Search found 1529 matches
- Wed Jan 11, 2023 8:22 pm
- Forum: Mod portal Discussion
- Topic: Splitting threads
- Replies: 1
- Views: 416
Splitting threads
The mod portal has been considerably improved lately, and even some of my pet peeves (e.g. listing the mods I'm collaborating on) have been addressed. Thanks a lot for all the effort! Now, I've noticed something else that would make the mod portal even more useful: the ability to split threads on th...
- Wed Jan 11, 2023 4:24 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 279911
Re: MOD [ 0.17.x/0.18.x] Bio-Industries
What about wooden pipes, are there limitations? they're much cheaper Once again, it's all about providing alternatives. Also, I wouldn't say that wooden pipes are much cheaper than the vanilla variety! Iron pipes require just an iron plate, whereas wooden pipes require a copper plate + 8 wood. Tota...
- Tue Jan 10, 2023 1:17 pm
- Forum: Modding interface requests
- Topic: Make it an error to access global outside of events
- Replies: 4
- Views: 400
Re: Make it an error to access global outside of events
You should make an exemption for migration scripts, though. Migrations run outside of events (after script.on_load, where the global table doesn't exist yet anyways, but before script.on_configuration_changed), and quite often they are used to restructure mod data stored in the global table.
- Tue Jan 10, 2023 12:23 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] Require() with relative path in migration script behaves differently in Tip & Tricks scenario
- Replies: 6
- Views: 1319
Re: [1.1.74] Require() with relative path in migration script behaves differently in Tip & Tricks scenario
Checking the code: mod-specific scripts are not run at all in tips and tricks scenarios. As far as I can tell the only thing run is the lua defined by the simulation and migration.lua files. Most likely the issue is that second part: mod migration.lua files were never intended to run in simulations...
- Mon Jan 09, 2023 1:04 pm
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 41604
Re: Changelog tutorial
The changelog format is now documented on the wiki: https://wiki.factorio.com/Tutorial:Mod_changelog_format Thanks, that will be quite useful! A forum post just isn't as good a medium for a tutorial as a wiki page, and with all the additions and changes I've made over the time, my tutorial was, adm...
- Mon Jan 09, 2023 12:58 pm
- Forum: Modding help
- Topic: Any way to programatically generate localised names?
- Replies: 4
- Views: 425
Re: Any way to programatically generate localised names?
Here is your magic: local get_localised_item_name = function(entity) return "__ENTITY__" .. entity.name .. "__" end See https://wiki.factorio.com/Tutorial:Localisation#List_of_built-in_parameters - this is what those built-in parameters are for. Perhaps a misunderstanding? I tho...
- Sun Jan 08, 2023 6:35 pm
- Forum: Modding help
- Topic: Any way to programatically generate localised names?
- Replies: 4
- Views: 425
Re: Any way to programatically generate localised names?
For modded items however, this method won't work, as some mods have the entity.name variable set to something that isn't the item's name, for example aa-bb-item, so if I was to use the above method, the name of the item would become "Aa bb item", when in reality, it's actually "Big b...
- Sun Jan 08, 2023 4:52 pm
- Forum: Modding help
- Topic: Why is the order different from the order string?
- Replies: 2
- Views: 244
Re: Why is the order different from the order string?
That would make sense because Nullius has a completely different tech tree. Thanks for the info, I think I can ignore this issue now.
- Sun Jan 08, 2023 3:38 pm
- Forum: Modding help
- Topic: Why is the order different from the order string?
- Replies: 2
- Views: 244
Why is the order different from the order string?
I've some problems regarding order strings for technologies. Everything is in the correct order in vanilla (ammo, fuel, repair): vanilla.png For some reason, the tech for repair sensors is placed between ammo and fuel when Nullius is used: nullius.png The order strings of corresponding techs are the...
- Sun Jan 08, 2023 2:32 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 279911
Re: MOD [ 0.17.x/0.18.x] Bio-Industries
What's the point of powered rails? aren't locomotives fuel powered. The powered rails are not meant to provide electricity for locomotives! Instead, they are an alternative way of distributing power: Usually, you'd put up power poles next to your rails. With powered rails, you hook up just one powe...
- Fri Jan 06, 2023 7:18 am
- Forum: Gameplay Help
- Topic: 20-25 biter nests right next to oil I need. Unsure how to deal with them.
- Replies: 28
- Views: 1601
Re: 20-25 biter nests right next to oil I need. Unsure how to deal with them.
What's turret creeping? Place down a line of turrets with ammo. Advance, but stay within range of the turrets. Place down another line of turrets. Advance, staying within range of the turrets from the second line. Put down a third line of turrets. Remove the turrets from the first line. Advance, an...
- Wed Jan 04, 2023 12:50 pm
- Forum: Mods
- Topic: [>= 0.17.73] GCKI -- Gizmos Car Keys (improved)
- Replies: 16
- Views: 2814
Re: [>= 0.17.73] GCKI -- Gizmos Car Keys (improved)
Just to let you know I've encountered a crash when opening an existing save with GCKI 1.1.3 and Nullius 1.5.22, error message given below. Fixed in version 1.1.4. --------------------------------------------------------------------------------------------------- Version: 1.1.4 Date: 2023-01-03T14:3...
- Tue Jan 03, 2023 11:13 am
- Forum: Modding help
- Topic: Efficiency and Chunking of mod data
- Replies: 1
- Views: 227
Re: Efficiency and Chunking of mod data
Hello, Not sure if this has been established in Factorio on this forum before. Was looking around, and found some things, but it didn't answer my question. I have some local functions in the control.lua file. It takes a while to process when the function runs on large maps. Thinking about how to op...
- Mon Jan 02, 2023 9:24 pm
- Forum: Ideas and Suggestions
- Topic: Unification of prototype definition formats like ItemIngredientPrototype
- Replies: 11
- Views: 862
Re: Unification of prototype definition formats like ItemIngredientPrototype
Seeing how expensive is removed for 1.2, I'd prefer if the rest be normalized as well. Couldn't data.extend be made to normalize all values passed into it? E.g. turn result -> results. Not sure: I've recently received a complaint because one of my mods would normalize all recipes while looking for ...
- Mon Jan 02, 2023 11:23 am
- Forum: Ideas and Suggestions
- Topic: Unification of prototype definition formats like ItemIngredientPrototype
- Replies: 11
- Views: 862
Re: Unification of prototype definition formats like ItemIngredientPrototype
Would normalizing the short forms into the fully specified forms after the execution of each data*.lua be an option? What exactly do you mean by "after the execution of each data*.lua"? Even if all prototype attributes were normalized at the end of a data stage, you couldn't trust that th...
- Thu Dec 29, 2022 3:43 pm
- Forum: This Forum
- Topic: No notifications per email
- Replies: 3
- Views: 827
- Tue Dec 27, 2022 4:34 pm
- Forum: This Forum
- Topic: No notifications per email
- Replies: 3
- Views: 827
- Tue Dec 27, 2022 2:14 pm
- Forum: This Forum
- Topic: No notifications per email
- Replies: 3
- Views: 827
No notifications per email
I've received the last mail regarding a notification on the forum yesterday at 2:37pm. Meanwhile, I've got several new notifications both on the forums and on the mod portal -- but no mail. I've confirmed that the mail address is correct and that notifications per email are still enabled. Could this...
- Sun Dec 25, 2022 10:43 am
- Forum: Mods
- Topic: [>= 0.17.73] GCKI -- Gizmos Car Keys (improved)
- Replies: 16
- Views: 2814
Re: [>= 0.17.73] GCKI -- Gizmos Car Keys (improved)
Removing line 795 fixed it, but after saving and quitting, putting in back in didn't break it. I can't reproduce the bug with the save now, and a new save always worked, so apologies - I should have backed up the broken save. After you've saved the game, the configuration didn't change again, so on...
- Sun Dec 25, 2022 2:30 am
- Forum: Mods
- Topic: [>= 0.17.73] GCKI -- Gizmos Car Keys (improved)
- Replies: 16
- Views: 2814
Re: [>= 0.17.73] GCKI -- Gizmos Car Keys (improved)
updating doesn't look as if I was trying to artificially boost the number of downloads. Don't worry, for the last year multiple downloads from the same user (same version and different versions) have been deduplicated Thanks! I knew that multiple downloads by the same user would be counted just onc...