Shortcuts for 1.1


Adds a host of useful shortcuts to improve QOL. Shortcuts for: - Toggles for equipment and personal logistic requests - Artillery remote and an artillery cannon fire toggle - Environment deconstruction planner - Spidertron settings, spidertron remote and train manual mode - Rail block visualisation, player lamp, customizable grid overlay and far zoom - Shortcuts for various other mods Original mod by npc_strider (morley376): mods.factorio.com/mod/Shortcuts

Utilities
1 year, 2 months ago
0.18 - 1.1
39.4K
Transportation Trains Combat Logistic network Blueprints

b [Fixed] Incompatibility with AdvancedArtilleryRemotesContinued

1 year, 3 months ago

I'm using this mod:
https://mods.factorio.com/mod/AdvancedArtilleryRemotesContinued
Which has been updated recently with a big update but unfortunately, it causes my save to fail loading:
https://i.imgur.com/z1TFKKn.png
Unknown custom-input name: artillery-cluster-remote
stack traceback:
[C]: in function 'on _ event'
Shortcuts-ick /control.lua:1060: in function
'custom_input_give_item_2'
Shortcuts-ick /control.lua:1131: in main chunk

I tried removing the Shortcuts mod, loading the save, saving, then re-adding the Shortcuts mod and then re-loading the new save but it still shows the error upon loading.

1 year, 3 months ago

Oh, I just saw the PR on github:
https://github.com/ickputzdirwech/Shortcuts-ick/pull/13
I was about to look up into the code but looks like someone already fixed it with a PR.

1 year, 2 months ago

Thanks for the report! I merged the mentioned pull request in version 1.1.28.

1 year, 2 months ago

Ah, thanks for merging it - hopefully the solution is not too hacky, since I was starting to ponder whether the use of data-updates phase in the remotes mod is actually a good idea... I could probably still walk back on it down the line should you find it problematic :)

1 year, 2 months ago

I always try to do as little as possible in data-updates and data-final-fixes, but I don't mind moving stuff there if necessary. I didn't test yet how my mod is affected when there are multiple artillery shells though.

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