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by Helfima
Sun Oct 27, 2024 10:10 pm
Forum: Bug Reports
Topic: [2.0.11] Interrupt reseted when train schedule change by API
Replies: 0
Views: 88

[2.0.11] Interrupt reseted when train schedule change by API

I have build a mod (https://mods.factorio.com/mod/TrainScheduleSignals) to build train schedule with the name of selected station. My mod write LuaTrain.schedule, that reset the interrupt settings and we don't see interrupt in the API. If when we write LuaTrain.schedule that don't reset interrupt wo...
by Helfima
Mon May 08, 2023 11:26 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] missing bottom frame when add frame in blueprint_setup_gui if blueprint too big
Replies: 1
Views: 827

[Klonan] missing bottom frame when add frame in blueprint_setup_gui if blueprint too big

I created a mod to add blueprint tool but if the blueprint is too big we lost save button
blueprint_tool_bug.png
blueprint_tool_bug.png (364.02 KiB) Viewed 827 times
to reproduce install my mod https://mods.factorio.com/mod/BlueprintTool

create a new big blueprint and try edit, the blueprint must be in the player inventory
by Helfima
Mon Nov 23, 2020 12:54 am
Forum: Implemented mod requests
Topic: Apply built-in tooltips to custom GUI elements
Replies: 9
Views: 3433

Re: Apply built-in tooltips to custom GUI elements

Rseding91 wrote: Sun Nov 22, 2020 4:48 pm Ok, I profiled it and it's now fixed for the next release...
thx a lot :P
by Helfima
Sun Nov 22, 2020 6:11 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 178094

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

hello, fixed in v0.11.20 ;)
by Helfima
Sun Nov 22, 2020 5:58 am
Forum: Implemented mod requests
Topic: Apply built-in tooltips to custom GUI elements
Replies: 9
Views: 3433

Re: Apply built-in tooltips to custom GUI elements

Hello Rseding91, I did few tests, what surprises me is that the locked setting has a more important value than the creation. the mod test Press hotkey [K] in game to open/close test panel test-choose-elem-button-cost.zip recipes in vanilla: test_recipe_base.png recipe in Pyanodon Mods (it just a tes...
by Helfima
Wed Nov 04, 2020 9:06 am
Forum: Implemented mod requests
Topic: Apply built-in tooltips to custom GUI elements
Replies: 9
Views: 3433

Re: Apply built-in tooltips to custom GUI elements

+1 when you use choose-elem-button the cost to add the button and lock can be significant. this to get the game tooltip choose-elem-button-cost.png if you can have a button to get tooltip, it will be super elem-button: elem_type :: string: The type of the button - one of the following values. item :...
by Helfima
Wed Nov 04, 2020 6:08 am
Forum: Implemented mod requests
Topic: LuaEntityPrototype::max_power_production read
Replies: 3
Views: 1511

Re: LuaEntityPrototype::max_power_production read

hello

+1

can you expose the max_power_output for generator?

use the existing attribute
LuaEntityPrototype.production: The max production this solar panel prototype produces or nil.
or create new
LuaEntityPrototype.max_power_output

some helper mods need read this value.
by Helfima
Sat Oct 17, 2020 12:21 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 178094

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

perhaps you dont push ENTER to validate the value
by Helfima
Thu Oct 15, 2020 8:37 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 178094

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Hello Doylecan, [amount affecting one] = is only use to computing effect from beacon on factory [beacon by factory]*X + [constant beacon] = number of beacon for the recipe (where X is the number of factory) in this case the yellow line is the variant, 1 beacon for 2 factory = 0.5 beacon by factory b...
by Helfima
Mon Sep 14, 2020 5:54 am
Forum: Cheatsheets / Calculators / Viewers
Topic: First time with oil processing ratios
Replies: 6
Views: 19086

Re: First time with oil processing ratios

... ... no, actually, first i tried helmod to do the calculations for me. but i found out, that helmod did not take into account, that heavier oil products can be cracked into lighter ones and it always had a surplus of heavy and light oil. so, helmod obviously did not use linear equations. ... hel...
by Helfima
Tue Jun 30, 2020 8:27 am
Forum: Modding discussion
Topic: How do I calculate energy consumption via script
Replies: 5
Views: 3116

Re: How do I calculate energy consumption via script

hello that return max and min consumption /c game.print( (function() local lua_prototype=game.entity_prototypes["inserter"] local max_energy_usage=lua_prototype.max_energy_usage local drain=lua_prototype.electric_energy_source_prototype.drain local max_consumption=math.ceil((max_energy_usa...
by Helfima
Tue Jun 09, 2020 6:01 pm
Forum: Won't implement
Topic: screen.element.force_render_above() please?
Replies: 26
Views: 13209

Re: screen.element.force_render_above() please?

Hello
a good example is my mod which is only an interface: https://mods.factorio.com/mods/Helfima/helmod
for my windows now I destroy them on reopening because otherwise they always go in the background
in my case it was 1 or 2 lines to modify

after if you add an option I will be happy if not too bad
by Helfima
Thu May 28, 2020 3:04 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 178094

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

Normally, I don't use style from Factorio base to not generate error on style :P
by Helfima
Wed May 27, 2020 2:20 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 178094

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

hello Pridesfall
the error come from FNEI mod
by Helfima
Fri May 08, 2020 2:28 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 178094

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

hello use ENTER to set the value on each input
by Helfima
Sat May 02, 2020 12:07 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 178094

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

@andre2
if you want all ressources, you must add all recipes in one production line
by Helfima
Mon Apr 27, 2020 3:41 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 178094

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

No problemo :P
I must update the help
by Helfima
Sun Apr 26, 2020 3:28 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 178094

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

@khalismur hello edit: in your case [amount affecting one] = 3 [beacon by factory]=0.5 [constant beacon]=2 [amount affecting one] = is only use to computing effect from beacon on factory the another values is use to calculate the beacon number with more flexibility [beacon by factory]*X + [constant ...
by Helfima
Wed Apr 15, 2020 9:29 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 178094

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

@slay_mithos: yes it's bad, I must redo all calculation on fuild usage, fuel consumption and power in theory it seems simple but not with the API and there are no unit for sample if you mean LuaEntityPrototype.max_energy_usage is the max power for electric consumption, some time is wrong or empty it...
by Helfima
Tue Apr 14, 2020 12:43 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 178094

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

@zegermans750 what is the version of mod? check log file!
you have try on new game? juste to see if your data is corrumpt.
have you try refresh button?

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