factoriolib / flib

A set of high-quality, commonly-used utilities for creating Factorio mods.
https://mods.factorio.com/mod/flib
MIT License
67 stars 15 forks source link

More convenient ways to get started #61

Open Sil3ntStorm opened 9 months ago

Sil3ntStorm commented 9 months ago

Based on me hijacking that other issue

Yes found that one too, skimmed over the first few basic steps along with the Factorio documentation I managed eventually. It was just a lot more "manual labor" than what I had expected / hoped for. Basically had to specify manually a huge table which seemed little less work than not using flib in this case. But I guess there are some reasons for it, and you do get the convenience of handlers for a specific clickable thing, rather than having to do the element identifying yourself like you would have without using flib.

Don't know why, but I kinda hoped for something along the lines of:

Just that one does not have to do all the skeleton work. I mean it's totally possible to do and one should still be able to do that.

I feel like most people will probably repeat the frame, title bar items and then the actual content frame before you actually start to add your own content. So having the option to just get that out of the way might be beneficial. I imagine you have somewhere for your mods the same basic structure all over in every one of them, since your windows also have a certain structure / look to it. Yours usually happen to include Pin and forward, back buttons pretty often.

This might be a bad idea or totally unfeasible, just throwing things out there. I mean I kind of found my away around things eventually, it just took a lot longer with a lot more manual labor than I had hoped for.

raiguard commented 6 months ago

Factorio 2.0 will include a way to detect when certain GUI elements are destroyed, so I am going to play with much more GUI boilerplate automation using it.