[MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Topics and discussion about specific mods
KrzysD
Long Handed Inserter
Long Handed Inserter
Posts: 61
Joined: Mon Oct 27, 2014 6:49 pm
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by KrzysD »

Found a bug where if you click on any kind of storage chest it will put it into your inventory and destroy anything that could be inside it.

lvlurphy
Burner Inserter
Burner Inserter
Posts: 5
Joined: Mon May 18, 2015 1:11 pm
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by lvlurphy »

I like this mod. It is very helpful.
What I additionally like to see, is the time till depletion of s spot based on the avg. speed.
Never mind, if this was already suggested.

jorgenRe
Filter Inserter
Filter Inserter
Posts: 535
Joined: Wed Apr 09, 2014 3:32 pm
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by jorgenRe »

HMMMMM Not multiplayer compatible you say.....
Well lets get it going on multiplayer :D!
(Though only working for player 1 cause im player 1 :P)
#Work began!
.....Seconds later it is multiplayer compatible ;)!
How?
Open control.lua file in the resource mon... mod folder
if you are on notepad++ it is as easy as clicking "ctrl" + "f" and pressing the exchange (if thats what it is in english) atleast second tab from the left.
Then have it exchange all "game.player." with "game.players[1]"!
And now you are done, and it is multiplayer compatible, though ONLY player 1 can follow onto how the resources are doing ;)!
Do note that i did have some plans in adding a tutorial for how to make most mods multiplayer compatible :)!
Edit:
Not all mods are that simple to make fully multiplayer compatible :/
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces

User avatar
Lishget
Long Handed Inserter
Long Handed Inserter
Posts: 54
Joined: Sun Mar 15, 2015 11:53 am
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by Lishget »

I have tried this mod and i think, it is a very helpful tool. So i have translated it into german and added a description for the technology. The description i added for english too, but i don't know, if the english is okay. Please feel free to ad my little work and correct the english part if necessary ;)
Resource-Monitor-Mod_0.5.3DE.zip
Factorio Sprachverbesserung
Lishgets TMod

My Mods are licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/.

User avatar
Smarty
Global Moderator
Global Moderator
Posts: 816
Joined: Sat Oct 04, 2014 5:00 pm
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by Smarty »

[Moved to helper mods by Smarty]

gr0mpel
Fast Inserter
Fast Inserter
Posts: 109
Joined: Fri May 03, 2013 6:23 pm
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by gr0mpel »

hey drs9999

love your mod and would like to know if and when you will make it compatible with 0.12?
its really annoying to go without this awesome mod :)

User avatar
jockeril
Filter Inserter
Filter Inserter
Posts: 367
Joined: Sun Feb 08, 2015 11:04 am
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by jockeril »

gr0mpel wrote:hey drs9999

love your mod and would like to know if and when you will make it compatible with 0.12?
its really annoying to go without this awesome mod :)
I think it's just missing the oninit function - just checked it on 0.12
My mods

Formerly Hebrew translator for FARL & EvoGUI - two mods I highly recommend for anyone to check-out

join me on
- Twitter[@jockeril],
- Twitch.tv/jockeril,
- Youtube/jocker-il (or JoCKeR-iL)
- and steam !
Image

User avatar
oLaudix
Filter Inserter
Filter Inserter
Posts: 285
Joined: Sun Jun 14, 2015 3:24 pm
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by oLaudix »

Since the original author is MIA i fixed it. No fancy code just crude update for it to work.

EDIT1: File deleted due to bug. Check cpl post below for new dl.
Last edited by oLaudix on Sun Jul 19, 2015 5:03 pm, edited 1 time in total.
Image

drs9999
Filter Inserter
Filter Inserter
Posts: 831
Joined: Wed Mar 06, 2013 11:16 pm
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by drs9999 »

Yes, I'm most likely not gonna update this. There is a very very low chance that I'll do something for 0.12, but I would start from scratch then. So if anybody wants to take it up, feel free to do so.

Hyperdrive75
Burner Inserter
Burner Inserter
Posts: 5
Joined: Mon May 25, 2015 7:26 pm
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by Hyperdrive75 »

oLaudix wrote:Since the original author is MIA i fixed it. No fancy code just crude update for it to work.
I tried it for 0.12.
It seems to work fine until one of your resources run out, then there is this error message:
Error while running the event handler: __Resource-Monitor-Mod__/control.lua:498: attempt to compare numer with table
Attachments
ResourceMonModError.jpg
ResourceMonModError.jpg (22.43 KiB) Viewed 9455 times

User avatar
oLaudix
Filter Inserter
Filter Inserter
Posts: 285
Joined: Sun Jun 14, 2015 3:24 pm
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by oLaudix »

Hyperdrive75 wrote:
oLaudix wrote:Since the original author is MIA i fixed it. No fancy code just crude update for it to work.
I tried it for 0.12.
It seems to work fine until one of your resources run out, then there is this error message:
Error while running the event handler: __Resource-Monitor-Mod__/control.lua:498: attempt to compare numer with table
Didnt play long enough to catch this. Should be fixed now.
Attachments
Resource-Monitor-Mod_0.5.3.zip
0.12 with bug fix
(13.18 KiB) Downloaded 313 times
Image

Hyperdrive75
Burner Inserter
Burner Inserter
Posts: 5
Joined: Mon May 25, 2015 7:26 pm
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by Hyperdrive75 »

oLaudix wrote:
Hyperdrive75 wrote:
oLaudix wrote:Since the original author is MIA i fixed it. No fancy code just crude update for it to work.
I tried it for 0.12.
It seems to work fine until one of your resources run out, then there is this error message:
Error while running the event handler: __Resource-Monitor-Mod__/control.lua:498: attempt to compare numer with table
Didnt play long enough to catch this. Should be fixed now.
Cool, I'll try it immediately! :D

User avatar
jockeril
Filter Inserter
Filter Inserter
Posts: 367
Joined: Sun Feb 08, 2015 11:04 am
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by jockeril »

Trying to add fields to an existing monitor give this error:
add to existing monitor error in 0.5.3
add to existing monitor error in 0.5.3
add-to-existing-error_0.5.3.png (1.84 MiB) Viewed 10879 times
Once I hit the "add" button, then throws me out of the game back to the "play" menu

Thank you for supporting this mod - it's one of my favorites !
My mods

Formerly Hebrew translator for FARL & EvoGUI - two mods I highly recommend for anyone to check-out

join me on
- Twitter[@jockeril],
- Twitch.tv/jockeril,
- Youtube/jocker-il (or JoCKeR-iL)
- and steam !
Image

jorgenRe
Filter Inserter
Filter Inserter
Posts: 535
Joined: Wed Apr 09, 2014 3:32 pm
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by jorgenRe »

jockeril wrote:
gr0mpel wrote:hey drs9999

love your mod and would like to know if and when you will make it compatible with 0.12?
its really annoying to go without this awesome mod :)
I think it's just missing the oninit function - just checked it on 0.12
Oh it was a fair bit more broken than so :lol:
Heres my take on a fix cause i couldn't wait too long to play Factorio ;)!
(it has been tested and found to work, but if you find a bug that i may have missed, then please let me know and il fix it as soon as possible!)
Attachments
Resource-Monitor-Mod_0.5.4.zip
Factorio 0.12.0 compatible!(unofficial patch)
(13.55 KiB) Downloaded 314 times
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces

User avatar
oLaudix
Filter Inserter
Filter Inserter
Posts: 285
Joined: Sun Jun 14, 2015 3:24 pm
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by oLaudix »

I honestly didnt expect ppl to monitor oil ... i never do it hence i didnt catch that bug either ;p
Image

User avatar
jockeril
Filter Inserter
Filter Inserter
Posts: 367
Joined: Sun Feb 08, 2015 11:04 am
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by jockeril »

oLaudix wrote:I honestly didnt expect ppl to monitor oil ... i never do it hence i didnt catch that bug either ;p
Well, since I heard that you can use the beacon with speed modules and the infinite amount (but slow purring) of oil, I hardly need it too, unless you count wanting to know when to add the beacon - so as not to waste resources and energy... :mrgreen:
My mods

Formerly Hebrew translator for FARL & EvoGUI - two mods I highly recommend for anyone to check-out

join me on
- Twitter[@jockeril],
- Twitch.tv/jockeril,
- Youtube/jocker-il (or JoCKeR-iL)
- and steam !
Image

jorgenRe
Filter Inserter
Filter Inserter
Posts: 535
Joined: Wed Apr 09, 2014 3:32 pm
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by jorgenRe »

oLaudix wrote:I honestly didnt expect ppl to monitor oil ... i never do it hence i didnt catch that bug either ;p
It was a bug with the font_color That caused the number to be negative. So well i cheated a little bit to fix it ;)!
If collor.r/color.g < 0 then color.r/color.g = 1 and it seemed to be the right thing to do as it still kept low numbers red and high numbers green :P
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces

User avatar
jockeril
Filter Inserter
Filter Inserter
Posts: 367
Joined: Sun Feb 08, 2015 11:04 am
Contact:

Re: [MOD 0.12] Resource-Monitor-Mod v0.5.4

Post by jockeril »

Still a problem in RMM 0.5.4 (for 0.12)when adding oil well to existing (look at the list and tell me I don't need to unify wells...)

This time it's a different error in a different line :( :
Attachments
RMM-0.5.4-adding-oil-error.GIF
RMM-0.5.4-adding-oil-error.GIF (300.29 KiB) Viewed 10848 times
My mods

Formerly Hebrew translator for FARL & EvoGUI - two mods I highly recommend for anyone to check-out

join me on
- Twitter[@jockeril],
- Twitch.tv/jockeril,
- Youtube/jocker-il (or JoCKeR-iL)
- and steam !
Image

jorgenRe
Filter Inserter
Filter Inserter
Posts: 535
Joined: Wed Apr 09, 2014 3:32 pm
Contact:

Re: [MOD 0.12] Resource-Monitor-Mod v0.5.4

Post by jorgenRe »

jockeril wrote:Still a problem in RMM 0.5.4 (for 0.12)when adding oil well to existing (look at the list and tell me I don't need to unify wells...)

This time it's a different error in a different line :( :
Thanks for the info bug fixed ;)!
Please if you could just double check to see if it's fixed as i'm not able to go and check it for my self right now :)
Attachments
Resource-Monitor-Mod_0.5.4.zip
Bug fix 1
(13.13 KiB) Downloaded 401 times
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^
Thanks for listening to our suggestions, devs :D!
I would jump of joy if we could specify which tiles spawned in a surfaces

User avatar
L0771
Filter Inserter
Filter Inserter
Posts: 516
Joined: Tue Jan 14, 2014 1:51 pm
Contact:

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2

Post by L0771 »

Here, i don't saw this post and make a own update for 0.12.

Is working perfectly, a lot of changes, working in MP.

http://www.mediafire.com/download/q3bo0 ... _0.5.4.zip

Post Reply

Return to “Mods”