Alert Scanner


Adds an alert scanner reading missing materials for ghosts in it's logistic network.

Utilities
1 year, 1 month ago
1.1
387
Logistic network Circuit network Blueprints

b How to get item

1 year, 1 month ago

I can't seem to figure out how I am meant to get the recipe to build the item. I can see it there in Editor mode, but it disappears when I exit Editor mode.

1 year, 1 month ago

Normally the recipe is unlocked by the logistic network research. Do you have another mod that might mess with that?
It should then fall back to being unlocked from the start, but that is relatively untested and may be broken.

1 year, 1 month ago

I have so many mods so if another mod is messing with it, I wouldn't know which. 97 mods to be exact.

A complete list of my mods:
"base", "Advanced-Solar", "AlertScanner", "alien-biomes", "alien-biomes-hr-terrain", "all-tiles-stack-1k", "auto-track-laying", "automatic-logistic-chests", "automatic-station-painter-continued", "Automatic_Coupling_System", "Automatic_Train_Painter", "BetterPersonalLaserDefense", "biter_reincarnation", "BottleneckLite", "Broodmother", "bullet-trails", "Cargo_Train_Logistics", "chest-auto-sort", "CleanFloor", "combat-roboports", "Companion_Drones", "Constructron-Continued", "CreepCleaner", "DDeconstruction", "Dirt_Path", "DoRobotsBuildAutomaticTrains", "dynamic-robot-queues", "even-distribution", "even_earlier_entity_ghosts", "exiguous-train-caller", "eye-for-an-eye-fixed-continued", "far-reach", "FilterChests", "fireproof-bots", "fireproof-trains", "Flat-Solar", "flib", "FlyingRoboport", "free-wire", "GhostInHand", "GhostOnWater", "helmod", "Hover-Car", "ick-automatic-train-repair", "lightorio", "Localized_Charging", "logistic-signals", "LongRangeLasers", "Merge_queue", "MiningScars", "No-Destination-Full", "no-wall-repair", "Nougat_Mining", "passive-radar", "Peppermint_Mining", "Power Armor MK3", "power-grid-comb", "PowerPole32", "queue-to-front-button", "Rampant", "RampantEvolution", "recursive-blueprints", "RemoteConfiguration", "repair-from-vehicle", "Repair_Turret", "robot-recall-fixed", "Robot_Battery_Research", "safefill", "simhelper", "simple_landfill_mining", "Solar-Lamp", "spider-trails", "Spidertron-Inventory-Sorter", "SpidertronEnhancements", "SpidertronPatrols", "SpilledItems", "SpillProof", "Squeak Through", "stdlib", "textplates", "tinted-spaceship", "train-trails", "TrainGroups", "TrainScheduleSignals", "Train_Control_Signals", "tree_collision", "underground-storage-tank", "update-cursor-ghost", "VehicleSnap", "VehicleTrails", "Vehicle_Radar", "walls-do-not-attach-to-water", "water-poles", "wood-stack-to-1k", "wood-to-landfill", "WoodDoesBurn", "wood_to_coal"

1 year, 1 month ago

The item does not appear if the research has already been completed without this mod. I beg you please correct this

1 year, 1 month ago

So the item appears in the research products, but is not unlocked?
I really thought that would be handled by the base game, if not a fix is incoming.
If you can use cheats and don't want to wait (it should not take long), you can also use (temporarily):

game.player.force.recipes["alert-scanner"].enabled = true
1 year, 1 month ago

thx!

1 year, 1 month ago

I can not reproduce your issue, when the technology is already researched the scanner is available as soon as I enable the mod.
Does it show up in the research tree? It should be unlocked by "Construction Robotics".
If not, are there any errors in your game log?

1 year, 1 month ago
(updated 1 year, 1 month ago)

To repeat you can do this steps:
1. disable all mods
2. start new gane in sandbox (it's just a fast way to get this bug)
3. set to get all technology when you start
4. save the game
5. turn on mod
6. load the game

1 year, 1 month ago

I see the icon of the alert scaner in technology, but there is no in my production inventory.
And another moment, i have mod Recursive Blueprints+. It opened by the same technology and i can make buildings of it

1 year, 1 month ago
(updated 1 year, 1 month ago)

sorry, misclick

1 year, 1 month ago

You're right, now it happens to me, too.
It should be fixed now (v. 0.1.11), can you confirm it is fixed for you?

1 year, 1 month ago

updated the mod but nothing it's not changed :-(

1 year, 1 month ago
(updated 1 year, 1 month ago)

It seems I was wrong. Now it's working.
Thanks for fixing it so quickly!

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