Search found 36 matches

by LoneWolf_LWP
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 ...
by LoneWolf_LWP
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 ...
by LoneWolf_LWP
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...
by LoneWolf_LWP
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 ...
by LoneWolf_LWP
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...
by LoneWolf_LWP
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...
by LoneWolf_LWP
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...
by LoneWolf_LWP
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 ...
by LoneWolf_LWP
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...
by LoneWolf_LWP
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...
by LoneWolf_LWP
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)....
by LoneWolf_LWP
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...
by LoneWolf_LWP
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.
by LoneWolf_LWP
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
by LoneWolf_LWP
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...
by LoneWolf_LWP
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
by LoneWolf_LWP
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 ...
by LoneWolf_LWP
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.
by LoneWolf_LWP
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...
by LoneWolf_LWP
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...

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