Search found 858 matches

by Impatient
Mon Mar 28, 2016 2:33 pm
Forum: Modding help
Topic: [solved] Debugging
Replies: 2
Views: 519

Re: Debugging

ratchetfreak wrote:create a gui element and update it with the new value
yes. i thought of that too. thanks! i am programming that right now. will make a mod that has a remote interface, so it can be used from other mods too.
by Impatient
Mon Mar 28, 2016 2:32 pm
Forum: Modding help
Topic: [solved]remote reference available in on_load? (0.12.29)
Replies: 1
Views: 385

[solved]remote reference available in on_load? (0.12.29)

hi! i tested registering an interface to remote in the on_load handler. when calling upon that interface later in the on_tick handler it errors "interface unknown". function handleOnLoad() if not global.initializedOnLoad then initGlobals() else end -- migration needed? -- test registering ...
by Impatient
Sun Mar 27, 2016 10:14 pm
Forum: Modding help
Topic: Cannot access global 'script' (Solved)
Replies: 7
Views: 1173

Re: Cannot access global 'script'

maybe something earlier causes "script" in control.lua not to hold the reference to an instance of LuaBootstrap. something that does not throw an error message. i beleive data.lua is parsesd earlier. so yes. maybe have a look at the factorio log files. maybe there is a hint on the cause.
by Impatient
Sun Mar 27, 2016 9:45 pm
Forum: Modding help
Topic: Cannot access global 'script' (Solved)
Replies: 7
Views: 1173

Re: Cannot access global 'script'

strange this is the code i use in control.lua and it works: require "defines" require "utils" script.on_init(function() handleOnInit() end) script.on_load(function() handleOnLoad() end) . . . i assume the reason must be outside your control.lua. is the code you posted in your con...
by Impatient
Sun Mar 27, 2016 9:35 pm
Forum: Modding help
Topic: Creating entities programmatically
Replies: 2
Views: 1134

Creating entities programmatically

hi again! i need another help with creating entities programmatically. what i mean by this is the following: in control.lua i want to create an entity programmatically on runtime. lets say an entity of type LuaTransportLine. is there a way like local myentity = new LuaTransportLine() or local myenti...
by Impatient
Sun Mar 27, 2016 9:29 pm
Forum: Modding help
Topic: [solved] Debugging
Replies: 2
Views: 519

[solved] Debugging

hi,

i need help with debugging. is there (0.12.29) a way to display values ingame continuously. not printing to the console but like the ingame f4-debug overlay?
thanks!
by Impatient
Sun Mar 27, 2016 8:52 pm
Forum: Modding interface requests
Topic: requests regarding transport lines and belts
Replies: 4
Views: 1255

Re: requests regarding transport lines and belts

hi, thanks for your feedback on my suggestions. it showed me where i need to clarify my request and i hope for a lot more questions and feedback, which would help to mature this api-request. a) Can be used to make "smart belts"; belts with controllable speed! I'm all in for this :) current...
by Impatient
Fri Mar 25, 2016 5:13 pm
Forum: News
Topic: Friday Facts #131 - Roadmap shuffle
Replies: 114
Views: 42933

Re: Friday Facts #131 - Roadmap shuffle

guys! i was hopeing for some modding api features!
by Impatient
Fri Mar 25, 2016 9:29 am
Forum: Modding discussion
Topic: Source management and Licensing for Mods
Replies: 65
Views: 30417

Re: Source management and Licensing for Mods

nicely written. and yes, i fully support the call for using a version control system, preferably git, when one develops something. if you are a newcomer to modding and programming, you might not have the resources to explore git at the same time. version control might seem complicated and obsucre. b...
by Impatient
Wed Mar 23, 2016 3:03 pm
Forum: Modding interface requests
Topic: Items as "building blocks"?
Replies: 3
Views: 821

Re: Items as "building blocks"?

sounds interesting
by Impatient
Wed Mar 23, 2016 2:43 pm
Forum: Modding interface requests
Topic: requests regarding transport lines and belts
Replies: 4
Views: 1255

requests regarding transport lines and belts

hi devs, hi modders! i am suggesting the following api-improvements/api-changes regarding transport lines and belts: a) read access to belt speed. i moved this one to its own request thread: https://forums.factorio.com/viewtopic.php?f=28&t=23187 b) LuaTransportLine.get_content_entities :: dictio...
by Impatient
Wed Mar 23, 2016 11:46 am
Forum: Modding help
Topic: belt TransportLine functions ?
Replies: 7
Views: 1668

Re: belt TransportLine functions ?

I also tried the can_insert_at function, that works to detect if the mane is full, but if I try to remove items from a full belt, the get_contents() function does not give me information on the items that are just at the exit of the lane. So when the lane is full, I just extract any item of the bel...
by Impatient
Wed Mar 23, 2016 9:29 am
Forum: Modding help
Topic: belt TransportLine functions ?
Replies: 7
Views: 1668

Re: belt TransportLine functions ?

what you want to do is currently not possible. we discussed this topic just a few days ago. https://forums.factorio.com/viewtopic.php?f=25&t=21864 also bear in mind, that you are deleting the objects on the input belt and create new ones on the output belt. with the api of the transport line you...
by Impatient
Mon Mar 21, 2016 1:29 am
Forum: Modding help
Topic: entity objects of items on transport line (0.12.27)
Replies: 4
Views: 1094

Re: entity objects of items on transport line (0.12.26/0.12.27)

I would suggest looking at the get_contents() function from the LuaTransportLine class http://lua-api.factorio.com/0.12.27/LuaTransportLine.html#get_contents get_contents() → dictionary string → uint Get counts of all items on this line. Return value The counts, indexed by item names. How is this g...
by Impatient
Sun Mar 20, 2016 3:03 pm
Forum: Modding help
Topic: access value of belt speed? factorio 0.12.26/27
Replies: 5
Views: 1336

Re: access value of belt speed? factorio 0.12.26/27

Runtime, not currently. Read access would be pretty simple to add. Write access would require we save the speed of every single belt in the world to the save file in case it wasn't what the prototype speed was defined at which would waste a ton of space in 95%+ of everyone's save file that didn't h...
by Impatient
Sun Mar 20, 2016 3:25 am
Forum: Modding help
Topic: entity objects of items on transport line (0.12.27)
Replies: 4
Views: 1094

entity objects of items on transport line (0.12.27)

Hi, is there currently (0.12.26/0.12.27) a way of getting a list of entities on a transport line? it seems, former solutions of finding them with game.surface.find_entities and game.surface.find_entities_filtered do not work anymore. once an item is "inserted" into a LuaTransportLine, it i...
by Impatient
Sun Mar 20, 2016 3:11 am
Forum: Modding help
Topic: access value of belt speed? factorio 0.12.26/27
Replies: 5
Views: 1336

access value of belt speed? factorio 0.12.26/27

Hi,

is there currently (0.12.26/27) a way to access the speed of a belt via the api? i know i can set it in the entities definition. but can i access it programmatically?

thanks

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