or eclipse with lua plugin, i like
viewtopic.php?f=34&t=29919&p=204969#p204969
Search found 202 matches
- Sun Sep 11, 2016 1:15 pm
- Forum: Modding help
- Topic: Mod Error
- Replies: 5
- Views: 1867
- Sun Sep 11, 2016 1:14 pm
- Forum: Modding discussion
- Topic: [Guide] Linting lua and json files to spot missed errors
- Replies: 4
- Views: 3882
Re: [Guide] Linting lua and json files to spot missed errors
I prefere Eclipse IDE
1) download eclipse
https://eclipse.org/downloads/eclipse-packages/ choose "Eclipse IDE for Java EE Developers"
2) install plugin lua
launch eclipse
open Help/Install new software
add Work with http://download.eclipse.org/ldt/releases/milestones/
select lua developement tools ...
1) download eclipse
https://eclipse.org/downloads/eclipse-packages/ choose "Eclipse IDE for Java EE Developers"
2) install plugin lua
launch eclipse
open Help/Install new software
add Work with http://download.eclipse.org/ldt/releases/milestones/
select lua developement tools ...
- Thu Sep 08, 2016 12:14 pm
- Forum: Modding help
- Topic: defines.lua - where is it?
- Replies: 6
- Views: 3729
Re: defines.lua - where is it?
build defines.lua variable file and put in ur path
http://lua-api.factorio.com/latest/defines.html
http://lua-api.factorio.com/latest/defines.html
- Wed Sep 07, 2016 1:51 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [2.0 Space Age & Vanilla]
- Replies: 55
- Views: 81772
Re: Production Calculator Google Sheet [0.13 & 0.14]
i have made i MOD for that
without cost but u can use with other MOD
https://mods.factorio.com/mods/Helfima/helmod
https://mods.factorio.com/mods/Helfima/helmod
Rocket number
Production block
- Tue Sep 06, 2016 12:28 am
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 323
- Views: 225852
Re: [MOD 0.13.8+]Helmod: Assistant to plan its base.
@apriori: locale added for v0.14 i mean our source file is not full and check the file https://github.com/Helfima/helmod
- Sat Sep 03, 2016 12:11 pm
- Forum: Modding help
- Topic: GUI frame vertical lengh too long
- Replies: 4
- Views: 1758
Re: GUI frame vertical lengh too long
Maximal value is juste for frame display. If u have more child is displayed out of the frame
- Sat Sep 03, 2016 2:02 am
- Forum: General discussion
- Topic: Productivity module examination
- Replies: 14
- Views: 8120
Re: Productivity module examination
I have made MOD for these calculation
https://mods.factorio.com/mods/Helfima/helmod
Check my wiki to use
https://mods.factorio.com/mods/Helfima/helmod
Check my wiki to use
- Fri Sep 02, 2016 9:54 pm
- Forum: Modding help
- Topic: GUI frame vertical lengh too long
- Replies: 4
- Views: 1758
Re: GUI frame vertical lengh too long
If u use a vertical frame, it try put all children in vertical before
2 way for ur problem
Use a table type guielement with 2 column
Or use a horizontal flow for label and button by row
2 way for ur problem
Use a table type guielement with 2 column
Or use a horizontal flow for label and button by row
- Mon Aug 29, 2016 12:12 pm
- Forum: Duplicates
- Topic: [0.14.1] Logistic robots doesn't work
- Replies: 4
- Views: 1609
Re: [0.14.1] Logistic robots doesn't work
oh I had not seen it and I'll try to be more accurate next time 
thanks
thanks
- Mon Aug 29, 2016 12:06 pm
- Forum: General discussion
- Topic: Production rate calculations..
- Replies: 7
- Views: 3801
Re: Production rate calculations..
try my MOD https://mods.factorio.com/mods/Helfima/helmod
and u can build a perfect production line
and u can build a perfect production line
- Mon Aug 29, 2016 11:53 am
- Forum: Modding help
- Topic: [solved] GUI elements - how to determine type?
- Replies: 4
- Views: 1750
Re: GUI elements - how to determine type?
i use string.find AND regex pattern on the GuiElement name, my MOD have a big dynamic UI
https://github.com/Helfima/helmod/blob/master/planner/plannerDialog.lua
function PlannerDialog.methods:on_gui_click(event)
if event.element.valid and string.find(event.element.name, self:classname()) then ...
https://github.com/Helfima/helmod/blob/master/planner/plannerDialog.lua
function PlannerDialog.methods:on_gui_click(event)
if event.element.valid and string.find(event.element.name, self:classname()) then ...
- Sun Aug 28, 2016 9:54 pm
- Forum: Duplicates
- Topic: [0.14.1] Logistic robots doesn't work
- Replies: 4
- Views: 1609
Re: [0.14.1] Logistic robots doesn't work
my logistic robots should replenish items in me but when I'm in their area it nothing happens unless there's an event
When press F i create a event and it work after!
When press F i create a event and it work after!
- Sun Aug 28, 2016 3:52 am
- Forum: Duplicates
- Topic: [0.14.1] Logistic robots doesn't work
- Replies: 4
- Views: 1609
[0.14.1] Logistic robots doesn't work
My Logistic robots doesn't work?
if i press [F] to pick something it's ok
load my game en press [F] to see the bug
if i press [F] to pick something it's ok
load my game en press [F] to see the bug
- Wed Aug 10, 2016 11:13 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] power properties on LuaItemPrototype
- Replies: 5
- Views: 2722
Re: [Request] power properties on LuaItemPrototype
the nominal values could are on luaitemprototype?
- Thu Aug 04, 2016 10:11 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 323
- Views: 225852
Re: [MOD 0.13.8+]Helmod: Assistant to plan its base.
arf i had removed icon file
i have commited quick fix version 0.2.1
i have commited quick fix version 0.2.1
- Thu Aug 04, 2016 8:24 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 323
- Views: 225852
Re: [MOD 0.13.8+]Helmod: Assistant to plan its base.
Version 0.2.0 commited and wiki updated with the change
- Thu Aug 04, 2016 11:38 am
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 323
- Views: 225852
[MOD 0.14-1.0]Helmod: Assistant to plan its base.
Helmod: Assistant to plan its base.
Assistant to plan its base. calculates the needs, resources, factories, beacon or electric power.
tutorial en francais: https://youtu.be/zrdLD2QOA0w
@see MOD and description: https://mods.factorio.com/mods/Helfima/helmod
@see for help: click on help icon ...
Assistant to plan its base. calculates the needs, resources, factories, beacon or electric power.
tutorial en francais: https://youtu.be/zrdLD2QOA0w
@see MOD and description: https://mods.factorio.com/mods/Helfima/helmod
@see for help: click on help icon ...
- Wed Aug 03, 2016 9:20 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: high-speed producting: Stack inserter speed and input limits
- Replies: 21
- Views: 34027
Re: high-speed producting: Stack inserter speed and input limits
my incredible template to produce more without bots (Factorio v0.13.8+) :lol:
2016-08-03_102449.png
2016-08-03_103459.png
in theorical, this can produce more than 4k EC/m
2016-08-03_103528.png
in theorical, this can produce 4 "Module of production 3" per minute
2016-08-03_103556.png
my ...
2016-08-03_102449.png
2016-08-03_103459.png
in theorical, this can produce more than 4k EC/m
2016-08-03_103528.png
in theorical, this can produce 4 "Module of production 3" per minute
2016-08-03_103556.png
my ...
- Tue Aug 02, 2016 1:16 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: high-speed producting: Stack inserter speed and input limits
- Replies: 21
- Views: 34027
Re: high-speed producting: Stack inserter speed and input limits
when the inserter takes on the belt, it waits a few tenth of a second if the stack is not complete or if it can not be taken.
When he takes a factory or a safety he does not expect the next item on the belt and takes all he can in one shot, it is more stable
I put a screen again later, but I use ...
When he takes a factory or a safety he does not expect the next item on the belt and takes all he can in one shot, it is more stable
I put a screen again later, but I use ...
- Mon Aug 01, 2016 3:44 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] power properties on LuaItemPrototype
- Replies: 5
- Views: 2722
[Request] power properties on LuaItemPrototype
We have no information on the maximal power emission or power consumption on LuaItemPrototype
I make a MOD to plan the production line and i can't calcul the electrical power
if u add some properties for power, sample:
power_production
power_usage
EDIT:
i mean other properties can add
speed_usage ...
I make a MOD to plan the production line and i can't calcul the electrical power
if u add some properties for power, sample:
power_production
power_usage
EDIT:
i mean other properties can add
speed_usage ...