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.
Resource Electric Miners does not save circuit wire connections. The Resource slow electric miner , the Resource Electric Miner, Resource Pumpjack.
I used Control X and switched to vanilla miners for testing and they do save circuit connections in blueprints.
Can we do something about this? because me i dont find it neccesary to supply the furnance with resources if the output is full and not consuming.
Yes, I will fix this. I am not sure when it will be available.
The miners does not save the modules inserted in them also ?
Is it difficult to fix this issues ?
yes, it is difficult, at least for me. I think know what needs to be done, but so far no progress.
But thank you for the report on the modules, same type of code will be needed for them.
I am using an alternative untill you finish with coding.
I am building mineral patches with Resource Miners then i am using vanilla miners to mine the minerals.
I had an ideea but i dont know how hard is to do that:
What if the minerals we spawn by miners remains and the miners dissapear, meaning vanilla miners can take their place.
or the Displayer how you call it spawns the ore and then a vanilla miner on top not a resource miner.
If you want to be able to place resources with blueprints, the same blueprint editing will be required. A blueprint with a mining drill can not be placed on a non-resource tile. Remember the blue ghosts? So no matter how the trick is performed, in the end, the blueprint must be edited.
I might end up rewriting the mod, still considering the options.
Thought I was on to something, only to find it is not a workable solution. There may not be a good solution for saving the circuit conditions in a blueprint that can be successfully utilized in the final mining drill placement. I will keep thinking about this issue. It might be that reverting the startup setting to remove the non-Resource mining drill recipes, and sticking with the idea that "upgrading" the Resource drills to the vanilla drills, is the recommended method.
i unchecked the vanilla drills, now i have all drills.
is there a way to modify the vanilla drill to shink his mineral gathering area to 3x3 and not 5x5, (And Still be vanilla miner) if there is then that i will use.
i make 2 blueprints 1 with resource miners to apply the mineral ores down, and the other one with vanilla miners and pumpjacks...
now i got circuit network and everything works, the only problem is that the vanilla miner gather in 5x5 area and not 3x3.
It makes sense to trim the provided mining drills, if trimming the resource drills.
Version 0.8.6 has been uploaded, enabling the startup setting to trim Resource mining drill area will also trim the vanilla/modded mining drills.
So i have found a faster way to switch miners but still need 2 blueprints. 1 for resource miners placements and 1 for vanilla circuit network.
The fast way is with Upgrade planner 2 of them.
1 to switch from resource miner to vanilla miner and one the other way.
Any inprovement on the circuit connections ?
Some, but still not there yet.
https://drive.google.com/file/d/16M8XCA7hOLJ0ATcHps8Mehun08Il_5O8/view?usp=sharing
You can see the progress, but the results are confusing to me, which is not good, more work to do.
You can see the lower left, I made the blueprint and then placed it, rotating 90 degrees.
But notice the circuit connection, it is intact, and modules work too.
And once this is working as desired, I then must make, what I expect to be quite a few changes, to other parts of the code.
it is very difficult to build blueprints and change to vanilla and then apply the blueprint ... needs a lot of time, those circuit connection for displayer and modules are really needed :D
How is the code goying ?
Version 0.9.0 has been uploaded.
Blueprinting of Resource mining drills now supports circuit conditions and modules.
Yes, I know... the drills are blue ghosts, place it anyway, it should work.
And no, I will not fix it. :D
Yes, I know... the drills are blue ghosts, place it anyway, it should work.
And no, I will not fix it. :D
you will not fix what ?
That the drills appear blue rather than green, when placing the blueprint.
Blue normally indicates the entity will not be placed, green when it will.
In other words, I know it is not a perfect implementation. But it works.
Meh the colour does not matter, what it matters is that it works, and it saves the circuit connections and the modules inside.
I am working on an update, it is currently bugged, so wait on the blueprints a bit.
Version 0.9.2 has been uploaded. It contains fixes for blueprinting, I think it is safe to test now.
what was wrong ?
You know what i was wondering ? how come you Resorce electric mining drill does not say how much energy it consumes ?
There were two things wrong, blueprints that did not save the resource, could place an invalid resource selection. The second issue was an API call to reset the mining drills after placement was required for the mining drills to recognize the spawned resources.
The energy is not displayed because the item is not an item of an electric mining drill. Once placed, it displays the correct amount of power usage. It might be possible to use extended factoriopedia descriptions to add it. Something I might look into, but currently not on the list of todos.
Blueprints with resource miners place resources down even when the blueprint is not placed.
Blueprints cannot be flipped.
What happen to cause the blueprint to not be placed?
I am unable to recreate a failed placement, what steps for me to reproduce it?
Did you somehow build something with the blueprint open for placement? Maybe a robot somewhere? The only way I can think this could happen, without more details.
There is no bug with the flipping. It is not possible to flip blueprints of vanilla burner mining drills or pumpjacks either.
The Resource slow mining drill can not be flipped, for the same reason as the burner mining drill.
Blueprints with only Resource electric and big mining drills can be flipped.
i swear i could flippe them before.
what i did to make the bug happen, well on the left is the blueprint placed with robots BUUUUT i immediately press CTRL+Z wich is UNDO.
on the right is the blueprint holded in for build.
I rotated then not flipped them i remember now.
Thank you very much for reporting the issue.
Version 0.9.3 has been uploaded, it should resolve the issue with the placed resources when canceling a blueprint placement.
I wanted to ask, what belts are you using? I like the line.
0n0w1c maybe you can help me , i have been trying to make a electric-mining-drill like you have 2x2 but i did not succeed.
initially i wanted to read the code and learn to make my own but all is related to rmd and names are = [to_copy]
Maybe you can help me with a script to put directly in data.lua, i would really appreciate.
i wanted a big-mining-drill but i guess that is way harder to make, i want to create an Ultra-miner (already have it as a burner-mining-drillcause it is 2x2) it is electric and everything,
If you are not sure how my code for the rmd-electric-mining-drill works, it is about as easy as it gets. Except maybe for the displayer graphics mess, but you will not need one of those.
If you are asking me to make a drill, no, sorry, I have no interest.
I suggest the #mod-dev-help channel on factorio discord and of course the modding tutorial.
But I will answer any programming question you have, but coding is not easy or quick.
send me a message on discord Co5teL#1307
so i dont post offtopic messages here in this topic.
https://imgur.com/a/W7UMdrL