Search found 28 matches

by fredthedeadhead
Sun Oct 30, 2022 7:44 pm
Forum: Mods
Topic: [MOD 1.1] Kafkatorio - live updating web map POC
Replies: 5
Views: 2469

Re: [MOD 1.1] Kafkatorio - live updating web map POC

I've got a big update! The Kafkatorio servers can now handle data from multiple Factorio servers at once. This means that I only need to have one instance of the Kafkatorio backend servers running, which can handle data from multiple Factorio servers. I've also published the source code, including s...
by fredthedeadhead
Wed Jul 20, 2022 5:38 pm
Forum: Mod portal Discussion
Topic: [Public] Mod publish API
Replies: 5
Views: 1737

Re: [Experimental] Mod publish API

Thank you for the testing the publish API! Yes I'm aware of OpenAPI, but integrating it into the existing codebase takes a bit of work. At least with the new http APIs I did some internal refactoring so maybe in the future I'll get to implementing it. Even if it's not integrated in the code, publis...
by fredthedeadhead
Wed Jul 20, 2022 5:35 pm
Forum: Mods
Topic: [MOD 1.1] Kafkatorio - live updating web map POC
Replies: 5
Views: 2469

Re: [MOD 1.1] Kafkatorio - live updating web map POC

This is incredibly cool! I love web maps like this. The map being live is impressive by iteslf, but it might also be cool to have a slider to view the timelapse of changes. Thanks! A timeline is definitely possible! (making a platform that would allow for that sort of flexibility was my intention)....
by fredthedeadhead
Tue Jul 19, 2022 9:55 pm
Forum: Mods
Topic: [MOD 1.1] Kafkatorio - live updating web map POC
Replies: 5
Views: 2469

Re: [MOD 1.1] Kafkatorio - live updating web map POC

I've just updated the server with a new version - 0.8.0! https://factorio.adamko.dev/ https://i.imgur.com/LNHpelp.png Now buildings and ore is shown on the webmap. I've also significantly improved performance! I'd appreciate it if anyone could give it a test (direct connect to the server at this add...
by fredthedeadhead
Thu Jul 07, 2022 10:17 am
Forum: Mod portal Discussion
Topic: [Public] Mod publish API
Replies: 5
Views: 1737

Re: [Experimental] Mod publish API

The 'mod publish' API is really great! It was easy for me to set up an deployment task using Gradle. My one request is that you use OpenAPI (or an alternative, if any exist?) to document the REST APIs. It's nice having a parseable spec that's a consistent format. I have a question. Instead of versio...
by fredthedeadhead
Wed Jul 06, 2022 9:50 pm
Forum: Mods
Topic: [MOD 1.1] Kafkatorio - live updating web map POC
Replies: 5
Views: 2469

[MOD 1.1] Kafkatorio - live updating web map POC

I've been working on a proof-of-concept mod for a live updating web map. You'll be able to see your Factorio server from a browser, and see who's online and what they're building! You can view the first iteration here: https://factorio.adamko.dev/ https://i.imgur.com/1lVTXSw.png If you want to try i...
by fredthedeadhead
Wed Feb 09, 2022 9:39 pm
Forum: Modding discussion
Topic: LUA IDE with typehint support
Replies: 6
Views: 2270

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.
by fredthedeadhead
Mon Jan 24, 2022 12:00 am
Forum: Modding help
Topic: Questions about x/y coordinates of MapPosition, ChunkPosition, TilePosition
Replies: 2
Views: 1503

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...
by fredthedeadhead
Mon Jan 17, 2022 9:28 pm
Forum: Modding help
Topic: Questions about x/y coordinates of MapPosition, ChunkPosition, TilePosition
Replies: 2
Views: 1503

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...
by fredthedeadhead
Wed Dec 22, 2021 10:14 pm
Forum: Releases
Topic: Version 1.1.49
Replies: 10
Views: 12812

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 ...
by fredthedeadhead
Wed Dec 22, 2021 10:11 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83397

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...
by fredthedeadhead
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: 875

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.
by fredthedeadhead
Sun Nov 28, 2021 9:50 am
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83397

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...
by fredthedeadhead
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: 875

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 ...
by fredthedeadhead
Wed Nov 03, 2021 6:58 pm
Forum: Modding help
Topic: How do associated characters work?
Replies: 8
Views: 2165

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...
by fredthedeadhead
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: 2788

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.
by fredthedeadhead
Sun Oct 24, 2021 10:06 am
Forum: Modding help
Topic: How do associated characters work?
Replies: 8
Views: 2165

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...
by fredthedeadhead
Sun Oct 24, 2021 9:38 am
Forum: Modding help
Topic: Serialise instances of classes to JSON
Replies: 8
Views: 2310

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
by fredthedeadhead
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: 2788

Re: Rename on_player_changed_position to on_character_changed_position?

Is LuaPlayer.position a convenience method for LuaPlayer.character.position?
by fredthedeadhead
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: 2788

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...

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