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Re: [MOD 0.9.x] TimeButtons v0.0.8
Posted: Sun May 11, 2014 4:51 am
by jenova99sephiros
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Re: [MOD 0.9.x] TimeButtons v0.0.9
Posted: Mon May 19, 2014 7:53 pm
by darius456
Update... minor fixes in 1st post.
Re: [MOD 0.9.x] TimeButtons v0.0.8
Posted: Wed May 21, 2014 6:10 am
by Madd_Mugsy
jenova99sephiros wrote:darius456 wrote:jenova99sephiros wrote:I get an error & crash
error message
"Error in function boost::math::round<double>(double):Value -1#IND.
Can not be represented in the target integer type."
What's going?
Print screen please.
Save please.
Any other mods?
OK
Mods list included savedata
Here
http://www.mediafire.com/download/7vm2z ... osave1.zip
I get when you place the Underground Drill, it
This is a bug in F-Mod, not this one. Check the F-Mod bug reports thread for instructions on how to fix it

Re: [MOD 0.9.x] TimeButtons v0.0.8
Posted: Thu May 22, 2014 1:00 am
by jenova99sephiros
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Re: [MOD 0.9.x] TimeButtons v0.0.9
Posted: Sat Jun 07, 2014 3:44 pm
by Lee_newsum
Factorio Version 0.10.0 is out.
Re: [MOD 0.9.x] TimeButtons v0.0.9
Posted: Sat Jun 07, 2014 8:03 pm
by darius456
Lee_newsum wrote:Factorio Version 0.10.0 is out.
Yes I know, to much bugs at the moment, wait till 0.10.1 and then will try to update mods, by the way I didn't try to load it on 0.10.0 version so it is possible to work correctly.
Re: [MOD 0.9.x] TimeButtons v0.0.9
Posted: Sat Jun 07, 2014 8:09 pm
by FreeER
darius456 wrote:by the way I didn't try to load it on 0.10.0 version so it is possible to work correctly.
TimeButtons are working for me on 0.10

So is PowerLimiter (much easier to do testing when I don't really have to worry about setting up the power every time I start a new world... just throw down a free dmg3

)
Re: [MOD 0.10.x] TimeButtons v0.1.0
Posted: Sat Jun 07, 2014 9:28 pm
by darius456
FreeER wrote:darius456 wrote:by the way I didn't try to load it on 0.10.0 version so it is possible to work correctly.
TimeButtons are working for me on 0.10

So is PowerLimiter (much easier to do testing when I don't really have to worry about setting up the power every time I start a new world... just throw down a free dmg3

)
Thank you, I really don't have much free time... vacations 1 week left.
For those who know the appropriate commands a lot of things are free.
New version is in 1st post... check and share Your opinion.
Re: [MOD 0.10.x] TimeButtons v0.1.0
Posted: Mon Jun 09, 2014 9:15 pm
by Lee_newsum
well this is what I am getting (64bit)

Re: [MOD 0.10.x] TimeButtons v0.1.0
Posted: Mon Jun 09, 2014 9:49 pm
by drs9999
Yes the migration for custom gui elements seems a bit broken.
Simple solution:
- open up 0.9.8 again
- disable the mod ( and restart)
- load and save the related game(s)
- you can use the save again in 0.10.0
In theory you should be able to use this mod again in 0.10.0, I have not tested it so no garantuee that the mod works in 0.10.0
P.S. I do not know if you use other mods, in general it is enough to close the related guis ( in 0.9.8), but afaik it is not possible here so you have to disable it
Re: [MOD 0.10.x] TimeButtons v0.1.0
Posted: Mon Jun 09, 2014 9:56 pm
by darius456
Thx for your answer, averything is truth, by the way this mod is 0.10.0 compatible, I don't test it but FreeEr said so. But I have no idea what is "gui type 111" I think that I dont use gui called 111, do You know what is it?
Re: [MOD 0.10.x] TimeButtons v0.1.0
Posted: Mon Jun 09, 2014 10:01 pm
by Lee_newsum
drs9999 wrote:Yes the migration for custom gui elements seems a bit broken.
Simple solution:
- open up 0.9.8 again
- disable the mod ( and restart)
- load and save the related game(s)
- you can use the save again in 0.10.0
In theory you should be able to use this mod again in 0.10.0, I have not tested it so no garantuee that the mod works in 0.10.0
P.S. I do not know if you use other mods, in general it is enough to close the related guis ( in 0.9.8), but afaik it is not possible here so you have to disable it
that fix it but I had to do it 2 times and it worked
Re: [MOD 0.10.x] TimeButtons v0.1.0
Posted: Mon Jun 09, 2014 10:22 pm
by drs9999
Lee_newsum wrote:that fix it but I had to do it 2 times and it worked
Really?
Sorry it is quite late here and what I forgot while I was writing the previous post is that custom gui elements are not "bound" to the mod which create them, so actually the procedure I described should not solve anything.
But well if it did the job, let's call it fair enough

Re: [MOD 0.10.x] TimeButtons v0.1.0
Posted: Mon Jun 09, 2014 10:52 pm
by Lee_newsum
drs9999 wrote:Lee_newsum wrote:that fix it but I had to do it 2 times and it worked
Really?
Sorry it is quite late here and what I forgot while I was writing the previous post is that custom gui elements are not "bound" to the mod which create them, so actually the procedure I described should not solve anything.
But well if it did the job, let's call it fair enough

I had TimeButtons v0.0.8 putting v0.1.0 files in dus not upday the game time 1 update it to v0.1.0.
p.si am ts3.
Re: [MOD 0.10.x] TimeButtons v0.1.0
Posted: Thu Jun 12, 2014 5:09 pm
by Kraut
tried the solution from drs9999 10 times doesnt work for me, im still getting "gui type 111" error... looks like this savegame is dead now hope its just for some days/weeks
Re: [MOD 0.10.x] TimeButtons v0.1.0
Posted: Sat Jun 21, 2014 7:49 am
by kisPocok
Hi! How to install this on Mac? Thanks.
Re: [MOD 0.10.x] TimeButtons v0.2.0
Posted: Sun Jun 22, 2014 10:52 am
by darius456
New version that is compatible with Factorio v0.10.x is in 1st post.
Re: [MOD 0.10.x] TimeButtons v0.2.0
Posted: Wed Jul 09, 2014 11:48 am
by grobyc
I use some time TimeButtons mod, now I decide to delete it and there is a problem.
Mod is connected with the game save and after delete mod from folder with mods I have frames from mod on my screen after load game.
https://www.dropbox.com/s/0c1qyqv2173pt ... roblem.zip
How to delete it, because it's start to be annoying.
Thanks
Re: [MOD 0.10.x] TimeButtons v0.2.0
Posted: Thu Jul 10, 2014 1:58 pm
by Dark
grobyc wrote:
How to delete it, because it's start to be annoying.
Type one by one in the console:
Code: Select all
game.player.gui.top.blank1.destroy()
game.player.gui.top.blank2.destroy()
game.player.gui.top.tb_frame.destroy()
game.player.gui.top.time_frame.destroy()
game.player.gui.top.menu_tb.destroy()
game.player.gui.top.live_frame.destroy()
Ignore any errors from the console. This should clear up mod's gui elements in your save.
The problem is caused due to absence of clear up procedure in onsave() handler.
Re: [MOD 0.10.x] TimeButtons v0.2.0
Posted: Fri Jul 11, 2014 8:31 am
by darius456
Commands to delete gui elements should be ok. But how there can be a clear up function in onsave handler. My mod was compleatly removed so none of my code will be executed. If you want to turn my mod off or delete it you should use your intelligence and first hide timebuttons and after that save game and then disable mod.