Picker Extended Version

by Nexela

Enhances the players pipette tool with features such as quick blueprints, quick planners, ghost reviving, entity moving, orphan finding and more

2 years ago
0.14 - 1.1
23.5K

g 2.0 version

2 months ago

Hello, is there a 2.0 version planned for this mod? Yesterday I learned how much I depend on this one. Hope to see an update :)

2 months ago

+1 on a 2.0 version for the whole Picker series.

2 months ago

+1

2 months ago

Unofficial updates now available here (google drive link)

Folder includes stdlib, PickerAtheneum (required for PickerExtended), PickerExtended, and PickerDollies, and an updated version of Reverse Factory that works with the new stdlib (something I did broke my v9.0.0).

I have not extensively tested all functionality with these mods, but I know for sure the following features are working:

  • PickerExtended Screenshot tool, ore eraser, and tape measure
  • PickerExtended Ghost entity revival thing
  • PickerExtended Picker crafter
  • PickerExtended Quick swap between planners via hotkey
  • PickerDollies Moving of electric poles and circuit connected entities (and regular entities, from what I've tested)

I think that's a good enough start for now. If Nexela doesn't return by the end of the week, I'll just release a version of these directly to the mod portal and move all my dependencies to that instead.

2 months ago

thank you so much!

2 months ago

most of the time it's working perfectly, but sometimes when I use the planner cycler it just fails. If I try again a few hours and a restart later it works

2 months ago

Wow! Thank you for this quick update.
My main used feature here is building the ghost without having to click (just hover over it with the right item). Works OK on 2.0 after downloading Picker Atheneum, Picker Extended, and stdlib into my mods folder.

2 months ago
(updated 2 months ago)

New versions of PickerAtheneum and PickerExtended available here, updated to use my unofficial fork of the stdlib mod. The version of stdlib on Google drive is slightly updated from the one I have on the mod portal, to accommodate changes required by the Picker mods. I abandoned my version of PickerDollies, since there's now a standalone version of it on the mod portal, that works better than mine did, so more efficient to use that instead.

I fixed the planner cycler functions, for the most part. For some reason, it previously would stop cycling if the cursor was hovering over an entity, and the decon planner was selected. Not sure why that was hard-coded, but that issue might have always been in this mod. But yeah, fixed now.

The only thing confirmed not working perfectly in my latest version of PickerExtended:

  • Planner quick swap only works in local view (i.e. not in map view, remote view, god view, etc), since the functions need access to the player inventory, and I haven't figured out how to remove that requirement, without breaking the functionality yet. Might require rewriting the functions, so putting that off for now.
a month ago

@Kryzeth Hopefully you're still following this. The reviver underground belt logic wasn't quite working. I think the directions are more complicated than before.

I got it to work correctly by changing scripts/reviver.lua line 55 to

direction = (direction + 8) % 16

Hope that helps.

a month ago

Thanks! I updated the version in the drive with the included fix.

a month ago
(updated a month ago)

Thank you, and can you please post this on the (forum) homepage too ?
Sadly, mod discussion here is worse than useless because of things like lack of search (and I'm suspecting a lower visibility by search engines ?) and splitting the community.

Last but not least, uploading these files to the forums means they have a higher chance to stay available in the long-term than on Google Drive, subjet to Google's whims.

22 days ago

An update to this version would be great!

15 days ago

@Kryzeth

https://imgur.com/a/EB7jJIi

I downloaded the recent picker atheneum and picker extended from you (and one of them auto-updated on the mod-portal, IDK if that's right or wrong)

Had a bug when starting up the mod with my py season 3 modsuite, modlist here: https://pastebin.com/WC6sBzzM

The weird thing is it's only when starting a NEW GAME. If I load into an existing save, it works fine. So something on game-start is bugging out.

15 days ago
(updated 15 days ago)

@Krydax If you also downloaded stdlib from the Drive, then yeah, that one would be updated from the mod portal (it's the only one I've officially released, since it's used by all of my other mods). It probably shouldn't cause an issue (since there weren't many runtime changes between versions)

I couldn't recreate the error myself, but I might have an idea what might have caused it. The line error is part of the change_player_color feature, which changes the player color whenever it's changed in the mod settings (instead of using /color or whatever the command is) and also applies the setting on startup (so you don't have to type the command at all; just set it once and applies to all saves/multiplayer).

The issue is that it relies on a player_index, to know which player to change the color for. Mods can change settings without using player_index, so the function would get a nil error in that case. Mods might also be able to change settings even before the game is fully loaded (so no players exist yet), which would also cause a nil error.

I uploaded a potential fix for the issue, which does a little more checking before attempting to change player colors. Available as v4.2.5 under the same Drive folder as before

13 days ago

Thanks for that! I'll check it out

8 days ago

I would also very much like to request if you could please post it on the mod portal. That would be so much more convenient. Thank you so much for the trouble, even if you end up not doing it. The mod itself is amazing!

5 days ago
(updated 2 days ago)

Finally decided to start working on an official release for this mod, partially rebuilt, mostly to merge whatever bits of Atheneum are needed (and some features from the other Picker mods) into the main mod, while pruning the lesser features. It won't contain every feature from the 1.1 Picker Suite, since a lot of them have already been implemented by other mods in 2.0, and I don't really like the feature creep/mod bloat.

Expect a beta release by the end of next Friday at the latest, with tempered expectations.

Current functionality that I have fully working (moreso than the unofficial update I have on Drive):

  • Planner Menu: Shift+B hotkey that opens the menu with all planners, including those added by other mods, added setting to improve menu sorting.
  • Planner Cycling: Alt+Q hotkey (originally Ctrl+Q, I think?) to cycle through all planners, including those added by other mods, includes setting to remember previous planner.
  • Player Color: Automatically sets the character color and chat color, for both multiplayer and single player, when starting a new game or loading an old game, includes the setting to disable the functionality entirely.
  • Alt Mode Default: Automatically enables alt mode when starting a new game or joining a multiplayer game.

Functionality that I plan to add to the beta release:

  • Belt Brush: This was one of my most-used features from this mod, and has yet to be replicated by another mod yet.
  • Picker Zapper: Fourth most useful feature (imo), as the quickest and easiest way to remove blueprints from inventory.
  • Player Searchlight: Not all that crucial, but it was easy to fix, and provided a nice aesthetic.

Functionality that I will definitely not be including in any release:

  • Pipe Cleaner: Should probably be obvious, but this functionality is already included with Factorio v2.0 (I don't think the hotkey is important enough to include)
  • Picker Crafter: Already implemented by Cursor Enhancements, which includes Ctrl+Q for the crafting functionality, plus auto ghost cursor (which changes the cursor to a ghost version of the entity you were placing), and recall previous item with Shift+Q. This is part of the reason I changed the default planner cycler hotkey to Alt+Q
  • Wire Tools: Already implemented by Wire Shortcuts X. Alt+Q to cycle through planners and Alt+W to cycle through wires feels great together.
  • Ghost Entity Reviver: Already implemented by Auto Ghost Builder, but appears to have been abandoned. It may or may not be too difficult to fix 100%, but if the current unofficial version is working well enough, then I might include it.

Functionality that I will probably not be including in the beta release, but might eventually:

  • Auto Hide Minimap: Already implemented by More Minimap Autohide. Though it adds a few hotkeys to hide more than just the minimap. There's also Expand Tooltip, which hides the minimap when hovering over any entity.
  • Auto Orphan Finder: Partially implemented by Orphan Finder, despite being attached to a hotkey instead of being automatic, that's probably better for performance (fewer scripts running in the background)
  • Wire Cutter: Partially implemented by Wire Stripper, though that mod currently only affects power poles, not individual entities, and lacks the ability to remove all wires from one entity.
  • Renamer: Already implemented by a mod of the same name.

As for the other Picker mods:

Picker Dollies:

Probably the most important standalone Picker mod, and almost immediately replaced by Even Picker Dollies.

Picker Tweaks:

A very random collection of unrelated "tweaks" that have generally been done by other mods, including:

  • Squeak Through
  • Vehicle Grids
  • Better Lights
  • The decorations and smokeless seem more like low performance optimizations which I'm not interested in either, possibly already implemented in vanilla?
  • Inserter indicator colors also have two current options in 2.0, blueish/purplish and green. This is probably the only option I might consider, since stdlib has many color options available for use, and it shouldn't be that difficult to implement.

Picker Inventory Tools:

I haven't had time to look deeply into this mod, but I like some of the features it contains. Though they might be difficult to fix, if they are broken.

  • Copy/Paste contents from one chest to another. This would be a top priority addition, if possible. Just noticed, already implemented by Inventory Mover
  • Chest Limiter: This functionality appears to have been implemented by Easy Logistic Configuration
  • Inventory Sort: Already implemented by Manual Inventory Sort, though some of its keybinds overlap other mods I would use, and it has a bit of an overreliance on keybinds (I would prefer it as a runtime mod setting). Very likely to implement.
  • Filter Fill: I don't think I ever understood what this functionality was; I never used it. Unlikely to implement.
  • Auto Deconstruct: This one has an obvious replacement of the same name
  • Picker Zapper: An extension of a previously mentioned feature, I think. I'm not sure if I will go as far as to enable zapping of all items, but I think it could be done as a setting.
  • Item Count: This was also added by a mod of the same name, though I might still implement this functionality, since it should be very simple to add.
  • Open Held Item: I'm not sure how useful this is, when you can open the inventory of items in your inventory already, I think. It might be difficult to implement, if it's not already working.
  • Picker Cursor Carousel: Scrolling up and down through item upgrades/downgrades. Already implemented by Cursor Enhancements (ironically enough, the author of that mod inspired this feature)
  • Packing Tape Lite: I don't know what the "Lite" part of this means, but there's always the original mod

Picker Belt Tools:

I don't remember what the difference is between this and the belt brush that was part of Picker Extended. Might just be the belt reverse feature, which I would attempt to include, if possible.

Picker Blueprinter:

Another one I don't remember, but I believe this functionality should be included in Blueprint Tools and Blueprint Extensions. I don't think I want to mess with blueprint internals, just the planner menu is enough for me.

Picker Vehicles:

Again, I don't remember this one. I can see automatic honking (implemented by Honk), where's my car (implemented by this vehicle locator mod), and something about naked/stone rails, and some other stuff about smart trains. I'm not sure I want to delve into this one either; there seems to be a lot of minor and very loosely related features.

4 days ago

thank you for all the effort, Kryzeth

13 hours ago
(updated 13 hours ago)

This took both longer than I expected, and also shorter than I expected. Picker Planner and Cycler took some of the longest time, but had to fix something about almost every feature, and even then, there are still some edge cases and imperfections.

For the features I finished that had pre-existing alternatives, I tested if the alternatives worked better, and disabled the functionality when those mods were detected. Belt Brush mod saved me a ton of time debugging that entire section of code (that didn't seem to be working properly)

I've released this update as two mods:

  • Picker Extended Reborn: The main Picker Extended replacement, includes a bunch of the features mentioned above (check the main page for the full list), but notably excludes Belt Brush, Auto Orphan Finder, Wire Cutter, Renamer, and Auto Hide Minimap, but notably includes most of the Picker Inventory Tools functionality, minus those with mod replacements.
  • Picker Complete Feature Pack: A collection of mods that fills in all of the holes from Reborn, in order to recreate the complete Picker suite experience (with a few optional mods that weren't really integral)

New response