Industrial Display Plates deprecated

by Wyrrrd

Big, medium and small signs which display item and fluid icons. Can be used to blueprint map markers. ⚠ This mod is be deprecated, please go over to https://mods.factorio.com/mod/DisplayPlates. ⚠

Utilities
1 year, 6 months ago
0.18 - 1.1
15.6K

g Incompatibility with Attach Notes

4 years ago

Hi,

First of all, an obligatory thank you for the mod message. Although small in scope, I find it to be a major improvement in visuals. I really like it when I run into such small gems that are designed well, and for one purpose only :)

Now onto the actual "issue". I have not filed it as a bug, because I think it's probably not on the side of Industrial Display Plates, but perhaps someone will find this tidbit of information useful.

I am using Industrial Display Plates with a bunch of other mods, and was a bit perplexed that copying/pasting and blueprinting the plates did not seem to copy the content (selected icon) as well - especially since you mentioned that it does support blueprinting explicitly in the description of the mod.

After reducing the number of mods, I finally narrowed the issue down to having the Attach Notes (https://mods.factorio.com/mod/attach-notes) and Industrial Display Plates enabled together.

So, when having both of the mods enabled, the display plates content is not copied via blueprints or via copy/pasting. What I find interesting is that the attach notes itself seems not to be copiable/blueprintable on its own, and this has been reported already for that mod under https://mods.factorio.com/mod/attach-notes/discussion/5ea5aeff7ed351000f257453 . This makes me think that most likely Attach Notes might be at fault in some way.

Best regards,
Branko

4 years ago

Please try again with the non-deprecated mod (see reply in the discussion you posted). I will try this out myself when I find time.

4 years ago

Hello,

I have actually posted a link to a wrong mod (the deprecated one) when I was making that post, my bad :) I am using the non-deprecated version of Industrial Display Plates.

To be on the safe side, I have now set-up a clean instance of Factorio 0.18.35. Here are the mods that I have installed (via game's built-in installer):

  • attach-notes_0.4.1.zip
  • creative-mod_1.5.0.zip
  • IndustrialDisplayPlates_0.18.1.zip

The Creative Mod is there only to make testing slightly easier (to get items/research).

I can confirm that with both Attach Notes and Industrial Display Plates enabled, the display plates' icon is not copied over neither when using blueprints, nor when using copy/paste.

After disabling the Attach Notes mod, copy/pasting and blueprinting display plates works as expected (the icon setting gets carried over).

Best regards,
Branko

4 years ago

I've started looking into the code of both Attach Notes and Industrial Display Plates a bit, and I may have found what the issue might be (but can't be really 100% sure). From what I can tell, Industrial Display Plates will store the tags representing the selected item in the plate via event handler:

This handler will iterate over all of the entities to locate industrial display plates in the blueprint via:

However, current documentation for the on_player_setup_blueprint (https://lua-api.factorio.com/latest/events.html#on_player_setup_blueprint) mentions that the "mapping" property of the event will be incorrect if any mod changes the blueprint.

Going back to the Attach Notes, the event handler for on_player_setup_blueprint is:

This will in turn invoke function:

And this function will set the entities of a blueprint (thus modifying it) via:

Is this in any way helpful? Is it possible to iterate the entities by some other means (I think the Attach Notes itself does not use the mapping, and I think it essentially does the same thing that Industrial Display Plates do when fetching the necessary entity info).

P.S.
As a side-note, I've noticed similar issues between Industrial Display Plates and Blueprint Extensions (https://mods.factorio.com/mod/BlueprintExtensions), and I'm suspecting something similar might be at hand as well.

4 years ago

Well, in case of Blueprint Extensions it's a different issue entirely - when it creates a blueprint, this does not seem to raise the on_player_setup_blueprint event, and it can't be raised manually. There's on_player_configured_blueprint, but I don't see that one providing any useful information.

3 years ago

Workaround added by attach-notes (see discussion).