[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 Ranakastrasz »

Narc wrote:
Ranakastrasz wrote:Suggest alternate evolution factor display. Showing linear values. Should work as long as mods don't break the standard limits.

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[...] (1/(1-x))-1
I don't think that formula works:

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(1/(1-0.9)) - 1 == 9
(1/(1-0.99)) - 1 == 99
But you don't need a formula:

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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
https://wiki.factorio.com/index.php?tit ... #Evolution

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The percentages are applied on the base of (1 - current_evolution_factor). So for instance destroying the enemy spawner in the beginning of the game results in increase of evolution factor by 0.005 (half a percent) while doing this when the evolution factor is 0.5 the increase is only 0.0025 (quarter a percent).
Ofc it works.Evolution factor follows diminishing returns, in that each 0.01 of evolution factor is far larger than the previous one. Going from 0 to 0.5 is the same as going frm 0.5 to 0.75, and 0.75 to 0.875, and so on. Hence the alternate display. It makes it linear instead of... Uhm... Hyperbolic I think? Essentially, killing that spawner would always give +0.005 to the given value regardless of whether you are at 0 or .8, (since it would actually display 5)

As for the formula, it is required to get a smooth value. Otherwise you could just say, Low, medium, high, extreme, and be done with it. This is to give more information.
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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Post by Narc »

Ranakastrasz wrote:Ofc it works.Evolution factor follows diminishing returns, in that each 0.01 of evolution factor is far larger than the previous one. Going from 0 to 0.5 is the same as going frm 0.5 to 0.75, and 0.75 to 0.875, and so on. Hence the alternate display. It makes it linear instead of... Uhm... Hyperbolic I think? Essentially, killing that spawner would always give +0.005 to the given value regardless of whether you are at 0 or .8, (since it would actually display 5)
Right, ok, I see where you're going with this, thank you. I'm not sure I see how it results in more information, though: the raw evolution_factor number can just be looked up in the unit-spawner prototypes' result_units, which will tell you directly what can be spawned at the current value (e.g., "above 0.25 (25%) evolution_factor, you will start seeing small spitters").

The linearized scale is nicer for calculating how much you've done to affect the evo factor, but it takes away the simple lookup ability.

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

Post by DRY411S »

Thanks for this mod. As well as giving great information, it's so well-written and easy to understand.

I'm using it as a basis to write a GUI interface to my own mod. I only need the 'Settings' functionality. I'll make sure you are credited.

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

Post by ChurchOrganist »

Are there any plans to update this to be useable in 0.13??
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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Post by jockeril »

ChurchOrganist wrote:Are there any plans to update this to be useable in 0.13??
I know narc will update his mods once he had a chance to work on them - you'll just have to be patient 8-)
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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Post by Narc »

ChurchOrganist wrote:Are there any plans to update this to be useable in 0.13??
Yup, absolutely, but my time is limited at the moment. Thankfully, I have some help (from Afforess and sparr), but I think their available time is also quite low.

It's not going to be a simple search-and-replace, that's for sure.

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

Post by ChurchOrganist »

Narc wrote:
ChurchOrganist wrote:Are there any plans to update this to be useable in 0.13??
Yup, absolutely, but my time is limited at the moment. Thankfully, I have some help (from Afforess and sparr), but I think their available time is also quite low.

It's not going to be a simple search-and-replace, that's for sure.
Well I have some experience with scripting - mainly writing Neverwinter Nights mods in Bioware script - so I would need to learn the lua dialect, and also familiarise myself with the Factorio specific stuff, but if there's anything I can do to help - let me know.

Looking at the modding changes in the 0.13 release, it seems to me that maybe a complete rewrite may be necessary?
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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Post by Narc »

ChurchOrganist wrote:Well I have some experience with scripting - mainly writing Neverwinter Nights mods in Bioware script - so I would need to learn the lua dialect, and also familiarise myself with the Factorio specific stuff, but if there's anything I can do to help - let me know.
Do feel free to take a look -- the more, the merrier: https://github.com/narc0tiq/evoGUI/pull/63
ChurchOrganist wrote:Looking at the modding changes in the 0.13 release, it seems to me that maybe a complete rewrite may be necessary?
Might do; I had one on my list anyway, because EvoGUI really is written quite poorly to begin with, but that's going to take a fair old while and I hoped to get something out sooner that was just a straight port. It hasn't been working very well so far.

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

Post by DRY411S »

I trawled this code to understand how GUIs can be implemented in Factorio. Happy to help too where I can. Anything specific I could look at?

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

Post by Narc »

DRY411S wrote:I trawled this code to understand how GUIs can be implemented in Factorio. Happy to help too where I can. Anything specific I could look at?
The big question at the moment is why the GUI shows but doesn't update with any of the non-default sensors activated.

I suspect I might have an idea (some things moved from game.whatever to surface.whatever), but because it's not generating any kind of error, it's pretty opaque to me, and I really don't have the time to spend on trial-and-error.

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

Post by ChurchOrganist »

Narc wrote: Do feel free to take a look -- the more, the merrier: https://github.com/narc0tiq/evoGUI/pull/63
OK I've forked your Mod to my GitHub account. Will take a look this weekend.

Should you want to see how I'm doing you can check it here......
https://github.com/ChurchOrganist/evoGUI/
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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Post by DRY411S »

Narc wrote:
DRY411S wrote:I trawled this code to understand how GUIs can be implemented in Factorio. Happy to help too where I can. Anything specific I could look at?
The big question at the moment is why the GUI shows but doesn't update with any of the non-default sensors activated.

I suspect I might have an idea (some things moved from game.whatever to surface.whatever), but because it's not generating any kind of error, it's pretty opaque to me, and I really don't have the time to spend on trial-and-error.
Since you wrote this, you have updated your GitHub. Have you fixed it?

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

Post by Devious Null »

Narc wrote:
DRY411S wrote:I trawled this code to understand how GUIs can be implemented in Factorio. Happy to help too where I can. Anything specific I could look at?
The big question at the moment is why the GUI shows but doesn't update with any of the non-default sensors activated.

I suspect I might have an idea (some things moved from game.whatever to surface.whatever), but because it's not generating any kind of error, it's pretty opaque to me, and I really don't have the time to spend on trial-and-error.
I took a look at the code myself and fixed the issue with the error logging, at least: in control.lua, function evogui.log, you have ipairs(game.players). This apparently doesn't work in 0.13. I get errors as expected with the following version of that function:

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function evogui.log(message)
    if game then
        for _, p in pairs(game.players) do
            p.print(message)
        end
    else
        error(serpent.dump(message, {compact = false, nocode = true, indent = ' '}))
    end
end
Would you like some additional help updating to 0.13? I could fork this github and send some pull requests as I find issues.

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

Post by Narc »

Devious Null wrote:I took a look at the code myself and fixed the issue with the error logging, at least: in control.lua, function evogui.log, you have ipairs(game.players).
Ahh, yes, I was just looking at LuaCustomTable the other day, but I didn't remember I'd been fond of ipairs at some point. Thanks, that will help greatly.
Devious Null wrote:Would you like some additional help updating to 0.13? I could fork this github and send some pull requests as I find issues.
Yes, please! The more, the merrier! I greatly appreciate all the help, everyone's being awesome.

DRY411S wrote:
Narc wrote:The big question at the moment is why the GUI shows but doesn't update with any of the non-default sensors activated. [...]
Since you wrote this, you have updated your GitHub. Have you fixed it?
No, I just published what I had into a WIP branch to avoid duplicating others' efforts.

As I just updated that branch again, I have to mention I haven't even tested it at all -- though I am about to get around to that.


I've been using pull request 63 for coordination (under the assumption that it was the first published effort, so is authoritative), but maybe I should set up another. If I do, I'll remember to leave a note in #63 about it.

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

Post by Narc »

Okay, folks, I have a version that appears to work, so it's now published on the mod portal: https://mods.factorio.com/mods/Narc/EvoGUI. Thanks again for all the help, you guys, you've been super-awesome!

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

Post by ChurchOrganist »

Narc wrote:Okay, folks, I have a version that appears to work,
Brilliant :)
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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Post by bryreichle »

Sweet thanks!!

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

Post by Bizobinator »

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?

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

Post by jockeril »

Narc - got an error for you...
evogui_daytime_error(v 4.101).jpg
evogui_daytime_error(v 4.101).jpg (1013 KiB) Viewed 7761 times
What say you ?
Attachments
testing_heb4factorio_w-tanker.zip
My save (thought you might need it) - it's before updating to 0.13 & mods...
(18.97 MiB) Downloaded 97 times
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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16

Post by Narc »

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.

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