Specifically do you (mod devs) use verbose logging? It provides information that the game detects might be in error as well as things like redundant technology prerequisites. Also how widely known/used is http://lua-api.factorio.com/latest/LuaG ... anslations ?
Are there any other helper-like things that you think would be useful to add to the game either as verbose-logging or through some helper method?
Do you (mod devs) use verbose logging and the game helper methods?
Do you (mod devs) use verbose logging and the game helper methods?
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Re: Do you (mod devs) use verbose logging and the game helper methods?
I would like to see an option to log only to the verbose log as well as a write_file for the data stage
Re: Do you (mod devs) use verbose logging and the game helper methods?
I have verbose logging turned on just for the sake of having it on. The mods I developed until now didnt need much in the data stage, so it has yet to be useful to me.
What does the "check locale" thing do? Like, what is wrong to it?
If in any way possible, a way to reload locale without restarting would be nice.
What does the "check locale" thing do? Like, what is wrong to it?
If in any way possible, a way to reload locale without restarting would be nice.
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Re: Do you (mod devs) use verbose logging and the game helper methods?
The check locale function checks if everything that should have a translation has one and outputs everything that doesn't to the log file.Bilka wrote:I have verbose logging turned on just for the sake of having it on. The mods I developed until now didnt need much in the data stage, so it has yet to be useful to me.
What does the "check locale" thing do? Like, what is wrong to it?
If in any way possible, a way to reload locale without restarting would be nice.
If you want to get ahold of me I'm almost always on Discord.
Re: Do you (mod devs) use verbose logging and the game helper methods?
Oh damn that sounds extremely useful. I wish I had known about that yesterday.... Could you change the documentation to include this detail please, otherwise nobody will ever use it because they dont know what it does
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Re: Do you (mod devs) use verbose logging and the game helper methods?
That's what it already says: "Goes over all items, entities, tiles, recipes, technologies among other things and logs if the locale is incorrect."Bilka wrote:Oh damn that sounds extremely useful. I wish I had known about that yesterday.... Could you change the documentation to include this detail please, otherwise nobody will ever use it because they dont know what it does
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Re: Do you (mod devs) use verbose logging and the game helper methods?
"Has a translation" is what you said, and makes me assume that it logs everything with an unknown key (no locale in the locale file). "Is incorrect" makes me wonder "what is incorrect?", which is why I asked in the first place and the reason why i didnt end up trying it out. I should have though, it would have helped me loads....
So maybe just change the wording like that?
So maybe just change the wording like that?
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Re: Do you (mod devs) use verbose logging and the game helper methods?
Does it do this for all languages that have at least one locale file or only for the currently running locale? (Because you asked what other helper methods would be useful, and some way to roughtly verify locales without having to manually go the options menu -> change locale -> restart for every language would be pretty nice).Rseding91 wrote:The check locale function checks if everything that should have a translation has one and outputs everything that doesn't to the log file.
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Re: Do you (mod devs) use verbose logging and the game helper methods?
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I don't think I've ever used it, but if I knew it existed, I might have.
I have gone through the log before and noticed it telling me about redundant technology prerequisites, and even removed a couple of them, but at the time, I was focused on getting the mods working, so didn't spend much time on that. then when I did have time, forgot about it.
I don't think I've ever used it, but if I knew it existed, I might have.
I have gone through the log before and noticed it telling me about redundant technology prerequisites, and even removed a couple of them, but at the time, I was focused on getting the mods working, so didn't spend much time on that. then when I did have time, forgot about it.