Request to Remove Restriction on Prototype Names for Mod Compatibility

Things that we aren't going to implement
plexpt
Long Handed Inserter
Long Handed Inserter
Posts: 96
Joined: Mon Feb 07, 2022 2:32 am
Contact:

Request to Remove Restriction on Prototype Names for Mod Compatibility

Post by plexpt »

Dear Factorio Development Team,

I hope this message finds you well. I’m writing regarding the recent update introducing a restriction that limits prototype names to only alphanumeric characters, dashes, and underscores. This new requirement has significant implications for my mod, which includes thousands of names that now need to be altered to comply with the restriction.

This modification impacts not only the efficiency of mod development but also the maintenance of existing mods compatible with previous versions, specifically 1.1. Given the scope of the changes required, I kindly request that you consider rolling back this restriction, returning prototype name requirements to the 1.1 format. This would allow us to continue developing and updating mods without the added burden of refactoring extensive codebases.

Thank you for your time and consideration, and for all the work you continue to put into making Factorio an amazing game.

Best regards,
plexpt
Long Handed Inserter
Long Handed Inserter
Posts: 96
Joined: Mon Feb 07, 2022 2:32 am
Contact:

Re: Request to Remove Restriction on Prototype Names for Mod Compatibility

Post by plexpt »

Additionally, I’d like to ask if the current version still supports non-ASCII characters in graphics paths?
plexpt
Long Handed Inserter
Long Handed Inserter
Posts: 96
Joined: Mon Feb 07, 2022 2:32 am
Contact:

Re: Request to Remove Restriction on Prototype Names for Mod Compatibility

Post by plexpt »

Specifically, my mod was made by more than 10 people, most of them are Chinese and their English is very poor, so the prototype names used are all in Chinese.
plexpt
Long Handed Inserter
Long Handed Inserter
Posts: 96
Joined: Mon Feb 07, 2022 2:32 am
Contact:

Re: Request to Remove Restriction on Prototype Names for Mod Compatibility

Post by plexpt »

In version 1.1, this did not cause any problems. It worked fine.
Rseding91
Factorio Staff
Factorio Staff
Posts: 14892
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: Request to Remove Restriction on Prototype Names for Mod Compatibility

Post by Rseding91 »

Sorry but this is not changing back.
If you want to get ahold of me I'm almost always on Discord.
plexpt
Long Handed Inserter
Long Handed Inserter
Posts: 96
Joined: Mon Feb 07, 2022 2:32 am
Contact:

Re: Request to Remove Restriction on Prototype Names for Mod Compatibility

Post by plexpt »

Rseding91 wrote: Mon Nov 11, 2024 1:24 pm Sorry but this is not changing back.
I’d like to ask if the current version still supports non-ASCII characters in graphics paths?
plexpt
Long Handed Inserter
Long Handed Inserter
Posts: 96
Joined: Mon Feb 07, 2022 2:32 am
Contact:

Re: Request to Remove Restriction on Prototype Names for Mod Compatibility

Post by plexpt »

Microsoft's programs from 1998 can still run on today's Windows. Why can't you think more about compatibility?
Bilka
Factorio Staff
Factorio Staff
Posts: 3314
Joined: Sat Aug 13, 2016 9:20 am
Contact:

Re: Request to Remove Restriction on Prototype Names for Mod Compatibility

Post by Bilka »

plexpt wrote: Mon Nov 11, 2024 1:42 pm I’d like to ask if the current version still supports non-ASCII characters in graphics paths?
Yes.
plexpt wrote: Mon Nov 11, 2024 2:01 pm Why can't you think more about compatibility?
It is expected that major Factorio releases like 2.0 break some mods.
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
plexpt
Long Handed Inserter
Long Handed Inserter
Posts: 96
Joined: Mon Feb 07, 2022 2:32 am
Contact:

Re: Request to Remove Restriction on Prototype Names for Mod Compatibility

Post by plexpt »

Bilka wrote: Mon Nov 11, 2024 2:20 pm
plexpt wrote: Mon Nov 11, 2024 1:42 pm I’d like to ask if the current version still supports non-ASCII characters in graphics paths?
Yes.
plexpt wrote: Mon Nov 11, 2024 2:01 pm Why can't you think more about compatibility?
It is expected that major Factorio releases like 2.0 break some mods.
I used non-ASCII characters in the path, but the game loads with an error: file not found.
The same writing method does not have any problems in 1.1
curiosity
Filter Inserter
Filter Inserter
Posts: 559
Joined: Wed Sep 11, 2019 4:13 pm
Contact:

Re: Request to Remove Restriction on Prototype Names for Mod Compatibility

Post by curiosity »

Rseding91 wrote: Mon Nov 11, 2024 1:24 pm Sorry but this is not changing back.
Out of curiosity, what's the motivation behind it? I've been wondering for quite a while now.
Rseding91
Factorio Staff
Factorio Staff
Posts: 14892
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: Request to Remove Restriction on Prototype Names for Mod Compatibility

Post by Rseding91 »

curiosity wrote: Mon Nov 11, 2024 4:53 pm
Rseding91 wrote: Mon Nov 11, 2024 1:24 pm Sorry but this is not changing back.
Out of curiosity, what's the motivation behind it? I've been wondering for quite a while now.
viewtopic.php?f=11&t=106734
If you want to get ahold of me I'm almost always on Discord.
curiosity
Filter Inserter
Filter Inserter
Posts: 559
Joined: Wed Sep 11, 2019 4:13 pm
Contact:

Re: Request to Remove Restriction on Prototype Names for Mod Compatibility

Post by curiosity »

Thank you, I was not aware of that.
Post Reply

Return to “Won't implement”