Rail Signal Planner


[QoL] Automatically place rail signals on rails and intersections.

Utilities
1 year, 2 months ago
0.17 - 1.1
20.2K
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g Bugfixes for Slider and Module Inserter

2 years ago

Hi everyone. We are a small group of factorio players who love their modded savegames, as probably do you. We ran into issues with Rail Signal Planners Sliders as we did in another mod and we also had the conflict with module inserter Mod which disables any other GUI on modded items.

For the Rail Signal Planner there is just a few tostring() calls missing. But if you don´t want or can´t fix it yourself, I provide https://mods.factorio.com/mod/RailSignalPlannerNeo as a fixed alternative for the mod, that does exactly the same, but with working sliders. (If anyone want to see the fix necessary, you can verify it in https://github.com/neocult-de/RailSignalPlannerNeo/blob/main/gui/signal_tool_gui.lua ... there is a cast necessary for each .text-field in the code)

In case you are also using the mod module inserter, the Rail Signal Planner Gui is not available. That is an issue by module inserter, not Rail Signal Planner. If you want to have a fix, you need to go over there. I will try to get the solution in the main mod as soon as possible. If you can´t wait, like me, you can use my modified non-conflict version of it: https://mods.factorio.com/mod/ModuleInserterER It is the normal ModuleInserter Mod, but it has an additional check to not overwrite other mods item events.

1 year, 5 months ago

Hi Neocult, I have now fixed this in my mod. Albeit 1 year to late. Apologies.

I would appreciate it if you deprecate your mod so people could use the original again.

1 year, 5 months ago

Hi Leon, thats great news. Gladly following up, putting the modified version on deprecated and changed the description text with a note to use the original mode again.

If you are in the mood to tackle a few more things: https://mods.factorio.com/mod/RailSignalPlannerNeo/discussion - There were other feature requests/notes if you like to have a short look.

Thanks for your work, we appreciate it.
Best regards
Neocult

1 year, 5 months ago

Right, I did have quick look at it.

The stockpile of planners is the same issue with blueprints if you don't q it after use but place it in inventory instead, so an user error.

One of the bug posted was actually from this original version of the mod, the exact same thing yours fixed.

I'll have a look at module inserter.

Was there any other things else you changed/fixed other than the tostring()s?

1 year, 5 months ago

The module inserter is because that mod doesn't check the item that is opened..

local function on_mod_item_opened(e)
    e.player = game.get_player(e.player_index)
    e.pdata = global._pdata[e.player_index]
    if not e.pdata.gui_open then
        mi_gui.open(e)
    end
end
event.on_mod_item_opened(on_mod_item_opened)

However I'll try to refactor the settings so it uses proper mod settings

[deleted message]
1 year, 5 months ago

However I'll try to refactor the settings so it uses proper mod settings

Right, I remember now. It's not possible to have items in mod_settings. One way to fix this is to create a button on the top left like other mods do to open the GUI, but don't have the time. Would be appreciated if someone else can do so and open a PR on github.

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