I'm having trouble getting the factorio headless to generate the csvs of all the tile values like it did in 0.16 stable.
It accepts the arguments, but does not actually export the csv file.
As an aside, is there a reliable way to export the common name instead of the tile id (or is there a key somewhere?).
[0.17.2] --generate-tile-properties-csv not working
-
- Burner Inserter
- Posts: 7
- Joined: Thu Feb 28, 2019 1:56 pm
- Contact:
-
- Burner Inserter
- Posts: 7
- Joined: Thu Feb 28, 2019 1:56 pm
- Contact:
Re: [0.17.2] --generate-tile-properties-csv not working
Just tested, the issue still persists in 0.17.3
Re: [0.17.2] --generate-tile-properties-csv not working
Thanks for the report. Tile properties are nolonger a thing and that feature is dead. I'll remove the command line option for the next version of 0.17 since it does nothing.
If you want to get ahold of me I'm almost always on Discord.
-
- Burner Inserter
- Posts: 7
- Joined: Thu Feb 28, 2019 1:56 pm
- Contact:
Re: [0.17.2] --generate-tile-properties-csv not working
What would be the best way to get something similar added as a feature? I'd like to be able to generate a map and then decide programmatically some things about it (such as is there iron, coal, oil, copper, stone within X tiles of spawn)? What about water, trees, and sand?
What I'm doing currently is parsing the bmp, but it's a bit tedious and error prone to write a bitmap color to ore/tile type and then do my work on that.
What I'm doing currently is parsing the bmp, but it's a bit tedious and error prone to write a bitmap color to ore/tile type and then do my work on that.
Re: [0.17.2] --generate-tile-properties-csv not working
Is there any reason why you can't write your logic in LUA and make it a mod?
-
- Burner Inserter
- Posts: 7
- Joined: Thu Feb 28, 2019 1:56 pm
- Contact:
Re: [0.17.2] --generate-tile-properties-csv not working
Yeah, I'm fluent in python and not lua
Also, it's pretty handy to generate a bunch of possible maps and then have the csv or the bmp to reference for later instead of having to load saves or mods. I've generated a couple million bmps that I can run a script on without having to regenerate them or open up in the factorio binary.
Also, it's pretty handy to generate a bunch of possible maps and then have the csv or the bmp to reference for later instead of having to load saves or mods. I've generated a couple million bmps that I can run a script on without having to regenerate them or open up in the factorio binary.
Re: [0.17.2] --generate-tile-properties-csv not working
lua is pretty simple, especially as you already have one language under your belt.
I would agree that running the binary for your scripts would be a pain, but you can get a mod to generate any sort of data you want from the map - no need to use images. Just output xml or jason or csv or whatever format would be easiest for your scripts to parse. You would also have access to more information such as quantities.
You could then automate the generation of all that data in a similar way to what you are doing at the moment (assuming you have automated the generation seeing as though you have a few million images). I am not sure if a script can terminate a headless sever by ending the scenario, but you can listen to it's standard out for some trigger produced by your mod and terminate it that way.
Anyway,
Just a suggestion.