[Guide] Modding and Scripting changes in 0.3.0
Posted: Sat Mar 30, 2013 12:09 am
Modding
There is an introduction into the modding in 0.3.0 at https://forums.factorio.com/wiki/inde ... g_overview. Basically we redone a lot of things to make mods more self-sustained and stackable. The pre 0.3.0 mods are not compatible with the >= 0.3.0 release! Also changing the mods to match the 0.3.0 specs is not that bad (we have migrated all the data in the game to mee the new specs).
Scripting
* The event registering mechanism has been changed in the 0.3.0 and it is not compatible with the old mechanism. You can read the details at the https://forums.factorio.com/wiki/index.php/Lua/Events
* We have introduced a new mechanism for communications between multiple scripts from different mods. This is called Script interfaces and you can read more about it on the wiki: https://forums.factorio.com/wiki/inde ... interfaces
There is an introduction into the modding in 0.3.0 at https://forums.factorio.com/wiki/inde ... g_overview. Basically we redone a lot of things to make mods more self-sustained and stackable. The pre 0.3.0 mods are not compatible with the >= 0.3.0 release! Also changing the mods to match the 0.3.0 specs is not that bad (we have migrated all the data in the game to mee the new specs).
Scripting
* The event registering mechanism has been changed in the 0.3.0 and it is not compatible with the old mechanism. You can read the details at the https://forums.factorio.com/wiki/index.php/Lua/Events
* We have introduced a new mechanism for communications between multiple scripts from different mods. This is called Script interfaces and you can read more about it on the wiki: https://forums.factorio.com/wiki/inde ... interfaces