[MOD 0.11.x] Resource-Monitor-Mod v0.5.2

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FreeER
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Re: [MOD 0.9.x] Resource-Monitor-Mod v0.2.0

Post by FreeER »

GewaltSam wrote:Edit: Yep, I tested it, it's because of your mod. Could you maybe remove that stuff? I really like your mod, but I don't want to start out with all that stuff. I'll destroy it for now, but I don't think a starter pack should be part of this :)
If you open the control.lua in a text editor you can comment out line 4 "startingItems()" by adding two '-' in front so it looks like "--startingItems()" (without quotes of course), while I'm sure drs9999 will fix it himself soon enough since it's so simple why wait and have to redownload the mod :)

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Re: [MOD 0.9.x] Resource-Monitor-Mod v0.2.0

Post by drs9999 »

I do not get it... Why I forget it every time?!

fixed...

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Re: [MOD 0.9.x] Resource-Monitor-Mod v0.2.0

Post by GewaltSam »

drs9999 wrote:I do not get it... Why I forget it every time?!

fixed...
Thank you very much for the quick fix :) Although I think the Link isn't updated so far.

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Re: [MOD 0.9.x] Resource-Monitor-Mod v0.2.0

Post by drs9999 »

For me the links are pointing to the fixed mod-version.
I did not increased the version number, though. If you thought it because of that.

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Re: [MOD 0.9.x] Resource-Monitor-Mod v0.2.0

Post by GewaltSam »

FreeER wrote:
GewaltSam wrote:Edit: Yep, I tested it, it's because of your mod. Could you maybe remove that stuff? I really like your mod, but I don't want to start out with all that stuff. I'll destroy it for now, but I don't think a starter pack should be part of this :)
If you open the control.lua in a text editor you can comment out line 4 "startingItems()" by adding two '-' in front so it looks like "--startingItems()" (without quotes of course), while I'm sure drs9999 will fix it himself soon enough since it's so simple why wait and have to redownload the mod :)
Thank you very much btw, with that, i fixed it by myself :)

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Re: [MOD 0.9.x] Resource-Monitor-Mod v0.2.0

Post by Turtle »

Hi, I installed this mod and see absolutely nothing except for that error about anti-pollution. Am I supposed to do anything to see the resource window?

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Re: [MOD 0.9.x] Resource-Monitor-Mod v0.2.0

Post by drs9999 »

Turtle wrote:Hi, I installed this mod and see absolutely nothing except for that error about anti-pollution.
Are you sure that you using the latest version? I just checked it again on a freshly installed factorio instance and everything works as aspected...
Turtle wrote:Am I supposed to do anything to see the resource window?
You have to research the resource monitor first, after that you can craft it and use it by clicking on resources.

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Re: [MOD 0.9.x] Resource-Monitor-Mod v0.2.0

Post by Turtle »

Turtle wrote:Am I supposed to do anything to see the resource window?
drs9999 wrote:You have to research the resource monitor first, after that you can craft it and use it by clicking on resources.
I didn't realize you had to research it, I got it working now, thanks!

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Re: [MOD 0.9.x] Resource-Monitor-Mod v0.1.0

Post by DiEvAl »

drs9999 wrote:Ah ok I did not know how the gem deposits are spawned, actually I used dytech the first time today.

Anyway, the way I will deal with it is quiet simple and useful in general. With the future version it will be possible to combine "solid"-resource monitors as well. So it will work similar to how you can combine several oilwells into a single monitor.
I think you can replace this:

Code: Select all

		if checkTile({x = tmpEntry.x, y = tmpEntry.y - 1}, resType, listA, listB) == true then
			table.insert(listA, {x = tmpEntry.x, y = tmpEntry.y - 1})
		end
		if checkTile({x = tmpEntry.x, y = tmpEntry.y + 1}, resType, listA, listB) == true then
			table.insert(listA, {x = tmpEntry.x, y = tmpEntry.y + 1})
		end
		if checkTile({x = tmpEntry.x - 1, y = tmpEntry.y}, resType, listA, listB) == true then
			table.insert(listA, {x = tmpEntry.x - 1, y = tmpEntry.y})
		end
		if checkTile({x = tmpEntry.x + 1, y = tmpEntry.y}, resType, listA, listB) == true then
			table.insert(listA, {x = tmpEntry.x + 1, y = tmpEntry.y})
		end
		if checkTile({x = tmpEntry.x + 1, y = tmpEntry.y + 1}, resType, listA, listB) == true then
			table.insert(listA, {x = tmpEntry.x + 1, y = tmpEntry.y + 1})
		end
		if checkTile({x = tmpEntry.x - 1, y = tmpEntry.y - 1}, resType, listA, listB) == true then
			table.insert(listA, {x = tmpEntry.x - 1, y = tmpEntry.y - 1})
		end
		if checkTile({x = tmpEntry.x + 1, y = tmpEntry.y - 1}, resType, listA, listB) == true then
			table.insert(listA, {x = tmpEntry.x + 1, y = tmpEntry.y - 1})
		end
		if checkTile({x = tmpEntry.x - 1, y = tmpEntry.y + 1}, resType, listA, listB) == true then
			table.insert(listA, {x = tmpEntry.x - 1, y = tmpEntry.y + 1})
		end
... with something like this:

Code: Select all

		for i = -radius, radius do
			for j = -radius, radius do
				if checkTile({x = tmpEntry.x + i, y = tmpEntry.y + j}, resType, listA, listB) then
					table.insert(listA, {x = tmpEntry.x + i, y = tmpEntry.y + j})
				end
			end
		end
... where radius is either a constant, or it's configurable by player (either globally or per-deposit)

Note 1: I haven't tested this, and I'm new to lua.
Note 2: There are [s]probably[/s] definitely faster ways to do it, but this should be good enough.

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Re: [MOD 0.10.0] Resource-Monitor-Mod v0.3.0

Post by drs9999 »

Updated to Factorio 0.10.0


Enjoy!

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Re: [MOD 0.10.0] Resource-Monitor-Mod v0.3.0

Post by Kazuar »

I really like the idea of this mod. I have to try it :)

Is it allowed to make a suggestion for this nice mod, though? Because if so...
Suggestion
In any case, I'll go and install it now. Thanks for the time you spend to make this mod, drs9999!
[Note: I'm actually sorry if my posts come off as rude; english is not my native language, and I'm not aware of all it's nuances. Please do point out my misadoptions in tone!]

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Re: [MOD 0.10.x] Resource-Monitor-Mod v0.4.0

Post by drs9999 »

Kazuar wrote:I'd also like to get notified when resources are about to deplete, like: "Copper Patch NE #2 has dropped below 10% of its reserves"
Done ;)

Similar to the depleated message it can be turned on/off in the settings-tab

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Re: [MOD 0.10.x] Resource-Monitor-Mod v0.4.0

Post by SuperSandro2000 »

When I click the settings tab I get this error:
Bug1.PNG

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Re: [MOD 0.10.x] Resource-Monitor-Mod v0.4.0

Post by Kazuar »

drs9999 wrote:
Kazuar wrote:I'd also like to get notified when resources are about to deplete, like: "Copper Patch NE #2 has dropped below 10% of its reserves"
Done ;)

Similar to the depleated message it can be turned on/off in the settings-tab
YES!!! You're awesome, good sir. Thank you so much!!
[Note: I'm actually sorry if my posts come off as rude; english is not my native language, and I'm not aware of all it's nuances. Please do point out my misadoptions in tone!]

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Re: [MOD 0.10.x] Resource-Monitor-Mod v0.4.0

Post by drs9999 »

SuperSandro2000 wrote:When I click the settings tab I get this error:
Thanks for the report. Just to make sure, you used it earlier and then updated to the current version right?

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Re: [MOD 0.10.x] Resource-Monitor-Mod v0.4.0

Post by SuperSandro2000 »

I started a fresh world with DyTech and updatet your mod but I started after the update the world where I crash.

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Re: [MOD 0.10.x] Resource-Monitor-Mod v0.4.1

Post by drs9999 »

SuperSandro2000 wrote:I started a fresh world with DyTech and updatet your mod but I started after the update the world where I crash.
Ok, I uploaded a new version. I guess I fixed the bug, but I'm not 100% sure because I wasn't able to reproduce it, though.

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Re: [MOD 0.10.x] Resource-Monitor-Mod v0.4.1

Post by BioVenomTechnologies »

[quote="drs9999
Image
[/quote]

Spelling Mistake.

DEPLEATED, should be Depleted, or DEPLETED.

de·plete: past tense: depleted; past participle: depleted
definition: use up the supply or resources of.


Good mod, will definitely use.
Image

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Re: [MOD 0.10.x] Resource-Monitor-Mod v0.4.1

Post by drs9999 »

Thanks for the report. It's fixed (I didn't increased the mod-version though).

As always if you want to fix it by your own all in-game texts can be found in: MOD-FOLDER/script-locale/en.cfg

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Re: [MOD 0.10.x] Resource-Monitor-Mod v0.4.1

Post by Skellitor301 »

Got a crash using the resource monitor:

Image

Using Factorio version 0.10.8
Hope this helps

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