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Re: Mod Compatibilty for 0.13

Posted: Mon Jun 20, 2016 9:27 am
by brunzenstein
Will there be mod compatibility with the current blueprint mod or will it be replaced by a on-board blueprint book in 0.13?

Re: Mod Compatibilty for 0.13

Posted: Mon Jun 20, 2016 5:49 pm
by sparr
brunzenstein wrote:the current blueprint mod
You're going to have to be a lot more specific than that.

Re: Mod Compatibilty for 0.13

Posted: Thu Jun 30, 2016 10:00 pm
by DRY411S
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.

Re: Mod Compatibilty for 0.13

Posted: Fri Jul 01, 2016 4:09 am
by sparr
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.
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.

Re: Mod Compatibilty for 0.13

Posted: Fri Jul 01, 2016 5:39 am
by DRY411S
sparr wrote:
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.
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.
So should I have put a dependency on the core?

Re: Mod Compatibilty for 0.13

Posted: Fri Jul 01, 2016 6:44 am
by vedrit
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

Re: Mod Compatibilty for 0.13

Posted: Fri Jul 01, 2016 6:49 am
by DRY411S
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
Some of the objects have changed how you reference them.

I don't have that particular issue, what I do have are people posting issues that my 0.12.x mods won't work with 0.13.x Factorio. 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.

(Unless this is my fault and I should have put a core dependency in my mods, which I *think* is what sparr is suggesting.

Re: Mod Compatibilty for 0.13

Posted: Fri Jul 01, 2016 7:22 am
by vedrit
For some reason, defines.events is working.
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.

Re: Mod Compatibilty for 0.13

Posted: Fri Jul 01, 2016 7:33 am
by DRY411S
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.
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.

Being able to have a core >= dependency would be a good way forward. A <= implies mods will work with 0.11, 0.7, 0.3 etc, which they wouldn't.

Re: Mod Compatibilty for 0.13

Posted: Fri Jul 01, 2016 12:12 pm
by sparr
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.
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.

Re: Mod Compatibilty for 0.13

Posted: Fri Jul 01, 2016 1:38 pm
by DRY411S
sparr wrote:
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.
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.
Thanks for that clarification. IHowever seem to have some evidence that contradicts your assertion. Can you offer further advice please?

https://github.com/DRY411S/Recycling-Machines/issues/7

Re: Mod Compatibilty for 0.13

Posted: Fri Jul 01, 2016 1:51 pm
by hoho
I think there was a bug that *some* files of disabled mods still got loaded no matter what.

Re: Mod Compatibilty for 0.13

Posted: Fri Jul 01, 2016 1:57 pm
by DRY411S
hoho wrote:I think there was a bug that *some* files of disabled mods still got loaded no matter what.
If it was control.lua files during a 'migration', that would explain it!

Re: Mod Compatibilty for 0.13

Posted: Sun Jul 03, 2016 7:42 pm
by DRY411S
Nope. It's a bug in my understanding about how mods load up.