Search found 94 matches
- Sat Oct 12, 2024 8:21 am
- Forum: News
- Topic: Friday Facts #432 - Aquilo
- Replies: 187
- Views: 36033
Re: Friday Facts #432 - Aquilo
Those empty railgun cartridges (?) should be floating off into space, shouldnt they?
- Tue Dec 01, 2020 8:49 pm
- Forum: Releases
- Topic: Version 1.1.2
- Replies: 24
- Views: 21696
Re: Version 1.1.2
There are plenty of de facto global standards for symbol meanings. Pick up practically any smartphone on Earth, and the mail app will have a red dot on it when there are new messages.Deadlock989 wrote: βMon Nov 30, 2020 2:17 pm There is no "global standard" when it comes to symbolic meaning.
- Mon Nov 30, 2020 2:08 pm
- Forum: Releases
- Topic: Version 1.1.2
- Replies: 24
- Views: 21696
Re: Version 1.1.2
I'm a bit late to this, but 1.1 looks really super good at night.
About the new recipe badge, though: isn't a simple red circle the global standard for "new thing" these days? The yellow and black reminds me a lot of a warning sign.
About the new recipe badge, though: isn't a simple red circle the global standard for "new thing" these days? The yellow and black reminds me a lot of a warning sign.
- Mon Mar 09, 2020 4:54 pm
- Forum: Modding interface requests
- Topic: Call on_configuration_changed for new games
- Replies: 3
- Views: 1236
Call on_configuration_changed for new games
I think the current lifecycle callbacks make the following case difficult to handle: There are two mods, Client and Service Service provides a remote interface Client optionally uses the interface during initialisation (and so declares an optional dependency on Service) Right off the bat, it smells ...
- Fri Mar 06, 2020 1:23 pm
- Forum: Modding help
- Topic: Lifecycle, callbacks, and inter-mod communication
- Replies: 13
- Views: 3981
Re: Lifecycle, callbacks, and inter-mod communication
It definitely feels like there's a problem with the lifecycle logic Sure does. But it's what we got. I would go so far as to say that this is a design bug, and Wube should consider addressing it before 1.0. I think the solution is as simple as calling on_configuration_changed after on_init for new ...
- Tue Feb 25, 2020 4:25 pm
- Forum: Modding help
- Topic: Lifecycle, callbacks, and inter-mod communication
- Replies: 13
- Views: 3981
Re: Lifecycle, callbacks, and inter-mod communication
I'm disappointed that this appears to be a hole in the API, but I've solved my problem by having my remote functions call on_load to link global tables if they haven't been linked yet.
Thanks everyone for your help!
Thanks everyone for your help!
- Mon Feb 24, 2020 2:49 pm
- Forum: Modding help
- Topic: Lifecycle, callbacks, and inter-mod communication
- Replies: 13
- Views: 3981
Re: Lifecycle, callbacks, and inter-mod communication
Then create them when the client calls. It definitely feels like there's a problem with the lifecycle logic if I have to guard against uninitialised local variables. Shouldn't that be the whole point of on_load? Personally i use the on_init_config approach where i don't distunguish between the two ...
- Sun Feb 23, 2020 2:04 pm
- Forum: Modding help
- Topic: Lifecycle, callbacks, and inter-mod communication
- Replies: 13
- Views: 3981
Re: Lifecycle, callbacks, and inter-mod communication
Right, but in the above scenario, when the Client mod calls the Service API in on_init, the Service mod will not have its local references to the global table yet.
- Sun Feb 23, 2020 12:16 pm
- Forum: Modding help
- Topic: Lifecycle, callbacks, and inter-mod communication
- Replies: 13
- Views: 3981
Lifecycle, callbacks, and inter-mod communication
Suppose I have two mods: Service and Client. Both mods work on their own, but Client needs to register something with Service if both are present. So: Client declares a dependency on Service so that its callbacks come after. Client implements on_init() and uses a remote API to register with Service....
- Mon Feb 10, 2020 5:25 pm
- Forum: Modding help
- Topic: Is there a way to find which mod created a prototype?
- Replies: 2
- Views: 1096
Is there a way to find which mod created a prototype?
Like the blue string displayed in the sidebar here:
- Wed Feb 05, 2020 11:07 am
- Forum: Modding interface requests
- Topic: Allow fuel_glow_color for non-fuels
- Replies: 4
- Views: 1591
Re: Allow fuel_glow_color for non-fuels
Thanks yes a remote interface sounds like the way to do it.
- Mon Feb 03, 2020 2:34 pm
- Forum: Modding interface requests
- Topic: Allow fuel_glow_color for non-fuels
- Replies: 4
- Views: 1591
Re: Allow fuel_glow_color for non-fuels
That looks nice but the way Disco Science works is it composes a list of colours matching each ingredient. This can go to all seven science pack colours just in vanilla. Plus I think it would generally be a much bigger ask to have people annotate every recipe.
- Mon Feb 03, 2020 2:05 pm
- Forum: Modding interface requests
- Topic: Allow fuel_glow_color for non-fuels
- Replies: 4
- Views: 1591
Allow fuel_glow_color for non-fuels
I made DiscoScience , which makes labs light up with the colour of the items they are consuming. The main source of requests for the mod are to support ingredients from other mods. At the moment, this involves putting new ingredient colours in a giant compatibility table. I would like other mod auth...
- Sun Dec 29, 2019 9:53 pm
- Forum: Desyncs with mods
- Topic: [Fixed] Intermitted desync (AutoDeconstruct, Mining Drones, Disco Science)
- Replies: 7
- Views: 4032
Re: Intermitted desync (some on join, some later)
This should be fixed in Disco Science 0.16. Thanks for the help!
- Sat Dec 28, 2019 11:09 am
- Forum: Desyncs with mods
- Topic: [Fixed] Intermitted desync (AutoDeconstruct, Mining Drones, Disco Science)
- Replies: 7
- Views: 4032
Re: Intermitted desync (some on join, some later)
Thanks for the heads up! Just looking now.
- Wed Dec 25, 2019 4:19 pm
- Forum: Modding help
- Topic: Chemical Plant Recipe Colours
- Replies: 1
- Views: 1006
Re: Chemical Plant Recipe Colours
Found it: itβs in the prototype data but not the API. https://wiki.factorio.com/Prototype/Rec ... chine_tint
- Wed Dec 25, 2019 3:35 pm
- Forum: Modding help
- Topic: Chemical Plant Recipe Colours
- Replies: 1
- Views: 1006
Chemical Plant Recipe Colours
Itβs probably staring me right in the face, but where is the colour for chemical plant recipes defined?
- Sat Oct 12, 2019 12:05 pm
- Forum: Ideas and Suggestions
- Topic: Offer to update before/after loading mods / Update on restart/startup/shutdown
- Replies: 29
- Views: 7770
Offer to update before/after loading mods / Update on restart/startup/shutdown
Contains many more more suggestion into the direction of updating mods and/or the game before startup, after shutdown etc. Watch out for the topic titles! --ssilk Would it be possible to check for updates and show the prompt before loading the whole game? Since after an update the whole thing needs...
- Fri May 17, 2019 9:32 pm
- Forum: News
- Topic: Friday Facts #295 - New design for the chemical plant
- Replies: 77
- Views: 38710
Re: Friday Facts #295 - New design for the chemical plant
Disco Chemistry!
- Fri May 10, 2019 5:43 pm
- Forum: News
- Topic: Friday Facts #294 - Blog thoughts & Lua documentation improvements
- Replies: 48
- Views: 23879
Re: Friday Facts #294 - Blog thoughts & Lua documentation improvements
"Lua API Documentation" is a link to the documentation he's referencing:
https://lua-api.factorio.com/