Search found 91 matches

by danielbrauer
Mon Mar 09, 2020 4:54 pm
Forum: Modding interface requests
Topic: Call on_configuration_changed for new games
Replies: 3
Views: 180

Call on_configuration_changed for new games

I think the current lifecycle callbacks make the following case difficult to handle: There are two mods, Client and Service Service provides a remote interface Client optionally uses the interface during initialisation (and so declares an optional dependency on Service) Right off the bat, it smells ...
by danielbrauer
Fri Mar 06, 2020 1:23 pm
Forum: Modding help
Topic: Lifecycle, callbacks, and inter-mod communication
Replies: 13
Views: 458

Re: Lifecycle, callbacks, and inter-mod communication

It definitely feels like there's a problem with the lifecycle logic Sure does. But it's what we got. I would go so far as to say that this is a design bug, and Wube should consider addressing it before 1.0. I think the solution is as simple as calling on_configuration_changed after on_init for new ...
by danielbrauer
Tue Feb 25, 2020 4:25 pm
Forum: Modding help
Topic: Lifecycle, callbacks, and inter-mod communication
Replies: 13
Views: 458

Re: Lifecycle, callbacks, and inter-mod communication

I'm disappointed that this appears to be a hole in the API, but I've solved my problem by having my remote functions call on_load to link global tables if they haven't been linked yet.

Thanks everyone for your help!
by danielbrauer
Mon Feb 24, 2020 2:49 pm
Forum: Modding help
Topic: Lifecycle, callbacks, and inter-mod communication
Replies: 13
Views: 458

Re: Lifecycle, callbacks, and inter-mod communication

Then create them when the client calls. It definitely feels like there's a problem with the lifecycle logic if I have to guard against uninitialised local variables. Shouldn't that be the whole point of on_load? Personally i use the on_init_config approach where i don't distunguish between the two ...
by danielbrauer
Sun Feb 23, 2020 2:04 pm
Forum: Modding help
Topic: Lifecycle, callbacks, and inter-mod communication
Replies: 13
Views: 458

Re: Lifecycle, callbacks, and inter-mod communication

Right, but in the above scenario, when the Client mod calls the Service API in on_init, the Service mod will not have its local references to the global table yet.
by danielbrauer
Sun Feb 23, 2020 12:16 pm
Forum: Modding help
Topic: Lifecycle, callbacks, and inter-mod communication
Replies: 13
Views: 458

Lifecycle, callbacks, and inter-mod communication

Suppose I have two mods: Service and Client. Both mods work on their own, but Client needs to register something with Service if both are present. So: Client declares a dependency on Service so that its callbacks come after. Client implements on_init() and uses a remote API to register with Service....
by danielbrauer
Mon Feb 10, 2020 5:25 pm
Forum: Modding help
Topic: Is there a way to find which mod created a prototype?
Replies: 2
Views: 158

Is there a way to find which mod created a prototype?

Like the blue string displayed in the sidebar here:
Screenshot 2020-02-10 at 18.21.21.png
Screenshot 2020-02-10 at 18.21.21.png (178.59 KiB) Viewed 158 times
by danielbrauer
Wed Feb 05, 2020 11:07 am
Forum: Modding interface requests
Topic: Allow fuel_glow_color for non-fuels
Replies: 4
Views: 188

Re: Allow fuel_glow_color for non-fuels

Thanks yes a remote interface sounds like the way to do it.
by danielbrauer
Mon Feb 03, 2020 2:34 pm
Forum: Modding interface requests
Topic: Allow fuel_glow_color for non-fuels
Replies: 4
Views: 188

Re: Allow fuel_glow_color for non-fuels

That looks nice but the way Disco Science works is it composes a list of colours matching each ingredient. This can go to all seven science pack colours just in vanilla. Plus I think it would generally be a much bigger ask to have people annotate every recipe.
by danielbrauer
Mon Feb 03, 2020 2:05 pm
Forum: Modding interface requests
Topic: Allow fuel_glow_color for non-fuels
Replies: 4
Views: 188

Allow fuel_glow_color for non-fuels

I made DiscoScience , which makes labs light up with the colour of the items they are consuming. The main source of requests for the mod are to support ingredients from other mods. At the moment, this involves putting new ingredient colours in a giant compatibility table. I would like other mod auth...
by danielbrauer
Sun Dec 29, 2019 9:53 pm
Forum: Desyncs with mods
Topic: [Fixed] Intermitted desync (AutoDeconstruct, Mining Drones, Disco Science)
Replies: 7
Views: 556

Re: Intermitted desync (some on join, some later)

This should be fixed in Disco Science 0.16. Thanks for the help!
by danielbrauer
Sat Dec 28, 2019 11:09 am
Forum: Desyncs with mods
Topic: [Fixed] Intermitted desync (AutoDeconstruct, Mining Drones, Disco Science)
Replies: 7
Views: 556

Re: Intermitted desync (some on join, some later)

Thanks for the heads up! Just looking now.
by danielbrauer
Wed Dec 25, 2019 4:19 pm
Forum: Modding help
Topic: Chemical Plant Recipe Colours
Replies: 1
Views: 122

Re: Chemical Plant Recipe Colours

Found it: it’s in the prototype data but not the API. https://wiki.factorio.com/Prototype/Rec ... chine_tint
by danielbrauer
Wed Dec 25, 2019 3:35 pm
Forum: Modding help
Topic: Chemical Plant Recipe Colours
Replies: 1
Views: 122

Chemical Plant Recipe Colours

It’s probably staring me right in the face, but where is the colour for chemical plant recipes defined?
by danielbrauer
Sat Oct 12, 2019 12:05 pm
Forum: Ideas and Suggestions
Topic: Offer to update before loading mods etc.
Replies: 0
Views: 119

Offer to update before loading mods etc.

Would it be possible to check for updates and show the prompt before loading the whole game? Since after an update the whole thing needs to be reloaded anyway.
by danielbrauer
Fri May 10, 2019 5:43 pm
Forum: News
Topic: Friday Facts #294 - Blog thoughts & Lua documentation improvements
Replies: 48
Views: 7591

Re: Friday Facts #294 - Blog thoughts & Lua documentation improvements

Slackie wrote:
Fri May 10, 2019 5:25 pm
Having a bit of trouble completely parsing this.
"Lua API Documentation" is a link to the documentation he's referencing:

https://lua-api.factorio.com/
by danielbrauer
Thu May 09, 2019 12:15 pm
Forum: Questions, reviews and ratings
Topic: Colored Science Lab Animations
Replies: 4
Views: 555

Re: Colored Science Lab Animations

Ha, if only I’d gone back in time to troll myself 😝
by danielbrauer
Mon Apr 22, 2019 9:25 pm
Forum: Modding help
Topic: I need a hint for graphics editing
Replies: 6
Views: 300

Re: I need a hint for graphics editing

How are you scaling your images down? It looks like interpolation is set to Nearest Neighbour, which is not really interpolation at all. In GIMP, under Image>Scale Image..., make sure you've selected Cubic, LoHalo or NoHalo Interpolation. With all due respect to Arch666Angel, I would not recommend b...
by danielbrauer
Thu Apr 18, 2019 9:09 am
Forum: Won't implement
Topic: Access to sprite filenames for entities and items and other things with sprites
Replies: 10
Views: 555

Re: Access to sprite filenames for entities and items and other things with sprites

Additionally, there is no such thing as a "color" for a science pack. That's a made up concept by you/others. That's why you're having such a hard time making it work: it's not a real thing. Like trying to nail imaginary jello to the wall - you're 5 problems deep in something you just can't do. Rig...

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