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Re: [MOD 0.14.x] Marathon Mod Automated
Posted: Sun May 07, 2017 8:03 am
by aklesey1
Hi Faraway9912, can u put any changelogs when u updating ur mod? pls
Re: [MOD 0.14.x] Marathon Mod Automated
Posted: Wed May 10, 2017 7:49 pm
by faraway9912
RE: making petrochem more difficult, I'm not planning to do that in this mod. If you're interested in it you should check out
https://mods.factorio.com/mods/kinnom/PCP
Re: changelog, check the mod portal for changes.
Re: [MOD 0.15.x] Marathon Mod Automated
Posted: Sat May 20, 2017 4:21 am
by marginoferror
I'm trying this out on 0.15 (along with bob's and angel's), but most of the changes don't appear in-game. Most notably, iron and copper plate explosion isn't happening. With the mod activated, iron and copper plates are produced at the same ratio as always, research is as cheap as always (red research raw cost is 2 iron 1 copper), etc.
Output of steel from the Angel's smelting process is halved, presumably correctly, and time and material cost of old-fashioned steel production is increased by ~2.5, so the mod is clearly doing something.
I've tried to narrow it down a bit:
- With all other mods disabled (problem persists)
- With an older 0.15 revision (problem persists)
- With a slightly older Marathon Mod Automated revision (problem persists).
I re-enabled some old log lines in the mod and added some new ones, and I can see e.g. this in the output:
15.686 Script recipe-smelting.lua:22: exploding iron
15.689 Script data.lua:352: MARATHOMATON: modifying all recipes containing iron-plate
15.689 Script data.lua:359: MARATHOMATON: modifying iron-stick
15.689 Script data.lua:359: MARATHOMATON: modifying iron-axe
15.689 Script data.lua:359: MARATHOMATON: modifying steam-engine
15.689 Script data.lua:359: MARATHOMATON: modifying iron-gear-wheel
But, when I actually create a new game with default settings and look at the iron-gear-wheel recipe, it still shows that it costs 2 iron plates (even though this mod appears in the list of mods affecting each recipe). I can't figure out what is going wrong.
Update: Even wiping my entire user directory and starting from scratch didn't help.
Re: [MOD 0.15.x] Marathon Mod Automated
Posted: Tue May 23, 2017 10:14 pm
by faraway9912
Stupid question, but are you starting a new game with the "Marathon" setting?
Also: Can you check the fuel value of coal? It should probably be down to 4 from the vanilla value of 8 no matter whether you're in normal recipes or expensive recipes.
Re: [MOD 0.15.x] Marathon Mod Automated
Posted: Tue May 23, 2017 10:20 pm
by marginoferror
No, I didn't select "Marathon" (specifically, I didn't pick "expensive" resources/research). I picked "default", because I assumed "expensive" would programmatically increase resource usage beyond whatever the mods I had installed set up. I did check the README on github and the mods page to make sure there weren't instructions, but I didn't see anything relevant.
I'll try it with "Marathon" on. And I'll report back on the coal value. Thanks!
Re: [MOD 0.15.x] Marathon Mod Automated
Posted: Wed May 24, 2017 12:17 am
by marginoferror
Indeed, selecting expensive recipes solved the problem. I'd recommend noting that in the mod page and in the README prominently, since the distinction is new in 0.15.
Re: [MOD 0.15.x] Marathon Mod Automated
Posted: Thu May 25, 2017 7:06 pm
by aklesey1
Hi faraway9912
I don't see changes for angel's mods, the changes made by you for some reason don't influence on it? will add support for angel mods again for 0.15 version? Or i forgot about some options in config.lua?
Re: [MOD 0.15.x] Marathon Mod Automated
Posted: Fri May 26, 2017 4:59 pm
by faraway9912
1. Are you playing with full angels + bobs, or only some angels? The recommended mod list is found in the dependencies.
2. See below: are you playing with expensive recipes?
3. Are you on the most recent versions of angels/bobs/marathomaton?
4. Maybe you should check mod settings just in case, though I don't think that should influence it.
Re: [MOD 0.15.x] Marathon Mod Automated
Posted: Fri May 26, 2017 11:48 pm
by Dilbe
Thanks for continuing the marathon mod for version 0.15, faraway.
I had a problem with getting the mod to work. I don't use angels plates. To get the mod to work i had to out-comment the following 5 lines in recipe-smelting.lua:
--plates_list['angels-plate-chrome'] = true
--plates_list['angels-plate-manganese'] = true
--plates_list['angels-plate-platinum'] = true
--ingots_set['solid-cement'] = true
--ingots_set['solid-glass-mixture'] = true
The error i got was that line 33 had a nil pointer error (line 33 is: "table.sort(items, function(a,b) return data.raw.item[a].order < data.raw.item.order end)")
I'm not sure what variable to check to see if angels plates mod is installed or not, or i would have changed it into an if around those lines instead of out-commenting the lines.
Re: [MOD 0.15.x] Marathon Mod Automated
Posted: Sat May 27, 2017 6:29 am
by faraway9912
Should be fixed in the latest version. Thanks for the report!
Re: [MOD 0.15.x] Marathon Mod Automated
Posted: Sat May 27, 2017 8:15 am
by Dilbe
That was quick! Thank you very much!
Re: [MOD 0.15.x] Marathon Mod Automated
Posted: Sat May 27, 2017 2:41 pm
by aklesey1
I'm sorry what u guys mean when saying "angel plates" - u talking about Angel's smelting mod or about angel's components mod?
Re: [MOD 0.15.x] Marathon Mod Automated
Posted: Tue May 30, 2017 1:25 am
by pjf
Thanks so much for this! I'm starting a new game with it now.
Just one small logistics request; if you're willing, is there any chance you can enable issues on the github repo? I'm terrible at submitting and tracking bugs via forum, but great at submitting and fixing bugs via github.
Many thanks again!
Re: [MOD 0.15.x] Marathon Mod Automated
Posted: Tue May 30, 2017 6:11 am
by faraway9912
Done, pjf.
Re: [MOD 0.15.x] Marathon Mod Automated
Posted: Sat Jun 03, 2017 8:17 am
by pjf
Thanks faraway9912! You've probably noticed my steady stream of bug reports and pull requests as I play.
Where I'm comfortable with the code, some suggestions will come in as PRs. I imagine not all of those suggestions are ones you'll want to accept, but the PR hopefully saves a step as it means that good suggestions can be accepted immediately.
Thanks again for all your work on Marathomation; I'm really loving it!
~ pjf
Re: [MOD 0.15.x] Marathon Mod Automated
Posted: Sun Jul 16, 2017 5:51 am
by safan
there seems to be a loading bug since the last update (30)
after some testing everything works when rolling angels smelting back to 3.3