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Re: [MOD 0.12+] Time Tools (& Clock Combinator)

Posted: Sun Jul 10, 2016 3:14 pm
by tscolin
binbinhfr wrote: waoo, thx guy, what would I do without these testers ;-) I forgot a little thing during my last big code change, so that newly installing the mod on an existing game was not showing the GUI...

it is corrected now, please update to 1.0.15
That was super quick! It works like a charm! Thanks a bunch!

Re: [MOD 0.12+] Time Tools (& Clock Combinator)

Posted: Mon Jul 11, 2016 11:52 pm
by DenFromEarth
binbinhfr wrote:Hey Den,

thx for the positive return, always appreciated. ;)

I had a look at the other mod "day extender".
Infact it does not really extend the length of the day, but it plays very rapidly in realtime with the game internal clock to very often freeze the clock and so give a slowdown effect. So it can create a bad interaction with my mod which is expecting a classical time flow... Can also pose problems with other time based mods.

But this is the only known trick to artificially change the length of the day, and alas, it causes major problems in multi-player.
And I (and other players) are using my mod in multiplayer... So I won't break my mod, sorry.

But to help you, I adapted the day extender and posted a new unofficial version here :
viewtopic.php?f=120&t=14509&p=182222#p182222
I also inserted a change so that you can now switch always_day mode on/off.
You can still use it, but you cannot freeze time with timetools anymore (clicking on the time button itself).
Bin,

Thanks for the very quick response.

DFE

Re: [MOD 0.12+] Time Tools (& Clock Combinator)

Posted: Tue Jul 12, 2016 7:40 am
by binbinhfr
Nexela wrote:Hello Binbinhfr!

I have a couple of questions but first I wanted to say. You make some awesome mods! Thank you.

Any chance you could make a version of your time tools mod with just the clock combinator portion? I would like to use them in my next MP play-through but I don't want the time tools portions.

Thanks in advance and keep up the awesome work!
I won't split the mod in two pieces because I already have more than a dozen of mods to maintain, and the two parts of the mod are really mixed together ;-)

BUT I integrate a new console command to enable/disable the time display.
use :
/c remote.call( "timetools", "off" )
or
/c remote.call( "timetools", "on" )

Once the command entered in your MP game, it will stay, even if you upgrade the mod.
I hope it answers your needs.

Re: [MOD 0.13] Time Tools (& Clock Combinator)

Posted: Tue Aug 09, 2016 8:22 am
by Otterbear
Thank your for this great mod. I'm not sure how to "rate" it atm, so I just wanted you to know that I think its really cool.

Re: [MOD 0.13] Time Tools (& Clock Combinator)

Posted: Tue Aug 09, 2016 9:02 am
by binbinhfr
Otterbear wrote:Thank your for this great mod. I'm not sure how to "rate" it atm, so I just wanted you to know that I think its really cool.
Thx for the appreciation. Always welcome :-)
I'm afraid there is no rating feature on the portal for the moment...

Re: [MOD 0.13] Time Tools (& Clock Combinator)

Posted: Wed Aug 17, 2016 10:54 pm
by binbinhfr
new version : when always_day, display an approximation of hour/minute, using game.tick

Re: [MOD 0.13] Time Tools (& Clock Combinator)

Posted: Wed Nov 30, 2016 6:08 am
by slaxer
speeding up time stops working on my very big map with a lot of items, mostly tons of replicators.
ive removed like half of them and the time-speedup suddenly works

:?: :?: :?:

Re: [MOD 0.13] Time Tools (& Clock Combinator)

Posted: Wed Nov 30, 2016 7:47 am
by binbinhfr
slaxer wrote:speeding up time stops working on my very big map with a lot of items, mostly tons of replicators.
ive removed like half of them and the time-speedup suddenly works
:?: :?: :?:
There is nothing I can do about it :
it is just that the factory becomes too big for your computer and cannot be speeded up, even if Factorio tries. You have reached the limits of your machine :-)

Re: [MOD 0.13] Time Tools (& Clock Combinator)

Posted: Wed Nov 30, 2016 11:04 am
by slaxer
binbinhfr wrote:
too big
thats what she said!

you are correct, running on a cheap i3 and only 4G ram!

Re: [MOD 0.13] Time Tools (& Clock Combinator)

Posted: Wed Nov 30, 2016 12:30 pm
by slaxer
when i cleaned up the base to lower the stress and make the mod functional again, i noticed that before the cleanup, the clock was running 64x even tho the game was only in 1x, time was affected anyways, but not the reality #tripped :)

Re: [MOD 0.13] Time Tools (& Clock Combinator)

Posted: Wed Nov 30, 2016 2:01 pm
by binbinhfr
slaxer wrote:when i cleaned up the base to lower the stress and make the mod functional again, i noticed that before the cleanup, the clock was running 64x even tho the game was only in 1x, time was affected anyways, but not the reality #tripped :)
The API time speed command is something like a "wish" : it says "you are allowed to run at x64 (if you can do it...)". But it does not guaranty that your machine can handle 64 times more calculations... :-)

Re: [MOD 0.13] Time Tools (& Clock Combinator)

Posted: Wed Jan 18, 2017 9:56 am
by husky777
Hello!
can you add a version without having to switch on a constant day? in my opinion this is a little bit cheat. I think a lot of players like the function of the acceleration of time and the clock. it is the most convenient modes on this topic. But cheat time shift function is a little off-putting, I would like that it is not tempted. :)

This text is written in broken English
greetings from the Russian Federation

Re: [MOD 0.13] Time Tools (& Clock Combinator)

Posted: Wed Jan 18, 2017 1:01 pm
by binbinhfr
husky777 wrote:Hello!
can you add a version without having to switch on a constant day? in my opinion this is a little bit cheat. I think a lot of players like the function of the acceleration of time and the clock. it is the most convenient modes on this topic. But cheat time shift function is a little off-putting, I would like that it is not tempted. :)
Please update. I added a always_day_enabled option in the config.lua file.
So, you have to edit this file and change "always_day_enabled = false", then you won't be able to click on this button anymore, even if you are tempted ! :-)

Re: [MOD 0.13] Time Tools (& Clock Combinator)

Posted: Wed Jan 18, 2017 6:49 pm
by husky777
binbinhfr wrote:Please update. I added a always_day_enabled option in the config.lua file.
So, you have to edit this file and change "always_day_enabled = false", then you won't be able to click on this button anymore, even if you are tempted ! :-)
wow. It happens. You really made changes to the game with a single message? Can I try to send you somewhere to their views on how to improve your mods? This may be of interest? I would like to help improve something in gratitude for responsivenes. If I can where to send the change to each mode?

Re: [MOD 0.13] Time Tools (& Clock Combinator)

Posted: Wed Jan 18, 2017 6:53 pm
by binbinhfr
husky777 wrote:wow. It happens. You really made changes to the game with a single message? Can I try to send you somewhere to their views on how to improve your mods? This may be of interest? I would like to help improve something in gratitude for responsivenes. If I can where to send the change to each mode?
If you have suggestions, you can post them in the forum and we'll see if I find them useful. :-)

Re: [MOD 0.13] Time Tools (& Clock Combinator)

Posted: Tue Jan 31, 2017 6:08 am
by ADKrig
Hi!
I think that I cant to change game speed more than 8x ((( When I clicking to speed up more than 8x actualy speed does not want to change. Changing parameter "maximum_speed" lower or higher does not help. Sometimes it will be nice to skip some time at 100x or 200x VERY fast )

Re: [MOD 0.13] Time Tools (& Clock Combinator)

Posted: Tue Jan 31, 2017 8:43 am
by binbinhfr
ADKrig wrote:Hi!
I think that I cant to change game speed more than 8x ((( When I clicking to speed up more than 8x actualy speed does not want to change. Changing parameter "maximum_speed" lower or higher does not help. Sometimes it will be nice to skip some time at 100x or 200x VERY fast )
Hi, it is not the problem of my mod that only uses an API function "speed", but a problem of Factorio AND your computer : if Factorio cannot speed up more than x8, it is because it cannot do it (too big factory, or computer a bit slow). It happens also on my laptop, but not on my big desktop PC. Please try to speed up a very simple (empty) map, and you'll see that it will work.

Re: [MOD 0.13] Time Tools (& Clock Combinator)

Posted: Thu Feb 02, 2017 7:58 am
by ADKrig
binbinhfr wrote:
ADKrig wrote:Hi!
I think that I cant to change game speed more than 8x ((( When I clicking to speed up more than 8x actualy speed does not want to change. Changing parameter "maximum_speed" lower or higher does not help. Sometimes it will be nice to skip some time at 100x or 200x VERY fast )
Hi, it is not the problem of my mod that only uses an API function "speed", but a problem of Factorio AND your computer : if Factorio cannot speed up more than x8, it is because it cannot do it (too big factory, or computer a bit slow). It happens also on my laptop, but not on my big desktop PC. Please try to speed up a very simple (empty) map, and you'll see that it will work.
Yes, it works! ) But there another question. Maybe you know how override perfomance limit? I remember that in older versions very big value of game speed gave perfomance fall, but it was not a problem. Whats about new version? :?:

Re: [MOD 0.13] Time Tools (& Clock Combinator)

Posted: Thu Feb 02, 2017 8:30 am
by binbinhfr
ADKrig wrote:Yes, it works! ) But there another question. Maybe you know how override perfomance limit? I remember that in older versions very big value of game speed gave perfomance fall, but it was not a problem. Whats about new version? :?:
Override performance limit ? Well I have a solution : buy a stronger PC ;-)
I have absolutely no control on this.
It is a question you should ask to the dev in the "technical help" forum maybe ?

Re: [MOD 0.13] Time Tools (& Clock Combinator)

Posted: Fri Apr 28, 2017 9:26 am
by Sedar
Thank you for all yours excellent mods. And especially for this one! :D