Search found 55 matches

by RalleYTN
Thu Feb 16, 2017 6:26 pm
Forum: Development-Tools
Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
Replies: 51
Views: 10244

Re: Factorio Mod Creator Studio [IN DEVELOPMENT]

FMCS will contain an audio and image converter.
got some nice libraries and found some old code of mine regarding audio manipulation.
by RalleYTN
Thu Feb 16, 2017 6:24 pm
Forum: Modding help
Topic: Audio Formats?
Replies: 2
Views: 256

Re: Audio Formats?

Kajanor wrote:I recommend using OGG as audio format for modding purposes.
OGG has the big advantage that it can have the same quality as a high quality MP3 file while OGG uses a way smaller bitrate.
ok. just wanted to know if I should include an audio converter in a project. :D
by RalleYTN
Thu Feb 16, 2017 5:14 pm
Forum: Modding help
Topic: Audio Formats?
Replies: 2
Views: 256

Audio Formats?

Just wanted to ask which audio formats for sound effects are valid. I looked at the base mod and could only see .OGG files. now I wanted to know if other formats are allowed too and if yes which formats
by RalleYTN
Wed Feb 15, 2017 7:09 pm
Forum: Development-Tools
Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
Replies: 51
Views: 10244

Re: Factorio Mod Creator Studio [IN DEVELOPMENT]

OK. I'm rewriting the code. I will document it while writing it and I will plan things a bit better. It's a fall back but once I reached the state that I had before re-writing FMCS the development will progress faster. I hope nobody is too pissed about this decision. I will post here again once I re...
by RalleYTN
Wed Feb 15, 2017 3:22 pm
Forum: Tools
Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Replies: 59
Views: 22972

Re: [0.13-0.14] [Library]Factorio Standard Library Project 0.8.0

Is this still up to date and maintained? If yes, do you mind if I use this as built in extra libraries, for the tool I'm making right now? Link in my signature. Yes it is. We encourage all mod developers to use stdlib in their projects wherever it is useful. Feel free to use it for tools and other ...
by RalleYTN
Tue Feb 14, 2017 7:22 pm
Forum: Development-Tools
Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
Replies: 51
Views: 10244

Re: Factorio Mod Creator Studio [IN DEVELOPMENT]

No real progress today because of a hard day at office.
I'm thinking about re-planning the current code structure.
It just gets messy way too fast.
by RalleYTN
Mon Feb 13, 2017 6:49 pm
Forum: Development-Tools
Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
Replies: 51
Views: 10244

Re: Factorio Mod Creator Studio [IN DEVELOPMENT]

I MADE IT!!! I made the first big step towards a functional editor. It is now possible to open things in the project tree with double click!!! ... ... But it's currently only possible for elements inside of custom libraries ... And only if these elements are either .lua or .js files. ... BUT I CAN O...
by RalleYTN
Sun Feb 12, 2017 8:16 pm
Forum: Development-Tools
Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
Replies: 51
Views: 10244

Re: Factorio Mod Creator Studio [IN DEVELOPMENT]

Custom Libraries are now also shown in the tree. And with them all their child elements.
by RalleYTN
Sun Feb 12, 2017 1:21 pm
Forum: Development-Tools
Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
Replies: 51
Views: 10244

Re: Factorio Mod Creator Studio [IN DEVELOPMENT]

Current status on the JavaScript to Lua translator: JavaScript // Line Comment // Line Comment var globalVariable = "hi"; function myFunction() { // Line Comment /** Block Comment with more lines */ var hello = "Hello"; hello = null; hello = undefined; if(hello != undefined && hello !== undefined) {...
by RalleYTN
Sun Feb 12, 2017 11:05 am
Forum: Development-Tools
Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
Replies: 51
Views: 10244

Re: Factorio Mod Creator Studio [IN DEVELOPMENT]

Seems I can't use LuaJ. It throws the weirdest error messages at me, has big problems with comments, marks the wrong code(usually comments) as error and so on. that means that I will probably sit at least 3 weeks on writing my own parser. except someone here has a good Lua 5.2 parser which can be em...
by RalleYTN
Sat Feb 11, 2017 5:54 pm
Forum: Development-Tools
Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
Replies: 51
Views: 10244

Re: Factorio Mod Creator Studio [IN DEVELOPMENT]

I re-did the menus and converted the button bar to a bar of sub tool bars. this allows you to move some of the button groups arround or detach them completely from the menu bar.
by RalleYTN
Sat Feb 11, 2017 1:42 pm
Forum: Development-Tools
Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
Replies: 51
Views: 10244

Re: Factorio Mod Creator Studio [IN DEVELOPMENT]

Added spell checking for comments and code folding for Lua block comments(the other stuff doesn't work yet).

PS: ignore tha fact that some of the text is german. some of the UI elements auto-translate to your system language.
by RalleYTN
Sat Feb 11, 2017 12:26 pm
Forum: Development-Tools
Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
Replies: 51
Views: 10244

Re: Factorio Mod Creator Studio [IN DEVELOPMENT]

So. I tuned the Lua Parser a bit. I am now able to to through Lua code step by step (meaning getting exact locations of functions or if blocks in code). That allows me to check if a function was already declared somewhere else and then mark every new declaration as error. It also allows me to revers...
by RalleYTN
Sat Feb 11, 2017 9:29 am
Forum: Tools
Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Replies: 59
Views: 22972

Re: [0.13-0.14] [Library]Factorio Standard Library Project 0.8.0

Is this still up to date and maintained? If yes, do you mind if I use this as built in extra libraries, for the tool I'm making right now? Link in my signature. Yes it is. We encourage all mod developers to use stdlib in their projects wherever it is useful. Feel free to use it for tools and other ...
by RalleYTN
Sat Feb 11, 2017 8:31 am
Forum: Development-Tools
Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
Replies: 51
Views: 10244

Re: Factorio Mod Creator Studio [IN DEVELOPMENT]

I'm sorry if that came on rude, but on the Steam forums (where I also moderate) we don't like repeated bumps to existing posts, and even on this forums repeat posts (3-4 posts in a row) have been reprimanded in the past. I do like this project and where it is going, and RalleYTN is showing new idea...
by RalleYTN
Fri Feb 10, 2017 9:26 pm
Forum: Development-Tools
Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
Replies: 51
Views: 10244

Re: Factorio Mod Creator Studio [IN DEVELOPMENT]

I implemented a really primitive LuaParser now which allows me to highlight errors in the syntax.
by RalleYTN
Fri Feb 10, 2017 7:40 pm
Forum: Development-Tools
Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
Replies: 51
Views: 10244

Re: Factorio Mod Creator Studio [IN DEVELOPMENT]

For everyone interested: I pushed the first source code to the github repo.
https://github.com/RalleYTN/Factorio-Mod-Creator-Studio
by RalleYTN
Fri Feb 10, 2017 4:54 pm
Forum: Development-Tools
Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
Replies: 51
Views: 10244

Re: Factorio Mod Creator Studio [IN DEVELOPMENT]

I added a language selection to the "New Project"-wizard. Depending on what you choose you will code in only that language. You may notice that the JavaScript says "FMCS Edition". This just means that it isn't the default ECMAScript you would encounter in web or some servers. It is basically just Lu...
by RalleYTN
Fri Feb 10, 2017 11:27 am
Forum: Development-Tools
Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
Replies: 51
Views: 10244

Re: Factorio Mod Creator Studio [IN DEVELOPMENT]

Another example: Lua: data:extend({ { type = "item", name = "bomber", icon = "__BomberTutorial__/graphics/icon_bomber.png", flags = { "goes-to-quickbar" }, subgroup = "ammo", place_result="bomber", stack_size= 1, } }) JavaScript: data:extend([ { type:"item", name:"bomber", icon:"__BomberTutorial__/g...

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