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

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

Post by Helfima »

@slay_mithos: yes it's bad, I must redo all calculation on fuild usage, fuel consumption and power
in theory it seems simple but not with the API and there are no unit

for sample if you mean LuaEntityPrototype.max_energy_usage is the max power for electric consumption, some time is wrong or empty
it depends on the energy source, in electric will need to add the drain
power5000
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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by power5000 »

The ratio for your calculations for oil processing in your main post maybe outdated I just tried them and they had an excess of fluid. I managed to figure out the formulas the new formulas in 0.17 are 29.4% for heavy to light and 43.5 for light to petro. :)
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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by khalismur »

Got a question regarding beacons. So the 3 input boxes are as follows, exactly like in game, with their explanation text that comes up on mouse hover in the ()
  • Amount, affecting one (Number of beacon affecting one factory)
  • Beacon by factory (Number of beacon per factory)
  • Constant Beacon (Constant number of beacon)
These are the three input boxes exactly as seen in the mod UI.

I don't quite understand what is "Constant Beacon". Could anyone more experienced with this amazing mod help me out please? Isn't the total number of beacons a solution based on the number of factories and the number of beacons per factory?

Also, just as an example, how would I input this configuration in the mod?
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Helfima
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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by Helfima »

@khalismur hello
edit: in your case
[amount affecting one] = 3
[beacon by factory]=0.5
[constant beacon]=2


[amount affecting one] = is only use to computing effect from beacon on factory

the another values is use to calculate the beacon number with more flexibility
[beacon by factory]*X + [constant beacon] = number of beacon for the recipe (where X is the number of factory)

in this case the yellow line is the variant, 1 beacon for 2 factory = 0.5 beacon by factory
beacon1.png
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beacon2.png
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khalismur
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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by khalismur »

Hello there. Ahhhh I understand now. Thanks a lot for the explanation and for the fantastic mod!!
Helfima
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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by Helfima »

No problemo :P
I must update the help
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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by andre2 »

I really enjoy this mod since I have discovered it 2 years ago. But I think I still dont use its full potential.
Is there a complete manual out there for it?

I have the issue that I dont know how to add up all the max. needed resources of the production I build up over time. It would be nice if I could add up all max. iron plate, copper plate, green chips, etc. which my production needs. So that I can plan the smelting columns and such better and add smelting as needed for example.
Helfima
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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by Helfima »

@andre2
if you want all ressources, you must add all recipes in one production line
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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by SuperBananaBomb »

How can I modify the 3 values for beacon?

- Amount, affecting one: 4
- Beacon by factory: 0.5
- Constant Beacon: 3

Any value I change has no effect on the calculations, and closing/reopening the Edit Recipe window restores the values to their default.
Also, using the Apply-on-all-categories/category buttons (A, C next to M) returns their value to their default whenever I click them.
Helfima wrote: Sun Apr 26, 2020 3:28 pm @khalismur hello
edit: in your case
[amount affecting one] = 3
[beacon by factory]=0.5
[constant beacon]=2
This reply (a couple of posts above this) leads me to believe that these values should be editable.
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Helfima
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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by Helfima »

hello use ENTER to set the value on each input
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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by SuperBananaBomb »

Helfima wrote: Fri May 08, 2020 2:28 pm hello use ENTER to set the value on each input
That worked! Wow, seems pretty weird that I missed this in retrospect.
Thanks!
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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by evandy »

Just updated to the latest version of helmod, and suddenly I am unable to open the dialog for changing type of assembler or beacons for a recipe. When I click the button to open it, nothing happens. Help?

EDIT: Okay, I figured this out... when I play on my external monitor (which is bigger) - Helmod is remembering the last position of the recipe window - but it was off-screen when playing directly on my laptop. Real problem: If the last displayed position was off-screen, Helmod doesn't bring the recipe editor window back on-screen when opening it.
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Pridesfall
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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by Pridesfall »

Getting this error on startup while on 0.18.27.
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Helfima
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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by Helfima »

hello Pridesfall
the error come from FNEI mod
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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by aklesey1 »

Its looks liike its not FNEI
2020-05-28_16-12-24.png
2020-05-28_16-12-24.png (55.33 KiB) Viewed 7893 times
there is a suspicion that the actual craft time can break something
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aklesey1
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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by aklesey1 »

Okey its looks like Recipe explorer breaking something on 0.18.27 version
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Helfima
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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by Helfima »

Normally, I don't use style from Factorio base to not generate error on style :P
Mecejide
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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by Mecejide »

Feature request: a button that makes all item & fluid amounts in a given block integers. For example, if you set up a block to make 1 electronic circuit per second and then click the button, all counts will be multiplied by 2 to make the copper ore & copper plate amounts integers.
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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by Doylecan »

The 2 screenshots on this page really helped me understand how to set the beacon settings, thank you. Although how about the Constant Beacon number when using Space Exploration/AAI when only one beacon can be connected to each assembler? I set "Amount, affecting one" to 1, "Beacon by factory" to .25 if the beacon assists 4, .125 if it assists 8, but I don't quite get what to set "Constant Beacon" to. I have played around and put in 1, 2, and the beacon number in the Production Block doesn't compute correctly. Sorry if this has been answered somewhere else, I have searched for days.

Another remark/suggestion I have is for boilers, when I use Coal Liquefaction for sulfur, plastic and rocket fuel factories, I can select different steam temps but only the electric boilers or even turbines, I would like to be able to select the standard boilers and draw from either the incoming coal lines or from the solid fuel created by petroleum to help use up some of the excess petroleum in the rocket fuel factories. Is this a possibility?

Thanks for an amazing mod, I can't imagine how many hours you've spent on it.
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Helfima
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Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Post by Helfima »

Hello Doylecan,

Code: Select all

[amount affecting one] = is only use to computing effect from beacon on factory
[beacon by factory]*X + [constant beacon] = number of beacon for the recipe (where X is the number of factory)
in this case the yellow line is the variant, 1 beacon for 2 factory = 0.5 beacon by factory
beacon.png
beacon.png (435.48 KiB) Viewed 7331 times
I'm not understand all but you can set Constant Beacon at 0
me I can select standard boiler in Space Exploration
what is your helmod version?

probably it's better to exchange on Helmod Discord https://discord.gg/mKEeAKb
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