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Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Fri May 15, 2015 10:00 pm
by KrzysD
Found a bug where if you click on any kind of storage chest it will put it into your inventory and destroy anything that could be inside it.
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Fri May 22, 2015 8:40 am
by lvlurphy
I like this mod. It is very helpful.
What I additionally like to see, is the time till depletion of s spot based on the avg. speed.
Never mind, if this was already suggested.
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Mon Jun 29, 2015 8:26 am
by jorgenRe
HMMMMM Not multiplayer compatible you say.....
Well lets get it going on multiplayer
!
(Though only working for player 1 cause im player 1
)
#Work began!
.....Seconds later it is multiplayer compatible
!
How?
Open control.lua file in the resource mon... mod folder
if you are on notepad++ it is as easy as clicking "ctrl" + "f" and pressing the exchange (if thats what it is in english) atleast second tab from the left.
Then have it exchange all "game.player." with "game.players[1]"!
And now you are done, and it is multiplayer compatible, though ONLY player 1 can follow onto how the resources are doing
!
Do note that i did have some plans in adding a tutorial for how to make most mods multiplayer compatible
!
Edit:
Not all mods are that simple to make fully multiplayer compatible :/
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Thu Jul 02, 2015 10:18 am
by Lishget
I have tried this mod and i think, it is a very helpful tool. So i have translated it into german and added a description for the technology. The description i added for english too, but i don't know, if the english is okay. Please feel free to ad my little work and correct the english part if necessary
Resource-Monitor-Mod_0.5.3DE.zip
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Wed Jul 08, 2015 8:23 pm
by Smarty
[Moved to helper mods by Smarty]
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Sat Jul 18, 2015 6:59 am
by gr0mpel
hey drs9999
love your mod and would like to know if and when you will make it compatible with 0.12?
its really annoying to go without this awesome mod
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Sat Jul 18, 2015 9:36 am
by jockeril
gr0mpel wrote:hey drs9999
love your mod and would like to know if and when you will make it compatible with 0.12?
its really annoying to go without this awesome mod
I think it's just missing the oninit function - just checked it on 0.12
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Sat Jul 18, 2015 11:05 pm
by oLaudix
Since the original author is MIA i fixed it. No fancy code just crude update for it to work.
EDIT1: File deleted due to bug. Check cpl post below for new dl.
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Sun Jul 19, 2015 7:21 am
by drs9999
Yes, I'm most likely not gonna update this. There is a very very low chance that I'll do something for 0.12, but I would start from scratch then. So if anybody wants to take it up, feel free to do so.
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Sun Jul 19, 2015 4:24 pm
by Hyperdrive75
oLaudix wrote:Since the original author is MIA i fixed it. No fancy code just crude update for it to work.
I tried it for 0.12.
It seems to work fine until one of your resources run out, then there is this error message:
Error while running the event handler: __Resource-Monitor-Mod__/control.lua:498: attempt to compare numer with table
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Sun Jul 19, 2015 5:04 pm
by oLaudix
Hyperdrive75 wrote:oLaudix wrote:Since the original author is MIA i fixed it. No fancy code just crude update for it to work.
I tried it for 0.12.
It seems to work fine until one of your resources run out, then there is this error message:
Error while running the event handler: __Resource-Monitor-Mod__/control.lua:498: attempt to compare numer with table
Didnt play long enough to catch this. Should be fixed now.
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Sun Jul 19, 2015 5:23 pm
by Hyperdrive75
oLaudix wrote:Hyperdrive75 wrote:oLaudix wrote:Since the original author is MIA i fixed it. No fancy code just crude update for it to work.
I tried it for 0.12.
It seems to work fine until one of your resources run out, then there is this error message:
Error while running the event handler: __Resource-Monitor-Mod__/control.lua:498: attempt to compare numer with table
Didnt play long enough to catch this. Should be fixed now.
Cool, I'll try it immediately!
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Sun Jul 19, 2015 9:26 pm
by jockeril
Trying to add fields to an existing monitor give this error:
- add to existing monitor error in 0.5.3
- add-to-existing-error_0.5.3.png (1.84 MiB) Viewed 10878 times
Once I hit the "add" button, then throws me out of the game back to the "play" menu
Thank you for supporting this mod - it's one of my favorites !
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Mon Jul 20, 2015 12:51 pm
by jorgenRe
jockeril wrote:gr0mpel wrote:hey drs9999
love your mod and would like to know if and when you will make it compatible with 0.12?
its really annoying to go without this awesome mod
I think it's just missing the oninit function - just checked it on 0.12
Oh it was a fair bit more broken than so
Heres my take on a fix cause i couldn't wait too long to play Factorio
!
(it has been tested and found to work, but if you find a bug that i may have missed, then please let me know and il fix it as soon as possible!)
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Mon Jul 20, 2015 1:59 pm
by oLaudix
I honestly didnt expect ppl to monitor oil ... i never do it hence i didnt catch that bug either ;p
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Mon Jul 20, 2015 2:16 pm
by jockeril
oLaudix wrote:I honestly didnt expect ppl to monitor oil ... i never do it hence i didnt catch that bug either ;p
Well, since I heard that you can use the beacon with speed modules and the infinite amount (but slow purring) of oil, I hardly need it too, unless you count wanting to know when to add the beacon - so as not to waste resources and energy...
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Mon Jul 20, 2015 3:42 pm
by jorgenRe
oLaudix wrote:I honestly didnt expect ppl to monitor oil ... i never do it hence i didnt catch that bug either ;p
It was a bug with the font_color That caused the number to be negative. So well i cheated a little bit to fix it
!
If collor.r/color.g < 0 then color.r/color.g = 1 and it seemed to be the right thing to do as it still kept low numbers red and high numbers green
Re: [MOD 0.12] Resource-Monitor-Mod v0.5.4
Posted: Thu Jul 23, 2015 11:41 pm
by jockeril
Still a problem in RMM 0.5.4 (for 0.12)when adding oil well to existing (look at the list and tell me I don't need to unify wells...)
This time it's a different error in a different line
:
Re: [MOD 0.12] Resource-Monitor-Mod v0.5.4
Posted: Fri Jul 24, 2015 9:23 am
by jorgenRe
jockeril wrote:Still a problem in RMM 0.5.4 (for 0.12)when adding oil well to existing (look at the list and tell me I don't need to unify wells...)
This time it's a different error in a different line
:
Thanks for the info bug fixed
!
Please if you could just double check to see if it's fixed as i'm not able to go and check it for my self right now
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Sun Aug 02, 2015 8:30 am
by L0771
Here, i don't saw this post and make a own update for 0.12.
Is working perfectly, a lot of changes, working in MP.
http://www.mediafire.com/download/q3bo0 ... _0.5.4.zip