Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Version: 0.12.1
Date: Nov 5, 2024
Changes:
- Fix an issue with failures to insert fuel/ammo, which would normally cause the fuel/ammo to be returned to the player inventory. (Caused in previous patch to handle quality.)
Version: 0.12.0
Date: Nov 2, 2024
Features:
- Adds quality handling for ammo & fuel. Still uses the "highest value" version of the ammo or fuel in question, which means (in the vanilla game) that yellow firearm-magazines at quality 5 are preferred over red ones with quality 2.
Version: 0.11.0
Date: Oct 14, 2024
Features:
- Enable support for Factorio Space Age.
Changes:
- Tweak toggle button to behave like other toggleable toobar buttons
- Remove unnecessary text during on-load & toggle.
- Fix a crash related to the Editor, specifically when opening a save in the editor.
- Fix listening to mod settings for other mods.
- Remove the setting to hide the toggle button. Factorio handles this itself.
- Add range check when refilling ammo/fuel to an already placed turrent/vehicle. Can be disabled in Mod settings -> Map to return to the original behavior.
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
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.