Open shoe7ess opened 4 years ago
Try downloading the mod and adjusting the factorio_version
to 0.17 manually - it might work directly anyways. I am currently not playing Factorio, so it's unlikely I'll deal with this.
Unfortunately the match arg no longer works in 0.17. Luckily it's not too difficult to manually modify these values in the games vanilla .lua files. I modify enough existing mods and vanilla files that at this point I'm looking at venturing into the world of factorio modding (looking to work on some way to resize blocks via a function as opposed to manually editing images and collision boundaries as my first project) so after I get into it a little I may take up the mantle and port this if you'll allow me.
Btw, error I received was:
Failed to load mods: __ConfigPlus__/data-final-fixes.lua:9: bad argument #1 of 3 to 'match' (string expected, got nil)
stack traceback:
[C]: in function 'match'
__ConfigPlus__/data-final-fixes.lua:9: in function 'multiplyPower'
__ConfigPlus__/data-final-fixes.lua:80: in function 'f'
__ConfigPlus__/data-final-fixes.lua:33: in function 'dogroup'
__ConfigPlus__/data-final-fixes.lua:116: in main chunk
Looks like some changes to roboports cause this. Remove line 116 in data-final-fixes and try again. Then modifications to roboports won't work anymore, but everything else should work.
And of course, feel free to take over the mod, you can make a fork and then I'll refer to it in the Readme when it works out :)
Looks like some changes to roboports cause this. Remove line 116 in data-final-fixes and try again. Then modifications to roboports won't work anymore, but everything else should work.
And of course, feel free to take over the mod, you can make a fork and then I'll refer to it in the Readme when it works out :)
I will give that fix a shot and I appreciate your permission to fork the project. My first personal resize project is still in work (resized factorissimo2's factories by 1/2 and manually updated the .lua values, but I still need to create a patch mod so I don't need to modify the mod directly then use a function to resize images and automatically divide the collision and selection values) so it may be a bit, but I'll likely start the fork this weekend :)
So got the following error on my first load:
Error ModManager.cpp:1332: Error while loading entity prototype "bi-arboretum" (assembling-machine): crafting_speed must be positive. Modifications: Bio Industries › Config+ › Hexy's AngelBob Tweaks
I took a look at the line it was coming from, turned out to be one lower than the robo-parts (assembly machines), and changed the line from:
dogroup(group, groupname=="assembling-machine", function(proto) mult(proto, "crafting_speed", "assembling_speed", 2) end)
To:
dogroup(group, groupname=="assembling-machine", function(proto) mult(proto, "crafting_speed", "assembling_speed", 2, 2) end)
(Just adding in another digit to be used exclusively by crafting_speed because I'm not sure how it gave a negative value) and it loaded just fine 👍
Well, with that digit you are adding 2 speed flat to it, not really ideal but if it works ^^ there must be something wrong with my rounding, this is weird.
Would love to see this mod ported to .17. I'm tired of going through my vanilla entity files and editing things like electric pole wire length and then finding out they get overwritten by a mod that's overwritten by another mod and having to go through each entity file tweaking things to make them easier or more balanced (at least for me; though the electric poles in my game have absurd wire lengths and huge range, more of a QoL change to make BobsAngels factories less cluttered).
Thanks Xerus!