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Home Page: https://mods.factorio.com/mods/zomis
License: MIT License
Various mods for the game Factorio
Home Page: https://mods.factorio.com/mods/zomis
License: MIT License
Visual Singals: Can you think of a possibilty to add a "Mod Setting" taht adjusts the number of signals tracked in a row before seeing the ugly horizontal and vertical sroll bars. At the moment it is 7. When you add an 8th signal in the row...it's ugly town.
Resource Count mod should consider some resources as part of the same area, but sometimes divides areas into two or even three pieces when it really should be the same area.
Map Exchange string where this can be seen: (go a bit to the left and a bit down to a copper field)
>>>AAAMAB0AAAADAwYAAAAEAAAAY29hbAMDAgoAAABjb3BwZXItb3Jl
AwMCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl
yb24tb3JlAwMCBQAAAHN0b25lAwMCV6xWkpgRAABYKwAAAAAAAAAAAA
ADAASXjeA=<<<
Possible solution: Find all resources nearby and check distance < X.
So all things being equal, I tested the new "What is it Missing" mod an noticed that in a fresh world I was hardly running at even 10 UPS. I did the debug option on time usage and saw the mod utilizing close to 40.000/0.000/0.000. I removed it and everything was back to a normal 60 UPS.
Improve the Timeline HTML with JavaScript to make the table sortable (and/or filterable) and add some CSS
Map crashed with the command window opened (tried entering ' * ' instead of a number value then applying). Next time I load from autosave, the command window pops up, but pressing Close does nothing.
Create a GUI that shows the number of the different types, and have the possibility to upgrade/downgrade by clicking a button.
The upgrade will be done by marking entities for removal, and when they have been removed, they will be replaced by something else.
LuaForce.logistic_networks
LuaLogisticNetwork.find_cell_closest_to(position)
LuaLogisticCell.is_in_construction_range(position)
Normal belts
Underground belts
Splitters
This is the trace:
As mentioned in https://mods.factorio.com/mods/zomis/what-is-missing/discussion/20178, world name also needs to be stored in addition to the positions of the machines for the recipes.
I didn't get a good look at the error message, but it said it was an index error. I assume it tried to index the visual signals, but because there were none, it tried to index null. Based off my (fairly poor) knowledge of LUA, you should probably be able to fix this easily by adding a check to see if items exist before trying to index them.
(I'd label this with the bug tag, but I can't find the button, do I not have perms or am I blind?)
Add a clickable button that when clicked shows a mining drill that has no more resources to mine. Use the player teleportation trick from Advanced Logistics System for showing the mining drill.
Hi there,
Isn't the recipe for the GUI Signal Display far too expensive? I find the item useful but it should be somewhat cheaper (similar to the combinators). I find the item should be available mid-game instead of just late game (where I don't care for much signals anymore because I have everything available everywhere anway).
What do you think? Why did you make it so expensive? Might also promote your mod a bit more, if the item is more available ;)
New player joining a force
New player didn't see the GUI button at the top so I had to place down a GUI Signal Display
control.lua
and data.lua
Hi there,
In a multiplayer game where I tried the "visual signals" mod of yours I got this error when placing the first signal display:
"Error while running event visual-signals::on_tick (ID 0)
visual-signals/control.lua:166: attempt to index field 'gui_signal_display' (a nil value)"
I'm player number 2 on that map so maybe it's multiplayer related?
Thanks for checking!
I keep getting the following message periodically:
[What is missing] Detected recipe change at {1077.5, -520.5} from iron-plate to copper-plate
It floods the console with a whole bunch in a row when it happens. The numbers in the brackets changes in each flood set. Also it alternates between 'from iron to copper' and 'from copper to iron'.
I uploaded a zip file with my save, mod list, and mod settings files (25.2MB) to google drive. (Github's max upload size is 10MB.)
https://drive.google.com/file/d/0Byroz2BAyLHob1FmSGZtNGhxb2M/view?usp=sharing
An important factor that will determine how fast you are is: How fast can you get your machines up and running?
Check for some of the options of https://lua-api.factorio.com/latest/defines.html#defines.entity_status to determine functional/not-functional machines.
Maybe some players don't want their machines to be on "output full" because that means that they are overproducing?
Either way, at first check for things like "X machines producing iron ore at "
Could it be possible to copy over the commands when building from blueprints?
Currently, it gets restored to default.
This prevents a minor issue with the GUI showing after placing an entity after you have clicked the top button to hide the left panel.
Instead of manually detecting through magic when an item is produced by a mining drill, an assembling machine, or anything else, listen for an item produced event.
I forgot to remove the 'Perform' button before publishing the mod.
So I'm trying to use the Advanced Combinator to automate sat production in conjunction with the Crafting Combinator, but it is giving me some issues. Specifically, I am currently trying to get the an automation for Solar Panels 3s. I have the reads coming in from my storage to determine the cases on what is present, but after that is where it falls apart. I have tried a bitwise-and and an addition to see if I can get the triggers to fire right, but I cannot. I have tracked it down to not understanding what the const field is for at the end of the value_of_signal function. I am assuming that is to read the value on the combinator rather than the incoming line. Maybe that is my issue. I want to do my comparisons and get my boolean values, then use those to determine what to craft. What am I not getting?
if(compare(green(this,item/solar-panel),>,const(0)),set_signal(const(7),signal(signal_type(virtual/signal-0),const(1))));
if(compare(green(this,item/solar-panel-2),>,const(0)),set_signal(const(8),signal(signal_type(virtual/signal-1),const(1))));
if(compare(green(this,item/solar-panel-3),<,const(300)),set_signal(const(9),signal(signal_type(virtual/signal-2),const(1))));
if(compare(add(value_of_signal(signal(signal_type(virtual/signal-0),const(1))),value_of_signal(signal(signal_type(virtual/signal-0),const(1)))),=,const(2)),set_signal(const(1),signal(signal_type(virtual/signal-A),const(1))));
Crash:
603005.674 Error MainLoop.cpp:1207: Exception at tick 19555041: The mod Visual Signals (0.18.2) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event visual-signals::on_gui_checked_state_changed (ID 3)
__visual-signals__/control.lua:212: attempt to index field 'gui_signal_display' (a nil value)
stack traceback:
__visual-signals__/control.lua:212: in function <__visual-signals__/control.lua:205>
603005.675 Error ServerMultiplayerManager.cpp:90: MultiplayerManager failed: "The mod Visual Signals (0.18.2) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event visual-signals::on_gui_checked_state_changed (ID 3)
__visual-signals__/control.lua:212: attempt to index field 'gui_signal_display' (a nil value)
stack traceback:
__visual-signals__/control.lua:212: in function <__visual-signals__/control.lua:205>"
View number of items in a specific chest at the top-left of the screen, always.
scanUsedDrills
function can count resources multiple times. Fixing this is quite simple by adding a HashSet-like check.
The graphics for the combinators in Visual Signals and Advanced Combinator could use some improvement. Help wanted.
Whenever an electric pole is destroyed, detect if that will split up your electronic network into two different networks.
Upon load, it no longer can detect signal. Must be deconstructed and placed again.
Other thoughts:
will love more doc about how to work with this combinator
as well can u make it LUA scripted for logic
so we can make our own vars and stuff ^^
When rocket is built and it is waiting for satellite, What is missing is still scanning the rocket silo inputs and it is likely to miss something as the rocket is already built.
In my mind there's a difference between "What's the bottleneck" and "why isn't this working", and it would be cool to easily be able to see "electric engine units haven't been made in 5 minutes" as opposed to "you need more electric engine units to make this faster, but one was just available 5 seconds ago so it's not actually broken". I don't know if that would be a timer on each icon, or just highlighting them in shades of red as they sit idle for longer. Thanks!
Love the Display, but as soon as there's a few displays showing, it takes up an inordinate amount of space over the console, which is unhelpful for multiplayer games.
Would be nice if the display window could be moved or minimized to allow more use of the console
Each player should have the possibility to have specific configuration, preferably this should be possible to enter before the game starts. (So that you don't have to pause the game to enter this later)
Specify what the configuration should contain. JSON-format seems optimal.
Hardcode some game progress goals and have the ability to show how much resources are remaining (only count chests) until game is completed, and/or some other goals are met.
Possible goals:
What needs to be done:
Scan items in both chests and transport betls, perhaps even in robots.
Example for the rocket silo:
Then below all that show what is required to build those things, for example:
Then show stuff needed to produce that:
As iron plate can occur on multiple levels, perhaps only show the sum of it on the bottom-most level?
135.596 Error MainLoop.cpp:1207: Exception at tick 0: The mod Advanced Combinator (0.18.1) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event advanced-combinator::on_tick (ID 0)
advanced-combinator/control.lua:86: bad argument #1 of 2 to 'pairs' (table expected, got nil)
stack traceback:
[C]: in function 'pairs'
advanced-combinator/control.lua:86: in function <advanced-combinator/control.lua:85>
Save Timeline to HTML file. Use a <table>
with the following headers:
Instead of hardcoding the speeds for each type of mining drill, use values from the entity prototype.
As the left side bar has limited space and Factorio don't support draggable GUIs, a button to show/hide the left side bar (or minimize) for the mods that use it would be useful.
Even though it is possible to hide all and then show one by one, reordering the Signal Displays would be helpful.
Add this to the detailed GUI where you can change names of them.
Reordering should ignore if it is shown or not and then when showing a hidden one it should show it in the correct order, as they appear in the renaming GUI.
This is a good place to add technologies, for example:
entity.order_deconstruction(force)
)By storing the resource-entities that was found while hovering, it can save performance by only having to loop over those entities again (assuming we're still holding over the same resource group), instead of searching again for which tiles contains resources.
What does one press to itemize items into categories like in the first picture shown at the mod portal?
Regards,
~B
I do not see any bitwise operations for advanced combinators, Is it possible if you could add those?
To make it easier for non-Factorio developers to help with #13, make some test-data so that the script can be executed directly with Lua without the need of a Factorio installation.
Topic...
If you are tracking "God Modules" (Bob's Mods) for example and then you remove the recipe for God Modules (by disabling that Mod option for example), then What is missing is causing Factorio to crash when it detects the recipe change on the machine that was producing them.
This is just some more or less organized random ideas just to put it down there:
INPUT_STATS:
Items / Minute (or second)
Last item retrieved at, second to last received at
Store all occasions of items retrieved for statistics?
QUESTIONS:
What to do with items that are lying in chests?
How to handle requester chests?
Other stuffs that might need to be considered:
For the exact formula of drills, see https://wiki.factorio.com/index.php?title=Mining_drills#Mining_Speed_Formula
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