Page 1 of 2

Re: [0.12.X] TimeButtons

Posted: Mon Aug 24, 2015 2:11 pm
by Peter34
What exactly is it this mod does? The OP contains no explanation, and there's no link-back to any alpha 11 or alpha 10-era threads.

Re: [0.12.X] TimeButtons

Posted: Mon Aug 24, 2015 3:27 pm
by Alexs
a fine mod: Time acceleration or deceleration. freely adjustable!

Re: [0.12.X] TimeButtons

Posted: Tue Aug 25, 2015 6:29 pm
by boro
current version can cause the occasional crash:
https://forums.factorio.com/forum/vie ... 30&t=15066

Re: [0.12.X] TimeButtons

Posted: Fri Aug 28, 2015 4:10 pm
by boro
With the factorio 0.12.5 update, the on-save event causing the crashes no longer works and as a result saving is no longer possible with this mod enabled.

Re: [0.12.X] TimeButtons

Posted: Sat Aug 29, 2015 11:10 am
by wad67
boro wrote:With the factorio 0.12.5 update, the on-save event causing the crashes no longer works and as a result saving is no longer possible with this mod enabled.
Confirmed on my machine as well, makes the game unplayable.

Re: [0.12.X] TimeButtons

Posted: Sat Aug 29, 2015 2:52 pm
by omagaalpha
From patches note seem to be how gui was made for reason why there save error.

Re: [0.12.X] TimeButtons

Posted: Sun Aug 30, 2015 6:59 am
by wad67
Deleting the offending function seemed to clear it up.
I have no Idea what it did, but it still works.

Re: [0.12.X] TimeButtons

Posted: Mon Aug 31, 2015 9:03 pm
by KeepOnBuilding
I have updated Hobbitron's SpeedButtons to work with 0.12.5:

https://github.com/KeepOnDigging/SpeedButtons/releases

This mod gives you the buttons but none of the other fancy stuff like settings screens or change-speed-on-crafting.

Enjoy, and
KeepOnBuilding.

Re: [0.12.X] TimeButtons

Posted: Tue Sep 01, 2015 8:31 am
by Alexs
@ KeepOnBuilding - thx

Re: [0.12.X] TimeButtons

Posted: Wed Sep 30, 2015 7:16 am
by PiggyWhiskey
Hi guys. I've been playing with 0.2.5 on Factorio 0.12.8 without any issues except for 1 bug.

If I click the "M" button (settings) the menu comes up correctly (x1-1, x3-3, x5-5, x10-10) but when I click save and close without making any changes, it's like I deleted the Name of the buttons. Causing all the time buttons to disappear. And then I need to go back into it to re-name the buttons.

Has anyone had this before?

Re: [0.12.X] TimeButtons

Posted: Sat Oct 03, 2015 12:51 am
by _Quantum
Hey! Sorry to bother you, but I was wondering if a 0.12.10 update is in the pipeline. The current version won't let me save on the latest alpha.

Re: [0.12.X] TimeButtons

Posted: Sat Oct 03, 2015 10:45 am
by Boogieman14
Check this post, just a few posts up...

Re: [0.12.X] TimeButtons

Posted: Wed Oct 21, 2015 4:09 pm
by DOSorDIE
Doesnt work with 0.12.12

Please fix

Re: [0.12.X] TimeButtons

Posted: Wed Oct 21, 2015 9:41 pm
by PiggyWhiskey
DOSorDIE wrote:Doesnt work with 0.12.12

Please fix
Of course not. It hasn't been updated in some time.
You could also post what error you're getting and someone might unofficially update it?

Also the post directly above yours recommends speedbuttons. But I'm not sure if that's updated yet either.

Re: [0.12.X] TimeButtons

Posted: Sun Oct 25, 2015 8:33 pm
by Tristitan
to get it to work in 12.12 a quick fix would be to open the control.lua on speedbuttons in notepad or something like it and then find and replace game.on with script.on, as far as i can see it works well

the only problem with it is that you dont have the menu's for the controls, hopefully the original mod gets updated shortly

Re: [0.12.X] TimeButtons

Posted: Mon Oct 26, 2015 3:47 am
by KeepOnBuilding
I have updated SpeedButtons to version 0.0.3. It now works with Factorio 0.12.11+:

https://github.com/KeepOnDigging/SpeedButtons/releases

This mod gives you the buttons but none of the other fancy stuff like settings screens or change-speed-on-crafting.

Sorry about the delay updating, I haven't been playing Factorio and wasn't subscribed to this thread.
Should probably have its own thread...

Enjoy, and
KeepOnBuilding.

Re: [0.12.X] TimeButtons

Posted: Sat Nov 28, 2015 8:05 am
by Hinanawi-sama
KeepOnBuilding wrote:I have updated SpeedButtons to version 0.0.3. It now works with Factorio 0.12.11+:

https://github.com/KeepOnDigging/SpeedButtons/releases

This mod gives you the buttons but none of the other fancy stuff like settings screens or change-speed-on-crafting.

Sorry about the delay updating, I haven't been playing Factorio and wasn't subscribed to this thread.
Should probably have its own thread...

Enjoy, and
KeepOnBuilding.
Is there a reason it only offers x8?
Tried adding x16, kept getting nil index on line 10 control.lua and looking thru ALL the source....cannot understand why, granted I'm assuming the system variable you are using supports MORE then one digit.
(just an FYI, I am using this and other mods to teach myself LUA as I know VB inside-out and sideways and C# is out of my league atm so any explaination to why its not working and what DOES work is much appreciated)

Line thats edited (bold underline is change added):
button_speeds = {["speedbutton05"] = 0.5, ["speedbutton1"] = 1, ["speedbutton2"] = 2, ["speedbutton4"] = 4, ["speedbutton8"] = 8, ["speedbutton16"] = 16}

Re: [0.12.X] TimeButtons

Posted: Sat Nov 28, 2015 8:12 pm
by KeepOnBuilding
I'm not sure that using my code to learn Lua is a good idea. I'm a total beginner too!
Although I am experienced with other languages and I have made some effort to write nice Lua code.

What's happening is that the mod creates the buttons in the UI the first time it's run. This is the hook on line 14. It checks to see whether sb_frame exists, and if not it creates the frame and populates it with buttons from button_speeds.

Factorio then saves this state with the save.

When you change the mod and reload, then load your saveā€¦ it hits line 15, sees that the sb_frame already exists (it's loaded when you load the save) and thinks it's done. It doesn't create the new x16 button.

So later when all_white is executed it cannot access speedbutton16.

If you make your change and create a new world, it will work fine.

Perhaps you can work around this by destroying the sb_frame in console:
/c game.player.gui.top.sb_frame.destroy

And the frame will be re-created next tick when the line 14 hook triggers.

Have fun, and
KeepOnBuilding!

Re: [0.12.X] TimeButtons

Posted: Sun Dec 06, 2015 3:33 am
by Hinanawi-sama
Wouldn't running that command on world load be better or will it kill all other existing buttons? (Running Clock and Research Queue along with it)
Also asking this because if you happen to change the buttons themselves, you'd need to force-run the command anyway for update compatibility.

Re: [0.12.X] TimeButtons

Posted: Sun Dec 06, 2015 6:34 am
by KeepOnBuilding
Hinanawi-sama wrote:Wouldn't running that command on world load be better or will it kill all other existing buttons? (Running Clock and Research Queue along with it)
Not a bad idea. I'll look into implementing that with the next release.