Oh, weird. That's all in the same game? All I'm doing is querying your force's kill counts so if you're getting numbers like that, something's weird.steinio wrote:I have some weird battle statistics.
[MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.15
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.15
I'm getting an error about referencing "game" being null.
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.15
Yes i also don't know whats happened.Narc wrote:Oh, weird. That's all in the same game? All I'm doing is querying your force's kill counts so if you're getting numbers like that, something's weird.steinio wrote:I have some weird battle statistics.
Could be a game engine bug and nobody noticed it because nobody played so long with visible stats?
But who cares
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.15
What do you think about adding another timer for session time?
Then maybe have an optional/customization setting to popup how long you have been going? Like every hour popup and let me know the sun might be coming up soon.
Or if there is no way to detect a new session just an option to have the popup every X game minutes based on the play time timer.
Or a mix where the player can basically manually activate that this is a new session and remind in one hour increments starting now.
Then maybe have an optional/customization setting to popup how long you have been going? Like every hour popup and let me know the sun might be coming up soon.
Or if there is no way to detect a new session just an option to have the popup every X game minutes based on the play time timer.
Or a mix where the player can basically manually activate that this is a new session and remind in one hour increments starting now.
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.15
Haha i would support this because this game is highly addictive.Peppe wrote:What do you think about adding another timer for session time?
Then maybe have an optional/customization setting to popup how long you have been going? Like every hour popup and let me know the sun might be coming up soon.
Or if there is no way to detect a new session just an option to have the popup every X game minutes based on the play time timer.
Or a mix where the player can basically manually activate that this is a new session and remind in one hour increments starting now.
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.15
Sounds complicated. I'll gladly review (and most likely accept) that pull request.Peppe wrote:What do you think about adding another timer for session time?
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.15
Request:
Convert and Add the "Rocket Score" from freeplay scenario into EvoGui. Honestly I really hate seeing the Rockets Launched gui on my screen, would look much more better if it was included within your mod.
Convert and Add the "Rocket Score" from freeplay scenario into EvoGui. Honestly I really hate seeing the Rockets Launched gui on my screen, would look much more better if it was included within your mod.
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.15
Hello Narc,
i'm, playing a bit with your remote sensor interface.
With it, i only have the possibility to send a specific text to the sensor interface, but can't send a player.
You do it by code in your mod, where i don't have access to.
How can i send player specific information to the interface?
Currently i only use game.forces.player to show my research in percent.
In the settings gui, the mod name is added with brackets [] and then the discription but it takes to mich space and looks ugly.
Could you please remove the mod name before the description?
Greetings steinio
i'm, playing a bit with your remote sensor interface.
With it, i only have the possibility to send a specific text to the sensor interface, but can't send a player.
You do it by code in your mod, where i don't have access to.
How can i send player specific information to the interface?
Currently i only use game.forces.player to show my research in percent.
In the settings gui, the mod name is added with brackets [] and then the discription but it takes to mich space and looks ugly.
Could you please remove the mod name before the description?
Greetings steinio
- Attachments
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- steinios_research_sensor_0.0.1.zip
- (2.12 KiB) Downloaded 139 times
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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.15
Yep, that would be a nice enhancement. I don't think it'd be super-hard to do, either, because sensor:get_line does receive a player argument.steinio wrote:With it, i only have the possibility to send a specific text to the sensor interface, but can't send a player.
I do take pull requests, but if you're willing to wait until I (or someone else) gets around to it (it might not be very long), I've created #58 to track it.steinio wrote:You do it by code in your mod, where i don't have access to.
Yup, I can do that. It seemed like a reasonable default at the time, but not if it gets in the way.steinio wrote:In the settings gui, the mod name is added with brackets [] and then the discription but it takes to mich space and looks ugly.
Could you please remove the mod name before the description?
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.15
Great,
i guess you just wrote the remote api, but never dreamed about that anyone use it
But i say you put so much good work in your mod, why should i reinvent the wheel.
So i would wait forever if neccessary.
I could imagine something like
for index, player in ipairs(game.players) do
remote.call("update_remote_sensor", "...", playerindex = index, text ="hello world")
end
The create_remote_sensor could be the same?
Just for your interest:
In remote.lua you wrote:
-- example: remote.call("EvoGUI", "create_remote_sensor", { "mod_name" = "my_mod",
-- "name" = "my_mod_my_sensor_name",
-- "text" = "Text: Lorem Ipsum",
-- "caption" = "Lorem Ipsum Text" })
this is probably wrong because it throws an error.
Correct (to many apostrophs):
-- example: remote.call("EvoGUI", "create_remote_sensor", { mod_name = "my_mod",
-- name = "my_mod_my_sensor_name",
-- text = "Text: Lorem Ipsum",
-- caption = "Lorem Ipsum Text" })
Greetings steinio
i guess you just wrote the remote api, but never dreamed about that anyone use it
But i say you put so much good work in your mod, why should i reinvent the wheel.
So i would wait forever if neccessary.
I could imagine something like
for index, player in ipairs(game.players) do
remote.call("update_remote_sensor", "...", playerindex = index, text ="hello world")
end
The create_remote_sensor could be the same?
Just for your interest:
In remote.lua you wrote:
-- example: remote.call("EvoGUI", "create_remote_sensor", { "mod_name" = "my_mod",
-- "name" = "my_mod_my_sensor_name",
-- "text" = "Text: Lorem Ipsum",
-- "caption" = "Lorem Ipsum Text" })
this is probably wrong because it throws an error.
Correct (to many apostrophs):
-- example: remote.call("EvoGUI", "create_remote_sensor", { mod_name = "my_mod",
-- name = "my_mod_my_sensor_name",
-- text = "Text: Lorem Ipsum",
-- caption = "Lorem Ipsum Text" })
Greetings steinio
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.15
Hi guys
Please help, starting or loading a map I have this exception.
Please help, starting or loading a map I have this exception.
0.12.32 on OS X 10.11.3__EvoGUI__/control.lua:10: attempt to index global 'game' (a nil value)
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.15
Seems you use a wrong version.
Did you download it from the first post or from factoriomods.com?
My assumption is based on the content of line 10 of control.lua of the current version:
'end'
Maybe i'm on the totally wrong way.
Greetings steinio
Did you download it from the first post or from factoriomods.com?
My assumption is based on the content of line 10 of control.lua of the current version:
'end'
Maybe i'm on the totally wrong way.
Greetings steinio
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.15
Actually, if memory serves, I didn't even write it myself -- I believe it was Afforess who pull requested it for use in probably Misanthrope.steinio wrote:i guess you just wrote the remote api, but never dreamed about that anyone use it
Thanks, I honestly never noticed. I'll add it to the todo list.steinio wrote:Just for your interest:
In remote.lua [...] (to many apostrophs):[...]
Must be an old version of EvoGUI, for Factorio < 0.12.11. Try grabbing it from the first post of this thread instead.qovtunov wrote:Please help, starting or loading a map I have this exception.
__EvoGUI__/control.lua:10: attempt to index global 'game' (a nil value)
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:
Instead, remote sensors get an asterisk ("*") in front to signify that they come from somewhere other than core EvoGUI. This should be much less invasive and more acceptable, I hope.
This release fixes the remote sensor creation examples and removes the mod name from remote sensors' titles as shown in the settings interface:
Instead, remote sensors get an asterisk ("*") in front to signify that they come from somewhere other than core EvoGUI. This should be much less invasive and more acceptable, I hope.
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 ?
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 ?
Want more space restriction ? Or maybe you want to be forced to use train for other thing than ore and oil ? Try Building Platform Mod !
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
There's no support for moving GUI elements around on the modded HUD, and I'm not sure a single mod can safely do that. As you've seen, the most recently added element is the one furthest to the right -- so you'd have to remove and re-add the visual elements in the order you wanted to see them. Non-trivial because the mods might be keeping references to the visual elements that would be getting removed.Neemys wrote: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 ?
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Yeah I ended up to deactivate mod, save without them, reactivate them. EvoGui is back in the corner Thanks anyway.Narc wrote:There's no support for moving GUI elements around on the modded HUD, and I'm not sure a single mod can safely do that. As you've seen, the most recently added element is the one furthest to the right -- so you'd have to remove and re-add the visual elements in the order you wanted to see them. Non-trivial because the mods might be keeping references to the visual elements that would be getting removed.Neemys wrote: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 ?
We miss something to move/reorder those Gui (at least client side). As there is a side panel in 0.13, maybe mod will be able to add there button here instead of on top of the screen.
Want more space restriction ? Or maybe you want to be forced to use train for other thing than ore and oil ? Try Building Platform Mod !
- Ranakastrasz
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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.
Code: Select all
.5=1
.66=2
.75=3
.8=4
(1/(1-x))-1
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
When 0.13 comes out, please have the option to show the individual evolution causing factors, per the FFF
Thanks.
Code: Select all
Evolution factor 0.8702 (Time 9%)(Pollution 57%)(Spawner kills 32%)
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
I don't think that formula works:Ranakastrasz wrote:Suggest alternate evolution factor display. Showing linear values. Should work as long as mods don't break the standard limits.Code: Select all
[...] (1/(1-x))-1
Code: Select all
(1/(1-0.9)) - 1 == 9
(1/(1-0.99)) - 1 == 99
Code: Select all
if evo > 0.99 then return 6
elseif evo > 0.8 then return 5
elseif evo > 0.75 then return 4
elseif evo > 0.66 then return 3
elseif evo > 0.5 then return 2
else return 1 end
Code: Select all
for _,spawner in pairs(data.raw["unit-spawner"]) do
for _,unit_spec in pairs(spawner.result_units) do
-- store the unit_spec, where unit_spec[1] is the entity type and
-- unit_spec[2] is a table of {evo_factor, probability_at_evo_factor}
end
end
If it can be queried, then of course. It's not obvious how to do it from the 0.13 API doc preview, but probably that hasn't been updated yet.TheSAguy wrote:When 0.13 comes out, please have the option to show the individual evolution causing factors, per the FFFThanks.Code: Select all
Evolution factor 0.8702 (Time 9%)(Pollution 57%)(Spawner kills 32%)