[MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM

Topics and discussion about specific mods
Dechou
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Re: [MOD 0.16.x, 0.17.x] SCTM

Post by Dechou »

Running some crash test I realised I didn't download bob's tech and revamp mods, wich didn't cause any problem until you update your mod to bobangel support. That was dumb of me, it's all running well now, my apologies...
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mexmer
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Re: [MOD 0.16.x, 0.17.x] SCTM

Post by mexmer »

Dechou wrote: Sat Mar 09, 2019 11:46 pm Running some crash test I realised I didn't download bob's tech and revamp mods, wich didn't cause any problem until you update your mod to bobangel support. That was dumb of me, it's all running well now, my apologies...
it's ok
i should properly check for bobtech mod presence, it's fixed now in 0.17.3
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Re: [MOD 0.16.x, 0.17.x] SCTM

Post by raisins »

I get a soft lock when I click on "Advanced electronics 2" in the research tree screen. It only seems to be that tech. It was already researched, I was just clicking around to navigate the tree. I can hover over it and go to the techs before and after it with no problems.

This is in the middle of a seablocks campaign begun in 0.16, my research is beyond messed up with all the updates. Lots of things are unlocked that I don't have the prerequisites for now. Is that causing an infinite loop somehow?
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Re: [MOD 0.16.x, 0.17.x] SCTM

Post by mexmer »

raisins wrote: Sun Mar 10, 2019 6:07 am I get a soft lock when I click on "Advanced electronics 2" in the research tree screen. It only seems to be that tech. It was already researched, I was just clicking around to navigate the tree. I can hover over it and go to the techs before and after it with no problems.

This is in the middle of a seablocks campaign begun in 0.16, my research is beyond messed up with all the updates. Lots of things are unlocked that I don't have the prerequisites for now. Is that causing an infinite loop somehow?
there is problem, that science tree has changed a lot between 0.16 and 0.17
although i'm not aware of any cyclic in advanced electronis ... also game checks for cyclic on start, it would not allow mods to load with cyclic references in technology tree
that saying, it doesn't mean it will not allow to load game, when early recipe uses item researched later ... this kind of cyclic game engine cannot tell.

still what you describe sounds more like issue with technology tree rendering. my mod should not do anything to this one tho'. it's only used as dependency in t4 lab, but t4 lab is for purple/yellow science, so it' slong after advamced electronics 2 is unlocked.
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Re: [MOD 0.16.x, 0.17.x] SCTM

Post by raisins »

More migration issues for Seablocks/bobs/anges/etc.

Happens on a new save so I think it's not just by my messed up tree.

The tech tree still has a "Logistics science pack" internally called "advanced-logistic-science-pack". It's a prerequisite of only 5 techs

Logistics 4
Personal roboport 2
Character logistics slots 5
Toolbelt 3
Lab MK2.

The other things it's supposed to be linked to it just have no visible pack in their tree.

The tech "Commercial AI Implementation" internally "sct-research-logistic" is invisible. It's nevertheless a prerequisite of a dozen techs including the 5 above.

If i force it with the console those 5 are now linked to both versions.

Both techs unlock the science packs and the components.
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Re: [MOD 0.16.x, 0.17.x] SCTM

Post by mexmer »

can you post list of mods, because i have not seen such thing on my test. but i use only bobs and angels, no other mods involved.
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Re: [MOD 0.16.x, 0.17.x] SCTM

Post by raisins »

I went to just bobs, angels and SCT to check, still happens:

Modlist
Image
angelsbioprocessing is patched from here viewtopic.php?f=190&t=66506 if that matters somehow.

Reproduce:

Start new game, open research, search logistics
Image


/c game.player.force.technologies['advanced-logistic-science-pack'].researched=true
/c game.player.force.technologies['toolbelt-2'].researched=true
Image

/c game.player.force.technologies['sct-research-logistic'].researched=true
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Re: [MOD 0.16.x, 0.17.x] SCTM

Post by mexmer »

should be fixed in 0.17.6
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Re: [MOD 0.16.x, 0.17.x] SCTM

Post by Darkhound »

I get this error on starting a new (seablock) map, would this be something you can fix? I find bob's angels really boring without your mod :p
The mod ScienceCostTweaker Mod (mexmer) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event ScienceCostTweakerM::on_player_created (ID 24)
The mod Research Queue: The Old New Thing caused a non-recoverable error.
Please report this error to the mod author.

Error while running event research-queue-the-old-new-thing::on_research_finished (ID 18)
...rch-queue-the-old-new-thing__/functions/update_queue.lua:136: attempt to compare number with nil
stack traceback:
...rch-queue-the-old-new-thing__/functions/update_queue.lua:136: in function 'remove_research'
__research-queue-the-old-new-thing__/control.lua:210: in function <__research-queue-the-old-new-thing__/control.lua:204>
stack traceback:
__ScienceCostTweakerM__/control.lua:15: in function 'unlockstart'
__ScienceCostTweakerM__/control.lua:43: in function <__ScienceCostTweakerM__/control.lua:42>
stack traceback:
[C]: in function '__newindex'
__ScienceCostTweakerM__/control.lua:15: in function 'unlockstart'
__ScienceCostTweakerM__/control.lua:43: in function <__ScienceCostTweakerM__/control.lua:42>
I'm trying to run these mods:
"name": "base",
"name": "A Sea Block Config",
"name": "AfraidOfTheDark",
"name": "angelsaddons-warehouses",
"name": "angelsbioprocessing",
"name": "angelspetrochem",
"name": "angelsrefining",
"name": "angelssmelting",
"name": "bobassembly",
"name": "bobelectronics",
"name": "bobenemies",
"name": "bobinserters",
"name": "boblibrary",
"name": "boblogistics",
"name": "bobmining",
"name": "bobmodules",
"name": "bobplates",
"name": "bobpower",
"name": "bobrevamp",
"name": "bobtech",
"name": "bobwarfare",
"name": "Bottleneck",
"name": "cargo-ships",
"name": "CircuitProcessing",
"name": "creative-mod",
"name": "Explosive Excavation",
"name": "FNEI",
"name": "helmod",
"name": "KS_Power",
"name": "LandfillPainting",
"name": "LogisticTrainNetwork",
"name": "long-reach",
"name": "Nuclear Fuel",
"name": "OpteraLib",
"name": "RecExplo",
"name": "research-queue-the-old-new-thing",
"name": "ScienceCostTweakerM",
"name": "SeaBlock",
"name": "seablock-mining",
"name": "SeaBlockMetaPack",
"name": "SpaceMod",
"name": "Squeak Through",
"name": "WaterWell",
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Re: [MOD 0.16.x, 0.17.x] SCTM

Post by mexmer »

Hi, is this error on multilayer or singleplayer?
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Re: [MOD 0.16.x, 0.17.x] SCTM

Post by Darkhound »

Single player
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Re: [MOD 0.16.x, 0.17.x] SCTM

Post by mexmer »

remove
research-queue-old-new-thing mod, seems he is not properly doing sanity checks when messing with research tree, it's up to author of that mod to fix it.
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Re: [MOD 0.16.x, 0.17.x] SCTM

Post by Darkhound »

Ah, thanks for the info! I'll relay this info to that mod also (if I can)
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Re: [MOD 0.16.x, 0.17.x] SCTM

Post by 15Redstones »

Bug: HD icons wrong

When enabling the HD icons setting, the icons of red, green and yellow science don't match: Red science is yellow, green is red and yellow is green.
Using full Seablock for 0.17.

Edit: It's a conflict with Bob's tech, if both SCTM:HD icons and Bobtech:Science pack color update are enabled, Bobtech overrides the HD icons but if HD icons isn't enabled, it doesn't for some reason.

Conflict between Bobtech/data-updates and SCTM/prototypes/entities/sciencepacks which is run through SCTM/data.

Apparently the non-HD option uses

Code: Select all

SCTM/sciencepacks.lua
data.raw["tool"]["automation-science-pack"].icons =
	{
		{
			icon = "__ScienceCostTweakerM__/graphics/icons/science-pack-1.png",
			icon_size = 32,
		},
	}
which isn't overwritten by Bobtech's

Code: Select all

Bobtech/data-updates.lua
data.raw.tool["automation-science-pack"].icon = "__base__/graphics/icons/utility-science-pack.png"
data.raw.tool["automation-science-pack"].icon_size = 32
while the HD option uses

Code: Select all

SCTM/sciencepacks.lua
data.raw["tool"]["automation-science-pack"].icon_size = 64
data.raw["tool"]["automation-science-pack"].icon = "__ScienceCostTweakerM__/graphics/icons/science-pack-1-64.png"
which is.

It's a really weird behaviour that results in mismatched item/technology icons but only when HD icons are used.
To fix it I'd change the HD icon code to be similar to the non-HD icon code.
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Re: [MOD 0.16.x, 0.17.x] SCTM

Post by mexmer »

HD icons were just experiment, and i plan to remove them, that's why they are only for some and not all items.
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Re: [MOD 0.16.x, 0.17.x] SCTM

Post by Bizobinator »

Is there a way to toggle the mod, such that it increases the science costs, but doesn't change the recipes?
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Re: [MOD 0.16.x, 0.17.x] SCTM

Post by minno »

Bizobinator wrote: Fri May 10, 2019 4:21 pm Is there a way to toggle the mod, such that it increases the science costs, but doesn't change the recipes?
Without any mods, you can change the research cost multiplier to make techs take more science packs, which accomplishes about the same thing.
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Re: [MOD 0.16.x, 0.17.x] SCTM

Post by Bizobinator »

Is there any way to do that in a game you've already started?
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Re: [MOD 0.16.x, 0.17.x] SCTM

Post by minno »

You can use a console command:

Code: Select all

/c game.difficulty_settings.technology_price_multiplier = 4
.
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Re: [MOD 0.16.x, 0.17.x] SCTM

Post by GrimerX »

I made a change to the mod to make a few minor updates:
- Corrected settings text to match actual settings
- Added a 2nd "Normal" config that doesn't have 1/2 cost T1 research
- Added optional dependency to MoreSciencePacks so load order is correct and tweaks are applied to those researches

I've attached the updated mod in case you want to incorporate these changes.

One other thing I noticed is the Normal configuration claimed to increase infinite research by 2x, when in fact it leaves it at 1x. Not sure if that is WAD or not. I did update the text to reflect it is 1x.

ScienceCostTweakerM_0.17.9.zip
(2.28 MiB) Downloaded 122 times

Cheers!
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