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Re: [MOD 0.13] DayNightExtender - longer day/night cycles

Posted: Thu Feb 02, 2017 2:02 am
by Xinef
thereaverofdarkness wrote:What do you mean by surface?
Surfaces in Factorio are separate maps that exist on the same server at the same time. It's similar to dimensions in Minecraft. In Factorio you could think of them as separate planets in the same universe.

I think some servers and some custom maps may use more than one surface, but your typical Factorio game has only one surface. Although some of the planned features of Factorio may involve space travel and whatnot, so probably we'll see more uses for surfaces in the future.

Re: [MOD 0.13] DayNightExtender - longer day/night cycles

Posted: Thu Feb 02, 2017 7:58 am
by thereaverofdarkness
Ah, I see.

So then how do I change the values on a per surface basis? Is there a command I can use?

Re: [MOD 0.13] DayNightExtender - longer day/night cycles

Posted: Tue Apr 25, 2017 9:50 am
by fireship4
Thanks for the mod.

Will there be an update to make it compatible with 15.1?

EDIT: I have been able to load a game from 0.14.22 into 0.15.2 (it was crashing in 0.15.1) with DNE disabled, but the clock is frozen at 13.58. A solution would be appreciated (main thread, including log file and saves: viewtopic.php?f=49&t=44792&p=258441#p258441).

Re: [MOD 0.13] DayNightExtender - longer day/night cycles

Posted: Tue May 23, 2017 3:30 pm
by sbadkins4@yahoo.com
Sir/Ma'am,
Got this error on .15.13
Thank you for your time.

Re: [MOD 0.13] DayNightExtender - longer day/night cycles

Posted: Tue May 23, 2017 4:59 pm
by ycen
Hello,
I have the same error as mentioned above.
I also delete all other mods, to test if its a other mod that "bites"

:)

Thanks in advance

Re: [MOD 0.13] DayNightExtender - longer day/night cycles

Posted: Tue May 23, 2017 5:58 pm
by MainTango
I can confirm. Getting the same error when loading my save in 0.15.13.

Edit: A friend of mine seems to have fixed it for now. It has to do with a change in scripting. From the changelog:
Changed LuaSurface::freeze_daytime() to freeze_daytime read/write.
In the DayNightExtender_1.1.11.zip open control.lua. Change line #48 from

Code: Select all

surf.freeze_daytime(false)
to

Code: Select all

surf.freeze_daytime = false
and line #50 from

Code: Select all

surf.freeze_daytime(true)
to

Code: Select all

surf.freeze_daytime = true

Re: [MOD 0.13] DayNightExtender - longer day/night cycles

Posted: Tue May 23, 2017 6:20 pm
by binbinhfr
strange, I tested it here and no problem.
are you sure you are not using another mod that is messing with surfaces, because freeze_daytime is a surface related function.
I will download and try with latest factorio subversion. (I do not have time to play factorio anymore...)

EDIT: just see your last post.

OK, it's a change in the API in very last 0.15.13 version... I will correct the package and republish as soon as I have install the new version for testings.

EDIT : tested and updated on portal.

Re: [MOD 0.13] DayNightExtender - longer day/night cycles

Posted: Wed May 24, 2017 2:25 am
by Recon777
Maybe make the config available in the game UI instead of editing a lua file?

Re: [MOD 0.13] DayNightExtender - longer day/night cycles

Posted: Wed May 24, 2017 3:34 am
by thereaverofdarkness
I found a mod (Axial Tilt) which is able to alter the ratio of day vs night, but it overrides Day Night Extender and sets the cycle length back to 7 minutes. Could you mod Day Night Extender with similar code to enable a user to alter the ratio of day and night? I don't need the ratio to change over time, I just want to set it to 50/50 (or rather 40/10/40/10) rather than the current 70/30 (50/20/10/20).

Re: [MOD 0.13] DayNightExtender - longer day/night cycles

Posted: Wed May 24, 2017 3:15 pm
by binbinhfr
sorry, as I told you, I do not play factorio anymore, so I won't develop new features.

Re: [MOD 0.13] DayNightExtender - longer day/night cycles

Posted: Mon Oct 23, 2017 12:34 pm
by Anuanu
Game day/night is frozen after removing this mod. Is there a way to unfreeze it without disabling achievements?

Re: [MOD 0.13] DayNightExtender - longer day/night cycles

Posted: Mon Oct 23, 2017 3:52 pm
by binbinhfr
Anuanu wrote:Game day/night is frozen after removing this mod. Is there a way to unfreeze it without disabling achievements?
reinstall the mod.
then type in console :
/c remote.call( "daynight", "off" )

then uninstall the mod again.

Re: [MOD 0.13] DayNightExtender - longer day/night cycles

Posted: Tue Oct 24, 2017 12:22 pm
by Anuanu
binbinhfr wrote:
Anuanu wrote:Game day/night is frozen after removing this mod. Is there a way to unfreeze it without disabling achievements?
reinstall the mod.
then type in console :
/c remote.call( "daynight", "off" )

then uninstall the mod again.

Doesnt using the /c disable achievements though? Do you have to save the game after you do this?

Re: [MOD 0.13] DayNightExtender - longer day/night cycles

Posted: Mon Dec 18, 2017 11:55 pm
by Airat9000
Please 16 update

Re: [MOD 0.13] DayNightExtender - longer day/night cycles

Posted: Tue Dec 19, 2017 4:08 pm
by binbinhfr
updated

Re: [MOD 0.13] DayNightExtender - longer day/night cycles

Posted: Tue Jan 02, 2018 9:01 am
by knightofrust
Hello.
Is there a way to make lamps and night vision goggles turn on sooner than in vanilla?

Re: [MOD 0.13] DayNightExtender - longer day/night cycles

Posted: Sat Jan 13, 2018 10:21 pm
by Yehn
Would it be possible to have the multiplier as a setting in settings.lua? (So we can change it more easily).

Thanks

Re: [MOD 0.13] DayNightExtender - longer day/night cycles

Posted: Tue Mar 12, 2019 7:33 am
by WildBraas
0.17 Please? Its very usefull!

Re: [MOD 0.13] DayNightExtender - longer day/night cycles

Posted: Tue Mar 12, 2019 1:47 pm
by Baleur
Just edit the version number in info.json to 0.17 instead of 0.16, now the game will load the mod, seems to still work =)
Wish we had an ingame setting to simply "ignore compatability warning", like in Civ6's ingame mod manager.