Search found 86 matches

by yaim904
Mon Feb 27, 2023 1:22 pm
Forum: Gameplay Help
Topic: How to set the permissions again?
Replies: 6
Views: 839

Re: How to set the permissions again?

Loewchen wrote: ↑
Mon Feb 27, 2023 12:25 pm
I tried the file you shared and it works,
Thank you
but i have a question, how to do it? Or why can't I do it?
by yaim904
Fri Feb 24, 2023 9:49 pm
Forum: Gameplay Help
Topic: How to set the permissions again?
Replies: 6
Views: 839

Re: How to set the permissions again?

Loewchen wrote: ↑
Fri Feb 24, 2023 9:29 pm
Yes, I am loading the save in single player.

In the picture you can see the message and the GUI, in the GUI all the buttons are disabled.
I will wait for an answer.
The attached file in the first message is the map I saved.
by yaim904
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
Loewchen wrote: ↑
Fri Feb 24, 2023 8:30 pm
/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.
by yaim904
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...
by yaim904
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

Stringweasel wrote: ↑
Sun Jan 22, 2023 5:15 pm
Did you add it to the locale file of the language you have selected? But if it's not that then I don't know :)
I added it where are all the translations I have

Code: Select all

zzYAIM_0.0.2\locale\en\base.cfg
zzYAIM_0.0.2\locale\es-ES\base.cfg
(295).png
(295).png (84.22 KiB) Viewed 844 times
It didn't work
by yaim904
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

Stringweasel wrote: ↑
Sun Jan 22, 2023 3:48 pm
Pretty sure you define that in the locale files like this:
https://github.com/ClaudeMetz/FactoryPl ... .cfg#L1-L2
I tried that and it didn't work.
(295).png
(295).png (3.89 KiB) Viewed 878 times
What am I doing wrong??
by yaim904
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.
(294).png
(294).png (7.54 KiB) Viewed 893 times
by yaim904
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.
Captura de pantalla (10).png
Captura de pantalla (10).png (1.01 MiB) Viewed 1088 times
by yaim904
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...
by yaim904
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' ] ...
by yaim904
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...
by yaim904
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

Re: How to add crafting categories to recipes that can be crafted by hand.

Bilka wrote: ↑
Sat Oct 08, 2022 12:26 pm
Thanks for your answer.
I tried with that property and it didn't work.
Captura de pantalla (281).png
Captura de pantalla (281).png (248.58 KiB) Viewed 775 times
by yaim904
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??

mrvn wrote: ↑
Mon Oct 03, 2022 4:09 am
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?
by yaim904
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...
by yaim904
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...
by yaim904
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...
by yaim904
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.
by yaim904
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" ...

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