I tried the file you shared and it works,
Search found 86 matches
- Mon Feb 27, 2023 1:22 pm
- Forum: Gameplay Help
- Topic: How to set the permissions again?
- Replies: 6
- Views: 839
- Fri Feb 24, 2023 9:49 pm
- Forum: Gameplay Help
- Topic: How to set the permissions again?
- Replies: 6
- Views: 839
- Fri Feb 24, 2023 9:23 pm
- Forum: Gameplay Help
- Topic: How to set the permissions again?
- Replies: 6
- Views: 839
Re: How to set the permissions again?
Thanks for the prompt response
/permissions It opens the GUI, but doesn't allow me to make any changes.
It's my first time in this situation, so I apologize if I'm doing something wrong.
/permissions reset The answer was: you don't have permissions to edit permission groups.
/permissions It opens the GUI, but doesn't allow me to make any changes.
It's my first time in this situation, so I apologize if I'm doing something wrong.
- Fri Feb 24, 2023 7:58 pm
- Forum: Gameplay Help
- Topic: How to set the permissions again?
- Replies: 6
- Views: 839
How to set the permissions again?
A few days ago I entered a server, and I liked what I saw, so I saved a copy on my computer to review it more calmly at another time; on the server I couldn't do anything, I had a body but I couldn't build or open an interface, I didn't pay attention to it because I thought the owner wanted to avoid...
- Wed Feb 01, 2023 11:02 pm
- Forum: Modding help
- Topic: Updated documentation of the MOD Factorio Library
- Replies: 12
- Views: 1137
- Mon Jan 23, 2023 2:08 am
- Forum: Modding help
- Topic: Updated documentation of the MOD Factorio Library
- Replies: 12
- Views: 1137
Re: Updated documentation of the MOD Factorio Library
I added it where are all the translations I haveStringweasel wrote: βSun Jan 22, 2023 5:15 pmDid you add it to the locale file of the language you have selected? But if it's not that then I don't know![]()
Code: Select all
zzYAIM_0.0.2\locale\en\base.cfg
zzYAIM_0.0.2\locale\es-ES\base.cfg
It didn't work
- Sun Jan 22, 2023 4:49 pm
- Forum: Modding help
- Topic: Updated documentation of the MOD Factorio Library
- Replies: 12
- Views: 1137
Re: Updated documentation of the MOD Factorio Library
I tried that and it didn't work.Stringweasel wrote: βSun Jan 22, 2023 3:48 pmPretty sure you define that in the locale files like this:
https://github.com/ClaudeMetz/FactoryPl ... .cfg#L1-L2
What am I doing wrong??
- Sun Jan 22, 2023 3:35 pm
- Forum: Modding help
- Topic: Updated documentation of the MOD Factorio Library
- Replies: 12
- Views: 1137
Re: Updated documentation of the MOD Factorio Library
I already found how to use the dictionary
I'm not very clear how it works, but for now it works.I don't know how it would work in multiplayer.
Just embed the sample code.
Now what I don't know how to do is take the name of the MOD in the "window" that is displayed.
- Mon Jan 16, 2023 1:28 pm
- Forum: Modding help
- Topic: Updated documentation of the MOD Factorio Library
- Replies: 12
- Views: 1137
Re: Updated documentation of the MOD Factorio Library
I literally have zero knowledge of how to use the Factorio Library.
Take the simplest example and let's explain.
For example:
When I try to use the directory example shown in the documentation, I get an error.
Take the simplest example and let's explain.
For example:
When I try to use the directory example shown in the documentation, I get an error.
- Mon Jan 16, 2023 4:48 am
- Forum: Modding help
- Topic: Updated documentation of the MOD Factorio Library
- Replies: 12
- Views: 1137
Updated documentation of the MOD Factorio Library
Hello, I hope everyone is well. I need your help to understand how to use the MOD Factorio Library. I want to use the directory, the translation and the GUI, maybe something else; but I can't find an updated manual on how to use it. I have reviewed various mods that use them, hoping to learn from th...
- Fri Nov 04, 2022 6:51 pm
- Forum: Modding help
- Topic: [1.1] How to know if an object is stackable?
- Replies: 9
- Views: 1733
Re: [1.1] How to know if an object is stackable?
Understand The displayed data is taken from data.raw in lua code [ 'light-armor' ] = { [ 'type' ] = 'armor' [ 'name' ] = 'light-armor' [ 'icon' ] = '__base__/graphics/icons/light-armor.png' [ 'icon_size' ] = 64 [ 'icon_mipmaps' ] = 4 [ 'resistances' ] = { ... } [ 'subgroup' ] = 'armor' [ 'order' ] ...
- Sun Oct 09, 2022 8:40 pm
- Forum: Modding help
- Topic: How to add crafting categories to recipes that can be crafted by hand.
- Replies: 5
- Views: 897
Re: How to add crafting categories to recipes that can be crafted by hand.
What you say is true. I created the category is for specific machines. In this example the category I created is xXx local CharacterCategories = data.raw[ 'character' ][ 'character' ] CharacterCategories = CharacterCategories[ 'crafting_categories' ] table.insert( CharacterCategories, 1, 'xXx' ) lo...
- Sun Oct 09, 2022 1:22 pm
- Forum: Modding help
- Topic: How to add crafting categories to recipes that can be crafted by hand.
- Replies: 5
- Views: 897
- Sat Oct 08, 2022 2:05 am
- Forum: Modding help
- Topic: How to add crafting categories to recipes that can be crafted by hand.
- Replies: 5
- Views: 897
Re: How to add crafting categories to recipes that can be crafted by hand.
Hello, there is no way to do what I want?
- Mon Oct 03, 2022 6:40 pm
- Forum: Modding help
- Topic: What am I doing wrong??
- Replies: 3
- Views: 500
Re: What am I doing wrong??
I understand what you're saying.
But... then what is the function of the properties always_show_made_in y always_show_products??
I thought that those options allow to hide the resulting products and the machinery that is needed.
Is there a way to do what I want?
- Mon Oct 03, 2022 2:16 am
- Forum: Modding help
- Topic: What am I doing wrong??
- Replies: 3
- Views: 500
What am I doing wrong??
In the first image you can see the information of the vanilla recipe You can't see the product or where it's made (I want that) Captura de pantalla (226).png In this image, is my recipe. Captura de pantalla (227).png Below are the properties of both recipes Captura de pantalla (228).png What am I do...
- Sat Oct 01, 2022 8:09 pm
- Forum: Modding help
- Topic: How to add crafting categories to recipes that can be crafted by hand.
- Replies: 5
- Views: 897
How to add crafting categories to recipes that can be crafted by hand.
Hello, I hope you are well, I need help with the following: Create a few categories for the mod recipes, and all is well. I want players to be able to craft the recipes of a category, but I can't find a way to do it. The following code worked but not well local CharacterCategories = data.raw[ 'chara...
- Sat Jul 30, 2022 11:04 am
- Forum: Modding help
- Topic: Select character on event on_player_changed_force
- Replies: 6
- Views: 833
Re: Select character on event on_player_changed_force
That looks wrong. Character will be "false" if the table is empty, or nil if it is not. The second "and" should be "or": You are right, this was a mistake. I still can't find a way to add the items I want to users (automatically) when starting the game or connecting, e...
- Wed Jul 27, 2022 12:30 pm
- Forum: Modding help
- Topic: How do I call the vanilla tooltip?
- Replies: 3
- Views: 947
Re: How do I call the vanilla tooltip?
Hello,
I think I was wrong,
I found this MOD that does what you want and is quite easy to understand.
Stack Size Tooltip
I hope it is helpful.
I think I was wrong,
I found this MOD that does what you want and is quite easy to understand.
Stack Size Tooltip
I hope it is helpful.
- Tue Jul 26, 2022 10:30 pm
- Forum: Modding help
- Topic: Select character on event on_player_changed_force
- Replies: 6
- Views: 833
Re: Select character on event on_player_changed_force
This is the test code I have. -- Control.lua local function Test( Event ) GPrefix.Log( "1" ) local Player = game.players[ Event.player_index ] if not Player then return end if not Player.character then GPrefix.Log( "2" ) Player.insert( { count = 1, name = "rocket-silo" ...