[MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug

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Mooncat
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Re: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug

Post by Mooncat » Sun Aug 20, 2017 6:22 pm

DRY411S wrote:Hi, there's a recipe in this mod that my Recycling Machines mod does not like. Before I change my mod to ignore it, I thought I'd post here to see whether it's a bug with your mod. The recipe has ingredients, but no results. The category is "advanced-crafting" which means that the item must be made in an assembly machine, but what is the point if it doesn't actually make anything?

Code: Select all

{
  allow_decomposition = false,
  category = "advanced-crafting",
  enabled = false,
  energy_required = 10,
  icon = "__supportive-weapons__/graphics/icons/tissue-leaching.png",
  ingredients = {
    {
      amount = 1,
      name = "supportive-weapons_dissolved-tissue",
      type = "item"
    },
    {
      amount = 5,
      name = "sulfuric-acid",
      type = "fluid"
    }
  },
  main_product = "",
  name = "supportive-weapons_tissue-leaching",
  order = "i[supportive-weapons]-a[tissue-leaching]",
  requester_paste_multiplier = 10,
  subgroup = "raw-material",
  type = "recipe"
}
The results are created in data-final-fixes based on autoplaces and some other maths.
Is it possible to ignore the recipe if allow_decomposition is false on your side?
It is an official attribute explained here: viewtopic.php?t=46532&p=267589#p267589
My mods (Deprecated, maybe temporary... idk. Currently enjoying vanilla 0.17): Article: List of black magic for modding

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Re: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug

Post by DRY411S » Sun Aug 20, 2017 8:25 pm

Mooncat wrote:The results are created in data-final-fixes based on autoplaces and some other maths.
Yuk. That means that whether I can recycle this recipe depends whether your mod data-final-fixes or my mod data-final-fixes (where the Recycling recipes are built), runs first. If yours runs first, then I don't get an error.
Mooncat wrote:Is it possible to ignore the recipe if allow_decomposition is false on your side?
It is an official attribute explained here: viewtopic.php?t=46532&p=267589#p267589
That would seem the best way, as I don't allow things to be recycled back to the very raw ingredients, like ore for example.

I can also ignore any recipe that does not have any results, but I thought I'd check to see whether this was a bug.

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Re: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug

Post by featherwinglove » Sun Sep 03, 2017 9:17 pm

Looking this up, I seriously got this stuck in my head. If you can't figure out why and don't want to (or can't) get that game, check it out.
Pbleadhead wrote: So what we're gonna do is use a sticky foam as bait We're gonna freeze them in position, which is good 'cus then I can EMP and spider them.

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Re: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug

Post by Darloth » Mon Feb 05, 2018 12:12 pm

I still really like this mod for expanding combat potential, so it would be lovely to see it in 0.16 whenever that becomes possible.

I'm building a trains and biters world right now and the thought that I'll have to do without glue and all sorts of fancy electric zaps is rather sad.

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Re: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug

Post by Tomik » Mon Sep 10, 2018 7:23 pm

Can someone please adopt Supportive Weapons, please?
Image

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Re: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug

Post by schmorp » Wed Apr 17, 2019 8:09 am

The mod author expressly forbids people to adopt his mod, so this is unlikely to happen until the author changes his stance.

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Re: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug

Post by ZombieMooose » Sat Jul 06, 2019 2:12 pm

schmorp wrote:
Wed Apr 17, 2019 8:09 am
The mod author expressly forbids people to adopt his mod, so this is unlikely to happen until the author changes his stance.
Looks abandoned to me.

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Re: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug

Post by slippycheeze » Sat Jul 06, 2019 4:29 pm

ZombieMooose wrote:
Sat Jul 06, 2019 2:12 pm
schmorp wrote:
Wed Apr 17, 2019 8:09 am
The mod author expressly forbids people to adopt his mod, so this is unlikely to happen until the author changes his stance.
Looks abandoned to me.
Doesn't change the law, and the license agreement - unless you want to take it to court with a good IP lawyer - is entirely clear: you can download and use it. You can modify it yourself, if you wish.

You may not distribute a modified version, or even an unmodified version, in any way, full stop. You can't even upload an unmodified version to the forums or mod portal; only the original author can do that.

So ... abandoned and dead as the dodo. Which is presumably exactly what the original author wanted to happen if they stopped maintaining it.

You can certainly take the ideas and reimplement them from scratch, without use of, or even reference to ,the implementation of this mod, but ... that is as far as it goes. Sorry. They chose to use a license that kills their work when they stop caring, so their work is dead now.

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Re: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug

Post by ZombieMooose » Sun Jul 07, 2019 11:08 pm

slippycheeze wrote:
Sat Jul 06, 2019 4:29 pm
ZombieMooose wrote:
Sat Jul 06, 2019 2:12 pm
schmorp wrote:
Wed Apr 17, 2019 8:09 am
The mod author expressly forbids people to adopt his mod, so this is unlikely to happen until the author changes his stance.
Looks abandoned to me.
Doesn't change the law, and the license agreement - unless you want to take it to court with a good IP lawyer - is entirely clear: you can download and use it. You can modify it yourself, if you wish.

You may not distribute a modified version, or even an unmodified version, in any way, full stop. You can't even upload an unmodified version to the forums or mod portal; only the original author can do that.

So ... abandoned and dead as the dodo. Which is presumably exactly what the original author wanted to happen if they stopped maintaining it.

You can certainly take the ideas and reimplement them from scratch, without use of, or even reference to ,the implementation of this mod, but ... that is as far as it goes. Sorry. They chose to use a license that kills their work when they stop caring, so their work is dead now.
Check clause 8 (Ownership) of the licence and then check last update on the mod portal.

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Re: [MOD 0.15.31+] Supportive Weapons v0.3.1 - Fixed bug

Post by slippycheeze » Sun Jul 07, 2019 11:29 pm

ZombieMooose wrote:
Sun Jul 07, 2019 11:08 pm
slippycheeze wrote:
Sat Jul 06, 2019 4:29 pm
ZombieMooose wrote:
Sat Jul 06, 2019 2:12 pm
schmorp wrote:
Wed Apr 17, 2019 8:09 am
The mod author expressly forbids people to adopt his mod, so this is unlikely to happen until the author changes his stance.
Looks abandoned to me.
You may not distribute a modified version, or even an unmodified version, in any way, full stop. You can't even upload an unmodified version to the forums or mod portal; only the original author can do that.
Check clause 8 (Ownership) of the licence and then check last update on the mod portal.
I stand corrected. You can go right ahead and take ownership indeed. Sorry for the wasted time.

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