Search found 94 matches

by danielbrauer
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?
by danielbrauer
Tue Dec 01, 2020 8:49 pm
Forum: Releases
Topic: Version 1.1.2
Replies: 24
Views: 21696

Re: Version 1.1.2

Deadlock989 wrote: ↑Mon Nov 30, 2020 2:17 pm There is no "global standard" when it comes to symbolic meaning.
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.
by danielbrauer
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.
by danielbrauer
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 ...
by danielbrauer
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 ...
by danielbrauer
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!
by danielbrauer
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 ...
by danielbrauer
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.
by danielbrauer
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....
by danielbrauer
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:
Screenshot 2020-02-10 at 18.21.21.png
Screenshot 2020-02-10 at 18.21.21.png (178.59 KiB) Viewed 1096 times
by danielbrauer
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.
by danielbrauer
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.
by danielbrauer
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...
by danielbrauer
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!
by danielbrauer
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.
by danielbrauer
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: it’s in the prototype data but not the API. https://wiki.factorio.com/Prototype/Rec ... chine_tint
by danielbrauer
Wed Dec 25, 2019 3:35 pm
Forum: Modding help
Topic: Chemical Plant Recipe Colours
Replies: 1
Views: 1006

Chemical Plant Recipe Colours

It’s probably staring me right in the face, but where is the colour for chemical plant recipes defined?
by danielbrauer
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...
by danielbrauer
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

Slackie wrote: ↑Fri May 10, 2019 5:25 pm Having a bit of trouble completely parsing this.
"Lua API Documentation" is a link to the documentation he's referencing:

https://lua-api.factorio.com/

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