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View Code? Open in Web Editor NEWThe RedMew scenario code for Factorio.
Home Page: https://redmew.com
License: GNU General Public License v3.0
The RedMew scenario code for Factorio.
Home Page: https://redmew.com
License: GNU General Public License v3.0
Remove all land except where resources are on.
talk to red
Allow nukes only for players who:
Are admins (or mods)
Have 6h+ gametime
Are on the list of approved players
Afk time shows extremely high numbers sometimes.
Make chat messages appear in console.
Insert fuel/ammo in trains, tanks, cars, turrets etc. from the players inventory after they are placed.
Have impurities in ores
The current implementation breaks with spaces. Need to check for more than one command parameter and concade them.
if the player is lagging the character might be walking in the wrong direction without stopping
EDIT: It seems the issue was the version of factorio. This was made for the .15 beta, not the current stable .14 release.
When i try to generate the scenario i get this error.
...Data/Roaming/Factorio/temp/currently-playing/control.lua:7:
...Data/Roaming/Factorio/temp/currently-playing/chatlog.lua:87: missing event argument
What i then tried to do was edit out line 7 in control.lua (require "chatlog"). That led me to similar errors to (--require "band") (--require "fish_market") (--require "custom_commands") (--require "nuke_control"). Once i edited out all of those lines, i got a error "Unknown item "programmable-speaker". I have hit a wall with this.
Windows 7 64bit
Steam Client
Have confirmed i have the latest updates to factorio and windows.
https://mods.factorio.com/mods/Gangsir/YouGotMail
I will talk anyway with its creator to see if he can give us a hand ;)
Hodor?
Lua tables suck.
No native length function (# only works for idex based arrays)
No iterator, no list!
71370.202 Script @C:/Users/TCAGame_Svc753/AppData/Roaming/Factorio/temp/currently-playing/locale/utils/event.lua:93: Error in event on_preplayer_mined_item: "Item stack count has to a be positive number : stack traceback: : .../Roaming/Factorio/temp/currently-playing/fish_market.lua:101: in function 'fish_earned' : .../Roaming/Factorio/temp/currently-playing/fish_market.lua:135: in function <.../Roaming/Factorio/temp/currently-playing/fish_market.lua:122> : [C]: in function 'pcall' : ...g/Factorio/temp/currently-playing/locale/utils/event.lua:81: in function <...g/Factorio/temp/currently-playing/locale/utils/event.lua:75>".
71371.119 Script @C:/Users/TCAGame_Svc753/AppData/Roaming/Factorio/temp/currently-playing/locale/utils/event.lua:93: Error in event on_tick: "...oaming/Factorio/temp/currently-playing/walk_distance.lua:7: attempt to index field '?' (a nil value)".
So. Explosive has a TODO list that can be edited in-game. It works to direct people do take care of a certain priority. I know you do not like copying other people's code, but maybe you could check theirs just to get an idea. Maybe we can think of some feature to do our own thing.
Toggle Button: Force Toggle
Others??
local func = loadstring(str) if func then local status,error = pcall(func) if not status then game.player.print(error) end else game.player.print("Parse Error.") end
Following command crashes Factorio to main menu.
/well iron-plate 0.0625
We need a class for handling ship objects and a class that handles different types of ship.
Class ShipType can be implemented as a simple Table. Since we don't need any code to be run and don't want duplicates.
A TypeName, {blueprint, speed} libary would be enough.
Class Ship:
Properties:
private type : ShipType
position
private center : table {x=, y=}
To be used for rotation
Relative to the ships position
private direction
the current direction the ship is moving
private (readonly) orientation : table
includes one table for every orientation (0 = north, 2 = east...)
each orientation contains:
public speed : Integer
how often the ship will move. Speed of x means the ship moves every x ticks. The different ships speeds should be multiples of each other, so it is easier to optimise.
private captain
private sailors
private removed_tiles_to_be_replaced : table (Maps of position --> entity)
this will store all the removed tiles to be placed back after the ship moved over them (otherwise we will draw water lines through deep water)
Methods:
public new(type: ShipType)
creates the ship.
public place(position : table)
places the ship into water nearby
public move()
public board(player : int)
public leave(player : int)
Related to #30
if walking state is true, stop following
The master branch contains all styles implemented by mew. These aren't compatible with the new style framework and need to be converted and included in the map_layout.lua
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