[MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
- Cyber_Garret
- Burner Inserter
- Posts: 14
- Joined: Sat Jan 31, 2015 10:51 pm
- Contact:
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.8
Just open settings Time of Day in MP game . Can't close, after relog game too.
"What is locked, can be opened,
What is hidden, can be found,
What is yours, can be mine" (c) Garret
My English is very bad, sry.
What is hidden, can be found,
What is yours, can be mine" (c) Garret
My English is very bad, sry.
- Cyber_Garret
- Burner Inserter
- Posts: 14
- Joined: Sat Jan 31, 2015 10:51 pm
- Contact:
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.8
For me help this command:
Found a "root of evil" this bug. If i and my friend open same any settings in MP i can't close.
Code: Select all
/c game.players[1].gui.center.day_time_settings.destroy()
"What is locked, can be opened,
What is hidden, can be found,
What is yours, can be mine" (c) Garret
My English is very bad, sry.
What is hidden, can be found,
What is yours, can be mine" (c) Garret
My English is very bad, sry.
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.8
I believe `/c game.local_player.gui.center.day_time_settings.destroy()` should clear it.Cyber_Garret wrote:Just open settings Time of Day in MP game . Can't close, after relog game too.
Sorry about that known bug, but I haven't played Factorio in a couple of months now and I wouldn't feel comfortable trying to fix it without testing thoroughly. I'll get it when I get the Factorio bug again, unless someone fixes it first (and ideally, PRs it to me so I can include it in the mainline).
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.9
With thanks to the great Afforess, there is now an EvoGUI v0.4.9 (direct download).
It doesn't fix the bug described directly above, but we instead have a fix for when a single-player save (with no Factorio multiplayer name set) is loaded as a multi-player game. No need to update unless you've run into that bug.
And with thanks to ludsoe, EvoGUI v0.4.10 (direct download) knows how to get the time of day even when MoWeather is around.
Sorry about the double update, I actually managed to forget that latter was hanging around. As always, a change log of sorts is available on the Github releases page for EvoGUI.
It doesn't fix the bug described directly above, but we instead have a fix for when a single-player save (with no Factorio multiplayer name set) is loaded as a multi-player game. No need to update unless you've run into that bug.
And with thanks to ludsoe, EvoGUI v0.4.10 (direct download) knows how to get the time of day even when MoWeather is around.
Sorry about the double update, I actually managed to forget that latter was hanging around. As always, a change log of sorts is available on the Github releases page for EvoGUI.
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.10
Narc,
I've opened 4 new PRs for evoGUI, mostly focused on making EvoGUI fully MP compatible. It would be great if you could take a look and provide feedback.
I've opened 4 new PRs for evoGUI, mostly focused on making EvoGUI fully MP compatible. It would be great if you could take a look and provide feedback.
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.10
A thousand thank yous! You just fixed the remaining major issues with EvoGUI that I hadn't quite gotten around to before I lost interest in Factorio (temporarily).Afforess wrote:Narc,
I've opened 4 new PRs for evoGUI, mostly focused on making EvoGUI fully MP compatible. It would be great if you could take a look and provide feedback.
And with that, I can cut a new release: EvoGUI v0.4.11 (direct download), entirely made from Afforess's work:
- via #47, removed the last vestiges of floating point from the EvoGUI value sensors
- via #48, removed per-player sensors (which had never been actually necessary, it turns out)
- via #49, made sure EvoGUI's player locations would still work regardless of player name being absent from the save (which apparently can happen in multiple ways!)
- via #50 and #51, a major overhaul that removes the buggy, easily broken evogui.on_click stuff in favor of much more robust handling.
- Most notably, this fixed #28, where a value sensor settings GUI couldn't be closed if it'd been open when loading a save.
Everyone, use this one! It's the best yet!
- BenediktMagnus
- Inserter
- Posts: 29
- Joined: Wed Mar 09, 2016 11:04 pm
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Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.11
Thank you for your mod! It is one of the very first mods I ever used in Factorio and it's great! Really good work!
Also thank you for your great interface. That was a really great idea! In my mod I never ever could make such a gui and was very happy to be able to use your sensors.
I linked your mod in the thread!
Also thank you for your great interface. That was a really great idea! In my mod I never ever could make such a gui and was very happy to be able to use your sensors.
I linked your mod in the thread!
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.11
The decimal for evolution factor is displayed incorrectly when the 4dp option is enabled. Values such as "1.0215" show as "1.215".
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.12
Thank you, this has been noted and is fixed in EvoGUI v0.4.12 (direct download).Hexicube wrote:The decimal for evolution factor is displayed incorrectly when the 4dp option is enabled. Values such as "1.0215" show as "1.215".
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.13
And with thanks to @thomaskneisel, EvoGUI v0.4.13 (direct download) adds a German translation.
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.13
polish translation made by me
http://pastebin.com/vGbZ5nyd
http://pastebin.com/vGbZ5nyd
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.14
With many thanks -- EvoGUI v0.4.14 (direct download) contains the new translation.diilmac wrote:polish translation made by me
http://pastebin.com/vGbZ5nyd
Please do let me know if anything went wrong in the copy/paste process -- sometimes things get weird with Unicode files -- it looked good to me, but I can't really tell.
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.14
I just checked it and I assure you that the copy/paste process went smoothly.Narc wrote:With many thanks -- EvoGUI v0.4.14 (direct download) contains the new translation.diilmac wrote:polish translation made by me
http://pastebin.com/vGbZ5nyd
Please do let me know if anything went wrong in the copy/paste process -- sometimes things get weird with Unicode files -- it looked good to me, but I can't really tell.
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.15
Well, that was a short-lived version. Just minutes after the previous release, I got pull request #55 with some improvements for the German translation -- so here's EvoGUI v0.4.15 (direct download).
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.15
Thank you.. this is pretty nice to have.
Just wish I could change the location of this, as it doesn't work well with the time control mod.
Just wish I could change the location of this, as it doesn't work well with the time control mod.
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.15
Do the 'PU' have any relationship to real world pollution levels? I wanna be able to say the air in my factory is 'x time worse than Bejing's'
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.15
Hello Narc,
do you like to add windspeed in your overview?
Wiki: https://wiki.factorio.com/index.php?tit ... wind_speed
Don't know what the measuring unit is for game.windspeed (km/h or maybe miles/h), but due the developers are from great britain it could be everything from the queen.
game.wind_orientation seems:
0.000 (N) north
0.125 (NE) north/east
0.250 (E) east
0.375 (SE) south/east
0.500 (S) south
0.625 (SW) south/west
0.750 (W) west
0.875 (NW) north/west
1.000 (N) north
Greetings steinio
do you like to add windspeed in your overview?
Wiki: https://wiki.factorio.com/index.php?tit ... wind_speed
Don't know what the measuring unit is for game.windspeed (km/h or maybe miles/h), but due the developers are from great britain it could be everything from the queen.
game.wind_orientation seems:
0.000 (N) north
0.125 (NE) north/east
0.250 (E) east
0.375 (SE) south/east
0.500 (S) south
0.625 (SW) south/west
0.750 (W) west
0.875 (NW) north/west
1.000 (N) north
Greetings steinio
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.15
can i increase theese facor manually?
whould be cool
whould be cool
sorry, my english is not the yellow from the egg.... 4give me
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.15
yes it's read and write
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.15
@narc:
I have some weird battle statistics.
See the kill stats:
Greetings steinio
I have some weird battle statistics.
See the kill stats:
Greetings steinio