same, I expect the mod stop scrolling here
I tried to set (something like) "inserter-5":"", but it doesn't work

I'm doing this wrong?

I don't know, maybe, it better to use "arrays in array" structure? Like:

[
	[
		"small-electric-pole",
		"medium-electric-pole",
		"medium-electric-pole-2",
		"medium-electric-pole-3",
		"medium-electric-pole-4"
	],
	[
		"big-electric-pole",
		"big-electric-pole-2",
		"big-electric-pole-3",
		"big-electric-pole-4"
	]
]

Dragging power poles or underground pipes places ghosts

Describe the Bug

When dragging poles (small or medium, large ones seem to work) or underground pipes after it placed 1 or 2 entities it switches to placing ghost even though i still have enough items.

Related:
Placing a line of belts makes the ghost icon appear for a few ticks before the next belt is placed,
video: https://discord.com/channels/139677590393716737/306402592265732098/781081318351175730

To Reproduce

Steps to reproduce the behavior:

  1. Load the save
  2. Start dragging poles/pipes belts to see ghosts get placed
  3. Start dragging belts/lamps to see the ghost icon flicker on your cursor

Save file & Username

Choumiko
cursor_enhancements_bugs.zip

Tile pipette works over Interfaces.

I'm not sure how to best word this, but i hope you get my point.

  1. Place some build able tiles
  2. Open a interface (inventory/blueprint library/etc.)
  3. Move cursor somewhere in the interface with the tiles in the back.
  4. Press "Q" (or where ever you bind the pipette tool)
    Result: The tile is now on the cursor.
    Expected result: Nothings happens.

hope more Related items

First of all, I like this mod very much, especially the function of related items scrolling, which greatly improves my gaming experience.
I installed two mods: Deadlock-belt boxes-loaders and UltimateBelts. They offer more belts and inserters, but this is beyond the scope of Cursor Enhancements. Can you include these items?
Thanks.

Force object replacement?

I often run into the issue, where I'm trying to copy and paste splitters onto a belt. Thing is, I have to delete the belt before it'll let me do that. Even when holding Shift.

I wish I could do something like hold Shift+Alt and that'll tell the game to delete whatever building is in the way, and make it so.

Vehicles

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

When I place a vehicle (car, tank, hovercraft, aircraft) on the ground, the cursor continues with the ghost of the selected vehicle.

Describe the solution you'd like

Do not leave a ghost on the cursor when I place a vehicle on the ground

Additional context


(suggestion) Shift+Scroll on item Stacks.

It would be awesome and severely appreciated if you could add the shift+scroll similarly to mouse tweaks:
On opening a container -> (with mouse cursor over an item slot) shift + scroll up will add one more item of the same type to that container. Shift + scroll down will remove one item of the selected item stack from the entity's inventory.
The main benefit of it would be removing a few items on a output chest without having to be quick in order for the chest to not fill up before you get 5 items and place the stack back.

I hope I was clear enough. Hope you can make it.
Thanks in advance.

Improvements/refactoring of quick-crafting

Some time ago I posted about eventual addition of quick-crafting to the mod, and I can see you have added it already (I went on a bit of hiatus for a while, so never got around to submitting a patch).

However, I was wondering if you would be interested in some changes and additions to it. And before I start working on the patch, I just wanted to bounce the idea before committing to it :)

So, most of my impressions and expectations are really based around the Crafting Tools mod, and to a large degree the suggestions will be more about bringing the quick-crafting in Cursor Enhancements in line with is implemented in Crafting Tools.

So, here is a couple of changes I would like to implement:

  • Two possible batch sizes for crafting - one and five. Crafting single item can be useful when you want something very specific that is not used very often.
  • Batch sizes should correspond to the number of crafting results, not the number of times to invoke the recipe. So, if player requests 5 yellow belts to be crafted, invoke the crafting recipe three times (which would produce 6 belts). This should be closer to player's expectations on how many items they want.
  • Make the recipe selection a bit smarter. For example, find all possible recipes, figure out for which one the player has sufficient ingredients, take into account probabilities, take into account whether the player can even use the recipe for hand-crafting.

So, do you have any thoughts on this, and would you be ok with me working on a patch for the above?

P.S.
Sorry for not going for the bug report template, but this is more of a feature request.

Infinite item bug with Brave New World

Description

Brave New World https://mods.factorio.com/mod/brave-new-world removes the player character. I believe it does this by enabling cheat mode. If you also have cursor enhancements and use the pipette in the crafting menu, it puts a full stack of the item in your hand, instead of a ghost. If you use the pipette on a crafting machine input, it puts a full stack in the input.

Reproduction

  1. Start a new save. For convenience, bnw bug.zip
  2. Open your inventory and press Q on an transport belt
  3. Note that you get a full stack, which is immediately spilled by BNW
  4. Open the crafting machine and press Q on one of the ingredients. Note how a full stack is placed in the slot.

Item under cursor returns to blank when robot steals last item from inventory

Description

When holding an item under the cursor and a robot (e.g. from a personal roboport) uses that item to build a blueprint/ghost, the cursor returns to a blank state (nothing selected to place).

I expected the cursor to become a ghost instead.

Reproduction

  1. have personal roboport and robots, disabled (alt+r default)
  2. have n items of placeable entity (first encountered using pipes, confirmed with other entities as well)
  3. place n+1 ghost entities
  4. activate roboport
  5. watch pointer turn blank
  6. become frustrated

also occurs when roboport is already active, but this way it is easier to reproduce

Add setting to disable tile selection, or more specifically exclude dectorio ground tiles

So, I have Dectorio installed and keep pressing Q over things and accidentally putting the landscaping-tile for the ground I'm hovering over in my cursor. I often try and clear my cursor by pressing Q a few times over ground, but because of Dectorio that ground is now a valid tile to place.

Would it be possible to either add a setting to disable all tile selection (I like the other quick select features) and/or add a setting to disable selection of anything with the dectorio landscaping subgroup?

Feature: Skip unknown entities in the middle, don't break the chain (mods tolerance behaviour)

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

If we have a big JSON, and uninstall/disable some mod - the flow is broken, and we need to fix the chain in the configuration JSON (remove missed entities in the middle of a some chain)

Describe the solution you'd like

When you parse the JSON - just check if the entity exists? If no - remove it from the chain.
Example:
{ "a": "b", "b": "c" }
if we removed some mod, and it removes "b" entity, then your mod should just skip it in the chain:
{ "a": "c" }

So it won't require us to change this JSON each time we switch between different servers with a different set of mods.

Additional context

None.

Smart pipette in upgrade planner does not function

Description

What happens:
If I use pipette (q) on an item in the upgrade planner, either nothing happens or it pipettes the tile below the window.
image

What I expected:
The entity-prototype is put onto my cursor as if I had done the pipette on something in a blueprint.
image

Reproduction

No response

Setting for Quick Craft count

Description

I've run into several scenarios where crafting 5 of a building is too many for my playstyle.

  • When crafting buildings that become obsolete, like stone furnaces and burner mining drills.
  • When I first unlock assemblers I need just a few and don't have the resources in inventory to build 5 at a time
  • When playing with modded buildings I often only need 1 or 2 extra of a building and it's really annoying to go find that building in the crafting menu. These building are often very expensive and you only need a few at a time

If a per player setting to determine quick craft quantity was added I think that'd be a huge improvement.

Personally I've gone in and edited the mod file to always craft 1 instead of 5

Reproduction

No response

Put ghost in cursor even when I don't have the item before-hand.

Sometimes I see something in the world I want to press Q over to get a ghost cursor of it. Thing is, i have no such item in my inventory at the moment. I'm trying to plan out additional placements of an object, but I first need to pick the item up, place it back down where i got it from, and finally be able to do what I wanted with the ghost object.

Basically I want to hit Q over an object I have zero of in my inventory, and start planting ghost.

Unrecoverable Error with Quickcrafting in Blueprints Sandboxes while holding wires while playing Ultracube

Description

Screenshot 2024-04-16 084930
I think I was unfortunately unintentionally pressing the quick craft hotkey while holding some wire in the Blueprint Sandbox surface. I think that's what happend during my Ultracube playthrough in Factorio 1.1.107 (its basically done "solved" so spoiler warning).
_autosave1.zip

Reproduction

  1. Load save file
  2. hold green wire (on the Blueprint Sandbox surface) (maybe it needs to be attached to something already)
  3. press quick craft hotkey
  4. unrecoverable error

Middle Mouse Button Drag on Wagons and markable slots.

instead of having to middle click every slot with item on hand, or use shift right click then drag around with shift left click and an auto-clicker, it would be awesome to just be able to hold and drag middle click over the slots with item in hand.
Don't know if it's possible but would be very awesome if you could take a look.
Best regards.

Crash when loading saved game

Describe the Bug

Crash when I try to load my saved game

To Reproduce

Install "Cursor Enhancements v1.0.2" And "Editor Extensions v1.5.19"
The crash occurs when I try to load my saved game
This error not happen when I have "Editor Extensions v1.5.19" and "Cursor Enhancements v1.0.1"

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

Save file & Username

Username: Dominiquini
Save file:
Barba.zip

Log file

Log file:
factorio-previous.log

Screenshot:
factorio_vwB0Jt30bi

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