Sure there should be no generic IO functionality. But there could be carefully handled global storage for each mod. Only that mod could access it - no sharing between different mods. Just like mods can save to savagame, there could be similar storage but not tied to savegame.drs9999 wrote:The devs decided to disable IO functionality (for good reasons).
[MOD 0.8.x] Blueprints V0.6.4 OBSOLETE
Re: [MOD 0.5.x] Blueprints V0.5.2
Re: [MOD 0.5.x] Blueprints V0.5.2
or accessing the player-data.jsonPhantasm wrote:Sure there should be no generic IO functionality. But there could be carefully handled global storage for each mod. Only that mod could access it - no sharing between different mods. Just like mods can save to savagame, there could be similar storage but not tied to savegame.drs9999 wrote:The devs decided to disable IO functionality (for good reasons).
Re: [MOD 0.5.x] Blueprints V0.5.2
Because I am currently working on the update, any suggestions, wishes?
Besides blueprint sharing between savegames and (re)naming blueprints, because first akaik is not possible and second is allready implemented in the next release
Also I decided to remove the entity-upgrade functionality, IMO the benefit : effort -ratio is not that great.
Anyway if you think that this is an absolutly needed feature then let me know
Besides blueprint sharing between savegames and (re)naming blueprints, because first akaik is not possible and second is allready implemented in the next release
Also I decided to remove the entity-upgrade functionality, IMO the benefit : effort -ratio is not that great.
Anyway if you think that this is an absolutly needed feature then let me know
Re: [MOD 0.5.x] Blueprints V0.5.2
I just uploaded an experimental release for factorio 0.6.1!
Here are the changes in short:
- (re)naming blueprints
- overlay for better visibility
- removed upgrademode
- added utilitymarker that combines the clear functions and the following functions
- added minefield feature ( automatically create/maintain a minefield, if supported with mines)
- added miningsite feature ( very slow way to mine ores/stone, but needs no electricity, needs at least 1 nanobot in the inv to work; speed can be increased by placing more nanobots in the inv)
Note: Minefieldds can be removed by destroying ALL 4 corners; Miningsites are removed automatically if depleated.
Here are the changes in short:
- (re)naming blueprints
- overlay for better visibility
- removed upgrademode
- added utilitymarker that combines the clear functions and the following functions
- added minefield feature ( automatically create/maintain a minefield, if supported with mines)
- added miningsite feature ( very slow way to mine ores/stone, but needs no electricity, needs at least 1 nanobot in the inv to work; speed can be increased by placing more nanobots in the inv)
Note: Minefieldds can be removed by destroying ALL 4 corners; Miningsites are removed automatically if depleated.
Re: [MOD 0.6.1] Blueprints V0.6.0
hmm. I am not sure what went wrong there.
Are you able to reproduce it? If yes, how?
Also if you could upload a savefile might help as well.
Are you able to reproduce it? If yes, how?
Also if you could upload a savefile might help as well.
Re: [MOD 0.6.1] Blueprints V0.6.0
reproducing:
it happens all the time when i place the 2nd copy marker.
savegame: first i try reinstalling/overwriting the mod files since i changed the recipes to get the functionality early on
edit: didnt work after overwriting the existing files
edit: doenst work on any savegame, so i uploaded the smallest one
krtlwnpf.7z
it happens all the time when i place the 2nd copy marker.
savegame: first i try reinstalling/overwriting the mod files since i changed the recipes to get the functionality early on
edit: didnt work after overwriting the existing files
edit: doenst work on any savegame, so i uploaded the smallest one
krtlwnpf.7z
Re: [MOD 0.6.1] Blueprints V0.6.0
Ok. I am not completly sure what is the reason for this.
Did you start the game with a previous version of the mod?
What files do you modified?
As a quick fix you can go into the savefile and delete the "script.dat", this will reset the script state ( so the enemyattackcounter as well),
the game seems working again after doing it, but of course this is not an appropriate solution.
Did you start the game with a previous version of the mod?
What files do you modified?
As a quick fix you can go into the savefile and delete the "script.dat", this will reset the script state ( so the enemyattackcounter as well),
the game seems working again after doing it, but of course this is not an appropriate solution.
Re: [MOD 0.6.4] Blueprints V0.6.1
I just uploaded mod-version 0.6.1 and overworked the initial post.
Enjoy!
Enjoy!
Re: [MOD 0.6.1] Blueprints V0.6.0
do didnt start it with an older version.drs9999 wrote:Ok. I am not completly sure what is the reason for this.
Did you start the game with a previous version of the mod?
What files do you modified?
As a quick fix you can go into the savefile and delete the "script.dat", this will reset the script state ( so the enemyattackcounter as well),
the game seems working again after doing it, but of course this is not an appropriate solution.
i modified the technology blueprints.dat and removed the sience pack 3 so i can use it far earlier in the game.
i will try it and let you know if it works
edit:
seems to work! AWESOME
edit2:
errr ok i have to delete it every time before i want to play? thats..unfortunate
Re: [MOD 0.6.4] Blueprints V0.6.1
Ähm what do you mean?!gr0mpel wrote:errr ok i have to delete it every time before i want to play? thats..unfortunate
If you modify any "prototype"-files the changes will not affect savegames. So e.g if you want to reduce the research costs, you can do that, but you have to start a new game to see the changes.
Re: [MOD 0.6.4] Blueprints V0.6.1
Actually, I think you can force updates on the prototypes for existing saves.drs9999 wrote:Ähm what do you mean?!gr0mpel wrote:errr ok i have to delete it every time before i want to play? thats..unfortunate
If you modify any "prototype"-files the changes will not affect savegames. So e.g if you want to reduce the research costs, you can do that, but you have to start a new game to see the changes.
"F**k thy hater"
-George Watsky
Feel free to contact me!
Skype: Zer0t3ch
Razer Comms: Zer0t3ch
Email: zer0t3ch@live.com
-George Watsky
Feel free to contact me!
Skype: Zer0t3ch
Razer Comms: Zer0t3ch
Email: zer0t3ch@live.com
Re: [MOD 0.6.4] Blueprints V0.6.1
As example I put here the migration script (can be found in data/base/migrations/2013-03-11_Factorio_0..3.0.lua)
The wall recipe wasn't enabled, and it was changed.
To affect existing games, we enabled the recipe for every force, and reloaded the recipe from the prototype.
Note, that mod can have it's own migrations as well.
The similar will work for technologies and there is also easier way to do it:
I hope it helps.
Code: Select all
-- The lua interface changed in many ways, and new version of scripts needs to be loaded.
game.reloadscript()
if game.isdemo() then
return
end
local forcelist = game.forces
for index, item in pairs(forcelist) do
local recipes = item.recipes
recipes["wall"].enable()
recipes["wall"].reload()
end
To affect existing games, we enabled the recipe for every force, and reloaded the recipe from the prototype.
Note, that mod can have it's own migrations as well.
The similar will work for technologies and there is also easier way to do it:
Code: Select all
game.player.force.resetrecipes()
game.player.force.resettechnologies()
Re: [MOD 0.6.4] Blueprints V0.6.1
+1 Very useful!kovarex wrote:As example I put here the migration script (can be found in data/base/migrations/2013-03-11_Factorio_0..3.0.lua)
The wall recipe wasn't enabled, and it was changed.Code: Select all
-- The lua interface changed in many ways, and new version of scripts needs to be loaded. game.reloadscript() if game.isdemo() then return end local forcelist = game.forces for index, item in pairs(forcelist) do local recipes = item.recipes recipes["wall"].enable() recipes["wall"].reload() end
To affect existing games, we enabled the recipe for every force, and reloaded the recipe from the prototype.
Note, that mod can have it's own migrations as well.
The similar will work for technologies and there is also easier way to do it:I hope it helps.Code: Select all
game.player.force.resetrecipes() game.player.force.resettechnologies()
"F**k thy hater"
-George Watsky
Feel free to contact me!
Skype: Zer0t3ch
Razer Comms: Zer0t3ch
Email: zer0t3ch@live.com
-George Watsky
Feel free to contact me!
Skype: Zer0t3ch
Razer Comms: Zer0t3ch
Email: zer0t3ch@live.com
Re: [MOD 0.7.1] Blueprints V0.6.2
The mod was updated to make it compatible with Factorip 0.6.2.
Enjoy!
Enjoy!
Re: [MOD 0.7.1] Blueprints V0.6.2
What ?drs9999 wrote:The mod was updated to make it compatible with Factorip 0.6.2.
Enjoy!
Re: [MOD 0.7.1] Blueprints V0.6.2
The mod was updated to make it compatible with Factorip 0.7.1
-
- Inserter
- Posts: 23
- Joined: Mon Apr 29, 2013 4:49 pm
- Contact:
Re: [MOD 0.7.x] Blueprints V0.6.2
Your Umarker don't know how to handle when mining iron-ore and one iron-ore deposit goes to 0.
What said was:
Running Factorio V 7.5
Blueprints V 0.6.2
What said was:
Code: Select all
scripts/umarker.lua:296: Resource amount has to be greater than 0.
Blueprints V 0.6.2
My work around problem
Re: [MOD 0.7.x] Blueprints V0.6.2
Guess what! I am stupid I already fixed it but did not uploaded it...
If you are intrested here are the related lines:
I used the fixed version in a 20+ hours freeplay and did not encounter any gamecrashing bugs.
Thanks for reminding me
If you are intrested here are the related lines:
Code: Select all
if resource.amount - minedItems <= 0 then
resource.destroy()
else
resource.amount = resource.amount - minedItems
glob.blueprints.miningsites[currentMiningsite][i].insert{name = resource.name, count = minedItems}
end
Thanks for reminding me
-
- Inserter
- Posts: 23
- Joined: Mon Apr 29, 2013 4:49 pm
- Contact:
Re: [MOD 0.7.x] Blueprints V0.6.3
Your Weclome , though it was fun try fix it myself too .