[MOD 0.17] Industrial Revolution

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Deadlock989
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Re: [MOD 0.17+] Untitled WIP

Post by Deadlock989 » Wed Oct 09, 2019 9:09 am

Redstylt wrote:
Wed Oct 09, 2019 8:45 am
I got same with IR + Aircraft. Really annoying with aircraft lots of bullets going for nothing :'( Really easy to reproduce the situation.
Then report it to Aircraft. I can't stop other mods from breaking IR because they are assuming they will only ever be modifying vanilla prototypes. Players need to realise that they can't just mash any random collection of Factorio mods together and have them work perfectly, that's just not how Factorio modding works, we are all competing for the same set of properties and there are going to be conflicts.
Redstylt wrote:
Wed Oct 09, 2019 8:45 am
Deadlock989 wrote:
Tue Oct 08, 2019 9:03 am
After 1.0.0 goes out (hopefully this week) it'll be maintenance mode until at least Christmas, maybe permanently.
No ! Where is the late game you promised us :?: :|
(a) I "promised" nothing; (b) exactly where I always said it would be:
Deadlock989 wrote:
Sun Apr 07, 2019 10:20 pm
Future expansion
There is currently not a great deal to do with the final post-rocket tier of materials. More wrinkles on post-rocket play will be added later, with a view to scaling megabases. This is unlikely to happen before the end of 2019.
I've now sunk something like 1200 hours into this mod and I'm also trying to scrape something that resembles a life together at the same time, as well as finishing a PhD, so it is what it is.

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Re: [MOD 0.17+] Untitled WIP

Post by Redstylt » Wed Oct 09, 2019 10:15 am

Deadlock989 wrote:
Wed Oct 09, 2019 9:09 am
Redstylt wrote:
Wed Oct 09, 2019 8:45 am
I got same with IR + Aircraft. Really annoying with aircraft lots of bullets going for nothing :'( Really easy to reproduce the situation.
Then report it to Aircraft. I can't stop other mods from breaking IR because they are assuming they will only ever be modifying vanilla prototypes. Players need to realise that they can't just mash any random collection of Factorio mods together and have them work perfectly, that's just not how Factorio modding works, we are all competing for the same set of properties and there are going to be conflicts.
I assumed that it came from industrial revolution since someone else had the problem without mentioning aircraft
Just a big fan of Factorio and all its mods

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Re: [MOD 0.17+] Untitled WIP

Post by Deadlock989 » Wed Oct 09, 2019 10:26 am

Redstylt wrote:
Wed Oct 09, 2019 10:15 am
I assumed that it came from industrial revolution since someone else had the problem without mentioning aircraft
You were wrong to assume that. Read what they wrote and read the answer I gave. The problem in that case comes from Krastorio changing the range of turrets without adjusting the range of the specialist ammo that IR sets turrets to use. This is a classic case of mod conflict: one mod changes the ammo that turrets use to projectile-based ammo, another mod changes the range of the turrets assuming that the ammo is still vanilla "instant hit" ammo. Mods have limited and finite control over loading order. I can't check for something which hasn't happened yet, and even if I did have a magic crystal ball, I'm not going to spend time predicting the possible future actions of 4000+ mods on the portal. Krastorio explicitly supports IR so the burden of making those two mods work together nicely is on them. As for Aircraft, it's not supported by IR, I don't know what it does with turrets or ammo, and I don't need to know or care. The list of mods I do give up my free time to support is on the mod portal FAQ.

Some people really need to check their expectations from the freebie modding scene, it's getting on my wick.

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

Post by Blu3wolf » Wed Oct 09, 2019 11:14 am

Deadlock989 wrote:
Tue Oct 08, 2019 5:58 pm
Pending a save game, I loaded up Krastorio and checked. K sets gun turrets to have a range of 22 but leaves all the IR magazines on range 18. Sorry, not my fix.
Ah, fair enough. I can sympathise. Although I hadnt expected it to be (yet another) Krastorio issue... but as it is thats hardly your issue.
Deadlock989 wrote:
Wed Oct 09, 2019 10:26 am
Some people really need to check their expectations from the freebie modding scene, it's getting on my wick.
Definitely accurate. My methodology has been to just ignore anyone with unreasonable demands/expectations. If they want to pay me to do something, then maybe my attitude changes, but for free you get what Im willing to do. If I dont work on it, a full refund is available on request.

One other thing. Ive been really impressed with IR playing through it. Nearly up to 50h into this IR + K game, and all the pain has been due to what feels like the two mods not being neatly meshed at the middle. The IR content has been interesting, and visually very appealing. Going back to vanilla assembling machines feels a little like a big setback.

Im almost tempted to try make a config mod that patches the stuff Krastorio stuffs up, but the number of interactions between the two of them is somewhat of a dissuading factor.
Last edited by Blu3wolf on Wed Oct 09, 2019 11:36 am, edited 1 time in total.

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

Post by Deadlock989 » Wed Oct 09, 2019 11:22 am

Blu3wolf wrote:
Wed Oct 09, 2019 11:14 am
Deadlock989 wrote:
Tue Oct 08, 2019 5:58 pm
Pending a save game, I loaded up Krastorio and checked. K sets gun turrets to have a range of 22 but leaves all the IR magazines on range 18. Sorry, not my fix.
Ah, fair enough. I can sympathise. Although I hadnt expected it to be (yet another) Krastorio issue... but as it is thats hardly your issue.
Ashenswift made this mod which allows you to configure turret and ammo ranges in IR to your own tastes, I don't know how well it interacts with IR+K, but it lists K as an optional dependency so that's promising.
Blu3wolf wrote:
Wed Oct 09, 2019 11:14 am
One other thing. Ive been really impressed with IR playing through it. Nearly up to 50h into this IR + K game, and all the pain has been due to what feels like the two mods not being neatly meshed at the middle. The IR content has been interesting, and visually very appealing. Going back to vanilla assembling machines feels a little like a big setback.

Im almost tempted to try make a config mod that patches the stuff Krastorio stuffs up, but the number of interactions between the two of them is somewhat of a dissuading factor.
It almost broke Linver trying to get it to where it is now, they put a lot of effort into it. Getting two overhauls to play together is a mountain of work, even when they're a decent fit conceptually like IR+K. I'm not surprised there are things missing or a bit screwy but I think that is the stark reality of overhaul modding in Factorio.

Personally, I think Minecraft Forge created unrealistic expectations in the player base - in Forge, every mod is essentially sandboxed, but in Factorio we're all fighting over the same giant data table.

As for vanilla assembling machines, they are getting a graphical overhaul apparently, I just pipped them to the post somewhat.

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

Post by Blu3wolf » Wed Oct 09, 2019 12:22 pm

Deadlock989 wrote:
Wed Oct 09, 2019 11:22 am
It almost broke Linver trying to get it to where it is now, they put a lot of effort into it. Getting two overhauls to play together is a mountain of work, even when they're a decent fit conceptually like IR+K. I'm not surprised there are things missing or a bit screwy but I think that is the stark reality of overhaul modding in Factorio.
My last attempt at modding for Factorio was trying to replicate NARMod with just such a patch between the various overhaul mods they ripped from, back in 0.12. Unfortunately because I have a bit of an idea how much work it is, I dont know how likely I am to take another stab at what would be essentially the same thing with different names.

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Re: Recipes from mod not appears in existing save

Post by Reygan » Wed Oct 09, 2019 12:28 pm

Deadlock989 wrote:
Mon Oct 07, 2019 4:24 pm
Reygan wrote:
Mon Oct 07, 2019 3:54 pm
Mod's new recipes for steel and electric furnaces is not applies to existing furnaces. They staying act like old furnaces, with no way to change current recipe.
Could you advice any console commands to re-enable new recipes functionality for old furnaces?
You shouldn't be able to access vanilla furnaces. The only way this can happen is if you load the mod into an existing vanilla save game. IR requires a new game start. To quote the mod portal page and advice in the changelog:
A new game is required. Loading this mod with a pre-existing vanilla or modded save will likely wreck it.
There is no way of making vanilla furnaces support IR furnace recipes - if there were, I would have used vanilla furnaces. ;)
This save is very valuable for me, and i like your mod, and want to use it together. So, may be you could provide to me some kind of patch, that will migrate my vanilla furnaces to yours?
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Re: Recipes from mod not appears in existing save

Post by Deadlock989 » Wed Oct 09, 2019 12:34 pm

Reygan wrote:
Wed Oct 09, 2019 12:28 pm
This save is very valuable for me, and i like your mod, and want to use it together. So, may be you could provide to me some kind of patch, that will migrate my vanilla furnaces to yours?
Sorry, it's literally impossible. They are different types of entity, they have a different size, they are made of different materials, they are in a different tech unlock order, they aren't one-to-one equivalents in any way, e.g. there is no burner steel furnace in IR ... Will never happen.

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Re: Recipes from mod not appears in existing save

Post by Reygan » Wed Oct 09, 2019 1:44 pm

Deadlock989 wrote:
Wed Oct 09, 2019 12:34 pm
Reygan wrote:
Wed Oct 09, 2019 12:28 pm
This save is very valuable for me, and i like your mod, and want to use it together. So, may be you could provide to me some kind of patch, that will migrate my vanilla furnaces to yours?
Sorry, it's literally impossible. They are different types of entity, they have a different size, they are made of different materials, they are in a different tech unlock order, they aren't one-to-one equivalents in any way, e.g. there is no burner steel furnace in IR ... Will never happen.
Ok. Thank you anyway. I will try to manage it in different way.
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Re: [MOD 0.17+] Untitled WIP

Post by Riktol » Thu Oct 10, 2019 12:44 am

Thanks for
Deadlock989 wrote:
Tue Oct 08, 2019 9:03 am
Riktol wrote:
Mon Oct 07, 2019 11:31 pm
I'm playing on version 0.99.7 and the research line for turret damage is odd. Namely rather than following a single progressing line each of the modifiers links directly to the technology Turrets 2.
Known issue with some of IR's non-recipe-unlocking researches, fixed for next version.
Thanks, sorry for not checking the previous report.

Deadlock989 wrote:
Wed Oct 09, 2019 10:26 am
Some people really need to check their expectations from the freebie modding scene, it's getting on my wick.
Have you considered doing the opposite of what people request? I heard it works for a certain people.

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Re: [MOD 0.17+] Untitled WIP

Post by Solinya » Thu Oct 10, 2019 2:26 am

Riktol wrote:
Thu Oct 10, 2019 12:44 am
Deadlock989 wrote:
Wed Oct 09, 2019 10:26 am
Some people really need to check their expectations from the freebie modding scene, it's getting on my wick.
Have you considered doing the opposite of what people request? I heard it works for a certain people.
That's why Space Exploration and bobslibrary are on the incompatibility list. ;) Too many bug reports about mod compatibility.

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Industrial Revolution 1.0.0

Post by Deadlock989 » Thu Oct 10, 2019 3:52 pm

IR 1.0.0 is released. The changelog is here. More things ended up being tweaked than I thought. I wouldn't call any of them "game-breaking" but you may need to adjust/reroute some factories in existing saves. Omelettes, breaking eggs etc.

IR is now "finished" (whatever that means), so there won't be any more major additions to it. If I get time and the inspiration, there will be some add-on "expansion" mods that extend post-rocket play, but if that happens they'll be available no earlier than New Year 2020 and likely further into the year.

I will obviously continue to look at bug reports and balancing requests and there will be fix/tweak/compatibility type updates to IR, but I will only be working on that at weekends from now on.

I've talked briefly with Earendel about Space Exploration compatibility. Neither of us has time for it at the moment and besides, SE isn't even finished. We will look at it again towards the end of the year.

Just wanted to say thanks again to all Comrades who have sent me good wishes and support, it was all really appreciated. Also want to say thanks to the Factorio team at Wube, for making the game but also for adding so much mod support in 0.17 - from my point of view it has been the best update for modders so far.

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Re: [MOD 0.17+] Industrial Revolution

Post by Reygan » Thu Oct 10, 2019 4:01 pm

Help me please, where I can find rubber trees?
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Re: [MOD 0.17+] Industrial Revolution

Post by Bilka » Thu Oct 10, 2019 4:03 pm

Nuclear fuel stack size reduced to 3.
Praise deadlock for making one of my mods obsolete. Ew for low tech batteries in utility science though :p

The update is looking good to me overall, I'm looking forward to adjusting my factory.
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.

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Re: [MOD 0.17+] Industrial Revolution

Post by DaleStan » Thu Oct 10, 2019 4:14 pm

Reygan wrote:
Thu Oct 10, 2019 4:01 pm
Help me please, where I can find rubber trees?
They are supposed to appear near bodies of water and/or in grasslands. But not at all in the starting area; you'll have to go exploring: viewtopic.php?f=190&t=69187&p=458473&hi ... er#p458473

If you're using something like RSO, it may change the generation parameters, and that's probably a case for asking RSO where they put the rubber trees.

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Re: Industrial Revolution 1.0.0

Post by frugal10191 » Thu Oct 10, 2019 4:56 pm

Deadlock989 wrote:
Thu Oct 10, 2019 3:52 pm
IR 1.0.0 is released. The changelog is here. More things ended up being tweaked than I thought. I wouldn't call any of them "game-breaking" but you may need to adjust/reroute some factories in existing saves. Omelettes, breaking eggs etc.
Not sure if this is your problem or Krastorio's (I have just updated to 1.0.0 and there are no Krastorio upgrades yet). When I try to launch the game I get an error: "Error in AssignID, item subgroup with name "ore-products' does not exist. Source enriched-iron (recipe). Mods to be disabled: Krastorio."

I have also posted it to the Krastorio Discord as I was not sure if "ore-products" was something of yours, theirs, or the base game.
Deadlock989 wrote:
Thu Oct 10, 2019 3:52 pm
IR is now "finished" (whatever that means), so there won't be any more major additions to it. If I get time and the inspiration, there will be some add-on "expansion" mods that extend post-rocket play, but if that happens they'll be available no earlier than New Year 2020 and likely further into the year.
A huge thank you for all of the work you have done on this mod, it is the most fun I have had for ages with Factorio. The way you have approached the leveling up of technology is really nice, everything just feels *right*

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Re: [MOD 0.17+] Industrial Revolution

Post by Deadlock989 » Thu Oct 10, 2019 5:36 pm

DaleStan wrote:
Thu Oct 10, 2019 4:14 pm
If you're using something like RSO, it may change the generation parameters, and that's probably a case for asking RSO where they put the rubber trees.
I don't think RSO touches trees.
frugal10191 wrote:
Thu Oct 10, 2019 4:56 pm
Not sure if this is your problem or Krastorio's (I have just updated to 1.0.0 and there are no Krastorio upgrades yet). When I try to launch the game I get an error: "Error in AssignID, item subgroup with name "ore-products' does not exist. Source enriched-iron (recipe). Mods to be disabled: Krastorio."

I have also posted it to the Krastorio Discord as I was not sure if "ore-products" was something of yours, theirs, or the base game.

A huge thank you for all of the work you have done on this mod, it is the most fun I have had for ages with Factorio. The way you have approached the leveling up of technology is really nice, everything just feels *right*
You're welcome.

I did test Krastorio with the bulk of the changes yesterday, but funnily enough a last minute tidy-up today of one of the item filter menus looks to have broken Krastorio's dependence on an item subgroup which no longer exists. Krastorio will have to fix it.

Users of Deadlock's Stacking Beltboxes have reported an issue with the stacked solder icon being missing. I will fix it in a future update but in the meantime a temporary icon is attached, copy it into the mod zip file under graphics/icons/64/.
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Re: [MOD 0.17+] Industrial Revolution

Post by frugal10191 » Thu Oct 10, 2019 5:42 pm

Deadlock989 wrote:
Thu Oct 10, 2019 5:36 pm
[I did test Krastorio with the bulk of the changes yesterday, but funnily enough a last minute tidy-up today of one of the item filter menus looks to have broken Krastorio's dependence on an item subgroup which no longer exists. Krastorio will have to fix it.
Thanks for the quick update, I was hoping to spend this evening updating my factory to use the new recipes, but I shall have to talk to my family or something instead ;)

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Re: [MOD 0.17] Industrial Revolution

Post by BlueTemplar » Thu Oct 10, 2019 8:01 pm

Wow, that's a lot of changes, congratulations ! Image
Can't wait to try out the new minigun ! :twisted:

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Re: [MOD 0.17] Industrial Revolution

Post by khadgarion » Fri Oct 11, 2019 5:44 am

I'd like to echo someone who posted about the sounds. I find it really satisfying to listen to the burner machines. I am kind of sad in a way to move on to the electronic assemblers, it's an interesting rythum the burners make when you pick up some end products and they all spring to life.

Great job on this mod. I just got the steel age researched and have been having fun so far :)

Thanks for all your time you put into this!

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