Search found 60 matches

by asdff45
Tue Aug 24, 2021 9:07 am
Forum: Implemented mod requests
Topic: [Doc] JSON version of lua-api documentation
Replies: 12
Views: 1456

Re: [Doc] JSON version of lua-api documentation

I had that available for my intellij plugin, but i can just drop support for those old verions. I don't think people are still developing for them.
by asdff45
Fri Aug 20, 2021 4:25 pm
Forum: Implemented mod requests
Topic: [Doc] JSON version of lua-api documentation
Replies: 12
Views: 1456

Re: [Doc] JSON version of lua-api documentation

That is great! Unfortunately not retroactive, but awesome fo the future.
Can we have such a json output for prototype definitions as well (even though they are only in the wiki and mostly manually updated)?
by asdff45
Sat Jun 19, 2021 12:35 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3615
Views: 595378

Re: Bugs & FAQ

Technology unresearchable cause prerequisites are not satisfied. I want to research "Advanced Iron casting 2", but it is still marked as red (prerequisit not researched yet), but nothing is shown as missing in the UI. When i had a look into the sourcecode i noticed, that it has prerequisit...
by asdff45
Fri Jan 22, 2021 5:17 pm
Forum: Mod portal Discussion
Topic: [Mod Portal API] Calling with page_size=max results in error 503
Replies: 2
Views: 402

Re: [Mod Portal API] Calling with page_size=max results in error 503

Seems like it is fixed now. The site is available again :)
by asdff45
Sun Jan 10, 2021 9:11 pm
Forum: Mod portal Discussion
Topic: [Mod Portal API] Calling with page_size=max results in error 503
Replies: 2
Views: 402

Re: [Mod Portal API] Calling with page_size=max results in error 503

It would be great if that gets fixed, previously this also worked. It breaks our custom modsearch :)
by asdff45
Sat Jan 09, 2021 7:45 pm
Forum: Mod portal Discussion
Topic: [Mod Portal API] Calling with page_size=max results in error 503
Replies: 2
Views: 402

[Mod Portal API] Calling with page_size=max results in error 503

Hi,

we just noticed, that the mod portal API gets a timeout after 30 seconds with http status 302. https://mods.factorio.com/api/mods?page_size=max
Calling it with https://mods.factorio.com/api/mods?page_size=999999 seems to work, but i would like it more with `max` as param, like it was before.
by asdff45
Sun Dec 27, 2020 1:52 am
Forum: Tools
Topic: Format of level.dat and blueprint.dat?
Replies: 9
Views: 15028

Re: Format of level.dat and blueprint.dat?

The level.dat header is really good reverse engineered, i'm currently working on getting the new fields in 1.1. (no new fields in 1.1) The project where we read the header: https://github.com/OpenFactorioServerManager/factorio-server-manager/blob/develop/src/factorio/save.go#L79 Also a python-script...
by asdff45
Thu Nov 19, 2020 4:28 pm
Forum: Modding help
Topic: __core__/lualib docs
Replies: 1
Views: 274

Re: __core__/lualib docs

The only thing i know of, are the original files on github: https://github.com/wube/factorio-data/
Directory is /core/lualib: https://github.com/wube/factorio-data/t ... ore/lualib
by asdff45
Thu Nov 05, 2020 12:46 am
Forum: Resolved Problems and Bugs
Topic: [wheybags] Version 1.0.0 not tagged on github.
Replies: 1
Views: 1140

[wheybags] Version 1.0.0 not tagged on github.

I'm unsure where to put it, so i'm posting it here. Just move it, whereever it should be. Version 1.0.0 is not tagged in the github factorio data repository (https://github.com/wube/factorio-data). It has a commit for it, but no release, so please also create a release for it, so we can directly dow...
by asdff45
Tue Aug 18, 2020 10:05 pm
Forum: Modding help
Topic: How to get current surface and all entities with some name?
Replies: 42
Views: 2096

Re: How to get current surface and all entities with some name?

It depends, on when you want to call that function.
Here is the list of all available events: https://lua-api.factorio.com/latest/events.html

For further help, please provide, what you want to achive and when you want to run that code.
by asdff45
Fri Aug 14, 2020 2:06 pm
Forum: Releases
Topic: Version 1.0.0
Replies: 130
Views: 70143

Re: Version 1.0.0

perfect, then i have nothing to do xD
Going back to other projects :)

Thanks for that quick answer and lets all celebrate the release :D
by asdff45
Fri Aug 14, 2020 2:01 pm
Forum: Releases
Topic: Version 1.0.0
Replies: 130
Views: 70143

Re: Version 1.0.0

One simple question: Are mods automatically compatible, if they where marked for 0.18?
I wanted to adjust my mods, so they are compatible with v1.0, but it seems like they will be loaded automatically...
by asdff45
Thu Jun 25, 2020 12:38 am
Forum: Modding help
Topic: scenario scripts and areas
Replies: 4
Views: 476

Re: scenario scripts and areas

As far as i understand it: An scenario is an advanced mod. For scripts, to run, you have to create a control.lua file and in there you can program whatever you want to do. Wikipage about Scenarios: https://wiki.factorio.com/Scenario_system The `control.lua` Events, your interested in: Startup script...
by asdff45
Fri May 29, 2020 12:56 am
Forum: Modding help
Topic: incompatibility setting info.json
Replies: 5
Views: 416

Re: incompatibility setting info.json

You use `! creative-mod >= 1.4.1` to mark the incompatible with creative-mod. This means, every creative-mod that has a higher version than 1.4.1 is incompatible. You have creative-mod 1.4.0 installed, so it is compatible. Completely agree. That is exactly my point: Why is it marked incompatible? S...
by asdff45
Thu May 28, 2020 7:45 pm
Forum: Modding help
Topic: incompatibility setting info.json
Replies: 5
Views: 416

Re: incompatibility setting info.json

You use `! creative-mod >= 1.4.1` to mark the incompatible with creative-mod. This means, every creative-mod that has a higher version than 1.4.1 is incompatible. You have creative-mod 1.4.0 installed, so it is compatible. If you want to be completely incompatible with every creative-mod, just write...
by asdff45
Sun Apr 26, 2020 11:12 pm
Forum: Modding help
Topic: Solved: Regular expression help
Replies: 12
Views: 1212

Re: Regular expression help

I just noticed, that LUA has no full RegEx implementation and both mine and Oktokolo's are not working. So i created one within the LUA playground: `^(.+)%-_%-.+`, this returns the same, as the first one in my last post: prefix = string.match(name, "^(.+)%-_%-.+") hover-car-0-_-driver => h...
by asdff45
Sun Apr 26, 2020 7:39 pm
Forum: Modding help
Topic: Solved: Regular expression help
Replies: 12
Views: 1212

Re: Regular expression help

So, `.+?(?=-_)` would match everything until `-_`, so it will return hover-car-0-_-driver => hover-car-0 Dodge-Challenger-0-_-driver => Dodge-Challenger-0 Hauling-Truck-0-_-drive => Hauling-Truck-0 hcraft-entity-0-_-driver => hcraft-entity-0 car-vehicle-machine-gun-_-driver => car-vehicle-machine-gu...
by asdff45
Fri Apr 24, 2020 10:16 pm
Forum: Modding help
Topic: Solved: Regular expression help
Replies: 12
Views: 1212

Re: Regular expression help

If you want to ignore the rest after the `-`, then `^[^-]+` is a way to do it. item_name = string.match("item-_-ghost", "^[^-]+") log(tostring(item_name)) item_name = string.match("item-0-_-driver", "^[^-]+") log(tostring(item_name)) This will print out `item`...
by asdff45
Sun Apr 05, 2020 4:02 pm
Forum: Modding interface requests
Topic: Readd extra_padding_when_activated, with same functionality as margin/padding
Replies: 0
Views: 221

Readd extra_padding_when_activated, with same functionality as margin/padding

In version 9.18.13, the option `LuaStyle::extra_padding_when_activated` got removed. It would be great, if this gets readded, with the same functionality as LuaStyle::margin/LuaStyle::padding. padding :: int or array of int [Write-only] Sets top/right/bottom/left paddings to this value. An array wit...
by asdff45
Fri Mar 06, 2020 1:38 am
Forum: Releases
Topic: Version 0.18.10
Replies: 16
Views: 11278

Re: Version 0.18.10

Since we know have access to `debug` with `--instrument-mod`. Can we also get access to change `package.cpath` and `package.path`, it would make creating a remote debugger so much more simple :) we've had access to `debug` all along it turns out, Instrument Mode is a whole other set of super-powers...

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