Search found 36 matches
- 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...
- 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 It can compare main .cfg(mod author's language) texts with outdated/incomplete/traslate-exclusive's .cfg texts.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...
- 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,
which is newly added in "data\base\prototypes\map-settings.lua"
"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
- 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 ...
- 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...
- 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
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
- 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...
- 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...
- 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...
- 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...
- 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?
And iterating the object in concepts such asRseding91 wrote: ↑Thu Sep 03, 2020 3:58 pmEverything listed in https://lua-api.factorio.com/latest/Concepts.html is just basic tables; just iterate them to see what properties they have.
Code: Select all
/c for k,v in pairs(game.map_settings) do game.print(k) end
- 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)...
- 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...
- 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.
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.
- 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...
- 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...
- 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...
- 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 ...
- 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
- 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...