[0.14.20+] Searge's Mod Pack (v2.5.2) updated 2016-12-16

Topics and discussion about specific mods
kwel
Manual Inserter
Manual Inserter
Posts: 2
Joined: Tue Jun 28, 2016 1:07 am
Contact:

Re: [0.14.20+] Searge's Mod Pack (v2.0.7) updated 2016-11-24

Post by kwel »

Hi

I found a problem with mod "Personal Spawns",
then you trying to build something with blueprint + robots game crushing with error:
1740.517 Error MainLoop.cpp:788: Exception at tick 67270: Error while running event on_robot_built_entity (ID 14)
__Personal_Spawns__/control.lua:96: attempt to index local 'entity' (a nil value)
just FYI
gl
User avatar
Searge
Inserter
Inserter
Posts: 24
Joined: Mon Jun 08, 2015 7:00 pm
Contact:

Re: [0.14.20+] Searge's Mod Pack (v2.0.7) updated 2016-11-24

Post by Searge »

kwel wrote:Hi

I found a problem with mod "Personal Spawns",
then you trying to build something with blueprint + robots game crushing with error:
1740.517 Error MainLoop.cpp:788: Exception at tick 67270: Error while running event on_robot_built_entity (ID 14)
__Personal_Spawns__/control.lua:96: attempt to index local 'entity' (a nil value)
just FYI
gl
Are you trying to place a personal spawn via blueprint? In that case, just don't include them in your blueprints for now, at least until the bug is fixed. It doesn't really make sense anyway, because they are supposed to be placed by players to set their spawn point.
beanjo55
Manual Inserter
Manual Inserter
Posts: 3
Joined: Tue Aug 23, 2016 4:35 pm
Contact:

Re: [0.14.20+] Searge's Mod Pack (v2.0.7) updated 2016-11-24

Post by beanjo55 »

Searge wrote:
kwel wrote:Hi

I found a problem with mod "Personal Spawns",
then you trying to build something with blueprint + robots game crushing with error:
1740.517 Error MainLoop.cpp:788: Exception at tick 67270: Error while running event on_robot_built_entity (ID 14)
__Personal_Spawns__/control.lua:96: attempt to index local 'entity' (a nil value)
just FYI
gl
Are you trying to place a personal spawn via blueprint? In that case, just don't include them in your blueprints for now, at least until the bug is fixed. It doesn't really make sense anyway, because they are supposed to be placed by players to set their spawn point.
I also seem to be getting this issue, even when using a blueprint without a personal spawn. It seems like something with the personal spawns mod itself is interfering with the constructions, even when a personal spawn is not present. It should be noted the error does not occur until the moment a robot places an item, not when the blueprint is first placed.
User avatar
Searge
Inserter
Inserter
Posts: 24
Joined: Mon Jun 08, 2015 7:00 pm
Contact:

Re: [0.14.20+] Searge's Mod Pack (v2.5.0) updated 2016-11-26

Post by Searge »

I've just released version 2.5.0 of the mod pack. Hopefully I fixed the bug with robots placing blueprints being incompatible with the personal spawn mod. Please let me know if you still have problems with the latest pack.
beanjo55
Manual Inserter
Manual Inserter
Posts: 3
Joined: Tue Aug 23, 2016 4:35 pm
Contact:

Re: [0.14.20+] Searge's Mod Pack (v2.5.0) updated 2016-11-26

Post by beanjo55 »

The update fixed the issue. Thanks for the quick update. Loving the pack so far
elin_mystic
Manual Inserter
Manual Inserter
Posts: 1
Joined: Sat Nov 26, 2016 6:03 pm
Contact:

Re: [0.14.20+] Searge's Mod Pack (v2.5.0) updated 2016-11-26

Post by elin_mystic »

Found a problem with research requirements. Some research, such as electronics, will unlock an item that has ingredients which are unlocked by another tech which was not a prerequisite.
Example, Electronics only requires Automation and unlocks filter inserters.
Filter inserters require fast inserters which are part of Logistics.
Both filter inserters and fast inserters require basic electronic boards, and therefore basic electronic components which require carbon.
Carbon is unlocked by Coal Processing which also requires Basic Chemistry.

A possible solution, have Electronics also require Coal Processing, move fast inserters out of Logistics and put them in their own tech which requires Electronics, and put filter inserters in their own tech which requires the fast inserter tech.
beanjo55
Manual Inserter
Manual Inserter
Posts: 3
Joined: Tue Aug 23, 2016 4:35 pm
Contact:

Re: [0.14.20+] Searge's Mod Pack (v2.5.0) updated 2016-11-26

Post by beanjo55 »

elin_mystic wrote:Found a problem with research requirements. Some research, such as electronics, will unlock an item that has ingredients which are unlocked by another tech which was not a prerequisite.
Example, Electronics only requires Automation and unlocks filter inserters.
Filter inserters require fast inserters which are part of Logistics.
Both filter inserters and fast inserters require basic electronic boards, and therefore basic electronic components which require carbon.
Carbon is unlocked by Coal Processing which also requires Basic Chemistry.

A possible solution, have Electronics also require Coal Processing, move fast inserters out of Logistics and put them in their own tech which requires Electronics, and put filter inserters in their own tech which requires the fast inserter tech.
I don't think this is an issue. While inconvenient, its not like it puts you in a situation where it is impossible to progress. Even the base game does this, you need solar panels to make the satellite, but is not required to be researched before rocket silo, which unlocks the satellite.
User avatar
Searge
Inserter
Inserter
Posts: 24
Joined: Mon Jun 08, 2015 7:00 pm
Contact:

Re: [0.14.20+] Searge's Mod Pack (v2.5.0) updated 2016-11-26

Post by Searge »

elin_mystic wrote:Found a problem with research requirements. Some research, such as electronics, will unlock an item that has ingredients which are unlocked by another tech which was not a prerequisite.
Example, Electronics only requires Automation and unlocks filter inserters.
Filter inserters require fast inserters which are part of Logistics.
Both filter inserters and fast inserters require basic electronic boards, and therefore basic electronic components which require carbon.
Carbon is unlocked by Coal Processing which also requires Basic Chemistry.

A possible solution, have Electronics also require Coal Processing, move fast inserters out of Logistics and put them in their own tech which requires Electronics, and put filter inserters in their own tech which requires the fast inserter tech.
That's how the tech tree of some mod is designed by default. As long as there are no dead-lock situations where you can't research a tech that you need because it's a dependency for something you need to research to enable it, I won't change that. Sometimes you just need to research multiple things before you can use something.
darthumbris
Manual Inserter
Manual Inserter
Posts: 1
Joined: Tue Nov 22, 2016 2:27 pm
Contact:

Re: [0.14.20+] Searge's Mod Pack (v2.5.1) updated 2016-11-29

Post by darthumbris »

Maybe a silly question, but how do you make curved rails? The only rails I see are straight rails. In normal factorio you have just rails which will curve automatically but these don't do that. Am I missing something?
User avatar
Searge
Inserter
Inserter
Posts: 24
Joined: Mon Jun 08, 2015 7:00 pm
Contact:

Re: [0.14.20+] Searge's Mod Pack (v2.5.1) updated 2016-11-29

Post by Searge »

darthumbris wrote:Maybe a silly question, but how do you make curved rails? The only rails I see are straight rails. In normal factorio you have just rails which will curve automatically but these don't do that. Am I missing something?
That's a change that was made to the game recently, you use the rail planner to do that and the straight rails that you can craft will also be used to make curves with it. It's a vanilla mechanic, so you should be able to find tutorials on Youtube on how to use the rails now.
KlumsySmurf
Manual Inserter
Manual Inserter
Posts: 1
Joined: Wed Nov 30, 2016 4:22 am
Contact:

Re: [0.14.20+] Searge's Mod Pack (v2.5.1) updated 2016-11-29

Post by KlumsySmurf »

Speaking of trains, any reason why FARL ins't included in this pack? I just reached trains and noticed it wasn't there, so I'm adding it manually to my play through.

Really enjoying the mod so far, thanks for keeping it up to date!
User avatar
Searge
Inserter
Inserter
Posts: 24
Joined: Mon Jun 08, 2015 7:00 pm
Contact:

Re: [0.14.20+] Searge's Mod Pack (v2.5.1) updated 2016-11-29

Post by Searge »

KlumsySmurf wrote:Speaking of trains, any reason why FARL ins't included in this pack? I just reached trains and noticed it wasn't there, so I'm adding it manually to my play through.

Really enjoying the mod so far, thanks for keeping it up to date!
Yes. I started with FARL on the list, but when I removed all the mods that did not fit the theme of this pack, FARL was one of them. It's a great mod, but doesn't fit in here.

You are, of course, free to add it yourself. But in that case the integration in the pack will not be as polished and balanced as the rest of the mods.
lassie
Manual Inserter
Manual Inserter
Posts: 4
Joined: Wed Jun 01, 2016 2:43 pm
Contact:

Re: [0.14.20+] Searge's Mod Pack (v2.5.1) updated 2016-11-29

Post by lassie »

Seems there's a small bug regarding salt, I can't find any way to get salt. Normally it should be available via the chemical furnace (bobs mods) but somehow the recipe disappeared. I tried enabling all research, but to no avail. It also doesn't show up when I search for salt with ctrl-f. It's only used in recipes, but never a result from a recipe nor available by mining.
User avatar
Searge
Inserter
Inserter
Posts: 24
Joined: Mon Jun 08, 2015 7:00 pm
Contact:

Re: [0.14.20+] Searge's Mod Pack (v2.5.1) updated 2016-11-29

Post by Searge »

lassie wrote:Seems there's a small bug regarding salt, I can't find any way to get salt. Normally it should be available via the chemical furnace (bobs mods) but somehow the recipe disappeared. I tried enabling all research, but to no avail. It also doesn't show up when I search for salt with ctrl-f. It's only used in recipes, but never a result from a recipe nor available by mining.
How many recipes did you find that require salt? I only see "Salt Water Electrolysis" and that recipe is supposed to be unavailable in the pack, so it's a bug that it's visible to players.
lassie
Manual Inserter
Manual Inserter
Posts: 4
Joined: Wed Jun 01, 2016 2:43 pm
Contact:

Re: [0.14.20+] Searge's Mod Pack (v2.5.1) updated 2016-11-29

Post by lassie »

I'm mainly looking for salt to get Zinc: http://imgur.com/a/OPOH1
I couldn't find any Zinc ores nearby so I figured I'd use this iron ore + coal + salt recipe to get some Zinc.

::edit:: so there might be another bug, after scouting a bit I couldn't find any Zinc ores anywhere. I've got a MK2 radar fully scouted and even went beyond its reach with a car.

::edit:: I've pmed you with a link to my save, in case you'd need that.
Last edited by lassie on Thu Dec 01, 2016 6:17 pm, edited 1 time in total.
shyol
Manual Inserter
Manual Inserter
Posts: 2
Joined: Tue Nov 08, 2016 8:43 pm
Contact:

Re: [0.14.20+] Searge's Mod Pack (v2.5.1) updated 2016-11-29

Post by shyol »

Thanks alot for updating Your mod, realy excited to start a New game With this one, got about 200hours ish into v1.2.0.

Christmas came early, Thanks!
User avatar
Searge
Inserter
Inserter
Posts: 24
Joined: Mon Jun 08, 2015 7:00 pm
Contact:

Re: [0.14.20+] Searge's Mod Pack (v2.5.1) updated 2016-11-29

Post by Searge »

lassie wrote:I'm mainly looking for salt to get Zinc: http://imgur.com/a/OPOH1
I couldn't find any Zinc ores nearby so I figured I'd use this iron ore + coal + salt recipe to get some Zinc.

::edit:: so there might be another bug, after scouting a bit I couldn't find any Zinc ores anywhere. I've got a MK2 radar fully scouted and even went beyond its reach with a car.

::edit:: I've pmed you with a link to my save, in case you'd need that.
Thanks for sending me the save file. I'm looking into it and will try to figure out a better way to handle it (the salt) in the next update. For now, if it's "only" about getting zinc, that will be available once you have access to higher tier ore sorting from ore refining.
shyol wrote:Thanks alot for updating Your mod, realy excited to start a New game With this one, got about 200hours ish into v1.2.0.

Christmas came early, Thanks!
You're welcome. Thanks for inspiring me to finally work on the updated version of this mod pack.
Metabie
Manual Inserter
Manual Inserter
Posts: 2
Joined: Fri Dec 02, 2016 12:03 am
Contact:

Re: [0.14.20+] Searge's Mod Pack (v2.5.1) updated 2016-11-29

Post by Metabie »

Been playing the modpack with some friends like crazy for nearly a week now. Loving it so far. Sadly we reached a game breaking problem with Leaching Plants, they don't seem to accept ore chunks at all.
It simply says "cannot be smelted". They are getting sulfuric acid and everything, according to the angels flow chart it should work.

Also noticed another potential minor problem, not sure if express pumps from flowcontroll have been nerfed or something. But I seem to need a lot of express pumps (10 for water input) on all my reactors to make the pressure high enough.
If I look at examples provided in the reactors thread then this shouldn't be the case.
Adding in an express pump between my reactor and turbine simply drops the steam output to about 20%.
Once again, minor issue with the pumps as you can work around it.

Many thanks in advance and keep up the good work so far. Made factorio a hellah lot more interesting for me.

Do note, I cant send you the save file nor post any links to help clarify the problem due to forum restrictions. Hopefully after my first post those anti spam limitations ease up a little. If need be I'll have to send info another route.
So excuse my lack of clarifications. But I hope the text will suffice for now.
Nexela
Smart Inserter
Smart Inserter
Posts: 1828
Joined: Wed May 25, 2016 11:09 am
Contact:

Re: [0.14.20+] Searge's Mod Pack (v2.5.1) updated 2016-11-29

Post by Nexela »

Metabie wrote: Also noticed another potential minor problem, not sure if express pumps from flowcontroll have been nerfed or something. But I seem to need a lot of express pumps (10 for water input) on all my reactors to make the pressure high enough.
Shinybob has a config option to nerf express pumps if bob's pumps are present. Bob's mk3 pump would be the replacement.
User avatar
Searge
Inserter
Inserter
Posts: 24
Joined: Mon Jun 08, 2015 7:00 pm
Contact:

Re: [0.14.20+] Searge's Mod Pack (v2.5.1) updated 2016-11-29

Post by Searge »

Metabie wrote:Been playing the modpack with some friends like crazy for nearly a week now. Loving it so far. Sadly we reached a game breaking problem with Leaching Plants, they don't seem to accept ore chunks at all.
It simply says "cannot be smelted". They are getting sulfuric acid and everything, according to the angels flow chart it should work.

Also noticed another potential minor problem, not sure if express pumps from flowcontroll have been nerfed or something. But I seem to need a lot of express pumps (10 for water input) on all my reactors to make the pressure high enough.
If I look at examples provided in the reactors thread then this shouldn't be the case.
Adding in an express pump between my reactor and turbine simply drops the steam output to about 20%.
Once again, minor issue with the pumps as you can work around it.

Many thanks in advance and keep up the good work so far. Made factorio a hellah lot more interesting for me.

Do note, I cant send you the save file nor post any links to help clarify the problem due to forum restrictions. Hopefully after my first post those anti spam limitations ease up a little. If need be I'll have to send info another route.
So excuse my lack of clarifications. But I hope the text will suffice for now.
Thanks for the feedback and glad to hear you like the pack so far. I'll look into the problems you point out and see if a patch is necessary for it in the next update. And as Nexela said, for the pumps there might be an alternative to what you are trying right now. If you want to send me the save file, one option is to upload it (for example to dropbox) and send me the link via email to factoriomodpack@ocean-labs.de
Post Reply

Return to “Mods”