[0.12.X] TimeButtons

Topics and discussion about specific mods
Peter34
Smart Inserter
Smart Inserter
Posts: 1100
Joined: Mon Nov 10, 2014 12:44 pm
Contact:

Re: [0.12.X] TimeButtons

Post by Peter34 »

What exactly is it this mod does? The OP contains no explanation, and there's no link-back to any alpha 11 or alpha 10-era threads.

Alexs
Fast Inserter
Fast Inserter
Posts: 102
Joined: Sun Sep 07, 2014 9:46 am

Re: [0.12.X] TimeButtons

Post by Alexs »

a fine mod: Time acceleration or deceleration. freely adjustable!

boro
Fast Inserter
Fast Inserter
Posts: 137
Joined: Thu May 22, 2014 5:36 pm
Contact:

Re: [0.12.X] TimeButtons

Post by boro »

current version can cause the occasional crash:
https://forums.factorio.com/forum/vie ... 30&t=15066

boro
Fast Inserter
Fast Inserter
Posts: 137
Joined: Thu May 22, 2014 5:36 pm
Contact:

Re: [0.12.X] TimeButtons

Post by boro »

With the factorio 0.12.5 update, the on-save event causing the crashes no longer works and as a result saving is no longer possible with this mod enabled.

wad67
Burner Inserter
Burner Inserter
Posts: 12
Joined: Sun Nov 30, 2014 5:46 am
Contact:

Re: [0.12.X] TimeButtons

Post by wad67 »

boro wrote:With the factorio 0.12.5 update, the on-save event causing the crashes no longer works and as a result saving is no longer possible with this mod enabled.
Confirmed on my machine as well, makes the game unplayable.

omagaalpha
Inserter
Inserter
Posts: 23
Joined: Mon Apr 29, 2013 4:49 pm
Contact:

Re: [0.12.X] TimeButtons

Post by omagaalpha »

From patches note seem to be how gui was made for reason why there save error.

wad67
Burner Inserter
Burner Inserter
Posts: 12
Joined: Sun Nov 30, 2014 5:46 am
Contact:

Re: [0.12.X] TimeButtons

Post by wad67 »

Deleting the offending function seemed to clear it up.
I have no Idea what it did, but it still works.

KeepOnBuilding
Inserter
Inserter
Posts: 40
Joined: Sat Jun 06, 2015 8:56 pm
Contact:

Re: [0.12.X] TimeButtons

Post by KeepOnBuilding »

I have updated Hobbitron's SpeedButtons to work with 0.12.5:

https://github.com/KeepOnDigging/SpeedButtons/releases

This mod gives you the buttons but none of the other fancy stuff like settings screens or change-speed-on-crafting.

Enjoy, and
KeepOnBuilding.

Alexs
Fast Inserter
Fast Inserter
Posts: 102
Joined: Sun Sep 07, 2014 9:46 am

Re: [0.12.X] TimeButtons

Post by Alexs »

@ KeepOnBuilding - thx

PiggyWhiskey
Filter Inserter
Filter Inserter
Posts: 252
Joined: Wed May 13, 2015 5:28 am
Contact:

Re: [0.12.X] TimeButtons

Post by PiggyWhiskey »

Hi guys. I've been playing with 0.2.5 on Factorio 0.12.8 without any issues except for 1 bug.

If I click the "M" button (settings) the menu comes up correctly (x1-1, x3-3, x5-5, x10-10) but when I click save and close without making any changes, it's like I deleted the Name of the buttons. Causing all the time buttons to disappear. And then I need to go back into it to re-name the buttons.

Has anyone had this before?

_Quantum
Manual Inserter
Manual Inserter
Posts: 1
Joined: Sat Oct 03, 2015 12:48 am
Contact:

Re: [0.12.X] TimeButtons

Post by _Quantum »

Hey! Sorry to bother you, but I was wondering if a 0.12.10 update is in the pipeline. The current version won't let me save on the latest alpha.

Boogieman14
Filter Inserter
Filter Inserter
Posts: 770
Joined: Sun Sep 07, 2014 12:59 pm
Contact:

Re: [0.12.X] TimeButtons

Post by Boogieman14 »

Check this post, just a few posts up...
I don't have OCD, I have CDO. It's the same, but with the letters in the correct order.

DOSorDIE
Fast Inserter
Fast Inserter
Posts: 249
Joined: Sat Oct 11, 2014 3:43 pm
Contact:

Re: [0.12.X] TimeButtons

Post by DOSorDIE »

Doesnt work with 0.12.12

Please fix

PiggyWhiskey
Filter Inserter
Filter Inserter
Posts: 252
Joined: Wed May 13, 2015 5:28 am
Contact:

Re: [0.12.X] TimeButtons

Post by PiggyWhiskey »

DOSorDIE wrote:Doesnt work with 0.12.12

Please fix
Of course not. It hasn't been updated in some time.
You could also post what error you're getting and someone might unofficially update it?

Also the post directly above yours recommends speedbuttons. But I'm not sure if that's updated yet either.

Tristitan
Inserter
Inserter
Posts: 34
Joined: Thu Jun 26, 2014 2:36 am
Contact:

Re: [0.12.X] TimeButtons

Post by Tristitan »

to get it to work in 12.12 a quick fix would be to open the control.lua on speedbuttons in notepad or something like it and then find and replace game.on with script.on, as far as i can see it works well

the only problem with it is that you dont have the menu's for the controls, hopefully the original mod gets updated shortly

KeepOnBuilding
Inserter
Inserter
Posts: 40
Joined: Sat Jun 06, 2015 8:56 pm
Contact:

Re: [0.12.X] TimeButtons

Post by KeepOnBuilding »

I have updated SpeedButtons to version 0.0.3. It now works with Factorio 0.12.11+:

https://github.com/KeepOnDigging/SpeedButtons/releases

This mod gives you the buttons but none of the other fancy stuff like settings screens or change-speed-on-crafting.

Sorry about the delay updating, I haven't been playing Factorio and wasn't subscribed to this thread.
Should probably have its own thread...

Enjoy, and
KeepOnBuilding.

User avatar
Hinanawi-sama
Burner Inserter
Burner Inserter
Posts: 16
Joined: Fri Jun 05, 2015 10:06 pm
Contact:

Re: [0.12.X] TimeButtons

Post by Hinanawi-sama »

KeepOnBuilding wrote:I have updated SpeedButtons to version 0.0.3. It now works with Factorio 0.12.11+:

https://github.com/KeepOnDigging/SpeedButtons/releases

This mod gives you the buttons but none of the other fancy stuff like settings screens or change-speed-on-crafting.

Sorry about the delay updating, I haven't been playing Factorio and wasn't subscribed to this thread.
Should probably have its own thread...

Enjoy, and
KeepOnBuilding.
Is there a reason it only offers x8?
Tried adding x16, kept getting nil index on line 10 control.lua and looking thru ALL the source....cannot understand why, granted I'm assuming the system variable you are using supports MORE then one digit.
(just an FYI, I am using this and other mods to teach myself LUA as I know VB inside-out and sideways and C# is out of my league atm so any explaination to why its not working and what DOES work is much appreciated)

Line thats edited (bold underline is change added):
button_speeds = {["speedbutton05"] = 0.5, ["speedbutton1"] = 1, ["speedbutton2"] = 2, ["speedbutton4"] = 4, ["speedbutton8"] = 8, ["speedbutton16"] = 16}
Image

KeepOnBuilding
Inserter
Inserter
Posts: 40
Joined: Sat Jun 06, 2015 8:56 pm
Contact:

Re: [0.12.X] TimeButtons

Post by KeepOnBuilding »

I'm not sure that using my code to learn Lua is a good idea. I'm a total beginner too!
Although I am experienced with other languages and I have made some effort to write nice Lua code.

What's happening is that the mod creates the buttons in the UI the first time it's run. This is the hook on line 14. It checks to see whether sb_frame exists, and if not it creates the frame and populates it with buttons from button_speeds.

Factorio then saves this state with the save.

When you change the mod and reload, then load your save… it hits line 15, sees that the sb_frame already exists (it's loaded when you load the save) and thinks it's done. It doesn't create the new x16 button.

So later when all_white is executed it cannot access speedbutton16.

If you make your change and create a new world, it will work fine.

Perhaps you can work around this by destroying the sb_frame in console:
/c game.player.gui.top.sb_frame.destroy

And the frame will be re-created next tick when the line 14 hook triggers.

Have fun, and
KeepOnBuilding!

User avatar
Hinanawi-sama
Burner Inserter
Burner Inserter
Posts: 16
Joined: Fri Jun 05, 2015 10:06 pm
Contact:

Re: [0.12.X] TimeButtons

Post by Hinanawi-sama »

Wouldn't running that command on world load be better or will it kill all other existing buttons? (Running Clock and Research Queue along with it)
Also asking this because if you happen to change the buttons themselves, you'd need to force-run the command anyway for update compatibility.
Image

KeepOnBuilding
Inserter
Inserter
Posts: 40
Joined: Sat Jun 06, 2015 8:56 pm
Contact:

Re: [0.12.X] TimeButtons

Post by KeepOnBuilding »

Hinanawi-sama wrote:Wouldn't running that command on world load be better or will it kill all other existing buttons? (Running Clock and Research Queue along with it)
Not a bad idea. I'll look into implementing that with the next release.

Post Reply

Return to “Mods”