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Re: [MOD 0.9.x] TimeButtons v0.0.8

Posted: Thu May 01, 2014 11:26 am
by darius456
Nebabon wrote:This looks very useful but I'm getting an error "Path __TimeButons__/resources/GUI/50x120.png does not match any mod." I don't know what i'm doing wrong here. Any help would be appreciated. Thanks!
I have no idea what You are doing wrong. Simply download the mod, and unpack it to factorio mod directory... and start the game... everything sholud be ok.
Check if 50x120.png exist in mods/TimeButons/resources/GUI/ directory.

Re: [MOD 0.9.x] TimeButtons v0.0.8

Posted: Mon May 05, 2014 12:37 pm
by filippe999
Thanks for the mod, it should've been in the game since release in my opinion, often times i found myself just wanting to speed-up the game, and now i don't need cheat engine to speed it up anymore :D

Re: [MOD 0.9.x] TimeButtons v0.0.8

Posted: Mon May 05, 2014 2:21 pm
by darius456
filippe999 wrote:Thanks for the mod, it should've been in the game since release in my opinion, often times i found myself just wanting to speed-up the game, and now i don't need cheat engine to speed it up anymore :D
I'm glad to heat that, thank you.
I think that finally there will be a method to natively change game speed... and my mod will be useless.

Re: [MOD 0.9.x] TimeButtons v0.0.8

Posted: Tue May 06, 2014 7:41 pm
by powerafro
Hello !

My problem is, that the buttons are in the middle of my factorio.exe window !
Why is that not in the left upper corner ?

Can you help me ?

Thanks

powerafro

Re: [MOD 0.9.x] TimeButtons v0.0.8

Posted: Tue May 06, 2014 7:51 pm
by darius456
powerafro wrote:Hello !

My problem is, that the buttons are in the middle of my factorio.exe window !
Why is that not in the left upper corner ?

Can you help me ?

Thanks

powerafro
It is not my fault, already reported this as a bug... link

Re: [MOD 0.9.x] TimeButtons v0.0.8

Posted: Wed May 07, 2014 3:57 pm
by powerafro
Ok Thank you!

Re: [MOD 0.9.x] TimeButtons v0.0.8

Posted: Sat May 10, 2014 10:13 am
by jenova99sephiros
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Re: [MOD 0.9.x] TimeButtons v0.0.8

Posted: Sat May 10, 2014 12:19 pm
by darius456
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?

Re: [MOD 0.9.x] TimeButtons v0.0.8

Posted: Sun May 11, 2014 12:10 am
by filippe999
hi, i just had an idea to add as a feature for your mod, but it feels rather complicated, well here it is anyway: what about if your mod could speed things up trying to match my system to a cap performance, i mean, if your computer can't handle 20x without stuttering and freezing every second of 20x speed then the mod would roll down to 18x and see if the game is more stable this way and repeat the test, so rather than having bursts of the speed i'm emulating, the mod would try to find a speed that my system can just about handle, keeping the game running without freezes and at the speed im multiplying to. Well that's my first idea, the second is tying your mod "trigger" to a certain variable, say your research, so you could speed up to finish that tech by how much your system can handle using the first suggested feature and when the research finishes the game will resume at 1x speed, but don't stop there, you could also hook your mod to another variable such as:AmICraftingSomething a boolean that would be true if yes i am crafting and false if not, so this way i can speed up the crafting certain items and having the game resuming at normal speed once done.

thanks, filippe999

Re: [MOD 0.9.x] TimeButtons v0.0.8

Posted: Sun May 11, 2014 4:26 am
by darius456
filippe999 wrote:hi, i just had an idea to add as a feature for your mod, but it feels rather complicated, well here it is anyway: what about if your mod could speed things up trying to match my system to a cap performance, i mean, if your computer can't handle 20x without stuttering and freezing every second of 20x speed then the mod would roll down to 18x and see if the game is more stable this way and repeat the test, so rather than having bursts of the speed i'm emulating, the mod would try to find a speed that my system can just about handle, keeping the game running without freezes and at the speed im multiplying to. Well that's my first idea, the second is tying your mod "trigger" to a certain variable, say your research, so you could speed up to finish that tech by how much your system can handle using the first suggested feature and when the research finishes the game will resume at 1x speed, but don't stop there, you could also hook your mod to another variable such as:AmICraftingSomething a boolean that would be true if yes i am crafting and false if not, so this way i can speed up the crafting certain items and having the game resuming at normal speed once done.

thanks, filippe999
Give me access to FPS and consider it done. Only way to check if performance is stable is to monitor frames per second, and increasing game speed unless fps drop. Already thought about that, since I cannot do this I added option to edit button values.

I thing that there is no "AmICraftingSomething" event, either "research start/finished", this will be hard to do. I can monitor crafting queue and I will know If you crafting something or not but how to monitor research I have no idea but I will try. May be I will add and option I menu to speed up game to "X" when crafting something.

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)
Image

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