raiguard / cursorenhancements Goto Github PK
View Code? Open in Web Editor NEWFactorio mod - tools for your cursor. Access related items, cursor history, ghost reviving, and more!
License: MIT License
Factorio mod - tools for your cursor. Access related items, cursor history, ghost reviving, and more!
License: MIT License
Some things i came up with recently:
Great Mod. Should be vanilla.
No response
Is it possible to remember which blueprint you're holding, and change between it and a deconstruction planner?
When in editor mode, clearing the cursor doesn't work while time is frozen.
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.
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"
]
]
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
Steps to reproduce the behavior:
Choumiko
cursor_enhancements_bugs.zip
I'm not sure how to best word this, but i hope you get my point.
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.
The pattern "^cen-%-scroll%-(%a*)$" pedantically should be "^cen%-scroll%-(%a*)$".
It works just fine as is, but it could also accept a non-existant "ce-scroll-next" or "cennnnnnnn-scroll-next", etc...
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.
When I place a vehicle (car, tank, hovercraft, aircraft) on the ground, the cursor continues with the ghost of the selected vehicle.
Do not leave a ghost on the cursor when I place a vehicle on the ground
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.
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:
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.
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.
It seems as if vanilla added the place ghost entities if no more are in...
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.
also occurs when roboport is already active, but this way it is easier to reproduce
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?
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)
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.
None.
I've run into several scenarios where crafting 5 of a building is too many for my playstyle.
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
No response
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.
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
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 I try to load my saved game
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.
Username: Dominiquini
Save file:
Barba.zip
Log file:
factorio-previous.log
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.