Then what's this? https://wiki.factorio.com/Mod_publish_API
Limit the number of a direct dependencies per mod
Re: Limit the number of a direct dependencies per mod
Re: Limit the number of a direct dependencies per mod
Sorry, was wrong about this one.curiosity wrote: ↑Sat Jul 27, 2024 10:53 amThen what's this? https://wiki.factorio.com/Mod_publish_API
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Re: Limit the number of a direct dependencies per mod
A quick solution would be to add a report feature to the mod portal. Then mods with too many dependencies for absolutely no reason can be reported and reviewed. I've also been meaning to continue disliking K2, but that's a discussion for another topic.
Re: Limit the number of a direct dependencies per mod
I just noticed a change in the way dependencies are presented:
In the tab "This mod", "Required" and "Optional" dependencies are subsumed under "Default". This used to be the case for the tab "From other mods" as well. However, there now is a new category "Mod with a lot of dependencies", and mods belonging to that category are not shown under "Default": While this gets the bad eggs out of the way, it's still not perfect. In the screenshot above, you can see that "MyRus2" and "RusGoldLocal-AllRussianTranslateMods" are flagged as "Mod with a lot of dependencies" because they definitely are mods with a lot of dependencies (156 for "MyRus2" and 129 for "RusGoldLocal"). However, I'd say that these mods have a lot of dependencies for legitimate reasons because they actually enhance the mods they depend on (unlike mods like "all-the-modportal" with >13,500 or "better" with >11,300 dependencies) by providing translations.
It's tempting to suggest that mods with the category "Localizations" are exempted from being classified as "Mod with a lot of dependencies", but I'm afraid that the really bad mods would just break the system by using that category as well. Setting a hard limit for the number of dependencies a mod may have also is iffy: Who could say what number of dependencies is reasonable? Let's say there's a limit of 200 dependencies. If somebody really went to all the trouble to translate 200 mods that's great -- but why should they be punished if they decided to translate even more?
In the tab "This mod", "Required" and "Optional" dependencies are subsumed under "Default". This used to be the case for the tab "From other mods" as well. However, there now is a new category "Mod with a lot of dependencies", and mods belonging to that category are not shown under "Default": While this gets the bad eggs out of the way, it's still not perfect. In the screenshot above, you can see that "MyRus2" and "RusGoldLocal-AllRussianTranslateMods" are flagged as "Mod with a lot of dependencies" because they definitely are mods with a lot of dependencies (156 for "MyRus2" and 129 for "RusGoldLocal"). However, I'd say that these mods have a lot of dependencies for legitimate reasons because they actually enhance the mods they depend on (unlike mods like "all-the-modportal" with >13,500 or "better" with >11,300 dependencies) by providing translations.
It's tempting to suggest that mods with the category "Localizations" are exempted from being classified as "Mod with a lot of dependencies", but I'm afraid that the really bad mods would just break the system by using that category as well. Setting a hard limit for the number of dependencies a mod may have also is iffy: Who could say what number of dependencies is reasonable? Let's say there's a limit of 200 dependencies. If somebody really went to all the trouble to translate 200 mods that's great -- but why should they be punished if they decided to translate even more?
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
Re: Limit the number of a direct dependencies per mod
Good thing that you can tell by their name that they are translation mods.Pi-C wrote: ↑Mon Jul 29, 2024 11:37 amWhile this gets the bad eggs out of the way, it's still not perfect. In the screenshot above, you can see that "MyRus2" and "RusGoldLocal-AllRussianTranslateMods" are flagged as "Mod with a lot of dependencies" because they definitely are mods with a lot of dependencies (156 for "MyRus2" and 129 for "RusGoldLocal"). However, I'd say that these mods have a lot of dependencies for legitimate reasons because they actually enhance the mods they depend on (unlike mods like "all-the-modportal" with >13,500 or "better" with >11,300 dependencies) by providing translations.
Re: Limit the number of a direct dependencies per mod
Yes. But there are mods that have no English title, description, or info page. One can only tell what that mod is about (without downloading it, that is) if one knows the variety of Chinese used there.
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
Re: Limit the number of a direct dependencies per mod
True in general, but for this specific mod we can understand that it is a Chinese translation mod. The github linked is called "factorio-chinese", so that is the English title. And the icon makes it obvious as well.Pi-C wrote: ↑Mon Jul 29, 2024 2:47 pmYes. But there are mods that have no English title, description, or info page. One can only tell what that mod is about (without downloading it, that is) if one knows the variety of Chinese used there.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser