[0.16.37] Starfall: Amator Phasma's Modpack (BETA)
- AmatorPhasma
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Re: [0.16.36] Starfall: Amator Phasma's Modpack (BETA)
... and update is online.
You need to start a new game.
You need to start a new game.
- AmatorPhasma
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Re: [0.16.36] Starfall: Amator Phasma's Modpack (BETA)
In Version 0.16.63
- Rewrite of the recycler functions for recipe generation and recipe additions.
This change alter some recipes, after updating to this version, look at your filter inserter!.
The functions are now dynamic for an extraction as a stand alone mod in the future, some people ask about it, and I will do this soon(tm).
- Changed generation for orepatches (amount and shape) after a meteorite impact. You should now find a bit more ores for mining, also there is a chanche (20%) that an meteroite impacts in the same area as the last one. Refactored of some functions for a later extraction as an stand alone mod, some people ask about it, and I will do this soon(tm).
- Updated dependencie: YARM - Resource Monitor to Version 0.7.304.
- scrap metal probability increased from 15% to 25%.
- reduced solar eclipse events by factor 2.
- increased wooden rails max health to 350 and rails (tier 2) to 750.
- Rewrite of the recycler functions for recipe generation and recipe additions.
This change alter some recipes, after updating to this version, look at your filter inserter!.
The functions are now dynamic for an extraction as a stand alone mod in the future, some people ask about it, and I will do this soon(tm).
- Changed generation for orepatches (amount and shape) after a meteorite impact. You should now find a bit more ores for mining, also there is a chanche (20%) that an meteroite impacts in the same area as the last one. Refactored of some functions for a later extraction as an stand alone mod, some people ask about it, and I will do this soon(tm).
- Updated dependencie: YARM - Resource Monitor to Version 0.7.304.
- scrap metal probability increased from 15% to 25%.
- reduced solar eclipse events by factor 2.
- increased wooden rails max health to 350 and rails (tier 2) to 750.
Re: [0.16.36] Starfall: Amator Phasma's Modpack (BETA)
i like what you have done so far but i am having issues when trying to run a few other mods along side yours. factorissimo2 v2.2.3 seems to crash the server whenever i place one of it's buildings. and toolbelt21 v1.0.4 doesn't even let the game get past the mod check. is there something i am doing wrong or any way you could make these work? they were working with the last version of your pack but with this latest update they both started giving issues.
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Re: [0.16.36] Starfall: Amator Phasma's Modpack (BETA)
I need the log file right after the crash to dig into this problem.Yarvino wrote:i like what you have done so far but i am having issues when trying to run a few other mods along side yours. factorissimo2 v2.2.3 seems to crash the server whenever i place one of it's buildings. and toolbelt21 v1.0.4 doesn't even let the game get past the mod check. is there something i am doing wrong or any way you could make these work? they were working with the last version of your pack but with this latest update they both started giving issues.
If there was working with the previous version it might have to do with some changes I made in my mod.
Re: [0.16.36] Starfall: Amator Phasma's Modpack (BETA)
https://pastebin.com/GHujy5Bf is the crash for the factissimo2 crash ... the toolbelt thing i am not too worried about. but i would really like the factissimo thing to work as it is a HUGE space saver for the how big things end up getting with all the cool things in this mod pack.
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Re: [0.16.36] Starfall: Amator Phasma's Modpack (BETA)
Hey,
the related lines to your problem:
The mod "factorissimo2" adds tiles, too many tiles, with alien bioms and the other mods we have more than 255 and that is a limitaion of the game engine. I can not raise this value.
Alien bioms cut out any tile that has an higher ID than 255 thats it why factorissimo2 crashes because it refer to a tile that was removed to fit the limitation.
I already remove some tiles from other mods during the loading, and all references to it (placing attribute in items and so on):
As a quick workaround we have two options:
1) play without alien biomes, simply delete it, my modpack will start without it.
2) play without "AsphaltRoads" - a little handwork:
- remove the this line "AsphaltRoads = 1.1.3" from my "info.json"
- remove this line "require('prototypes.patches.asphalt_roads')" from the "data-final-fixes.lua" (because I dont check if the mod is present here...)
- delete the mod AsphaltRoads.
I will provide an internal fix for it in the next version, I thinking about to delete the asphalt tiles with the yellow lines if Factorissimo 2 is present... or something similar.
the related lines to your problem:
Code: Select all
27.417 Script @__ap_modpack__/prototypes/overwrites/tile.lua:69: ---------------------------------------------------------------------------
27.417 Script @__ap_modpack__/prototypes/overwrites/tile.lua:70: DEBUG: AP_MODPACK Tiles in game: 259
27.417 Script @__ap_modpack__/prototypes/overwrites/tile.lua:71: ---------------------------------------------------------------------------
28.354 Script @__alien-biomes__/data-final-fixes.lua:166: More than 255 tiles are defined, the game will not load unless some are removed.
28.631 Script @__alien-biomes__/data-final-fixes.lua:232: Tile 171 included: factory-floor-1
28.631 Script @__alien-biomes__/data-final-fixes.lua:232: Tile 172 included: factory-entrance-1
28.631 Script @__alien-biomes__/data-final-fixes.lua:232: Tile 173 included: factory-pattern-1
28.631 Script @__alien-biomes__/data-final-fixes.lua:232: Tile 174 included: factory-wall-1
28.631 Script @__alien-biomes__/data-final-fixes.lua:232: Tile 175 included: factory-floor-2
28.631 Script @__alien-biomes__/data-final-fixes.lua:232: Tile 176 included: factory-entrance-2
28.631 Script @__alien-biomes__/data-final-fixes.lua:232: Tile 177 included: factory-pattern-2
28.631 Script @__alien-biomes__/data-final-fixes.lua:232: Tile 178 included: factory-wall-2
28.631 Script @__alien-biomes__/data-final-fixes.lua:232: Tile 179 included: factory-floor-3
28.631 Script @__alien-biomes__/data-final-fixes.lua:232: Tile 180 included: factory-entrance-3
28.631 Script @__alien-biomes__/data-final-fixes.lua:232: Tile 181 included: factory-pattern-3
28.631 Script @__alien-biomes__/data-final-fixes.lua:232: Tile 182 included: factory-wall-3
28.636 Script @__alien-biomes__/data-final-fixes.lua:248: Tile 256 excluded: Arci-marking-yellow-dl-left-turn-up
28.638 Script @__alien-biomes__/data-final-fixes.lua:248: Tile 257 excluded: Arci-marking-yellow-dl-left-turn-right
28.640 Script @__alien-biomes__/data-final-fixes.lua:248: Tile 258 excluded: Arci-marking-yellow-dl-left-turn-down
28.642 Script @__alien-biomes__/data-final-fixes.lua:248: Tile 259 excluded: Arci-marking-yellow-dl-left-turn-left
28.643 Script @__alien-biomes__/data-final-fixes.lua:248: Tile 260 excluded: out-of-factory
119878.857 Error ServerMultiplayerManager.cpp:96: MultiplayerManager failed: "Error while running event Factorissimo2::on_built_entity (ID 6)
Unknown tile name: out-of-factory
Alien bioms cut out any tile that has an higher ID than 255 thats it why factorissimo2 crashes because it refer to a tile that was removed to fit the limitation.
I already remove some tiles from other mods during the loading, and all references to it (placing attribute in items and so on):
Code: Select all
27.412 Script @__ap_modpack__/prototypes/asphaltroads_integration/reduce-tiles.lua:20: Tile: Arci-asphalt-hazard-white-right deleted.
27.413 Script @__ap_modpack__/prototypes/asphaltroads_integration/reduce-tiles.lua:20: Tile: Arci-asphalt-hazard-white-left deleted.
27.413 Script @__ap_modpack__/prototypes/asphaltroads_integration/reduce-tiles.lua:20: Tile: Arci-asphalt-hazard-yellow-right deleted.
27.413 Script @__ap_modpack__/prototypes/asphaltroads_integration/reduce-tiles.lua:20: Tile: Arci-asphalt-hazard-yellow-left deleted.
27.414 Script @__ap_modpack__/prototypes/asphaltroads_integration/reduce-tiles.lua:20: Tile: Arci-asphalt-hazard-red-right deleted.
27.414 Script @__ap_modpack__/prototypes/asphaltroads_integration/reduce-tiles.lua:20: Tile: Arci-asphalt-hazard-red-left deleted.
27.414 Script @__ap_modpack__/prototypes/asphaltroads_integration/reduce-tiles.lua:20: Tile: Arci-asphalt-hazard-blue-right deleted.
27.414 Script @__ap_modpack__/prototypes/asphaltroads_integration/reduce-tiles.lua:20: Tile: Arci-asphalt-hazard-blue-left deleted.
27.415 Script @__ap_modpack__/prototypes/asphaltroads_integration/reduce-tiles.lua:20: Tile: Arci-asphalt-hazard-green-right deleted.
27.415 Script @__ap_modpack__/prototypes/asphaltroads_integration/reduce-tiles.lua:20: Tile: Arci-asphalt-hazard-green-left deleted.
27.415 Script @__ap_modpack__/prototypes/overwrites/tile.lua:39: Tile: clay-bricks deleted.
27.416 Script @__ap_modpack__/prototypes/overwrites/tile.lua:39: Tile: y_tile_slagbricks deleted.
27.416 Script @__ap_modpack__/prototypes/overwrites/tile.lua:39: Tile: y_tile_slagpattern deleted.
27.416 Script @__ap_modpack__/prototypes/overwrites/tile.lua:39: Tile: y_tile_slagfilled deleted.
27.417 Script @__ap_modpack__/prototypes/overwrites/tile.lua:39: Tile: y_tile_slagstones deleted.
27.417 Script @__ap_modpack__/prototypes/overwrites/tile.lua:39: Tile: bi-wood-floor deleted.
1) play without alien biomes, simply delete it, my modpack will start without it.
2) play without "AsphaltRoads" - a little handwork:
- remove the this line "AsphaltRoads = 1.1.3" from my "info.json"
- remove this line "require('prototypes.patches.asphalt_roads')" from the "data-final-fixes.lua" (because I dont check if the mod is present here...)
- delete the mod AsphaltRoads.
I will provide an internal fix for it in the next version, I thinking about to delete the asphalt tiles with the yellow lines if Factorissimo 2 is present... or something similar.
- AmatorPhasma
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Re: [0.16.36] Starfall: Amator Phasma's Modpack (BETA)
In Version 0.16.64
- add an fix for playing with "Factorissimo2 2.2.3", at the cost of removing all yellow tint asphalt tiles if this mod is present.
- per player setting (true/false) for the notification sound if an meteorite on collision course were detected.
- per player setting (true/false) for the notification message if an meteorite on collision course were detected.
- Bugfixes: fixed wrong behavior in recycler recipe generator.
Unfortunately this change alter some recipes, after updating to this version, look your filter inserter.. again! ... sorry for this, but there was something I dont had in mind on the last change, the multipurpose materials that interupt the calculation for the scrap metal.
Example: there is unicomp that can be transformed from all ores into all ores, this results in failures, such as that plastic pipes produces iron scrap metal
- add an fix for playing with "Factorissimo2 2.2.3", at the cost of removing all yellow tint asphalt tiles if this mod is present.
- per player setting (true/false) for the notification sound if an meteorite on collision course were detected.
- per player setting (true/false) for the notification message if an meteorite on collision course were detected.
- Bugfixes: fixed wrong behavior in recycler recipe generator.
Unfortunately this change alter some recipes, after updating to this version, look your filter inserter.. again! ... sorry for this, but there was something I dont had in mind on the last change, the multipurpose materials that interupt the calculation for the scrap metal.
Example: there is unicomp that can be transformed from all ores into all ores, this results in failures, such as that plastic pipes produces iron scrap metal
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Re: [0.16.37] Starfall: Amator Phasma's Modpack (BETA)
I get this message when trying to launch the game with all the mods installed
I have also tried deleting the mod-settings but that didnt do anything .
I have also tried deleting the mod-settings but that didnt do anything .
Re: [0.16.37] Starfall: Amator Phasma's Modpack (BETA)
Can confirm previous post.
When I disable this mods and enable only LanfillPainting than I get this:
Log: https://pastebin.com/kcUfsvsM
When I disable this mods and enable only LanfillPainting than I get this:
Log: https://pastebin.com/kcUfsvsM
Re: [0.16.37] Starfall: Amator Phasma's Modpack (BETA)
so i have been playing this mod pack but i seem to have run into a rather bad spot .... i am trying to make purple science pack 4 but in order to do that i need M-A2(unicomp) to create the Quantrinum and i need purple science pack 4 research to be able to make the M-A2(unicomp) so basically i am stuck and can't get past this .... is there something i am missing? or is the only way to get past this is kinda cheat and do the
/c game.player.force.technologies['ap_yuoki_05'].researched=true thing to get the research to be able to make those packs also to add to the fun it seems the path to getting the lithium batteries required for science pack for also needs science pack 4 to be able to built. so another loop that can't be done as far as i can tell to describe it better. you need cobalt oxide which requires advanced Cobalt Smelting 2.
/c game.player.force.technologies['ap_yuoki_05'].researched=true thing to get the research to be able to make those packs also to add to the fun it seems the path to getting the lithium batteries required for science pack for also needs science pack 4 to be able to built. so another loop that can't be done as far as i can tell to describe it better. you need cobalt oxide which requires advanced Cobalt Smelting 2.
Re: [0.16.37] Starfall: Amator Phasma's Modpack (BETA)
I tryed manualy install dependencies - installed only 20% of mods (per 15 minutes). I tired and hate to do it.
Its imposible to install all mods manualy.
Please, include all requered mods.
Its imposible to install all mods manualy.
Please, include all requered mods.
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Re: [0.16.37] Starfall: Amator Phasma's Modpack (BETA)
I get the same error. Any help so far?lockie2000 wrote:I get this message when trying to launch the game with all the mods installed
I have also tried deleting the mod-settings but that didnt do anything .
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Re: [0.16.37] Starfall: Amator Phasma's Modpack (BETA)
Got it working! The problem was installing the correct dependencies!! Be very careful when downloading the mods, as the "download" button for each mod will download the latest version of that mod, and that's not the same with the mod version required by this modpack. Amator, please upload the modpack to a website so people can download it and play ! ty
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Re: [0.16.37] Starfall: Amator Phasma's Modpack (BETA)
It looks like Bio Industries version 2.2.9 is no longer obtainable.
Any way to get it or is the pack completely dead now?
Any way to get it or is the pack completely dead now?
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Re: [0.16.37] Starfall: Amator Phasma's Modpack (BETA)
Hi.
I got this error message, when loading the game:
https://gyazo.com/c4fd2903556668e8bc590d2b5dda2b53
I have installed the exact same versions that you said I had to download.
Hope it's a quick fix, was looking forward to playing this modpack
I got this error message, when loading the game:
https://gyazo.com/c4fd2903556668e8bc590d2b5dda2b53
I have installed the exact same versions that you said I had to download.
Hope it's a quick fix, was looking forward to playing this modpack
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Re: [0.16.37] Starfall: Amator Phasma's Modpack (BETA)
Hi I have figured out where it doesn't want to work, and that is if you have the alien biomes mod installed, as soon as you remove that mod, everything else works (and of course the alien biomes hr mod)NickyBoyDK wrote:Hi.
I got this error message, when loading the game:
https://gyazo.com/c4fd2903556668e8bc590d2b5dda2b53
I have installed the exact same versions that you said I had to download.
Hope it's a quick fix, was looking forward to playing this modpack
But there is no way to find the bio industries mod in the version 2.2.9
Re: [0.16.37] Starfall: Amator Phasma's Modpack (BETA)
Removing Mod-Settings.dat worked for meNickyBoyDK wrote:Hi.
I got this error message, when loading the game:
https://gyazo.com/c4fd2903556668e8bc590d2b5dda2b53
I have installed the exact same versions that you said I had to download.
Hope it's a quick fix, was looking forward to playing this modpack
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Re: [0.16.37] Starfall: Amator Phasma's Modpack (BETA)
I just removed alien biomes, but I still need the Bio Industries mod version 2.2.9 and you can't download it anymore on the mod pageWacky444 wrote:Removing Mod-Settings.dat worked for meNickyBoyDK wrote:Hi.
I got this error message, when loading the game:
https://gyazo.com/c4fd2903556668e8bc590d2b5dda2b53
I have installed the exact same versions that you said I had to download.
Hope it's a quick fix, was looking forward to playing this modpack
Re: [0.16.37] Starfall: Amator Phasma's Modpack (BETA)
I uploaded it https://mega.nz/#!Uc4VAISR!b-mMJrYi_98T ... c7b9VwbyYANickyBoyDK wrote:I just removed alien biomes, but I still need the Bio Industries mod version 2.2.9 and you can't download it anymore on the mod pageWacky444 wrote:Removing Mod-Settings.dat worked for meNickyBoyDK wrote:Hi.
I got this error message, when loading the game:
https://gyazo.com/c4fd2903556668e8bc590d2b5dda2b53
I have installed the exact same versions that you said I had to download.
Hope it's a quick fix, was looking forward to playing this modpack
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Re: [0.16.37] Starfall: Amator Phasma's Modpack (BETA)
Thanks mateWacky444 wrote:I uploaded it https://mega.nz/#!Uc4VAISR!b-mMJrYi_98T ... c7b9VwbyYANickyBoyDK wrote:I just removed alien biomes, but I still need the Bio Industries mod version 2.2.9 and you can't download it anymore on the mod pageWacky444 wrote:Removing Mod-Settings.dat worked for meNickyBoyDK wrote:Hi.
I got this error message, when loading the game:
https://gyazo.com/c4fd2903556668e8bc590d2b5dda2b53
I have installed the exact same versions that you said I had to download.
Hope it's a quick fix, was looking forward to playing this modpack