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Re: [MOD 0.16.x] Actual Craft Time

Posted: Sun Jan 13, 2019 7:27 pm
by osldgoth
Fairly sure I know the problem, it's an easy fix but I'm away atm. Should have a new version out 24-36hrs.

When player A opens a machine the code creates a table to store some info for the slider function. While player A's gui is open, player B opens a machine and the code creates a table but overwrites or resets the first table. This can cause a number of crashes if player A users the slider. Should have made the code player specific in the first place to avoid the problem.

Re: [MOD 0.16.x] Actual Craft Time

Posted: Fri Jan 18, 2019 6:33 am
by osldgoth
v0.3.0
added code for labs, mining drills, and pumpjacks

Lab items per second is likely NOT correct atm. While I continue to work on it, someone take a look and tell me what I'm not doing right? if one can follow my code :)

I would also like to add in mining productivity to mining drills and pumpjacks - that is TBD

Re: [MOD 0.16.x] Actual Craft Time

Posted: Fri Jan 18, 2019 7:03 am
by Sander_Bouwhuis
Thank you for your continued work on this great mod!

I really hope that you can get the numbers working, and also that you'll keep supporting (upgrade?) it when v0.17 comes out.

BIG THUMBS UP!

Re: [MOD 0.16.x] Actual Craft Time

Posted: Sun Jan 20, 2019 2:23 pm
by Cyro
Hey there,

so I just found out about your mod and think it is really helpful, but..
it does not work with "Alien Loot Economy" / does not like me opening the miners GUI => lua error => crash.

I dont really wanna disable either mods so I hope you might be able to fix that!


Edit:
Said error is:

"Note:

Actual_Craft_Time::on_gui_opened (ID 83)
Entity is not crafting-machine.
stack traceback:
[]__Actual_Craft_Time__/control.lua:31:in function 'getRecipe'
[]__Actual_Craft_Time__/control.lua:320: in function
<__Actual_Craft_Time__/control.lua:283>

Re: [MOD 0.16.x] Actual Craft Time

Posted: Mon Jan 21, 2019 7:22 am
by Arfarazon
I have the same issue on latest version with Pyanodon's full suite, when i open a crystal mine GUI
was fine on the previous version of your mod (0.2.9)

Re: [MOD 0.16.x] Actual Craft Time

Posted: Mon Jan 21, 2019 8:27 am
by osldgoth

Re: [MOD 0.16.x] Actual Craft Time

Posted: Mon Jan 21, 2019 12:04 pm
by Arfarazon
osldgoth wrote: Mon Jan 21, 2019 8:27 am give v0.3.1 a try. https://github.com/osldgoth/Actual-Craf ... tag/v0.3.1
in this version i get another exception:

83.093 Error MainLoop.cpp:1035: Exception at tick 81943219: Error while running event Actual_Craft_Time::on_gui_opened (ID 83)
__Actual_Craft_Time__/control.lua:258: attempt to perform arithmetic on local 'IPS' (a nil value)

happens on any custom pyanodon's miners (phosphate, niobium miners, crystal mines, etc)

Unfortunately i dont know lua basically at all, but if that helps, to my understanding here's the example of one of the entities that causes exception in your mod:
https://github.com/pyanodon/pyrawores/b ... z-mine.lua line 32

his miners can use consumable items (drill heads) and/or mining liquids, if that helps also

Re: [MOD 0.16.x] Actual Craft Time

Posted: Mon Jan 21, 2019 12:30 pm
by Cyro
Tried with the new version you linked.

(btw also get a problem when opening the coal miners)

and when trying to open the alien miners it still crashes, but different error this time I think:

"__Actual_Craft_Time__/control.lua:258:
attempt to perform arithmetic on local "IPS" (a nil value) "

Re: [MOD 0.16.x] Actual Craft Time

Posted: Mon Jan 21, 2019 4:04 pm
by GTrak
Thank you. I love this mod.
Could you add local string for "/s" and plural "s" ?

Re: [MOD 0.16.x] Actual Craft Time

Posted: Thu Jan 24, 2019 7:18 pm
by BammBamm
Image

Run into a repeateable Crash when i "open" an MK2 Miner from Factorio Extended Plus.

Re: [MOD 0.16.x] Actual Craft Time

Posted: Thu Jan 31, 2019 7:43 pm
by Aramil_S
Crashes also with basic coal powered drill from vanilla.
Topic at mods.factorio (with my fast hotfix): https://mods.factorio.com/mod/Actual_Cr ... 000cd71c01

Re: [MOD 0.16.x] Actual Craft Time

Posted: Fri Mar 01, 2019 12:11 am
by Hive
i hope this will be available soon in 0.17

i only used your 2.2 version yet, to have just input and outpunt clear is suuper usefull and i missing that for 0.17 as everything has to be new calculated ...

i just saw that in your later versions you added the inserters needed and a slider bar ... :? but why? can you make that changable in the settings (to just not show that?), i dont think that is so usefull especially with mods that will change the inserter

Re: [MOD 0.16.x] Actual Craft Time

Posted: Fri Mar 01, 2019 6:25 am
by Sander_Bouwhuis
I too am hoping for a v0.17 of you wonderful mod!

[0.17.17] Bug Report: Mod Confict

Posted: Sat Mar 23, 2019 3:40 pm
by mandydax
I got an error while adding this along with Miniloader. The error was
Failed to load mods: Error while running setup for entity prototype "miniloader-inserter-ACT-copy" (inserter): No order string defined and there is no item to place it.

Mods to be disabled:
  • Actual_Craft_Time

Re: [MOD 0.16.x] Actual Craft Time

Posted: Mon Apr 22, 2019 10:18 am
by nuhll
Ive added a bug in the factorio mod portal, not sure if you didnt read it... or no longer active?

Anyway, i heavily use your mod in my playthru and only one bug i found.. somehow the calculation for the bob greenhouses are wrong.. i set so many greenhouses that it should give a red belt... but it dont.

I build so many that i can support my plastic production... and it dont... ^^

Re: [MOD 0.16.x] Actual Craft Time

Posted: Sun May 05, 2019 5:35 am
by osldgoth
Version 0.3.8 is available. Multi-player is NOT tested, though I don't expect any bugs. You all will let me know if you encounter some. See change log. I do want to do a rewrite of my code so unless there are bugs with this version, the next version should be the rewrite. It's mainly for me as the code is a mess and I'm having trouble following it.

Re: [MOD 0.16.x] Actual Craft Time

Posted: Sun May 05, 2019 9:52 am
by Mithaldu
Crashes when closing the window of a factory:

Image

Also it appears the github repository is not up-to-date.

Re: [MOD 0.16.x] Actual Craft Time

Posted: Thu May 09, 2019 11:03 pm
by DaleStan
This does not seem to recognize the speed bonus from the "Lab research speed" research.

When researching Lab research speed 2 (which takes 30 nominal seconds per cycle), the labs have +20% speed bonus from Lab research speed 1. The actual time required per cycle is 25 in-game seconds due to that bonus, but this mod still shows "Lab research speed 2 crafts in 30 seconds".

Re: [MOD 0.16.x] Actual Craft Time

Posted: Fri Jun 07, 2019 8:50 am
by nuhll
IT doesnt seem to work with bobs effect thing III (i put speed modules in it, reaching the asembler, but it doenst count it)

If i put prod or speed modules direct into assembler it works just fine.

Also is it possible to add speed from pumps? And or pipes? (so that you can see ah this pipe can handle 100/s)

Re: [MOD 0.16.x] Actual Craft Time

Posted: Sat Aug 10, 2019 11:52 pm
by Pridesfall
The mod Actual Craft Time caused a non-recoverable error.
Please report this error to the mod author.

Error while running event Actual_Craft_Time::on_gui_click (ID 1)
__Actual_Craft_Time__/control.lua:658: bad argument #2 of 3 to 'sub' (number expected, got nil)
stack traceback:
[C]: in function 'sub'
__Actual_Craft_Time__/control.lua:658: in function 'playerSlid'
__Actual_Craft_Time__/control.lua:856: in function <__Actual_Craft_Time__/control.lua:786>