[MOD 0.13] Score Extended - rocket score replacement

Topics and discussion about specific mods
GTrak
Inserter
Inserter
Posts: 21
Joined: Tue Mar 01, 2016 10:44 pm
Contact:

Re: [MOD 0.13] Score Extended - rocket score replacement

Post by GTrak »

Would be nice if launch all rockets together. ;)

User avatar
binbinhfr
Smart Inserter
Smart Inserter
Posts: 1524
Joined: Sat Feb 27, 2016 7:37 pm
Contact:

Re: [MOD 0.13] Score Extended - rocket score replacement

Post by binbinhfr »

GTrak wrote:Would be nice if launch all rockets together. ;)
it launches rockets as soon as they are ready to be launched. If I wait other rockets to be ready, it will increase the averages launch times, and that's not what we want, because most people want to lower this critical number.
My mods on the Factorio Mod Portal :geek:

User avatar
Optera
Smart Inserter
Smart Inserter
Posts: 2916
Joined: Sat Jun 11, 2016 6:41 am
Contact:

Re: [MOD 0.13] Score Extended - rocket score replacement

Post by Optera »

GTrak wrote:Would be nice if launch all rockets together. ;)
Simple. Check how long your rockets take to build. Build a timer and wire up the satellite inserters to insert when it ticked down.

Ferovejecs
Burner Inserter
Burner Inserter
Posts: 6
Joined: Sat Aug 13, 2016 6:43 am
Contact:

Re: [MOD 0.13] Score Extended - rocket score replacement

Post by Ferovejecs »

Interesting mod! Would it be possible to include the total number of rockets launched by each force in the game?

User avatar
binbinhfr
Smart Inserter
Smart Inserter
Posts: 1524
Joined: Sat Feb 27, 2016 7:37 pm
Contact:

Re: [MOD 0.13] Score Extended - rocket score replacement

Post by binbinhfr »

Ferovejecs wrote:Interesting mod! Would it be possible to include the total number of rockets launched by each force in the game?
Thx.
I do not want to make the GUI more complex than it is. It already displays the number of rockets for your own force.
But for you, I added an interface remote call to display all forces : just type

Code: Select all

/c remote.call( "score", "all" )
please update
My mods on the Factorio Mod Portal :geek:

Ferovejecs
Burner Inserter
Burner Inserter
Posts: 6
Joined: Sat Aug 13, 2016 6:43 am
Contact:

Re: [MOD 0.13] Score Extended - rocket score replacement

Post by Ferovejecs »

Awesome!

User avatar
madpav3l
Long Handed Inserter
Long Handed Inserter
Posts: 78
Joined: Sat Oct 31, 2015 10:24 pm
Contact:

Re: [MOD 0.13] Score Extended - rocket score replacement

Post by madpav3l »

Hey, any plans updating this for 0.15 ?

Thanks

User avatar
binbinhfr
Smart Inserter
Smart Inserter
Posts: 1524
Joined: Sat Feb 27, 2016 7:37 pm
Contact:

Re: [MOD 0.13] Score Extended - rocket score replacement

Post by binbinhfr »

updated
My mods on the Factorio Mod Portal :geek:

DScoffers
Inserter
Inserter
Posts: 33
Joined: Fri Sep 23, 2016 1:24 pm
Contact:

Re: [MOD 0.13] Score Extended - rocket score replacement

Post by DScoffers »

Heya, 0.16 is just out.
Will this be updated?
Many thanks.

User avatar
binbinhfr
Smart Inserter
Smart Inserter
Posts: 1524
Joined: Sat Feb 27, 2016 7:37 pm
Contact:

Re: [MOD 0.13] Score Extended - rocket score replacement

Post by binbinhfr »

updated, please tell me if everything seems ok.
My mods on the Factorio Mod Portal :geek:

scrufdawg
Manual Inserter
Manual Inserter
Posts: 1
Joined: Mon Oct 22, 2018 8:59 pm
Contact:

Re: [MOD 0.13] Score Extended - rocket score replacement

Post by scrufdawg »

The autolaunch option on the Score Extended window doesn't work, or I'm doing something wrong. I put a tick in the box and it removes it.

nagapito
Filter Inserter
Filter Inserter
Posts: 361
Joined: Fri Jul 29, 2016 12:18 am
Contact:

Re: [MOD 0.13] Score Extended - rocket score replacement

Post by nagapito »

scrufdawg wrote:
Mon Oct 22, 2018 9:00 pm
The autolaunch option on the Score Extended window doesn't work, or I'm doing something wrong. I put a tick in the box and it removes it.
So, I checked on this issue and found out that the function that is triggered by the GUI event is being fired twice, reverting the change we make when we press the checkbox.
The function is registered on two events, when there is a gui click and when the checkbox changes, and so it fires twice.
I thought this was some artifact from older versions where you needed two diferent events but looking back at API documentation, in 14.6 checkbox already fired the GUI click.... so I dont know how this worked before.

If the mod support is abandoned, at least, here is the solution for the brave ones.
Just removing/commenting line 627 in control.lua fixes the issue:

Code: Select all

script.on_event(defines.events.on_gui_checked_state_changed, on_gui_click)

User avatar
binbinhfr
Smart Inserter
Smart Inserter
Posts: 1524
Joined: Sat Feb 27, 2016 7:37 pm
Contact:

Re: [MOD 0.13] Score Extended - rocket score replacement

Post by binbinhfr »

thx for the bug.
updated to 1.0.26
My mods on the Factorio Mod Portal :geek:

i-make-robots
Inserter
Inserter
Posts: 46
Joined: Fri Jul 25, 2014 9:06 pm
Contact:

Re: [MOD 0.13] Score Extended - rocket score replacement

Post by i-make-robots »

Please update for 0.17. I really appreciate this mod and the work you've done. Thank you!

Qon
Smart Inserter
Smart Inserter
Posts: 2119
Joined: Thu Mar 17, 2016 6:27 am
Contact:

Re: [MOD 0.13] Score Extended - rocket score replacement

Post by Qon »

i-make-robots wrote:
Sun Mar 17, 2019 10:58 pm
Please update for 0.17. I really appreciate this mod and the work you've done. Thank you!
I'm now a mod collaborator on this mod. I posted this on the mod portal:
https://mods.factorio.com/mod/ScoreExtended/discussion/5c775558bc05f7000b32c582 wrote: Binbinhfr stopped playing and is no longer maintaining this mod. But he gave me the authorization to maintain this mod, so I can update it once I've fixed it for 0.17. And I will try to do that. But there has been a breaking change in the GUI API that requires some understanding of how to make GUIs for Factorio. I have some modding experience but my mod doesn't have a GUI so I have to read up on the documentation on how it is done and there seems to be some missing information in the documentation that I think I need.
So not sure how long it will take or how to proceed when the documentation is missing. It is probably a simple fix once I just find the correct API documentation page.
Also the mod portal now supports notifications so it might be a good idea to move the discussions over there. If you post here I will still see it though, but it is an option.

Post Reply

Return to “Mods”