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Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

Posted: Fri Dec 22, 2017 10:07 pm
by rfvgyhn
Helfima wrote:
rfvgyhn wrote:Is there a backup of recipes? I disabled helmod to join a vanilla game and then went back to my modded game but all of my recipes are gone. Will I be able to recover them?
if you have a backup of the game with the mod you can export the recipes. but normally if you have opened your modded game with the mod the recipes should be there
Do you mean a backup of the save file? I have several of those. My game will load up with the recipe I had pinned but all recipes are gone within the actual interface itself.

Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

Posted: Sat Dec 23, 2017 2:19 am
by Helfima
ho, I think it's a name problem when you've been joined a MP game or connected to update mods.
Active "Display all sheets" in Options/Mod settings/Map, I mean the owner of sheet is Admin not our current name but you can modify all

Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

Posted: Sat Dec 23, 2017 2:48 am
by rfvgyhn
It definitely has to do with owners. I enabled the display all option but I still wasn't seeing them. I then loaded my save as a multiplayer map which then prompted me to select a username. I used the one I normally use and I could then see all of my recipes. I then went back to single player and my recipes were there (and it listed my username instead of admin).

Thanks for the help. :)

Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

Posted: Sun Dec 24, 2017 4:56 pm
by Thoreus
Hi Helfima,

Thank you for creating this mod!

A couple things confuse me and I think it has to do with translation from French to English. For example, in a Production Block when the output is red and you mouse over the product, it says "Rest product". I believe a better word would be "Excess product" or "Remaining product". I've seen a couple other things like this but can't think of them off the top of my head.

Please let me know how to contact you for little suggestions like this.
Thanks again!

Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

Posted: Mon Dec 25, 2017 9:39 pm
by Helfima
@thoreus: it's updated

in next version 0.7.1 I have update the UI, new graphic for the tab and u can use with very lower display size
UI
lower UI

Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

Posted: Wed Dec 27, 2017 7:04 pm
by _npo6ka_
Thank you for your fashion. I have suggestions for your mod. Make it possible to close the interface of this mod by pressing the ESC key, since recently it can be done.

A small example:

Code: Select all

function open_gui()
  --create gui
  game.players[event.player_index].opened = gui
end

script.on_event(defines.events.on_gui_closed, function(event)
  if is_my_mod(event) then 
      gui.close() 
  end
end)

Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

Posted: Fri Dec 29, 2017 8:28 am
by NameLips
I seem to be having a bug/crash with the latest version.

If I create a new game everything works fine. I love the new UI resizing/snapping, it really helps Helmod work when I have an oddly sized window.

But I have a game I started a few days ago with bob/angel mods. Helmod worked fine, but then I disabled the "Angel's Smelting Patch" mod and reloaded the game. I got a notice that a recipe had changed (steel? I think?) and clicked ok. Now, that particular save crashes every time I click the helmod icon. (by "crash" I mean I get an error message, and when I click OK my game closes and I'm back on the Factorio menu screen.)

The error I get is:
Error while running event helmod::on_gui_click(ID 1)
__helmod__/model/RecipePrototype.lua:181:attempt to index upvalue 'lua_prototype' (a nil value)

The error persists even if I delete and re-install helmod.

This seems to be most likely caused by my screwing around with recipes by adding and removing mods. The obvious fix is to just start a new game, since everything seems to work fine in a new game.

But I'm not sure it's supposed to behave this way, so I decided to report it.

Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

Posted: Mon Jan 15, 2018 2:13 pm
by instant.sc
Hello again. I seem to be having the same bug as before (desync when selecting fluid recipe).
Mod list is here:
ModList

Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

Posted: Tue Jan 16, 2018 11:31 am
by Helfima
@instant.sc: yes there are a desync error if research is completed and a player join game after
I fix it this day

Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

Posted: Tue Jan 16, 2018 5:05 pm
by steinio
Hi,

i just wonder if i`m doing something from.

I created a new prodution line (Angel's iron plates from saphirite ore crushing) with all subcomponents.
All production steps were displayed and and the calculations were fine and i closed the window.

After reopening there was only one line displayed in which all steps were compressed to a single step.

Is this intended? I would like to have a look at the original steps again.

Greetings, steinio.

Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

Posted: Tue Jan 16, 2018 6:39 pm
by Helfima
steinio wrote:Hi,

i just wonder if i`m doing something from.

I created a new prodution line (Angel's iron plates from saphirite ore crushing) with all subcomponents.
All production steps were displayed and and the calculations were fine and i closed the window.

After reopening there was only one line displayed in which all steps were compressed to a single step.

Is this intended? I would like to have a look at the original steps again.

Greetings, steinio.
you must click on the first icon of line to see the block, you are open the "Production line tab" not the "Production block tab"

there are a help panel, 3rd button on the left side

Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

Posted: Tue Jan 16, 2018 8:24 pm
by Helfima
@instant.sc: it s fixed in last version 0.7.4

Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

Posted: Wed Jan 17, 2018 4:14 pm
by instant.sc
Helfima wrote:@instant.sc: it s fixed in last version 0.7.4
Yeah, there seems to be no desyncs now, thanks for the fast response.
Although there still is some server lag every time a recipe list is displayed/updated. Could it be connected to the amount of recipes in angel's mods?

Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

Posted: Wed Jan 17, 2018 5:25 pm
by Helfima
instant.sc wrote: Yeah, there seems to be no desyncs now, thanks for the fast response.
Although there still is some server lag every time a recipe list is displayed/updated. Could it be connected to the amount of recipes in angel's mods?
I do not see how I can reduce latency, the filter must be validated on all recipes. I added a cache on the tooltip to win 40%, that's there was the problem of desync

sample code of recipe list builder

Code: Select all

var group_list = {}
var recipe_list = {}
for recipe in player.force.recipes do
  if filter(recipe) then
    table.insert(group_list, recipe.group)
    table.insert(recipe_list , recipe.name)
  end
end
display(group_list)
display(recipe_list)

Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

Posted: Sat Feb 17, 2018 11:35 am
by spaceman_nld
First of all, thanks for the awesome mod! I can't live without it anymore :)

There seems to be a small issue with the latest Helmod version in combination with Factorio 0.16.24 (maybe this is also valid for earlier Factorio versions but I cannot confirm that at this moment).

It seems none of the products are considered intermediate products anymore, so I cannot put any productivity modules in assemblers in Helmod. Otherwise Helmod seems to work fine.

Hope it is an easy fix.
Thanks very much for reading :)

Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

Posted: Mon Feb 19, 2018 6:07 pm
by Der_Failer
spaceman_nld wrote: There seems to be a small issue with the latest Helmod version in combination with Factorio 0.16.24 (maybe this is also valid for earlier Factorio versions but I cannot confirm that at this moment).

It seems none of the products are considered intermediate products anymore, so I cannot put any productivity modules in assemblers in Helmod. Otherwise Helmod seems to work fine.
I've encountered the same problem. I've checked with 0.16.21 which was released the same day the mod update came out, and there it works fine (duh). In 0.16.22 it also still works, but after updating to 0.16.23 it broke (same with 0.16.24 ofc).

Hope that helps in any way :)

Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

Posted: Fri Feb 23, 2018 5:33 pm
by Der_Failer
PSA: There is a workaround.

I know, I should have looked at the Github in the frist place. :/

Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

Posted: Sat Feb 24, 2018 8:07 am
by spaceman_nld
Der_Failer wrote:PSA: There is a workaround.

I know, I should have looked at the Github in the frist place. :/
Awesome! Thanks for the information :D

Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

Posted: Sat Mar 03, 2018 9:09 am
by KingKacke
Hey, thank you for this mod! I have only one issue.
As you can see on my screenshot i have no possibility to enter how many beacons i want to have per assembly machine.
How can i get that?

Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

Posted: Thu Mar 08, 2018 8:44 pm
by Helfima
Some fix in Version 0.7.7
Added Rules for production machine list
Fixed Not Multiplayer Compatible
Fixed module limitation