Search found 91 matches
- Thu Dec 20, 2018 8:06 pm
- Forum: Modding help
- Topic: Writing data to a file on a per-save basis
- Replies: 2
- Views: 1061
Re: Writing data to a file on a per-save basis
That sounds good, I had no idea that was possible. Is this using LuaGui in some way? I went looking around but the only thing relevant I could find was game.show_message_dialog(). I guess I could implement a command which is typed at the console for selecting a name. (But I think that would disable ...
- Thu Dec 20, 2018 1:57 pm
- Forum: Modding help
- Topic: Writing data to a file on a per-save basis
- Replies: 2
- Views: 1061
Writing data to a file on a per-save basis
I wrote a mod which writes information in a file as the game runs. I would like information from different saves to be separate from each other so the files don't clobber each other. What I currently do is generate a random number from 0 to 2 ^ 30 in on_init, and use this to name a file in which the...
- Mon May 14, 2018 5:09 pm
- Forum: Not a bug
- Topic: script.on_nth_tick crashes with nil; also documentation
- Replies: 2
- Views: 1332
Re: script.on_nth_tick crashes with nil; also documentation
You're right, I meant the script crashes not that the game crashes. (I forget that those are different things because the end result is I have to restart factorio either way.) Thanks for letting me know about the correct usage. Could that also be documented? There is nothing in the documentation say...
- Sun May 13, 2018 5:15 pm
- Forum: Not a bug
- Topic: script.on_nth_tick crashes with nil; also documentation
- Replies: 2
- Views: 1332
script.on_nth_tick crashes with nil; also documentation
script.on_nth_tick(nil, nil) crashes, but the documentation says: Parameters tick :: uint or array of uint: The nth-tick(s) to invoke the handler on. Passing nil will unregister all nth-tick handlers. f :: function(NthTickEvent): The handler to run. Passing nil will unregister the handler for the pr...
- Mon Feb 19, 2018 3:16 pm
- Forum: Implemented mod requests
- Topic: Resolve LocalisedString to string
- Replies: 12
- Views: 4832
Re: Resolve LocalisedString to string
Something like that is exactly what I'd be hoping for. I'll keep my eyes peeled in case that happens! Thanks for the reply.Klonan wrote:Code: Select all
local string = game.translate({item-name.iron-plate}, game.players[1].locale)
- Mon Feb 19, 2018 3:12 pm
- Forum: Implemented mod requests
- Topic: Resolve LocalisedString to string
- Replies: 12
- Views: 4832
Re: Resolve LocalisedString to string
Using log() is clunky (since now I need to post-process the log) but I guess it works. Thanks for the tip!
- Sun Feb 18, 2018 6:18 am
- Forum: Implemented mod requests
- Topic: Resolve LocalisedString to string
- Replies: 12
- Views: 4832
Resolve LocalisedString to string
Given a LocalisedString and a locale, I would like to be able to resolve them into an ordinary string. I would also like to be able to look up the locale that each player is using. (Both of those should be deterministic, I would imagine.) (Perhaps these could be combined into a single method, attach...
- Sun Feb 18, 2018 3:59 am
- Forum: Minor issues
- Topic: Production Menu error
- Replies: 1
- Views: 1051
Re: Production Menu error
This bug has become an issue for a mod I am working on, my (duplicate) bug report can be found here: viewtopic.php?f=47&t=57937
- Sat Feb 17, 2018 11:38 pm
- Forum: Duplicates
- Topic: [0.16.24] Production statistics issue with hand-crafting
- Replies: 2
- Views: 1022
Re: [0.16.24] Production statistics issue with hand-crafting
Didn't realize this was a duplicate. Maybe after two years with no comments it slipped through the cracks?
- Sat Feb 17, 2018 10:52 pm
- Forum: Duplicates
- Topic: [0.16.24] Production statistics issue with hand-crafting
- Replies: 2
- Views: 1022
[0.16.24] Production statistics issue with hand-crafting
Hand-crafted recipes only count for production statistics, and do not contribute to consumption statistics. This can be seen in this screenshot: https://i.imgur.com/QROwmHI.png where 4.1k green science packs have been produced, but only 4.0k transport belts or inserters have been consumed, which is ...
- Mon Jul 17, 2017 6:02 am
- Forum: Mods
- Topic: [MOD 0.14.x] Water maze
- Replies: 82
- Views: 40610
Re: [MOD 0.14.x] Water maze
Any chance this might be updated to work with 0.15? I am getting the following when I try to create a world with this scenario: ...Data/Roaming/Factorio/temp/currently-playing/control.lua:3: ...pData/Roaming/Factorio/temp/currently-playing/config.lua:1: module patterns/patterns not found; no such f...
- Fri May 05, 2017 8:20 pm
- Forum: Modding discussion
- Topic: [0.15] Mod setting/config interface - give your input
- Replies: 203
- Views: 63582
Re: [0.15] Mod setting/config interface - give your input
No localized values for multiple choice combo, unfortunately. Also like orzelek and others I would like to have a way to put up just explanatory text. In my case I'm not using a mouseover box because I want to include a link to an image gallery. Instead I plan on using a string input with a single a...
- Mon May 01, 2017 12:30 am
- Forum: Modding help
- Topic: Modify black background for icons?
- Replies: 4
- Views: 1129
Re: Modify black background for icons?
It's meant to be a challenge -- originally I only wanted objects on the ground to be invisible, but it turned out to be more of a challenge than planned. Invisible inventory is quite a pain but you get used to it somewhat. (There is also Fishorio mode, where all the icons are replaced by fish.) (I a...
- Sun Apr 30, 2017 7:48 pm
- Forum: Modding help
- Topic: Modify black background for icons?
- Replies: 4
- Views: 1129
Re: Modify black background for icons?
Thanks for the response! Don't worry about visibility of the icons... I'm making them invisible too
- Sun Apr 30, 2017 1:12 pm
- Forum: Modding help
- Topic: Modify black background for icons?
- Replies: 4
- Views: 1129
Modify black background for icons?
Is there any way to get rid of or modify the black background that appears behind icons on assembling machines, furnaces, containers, etc. when detailed view is on? I cannot find any sprite for it and am beginning to think it might be hardcoded.
- Thu Apr 27, 2017 11:21 pm
- Forum: Modding discussion
- Topic: [0.15] Mod setting/config interface - give your input
- Replies: 203
- Views: 63582
Re: [0.15] Mod setting/config interface - give your input
Thanks much for the quick and clear answers. Yeah, I don't have the test mod either (linux). I'll edit my post so that I can use it as a reference for myself, in lieu of documentation existing elsewhere.
- Thu Apr 27, 2017 10:57 pm
- Forum: Modding discussion
- Topic: [0.15] Mod setting/config interface - give your input
- Replies: 203
- Views: 63582
Re: [0.15] Mod setting/config interface - give your input
It's a core part of how the entire prototype system works in Factorio. If you don't know that it exists then you probably haven't been doing anything with modding in Factorio :P The only "documentation" that exists for Factorio prototypes is "copy the base game definitions". Sin...
- Thu Apr 27, 2017 10:48 pm
- Forum: Modding discussion
- Topic: [0.15] Mod setting/config interface - give your input
- Replies: 203
- Views: 63582
Re: [0.15] Mod setting/config interface - give your input
Lack of documentation has been a problem but thankfully folk's work was enough to get me started, although I still have some questions. So far this is what I've figured out (partially from what other people have said and partially from experimentation): Settings are created by extending data.raw. Us...
- Wed Apr 26, 2017 7:50 am
- Forum: Modding discussion
- Topic: [0.15] Mod setting/config interface - give your input
- Replies: 203
- Views: 63582
Re: [0.15] Mod setting/config interface - give your input
Really enjoying the new mod configuration options, all I need now is to figure out how to use it! Thanks to Rseding91 and folk for your explanations so far; I was able to get a simple mod with a runtime-per-user setting working by following folk's example mod, but am about to embark on something mor...
- Mon Feb 06, 2017 2:21 am
- Forum: Mods
- Topic: [MOD 0.14.x] Water maze
- Replies: 82
- Views: 40610
Re: [MOD 0.14.x] Water maze
I stopped getting thread notifications again, so sorry I didn't respond to comments. sintri, thanks for pointing it out, that will be fixed in next release. system, not sure what you mean. Is the mod not working correctly for you? Some of the patterns got renamed recently so you might need to update...