[MOD 0.17.x]Helmod: Assistant to plan its base.

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Ommand
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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by Ommand »

Anyone aware of an english guide for using the updated version? It seems like the new UI is just different enough that it's confusing as all hell when trying to follow an old guide.

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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by MeduSalem »

I don't know if I am doing something wrong or not... but I think the UI is completely broken at the moment.

I tried everything I can think of but I can't get the mod to display any numbers on assemblers/furnaces required whatsoever. Tried different production chains and settings, refreshing, etc... all to no avail.

Also tried using a different screen resolution for the game alltogether, also fullscreen/windowed mode and all kinds of other things because I believe it might be just cutting off the numbers... but nothing. It just doesn't want to show any numbers at all.

Using 0.17.29 of the base game and 0.8.8 of Helmod.

Screenshot

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Animar
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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by Animar »

Well, I played this moring (factorio 17.28) and all was fine. But todays patch to 17.29 broke someting.
Playing with a "Angle Bob" mod setup without helmod realy gets me back to the old days when we had to calculate everything on excel sheets.

please fix :roll:

PS: +1 for the old UI, the coloured pannels in the new UI are a good idea but over all it looks to bulky. I wish i could hide the energy and beacon tab in the block planner.
Last edited by Animar on Fri Apr 12, 2019 7:38 pm, edited 1 time in total.

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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by DaveSh99 »

Yup, my brain goes blank when i have to do Angels and Bob's ratios of machines in my head.
Last edited by DaveSh99 on Sat Apr 13, 2019 2:38 am, edited 1 time in total.

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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by Helfima »

I have fixed number cut off
Version: 0.8.9
Date: 13. 04. 2019
Bugfixes:
- Fixed number cut off
- Fixed pin panel display

@Ommand: it's the same as the previous version, you can move your cursor over the icons there is a tooltip

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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by Anon2k »

Hi, your filter broke. Fill it, press it, and .. nothing happens, the filter field is reset.
Image

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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by immortal_sniper1 »

Anon2k wrote:
Sat Apr 20, 2019 4:03 pm
Hi, your filter broke. Fill it, press it, and .. nothing happens, the filter field is reset.
Image
i can confirm this is happening in py mods
DIY FIX click multiple times on the product
i sorta got it to work BUT ITS A LOT OF CLICK SPAM

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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by Helfima »

Filter is fixed in last version
when you have a display problem perhaps need use refresh button but report your problem

Version: 0.8.11
Date: 07. 05. 2019
Bugfixes:
- Fixed MP desynch when open selector
- Fixed Model.countList for new game

Version: 0.8.10
Date: 07. 05. 2019
Changes:
- MP Perform fast
- Added close button
- Fixed a precision of Format.round
Bugfixes:
- Fixed some panel event

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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by Sortileger »

Is there anyone here that knows this mod well enough to create a tutorial, or a least a summary on how to use it? The tutorial listed is antiquated and doesn't match the current version, not to mention I don't speak French, and the help files are vague. Anything would be helpful at this point. BTW, I really like the mod, now if I can figure out how to use it properly.

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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by Riktol »

I recently update to 0.8.11 and the responsiveness is much better!

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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by slay_mithos »

I found a bug in version 0.8.11 (factorio 0.17.38 but it shouldn't matter in this case because it's purely a copy/paste mistake in the code).

When pinning a production block, it would only show the first line up to ingredients and show an error message about a "factory" being nill in "dialog/PinPannel.lua" on line 279.

line 279:
beacon.limit_count = factory.count / block.count

it should be:
beacon.limit_count = beacon.count / block.count

(I manually changed it and it works properly so I'm pretty sure it is a small mistake after a copy/paste from the "factory" block that is a few lines above)

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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by ramyalexis »

Hello.
Thank you for the addon.
Is there any way of picking burning material in burners while planing?
For example you can burn power poles, woodden boxes and so on. Not only coal.

Thank you!

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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by MageKing17 »

ramyalexis wrote:
Tue May 14, 2019 8:27 am
For example you can burn power poles, woodden boxes and so on.
Not in 0.17, you can't.

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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by immortal_sniper1 »

why was the export line feature been removed?
also is there a way to set te mod to consume all secondary output with recipe X?

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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by Anon2k »

Image

Wrong calc:

Image

There must be 60 products.

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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by gargan »

You've got a bug in your steam recipe for coal energy usage. For instance, when using the steam recipe with a standard boiler and specifying that you would like 133.3 units of steam to be produced, your mod shows that only 0.5 coal is required. Actually, 1 unit of coal produces 133.3 units of steam in a standard boiler. I found in your code where you have the incorrect energy specified for coal. You assume in your code that 1 unit of coal has 8.0 MJ of energy, when it's actually 4.0 MJ.

The bug can be fixed then by changing the following two lines in RecipePrototype.lua:

Code: Select all

298:      local energy_coal = 8000000
319:          local energy_coal = 8000000
to

Code: Select all

298:      local energy_coal = 4000000
319:          local energy_coal = 4000000
I don't know anything really about factorio's Lua API but if there is a way to read coal's energy per unit it would be better than hard-coding it like this.

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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by Helfima »

@gargan is fixed in v0.8.13, i get the value in game

Version: 0.8.13
Date: 06. 08. 2019
Features:
- Added scroll down on add recipe
- Added command /helmod ResetCaches
Changes:
- Fixed some UI arrangement
Bugfixes:
- Fixed MP desync

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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by Helfima »

Version: 0.8.16
Date: 16. 08. 2019
Features:
- Added fuel chemical selector for factory
- Added response UI on ingredient for input
- Added Prototype Filter Tab to try Prototype Filter
Changes:
- Changed Normal Solver
- Modfied Simplex Solver
- Modfied required minimal factorio version 0.17.60
Bugfixes:
- Fixed event on load

we can choose the fuel for factory :)
factory-fuel.PNG
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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by Helfima »

Version: 0.8.18
Date: 19. 08. 2019
Features:
- Added production block scroll menu
- Added icon in recipe selector tooltip
Changes:
- Changed function to get fatory list
- Removed production block tab in tab menu
- Added production % value for matrix solver
- Added production % value for matrix solver
Bugfixes:
- Fixed some UI bug
- Fixed debug solver mod

you can see the block list on the left side, no need to return to production line to change block
scroll_block.PNG
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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by Cubius »

After I accidentally hit the upload/download button I cannot open the helmod GUI. I get the message shown in the attachment.
Even reinstalling the mod did not solve the issue.

Edit: So, after experimenting a bit I found that this seems to be a problem with specific game saves. In other saves I could open and use helmod without issues.
Having figured that out, I uninstalled helmod, loaded the save in question, saved without helmod (this is the important part), reactivated and reloaded with helmod and that seems to have fixed this for now. Clicking the up-/download buttons again does however lead to the same problem.
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