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https://mods.factorio.com/mods/Deadlock ... Revolution
Easy! Just break your legPTTG wrote: Fri Sep 06, 2019 6:38 pm Now I just need to figure out how to convince my boss I'm too sick to work.
No idea without seeing a mod list and then probably no idea after that as well. Essentially, if it's not on the Supported Mods list, then I know nothing about it.Adamo wrote: Fri Sep 06, 2019 7:33 pm Yo Deadlock, any idea what I should be looking for that's interacting with IR to cause a circular tech tree around the logistics tech? I already disabled Dragon Industries, which was the thing I immediately thought of as changing the tech tree in any major way.
This is good to know.Deadlock989 wrote: Fri Sep 06, 2019 7:46 pm Anything which inserts iron components via unlock anywhere before the tech called deadlock-iron-age will create a circular dependency.
Officially, if it's not on the Supported Mods list, then I expect other mods not to work, unless they are control scripts only or don't add any new recipes or change any existing ones at all.Adamo wrote: Fri Sep 06, 2019 7:57 pmI'm looking around -- I think in that case it was vanilla loaders HD. I'll bug you with a mod list if it ever becomes useful, but for now I'm fucking with it. Gold processing also caused a circular tech tree. Knowing more about what you're doing internally would be good, but I know you're probably busy.
Code: Select all
30.234 Mods to disable:Fehler beim Laden der Mods: __IndustrialRevolution__/data.lua:29: ...alRevolution__/code/technology/technology-regenerate.lua:28: Tech contains non-existent recipe unlock: se-rocket-fuel-from-water, se-rocket-fuel-from-water-copper
stack traceback:
[C]: in function 'error'
...alRevolution__/code/technology/technology-regenerate.lua:28: in main chunk
[C]: in function 'require'
__IndustrialRevolution__/data.lua:29: in main chunk
stack traceback:
[C]: in function 'require'
__IndustrialRevolution__/data.lua:29: in main chunk
Code: Select all
30.539 Mods to disable:Fehler beim Laden der Mods: __bullet-trails__/data-updates.lua:14: attempt to index field '?' (a nil value)
stack traceback:
__bullet-trails__/data-updates.lua:14: in function 'add_trail_to_ammo'
__bullet-trails__/data-updates.lua:23: in main chunk
Space Exploration is not currently supported. Future support is planned.
I actually did pick up on this immediately. It was obvious, because of the circular thing, and the name of your file. But without knowledge of how it rebuilds it, of course, it's hard to know how to order things to fit what your algorithm expects.Deadlock989 wrote: Fri Sep 06, 2019 8:12 pm - IR completely destroys and then rebuilds literally the entire tech tree during its data.lua phase. I'm not kidding. It wrecks that shit. You have no idea.
For my needs, and because it's interesting, I think the best thing is to try to put things in a place where IR would "sweep them up" along with everything else, so to speak, if you've written things in a way that makes that possible.Deadlock989 wrote: Fri Sep 06, 2019 8:12 pm - You can avoid being swept up in that by requiring IR as a dependency and letting it do its implacable thing first. At that point all of your code can't assume that recipes, technologies, items, entities, animations, sprites, controls, events, and projectiles have any of the properties defined in the base mod. Anything you do may end up making no sense in an IR game because black is now officially white and beans are now peas. Test everything. If you set an icon, set its size, don't assume it's still vanilla size. If you expect an entity to have a particular sprite sheet attached, you will be wrong, load it yourself instead of assuming the data.raw snippet you just tablecopied is going to have one fixed value forever. Etc. etc.
Very good to know.Deadlock989 wrote: Fri Sep 06, 2019 8:12 pm - Last resort, moving all of your stuff to data-updates or data-final-fixes. IR still does a few things in the later stages but nowhere near as drastic as earlier.
Code: Select all
35.525 Mods to disable:Fehler beim Laden der Mods: __Dectorio__/data-updates.lua:3: __Dectorio__/prototypes/third-party/alien-biomes.lua:132: attempt to perform arithmetic on field 'count' (a nil value)
stack traceback:
__Dectorio__/prototypes/third-party/alien-biomes.lua:132: in main chunk
[C]: in function 'require'
__Dectorio__/data-updates.lua:3: in main chunk
stack traceback:
[C]: in function 'require'
__Dectorio__/data-updates.lua:3: in main chunk
Is Alien Biomes in the supported mods list?steinio wrote: Fri Sep 06, 2019 8:31 pm Ok, ok.
But Dectorio is explicitly named in the optional dependencies.
Without IR the game starts flawless.
No, but add a lot.
Yep, I remember you told me about those, already.
Oh boy what a wreck.Deadlock989 wrote: Fri Sep 06, 2019 8:32 pmIs Alien Biomes in the supported mods list?steinio wrote: Fri Sep 06, 2019 8:31 pm Ok, ok.
But Dectorio is explicitly named in the optional dependencies.
Without IR the game starts flawless.
Yes, I "dared" not to test and include every single mod on the portal first, even the ones I never use or the ones that are famous for breaking stuff. Or, as in this case, both. I will probably look at AB when I get around to SE but not before.steinio wrote: Fri Sep 06, 2019 8:36 pmLook i'm IR - dare to use all the favorite mods you are used to...