Search found 73 matches
- Wed Jan 16, 2019 11:05 pm
- Forum: Already exists
- Topic: Request server change
- Replies: 3
- Views: 2468
Re: Request server change
I'd like this functionality. Then we could easily navigate the 50 or so worlds in our cluster and players would have an in-game way of doing so.
- Tue Jun 12, 2018 5:33 am
- Forum: Implemented mod requests
- Topic: Simple property requests (something that exists but has no way to read/write it)
- Replies: 139
- Views: 43193
Re: Simple property requests (something that exists but has no way to read/write it)
game.savename - name of save game .zip as passed to factorio on headless command line. as used by game.server_save() when name is not supplied. (I think) The save file name is not part of the game state and likely never will be meaning not even the game knows what the name was in mp. Does game.serv...
- Thu Jun 07, 2018 6:00 pm
- Forum: Modding interface requests
- Topic: Mod the train schedule GUI?
- Replies: 1
- Views: 748
Mod the train schedule GUI?
Is it possible to mod the train schedule GUI?
I’d like to add a buttons for copying and pasting complete train schedules?
I’d like to add a buttons for copying and pasting complete train schedules?
- Mon Jun 04, 2018 12:56 pm
- Forum: Won't implement
- Topic: Can a script know the filename of its save?
- Replies: 7
- Views: 2108
Re: Can a script know the filename of its save?
Anyone who joins a server loads the game from an auto-generated savegame made in the exact moment they try to join. So the "original" savegame name would have to be explicitly synced to the client afterwards to be deterministic. Also requests are much more likely to be implemented if you ...
- Mon Jun 04, 2018 5:13 am
- Forum: Won't implement
- Topic: Can a script know the filename of its save?
- Replies: 7
- Views: 2108
Re: Can a script know the filename of its save?
I'd actually like to know where this name comes from then... so I can give it to my lua script. The name comes from you. You can rename a save, but you cannot determine its original name. That is why I posted this in the Modding interface requests forum. I have a mod that would make use of this inf...
- Sat Jun 02, 2018 8:57 pm
- Forum: Implemented mod requests
- Topic: Simple property requests (something that exists but has no way to read/write it)
- Replies: 139
- Views: 43193
Re: Simple property requests (something that exists but has no way to read/write it)
game.savename - name of save game .zip as passed to factorio on headless command line. as used by game.server_save() when name is not supplied. (I think)
- Sat Jun 02, 2018 8:22 am
- Forum: Won't implement
- Topic: Can a script know the filename of its save?
- Replies: 7
- Views: 2108
Re: Can a script know the filename of its save?
This is not possible to access because it is not a deterministic value. Mods have to be deterministic, so they may not have access to non-deterministic values. Your reality apparently contains insufficient hamster actuator power. This function from LuaGameScript (game) also disagrees with your stat...
- Sat Jun 02, 2018 6:51 am
- Forum: Won't implement
- Topic: Can a script know the filename of its save?
- Replies: 7
- Views: 2108
Can a script know the filename of its save?
Hi all,
I'd like a script to be able to know what save its world came from. I can't seem to find anything relevant.
Ideally I'd find it in game.savename or something similar.
Any ideas?
thanks
I'd like a script to be able to know what save its world came from. I can't seem to find anything relevant.
Ideally I'd find it in game.savename or something similar.
Any ideas?
thanks
- Sat Jun 02, 2018 12:16 am
- Forum: Already exists
- Topic: How to access blueprints in wagon?
- Replies: 3
- Views: 1777
Re: How to access blueprints in wagon?
thanks, I'll give these a try.
- Fri Jun 01, 2018 10:46 pm
- Forum: Already exists
- Topic: How to access blueprints in wagon?
- Replies: 3
- Views: 1777
How to access blueprints in wagon?
Hi all,
I have a wagon full of blueprints. How do I allow a script to access the blueprint data for the third blueprint in the wagon?
From what I can see LuaStackItem has accessors but I’m not sure how to use it to access individual blueprints.
Thanks
I have a wagon full of blueprints. How do I allow a script to access the blueprint data for the third blueprint in the wagon?
From what I can see LuaStackItem has accessors but I’m not sure how to use it to access individual blueprints.
Thanks
- Sat May 19, 2018 5:18 am
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 58993
Re: Friday Facts #243 - New GUI tileset
Appreciate the support for colour blindness. I’m assuming the GUI itself supports Windows’s font scaling or something similar...? That would assist with vision impaired especially on the giant monitors out there. I like the idea of cleaning up the tutorial campaigns. The initial demo tutorials were ...
- Sun May 13, 2018 5:22 pm
- Forum: Implemented Suggestions
- Topic: Portal to allow easy disconnect and connect between servers
- Replies: 3
- Views: 1813
Re: Portal to allow easy disconnect and connect between servers
Those 30 or more servers are already running the clusterio mod. It would need to be able to disconnect from the current game in progress then reconnect to a different game on a different server. I'd say this is something that the dev team would need to implement. Its actually a special kind of "...
- Sat May 12, 2018 5:15 pm
- Forum: Implemented Suggestions
- Topic: Portal to allow easy disconnect and connect between servers
- Replies: 3
- Views: 1813
Portal to allow easy disconnect and connect between servers
Tldr Portal object that allows easy disconnect and connect to a specific other server. Prompt for confirmation. Why? When you have 30 or so factorio headless servers it is annoying to have to manually quit then browse public games then connect to a different server. I propose an object/vehicle that ...