[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

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DRY411S
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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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featherwinglove
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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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Tomik
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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?
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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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