P.U.M.P.

by Xcone

P.U.M.P. (Prevent Unwanted Manual Pump-placement) adds a selection-tool with which you can select oil wells, and then plans the layout of pumpjacks and pipes for you.

Utilities
a day ago
0.18 - 2.0
50.3K
Fluids Blueprints

g Aquilo Bug (doesn't work /properly/ on Aquilo)

19 days ago

On Aquilo, you need to place concrete, and/or Ice platforms to build. This mod doesn't do that, but it still places the ghost items down (e.g pipes/pumps), so bots will eternally hover.

Additionally, bots won't place heat pipes, which are required on Aquilo -- but I don't expect that to be added, since I feel like that'd be a lot more work to do semi-optimally :) (and auto-beacon support would be amazing, but I don't expect that to be added either)

This is definitely one of the best mods for Factorio though! <3

19 days ago

Hi, thanks for the report and the compliment; much appreciated :-)

That's something I should look into. I assumed it'd just work, as the sulfuric acid geysers on vulcanus also worked with the routine already in place. I'm not quite yet at aquillo myself though, or I would've noticed. As soon as I do, I will give it some attention. At least to the ice/concrete. :-)

11 days ago

I finally made it to Aquilo!
I really wanted to wait to fix until I was there, to proper experience what the expected behavior should be. But yea, .. that really wasn't right, was it :-)

Took some search, trying to uncover how the ice/concrete mechanic actually works, but I think I got it now. I just uploaded version 2.1.1. which should address the issue. Please let me know how it works for you?

11 days ago

Btw, I learned the issue wasn't limited to Aquilo, but can also occur when planning oil near water, or sulfuric geysers near lava. The fix for Aquilo should also add landfill or foundation in these cases (if unlocked by the appropriate research).

13 hours ago

Hi. I'm still having an issue with this, but now it's that it only seems to place normal concrete. I use refined concrete exclusively, which works for normal force-building but doesn't with this mod. From what I know there's some variable somewhere that holds the default cover tile for force-building, and it gets assigned based on the most recently used cover tile.

13 hours ago

I do use a hard-coded "concrete" value, so it makes sense to me it won't work with refined concrete. I didn't know of this behavior and the "variable somewhere" you describe. So resorted to the hardcoded value, though I didn't really like I had to.

I will need to look into variable and make a change once I find it. Do you by any chance know of a mod that already uses it? Having an example would make that a bit easier. :-)

12 hours ago

I asked around, and it doesn't appear to be available for mods (yet). I asked on the forums to expose the variable in the modding API:
https://forums.factorio.com/viewtopic.php?f=28&t=122627

Looks like there's a lot of requests for API changes though, so I am not holding my breath it'll be added quickly.

12 hours ago
(updated 12 hours ago)

Ah, I see, darn. :/ Could add a way for the user to select the type of cover tile instead of hard-coding it. Not the best solution, I know, but it'd work until the proper API is exposed.

10 hours ago

Yea, that sounds like a good option, tbh. I must admit I don't really like the variability this hidden option will have. Seems weird to have different outcomes depending on what tile you may have used a second or an hour ago.

I tried to quickly add the option; but it's more work then I anticipated. The current options are all based on entities (buildings) along with the matching API calls and UI controls specific to entities. Tiles are not entities so will need different handling in the API calls and UI. So basically I need to carve another path through the whole selection dialog flow just to expose this option. I do want to add it, but I will need to take my time for it. Most of this code was written a couple years ago, so I need to reorient myself here. So, no quickfix unfortunately.

I had hoped to offer a workaround by using an upgrade planner to replace concrete with refined concrete. But I just tried that, and it seems you can't replace tiles using the upgrade planner. :-(
Heh, perhaps the devs didn't want to carve that path in the their upgrade planner UI as well :-p

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