Search found 278 matches

by Narc
Wed Sep 02, 2015 6:17 pm
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 161158

Re: [MOD 0.12.x] Evolution Factor Indicator

When starting a new game with this mod (and no other mods enabled - I'm trying to hunt down 2 strange bugs), I get a continued error message: Unknown key: "err_generic" I've never had this before. EvoGUI has always worked fine for me. Is this mod dependent on any other mods? It'd be my as...
by Narc
Mon Aug 31, 2015 7:40 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 161158

Re: [MOD 0.12.x] Evolution Factor Indicator

Would be much better if direction was more precise: -N, NNE, NE, ENE, E, ESE, SE, SSE, S, SSW, SW, WSW, W, WNW, NW NNW or -000....359 degrees That would be pretty neat, yes. I'll put it on the wishlist. [...]Yeah, I would love to see if I can take in some info from it as I do coding as a hobby, but...
by Narc
Sun Aug 30, 2015 8:40 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [MOD 0.12.11+] WrenchFu (and demonstrator) v0.1.3
Replies: 15
Views: 32321

Re: [MOD 0.12.x] WrenchFu (and demonstrator)

ssilk wrote:I moved it to libs.
Sounds good to me, thanks very much.
by Narc
Sun Aug 30, 2015 5:38 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [MOD 0.12.11+] WrenchFu (and demonstrator) v0.1.3
Replies: 15
Views: 32321

Re: [MOD 0.12.x] WrenchFu (and demonstrator)

Choumiko wrote:At least for the opening/closing a mod gui when the vanilla GUI is opened/closed i'm using custom events:[...]
Makes sense to me, but what if I want my mod gui to open instead of the vanilla one?
by Narc
Sun Aug 30, 2015 8:53 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 161158

Re: [MOD 0.12.x] Evolution Factor Indicator

Esrevinue wrote:Wow, this is a brilliant mod! I love the fact that it's open source!
Thank you! All my (published) things are open source, under the theory that the work isn't that special, but someone might derive knowledge from reading how it works.
by Narc
Sun Aug 30, 2015 6:50 am
Forum: Mod Packs / Libs / Special Interest
Topic: [MOD 0.12.11+] WrenchFu (and demonstrator) v0.1.3
Replies: 15
Views: 32321

Re: [MOD 0.12.x] WrenchFu (and demonstrator)

I really won't have libraries here. So I would do it like so: Move Wrench Fu to libraries and add a new topic for the example mod, which can stay here then. Nah, keep the example mod with the library, move the one thread. I don't think the example mod is something people would really want to play w...
by Narc
Sat Aug 29, 2015 3:09 pm
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 161158

Re: [MOD 0.12.x] Evolution Factor Indicator

A new release! That's right, EvoGUI v0.4.0 (direct download) is here, and brings with it... not all that much. All the changes happened around the player locations sensor, which looks like this now: http://i.imgur.com/M5Dnfca.png By default, it now only shows you the names of the players and directi...
by Narc
Sat Aug 29, 2015 1:02 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [MOD 0.12.11+] WrenchFu (and demonstrator) v0.1.3
Replies: 15
Views: 32321

Re: [MOD 0.12.x] WrenchFu (and demonstrator)

Would it be possible to add a keybind to close the GUI, in addition to walking away? Other GUIs (inventory, machines) close when you press the "e" button and I found it a bit disorienting for it not to behave similarly. Very minor issue, but would be appreciated. To the best of my knowled...
by Narc
Sat Aug 29, 2015 12:34 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [MOD 0.12.11+] WrenchFu (and demonstrator) v0.1.3
Replies: 15
Views: 32321

Re: [MOD 0.12.x] WrenchFu (and demonstrator)

EDIT: I just downloaded the mod and the helper mod into a vanilla game and I'm getting an ontick error on line 77 of gui.lua with a reference to a nil value. http://i.imgur.com/ututTDM.png Got it, thank you, fixed now by v0.1.1 (direct download) . Will update the OP in a moment. (apparently, it's n...
by Narc
Sat Aug 29, 2015 11:37 am
Forum: Mod Packs / Libs / Special Interest
Topic: [MOD 0.12.11+] WrenchFu (and demonstrator) v0.1.3
Replies: 15
Views: 32321

[MOD 0.12.11+] WrenchFu (and demonstrator) v0.1.3

WrenchFu! http://i.imgur.com/dmjEQoZ.png Info: WrenchFu is a helper for other mods -- it provides a single entry point through which they can cause custom GUIs to be opened, and manages automatically closing the custom GUIs when players get out of range. Name: WrenchFu Latest Release: v0.1.3, April...
by Narc
Fri Aug 28, 2015 3:31 pm
Forum: Won't fix.
Topic: [0.12.4][posila] Desync-prone map on headless server
Replies: 6
Views: 13347

Re: [0.12.4][posila] Desync-prone map on headless server

posila wrote:[...]I'll investigate it some more sometime but right now this doesn't have high priority.
Fully understandable, thank you for looking into it. I'm somehow unsurprised to learn what the problem was. Either way, it's not a problem -- that world is now abandoned.
by Narc
Fri Aug 28, 2015 10:15 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 161158

Re: [MOD 0.12.x] Evolution Factor Indicator

Player index might not work well for you. If I understand correctly it's game dependent - so different person connecting to same multiplayer game could get settings of someone else that was in same slot earlier. It's a bit of a guess - I'm not sure if that's exactly how player index works. As far a...
by Narc
Fri Aug 28, 2015 4:57 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 161158

Re: [MOD 0.12.x] Evolution Factor Indicator

I seem to have found a small issue that's not really a bug, but something that might be worth looking at. I'm tentatively marking it as a bug anyway -- the unusual situation should be handled somehow. I'm actually surprised EvoGUI didn't complain sooner -- the settings are stored by player name, an...
by Narc
Thu Aug 27, 2015 9:15 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 161158

Re: [MOD 0.12.x] Evolution Factor Indicator

no, I used a much smaller arrows (mainly because I was too lazy to make decent ones ;) ), but I used just the < > v ^ characters right next to the players' name. Your mod already has the ability to show the location coords of each player, in MP games. Can you also get it to show the database number...
by Narc
Thu Aug 27, 2015 9:01 am
Forum: Mods
Topic: [MOD 0.12.x] Deathcycles - Drive Fast, Die Often
Replies: 8
Views: 13513

Re: [MOD 0.12.x] Deathcycles - Drive Fast, Die Often

GopherAtl wrote:been testing in MP with Narc, they work nicely, other than the steering-assist being twitchy for some reason. These things are so much fun ^_^
I was just about to reply the same thing -- they're intense!
by Narc
Mon Aug 24, 2015 8:29 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 161158

Re: [MOD 0.12.x] Evolution Factor Indicator

Your mod already has the ability to show the location coords of each player, in MP games. Can you also get it to show the database number of each player? E.g. for the purpose of console commands? Sure, that's perfectly simple. I think I'd like to shove it in with the per-sensor configuration, so yo...
by Narc
Sun Aug 23, 2015 4:37 pm
Forum: Ideas and Suggestions
Topic: Logistics bots (and presumably construction bots) should drain chests right-to-left
Replies: 3
Views: 2272

Logistics bots (and presumably construction bots) should drain chests right-to-left

As the title says. It would maintain consistency with the inserters also draining right to left, if nothing else.
by Narc
Sat Aug 22, 2015 8:29 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 161158

Re: [MOD 0.12.x] Evolution Factor Indicator

Width tends to be less of a problem than height, I've found -- already the player list gets fairly annoyingly tall with just three players known to the world. I think, for cleanliness, we'll want both the "what can currently spawn?" and "what's the next threshold?" lines to be op...
by Narc
Fri Aug 21, 2015 7:29 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.4] dying on alt surface in MP -> respawn redraw fail
Replies: 2
Views: 2647

Re: [0.12.4] dying on alt surface in MP -> respawn redraw fail

I just did this on our multiplayer server that we used for testing (I was helping @GopherAtl with the tests) and it's now pretty consistently crashing Factorio. Save: http://dev.narc.ro/factorio/crashy-tardis.zip Mods: http://dev.narc.ro/factorio/crashy-tardis-mods.tar.gz Log (from server): http://d...
by Narc
Fri Aug 21, 2015 6:26 pm
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 161158

Re: [MOD 0.12.x] Evolution Factor Indicator

Hooray for rapid iteration, and with apologies to the 14 downloads of v0.3.2, we have v0.3.3 now which should really fix the desync issues caused by me being a dummy with the player locations sensor. I also ended up adding a remote interface with a single entry point (so far): /c remote.call("E...

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