If I attempt to use multiples of the new dump arguments in 1.1.77 (`dump-data`, `dump-icon-sprites`, `dump-prototype-locale`) the game appears to dump one of the three (based on the priority listed above) and ignore any others.
Since I need all three to generate data for my external tool (FactorioLab), it would be vastly more convenient if I could run all three of these at one time.
Arguably, it would be even better if the game would actually start up normally once the dumps are complete, so that if I'm updating data for multiple sets of mods, I can switch the mods I'm including in the dump without having to change the command line arguments.
Maybe if there was a fourth argument that told the game I want to continue loading after each of the dumps, that would solve both use cases? `continue-after-dump` or something? Then it could walk through each of the dumps and then load up the game normally.
[1.1.77] Cannot use multiple dump arguments
-
- Inserter
- Posts: 42
- Joined: Tue May 28, 2019 12:34 pm
- Contact:
Re: [1.1.77] Cannot use multiple dump arguments
Thanks for the report however this is working as intended. If you want to dump multiple things just run the game multiple times with the dump arguments.
Rather than write one big set of checks for different combinations dump logic each one is written in isolation without knowledge of the others. This drastically simplifies the logic on the engine side with the only minor downside of you just need to run each one independently (trivially easy to do.)
Each dump argument has its own associated logic that needs to be injected for the game to do the dumping. The locale one requires locale be loaded; a normal headless instance of the game will not do this. The icons one requires graphics be loaded; a normal headless instance of the game will not do this. The data dump one does not require graphics are loaded so if all you're asking for is data it can skip graphics speeding up the dump significantly.
All of them are intended to be run externally by some script and the game to not continue once the dump is finished.
Rather than write one big set of checks for different combinations dump logic each one is written in isolation without knowledge of the others. This drastically simplifies the logic on the engine side with the only minor downside of you just need to run each one independently (trivially easy to do.)
Each dump argument has its own associated logic that needs to be injected for the game to do the dumping. The locale one requires locale be loaded; a normal headless instance of the game will not do this. The icons one requires graphics be loaded; a normal headless instance of the game will not do this. The data dump one does not require graphics are loaded so if all you're asking for is data it can skip graphics speeding up the dump significantly.
All of them are intended to be run externally by some script and the game to not continue once the dump is finished.
If you want to get ahold of me I'm almost always on Discord.