Sorry, was wrong about this one.curiosity wrote: βSat Jul 27, 2024 10:53 amThen what's this? https://wiki.factorio.com/Mod_publish_API
Search found 130 matches
- Sat Jul 27, 2024 12:34 pm
- Forum: Mod portal Discussion
- Topic: Limit the number of a direct dependencies per mod
- Replies: 26
- Views: 1810
Re: Limit the number of a direct dependencies per mod
- Sat Jul 27, 2024 10:23 am
- Forum: Mod portal Discussion
- Topic: Limit the number of a direct dependencies per mod
- Replies: 26
- Views: 1810
Re: Limit the number of a direct dependencies per mod
But IMHO, we gone offtopic. The point is, this suggestion will do nothing but add to the number of useless garbage mods, not to mention the additional garbage mods required by legitimate use cases. The increase in difficulty you point out is barely noticeable, and that's before any kind of automati...
- Thu Jul 11, 2024 5:00 pm
- Forum: Mod portal Discussion
- Topic: Limit the number of a direct dependencies per mod
- Replies: 26
- Views: 1810
Re: Limit the number of a direct dependencies per mod
But IMHO, we gone offtopic. The point is, this suggestion will do nothing but add to the number of useless garbage mods, not to mention the additional garbage mods required by legitimate use cases. The increase in difficulty you point out is barely noticeable, and that's before any kind of automati...
- Thu Jul 11, 2024 4:38 am
- Forum: Mod portal Discussion
- Topic: Limit the number of a direct dependencies per mod
- Replies: 26
- Views: 1810
- Wed Jul 10, 2024 6:36 pm
- Forum: Mod portal Discussion
- Topic: Limit the number of a direct dependencies per mod
- Replies: 26
- Views: 1810
Re: Limit the number of a direct dependencies per mod
You can split entire list of 13k+ mods in 2 minutes?curiosity wrote: βTue Jul 09, 2024 8:54 pmCase in point, coming up with that command is more work than splitting up the resulting list.Merssedes wrote: βTue Jul 09, 2024 4:53 pmList of just names (bash code):Code: Select all
curl https://mods.factorio.com/api/mods?page_size=max|jq '.results[].name'
- Tue Jul 09, 2024 4:53 pm
- Forum: Mod portal Discussion
- Topic: Limit the number of a direct dependencies per mod
- Replies: 26
- Views: 1810
Re: Limit the number of a direct dependencies per mod
List of just names (bash code):curiosity wrote: βTue Jul 09, 2024 7:27 amYou still need to parse the result. And I didn't say it was a lot of work, I only said it was more work than dividing them up.Merssedes wrote: βTue Jul 09, 2024 5:44 amNo?..
https://mods.factorio.com/api/mods?page_size=20000
Code: Select all
curl https://mods.factorio.com/api/mods?page_size=max|jq '.results[].name'
- Tue Jul 09, 2024 5:44 am
- Forum: Mod portal Discussion
- Topic: Limit the number of a direct dependencies per mod
- Replies: 26
- Views: 1810
Re: Limit the number of a direct dependencies per mod
The point is that it will not be possible to make simply copying list of all mods on mod portal, it will require more work to make and even more to automate. So legitimate mods that actually require more dependencies will do it manually once. Mods that made just to add all mod portal as dependencie...
- Mon Jul 08, 2024 6:06 pm
- Forum: Mod portal Discussion
- Topic: Limit the number of a direct dependencies per mod
- Replies: 26
- Views: 1810
Re: Limit the number of a direct dependencies per mod
I suggest to add the limit for the number of a dependencies that mod can directly reference. Suggested limit: 100. For those who really need to have more dependencies, they can add intermediate mods to group them. Reasoning: I don't currently see valid use case for mods like this: <...> Then what i...
- Fri Jul 05, 2024 1:08 pm
- Forum: News
- Topic: Friday Facts #418 - Space Age release date
- Replies: 164
- Views: 36521
Re: Friday Facts #418 - Space Age release date
Will account connection with Steam cover Space Age?
I mean back when I brought game, I did it on Steam, after which I connected account here with the Steam one. This allowed me to use non-Steam version (I personally dispise Steam as game launcher). So, will there be similar scheme for Space Age?
I mean back when I brought game, I did it on Steam, after which I connected account here with the Steam one. This allowed me to use non-Steam version (I personally dispise Steam as game launcher). So, will there be similar scheme for Space Age?
- Sun Jun 30, 2024 7:26 am
- Forum: Mod portal Discussion
- Topic: Limit the number of a direct dependencies per mod
- Replies: 26
- Views: 1810
Limit the number of a direct dependencies per mod
I suggest to add the limit for the number of a dependencies that mod can directly reference. Suggested limit: 100. For those who really need to have more dependencies, they can add intermediate mods to group them. Reasoning: I don't currently see valid use case for mods like this: * https://mods.fac...
- Mon Apr 29, 2024 5:03 pm
- Forum: Modding help
- Topic: Dropdown for int-setting with text description?
- Replies: 2
- Views: 280
Re: Dropdown for int-setting with text description?
As fix for comparision:
Therefore my question transforms into: is there a more efficient way than `if ... elseif ... elseif ... end` to extract the index of value?
Code: Select all
-- in console
/c game.player.print (settings.startup ["setting-name"].value)
z
- Mon Apr 29, 2024 4:22 pm
- Forum: Modding help
- Topic: Dropdown for int-setting with text description?
- Replies: 2
- Views: 280
Dropdown for int-setting with text description?
Given the following: -- settings.lua data:extend ({{ name = "setting-name", setting_type = "startup", type = "string-setting", allowed_values = { "x", "y", "z" }, default_value = "z" }}) -- in console: /c game.player.print (settin...
- Fri Mar 29, 2024 1:13 pm
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 112
- Views: 21113
Re: Friday Facts #404 - Frustration not found
I've usually have one problem with grid alignments: when I need to put blueprint on the edge of the grid (for example, rails), I end up having to put marker half-alignment away from actual blueprint center. Negative side effects of this are: 1) blueprint is visually bigger than it should be (38x30 o...
- Fri Feb 09, 2024 5:20 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 121
- Views: 24480
Re: Friday Facts #397 - Factoriopedia
Don't worry you can just ALT + Left click practically anything Sooo... default keybinding for changing Alt mode from left alt to right alt when? :P I have already done that long time ago, it's annoying if Alt+Tab turns off Alt mode. Probably more so with new keybind like this for Factoriopedia. No ...
- Fri Feb 09, 2024 2:47 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 121
- Views: 24480
Re: Friday Facts #397 - Factoriopedia
One problem: Alt+LMB will be unusable on Linux because it's binded to "reposition window". Not sure is it possible to override... Alt+RMB also have binding for window resizes. Sounds like this is something specific to your window manager, not Linux as a whole. :) In my case I have those s...
- Fri Feb 09, 2024 2:17 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 121
- Views: 24480
Re: Friday Facts #397 - Factoriopedia
One problem: Alt+LMB will be unusable on Linux because it's binded to "reposition window". Not sure is it possible to override... Alt+RMB also have binding for window resizes.
- Fri Dec 08, 2023 8:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.99] Pumpjacks drain oil fields below expected yield
- Replies: 6
- Views: 3410
Re: [1.1.99] Pumpjacks drain oil fields below expected yield
Thanx for the fix. Followup question: is it possible to add in the next updates some save migration to fix yields that gone beyond their limits?
- Sat Dec 02, 2023 4:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.99] Pumpjacks drain oil fields below expected yield
- Replies: 6
- Views: 3410
Re: [1.1.99] Pumpjacks drain oil fields below expected yield
Just for completeness attaching game logs...
- Sat Dec 02, 2023 4:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.99] Pumpjacks drain oil fields below expected yield
- Replies: 6
- Views: 3410
Re: [1.1.99] Pumpjacks drain oil fields below expected yield
Maybe it's Linux specific?
My OS: Linux Mint 20.3.
Attaching:
pre-oil -- just before pumpjack placement (prepared defences and power)
post-oil -- after pumpjack placement and some time at 1000 speed
My OS: Linux Mint 20.3.
Attaching:
pre-oil -- just before pumpjack placement (prepared defences and power)
post-oil -- after pumpjack placement and some time at 1000 speed
- Sat Dec 02, 2023 3:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.99] Pumpjacks drain oil fields below expected yield
- Replies: 6
- Views: 3410
[1.1.99] Pumpjacks drain oil fields below expected yield
Happens in unmodded game. Expected behaviour: pumpjacks should drain oil fields down to either 20% yield or 20% of original yield whichever is larger . Observer behaviour: pumpjacks drain oil fields down to either 20% yield or 20% of original yield whichever is smaller . Steps to reproduce: 1) gener...