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

Posted: Tue Mar 18, 2014 6:17 pm
by drs9999
Image

Description:
This mod will help you to never lose track of your ore- and oil-fields again. All you need is your smart resource monitor ( and the required research for it of course ;))

How to use:
That's a piece of cake! Simply click with your monitor item on any resource-field. After that your little helper calculates the whole amount of the deposit. Of course you can name the monitor for this deposit as you wish. The creation for oil-monitors works similar, but you can also combine several oilwells into a single monitor. The first and second picture show how the gui will look like after you added some monitors. There is also a settings-menu (picture 3) in which you can adjust what kind of information you want to see. And last but not least there are also a minimize and close button. To open the gui again, just use your helper and click somewhere in the wilderness.



Installation:
Just put the downloaded *.zip file into the mods-folder

Changelog:

Code: Select all

0.5.3:
- fixed that not all oretiles of a patch were detected properly
0.5.2:
- more bugfixes
0.5.1:
- fixed bugs that were related to translations
0.5.0:
- ported to Factorio 0.11.0
0.4.3:
- fixed bug that prevents values from updating if one field is depleted
- fixed typos
- added fontcolor-fading for total amount and speed
0.4.2:
- added support for god-mode
0.4.1:
- bugfixes
0.4.0:
- added an (optional) 10% warning notification
0.3.0:
- ported to Factorio 0.10.x
- interface to add (new via modding) resources
0.2.0:
- added ability to add ore-deposits to existing ore monitors
- overlay-graphic that displays which resources are selected while adding a monitor
- theoretical support for more liquid resources (there are no liquid resources except oil, yet)
0.1.0:
initial release
Download:
FOR FACTORIO 0.11.0:
WARNING!!! NOT MP-COMPATIBLE!!! ONLY SP!!!
Click Here




Enjoy!

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

Posted: Tue Mar 18, 2014 6:19 pm
by ficolas
Thats REALLY REALLY cool :D :D :D :D
Totally need to check it out and have it with the mods I play with :D :D :D :D

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

Posted: Tue Mar 18, 2014 11:36 pm
by ludsoe
Something like this should be integrated into the game.

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

Posted: Wed Mar 19, 2014 12:24 am
by slay_mithos
Does this actually work natively with mod-added resources too? (dytech sand and gems for me).

If it does, then it's really something I want.

Playing with 'very rich', I tend to only clear stone and oil from the standard resources, but I always need to keep an eye on the gems, and sometimes on the sand

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

Posted: Wed Mar 19, 2014 9:19 am
by drs9999
I have not tested it, but it should work for each type of "solid"-resources. And as far as I know all resources that are added via mods are solid.

Right now additional fluid-resources (like lava in the upcoming dytech version) will lead to problems, but I am quiet sure that I can deal with that problem before it actually appears.

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

Posted: Wed Mar 19, 2014 10:10 am
by slay_mithos
Gems are not category='basic-solid', if that's what you meant.

But from what I found in your code, it should be just fine, because it's still a normal deposit, it just needs a specific miner.

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

Posted: Wed Mar 19, 2014 10:49 am
by drs9999
With "solid"-resource I meant resources that work similar to copper, iron and stone ore. I just checked the current dytech version and it seems like sand and gems work similar, so it should work with them. The fact that the gem-deposit yields random output is irrelevant.

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

Posted: Wed Mar 19, 2014 11:18 am
by Dysoch
drs9999 wrote:Right now additional fluid-resources (like lava in the upcoming dytech version) will lead to problems, but I am quiet sure that I can deal with that problem before it actually appears.
i will send you a prototype of v2 soon. this way you can add it to your mod, before i release mine :P

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

Posted: Wed Mar 19, 2014 11:26 am
by AlexPhoenix
may be use mod interfaces for adding custom resources?

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

Posted: Wed Mar 19, 2014 5:20 pm
by slay_mithos
Sadly, it seems to not recognize the gem deposits correctly.

It does work, but it only takes into account the gems that touch the one clicked, and they tend to spawn with 1-2 tiles between them, so your tool only counts one deposit at a time, and not the whole 'vein'.

Still, it's an impressive tool, and it will definitely be useful.

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

Posted: Wed Mar 19, 2014 6:51 pm
by drs9999
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.

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

Posted: Wed Mar 19, 2014 8:29 pm
by Vitduo
Good mod for industrial empire

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

Posted: Thu Mar 20, 2014 2:42 am
by slay_mithos
That's great to hear, this mod might become a must have really fast when it covers all cases.

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

Posted: Fri Mar 21, 2014 3:39 pm
by drs9999
It is done. Version 0.2.0 is out!
Additions in short:
- added ability to add ore-deposits to existing ore monitors
- overlay-graphic that displays which resources are selected while adding a monitor
- theoretical support for more liquid resources (there are no liquid resources except oil, yet)

Image

If you are a modder and wish to make your liquid resources compatible with the mod, please contact me.
Resources that works similar to ores are supported natively.


Enjoy!

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

Posted: Mon May 12, 2014 10:50 pm
by Kyonai
Is there any way to move the Monitor window? This is rather annoying: http://i.imgur.com/LvH4nRj.jpg

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

Posted: Tue May 13, 2014 7:02 am
by drs9999
Kyonai wrote:Is there any way to move the Monitor window? This is rather annoying: http://i.imgur.com/LvH4nRj.jpg
Thanks for the report. Seems like that I missed that the GUI-behaviour changed.

Here is a link to a fixed version:
https://www.dropbox.com/s/basemjtjqxjos ... or-Mod.zip

I have not that much freetime these days, so I hope that I did not produced any new bugs.

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

Posted: Tue May 13, 2014 8:18 am
by Kiapha
Sorry to bug you so soon after a bugfix, but... You appear to have copies of anti-pollution mod items within this mod that do not do anything, just files in the prototypes folder and migration folder. Additionally, depletion is misspelled as depleation in multiple places. Moving the window to the side was a huge help though, now I don't have to max out my window size. Great mod, thanks for making it.

No new bugs found, though I have not done much with the mod yet on account of the last version being difficult to use.

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

Posted: Tue May 13, 2014 8:21 am
by Kyonai
Thank you for the quick fix/response ^_^

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

Posted: Fri May 30, 2014 3:20 pm
by GewaltSam
This looks very nice :) If it works with 0.10, I'll add it for sure.

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

Posted: Mon Jun 02, 2014 3:56 pm
by GewaltSam
drs9999 wrote:
Kyonai wrote:Is there any way to move the Monitor window? This is rather annoying: http://i.imgur.com/LvH4nRj.jpg
Thanks for the report. Seems like that I missed that the GUI-behaviour changed.

Here is a link to a fixed version:
https://www.dropbox.com/s/basemjtjqxjos ... or-Mod.zip

I have not that much freetime these days, so I hope that I did not produced any new bugs.

I installed this version of your mod. Could it be that it adds a lot of stuff to your inventory when you start a new game? I have not many mods installed, and I think I got it because of Resource Monitor.

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 :)