[MOD 0.12.x] HardCrafting 0.3.15

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judos
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Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x

Post by judos »

Thanks for the report. I'm afraid I can't fix it right away since i'm on vacation for two weeks :)
Currently known workaround is just to set the energy usage to 0kW. Then it will work but the belt sorter will show a blinking no-energy sign. Don't worry it should work anyway.
Check in the file prototypes/belt-sorter.lua where it says energy_usage="-1kW"

pieppiep
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Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x

Post by pieppiep »

judos wrote:ToDo / In progress for next version:
- Add special processing for other ores (DyTech, bobs mods)
I would really like this :)
Are you still thinking about this?

belze
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Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x

Post by belze »

Hey i am getting this error on 0.13.12 any way to fix this ? And yes its caused by hardcrafting, when i remove it from mod directory game runs fine
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daniel34
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Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x

Post by daniel34 »

belze wrote:Hey i am getting this error on 0.13.12 any way to fix this ? And yes its caused by hardcrafting, when i remove it from mod directory game runs fine
Quick fix:
Open the file hardCrafting_0.4.1\prototypes\technology-fixes.lua and comment out the following line by adding -- in front of it:

Code: Select all

-- table.insert(data.raw.technology["advanced-electronics"].prerequisites,"plastics")
Explanation:
Version 0.13.12 changelog wrote:
  • Modding
    • Fixed crash when technology prerequisites ended up being recursive. (30061)
The fix is supposed to only show this error when technologies are circular/recursive. In HardCrafting it happens because the mod adds the prerequisite Plastics to Advanced Electronics although it already has this prerequisite from the base game.
Not sure if this should be reported as a bug in the base game as the error message is wrong / having prerequisites twice didn't prevent the game from loading in earlier versions.
EDIT: added to the original bug report here
quick links: log file | graphical issues | wiki

belze
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Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x

Post by belze »

Thank you its fixed :) going to try your mod now.

daniel34
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Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x

Post by daniel34 »

belze wrote:Thank you its fixed :) going to try your mod now.
Not my mod, but you're welcome.
quick links: log file | graphical issues | wiki

judos
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Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x

Post by judos »

Thanks daniel34 for the quick response :)
I will have a look as soon as I'm back (eta 2.aug).

Basically I added that technology dependency because the advanced circuits actually required plastic in the recipe anyway.
Since Factorio cleared up the technology tree anyway it's best to remove it now.

NoriSilverrage
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Re: [MOD 0.12.x] HardCrafting 0.3.15 + 0.4.1 for 0.13.x

Post by NoriSilverrage »

I don't see this mentioned... But when I click on the gui for the belt sorter it crashes. I'll get the specific error later today. I think the discussions on the mod portal has someone who has this issue as well.

judos
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Re: [MOD 0.12.x] HardCrafting 0.3.15

Post by judos »

Hi guys, returned from vacations ;)

I updated hardCrafting to 0.4.3 and created a new page for hardCrafting solely for 0.13.x here.
Two fixes are done:
- remove redundant technology dependency
- fixed recipe issue (dried dirt to landfill)
Download it here!

/edit:

I updated beltSorter to 0.2.1 and created a new page for beltSorter solely for 0.13.x here.
Three fixes are done:
- fixed mod not loading with negative belt-sorter-lamp energy usage
- fixed issue with LuaSurface::find_entities
- added missing locale messages (just in english) (Thanks to vitorboschi)

Aaand entirely new graphics thanks to Arch666Angel!
Download the mod here!

@pieppiep: Yes the todo list is still to be done. I didn't find the time yet to work on it. If you come up with concrete suggestions i'm open for any propositions which speed up these features ;)
@NoriSilverrage: I think your problem was fixed by adding those missing locale keys if I'm right. Otherwise please tell me more about it.
v 0.2.1 animation-2.gif
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Actually the animation is not working yet (still have to think about how to integrate it)

Solarion
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Re: [MOD 0.12.x] HardCrafting 0.3.15

Post by Solarion »

Not sure if this forum is still active with the mod portal up. but I didn't get a reply there either.

Is it intended that the incinerators produce a small amount of coal dust?

judos
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Re: [MOD 0.12.x] HardCrafting 0.3.15

Post by judos »

Hi Solarion,

The forum is active (and especially I do get an email for posts here, which is sadly not the case in the mod portal).
Please also see the newer thread for HardCrafting 0.4.x +

About the coal dust: yes that's on purpose, it's like a small return of your items in the form of ash / coal dust ;)

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