Search found 11 matches
- Mon Nov 11, 2024 1:34 pm
- Forum: Ideas and Suggestions
- Topic: Support symlinks in mod zip files
- Replies: 11
- Views: 1013
Re: Support symlinks in mod zip files
Why? Because it's not too complex of a feature, it shouldn't be too hard to implement, and mod authors shouldn't have to worry about the unzip implementation - they should have files just work.
Which exact modding problem it would gonna solve?
Are there any feature in Factorio modkit which ...
- Sun Nov 10, 2024 10:02 pm
- Forum: Ideas and Suggestions
- Topic: Support symlinks in mod zip files
- Replies: 11
- Views: 1013
Re: Support symlinks in mod zip files
This thought is incorrect. Designing to work around broken software makes more broken software. Broken software makes it harder for beginners who just want to try some tweaks, which by itself has a very low barrier to entry.
We've both said our piece so no more off-topic discussion, thank you ...
- Sun Nov 10, 2024 9:26 pm
- Forum: Ideas and Suggestions
- Topic: Support symlinks in mod zip files
- Replies: 11
- Views: 1013
Re: Support symlinks in mod zip files
I've investigated a little and I believe Factorio handles the mod zip files, not the platform. Iff that's true then it doesn't matter if the platform supports symlinks. If this isn't true then I'm requesting that Factorio handles mod zip files, and not the platform.
Yes - I understand that ...
- Fri Nov 08, 2024 5:33 pm
- Forum: Ideas and Suggestions
- Topic: Support symlinks in mod zip files
- Replies: 11
- Views: 1013
Re: Support symlinks in mod zip files
If you have other priorities - let me do it. I'll do it for $0.
- Fri Nov 01, 2024 4:05 pm
- Forum: Ideas and Suggestions
- Topic: Support symlinks in mod zip files
- Replies: 11
- Views: 1013
Re: Support symlinks in mod zip files
I've investigated a little and I believe Factorio handles the mod zip files, not the platform. Iff that's true then it doesn't matter if the platform supports symlinks. If this isn't true then I'm requesting that Factorio handles mod zip files, and not the platform.
Yes - I understand that ...
Yes - I understand that ...
- Thu Oct 31, 2024 1:03 pm
- Forum: Ideas and Suggestions
- Topic: Support symlinks in mod zip files
- Replies: 11
- Views: 1013
Support symlinks in mod zip files
Why? Because it's not too complex of a feature, it shouldn't be too hard to implement, and mod authors shouldn't have to worry about the unzip implementation - they should have files just work.
Screenshot depicting what happens when I try using a symlink:
Screenshot_20241031_080002.png
Yes ...
Screenshot depicting what happens when I try using a symlink:
Screenshot_20241031_080002.png
Yes ...
- Tue Oct 22, 2024 3:10 pm
- Forum: Mod portal Discussion
- Topic: Error: Failed to upload mod: Unknown error. (code: 500)
- Replies: 0
- Views: 383
Error: Failed to upload mod: Unknown error. (code: 500)
Mods work fine in Factorio, but gives an error when I attempt to upload to the mod portal. The error displayed is:
Errors
Error: Failed to upload mod: Unknown error. (code: 500)
Attached are some example mod zips that display this issue.
If I could see the source code I'd investigate it ...
Errors
Error: Failed to upload mod: Unknown error. (code: 500)
Attached are some example mod zips that display this issue.
If I could see the source code I'd investigate it ...
- Sat Nov 06, 2021 12:40 am
- Forum: Technical Help
- Topic: Thoughts on using $HOME for __PATH__system-write-data__
- Replies: 1
- Views: 1283
Thoughts on using $HOME for __PATH__system-write-data__
Hello,
On Linux it seems that Factorio uses getpwuid(getuid())->pw_dir + "/.factorio" as the value of "__PATH__system-write-data__", which is a little inconvenient. Could the value of "__PATH__system-write-data__" be changed to "$HOME/.factorio" or maybe something else instead? Changing it to ...
On Linux it seems that Factorio uses getpwuid(getuid())->pw_dir + "/.factorio" as the value of "__PATH__system-write-data__", which is a little inconvenient. Could the value of "__PATH__system-write-data__" be changed to "$HOME/.factorio" or maybe something else instead? Changing it to ...
- Fri Dec 22, 2017 6:48 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 80707
Re: Version 0.16.7
Just wanted to add a quick +1 to cockpit Factorio separate fluid tank wagons :) At least in terms of modding hooks, if that aspect is actively maintained. Both sides of the argument have good points for vanilla.
Alternatively, if separate fluid tanks are decided against, then a +1 for changing the ...
Alternatively, if separate fluid tanks are decided against, then a +1 for changing the ...
- Mon May 01, 2017 7:51 am
- Forum: Tools
- Topic: Map Exchange String Format
- Replies: 4
- Views: 6514
Re: Map Exchange String Format
You probably won't like the 0.15 exchange string size :P
It's about 3 times larger with all the map settings saved in it.
Also I fixed the "crashes the game" part for 0.15 when things are invalid.
I came back from derping around with Stardew Valley for a few months only to find a map exchange ...
It's about 3 times larger with all the map settings saved in it.
Also I fixed the "crashes the game" part for 0.15 when things are invalid.
I came back from derping around with Stardew Valley for a few months only to find a map exchange ...
- Sun Jan 01, 2017 4:29 am
- Forum: Tools
- Topic: Map Exchange String Format
- Replies: 4
- Views: 6514
Map Exchange String Format
I needed to know the format of the map exchange string for... reasons... and I couldn't find a reference anywhere (it probably already exists somewhere), so for future reference here's a description of the format. I'd love to add this to the wiki as soon as I can (or somebody else with permissions ...