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Re: [MOD 0.16] Xander Mod v1.4.1

Posted: Mon Feb 12, 2018 2:23 am
by Mylon
Just started a Xander run. I noticed there was hardly any coal or trees on the map. Here I got automated wood/charcoal to help fuel my smelting since I can't rely on coal->coke.

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Re: [MOD 0.16] Xander Mod v1.4.1

Posted: Mon Feb 12, 2018 1:07 pm
by Mylon
Newest Factorio update breaks the mod on load.

Re: [MOD 0.16] Xander Mod v1.4.1

Posted: Mon Feb 12, 2018 1:12 pm
by Airat9000
:( dead in 0.16.23
2018-02-12_15-56-18.png
2018-02-12_15-56-18.png (24.07 KiB) Viewed 9238 times

Re: [MOD 0.16] Xander Mod v1.4.1

Posted: Mon Feb 12, 2018 3:26 pm
by jodokus31
This was already forseen by this guy:
viewtopic.php?t=57443
https://github.com/Factorio-Xander-Mod/ ... /issues/25

Its no instant solution, but maybe someone wants fix it temporary by editing the empty recipe category. Maybe I get to it later

Re: [MOD 0.16] Xander Mod v1.4.1

Posted: Tue Feb 13, 2018 12:04 am
by GeekinaCave
in case somebody want to fix it on its own:

you have to search to \prototypes\recipe\part\electromagnetic.lua

in the line 371 should look like this:

category = "machine",

save changes.

Re: [MOD 0.16] Xander Mod v1.4.1

Posted: Tue Feb 13, 2018 12:08 am
by GeekinaCave
GeekinaCave wrote:Hey guys, any of you is having this problem? i'm using factorio 16.22 + Xander 1.5.0 + alien biomes 0.3.8 and this happens:

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Image

its a new gamesave BTW
when i use alien biomes alone it works fine... :?:

Update: also i just noticed, with Xander alone, the ores does not appear in the preview map.
I make a new test and apparently the problem is with the code changes in Xander 1.5.0; since with Xander 1.4.1 the Alien Biomes Mod seems to work properly...

Re: [MOD 0.16] Xander Mod v1.4.1

Posted: Tue Feb 13, 2018 7:52 am
by eradicator
Hotfix
I made a hotfix mod for the crystal diamond empty category issue. It'll automatically deactivate itself once xander is updated above 1.5.0.
xander-mod-hotfix1623_0.0.1.zip
(875 Bytes) Downloaded 159 times

Re: [MOD 0.16] Xander Mod v1.4.1

Posted: Thu Feb 15, 2018 8:07 pm
by riqotta
I'm having a lot of fun with the mod :) I have blue science, steel forging from raw iron, waste management, sulfuric acid 2 all working, and am most of the way to production science pack

I think I'm about to get stuck though:
- Alloy steel bearing requires a universal machine tool to create (I think because it has 3 ingredients?)
- Alloy steel bearing is an ingredient in alloy steel shaft, which is an ingredient in induction motor, which is an ingredient for the universal machine tool

Re: [MOD 0.16] Xander Mod v1.4.1

Posted: Thu Feb 15, 2018 9:42 pm
by Airat9000
:D find bug

not work in beacons bobs + tarawind
and normal beacons

Re: [MOD 0.16] Xander Mod v1.4.1

Posted: Fri Feb 16, 2018 4:28 pm
by jodokus31
riqotta wrote:I'm having a lot of fun with the mod :) I have blue science, steel forging from raw iron, waste management, sulfuric acid 2 all working, and am most of the way to production science pack

I think I'm about to get stuck though:
- Alloy steel bearing requires a universal machine tool to create (I think because it has 3 ingredients?)
- Alloy steel bearing is an ingredient in alloy steel shaft, which is an ingredient in induction motor, which is an ingredient for the universal machine tool
That's an impressive progress :)
Are you sure, that alloy steel bearing requires that universal tool? Im not at this point, but FNEI says:
Bildschirmfoto vom 2018-02-16 17-26-16.png
Bildschirmfoto vom 2018-02-16 17-26-16.png (227.92 KiB) Viewed 9107 times

Re: [MOD 0.16] Xander Mod v1.4.1

Posted: Fri Feb 16, 2018 8:11 pm
by riqotta
Yeah, What is it Really Used for told me the same thing. But the recipe doesn't appear as an option in the Automatic Feed Lathe Mill, and the crafting menu only shows two options:
Factorio Screenshot 2018.02.17 - 06.16.12.95 (2).png
Factorio Screenshot 2018.02.17 - 06.16.12.95 (2).png (349.73 KiB) Viewed 9090 times
Originally I thought it was because it had too many inputs, but that's not right, there are 4 input lathe mill recipes. Now I think it's because of the liquid. universal machine tool has a fluid_boxes property and auto feed lathe mill does not. Does that sound right?

EDIT: just tried hacking around. Doing the equivalent of adding fluid_boxes = xmutil.assembler_fluid_boxes("machine-tool-2") to the basic lathe mill definition does allow it to make the alloy steel bearing recipe.

Re: [MOD 0.16] Xander Mod v1.4.1

Posted: Sat Feb 17, 2018 10:13 am
by Prome3us
riqotta wrote:I'm having a lot of fun with the mod :) I have blue science, steel forging from raw iron, waste management, sulfuric acid 2 all working, and am most of the way to production science pack

I think I'm about to get stuck though:
- Alloy steel bearing requires a universal machine tool to create (I think because it has 3 ingredients?)
- Alloy steel bearing is an ingredient in alloy steel shaft, which is an ingredient in induction motor, which is an ingredient for the universal machine tool
Ah crap I'm about to move up from green science once i get bob's sniper turrets to keep my "modest yet infuriating biter vs ammo" situation under control.. but i guess i'll shelve xander for little and chase down my last few achievements on the easy mode until hopefully repofme releases another patch and/or starts his 2.0 Xander... Really love the complexity though please please continue :)

Re: [MOD 0.16] Xander Mod v1.4.1

Posted: Sat Feb 17, 2018 10:48 am
by jodokus31
riqotta wrote: EDIT: just tried hacking around. Doing the equivalent of adding fluid_boxes = xmutil.assembler_fluid_boxes("machine-tool-2") to the basic lathe mill definition does allow it to make the alloy steel bearing recipe.
Ah, that makes sense. The fluid input is something different as it seems. The selection of usable recipes is usually defined by recipe category in Xander, but sometimes the count of ingredients or the fluid inputs are not considered.
I think, your fix should be applied in future updates.

Re: [MOD 0.16] Xander Mod v1.4.1

Posted: Sat Feb 17, 2018 10:51 am
by jodokus31
eradicator wrote:
Hotfix
I made a hotfix mod for the crystal diamond empty category issue. It'll automatically deactivate itself once xander is updated above 1.5.0.
xander-mod-hotfix1623_0.0.1.zip
Thanks, that's a great way to do some instant fixes :)

Re: [MOD 0.16] Xander Mod v1.4.1

Posted: Sat Feb 17, 2018 12:25 pm
by eradicator
Hotfix 2
Fixes:
  • Crystal diamond empty category fixed. (idea by GeekinaCave)
  • Steel bearing circular recipe dependency fixed. (idea by riqotta)
Not Fixed:
  • Automatic Feed Lathe Mill pipe connections don't match the machines color because the graphics are copied from Universal Machine Tool.
Works for Xander 1.5.0 only.
xander-mod-hotfix1623_0.0.2.zip
(944 Bytes) Downloaded 128 times
---------------------
jodokus31 wrote:Thanks, that's a great way to do some instant fixes :)
It's nice to know that someone appriciates it ;).
I haven't actually progressed that far so i don't know if the steel bearing thing is really nessecary. Also whoever posts the next thing-that-needs-to-be-fixed may include proper code so i don't have to dig through it myself :P.

Re: [MOD 0.16] Xander Mod v1.4.1

Posted: Sat Feb 17, 2018 1:01 pm
by Airat9000
:( :( :( assemblers not work moduled bob - you -youki
2018-02-17_15-59-40.png
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Re: [MOD 0.16] Xander Mod v1.4.1

Posted: Sat Feb 17, 2018 1:35 pm
by orzelek
Airat9000 wrote::( :( :( assemblers not work moduled bob - you -youki
2018-02-17_15-59-40.png
You are tring to use productivity on recipe that has productivity limitation most likely.
Check if you have productivity limitations disabled in settings.

Also it's a burner version of machine - I'm not sure if they accept modules effects at all. Try to upgrade it to electrical version.

Re: [MOD 0.16] Xander Mod v1.4.1

Posted: Sat Feb 17, 2018 1:43 pm
by Airat9000
orzelek wrote:
Airat9000 wrote::( :( :( assemblers not work moduled bob - you -youki
2018-02-17_15-59-40.png
You are tring to use productivity on recipe that has productivity limitation most likely.
Check if you have productivity limitations disabled in settings.

Also it's a burner version of machine - I'm not sure if they accept modules effects at all. Try to upgrade it to electrical version.
example?

Re: [MOD 0.16] Xander Mod v1.4.1

Posted: Sat Feb 17, 2018 1:54 pm
by orzelek
Airat9000 wrote:
orzelek wrote:
Airat9000 wrote::( :( :( assemblers not work moduled bob - you -youki
2018-02-17_15-59-40.png
You are tring to use productivity on recipe that has productivity limitation most likely.
Check if you have productivity limitations disabled in settings.

Also it's a burner version of machine - I'm not sure if they accept modules effects at all. Try to upgrade it to electrical version.
example?
Productivity limitation setting is in startup settings of bob's mods.
Next version of machine you are using is named automatic feed lathe mill.

Re: [MOD 0.16] Xander Mod v1.4.1

Posted: Sat Feb 17, 2018 2:26 pm
by Airat9000
orzelek wrote:
Airat9000 wrote:
orzelek wrote:
Airat9000 wrote::( :( :( assemblers not work moduled bob - you -youki
2018-02-17_15-59-40.png
You are tring to use productivity on recipe that has productivity limitation most likely.
Check if you have productivity limitations disabled in settings.

Also it's a burner version of machine - I'm not sure if they accept modules effects at all. Try to upgrade it to electrical version.
example?
Productivity limitation setting is in startup settings of bob's mods.
Next version of machine you are using is named automatic feed lathe mill.
but it's all worth it, everything is set up! I would not write if there was not a bug of it. tested many ways already (