Could you link it please? Id really love to check it out.
https://github.com/TomCaserta/FactorIO
Unfortunately its more of a proof of concept at the moment. It's not complete but I was planning on working on it this weekend some more.
Here is a video of it: https://www.youtube.com/watch?v ...
Search found 14 matches
- Sat Jul 22, 2017 2:56 pm
- Forum: Modding discussion
- Topic: Websockets?
- Replies: 3
- Views: 1938
- Sat Jul 22, 2017 2:23 pm
- Forum: Modding discussion
- Topic: Websockets?
- Replies: 3
- Views: 1938
Re: Websockets?
They have said they will not be putting sockets in the game as it breaks determinism. To me thats unfortunate as I feel as long as you don't perform any changes to the game state it should be fine and the amount of cool mods you could make with them would make it worthwhile. That being said you can ...
- Tue Jan 03, 2017 4:07 pm
- Forum: Modding help
- Topic: game.read_file ?
- Replies: 10
- Views: 3997
Re: game.read_file ?
I think the whole determinism argument is a bit of a crappy reason in my opinion. Just simply telling the user not to use it to make something happen in the game (other than loading blueprints or whatever) is enough.
Its like saying disallow mods because a user can accidentally write incorrect ...
Its like saying disallow mods because a user can accidentally write incorrect ...
- Tue Jan 03, 2017 3:16 pm
- Forum: Modding help
- Topic: game.read_file ?
- Replies: 10
- Views: 3997
Re: game.read_file ?
I think the whole determinism argument is a bit of a crappy reason in my opinion. Just simply telling the user not to use it to make something happen in the game (other than loading blueprints or whatever) is enough.
Its like saying disallow mods because a user can accidentally write incorrect ...
Its like saying disallow mods because a user can accidentally write incorrect ...
- Fri Dec 23, 2016 11:44 am
- Forum: Modding discussion
- Topic: Any way to get the variable name of a definition value?
- Replies: 2
- Views: 1541
Re: Any way to get the variable name of a definition value?
function getKey(value, someTable)
for k, v in pairs(someTable) do
if v == value then return k end
end
Something like that should work if you pass defines.controllers as someTable
Ah yes, thank you, not sure why I didn't think of that, should be easy to do since the docs contain which ...
- Fri Dec 23, 2016 11:22 am
- Forum: Modding discussion
- Topic: Any way to get the variable name of a definition value?
- Replies: 2
- Views: 1541
Any way to get the variable name of a definition value?
So I am currently working on a project to allow for input and output from factorio to nodejs/web services to run code.
I've been making a serializer to allow me to convert lua userdata objects into JSONable tables, Im auto generating the code from the documentation, so far I have it working ...
I've been making a serializer to allow me to convert lua userdata objects into JSONable tables, Im auto generating the code from the documentation, so far I have it working ...
- Thu Nov 27, 2014 12:36 pm
- Forum: Wiki Talk
- Topic: Factorio wiki colour scheme
- Replies: 7
- Views: 21806
Re: Factorio wiki colour scheme
If this is done it should be done via a completely new default skin. That way if someone has any difficulty reading it they can just change the skin.
Editing the common.css would not be a good idea since it affects every skin so a user wouldnt be able to get away from it if they wanted to. I ...
Editing the common.css would not be a good idea since it affects every skin so a user wouldnt be able to get away from it if they wanted to. I ...
- Thu Nov 27, 2014 12:20 pm
- Forum: Wiki Talk
- Topic: List of Error and fixs
- Replies: 5
- Views: 15470
Re: List of Error and fixs
Im not sure exactly what you are suggesting because of the part at the end of your post saying essentially talking about syntactical errors. Reallistically apart from using a lua IDE (or code checker) you cant really give a fix for a problem like that since it depends where youve gone wrong in your ...
- Wed Nov 26, 2014 10:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.3] Lua leaks computers account name/data path
- Replies: 6
- Views: 3015
Re: [0.11.3] Lua leaks computers account name/data path
It's the debug library.
game.player.print(debug.getinfo(1).source)
Ah, that makes much more sense than the long winded example I had (wasnt sure on the internals so didnt know thats essentially what its doing). Does this mean 'debug' would need to be removed to fix this? As I am currently ...
game.player.print(debug.getinfo(1).source)
Ah, that makes much more sense than the long winded example I had (wasnt sure on the internals so didnt know thats essentially what its doing). Does this mean 'debug' would need to be removed to fix this? As I am currently ...
- Wed Nov 26, 2014 8:53 pm
- Forum: Modding help
- Topic: Do you need to be concerned about what gets stored in "glob"
- Replies: 3
- Views: 1896
Re: Do you need to be concerned about what gets stored in "g
Everything in glob gets serialized. You can store what ever you like in it (provided LUA can store it) and it will save/load without any issues.
I'm not sure how you would store a binary file since there are no functions exposed to read data from the script state and all input is in the format of ...
I'm not sure how you would store a binary file since there are no functions exposed to read data from the script state and all input is in the format of ...
- Wed Nov 26, 2014 4:40 pm
- Forum: Modding help
- Topic: Do you need to be concerned about what gets stored in "glob"
- Replies: 3
- Views: 1896
Do you need to be concerned about what gets stored in "glob"
Essentially as far as I am away everything that gets stored in "glob" is saved and reloaded when the map gets loaded. Does whatever get stored in there get serialized/encoded as to not break the save?
So basically if I stored a binary file with lets say every byte inside there for whatever reason ...
So basically if I stored a binary file with lets say every byte inside there for whatever reason ...
- Tue Nov 25, 2014 2:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.3] Lua leaks computers account name/data path
- Replies: 6
- Views: 3015
[0.11.3] Lua leaks computers account name/data path
Im not terribly good at Lua so I have no idea if this is an issue with how lua is done or if this is an issue with serpent getting the bytecode for a function in a higher context than the mod is run in however:
This is the least amount of code I could get it to work with
local test = {};
function ...
This is the least amount of code I could get it to work with
local test = {};
function ...
- Mon Nov 24, 2014 1:28 pm
- Forum: Modding discussion
- Topic: Prototype definitions reference format
- Replies: 14
- Views: 22105
Re: Prototype definitions reference format
Currently trying to automatically dump all the prototypes for quick wiki upload, its not 100% working yet however kitsune9tails I have managed to dump the valid parameters of the Technology class:
"technology": {
"effects": {
"ammo_category": "string",
"modifier": "number",
"type": "string ...
"technology": {
"effects": {
"ammo_category": "string",
"modifier": "number",
"type": "string ...
- Mon Nov 24, 2014 10:48 am
- Forum: Implemented mod requests
- Topic: Expose more of the GUI elements.
- Replies: 20
- Views: 21383
Expose more of the GUI elements.
Currently I require the graph view and text box (multiple lines) however the code to do that hasnt been exposed to the gui add method. Could we please have this functionality?
It would be nice also to get all the other GUI elements currently not createable: RadioButton, DropDown, ScrollBar ...
It would be nice also to get all the other GUI elements currently not createable: RadioButton, DropDown, ScrollBar ...