A Factorio mod to automatically insert fuel and/or ammunition into entities when you place them. Forked to fix error logs.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Version: 0.10.1 Date: Aug 24, 2021 Changes: - Correct nil error for modded placable entities which take multiple types of fuel, in which the first category is not available in player inventory (https://gitlab.com/FishBus/Fill4Me/-/merge_requests/10)
Version: 0.10.0 Date: Dec 2, 2020 Changes: - Added Shortcut Bar button for Toggling Fill4Me On & Off. - Added loop detection to Ammo damage effects (creating entity 1 which creates entity 2 which creates entity 1 and so on).
Version: 0.9.5 Date: Nov 30, 2020 Changes: - Updated info to say it works on 1.1. - Fixed a crash (and text display oddity) regarding reloading turrets when never having placed a turret while Fill4Me is loaded. - Fixed (sorta tested) an issue with the mod reloading player settings when [other] mods change (or update).
Version: 0.9.4 Date: Jun 26, 2020 Features: - Added a per-player mod-setting entry for blacklisting fuel, contributed by Kryzeth. This improves the ease of setting the blacklist globally for yourself, instead of relying on the /f4m.exclude function.
Version: 0.9.3 Date: Jun 18, 2020 Changes: - Remove GUI button. Revision needed to make this work after the lua changes in Factorio 0.18.30.
Version: 0.9.2 Date: Feb 26, 2020 Changes: - Update to use Factorio's updated 'production-score' code.
Version: 0.9.1 Date: Jan 31, 2020 Changes: - Fix problem with removing the gui button.
Version: 0.9.0 Date: Jan 22, 2020 Changes: - Update for Factorio 0.18 (barely). Have not encountered weapons with multiple ammo categories yet, so the selection logic between *types* of ammo will be naive.
Version: 0.8.1 Date: Nov 28, 2019 Changes: - Add hotkey functionality to "reload" ammo or fuel into an entity. Defaults to control+R. - Add hotkey for enabling/disabling Fill4Me. Defaults to control+shift+R. - Add /f4m.reset_me command to reset your auto-fill list to the current game default. - Resets all players auto-fill entries list upon mod change (prevents problems when ammo or fuel items are removed from the game). - Change Toolbar button icon from green uranium ammo to red piercing ammo when disabled (and back when enabled)
Version: 0.7.1 Date: Sep 19, 2019 Changes: - Fix loading of Factorio's own 'production-score' lib file. This is used to help calculate the order/value of items such as poison-capsule & poison-cloud, as they aren't (or weren't, and I haven't checked yet) properly calculatable regarding their damage.
Version: 0.7.0 Date: Sep 14, 2019 Changes: - Add list of fuel types via /f4m.list_fuel (per-player) and /f4m.list_all_fuel (everything available) - Add ability to (per-player) exclude/include fuels into the auto-fill list via /f4m.exclude and /f4m.include
Version: 0.6.0 Date: Apr 29, 2019 Changes: - Small code cleanup (Thanks, TsT) - Fix use of main inventory when in other modes, such as God, or Editor. (Thanks, Sparr) - Fix changelog to match Factorio standard (Thanks Pi-C).
Version: 0.5.6 Date: Apr 19, 2019 Changes: - Add TR locale.
Version: 0.5.5 Date: Apr 9, 2019 Changes: - Add Russian locale.
Version: 0.5.4 Date: Mar 13, 2019 Changes: - Revise ammo loading to use player settings to determine how to load.
Version: 0.5.3 Date: Mar 13, 2019 Changes: - Add player option to ignore an ammo radius when autofilling turrets.
Version: 0.5.2 Date: Mar 13, 2019 Changes: - Fix usage of runtime values (maximum-*-value & show-gui-button)
Version: 0.5.1 Date: Mar 5, 2019 Changes: - Attempt to fix usage of "maximum values" for saved games.
Version: 0.5.0 Date: Mar 5, 2019 Changes: - Added mod global settings to tell Fill4Me to only use ammos or fuels up to a certain value. This is particular useful for fuels, as it allows you to specify 100000000 (100 million) for fuels, and the highest level fuel that it will auto-insert will be Rocket Fuel (which has a value of 100million)
Version: 0.4.4 Date: Mar 5, 2019 Changes: - Added mod player setting to hide the Fill4Me enable/disable button.
Version: 0.4.3 Date: Feb 27, 2019 Changes: - Grabbed Martin's small change to make this work on 0.17.
Version: 0.4.2 Date: Oct 15, 2018 Changes: - Attempt to work around issue found when using bobsmods where a created_entity may be invalid.
Version: 0.4.1 Date: Aug 13, 2018 Changes: - Fix Fill4Me's event changes to work when configuration changes (eg, load from save with updated version of mod).
Version: 0.4.0 Date: Aug 8, 2018 Changes: - Prevent Fill4Me from accidentally causing an insert into a vehicle to overflow into the vehicle's trunk. - Make Fill4Me's interaction with script_raised_built events from other mods happen on a tick later, to let the other mod do it's potential work on that entity. - Fixes & works around an issue with the Vehicle Wagon mod.
Version: 0.3.0 Date: Aug 8, 2018 Changes: - Fix issue when handling prototypes that define an ammotype, but no action.
Version: 0.2.0 Date: Jul 25, 2018 Changes: - Adds support for script_raised_built events where created_entity & player_index are defined (just like regular on_built_entity events). This can resolve issues where other mods are replacing the entity being built at the time of construction (provided they raise the appropriate event).
Version: 0.1.0 Date: Jul 19, 2018 Changes: - Initial release.