Search found 278 matches
- Sat Aug 01, 2015 1:33 pm
- Forum: Modding help
- Topic: Reading a GUI element's current width?
- Replies: 4
- Views: 2144
Re: Reading a GUI element's current width?
They're still `nil` by default, just as I said five minutes ago. Also, those are the minimum width and height, not the current values.
- Sat Aug 01, 2015 1:24 pm
- Forum: Modding help
- Topic: Reading a GUI element's current width?
- Replies: 4
- Views: 2144
Re: Reading a GUI element's current width?
Those are part of `element.style`, and they're also `nil` unless the style calls for them to be set by default.Xyfi wrote:I believe it's minimum_width and maximum_width.
- Sat Aug 01, 2015 1:17 pm
- Forum: Modding help
- Topic: Reading a GUI element's current width?
- Replies: 4
- Views: 2144
Reading a GUI element's current width?
I've only tried this from the console yet, so forgive me if doing it from within the mod that created the GUI will give better results, but I only ever seem to get `nil` when trying to read a GUI element's `width` property (and the `element.style` has no such property at all). I don't intend to assi...
- Fri Jul 31, 2015 5:29 pm
- Forum: Modding discussion
- Topic: Source management and Licensing for Mods
- Replies: 65
- Views: 37843
Re: Source management and Licensing for Mods
Ah-ha! Thank you!
I'd been curious about the download count for evoGUI, but not enough to actually want to host it myself via my click-counting redirector. Now I don't even have to think about that.
- Mon Jul 27, 2015 11:06 am
- Forum: Mods
- Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
- Replies: 177
- Views: 161156
Re: [MOD 0.12.x] Evolution Factor Indicator
There are mods here: https://forums.factorio.com/forum/viewtopic.php?f=96&t=13867 https://forums.factorio.com/forum/viewtopic.php?f=96&t=13855 Yes, and I'd also like to take a crack at incorporating Resource Monitor, which is a whole other kettle of fish. The "Stats" series I coul...
- Sun Jul 26, 2015 12:56 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
- Replies: 177
- Views: 161156
Re: [MOD 0.12.x] Evolution Factor Indicator
I do a suggestion: I don't like currently, that the display is so big. Would it be possible to switch display every 3-5 seconds? 18:15 planet time (wait 3 secs) Brightness: 93% (wait 3 secs) Biter evolution: 1.2% (wait 3 secs) Play time: 0:41:48 (wait 3 secs) Wind: 40 km/h, SSW (wait 3 secs) ... ne...
- Sun Jul 26, 2015 12:31 pm
- Forum: Questions, reviews and ratings
- Topic: Mod-Header Discussion (PLEASE READ)
- Replies: 63
- Views: 44025
Re: Mod-Header Discussion (PLEASE READ)
Thanks for the notice, I've updated the EvoGUI thread to match. I'm really liking the look of this template -- I wasn't enthused with it to begin with, but it's actually quite pretty; and I've always approved of the consistency a common template creates.ssilk wrote:I re-added some optional fields.
- Sun Jul 26, 2015 12:02 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 182825
Re: Bob mods for 0.12
[...]maybe you could add a total game time counter - like the clock? then we can speek better about biter progression. =) On that note, try my mod: Evolution Factor Indicator . Biter evolution and play time, both on screen at all times. Of note, while I was researching for a reddit comment, I found...
- Sat Jul 25, 2015 8:20 am
- Forum: Questions, reviews and ratings
- Topic: Mod-Header Discussion (PLEASE READ)
- Replies: 63
- Views: 44025
Re: Mod-Header Discussion (PLEASE READ)
Sounds good to me! I decided to give it a try, and see what the template looks like when applied to a simple mod like my EvoGUI -- check it out over here . I think I rather like it -- pretty much the entirety of my first post was just writing the exact same condensed information in long hand. @ssilk...
- Sat Jul 25, 2015 12:06 am
- Forum: Questions, reviews and ratings
- Topic: Mod-Header Discussion (PLEASE READ)
- Replies: 63
- Views: 44025
Re: Mod-Header Discussion (PLEASE READ)
I like it. A note on dependencies: since we're including them for human reference (the machine-readable listing is in info.json), can we suggest/require that they be listed as links to the specific mod threads? Relatedly, do we want to mention optional dependencies? I'm thinking of something like RS...
- Fri Jul 24, 2015 8:01 pm
- Forum: Questions, reviews and ratings
- Topic: Mod-Header Discussion (PLEASE READ)
- Replies: 63
- Views: 44025
Re: Mod-Header Discussion (PLEASE READ)
I'm not sure that link goes where you intended? Oh. Fixed. This was meant: https://forums.factorio.com/forum/viewtopic.php?f=91&t=13835 Um. I'll be honest, I really can't tell what you changed. But, if I may make a suggestion, this is what I'd like to see: Latest Release: v1.2.3, 2038-04-01 Fac...
- Fri Jul 24, 2015 4:51 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
- Replies: 177
- Views: 161156
Re: [MOD 0.12.x] Evolution Factor Indicator
I noticed a bunch of extra desyncs with no changes other than using v0.2.0, and I'm guessing it's due to how I was calculating the tick when the GUI should update. I changed it up and v0.2.1 seems to be more stable now, so there's another release.
- Fri Jul 24, 2015 3:46 pm
- Forum: Questions, reviews and ratings
- Topic: Mod-Header Discussion (PLEASE READ)
- Replies: 63
- Views: 44025
Re: Mod-Header Discussion (PLEASE READ)
A bot will also have no problems without the hyphens, and the hyphens look bad. That is what I said. Ok, I removed it. How is that looking now: https://forums.factorio.com/forum/viewtopic.php?f=89&t=13995 I'm not sure that link goes where you intended? And the "super flexible" thing i...
- Thu Jul 23, 2015 6:55 pm
- Forum: Questions, reviews and ratings
- Topic: Mod-Header Discussion (PLEASE READ)
- Replies: 63
- Views: 44025
Re: Mod-Header Discussion (PLEASE READ)
A bot will have no problems with the hyphens, that is really not much to look about this. A bot will also have no problems without the hyphens, and the hyphens look bad. That is what I said. [...] There are two possibilities then: A) Create a modding plattform, that also has some kind of mini-forum...
- Thu Jul 23, 2015 5:13 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
- Replies: 177
- Views: 161156
Re: [MOD 0.12.x] Evolution Factor Indicator
Okay, version 0.2.0 now features not just a time of day, but also a brightness sensor (for sun/moonlight): http://i.imgur.com/suRnF9w.png I've noticed the brightness bottoms out at 14%, representing the sheer black of night -- solar panels stop working altogether when they're close to here (probably...
- Thu Jul 23, 2015 12:38 pm
- Forum: Questions, reviews and ratings
- Topic: Mod-Header Discussion (PLEASE READ)
- Replies: 63
- Views: 44025
Re: Mod-Header Discussion (PLEASE READ)
Mod name or picture - already in the thread title I thought it looks just a bit better to repeat this in big here. :) I'll be honest, I totally missed it the first few times I looked at the example. The best I can say about it is, while it triggered my auto-ignore filter, it doesn't really get in t...
- Thu Jul 23, 2015 12:20 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
- Replies: 177
- Views: 161156
Re: [MOD 0.12.x] Evolution Factor Indicator
This looks like another very nice mod. But could you add a day-time or daylight/night percentage display to it, please? Sure thing, I can totally do that. Funny story: the inspiration for this mod came from the mod simply named "clock" from the Bob's mods 0.12 intermediary download. It sh...
- Thu Jul 23, 2015 7:05 am
- Forum: Mods
- Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
- Replies: 177
- Views: 161156
Re: [MOD 0.12.x] Evolution Factor Indicator
It should do; the mod is fully aware that multiple players can exist in the world, and it doesn't do anything else special. I've been running it on my headless server and it hasn't complained yet!Peter34 wrote:Will this mod work in coop MP games?
- Wed Jul 22, 2015 4:09 am
- Forum: Mods
- Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
- Replies: 177
- Views: 161156
Re: [MOD 0.12.x] Evolution Factor Indicator
Yup, keeping the MIT license in "all copies or substantial portions of the Software" is the only condition attached. Have at it!
- Tue Jul 21, 2015 6:19 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
- Replies: 177
- Views: 161156
Re: [MOD 0.12.x] Evolution Factor Indicator
Appropriately, 5 minutes after posting I found a bug. I have now fixed it, and the download in the OP is now linked to v0.1.1. If you downloaded v0.1.0, get the new one instead.
Sorry for the inconvenience.
Sorry for the inconvenience.