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Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Sun Jul 19, 2015 5:04 pm
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.
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Sun Jul 19, 2015 5:23 pm
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!

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Sun Jul 19, 2015 9:26 pm
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-error_0.5.3.png (1.84 MiB) Viewed 11950 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 !
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Mon Jul 20, 2015 12:51 pm
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

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!)
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Mon Jul 20, 2015 1:59 pm
by oLaudix
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
Posted: Mon Jul 20, 2015 2:16 pm
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...

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Mon Jul 20, 2015 3:42 pm
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

Re: [MOD 0.12] Resource-Monitor-Mod v0.5.4
Posted: Thu Jul 23, 2015 11:41 pm
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

:
Re: [MOD 0.12] Resource-Monitor-Mod v0.5.4
Posted: Fri Jul 24, 2015 9:23 am
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

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Sun Aug 02, 2015 8:30 am
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
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Sun Aug 02, 2015 11:06 am
by jorgenRe
You might wanna check out the subforum for unofficially updated mods
https://forums.factorio.com/forum/viewforum.php?f=120
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Sun Aug 02, 2015 8:56 pm
by L0771
Thanks you!

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Tue May 17, 2016 1:31 am
by Guz
I have map version 0.12.33-0
Loaded Resource Monitor version 0.5.4
I get error
__Resource-Monitor-Mod__/control.lua:3:
Attempt to index global 'game' (a nil value)
Would someone please explain what's wrong/what I need to do to get the resource monitor running......
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Tue May 17, 2016 3:16 am
by GameCharmer
Guz wrote:I have map version 0.12.33-0
Loaded Resource Monitor version 0.5.4
I get error
__Resource-Monitor-Mod__/control.lua:3:
Attempt to index global 'game' (a nil value)
Would someone please explain what's wrong/what I need to do to get the resource monitor running......
You're using a 0.11.x mod that was ported to early 0.12.x. game was changed mid 12-series.
I'd suggest using something like YARM for resource monitoring. It's available here:
viewtopic.php?f=92&t=16698
Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Tue Aug 29, 2017 9:18 am
by KemyszPL
Update This mod to newest version beascouse this mod is cool but i can't use it on the newest version

Re: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Posted: Tue Aug 29, 2017 10:16 am
by Bilka
KemyszPL wrote:Update This mod to newest version beascouse this mod is cool but i can't use it on the newest version

Nice necro.... Use
https://mods.factorio.com/mods/Narc/YARM