Are your modpack ready to update?

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Yakoot
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Are your modpack ready to update?

Post by Yakoot » Fri Dec 15, 2017 9:40 pm

I'm not sure if I chose the topic correctly, sorry if it is not.

I wrote a simple python script that will allow you to check which mods are not yet ready to be updated to 0.16
You should run it in your mods folder.
This is my output

Code: Select all

yakoot@yakoot-pc ~/.factorio/mods % ./check_mods.py                                                                                                                                                                                                                        :(
aai-vehicles-chaingunner
aai-vehicles-flame-tumbler
aai-vehicles-hauler
aai-vehicles-laser-tank
aai-vehicles-warden
advanced-logistics-system
alien-biomes
angelsaddons-oresilos
angelsaddons-warehouses
angelsbioprocessing
angelspetrochem
angelssmelting
AsphaltRoads
bobassembly
bobelectronics
bobenemies
bobgreenhouse
bobinserters
boblibrary
boblocale
boblogistics
bobmining
bobmods_gfxtweak
bobmodules
bobores
bobplates
bobpower
bobrevamp
bobtech
bobvehicleequipment
bobwarfare
bullet-trails
data-raw-prototypes
detached-gun-sounds
DistancePlus
EvolGUI
Factorissimo2
fewerTrees
Flow Control
Foreman
four-toolbelts
helmod
Honk
KS_Power
Laser_Beam_Turrets
MoreConcreteSlot
Natural_Evolution_Buildings
off-grid-effects
quick-start
Robocharger
robotarmy
SmartTrains
tankwerkz
TheFatController
tree_collision
UPS-up
Vehicle Wagon
water-fix
Wind_Turbine
Total: 71
Not ready: 59
Ready: 12
https://gist.github.com/Yakoot/22cb010d ... b621544f09
Last edited by Yakoot on Mon Dec 18, 2017 6:03 pm, edited 1 time in total.

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darkfrei
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Re: Are your modpack ready do update?

Post by darkfrei » Sun Dec 17, 2017 12:37 am

I've made the Icon Size Mod that corrects bad prototypes without icon_size and with old autoplace-control. In the log file you can find prototypes for mod changing or just play.

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bobingabout
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Re: Are your modpack ready do update?

Post by bobingabout » Mon Dec 18, 2017 9:19 am

Bob's mods is well on the way.

I must say though, that there is a lot more wrong with bob's mods than just missing an icon_size tag. Most of yesterday was spent going through the inserters mod.

colspan -> column_width (I think) is a big one in scripts (Gui table actually), and for some reason default-button style doesn't exist anymore, but only if you're trying to select it as a style, simply don't set a style and that's what you get.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.

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darkfrei
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Re: Are your modpack ready do update?

Post by darkfrei » Mon Dec 18, 2017 10:07 am

bobingabout wrote:and for some reason default-button style doesn't exist anymore, but only if you're trying to select it as a style, simply don't set a style and that's what you get.
Just delete all "_style" in names of styles.

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bobingabout
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Re: Are your modpack ready do update?

Post by bobingabout » Tue Dec 19, 2017 8:58 am

darkfrei wrote:
bobingabout wrote:and for some reason default-button style doesn't exist anymore, but only if you're trying to select it as a style, simply don't set a style and that's what you get.
Just delete all "_style" in names of styles.
or since I was specifying a default, just drop it entirely and there's no difference.
But yeah, it was just "default_button", there was no _style in the name I was using.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.

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