Search found 27 matches

by hoylemd
Sun Apr 30, 2023 4:57 pm
Forum: Modding interface requests
Topic: expose autosave interval
Replies: 3
Views: 662

Re: expose autosave interval

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. so...
by hoylemd
Mon Apr 24, 2023 6:54 pm
Forum: Mods
Topic: MOD [1.1] Autosave-Alert
Replies: 0
Views: 339

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 th...
by hoylemd
Mon Apr 24, 2023 6:44 pm
Forum: Modding interface requests
Topic: expose autosave interval
Replies: 3
Views: 662

Re: expose autosave interval

I've published an initial verson of my mod here, just for context: https://mods.factorio.com/mod/autosave-alert
by hoylemd
Mon Apr 24, 2023 6:43 pm
Forum: Modding help
Topic: Get autosave settings?
Replies: 6
Views: 843

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!
by hoylemd
Mon Apr 24, 2023 5:15 pm
Forum: Modding help
Topic: validate my approach on scheduling an alert?
Replies: 2
Views: 490

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 off...
by hoylemd
Sun Apr 23, 2023 2:46 pm
Forum: Modding help
Topic: validate my approach on scheduling an alert?
Replies: 2
Views: 490

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 inter...
by hoylemd
Sat Apr 22, 2023 2:09 pm
Forum: Modding help
Topic: Get autosave settings?
Replies: 6
Views: 843

Re: Get autosave settings?

by hoylemd
Sat Apr 22, 2023 2:09 pm
Forum: Modding interface requests
Topic: expose autosave interval
Replies: 3
Views: 662

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 expo...
by hoylemd
Fri Apr 21, 2023 2:00 pm
Forum: Modding help
Topic: Get autosave settings?
Replies: 6
Views: 843

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 game...
by hoylemd
Thu Apr 20, 2023 9:39 pm
Forum: Modding help
Topic: Get autosave settings?
Replies: 6
Views: 843

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
by hoylemd
Thu Apr 20, 2023 6:43 pm
Forum: Modding help
Topic: Get autosave settings?
Replies: 6
Views: 843

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 warning ...
by hoylemd
Thu Apr 20, 2023 11:53 am
Forum: Modding help
Topic: Examples of exceptionally well-coded mods?
Replies: 4
Views: 806

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 be...
by hoylemd
Thu Apr 20, 2023 2:30 am
Forum: Modding help
Topic: Examples of exceptionally well-coded mods?
Replies: 4
Views: 806

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 examp...
by hoylemd
Thu Apr 15, 2021 7:33 pm
Forum: Modding help
Topic: General confirm event?
Replies: 1
Views: 673

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_...
by hoylemd
Mon Apr 06, 2020 1:14 am
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 198
Views: 142120

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 are n...
by hoylemd
Mon Apr 06, 2020 12:10 am
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 198
Views: 142120

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)
by hoylemd
Tue Aug 27, 2019 6:34 am
Forum: Ideas and Suggestions
Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
Replies: 67
Views: 20924

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.or...
by hoylemd
Fri Sep 14, 2018 7:03 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 113688

Re: Friday Facts #260 - New fluid system

edit: Much better ideas have been proposed. Just cleaning up after myself :)
by hoylemd
Fri Aug 10, 2018 6:05 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 51338

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 g...
by hoylemd
Tue Aug 07, 2018 9:13 pm
Forum: Wiki Talk
Topic: Error when requesting an account
Replies: 2
Views: 2520

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 account re...

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