Releases: MortenTobiasNielsen/Factorio-TAS-Generator
V0.3.0
Important:
Delete the mod folder with your current run. This is to ensure that the LUA files are updated so they are aligned with the tool. So e.g. if your run is called any% delete that folder:
- Import panel has been added to make it easier to import steps from TAS step planner
And some minor bug fixed and changes.
Thanks for all your help @theis999, with this release and your work on TAS step planner, Theis TAS helper and TAS state printer it makes a large difference when developing a TAS.
V0.2.0
Important:
Delete the mod folder with your current run. This is to ensure that the LUA files are updated so they are aligned with the tool. So e.g. if your run is called any% delete that folder:
Possible breaking change:
- A bug which in a very specific circumstance would "erase" items has been fixed. This means that a run might come "out of sync" due to more items being available.
- A check has been added for the amount put/taken. So if a specific amount has been specified and that amount isn't available it will give a warning and the run will be stopped. This can easily be fixed by specifying the amount which is actually available. This feature has been added to make it easier to align e.g. running past an assembling machine while it has 5 ticks left to finish the last inserter needed to complete a smelting line.
Non-breaking changes:
- Drop has been fixed so it works.
- Every time the script is generated an auto save will be created to ensure that the user don't lose a lot of progress in the rare case of an application crash or by accident deletes something which shouldn't.
- Auto-open last saved file and go to the top row selected has been added
- Cancel crafting has been added, which is the "Cancel" step. This can be used to cancel an amount of a specific item from the crafting queue
- Cancel research has been added. This can be done by adding Cancel as a comment to a Tech step
- It is now possible to split mining a building by adding Split as a comment to a mining step. This can be done as many times as needed.
- It is possible to override the default pathing behavior by adding Override as a comment to Put, Take, and Mining steps. There are specific edge cases where the tools distancing isn't completely aligned with the game - this can be used if you can see that it is possible to reach something, but the tool doesn't know.
- Steps where the tool adds a walk step to get within reach are now colored in the comment column.
- Added a color picker, which can be used to split the steps of a run into different segments.
- Changed the behavior when changing step types, so the item will be remembered.
And a lot of minor bug fixed and changes.
Thanks for all your help @theis999, with this release and your work on Theis TAS Helper it makes a large difference when developing a TAS.
V0.1.0
Breaking changes:
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Multiple changes to the walking pattern calculations, including better distancing. Add "old" as a comment on the first walk step to enter compatibility mode and "new" as a comment on a walk step to use the optimized version. This is only to developers who have used V0.0.6 and below. There are no reason to do this when a new run is started with this version
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Pick Up behavior was unfortunately implemented in a way far from the behavior in Factorio, it is now fixed but it wasn't possible to do this with backwards compatibility. It seems like misalignment can be fixed by replacing an old Pick Up step with a Walk, Pick Up and Idle step. This will require some tweaking - sorry for the inconvenience. Please make an issue here if you need help fixing your run.
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This version won't recognize save files from version V0.0.5 and below.
Non-breaking changes:
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GUI overhaul
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Save step has been changed. It no longer requires a start step to be placed before it for the TAS to start at a specific save step. Instead saves can just be used and the game will know where it is supposed to start. This though come with two caveats:
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Saves will be broken if steps are added to "the past", so before a specific save. When it is need to make changes in "the past" (which will happen frequently) then load an earlier save and let it play through to the newer saves and it should be fixed.
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Saves will sometimes not work when game speed are set higher than 4x. lower game speed to 4x or lower when reacing save you need for current development to prevent this problem.
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It is now possible to search for steps in the steps list (specification can be found here: Search PR)
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Amount can be used to specify the quantity of a recipe for Auto-Put
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Performance optimizations to the tool to lower script generation time and lower time to add/change/delete/move steps and a lot of minor changes.
Thanks for all your help @theis999, with this release and your work on Theis TAS Helper it makes a large difference when developing a TAS.
V0.0.6
Interface to raise event of steps (used by Theis_tas_helper)
Sound on rotating building
Fixed name of long-handed inserter
Skip cut-scene
- some minor changes.
V0.0.5
- Sounds for placing buildings and taking/putting items
- Floating text when taking/putting items
- Changed the default "From/into" to be Input for put tasks and Output for take tasks
- Added auto-put feature. This will automatically add put tasks when doings specific tasks.
-- Build: Furnace, burner mining drills, burner inserters, and boilers gets a put coal task
-- Build: Lab gets a put Automation science pack
-- Recipe: Assemblers and Chemical plants get put tasks equal to producing one unit of the recipe - It is now possible to use titles (stone brick, concrete, etc.)
- Command to release the players from the steps - enter release in the console
- Default setup of the hotbar with the most common items (hot bar 1-4)
- Added debug as a goal - this is intended to be used when developing
- Optimized the code so the tool is more responsive
Thanks a lot to @theis999 for all the help with this release and the last. 🎉
V0.0.4
Features
- Save has been added
- It is possible to add a comment on a task. This is also used to indicate the name of a save.
- Auto-close menu to choose which dialog boxes should auto close (save and generate script chosen by default)
- Added extra colors, so it is easier to locate key tasks in the tasks list
Fixed numerous bugs.
V0.0.3
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Pause : This will pause the game - remember to lower the game speed to around 1 some steps before the pause step to make sure the game are able to pause the game without skipping ticks.
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Start: This will tell the Generate Script task where to start generating steps. So if you e.g. have 1000 steps, have paused the game and made a save, then you can make step 1001 "Start" and add extra steps. When you generate the steps file it will only add steps 1002+ so you can load your saved game and continue where you left of.
V0.0.2
Only Generate Steps File has been added. When this is chosen only the steps file will be generated, which allows Factorio to pick up the changes without having to be restarted.
Splitters and filters have been fixed and should work as intended.
The source code is for v0.0.3 due to the late release.
v0.0.1
The source code is for v0.0.3 due to the late release.