Gizmos Car Keys (improved)

by Pi-C

Tired of running to your vehicle? Then let it come to you! This mod is based on "Gizmos Car Keys" by aodgizmo. It works with most modded car and spider-vehicle prototypes -- not just vanilla cars.

Content
3 months ago
0.17 - 1.1
14.8K
Transportation

g [Not a bug] Keys not showing up

11 months ago

Hi,

I having an issue where I cant find the Keys icon to manufacture one. Nor is it available in my inventory.
I tried console commands to give me the key (/c game.player.insert{name="GCKI_car-key", count=1}). It worked and I got the key. But the moment I unequipped it, it disappeared. I am running with good number of mods. The list is below

{
["5dim_core"] = "1.1.15",
["5dim_transport"] = "1.1.6",
["Adjustable-Inventory-Size"] = "1.2.0",
Aircraft = "1.8.6",
AutoDeconstruct = "0.3.12",
["Better-Power-Armor-Grid"] = "4.2.0",
BetterBotsFixed = "1.3.9",
BigStorageTank = "0.0.10",
["Bot-Inventories"] = "1.1.1",
Bottleneck = "0.11.7",
BuilderBotStart = "0.3.1",
ConfigUnderLengths = "0.1.5",
CopyPasteModules = "0.1.1",
DeadlockLargerLamp = "1.5.1",
DeepMine = "0.6.2",
DragonIndustries = "1.152.1",
EasyRefineryRecipes = "0.0.4",
ElectricTrain = "1.1.2",
Electronic_Locomotives = "1.0.5",
["Exoskeleton Mark II"] = "6.0.0",
FARL = "4.1.2",
FluidMustFlow = "1.3.5",
GCKI = "1.1.10",
Honk = "5.0.0",
ImprovedCombinator = "1.0.14",
InfiniteTech = "1.0.2",
InstantRobotCharging = "1.1.3",
LaneBalancer = "1.2.2",
LightedPolesPlus = "1.10.1",
["Load-Furn-2"] = "0.1.3",
Moar_Roboports = "1.0.1",
ModuleInserter = "5.2.4",
NuclearRobots_Reboot = "3.1.1",
OmegaDrill = "0.2.3",
PersonalTeleporter = "0.4.4",
PumpAnywhere = "0.1.10",
RadioNetwork = "1.152.1",
RailSignalPlanner = "1.2.9",
Robocharger = "1.3.1",
["Squeak Through"] = "1.8.2",
Teleporters = "1.0.5",
TheBigFurnace = "0.0.9",
["Todo-List"] = "19.3.0",
Train_Control_Signals = "1.0.6",
UsefulCombinators = "0.5.0",
WireShortcuts = "1.1.13",
["aai-containers"] = "0.2.11",
["aai-signal-transmission"] = "0.4.9",
["angelsaddons-storage"] = "0.0.10",
["automatic-logistic-chests"] = "1.2.0",
base = "1.1.100",
["belt-reverserup"] = "0.0.9",
beltlayer = "2.0.5",
bigtruck = "1.0.0",
blueprint_flip_and_turn = "101.8.6",
bobinserters = "1.2.0",
boblibrary = "1.2.0",
bobmodules = "1.2.0",
bobpower = "1.2.0",
clock = "1.1.0",
["deadlock-beltboxes-loaders"] = "2.4.2",
epic_mining_and_crafting_speed_research = "9.0.0",
["even-distribution"] = "1.0.10",
["extended-descriptions"] = "1.2.1",
flib = "0.13.0",
["high-pressure-pipes"] = "1.0.7",
informatron = "0.3.4",
jetpack = "0.3.14",
["long-reach-clone"] = "0.0.16",
miniloader = "1.15.7",
["modules-t4"] = "1.0.1",
["more-miniloaders"] = "1.0.9",
["power-combinator"] = "5.3.1",
railloader = "1.1.6",
simhelper = "1.1.5",
["specialized-oil-processing"] = "1.4.3",
["train-pubsub"] = "1.1.19",
["train-trails"] = "0.0.15"
}

11 months ago

I having an issue where I cant find the Keys icon to manufacture one. Nor is it available in my inventory.

You don't have to craft the item anymore. See the changelog of version 1.1.2:

  • The keys are now on the shortcut bar, not an item you can craft and put into an inventory. There's still research required to unlock the shortcut. Click on an individual vehicle to claim or lock/unlock it, or on the ground to summon the vehicle you've claimed. Select an area on the ground to act on various vehicles at once (if possible). Using alt-selection (usually SHIFT+Left mouse button) will add vehicles to an existing selection, using reverse-selection (usually Right mouse button) will remove the selected vehicles.

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