Search found 22 matches
- Wed Feb 09, 2022 9:39 pm
- Forum: Modding discussion
- Topic: LUA IDE with typehint support
- Replies: 6
- Views: 498
Re: LUA IDE with typehint support
I'm using TypescriptToLua and GlassBricks/typed-factorio for exactly the same reason. It's working really well. I'd never used TypeScript (or Javascript) before I started, but I found it easy to pick up. IntelliJ supports autocomplete well.
- Mon Jan 24, 2022 12:00 am
- Forum: Modding help
- Topic: Questions about x/y coordinates of MapPosition, ChunkPosition, TilePosition
- Replies: 2
- Views: 359
Re: Questions about x/y coordinates of MapPosition, ChunkPosition, TilePosition
Thanks boskid! The 'round towards negative infinity' tip was really useful. I have something that's working now. Here's a preview https://i.imgur.com/UhkPlOA.mp4 That's me clicking around the web-map I generated from my Factorio test map. I drew letters in concrete to make sure the map tiles were ge...
- Mon Jan 17, 2022 9:28 pm
- Forum: Modding help
- Topic: Questions about x/y coordinates of MapPosition, ChunkPosition, TilePosition
- Replies: 2
- Views: 359
Questions about x/y coordinates of MapPosition, ChunkPosition, TilePosition
I'm exporting tile-data based on events into a file, and I'm trying to combine them into chunks so that I can make PNGs of them. I'm getting confused because I'm not clear on the coordinate system that Factorio is using, and whether it's the same for each of these different positions. I have a lot o...
- Wed Dec 22, 2021 10:14 pm
- Forum: Releases
- Topic: Version 1.1.49
- Replies: 10
- Views: 7282
Re: Version 1.1.49
LuaObjects are now saved using binary format instead of previous format with intermediate Lua table. This speeds up general handling of LuaObjects and makes saving and loading with a lot of them noticable faster. Would it be possible to access this encoded data it in a mod, and then document it so ...
- Wed Dec 22, 2021 10:11 pm
- Forum: Modding interface requests
- Topic: Small documentation improvement requests
- Replies: 221
- Views: 24395
Re: Small documentation improvement requests
-> Thanks for the hints, both of these are fixed for the next release. Hi, I see that LuaSurface is updated, thanks! But Position x/y is not, they still show ints. Concepts.html#Position -> The Position concept has been removed for the next version, everything now uses the specialized positions lik...
- Sun Nov 28, 2021 9:52 am
- Forum: Modding help
- Topic: Documentation says Position x/y are ints, but they return floats
- Replies: 2
- Views: 260
Re: Documentation says Position x/y are ints, but they return floats
Done, thanks! I'm looking quite closely at the types of fields so it's good to know where to go.
Having the correct types documented makes using https://github.com/GlassBricks/typed-factorio/ even more useful.
Having the correct types documented makes using https://github.com/GlassBricks/typed-factorio/ even more useful.
- Sun Nov 28, 2021 9:50 am
- Forum: Modding interface requests
- Topic: Small documentation improvement requests
- Replies: 221
- Views: 24395
Re: Small documentation improvement requests
I think I've found some mis-typed fields: [list=1] [*] https://lua-api.factorio.com/latest/Concepts.html#Position Position x and y are documented as being ints, but when I get the player's position, it returns floating point numbers with decimal places. /c local p = game.player p.print(p.position.x...
- Sun Nov 28, 2021 9:09 am
- Forum: Modding help
- Topic: Documentation says Position x/y are ints, but they return floats
- Replies: 2
- Views: 260
Documentation says Position x/y are ints, but they return floats
https://lua-api.factorio.com/latest/Concepts.html#Position Position x and y are documented as being ints, but when I get the player's position, it returns floating point numbers with decimal places. /c local p = game.player p.print(p.position.x.." "..p.position.y) -0.05078125, 46.48828125 ...
- Wed Nov 03, 2021 6:58 pm
- Forum: Modding help
- Topic: How do associated characters work?
- Replies: 8
- Views: 734
Re: How do associated characters work?
Bob's classes and character mod , for example, allows you to construct characters and leave avatars of yourself in the world. Say, your current character is of the miner's class. It's your character (player.character) which you are currently controlling: You move it up with <W>, you let it mine som...
- Wed Nov 03, 2021 6:55 pm
- Forum: Won't implement
- Topic: Rename on_player_changed_position to on_character_changed_position?
- Replies: 9
- Views: 995
Re: Rename on_player_changed_position to on_character_changed_position?
Gotcha, thanks for the details! I understand better now, and I appreciate you taking the time to explain.
- Sun Oct 24, 2021 10:06 am
- Forum: Modding help
- Topic: How do associated characters work?
- Replies: 8
- Views: 734
Re: How do associated characters work?
Thanks for the explanations - I understand the documentation better now. Would this re-write make sense? ( original ) A list of logged-in characters that are associated with this player. Associated characters are not controlled by the player (TODO what does 'controlled ' mean?). Characters can be as...
- Sun Oct 24, 2021 9:38 am
- Forum: Modding help
- Topic: Serialise instances of classes to JSON
- Replies: 8
- Views: 720
Re: Serialise instances of classes to JSON
In case this is useful for others, I've found two other serialisation files in Clusterio
clusterio/packages/slave/modules/clusterio/serialize.lua
clusterio/plugins/inventory_sync/module/serialize.lua
clusterio/packages/slave/modules/clusterio/serialize.lua
clusterio/plugins/inventory_sync/module/serialize.lua
- Sun Oct 24, 2021 9:34 am
- Forum: Won't implement
- Topic: Rename on_player_changed_position to on_character_changed_position?
- Replies: 9
- Views: 995
Re: Rename on_player_changed_position to on_character_changed_position?
Is LuaPlayer.position a convenience method for LuaPlayer.character.position?
- Fri Oct 22, 2021 8:33 am
- Forum: Won't implement
- Topic: Rename on_player_changed_position to on_character_changed_position?
- Replies: 9
- Views: 995
Re: Rename on_player_changed_position to on_character_changed_position?
Players and characters are different. Player is the controlling entity (i.e. you), character is the entity in the world that the player is bound to. Sorry yes, they're different, but when it comes to position they're the same right? LuaPlayer.position and LuaPlayer.character.position return the sam...
- Thu Oct 21, 2021 11:33 pm
- Forum: Modding help
- Topic: How do associated characters work?
- Replies: 8
- Views: 734
Re: How do associated characters work?
The reason the player.character is not included in the result is that it is controlled by the player. As the doc says, the function is for any characters that are associated with a player but "are NOT controlled by any player". Sorry I don't understand. The full section says Note: Charact...
- Thu Oct 21, 2021 10:48 pm
- Forum: Modding help
- Topic: Serialise instances of classes to JSON
- Replies: 8
- Views: 720
Re: Serialise instances of classes to JSON
Not sure what you are doing. But have you tried simply creating a list of fields you want to serialize for e.g. an inserter. Then loop over that list and for each field store serpent.block(entity[field])? I haven't tried that, I'm new to Lua so would you mind giving an example? I've managed to get ...
- Thu Oct 21, 2021 10:41 pm
- Forum: Won't implement
- Topic: Rename on_player_changed_position to on_character_changed_position?
- Replies: 9
- Views: 995
Re: Rename on_player_changed_position to on_character_changed_position?
D'oh you're right, my mistake. I got confused by the documentation talking about players/characters as if they're different.
- Wed Oct 20, 2021 7:25 pm
- Forum: Won't implement
- Topic: Rename on_player_changed_position to on_character_changed_position?
- Replies: 9
- Views: 995
Rename on_player_changed_position to on_character_changed_position?
The event on_player_changed_position provides a player_index , but it's not the player that's updated - it's the player's character. To be more accurate, the event should be called on_character_changed_position , which should provide the same parameters (for convenience), plus the unit_number of cha...
- Wed Oct 20, 2021 7:18 pm
- Forum: Modding help
- Topic: How do associated characters work?
- Replies: 8
- Views: 734
How do associated characters work?
What's the purpose of LuaPlayer.get_associated_characters()? I've run a quick test and it doesn't return anything - why isn't LuaPlayer.character included in the result (when the player is connected)?
- Wed Oct 20, 2021 6:57 pm
- Forum: Modding help
- Topic: Serialise instances of classes to JSON
- Replies: 8
- Views: 720
Re: Serialise instances of classes to JSON
I've found this topic which is similar. https://forums.factorio.com/viewtopic.php?t=74131&p=448975. Rseding91 replied, and said none of the options would happen. I agree that modifying the source classes to add serialisation would be very detrimental, but I'd ask if Factorio could provide a util...