Search found 947 matches

by prg
Tue Feb 28, 2017 2:20 pm
Forum: Modding help
Topic: Set tiles
Replies: 10
Views: 3982

Re: Set tiles

DaveMcW wrote:

Code: Select all

local tiles = {}
for x = 1,10 do
    for y = 1,10 do
      table.insert(tiles, {"grass",{x,y}}
    end
end
set_tiles(tiles)
That still won't work without "name" and "position" as keys.
by prg
Tue Feb 28, 2017 2:00 pm
Forum: Modding help
Topic: Set tiles
Replies: 10
Views: 3982

Re: Set tiles

Emmm... using them in cycle will not work? for x = 1,10 do for y = 1,10 do set_tiles({"grass",{x,y}}) end end From LuaSurface::set_tiles : Note: It is recommended to call this method once for all the tiles you want to change rather than calling it individually for every tile. As the tile ...
by prg
Tue Feb 28, 2017 10:31 am
Forum: Modding help
Topic: Set tiles
Replies: 10
Views: 3982

Re: Set tiles

LuaSurface::set_tiles

Code: Select all

set_tiles{{name="grass",position={1,1}},{name="grass",position={2,2}},{name="grass",position={3,3}}}
by prg
Sun Feb 26, 2017 7:33 pm
Forum: Modding help
Topic: if statement syntax
Replies: 3
Views: 1011

Re: if statement syntax

Bizobinator wrote:Is there something wrong with my syntax? Does the if statement have to be outside of the

Code: Select all

data:extend
?
Yes.
by prg
Sun Feb 26, 2017 3:39 pm
Forum: Modding help
Topic: printing different messages for each player causes desync
Replies: 15
Views: 3184

Re: printing different messages for each player causes desync

I'd rather not add to the button spam. there's way too much of that already. Then find a different way of letting players change things around, like a key binding or whatever. The reasoning behind desync for any print function eludes me. That'd mean a whisper message should also cause desync. The m...
by prg
Sun Feb 26, 2017 1:10 pm
Forum: Modding help
Topic: printing different messages for each player causes desync
Replies: 15
Views: 3184

Re: printing different messages for each player causes desync

Well, having different settings for different people is a great way to cause desyncs, yes. Everyone needs to agree what everyone else is printing to the console. Maybe use an in game GUI that people can click to change their settings in a way that stays synchronized across clients. Then instead of u...
by prg
Sun Feb 26, 2017 9:59 am
Forum: Technical Help
Topic: Cannot select sulfuric acid in chemical plant
Replies: 8
Views: 2486

Re: Cannot select sulfuric acid in chemical plant

So how about
Loewchen wrote:I assume you started the map with mods. Try

Code: Select all

/c game.forces.player.recipes["sulfuric-acid"].enabled=true
Keep in mind that you will not be able to get achievements from now on.
If this does not do it, post the save.
by prg
Thu Feb 23, 2017 7:51 pm
Forum: Modding help
Topic: Desync only on Modded Multiplayer - Unknown Cause
Replies: 11
Views: 4122

Re: Desync only on Modded Multiplayer - Unknown Cause

Code: Select all

__Oreverhaul__/control.lua:2:
__Oreverhaul__/functions.lua:2:
__Oreverhaul__/oreplacement.lua:1:
__Oreverhaul__/constants.lua:40:
attempt to index global 'game' (a nil value)
by prg
Thu Feb 23, 2017 4:28 pm
Forum: Modding help
Topic: No such node (direction_count)
Replies: 12
Views: 3527

Re: No such node (direction_count)

layers needs to be a table of tables. You're just missing some {}.
by prg
Tue Feb 21, 2017 10:49 pm
Forum: Technical Help
Topic: Observer mode in Multiplayer
Replies: 2
Views: 1516

Re: Observer mode in Multiplayer

Something like

Code: Select all

/c game.player.character=nil script.on_event(defines.events.on_tick, function(event) game.players[2].teleport(game.players[1].position) end)
(adjust player numbers to taste)
by prg
Tue Feb 21, 2017 9:13 am
Forum: Modding help
Topic: Desync only on Modded Multiplayer - Unknown Cause
Replies: 11
Views: 4122

Re: Desync only on Modded Multiplayer - Unknown Cause

This already breaks in single player after a few seconds with

Code: Select all

Error while running event on_chunk_generated (ID 12)
__Oreverhaul__/functions.lua:178: bad argument #1 to 'pairs' (table expected, got nil)
(when commenting out the modded ores so it starts at all.)
by prg
Sat Feb 18, 2017 6:18 pm
Forum: Modding help
Topic: Missing Recipe Errors
Replies: 8
Views: 3116

Re: Missing Recipe Errors

Proxy wrote:
prg wrote:
Proxy wrote:I already Removed it from all of those Files.
You modified the base game files?
Yes.
Don't. This will only cause sadness when updating the game or trying to play with other people. Make a mod and set stuff to nil that you don't want to see in the game anymore.
by prg
Fri Feb 17, 2017 5:54 pm
Forum: Modding help
Topic: Missing Recipe Errors
Replies: 8
Views: 3116

Re: Missing Recipe Errors

Proxy wrote:I already Removed it from all of those Files.
You modified the base game files?
by prg
Fri Feb 17, 2017 5:49 pm
Forum: Modding help
Topic: Multiply / divide recipe ingredients
Replies: 7
Views: 2462

Re: Multiply / divide recipe ingredients

You just use ingredient.amount instead of ingredient[2] in the second case.

Try math.floor() for the conversion problem.
by prg
Thu Feb 16, 2017 1:08 pm
Forum: Multiplayer
Topic: How to disable desync reports?
Replies: 17
Views: 4852

Re: How to disable desync reports?

How about you fix the cause of the desync then? If it's caused by the base game, file a bug report. If it's caused by a mod, complain to the author. If it's caused by a piece of code you wrote yourself and have no idea how to fix it, ask in the modding help forum. If you could disable desync reports...
by prg
Sun Feb 12, 2017 10:53 pm
Forum: Technical Help
Topic: AssignID error
Replies: 9
Views: 4747

Re: AssignID error

Unzip all the mods and search for the string "xlarge-equipment-grid". It must be mentioned somewhere.
by prg
Sun Feb 12, 2017 5:39 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.22] Crash in scenario
Replies: 5
Views: 6376

Re: [0.14.22] Crash in scenario

Chocolatetthunder wrote:wow that is crazy, here i was not wanting to post bugs from the scenario because I thought it was just some shitty code we wrote.
If your shitty code results in a segfault/assertion failure/uncaught exception/anything else that produces a stack trace, file a bug report.
by prg
Sun Feb 12, 2017 12:17 pm
Forum: Technical Help
Topic: AssignID error
Replies: 9
Views: 4747

Re: AssignID error

In a temporary directory, do the Windows equivalent of

Code: Select all

for mod in /path/to/factorio/mods/*.zip; do unzip "$mod"; done >/dev/null; grep xlarge-equipment-grid -r .
by prg
Sat Feb 11, 2017 11:27 am
Forum: Modding help
Topic: Missing Recipe Errors
Replies: 8
Views: 3116

Re: Missing Recipe Errors

i can't find anything called "low-density-structure" ANYWHERE in any file... is it hard-Coded? data/base/prototypes $ grep -n low-density-structure -r . ./item/item.lua:781: name = "low-density-structure", ./item/module.lua:116: "low-density-structure", ./technology/te...
by prg
Wed Feb 08, 2017 10:44 pm
Forum: Modding help
Topic: Needing some help with control.lua.
Replies: 11
Views: 4470

Re: Needing some help with control.lua.

Code like

Code: Select all

for key, value in pairs(some_table) do ... end
is simply the easiest way of iterating over all elements of a table. This is the normal way in Lua. There's also a numerical for loop, but it doesn't make this any easier.

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