Search found 198 matches

by Helfima
Mon Dec 18, 2017 9:55 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 305
Views: 108374

Re: [MOD 0.15.x]Helmod: Assistant to plan its base.

v0.7.0 ready for v0.16

my mod since v0.6.10 have a help in game :)
by Helfima
Mon Dec 18, 2017 9:19 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 305
Views: 108374

Re: [MOD 0.15.x]Helmod: Assistant to plan its base.

squisher wrote:Can you please update for 0.16 please please? :)
I am working on it
by Helfima
Fri Dec 15, 2017 1:41 pm
Forum: Modding help
Topic: [0.16.x] set custom gui style
Replies: 2
Views: 1137

Re: [0.16.x] set custom gui style

....Parent style not found: [foo]".. your style must have a named property= parent local default_gui = data.raw["gui-style"].default default_gui["helmod_textfield"] = { type = "textfield_style", parent = "textfield_style", minimal_width = 70, maximal_wid...
by Helfima
Thu Dec 14, 2017 1:27 pm
Forum: Modding help
Topic: How to do style-button with Item in it?
Replies: 4
Views: 1253

Re: How to do style-button with Item in it?

you must add a style or your picture size is null

Code: Select all

/c game.player.gui.top.add({type = "sprite-button",name = "test",sprite = "item/infinity-chest", style="icon_button"})
by Helfima
Thu Nov 30, 2017 1:05 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 305
Views: 108374

Re: [MOD 0.15.x]Helmod: Assistant to plan its base.

@sulian yes I saw, try last version 0.6.9 and if a page send error click icon of page and delete the bad line
by Helfima
Tue Nov 28, 2017 9:31 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 305
Views: 108374

Re: [MOD 0.15.x]Helmod: Assistant to plan its base.

I'm having the same problem kamanu had, the mod menu is not completely displayed. I've tried the free screen size, but it didn't work. I've tried changing other options in the mod option menu but none of them seem to make any difference. Scaling the UI down in the game options to ~80% puts the mod ...
by Helfima
Fri Nov 03, 2017 7:17 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 305
Views: 108374

Re: [MOD 0.15.x]Helmod: Assistant to plan its base.

instant.sc wrote:I and my friends are having issues with desync on 0.15.37.
The desync seems to happen when someone adds a recipe connected with Bob's fluids or when the "Add recipe" button is pressed after the fluids tab was selected.
resolve in Helmod 0.6.7
it was a name conflict in a cache of my mod
by Helfima
Fri Nov 03, 2017 7:15 pm
Forum: Desyncs with mods
Topic: [0.15.35] Desync reports with Helmod (plus others)
Replies: 1
Views: 1270

Re: [0.15.35] Desync reports with Helmod (plus others)

resolve in Helmod 0.6.7
it was a name conflict in a cache of my mod
by Helfima
Fri Nov 03, 2017 3:21 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 305
Views: 108374

Re: [MOD 0.15.x]Helmod: Assistant to plan its base.

How do I calculate in Helmod the number of Science lab buildings required for my 100/sec science packs? I've had no luck doing it, everything I try makes it add the recipe for crafting a science lab, not quite what I want :roll: You must select a technology, for sample "Worker robot speed"...
by Helfima
Fri Sep 29, 2017 3:08 pm
Forum: Modding help
Topic: GUI guide/references?
Replies: 3
Views: 2649

Re: GUI guide/references?

by Helfima
Sat Sep 23, 2017 3:17 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 305
Views: 108374

Re: [MOD 0.15.x]Helmod: Assistant to plan its base.

@pezzawinkle version 0.6.6 fix technology, u can try it

now we can choose container :)
container info
by Helfima
Sat Sep 23, 2017 12:51 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 305
Views: 108374

Re: [MOD 0.15.x]Helmod: Assistant to plan its base.

@kamanu have you try Options/Mod/Per player? you can put free screen size
free_size.PNG
free_size.PNG (512.85 KiB) Viewed 6548 times
by Helfima
Sun Sep 17, 2017 5:43 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 305
Views: 108374

Re: [MOD 0.15.x]Helmod: Assistant to plan its base.

@pezzawinkle it's a bad formula in the code :) I fix it soon
by Helfima
Wed Sep 13, 2017 1:58 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 305
Views: 108374

Re: [MOD 0.15.x]Helmod: Assistant to plan its base.

is anyone else getting weird calculations when using productivity modules. i just tried calculating how many labs it would take to do a research in a set time (omni-science headache) and using bobs modules i get a productivity of 160%, and with that helmod tells me i need negative science packs to ...
by Helfima
Wed Sep 13, 2017 1:47 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 305
Views: 108374

Re: [MOD 0.15.x]Helmod: Assistant to plan its base.

error on on_configuration-changed is fixed in v0.6.5
by Helfima
Mon Aug 28, 2017 5:57 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 305
Views: 108374

Re: [MOD 0.15.x]Helmod: Assistant to plan its base.

jmickle_ wrote:There are no longer any checkboxes in the recipe selector: http://imgur.com/a/s2Yfu
ok i was a bug I have corrected in v0.6.2
you must see filter options
by Helfima
Mon Aug 28, 2017 2:25 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 305
Views: 108374

Re: [MOD 0.15.x]Helmod: Assistant to plan its base.

Hi, I can't find how to get recipes that I don't have unlocked yet? I often want to build setups for science or other items I don't have researched before I get to them and it doesn't appear I can use helmod to help with that any more. Am I just missing the setting somewhere? When recipe selector p...
by Helfima
Sun Aug 27, 2017 5:29 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 305
Views: 108374

Re: [MOD 0.15.x]Helmod: Assistant to plan its base.

Update Version 0.6.0 Modified all code and data model Added migration model to v0.6.0 Added container info Added copy/past Added download/upload data string Modified steam recipe Changed some graphic buttons Fixed error on module_effects Fixed power Update English Locale now we can export data :D an...
by Helfima
Sat Aug 05, 2017 5:51 am
Forum: Resolved Problems and Bugs
Topic: [0.15.32] API bad value for beacon.distribution_effectivity
Replies: 4
Views: 2582

Re: [0.15.32] API bad value for beacon.distribution_effectivity

totally off topic, sorry, but... may I ask what mod this is? It's my mod, I have added an activatable property tab in the "Mod" game options. It allows to see the properties of recipe, entity, item, fluid and technology, in addition it is always up to date because I use the help function ...
by Helfima
Fri Aug 04, 2017 5:37 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.32] API bad value for beacon.distribution_effectivity
Replies: 4
Views: 2582

[0.15.32] API bad value for beacon.distribution_effectivity

API return a bad value for beacon.distribution_effectivity normaly is 0.5 but that return 3 ? command line /c game.player.print(game.entity_prototypes["beacon"].distribution_effectivity) beacon.distribution_effectivity.PNG extract of data.raw { type = "beacon", name = "beaco...

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