Search found 7 matches

by NetArc
Sun Jun 10, 2018 8:38 am
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 61005

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-options...
by NetArc
Sat Jun 09, 2018 8:36 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 61005

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-options....
by NetArc
Thu Mar 02, 2017 9:00 am
Forum: Ideas and Suggestions
Topic: Lua - Persistent Data
Replies: 13
Views: 4879

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 case...
by NetArc
Thu Mar 02, 2017 8:24 am
Forum: Ideas and Suggestions
Topic: Lua - Persistent Data
Replies: 13
Views: 4879

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...
by NetArc
Thu Mar 02, 2017 8:17 am
Forum: Ideas and Suggestions
Topic: Lua - Persistent Data
Replies: 13
Views: 4879

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 at...
by NetArc
Wed Mar 01, 2017 10:53 pm
Forum: Ideas and Suggestions
Topic: Lua - Persistent Data
Replies: 13
Views: 4879

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/stri...
by NetArc
Wed Mar 01, 2017 9:42 pm
Forum: Ideas and Suggestions
Topic: Lua - Persistent Data
Replies: 13
Views: 4879

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 ga...

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