Foreman 0.1.9 - A factory optimisation tool.

Calculate optimal ratios for feeding recipes, search through the research-tree, specialized tools to view game-information.
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oLaudix
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Re: Foreman 0.1.9 - A factory optimisation tool.

Post by oLaudix »

Nicksaurus wrote:What's missing? It's loading some items for me, but I don't know enough about the mod to tell what's not worked.
Everything is missing. Its like the mod is not loaded at all. It works again when i use older version.
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Re: Foreman 0.1.9 - A factory optimisation tool.

Post by DaemosDaen »

Getting an error "Unable to load DLL 'lua52' the specified module could not be found" it shows in the directory

I double checked the directories and they look ok.
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Re: Foreman 0.1.9 - A factory optimisation tool.

Post by Fansana »

Hey, Is there a way to run this piece of pure genius engineering on Linux/ubuntu 14.04 ?
If so, can you tell me how? I tried wine and it just won't work properly.
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Re: Foreman 0.1.9 - A factory optimisation tool.

Post by MasterBuilder »

Fansana wrote:Hey, Is there a way to run this piece of pure genius engineering on Linux/ubuntu 14.04 ?
If so, can you tell me how? I tried wine and it just won't work properly.
Running/compiling it with Mono might work. (Mono is basically a native _nix implementation of the .NET CLI.)
Give a man fire and he'll be warm for a day. Set a man on fire and he'll be warm for the rest of his life.
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Ranakastrasz
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Re: Foreman 0.1.9 - A factory optimisation tool.

Post by Ranakastrasz »

Edit: never mind, Screwed up myself.
Last edited by Ranakastrasz on Thu Sep 24, 2015 8:38 pm, edited 1 time in total.
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Fansana
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Re: Foreman 0.1.9 - A factory optimisation tool.

Post by Fansana »

MasterBuilder wrote:
Fansana wrote:Hey, Is there a way to run this piece of pure genius engineering on Linux/ubuntu 14.04 ?
If so, can you tell me how? I tried wine and it just won't work properly.
Running/compiling it with Mono might work. (Mono is basically a native _nix implementation of the .NET CLI.)
You know I know Programming in Java and stuff but I have never looked into C# or C++. I have mono already installed cause that is what I assumed I need but I don't know the command to run it.
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Re: Foreman 0.1.9 - A factory optimisation tool.

Post by Fansana »

I have to go to bed now I could not get it to work and I tried everything for about an hour.
I would like to request proper linux support, I mean at least to some degree.
I would help with that and offer myself as willing test/compile subject.
As for all I know Java is pretty similar to C# so I might be able to help with that too.
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Re: Foreman 0.1.9 - A factory optimisation tool.

Post by DaemosDaen »

I got it to work on a difrent system that had no mods installed.


Does this work with mods installed? I through I read earlier that it does, but if not, that's ok. great tool either way.

NVM, got it to work on that system with mods... great tool. might make my life a little easier now. :)
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Re: Foreman 0.1.9 - A factory optimisation tool.

Post by Angel33Demon666 »

Does this work for the mac version?
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Re: Foreman 0.1.9 - A factory optimisation tool.

Post by Joostswg »

Does forman work with the newest version of the game?
Because I cant get it to work.
Mayby it's because I dont know what to chose in the 'factorio directory'
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Re: Foreman 0.1.9 - A factory optimisation tool.

Post by HeilTec »

I use folder junctions (mklink /j) and hardlinks (mklink /h) to easily switch factorio version and mods-collection.

To be of any use in this setup the program needs to be able to handle this.

Fortunately I am able to use the web program http://factorio.rotol.me/pack/bobmods-f12/ to datamine the bobs-mods.
Google is my friend. Searching the forum and the wiki is always a first.
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Re: Foreman 0.1.9 - A factory optimisation tool.

Post by Jackalope_Gaming »

Features I'd like to request:

Ability to right-click on a node and instead of the popup menu only showing delete could it also have an option for a window that allows the user to modify which machine is being used for that node, and what modules go in it. An option to use two or three different machine and module setups would be nice too.

In the "Enable/Disable Objects" button on the top it does not list productivity modules. Could that please be added to the base program?
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Re: Foreman 0.1.9 - A factory optimisation tool.

Post by sabriath »

Love this....a couple suggestions:

1. Currently there is an error using Bob's mods in which the Lead recipe from "Advanced Lead processing with Silver ore" (and I'm not sure what others, haven't gotten that far in the game yet to check). The error is that the recipe is showing "0" output for both lead and silver. This causes an Undefined/Infinite requirement up and down the line which causes an overflow error anytime I use the "per second" button. I reworked it by simply deleting the node and creating a fake assembler instead (where it has a fixed input and output of each ingredient....I had to do a little bit of math to figure out the input requirement but it works).

My suggestion is that, if there is ever a "0" output anywhere in the tree, it should instead ask the user "hey, this recipe is saying '0', that can't be right, please enter the correct amount for proper calculations or '1' will be used instead." The other idea is possibly allow the user to right-click on a production item on the left and edit any recipes for it manually or "return to original", keep it saved between sessions.

2. Power calculation label at the top to show the total amount of power required for the current setup, maybe even a checkbox to "show power" for each node under the picture of assemblers within the box
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Re: Foreman 0.1.9 - A factory optimisation tool.

Post by argoneus »

There still seems to be a bug with electric drills from what I've seen.

Basically it suggests that to produce 1 iron plate per second, you require 2 furnaces (this is correct) but 4 drills (without modules).

According to the wiki stats and my crappy stop-watching in the game, an electric drill pushes out a piece of iron ore every ~1.75 seconds, or ~0.525 iron per second. This means you should only need 2 drills, not 4.

Any idea what this could be caused by or how to fix it? Otherwise great tool!
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Re: Foreman 0.1.9 - A factory optimisation tool.

Post by pronkyou2 »

All of your links are broken. Otherwise I'd probably add to this with some sort of self-important request like additional features, 'cause it sounds pretty solid.
https://bitbucket.org/Nicksaurus/foreman
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Re: Foreman 0.1.9 - A factory optimisation tool.

Post by Eunomiac »

Wow. Amazingly useful, and the mod support is awesome. Great design, too---really elegant and super intuitive; I figured it out after just a few minutes of tinkering. Thanks for your work on this!
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Re: Foreman 0.1.9 - A factory optimisation tool.

Post by Ranakastrasz »

Running into issues with Autocomplete with Bob's mod. It gives a ton of NAN for resource counts, and is in general broken, even with things that worked fine before.

I think it is specifically a result of infinite source-less recipes that are not from mining drills. That is, the pump's water creation recipe, or air compression.
Last edited by Ranakastrasz on Tue Feb 02, 2016 9:04 pm, edited 1 time in total.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
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Re: Foreman 0.1.9 - A factory optimisation tool.

Post by yago2003 »

Can someone make a mac version plz
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Re: Foreman 0.1.9 - A factory optimisation tool.

Post by LyrickCZE »

Thank you, awesome apllication!
<rob> Name ONE thing that your windows comp can do that my MAC cant
<bawss> Right click.
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Re: Foreman 0.1.9 - A factory optimisation tool.

Post by Eagle0600 »

Yeah, this tool has been really useful. It doesn't really help much when oil processing gets involved, but it's pretty good for most of the rest.
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