Search found 30 matches

by Lindor
Sun Sep 24, 2023 7:06 pm
Forum: Mods
Topic: Lindors Advanced Pasting
Replies: 3
Views: 617

Re: Lindors Advanced Pasting

Now i'm thinking about automatically moving superfluous items from chests to the player's output or trash inventory when pasting requests from a recipe.
Will probably the feature of the next version.
by Lindor
Sat Sep 23, 2023 6:37 pm
Forum: Mods
Topic: Lindors Advanced Pasting
Replies: 3
Views: 617

Re: Lindors Advanced Pasting

v0.0.1 is released.
All features mentioned in the previous post have been implemented.
by Lindor
Sun Sep 03, 2023 4:04 am
Forum: Mods
Topic: Lindors Advanced Combat
Replies: 0
Views: 341

Lindors Advanced Combat

This is supposed to become the future homepage of the Lindors Advanced Combat mod.
OP will be updated in the future to become more descriptive.
by Lindor
Fri Sep 01, 2023 7:43 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.87] incorrect sound function
Replies: 1
Views: 795

[1.1.87] incorrect sound function

Hey :) "__base__/prototypes/entity/sounds.lua": function "sounds.large_explosion(volume)" has an unused "volume" parameter. The volume is always set to 0.55 in spite of different prototypes trying to set different volumes. Examples from "__base__/prototypes/entity/...
by Lindor
Thu Aug 31, 2023 4:13 pm
Forum: Modding interface requests
Topic: new data:extend
Replies: 7
Views: 795

Re: new data:extend

Okay. Well, since the modders are required to update their mods for any new game version, complete forwards-compatibility will never happen anyway. It just makes me sad because i see massive wasted potential here. If there was just one simple rule, namely that tables inside tables must be distinguis...
by Lindor
Thu Aug 31, 2023 12:01 am
Forum: Modding interface requests
Topic: new data:extend
Replies: 7
Views: 795

Re: new data:extend

Honestly, data.raw is pure chaos. Even for the same entry in the same prototype, just over multiple game versions: Sometimes the entry is a table Sometimes it's a table of a table Sometimes it's a table of multiple non-uniquely-identifyable tables For a game like factorio that is generally thought t...
by Lindor
Wed Aug 30, 2023 11:08 pm
Forum: Modding interface requests
Topic: new data:extend
Replies: 7
Views: 795

Re: new data:extend

Or, another idea for a good paradigm would be that every table without a "type" or "name" identifier always has a unique key. Like every graphics table with the key "head" cannot contain other tables. Therefore, if a table does not contain a "type" or "na...
by Lindor
Wed Aug 30, 2023 10:55 pm
Forum: Modding interface requests
Topic: new data:extend
Replies: 7
Views: 795

Re: new data:extend

And there's one unsolvable problem: Sometimes we want to insert a value into a table without a type or name identifier. But such tables cannot be uniquely identified other than by the key, but the key is arbitrary and can always change in the future. Example: data.raw: { type = "beam", nam...
by Lindor
Wed Aug 30, 2023 10:25 pm
Forum: Modding interface requests
Topic: new data:extend
Replies: 7
Views: 795

Re: new data:extend

Spotted a small mistake in the code above. Only applies if you're setting up a completely new prototype instead of altering an existing one. I'll still leave it here so you can learn from my mistake. Here's the fixed code: --set up function names to be local and allow for recursion local copy local ...
by Lindor
Wed Aug 30, 2023 6:01 pm
Forum: Ideas and Requests For Mods
Topic: [Mod Request] Lategame Logistics Solution
Replies: 0
Views: 337

[Mod Request] Lategame Logistics Solution

Hello :) I have just posted a Vanilla suggestion, but since it's also kinda a mod request, i want to post it here as well: https://forums.factorio.com/viewtopic.php?f=6&p=589635#p589635 I'm trying my best to come up with a mod myself, but my time is very limited atm and i'd love if anyone would ...
by Lindor
Wed Aug 30, 2023 5:53 pm
Forum: Ideas and Suggestions
Topic: Lategame Logistics Solution
Replies: 0
Views: 436

Lategame Logistics Solution

Hello :) First of all, i'd be happy for all mods provided, i just couldn't find any non-cheaty mods which solve this yet. Also feel free to interpret this as a mod request, i'd just also like to have it in Vanilla. What i want is a lategame logistics solution which is scalable, isn't cheaty and feel...
by Lindor
Wed Aug 30, 2023 2:01 am
Forum: Modding interface requests
Topic: new data:extend
Replies: 7
Views: 795

Re: new data:extend

Turns out that the code i have written was absolutely terrible. But i came up with a solution: --very fast deepcopy of any non-recursive lua object without metatable support local copy do copy = function(obj) if type(obj) ~= "table" then do return obj end else local result = {} for k, v in...
by Lindor
Tue Aug 29, 2023 11:41 pm
Forum: Modding interface requests
Topic: new data:extend
Replies: 7
Views: 795

new data:extend

Hello dear devs :), Let's suppose you want to add an area-attack to data.raw["beam"]["laser-beam"]. You deepcopy the table and add your area attack to laserBeam.action. Now if for some reason future vanilla factorio also decides to add an area attack, ours would overwrite this. W...
by Lindor
Mon Aug 28, 2023 2:30 am
Forum: Mods
Topic: Lindors Advanced Pasting
Replies: 3
Views: 617

Re: Lindors Advanced Pasting

v0.0.0 is released. It has been tested and seems to be working :D :lol: For future versions i'm thinking about mod settings like maximum amount of requested stacks per item minimum amount of empty output-inventory stacks maybe maximum amount of "value" per request, like one processing unit...
by Lindor
Mon Aug 28, 2023 12:28 am
Forum: Mods
Topic: Lindors Advanced Pasting
Replies: 3
Views: 617

Lindors Advanced Pasting

This is supposed to be the homepage of the Lindors Advanced Pasting mod. Features: Setting requests for logistic chests via copy-and-pasting doesn't exceed the chest's inventory any more. Additionally, requests come in multiples of maximum stack size per item. Keeps request item ratios as closely as...
by Lindor
Sun Aug 27, 2023 2:22 pm
Forum: Mods
Topic: Lindors Advanced Solar
Replies: 0
Views: 347

Lindors Advanced Solar

This is supposed to be the future homepage for the Lindors Advanced Solar mod.
Feel free to discuss the mod here :) All opinions are welcome.

OP will probably be updated in the future to become more descriptive.
by Lindor
Sat Aug 19, 2023 10:38 pm
Forum: Modding help
Topic: Logistic Network Modding
Replies: 0
Views: 314

Logistic Network Modding

Hello :) I came back to factorio after 4 years and want to create a lot of mods now, and right on top of my list is the logistic network. What i envision so far: 1. Logistic chests get an (ingame settable) ID and can only request from / send to chests inside the same network with the same ID. Defaul...
by Lindor
Mon Jan 06, 2020 9:06 am
Forum: Modding help
Topic: Saving Tables inside Tables in Lua
Replies: 3
Views: 825

Re: Saving Tables inside Tables in Lua

Ah, i see. Thank you <3
by Lindor
Mon Jan 06, 2020 8:41 am
Forum: Modding help
Topic: Saving Tables inside Tables in Lua
Replies: 3
Views: 825

Saving Tables inside Tables in Lua

Hi, Can you help me understanding something? If i run the code tab = {1,3} result = {tab} tab = {1,4} return result it outputs {1, 3}, as i expected. But if i run the code local x = 3 local tab = {} local result = {} for k = 2, x do for v = 1, k do tab[v] = v end result[#result+1] = tab end then i e...
by Lindor
Sat Oct 05, 2019 6:12 am
Forum: Modding help
Topic: [Solved] various themes: comparing tables, general code quirks, blueprint modding and how not to behave as modder(sorry)
Replies: 22
Views: 3208

Re: How to get a logistic chests items being fetched?

Don't worry anymore, i finished the mod and so far at least in singleplayer everything is working as i hoped. Again a big thank you for making this mod possible. As i said, i thanked you in the mod description, eradicator (https://mods.factorio.com/mod/logistic-chest-overflow). I've learned some les...

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