[MOD 0.17.xx] TimeButtons v0.3.7

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jenova99sephiros
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Re: [MOD 0.9.x] TimeButtons v0.0.8

Post by jenova99sephiros »

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Last edited by jenova99sephiros on Thu Aug 17, 2023 12:43 am, edited 1 time in total.

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darius456
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Re: [MOD 0.9.x] TimeButtons v0.0.9

Post by darius456 »

Update... minor fixes in 1st post.
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Re: [MOD 0.9.x] TimeButtons v0.0.8

Post by Madd_Mugsy »

jenova99sephiros wrote:
darius456 wrote:
jenova99sephiros wrote:I get an error & crash

error message
"Error in function boost::math::round<double>(double):Value -1#IND.
Can not be represented in the target integer type."

What's going?
Print screen please.
Save please.
Any other mods?
OK
Mods list included savedata
Here http://www.mediafire.com/download/7vm2z ... osave1.zip
I get when you place the Underground Drill, it

This is a bug in F-Mod, not this one. Check the F-Mod bug reports thread for instructions on how to fix it :)

jenova99sephiros
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Re: [MOD 0.9.x] TimeButtons v0.0.8

Post by jenova99sephiros »

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Last edited by jenova99sephiros on Thu Aug 17, 2023 12:40 am, edited 1 time in total.

Lee_newsum
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Re: [MOD 0.9.x] TimeButtons v0.0.9

Post by Lee_newsum »

Factorio Version 0.10.0 is out.

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darius456
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Re: [MOD 0.9.x] TimeButtons v0.0.9

Post by darius456 »

Lee_newsum wrote:Factorio Version 0.10.0 is out.
Yes I know, to much bugs at the moment, wait till 0.10.1 and then will try to update mods, by the way I didn't try to load it on 0.10.0 version so it is possible to work correctly.
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FreeER
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Re: [MOD 0.9.x] TimeButtons v0.0.9

Post by FreeER »

darius456 wrote:by the way I didn't try to load it on 0.10.0 version so it is possible to work correctly.
TimeButtons are working for me on 0.10 :) So is PowerLimiter (much easier to do testing when I don't really have to worry about setting up the power every time I start a new world... just throw down a free dmg3 ;))

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Re: [MOD 0.10.x] TimeButtons v0.1.0

Post by darius456 »

FreeER wrote:
darius456 wrote:by the way I didn't try to load it on 0.10.0 version so it is possible to work correctly.
TimeButtons are working for me on 0.10 :) So is PowerLimiter (much easier to do testing when I don't really have to worry about setting up the power every time I start a new world... just throw down a free dmg3 ;))
Thank you, I really don't have much free time... vacations 1 week left.
For those who know the appropriate commands a lot of things are free.
New version is in 1st post... check and share Your opinion.
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Lee_newsum
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Re: [MOD 0.10.x] TimeButtons v0.1.0

Post by Lee_newsum »

well this is what I am getting (64bit)
Image

drs9999
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Re: [MOD 0.10.x] TimeButtons v0.1.0

Post by drs9999 »

Yes the migration for custom gui elements seems a bit broken.
Simple solution:
- open up 0.9.8 again
- disable the mod ( and restart)
- load and save the related game(s)
- you can use the save again in 0.10.0

In theory you should be able to use this mod again in 0.10.0, I have not tested it so no garantuee that the mod works in 0.10.0

P.S. I do not know if you use other mods, in general it is enough to close the related guis ( in 0.9.8), but afaik it is not possible here so you have to disable it

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Re: [MOD 0.10.x] TimeButtons v0.1.0

Post by darius456 »

Thx for your answer, averything is truth, by the way this mod is 0.10.0 compatible, I don't test it but FreeEr said so. But I have no idea what is "gui type 111" I think that I dont use gui called 111, do You know what is it?
Last edited by darius456 on Mon Jun 09, 2014 10:06 pm, edited 1 time in total.
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Re: [MOD 0.10.x] TimeButtons v0.1.0

Post by Lee_newsum »

drs9999 wrote:Yes the migration for custom gui elements seems a bit broken.
Simple solution:
- open up 0.9.8 again
- disable the mod ( and restart)
- load and save the related game(s)
- you can use the save again in 0.10.0

In theory you should be able to use this mod again in 0.10.0, I have not tested it so no garantuee that the mod works in 0.10.0

P.S. I do not know if you use other mods, in general it is enough to close the related guis ( in 0.9.8), but afaik it is not possible here so you have to disable it
that fix it but I had to do it 2 times and it worked

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Re: [MOD 0.10.x] TimeButtons v0.1.0

Post by drs9999 »

Lee_newsum wrote:that fix it but I had to do it 2 times and it worked
Really?
Sorry it is quite late here and what I forgot while I was writing the previous post is that custom gui elements are not "bound" to the mod which create them, so actually the procedure I described should not solve anything.

But well if it did the job, let's call it fair enough :D

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Re: [MOD 0.10.x] TimeButtons v0.1.0

Post by Lee_newsum »

drs9999 wrote:
Lee_newsum wrote:that fix it but I had to do it 2 times and it worked
Really?
Sorry it is quite late here and what I forgot while I was writing the previous post is that custom gui elements are not "bound" to the mod which create them, so actually the procedure I described should not solve anything.

But well if it did the job, let's call it fair enough :D
I had TimeButtons v0.0.8 putting v0.1.0 files in dus not upday the game time 1 update it to v0.1.0.
p.si am ts3.

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Re: [MOD 0.10.x] TimeButtons v0.1.0

Post by Kraut »

tried the solution from drs9999 10 times doesnt work for me, im still getting "gui type 111" error... looks like this savegame is dead now hope its just for some days/weeks

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Re: [MOD 0.10.x] TimeButtons v0.1.0

Post by kisPocok »

Hi! How to install this on Mac? Thanks.

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Re: [MOD 0.10.x] TimeButtons v0.2.0

Post by darius456 »

New version that is compatible with Factorio v0.10.x is in 1st post.
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Re: [MOD 0.10.x] TimeButtons v0.2.0

Post by grobyc »

I use some time TimeButtons mod, now I decide to delete it and there is a problem.

Mod is connected with the game save and after delete mod from folder with mods I have frames from mod on my screen after load game.

https://www.dropbox.com/s/0c1qyqv2173pt ... roblem.zip

How to delete it, because it's start to be annoying.

Thanks
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Dark
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Re: [MOD 0.10.x] TimeButtons v0.2.0

Post by Dark »

grobyc wrote: How to delete it, because it's start to be annoying.
Type one by one in the console:

Code: Select all

game.player.gui.top.blank1.destroy()

game.player.gui.top.blank2.destroy()

game.player.gui.top.tb_frame.destroy()

game.player.gui.top.time_frame.destroy()

game.player.gui.top.menu_tb.destroy()

game.player.gui.top.live_frame.destroy()

 
Ignore any errors from the console. This should clear up mod's gui elements in your save.

The problem is caused due to absence of clear up procedure in onsave() handler.

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darius456
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Re: [MOD 0.10.x] TimeButtons v0.2.0

Post by darius456 »

Commands to delete gui elements should be ok. But how there can be a clear up function in onsave handler. My mod was compleatly removed so none of my code will be executed. If you want to turn my mod off or delete it you should use your intelligence and first hide timebuttons and after that save game and then disable mod.
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