Search found 297 matches
- Wed May 31, 2023 4:10 pm
- Forum: Development tools
- Topic: Factorio Modding Tool Kit: Debugging, LSP for Locale and Changelog, Packaging and more
- Replies: 2
- Views: 1207
Factorio Modding Tool Kit: Debugging, LSP for Locale and Changelog, Packaging and more
FMTK provides a growing collection of tools for VSCode and other editors. It is available as a VSCode Extension , and a standalone npm cli tool Tools include: Debugging, with breakpoints, stepping, variable inspection etc (for any DAP-compatible editor) JSON Validation of various files, including in...
- Sat Mar 11, 2023 4:58 pm
- Forum: Modding help
- Topic: Setting Up a Dev Environment
- Replies: 4
- Views: 578
- Thu Dec 08, 2022 3:01 am
- Forum: Mod portal Discussion
- Topic: [Public] Mod images API
- Replies: 3
- Views: 1011
Re: [Public] Mod images API
What's the lifetime of an image that is uploaded and then un-referenced?
Could we have a flag for "hidden"/unlisted images in the gallery to not be shown in the image-strip on the mod page, for use in the markdown description/faq pages?
Could we have a flag for "hidden"/unlisted images in the gallery to not be shown in the image-strip on the mod page, for use in the markdown description/faq pages?
- Thu Dec 08, 2022 2:59 am
- Forum: Mod portal Discussion
- Topic: [Public] Mod details API
- Replies: 4
- Views: 1217
Re: [Public] Mod details API
I finally got around to using this some and it's working great! The one thing i'd note is that it is currently impossible to *remove* a homepage or source_url from a mod that already has them, as they won't accept an emptystring as a valid value.
- Fri Oct 22, 2021 1:41 am
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 66275
Re: Small documentation improvement requests
https://lua-api.factorio.com/latest/Con ... Connection
describes the type of positions as array[Vector], but hten has a comment that they have x/y, shouldn't this be array[Position]?
describes the type of positions as array[Vector], but hten has a comment that they have x/y, shouldn't this be array[Position]?
- Thu Sep 23, 2021 4:31 pm
- Forum: Implemented Suggestions
- Topic: [Implemented] Instrument Mode on Headless
- Replies: 3
- Views: 1351
Re: Instrument Mode on Headless
I'm not sure about the exact timing, but this went into the last round of updates (.40 i think), give it a go on the latest update!
- Wed Jun 23, 2021 10:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.35] crash when using set_stack inside blueprint book
- Replies: 1
- Views: 1771
[Rseding91] [1.1.35] crash when using set_stack inside blueprint book
Using set_stack() to replace an item in a blueprint book causes a crash Repro command (imports a book containing an empty blueprint) /c game.player.cursor_stack.import_stack("0eNqrVkrKKU0tKMrMK4lPys/PVrKqRogUK1lFI3FBcpklqblKVkhiOkplqUXFmfl5SlZGFoYm5pZG5iYGxuZGJha1OkqZeSmpFUpWBrWxOhg6dcHW6SglJpd...
- Wed Jun 16, 2021 5:56 pm
- Forum: Releases
- Topic: Version 1.1.35
- Replies: 13
- Views: 21595
Re: Version 1.1.35
yes but we are talking about an API and making it easier to consume and not providing full on lua debugging. I use schema's primarily for autocompletion in kubernetes yaml files or for my cloudformation for AWS so i don't have to memorise the file format or have the doco open in another monitor to ...
- Wed Jun 16, 2021 5:21 pm
- Forum: Releases
- Topic: Version 1.1.35
- Replies: 13
- Views: 21595
Re: Version 1.1.35
should consider that json support for https://json-schema.org/ format example schema's can be seen: https://www.schemastore.org/json/ i use it all the time as i code from neovim. would mean the format provided is in a more generally consumable format with heaps of editors with support out of the bo...
- Wed Jun 16, 2021 5:14 pm
- Forum: Releases
- Topic: Version 1.1.35
- Replies: 13
- Views: 21595
Re: Version 1.1.35
should consider that json support for https://json-schema.org/ format example schema's can be seen: https://www.schemastore.org/json/ i use it all the time as i code from neovim. would mean the format provided is in a more generally consumable format with heaps of editors with support out of the bo...
- Wed Jun 16, 2021 4:58 pm
- Forum: Releases
- Topic: Version 1.1.35
- Replies: 13
- Views: 21595
Re: Version 1.1.35
Added a machine-readable JSON format of the runtime documentation, which can be used by developer tools to provide code completion and related functionality. is this json schema and where can I find it so I can use it as a linter! Information about it can be found here , and support for code comple...
- Wed Jun 16, 2021 4:55 pm
- Forum: Releases
- Topic: Version 1.1.35
- Replies: 13
- Views: 21595
Re: Version 1.1.35
VScode mod debugger 1.1.10 has a converter to translate the json to EmmyLua for sumneko (and one for TypeScriptToLua is coming soon)
https://github.com/justarandomgeek/vsco ... rkspace.md
https://github.com/justarandomgeek/vsco ... rkspace.md
- Mon Nov 02, 2020 2:33 pm
- Forum: Minor issues
- Topic: [twinsen] [0.18.32] DNS/hostname with both IPv6 and IPv4, uses only IPv4, when using --mp-connect or GUI
- Replies: 16
- Views: 4391
Re: [0.18.32] DNS/hostname with both IPv6 and IPv4, uses only IPv4, when using --mp-connect or GUI
In practice, I don't really see the current implementation causing problems that can't be worked around(in the most common use cases). The big one i see is that it seems like it would be impossible to host a game that's accessible to both ipv4-only and ipv6-only clients, if the server is only bindi...
- Fri Oct 30, 2020 4:31 am
- Forum: Minor issues
- Topic: [twinsen] [0.18.32] DNS/hostname with both IPv6 and IPv4, uses only IPv4, when using --mp-connect or GUI
- Replies: 16
- Views: 4391
Re: [0.18.32] DNS/hostname with both IPv6 and IPv4, uses only IPv4, when using --mp-connect or GUI
I'd be interested to see how other software handles it. Every piece of game software i've seen requires you give it the host IP address for it to bind to. Or it just hosts through steam networking which then falls back to steam to do it. Most software i've interacted with defaults to binding to all...
- Fri Oct 30, 2020 3:42 am
- Forum: Already exists
- Topic: Remove "Elapsed:"+"ms" from LuaProfiler printout
- Replies: 6
- Views: 2572
Re: Remove "Elapsed:"+"ms" from LuaProfiler printout
Also for future readers: if you're using my profiler tool in vscode you'll need to keep a single : before the time so that i can parse it correctly, since i assume default locale If you assume missing colons may be a problem, why don't you match the input against ":*"? it's part of a larg...
- Fri Oct 30, 2020 1:55 am
- Forum: Already exists
- Topic: Remove "Elapsed:"+"ms" from LuaProfiler printout
- Replies: 6
- Views: 2572
Re: Remove "Elapsed:"+"ms" from LuaProfiler printout
Also for future readers: if you're using my profiler tool in vscode you'll need to keep a single : before the time so that i can parse it correctly, since i assume default localeeradicator wrote: ↑Thu Oct 22, 2020 11:16 pm[snip]
For future readers:Code: Select all
[lua-profiler] elapsed=Elapsed: __1__ms duration=Duration: __1__ms
- Sat Aug 01, 2020 2:07 pm
- Forum: Modding interface requests
- Topic: Localization for error()
- Replies: 3
- Views: 1139
Re: Localization for error()
error(LocalisedString) already works as far as i know, it was a part of my old hack for translating things in the debugger before localised_print!
Edit: just tested, apparently it's only translated in control, wonder how i never noticed that!
Edit: just tested, apparently it's only translated in control, wonder how i never noticed that!
- Thu Jul 30, 2020 4:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.38] LuaInventory.insert() broken on full blueprint-book
- Replies: 1
- Views: 1244
[0.18.38] LuaInventory.insert() broken on full blueprint-book
/c game.player.cursor_stack.set_stack('blueprint-book') game.player.cursor_stack.get_inventory(defines.inventory.item_main).insert('blueprint') produces an empty book, rather than the expected book with one print. Inserting does appear to work when there is already a print in the book and there are...
- Wed Jul 29, 2020 12:24 pm
- Forum: Mod portal Discussion
- Topic: Mod Portal Upload API Docs (for VSCode Extension)
- Replies: 7
- Views: 2825
Re: Mod Portal Upload API Docs (for VSCode Extension)
minor update: the captcha now seems to not appear on at least the first attempt so if your creds are good tools work again!
- Fri Jul 24, 2020 1:29 pm
- Forum: Mod portal Discussion
- Topic: Mod Portal Upload API Docs (for VSCode Extension)
- Replies: 7
- Views: 2825
Re: Mod Portal Upload API Docs (for VSCode Extension)
Another update seems to have added a captcha, totally thwarting my attempts to have automated uploading tools. Please can i have a real upload api?