[REL] Eco Manager [58772]

Discussion in 'Mod Discussions' started by trialq, January 13, 2014.

  1. glinkot

    glinkot Active Member

    Messages:
    250
    Likes Received:
    28
    Great idea - I do find it overlaps autofactory, and worse it overlaps the pause menu, so I have to exit with ctrl-alt-del and task manager. If we could move the buttons and make them smaller, it'd be perfect.
  2. trialq

    trialq Post Master General

    Messages:
    1,295
    Likes Received:
    917
    Can't you drag this mod out of the way?
  3. zweistein000

    zweistein000 Post Master General

    Messages:
    1,362
    Likes Received:
    727
    I'm guessing this still hasn't been fixed.
  4. trialq

    trialq Post Master General

    Messages:
    1,295
    Likes Received:
    917
    It wasn't until you shamed me into doing so just now :p

    v1.2:
    • Fix for path changes from 'alpha' to 'main/game'
    • Added spectator ko code as ORFJackal suggested
    edit: When I tested there was a graphical glitch whenever factories or fabbers were selected. The vision of the selected seemed to briefly illuminate. It may or may not be an issue, the lighting was heavily bugged that game.
    Last edited: April 5, 2014
  5. chrisjshull

    chrisjshull Member

    Messages:
    68
    Likes Received:
    38
    the buttons no longer show up in 68331
  6. trialq

    trialq Post Master General

    Messages:
    1,295
    Likes Received:
    917
    I haven't checked, but it's probably because of the floating framework. I might fix it, or abandon it for others to fix if they wish.
  7. stawos

    stawos Member

    Messages:
    79
    Likes Received:
    46
    TrialQ ned you to fix this especially useful to balance eco when playing with randoms
  8. thetrophysystem

    thetrophysystem Post Master General

    Messages:
    7,050
    Likes Received:
    2,874
    @trialq This is tHeTrOpHySyStEm communicating to you telepathically via "tagging". It is much easier than using those arrow shaped stones from Legend of Zelda ALTTP. I know you are doing a lot lately, but I recommend updating this mod, as well as considering a setting to autotoggle "group 1" power button automatically if energy drops below 30% and toggling it back if energy increases above 80%.

    This way, group 1 turns itself off and on, to allow anything else to take higher priority, and to manage itself while you pay attention and micro other stuff elsewhere.

    Please and thank you for considering this.
  9. trialq

    trialq Post Master General

    Messages:
    1,295
    Likes Received:
    917
    I'll wait a bit and see if the floating framework gets fixed. If it does this mod should work again.
  10. LavaSnake

    LavaSnake Post Master General

    Messages:
    1,620
    Likes Received:
    691
  11. trialq

    trialq Post Master General

    Messages:
    1,295
    Likes Received:
    917
    I didn't realise, thanks for fixing it. I'll see about fixing this mod at the weekend / start of next week.
    mayhemster likes this.
  12. LavaSnake

    LavaSnake Post Master General

    Messages:
    1,620
    Likes Received:
    691
    You're welcome. Be sure to tell me if you run into any bugs or have any suggestions.
  13. trialq

    trialq Post Master General

    Messages:
    1,295
    Likes Received:
    917
    Quick update just to get it working again, all I had to do was change the modinfo.

    @LavaSnake
    You say we can't access the live_game API from the floating framework panel, what do you mean by this? api.select.* and engine.call(*) calls still seem to work, which is all I needed to work.
    Planktum likes this.
  14. LavaSnake

    LavaSnake Post Master General

    Messages:
    1,620
    Likes Received:
    691
    In glad to hear that the update went over so smoothly. I think those are global calls so they work no matter the scene. I was talking about the live game dependent stuff like getting commander HP and the like.
    trialq likes this.
  15. stawos

    stawos Member

    Messages:
    79
    Likes Received:
    46
    Thanks for the update, I've missed this one a lot. modinfo was the fix? Is it something I can do with some other defunct mods? how did you do it?
  16. Fr33Lancer

    Fr33Lancer Well-Known Member

    Messages:
    595
    Likes Received:
    288
    Unlikely.
    He probably had to update the scene declaration, which is in in modinfo.json file, without touching the code itself.
  17. trialq

    trialq Post Master General

    Messages:
    1,295
    Likes Received:
    917
    Correct. If the defunct mods are in live_game and rely on the floating framework, it may be all you need to do to fix them. Check Lavasnake's thread on floating framework for a full explanation, he's given detailed instructions to convert from old to new.
  18. LavaSnake

    LavaSnake Post Master General

    Messages:
    1,620
    Likes Received:
    691
    Link here: https://forums.uberent.com/threads/rel-floating-framework-v2-0-73737.65658/

    And just ask if you run into any problems.
  19. Planktum

    Planktum Post Master General

    Messages:
    1,060
    Likes Received:
    510
  20. jackburton176

    jackburton176 Member

    Messages:
    63
    Likes Received:
    15
    how do i bind to group 0?

Share This Page