Support for arbitrary locations for source code? Bitbucket, Gitlab, Sourceforge?
Some mods link to their source code via the 'homepage' url, which works, mostly, but if you want to link to a forum page _and_ your source code repository, it's not an ideal solution.
Search found 248 matches
- Sat Jul 11, 2020 9:23 am
- Forum: Mod portal Discussion
- Topic: [One Line Suggestions]
- Replies: 53
- Views: 22288
- Sat Jul 11, 2020 8:27 am
- Forum: Modding interface requests
- Topic: Add technology unlocks as modifiers to Prototype/Technology
- Replies: 3
- Views: 1521
Re: Add technology unlocks as modifiers to Prototype/Technology
I believe that you can add an arbitrary icon to a dummy effect entry with an arbitrary localised string, so it's entirely possible to document to the player what is about to happen. Given that I perpetrated OR-Node s, I would like to be able to say that researching this technology also completes res...
- Fri Jul 10, 2020 10:03 pm
- Forum: Modding interface requests
- Topic: Add technology unlocks as modifiers to Prototype/Technology
- Replies: 3
- Views: 1521
Re: Add technology unlocks as modifiers to Prototype/Technology
on_technology_researched, unlock another technology; quite easily done already?
- Thu Jun 25, 2020 11:06 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.32] Crash to desktop when resuming autosave under debugger.
- Replies: 4
- Views: 1518
Re: [0.18.32] Crash to desktop when resuming autosave under debugger.
Good enough for me.
Thanks for looking into it. =)
Thanks for looking into it. =)
- Wed Jun 24, 2020 11:36 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.32] Crash to desktop when resuming autosave under debugger.
- Replies: 4
- Views: 1518
[0.18.32] Crash to desktop when resuming autosave under debugger.
What did you do? Started Factorio under the debugger to check to see if the mod I'm updating works as designed. Tried to resume the latest autosave. What happened? Factorio crashed to desktop. What did you expect to happen instead? Perhaps an error message of some sort saying that this chunk of Lua...
- Fri Jun 19, 2020 9:01 am
- Forum: Ideas and Requests For Mods
- Topic: Thoughts on a possible "Quality Control" mod.
- Replies: 15
- Views: 4443
Re: Thoughts on a possible "Quality Control" mod.
... Take all existing items and: Create an untested-<item> that has not been through quality control Create a failed-<item> that has failed quality control. ... mrudat's specification is, that for each <item> (eg car, icon: car ) an untested-<item> (eg untested-car, icon: car? ) and a failed-<item>...
- Wed Jun 17, 2020 7:44 am
- Forum: Releases
- Topic: Version 0.18.32
- Replies: 36
- Views: 26074
Re: Version 0.18.32
Are any of the new settings (or settings in general) interactable with by mods? Eg. a mod that wants to show all possible items to the player, not just those that are unlocked? Or alternatively, a mod that wants to avoid a given fluid being deleted? eg. pollution stored in liquid form. Hmm. Perhaps ...
- Wed Jun 17, 2020 7:39 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.31] Apply update (attempts) to load mods _before_ applying update.
- Replies: 1
- Views: 787
[0.18.31] Apply update (attempts) to load mods _before_ applying update.
What did I do? Attempted to apply an update to a windows copy of Factorio 0.18.31 by running the following: C:\Program Files\Factorio\bin\x64\factorio.exe --apply-update core-win64-0.18.31-0.18.32-update.zip At the same time, I also have a mod enabled, that I'm developing, that doesn't load (yet). ...
- Tue Jun 16, 2020 11:47 pm
- Forum: Ideas and Requests For Mods
- Topic: Thoughts on a possible "Quality Control" mod.
- Replies: 15
- Views: 4443
Re: Thoughts on a possible "Quality Control" mod.
The thought I had was that it would replace the vanilla tech tree; the higher up the tech tree the higher the starting chance of failure, and the more expensive the research, ideally balanced to be around the same amount of effort to complete as the original tech tree. Each technology would asymptot...
- Mon Jun 15, 2020 11:28 pm
- Forum: Ideas and Requests For Mods
- Topic: Thoughts on a possible "Quality Control" mod.
- Replies: 15
- Views: 4443
Thoughts on a possible "Quality Control" mod.
Here's some notes on a mod I'm contemplating making, just in case someone else thinks it's an awesome idea and implements it before I get a round tuit. Create a new "Quality Inspection" furnace-style entity (automatic recipe selection). Create a new "Rework Report" used to perfor...
- Sun Jun 14, 2020 9:30 am
- Forum: Modding discussion
- Topic: Fixing data stage spam
- Replies: 39
- Views: 11318
Re: Fixing data stage spam
Is this a horrible idea, now that we can run Factorio under a debugger? =) if mods['debugadapter'] then log("Creating " .. new_item_name) end Actually, would it be possible to do something like have a `debug_log` function that only gets turned on when Factorio has failed to load, and on th...
- Sun Jun 14, 2020 9:19 am
- Forum: Implemented mod requests
- Topic: Add connection_distance and double joint_distance to LuaEntityPrototoype
- Replies: 3
- Views: 1525
Re: Add connection_distance and double joint_distance to LuaEntityPrototoype
LuaEntityPrototype is the control-stage version of (for example) data.raw.locomotive. If you add a field in the data stage to data.raw.locomotive, eg: data.raw.locomotive.locomotive._MyModData = { --[[ Stuff my mod needs to know about locomotives ]] } That'll work, and you can read the data back lat...
- Fri Jun 12, 2020 1:37 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 81112
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Given that it's supposed to connect to nearby entities underground, I would have thought to animate tinted pulses going from the module out along the cables/ducts... presuming you pick the same tint as the socketed modules it should look pretty good, I'd think.
- Fri Jun 12, 2020 3:31 am
- Forum: Ideas and Suggestions
- Topic: Defining high-resolution sprites using icon mipmap method?
- Replies: 0
- Views: 498
Defining high-resolution sprites using icon mipmap method?
TL;DR Now that we can supply mipmap images for icons, would it make sense to change sprite definitions to use the same sort of format? What ? Extend sprite definitions to support supplying mipmap data in the same/similar format as icon definitions. Why ? Eventually, one less code-path to maintain.
- Thu Jun 11, 2020 9:00 am
- Forum: Bob's mods
- Topic: [0.18] Please post bugs and balance issues here.
- Replies: 185
- Views: 56229
Re: [0.18] Please post bugs and balance issues here.
angelsrefining + bobplates fails against a perfectly valid technology defined in Perfectly Valid Prototypes , original bug report here . The specific issue is that it is failing against a perfectly valid technology like the following: data:extend{ { type = "technology", expensive = nil, n...
- Wed Jun 10, 2020 9:04 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1359612
Re: Bugs & FAQ
angelsrefining + bobplates fails against a perfectly valid technology defined in Perfectly Valid Prototypes , original bug report here . The specific issue is that it is failing against a perfectly valid technology like the following: data:extend{ { type = "technology", expensive = nil, no...
- Wed Jun 10, 2020 9:02 am
- Forum: Bob's mods
- Topic: [0.18] Please post bugs and balance issues here.
- Replies: 185
- Views: 56229
Re: [0.18] Please post bugs and balance issues here.
angelsrefining + bobplates fails against a perfectly valid technology defined in Perfectly Valid Prototypes , original bug report here . The specific issue is that it is failing against a perfectly valid technology like the following: data:extend{ { type = "technology", expensive = nil, no...
- Sun Jun 07, 2020 2:50 pm
- Forum: Modding discussion
- Topic: How do I calculate energy consumption via script
- Replies: 5
- Views: 2928
Re: How do I calculate energy consumption via script
I believe that minimum usage comes from energy_source_prototype.drain, which is by default, a fixed fraction of energy_usage. energy_usage and drain, I believe are expressed in terms of J/tick. So, an AM1, which has an energy_usage of 1250J/tick can consume 75kW of energy performing useful work, but...
- Sat Jun 06, 2020 9:41 am
- Forum: Modding discussion
- Topic: Adding technologies to prerequisites
- Replies: 7
- Views: 1883
Re: Adding technologies to prerequisites
I just posted https://mods.factorio.com/mod/OR-Nodes which addresses the problem of technology a depending on (say) plastic-bar, but plastic-bar is unlocked by technology 1 or technology 2. It creates a synthetic technology that represents "The ability to create a plastic bar", and unlocks...
- Sun May 31, 2020 4:43 pm
- Forum: Modding interface requests
- Topic: Ability to filter technology_prototypes by effect?
- Replies: 0
- Views: 474
Ability to filter technology_prototypes by effect?
Could get_filtered_technology_prototypes be extended to support a filter something like the following? local technologies_that_unlock_recipe = game.get_filtered_technology_prototypes{ { filter = "effects" elem_filters = { { type = "unlock-recipe" recipe = "bake-me-a-cake&quo...