Re: Mod Compatibilty for 0.13
Posted: Mon Jun 20, 2016 9:27 am
Will there be mod compatibility with the current blueprint mod or will it be replaced by a on-board blueprint book in 0.13?
You're going to have to be a lot more specific than that.brunzenstein wrote:the current blueprint mod
defines is not part of the base mod, it is (or was) part of core. putting a dependency on the base mod means... get this... that you depend on something in the base mod.DRY411S wrote:In my opinion, there is a flaw in the info.json notation.
In Dependencies section we have things like base >= 0.12.x
Well 0.13 is > 0.12.x, so Factorio 0.13 thinks it can load mods with this dependency.
However any 0.12.x mod that requires "defines" in control.lua is going to fail.
So should I have put a dependency on the core?sparr wrote:defines is not part of the base mod, it is (or was) part of core. putting a dependency on the base mod means... get this... that you depend on something in the base mod.DRY411S wrote:In my opinion, there is a flaw in the info.json notation.
In Dependencies section we have things like base >= 0.12.x
Well 0.13 is > 0.12.x, so Factorio 0.13 thinks it can load mods with this dependency.
However any 0.12.x mod that requires "defines" in control.lua is going to fail.
Some of the objects have changed how you reference them.vedrit wrote:I'm not sure how we can access items that were in defines.lua now
If I simply remove defines, then I start getting nil references
With 20-20 Hindsight, that's what I have should done. Bit too late now, I'm certainly not going to update my 0.12 mods with that, when the 0.13 versions are available.vedrit wrote:As for preventing 0.12.x mods from loading, perhaps you could do something like "base <= 0.13" in your dependencies. From testing, putting a dependency on core doesn't seem to be recognized.
They did. Mods now require a "factorio_version" separate from the dependencies. If you've got old 0.12 mods they are disabled for lack of that line.DRY411S wrote:My point is that if the devs wanted to change the way we write mods in FActorio 0.13, they should have put something in the core game to stop 0.12.x mods from loading.
Thanks for that clarification. IHowever seem to have some evidence that contradicts your assertion. Can you offer further advice please?sparr wrote:They did. Mods now require a "factorio_version" separate from the dependencies. If you've got old 0.12 mods they are disabled for lack of that line.DRY411S wrote:My point is that if the devs wanted to change the way we write mods in FActorio 0.13, they should have put something in the core game to stop 0.12.x mods from loading.
If it was control.lua files during a 'migration', that would explain it!hoho wrote:I think there was a bug that *some* files of disabled mods still got loaded no matter what.