Thank you, that's gone into v0.7.103.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.
Search found 278 matches
- 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
- 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 , ...
- 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
No problem, glad you're enjoying it!bryreichle wrote:Ur Awesome!! Thankyou for ur hard work.
Thanks for the localization, this is wonderful! It's gone into the 0.7.102 release.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.
- 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 &...
- 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 &...
- 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...
- 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!
- 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...
- 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...
- 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 ...
- 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
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.ChurchOrganist wrote:Are there any plans to update this to be useable in 0.13??
It's not going to be a simple search-and-replace, that's for sure.
- 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...
- 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?
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?
- 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
No, it really isn't. I'll have to take a look at that.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.
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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 ...