[MOD 0.12.x] Marathon 1.0.3
Re: [MOD 0.12.x] Marathon 1.0.3
any chance of a download mirror the mod portal doesn't seem to be working. many thanks for the mod
Re: [MOD 0.12.x] Marathon 1.0.3
same problems here. I cant use Factorio because the download doesnt work and on the webseite he doesnt let me in (white website after try to login)
I guess it is a bit overload of the server currently because the website code seem to be broken sometimes and sometimes it is fine.
Edit: now the website work but the download mirrow is broken.
I guess it is a bit overload of the server currently because the website code seem to be broken sometimes and sometimes it is fine.
Edit: now the website work but the download mirrow is broken.
Re: [MOD 0.12.x] Marathon 1.0.3
For anyone else impatiently waiting, this is the new version built from the github source.
- Attachments
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- marathon_1.1.0.zip
- (17.46 KiB) Downloaded 133 times
Re: [MOD 0.12.x] Marathon 1.0.3
You tha real MVP.Izzybelle wrote:For anyone else impatiently waiting, this is the new version built from the github source.
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Re: [MOD 0.12.x] Marathon 1.0.3
Marathon is dependent on all of the Bob's mods modules. I don't want to use them all but if i disable one of them, the game stops working because it wants Marathon to use all of Bob's modules.
Re: [MOD 0.12.x] Marathon 1.0.3
Marathon should not be dependent on any of them, and you should be able to mix and match. Please post which ones you were using and I will look into the issue.mbattjes@gmail.com wrote:Marathon is dependent on all of the Bob's mods modules. I don't want to use them all but if i disable one of them, the game stops working because it wants Marathon to use all of Bob's modules.
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Re: [MOD 0.12.x] Marathon 1.0.3
Copy of my response on the mod portal:
It works when i remove the turret and production recipe dependencies from the updates lua. I was using bobs library, assembly, modules, power, logistics and config (also using mining now that its fixed). Was getting errors about steel bearings and steel gear wheels but theres probably more.
It works when i remove the turret and production recipe dependencies from the updates lua. I was using bobs library, assembly, modules, power, logistics and config (also using mining now that its fixed). Was getting errors about steel bearings and steel gear wheels but theres probably more.
Re: [MOD 0.12.x] Marathon 1.0.3
Ok, thanks, I'll debug.mbattjes@gmail.com wrote:Copy of my response on the mod portal:
It works when i remove the turret and production recipe dependencies from the updates lua. I was using bobs library, assembly, modules, power, logistics and config (also using mining now that its fixed). Was getting errors about steel bearings and steel gear wheels but theres probably more.
Re: [MOD 0.12.x] Marathon 1.0.3
What would it take to make Angel's mods be supported by marathon in similar way to Bobs?
Main thing those mods do is to revmap resource production by having 4-5 steps stuff can go through to maximize yields and byproducts. It doesn't add much intermediates other than catalysts used in ore production.
Is there anything other that would be required besides just increasing the amount of stuff one gets from the first step of processing? I haven't played with marathon all that much but from what I gather, one of the main goals of it is to force player to have a LOT more materials moving around while not increasing mining requirements quite as drastically.
Main thing those mods do is to revmap resource production by having 4-5 steps stuff can go through to maximize yields and byproducts. It doesn't add much intermediates other than catalysts used in ore production.
Is there anything other that would be required besides just increasing the amount of stuff one gets from the first step of processing? I haven't played with marathon all that much but from what I gather, one of the main goals of it is to force player to have a LOT more materials moving around while not increasing mining requirements quite as drastically.
Re: [MOD 0.12.x] Marathon 1.0.3
I have done one, but I havent got the time to check if angels has made any chances to his mods. I will notify through this and angels mod topic when im done
Re: [MOD 0.12.x] Marathon 1.0.3
Is there a way in data.lua to test whether Marathon mod is enabled? I have a request to make 'marathon' Recycling Machine recipes and entities in my mod if Marathon mod is enabled.
Re: [MOD 0.12.x] Marathon 1.0.3
First thing that comes to my mind is to place optional dependency on Marathon and then check data.raw for changes it does.DRY411S wrote:Is there a way in data.lua to test whether Marathon mod is enabled? I have a request to make 'marathon' Recycling Machine recipes and entities in my mod if Marathon mod is enabled.
I don't think Marathon adds unique items so it can't be detected this way. IT also doesn't have config so no variables to read on data stage.
Re: [MOD 0.12.x] Marathon 1.0.3
I just did a bit of a test, and I think that if I test for a global variable called 'marathon' (set in Marathon Mod 'data.lua') then that tells me that it's enabled.orzelek wrote:First thing that comes to my mind is to place optional dependency on Marathon and then check data.raw for changes it does.DRY411S wrote:Is there a way in data.lua to test whether Marathon mod is enabled? I have a request to make 'marathon' Recycling Machine recipes and entities in my mod if Marathon mod is enabled.
I don't think Marathon adds unique items so it can't be detected this way. IT also doesn't have config so no variables to read on data stage.
Re: [MOD 0.12.x] Marathon 1.0.3
Ahh yes - seems to be done for this purposeDRY411S wrote:I just did a bit of a test, and I think that if I test for a global variable called 'marathon' (set in Marathon Mod 'data.lua') then that tells me that it's enabled.orzelek wrote:First thing that comes to my mind is to place optional dependency on Marathon and then check data.raw for changes it does.DRY411S wrote:Is there a way in data.lua to test whether Marathon mod is enabled? I have a request to make 'marathon' Recycling Machine recipes and entities in my mod if Marathon mod is enabled.
I don't think Marathon adds unique items so it can't be detected this way. IT also doesn't have config so no variables to read on data stage.
Re: [MOD 0.12.x] Marathon 1.0.3
Awesome. Let me know.IhanaMies wrote:I have done one, but I havent got the time to check if angels has made any chances to his mods. I will notify through this and angels mod topic when im done
Re: [MOD 0.12.x] Marathon 1.0.3
My Recycling Machines Mod is now updated so that the Recycling Machines cost the same as Assembly Machines if the Marathon Mod is enabled. Check it out at https://mods.factorio.com/mods/DRY411S/ZRecyclingorzelek wrote:Ahh yes - seems to be done for this purposeDRY411S wrote:I just did a bit of a test, and I think that if I test for a global variable called 'marathon' (set in Marathon Mod 'data.lua') then that tells me that it's enabled.orzelek wrote:First thing that comes to my mind is to place optional dependency on Marathon and then check data.raw for changes it does.DRY411S wrote:Is there a way in data.lua to test whether Marathon mod is enabled? I have a request to make 'marathon' Recycling Machine recipes and entities in my mod if Marathon mod is enabled.
I don't think Marathon adds unique items so it can't be detected this way. IT also doesn't have config so no variables to read on data stage.
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Re: [MOD 0.12.x] Marathon 1.0.3
I got an error message trying to load the latest (1.1.2) version .
How do I fix it?
Code: Select all
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Error
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Failed to load mod "marathon 1.1.2"
__marathon__/data-updates.lua:109: __marathon__/prototypes/bobsmods/recipe-production.lua:27: attempt to call a table value
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OK
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Re: [MOD 0.12.x] Marathon 1.0.3
Update to 1.1.3 and and ask me not to make typos.Bizobinator wrote:I got an error message trying to load the latest (1.1.2) version .
How do I fix it?Code: Select all
--------------------------- Error --------------------------- Failed to load mod "marathon 1.1.2" __marathon__/data-updates.lua:109: __marathon__/prototypes/bobsmods/recipe-production.lua:27: attempt to call a table value --------------------------- OK ---------------------------
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Re: [MOD 0.12.x] Marathon 1.0.3
So..... I got a different error this time
Code: Select all
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Error
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Failed to load mod "marathon 1.1.3"
__marathon__/data-updates.lua:109: __marathon__/stdlib/data/recipe.lua:43: bad argument #1 to 'match' (string expected, got table)
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OK
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Re: [MOD 0.12.x] Marathon 1.0.3
That's what I get for "fixing" an issue without actually testing it.Bizobinator wrote:So..... I got a different error this time
Code: Select all
--------------------------- Error --------------------------- Failed to load mod "marathon 1.1.3" __marathon__/data-updates.lua:109: __marathon__/stdlib/data/recipe.lua:43: bad argument #1 to 'match' (string expected, got table) --------------------------- OK ---------------------------
I did load up all of bob's mods this time and verified 1.1.4 fixes it.