[MOD 0.14-1.0]Helmod: Assistant to plan its base.

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

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

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

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

Post 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!
Attachments
Excess product output
Excess product output
restproduct.JPG (13.16 KiB) Viewed 8483 times
Helfima
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Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

Post 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
_npo6ka_
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Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

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

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

Post 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
Attachments
_autosave9.zip
savegame
(6.19 MiB) Downloaded 135 times
desync-report-2018-01-15_21-01-42.zip
desync-report
(37.71 MiB) Downloaded 144 times
Helfima
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Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

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

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

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

Post by Helfima »

@instant.sc: it s fixed in last version 0.7.4
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Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

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

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

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

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

Post by Der_Failer »

PSA: There is a workaround.

I know, I should have looked at the Github in the frist place. :/
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Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

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

Post 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?
Attachments
Screenshot of my helmod ui.
Screenshot of my helmod ui.
Helmod.jpg (269.66 KiB) Viewed 8154 times
Helfima
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Re: [MOD 0.16.x]Helmod: Assistant to plan its base.

Post by Helfima »

Some fix in Version 0.7.7
Added Rules for production machine list
Fixed Not Multiplayer Compatible
Fixed module limitation
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