Search found 4 matches

by otsukarci
Mon Aug 12, 2013 3:40 am
Forum: Modding help
Topic: Previously working mod not working after 0.6.1 Build 5884Mac
Replies: 0
Views: 3169

Previously working mod not working after 0.6.1 Build 5884Mac

When I try to save game there is a warning saying 'Can't save map, entity list of entities for update of links is not empty'.
All I do is

Code: Select all

game.onsave(function()
    glob.crdata = mydata.units -- A table containing 'entities' as values
end)
Any ideas?
by otsukarci
Mon Aug 05, 2013 7:15 am
Forum: Implemented Suggestions
Topic: Launching a Saved Game
Replies: 0
Views: 3376

Launching a Saved Game

Is there a way to launch a saved game directly without going to 'Play' -> 'Load game' -> 'mygame'. This is really painful when developing a mod.
If not, it would be great if you can add an option like:

Code: Select all

/Applications/factorio.app/Contents/MacOS/factorio -load "mygame"
by otsukarci
Mon Aug 05, 2013 7:04 am
Forum: Modding discussion
Topic: Modding Development Best Practices
Replies: 4
Views: 6454

Re: Modding Development Best Practices

Is there any way to print debug logs other than using 'print' statements? Is there any reason to use anything else? Also, I think the generic "print("text")" doesn't always work correctly, so get into the habit of using this: game.player.print("text") Sorry, I meant &q...
by otsukarci
Mon Aug 05, 2013 2:44 am
Forum: Modding discussion
Topic: Modding Development Best Practices
Replies: 4
Views: 6454

Modding Development Best Practices

I recently started experimenting with modding but wasn't able to setup an ideal development environment. Is there a guide somewhere on this topic? If not can we please discuss best practices for modding development here so newbies can set up a development env. that makes mode developments easy? Here...

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