[MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Post by jockeril »

Narc wrote:
jockeril wrote:Narc - got an error for you...
Works fine for me, using EvoGUI 0.4.102. I'm guessing you're one of the lucky 28 who got 0.4.101 before I found and fixed that very bug.
Right. I D/L'd the newest and after starting the game found that there was an error in the locale (he) file - so I fixed it and checked in Factorio - works. no need to up the version, just because I made a mistake ;)

Hebrew players: Please update the locale/he/ folder with this file until the next update to EvoGUI come out

Narc - I've made a
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[request] RTL support please

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Formally Hebrew translator for FARL & EvoGUI mods

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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Post by Bizobinator »

Narc wrote:
Bizobinator wrote:I loaded the save of the game that I was playing pre .13, and it keeps saying "[EvoGui] No sensor matching the name phase_deduction! Create a sensor first." It's spamming it in the console

Is there something I can do to turn it off? Is it bug?
A mod is trying to update a sensor it calls "phase_deduction" without having registered it first. What other mods do you have installed?

jockeril wrote:Narc - got an error for you...
Works fine for me, using EvoGUI 0.4.102. I'm guessing you're one of the lucky 28 who got 0.4.101 before I found and fixed that very bug.

Oh boy, that's a question in and of itself....
I have: (a * indicates it was added after the switch from .12.X to .13.X)
- Big Brother (v 0.3.0)*
- Add Assembler Batteries (v0.13.0)*
- Better Fluid Colors (v1.0.0)
- Bio Industries (1.0.5)*
- Bob's Config mod (0.13.0)
- Bob's Library mod (0.13.1)
- Bob's Research Progress Saver (0.13.0)
- EvoGUI (0.4.102)
- FARL (0.5.3)
- Ground Printer (1.0.3)*
- Honk (2.0.0)*
- KS Power (0.1.4)* I had the oil burner mod pre .13, replaced with this
- Laser beam turrets (0.1.4)
- Map Labels (0.1.)
- Piano player (0.1.2)*
- Progressive running (1.0.1)*
- Rail tanker (1.3.2)
- Sane concrete (1.0.0)
- Simple Death messages (0.0.2)
- Left-right balancer (0.0.7)
- Smart Display (1.0.8)*
- Smart splitters (1.0.0)
- Squeak Through (1.1.2)*
- Steinios unlasting oil (0.0.1)*
- Tankwerkz Ltd (0.3.2)*
- True Long Reach (0.1.0)* Had a long reach mod, replaced with this
- Warehousing Mod (0.0.10)
- Wreckage pollution (0.13.0)*
- Bob's enemies (0.13.0)
- Bob's Ores (0.13.1)
- Natural evolution expansion (6.0.0)
- Remove chemical batteries (0.13.1)*
- Bob's tech (0.13.0)
- Natural evolution buildings (6.0.2)
- Natural evolution Enemies (6.0.1)
- Resource spawner overhaul (2.0.4)
- Bob's Metals, chemicals (etc) (0.13.1)
- Bob's assembling machines (0.13.0)
- Bob's electronics (0.13.1)
- Bob's Greenhouse mod (0.13.0)* originally had tree-farm lite
- Bob's logistics (0.13.2)
- Bob's mining (0.13.1)
- Bob's power (0.13.0)
- Bob's revamp mod (0.13.0)*
- Bob's modules (0.13.0)
- Bob's warfare (0.13.3)
- Science cost overhaul (0.13.0)
- Marathon mod (1.1.1)

There are a few that I've not yet installed, since there aren't 0.13 versions out yet
- Bridge Railway
- Foreman
- Shuttle Train
- STRS radars
- Tanks for Bob!
- Upgrade planner
- Smarter trains


Any idea what's going on? :(

Also, I think I may have a mod-holic problem :lol:

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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Post by Narc »

Bizobinator wrote:
Narc wrote:
Bizobinator wrote:I loaded the save of the game that I was playing pre .13, and it keeps saying "[EvoGui] No sensor matching the name phase_deduction! Create a sensor first." It's spamming it in the console

Is there something I can do to turn it off? Is it bug?
A mod is trying to update a sensor it calls "phase_deduction" without having registered it first. What other mods do you have installed?
Oh boy, that's a question in and of itself....
I have: (a * indicates it was added after the switch from .12.X to .13.X)
[...]
- Natural evolution expansion (6.0.0)
[...]

Any idea what's going on? :(
Yes, I have an idea. For some reason, the EvoGUI:setup() function didn't happen (or didn't happen correctly). How or why this happened, on the other hand, is entirely beyond me. From a quick look at the code, it looks sane -- it should be fine.
Bizobinator wrote:Also, I think I may have a mod-holic problem :lol:
Nah, that looks a lot like my list for 0.12 did. I've pared it down a little in the current game, but I'm sure it'll grow back in time.

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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Post by Formal Rice Farmer »

fyi
your time of day functions are not compatible with current moweather

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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Post by Narc »

Formal Rice Farmer wrote:fyi
your time of day functions are not compatible with current moweather
How so? What version of EvoGUI are you running? With what version of MoWeather?

For reference, at Ludsoe's request, I updated the remote call to include the surface the current player is on. This was done in commit 906bb07d, which was then released as v0.4.104. The current release, both on the mod portal and on Github, is v0.4.105.

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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Post by Bizobinator »

Is there any way to add that sensor mid-game? I tried to add EvoGUI into an already in-progress game, but it keeps popping up with the sensor thing. Is there maybe a console command?

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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Post by Narc »

Bizobinator wrote:Is there any way to add that sensor mid-game? I tried to add EvoGUI into an already in-progress game, but it keeps popping up with the sensor thing. Is there maybe a console command?
It honestly should just work; if it doesn't, you can try temporarily removing the other mod and adding it after EvoGUI -- depending on how it's written, it may or may not register correctly that time. Also, report it to the other mod and send them my way so I can help figure it out.

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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Post by Neruz »

Narc wrote:
Bizobinator wrote:
Narc wrote:
Bizobinator wrote:I loaded the save of the game that I was playing pre .13, and it keeps saying "[EvoGui] No sensor matching the name phase_deduction! Create a sensor first." It's spamming it in the console

Is there something I can do to turn it off? Is it bug?
A mod is trying to update a sensor it calls "phase_deduction" without having registered it first. What other mods do you have installed?
Oh boy, that's a question in and of itself....
I have: (a * indicates it was added after the switch from .12.X to .13.X)
[...]
- Natural evolution expansion (6.0.0)
[...]

Any idea what's going on? :(
Yes, I have an idea. For some reason, the EvoGUI:setup() function didn't happen (or didn't happen correctly). How or why this happened, on the other hand, is entirely beyond me. From a quick look at the code, it looks sane -- it should be fine.
Bizobinator wrote:Also, I think I may have a mod-holic problem :lol:
Nah, that looks a lot like my list for 0.12 did. I've pared it down a little in the current game, but I'm sure it'll grow back in time.
i just added Misanthrope_0.7.1 and got the same error spam then he did.

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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Post by Peter34 »

Any chance of an update for 0.15?

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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Post by Narc »

Peter34 wrote:Any chance of an update for 0.15?
I'll take a look at it, but I'd like to ask anyone else willing and able to make a pull request if I don't. I've not had much interest in Factorio or the mods in a while, and I don't foresee this changing for the predictable future.

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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Post by Jürgen Erhard »

Narc wrote:I've not had much interest in Factorio
Heretic!

;-)

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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Post by Jürgen Erhard »

Oh, and... the change seems to be minimal: info.json factorio_version (obvs).

And in value_sensors/evolution_factor, replace game.evolution_factor with player.force.evolution_factor.

I may make a pull request, but... I'd first have to fork and download, and all that. Seems a bit much for a two-line change.

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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Post by Narc »

Jürgen Erhard wrote:Oh, and... the change seems to be minimal: info.json factorio_version (obvs).

And in value_sensors/evolution_factor, replace game.evolution_factor with player.force.evolution_factor.

I may make a pull request, but... I'd first have to fork and download, and all that. Seems a bit much for a two-line change.
Thanks for pointing it out, here's a blind build: https://github.com/narc0tiq/evoGUI/rele ... g/v0.4.201

I haven't tested it yet, so I'm not comfortable pushing it to the mod portal or taking off the pre-release tag, but you can grab it and try it out.

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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Post by Jürgen Erhard »

Works. Of course, I tested my changes in place: "Extract here" and hack away, then start Factorio and load game, so I knew they work :D

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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Post by TheSAguy »

Hey Narc,


If I'm not mistaken, currently EvoGI is showing the evolution factor of the player. But as of 0.15 there are now 3: Player, Enemy and Neutral.
I think you should have the option to show all 3.

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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Post by Narc »

TheSAguy wrote:Hey Narc,


If I'm not mistaken, currently EvoGI is showing the evolution factor of the player. But as of 0.15 there are now 3: Player, Enemy and Neutral.
I think you should have the option to show all 3.
All three sounds like a pain, especially when only the enemy force has any spawners normally. But regardless, thank you -- updated.

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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Post by RikkiLook »

Update translations RU.
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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Post by Narc »

RikkiLook wrote:Update translations RU.
Thank you, it's now included in EvoGUI v0.4.206.

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