Now i'm thinking about automatically moving superfluous items from chests to the player's output or trash inventory when pasting requests from a recipe.
Will probably the feature of the next version.
Search found 30 matches
- Sun Sep 24, 2023 7:06 pm
- Forum: Mods
- Topic: Lindors Advanced Pasting
- Replies: 3
- Views: 814
- Sat Sep 23, 2023 6:37 pm
- Forum: Mods
- Topic: Lindors Advanced Pasting
- Replies: 3
- Views: 814
Re: Lindors Advanced Pasting
v0.0.1 is released.
All features mentioned in the previous post have been implemented.
All features mentioned in the previous post have been implemented.
- Sun Sep 03, 2023 4:04 am
- Forum: Mods
- Topic: Lindors Advanced Combat
- Replies: 0
- Views: 470
Lindors Advanced Combat
This is supposed to become the future homepage of the Lindors Advanced Combat mod.
OP will be updated in the future to become more descriptive.
OP will be updated in the future to become more descriptive.
- Fri Sep 01, 2023 7:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.87] incorrect sound function
- Replies: 1
- Views: 1083
[1.1.87] incorrect sound function
Hey :) "__base__/prototypes/entity/sounds.lua": function "sounds.large_explosion(volume)" has an unused "volume" parameter. The volume is always set to 0.55 in spite of different prototypes trying to set different volumes. Examples from "__base__/prototypes/entity/...
- Thu Aug 31, 2023 4:13 pm
- Forum: Modding interface requests
- Topic: new data:extend
- Replies: 7
- Views: 1156
Re: new data:extend
Okay. Well, since the modders are required to update their mods for any new game version, complete forwards-compatibility will never happen anyway. It just makes me sad because i see massive wasted potential here. If there was just one simple rule, namely that tables inside tables must be distinguis...
- Thu Aug 31, 2023 12:01 am
- Forum: Modding interface requests
- Topic: new data:extend
- Replies: 7
- Views: 1156
Re: new data:extend
Honestly, data.raw is pure chaos. Even for the same entry in the same prototype, just over multiple game versions: Sometimes the entry is a table Sometimes it's a table of a table Sometimes it's a table of multiple non-uniquely-identifyable tables For a game like factorio that is generally thought t...
- Wed Aug 30, 2023 11:08 pm
- Forum: Modding interface requests
- Topic: new data:extend
- Replies: 7
- Views: 1156
Re: new data:extend
Or, another idea for a good paradigm would be that every table without a "type" or "name" identifier always has a unique key. Like every graphics table with the key "head" cannot contain other tables. Therefore, if a table does not contain a "type" or "na...
- Wed Aug 30, 2023 10:55 pm
- Forum: Modding interface requests
- Topic: new data:extend
- Replies: 7
- Views: 1156
Re: new data:extend
And there's one unsolvable problem: Sometimes we want to insert a value into a table without a type or name identifier. But such tables cannot be uniquely identified other than by the key, but the key is arbitrary and can always change in the future. Example: data.raw: { type = "beam", nam...
- Wed Aug 30, 2023 10:25 pm
- Forum: Modding interface requests
- Topic: new data:extend
- Replies: 7
- Views: 1156
Re: new data:extend
Spotted a small mistake in the code above. Only applies if you're setting up a completely new prototype instead of altering an existing one. I'll still leave it here so you can learn from my mistake. Here's the fixed code: --set up function names to be local and allow for recursion local copy local ...
- Wed Aug 30, 2023 6:01 pm
- Forum: Ideas and Requests For Mods
- Topic: [Mod Request] Lategame Logistics Solution
- Replies: 0
- Views: 436
[Mod Request] Lategame Logistics Solution
Hello :) I have just posted a Vanilla suggestion, but since it's also kinda a mod request, i want to post it here as well: https://forums.factorio.com/viewtopic.php?f=6&p=589635#p589635 I'm trying my best to come up with a mod myself, but my time is very limited atm and i'd love if anyone would ...
- Wed Aug 30, 2023 5:53 pm
- Forum: Ideas and Suggestions
- Topic: Lategame Logistics Solution
- Replies: 0
- Views: 628
Lategame Logistics Solution
Hello :) First of all, i'd be happy for all mods provided, i just couldn't find any non-cheaty mods which solve this yet. Also feel free to interpret this as a mod request, i'd just also like to have it in Vanilla. What i want is a lategame logistics solution which is scalable, isn't cheaty and feel...
- Wed Aug 30, 2023 2:01 am
- Forum: Modding interface requests
- Topic: new data:extend
- Replies: 7
- Views: 1156
Re: new data:extend
Turns out that the code i have written was absolutely terrible. But i came up with a solution: --very fast deepcopy of any non-recursive lua object without metatable support local copy do copy = function(obj) if type(obj) ~= "table" then do return obj end else local result = {} for k, v in...
- Tue Aug 29, 2023 11:41 pm
- Forum: Modding interface requests
- Topic: new data:extend
- Replies: 7
- Views: 1156
new data:extend
Hello dear devs :), Let's suppose you want to add an area-attack to data.raw["beam"]["laser-beam"]. You deepcopy the table and add your area attack to laserBeam.action. Now if for some reason future vanilla factorio also decides to add an area attack, ours would overwrite this. W...
- Mon Aug 28, 2023 2:30 am
- Forum: Mods
- Topic: Lindors Advanced Pasting
- Replies: 3
- Views: 814
Re: Lindors Advanced Pasting
v0.0.0 is released. It has been tested and seems to be working :D :lol: For future versions i'm thinking about mod settings like maximum amount of requested stacks per item minimum amount of empty output-inventory stacks maybe maximum amount of "value" per request, like one processing unit...
- Mon Aug 28, 2023 12:28 am
- Forum: Mods
- Topic: Lindors Advanced Pasting
- Replies: 3
- Views: 814
Lindors Advanced Pasting
This is supposed to be the homepage of the Lindors Advanced Pasting mod. Features: Setting requests for logistic chests via copy-and-pasting doesn't exceed the chest's inventory any more. Additionally, requests come in multiples of maximum stack size per item. Keeps request item ratios as closely as...
- Sun Aug 27, 2023 2:22 pm
- Forum: Mods
- Topic: Lindors Advanced Solar
- Replies: 0
- Views: 459
Lindors Advanced Solar
This is supposed to be the future homepage for the Lindors Advanced Solar mod.
Feel free to discuss the mod here All opinions are welcome.
OP will probably be updated in the future to become more descriptive.
Feel free to discuss the mod here All opinions are welcome.
OP will probably be updated in the future to become more descriptive.
- Sat Aug 19, 2023 10:38 pm
- Forum: Modding help
- Topic: Logistic Network Modding
- Replies: 0
- Views: 481
Logistic Network Modding
Hello :) I came back to factorio after 4 years and want to create a lot of mods now, and right on top of my list is the logistic network. What i envision so far: 1. Logistic chests get an (ingame settable) ID and can only request from / send to chests inside the same network with the same ID. Defaul...
- Mon Jan 06, 2020 9:06 am
- Forum: Modding help
- Topic: Saving Tables inside Tables in Lua
- Replies: 3
- Views: 1035
Re: Saving Tables inside Tables in Lua
Ah, i see. Thank you <3
- Mon Jan 06, 2020 8:41 am
- Forum: Modding help
- Topic: Saving Tables inside Tables in Lua
- Replies: 3
- Views: 1035
Saving Tables inside Tables in Lua
Hi, Can you help me understanding something? If i run the code tab = {1,3} result = {tab} tab = {1,4} return result it outputs {1, 3}, as i expected. But if i run the code local x = 3 local tab = {} local result = {} for k = 2, x do for v = 1, k do tab[v] = v end result[#result+1] = tab end then i e...
- Sat Oct 05, 2019 6:12 am
- Forum: Modding help
- Topic: [Solved] various themes: comparing tables, general code quirks, blueprint modding and how not to behave as modder(sorry)
- Replies: 22
- Views: 3791
Re: How to get a logistic chests items being fetched?
Don't worry anymore, i finished the mod and so far at least in singleplayer everything is working as i hoped. Again a big thank you for making this mod possible. As i said, i thanked you in the mod description, eradicator (https://mods.factorio.com/mod/logistic-chest-overflow). I've learned some les...