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

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Helfima
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Re: [MOD 0.13.8+|0.14.x]Helmod: Assistant to plan its base.

Post by Helfima »

Hello gecko
See the number in the screen
1) you must use Product field in recipe edition and set production ratio
-ligth oil = 0.4
-Heavy oil = 0.17
-Refined = 1
2) the light oil recipe produce 40% of required gas
the Heavy oil recipe produce 17% of required ligth oil
the refine recipe produce 100% of required Heavy oil
3) the production of refine is consumed for the rest
4) when the are few products in a recipe my mod always balances the recipe
oil
i must update my wiki for explain that

Gecko
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Re: [MOD 0.13.8+|0.14.x]Helmod: Assistant to plan its base.

Post by Gecko »

Thank you so much for clarifying! My assumption was it would automatically take surplus into account. Of course I can do that by myself.

Sir, your mod is truly awesome!

Helfima
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Re: [MOD 0.14.x]Helmod: Assistant to plan its base.

Post by Helfima »

I have updated the first post
i have added a block pinned panel to bluid (in game) your block with a litle info

Nexela
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Re: [MOD 0.14.x]Helmod: Assistant to plan its base.

Post by Nexela »

Currently using this mod in multiplayer and it is possible for others to change the game speed.

Suggested change:
On line 32 of function SpeedController.methods:bindController(player) in helmod/speed/speedController.lua you should add "and player.admin" to the if statement

MrGergoth
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Re: [MOD 0.14.x]Helmod: Assistant to plan its base.

Post by MrGergoth »

Thanks Helfima for great mod and thanks apriori for russian language!

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Re: [MOD 0.14.x]Helmod: Assistant to plan its base.

Post by LightningDragon10065 »

I have a suggestion:

The config component of Bob's mods has two settings:

1. Allow productivity modules in any recipe, and
2. Allow productivity modules in beacons

Currently, the former setting prevents you from using productivity modules in any recipe in this mod's GUI, while the latter is ignored (productivity modules can't be placed in beacons regardless of the setting).

This is probably an edge case (not sure how many people play with these settings turned on), but it would be nice to have support for these features.

Helfima
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Re: [MOD 0.14.x]Helmod: Assistant to plan its base.

Post by Helfima »

Nexela wrote:Currently using this mod in multiplayer and it is possible for others to change the game speed.

Suggested change:
On line 32 of function SpeedController.methods:bindController(player) in helmod/speed/speedController.lua you should add "and player.admin" to the if statement
it s added

iceman_1212
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Re: [MOD 0.14.x]Helmod: Assistant to plan its base.

Post by iceman_1212 »

This is a very useful mod! I wish I'd found it before I'd gone to the trouble of putting together my spreadsheet :lol:

I was hoping you might be able to help guide re: correct settings for rocket fuel production. For example, let's say we want the breakdown of ingredients necessary to generate 1 rocket fuel per second, assuming advanced cracking (and no modules or beacons to keep it simple).

We know that 1 rocket fuel requires 10 solid fuel, which we can make from ~11.21 (liters of) crude. Here are the calcs.

1. Advanced processing of 11.21 crude gives 1.12 heavy, 5.05 light and 6.17 petroleum.
2. Cracking of 1.12 heavy gives 0.84 light, which we can combine with the 5.05 light from advanced processing to get a total of 5.89 light.
3. Solid fuel conversion of 5.89 light gives 5.89 solid fuel, and solid fuel conversion of 6.17 petroleum gives 4.11 solid fuel, for a total of 10 solid fuel.

I'm unable to replicate this calculation in Helmod (image below).

The numbers in the blue circle are calculated from the figures above: heavy cracking gives ~14% of all light (0.84 / 5.89), solid fuel conversion of light gives ~59% of all solid fuel (5.89 / 10) and solid fuel conversion of petroleum gives 41% of all solid fuel (4.11 / 10).

What am I doing wrong?

Image

Helfima
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Re: [MOD 0.14.x]Helmod: Assistant to plan its base.

Post by Helfima »

Hello
It is complicated to balance the productions but I have a method of approach.
Step 0
Place all recipes.
We note that the second line produces all the blocks of fuels and we do not consume the other petroleum products.
Step 1
We do not touch line 3 because we want to produce 100% of the blocks of fuels
The production of the second line is minimized in order to have almost no excess of the light petrol
We put 0% on line 4 so that it does not affect the result
Step 2
We do not touch line 3 because we want to produce 100% of the blocks of fuels
Line 4 production is maximized to have almost no heavy petrol excess
Step 3
Lines 2 and 4 are adjusted to minimize excess

iceman_1212
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Re: [MOD 0.14.x]Helmod: Assistant to plan its base.

Post by iceman_1212 »

Tyvm helfima

TokMor
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Re: [MOD 0.14.x]Helmod: Assistant to plan its base.

Post by TokMor »

Thanks Helfima, this mod is great.

For anyone using a mod pack that enables productivity modules in places where they normally wouldn't go, you can do the following to this mod to get it to not disable productivity modules.

Edit plannerAbstractEdition.lua
Go to line 542
change the false to true

If you also want to enable them in beacons for some extra cheese,
Go to line 811
change the false to true

This is from version 0.3.2, so if there is a new version you may need to find a new line to update.

Helfima
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Re: [MOD 0.14.x]Helmod: Assistant to plan its base.

Post by Helfima »

TokMor wrote:Thanks Helfima, this mod is great.

For anyone using a mod pack that enables productivity modules in places where they normally wouldn't go, you can do the following to this mod to get it to not disable productivity modules.

Edit plannerAbstractEdition.lua
Go to line 542
change the false to true

If you also want to enable them in beacons for some extra cheese,
Go to line 811
change the false to true

This is from version 0.3.2, so if there is a new version you may need to find a new line to update.
Not need modify files it's added in options
Modules options

TokMor
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Re: [MOD 0.14.x]Helmod: Assistant to plan its base.

Post by TokMor »

Oops, I feel dumb for missing that. Thanks for pointing it out!

pieppiep
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Re: [MOD 0.14.x]Helmod: Assistant to plan its base.

Post by pieppiep »

I found a little bug.
When the planner is open and the game makes an autosave and I later I open the autosave where the planner is open, the only button the planners reacts to is the close button.

kinnom
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Re: [MOD 0.14.x]Helmod: Assistant to plan its base.

Post by kinnom »

Can you please update for 0.15?
no yes yes no yes no yes yes

Helfima
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Re: [MOD 0.14.x]Helmod: Assistant to plan its base.

Post by Helfima »

kinnom wrote:Can you please update for 0.15?
i work on but 0.15 have break the solution to expose data raw

pieppiep
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Re: [MOD 0.14.x]Helmod: Assistant to plan its base.

Post by pieppiep »

The Data Raw Prototypes mod (https://mods.factorio.com/mods/Earendel ... prototypes) is fixed.
It used the same strategy your mod uses.
The solution there is to just break the serialized raw.data string into chuncks with a smaller size.

Helfima
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Re: [MOD 0.14.x]Helmod: Assistant to plan its base.

Post by Helfima »

@pieppiep: thanks

my mod is ready for 0.15

Sedar
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Re: [MOD 0.14.x]Helmod: Assistant to plan its base.

Post by Sedar »

Hello. First of all thank you for this very useful mod.

I have problems with access to the interface of the mod after 0.15 updating .
Here's what I see when I try to use a mod:
Image
There is no "options" button to change the resolution.
In 0.14 I installed it with the help of the console command, but at 0.15 it does not work:
Image
PS: my monitor resolution is 1920 * 1200.

Helfima
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Re: [MOD 0.14.x]Helmod: Assistant to plan its base.

Post by Helfima »

@sedar i have the same resolution normaly there are no problem i mean u have a scaling
u can change display % in game options after u see all button tu reduce size if u want
The new version come soon to fixe the remote function and other

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