[MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
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.
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
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.
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.
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
HMMMMM Not multiplayer compatible you say.....
Well lets get it going on multiplayer !
(Though only working for player 1 cause im player 1 )
#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 :/
Well lets get it going on multiplayer !
(Though only working for player 1 cause im player 1 )
#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 !
I would jump of joy if we could specify which tiles spawned in a surfaces
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
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
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/.
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/.
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
[Moved to helper mods by Smarty]
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
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
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
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
I think it's just missing the oninit function - just checked it on 0.12gr0mpel 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
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
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.
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.
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
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.
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Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
I tried it for 0.12.oLaudix wrote:Since the original author is MIA i fixed it. No fancy code just crude update for it to work.
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
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- ResourceMonModError.jpg (22.43 KiB) Viewed 9455 times
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Didnt play long enough to catch this. Should be fixed now.Hyperdrive75 wrote:I tried it for 0.12.oLaudix wrote:Since the original author is MIA i fixed it. No fancy code just crude update for it to work.
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
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- Resource-Monitor-Mod_0.5.3.zip
- 0.12 with bug fix
- (13.18 KiB) Downloaded 313 times
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- Burner Inserter
- Posts: 5
- Joined: Mon May 25, 2015 7:26 pm
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Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Cool, I'll try it immediately!oLaudix wrote:Didnt play long enough to catch this. Should be fixed now.Hyperdrive75 wrote:I tried it for 0.12.oLaudix wrote:Since the original author is MIA i fixed it. No fancy code just crude update for it to work.
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
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Trying to add fields to an existing monitor give this error:
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 !
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 !
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Oh it was a fair bit more broken than sojockeril wrote:I think it's just missing the oninit function - just checked it on 0.12gr0mpel 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
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
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- 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 !
I would jump of joy if we could specify which tiles spawned in a surfaces
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
I honestly didnt expect ppl to monitor oil ... i never do it hence i didnt catch that bug either ;p
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
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...oLaudix wrote:I honestly didnt expect ppl to monitor oil ... i never do it hence i didnt catch that bug either ;p
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
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 !oLaudix wrote:I honestly didnt expect ppl to monitor oil ... i never do it hence i didnt catch that bug either ;p
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
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^Thanks for listening to our suggestions, devs !
I would jump of joy if we could specify which tiles spawned in a surfaces
Re: [MOD 0.12] Resource-Monitor-Mod v0.5.4
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 :
This time it's a different error in a different line :
- Attachments
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- RMM-0.5.4-adding-oil-error.GIF (300.29 KiB) Viewed 10848 times
Re: [MOD 0.12] Resource-Monitor-Mod v0.5.4
Thanks for the info bug fixed !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 :
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
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- 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 !
I would jump of joy if we could specify which tiles spawned in a surfaces
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
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
Is working perfectly, a lot of changes, working in MP.
http://www.mediafire.com/download/q3bo0 ... _0.5.4.zip