If I understand this request right, then I think that the opposite solution would make more sense. So, you could write in one mod's info.json (for example):
{
"name":"dependentmod",
//...
"dependencies" : [ "foo|bar"], // foo or bar could satisfy this dependency
//...
}
and then, if at ...
Search found 5 matches
- Thu Apr 25, 2019 2:44 am
- Forum: Ideas and Suggestions
- Topic: Allow one mod to "provide" another
- Replies: 4
- Views: 1670
- Mon Mar 19, 2018 8:55 pm
- Forum: Minor issues
- Topic: Saving is highly inefficient wrt circular references
- Replies: 2
- Views: 1633
Re: Saving is highly inefficient wrt circular references
Yes, I figured it would be something like that, given Lua's insistence on internalized strings with no buffer. Restructuring the saved data to contain only enough information to reconstruct a local structure which has the proper references gave a marked improvement in performance during the save ...
- Fri Mar 16, 2018 6:49 am
- Forum: Minor issues
- Topic: Saving is highly inefficient wrt circular references
- Replies: 2
- Views: 1633
Saving is highly inefficient wrt circular references
Demonstration here: https://drive.google.com/open?id=13IZTWzq-fFmdqcMEDQS2AibypEkKoH_V
To reproduce, simply install and enable the mod linked above, and note that it takes a good deal longer to complete the save process than necessary, and in the process consumes an enormous amount of ram, and the ...
To reproduce, simply install and enable the mod linked above, and note that it takes a good deal longer to complete the save process than necessary, and in the process consumes an enormous amount of ram, and the ...
- Tue Feb 20, 2018 9:16 am
- Forum: Won't fix.
- Topic: [Rseding91] __gc metamethod crashes the game on error
- Replies: 3
- Views: 1555
Re: [Rseding91] __gc metamethod crashes the game on error
Fair enough, I suppose, and I can work around its absence.
In case you're curious, the reason I came across this is that I'm experimenting with building a layer on top of the gui element API, and I had wanted to be able to release the names of destroyed elements to be used again. Since element ...
In case you're curious, the reason I came across this is that I'm experimenting with building a layer on top of the gui element API, and I had wanted to be able to release the names of destroyed elements to be used again. Since element ...
- Tue Feb 20, 2018 2:59 am
- Forum: Won't fix.
- Topic: [Rseding91] __gc metamethod crashes the game on error
- Replies: 3
- Views: 1555
[Rseding91] __gc metamethod crashes the game on error
Stack trace: https://pastebin.com/vMh8X7mt To reproduce (this works with any object which errors during finalization, this is just the shortest command I could think of):
/c setmetatable({}, {__gc = error})
I realize that a crash due to writing a bad finalizer routine is technically my fault ...
/c setmetatable({}, {__gc = error})
I realize that a crash due to writing a bad finalizer routine is technically my fault ...