Scan new constructions within and around a logistics network to assist in automated delivery of construction materials. Proficiency in the use of combinators for mixed shipments is recommended. Or a good set of blueprints.
Mods introducing new content into the game.
Version: 1.4.0
Date: 6 Feb 2023
Changes:
- Support for contruction probe relocation by Picker Dollies.
- Added a migration to identifiy and correct internal inconsistancies caused by unexpected
relocation of probe entities from earlier versions of this mod.
- Removed a sanity check from the probe finder (preference is to actually get error messages
instead of ignoring internal inconsistancies).
- Slgihtly de-abstracted the probe finder.
Version: 1.3.0
Date: 6 Feb 2023
Changes:
- Revert to 1.0.6 handling, though with proper handling for tiles.
All attempts to comprehend blueprints during build events has been removed, along with
supporting hacks. Construction probes now operates exclusively by actual entity placement.
Partly this is due to a failure to properly get just the ghost-built tile entities (as
evidenced by repeatedly making changes then having to undo them), and partly it was due to
another oberservation that belt & rail counts where being doubled when building with
blueprints (forced by a need to obtain them specifically for accounting for smart-dragging
and the rail-planner).
Version: 1.2.4
Date: 6 Feb 2023
Fixes:
- Added a separate event handler for recognizing ghost-built tiles. (In other news, I found
out what the seemingly arbitrary "offending" bit of code that from 1.2.0 was for...)
Version: 1.2.3
Date: 6 Feb 2023
Fixes:
- Remove duplicated result when ghost-building entities. The offending bit of code was added
in 1.2.0 and appears to have been an arbitrary change (*probably* was added as an experiment
while looking for a way to obtain tile counts [and wanting to do less reloading], then
forgotten about after tile counts were obtained from elsewhere)
Version: 1.2.2
Date: 24 Jan 2023
Fixes:
- Add missing validity check when scanning blueprints for tiles.
Changes:
- Moved the initial build event check (fix from 1.2.1) to avoid possibly triggering tile
filtering on the first build event.
(This change is for consistancy and not for any known or plausible fault)
Version: 1.2.1
Date: 20 Jan 2023
Fixes:
- Fixed faulty duplicate construction event detection.
The fault occurrs if the first accepted construction event for a Player within a session is
marked as "created_by_moving" and there is no preceding build position to compare with
Version: 1.2.0
Date: 16 Jan 2023
Changes:
- Construction of tiles is now recognized (brick path, concrete, etc)
- Reduce excessive tile signals generated by blueprint usage while moving or with click & drag
UI interaction.
- Removed the "Read construction costs directly from blueprints" setting.
It is now the only supported behavior.
Version: 1.1.3
Date: 16 Jan 2023
Fixes:
- Add a probe search if there is no cached information available during on_pre_build
- Revise the default construction event handler to capture construction triggered by the
rail-planner (this is either a bugfix or an upgrade depending on which perspective is taken)
Version: 1.1.2
Date: 16 Jan 2023
Fixes:
- Add check to a faulty migration
Version: 1.1.1
Date: 6 Jan 2023
Fixes:
- Fixed fault during initialization.
(entity destruction event handler was activating prior to the initializer function)
- Fixed fault when "building" something that has no build cost.
(was triggered by building a "Creative Mod" special entity)
Version: 1.1.0
Changes:
- Add a manually operated blueprint interface accessible by clicking construction probes.
The manual interface may be used to "pre-order" construction materials by pulsing the
construction cost of the blueprint you are holding or a configurable amount for held items
or ghost items.
- Re-enabled computation of construction signals by reading blueprints (pre-1.0.6 behavior)
It is now a global configurable option (enabled by default)
(The on_built_entity construction monitor does not catch tiles, and there does not appear to
be an event that specifically identifies ghost tiles)
Version: 1.0.8
Changes:
- Use the cursor position as the construction site instead of per-entity position when using
blueprints and copy & paste.
(the switch to per-entity in 1.0.6 was unintentional)
Version: 1.0.7
Changes:
- Receive construction update from the script_raised_built event
(signals for construction indicated by other mods - notably Choumiko's "ModuleInserter")
Version: 1.0.6
Changes:
- use on_built_entity instead of on_pre_build
(Mainly this is intended to account for underground belts when smart dragging, but this also
improves accuracy and simplifies some code)
Version: 1.0.5
Changes:
- Ignore items with a "hidden" flag set on the item prototype (to prevent the probes from
emitting signals for various automatically placed script entities).
Version: 1.0.4
Changes:
- Detect and emit signals for destroyed machines.
- Detect and emit signals for upgrade planner actions.
- Added a remote interface to allow other mods to send arbitrary construction signals
Version: 1.0.3
Changes:
- Fixed a catastrophic error in reading ghost item from LuaPlayer.cursor_ghost
Version: 1.0.2
Changes:
- Make the local network test fail correctly if there are no construction probes in the local
network (to allow subsequent tests to run)
- Account for changes in forces and surfaces.
- Identify and remove invalid construction probes.
- Remove image editor native-format files (.xcf files from /graphics)
- Remove bbcode formatting from readme.txt
- Deleted commented out test/debug output statements
- Adjusted the as-yet unseen the 'unrecognized build' failure to hassle USER about it only
once, and to subsequently spam only the log.
Version: 1.0.1
Changes:
- Fix a couple mod description texts
Version: 1.0.0
Info:
- Initail Release