[0.18.13][modded] - Krastorio2/Deadlock Stacked Recipe change after updating mods

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sorahn
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[0.18.13][modded] - Krastorio2/Deadlock Stacked Recipe change after updating mods

Post by sorahn »

Mods Installed:
* DeadlockStackingForVanilla 0.0.3
* FNEI (just to have something to disable)
* Krastorio2 0.9.3
* base 0.18.13
* deadlock-beltboxes-loaders 2.3.3
* deadlock_stacked_recipes 0.3.3
* stdlib 1.4.1

When changing the mods, the recipe for the crusher is changed from what it was doing, to voiding.

Steps to repro:
* Load game: observe that the crusher is turning stacked stacked raw immersite in to stacked sand, and stacked immersite poweder
* Quit game
* Disable FNEI (disabling any mod works)
* Load game: observe that the crusher is now voiding material

Save located here: https://www.dropbox.com/s/wqex7vbcykmqe ... t.zip?dl=0

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Re: [0.18.13][modded] - Krastorio2/Deadlock Stacked Recipe change after updating mods

Post by Deadlock989 »

This is a bug forum for the main game, you're not supposed to report issues caused by mods here unless it's a hard crash.

These kinds of loading order issues can occur when a seemingly unrelated mod is removed, because the myth that mods are loaded A-Z if no dependencies are set is just that, a myth. Mostly likely something in that mod collection isn't setting a dependency on the mods whose recipes it is changing.
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Re: [0.18.13][modded] - Krastorio2/Deadlock Stacked Recipe change after updating mods

Post by Deadlock989 »

billbo99 wrote:
Wed Mar 18, 2020 5:31 pm
The dependency on Krastorio2 is in my mod .. https://github.com/billbo99/deadlock_st ... o.json#L24
Yeah, I double checked that while you were posting. Still, something about the loading order / dependencies is whack if it's giving different results when an unrelated mod is removed.
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Re: [0.18.13][modded] - Krastorio2/Deadlock Stacked Recipe change after updating mods

Post by sorahn »

Bilka told me to post a bug report for this on the forum if I had a clean repo, and I do, so I did.

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Re: [0.18.13][modded] - Krastorio2/Deadlock Stacked Recipe change after updating mods

Post by Bilka »

Deadlock989 wrote:
Wed Mar 18, 2020 5:28 pm
These kinds of loading order issues can occur when a seemingly unrelated mod is removed, because the myth that mods are loaded A-Z if no dependencies are set is just that, a myth. Mostly likely something in that mod collection isn't setting a dependency on the mods whose recipes it is changing.
Good point, I didn't think about that. However, the mod order is the same:

Code: Select all

   0.246 Loading mod settings deadlock-beltboxes-loaders 2.3.3 (settings.lua)
   0.246 Loading mod settings DeadlockStackingForVanilla 0.0.3 (settings.lua)
   0.246 Loading mod settings Krastorio2 0.9.4 (settings.lua)
   0.247 Loading mod settings deadlock_stacked_recipes 0.3.3 (settings.lua)
   0.247 Loading mod settings Krastorio2 0.9.4 (settings-updates.lua)
   0.249 Loading mod core 0.0.0 (data.lua)
   0.341 Loading mod base 0.18.13 (data.lua)
   0.583 Loading mod deadlock-beltboxes-loaders 2.3.3 (data.lua)
   0.714 Loading mod FNEI 0.3.0 (data.lua)
   0.842 Loading mod DeadlockStackingForVanilla 0.0.3 (data.lua)
   0.973 Loading mod Krastorio2 0.9.4 (data.lua)
   1.170 Loading mod deadlock_stacked_recipes 0.3.3 (data.lua)
   1.171 Script @__deadlock_stacked_recipes__/data.lua:1: data-start
   1.171 Script @__deadlock_stacked_recipes__/data.lua:10: data-end
   1.316 Loading mod base 0.18.13 (data-updates.lua)
   1.463 Loading mod deadlock-beltboxes-loaders 2.3.3 (data-updates.lua)
   1.611 Loading mod Krastorio2 0.9.4 (data-updates.lua)
   1.872 Loading mod deadlock-beltboxes-loaders 2.3.3 (data-final-fixes.lua)
   2.027 Loading mod DeadlockStackingForVanilla 0.0.3 (data-final-fixes.lua)
   2.183 Loading mod Krastorio2 0.9.4 (data-final-fixes.lua)
   2.382 Loading mod deadlock_stacked_recipes 0.3.3 (data-final-fixes.lua)
   5.356 Checksum for core: 2748283409
   5.356 Checksum of base: 119980786
   5.356 Checksum of deadlock-beltboxes-loaders: 3790974676
   5.356 Checksum of FNEI: 1951305706
   5.356 Checksum of stdlib: 0
   5.356 Checksum of DeadlockStackingForVanilla: 1367388364
   5.356 Checksum of Krastorio2: 3318057412
   5.356 Checksum of deadlock_stacked_recipes: 3570420259
   5.566 Prototype list checksum: 278772856

Code: Select all

   0.245 Loading mod settings deadlock-beltboxes-loaders 2.3.3 (settings.lua)
   0.245 Loading mod settings DeadlockStackingForVanilla 0.0.3 (settings.lua)
   0.245 Loading mod settings Krastorio2 0.9.4 (settings.lua)
   0.246 Loading mod settings deadlock_stacked_recipes 0.3.3 (settings.lua)
   0.246 Loading mod settings Krastorio2 0.9.4 (settings-updates.lua)
   0.249 Loading mod core 0.0.0 (data.lua)
   0.340 Loading mod base 0.18.13 (data.lua)
   0.583 Loading mod deadlock-beltboxes-loaders 2.3.3 (data.lua)
   0.713 Loading mod DeadlockStackingForVanilla 0.0.3 (data.lua)
   0.842 Loading mod Krastorio2 0.9.4 (data.lua)
   1.036 Loading mod deadlock_stacked_recipes 0.3.3 (data.lua)
   1.037 Script @__deadlock_stacked_recipes__/data.lua:1: data-start
   1.037 Script @__deadlock_stacked_recipes__/data.lua:10: data-end
   1.183 Loading mod base 0.18.13 (data-updates.lua)
   1.330 Loading mod deadlock-beltboxes-loaders 2.3.3 (data-updates.lua)
   1.477 Loading mod Krastorio2 0.9.4 (data-updates.lua)
   1.737 Loading mod deadlock-beltboxes-loaders 2.3.3 (data-final-fixes.lua)
   1.890 Loading mod DeadlockStackingForVanilla 0.0.3 (data-final-fixes.lua)
   2.044 Loading mod Krastorio2 0.9.4 (data-final-fixes.lua)
   2.243 Loading mod deadlock_stacked_recipes 0.3.3 (data-final-fixes.lua)
   5.216 Checksum for core: 2748283409
   5.216 Checksum of base: 119980786
   5.216 Checksum of deadlock-beltboxes-loaders: 3790974676
   5.216 Checksum of stdlib: 0
   5.216 Checksum of DeadlockStackingForVanilla: 1367388364
   5.216 Checksum of Krastorio2: 3318057412
   5.216 Checksum of deadlock_stacked_recipes: 3570420259
   5.430 Prototype list checksum: 3966090744
My uneducated guess is that the mod removal/addition forces prototype migrations and those somehow change the recipe.
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: [0.18.13][modded] - Krastorio2/Deadlock Stacked Recipe change after updating mods

Post by Deadlock989 »

It could be that. But K2 crushers are set up to make a voiding recipe for any item they don't have a specific recipe for. So, for whatever reason, they are falling back to that recipe rather than the one Deadlock Stacked Recipe may or may not be making at some point. Since crushers are a furnace, maybe this is something odd about recipe orders - I have never tested what happens if you have two furnace recipes with the same ingredient but different results. If any of this is true then I doubt it's removing FNEI that is triggering it at all.

None of my business really, just mildly triggered by my username plastered over vanilla game bug reports ...
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Re: [0.18.13][modded] - Krastorio2/Deadlock Stacked Recipe change after updating mods

Post by Rseding91 »

Thanks for the report however unless someone can show something going on here is a base game issue I'm just going to say "one or more of the mods you have is doing that".
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Re: [0.18.13][modded] - Krastorio2/Deadlock Stacked Recipe change after updating mods

Post by billbo99 »

Deadlock989 wrote:
Wed Mar 18, 2020 5:50 pm
It could be that. But K2 crushers are set up to make a voiding recipe for any item they don't have a specific recipe for. So, for whatever reason, they are falling back to that recipe rather than the one Deadlock Stacked Recipe may or may not be making at some point. Since crushers are a furnace, maybe this is something odd about recipe orders - I have never tested what happens if you have two furnace recipes with the same ingredient but different results. If any of this is true then I doubt it's removing FNEI that is triggering it at all.

None of my business really, just mildly triggered by my username plastered over vanilla game bug reports ...


There are two recipes both being used by the crushing (furnace) .. I guess the Krastorio2 recipe gets assigned to the crusher (furnace prototype) after a "on_configuration_changed" event because it gets defined in the "data-update" phase as mine is created in the "data-final-fixes" phase.

One hack to fix this would be to NIL all the "kr-vc-*" recipes that are duplicates of my stacked recipes.

Code: Select all

    ["kr-vc-deadlock-stack-raw-imersite"] = {
      category = "crushing",
      energy_required = 5,
      hidden = true,
      icon = "__Krastorio2__/graphics/icons/recipes/trash.png",
      icon_size = 64,
      ingredients = {
        {
          "deadlock-stack-raw-imersite",
          1
        }
      },
      name = "kr-vc-deadlock-stack-raw-imersite",
      results = {
        {
          "kr-void",
          0
        }
      },
      type = "recipe"
    },


    ["StackedRecipe-imersite-powder"] = {
      allow_as_intermediate = false,
      allow_intermediates = false,
      allow_productivity = true,
      always_show_made_in = true,
      always_show_products = true,
      category = "crushing",
      enabled = false,
      energy_required = 48,
      hide_from_player_crafting = false,
      icon_size = 64,
      icons = {
        {
          icon = "__deadlock_stacked_recipes__/graphics/blank_32.png",
          icon_size = 32,
          scale = 2
        },
        {
          icon = "__Krastorio2__/graphics/icons/items-with-variations/imersite-powder/imersite-powder.png",
          icon_size = 64,
          scale = 0.85,
          shift = {
            0,
            3
          }
        },
        {
          icon = "__Krastorio2__/graphics/icons/items-with-variations/imersite-powder/imersite-powder.png",
          icon_size = 64,
          scale = 0.85,
          shift = {
            0,
            0
          }
        },
        {
          icon = "__Krastorio2__/graphics/icons/items-with-variations/imersite-powder/imersite-powder.png",
          icon_size = 64,
          scale = 0.85,
          shift = {
            0,
            -3
          }
        }
      },
      ingredients = {
        {
          amount = 3,
          name = "deadlock-stack-raw-imersite",
          type = "item"
        }
      },
      localised_name = {
        "recipe-name.deadlock-stacking-stack",
        {
          "item-name.imersite-powder"
        }
      },
      main_product = "deadlock-stack-imersite-powder",
      mod = "Krastorio2",
      name = "StackedRecipe-imersite-powder",
      results = {
        {
          "deadlock-stack-imersite-powder",
          3
        },
        {
          "deadlock-stack-sand",
          6
        }
      },
      subgroup = "Stacked-raw-material",
      type = "recipe"
    },

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Re: [0.18.13][modded] - Krastorio2/Deadlock Stacked Recipe change after updating mods

Post by Deadlock989 »

billbo99 wrote:
Wed Mar 18, 2020 7:19 pm
One hack to fix this would be to NIL all the "kr-vc-*" recipes that are duplicates of my stacked recipes.
I would disable and hide it, but nil works, as long as no other mod that comes along later still expects it to exist.
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