Does Factorio changelog support the JSON type syntax of YAML 1.2 or the full YAML syntax?
As my understanding was that it only supported a simplified syntax that is YAML compliment.
Search found 278 matches
- Tue Mar 26, 2019 5:49 pm
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 48203
- Tue Mar 26, 2019 2:57 pm
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 48203
Re: Changelog tutorial
Doing a search on the linked thread (both pages) found no reference to JSON. Hence why I asked as the format is so visually different to JSON.
- Tue Mar 26, 2019 1:16 pm
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 48203
Re: Changelog tutorial
Where is it said it's in JSON format?
Btw it very clearly isn't json
Btw it very clearly isn't json
- Wed Mar 20, 2019 10:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.16]Loading Scenario Crashs Game
- Replies: 4
- Views: 2667
Re: [0.17.16]Loading Scenario Crashs Game
There is no blueprint data in the origional scenario (attached). When you load the scenario the map generation options are shown. Although the scenario code replaces the map generation options automatically. Should add that we are not the original creators of the scenario. We were just modifying it ...
- Wed Mar 20, 2019 6:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.16]Loading Scenario Crashs Game
- Replies: 4
- Views: 2667
[0.17.16]Loading Scenario Crashs Game
Loading the attached scenario for a SP game crashes the game. The scenario has a known issue of not being MP save/load safe. I obtained the scenario by joining another player who was hosting it. On joining I got the unsafe for MP error and then tried to load the scenario locally for an SP game mysel...
- Tue Mar 19, 2019 9:54 pm
- Forum: Campaign / Scenario suggestions
- Topic: [0.17.15]First Technology Completed Screen
- Replies: 0
- Views: 733
[0.17.15]First Technology Completed Screen
Just trying the 0.17.15 NPE and on completing the target of 50 gears and 50 copper into a machine (with no reason given). Then this screen pops up with no previous explanation or direction about what this screen is or why I can't select anything in it. tech done.PNG Once I close it the objective upd...
- Tue Mar 12, 2019 4:21 pm
- Forum: Mods
- Topic: [MOD 0.16] Sisyphean Deliveries
- Replies: 17
- Views: 7494
Re: [MOD 0.16] Sisyphean Deliveries
Ok pushed the 0.17 update to the mod portal. Relatively little broke on the test maps and cases I had to hand.
As the mod portal is usable for communication now compared to when I first released the mod any issues can be raised there.
As the mod portal is usable for communication now compared to when I first released the mod any issues can be raised there.
- Tue Mar 12, 2019 4:11 pm
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 48203
Re: Changelog tutorial
lol yup I only found it by copy/pasting my changelog one line at a time into a sample one until it broke.
Factorio devs obviously fight for the spaces rather than tab side in the battlefield that is indenting.
Factorio devs obviously fight for the spaces rather than tab side in the battlefield that is indenting.
- Tue Mar 12, 2019 12:01 am
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 48203
Re: Changelog tutorial
Something to add to your overview is that you can use spaces for indentation, but not tabs.
using tabs will cause the parsing to error with a generic error on the line.
using tabs will cause the parsing to error with a generic error on the line.
Code: Select all
Failed to parse changelog for mod Zooming Out Screenshots: invalid changelog file, error on line 23.
- Mon Mar 11, 2019 1:08 am
- Forum: Mods
- Topic: [MOD 0.16] Sisyphean Deliveries
- Replies: 17
- Views: 7494
Re: [MOD 0.16] Sisyphean Deliveries
I'll have a look and see if its simple enough to get the mod over to 0.17 as is.
Just to warn you it has a number of design and code flaws in the current version mainly around the smarts with multiple rocket silos and I haven't had the drive to fix it properly as I've stopped using the mod myself.
Just to warn you it has a number of design and code flaws in the current version mainly around the smarts with multiple rocket silos and I haven't had the drive to fix it properly as I've stopped using the mod myself.
- Fri Mar 08, 2019 1:35 am
- Forum: Not a bug
- Topic: [0.17.8]Walls built against cliffs don't update after cliffs removed
- Replies: 3
- Views: 670
[0.17.8]Walls built against cliffs don't update after cliffs removed
When you build a wall up to a cliff it does the nice join graphics. Seen here on the top wall. with cliff.PNG Once you blow up the cliff with cliff explosives the wall join graphics don't update to remove them. Seen here on the top wall. We'd expect the graphics of the wall to return to as if the cl...
- Thu Mar 07, 2019 8:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.8] Train schedule of only itself multiple times crashs game
- Replies: 1
- Views: 1651
[kovarex] [0.17.8] Train schedule of only itself multiple times crashs game
When a train schedule has a single station multiple times and no conditions on the stations the game hard crashes. This can be seen in the save game. The train is all setup, just "play" the game from the editor time screen. If the train only has the same station a few times (2-4) the game ...
- Thu Mar 07, 2019 1:47 am
- Forum: Duplicates
- Topic: [0.17.6] Trains at same named stations when disable leave early
- Replies: 3
- Views: 1251
[0.17.6] Trains at same named stations when disable leave early
Standard Behavior When a single train is at a singleton station name and it is awaiting its condition to be met. If the station is disabled the train continues to await its condition before continuing its schedule. In effect meaning the station being disabled has no impact on the train. This seems ...
- Tue Mar 05, 2019 5:12 pm
- Forum: Duplicates
- Topic: [0.17.0] Mod Sync disabled Base mod when joining MP game
- Replies: 5
- Views: 1442
Re: [0.17.0] Mod Sync disabled Base mod when joining MP game
My bug appears to be a duplicate of this now resolved bug.
viewtopic.php?t=66834
viewtopic.php?t=66834
- Tue Mar 05, 2019 11:42 am
- Forum: Duplicates
- Topic: [0.17.0] Mod Sync disabled Base mod when joining MP game
- Replies: 5
- Views: 1442
Re: [0.17.0] Mod Sync disabled Base mod when joining MP game
I have seen another player get this. https://cdn.discordapp.com/attachments/ ... nknown.png
They clicked Back to make no changes. Then tried to join the server again and connected without any issues.
They clicked Back to make no changes. Then tried to join the server again and connected without any issues.
- Sat Mar 02, 2019 7:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0/17.4] Technology onhover modal loses focus on load/connecting gui
- Replies: 1
- Views: 1608
[Oxyd] [0/17.4] Technology onhover modal loses focus on load/connecting gui
When you are in the research screen and are hovering over a technology the information modal for that technology appears as seen in the right half of the image. All as expected here. When a loading bar and message appears (i.e. the server does an autosave or a player starts to connect/dropped) the t...
- Thu Feb 28, 2019 1:37 pm
- Forum: Duplicates
- Topic: [0.17.0] Mod Sync disabled Base mod when joining MP game
- Replies: 5
- Views: 1442
Re: [0.17.0] Mod Sync disabled Base mod when joining MP game
No, I am unable to reproduce it. I have tried deleting and messing with my mod-list.json in various ways and all scenarios so far are handled.
- Wed Feb 27, 2019 5:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.1] Expensive Recipe Assembing Machine 2 no steel
- Replies: 2
- Views: 6345
[0.17.1] Expensive Recipe Assembing Machine 2 no steel
There is no steel required at present for an Assembling Machine mk2 (asm2) in expensive mode, although the non-expensive mode does require it after the change.
- Tue Feb 26, 2019 6:47 pm
- Forum: Duplicates
- Topic: [0.17.0] Mod Sync disabled Base mod when joining MP game
- Replies: 5
- Views: 1442
[0.17.0] Mod Sync disabled Base mod when joining MP game
I had a steam 0.16.51 version with no mods in the mod folder. I upgraded to 0.17.0 through steam. When I joined an MP game with no active mods the Mod Sync GUI appeared and said I had to disable Base mod to join. No other mods were shown as being present on my system or required. I did this to see w...
- Wed Feb 13, 2019 12:20 pm
- Forum: Modding interface requests
- Topic: Updating localised texts using control bindings on their change
- Replies: 2
- Views: 715
Re: Updating localised texts using control bindings on their change
Fair enough, seemed worth asking.