Search found 278 matches

by Narc
Sun Aug 07, 2016 9:38 am
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 131018

Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17

Nexela wrote:
CorBlimey wrote:hmm, I seem to be having trouble on 0.13.14 where I get killed when remote viewing a site.[...]
[...]
Entities with 0 health can't be attacked.
Thank you, that's gone into v0.7.103.
by Narc
Tue Jul 19, 2016 6:46 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 159131

Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

fyi your time of day functions are not compatible with current moweather How so? What version of EvoGUI are you running? With what version of MoWeather? For reference, at Ludsoe's request, I updated the remote call to include the surface the current player is on. This was done in commit 906bb07d , ...
by Narc
Fri Jul 15, 2016 9:57 am
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 131018

Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17

bryreichle wrote:Ur Awesome!! Thankyou for ur hard work.
No problem, glad you're enjoying it!

luma88 wrote:To help you and the community a little bit, I translated your mod (YARM_0.7.101) into German. See the attached file.
Thanks for the localization, this is wonderful! It's gone into the 0.7.102 release.
by Narc
Fri Jul 01, 2016 5:21 pm
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 159131

Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

I loaded the save of the game that I was playing pre .13, and it keeps saying "[EvoGui] No sensor matching the name phase_deduction! Create a sensor first." It's spamming it in the console Is there something I can do to turn it off? Is it bug? A mod is trying to update a sensor it calls &...
by Narc
Fri Jul 01, 2016 8:13 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 159131

Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

I loaded the save of the game that I was playing pre .13, and it keeps saying "[EvoGui] No sensor matching the name phase_deduction! Create a sensor first." It's spamming it in the console Is there something I can do to turn it off? Is it bug? A mod is trying to update a sensor it calls &...
by Narc
Fri Jul 01, 2016 5:10 am
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 131018

Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17

Is this mod going to be updated for version .13? If its dead is there somthing else out there that i could use? I really loved all the information this mod provides to the user, i really appreciate the work that went into it. Thank you! Well, .7.17 only came out a few weeks ago, so hopefully it's n...
by Narc
Thu Jun 30, 2016 8:40 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 159131

Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Okay, folks, I have a version that appears to work, so it's now published on the mod portal: https://mods.factorio.com/mods/Narc/EvoGUI. Thanks again for all the help, you guys, you've been super-awesome!
by Narc
Thu Jun 30, 2016 7:37 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 159131

Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

I took a look at the code myself and fixed the issue with the error logging, at least: in control.lua, function evogui.log, you have ipairs(game.players). Ahh, yes, I was just looking at LuaCustomTable the other day, but I didn't remember I'd been fond of ipairs at some point. Thanks, that will hel...
by Narc
Wed Jun 29, 2016 11:14 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 159131

Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

I trawled this code to understand how GUIs can be implemented in Factorio. Happy to help too where I can. Anything specific I could look at? The big question at the moment is why the GUI shows but doesn't update with any of the non-default sensors activated. I suspect I might have an idea (some thi...
by Narc
Wed Jun 29, 2016 10:11 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 159131

Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Well I have some experience with scripting - mainly writing Neverwinter Nights mods in Bioware script - so I would need to learn the lua dialect, and also familiarise myself with the Factorio specific stuff, but if there's anything I can do to help - let me know. Do feel free to take a look -- the ...
by Narc
Wed Jun 29, 2016 6:37 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 159131

Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

ChurchOrganist wrote:Are there any plans to update this to be useable in 0.13??
Yup, absolutely, but my time is limited at the moment. Thankfully, I have some help (from Afforess and sparr), but I think their available time is also quite low.

It's not going to be a simple search-and-replace, that's for sure.
by Narc
Tue Jun 28, 2016 9:15 am
Forum: Not a bug
Topic: [0.13.0] Mods without a "factorio_version" header are silently ignored
Replies: 6
Views: 2087

Re: [0.13.0] Mods without a "factorio_version" header are silently ignored

While having it in the log will be useful, this requirement is explicitly stated in the release notes for .13. And the mods are red in the "Mods" screen, with a clear message that the version is incompatible. Yes, the latter is what made me notice something was wrong, but of course it doe...
by Narc
Tue Jun 28, 2016 8:05 am
Forum: Not a bug
Topic: [0.13.0] Mods without a "factorio_version" header are silently ignored
Replies: 6
Views: 2087

[0.13.0] Mods without a "factorio_version" header are silently ignored

See the title.

There's nothing mentioned anywhere, no popup, no warning in the log, nothing to tell me that I have a mod that isn't for Factorio 0.13 and that it will be ignored.

How about at least a log message so us mod developers can be told wtf is going on?
by Narc
Sat Jun 18, 2016 4:00 pm
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 131018

Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17

DutchJer wrote:I have a iron patch near a biter nest scanned with yarm, when i went to take a look at it, i died to the biters. Dont think this was intented to happen.
No, it really isn't. I'll have to take a look at that.
by Narc
Sun Jun 12, 2016 6:59 pm
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 159131

Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Ofc it works.Evolution factor follows diminishing returns, in that each 0.01 of evolution factor is far larger than the previous one. Going from 0 to 0.5 is the same as going frm 0.5 to 0.75, and 0.75 to 0.875, and so on. Hence the alternate display. It makes it linear instead of... Uhm... Hyperbol...
by Narc
Sun Jun 12, 2016 6:32 pm
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 159131

Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Suggest alternate evolution factor display. Showing linear values. Should work as long as mods don't break the standard limits. [...] (1/(1-x))-1 I don't think that formula works: (1/(1-0.9)) - 1 == 9 (1/(1-0.99)) - 1 == 99 But you don't need a formula: if evo > 0.99 then return 6 elseif evo > 0.8 ...
by Narc
Fri Jun 10, 2016 10:30 am
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 131018

Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17

Hey, everybody, give a big round of applause and a thank you to jockeril for the Hebrew translation that just made it into YARM v0.7.17 (direct download) ! Also, I don't recall if I mentioned the v0.7.16 update (release link) , but it had a fix to a very rare issue wherein your game could fail to ha...
by Narc
Tue May 31, 2016 8:29 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 159131

Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

In my save, EvoGui was in the top left corner while other mod where at his right. After updating EvoGui, the gui was move to the right of all button instead of being in the top left corner. Is there a way to move it back to the corner ? There's no support for moving GUI elements around on the modde...
by Narc
Sat May 28, 2016 6:19 pm
Forum: Pending
Topic: [0.12.33] [Pending] Desync on MP server mod on this save
Replies: 2
Views: 1284

Re: [0.12.33] [Pending] Desync on MP server mod on this save

Thanks for the report, Does it desync without the mods? If it doesn't then you will have to track down which mod is responsible Honestly, I just posted this because Rseding91 wanted to have a look; I'm unclear whether he has or not, but I'm okay to keep the files in place for a while longer so it's...
by Narc
Fri May 20, 2016 8:34 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 159131

Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Ladies and gentlemen, and all interested parties, EvoGUI v0.4.16 (direct download) is now available. This release fixes the remote sensor creation examples and removes the mod name from remote sensors' titles as shown in the settings interface: http://i.imgur.com/Jdn5qZr.png Instead, remote sensors ...

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