[MOD 0.17] Industrial Revolution

Topics and discussion about specific mods
Locked
BHakluyt
Fast Inserter
Fast Inserter
Posts: 241
Joined: Sat Oct 08, 2016 12:43 pm
Contact:

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Post by BHakluyt »

My memory is like Swiss cheese, last time I messed around with mods it seemed like the mod name was in a lot more places than just the info.json... But renaming the mod to Z or adding SE as a dependency will give probably the same result...which sounds like it will screw a lot of recipes currently working fine. I think until my game is done the best would be just to make overwrite mods for the broken recipes if absolutely necessary...

Meanwhile, I get weird texture bugs/artifacts from your machines. It seems to be the "second layer" or light layer whatever. I play on lowest res graphics with an internal laptop intel grfx. I've not seen similar before.
tex bux

Also, for the first time in years I'm doing a lot of handcrafting since I'm just plain lazy. With IR handcrafting gets ridiculous since so many plates etc and it takes so much time. So how about adding a crap shack..uh craft shack, which is just like a small entity with small range which boosts player crafting speed like x10 when standing close by. Preferably unlocks just after automation 2 or something earlygame-ish. Let's say when the engineer got a roof over his head the excruciating heat from the Nauvis sun doesn't drain his stamina as much and then he can craft faster... See images:
craft shack

Or alternatively is it even possible to mod a machine that can do smart crafting like the player? Set a recipe, ctrl+click inventory and the machine makes all the needed intermediaries and store them in the internal buffer?

edit-oh and the battery charge machine's lights goes from top to bottom when working...shouldn't it be the other way around?

User avatar
Deadlock989
Smart Inserter
Smart Inserter
Posts: 2528
Joined: Fri Nov 06, 2015 7:41 pm

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Post by Deadlock989 »

BHakluyt wrote: ↑
Tue Sep 17, 2019 10:07 pm
I play on lowest res graphics with an internal laptop intel grfx
"Lowest" res forces Factorio to downsample all the sprites. Artifacts are possible with that, but from that pic, looks more like a driver issue. Intel GFX are notorious for it. Unfortunately I can only officially support high res.
Also, for the first time in years I'm doing a lot of handcrafting since I'm just plain lazy.
Expect a visit from the Revolutionary Ministry of Adjustments.
Image

User avatar
Deadlock989
Smart Inserter
Smart Inserter
Posts: 2528
Joined: Fri Nov 06, 2015 7:41 pm

Re: Space Exploration

Post by Deadlock989 »

Regarding Space Exploration - I talked briefly with Earendel about it and we're both interested in looking at how to integrate the mods, but neither of us has the time for it for at least a couple of months. SE is officially still "experimental", I haven't got this mod to 1.0.0 yet, and besides have other real life demands on my time over the next three months. Moving goals are harder to hit.

You can actually get SE working to a large extent right now by playing with icon sizes. If you add SE as a dependency in the IR info.json, and fix the icon issues by tweaking the code to set the correct icon sizes (or by manually resizing the icons concerned to 64x64) then the IR tech tree rebuilder works with SE perfectly well. But there are duplicated technologies and redundant recipes galore, and I have no idea if the progression of SE is preserved intact in a way that makes any sense, or what the situation with ores on other planets is, etc. etc.

But in the meantime, "bug" reports about SE are starting to take up too much of my time so I'm temporarily marking it as incompatible in the mod portal version of the mod. Anyone is of course free to remove the exclusion from IR's info.json and experiment to their heart's content. If you have any feedback on integrating IR and SE, am very happy to read it.
Image

Irsmert
Burner Inserter
Burner Inserter
Posts: 13
Joined: Tue Nov 28, 2017 2:56 pm
Contact:

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Post by Irsmert »

Sounds very reasonable. Honestly having just got to the electricity stage I just skipped the AAI burner generator entirely for the full-bore steam power generators. Not too sure what else AAI effects but it does seem mostly elapsed by IR content. That said I still hope for IR/Krastorio/SE :)
Deadlock989 wrote: ↑
Tue Sep 17, 2019 5:48 pm
Irsmert wrote: ↑
Tue Sep 17, 2019 4:40 pm
One thing I noticed with the disassembler is that it doesn't seem to interact with the broken buildings from the recommended Assembler Assay mod, will the scrapper be able to disassemble my broken machines?
Don't know, but if it has a crafting route from ingots to it, it will be, automatically. If not, you could make a request to Mylon to add a scrapping recipe if it's an item that isn't crafted via any normal route.
Next topic with a question, I have AAI installed and Krastorio doesn't seem compatible with IR+AAI, is that a question for Krastorio forums? Ideally I would like to play IR+AAI+Krastorio+Space Exploration, however I get that will take some coordination from someone/many mod authors and a bit more time. Until then I'm quite content with what's available.

Again, really impressed at what's here and looking forward to the many good improvements in the future, thanks to the modding community!
The answer is that we don't really know. Three-way overhaul compatibility is best described, I think, as a fricken nightmare. I have removed most of the major obstacles to making it work for the next version of IR, but the rest is up to Linver from the Krastorio team. We have discussed it (at length) and to be brutally honest, we don't really think IR+AAI+K adds a great deal to IR+K, so I would completely understand it if Krastorio prioritised other things closer to home.

As for SE, it's top of the list for the next overhaul that IR supports, but I won't get to it until (a) IR 1.0.0 is out and (b) I have actually had a chance to stop modding for a bit and play SE for myself ...

User avatar
steinio
Smart Inserter
Smart Inserter
Posts: 2633
Joined: Sat Mar 12, 2016 4:19 pm
Contact:

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Post by steinio »

steinio wrote: ↑
Tue Sep 17, 2019 8:27 pm
Why is landfill behind explosives? It just contains of sand and rubble.
Oh well it's Dectorio.
Not sure why but...
Image

Transport Belt Repair Man

View unread Posts

PTTG
Long Handed Inserter
Long Handed Inserter
Posts: 51
Joined: Sat Nov 18, 2017 7:47 pm
Contact:

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Post by PTTG »

FARL works in my quick test. No errors, the recipes are possible, and the basic functions look good. Will report if any problems arise.

User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 2420
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Post by BlueTemplar »

steinio wrote: ↑
Wed Sep 18, 2019 4:24 pm
steinio wrote: ↑
Tue Sep 17, 2019 8:27 pm
Why is landfill behind explosives? It just contains of sand and rubble.
Oh well it's Dectorio.
Not sure why but...
Because of Waterfill ?
BobDiggity (mod-scenario-pack)

myricaulus
Long Handed Inserter
Long Handed Inserter
Posts: 84
Joined: Mon May 08, 2017 3:33 pm
Contact:

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Post by myricaulus »

PTTG wrote: ↑
Wed Sep 18, 2019 6:12 pm
FARL works in my quick test. No errors, the recipes are possible, and the basic functions look good. Will report if any problems arise.
Then maybe some update has fixed it. I had to change the FARL recipes to attach themself to

Code: Select all

table.insert(data.raw["technology"]["automated-rail-transportation"].effects
within the data-updates.lua to get access.

Anyways now i stumbled into Module Manager not recognizing that i researched Modules, it does not allow me to use tool. I assume because the tech has been renamed to "modules 1"? This time around i couldn't find a quick fix yet. :-(

User avatar
Deadlock989
Smart Inserter
Smart Inserter
Posts: 2528
Joined: Fri Nov 06, 2015 7:41 pm

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Post by Deadlock989 »

---------------------------------------------------------------------------------------------------

Version: 0.99.4
Date: 19. 09. 2019

Breaking changes:
- Disassembly wasn't working. It had an ugly menu and did not solve the problem it was created for. It has itself been disassembled.
- The replacement is scrapping. Scrapping offers a way to recover some of the metal, glass and stone from any crafted item, at a cost. Even plates, rivets, ammo.
- Disassemblers were removed from the mod. They were deliberately not migrated to Scrapping Machines, because scrappers are a lot hungrier for your itamz.
- For a full description of how scrapping works, see https://tinyurl.com/scraptastic.

Locale:
- Russian locale added. Thanks very much to cos-mic for doing this work, and to others for offering to help.
- Note to translators: a number of new entries, ask for a list if you need one.

Tweaks:
- A bonus from the scrap algorithm: in the Laser Assembler, many vanilla recipes / other mod recipes, which previously defaulted to red, now get the crafting tint of the recipe's most common material.
- Chemical plants now glow a little at night, to compensate for being at the back of queue when they were handing out lasers.
- Advanced furnace alt-mode icons shifted downwards, off the internal glow.
- Alloy recipes now have an icon overlay (to differentiate them from scrap smelting).
- Empty module slots now show a "greyed out" IR module instead of a vanilla one. Air filter icons were updated to have a similar boxy look to modules, so you know they fit in the same slots.
- Better milestone icons.

Balancing:
- The cost/complexity of air filters was increased. They are still a lot cheaper than an electric module.
- Nuclear Fuel Reprocessing was adjusted, is now a specialist scrapping-in-a-centrifuge recipe that also recovers some U238.

Fixes:
- IR small chest collision boxes were standardised against vanilla small chests, fixing some fast-replace and upgrade issues.
- Default upgrade paths set for all small chests and also for bronze depots.
- Storage logistics depots now have a filter, like the small yellow chest does.
- Productivity modules were re-enabled for rocket launching, explosives, and Kovarex enrichment. Productivity module issues will be looked over again during the balance pass for 1.0.0.
- Fixed a derp in vanilla recipe sweep where a couple of items (e.g. blue circuits) were ignoring the crafting category changes set for them.
- "Ring" type components no longer show primary material details, because they are always multi-material intermediate products.
- Storage tank removal warning is now only shown on standard vanilla tanks and the IR small tank, to stop it showing on tanks from other mods which use them as doorstops and hatstands or whatever the hell.

Compatibility:
- Multiple Unit Train Control (MUTC): now "currently supported" by IR, by request from author robot256, who did their homework and made this very easy to do, much appreciated.
- Space Exploration has temporarily been marked as incompatible, because reports about it are becoming an unwanted drain on my time. Official support for SE will be added at a later date. You're free to experiment.
- DSB: fixed bad offset/scale on stacked rubber and wood icons, stacked steel/titanium/chrome gear wheel icons now match unstacked style.
- Incineration and flare stack voiding recipes now have a generic localised name, for other mods that display hidden recipes (e.g. FNEI).
- Recipes in vanilla's Fluid Handling technology are handled less aggressively, to better support other mods that add recipes to that tech.
- Alien Biomes: hidden optional dependency added. Saplings should now be correctly added to Alien Biomes trees regardless of what other mods may be influencing loading order.
- AAI: compatibility refactored. No longer runs a second cheeky tech tree rebuild. Does still run a second science costs pass.
- The dreaded tech tree cycle error has an improved error message. Now only techs involved in the cycle are shown. The mods involved cannot yet be shown (pending API support).
- The science costs pass also runs a tree cycle check, as it can now be called separately when required.
- The tech tree builder no longer resets the prerequisites of technologies that have no recipe unlocks. Should help with compatibility for mods with a lot of script-only techs, e.g. Factorissimo 2.
- Comments added to code/technology/technology.lua on the disabled vanilla techs list at the top, indicating the closest IR or vanilla equivalent where relevant.
- Monowheel item changed to item-with-entity-data.

---------------------------------------------------------------------------------------------------
Image

BHakluyt
Fast Inserter
Fast Inserter
Posts: 241
Joined: Sat Oct 08, 2016 12:43 pm
Contact:

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Post by BHakluyt »

I see you did some black magic there, how the hell I don't know, but changing anything in your mod's info.json seems to just completely remove it from the mod list now after the update. When removing the SE non-dependency or changing the mod name to ZIndustrial... Also since Krastorio isn't a dependency anymore it seems to crash the game now when IR and Krusty are the only mods loaded.

So fine, you've convinced me, I will play a pure IR game now and hope and pray you get time to sort out SE by end of the year. Wish I could help you somehow in this endeavor but my modding knowledge is extremely limited.

User avatar
Deadlock989
Smart Inserter
Smart Inserter
Posts: 2528
Joined: Fri Nov 06, 2015 7:41 pm

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Post by Deadlock989 »

BHakluyt wrote: ↑
Thu Sep 19, 2019 9:27 am
I see you did some black magic there, how the hell I don't know, but changing anything in your mod's info.json seems to just completely remove it from the mod list now after the update. When removing the SE non-dependency or changing the mod name to ZIndustrial... Also since Krastorio isn't a dependency anymore it seems to crash the game now when IR and Krusty are the only mods loaded.

So fine, you've convinced me, I will play a pure IR game now and hope and pray you get time to sort out SE by end of the year. Wish I could help you somehow in this endeavor but my modding knowledge is extremely limited.
No magic. Factorio will completely ignore the mod if the info.json is malformed. It's very strict about the JSON syntax. You broke the file.

I was trying to tell you before that you don't need to change any mod names. You will break a lot more than you fix by renaming the mod. Just put SE in as an optional dependency. In the current (i.e. not broken by you) version of the info.json, which blocks SE with a !, just change the ! to a ?.
Image

mrvn
Smart Inserter
Smart Inserter
Posts: 5696
Joined: Mon Sep 05, 2016 9:10 am
Contact:

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Post by mrvn »

NameLips wrote: ↑
Mon Sep 16, 2019 7:08 pm
Bilka wrote: ↑
Mon Sep 16, 2019 7:02 pm
Deadlock989 wrote: ↑
Mon Sep 16, 2019 6:00 pm
In the next version, the flying text will be "Productivity modules cannot be installed for this recipe".
That's pretty close to the vanilla text of "Productivity modules can't be used on this recipe." so you could just not overwrite it and save a few lines of code.
They are pointed the right way, but I picked them up and put them down a few times and suddenly they clicked into place and started working. So must be user error of some kind.

edit: I think it doesn't like them being placed as ghosts/blueprints.
The snapping has never worked right and it's safest to simply turn it off. Your screenshot shows them to be wrong way around as is common with placing them as ghost and having the snapping code suddenly turn them 180Β° for no reason that makes any sense.

User avatar
Deadlock989
Smart Inserter
Smart Inserter
Posts: 2528
Joined: Fri Nov 06, 2015 7:41 pm

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Post by Deadlock989 »

mrvn wrote: ↑
Thu Sep 19, 2019 10:52 am
The snapping has never worked right and it's safest to simply turn it off. Your screenshot shows them to be wrong way around as is common with placing them as ghost and having the snapping code suddenly turn them 180Β° for no reason that makes any sense.
The snapping works just fine. Hard to believe you are still sniping about this a year later when we identified very clearly that it was some other mod that was messing with events. If you really think it doesn't work as intended, you should report it, complete with a full mod list and/or a copy of a saved game, a link to a copy of the game log, and numbered steps to reproduce the issue, on the right thread, which isn't this one. Ta muchly.
Image

mrvn
Smart Inserter
Smart Inserter
Posts: 5696
Joined: Mon Sep 05, 2016 9:10 am
Contact:

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Post by mrvn »

Deadlock989 wrote: ↑
Thu Sep 19, 2019 10:57 am
mrvn wrote: ↑
Thu Sep 19, 2019 10:52 am
The snapping has never worked right and it's safest to simply turn it off. Your screenshot shows them to be wrong way around as is common with placing them as ghost and having the snapping code suddenly turn them 180Β° for no reason that makes any sense.
The snapping works just fine. Hard to believe you are still sniping about this a year later when we identified very clearly that it was some other mod that was messing with events. If you really think it doesn't work as intended, you should report it, complete with a full mod list and/or a copy of a saved game, a link to a copy of the game log, and numbered steps to reproduce the issue, on the right thread, which isn't this one. Ta muchly.
As you noted yourself the loaders in the screenshot are the wrong way around. That should be impossible with snapping on as the direction you place the loaders determines which direction the belt flows and not which direction they face. And yet there it is. The loaders are the wrong way around.

So clearly the snapping did NOT work. Ask NameLips what modules he used. He already indicated he placed them as ghost, which mirrors my own experience. I'm guessing he has something like bluebuild installed so the ghosts aren't revived by bots. But that's just a guess.

User avatar
Deadlock989
Smart Inserter
Smart Inserter
Posts: 2528
Joined: Fri Nov 06, 2015 7:41 pm

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Post by Deadlock989 »

mrvn wrote: ↑
Thu Sep 19, 2019 11:19 am
So clearly the snapping did NOT work. Ask NameLips what modules he used. He already indicated he placed them as ghost, which mirrors my own experience. I'm guessing he has something like bluebuild installed so the ghosts aren't revived by bots. But that's just a guess.
Take this, with your random guesses, somewhere else please. We went over Bluebuild and its many, many fundamental mistakes last year.
Image

mrvn
Smart Inserter
Smart Inserter
Posts: 5696
Joined: Mon Sep 05, 2016 9:10 am
Contact:

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Post by mrvn »

Deadlock989 wrote: ↑
Thu Sep 19, 2019 11:22 am
mrvn wrote: ↑
Thu Sep 19, 2019 11:19 am
So clearly the snapping did NOT work. Ask NameLips what modules he used. He already indicated he placed them as ghost, which mirrors my own experience. I'm guessing he has something like bluebuild installed so the ghosts aren't revived by bots. But that's just a guess.
Take this, with your random guesses, somewhere else please. We went over Bluebuild and its many, many fundamental mistakes last year.
Yeah, lets not investigate why your snapping code didn't work for someone else because a mod I used last year did something you didn't like. That surely will make the snapping code work.

Why don't we wait and see what mods NameLips used before you blame someone else?

User avatar
Deadlock989
Smart Inserter
Smart Inserter
Posts: 2528
Joined: Fri Nov 06, 2015 7:41 pm

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Post by Deadlock989 »

mrvn wrote: ↑
Thu Sep 19, 2019 11:44 am
Now I remember why I had you on ignore for six months. Like a dog with a bone. Let's try another six and see if that works.
Image

mrvn
Smart Inserter
Smart Inserter
Posts: 5696
Joined: Mon Sep 05, 2016 9:10 am
Contact:

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Post by mrvn »

NameLips wrote: ↑
Mon Sep 16, 2019 6:59 pm
Curses, it looks like loaders aren't working with storage depots.

https://imgur.com/ZiJAlEb
Apparently Deadlock isn't interested in finding out why the snapping to the storage depots didn't work but I still am.

Could you post a list of the mods you used and highlight anything that changes the way ghosts/entities are build please. Anything like bluebuild or nanobots or such installed?

User avatar
fishycat
Filter Inserter
Filter Inserter
Posts: 309
Joined: Thu Apr 09, 2015 7:38 pm
Contact:

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Post by fishycat »

Getting this error with latest update pic

list of mods attached
Attachments
mod-list.json
(3.41 KiB) Downloaded 119 times

User avatar
Deadlock989
Smart Inserter
Smart Inserter
Posts: 2528
Joined: Fri Nov 06, 2015 7:41 pm

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Post by Deadlock989 »

fishycat wrote: ↑
Thu Sep 19, 2019 12:10 pm
Getting this error with latest update pic

list of mods attached
That's a lot of mods. This changed with 0.99.4?

A copy of your saved game would save me many hours of downloading and testing all those mods out one by one, you can PM it to me if you don't want it to be public.
Image

Locked

Return to β€œMods”