Search found 84 matches

by brevven
Tue Feb 04, 2025 8:57 pm
Forum: Mods
Topic: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
Replies: 53
Views: 46535

Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...


Hey, I've noticed that lately for Space Age the most popular mods are planet additions, and these planets often come with their own element additions. (I.e. Cerys and hydrocarbons, Muluna and aluminum). Would it be too difficult to have compatibility where like elements are interchangeable?


I ...
by brevven
Tue Jan 14, 2025 7:10 am
Forum: Mods
Topic: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
Replies: 53
Views: 46535

Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...


Hello, I'd love to try your mods with IR3, are they compatible or is compatibilty planned for a future update?


Replying a year and half late to this. I'd say it is unlikely, unfortunately.

I tried with IR2. I was making progress with Lead and had some amount of compatibility released, but ...
by brevven
Mon Jan 06, 2025 6:13 am
Forum: Implemented mod requests
Topic: Stop automatically deleting the auto_recycle field (allowing mod's to easilly regenerate the recycling recipes)
Replies: 8
Views: 1057

Re: Stop automatically deleting the auto_recycle field (allowing mod's to easilly regenerate the recycling recipes)

+1 to this.

Current behavior makes it quite literally impossible to broadly guarantee mods can respect one another's "auto_recycle=false" parameters. This is especially true given that every mod that modifies recipes has to regenerate recycling recipes, because they cannot guarantee their ...
by brevven
Mon Jan 06, 2025 5:55 am
Forum: Won't implement
Topic: Request: Move recycling recipe generation to data-final-fixes
Replies: 34
Views: 2860

Re: Request: Move recycling recipe generation to data-final-fixes


I do not believe we will be doing this. Next someone will ask for a final final fixes because they want to add recipes in final fixes and then have recycling recipes made.

And then a request to move it to final final final fixes.

(Sorry for the double post, just wanted to reply directly to this ...
by brevven
Mon Jan 06, 2025 5:24 am
Forum: Won't implement
Topic: Request: Move recycling recipe generation to data-final-fixes
Replies: 34
Views: 2860

Re: Request: Move recycling recipe generation to data-final-fixes



Actually, I think auto_recycle should not be changed, if (re)generating a recycling recipe. I believe the intent of the field is to not generate a recycling recipe.
I took that line from the quality mod's data-updates.lua script, but I think for my purposes, it should be left alone.

Hmm ...
by brevven
Wed Jan 01, 2025 11:47 am
Forum: Duplicates
Topic: Quickly spoiling, long craft time items, spoiling instantly on craft.
Replies: 3
Views: 744

Re: Quickly spoiling, long craft time items, spoiling instantly on craft.

I just ran into this too. I also found if you speed module a recipe so the crafting length is less than the spoilage, you'll get partially spoiled items.

I agree that it seems the items being created immediately when the recipe starts.

And I also agree that preserve_products_in_machine_output is ...
by brevven
Tue Dec 31, 2024 7:42 am
Forum: Technical Help
Topic: "Update Failed: .../data/_/doc-html/types/LayeredSpriteVariations.html has unexpected content"
Replies: 3
Views: 414

Re: "Update Failed: .../data/_/doc-html/types/LayeredSpriteVariations.html has unexpected content"

Hello again, Loewchen

I get this type of error too if I every time try to update the non-Steam version. This did not happen before Space Age.

As a modder this is very unfortunate, because I either have to download/extract/install a 4GB file each time, or I have to use the Steam version, which ...
by brevven
Sat Dec 28, 2024 10:54 am
Forum: Mods
Topic: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
Replies: 53
Views: 46535

Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...

FYI, both Titanium and Lead are out for 2.0. Please report any issues you have on the mod portal.
by brevven
Sat Dec 28, 2024 3:20 am
Forum: Not a bug
Topic: [2.0.28] [Modding] Unable to add functional resource autoplace controls to an in-progress game via mods
Replies: 9
Views: 972

Re: [2.0.28] [Modding] Unable to add functional resource autoplace controls to an in-progress game via mods


I might be wrong, but I believe that’s working as intended. The reason being; the game has no way to know if something was specifically excluded from the map gen settings because it was disabled or if it didn’t exist at the time they were created. Blanket adding them in any time mods change would ...
by brevven
Fri Dec 27, 2024 9:58 am
Forum: Not a bug
Topic: [2.0.28] [Modding] Unable to add functional resource autoplace controls to an in-progress game via mods
Replies: 9
Views: 972

Re: [2.0.28] [Modding] Unable to add functional resource autoplace controls to an in-progress game via mods

Alright. So I took a look at the code you linked. Didn't actually work for my mods, but I saw it seemed to work for Cargo Ships. So I banged my head against the wall for a few hours, and actually think I found a proper workaround for the issue.

Basically something like this seems to be working ...
by brevven
Wed Dec 25, 2024 3:35 am
Forum: Not a bug
Topic: [2.0.28] [Modding] Unable to add functional resource autoplace controls to an in-progress game via mods
Replies: 9
Views: 972

Re: [2.0.28] [Modding] Unable to add functional resource autoplace controls to an in-progress game via mods

Thanks for posting your code. For now, I ended up working around the issue entirely by generating the patches separately on chunk generation.

Edit to strike old workaround. See below for proper workaround.
by brevven
Tue Dec 24, 2024 11:19 am
Forum: Not a bug
Topic: [2.0.28] [Modding] Unable to add functional resource autoplace controls to an in-progress game via mods
Replies: 9
Views: 972

Re: [2.0.28] [Modding] Unable to add functional resource autoplace controls to an in-progress game via mods

Extra data point. I believe that if you enable the mod, then load an old 1.1.x save that didn't originally have the mod enabled, ores generate as expected
(I'm guessing this is due to the conversion that takes place upon loading the game into 2.0 for the first time)
by brevven
Mon Dec 23, 2024 10:12 am
Forum: Not a bug
Topic: [2.0.28] [Modding] Unable to add functional resource autoplace controls to an in-progress game via mods
Replies: 9
Views: 972

[2.0.28] [Modding] Unable to add functional resource autoplace controls to an in-progress game via mods

I'm working on updating Titanium . The autoplace control is working for new games. I've found that adding the mod to existing games does not generate ore patches on newly generated chunks as it did in 1.1.x and previously. Additionally, regenerate_entity() does not seem to be working for new ...
by brevven
Mon Nov 11, 2024 4:09 am
Forum: Resolved Problems and Bugs
Topic: [StrangePan][2.0.11] Gleba enemies freeze in place/get Stuck and won't attack (pentapod/stomper) (MR)
Replies: 26
Views: 4861

Re: [2.0.11] Gleba enemies freeze in place/get Stuck and won't attack

Same thing, 2.0.16, remote view, only pentapods. Other attacks occasionally pass the "stuck" enemies, but the enemies don't get unstuck. Remote driving a tank doesn't even unstick them. For me, only player can unstick them, though I haven't tried spidertron.
by brevven
Mon Nov 11, 2024 2:21 am
Forum: Ideas and Suggestions
Topic: Assemblers/etc should explain why no recipe is set by circuit network when dump inventory is full.
Replies: 1
Views: 726

Assemblers/etc should explain why no recipe is set by circuit network when dump inventory is full.

TL;DR
When debugging the circuit network, there should be a hint when the dump inventory is preventing the circuit connection from setting a recipe on a assembler/etc.

What?
In this image, the combinators are outputting a single recipe. It's not very clear why the crusher's recipe is not being ...
by brevven
Sun Nov 10, 2024 11:21 am
Forum: Not a bug
Topic: [2.0.16] A crusher that should set recipe will not set recipe
Replies: 2
Views: 461

Re: [2.0.16] A crusher that should set recipe will not set recipe

My apologies and thanks for taking a look. I got confused with the "dump inventory" idea, but I'll have to figure out how that works.
by brevven
Sun Nov 10, 2024 11:08 am
Forum: Not a bug
Topic: [2.0.16] A crusher that should set recipe will not set recipe
Replies: 2
Views: 461

[2.0.16] A crusher that should set recipe will not set recipe


What did you do? Used combinators to set a recipe on a crusher.
What happened? The recipe was not set.
What did you expect to happen instead? The recipe should have been set.
Does it happen always, once, or sometimes? Sometimes.


Cannot reproduce, but here are steps to see it in the included ...
by brevven
Mon Nov 04, 2024 12:27 am
Forum: Mods
Topic: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
Replies: 53
Views: 46535

Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...

Hi. Sorry for the relative silence. I have added a note to the top of the first post in this thread. TL;DR they will be updated, I hope to by end of this year.

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