Mylon's Many Mods
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Re: Mylon's Many Mods
Thanks for Bot Servicing, I'm also a fan of Global Warming. Sensible stuff like that which adds to the things the player must contend with is great for Factorio.
Re: Mylon's Many Mods
Apparently I goofed. I fixed Global Warming a month ago but never published it! So I finally got around to fixing that. I might publish the good bits of Hardcore Survival as a new mod that relies more upon vanilla pollution mechanics for pacing, but with the enhanced biter behavior.
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Re: Mylon's Many Mods
Compatibility report with Creative Mode Fix mod.Mylon wrote:New mod: Bot Servicing
https://imgur.com/a/a2WAC
My Mods: Classic Factorio Basic Oil Processing | Sulfur Production from Oils | Wood to Oil Processing | Infinite Resources - Normal Yield | Tree Saplings (Redux) | Alien Biomes Tweaked | Restrictions on Artificial Tiles | New Gear Girl & HR Graphics
Re: Mylon's Many Mods
Creative mode does not have an official 0.16 version so I can't test.
But the error should be fixed now.
But the error should be fixed now.
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Re: Mylon's Many Mods
Sorry, it's the Fix version of Creative Mode.
https://mods.factorio.com/mods/Chrisgbk ... e-mode-fix
Edit: Downloaded and tested the fixed version, and get this error: https://imgur.com/a/JT1WF
Disable Dectorio, and then I get the error from the previous post again.
https://mods.factorio.com/mods/Chrisgbk ... e-mode-fix
Edit: Downloaded and tested the fixed version, and get this error: https://imgur.com/a/JT1WF
Disable Dectorio, and then I get the error from the previous post again.
My Mods: Classic Factorio Basic Oil Processing | Sulfur Production from Oils | Wood to Oil Processing | Infinite Resources - Normal Yield | Tree Saplings (Redux) | Alien Biomes Tweaked | Restrictions on Artificial Tiles | New Gear Girl & HR Graphics
Re: Mylon's Many Mods
Okay I found the problem and I put out a fix. And while I was at it, I also got the icon overlay feature to work so the mod is even better than before!FuryoftheStars wrote:Sorry, it's the Fix version of Creative Mode.
https://mods.factorio.com/mods/Chrisgbk ... e-mode-fix
Edit: Downloaded and tested the fixed version, and get this error: https://imgur.com/a/JT1WF
Disable Dectorio, and then I get the error from the previous post again.
Re: Mylon's Many Mods
Got this error while attacking a biter base:
Code: Select all
25198.943 Error MainLoop.cpp:1013: Exception at tick 1334416: Error while running event Bot_Servicing::on_robot_pre_mined (ID 15)
__Bot_Servicing__/control.lua:65: attempt to call global 'get_inventory' (a nil value)
25198.943 Error ServerMultiplayerManager.cpp:95: MultiplayerManager failed: "Error while running event Bot_Servicing::on_robot_pre_mined (ID 15)
__Bot_Servicing__/control.lua:65: attempt to call global 'get_inventory' (a nil value)"
Re: Mylon's Many Mods
Fixed. Thanks for the report.Xuerian wrote:Got this error while attacking a biter base:
Code: Select all
25198.943 Error MainLoop.cpp:1013: Exception at tick 1334416: Error while running event Bot_Servicing::on_robot_pre_mined (ID 15) __Bot_Servicing__/control.lua:65: attempt to call global 'get_inventory' (a nil value) 25198.943 Error ServerMultiplayerManager.cpp:95: MultiplayerManager failed: "Error while running event Bot_Servicing::on_robot_pre_mined (ID 15) __Bot_Servicing__/control.lua:65: attempt to call global 'get_inventory' (a nil value)"
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Re: Mylon's Many Mods
Gave this a try and works! Found another bug, though.Mylon wrote:Okay I found the problem and I put out a fix. And while I was at it, I also got the icon overlay feature to work so the mod is even better than before!
Appears to be related to Dectorio (https://mods.factorio.com/mods/PantherX/Dectorio). When using Creative Mode Fix's Magic Wand to remove resource tiles, the below error is thrown. I have a large mod list, but happens even when Bot Servicing, Dectorio, and Creative Mode Fix are the only mods loaded. Disabling Dectorio causes the error to go away. And never had this issue before installing Bot Servicing.
Code: Select all
111.908 Error MainLoop.cpp:1013: Exception at tick 520: Error while running event creative-mode-fix::on_player_alt_selected_area (ID 50)
Error while running event Bot_Servicing::on_robot_pre_mined (ID 15)
__Bot_Servicing__/control.lua:59: attempt to index field 'surface' (a nil value)
stack traceback:
__creative-mode-fix__/scripts/util.lua:159: in function 'raise_event'
__creative-mode-fix__/scripts/util.lua:289: in function 'destroy_entity_and_raise_event'
__creative-mode-fix__/scripts/magic-wand-creator.lua:515: in function 'on_player_alt_selected_area'
__creative-mode-fix__/scripts/events.lua:455: in function '?'
__creative-mode-fix__/scripts/events.lua:1113: in function <__creative-mode-fix__/scripts/events.lua:1048
My Mods: Classic Factorio Basic Oil Processing | Sulfur Production from Oils | Wood to Oil Processing | Infinite Resources - Normal Yield | Tree Saplings (Redux) | Alien Biomes Tweaked | Restrictions on Artificial Tiles | New Gear Girl & HR Graphics
Re: Mylon's Many Mods
It looks like Creative Mode Fix is improperly calling an event. I can fix my mod to be more lenient on extra calls, but Creative Mode needs to not call invalid events.
I put out a fix. Can you retest, please?
I put out a fix. Can you retest, please?
Re: Mylon's Many Mods
That moment when you realize your most popular mod is one you thought barely worked and didn't support very well and haven't upgraded to 0.16 yet...
Well I fixed that now. I see a lot of changes I can make to improve it too.
Well I fixed that now. I see a lot of changes I can make to improve it too.
Re: Mylon's Many Mods
About the "Bot Servicing" mod, what hapens to the stuff the bot is carrying when it crashes?
Re: Mylon's Many Mods
Stuff drops on the ground with the bot and will be picked up separately. Also creates a fun case where bots can break trying to pick up another bot!melzedan wrote:About the "Bot Servicing" mod, what hapens to the stuff the bot is carrying when it crashes?
Bot Servicing Suggestions
Is it possible to increase the rate at which bots crash?
I made a test setup with 5000 logistic bots and only one assembly machine for repairs and it can keep up with no problem.
Also I think the repair should cost some resources. Maybe some parts of the original crafting recipe.
You could add some in game options for tweaking.
I like the idea of the mod. Personally I think bots are too powerful and boring. Adding some mechanic to make them more interesting is a good idea.
I made a test setup with 5000 logistic bots and only one assembly machine for repairs and it can keep up with no problem.
Also I think the repair should cost some resources. Maybe some parts of the original crafting recipe.
You could add some in game options for tweaking.
I like the idea of the mod. Personally I think bots are too powerful and boring. Adding some mechanic to make them more interesting is a good idea.
Re: Mylon's Many Mods
There's definitely room for improvement in Bot Servicing. My calculations figured that a single ASM2 can keep up with about 10,000 logistic bots! So yeah, I'll definitely have to tweak the crash rate. I may double the crafting time too, only because ASM3 + speed modules are a thing.
I don't think replacement parts is a core element of the mod. There's no cost to picking up and replacing buildings for example. Though this cost does exist in marathon mode for a slight extra challenge.
I don't think replacement parts is a core element of the mod. There's no cost to picking up and replacing buildings for example. Though this cost does exist in marathon mode for a slight extra challenge.
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Re: Mylon's Many Mods
Would it be possible to add it as an option in the menus to enable the marathon cost even if not playing in marathon mode?Mylon wrote:I don't think replacement parts is a core element of the mod. There's no cost to picking up and replacing buildings for example. Though this cost does exist in marathon mode for a slight extra challenge.
My Mods: Classic Factorio Basic Oil Processing | Sulfur Production from Oils | Wood to Oil Processing | Infinite Resources - Normal Yield | Tree Saplings (Redux) | Alien Biomes Tweaked | Restrictions on Artificial Tiles | New Gear Girl & HR Graphics
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Re: Mylon's Many Mods
Nice scenario!Mylon wrote:New mod: https://mods.factorio.com/mod/This_Tank ... For_Nobody
Crash when clicking 'accept crew' though:
Code: Select all
185.880 Error MainLoop.cpp:1016: Exception at tick 1947: Error while running event level::on_gui_checked_state_changed (ID 3)
...mapps/common/Factorio/temp/currently-playing/control.lua:613: attempt to index field 'ttsfn-autoturn' (a nil value)
Re: Mylon's Many Mods
Quick question (I'm the supermariofan20 user), will you be updating the This Tank Stops For Nobody mod anytime soon?
hi.
Re: Mylon's Many Mods
What's wrong with TTSFN? I updated it recently to fix some of the bugs here.Seth_Seth wrote:Quick question (I'm the supermariofan20 user), will you be updating the This Tank Stops For Nobody mod anytime soon?