Edit docs/developing-for-clusterio.md (#285)

Fix grammar, punctuation and spelling mistakes in
docs/developing-for-clusterio.md.
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MyNameIsTrez authored and GitHub committed 2020-04-17 15:46:35 +02:00
1 parent 534408856c
commit ef6441ca46
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@@ -22,7 +22,7 @@ Factorio Mods
-------------
Factorio mods that do not interact with Clusterio should not have any
conciderations that need to be taken into account for them to work with
considerations that need to be taken into account for them to work with
Clusterio.
@@ -36,12 +36,12 @@ Clusterio to work. The main limitation is that the
lib must be used, and control.lua cannot contain any code other than
calls to event_handler loading the relevant libs of the scenario.
This is because the control.lua file will be overwritten by the save
patcher. Scenarios also cannot use the event registring functions
patcher. Scenarios also cannot use the event registering functions
exposed by `script` such as `script.on_event` or `script.on_nth_tick` as
using these will overwrite the handlers registered by the
event_handler lib.
A breif description of the usage of the event_handler library is
A brief description of the usage of the event_handler library is
provided in the [event_handler interface](#event_handler-interface)
section.
@@ -82,10 +82,10 @@ a part of Factorio since at least 0.17.4, and was moved from base to
core in 0.17.63 but is still not documented anywhere. A brief
description is provided here for this reason.</sub>
The event_handler lib provides a simple interface for registring
The event_handler lib provides a simple interface for registering
multiple callbacks to the same events without having to be concerned
with callback chaining or overwriting callbacks defined elsewhere. It
works by taking over the task of registring the actual callbacks with
works by taking over the task of registering the actual callbacks with
Factorio, providing its own interface for the rest of the code to use.
The sole function of interest exported by event_handler is `add_lib`
@@ -111,11 +111,11 @@ of which are optional:
- `add_remote_interface`:
Callback called before on_init/on_load callbacks<sup>[1]</sup>. It
has no special meaning and receives no arguments but should be used
for registring remote interfaces.
for registering remote interfaces.
- `add_commands`:
Callback called before on_init/on_load callbacks<sup>[1]</sup>. It
has no special meaning and receives no arguments but should be used
for registring commands.
for registering commands.
<sub>1: Before 0.17.69 these callbacks were called after
on_init/on_load.</sub>
@@ -298,7 +298,7 @@ Raised after the name and id of an instance has been updated. This may
occur even if the id and name didn't change.
Event data:
- `instance_id`: The id of the instance.
- `instance_id`: the id of the instance.
- `instance_name`: the name of the instance.
##### on_server_startup
@@ -309,14 +309,14 @@ the `on_init` and `on_configuration_changed` event for modules. It is
invoked on the first tick the server runs after the save has been
patched, before most other events.
Use this event to initialize and and/or migrate the data structures
Use this event to initialize and/or migrate the data structures
you need. Keep in mind that both mods and Clusterio modules can switch
from any version to any version so it should be able to handle both
forwards and backwards migrations gracefully.
#### clusterio_api.send_json(channel, data)
Send json data to Clusterio over the given channel. The `data` argument
Send JSON data to Clusterio over the given channel. The `data` argument
should be table that can be serialized with `game.table_to_json`.
Clusterio plugins can listen to channels and will receive an event with
the data sent here. See the [Communicating with Factorio
@@ -376,7 +376,7 @@ passed.
#### serialize.deserialize_inventory(LuaInventory, serialized_inventory)
Deserialize a previously serialized inventory into the target
LuaInventory. Overwrites slots that has content in the serialized
LuaInventory. Overwrites slots that have content in the serialized
inventory.