Search found 36 matches

by x2605
Sat Feb 20, 2021 11:57 am
Forum: Tools
Topic: locale .cfg string editor(missing/diff/same line finder)
Replies: 1
Views: 193

Re: locale .cfg string editor(missing/diff/same line finder)

New feature in v0.2 ~ v0.2.4 "detach/attach key names" now recognise special words like __1__, __CONTROL__blabla__, \n, , [tooltip=blabla], [/font]... And convert them into "Emoji" unicode character which translation program ignores. This means you can simply whole copy & pas...
by x2605
Wed Feb 17, 2021 8:58 am
Forum: Tools
Topic: locale .cfg string editor(missing/diff/same line finder)
Replies: 1
Views: 193

locale .cfg string editor(missing/diff/same line finder)

I made an web application to manage .cfg strings. It can compare main .cfg(mod author's language) texts with outdated/incomplete/traslate-exclusive's .cfg texts. Main purpose is to find missing keys and merge into previous incomplete .cfg file, and rearrange key lines same to main .cfg. https://x260...
by x2605
Tue Nov 24, 2020 4:06 am
Forum: Resolved Problems and Bugs
Topic: [1.1.0] --start-server-load-scenario execution parameter for Factorio windows version fails
Replies: 3
Views: 288

[1.1.0] "map-settings.example.json" is missing "negative_path_cache_delay_interval"

I catched the point of problem.
"map-settings.example.json" file in released zip file is missing newly added parameter,

Code: Select all

{
  "path_finder":
  {
    "negative_path_cache_delay_interval": 20
which is newly added in "data\base\prototypes\map-settings.lua"
by x2605
Tue Nov 24, 2020 3:51 am
Forum: Resolved Problems and Bugs
Topic: [1.1.0] --start-server-load-scenario execution parameter for Factorio windows version fails
Replies: 3
Views: 288

[1.1.0] --start-server-load-scenario execution parameter for Factorio windows version fails

--start-server-load-scenario <scenario> commandline parameter for factorio 1.1 for windows getting failed. --start-server <savefile> works ok. example factorio.exe --start-server-load-scenario scenario_name ... See "0.003 Program arguments:" below for detailed running command I used. It's ...
by x2605
Thu Sep 10, 2020 5:14 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.0.0] Savefile corrupts if invalid LuaItemStack is in global table
Replies: 1
Views: 646

[Rseding91] [1.0.0] Savefile corrupts if invalid LuaItemStack is in global table

corrupt_save_test.zip I was playing with events, I tried to log every events in global table. I found a case that allows save without warning but making cannot load the save again. Reproduce : - Download scenario and upzip in scenario folder to play it. - It's writing some LuaObjects caught in even...
by x2605
Wed Sep 09, 2020 9:42 pm
Forum: Development-Tools
Topic: global Variable Viewer and event Viewer
Replies: 3
Views: 393

Track events and look into properties of tracked LuaObjects

I just updated Event Trace mod,
https://mods.factorio.com/mod/0-event-trace

Now saving event log at global variable scope became possible if gvv mod is active too.
They are in collaborative now!
https://mods.factorio.com/mod/gvv
by x2605
Tue Sep 08, 2020 10:26 am
Forum: Development-Tools
Topic: global Variable Viewer and event Viewer
Replies: 3
Views: 393

Running console lua code in sandbox scope of a mod

My mistake. I didn't know built-in /c command already can access mod's sandbox using /c __<mod_name>__ header. So I updated gvv to 0.2.1 and removed /g-c command I was made. Still you can see source code of them at 0.2.0 source if you have interest. Also I made gvv to generate pasteable code to make...
by x2605
Mon Sep 07, 2020 2:15 pm
Forum: Development-Tools
Topic: global Variable Viewer and event Viewer
Replies: 3
Views: 393

Running console lua code in sandbox scope of a mod

Lua API global Variable Viewer (gvv) 0.2.0 update. https://mods.factorio.com/mod/gvv/changelog Now gvv mod is updated to 0.2.0 and have commands similar to built-in commands /c and /sc . To make it available to run lua code in the sandbox of each mod which loaded gvv's remote module. /g-c --[[<mod_n...
by x2605
Sat Sep 05, 2020 6:48 am
Forum: Development-Tools
Topic: global Variable Viewer and event Viewer
Replies: 3
Views: 393

global Variable Viewer and event Viewer

I made 2 mods usable in actual game. Lua API Event Trace https://mods.factorio.com/mod/0-event-trace This mod monitors events listed in defines.events Provides filtering function. Lua API global Variable Viewer (gvv) https://mods.factorio.com/mod/gvv You can explore global table of map or each mod y...
by x2605
Fri Sep 04, 2020 12:53 pm
Forum: Implemented mod requests
Topic: Can you give .help() to all LuaObjects?
Replies: 6
Views: 370

Re: Can you give .help() to all LuaObjects?

Also the one example you listed out of all the things in concepts not working is a LuaObject and has .help(). Nope. I can't access help function. May be in your source code, help is alive but something is overrided it. LuaMapSettings: unknown path help stack traceback: (command):1: in function <(co...
by x2605
Fri Sep 04, 2020 2:37 am
Forum: Implemented mod requests
Topic: Can you give .help() to all LuaObjects?
Replies: 6
Views: 370

Re: Can you give .help() to all LuaObjects?

Rseding91 wrote:
Thu Sep 03, 2020 3:58 pm
Everything listed in https://lua-api.factorio.com/latest/Concepts.html is just basic tables; just iterate them to see what properties they have.
And iterating the object in concepts such as

Code: Select all

/c for k,v in pairs(game.map_settings) do game.print(k) end
giving me only a __self key.
by x2605
Fri Sep 04, 2020 2:33 am
Forum: Implemented mod requests
Topic: Can you give .help() to all LuaObjects?
Replies: 6
Views: 370

Re: Can you give .help() to all LuaObjects?

.help() already works on all of LuaBootstrap, LuaRemote, LuaCommandProcessor, LuaSettings, LuaRCON, LuaRendering. Are you sure? Try this on base 1.0 /c local a={game,script,remote,commands,settings,rcon,rendering} local fail={} for _,v in pairs(a) do local b,c=pcall(function() local d=v.help() end)...
by x2605
Thu Sep 03, 2020 9:39 am
Forum: Implemented mod requests
Topic: Can you give .help() to all LuaObjects?
Replies: 6
Views: 370

Can you give .help() to all LuaObjects?

I'm making a global variable viewer. And it now have tree structure gui and can dig inside infinitely through tables and luaobjects having table-like properties. And added a function to open directory of default global luaobjects too. I'm using .help() method to get available property names for obje...
by x2605
Wed Sep 02, 2020 12:11 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.0.0] LuaRemote of mod crashes by calling level's global including LuaGameScript of level
Replies: 2
Views: 629

Re: [1.0.0] LuaRemote of mod crashes by calling level's global including LuaGameScript of level

Ah, not only game.
If script, remote, commands, settings, rcon, rendering of scenario level are inside of global table of scenario level,
They also causes crash when global is called by remote from mod.
by x2605
Wed Sep 02, 2020 11:58 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.0.0] LuaRemote of mod crashes by calling level's global including LuaGameScript of level
Replies: 2
Views: 629

[Rseding91] [1.0.0] LuaRemote of mod crashes by calling level's global including LuaGameScript of level

I was making a mod to monitor global table of other mod or map itself and encountered a crash. After tracking, I was able to extract short code causing crash. I wrote short sample mod and scenario to help you reproduce crash. Load both and try /test command in game. Crash log is included in zip file...
by x2605
Sun Aug 30, 2020 4:22 am
Forum: Resolved Problems and Bugs
Topic: [1.0.0] on_gui_switch_state_changed not fires as expected after loading save
Replies: 1
Views: 568

[1.0.0] on_gui_switch_state_changed not fires as expected after loading save

Bug summary : on_gui_switch_state_changed will not fires after loading game when clicking the switch that has left visible when saved before. I made an scenario to help you reproduce bug. Extract contents in scenario folder and try to play it. Reproducing procedure with custom scenario : 1. Open swi...
by x2605
Wed Aug 26, 2020 10:03 am
Forum: Modding help
Topic: How to detect whether character's vehicle fired single shot?
Replies: 1
Views: 126

How to detect whether character's vehicle fired single shot?

I'm trying to make custom artillery vehicle. My objective : - Make vehicle not to react to global artillery-targeting-remote. - No automatic fire. - Only react to custom remote used inside of vehicle. Remote cannot invoke other same types of vehicle. - Can fire directly with fire button, like normal...
by x2605
Tue Aug 25, 2020 1:29 pm
Forum: Modding interface requests
Topic: Spider-vehicle surface teleport
Replies: 5
Views: 261

Re: Spider-vehicle surface teleport

Yep. I also don't know why... I guess it is not prepared "yet". But you may can "teleport" that via - Check existing spider-vehicle s with LuaSurface::find_entities_filtered at around of destination position in destination surface. - Do LuaSurface::clone_entities for teleporting ...
by x2605
Tue Aug 25, 2020 11:50 am
Forum: Not a bug
Topic: [1.0.0] script can't connect power-switch to pole with copper wire
Replies: 4
Views: 240

Re: [1.0.0] script can't connect power-switch to pole with copper wire

boskid wrote:
Tue Aug 25, 2020 11:46 am
They were introduced somewhere around 0.15.24 when exporting PowerSwitch wires for blueprint string was added.
Aha, I got it. Thank you for letting me know that.
by x2605
Tue Aug 25, 2020 10:52 am
Forum: Implemented mod requests
Topic: Add API for power-switch to connect to poles with copper-wire
Replies: 1
Views: 177

Add API for power-switch to connect to poles with copper-wire

I thought it is a bug because there is definition about relationship of power-switch to copper-wire in API, https://lua-api.factorio.com/latest/defines.html#defines.wire_connection_id but a staff said it is not a bug. https://forums.factorio.com/viewtopic.php?p=508991#p508991 I recognize the omissio...

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