renoth / factorio-alien-module

A mod for factorio
MIT License
14 stars 16 forks source link

Compatibility for Factorio 2.0 #102

Closed maxxcz69 closed 21 hours ago

maxxcz69 commented 1 month ago

Hello, are you going to update this mod for Factorio 2.0 ?

renoth commented 1 month ago

Yes, but there are some issues at the moment with the changes in 2.0

renoth commented 1 month ago

2.0.0 is released, please test.

bdlus commented 1 month ago

Error on update. no other mod installed.

Screenshot 2024-10-21 205546

AlanBirch commented 1 month ago

Exact same isue here. as bdlus. ^ when killed amount required to upgrade modules, game crashes. (2.0 + Space age)

maxxcz69 commented 1 month ago

Great thank you

Dne út 22. 10. 2024 4:31 uživatel AlanBirch @.***> napsal:

Exact same isue here. as bdlus. ^ when killed amount required to upgrade modules, game crashes. (2.0 + Space age)

— Reply to this email directly, view it on GitHub https://github.com/renoth/factorio-alien-module/issues/102#issuecomment-2428084560, or unsubscribe https://github.com/notifications/unsubscribe-auth/ALNUFQMITM4JNIPOWGR5AMDZ4W2IDAVCNFSM6AAAAABQKBTJAKVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDIMRYGA4DINJWGA . You are receiving this because you authored the thread.Message ID: @.***>

renoth commented 1 month ago

Thanks for testing, it seems that Factorio 2.0 has lots of breaking changes in the modding API, request_slot_count was removed and i dont know the replacement

renoth commented 1 month ago

2.0.1 : Disabled that feature for now

bdlus commented 1 month ago

Screenshot 2024-10-22 090322 from the menu screen. didn't even get to load.

Tenderroast commented 1 month ago

it seems that the non-hyper modules aren't progressing past tier 1

AlanBirch commented 1 month ago

As I quick tried now, the version 2.0.1 works for module upgrading, so thx so much for quick fix! but I just noticed another weird isue... when changing max amount ore that can drop from enemies and bases, and setting max drop from enemies to 0.. it somehow drops sometimes up to 100 ore....

AlanBirch commented 1 month ago

it seems that the non-hyper modules aren't progressing past tier 1

check changelog.. they have been removed amog other things

AlanBirch commented 1 month ago

As I quick tried now, the version 2.0.1 works for module upgrading, so thx so much for quick fix! but I just noticed another weird isue... when changing max amount ore that can drop from enemies and bases, and setting max drop from enemies to 0.. it somehow drops sometimes up to 100 ore....

Not sure if I understand it correctly, but by looking into your data.lua it seems that in AddLootToVanillaEnemies() you're using fixed max drop amount values rather than variable from settings.lua; hope it helps :D

JadedMagic5 commented 1 month ago

Error on update. no other mod installed.

Screenshot 2024-10-21 205546

I get the same error when loading my save, mod works fine on a new game though.

renoth commented 1 month ago

Please test 2.0.2 just released, should be fixed now

JadedMagic5 commented 1 month ago

My loaded save works good now, got to hyper level 1.06 as well, no crash. Thanks renoth! Your mod has been a long-lasting favorite of mine.

maxxcz69 commented 1 month ago

hello, hypermodules cant be inserted into factories. its bug or right feature?

Summonerd commented 1 month ago

Hi, I can only use the hypermodules on intermediate products since recently. It's possible to place them in an assembler or smelter that has no recipe set yet and then set them but they disappear when you save like this and then load. I would also like to request to make the "quality" effect of the modules optional, as the appearance of any quality above normal items can lock up production lines if not planned for. (Thanks for your mod. I've been enjoying it for a long time.)

s1mplu commented 1 month ago

UP - make the "quality" effect of the modules optional, as the appearance of any quality above normal items can lock up production lines if not planned for. (Thanks for your mod. I've been enjoying it for a long time.) ---- yes please!

renoth commented 1 month ago

Quality can now be turned off in 2.0.3 via mod startup setting :) Thanks for reporting and playtesting ;)

renoth commented 1 month ago

Hi, I can only use the hypermodules on intermediate products since recently. It's possible to place them in an assembler or smelter that has no recipe set yet and then set them but they disappear when you save like this and then load. I would also like to request to make the "quality" effect of the modules optional, as the appearance of any quality above normal items can lock up production lines if not planned for. (Thanks for your mod. I've been enjoying it for a long time.)

I think that was a change in Factorio 2.0.11 but i am not sure

renoth commented 1 month ago

Added https://mods.factorio.com/mod/Productivity as a necessary dependency for this mod. The aforementioned mod makes Factorio with alien loot economy behave as before patch 2.0.11 (enabling productivity on final products again)

renoth commented 1 month ago

2.0.4 released with the productivity fix

s1mplu commented 1 month ago

thank you very much

maxxcz69 commented 1 month ago

A issue/bug happen to me when hypermodule lvlup. Every module which is above common turned into common verison. and sometimes when hypermodule is in the foundry, it disapears.

renoth commented 1 month ago

A issue/bug happen to me when hypermodule lvlup. Every module which is above common turned into common verison. and sometimes when hypermodule is in the foundry, it disapears.

Should be fixed in 2.0.5

renoth commented 1 month ago

I havent unlocked the foundry yet, so i cannot playtest it ;), i will playtest when i get there ... Or you can submit a pull request to fix the issue

maxxcz69 commented 4 weeks ago

my hypermodule are multiplied in invterory, maybe during lvlup (RPG mode)

Summonerd commented 4 weeks ago

image Just had this crash, guess it was at levelup.

maxxcz69 commented 4 weeks ago

hypermodule is too heavy to launch it via rocket to the space

Summonerd commented 4 weeks ago

I'm still getting the crash from my last screenshot when I reach level 25 despite the patches. Does it maybe have to do with Wube changing the max productivity to 300% or something? Anyone else here get the same crash?

renoth commented 4 weeks ago

I'm still getting the crash from my last screenshot when I reach level 25 despite the patches. Does it maybe have to do with Wube changing the max productivity to 300% or something? Anyone else here get the same crash?

Maybe that is the case but if i insert hypermodules level 100 in an assembler 3 the productivity is just capped at 300%

image

Maybe there is an error in the LUA API, i dont know.

what is your productivity in the assembler before the crash? level 25 should have 25% productivity bonus each, so you would need 12 modules to reach 300%

Do you have any other mods active?

Summonerd commented 4 weeks ago

I have nothing with more than 2 modules. I'm also making the hyper ammo all the time though. I've tried disabling a bunch of mods that might be affecting it but the crash still happens. Want me to send you the save? It's about 20 seconds before the crash.

maxxcz69 commented 4 weeks ago

It is normal feature, that beacon decrease quality of afected fatories and foundries? And this debuff is applied for quality module too...?

renoth commented 4 weeks ago

Speed modules do decrease quality if that is what you are using inside beaons ;)

maxxcz69 commented 4 weeks ago

ok, thank you

Jester18514 commented 2 weeks ago

image

First, I just want to say thanks for all the work on this mod - I've thoroughly enjoyed it over the last few years and was very excited when you updated it for 2.0.

The mod has been working very well for me through this playthrough up until last night when I had the same issue as others above. When I went from Lvl 44 to lvl 45 I got the error message in the screenshot. I thought it might have something to do with my settings (I play with 0.2 level exponent and 0.2 on the module effect), so I changed the module effect to 0.015 to see if that would prevent me from hitting some random cap I didn't know about. This still produced the same error.

The only other thing that was different about this level up vs. others is that I had my modules in the Foundry and Electromagnetic machine, but I tried removing them from there and still had the same error, so I'm at a bit of a loss.

For troubleshooting, the other mods I have loaded are: AAI Containers & Warehouses AAI Loaders Adaptive Movement Speed Alien Loot Economy Cursor Craft Even Distribution Factorio Library Factory Planner Far Reach Fill4Me Fox TODO Jetpack Quality of Life Research Rate Calculator Show Max Underground Distance Squeak Through 2 Total Productivity for belts, landfill & everything.

let me know if you need more info. Thanks again!