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[0.12.X] TimeButtons

Posted: Sun Jul 26, 2015 8:36 am
by Atom
I quickly updated the allways helpful mod TimeButtons to work with Factorio 0.12.

Have fun!
Atom
  • 0.2.5:
    - persistent settings fix

    0.2.4:
    - redefined tbgui, caused error sometimes

    0.2.3:
    - Added Menu button (cursorposition unavailable)

    0.2.2:
    - Ported to 0.12

Re: [0.12.X]TimeButtons

Posted: Sun Jul 26, 2015 9:16 pm
by SKleen75
Yes. This is fu****g essential!

I love this mod.

Thank you so much for it.

Re: [0.12.X]TimeButtons

Posted: Tue Jul 28, 2015 1:30 pm
by ares0027
SKleen75 wrote:Yes. This is fu****g essential!

I love this mod.

Thank you so much for it.
^exactly this with more enthusiasm!


edit: any way to show the menu (a command or something?)

Re: [0.12.X]TimeButtons

Posted: Tue Jul 28, 2015 2:49 pm
by Atom
ares0027 wrote:
SKleen75 wrote:Yes. This is fu****g essential!

I love this mod.

Thank you so much for it.
^exactly this with more enthusiasm!


edit: any way to show the menu (a command or something?)
I have to take another look, i stopped updating the moment i saw it working 8-)

I will update the first post when i have some changes!

edit: done, report any additional bugs/errors!

Atom

Re: [0.12.X]TimeButtons

Posted: Tue Jul 28, 2015 5:39 pm
by ares0027
Atom wrote:
ares0027 wrote:
SKleen75 wrote:Yes. This is fu****g essential!

I love this mod.

Thank you so much for it.
^exactly this with more enthusiasm!


edit: any way to show the menu (a command or something?)
I have to take another look, i stopped updating the moment i saw it working 8-)

I will update the first post when i have some changes!

edit: done, report any additional bugs/errors!

Atom
thank you for a quick reply and update :) but whenever i change a setting after pressing "save and close" i receive this and game forces quit (to main menu)

Image

Re: [0.12.X]TimeButtons

Posted: Tue Jul 28, 2015 5:44 pm
by Atom
Thanks ares, i just uploaded a fix.
Should be working now!

Atom

Re: [0.12.X]TimeButtons

Posted: Mon Aug 03, 2015 11:09 pm
by ares0027
Atom wrote:Thanks ares, i just uploaded a fix.
Should be working now!

Atom

thanks for the effort :)


i couldnt report this earlier but is it intended to reset menus and settings after loading/restarting game? i do not remember that on 0.11 but whenever i load the game on your update, it simply resets the mod and every setting. (it is not a trouble but would be better if it wasnt doing that :P )

Re: [0.12.X] TimeButtons

Posted: Tue Aug 04, 2015 2:58 pm
by Atom
Yea thought something was not quite right. Now it should save/load the settings correctly again, when the game saves.

Thanks,
Atom

Re: [0.12.X] TimeButtons

Posted: Thu Aug 06, 2015 12:12 am
by ares0027
Atom wrote:Yea thought something was not quite right. Now it should save/load the settings correctly again, when the game saves.

Thanks,
Atom

thank you so much, again :P and not just for your reply, but also for your fix, again :P

Re: [0.12.X] TimeButtons

Posted: Mon Aug 24, 2015 9:52 am
by Alexs
withTimeButtons.jpg
withTimeButtons.jpg (1.06 MiB) Viewed 24282 times
Thank you for your very useful mod.
But I have a big problem with its GUI.
My graphics setting is "Standard 120%"

I have GUIs following mods:
- clock_0.12.0
- autowire_0.1.3
- Foreman_0.0.7
- upgrade-planner_1.1.6
- RailLoogicSystem_0.0.7
- advanced-logistics-system_0.0.7
- GalacticTrade_0.5.3
- CORE-DyTech-core_1.2.1

The mod TimeButtons bring everything up.
Could you the GUI set up, so that it automatically inserts itself?
How about a button as "advanced-logistics-system_0.0.7"?
Thank you for your work

PS: I had to rename after their mod: TimeButtons_0.2.5

Re: [0.12.X] TimeButtons

Posted: Mon Aug 24, 2015 2:11 pm
by Peter34
What exactly is it this mod does? The OP contains no explanation, and there's no link-back to any alpha 11 or alpha 10-era threads.

Re: [0.12.X] TimeButtons

Posted: Mon Aug 24, 2015 3:27 pm
by Alexs
a fine mod: Time acceleration or deceleration. freely adjustable!

Re: [0.12.X] TimeButtons

Posted: Tue Aug 25, 2015 6:29 pm
by boro
current version can cause the occasional crash:
https://forums.factorio.com/forum/vie ... 30&t=15066

Re: [0.12.X] TimeButtons

Posted: Fri Aug 28, 2015 4:10 pm
by boro
With the factorio 0.12.5 update, the on-save event causing the crashes no longer works and as a result saving is no longer possible with this mod enabled.

Re: [0.12.X] TimeButtons

Posted: Sat Aug 29, 2015 11:10 am
by wad67
boro wrote:With the factorio 0.12.5 update, the on-save event causing the crashes no longer works and as a result saving is no longer possible with this mod enabled.
Confirmed on my machine as well, makes the game unplayable.

Re: [0.12.X] TimeButtons

Posted: Sat Aug 29, 2015 2:52 pm
by omagaalpha
From patches note seem to be how gui was made for reason why there save error.

Re: [0.12.X] TimeButtons

Posted: Sun Aug 30, 2015 6:59 am
by wad67
Deleting the offending function seemed to clear it up.
I have no Idea what it did, but it still works.

Re: [0.12.X] TimeButtons

Posted: Mon Aug 31, 2015 9:03 pm
by KeepOnBuilding
I have updated Hobbitron's SpeedButtons to work with 0.12.5:

https://github.com/KeepOnDigging/SpeedButtons/releases

This mod gives you the buttons but none of the other fancy stuff like settings screens or change-speed-on-crafting.

Enjoy, and
KeepOnBuilding.

Re: [0.12.X] TimeButtons

Posted: Tue Sep 01, 2015 8:31 am
by Alexs
@ KeepOnBuilding - thx

Re: [0.12.X] TimeButtons

Posted: Wed Sep 30, 2015 7:16 am
by PiggyWhiskey
Hi guys. I've been playing with 0.2.5 on Factorio 0.12.8 without any issues except for 1 bug.

If I click the "M" button (settings) the menu comes up correctly (x1-1, x3-3, x5-5, x10-10) but when I click save and close without making any changes, it's like I deleted the Name of the buttons. Causing all the time buttons to disappear. And then I need to go back into it to re-name the buttons.

Has anyone had this before?