Search found 193 matches

by Helfima
Sat Oct 17, 2020 12:21 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 262
Views: 60088

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

perhaps you dont push ENTER to validate the value
by Helfima
Thu Oct 15, 2020 8:37 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 262
Views: 60088

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Hello Doylecan, [amount affecting one] = is only use to computing effect from beacon on factory [beacon by factory]*X + [constant beacon] = number of beacon for the recipe (where X is the number of factory) in this case the yellow line is the variant, 1 beacon for 2 factory = 0.5 beacon by factory b...
by Helfima
Mon Sep 14, 2020 5:54 am
Forum: Cheatsheets / Calculators / Viewers
Topic: First time with oil processing ratios
Replies: 6
Views: 199

Re: First time with oil processing ratios

... ... no, actually, first i tried helmod to do the calculations for me. but i found out, that helmod did not take into account, that heavier oil products can be cracked into lighter ones and it always had a surplus of heavy and light oil. so, helmod obviously did not use linear equations. ... hel...
by Helfima
Tue Jun 30, 2020 8:27 am
Forum: Modding discussion
Topic: How do I calculate energy consumption via script
Replies: 5
Views: 300

Re: How do I calculate energy consumption via script

hello that return max and min consumption /c game.print( (function() local lua_prototype=game.entity_prototypes["inserter"] local max_energy_usage=lua_prototype.max_energy_usage local drain=lua_prototype.electric_energy_source_prototype.drain local max_consumption=math.ceil((max_energy_usage+drain)*...
by Helfima
Tue Jun 09, 2020 6:01 pm
Forum: Won't implement
Topic: screen.element.force_render_above() please?
Replies: 21
Views: 1628

Re: screen.element.force_render_above() please?

Hello
a good example is my mod which is only an interface: https://mods.factorio.com/mods/Helfima/helmod
for my windows now I destroy them on reopening because otherwise they always go in the background
in my case it was 1 or 2 lines to modify

after if you add an option I will be happy if not too bad
by Helfima
Thu May 28, 2020 3:04 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 262
Views: 60088

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Normally, I don't use style from Factorio base to not generate error on style :P
by Helfima
Wed May 27, 2020 2:20 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 262
Views: 60088

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

hello Pridesfall
the error come from FNEI mod
by Helfima
Fri May 08, 2020 2:28 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 262
Views: 60088

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

hello use ENTER to set the value on each input
by Helfima
Sat May 02, 2020 12:07 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 262
Views: 60088

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

@andre2
if you want all ressources, you must add all recipes in one production line
by Helfima
Mon Apr 27, 2020 3:41 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 262
Views: 60088

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

No problemo :P
I must update the help
by Helfima
Sun Apr 26, 2020 3:28 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 262
Views: 60088

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

@khalismur hello edit: in your case [amount affecting one] = 3 [beacon by factory]=0.5 [constant beacon]=2 [amount affecting one] = is only use to computing effect from beacon on factory the another values is use to calculate the beacon number with more flexibility [beacon by factory]*X + [constant ...
by Helfima
Wed Apr 15, 2020 9:29 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 262
Views: 60088

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

@slay_mithos: yes it's bad, I must redo all calculation on fuild usage, fuel consumption and power in theory it seems simple but not with the API and there are no unit for sample if you mean LuaEntityPrototype.max_energy_usage is the max power for electric consumption, some time is wrong or empty it...
by Helfima
Tue Apr 14, 2020 12:43 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 262
Views: 60088

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

@zegermans750 what is the version of mod? check log file!
you have try on new game? juste to see if your data is corrumpt.
have you try refresh button?
by Helfima
Mon Apr 06, 2020 4:32 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 262
Views: 60088

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

"France French? Canadian French? Or some other French?" => France French "How long did it take you to write the mod?" => I started the mode 3 years ago, there are hundreds of hours of work. we should not focus on the term "sub-block", it's just an indication of the division I understood that today i...
by Helfima
Sat Apr 04, 2020 2:24 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 262
Views: 60088

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

@GluAp I am French so to reassure you, English is not my native language. the concept of "sub-blocks" is basically a simple way to know how many times I will put my blueprint (sub-blocks) after it is true that all these figures are a bit confusing. I already had the idea to simplify that a little su...
by Helfima
Wed Mar 18, 2020 1:24 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 262
Views: 60088

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

oh sure it's a bug
by Helfima
Tue Mar 17, 2020 8:08 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 262
Views: 60088

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

select computing by factory and set the value at 2-3
the first recipe use 2-3 factory
by Helfima
Mon Mar 16, 2020 10:50 am
Forum: Modding discussion
Topic: Limit percent by short integer max
Replies: 3
Views: 264

Re: Limit percent by short integer max

I searched! it's not a problem with productivity there are 0% of productivity it's not a problem with 1 cycle per tick information on recipe: energy recipe=80 crafting speed=0.02 crafting speed modified=0.02*405=8.13 crafting speed limit per tick=80x60=4800 coincidence short interger max=32 767 and ...
by Helfima
Mon Mar 16, 2020 1:52 am
Forum: Implemented mod requests
Topic: LuaPlayer.translate( LocalisedString ), LuaPlayer.locale
Replies: 42
Views: 6216

Re: LuaPlayer.translate( LocalisedString ), LuaPlayer.locale

Me i push all values by step of 100 on few tick before display the result

https://github.com/Helfima/helmod/blob/ ... r.lua#L399

if you see the next function you can see the waiting
by Helfima
Mon Mar 16, 2020 1:38 am
Forum: Modding discussion
Topic: Limit percent by short integer max
Replies: 3
Views: 264

Limit percent by short integer max

I want to know if it is a limitation when percent of crafting speed modifier exced 32767 because the value stored in a short integer

in Pyanodons AlienLife we can put 27 modules with speed bonus of 1500% that do 40500% but the factory limited at +32767%
cap_percent.png
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