Added a new idea for the process (bottom of file).
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README.org
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@ -427,3 +427,27 @@ close $out or die "$out: $!";
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#+end_src
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#+end_src
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#+RESULTS:
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#+RESULTS:
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* New Idea (parsing lua files directly):
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https://wiki.factorio.com/Console#Access_a_mod's_data
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- It may be possible to access lua directly and pull data from there.
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- It may be more effective and accurate than pulling data from an exported CSV.
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- Further investigation needed.
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- *The key problem:* it would be very challenging for a human/ person to make modifications to this export as-is. It's then necessary to create another layer of processing to make the output human-readable.
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- ON the other hand, we don't yet have a system for importing recipes, items, and tech levels from a csv into Factorio mods...
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- That may be something to explore to better define the constraints on this project.
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E.g. If it were possible to build the Lua files programmatically from user-created CSVs... Factorio modding would become significantly more accessible and easy for a ton of people. Of course, this would not be as powerful as diving into the code, however... I do see potential here with regards to large overhaul mods.
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Imagine:
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1. Export factorio base to csv.
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2. Change csv however you like, adding items, changing values, adding recipes, technologies, etc.
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3. Run a script which compiles your csv into a mod
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4. Have your mod running.
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There are several issues which bear addressing:
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1. Icons - in the case of a lack of icons, the script should default to something, so the GUI isn't broken.
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2. The script would have to dynamically generate a lot of lua code, or at least wrap the contents of the CSV in lua code. This may create licensing issues? Maybe?
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3. The item descriptions could be generated (partially) automatically, but they would still require someone to write large parts of them.
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4. Localization; it may be possible to also do with the script (eg hooking into google translate, deepl or sth), at least for the item names.
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