Enhances the players pipette tool with features such as quick blueprints, quick planners, ghost reviving, entity moving, orphan finding and more
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 :)
+1 on a 2.0 version for the whole Picker series.
+1
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:
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.
thank you so much!
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
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.
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:
@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.
Thanks! I updated the version in the drive with the included fix.
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.
An update to this version would be great!
@Kryzeth
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.
@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
Thanks for that! I'll check it out
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!
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.
Probably the most important standalone Picker mod, and almost immediately replaced by Even Picker Dollies.
A very random collection of unrelated "tweaks" that have generally been done by other mods, including:
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.
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.
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.
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.
thank you for all the effort, Kryzeth
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: