Self_Made_Update
Self_Made_Update
Hey there,
I would not consider myself a developer in tthis regards.
But I had my most played factorio based on a mod, that, to this time, does not recieve updates to 0.18.
Because I didnt want to wait any longer, I decided to "update" it myself a bit. I also made it useable in 0.18.
But: Eventhough the mod does work, and I can craft every item, when I load up the world all objects "caused" by this mod will disappear.
Afterwards I can, like I said, still place them normally and they function as wanted.
So my question in general is, wether someone knows a "simple" reason to this, and how to fix it.
Looking forward in hearing from here.
I would not consider myself a developer in tthis regards.
But I had my most played factorio based on a mod, that, to this time, does not recieve updates to 0.18.
Because I didnt want to wait any longer, I decided to "update" it myself a bit. I also made it useable in 0.18.
But: Eventhough the mod does work, and I can craft every item, when I load up the world all objects "caused" by this mod will disappear.
Afterwards I can, like I said, still place them normally and they function as wanted.
So my question in general is, wether someone knows a "simple" reason to this, and how to fix it.
Looking forward in hearing from here.
Re: Self_Made_Update
It seems like you changed some names, so the existing objects are no longer recognized by the game. Just "introduce" these objects to the game again by migrating their old names to the new ones. Here's a guide explaining how it works.Benied wrote: ↑Thu Feb 20, 2020 9:09 pmBecause I didnt want to wait any longer, I decided to "update" it myself a bit. I also made it useable in 0.18.
But: Eventhough the mod does work, and I can craft every item, when I load up the world all objects "caused" by this mod will disappear.
Afterwards I can, like I said, still place them normally and they function as wanted.
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
Re: Self_Made_Update
Hello,
Thanks for your responce.
Something I forgot to mention is, that the items in my inventory remained in place.
And I didnt changed the migrations "tab" - the game had a problem with a missing "png", but I simply made a new one and gave the mod the new directory. Could this cause any problem? Because I dont think so.
Since I have not much experience in this area:
Do I have to remake the complete migrations tab, or is copying the old ones "normally" enough?
Thanks for your responce.
Something I forgot to mention is, that the items in my inventory remained in place.
And I didnt changed the migrations "tab" - the game had a problem with a missing "png", but I simply made a new one and gave the mod the new directory. Could this cause any problem? Because I dont think so.
Since I have not much experience in this area:
Do I have to remake the complete migrations tab, or is copying the old ones "normally" enough?
Re: Self_Made_Update
That's expected (see below).
Probably shouldn't.And I didnt changed the migrations "tab" - the game had a problem with a missing "png", but I simply made a new one and gave the mod the new directory. Could this cause any problem? Because I dont think so.
The migration script should be adapted to what actually changed.Since I have not much experience in this area:
Do I have to remake the complete migrations tab, or is copying the old ones "normally" enough?
Here's an example from Bio Industries: I've changed a lot of recipe, item, and entity names there. On starting Factorio, data.lua, data-updates.lua, and date-final-fixes.lua will run and all prototypes will be loaded with the new names. Thus, everything is there in the menus. But an assembling machine that already existed and had a recipe where I changed the name wouldn't know that recipe, so that recipe would be removed and you'd have to set a new one. As a player, you don't see the internal name of the recipe, so with the same icon and ingredients, and taking the same place in the menu, it would appear that it's the same recipe as the old one -- but it isn't because it has a new name internally. Same thing happens with entities you placed on the ground: The game doesn't know the old name of the entity anymore, so it deletes all of these entities if you load an old game.
In BI, I changed (among many others) the names for Bio-reactor related things. So I made this migration script (as file /migrations/Bio_Industries_0.17.19.json"):
Code: Select all
{
"entity":
[
["bi-bioreactor", "bi-bio-reactor"],
],
"item":
[
["bi-bioreactor", "bi-bio-reactor"],
],
"recipe":
[
["bi_recipe_bioreactor", "bi-bio-reactor"],
],
}
Perhaps you could show us what you changed, and for which mod (just for reference, so the code from your new version can be compared with the original)? It's always easier to help if one can see the code and doesn't have to poke around in the dark.
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
Re: Self_Made_Update
Just to make sure -- on loading your old game, do you see something like this?
If you do, it definitely is a migration issue …A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
Re: Self_Made_Update
For starters,
yes I do see this screen - but only related to another mod I don't use anymore (that also did not recieve updates).
The mod I changed was this mod: (Additional Turrets - https://mods.factorio.com/mod/Additional-Turret-updated )
I have changed the following files:
info.lua (to match with the 0.18 criteria) {version ; factorio_version ; dependencies}
ammo-item.lua (because a png was not found) {(in my editor) line 414 tthe "__core__/graphics/shoot.png" did not exist. I made a blank png that i referred to in that spot}
And I don't think that I changed much else. If I do remember changing something I will add it accordingly
But I do think, that I have spotted the problem.
A mod, Endgame Combat, that I used allowed me to research turret range boosts. And I didnt thought, that it could interfer with the entities themself, just their attributes. And therefore I just assumed that the migrated content did not contain anything from "my mod".
But as it turns out, the mod made "copies" and entity names according to the state of range boost.
yes I do see this screen - but only related to another mod I don't use anymore (that also did not recieve updates).
The mod I changed was this mod: (Additional Turrets - https://mods.factorio.com/mod/Additional-Turret-updated )
I have changed the following files:
info.lua (to match with the 0.18 criteria) {version ; factorio_version ; dependencies}
ammo-item.lua (because a png was not found) {(in my editor) line 414 tthe "__core__/graphics/shoot.png" did not exist. I made a blank png that i referred to in that spot}
And I don't think that I changed much else. If I do remember changing something I will add it accordingly
But I do think, that I have spotted the problem.
A mod, Endgame Combat, that I used allowed me to research turret range boosts. And I didnt thought, that it could interfer with the entities themself, just their attributes. And therefore I just assumed that the migrated content did not contain anything from "my mod".
But as it turns out, the mod made "copies" and entity names according to the state of range boost.
Re: Self_Made_Update
This leaves the entity name in place, so it isn't the problem.Benied wrote: ↑Fri Feb 21, 2020 12:17 pmFor starters,
yes I do see this screen - but only related to another mod I don't use anymore (that also did not recieve updates).
The mod I changed was this mod: (Additional Turrets - https://mods.factorio.com/mod/Additional-Turret-updated )
I have changed the following files:
info.lua (to match with the 0.18 criteria) {version ; factorio_version ; dependencies}
ammo-item.lua (because a png was not found) {(in my editor) line 414 tthe "__core__/graphics/shoot.png" did not exist. I made a blank png that i referred to in that spot}
If you want to have the last word, add a dependency on Endgame Combat in info.json (this ensures it will be loaded before your mod) and act in data-final-fixes.lua. Of course, that may lead to problems with Endgame Combat later on if your entities are not as it expects them …But I do think, that I have spotted the problem.
A mod, Endgame Combat, that I used allowed me to research turret range boosts. And I didnt thought, that it could interfer with the entities themself, just their attributes. And therefore I just assumed that the migrated content did not contain anything from "my mod".
But as it turns out, the mod made "copies" and entity names according to the state of range boost.
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
Re: Self_Made_Update
Well I am currently trying on making endgame combat working in 0.18, but it has some issues, I don't quite get.
Factorio tells me, it tries to index a "nil-value" at the argument:
table.insert(
data.raw["recipe"]
["lightning-turret"].ingredients,
{"steel-plate", 6})
in particular it acts out at the "steel-plate" argument
Factorio tells me, it tries to index a "nil-value" at the argument:
table.insert(
data.raw["recipe"]
["lightning-turret"].ingredients,
{"steel-plate", 6})
in particular it acts out at the "steel-plate" argument
Re: Self_Made_Update
The game tries to modify the ingredients of the non-existing recipe "lightning-turret" and will error out. You can work around this with a check:Benied wrote: ↑Fri Feb 21, 2020 12:51 pmWell I am currently trying on making endgame combat working in 0.18, but it has some issues, I don't quite get.
Factorio tells me, it tries to index a "nil-value" at the argument:
table.insert(
data.raw["recipe"]
["lightning-turret"].ingredients,
{"steel-plate", 6})
in particular it acts out at the "steel-plate" argument
Code: Select all
local recipe = data.raw["recipe"]["lightning-turret"]
if recipe then
table.insert(recipe.ingredients, {"steel-plate", 6})
end
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
Re: Self_Made_Update
Thank you very much.
Although I decided to make a different approach. I changed the file_turret_name (?) of my modded turrets to match the ones created from the other mod. Since I don't rely on endgame combat, just on the additional turrets, that easily doable.
And so far it all works =), I just have to readjust my base to match the decreased range of my turrets
But still thanks for all you've done for me
Although I decided to make a different approach. I changed the file_turret_name (?) of my modded turrets to match the ones created from the other mod. Since I don't rely on endgame combat, just on the additional turrets, that easily doable.
And so far it all works =), I just have to readjust my base to match the decreased range of my turrets
But still thanks for all you've done for me
Re: Self_Made_Update
And well.
The only "problem" I currently have, when I hover over the turret, the game does not recognize its original name.
It just says "Unknown key: 'entity-name.at-advanced-laser-rangeboost-2' "
The only "problem" I currently have, when I hover over the turret, the game does not recognize its original name.
It just says "Unknown key: 'entity-name.at-advanced-laser-rangeboost-2' "
Re: Self_Made_Update
Then you should read this tutorial.
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
Re: Self_Made_Update
Well thank you for everything
Everything works now! ^^
have a nice day
Everything works now! ^^
have a nice day
Re: Self_Made_Update
Glad I could help, have fun with your new mod!
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!