Open NomadTSquirrel opened 1 month ago
Your mod has had such a large impact in my ability and enjoyment towards this game. So much impact, that I'm finding the idea of attempting a new game rather daunting without your mod, especially with all the new terrains and features implemented in the new version of Factorio. Hope it is updated to become compatible soon, as this truly was an amazing mod.
In the same boat, for accessibility reasons i use this mod religiously. I would love if this could be updated!
Hey everyone. Here are instructions on how to get this mod working until the author updates the mod portal. I have it working on my copy now.
The following two mods must be installed manually. This is accomplished by just saving the zip files to the mods folder for your install. Just change YOURNAME to match your system settings: C:\Users\YOURNAME\AppData\Roaming\Factorio\mods
First dependency mod stdlib must be updated: https://github.com/jackiepmueller/stdlib/tree/2-0-fixes Click the <> Code dropdown and choose Download Zip. Save the zip to the folder above and rename it to stdlib_1.5.0.zip
Next download the updated branch for nanobots here: https://github.com/jackiepmueller/Nanobots/tree/2-0-fixes Click the <> Code dropdown and choose Download Zip. Save the zip to the folder above and rename it to Nanobots_3.3.0.zip
Reload the game and the mods will be visible in the mod manager as already installed. Make sure they are enabled.
Amazing thank you! Will hopefully try this over weekend
I added the two mods and it worked fine through research and crafting of the emitter plus the nano construction bots. But when I activated the emitter it placed two belts then started giving an error
420.266 Script @stdlib/stdlib/area/position.lua:589: WARNING: Area for Position not found in package.loaded 420.267 Script @stdlib/stdlib/core.lua:45: Nanobots:Nanobots/scripts/nanobots.lua:64: attempt to index local 'prototype' (a nil value)
It does appear after a while to have started placing stuff again while giving the error. It seems to be slower than I remember and not as thorough at placing things, it seems to miss a few here and there and not come back to them for a while.
I'll keep playing with it as it seems to mostly work and I like it better than the other early bot mods.
i did rename and move those to mods folder still getting error. Game v - space age. do i have to unzip those folder?
aminul your game needs to be patched. Latest version is 2.0.10 so you're 3 patches behind. Clementwe The warning can be ignored because that function will still work. The prototype error I don't know about. It seems like nil is getting returned and not being handled but the stack trace you put doesn't go back far enough to know where it started from. Perhaps it's another mod or change in prototype I haven't seen yet? I have put down 300 construction bots worth of belts and buildings with no issue, but I don't use many mods. I don't develop or maintain this mod. Just trying to be helpful when I can.
@officedev27 I also noticed the nil bug in my save, specifically using Nilaus' Base-in-a-Book blueprints with assemblers that were saved with modules in them. Removing the module request from the assemblers causes the error to end. As you stated, the function otherwise does seem to otherwise work (i.e., it will place the assembler on the blueprint ghost and start spamming the error message, but happily continues on placing entities).
@officedev27 I fixed it by changing the base version of nanobot to base => 2.0.7 and stdlib => 1.5.0, and in stdlib to base => 2.0.7. It's working fine now.
Describe the Bug
Failed to load mods: • Nanobots • Incompatible Factorio version (current: 2.0, required: 1.1) • stdlib • Incompatible Factorio version (current: 2.0, required: 1.1)
To Reproduce
Update to Factorio 2.0 from 1.1 through Steam client
Save file & Username
No Save. Game fails to load mod prompting a disable.
Log file
No log, just a major version change.