Instant Blueprint


Instantly place and destroy entities in cheat mode from the ghosts/blueprints on the map, even if they are not in inventory.

Content
8 years ago
0.13.1 - 0.13.4
27
Cheats

b Doesn't generate on_built_entity events. Incompatible with other mods

8 years ago
(updated 8 years ago)

The way this mod places the entities isn't compatible with other mods that monitor which entities are built. Basically any mod that checks if an entity is built will not be able to detect when it's monitored entities are placed and will not work. Could you look into other ways to build the entities so it's compatible with other mods?

Also it doesn't work with filter deconstruction planner. It removes all items in all filter modes and also when selecting filters. Would be nice if I could use both at once.

At the very least I need a way to toggle the mod on/off if you can't fix the other problems. Right now I have to disable/enable the mod every other blueprint because they are too large to place without the mod but some parts can't be placed with this mod. It's a big issue in an otherwise fantastic mod ;]

8 years ago

When you talk about it being incompatible with other mods detecting placing entities, do you mean ghosts that are immediately being built? Also any example of mods that use this?

Making it work specifically with the filter deconstruction planner mod could be tricky, because there's a million mods that you might want it to be compatible with. It entirely depends on how the deconstruction planner works (it seems like it should already work... hmmmmm).

Gah, UI... worth considering I suppose.

8 years ago

Well it doesn't work with Score Extended (silos don't autolaunch), Creative Mode entities (things like item and fluid sources don't do anything). Would guess that Klonans laser turret mod, satellite radar mod, factorissimo buildings and many more won't work with instant placement. Anything that requires a function to run when related entities are built really.

8 years ago
(updated 8 years ago)

"Making it work specifically with the filter deconstruction planner mod could be tricky, because there's a million mods that you might want it to be compatible with."

Well I don't think there are that many other mods that modify the deconstruction planner. It's the only one I know of. And it's fairly rare that a mod needs to know when an entity disappears compared to mods that needs to know when an entity is built.

Another thing. Since some objects are ok to place instantly and others are not, it would be nice with the possibility to select which ones should never be instantly placed even when the mod is set on instant place: on. Then my robots will only build the ones that need to be placed by robots and everything else would appear instantly. Might be a bit of work though.

8 years ago
(updated 8 years ago)

A toggle for certain objects can be an option, but raising event for the revived entities can also help. Please join our discussion here: https://forums.factorio.com/viewtopic.php?f=23&t=30179
We are thinking about how to solve this problem in a better way.

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