Hi!
Could you automatically load a file at the beginning and users would make a symlink/hardlink to the export file?
This would allow to automatically load blueprints at start instead of copy/pasting.
Thanks!
Search found 15 matches
- Thu Jan 26, 2017 3:32 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 129061
- Fri Sep 02, 2016 10:27 pm
- Forum: Modding discussion
- Topic: Factorio libre: a Factorio mod standard library... maybe?
- Replies: 7
- Views: 3286
Re: Factorio libre: a Factorio mod standard library... maybe?
-Ability to save/load data between games - requires the user to unzip the mod and launch a script (linux and windows) I like this! Would using hardlinks work in place of the symlink? Hardlinks don't require admin privs on winblows Yes it does! I assumed it required admin rights as well! Thanks!
- Fri Sep 02, 2016 4:17 am
- Forum: Modding discussion
- Topic: Factorio libre: a Factorio mod standard library... maybe?
- Replies: 7
- Views: 3286
Re: Factorio libre: a Factorio mod standard library... maybe?
Yay, library with functionality! Advanced stuff like "Astar pathfinding", "UI templating and automation" would be surely of use. Not everytime, but whenever there's need for them, these functions will be a huge boon. Someday I might even use the library with those. And documenta...
- Thu Sep 01, 2016 8:19 am
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 45412
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
Hi, I am making some sort of "standard library" for modding, and i would like to know if you minded sharing the whole serpent->gzip->base64 stack? i found a pure lua gunzip module (https://github.com/davidm/lua-compress-deflatelua) but i could not find the deflate part... I need it to mak...
- Thu Sep 01, 2016 8:17 am
- Forum: Mods
- Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
- Replies: 81
- Views: 38841
Re: [MOD 0.13] Sticky notes - leave notes or signs on the map
Hi, i try to build some sort of a library to ease creation of mods , and i would like to integrate your invisible train stop and dupli_proto function, would that be okay (with proper credits obviously) ? Yes it's right for me. Send me a link when it's published, I am interested. Pre-published there...
- Thu Sep 01, 2016 8:15 am
- Forum: Modding discussion
- Topic: Factorio libre: a Factorio mod standard library... maybe?
- Replies: 7
- Views: 3286
Factorio libre: a Factorio mod standard library... maybe?
Hello everyone! I made a library that i think(hope) could interest some of you: -Core: -Debug log functions with log levels, buffer, log table as well, including self-referencing ones -Routines that doubles as timers -Ability to save/load data between games - requires the user to unzip the mod and l...
- Tue Aug 30, 2016 5:03 am
- Forum: Won't implement
- Topic: CPU, memory info and lua VM
- Replies: 7
- Views: 3059
Re: CPU, memory info and lua VM
No, i meant programatically get the CPU load, in a mod. There's nothing like that on http://lua-api.factorio.com unless i'm missing something?Rseding91 wrote:This already exists. Just hit F4 in-game and enable the debug times option to see how much CPU time is spent on each mod.
Thanks for your time
- Tue Aug 30, 2016 5:03 am
- Forum: Won't implement
- Topic: CPU, memory info and lua VM
- Replies: 7
- Views: 3059
Re: CPU, memory info and lua VM
Using coroutines will likely break MP games due to desync... I thought the bitop stuff was already present (vague memory - have a root around on _G)... For getting tiles in area, you could use these from any LuaSurface: .get_tileproperties(x, y) β TileProperties Get tile properties. .set_tiles(tile...
- Tue Aug 30, 2016 4:58 am
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 45412
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
Hi, I am making some sort of "standard library" for modding, and i would like to know if you minded sharing the whole serpent->gzip->base64 stack? i found a pure lua gunzip module (https://github.com/davidm/lua-compress-deflatelua) but i could not find the deflate part... I need it to make...
- Wed Aug 17, 2016 12:00 pm
- Forum: Modding help
- Topic: Reading file by lua
- Replies: 13
- Views: 7797
Re: Reading file by lua
That's not possible. You can work around it though, at least in single player. Have your mod write to the file via serpent.dump to let's say output.lua Create a symlink or the Linux equivalent in your mod folder pointing to output.lua Now you can do something like: variable = require "output&q...
- Wed Aug 17, 2016 11:46 am
- Forum: Won't implement
- Topic: CPU, memory info and lua VM
- Replies: 7
- Views: 3059
CPU, memory info and lua VM
Hello, Could you add a cpu and memory properties to the game object please? It could be useful to implement "smart" coroutines for heavy calculations, it does not need to be precise, just an indication like low, mid, high. Is it also possible to add integer and bit ops to the lua VM? It co...
- Wed Aug 17, 2016 9:15 am
- Forum: Mods
- Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
- Replies: 81
- Views: 38841
Re: [MOD 0.13] Sticky notes - leave notes or signs on the map
Hi,
i try to build some sort of a library to ease creation of mods , and i would like to integrate your invisible train stop and dupli_proto function, would that be okay (with proper credits obviously) ?
i try to build some sort of a library to ease creation of mods , and i would like to integrate your invisible train stop and dupli_proto function, would that be okay (with proper credits obviously) ?
- Wed Aug 10, 2016 3:20 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Recursive Blueprints 0.2.0
- Replies: 53
- Views: 35852
Re: [MOD 0.12.x] Recursive Blueprints 0.2.0
You also forgot to check if there are any blueprints for thge printer
printer.lua
line16 : if (outInv[1].valid_for_read) or (inCopies < 1) then return end -- previous output not taken away!
printer.lua
line16 : if (outInv[1].valid_for_read) or (inCopies < 1) then return end -- previous output not taken away!
- Wed Aug 10, 2016 1:58 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Recursive Blueprints 0.2.0
- Replies: 53
- Views: 35852
Re: [MOD 0.12.x] Recursive Blueprints 0.2.0
Hi, I just tested your mod, and it seems really nice! But: 1-in data.lua copyPrototype should not be declared as local. 2-In digitizer.lua, the function onTickDigitizer seems to be called before onBuiltDigitizer which raise an null pointer exception : line 191: if not pairedEnt.valid then Enclosing ...
- Tue Aug 09, 2016 7:03 am
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 45412
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
Hi, Thanks for the mod, it's very nice. However in control.lua function loadEntry, you need to flip the lines setting icons and those setting tiles, otherwise it fails with this message when a blueprint is only tiles (ver 1.1.9): Blueprint icons cannot be set on an empty blueprint. stack traceback: ...