Aivech / aivech-simple-spaceex

Factorio mod of the same name
MIT License
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Startup error involving stone tablet circuits (and also potential bob's compatibility) #1

Open Hellexar opened 3 years ago

Hellexar commented 3 years ago

image

Chunk of code it's referencing (was changing all of them between true and false, no difference) Unsure if you meant to reference stone tablet, or if you're referring to something else. Additionally, with bob's mods installed, your mod overwrites bob's changes as well, making the effective mod priority your mod > se > bobs (ie green circuit reverted to 1 iron plate 3 copper wire instead of however bob's does it)

local stone_circuit = data.raw.recipe["electronic-circuit-stone"] stone_circuit.normal.enabled = false stone_circuit.normal.allow_as_intermediate = false stone_circuit.normal.allow_decomposition = false stone_circuit.expensive.enabled = false stone_circuit.expensive.allow_as_intermediate = false stone_circuit.expensive.allow_decomposition = false

Aivech commented 3 years ago

This mod does not have the explicit compatibility code it would need for Bob's Mods, in part because I assumed Bob's Mods were incompatible with SE. Could you provide a list of what mods you're using?

Hellexar commented 3 years ago

SE sort of auto-flags a lot of mods as incompatible, whether there's some legitimate issue or if they conflict with how SE is supposed to be played. Either way, a lot of mods, including bob's work just fine most of the time with it.

Mod list: AAI Industry/signal transmission Actual craft time Alien biomes Angel's addons - storage options Auto deconstruct Base mod (obviously) Beautiful bridge railway Big brother Bioluminescence Biterbias Bob's adjustable inserters, assembling machines, electronics, library, logistics, metals/chemicals/intermediates, mining, ores, personal equipment, power, revamp, technology, and vehicle equipment mods Bottleneck Bullet trails Chokepoint Clock Combat mechanics overhaul Deadlock's crating machine, stacking beltboxes/compact loaders, and mod integrations Dew point aggregator Dirtymining Dragon industries - nauvis division Endgame combat EvoGUI Factorio library Fast furnaces Flare stack Flow control FNEI FTweaks Fully automated rail layer Geothermal Ghost scanner Grappling gun Helicopterrevival Honk Infitech Informatron Inventory sensor Itemfinder Jetpack Loss prevention Nauvis day Oreverhaul Orphan finder Pheromones Radionetwork Realistic decoration cleanup Robot attrition Robot256's library Shield projector Smarter trains Space exploration + all 5 graphics parts, and postprocess Squak through Turmoil Vanilla loaders Vehicle radar Vehicle wagon 2 Walls block spitters Wire shortcuts YARM resource monitor

and of course, Aivech's SE simplifier

Aivech commented 3 years ago

I'm uncertain how I feel about adding compatibility for a set of mods that SE itself is nominally incompatible with. Would you mind enabling the setting to use AAI recipes aivech-ssx-use-aai (may require editing the config manually) and see if the game launches?

Aivech commented 3 years ago

Also, if you get the game running, can you tell me what items have the wrong recipes, and what mods are touching those recipes (other than mine?) I can add overrides if i know what mods to detect and what the recipes are.