[MOD 0.13] Time Tools (& Clock Combinator)

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Fizzbin10
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Re: [MOD 0.13] Time Tools (& Clock Combinator)

Post by Fizzbin10 »

binbinhfr wrote:corrected
Thank you all working now :)

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Re: [MOD 0.13] Time Tools (& Clock Combinator)

Post by wvlad »

binbinhfr , please check PM
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dtoxic
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Re: [MOD 0.13] Time Tools (& Clock Combinator)

Post by dtoxic »

Can we have an option to hide various elements/buttons, like game time and day/night button?
jcyxxx
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Re: [MOD 0.13] Time Tools (& Clock Combinator)

Post by jcyxxx »

Game speed tweak seems didn't works fine since game version 16.1X....
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binbinhfr
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Re: [MOD 0.13] Time Tools (& Clock Combinator)

Post by binbinhfr »

jcyxxx wrote:Game speed tweak seems didn't works fine since game version 16.1X....
hi, what problem do you have ? i just tested it with factorio 16.22 and everything seems ok for me concerning game speed buttons. Does anyone else have problems ?
Are you sure you do not have another mod tweaking with time installed ?
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Nightmaster
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Re: [MOD 0.13] Time Tools (& Clock Combinator)

Post by Nightmaster »

binbinhfr wrote:
jcyxxx wrote:Game speed tweak seems didn't works fine since game version 16.1X....
hi, what problem do you have ? i just tested it with factorio 16.22 and everything seems ok for me concerning game speed buttons. Does anyone else have problems ?
Are you sure you do not have another mod tweaking with time installed ?
I agree with jcyxxx, speed changes aren't actually speeding anything up anymore. I've not really changed my mod list lately, so it might be as jc suggests, that it was tied to the update. Here's the list of mods I am running, if you can tell me which one needs to go away in order to use Time Tools again, that would be fantastic. I'd rather have Time Tools than probably any 3 of the following. Thanks!

2x2 Electric Furnaces Mod
Advanced Radar for Factorio 0.15
Atomic Robots
Auto Deconstruct
Auto Research
Auto Trash
Auto craft
Base Mod
Belt Upgrader
Belt sorter
Better Long Handed Inserter
BetterRoboports
Black Market
Bottleneck
Bridge Railway
Charge Transmission
Concreep
Crafting Speed Research
Even Distribution
Expanded Robot Technology
Factorio Reach
Long Reach
Reverse Factory
Robot Mining Site
Squeak Through
Time Tools
TpTheGreat's Fast Tree Cutting
Tree Collision
Upgrade Builder and Planner
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binbinhfr
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Re: [MOD 0.13] Time Tools (& Clock Combinator)

Post by binbinhfr »

Hi Nightmaster,

I'm afraid I cannot figure out by myself which of your mod is messing with TimeTools.
All I can say is that TimeTools is working fine for me on a minimal mod setup.

I advice you to switch off all mods and then reactivate them one by one to see which one is the culprit...
Then I maybe can figure out what is the problem between those mods.

Have fun.
My mods on the Factorio Mod Portal :geek:
Nightmaster
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Re: [MOD 0.13] Time Tools (& Clock Combinator)

Post by Nightmaster »

binbinhfr wrote:Hi Nightmaster,

I'm afraid I cannot figure out by myself which of your mod is messing with TimeTools.
All I can say is that TimeTools is working fine for me on a minimal mod setup.

I advice you to switch off all mods and then reactivate them one by one to see which one is the culprit...
Then I maybe can figure out what is the problem between those mods.

Have fun.
So I did as suggested, and here's the weird part. The combination of mods does not seem to be interfering. When I start a new game, I can speed up time all I want. But when I resume my current game that I've put hundreds of hours into (after time tools), the time tool does nothing. It might just be that I am taxing my machine too much, trying to manage 90k construction bots. Any other ideas or suggestions are welcomed.

Thanks
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binbinhfr
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Re: [MOD 0.13] Time Tools (& Clock Combinator)

Post by binbinhfr »

oh yes, I had the same problem with a very big factory : your computer just can't go faster ;-)
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Re: [MOD 0.13] Time Tools (& Clock Combinator)

Post by triktor »

I have the same issue, but I don't think it's about the computer, I mean, with speed modules my machines go faster than without any mods, and double speed, and my computer can handle a several moduled machine, but doesn't increase speed even without modules in any factory
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Re: [MOD 0.13] Time Tools (& Clock Combinator)

Post by vangrunz »

Hi there,

does this mod exist on a non-gamechanging variant, such as for multiplayer without the new combinators?
I'm trying to mod as vanilla as possible, and I don't have use for time combinators -> the light is self-acting anyway.

Thanks!
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Re: [MOD 0.13] Time Tools (& Clock Combinator)

Post by tianmaqiang »

Please update version 17. Thank you.
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Re: [MOD 0.13] Time Tools (& Clock Combinator)

Post by savisitor15 »

Hello All,
As it seems binbinhfr is currently unavailable to update this mod I've taken it up and started maintaining it.
You can find it HERE
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Re: [MOD 0.13] Time Tools (& Clock Combinator)

Post by jooe »

Thanks @savisitor15 for trying to update - you forgot to change the paths when renaming though ...

Code: Select all

s/__TimeTools__/__TimeToolsContinued__/g
made it work :)
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Re: [MOD 0.13] Time Tools (& Clock Combinator)

Post by savisitor15 »

Oops... that'll teach me to change the name and not re-test.
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binbinhfr
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Re: [MOD 0.13] Time Tools (& Clock Combinator)

Post by binbinhfr »

Hi all, big thx to savisitor15 who is taking in charge the continuation of this mod.
My mods on the Factorio Mod Portal :geek:
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Re: [MOD 0.13] Time Tools (& Clock Combinator)

Post by zhuying »

Can we consider supporting the space exploration space station? The sky on the space station is dark and the eyes are uncomfortable. Most of the time I work on the space station. Thank you
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Re: [MOD 0.13] Time Tools (& Clock Combinator)

Post by The-Zee-System »

This probably wont happen, but would it be possible to add a feature to reset time back to 1 if a biter starts attacking a building/destroys a building or something like that?
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Re: [MOD 0.13] Time Tools (& Clock Combinator)

Post by LadyHavoc »

Can the minimum game speed be lowered? 0.5x is not slow enough for the players on our pyhardmode+pyblock game where the base is huge. Lowering the limit to like 0.1 would be helpful to all pyanodon players as that is a fairly typical game speed in end game (we're not that far yet).
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Re: [MOD 0.13] Time Tools (& Clock Combinator)

Post by LadyHavoc »

My bad, I was writing that message while thinking of a different speed mod that we are switching away from, what we need is fine-grained slow settings, like 0.1x, 0.15x, 0.2x, 0.25x, 0.30x, 0.35x and so on, rather than simple /2, /4, /8, because there is a big jump from our current 0.5x speed (/2) to 0.25x (/4), we just need like 0.3x for our current point in the game.
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