Mylon's Many Mods

Topics and discussion about specific mods
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Mylon
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Re: Mylon's Many Mods

Post by Mylon »

That's exactly what I need! I'll use with Alien Biomes in my next game to see how it looks (and maybe pick some dead ends so walkways have a final state) and then publish. Thanks!

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Re: Mylon's Many Mods

Post by Mylon »

After having worked on these mods and polished them up the last few weeks, I'm ready to preset the ABC mod pack! Assembler Assay, Bot Servicing, and Concreep have all been designed and tweaked for delightful synergy with each other. In a large factory, construction bots will always have something to do!

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Re: Mylon's Many Mods

Post by Mylon »

I've adopted (for now) Dark Matter Replicators and updated it. Not sure if I'm going to do anything with it, but at least it's playable and works via mod sync now.

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Re: Mylon's Many Mods

Post by shai »

Is bluebuild a server side mode or can i install it on my client and play multiplayer with friends?

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Re: Mylon's Many Mods

Post by Mylon »

All mods must be active on the server. Bluebuild doesn't do anything the player can't do without clicking fast enough so it's practically like an auto-hotkey script. But the way it works is the server has to have it.

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Re: Mylon's Many Mods

Post by shai »

Mylon wrote:
Sun May 17, 2020 9:22 pm
All mods must be active on the server. Bluebuild doesn't do anything the player can't do without clicking fast enough so it's practically like an auto-hotkey script. But the way it works is the server has to have it.
Thank you! I didn't know that. So both me and the server have to have to be in sync with the plugins installed.

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Re: Mylon's Many Mods

Post by kots01 »

[img]
factorio 0.18.21 all PY mods. Bot_Servicing 1.4.5 not compability
factorio 0.18.21 all PY mods. Bot_Servicing 1.4.5 not compability
Скриншот 26-05-2020 16.59.33.png (29.12 KiB) Viewed 422 times
[img]

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Mylon
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Re: Mylon's Many Mods

Post by Mylon »

This is a problem with Py's recipe handling. Bot Servicing sets the "hard mode" recipes to false by default, which is an unusual style of building the recipe but is valid. Please submit that report to Py.

You can probably get by this by turning both options in Bot Servicing to Hard mode, then add Py mods.

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Re: Mylon's Many Mods

Post by kots01 »

Mylon wrote:
Wed May 27, 2020 1:05 am
This is a problem with Py's recipe handling. Bot Servicing sets the "hard mode" recipes to false by default, which is an unusual style of building the recipe but is valid. Please submit that report to Py.

You can probably get by this by turning both options in Bot Servicing to Hard mode, then add Py mods.
Thanks now for compatibility. A few more questions. Is this the correct operation of a refubisher 1 assembler2 = 1 steel plate? Difficulty Assembler_Assay is hard hard.Image

Perhaps the MTBF maximum threshold is too low (this applies to the PY mods)? Launched in test mode, created 100 construction drones and within 2-3 minutes about 10 of them broke (MTBF=100) .

Thanks for the interesting ideas for the mods! :)
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Re: Mylon's Many Mods

Post by Mylon »

The refurbisher is supposed to have multiple output slots. Something must have goofed in the setup. Without the output slots, most of the recipe products are lost. I'll look into it to improve the desired behavior.

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Re: Mylon's Many Mods

Post by kingarthur »

Mylon wrote:
Wed May 27, 2020 1:05 am
This is a problem with Py's recipe handling. Bot Servicing sets the "hard mode" recipes to false by default, which is an unusual style of building the recipe but is valid. Please submit that report to Py.

You can probably get by this by turning both options in Bot Servicing to Hard mode, then add Py mods.
i just found out that this was causing a problem. never got it report about it till today. ill be looking to and fixing that issue. my bad

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Re: Mylon's Many Mods

Post by Alpe »

Please, add an option to Concreep to NOT remove trees. Thanks.

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Re: Mylon's Many Mods

Post by Dassie45 »

Apparently Big Monsters and Prospector do not like each other.

The mod Prospector (1.0.26) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event Prospector::on_sector_scanned (ID 7)
The mod Big-Monsters (1.0.1) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event Big-Monsters::script_raised_built (ID 77)
__Big-Monsters__/control.lua:777: attempt to index local 'entity' (a nil value)
stack traceback:
__Big-Monsters__/control.lua:777: in function <__Big-Monsters__/control.lua:775>
stack traceback:
__Prospector__/control.lua:83: in function 'addOre'
__Prospector__/control.lua:154: in function <__Prospector__/control.lua:151>
stack traceback:
[C]: in function 'create_entity'
__Prospector__/control.lua:83: in function 'addOre'
__Prospector__/control.lua:154: in function <__Prospector__/control.lua:151>

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Re: Mylon's Many Mods

Post by Mylon »

Dassie45 wrote:
Tue Sep 01, 2020 7:22 am
Apparently Big Monsters and Prospector do not like each other.

The mod Prospector (1.0.26) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event Prospector::on_sector_scanned (ID 7)
The mod Big-Monsters (1.0.1) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event Big-Monsters::script_raised_built (ID 77)
__Big-Monsters__/control.lua:777: attempt to index local 'entity' (a nil value)
stack traceback:
__Big-Monsters__/control.lua:777: in function <__Big-Monsters__/control.lua:775>
stack traceback:
__Prospector__/control.lua:83: in function 'addOre'
__Prospector__/control.lua:154: in function <__Prospector__/control.lua:151>
stack traceback:
[C]: in function 'create_entity'
__Prospector__/control.lua:83: in function 'addOre'
__Prospector__/control.lua:154: in function <__Prospector__/control.lua:151>
I'm not sure what Big Monsters is doing, but this is what Prospector is doing on that line:

Code: Select all

		prospector.surface.create_entity{name = newres, position=res.position, amount=(bonus + amount), raise_built=true}
So all that's happening is script_raised_built event fired. It's not a commonly used event so Big-Monsters may not be handling it properly and it hasn't been tested.

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Re: Mylon's Many Mods

Post by sarcolopter »

crossposting, I didn't know this thread existed

viewtopic.php?f=34&t=89707

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