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Blueprint data entities can be placed in huge quantities when laying blueprints #31
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Hi, The first and last problem are actually connected as the virtual entities are what is supposed to save the settings in blueprints. I have no idea why there are so many of them tho, and why, apparently, they don't work the way they're supposed to... I will have to look into this, which may take some time. I guess I should probably at least mention somewhere that the entities are supposed to be there. As for the recipe combinator, that's actually one of the reasons the recipe mode exists. A recipe combinator in that mode will output all recipes that produce the given item. I know it's not the simplest to implement this into your builds, but there didn't seem to be any other way to do it. I think the planned change to recipe combinator to make it two-tile (like decider, with ins and outs), will make it a bit easier to use at least. Also, thank you for the detailed report, it makes it much easier to work on the fixes ;) Cheers TRK |
Here is blueprint example (exported with Foreman mod, is it the correct way to do this?): 16 wall blocks and 461 virtual entities. And entire save: Not sure how it will load without all modes with which it was created.
Hmm... Do you mean this? If yes, it's not what I'm talking about. It's reverse case, when one recipe produces several different items. While in my case same single item can be crafted in several different ways. For example, two recipes I showed above: and only one signal in "crafting combinator recipes": If mod could detect both of that recipes here, it would be a solution we're looking for. |
Thanks for the blueprint and save, however, it does seem like you're playing on Factorio 0.14 and thus not the latest version of the mod. Regardless, the blueprints are something I haven't paid much attention to for a while, so I will check up on them anyway. From my brief testing, it seems that the 'blueprint data' entities might get placed in large quantities while drag-placing blueprints (even in the new version). Unless you're using a lot of non-updated mods, I don't see much of a reason to still play 0.14 as 0.15 is mostly stable already and there is a ton of cool new features in it. I think it's even well worth it to start a new game if necessary. However, if updating the game is absolutely not an option for you, let me know. I might try to backport the new version to 0.14. No promises tho, I already have tons of things to work on. Cheers TRK PS: 0.15 added a native way of sharing blueprints, so the Forman blueprint-string functionality is obsolete. You might want to read up on the news on the forum. EDIT: Edited the title to be more accurate. |
Actually, I didn't update to 0.15 yet only because it's still marked as "experimental". Despite it's 0.15.18 (!!) already. I'm playing through Steam, and by default have only stable updates installed. If it's ok to use "experimental" version, of course I'll update ASAP. I'm waiting for features from 0.15 very much :) |
Well, there have been one or two game-breaking bugs so far, but the devs are awesome and released a patch for them in a couple hours, even if it was on saturday. So yes, I think it's perfectly fine to use the 'experimental' version ;) Cheers TRK |
Ok, I installed update.
Also, now when drone places crafting / recipe combinator, it keeps settings from blueprint. So at least you can be sure that mod does what you expected from it :) I think, that thousands of virtual items was some crazy glitch, caused by applying multiple mods... or god knows what else. Creating blueprint looked like this: whereas now that small green crosses appear only on your combinators with non-default settings – just as expected. As for other issues. Reviving ghost of combinator, placed by blueprint, with Picker ghost revivier still drops combinator settings. I.e., scenario is:
Not sure whether I should report this to you or to Picker mod authors – but, for example, with bob's adjustable inserters this scenario works fine, revived inserter keeps it's pick and drop positions. About recipe combinator and items with multiple recipes. I'm pretty sure that this problem should be solved with virtual signals from "crafting combinator recipes" tab. Partially, it already does this: The problem is that somehow it can't find all recipes. For example, here is recipes in inventory: and here is virtual signals in "crafting combinator recipes": The logic of populating this tab is arcane for me. But it definitely has the potential to solve this issue. |
I'm glad the mod now works as expected. Indeed I'd like the virtual entities to be hidden from the player, but so far, I haven't found a way to do that. I'm currently thinking of a way to completely change how the combinators are stored in blueprints, so maybe that will solve this. About the other issues:
To respond to your exact problem: The mod indeed knows about both of the recipe's variants - one of them is signaled by the result item, and the other by the virtual recipe signal. Which one is which, however, is a different problem. You can figure that out by sending the signals into a recipe combinator, and see what ingredients show up. It's a bit obscure, but as I said - haven't found a better way yet. Cheers TRK |
Ok, the picker issue was actually trivial to solve. Will commit in a bit. |
I got it. Thanks for details. then everything is ok. Also, there is a tiny workaround: crafting combinator in "read recipe" mode always emits desired signal: This can be used if for some hard reason there is no corresponding virtual signal. So... probably, I have no more questions to you. As issue with multiple virtual items is an exception rather than rule, I'm only waiting for release of patch for Picker issue. |
e6d3fb2 fixes this issue. It will be in the next release (0.9.3). |
Hi!
Thanks for this mode. So great idea.
I found several issues which make mode using a bit less convenient:
Crafting / Recipe combinators don't keep their settings in blueprints.
I.e., when, for example, decider combinator, configured to "A = 1000" is saved to blueprint and then placed by drone – it already has "A = 1000". But Crafting and Recipe combinators are always placed with default settings.
Recipe combinator uses first available recipe to get ingredients from it.
It's about other mods. For example, I'm playing with Bob's mod, and some items there can be crafted in different ways:
But recipe combinator selects first recipe it found, and there is nothing to do with this:
This one is critical. There are thousands of these things in each blueprint, and due to them when placing blueprints game lags horribly. It took around 90sec for me to place block 15x10, which had 15k of these blue pieces.
After all, I had to delete this mode, because it's painful to play like this.
Is there any chance that in future versions something of this will be fixed?
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