[MOD 0.11.x] ThunderGui - v0.2.3

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[MOD 0.11.x] ThunderGui - v0.2.3

Post by Mr. Thunder_Tw » Tue Mar 03, 2015 3:58 pm

I've seen a lot of nice mods adding some buttons and timeDisplays. I wanted something that could bring all of them together or have a framework to do so. Thus I started ThunderGui.
The base of the ThunderGui interface shows total-play-time(infoPanel), a speed-button-menu and a settings-button-menu(actionPanel). Followed by a minimizer-button(to show hide the actionPanel). The interface is extendable by adding "plugin" like mods.
ThunderGui is Multilplayer, Singleplayer and Scenario-stable/tested...AMAP.

Download:
ThunderGui_0.2.3.zip
The base mod. (6th release 20-mar-2015)
(19.69 KiB) Downloaded 1381 times
ThunderGui_0.2.2.zip
previous stable. (5th release 19-mar-2015)
(19.78 KiB) Downloaded 139 times
ThunderGui_0.2.1.zip
old stable (4th release 14-mar-2015)
(17.17 KiB) Downloaded 180 times
features
screenshots pt1
screenshots pt2
how to install

Recommended Plugins:

Want to see who's in-game? Use this TGPlayers plugin.
TGPlayers_0.0.2.zip
Adds a players button show/hiding a player table. Requires ThunderGui_0.2.0 or higher! (2nd release)
(8.21 KiB) Downloaded 257 times
Would you like to see the wind orientation while you play? Add the TGWindDisplay plugin.
TGWindDisplay_0.0.1.zip
Adds a wind-orientation display. Requires ThunderGui_0.2.0 or higher! (1st release)
(4.77 KiB) Downloaded 263 times
Developer Plugins:

For people that would like to make a plugin i've made an example/sample of how that should be possible in the TGSample mod
TGSample_0.0.1.zip
The plugin example. (1st release)
(3.8 KiB) Downloaded 158 times
And to make things easyer on developers making and understanding the workings there's the TGDevTools mod
TGDevTools_0.0.1.zip
The developerTools plugin. (1st release)
(7.55 KiB) Downloaded 167 times

Extra info:

The mods come without a licence, you are free to do as you like with it. There is no Readme but the scripts are very structured and commented imho.
version logs
todo
The motivation:
Vanilla Factorio is great, but it feels like something is missing, it's in Alpha/Beta duh. I hope someday a "factorio++" or "vanila++" -mod(pack) pops up fixing that feeling and give the developers good ideas and a boost to implement them. Like TreeFarm_lite, fluid-barrel, itemCount, TheFatController and a lot more i still need to discover on my own. All of them keep it a 100% Vanilla feeling, but the missing things are getting fixed.
I want to see ThunderGui evolve the same way too, and join that list. Bringing things we all realy want a little bit faster. Logic + Factorio = pure fun.

Finaly:
I would realy like your reaction on how it fits, if u have a good idea, suggestions or bug reports.
I would love mods like TheFatController popping up a plugin for this.
If you made a plugin or update for this mod please leave me a PM!
Last edited by Mr. Thunder_Tw on Sat Mar 21, 2015 9:48 pm, edited 29 times in total.
my Mod: ThunderGui

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Re: [MOD 0.11.x] ThunderGui - v0.1.0

Post by Piranha » Tue Mar 03, 2015 4:14 pm

Very interesting, will have to give it a try later.

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Re: [MOD 0.11.x] ThunderGui - v0.1.0

Post by aumaFactori » Tue Mar 03, 2015 6:08 pm

:mrgreen: work!! :D thank!
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No Pantsu.. No Life

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Re: [MOD 0.11.x] ThunderGui - v0.1.0

Post by Mr. Thunder_Tw » Wed Mar 04, 2015 1:42 am

Piranha wrote:Very interesting, will have to give it a try later.
Thank you sir,

Your youtube video's on pvp look interesting. Gonna see through on who wins!
:idea: If my mod could be of anny use to your future endeavours that would be so pure awesome!
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Re: [MOD 0.11.x] ThunderGui - v0.1.0

Post by Piranha » Wed Mar 04, 2015 3:43 am

Glad to hear you enjoying watching them! Thanks!

Mr. Thunder_Tw wrote: If my mod could be of anny use to your future endeavours that would be so pure awesome!
I'll report back here after I test to let you know how it goes.

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Re: [MOD 0.11.x] ThunderGui - v0.1.1

Post by Mr. Thunder_Tw » Thu Mar 05, 2015 3:09 am

I had this briliant idea to make the player names the same color as the character's in game. And simply had to put it in there.
Also added a new privateMultiplayerView option that, when active replaces the "life" and "vehicle" columns with a "status" column beeing "dead" or "alive", should be good for the pvp games and alike.(default off, like vanilla/coop)
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Re: [MOD 0.11.x] ThunderGui - v0.1.1

Post by Piranha » Thu Mar 05, 2015 4:05 am

I still haven't loaded up Factorio since seeing this But I wanted to say this:


I'm not sure if this is completely necessary but I've always thought a button that would run the game for 20mins and then pause would be helpful for us youtubers (or anyone who wants to only play for a certain number of mins).. Although I think many people would disagree with me.. so here is my suggestion..

-Have a timer button (toggle on/off like the others)
When pushed: countdown timer starts, game unpauses, timer starts, game pauses.

..but I think every time should be able to be edited (so people could play for 20 mins, 30 mins or 45 or...you get the point)..

So for example:
-Start-
Game paused.
Countdown from x to game start, min value of 1
Game unpaused,
Timer starts for x minutes of recording,
Game pauses.

With numbers:
Game Paused.
20 second countdown to game unpause,
Game unpaused,
Timer for 20 mins,
Game Pauses.

If possible add in "warnings" so something like "X mins remaining" would show on the screen.


This is just an idea, if you don't want to put it in your mod that is fine :P
(maybe just make a working plugin for me, haha :twisted: )

Edit: oh and the last tweak you made is cool, the colors and dead/alive.. I like it :D

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Re: [MOD 0.11.x] ThunderGui - v0.1.1

Post by Mr. Thunder_Tw » Thu Mar 05, 2015 1:04 pm

Although some configurable alarm-clock can be made, as a plugin here or not.
As far as i know it's impossible to have a mod pause the game. As an alternative the mod could remove the characters until the game should continue and maybe set speed to 10%(factorio doesn't alow setting it lower).
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Re: [MOD 0.11.x] ThunderGui - v0.1.1

Post by Piranha » Thu Mar 05, 2015 1:32 pm

Hmm interesting.. well it was just an idea.. I'm sure there is a better way to go about doing this anyways.. I just sometimes see multiplayer videos where the run times for people are off by a couple mins..

With the PvP series Klonan and I are doing it's a bit easier because we are talking to each other so saying the start/stop is coordinated much easier. We also pause before and after and usually cut the video right after and before the pause is shown to keep are videos as close to the same as possible.

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Re: [MOD 0.11.x] ThunderGui - v0.1.1

Post by Mr. Thunder_Tw » Sat Mar 07, 2015 1:47 pm

The mod is still working with the latest factorio-0.11.17 update, hurrah 8-)
The things I wanna do with the next update are important, so i hope to see feedback from you guys. Is it a good move not?

plans:
  • Change: the windDisplay into an optional plugin, because I think its a more optional thing for most people. Sertainly since I have a feeling it's not a -real bonus-, does the pollution even go with the wind?
  • Change: the player overview into an optional plugin, because of 2 things: 1 its easyer to manage and extend the code, 2 it could then come in multiple flavors thus, taking less processing power checking your options during each gui-update. Some like a simple overview others want admin flavored kick and cheat buttons, and some both...
  • Change: shrink time display to only show total time by default. I've noticed that MoWeather stops/replaces the build-in dayNight-time-cycle, breaking the gameTime clockDisplay. To show more change settings or add in a plugin?
  • I think I should keep the speed buttons, though I can imagine some possibly prefer this as a plugin too.
That way it focuses more to the essentials that are missing and give other mods and mod-packs more freedom.

So, how would you react to that update? good/negative and if possible what would you prefer to see in the update?
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Re: [MOD 0.11.x] ThunderGui - v0.1.1

Post by kanersps » Sun Mar 08, 2015 1:45 pm

I'm interested in this, gonna give it a try!

EDIT: (just started up factorio) your folder isn't named with the version, so you have todo that manually if you want the mod to work.

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Re: [MOD 0.11.x] ThunderGui - v0.1.1

Post by Mr. Thunder_Tw » Sun Mar 08, 2015 3:10 pm

That's only the case if you have unzipped the mod. This mod works in zip format, aka download straight to the mod folder.
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Re: [MOD 0.11.x] ThunderGui - v0.2.0

Post by Mr. Thunder_Tw » Wed Mar 11, 2015 9:36 pm

Lots of downloads for 1 week(50!), and no serious bug comments nor complaints so far!
So I move forward. A buch of things have changed as planned in previous post.
Leave more comments, anny feedback would be realy helpfull!
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Re: [MOD 0.11.x] ThunderGui - v0.2.0

Post by Mr. Thunder_Tw » Fri Mar 13, 2015 11:32 am

Tested my mod with the latest update(0.11.18). It's working perfectly in SP, still need to test MP.
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Re: [MOD 0.11.x] ThunderGui - v0.2.0

Post by Mr. Thunder_Tw » Sat Mar 14, 2015 4:05 pm

ThunderGui version 0.2.0 and TGPlayers 0.0.1 had a nasty bug when you created a new game from scratch. So i made this update asap.
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Re: [MOD 0.11.x] ThunderGui - v0.2.1

Post by Kane » Mon Mar 16, 2015 11:39 pm

Thanks. Right now just using the time played. I went through config lua and disabled speed popping up in new games. Mainly because seems settings don't save from one new game not a big deal there just doing a LP Series and don't want people to see the speed being there to begin with.

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Re: [MOD 0.11.x] ThunderGui - v0.2.1

Post by Mr. Thunder_Tw » Tue Mar 17, 2015 12:25 am

Kane wrote:Thanks. Right now just using the time played.
Great to hear that. :D
Kane wrote:I went through config lua and disabled speed
That's the perfect way of dooing that!
Kane wrote:Mainly because seems settings don't save from one new game not a big deal there
You had me puzzling a while there... but yes the settings are saved on map-level. So each time you start a new game it takes the default settings from the config.lua file. Feel free to change them to your needs.

Changing config.lua could be so handy, like you did, because (technicaly) MODs can ONLY save/store variables in their .lua script OR the game's map-related-variables(who then go to save games).
At least that's as far as I know, what I can do. If this is not the case please let me know! :P

EDIT: One thing to keep in mind if you change config.lua and want to join a server, that will probably cause desync errors. It is recommended that every player has identical copys of the mods that are used.
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Re: [MOD 0.11.x] ThunderGui - v0.2.2

Post by Mr. Thunder_Tw » Thu Mar 19, 2015 1:53 am

New update brings: ThunderGui 0.2.2
  • faster/immediate gui-update when changing of settings
  • new config option SLOW_GUI_UPDATE_MODE default false (for developing/debugging)
  • new config option DEFAULT_ACTION_PANEL_MINIMIZED default true (minimize/show buttons by default)
  • improved style/layout
screenshots
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Re: [MOD 0.11.x] ThunderGui - v0.2.3

Post by Mr. Thunder_Tw » Fri Mar 20, 2015 9:06 pm

More free time than expected: ThunderGui 0.2.3
  • Improved: layout consistency
  • Bugfix: always print if a version-change was detected (previously only if developerMode is active)
  • added new screenshots
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Re: [MOD 0.11.x] ThunderGui - v0.2.3

Post by Feanor94 » Thu Apr 23, 2015 10:45 pm

La mod non va; dopo averla inserita nella cartella MOD, non fa partire neanche il gioco, come mai? :?:

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