Search found 73 matches

by adamius
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.
by adamius
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...
by adamius
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?
by adamius
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 ...
by adamius
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...
by adamius
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)
by adamius
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...
by adamius
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
by adamius
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.
by adamius
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
by adamius
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 ...
by adamius
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 "...
by adamius
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 ...

Go to advanced search