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Re: [Mod 0.15.34] Factorio DrugLab

Posted: Sun Oct 15, 2017 5:16 am
by Shenpen
kingarthur wrote:basically that code does the same thing as what you had posted to do via the console but does it automatically and for all things in the game without player intervention
So I just pop it in a required lua file?

Re: [Mod 0.15.34] Factorio DrugLab

Posted: Sun Oct 15, 2017 5:48 am
by kingarthur
ya just any lua file inside the "migrations" folder.

info from this page

http://lua-api.factorio.com/latest/Migrations.html

Re: [Mod 0.15.34] Factorio DrugLab

Posted: Sun Oct 15, 2017 5:55 am
by Shenpen
kingarthur wrote:ya just any lua file inside the "migrations" folder.

info from this page

http://lua-api.factorio.com/latest/Migrations.html
Again: Thank you!
Will have a read there...

I think this would be very useful as I sort out item names, recipe names and compatibilities with other mods.

Re: [Mod 0.15.34] Factorio DrugLab

Posted: Fri Oct 20, 2017 1:30 pm
by lovely_santa
Bug report for version 1.3.5

With high resolution settings it's not finding a particular sprite:
Image

Kind regards,
lovely_santa

Re: [Mod 0.15.34] Factorio DrugLab

Posted: Fri Oct 20, 2017 5:04 pm
by Shenpen
lovely_santa wrote:Bug report for version 1.3.5

With high resolution settings it's not finding a particular sprite:
Image

Kind regards,
lovely_santa
I will take a look at this asap.
There has been another case a bit like that, but possible not related to high resolution settings.
Update will be issued in 8 hours if not sooner.


First instance:
first_instance_furnace_error.jpg
first_instance_furnace_error.jpg (37.22 KiB) Viewed 8959 times
From log:
Its a valid file name
that file should be a part of the download
it should be present in the graphics/entity / folder

Re-download did not solve the issue.
"If the file was missing from the fileset, everyone would have the same problem.
But so far there are no bug-reports after 150 or so dls."

This is no longer true though.

Error: File misnamed.
Errored: "hr-advanded-furnace-working.png" for correct: "hr-advanced-furnace-working.png"

Solved: Version 1.3.6 is available.

Re: [Mod 0.15.34] Factorio DrugLab

Posted: Fri Oct 20, 2017 10:37 pm
by lovely_santa
Thanks for the quick update!

Re: [Mod 0.15.34] Factorio DrugLab

Posted: Sun Oct 22, 2017 9:36 am
by Shenpen
Updates for 1.3.7:

Recipe change: Green Coco Paste: yellow waste water changed to green waste water.
Inclusion of Korean translation in locale.
Amonium sulfate recipe unlock fixed.
fluid type connections.png
fluid type connections.png (14.29 KiB) Viewed 6629 times

Re: [Mod 0.15.34] Factorio DrugLab

Posted: Sat Oct 28, 2017 4:58 pm
by Shenpen
Shredguy is livestreaming a campaign that includes the Factorio DrugLab mod:

https://go.twitch.tv/shredguy99

I have left the translation draft

Posted: Tue Oct 31, 2017 7:51 am
by Xagros
Hello again, Shenpen.
I have left the translation draft. It's a draft, but it's great.
I decided to provide you with my translation include in your mod.
I'll provide drugfurnace and Factorio DrugLab translation.
You can request additional information at any time.

Put in your mod/locale/ko/

Factorio DrugLab.cfg
drugfurnace.cfg

Re: I have left the translation draft

Posted: Tue Oct 31, 2017 10:20 am
by Shenpen
Xagros wrote:Hello again, Shenpen.
I have left the translation draft. It's a draft, but it's great.
I decided to provide you with my translation include in your mod.
I'll provide drugfurnace and Factorio DrugLab translation.
You can request additional information at any time.

Put in your mod/locale/ko/

Factorio DrugLab.cfg
drugfurnace.cfg

Very much appreciated!
Thank you!
You'll hear more from us!

Re: [Mod 0.15.34] Factorio DrugLab

Posted: Tue Oct 31, 2017 2:55 pm
by Shenpen
약물 실험실
KoreanDrugLab5.png
KoreanDrugLab5.png (951.13 KiB) Viewed 8864 times

Re: [Mod 0.15.34] Factorio DrugLab

Posted: Wed Nov 01, 2017 4:53 pm
by Xagros
약물 실험실 (X) 약물 실험실 speaks of a small experimental space.

마약 연구소 (O) To represent a factory-based laboratory, 마약 연구소 is right.

Re: [Mod 0.15.34] Factorio DrugLab

Posted: Wed Nov 01, 2017 6:25 pm
by Shenpen
Xagros wrote:...마약 연구소 is right.

Thank you!

So this works?
KoreanDrugLab6.png
KoreanDrugLab6.png (940.8 KiB) Viewed 8843 times

Re: [Mod 0.15.34] Factorio DrugLab

Posted: Wed Nov 01, 2017 10:57 pm
by Xagros
Image

Download Font

It is a free font that is also commercially available. It seems to be much better to use this.

Re: [Mod 0.15.34] Factorio DrugLab

Posted: Thu Nov 02, 2017 6:50 am
by Shenpen
Xagros wrote:Image

Download Font

It seems to be much better to use this.
Indeed!

Thank you!
KoreanDrugLab7.png
KoreanDrugLab7.png (932.11 KiB) Viewed 8775 times

Re: [Mod 0.15.34] Factorio DrugLab

Posted: Sun Nov 05, 2017 3:12 pm
by Xagros
Very good :D
Please make a list of contributors :)

Re: [Mod 0.15.34] Factorio DrugLab

Posted: Sat Nov 11, 2017 6:38 am
by Shenpen
For some reason my update script does not have the desired effect.
Which means that the ground-coco-leaves recipe is not available AND that Bazoco cannot be researched, to make it so.

Any suggestions?

Code: Select all

game.reload_script()


for index, force in pairs(game.forces) do
  local technologies = force.technologies;
  local recipes = force.recipes;

  force.reset_recipes()
  force.reset_technologies()
	
	
	if technologies["bazoco"].researched and force.recipes["ground-coco-leaves"] then
		recipes["ground-coco-leaves"].enabled = true
		recipes["ground-coco-leaves"].reload()
	end
	

	
end

Re: [Mod 0.15.34] Factorio DrugLab

Posted: Sat Nov 11, 2017 9:57 am
by Arch666Angel
Since a couple of versions you only need

Code: Select all

force.reset_technology_effects()
it will reset all techs and enable/disable recipes which are researched. You probably still want to include the reset_recipes though.

Code: Select all

game.reload_script()

for index, force in pairs(game.forces) do
	force.reset_recipes()
	force.reset_technology_effects()
end

Re: [Mod 0.15.34] Factorio DrugLab

Posted: Sat Nov 11, 2017 11:26 am
by Shenpen
I put this in the migrationsfolder (druglab__1.3.9.lua):

Code: Select all

game.reload_script()

for index, force in pairs(game.forces) do
   force.reset_recipes()
   force.reset_technology_effects()
end
	
	
But the result is the same: Technology is done AND recipe is unavailable.

I can toggle the technology off in console, do the research and then the recipe will show up.


Edit: Am I testing the right way? Is it supposed to work if I just reload the game with the update installed and the load the gamesave?
Does the game save need to be with the mod in an older mod-version?

Re: [Mod 0.15.34] Factorio DrugLab

Posted: Sat Nov 11, 2017 2:22 pm
by Arch666Angel
Shenpen wrote:Does the game save need to be with the mod in an older mod-version?
yes