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Edit docs/developing-for-clusterio.md (#285)
Fix grammar, punctuation and spelling mistakes in docs/developing-for-clusterio.md.
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@@ -22,7 +22,7 @@ Factorio Mods
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-------------
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Factorio mods that do not interact with Clusterio should not have any
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conciderations that need to be taken into account for them to work with
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considerations that need to be taken into account for them to work with
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Clusterio.
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@@ -36,12 +36,12 @@ Clusterio to work. The main limitation is that the
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lib must be used, and control.lua cannot contain any code other than
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calls to event_handler loading the relevant libs of the scenario.
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This is because the control.lua file will be overwritten by the save
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patcher. Scenarios also cannot use the event registring functions
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patcher. Scenarios also cannot use the event registering functions
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exposed by `script` such as `script.on_event` or `script.on_nth_tick` as
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using these will overwrite the handlers registered by the
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event_handler lib.
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A breif description of the usage of the event_handler library is
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A brief description of the usage of the event_handler library is
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provided in the [event_handler interface](#event_handler-interface)
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section.
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@@ -82,10 +82,10 @@ a part of Factorio since at least 0.17.4, and was moved from base to
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core in 0.17.63 but is still not documented anywhere. A brief
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description is provided here for this reason.</sub>
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The event_handler lib provides a simple interface for registring
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The event_handler lib provides a simple interface for registering
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multiple callbacks to the same events without having to be concerned
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with callback chaining or overwriting callbacks defined elsewhere. It
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works by taking over the task of registring the actual callbacks with
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works by taking over the task of registering the actual callbacks with
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Factorio, providing its own interface for the rest of the code to use.
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The sole function of interest exported by event_handler is `add_lib`
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@@ -111,11 +111,11 @@ of which are optional:
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- `add_remote_interface`:
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Callback called before on_init/on_load callbacks<sup>[1]</sup>. It
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has no special meaning and receives no arguments but should be used
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for registring remote interfaces.
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for registering remote interfaces.
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- `add_commands`:
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Callback called before on_init/on_load callbacks<sup>[1]</sup>. It
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has no special meaning and receives no arguments but should be used
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for registring commands.
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for registering commands.
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<sub>1: Before 0.17.69 these callbacks were called after
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on_init/on_load.</sub>
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@@ -298,7 +298,7 @@ Raised after the name and id of an instance has been updated. This may
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occur even if the id and name didn't change.
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Event data:
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- `instance_id`: The id of the instance.
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- `instance_id`: the id of the instance.
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- `instance_name`: the name of the instance.
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##### on_server_startup
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@@ -309,14 +309,14 @@ the `on_init` and `on_configuration_changed` event for modules. It is
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invoked on the first tick the server runs after the save has been
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patched, before most other events.
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Use this event to initialize and and/or migrate the data structures
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Use this event to initialize and/or migrate the data structures
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you need. Keep in mind that both mods and Clusterio modules can switch
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from any version to any version so it should be able to handle both
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forwards and backwards migrations gracefully.
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#### clusterio_api.send_json(channel, data)
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Send json data to Clusterio over the given channel. The `data` argument
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Send JSON data to Clusterio over the given channel. The `data` argument
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should be table that can be serialized with `game.table_to_json`.
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Clusterio plugins can listen to channels and will receive an event with
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the data sent here. See the [Communicating with Factorio
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@@ -376,7 +376,7 @@ passed.
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#### serialize.deserialize_inventory(LuaInventory, serialized_inventory)
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Deserialize a previously serialized inventory into the target
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LuaInventory. Overwrites slots that has content in the serialized
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LuaInventory. Overwrites slots that have content in the serialized
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inventory.
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