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Re: [MOD 0.9.x] Resource-Monitor-Mod v0.2.0

Posted: Mon Jun 02, 2014 4:12 pm
by FreeER
GewaltSam wrote:Edit: Yep, I tested it, it's because of your mod. Could you maybe remove that stuff? I really like your mod, but I don't want to start out with all that stuff. I'll destroy it for now, but I don't think a starter pack should be part of this :)
If you open the control.lua in a text editor you can comment out line 4 "startingItems()" by adding two '-' in front so it looks like "--startingItems()" (without quotes of course), while I'm sure drs9999 will fix it himself soon enough since it's so simple why wait and have to redownload the mod :)

Re: [MOD 0.9.x] Resource-Monitor-Mod v0.2.0

Posted: Mon Jun 02, 2014 4:24 pm
by drs9999
I do not get it... Why I forget it every time?!

fixed...

Re: [MOD 0.9.x] Resource-Monitor-Mod v0.2.0

Posted: Mon Jun 02, 2014 4:46 pm
by GewaltSam
drs9999 wrote:I do not get it... Why I forget it every time?!

fixed...
Thank you very much for the quick fix :) Although I think the Link isn't updated so far.

Re: [MOD 0.9.x] Resource-Monitor-Mod v0.2.0

Posted: Mon Jun 02, 2014 4:54 pm
by drs9999
For me the links are pointing to the fixed mod-version.
I did not increased the version number, though. If you thought it because of that.

Re: [MOD 0.9.x] Resource-Monitor-Mod v0.2.0

Posted: Mon Jun 02, 2014 4:56 pm
by GewaltSam
FreeER wrote:
GewaltSam wrote:Edit: Yep, I tested it, it's because of your mod. Could you maybe remove that stuff? I really like your mod, but I don't want to start out with all that stuff. I'll destroy it for now, but I don't think a starter pack should be part of this :)
If you open the control.lua in a text editor you can comment out line 4 "startingItems()" by adding two '-' in front so it looks like "--startingItems()" (without quotes of course), while I'm sure drs9999 will fix it himself soon enough since it's so simple why wait and have to redownload the mod :)
Thank you very much btw, with that, i fixed it by myself :)

Re: [MOD 0.9.x] Resource-Monitor-Mod v0.2.0

Posted: Wed Jun 04, 2014 1:11 am
by Turtle
Hi, I installed this mod and see absolutely nothing except for that error about anti-pollution. Am I supposed to do anything to see the resource window?

Re: [MOD 0.9.x] Resource-Monitor-Mod v0.2.0

Posted: Wed Jun 04, 2014 7:04 am
by drs9999
Turtle wrote:Hi, I installed this mod and see absolutely nothing except for that error about anti-pollution.
Are you sure that you using the latest version? I just checked it again on a freshly installed factorio instance and everything works as aspected...
Turtle wrote:Am I supposed to do anything to see the resource window?
You have to research the resource monitor first, after that you can craft it and use it by clicking on resources.

Re: [MOD 0.9.x] Resource-Monitor-Mod v0.2.0

Posted: Thu Jun 05, 2014 12:44 am
by Turtle
Turtle wrote:Am I supposed to do anything to see the resource window?
drs9999 wrote:You have to research the resource monitor first, after that you can craft it and use it by clicking on resources.
I didn't realize you had to research it, I got it working now, thanks!

Re: [MOD 0.9.x] Resource-Monitor-Mod v0.1.0

Posted: Thu Jun 05, 2014 9:07 pm
by DiEvAl
drs9999 wrote:Ah ok I did not know how the gem deposits are spawned, actually I used dytech the first time today.

Anyway, the way I will deal with it is quiet simple and useful in general. With the future version it will be possible to combine "solid"-resource monitors as well. So it will work similar to how you can combine several oilwells into a single monitor.
I think you can replace this:

Code: Select all

		if checkTile({x = tmpEntry.x, y = tmpEntry.y - 1}, resType, listA, listB) == true then
			table.insert(listA, {x = tmpEntry.x, y = tmpEntry.y - 1})
		end
		if checkTile({x = tmpEntry.x, y = tmpEntry.y + 1}, resType, listA, listB) == true then
			table.insert(listA, {x = tmpEntry.x, y = tmpEntry.y + 1})
		end
		if checkTile({x = tmpEntry.x - 1, y = tmpEntry.y}, resType, listA, listB) == true then
			table.insert(listA, {x = tmpEntry.x - 1, y = tmpEntry.y})
		end
		if checkTile({x = tmpEntry.x + 1, y = tmpEntry.y}, resType, listA, listB) == true then
			table.insert(listA, {x = tmpEntry.x + 1, y = tmpEntry.y})
		end
		if checkTile({x = tmpEntry.x + 1, y = tmpEntry.y + 1}, resType, listA, listB) == true then
			table.insert(listA, {x = tmpEntry.x + 1, y = tmpEntry.y + 1})
		end
		if checkTile({x = tmpEntry.x - 1, y = tmpEntry.y - 1}, resType, listA, listB) == true then
			table.insert(listA, {x = tmpEntry.x - 1, y = tmpEntry.y - 1})
		end
		if checkTile({x = tmpEntry.x + 1, y = tmpEntry.y - 1}, resType, listA, listB) == true then
			table.insert(listA, {x = tmpEntry.x + 1, y = tmpEntry.y - 1})
		end
		if checkTile({x = tmpEntry.x - 1, y = tmpEntry.y + 1}, resType, listA, listB) == true then
			table.insert(listA, {x = tmpEntry.x - 1, y = tmpEntry.y + 1})
		end
... with something like this:

Code: Select all

		for i = -radius, radius do
			for j = -radius, radius do
				if checkTile({x = tmpEntry.x + i, y = tmpEntry.y + j}, resType, listA, listB) then
					table.insert(listA, {x = tmpEntry.x + i, y = tmpEntry.y + j})
				end
			end
		end
... where radius is either a constant, or it's configurable by player (either globally or per-deposit)

Note 1: I haven't tested this, and I'm new to lua.
Note 2: There are [s]probably[/s] definitely faster ways to do it, but this should be good enough.

Re: [MOD 0.10.0] Resource-Monitor-Mod v0.3.0

Posted: Mon Jun 09, 2014 8:00 pm
by drs9999
Updated to Factorio 0.10.0


Enjoy!

Re: [MOD 0.10.0] Resource-Monitor-Mod v0.3.0

Posted: Fri Jun 27, 2014 7:31 pm
by Kazuar
I really like the idea of this mod. I have to try it :)

Is it allowed to make a suggestion for this nice mod, though? Because if so...
Suggestion
In any case, I'll go and install it now. Thanks for the time you spend to make this mod, drs9999!

Re: [MOD 0.10.x] Resource-Monitor-Mod v0.4.0

Posted: Thu Jul 03, 2014 11:13 am
by drs9999
Kazuar wrote:I'd also like to get notified when resources are about to deplete, like: "Copper Patch NE #2 has dropped below 10% of its reserves"
Done ;)

Similar to the depleated message it can be turned on/off in the settings-tab

Re: [MOD 0.10.x] Resource-Monitor-Mod v0.4.0

Posted: Sat Jul 05, 2014 6:33 am
by SuperSandro2000
When I click the settings tab I get this error:
Bug1.PNG

Re: [MOD 0.10.x] Resource-Monitor-Mod v0.4.0

Posted: Sat Jul 05, 2014 1:20 pm
by Kazuar
drs9999 wrote:
Kazuar wrote:I'd also like to get notified when resources are about to deplete, like: "Copper Patch NE #2 has dropped below 10% of its reserves"
Done ;)

Similar to the depleated message it can be turned on/off in the settings-tab
YES!!! You're awesome, good sir. Thank you so much!!

Re: [MOD 0.10.x] Resource-Monitor-Mod v0.4.0

Posted: Sat Jul 05, 2014 8:09 pm
by drs9999
SuperSandro2000 wrote:When I click the settings tab I get this error:
Thanks for the report. Just to make sure, you used it earlier and then updated to the current version right?

Re: [MOD 0.10.x] Resource-Monitor-Mod v0.4.0

Posted: Sun Jul 06, 2014 2:54 am
by SuperSandro2000
I started a fresh world with DyTech and updatet your mod but I started after the update the world where I crash.

Re: [MOD 0.10.x] Resource-Monitor-Mod v0.4.1

Posted: Mon Jul 07, 2014 7:25 am
by drs9999
SuperSandro2000 wrote:I started a fresh world with DyTech and updatet your mod but I started after the update the world where I crash.
Ok, I uploaded a new version. I guess I fixed the bug, but I'm not 100% sure because I wasn't able to reproduce it, though.

Re: [MOD 0.10.x] Resource-Monitor-Mod v0.4.1

Posted: Thu Jul 17, 2014 10:37 pm
by BioVenomTechnologies
[quote="drs9999
Image
[/quote]

Spelling Mistake.

DEPLEATED, should be Depleted, or DEPLETED.

de·plete: past tense: depleted; past participle: depleted
definition: use up the supply or resources of.


Good mod, will definitely use.

Re: [MOD 0.10.x] Resource-Monitor-Mod v0.4.1

Posted: Sat Jul 19, 2014 5:34 am
by drs9999
Thanks for the report. It's fixed (I didn't increased the mod-version though).

As always if you want to fix it by your own all in-game texts can be found in: MOD-FOLDER/script-locale/en.cfg

Re: [MOD 0.10.x] Resource-Monitor-Mod v0.4.1

Posted: Mon Aug 18, 2014 8:01 am
by Skellitor301
Got a crash using the resource monitor:

Image

Using Factorio version 0.10.8
Hope this helps