Oh, cool, I must have missed that when I was browsing the documentation. Thanks for pointing that out!
Overriding the native autosave functionality would work for what I want to do, but my preference would be for my mod to be subordinate to the existing functionality instead of replacing it. i.e ...
Search found 27 matches
- Sun Apr 30, 2023 4:57 pm
- Forum: Modding interface requests
- Topic: expose autosave interval
- Replies: 3
- Views: 1079
- Mon Apr 24, 2023 6:54 pm
- Forum: Mods
- Topic: MOD [1.1] Autosave-Alert
- Replies: 0
- Views: 536
MOD [1.1] Autosave-Alert
Hi folks!
I'm pleased to release my first mod: Autosave-Alert
https://mods.factorio.com/mod/autosave-alert
It's quite simple - just prints out a message 5, 2 and 1 minute before the next autosave, provided you've set the correct interval in the mod settings. it defaults to 10m (which i believe is ...
I'm pleased to release my first mod: Autosave-Alert
https://mods.factorio.com/mod/autosave-alert
It's quite simple - just prints out a message 5, 2 and 1 minute before the next autosave, provided you've set the correct interval in the mod settings. it defaults to 10m (which i believe is ...
- Mon Apr 24, 2023 6:44 pm
- Forum: Modding interface requests
- Topic: expose autosave interval
- Replies: 3
- Views: 1079
Re: expose autosave interval
I've published an initial verson of my mod here, just for context: https://mods.factorio.com/mod/autosave-alert
- Mon Apr 24, 2023 6:43 pm
- Forum: Modding help
- Topic: Get autosave settings?
- Replies: 6
- Views: 1442
Re: Get autosave settings?
I've published a first version of the mod here: https://mods.factorio.com/mod/autosave-alert
Hopefully the native setting can get exposed through the API soon and it can be completey automated!
Hopefully the native setting can get exposed through the API soon and it can be completey automated!
- Mon Apr 24, 2023 5:15 pm
- Forum: Modding help
- Topic: validate my approach on scheduling an alert?
- Replies: 2
- Views: 796
Re: validate my approach on scheduling an alert?
Great! Thanks for the help. I do tend to overestimate how bad performance impacts are, so I'm glad to have that reality check!
I did implement this , and it did seem to work without the offset being a divisor of the interval though (e.g. autosave interval at 5 minutes, warnings at 2 and 1 minute ...
I did implement this , and it did seem to work without the offset being a divisor of the interval though (e.g. autosave interval at 5 minutes, warnings at 2 and 1 minute ...
- Sun Apr 23, 2023 2:46 pm
- Forum: Modding help
- Topic: validate my approach on scheduling an alert?
- Replies: 2
- Views: 796
validate my approach on scheduling an alert?
Hey folks,
I'm still working on my autosave warning mod, and I've figure out a way to trigger the warnings, but my programmer-sense makes me think there might be a better way.
First, defining the problem:
I want to trigger an alert at some time before the autosave interval (assume the autosave ...
I'm still working on my autosave warning mod, and I've figure out a way to trigger the warnings, but my programmer-sense makes me think there might be a better way.
First, defining the problem:
I want to trigger an alert at some time before the autosave interval (assume the autosave ...
- Sat Apr 22, 2023 2:09 pm
- Forum: Modding help
- Topic: Get autosave settings?
- Replies: 6
- Views: 1442
Re: Get autosave settings?
good idea! did
viewtopic.php?f=28&t=105987
![Smile :)](./images/smilies/icon_e_smile.gif)
- Sat Apr 22, 2023 2:09 pm
- Forum: Modding interface requests
- Topic: expose autosave interval
- Replies: 3
- Views: 1079
expose autosave interval
Hi folks!
I'm attempting to implement a simple 'autosave warning' mod (asked some stuff about it here https://forums.factorio.com/viewtopic.php?f=25&t=105968), and the only thing preventing me from making it fully integrated is accessing the native autosave interval option. If that could be exposed ...
I'm attempting to implement a simple 'autosave warning' mod (asked some stuff about it here https://forums.factorio.com/viewtopic.php?f=25&t=105968), and the only thing preventing me from making it fully integrated is accessing the native autosave interval option. If that could be exposed ...
- Fri Apr 21, 2023 2:00 pm
- Forum: Modding help
- Topic: Get autosave settings?
- Replies: 6
- Views: 1442
Re: Get autosave settings?
Just confirmed, autosave interval behaviour is a simple 'save at time played % autosave interval == 0`.
My method, for posterity:
0) start creative mode game
1) as suggested above, `/c game.time = 100`
2) observe a couple 5-minute (default) autosaves (so most recent autosave is at 15:00)
3) `/c ...
My method, for posterity:
0) start creative mode game
1) as suggested above, `/c game.time = 100`
2) observe a couple 5-minute (default) autosaves (so most recent autosave is at 15:00)
3) `/c ...
- Thu Apr 20, 2023 9:39 pm
- Forum: Modding help
- Topic: Get autosave settings?
- Replies: 6
- Views: 1442
Re: Get autosave settings?
Yeah, I'll see if the interval is a simple modulo or more of a counter since the last one. If thats the case then I just need to get the autosave interval
- Thu Apr 20, 2023 6:43 pm
- Forum: Modding help
- Topic: Get autosave settings?
- Replies: 6
- Views: 1442
Get autosave settings?
Hi folks,
(actual question underlined if you want to skip the context)
I have an idea for a small mod I want to implement: an autosave warning system. I like the autosave system, but it often happens at an inopportune time. One thing I like about Satisfactory is that it gives you a bit of a ...
(actual question underlined if you want to skip the context)
I have an idea for a small mod I want to implement: an autosave warning system. I like the autosave system, but it often happens at an inopportune time. One thing I like about Satisfactory is that it gives you a bit of a ...
- Thu Apr 20, 2023 11:53 am
- Forum: Modding help
- Topic: Examples of exceptionally well-coded mods?
- Replies: 4
- Views: 1292
Re: Examples of exceptionally well-coded mods?
Thanks, I'll check that out.
It's ironic you're recommending Raiguard's mods, actually. I wanted to contribute to one of them and was asking about it on github but they said they wanted to completely refactor them. Makes sense though - the better a software engineer is, the more likely they won't ...
It's ironic you're recommending Raiguard's mods, actually. I wanted to contribute to one of them and was asking about it on github but they said they wanted to completely refactor them. Makes sense though - the better a software engineer is, the more likely they won't ...
- Thu Apr 20, 2023 2:30 am
- Forum: Modding help
- Topic: Examples of exceptionally well-coded mods?
- Replies: 4
- Views: 1292
Examples of exceptionally well-coded mods?
Hey folks,
I've been wanting to get more into modding lately, and I learn best by analyzing examples, so I'm looking for some examples of especially well-implemented mods that I can learn best practices and higher-level design from - I already know basic lua and programming, I really just need ...
I've been wanting to get more into modding lately, and I learn best by analyzing examples, so I'm looking for some examples of especially well-implemented mods that I can learn best practices and higher-level design from - I already know basic lua and programming, I really just need ...
- Thu Apr 15, 2021 7:33 pm
- Forum: Modding help
- Topic: General confirm event?
- Replies: 1
- Views: 899
General confirm event?
in FFF#362 https://factorio.com/blog/post/fff-362 it's mentioned that the `E` hotkey has been redefined to mean 'confirm' instead of `cancel` which is bound by default to `Esc`. I'm working on a mod where there's a pop-up gui, and I'd like it to respect this convention. I've got it handling `on_gui ...
- Mon Apr 06, 2020 1:14 am
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 162957
Re: [MOD 0.18] KRASTORIO^2
I'm trying to install this mod, but it isn't showing up in the in-game mod manager. I tried searching for it, but it doesn't show up. Is there some trick to getting it? (I'm on steam, not opted into betas at all, all other mods uninstalled)
Krastorio is for v18. If you're not in the betas you ...
- Mon Apr 06, 2020 12:10 am
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 162957
Re: [MOD 0.18] KRASTORIO^2
I'm trying to install this mod, but it isn't showing up in the in-game mod manager. I tried searching for it, but it doesn't show up. Is there some trick to getting it? (I'm on steam, not opted into betas at all, all other mods uninstalled)
- Tue Aug 27, 2019 6:34 am
- Forum: Implemented Suggestions
- Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
- Replies: 72
- Views: 27936
Re: Factorio, Unpowered Warnings and Epilepsy
I'm not epileptic myself, but I'd welcome any mod or even official support for this. I play most games with a lot of accessibility features on because they just feel better. I think it's because they let me interact with the game on my own terms, no matter the reason for those terms.
https://ssir ...
https://ssir ...
- Fri Sep 14, 2018 7:03 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 140532
Re: Friday Facts #260 - New fluid system
edit: Much better ideas have been proposed. Just cleaning up after myself ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
- Fri Aug 10, 2018 6:05 pm
- Forum: News
- Topic: Friday Facts #255 - Construction tools
- Replies: 140
- Views: 61248
Re: Friday Facts #255 - Construction tools
Great news! Copy and Paste is something I've wanted so much, but didn't think would ever come because a blueprint item does the job really well. I never even thought about *cut* and paste, and that is game-changingly good.
I'm especially pleased to hear about the research queue. This sounds like a ...
I'm especially pleased to hear about the research queue. This sounds like a ...
- Tue Aug 07, 2018 9:13 pm
- Forum: Wiki Talk
- Topic: Error when requesting an account
- Replies: 2
- Views: 2949
Error when requesting an account
I tried to request a wiki account, but I got this error:
Error sending mail:
authentication failure [SMTP: Invalid response code received from server (code: 535, response: Authentication Credentials Invalid)]
When I tried it again, I got this error:
Username is already in use in a pending ...
Error sending mail:
authentication failure [SMTP: Invalid response code received from server (code: 535, response: Authentication Credentials Invalid)]
When I tried it again, I got this error:
Username is already in use in a pending ...