For modders using vscode's EmmyLua extension while modding (which I highly recommend), I parsed an annotation file for the Factorio Lua API. Thought I would share it for other modders to use if they wanted.
Note that this definition file integrates truly with EmmyLua (unlike the Factorio API vscode ...
Search found 17 matches
- Wed Jun 24, 2020 5:30 am
- Forum: Modding discussion
- Topic: EmmyLua API definitions
- Replies: 0
- Views: 1086
- Mon Jun 01, 2020 8:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.28] Crash loading save, in lua
- Replies: 6
- Views: 1986
Re: [0.18.28] Crash loading save, in lua
Hi everybody! I'm the developer of the mod in question. Well, sort of anyway.
I believe the mod in question is the (unofficially) deprecated version that a fan posted as a quick 0.18 update (link here) . I had been inactive for a while at the time, so they posted an update while waiting for the ...
I believe the mod in question is the (unofficially) deprecated version that a fan posted as a quick 0.18 update (link here) . I had been inactive for a while at the time, so they posted an update while waiting for the ...
- Mon Apr 22, 2019 12:50 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Ammo-Loader
- Replies: 15
- Views: 18091
Re: [MOD 0.16] Ammo-Loader
Hm yeah I've noticed really long load times in 0.17 as well, but only when updating/changing mods. After saving the first time loading goes back to normal.
I'll take another look but I have yet to see what's causing the issue. Unfortunately I'm tied up this week and don't have much time to work on ...
I'll take another look but I have yet to see what's causing the issue. Unfortunately I'm tied up this week and don't have much time to work on ...
- Sun Sep 02, 2018 2:59 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Ammo-Loader
- Replies: 15
- Views: 18091
Re: [MOD 0.16] Ammo-Loader
I've just added this mod to my current save, or at least attempted to. I am getting an error on save load that is as follows.
Error while applying migration: Ammo Loader+:v16_23.lua
__ammo-loader__/migrations/v16_23.lua:5:attempt to index field 'ammo-loader-tech-ammo1' (a nil value)
I suspect ...
Error while applying migration: Ammo Loader+:v16_23.lua
__ammo-loader__/migrations/v16_23.lua:5:attempt to index field 'ammo-loader-tech-ammo1' (a nil value)
I suspect ...
- Sun Sep 02, 2018 3:51 am
- Forum: Mods
- Topic: [MOD 0.17.x] Ammo-Loader
- Replies: 15
- Views: 18091
Re: [MOD 0.16] Ammo-Loader
That's a strange one. It's probably due to the way the mod handles the global table disagreeing with Factorio's savegame serialization.
I just released a new version that's a much cleaner rewrite, so I would try upgrading first to see if that helps.
I just released a new version that's a much cleaner rewrite, so I would try upgrading first to see if that helps.
- Mon May 21, 2018 9:21 pm
- Forum: Mods
- Topic: [MOD 0.16]Xagros's mods
- Replies: 24
- Views: 11503
Re: [MOD 0.16]Xagros's mods
What role do you want to play when you work together?
I'd be most helpful on the coding side of things. I have experience in Lua (and server coding if it comes to that), am familiar with the factorio API, and have a good understanding of data model implementation and code organization.
I won't ...
I'd be most helpful on the coding side of things. I have experience in Lua (and server coding if it comes to that), am familiar with the factorio API, and have a good understanding of data model implementation and code organization.
I won't ...
- Sat May 19, 2018 8:21 pm
- Forum: Mods
- Topic: [MOD 0.16]Xagros's mods
- Replies: 24
- Views: 11503
Re: [MOD 0.16]Xagros's mods
How's the playable biter mod coming along? I'd be happy to pitch in if you still need help (assuming you're still doing it).
- Sat May 19, 2018 8:02 pm
- Forum: Mods
- Topic: Best gameplay-changing mods?
- Replies: 4
- Views: 4077
Re: Best gameplay-changing mods?
Best gameplay-changing mods?
Hi there. Firstly I believe this post is in the wrong subforum, it should be here .
As for your question, RSO is the most obvious mod that matches all your criteria. It changes the game in a subtle way but still manages to affect gameplay significantly.
If Bob's ...
- Sat May 19, 2018 5:14 am
- Forum: Mods
- Topic: [MOD 0.17.x] Ammo-Loader
- Replies: 15
- Views: 18091
Re: [MOD 0.16] Ammo-Loader
I found more bugs i think:
:D Awesome, I really appreciate your help with improving the mod. There is a new version out now that should address these issues.
Bug 1:
If you set the "Max items per slot" to something bigger than the maximum stack size of the item and max items per inventory is ...
:D Awesome, I really appreciate your help with improving the mod. There is a new version out now that should address these issues.
Bug 1:
If you set the "Max items per slot" to something bigger than the maximum stack size of the item and max items per inventory is ...
- Wed May 16, 2018 2:14 am
- Forum: Mods
- Topic: [MOD 0.17.x] Ammo-Loader
- Replies: 15
- Views: 18091
Re: [MOD 0.16] Ammo-Loader
I placed down a fuel loader chest, dropped some fuel in it and the game crashed with the following message:
Ok, there's a new version out that should hopefully fix the issue. I was never able to reproduce the problem on my end, but I think I identified the missing nil check, so hopefully that ...
Ok, there's a new version out that should hopefully fix the issue. I was never able to reproduce the problem on my end, but I think I identified the missing nil check, so hopefully that ...
- Tue May 08, 2018 12:14 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Ammo-Loader
- Replies: 15
- Views: 18091
Re: [MOD 0.16] Ammo-Loader
Damn and I thought everything seemed pretty stable. Regardless, thanks for taking the time to report the bug.
I'll see if I can take a look at it when I get off work. Most likely there's a nil check missing before I check if an entity has a burner inventory.
I'll see if I can take a look at it when I get off work. Most likely there's a nil check missing before I check if an entity has a burner inventory.
- Sat May 05, 2018 6:10 am
- Forum: Mods
- Topic: [MOD 0.17.x] Ammo-Loader
- Replies: 15
- Views: 18091
[MOD 0.17.x] Ammo-Loader
Automated Ammo and Fuel Loader Mod
Description:
Less turret logistics, more dead aliens. This mod adds chests to automatically fill turrets and vehicles with ammo/fuel.
Details:
Name: ammo-loader
Latest Release: 0.16.23, May 4, 2018
Factorio Version: 0.16
Download: Mod Portal ...
Description:
Less turret logistics, more dead aliens. This mod adds chests to automatically fill turrets and vehicles with ammo/fuel.
Details:
Name: ammo-loader
Latest Release: 0.16.23, May 4, 2018
Factorio Version: 0.16
Download: Mod Portal ...
- Mon Feb 05, 2018 1:28 am
- Forum: Mods
- Topic: [MOD 0.17] Configurable Underground Lengths
- Replies: 4
- Views: 3684
Re: [MOD 0.16.x] Configurable Underground Lengths
Tiers are determined by maximum length before my mod applies the configured changes. So if you, for example, have a mod that defines lowend underground belts shorter than yellow, they would become tier 1 and yellow/red/blue would become tier 2/3/4 (all subterranean underground belts would then be ...
- Sun Feb 04, 2018 11:02 pm
- Forum: Mods
- Topic: [MOD 0.17] Configurable Underground Lengths
- Replies: 4
- Views: 3684
Re: [MOD 0.16.x] Configurable Underground Lengths
Excellent mod, already don't know how I lived without it.
A couple of things to note. First is that the actual values of each tier of belt's max distance seems to correspond to the tier above it. E.g., if my settings look like this:
UG belt - tier 1: 10
UG belt - tier 2: 20
UG belt - tier 3: 30 ...
A couple of things to note. First is that the actual values of each tier of belt's max distance seems to correspond to the tier above it. E.g., if my settings look like this:
UG belt - tier 1: 10
UG belt - tier 2: 20
UG belt - tier 3: 30 ...
- Mon Apr 10, 2017 12:00 am
- Forum: Multiplayer
- Topic: Modding MP Bugtesting
- Replies: 5
- Views: 1930
Re: Modding MP Bugtesting
Wow.
Thanks a lot, that will be way easier :lol: . I've run multiple clients before while modding but it never even occurred to me that I could MP between them. This will make the whole process a lot faster.
Thanks for the advice as well. I have tons of local variables because my experience in ...
Thanks a lot, that will be way easier :lol: . I've run multiple clients before while modding but it never even occurred to me that I could MP between them. This will make the whole process a lot faster.
Thanks for the advice as well. I have tons of local variables because my experience in ...
- Sun Apr 09, 2017 11:28 pm
- Forum: Modding discussion
- Topic: MP Mod Synchronization Utility
- Replies: 1
- Views: 1205
MP Mod Synchronization Utility
Hi all,
I'm currently in the process of creating a Mod Manager of sorts that will allow users to activate/deactivate mods quickly to switch between servers or single player games as they wish. I know there is an older Modpack Manager that still works, but this program will have the specific use of ...
I'm currently in the process of creating a Mod Manager of sorts that will allow users to activate/deactivate mods quickly to switch between servers or single player games as they wish. I know there is an older Modpack Manager that still works, but this program will have the specific use of ...
- Sun Apr 09, 2017 11:07 pm
- Forum: Multiplayer
- Topic: Modding MP Bugtesting
- Replies: 5
- Views: 1930
Modding MP Bugtesting
Hi,
I recently received a request on my mod page to make it multiplayer compatible. However, I have no way to bugtest my code changes as I have no friends (sad but true). I'm looking for anyone who might be willing to join a server with me for the sole purpose of bugtesting. This will probably mean ...
I recently received a request on my mod page to make it multiplayer compatible. However, I have no way to bugtest my code changes as I have no friends (sad but true). I'm looking for anyone who might be willing to join a server with me for the sole purpose of bugtesting. This will probably mean ...