Search found 36 matches
- Fri Feb 09, 2024 12:25 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 121
- Views: 25316
Re: Friday Facts #397 - Factoriopedia
I get the feeling that with most of the ffa's I could just say something like. Ok, that's another mod I can dump It's not meant in a negative way, but I hope we get enough "real" new things that havent been solved/done by the modding communtiy already. The implementation of course is good ...
- Sat Jan 22, 2022 8:52 pm
- Forum: Ideas and Requests For Mods
- Topic: Need some help with a script
- Replies: 9
- Views: 2677
Re: Need some help with a script
This won't work because myDB is not a table, but a string that you try to combine with a table. This would work: local myDB, append local cnt = 0 for recipeName, recipeData in pairs(game.recipe_prototypes) do myDB = { "", -- Name of the template. As this is empty, the other table entries ...
- Sat Jan 22, 2022 8:46 pm
- Forum: Ideas and Requests For Mods
- Topic: Need some help with a script
- Replies: 9
- Views: 2677
Re: Need some help with a script
this works and shows me what I want (I removed all working code to isolate this problem) for recipeName, recipeData in pairs(game.recipe_prototypes) do game.print(recipeData.localised_name) end game.print("Done.") This works because recipeData.localised_name is a localised_string, which f...
- Sat Jan 22, 2022 8:42 pm
- Forum: Ideas and Requests For Mods
- Topic: Need some help with a script
- Replies: 9
- Views: 2677
Re: Need some help with a script
I can tear this entire recipe up and use it the way i want, but why they don't let us easely take that localised_name as a string baffels me. Because you can't know what will actually be printed when you reference recipe.localised_name in your script. Remember, this is just a placeholder that will ...
- Sat Jan 22, 2022 3:46 pm
- Forum: Ideas and Requests For Mods
- Topic: Need some help with a script
- Replies: 9
- Views: 2677
Re: Need some help with a script
https://lua-api.factorio.com/latest/LuaGameScript.html#LuaGameScript.write_file lets you write data out to a file in script-output, log always goes to the log file. The proper way to make a string representation of a table is using serpent.block(<table>). See https://lua-api.factorio.com/latest/Lib...
- Sat Jan 22, 2022 1:24 pm
- Forum: Ideas and Requests For Mods
- Topic: Need some help with a script
- Replies: 9
- Views: 2677
Re: Need some help with a script
First of all thank you for your time, for r, recipe in pairs(game.recipe_prototypes) do log({"", "Name: "..r, "\tlocalised_name: "..serpent.line(recipe.localised_name), "\tLocalised name: ", recipe.localised_name}) end This indeed works like I would like it to...
- Sat Jan 22, 2022 12:46 am
- Forum: Ideas and Requests For Mods
- Topic: Need some help with a script
- Replies: 9
- Views: 2677
Need some help with a script
Could someone help me with a script? I want to dump this information from my active mods recipes to a file but all examples i find give me a different type of string. I believe these are called the localised names but i find no examples on them how to find them using a script. I'm new to scripting f...
- Thu Jun 03, 2021 11:38 pm
- Forum: Ideas and Requests For Mods
- Topic: looking for new surface mod (Mod suggestion)
- Replies: 6
- Views: 1844
Re: looking for new surface mod (Mod suggestion)
and this board is marked a "ideas and requests for mods" so i'm a bit confussed on the wrong board part. also never said it was easy, The thread was moved, not posted here originally. "Don't think its that hard for an experienced modder :D" ok fair enough i was fairly certain i ...
- Thu Jun 03, 2021 11:05 pm
- Forum: Ideas and Requests For Mods
- Topic: looking for new surface mod (Mod suggestion)
- Replies: 6
- Views: 1844
Re: looking for new surface mod (Mod suggestion)
searched the portal, couldnt find it. only one thats over 3 years old since last update and still marked as in development. I did not mean to be disrespectfull. sorry if you felt this way. but looking at mods with differnt surfaces are out there i though one surface would be more easy then the compl...
- Thu Jun 03, 2021 10:40 pm
- Forum: Ideas and Requests For Mods
- Topic: looking for new surface mod (Mod suggestion)
- Replies: 6
- Views: 1844
looking for new surface mod (Mod suggestion)
Bassicly what i'm looking is this, a mod that would add a small ui button that can be pressed and when do so you would be transferd to a new surface with lab tiles. on this surface only ghost's can be placed. with an exit button to exit the surface back to the main game surface. The idea is to be ab...
- Sun Apr 25, 2021 10:25 pm
- Forum: Modding discussion
- Topic: up to date tutorials?
- Replies: 8
- Views: 2777
Re: up to date tutorials?
but if for example the locale/en/foo.cfg is not proccessing the [item-name] lines but it is proccesing [item-description] lines i figure something is forgotten to be explained. The only reason I can think of that would happen would be from interaction between item+recipe+entity (if it's placeable)....
- Sun Apr 25, 2021 9:53 pm
- Forum: Modding discussion
- Topic: up to date tutorials?
- Replies: 8
- Views: 2777
Re: up to date tutorials?
Not a beginner programmer but if for example the locale/en/foo.cfg is not proccessing the [item-name] lines but it is proccesing [item-description] lines i figure something is forgotten to be explained. either an error in the tutorial or the syntax has changed. although i checked it against the wiki...
- Sun Apr 25, 2021 7:48 pm
- Forum: Modding discussion
- Topic: up to date tutorials?
- Replies: 8
- Views: 2777
up to date tutorials?
any good up to date (video preffered) tutorials for a starter out there?
all the ones i found seem to not 100% work with the latest version of factorio.
there's always something missing/not working.
tnx.
all the ones i found seem to not 100% work with the latest version of factorio.
there's always something missing/not working.
tnx.
- Sun Apr 11, 2021 10:51 am
- Forum: PyMods
- Topic: is there a stack size list?
- Replies: 5
- Views: 6155
Re: is there a stack size list?
Thank you
- Sat Apr 10, 2021 4:41 pm
- Forum: PyMods
- Topic: is there a stack size list?
- Replies: 5
- Views: 6155
is there a stack size list?
Like the subject is already telling, Is there a list with all items + stack size? i'm building a system that needs to know the stack sizes to function so a list would be helpfull instead of either 1. waiting till i produce a full stack 2. go into creative to create them all and transfer that then to...
- Fri Apr 09, 2021 3:47 pm
- Forum: Gameplay Help
- Topic: Circuit question, is this possible?
- Replies: 3
- Views: 1505
Re: Circuit question, is this possible?
Thank you i worked it out by the pointers and example bp. i got it working now.
tnx
tnx
- Thu Apr 08, 2021 10:36 pm
- Forum: Gameplay Help
- Topic: Circuit question, is this possible?
- Replies: 3
- Views: 1505
Circuit question, is this possible?
let me explain, i have a circuit network that has several signals on it for example copper = 100 iron = 10 coal = 5 stone = 5 etc i have a chest where i can put one kind of item in (any amount, never mixed) it has to be a chest not a constant combinator or anything else. if that item is for example ...
- Thu Jan 21, 2021 4:40 am
- Forum: Ideas and Suggestions
- Topic: Combinator Logic Rework
- Replies: 14
- Views: 4244
Re: Combinator Logic Rework
also be able to ouput a pulse instead of a fixed value would be nice.
- Wed Jan 20, 2021 1:34 pm
- Forum: Ideas and Suggestions
- Topic: Combinator Logic Rework
- Replies: 14
- Views: 4244
Re: Combinators with multiple comparisson/calculations options
I think that is, what you mean: https://forums.factorio.com/viewtopic.php?f=6&t=90147 Combinator Logic Rework :?: Yes thats exactly the same proposal. 'use the current UI train as a base for combinators improvement' (read as : less frustration, hair pulling, monitor punching :p) He does ask for...
- Wed Jan 20, 2021 1:14 pm
- Forum: Gameplay Help
- Topic: Train station with same name question
- Replies: 6
- Views: 2257
Re: Train station with same name question
You can deactivate station by logic condition. You can for example connect several chests and read the content. Once the chests ar full enough you can activate the station. yep thats what i'm trying now, however not on chest conditions. some have stackers (high limit conditions) that need to stay f...