Search found 34 matches

by asdff45
Mon Jan 20, 2020 2:45 pm
Forum: Development-Tools
Topic: Code Completion for jetbrains IDEs
Replies: 4
Views: 475

Re: Code Completion for jetbrains IDEs

Update 1.2.1:
Fixed:
  • Added missing log() and table_size() functions
  • Defines-Table is now available again (was defined local)
  • functions and variables inside base/core Prototype definitions are not shown in auto-completion anymore.
by asdff45
Thu Jan 16, 2020 3:47 pm
Forum: Development-Tools
Topic: Code Completion for jetbrains IDEs
Replies: 4
Views: 475

Re: Code Completion for jetbrains IDEs

Update 1.2.0: Added: Autocompletion for require statement. (autocompletes the path to lua files) Download the factorio lualib (https://github.com/wube/factorio-data/tree/master/core/lualib) Type infer is followed the require statements correctly to files. This is based on the two points above :) Au...
by asdff45
Tue Jan 14, 2020 12:16 am
Forum: Modding help
Topic: changing a texture of a wall
Replies: 4
Views: 121

Re: changing a texture of a wall

THis should be possible, with overriding the default texture with your own texture in the data stage: data.raw.wall["stone-wall"].pictures.single.layers[0].filename = "your-sd-sprite" data.raw.wall["stone-wall"].pictures.single.layers[0].hr_version.filename = "your-hr-sprite" data.raw.wall["stone-wa...
by asdff45
Wed Jan 08, 2020 1:59 am
Forum: Not a bug
Topic: [0.17.79] util table inside util.lua is global
Replies: 1
Views: 100

[0.17.79] util table inside util.lua is global

inside the `util.lua` file, the `util` table is defined global and later on returned to use in the files, where it is required from. For me, that makes no sence, it should be either a local table or not getting returned. Every other file in the lualib has local tables, that getting returned. Or dont...
by asdff45
Sat Jan 04, 2020 12:44 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding] [0.17.79] Script mismatch when migration contains require
Replies: 3
Views: 410

Re: [0.17.79] Script mismatch when migration contains require

https://lua-api.factorio.com/latest/Libraries.html require() Due to the changes to package, the functionality of require() changes. When using absolute paths, the path starts at the mod root, additionally .. is disabled as a path variable. This means that it is not possible to load arbitrary files f...
by asdff45
Fri Jan 03, 2020 6:11 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding] [0.17.79] Script mismatch when migration contains require
Replies: 3
Views: 410

[Rseding] [0.17.79] Script mismatch when migration contains require

As the title says, i noticed, that when adding a mod to a save, a `require` in migration scripts cause a multiplayer script-mismatch, when connecting to the server. Step by Step: download client and server create a new save without any mods add the mod attached to this bugreport start the server and...
by asdff45
Fri Jan 03, 2020 5:21 pm
Forum: Modding help
Topic: Script mismatch when adding mod to existing save
Replies: 9
Views: 237

Re: Script mismatch when adding mod to existing save

yep, you were correct, the migration files are the problem.

As soon as i have a `require` in one migration file, the script mismatch occurs.

That is definitely a bug inside factorio, i will create a bugreport for that. Thanks for the thoughts and the help :)
by asdff45
Fri Jan 03, 2020 1:33 pm
Forum: Modding help
Topic: Script mismatch when adding mod to existing save
Replies: 9
Views: 237

Re: Script mismatch when adding mod to existing save

Anybody has any idea, whats going on here?
And also that log output feels weird, like, the string concatenation is broken and not all information is printed :(
by asdff45
Mon Dec 30, 2019 11:46 am
Forum: Development-Tools
Topic: Code Completion for jetbrains IDEs
Replies: 4
Views: 475

Re: Code Completion for jetbrains IDEs

Update 1.1.0: Added: JSON Schema for info.json Autocompletion for Prototypes (other autocompletion mostly deactivated) completion for prototype field (only names) completion for the type literal Compatibility with Jetbrains 2019.3 IDEs Update 1.1.1: Fixed: Global Variables where defined local
by asdff45
Thu Dec 26, 2019 9:08 pm
Forum: Modding help
Topic: Script mismatch when adding mod to existing save
Replies: 9
Views: 237

Re: Script mismatch when adding mod to existing save

More tests results, i tested it on all my available hardware: - Ubuntu 18.04 Client -> Ubuntu 18.04 Headless Server - Ubuntu 18.04 Client -> Windows 7 Server - Windows 7 Client -> Ubuntu 18.04 Headless Server - Windows 7 Client -> Windows 7 Server - Ubuntu 18.04 Client -> Windows Server 2016 Standar...
by asdff45
Wed Dec 25, 2019 9:20 pm
Forum: Modding help
Topic: Script mismatch when adding mod to existing save
Replies: 9
Views: 237

Re: Script mismatch when adding mod to existing save

It is tested on my ubuntu 18.04 machine. The server was also an Ubuntu 18.04 where the log is from.
by asdff45
Wed Dec 25, 2019 6:19 pm
Forum: Modding help
Topic: Script mismatch when adding mod to existing save
Replies: 9
Views: 237

Re: Script mismatch when adding mod to existing save

Was an interesting theory, but this happens also happens, on a completely fresh installation of factorio with a fresh dedicated-server and a newly created save.
by asdff45
Wed Dec 25, 2019 5:17 pm
Forum: Modding help
Topic: Script mismatch when adding mod to existing save
Replies: 9
Views: 237

Script mismatch when adding mod to existing save

I've now got two different reports, that my mod is causing the error `459.779 Error ClientMultiplayerManager.cpp:101: MultiplayerManager failed: "" + multiplayer.script-mismatch + " " + "` when adding it to an existing save, where it previously was not used. Screenshot of the error: https://snipboar...
by asdff45
Tue Nov 19, 2019 2:14 pm
Forum: Development-Tools
Topic: Code Completion for jetbrains IDEs
Replies: 4
Views: 475

Code Completion for jetbrains IDEs

I've written a plugin for Intellij, that downloads and parses the Factorio Lua API and adds autocompletion for it. The factorio Version can be selected in the Settings under `Settings > Languages & Frameworks > Factorio Autocompletion`. As plugin-dependency, emmyLua is required for the basic LUA int...
by asdff45
Fri Oct 18, 2019 8:51 pm
Forum: News
Topic: Friday Facts #317 - New pathfinding algorithm
Replies: 69
Views: 7930

Re: Friday Facts #317 - New pathfinding algorithm

You are using the A* Algorithm for defining the final path.
Why are you not using a Jump Point Search instead, which should be faster than the A*?
by asdff45
Wed Oct 16, 2019 1:27 pm
Forum: Implemented mod requests
Topic: Adjust style.margin and style.padding to be more like in CSS
Replies: 1
Views: 195

Re: Adjust style.margin and style.padding to be more like in CSS

For tracking this request: It got implemented in 0.17.70 :)
by asdff45
Fri Jul 26, 2019 11:43 pm
Forum: Modding help
Topic: Stop Animation of entities
Replies: 0
Views: 97

Stop Animation of entities

Is it somehow possible to pause/stop the animation of an entity. Something, that splitters and assembly machines do. I am currently using an entity-with-force.
by asdff45
Fri Jul 26, 2019 12:07 am
Forum: Not a bug
Topic: [0.17.59] auto_center not available in LuaGuiElement::add()
Replies: 1
Views: 137

[0.17.59] auto_center not available in LuaGuiElement::add()

auto_center does not work, when defined in LuaGuiElement::add(). When defining auto_center=true in add(), and then reading it, it is still false. Reproduction All executed ingame with /c local test_frame = game.player.gui.screen.add{name='test',type='frame',auto_center=true} -- new frame in the cent...
by asdff45
Wed Jul 03, 2019 1:47 am
Forum: Modding help
Topic: Unique IDs
Replies: 1
Views: 117

Unique IDs

Many things in the API have the parameter index or unit_number. Can i generate my own index or unit_number, to make my objects unique? Or do i have to track this by myself?
by asdff45
Wed Jul 03, 2019 1:04 am
Forum: Modding help
Topic: Map Pings with the API
Replies: 0
Views: 90

Map Pings with the API

Since we have map pings now in 0.17 with "CTRL + ALT + LeftClick. Can we also ping with the lua api?

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