[MOD 0.14-1.0]Helmod: Assistant to plan its base.
Re: [MOD 0.16.x]Helmod: Assistant to plan its base.
Hello,
Is there an explanation of how the matrix solver works somewhere ?
Let's say I have a process which turns 1 A => 0.5A + 1 B, and another that produces A. Can it automatically set the ratios so that A is not a byproduct ?
Thanks!
Is there an explanation of how the matrix solver works somewhere ?
Let's say I have a process which turns 1 A => 0.5A + 1 B, and another that produces A. Can it automatically set the ratios so that A is not a byproduct ?
Thanks!
Re: [MOD 0.16.x]Helmod: Assistant to plan its base.
Recipes with duplicate inputs cause an error.
no yes yes no yes no yes yes
Re: [MOD 0.16.x]Helmod: Assistant to plan its base.
How do you stop helmod from deleting your "production line"?
If I build up a list of recipes to produce a final product, then click a different helmod tab, then click back, all the recipes apart from the final one are deleted.
Is there a way to stop helmod from doing this? I must be missing some aspect of how to use this mod's user interface.
If I build up a list of recipes to produce a final product, then click a different helmod tab, then click back, all the recipes apart from the final one are deleted.
Is there a way to stop helmod from doing this? I must be missing some aspect of how to use this mod's user interface.
Re: [MOD 0.16.x]Helmod: Assistant to plan its base.
Theres a difference between prod block and prod line.
Click on the first icon of the prod line to access the prod block.
Prod blocks are like modules that make a specific intermediate, helps seperate the different parts of the recipe chain.
blocks can also be linked to scale to the needs of the above blocks in the line
Click on the first icon of the prod line to access the prod block.
Prod blocks are like modules that make a specific intermediate, helps seperate the different parts of the recipe chain.
blocks can also be linked to scale to the needs of the above blocks in the line
Re: [MOD 0.16.x]Helmod: Assistant to plan its base.
Is oil working for anyone correctly? When I enter a setup to produce plastic in 6 chemical plants and give each building 3 PM3 and 8 beacons with 2 SM3 each it gives me slightly different numbers than Factorio Calculator
The number of buildings needed is the same when rounded to full integers, but the fractions are different enough to be confusing. The refinery count is off by 0.4 for example. And the fluid count is slightly different. I'm not sure how much I can trust this with mods where I can't verify the ratios
Should I just ignore fractions and go for the rounded integers?
The number of buildings needed is the same when rounded to full integers, but the fractions are different enough to be confusing. The refinery count is off by 0.4 for example. And the fluid count is slightly different. I'm not sure how much I can trust this with mods where I can't verify the ratios
Should I just ignore fractions and go for the rounded integers?
Re: [MOD 0.16.x]Helmod: Assistant to plan its base.
(bad english)
The mod have bug. Unlinked option not working. I can't set output amount.
The mod have bug. Unlinked option not working. I can't set output amount.
Re: [MOD 0.16.x]Helmod: Assistant to plan its base.
Did anyone find a solution for this? I had a recipe with pyanodons Jig building opened (it has two separate inputs for water) and now on opening helmod it immediately throws exception and current game closes.
35513.723 Error MainLoop.cpp:1035: Exception at tick 140868200: Error while running event helmod::on_gui_click (ID 1)
Gui element with name cell_water already present in the parent element.
stack traceback:
__helmod__/core/ElementGui.lua:842: in function 'addGuiTable'
__helmod__/core/ElementGui.lua:856: in function 'addCell'
__helmod__/core/ElementGui.lua:977: in function 'addCellElement'
__helmod__/tab/ProductionBlockTab.lua:396: in function 'addTableRow'
__helmod__/tab/ProductionBlockTab.lua:256: in function 'updateData'
__helmod__/tab/MainTab.lua:644: in function 'update'
__helmod__/tab/MainTab.lua:210: in function 'buildPanel'
__helmod__/core/MainPanel.lua:83: in function 'main'
__helmod__/controller/Controller.lua:182: in function 'onGuiClick'
__helmod__/core/Event.lua:195: in function <__helmod__/core/Event.lua:186
also made a github issue with a hacked together workaround:
https://github.com/Helfima/helmod/issues/161
Re: [MOD 0.17.x]Helmod: Assistant to plan its base.
it's ready to download for factorio 0.17, the style is not perfect but it works
normaly there are no error with duplicate recipe name
normaly there are no error with duplicate recipe name
Re: [MOD 0.17.x]Helmod: Assistant to plan its base.
The god of OCD mods is ready, and so is my body.
Re: [MOD 0.17.x]Helmod: Assistant to plan its base.
I found a bug. helmod window is not clickable below 4 lines. here's a video review. https://youtu.be/eNd5xsgox9Y
Re: [MOD 0.17.x]Helmod: Assistant to plan its base.
yes I saw a similar problem with mini-map for the right sideVIT9595 wrote: ↑Sun Mar 03, 2019 7:02 pm I found a bug. helmod window is not clickable below 4 lines. here's a video review. https://youtu.be/eNd5xsgox9Y
Re: [MOD 0.17.x]Helmod: Assistant to plan its base.
It would be really handy if I could specify the input amount of a material, not just the output amount.
For example, in my Seablock run, I am trying to calculate out creating Crystal Dust from Geodes. Each washing plant produces a mixture of the six geode types, in varying amounts. If I try to simply add the six different geode crushing recipes to the production block and turn on the matrix solver, Helmod chokes horribly. Which, frankly, is perfectly fine - I don't expect the mod to cleanly handle the intentionally obtuse mechanics of AngelBob's production chains.
However, if I could go to a production block, click on a specific input ingredient, set the amount that production block would consume, and have Helmod automatically then calculate the output that amount of input would produce, then it would be a two click operation instead of having to manually calculate the ratios and set the amount produced myself.
Or, alternatively, to make it easier to use this inside a production block, add a setting that can be turned on for a particular recipe that would mark it as a consumer rather than a producer, which would then make the recipe do as follows:
a) Compare the list of outputs on the production block to the list of inputs on the recipe.
b) If the inputs for the recipe are found, set the output of the recipe to whatever amount will consume those found inputs. In the case of recipes with multiple inputs, match the output to the lowest quantity input found.
Example:
A production block contains two outputs, A and B.
It is producing 4 of each per second.
Add recipe C, which consumes 2A + 1B, and mark it as a consumer.
The mod then sets the output the C recipe to 2 per second, resulting in a final output for the production block of 2C and 2B per second.
Hopefully this is clear enough to show what I'm trying to suggest - if anything is not making sense, let me know and I'll try to clarify.
For example, in my Seablock run, I am trying to calculate out creating Crystal Dust from Geodes. Each washing plant produces a mixture of the six geode types, in varying amounts. If I try to simply add the six different geode crushing recipes to the production block and turn on the matrix solver, Helmod chokes horribly. Which, frankly, is perfectly fine - I don't expect the mod to cleanly handle the intentionally obtuse mechanics of AngelBob's production chains.
However, if I could go to a production block, click on a specific input ingredient, set the amount that production block would consume, and have Helmod automatically then calculate the output that amount of input would produce, then it would be a two click operation instead of having to manually calculate the ratios and set the amount produced myself.
Or, alternatively, to make it easier to use this inside a production block, add a setting that can be turned on for a particular recipe that would mark it as a consumer rather than a producer, which would then make the recipe do as follows:
a) Compare the list of outputs on the production block to the list of inputs on the recipe.
b) If the inputs for the recipe are found, set the output of the recipe to whatever amount will consume those found inputs. In the case of recipes with multiple inputs, match the output to the lowest quantity input found.
Example:
A production block contains two outputs, A and B.
It is producing 4 of each per second.
Add recipe C, which consumes 2A + 1B, and mark it as a consumer.
The mod then sets the output the C recipe to 2 per second, resulting in a final output for the production block of 2C and 2B per second.
Hopefully this is clear enough to show what I'm trying to suggest - if anything is not making sense, let me know and I'll try to clarify.
Re: [MOD 0.17.x]Helmod: Assistant to plan its base.
new version 0.8.4 and new UI
I mean there are some UI bug but you can try refresh button some time
I mean there are some UI bug but you can try refresh button some time
Re: [MOD 0.17.x]Helmod: Assistant to plan its base.
Hi thanks for update, i get an error tho in game. The pin function does not work and when i try to close it(It was on screen before update) i get
__helmod__/dialog/PinPanel.lua43: attempts to index field 'parent' (a nil value)
Thanks
__helmod__/dialog/PinPanel.lua43: attempts to index field 'parent' (a nil value)
Thanks
Re: [MOD 0.17.x]Helmod: Assistant to plan its base.
The new update looks great. I just want to second the bug that the pin button isn't working anymore.
-
- Inserter
- Posts: 40
- Joined: Thu Feb 05, 2015 4:10 pm
- Contact:
Re: [MOD 0.17.x]Helmod: Assistant to plan its base.
I love the UI! I need to get use to the change, I keep looking in the wrong place for where to set the production rate, but I really like it!
I do miss pinning a recipe though, I hope it returns soon!
I do miss pinning a recipe though, I hope it returns soon!
Re: [MOD 0.17.x]Helmod: Assistant to plan its base.
It s fixed in Version 0.8.6
I have make smaller cell for product and ingredient in pin tab
I have make smaller cell for product and ingredient in pin tab
-
- Filter Inserter
- Posts: 771
- Joined: Sun Jun 03, 2018 8:54 am
- Contact:
Re: [MOD 0.17.x]Helmod: Assistant to plan its base.
last version there were 2 bugs i found:
1 every time i press u and lose the mod and press u again it compresses the entire production line ,there was no such problem in 0.16 release
2 power used by electric water boilers is not working
and a small note:
i know this mod is output oriented but now for some reason its easier to run this mod as input oriented , well i sorta did it wit just 1 step but before it was like nearly impossible
also like a AB player said before it should be very nice you you managed to make a input oriented calculation
like for vanilla : i input 2k Fe and 2K Cu and i want to calculate how many circuit1 i can squeeze out of this setup without making iteration guesses
also is there a way to filter out all the recipes created by creative mode? its hard to find the crue recipe if there are like 1000 other recipes that have 0 as input and output an item
- BlueTemplar
- Smart Inserter
- Posts: 3137
- Joined: Fri Jun 08, 2018 2:16 pm
- Contact:
Re: [MOD 0.17.x]Helmod: Assistant to plan its base.
It shows 0W in 0.16 too...immortal_sniper1 wrote: ↑Sun Mar 24, 2019 6:59 pm 2 power used by electric water boilers is not working
Also, could you please add the default fuel and/or power generator to use so that we don't have to do the burner power calculations by hand ?
Thirded !immortal_sniper1 wrote: ↑Sun Mar 24, 2019 6:59 pm also like a AB player said before it should be very nice you you managed to make a input oriented calculation
like for vanilla : i input 2k Fe and 2K Cu and i want to calculate how many circuit1 i can squeeze out of this setup without making iteration guesses
BobDiggity (mod-scenario-pack)
-
- Filter Inserter
- Posts: 771
- Joined: Sun Jun 03, 2018 8:54 am
- Contact:
Re: [MOD 0.17.x]Helmod: Assistant to plan its base.
"It shows 0W in 0.16 too...''BlueTemplar wrote: ↑Sun Mar 24, 2019 10:09 pmIt shows 0W in 0.16 too...immortal_sniper1 wrote: ↑Sun Mar 24, 2019 6:59 pm 2 power used by electric water boilers is not working
Also, could you please add the default fuel and/or power generator to use so that we don't have to do the burner power calculations by hand ?
Thirded !immortal_sniper1 wrote: ↑Sun Mar 24, 2019 6:59 pm also like a AB player said before it should be very nice you you managed to make a input oriented calculation
like for vanilla : i input 2k Fe and 2K Cu and i want to calculate how many circuit1 i can squeeze out of this setup without making iteration guesses
it on the wish list
although alll vanilla ways to make steam require no power maybe its set to default 0