Everything is looking great so far!
My 2c regarding any screen that has both Back/Cancel and a Reset ..
I feel like you can just de-clutter that screen more and remove the Reset by making it implicit in the Back/Cancel action.
https://eu2.factorio.com/assets/img/blog/fff-246-back-confirm-in ...
Search found 7 matches
- Sun Jun 10, 2018 8:38 am
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 72415
- Sat Jun 09, 2018 8:36 pm
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 72415
Re: Friday Facts #246 - The GUI update (Part 3)
Everything is looking great so far!
My 2c regarding any screen that has both Back/Cancel and a Reset ..
I feel like you can just de-clutter that screen more and remove the Reset by making it implicit in the Back/Cancel action.
https://eu2.factorio.com/assets/img/blog/fff-246-back-confirm-in ...
My 2c regarding any screen that has both Back/Cancel and a Reset ..
I feel like you can just de-clutter that screen more and remove the Reset by making it implicit in the Back/Cancel action.
https://eu2.factorio.com/assets/img/blog/fff-246-back-confirm-in ...
- Thu Mar 02, 2017 9:00 am
- Forum: Ideas and Suggestions
- Topic: Lua - Persistent Data
- Replies: 13
- Views: 5730
Re: Lua - Persistent Data
Is it possible to use hard links? https://msdn.microsoft.com/en-us/library/windows/desktop/aa365006(v=vs.85).aspx
This actually does work (at the expense of a pre-hard link setup), not sure using this approach can over come the desync issue though; but I will explore this avenue further (worst ...
This actually does work (at the expense of a pre-hard link setup), not sure using this approach can over come the desync issue though; but I will explore this avenue further (worst ...
- Thu Mar 02, 2017 8:24 am
- Forum: Ideas and Suggestions
- Topic: Lua - Persistent Data
- Replies: 13
- Views: 5730
Re: Lua - Persistent Data
https://forums.factorio.com/viewtopic.php?f=6&t=29739
I think you can move your mods folder to script-output folder. Then you have access to it.
Sadly no, when you start a game; the scenario scripts are copied to a {ROOT}/temp/currently-playing/... folder and cannot include/open anything out of ...
I think you can move your mods folder to script-output folder. Then you have access to it.
Sadly no, when you start a game; the scenario scripts are copied to a {ROOT}/temp/currently-playing/... folder and cannot include/open anything out of ...
- Thu Mar 02, 2017 8:17 am
- Forum: Ideas and Suggestions
- Topic: Lua - Persistent Data
- Replies: 13
- Views: 5730
Re: Lua - Persistent Data
This is how I understand that: you want to change mod-data by reading a file that fires an event to update all connected clients mod-data in the middle of process.
Never going to be happen. :)
On the contrary, this idea is not changing mod-data in terms of entities/recipes/technology definitions ...
Never going to be happen. :)
On the contrary, this idea is not changing mod-data in terms of entities/recipes/technology definitions ...
- Wed Mar 01, 2017 10:53 pm
- Forum: Ideas and Suggestions
- Topic: Lua - Persistent Data
- Replies: 13
- Views: 5730
Re: Lua - Persistent Data
Ahh yes, desync.. valid concern!
I think there are more complex solutions to that but for the sake of getting "something" over nothing; I do have a thought in that regard.
This hypothetical stored table could be something (pseudo code) like
{
["key-name"] = {
data = ...table/string/value ...
I think there are more complex solutions to that but for the sake of getting "something" over nothing; I do have a thought in that regard.
This hypothetical stored table could be something (pseudo code) like
{
["key-name"] = {
data = ...table/string/value ...
- Wed Mar 01, 2017 9:42 pm
- Forum: Ideas and Suggestions
- Topic: Lua - Persistent Data
- Replies: 13
- Views: 5730
Lua - Persistent Data
TL;DR: A way to persist data across different instances of maps/scenarios/mods
I know data is currently serialized and persisted between saving and loading of a map but I think it would open up doors for possibilities in the community for mod/scenario authors to be able to persist data across new ...
I know data is currently serialized and persisted between saving and loading of a map but I think it would open up doors for possibilities in the community for mod/scenario authors to be able to persist data across new ...