Search found 10 matches
- Sun Apr 23, 2017 5:12 am
- Forum: Mods
- Topic: [0.15.x] [WIP] Factoronics Programmable Lua Machines
- Replies: 2
- Views: 1461
Re: [0.14.x] [WIP] Factoronics Programmable Lua Machines
If anyone would like to see something added to the lua API for the programmable machines, then please post here!
- Sun Apr 23, 2017 5:08 am
- Forum: Mods
- Topic: [0.15.x] [WIP] Factoronics Programmable Lua Machines
- Replies: 2
- Views: 1461
[0.15.x] [WIP] Factoronics Programmable Lua Machines
Factoronics Programmable Lua Machines I am posting this here to get the forum post ready for it! What is this mod? This mod allows users to program their machines ingame, using lua! Essentially, this mod brings computercraft to factorio! This mod is still in development, but it has been making prog...
- Sun Apr 23, 2017 4:46 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 994776
Re: Factorio Roadmap for 0.15 + 0.16
Update 12th April 2017: Nearing the release of 0.15 we have edited the roadmap to reflect the current plan for 0.15 and 0.16, as some things had to be pushed back, and other features were added. Not everything we want to do is there, basically the main points. Also we can't guarantee we will be abl...
- Sun Apr 23, 2017 4:40 am
- Forum: Won't implement
- Topic: Another request for something like game.read_file()
- Replies: 10
- Views: 3870
Re: Another request for something like game.read_file()
ugh, i really wish there was a way to read files
- Sat Apr 22, 2017 8:55 pm
- Forum: Ideas and Requests For Mods
- Topic: Can Biters "strenght" be tied to "distance from spawn"?
- Replies: 1
- Views: 920
Re: Can Biters "strenght" be tied to "distance from spawn"?
it should be, but you would need to overwrite core files to do it, winch may cause mod conflicts with other mods.
- Sat Apr 22, 2017 8:52 pm
- Forum: Modding help
- Topic: io.open, io.read, and io.write alternatives?
- Replies: 1
- Views: 895
io.open, io.read, and io.write alternatives?
Hello, i was wondering if it was possible, and if so, how to do, file reading/writing.
- Thu Apr 20, 2017 5:45 am
- Forum: Modding help
- Topic: [RESOLVED] getfenv and setfenv alternative?
- Replies: 4
- Views: 1903
Re: getfenv and setfenv alternative?
btw, i managed to get this to work :D /c local ret, err = load('local test = 1 print("load: "..tostring(load))', "", "bt", {["print"] = game.player.print, ["tostring"] = tostring})() game.player.print(tostring(ret)..", "..tostring(err)) im ...
- Thu Apr 20, 2017 5:32 am
- Forum: Modding help
- Topic: [RESOLVED] getfenv and setfenv alternative?
- Replies: 4
- Views: 1903
Re: getfenv and setfenv alternative?
DaveMcW wrote:The 4th argument to load() is what you want.
https://www.lua.org/manual/5.2/manual.html#pdf-load
how would i write to a file?
- Thu Apr 20, 2017 5:29 am
- Forum: Modding help
- Topic: [RESOLVED] getfenv and setfenv alternative?
- Replies: 4
- Views: 1903
Re: getfenv and setfenv alternative?
wow, that works lol thx, i know that they removed a few features specific to lua in their api, unfortunately, one of the more usefull ones was getfenv and setfenvDaveMcW wrote:The 4th argument to load() is what you want.
https://www.lua.org/manual/5.2/manual.html#pdf-load
- Wed Apr 19, 2017 10:40 pm
- Forum: Modding help
- Topic: [RESOLVED] getfenv and setfenv alternative?
- Replies: 4
- Views: 1903
[RESOLVED] getfenv and setfenv alternative?
Hello, i was wondering if there was a workaround for using getfenv and setfenv, so i can add support for letting users adding basic lua code to their machines. If i cant use get/setfenv, then it will expose all game functions to the user, winch i was wanting to limit that with those functions.