[MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Topics and discussion about specific mods
User avatar
oLaudix
Filter Inserter
Filter Inserter
Posts: 285
Joined: Sun Jun 14, 2015 3:24 pm
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by oLaudix »

Hyperdrive75 wrote:
oLaudix wrote:Since the original author is MIA i fixed it. No fancy code just crude update for it to work.
I tried it for 0.12.
It seems to work fine until one of your resources run out, then there is this error message:
Error while running the event handler: __Resource-Monitor-Mod__/control.lua:498: attempt to compare numer with table
Didnt play long enough to catch this. Should be fixed now.
Attachments
Resource-Monitor-Mod_0.5.3.zip
0.12 with bug fix
(13.18 KiB) Downloaded 316 times
Image
Hyperdrive75
Burner Inserter
Burner Inserter
Posts: 5
Joined: Mon May 25, 2015 7:26 pm
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by Hyperdrive75 »

oLaudix wrote:
Hyperdrive75 wrote:
oLaudix wrote:Since the original author is MIA i fixed it. No fancy code just crude update for it to work.
I tried it for 0.12.
It seems to work fine until one of your resources run out, then there is this error message:
Error while running the event handler: __Resource-Monitor-Mod__/control.lua:498: attempt to compare numer with table
Didnt play long enough to catch this. Should be fixed now.
Cool, I'll try it immediately! :D
User avatar
jockeril
Filter Inserter
Filter Inserter
Posts: 372
Joined: Sun Feb 08, 2015 11:04 am
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by jockeril »

Trying to add fields to an existing monitor give this error:
add to existing monitor error in 0.5.3
add to existing monitor error in 0.5.3
add-to-existing-error_0.5.3.png (1.84 MiB) Viewed 10939 times
Once I hit the "add" button, then throws me out of the game back to the "play" menu

Thank you for supporting this mod - it's one of my favorites !
My mods

Formerly Hebrew translator for FARL & EvoGUI - two mods I highly recommend for anyone to check-out

join me on
- Twitter[@jockeril],
- Twitch.tv/jockeril,
- Youtube/jocker-il (or JoCKeR-iL)
- and steam !
Image
jorgenRe
Filter Inserter
Filter Inserter
Posts: 535
Joined: Wed Apr 09, 2014 3:32 pm
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by jorgenRe »

jockeril wrote:
gr0mpel wrote:hey drs9999

love your mod and would like to know if and when you will make it compatible with 0.12?
its really annoying to go without this awesome mod :)
I think it's just missing the oninit function - just checked it on 0.12
Oh it was a fair bit more broken than so :lol:
Heres my take on a fix cause i couldn't wait too long to play Factorio ;)!
(it has been tested and found to work, but if you find a bug that i may have missed, then please let me know and il fix it as soon as possible!)
Attachments
Resource-Monitor-Mod_0.5.4.zip
Factorio 0.12.0 compatible!(unofficial patch)
(13.55 KiB) Downloaded 316 times
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces
User avatar
oLaudix
Filter Inserter
Filter Inserter
Posts: 285
Joined: Sun Jun 14, 2015 3:24 pm
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by oLaudix »

I honestly didnt expect ppl to monitor oil ... i never do it hence i didnt catch that bug either ;p
Image
User avatar
jockeril
Filter Inserter
Filter Inserter
Posts: 372
Joined: Sun Feb 08, 2015 11:04 am
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by jockeril »

oLaudix wrote:I honestly didnt expect ppl to monitor oil ... i never do it hence i didnt catch that bug either ;p
Well, since I heard that you can use the beacon with speed modules and the infinite amount (but slow purring) of oil, I hardly need it too, unless you count wanting to know when to add the beacon - so as not to waste resources and energy... :mrgreen:
My mods

Formerly Hebrew translator for FARL & EvoGUI - two mods I highly recommend for anyone to check-out

join me on
- Twitter[@jockeril],
- Twitch.tv/jockeril,
- Youtube/jocker-il (or JoCKeR-iL)
- and steam !
Image
jorgenRe
Filter Inserter
Filter Inserter
Posts: 535
Joined: Wed Apr 09, 2014 3:32 pm
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by jorgenRe »

oLaudix wrote:I honestly didnt expect ppl to monitor oil ... i never do it hence i didnt catch that bug either ;p
It was a bug with the font_color That caused the number to be negative. So well i cheated a little bit to fix it ;)!
If collor.r/color.g < 0 then color.r/color.g = 1 and it seemed to be the right thing to do as it still kept low numbers red and high numbers green :P
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces
User avatar
jockeril
Filter Inserter
Filter Inserter
Posts: 372
Joined: Sun Feb 08, 2015 11:04 am
Contact:

Re: [MOD 0.12] Resource-Monitor-Mod v0.5.4

Post by jockeril »

Still a problem in RMM 0.5.4 (for 0.12)when adding oil well to existing (look at the list and tell me I don't need to unify wells...)

This time it's a different error in a different line :( :
Attachments
RMM-0.5.4-adding-oil-error.GIF
RMM-0.5.4-adding-oil-error.GIF (300.29 KiB) Viewed 10908 times
My mods

Formerly Hebrew translator for FARL & EvoGUI - two mods I highly recommend for anyone to check-out

join me on
- Twitter[@jockeril],
- Twitch.tv/jockeril,
- Youtube/jocker-il (or JoCKeR-iL)
- and steam !
Image
jorgenRe
Filter Inserter
Filter Inserter
Posts: 535
Joined: Wed Apr 09, 2014 3:32 pm
Contact:

Re: [MOD 0.12] Resource-Monitor-Mod v0.5.4

Post by jorgenRe »

jockeril wrote:Still a problem in RMM 0.5.4 (for 0.12)when adding oil well to existing (look at the list and tell me I don't need to unify wells...)

This time it's a different error in a different line :( :
Thanks for the info bug fixed ;)!
Please if you could just double check to see if it's fixed as i'm not able to go and check it for my self right now :)
Attachments
Resource-Monitor-Mod_0.5.4.zip
Bug fix 1
(13.13 KiB) Downloaded 404 times
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces
User avatar
L0771
Filter Inserter
Filter Inserter
Posts: 516
Joined: Tue Jan 14, 2014 1:51 pm
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by L0771 »

Here, i don't saw this post and make a own update for 0.12.

Is working perfectly, a lot of changes, working in MP.

http://www.mediafire.com/download/q3bo0 ... _0.5.4.zip
jorgenRe
Filter Inserter
Filter Inserter
Posts: 535
Joined: Wed Apr 09, 2014 3:32 pm
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by jorgenRe »

L0771 wrote:Here, i don't saw this post and make a own update for 0.12.

Is working perfectly, a lot of changes, working in MP.

http://www.mediafire.com/download/q3bo0 ... _0.5.4.zip
You might wanna check out the subforum for unofficially updated mods ;)
https://forums.factorio.com/forum/viewforum.php?f=120
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces
User avatar
L0771
Filter Inserter
Filter Inserter
Posts: 516
Joined: Tue Jan 14, 2014 1:51 pm
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by L0771 »

jorgenRe wrote:
L0771 wrote:Here, i don't saw this post and make a own update for 0.12.

Is working perfectly, a lot of changes, working in MP.

http://www.mediafire.com/download/q3bo0 ... _0.5.4.zip
You might wanna check out the subforum for unofficially updated mods ;)
https://forums.factorio.com/forum/viewforum.php?f=120
Thanks you! :oops:
Guz
Manual Inserter
Manual Inserter
Posts: 3
Joined: Sat Apr 23, 2016 1:04 am
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by Guz »

I have map version 0.12.33-0
Loaded Resource Monitor version 0.5.4

I get error

__Resource-Monitor-Mod__/control.lua:3:
Attempt to index global 'game' (a nil value)

Would someone please explain what's wrong/what I need to do to get the resource monitor running......
GameCharmer
Inserter
Inserter
Posts: 38
Joined: Tue Oct 20, 2015 2:34 pm
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by GameCharmer »

Guz wrote:I have map version 0.12.33-0
Loaded Resource Monitor version 0.5.4

I get error

__Resource-Monitor-Mod__/control.lua:3:
Attempt to index global 'game' (a nil value)

Would someone please explain what's wrong/what I need to do to get the resource monitor running......
You're using a 0.11.x mod that was ported to early 0.12.x. game was changed mid 12-series.
I'd suggest using something like YARM for resource monitoring. It's available here: viewtopic.php?f=92&t=16698
KemyszPL
Manual Inserter
Manual Inserter
Posts: 1
Joined: Tue Aug 29, 2017 9:16 am
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by KemyszPL »

Update This mod to newest version beascouse this mod is cool but i can't use it on the newest version :(
Bilka
Factorio Staff
Factorio Staff
Posts: 3309
Joined: Sat Aug 13, 2016 9:20 am
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by Bilka »

KemyszPL wrote:Update This mod to newest version beascouse this mod is cool but i can't use it on the newest version :(
Nice necro.... Use https://mods.factorio.com/mods/Narc/YARM
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
Post Reply

Return to “Mods”