Small changes concerning balance, gameplay, or graphics.
Map generation and terrain modification.
New Ores and resources as well as machines.
Things related to oil and other fluids.
Play it your way.
The miners wont be placed they appear blue, i checked the internet and it says that an entity is present there...
What is the fix for this ?
If i copy the blueprint and make a new blueprint everything works nice .. thing what i did here was i builded a blueprint then modified it because i did not have enough input of items, and i added more buildings, then and i selected that blueprint and reselected the area to update it. once i saved it every miner went blue :))
maybe you know how it can be fixed if not nevermind i can deal with this.
I guess I need to do some testing with blueprints that includes tiles? I never tested that. I will look into it later.
i was having electric tiles underneath the building , but i dont remember if i saved the tiles or not ...
I am unable to recreate the issue. I tried copying the blueprint, it placed as expected. The only time I see blue entities is when I do not have enough in my inventory to complete the build.
Ah, ok, I was just now able to recreate it.
Version 0.8.5 has been uploaded, it should resolve this issue.
what was the issue man ?
It took me six hours to finally resolve it. Mostly my lack of knowledge. It was in the event handlers related to blueprints. The Resource mining drills were not being replaced with the displayer entity in the copied blueprints. The blueprints would place as expected, if placed on exiting resources.
Oh, rats, actually it was not the copied blueprint, but rather when you selected new entities for the blueprint.
well yes i told you, selected to make the same name blueprint by adding more parts to it because i wasnt having enought input so i added more machine... i said up there.
0n0w1c
I am using the mod " Craft under Cursor " but it seems the pumpjack and electric miners cannot be crafted, other buildings can now, i had the same problem with the Slow electric miner but you fixed it, now only remains the pumpjackand the electric miner
.
MAybe you can download that mod and see if you can do something about it a compatibility.
I tested making a single and 10 Resource mining drills, no issues for me.
It could be a load order issue, you might try adding "? ore-ganizer",
to the dependencies in info.json for Craft under Cursor.
you tried on 2.0.55 or 2.0.58? because what works for you might not work for me :D
See this picture
https://imgur.com/a/cLwW7TW
i believe that Craft under Cursor does not know what to Craft when pressing Alt+Q because we have the miner but we also placing minerals under it so that might be the problem ...
0.7.2 and 0.7.1 worked and i could build all the the code changed and it does not work anymore.
Adds hotkeys for crafting item/ghost currently on cursor (holding) or selected (hover).
Default SHIFT + T craft item once.
Default SHIFT + Y craft item 10 times.
Default SHIFT + U craft 1 stack.
These are the keybindings for Craft under Cursor. Alt + Q? What mod is that?
i was just looking at this mod now
I was using Craft under mouse 1.3.0 by Jabrove
even this one does not work i dont know how to fix this before it worked ...
https://imgur.com/a/z9ysRKw
I am trying to craft the GHOST building itself not an actual entity
Works on every buildings exept for Miners, Pumpjack, basically the buildings that spawns resources underneath... before it worked like that but now somehow the code changed and its not working.
```
Adds hotkeys for crafting item/ghost currently on cursor (holding) or selected (hover).Default SHIFT + T craft item once.
Default SHIFT + Y craft item 10 times.
Default SHIFT + U craft 1 stack.
```
These are the keybindings for Craft under Cursor. Alt + Q? What mod is that?
I said craft under mouse but i was wrong it was craft under mouse.
with shift +t i can use the key combo on an already placed pumpjack but not the actual ghost of one.
it seems the Ghosts of pumpjack or the electric miner or the slow miner are somehow not able to to crafted by hand
What am i trying to do so you understand...
I have blueprints, i put the blueprint down and if i dont have any items from the blueprint all would be ghosts...
now i was using Craft under mouse , but even craft under cursor has the same problem wich is:
I can craft basically everything from that blueprint by hovering mouse on top of the ghost building and pressing ALT+Q or Shift+T
When i hover the mouse over any miners or pumpjacks and pressing ALT+Q or Shift+T it does not build them , the craft under cursor say that the recipe cannot be crafted by hand or i do not have the resources necessary wich i had for 36 miners.
That is why i use this mod so i dont have to craft a miner or a pumpjack to put it down then craft after that one for the blueprint.
Maybe you can look inside the code of Craft under Cursor and see why this miners and pumpjacks cannot be crafted by hand and the rest can .
with shift +t i can use the key combo on an already placed pumpjack but not the actual ghost of one.
Most likely it is the ghost of the displayer unit not an actual drill.
Maybe you know how this mod works, maybe not. So if I am trying to explain what you already know, my apology.
Coded into the engine, immutable by any mod code, mining drills can only be placed on resources.
This mod creates a mining drill look-a-like named the displayer. Since it is not a mining drill, it can be placed anywhere without some collision.
The mod reacts to the on built events, when the displayer is constructed, it spawns resources and destroys the displayer unit and then spawns a mining drill. So blueprints, copy and paste, pipette, all of that type of stuff, this mod must react to, to make sure you end up with resources and a drill where you want it.
So yes, funky ways to create items in game may not work.
When I made this mod, I assumed everyone's first question would be, but can I switch them to the real drills? They would use a limited number of Resource mining drills as a template to place the resources and they would use the upgrade planner to swap to the vanilla/modded drill. one reason I was hesitant to supply a drill, all of my drills were to be temporary.
You might ask, why not just swap in the vanilla/modded drills rather than have you own? To know which resources to mine, when a drill is removed. I have to know the name of the entity to watch for. I did not want to add the overhead of tracking mining drills.