Search found 278 matches
- 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...
- 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...
- 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)
Sounds good to me, thanks very much.ssilk wrote:I moved it to libs.
- 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)
Makes sense to me, but what if I want my mod gui to open instead of the vanilla one?Choumiko wrote:At least for the opening/closing a mod gui when the vanilla GUI is opened/closed i'm using custom events:[...]
- 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
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.Esrevinue wrote:Wow, this is a brilliant mod! I love the fact that it's open source!
- 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...
- 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...
- 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...
- 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...
- 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...
- 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
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.posila wrote:[...]I'll investigate it some more sometime but right now this doesn't have high priority.
- 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...
- 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...
- 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...
- 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
I was just about to reply the same thing -- they're intense!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 ^_^
- 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...
- 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.
- 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...
- 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...
- 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...