The Electronics mod adds a whole new electronics tree that replaces the base game electronics. This has been previously seen in Bob's Intermediates, or Bob's Metals, Chemicals and Intermediates mods.
Obsolete version:
Electronics Overide mod
The electronics overide mod is a simple and small mod that performs a "Find and replace" on all instances of the base game Electronics and replaces them with Metals, Chemicals and Intermediates alternatives, so that only 1 set of electronics exists in the game.
It performs this action in the "final fixes" stage of mod parsing.
The newer version goes the other way around, replaing all instances of my electronics with the base game's version, but then alters the base game items to look like mine, with recipes to match mine.
Note: This mod is not very friendly for changing mod configs in an existing game.
Removing this mod will likely leave you unable to use Bob's Electronics added in Bob's Metals Chemicals and Intermediates mod.
Removing DyTech Core may also leave you unable to use Bob's MCI's "Electronic Processing Board".
These missing recipes can be re-added using the following commands:
Note: These are the single player commands, you'll need to use them for each player in a multiplayer game.
Screenshot:
Re: [0.11.x][v0.1.0]Electronics Overide
Posted: Tue Nov 04, 2014 11:57 pm
by Airat9000
what is? screen please
Re: [0.11.x][v0.1.0]Electronics Overide
Posted: Wed Nov 05, 2014 12:27 am
by bobingabout
Airat9000 wrote:what is? screen please
I knew you were going to ask that!
There, I uploaded a screenshot that should help illustrate the change.
Re: [0.11.x][v0.1.0]Electronics Overide
Posted: Wed Nov 05, 2014 12:44 am
by Airat9000
bobingabout wrote:
Airat9000 wrote:what is? screen please
I knew you were going to ask that!
There, I uploaded a screenshot that should help illustrate the change.
very good thanks!
Re: [0.11.x][v0.1.0]Electronics Overide
Posted: Wed Nov 05, 2014 3:23 am
by Airat9000
there is a proposal to do then generating resources near the base
just if you play with a huge number of monsters, you can get silver or lead is very difficult
Re: [0.11.x][v0.1.0]Electronics Overide
Posted: Wed Nov 05, 2014 5:41 am
by SuperSandro2000
When I start the next world then I definitely use this. But in my current world is would break everthing and I don't want to rebuild all. I already must build the second generation of my modules factory.
Re: [0.11.x][v0.1.0]Electronics Overide
Posted: Wed Nov 05, 2014 9:33 am
by bobingabout
Airat9000 wrote:there is a proposal to do then generating resources near the base
just if you play with a huge number of monsters, you can get silver or lead is very difficult
Tiny patchs of Galena, which gives lead ore should apear in the starting area already.
I did this and added the second solder recipe that uses lead to make solder easier to make.
This should make it possible to build the Advanced Electronics "Electronic circuit board" using resources found only in the starting area.
Airat9000 wrote:
What you are pointing to here is quartz, This isn't supposed to show up as often as it does in the start area, it happens if you set richness to very high. I have altered this for the next version.
SuperSandro2000 wrote:When I start the next world then I definitely use this. But in my current world is would break everthing and I don't want to rebuild all. I already must build the second generation of my modules factory.
I know that feeling, I did it in my world, and I'm like... Yes, this works, but now all these old circuit factories are useless X3
It also took me a couple of hours to build the new module factory chains, and alter the old ones for the new recipes.
Re: [0.11.x][v0.1.0]Electronics Overide
Posted: Wed Nov 05, 2014 12:11 pm
by Airat9000
bobingabout wrote:
Airat9000 wrote:there is a proposal to do then generating resources near the base
just if you play with a huge number of monsters, you can get silver or lead is very difficult
Tiny patchs of Galena, which gives lead ore should apear in the starting area already.
I did this and added the second solder recipe that uses lead to make solder easier to make.
This should make it possible to build the Advanced Electronics "Electronic circuit board" using resources found only in the starting area.
Airat9000 wrote:
What you are pointing to here is quartz, This isn't supposed to show up as often as it does in the start area, it happens if you set richness to very high. I have altered this for the next version.
SuperSandro2000 wrote:When I start the next world then I definitely use this. But in my current world is would break everthing and I don't want to rebuild all. I already must build the second generation of my modules factory.
I know that feeling, I did it in my world, and I'm like... Yes, this works, but now all these old circuit factories are useless X3
It also took me a couple of hours to build the new module factory chains, and alter the old ones for the new recipes.
Yes it is, he appears frequently, it can be near but not much, because the real strewn everywhere if you do at maximum .
Re: [0.11.x][v0.1.0]Electronics Overide
Posted: Sat Nov 08, 2014 7:33 am
by SuperSandro2000
Can you make the code compatible with other mods(DyTech, etc.) ?
Re: [0.11.x][v0.1.0]Electronics Overide
Posted: Sat Nov 08, 2014 12:08 pm
by bobingabout
SuperSandro2000 wrote:Can you make the code compatible with other mods(DyTech, etc.) ?
With the added modding interface of V0.11 data-updates.lua and data-final-fixes.lua, you can make mods that do things AFTER the initial modding definition. I added the code for this mod in final fixes, so it should happen last. I did this on purpose to try and make it compatable with as many mods as possible, and with the mods I tested it with, replaced electronics as I intended.
Did you try it with other mods to see what happened?
Re: [0.11.x][v0.1.0]Electronics Overide
Posted: Sat Nov 08, 2014 7:41 pm
by aklesey1
Bobingabout i have big question for you - why for electonics need too many wood??? One key phrase - need wood!!! Many wood! Now for the game necessarily need mod treefarm, i think it's not funny, really
So where now red, blue circuits? and purple circuit that was added with dytech
Can you rework this mod and rewatch usage of the wood resources? why not to return to usage of iron and steel in recipies of electonics ?
How make science pack 8 which need purple curcuit? Which technology i need?
Re: [0.11.x][v0.1.0]Electronics Overide
Posted: Sat Nov 08, 2014 10:55 pm
by bobingabout
Because this is so wood heavy is why I made it an optional seperate mod, rather than intergrating it into Metals, Chemicals and Intermediates. THIS IS OPTIONAL!
This is supposed to be a more realistic representation of what things are made of, and in the real world, low grade electronic boards are made from crushed paper infused with Resin. Well, Paper is made from wood, therefore, I used wood.
The base game's use of Iron and copper cables for Electronic Circuits confused me, because, well, you need something non-conductive. I guess this is why Advanced Electronics were made with Plastic.
Science pack 8? I didn't know there even was one...
Re: [0.11.x][v0.1.0]Electronics Overide
Posted: Sun Nov 09, 2014 6:31 am
by SuperSandro2000
bobingabout wrote:
SuperSandro2000 wrote:Can you make the code compatible with other mods(DyTech, etc.) ?
With the added modding interface of V0.11 data-updates.lua and data-final-fixes.lua, you can make mods that do things AFTER the initial modding definition. I added the code for this mod in final fixes, so it should happen last. I did this on purpose to try and make it compatable with as many mods as possible, and with the mods I tested it with, replaced electronics as I intended.
Did you try it with other mods to see what happened?
This happens every time. Here is the log file.
log
3718.259918 Info C:\Factorio\src\Util/Logger.cpp:141: 2014:11:09 08:28:43; Factorio 0.11.1
3718.597452 Warning C:\Factorio\src\Data/ModManager.cpp:353: Filename of mod C:/Users\sandro1\Desktop\Spiele\Factorio - Hardcore - 0.11\mods\NoMoreBots is deprecated, should be NoMoreBots_0.1.0
3718.607629 Warning C:\Factorio\src\Data/ModManager.cpp:353: Filename of mod C:/Users\sandro1\Desktop\Spiele\Factorio - Hardcore - 0.11\mods\Robo-Charge is deprecated, should be Robo-Charge_0.3.0
3718.609893 Warning C:\Factorio\src\Data/ModManager.cpp:353: Filename of mod C:/Users\sandro1\Desktop\Spiele\Factorio - Hardcore - 0.11\mods\StoneAge is deprecated, should be StoneAge_0.0.2
3718.612262 Warning C:\Factorio\src\Data/ModManager.cpp:353: Filename of mod C:/Users\sandro1\Desktop\Spiele\Factorio - Hardcore - 0.11\mods\TimeButtons is deprecated, should be TimeButtons_0.2.0
3718.664848 Warning C:\Factorio\src\Data/ModManager.cpp:353: Filename of mod C:/Users\sandro1\Desktop\Spiele\Factorio - Hardcore - 0.11\mods\cargo-upgrade is deprecated, should be cargo-upgrade_0.1.0
3718.665382 Warning C:\Factorio\src\Data/ModManager.cpp:353: Filename of mod C:/Users\sandro1\Desktop\Spiele\Factorio - Hardcore - 0.11\mods\magnet is deprecated, should be magnet_1.2.1
3718.665829 Warning C:\Factorio\src\Data/ModManager.cpp:353: Filename of mod C:/Users\sandro1\Desktop\Spiele\Factorio - Hardcore - 0.11\mods\rail-layer is deprecated, should be rail-layer_0.1.0
3718.666282 Warning C:\Factorio\src\Data/ModManager.cpp:353: Filename of mod C:/Users\sandro1\Desktop\Spiele\Factorio - Hardcore - 0.11\mods\terminalchest is deprecated, should be terminalchest_1.0.0
3718.670208 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod core 0.0.0 (data.lua)
3718.706663 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod base 0.11.1 (data.lua)
3719.034649 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod rail-layer 0.1.0 (data.lua)
3719.332076 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod test-mode 0.11.0 (data.lua)
3719.639763 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod BeltBlocker 1.0.0 (data.lua)
3719.959242 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod Compression Chests 1.3.4 (data.lua)
3720.295787 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod DyTech-Core 0.13.3 (data.lua)
3721.084330 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod Equalizer_Chests 1.0.0 (data.lua)
3721.432282 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod Explosive Termites 1.1.4 (data.lua)
3721.908399 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod FactorioMaps 0.4.0 (data.lua)
3722.285768 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod Landfill 2.1.1 (data.lua)
3722.655918 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod Liquid-Station-Mod 0.3.0 (data.lua)
3723.145643 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod Loot-able Rocks 1.0.0 (data.lua)
3723.572073 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod NoMoreBots 0.1.0 (data.lua)
3724.014282 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod PocketBots 0.1.2 (data.lua)
3724.471261 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod Resource-Monitor-Mod 0.5.2 (data.lua)
3724.930671 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod Robo-Charge 0.3.0 (data.lua)
3725.343145 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod Smart-Circuit-Systems 0.2.1 (data.lua)
3725.829929 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod TheFatController 0.0.8 (data.lua)
3726.330209 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod TimeButtons 0.2.0 (data.lua)
3726.781338 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod Treefarm-Mod 1.2.3 (data.lua)
3727.385397 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod cargo-upgrade 0.1.0 (data.lua)
3727.825871 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod magnet 1.2.1 (data.lua)
3728.332231 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod terminalchest 1.0.0 (data.lua)
3728.755642 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod AlienPlant 0.1.0 (data.lua)
3729.221057 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod DyTech-Automation 1.3.2 (data.lua)
3729.932959 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod DyTech-Inserters 1.2.0 (data.lua)
3730.483514 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod DyTech-Logistic 1.3.0 (data.lua)
3731.032070 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod DyTech-Storage 1.4.0 (data.lua)
3731.602351 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod DyTech-Tools 2.2.0 (data.lua)
3732.249084 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod Yuoki 0.2.14 (data.lua)
3733.947505 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod DyTech-Metallurgy 2.1.0 (data.lua)
3736.732677 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod DyTech-Warfare 2.1.0 (data.lua)
3739.690339 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod bobores 0.6.2 (data.lua)
3741.696510 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod bobplates 0.7.2 (data.lua)
3743.728403 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod StoneAge 0.0.2 (data.lua)
3745.279380 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod bobassembly 0.1.7 (data.lua)
3746.842231 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod bobelecoveride 0.1.0 (data.lua)
3748.641884 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod bobmodules 0.2.3 (data.lua)
3750.408638 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod bobpower 0.1.6 (data.lua)
3752.072692 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod base 0.11.1 (data-updates.lua)
3754.079968 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod bobelecoveride 0.1.0 (data-updates.lua)
3756.057804 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod bobelecoveride 0.1.0 (data-final-fixes.lua)
3760.987164 Error C:\Factorio\src\Util/Util.cpp:38: Error in assignID, 'electronic-circuit' was not recognized id of recipe
Re: [0.11.x][v0.1.0]Electronics Overide
Posted: Sun Nov 09, 2014 3:07 pm
by bobingabout
SuperSandro2000 wrote:This happens every time. Here is the log file.
How odd... I am obviously missing something...
the data.lua file for this mod is one of the very last data.lua files to load, which means the final-fixes version is likely the only final fixes file being loaded, so nothing should be trying to access electronic circuits after it.
Back to the drawing board with this one I guess, I'll see if I can fix it.
it would help if you could try turning off all these mods, and try loading the game turning them on one by one to find out which ones break it, that's quite an extensive list to go through.
Re: [0.11.x][v0.1.0]Electronics Overide
Posted: Sun Nov 09, 2014 3:15 pm
by Boogieman14
Let me help with the elimination process I have a game running with override, using the following mods from the list:
3719.959242 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod Compression Chests 1.3.4 (data.lua)
3721.084330 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod Equalizer_Chests 1.0.0 (data.lua)
3721.432282 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod Explosive Termites 1.1.4 (data.lua)
3722.285768 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod Landfill 2.1.1 (data.lua)
3724.471261 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod Resource-Monitor-Mod 0.5.2 (data.lua)
3725.829929 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod TheFatController 0.0.8 (data.lua)
3726.781338 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod Treefarm-Mod 1.2.3 (data.lua)
3741.696510 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod bobplates 0.7.2 (data.lua)
3745.279380 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod bobassembly 0.1.7 (data.lua)
3746.842231 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod bobelecoveride 0.1.0 (data.lua)
3748.641884 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod bobmodules 0.2.3 (data.lua)
3750.408638 Info C:\Factorio\src\Data/ModManager.cpp:237: Loading mod bobpower 0.1.6 (data.lua)
Re: [0.11.x][v0.1.1]Electronics Overide
Posted: Sun Nov 09, 2014 4:48 pm
by bobingabout
I think the issue is that I deleted the base game electronics recipe, when what I should have done is Disabled it, and made all instances of it give my electronics instead.
However, this doesn't take into account special case scenarios like the blueprints, where resetting them requires electroics, this was broken.
So I released a new version that goes the other way around, replaing all instances of my electronics in recipes with the base game's version, but then alters the base game items to look like mine, with recipes to match mine.
Give this a try, see if it works any better.
Re: [0.11.x][v0.1.1]Electronics Overide
Posted: Sun Nov 09, 2014 9:10 pm
by bobingabout
I forgot a thing
thing fixed in 0.1.2
Re: [0.11.x][v0.1.2]Electronics Overide
Posted: Sun Nov 09, 2014 9:18 pm
by Boogieman14
Is this "thing" specifically related to Sandro's problem (or the changes you did for that), or is this something everyone should install?
Re: [0.11.x][v0.1.2]Electronics Overide
Posted: Mon Nov 10, 2014 12:23 am
by bobingabout
the "thing" was a result of something I did in 0.1.1 that meant you had 2 identical items side by side (My electronics, and the base game's electronics that were re-defined to apear as my electronics) when you went into the logistic system to choose filters, request items etc, and only one of those 2 items were buildable.
the 0.1.2 fix removed the duplicate.
0.1.1 should have fixed Sandro's problem.
Everyone who wants to use this mod should probably use 0.1.2.