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Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!

Posted: Tue Nov 04, 2014 11:51 pm
by bobingabout
Or you could just release one mod with config options.
You can have config options at the top of your data.lua, or in a seperate config.lua file.

as a quick example, in my ores mod, I have this in a config.lua file

Code: Select all

-- if set to true, Nickel ore fields can spawn on maps. new maps will have autoplace control options.
EnableNickelOre=false
Right at the top of my data.lua file I have

Code: Select all

require("config")
And somewhere in my data file

Code: Select all

if EnableNickelOre == true then
  require("prototypes.nickel-ore")
end
Simple as that.

so, if for example, you did it all in just 2 files, 1 with the Recycler, and 1 with the scrap, you could have 2 config lines, then in the data lua do checks too.

Code: Select all

EnableScrap=true
EnableRecycler=true

...

if EnableScrap == true then
  require("prototypes.scrap")
end

if EnableRecycler == true then
  require("prototypes.recycler")
end
I havn't actually used your mod, but I'm guessing most of the scrap code, to work with ALL mods, is in data-final-fixes.lua rather than data.lua, the same principle applies.

Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!

Posted: Wed Nov 05, 2014 12:57 am
by Schmendrick
bobingabout wrote:Or you could just release one mod with config options.
This is a good idea, but there are seem to be a lot of people out there uncomfortable with editing code (in any capacity), so I will still publish both versions when I'm done.
I havn't actually used your mod, but I'm guessing most of the scrap code, to work with ALL mods, is in data-final-fixes.lua rather than data.lua, the same principle applies.
Nah, when I 'updated' it to work with 0.11, I just quick fixed things. It's all still in data.lua, it just lists a giant heap of optional prerequisites to get (0.10) Factorio to prioritize it last. :P

I'll get around to a proper update soon, I swear!

Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!

Posted: Wed Nov 05, 2014 8:57 am
by drs9999
Config options for SP are fine, but probably cause MP-Issues.
From my observations factorio only checks for enabled modnames & versions when starting/continuing a MP-game.

So if 2 people use the same mod and version, but different configs the game would start fine, but it will result in a desync sooner than later.

And because the player only receive the desync msg they probably won't figure out that the different configs are the root of the problem.

P.S. I haven't tested what happens when loading prototypes depending on config options, but at least that what's happening when parts of a control-script depend on config-options.

Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!

Posted: Wed Nov 05, 2014 9:09 am
by bobingabout
I know the feeling, some of my mods have lots of optional pre-requisites too, it stretchs the GUI to fit them all on in some cases. some of these could easilly be ommited if I used the new data-updates and data-final-fixes files instead.

What I release for 0.11.x was basically "Just to get it working", rather than a propper overhaul.

Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!

Posted: Sat Nov 08, 2014 6:10 am
by SuperSandro2000
I don't know why but heres a long long long crash:
By the way I'm using 0.11.1.
(To big for the forum.)
https://www.dropbox.com/s/sqko8sd181llr ... t.log?dl=0

Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!

Posted: Sat Nov 08, 2014 6:57 am
by Schmendrick
Thanks! I'll look into it.

Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!

Posted: Sun Nov 09, 2014 7:56 am
by MaxAstro
I'm getting a multiplayer desync that seems to be related to your mod.

Specifically, whenever an enemy destroys a building (or at least a gun turret, haven't lost anything else yet) it causes a desync.

Other then that this mod is awesome, thanks! :)

Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!

Posted: Wed Dec 03, 2014 3:43 am
by vedrit
Factorio is throwing a massive error window containing scrapmod code. This started popping up after I added DyTech v13.3, using scrapmod v2.2

Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!

Posted: Wed Dec 03, 2014 4:54 am
by Schmendrick
I've been slacking on scrap mod.... but if you could get the factorio-current.log file to me with the error it would help.

Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!

Posted: Wed Dec 03, 2014 5:57 am
by vedrit
Schmendrick wrote:I've been slacking on scrap mod.... but if you could get the factorio-current.log file to me with the error it would help.
No problemo: http://pastebin.com/vvgAsiC5

hey

Posted: Fri Dec 26, 2014 2:07 pm
by Tom_The_Hero1
hello buddy do you remember me from those livestreams?
btw during the past few versions i was unable to use this mod because it was having conflicts with some other mods but i dont know with what mods anyways i hope that you can fix it soon so i can use it again :)

error message

Posted: Fri Dec 26, 2014 2:18 pm
by Tom_The_Hero1
this is the error that i'm currently getting when i try to launch factorio with this mod:Error while loading entity prototype "recycling-machine" (furnace): No such node (crafting_catagories) Modifications: scrapmod

Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!

Posted: Fri Dec 26, 2014 7:33 pm
by Schmendrick
Yes, I remember you. :)

I've been kind of burned out on Scrap Mod of late (well, of a lot of modding in general, which is why it took me months to make Magnet multiplayer compatible), and Scrap Mod is probably my most complicated mod, from a coding perspective. Of course, it's also the mod I'm most proud of, for the same reason, so I definitely intend on updating it and fixing its incompatibilities (it was written specifically to be compatible with just about any other mod - part of why it is complex - which makes its failure in this area a source of discouragement) at some point. The modding "bug" has bit me again recently, so hopefully I will get back to Scrap Mod soon.

I have taken note of all the error information people have posted in this thread and it will be useful when I do get to updating, so thank you to everyone (and please bear with me in patience. :oops: )

Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!

Posted: Sat Dec 27, 2014 5:57 pm
by Tom_The_Hero1
anyways i will be looking at this page pretty often and once the mod is updated i will try if it is working again

Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!

Posted: Tue Dec 30, 2014 6:59 pm
by Tom_The_Hero1
add me on steam(Tom_The_Hero1)then we can talk more often and then we can also play multyplayer together while i livestream it :D

Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!

Posted: Thu Jan 01, 2015 8:14 pm
by Tom_The_Hero1
btw if you wanna test if it works in multyplayer i will help with that i'm able to run a 0.11.6 server so we can easly test it but please dont instadly make it work for multyplayer on 0.11.8 because whenever someone tries to connect to a 0.11.8 server people seem to crash :roll:

Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!

Posted: Sun Jan 18, 2015 4:58 pm
by judos
hmm I added scrapmod_0.2.2 to my factorio 11.3 but the recycler doesn't work. It always says can't smelt item. Any hints how to fix this?

Thank you

Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!

Posted: Wed Jan 28, 2015 7:58 am
by Schmendrick
judos wrote:hmm I added scrapmod_0.2.2 to my factorio 11.3 but the recycler doesn't work. It always says can't smelt item. Any hints how to fix this?

Thank you
Scrap Mod will be getting an overhaul soon (I will be home from sabbatical this weekend), but if the recycler is saying can't smelt item, it's probably because the item is made from materials scrap mod didn't recognise when parsing recipes. What items won't smelt? Are they made from liquids? Any info on problems with scrap mod will help me make it better in the next version.

Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!

Posted: Wed Jan 28, 2015 1:20 pm
by Tom_The_Hero1
kinda annoying that almost no mods work for multyplayer only like 4% works for multiplayer and due to that i have about noting to livestream with :/ btw schmendrick may i test the mod on multiplayer with you when the mod has been fixet :/

Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!

Posted: Tue Mar 24, 2015 6:52 pm
by Tom_The_Hero1
why is it tking so long?