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

Posted: Fri May 15, 2015 10:00 pm
by KrzysD
Found a bug where if you click on any kind of storage chest it will put it into your inventory and destroy anything that could be inside it.

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

Posted: Fri May 22, 2015 8:40 am
by lvlurphy
I like this mod. It is very helpful.
What I additionally like to see, is the time till depletion of s spot based on the avg. speed.
Never mind, if this was already suggested.

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

Posted: Mon Jun 29, 2015 8:26 am
by jorgenRe
HMMMMM Not multiplayer compatible you say.....
Well lets get it going on multiplayer :D!
(Though only working for player 1 cause im player 1 :P)
#Work began!
.....Seconds later it is multiplayer compatible ;)!
How?
Open control.lua file in the resource mon... mod folder
if you are on notepad++ it is as easy as clicking "ctrl" + "f" and pressing the exchange (if thats what it is in english) atleast second tab from the left.
Then have it exchange all "game.player." with "game.players[1]"!
And now you are done, and it is multiplayer compatible, though ONLY player 1 can follow onto how the resources are doing ;)!
Do note that i did have some plans in adding a tutorial for how to make most mods multiplayer compatible :)!
Edit:
Not all mods are that simple to make fully multiplayer compatible :/

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

Posted: Thu Jul 02, 2015 10:18 am
by Lishget
I have tried this mod and i think, it is a very helpful tool. So i have translated it into german and added a description for the technology. The description i added for english too, but i don't know, if the english is okay. Please feel free to ad my little work and correct the english part if necessary ;)
Resource-Monitor-Mod_0.5.3DE.zip

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

Posted: Wed Jul 08, 2015 8:23 pm
by Smarty
[Moved to helper mods by Smarty]

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

Posted: Sat Jul 18, 2015 6:59 am
by gr0mpel
hey drs9999

love your mod and would like to know if and when you will make it compatible with 0.12?
its really annoying to go without this awesome mod :)

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

Posted: Sat Jul 18, 2015 9:36 am
by jockeril
gr0mpel wrote:hey drs9999

love your mod and would like to know if and when you will make it compatible with 0.12?
its really annoying to go without this awesome mod :)
I think it's just missing the oninit function - just checked it on 0.12

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

Posted: Sat Jul 18, 2015 11:05 pm
by oLaudix
Since the original author is MIA i fixed it. No fancy code just crude update for it to work.

EDIT1: File deleted due to bug. Check cpl post below for new dl.

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

Posted: Sun Jul 19, 2015 7:21 am
by drs9999
Yes, I'm most likely not gonna update this. There is a very very low chance that I'll do something for 0.12, but I would start from scratch then. So if anybody wants to take it up, feel free to do so.

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

Posted: Sun Jul 19, 2015 4:24 pm
by Hyperdrive75
oLaudix wrote:Since the original author is MIA i fixed it. No fancy code just crude update for it to work.
I tried it for 0.12.
It seems to work fine until one of your resources run out, then there is this error message:
Error while running the event handler: __Resource-Monitor-Mod__/control.lua:498: attempt to compare numer with table

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

Posted: Sun Jul 19, 2015 5:04 pm
by oLaudix
Hyperdrive75 wrote:
oLaudix wrote:Since the original author is MIA i fixed it. No fancy code just crude update for it to work.
I tried it for 0.12.
It seems to work fine until one of your resources run out, then there is this error message:
Error while running the event handler: __Resource-Monitor-Mod__/control.lua:498: attempt to compare numer with table
Didnt play long enough to catch this. Should be fixed now.

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

Posted: Sun Jul 19, 2015 5:23 pm
by Hyperdrive75
oLaudix wrote:
Hyperdrive75 wrote:
oLaudix wrote:Since the original author is MIA i fixed it. No fancy code just crude update for it to work.
I tried it for 0.12.
It seems to work fine until one of your resources run out, then there is this error message:
Error while running the event handler: __Resource-Monitor-Mod__/control.lua:498: attempt to compare numer with table
Didnt play long enough to catch this. Should be fixed now.
Cool, I'll try it immediately! :D

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

Posted: Sun Jul 19, 2015 9:26 pm
by jockeril
Trying to add fields to an existing monitor give this error:
add to existing monitor error in 0.5.3
add to existing monitor error in 0.5.3
add-to-existing-error_0.5.3.png (1.84 MiB) Viewed 10001 times
Once I hit the "add" button, then throws me out of the game back to the "play" menu

Thank you for supporting this mod - it's one of my favorites !

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

Posted: Mon Jul 20, 2015 12:51 pm
by jorgenRe
jockeril wrote:
gr0mpel wrote:hey drs9999

love your mod and would like to know if and when you will make it compatible with 0.12?
its really annoying to go without this awesome mod :)
I think it's just missing the oninit function - just checked it on 0.12
Oh it was a fair bit more broken than so :lol:
Heres my take on a fix cause i couldn't wait too long to play Factorio ;)!
(it has been tested and found to work, but if you find a bug that i may have missed, then please let me know and il fix it as soon as possible!)

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

Posted: Mon Jul 20, 2015 1:59 pm
by oLaudix
I honestly didnt expect ppl to monitor oil ... i never do it hence i didnt catch that bug either ;p

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

Posted: Mon Jul 20, 2015 2:16 pm
by jockeril
oLaudix wrote:I honestly didnt expect ppl to monitor oil ... i never do it hence i didnt catch that bug either ;p
Well, since I heard that you can use the beacon with speed modules and the infinite amount (but slow purring) of oil, I hardly need it too, unless you count wanting to know when to add the beacon - so as not to waste resources and energy... :mrgreen:

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

Posted: Mon Jul 20, 2015 3:42 pm
by jorgenRe
oLaudix wrote:I honestly didnt expect ppl to monitor oil ... i never do it hence i didnt catch that bug either ;p
It was a bug with the font_color That caused the number to be negative. So well i cheated a little bit to fix it ;)!
If collor.r/color.g < 0 then color.r/color.g = 1 and it seemed to be the right thing to do as it still kept low numbers red and high numbers green :P

Re: [MOD 0.12] Resource-Monitor-Mod v0.5.4

Posted: Thu Jul 23, 2015 11:41 pm
by jockeril
Still a problem in RMM 0.5.4 (for 0.12)when adding oil well to existing (look at the list and tell me I don't need to unify wells...)

This time it's a different error in a different line :( :

Re: [MOD 0.12] Resource-Monitor-Mod v0.5.4

Posted: Fri Jul 24, 2015 9:23 am
by jorgenRe
jockeril wrote:Still a problem in RMM 0.5.4 (for 0.12)when adding oil well to existing (look at the list and tell me I don't need to unify wells...)

This time it's a different error in a different line :( :
Thanks for the info bug fixed ;)!
Please if you could just double check to see if it's fixed as i'm not able to go and check it for my self right now :)

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

Posted: Sun Aug 02, 2015 8:30 am
by L0771
Here, i don't saw this post and make a own update for 0.12.

Is working perfectly, a lot of changes, working in MP.

http://www.mediafire.com/download/q3bo0 ... _0.5.4.zip