Construction Planner Continued

by azaghal

Ghosts require player's approval before construction bots are dispatched. This gives the player improved control over what parts of the factory get built, and when.

Utilities
a month ago
1.1 - 2.0
2.99K
Logistic network Blueprints

b [FIXED] Researched recipes are not available when configurng an unapproved ghost assembler

2 months ago

When I place a ghost and set a recipe the selection is extremely limited. For example in an assembler the only available recipe for intermediate products is the iron gear wheel.

2 months ago

More information:

Issue seems to be related to the new "edit ghosts" feature from 2.0 and the way the mod works - changing the ghosts' force.

A possible solution would to hook on the technology complete event, and unlock the same technology for the ghost's force.

2 months ago

Well... I did not even know that is a thing right now (being able to set a recipe on an allied force ghost). :)

Thank you for the issue report and the additional details, I will have a look at it. Probably will need to hook up into the event when the mod gets updated so I can set the correct technologies as researched for the unapproved ghosts force. It should be easy to fix.

Best regards,
Branko

2 months ago

@Soul-Burn I don't know much about modding, but it sounds to me that would make the mod unsafe to add to a running game because the already unlocked techs wouldn't fire this event, or do I understand something wrong here?

Couldn't the ghosts force not just get all techs unlocked from the start? This would also help with laying out factories for later.

2 months ago

@Kinc4id that's what "migrations" are for. They set up changes between versions. It shouldn't be hard to go over unlocked techs and unlock them for the ghost force. I've done similar in the past already.

Unlocking all techs for the ghosts is a reasonable option too (also requiring migrations), but doing it exact would probably be better.

2 months ago

For the moment, I will just deal with the desync in technologies between the two forces. For planning purposes beyond current technology, I could recommend something like Editor Extensions - there is also a couple of other mods that provide similar functionality.

And as Soul-Burn mentioned - there are ways to get the forces in sync within the existing savegame - Factorio modding API is a wonderful thing to work with. :)

Best regards,
Branko

2 months ago

I have just published a patch release with the fix, so if you can try it out and let me know if it works fine for you now, that would be great. :)

There is one small caveat with the recipes - they can be enabled/disabled outside of technology research, and unfortunately there is no events that trigger when that happens. There is some code that I have added that should sync up the recipes as well, but at the moment that one is a one-off. I will probably try opening an API interface request in the forums to see if the devs would be interested into adding such a feature.

Otherwise, if anyone runs into a problem with recipes centered around enabling/disabling them, I might introduce some kind of workaround (so far I have only found this to be a problem with creative mod).

Best regards,
Branko

a month ago

Marking this one as fixed, and locking down the thread. Thank you for your bug report. :)

Best regards,
Branko

This thread has been locked.