Shortcuts for 2.0


Adds a host of useful shortcuts and custom inputs to improve QOL. Shortcuts for: - Toggles for equipment and personal logistic requests - Artillery cannon fire toggle - Environment deconstruction planner - Vehicle settings 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
12 days ago
0.18 - 2.0
48.1K
Transportation Trains Combat Logistic network Blueprints

b [Won't fix] Version 2.0.7 relies on experimental release

12 days ago

Mod load error : File base/graphics/icons/shortcut-toolbar/mip/toggle-personal-roboport-x32.png not found

Also why bumped factorio required version to 2.0.18 that is a experimental version ?

12 days ago

https://drive.google.com/file/d/1--xK8ks7L9fv7Au8953UkMKT2xe46Sp4/view

For a temporary fix, you can download the icon I uploaded and put him inside your game directory.

Directory: (X- stands for the hard drive your game is on)
X:\Program Files (x86)\Steam\steamapps\common\Factorio\data\base\graphics\icons\shortcut-toolbar\mip

12 days ago

I'm confused. I assume you're still using version 2.0.6 of this mod? That is compatible with base game 2.0.17 or below. In version 2.0.18 of the base game the shortcut icons changed and these changes are accounted for in mod version 2.0.7. That's also the reason why the required version got bumped.

12 days ago
(updated 12 days ago)

This isn't really a great solution for servers that are set to auto update mods. To my knowledge, there isn't an easy way to exclude a particular mod from auto-updating along with the rest. Since our server is based on the stable branch of the game, we effectively can no longer us your mod and had to remove it since it requires experimental branch. Will you update the mod to only require the stable version once 2.0.18 is on stable branch?

9 days ago

Thanks for your explanation. That's indeed very annoying. I'll keep it in mind when I change the required base game version in the future and whenever possible rely on the latest stable version.

The only solution I see to fix issues like this would be to copy the new files from the base game and include them in my mod so they are available in earlier versions as well. I don't think the devs would mind in small cases like this but I'm hesitant to do so anyway.

Is the mod updating logic part of the game? Have you tried reporting it as a bug that the game pulls updates for mods that are incompatible with the current version of the game?

8 days ago

So there's a Factorio docker image with a built in mod updater that pulls the latest .zip without checking its base dependency.

6 days ago
(updated 6 days ago)

You are definitely allowed to copy base game graphics files into your mod - tons of mods do that.

Any adaptations or works derived from the Factorio assets are permitted to be included and distributed as part of your mod.
- Terms of Service

However, they don't want mods to include assets from Space Age unless you also add a dependency on space-age or declare a feature flag so that your mod would only run on the SA executable.

For those complaining that mod updates are requiring experimental releases - the game will only install mod versions that it is compatible with. If you have some 3rd-party tool that isn't checking the base version requirement when updating mods, then you should complain to whoever made that tool imo.

New response