Masotorio. [0.17.45 (anything higher at your own risk)]

Doesn't fit in the other categories, like libraries, small fixes or modpacks.
Kuchikucha
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Re: Masotorio. [0.17.45+]

Post by Kuchikucha »

OK thanks Sopel, I'll check again cause as I didn't find any recipe in the FNEI to do it by Hand.
Capture d’écran 2019-06-17 à 19.44.43.png
Capture d’écran 2019-06-17 à 19.44.43.png (167.62 KiB) Viewed 2363 times
I'll check again though

Apparently a know bug with June 11th release of PYCaoltbaa
viewtopic.php?f=190&t=51967&p=435828&hi ... +1#p435828

Kuchikucha
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Re: Masotorio. [0.17.45+]

Post by Kuchikucha »

Ok i fixed my problem with the PCB1 plates...

But I have another : the map does not generate resources nor enemies outside the starting zone : Any clue for that ?

Thanks

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Re: Masotorio. [0.17.45 (anything higher at your own risk)]

Post by SirMoosen »

Can't select 0.17.4x betas anymore in steam. Anyone have a fix for this? I was still early game and now I can't make printed circuit substrate 1 anymore since the hand recipe is no longer in there for whatever reason when I updated the game and the mods. Not very good at dealing with mods sorry, just good at persevering through complex modpacks

edit: I now see that PyCoalTBaA is currently being reworked and that's what the issue is.

Kuchikucha
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Re: Masotorio. [0.17.45 (anything higher at your own risk)]

Post by Kuchikucha »

Hi SirMoosen,

Didn't see your message. Yes PyCoalTBAA is being reworked.

If you want to play this mudpack before, you'll need earlier versions of some of the mods, mais modify one of them. I did it once when I started the modpack but won't do it again :p


Still I think I'm down a soft lock of the mods.
I need Science pack 12 to get Chemical Science Packs, which needs Circuits 2, which needs Diodes, which needs Rare Earth, Which needs rare earth extractor, which needs lasers turrets, which needs laser research.... which needs Science Pack 12...

Did you guys (@Sopel) went up to that point ? Did I miss something to bypass that soft lock ?

PiBar
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Re: Masotorio. [0.17.45 (anything higher at your own risk)]

Post by PiBar »

Hi Sopel, thank you for this challenging modpack! After more than 100 hours, I’m still enjoying it very much.
I also encountered the dependency loop Kuchikucha mentioned in the previous post, which I solved by cheating in 1 laser turret to build the rare earth extractor. I now have chemical science packs and science pack 11 and below automated.

However, I’m now facing another dependency loop: Most following science packs require science pack 12, which requires paramagnetic material. Here is the more detailed dependence tree:
Science 12 (robots) <- Construction robot <- Construction robot brain MK1 <- Paramagnetic material <- requires Nanotechnology research <- production science pack

Production science pack <- Express Science Accumulation chip <- Science 12,15,17
Production science pack <- Computation Unit <- Logistic robot brain MK1<- paramagnetic material

Science 15 <- Science 12
Science 17 <- Science 12
I think the all these dependencies can be fixed by making paramagnetic material available before the nanotechnology research, or by removing production science packs from the nanotechnology research requirements.

Any advice? Are you still making modifications to this mudpack?

eformo
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Re: Masotorio. [0.17.45 (anything higher at your own risk)]

Post by eformo »

Hello all,

I've recently decided I'm done with AB+ runs for a while, but am waiting for the full PY-suite before I do another Pyanodon's run. This pack looks like a good option for the meantime.

The trick is that Steam won't let me choose a version older than 0.17.57 without going back to 0.16 stable. Do I need to manually install, or is there a way to find the older version on Steam? Or perhaps it's possible to play this pack with a newer version of Factorio?

Thanks for your help in getting into this pack!

PiBar
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Re: Masotorio. [0.17.45 (anything higher at your own risk)]

Post by PiBar »

Hi Eformo,
I installed version 0.17.45 manually. Everything else I tried was causing problems.

Eysenleber
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Re: Masotorio. [0.17.45 (anything higher at your own risk)]

Post by Eysenleber »

Hey - where did you find a 17.45 version - i haveb een looking on the website and steam but no way to get this old of a version somewhere =(

dragon011
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Re: Masotorio. [0.17.45 (anything higher at your own risk)]

Post by dragon011 »

Same here we can not more download the Version 0.17.45 and when start the mod pack not more work

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Re: Masotorio. [0.17.45 (anything higher at your own risk)]

Post by perecnicek »

Anybody solved the problem with getting the version 0.17.45 ?

DaleStan
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Re: Masotorio. [0.17.45 (anything higher at your own risk)]

Post by DaleStan »

0.17.45 is no longer available. If you do not have that saved somewhere (I don't) I recommend downloading the newest versions of all the mods listed and then add the modpack specific files.

If that doesn't work, then you can try to figure it out the errors yourself, or you can wait until Sopel updates the modpack.

valneq
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Re: Masotorio. [0.17.45 (anything higher at your own risk)]

Post by valneq »

DaleStan wrote:
Sun Nov 17, 2019 7:44 pm
0.17.45 is no longer available. If you do not have that saved somewhere (I don't) I recommend downloading the newest versions of all the mods listed and then add the modpack specific files.

If that doesn't work, then you can try to figure it out the errors yourself, or you can wait until Sopel updates the modpack.
I actually tried exactly that yesterday. Currently, some of the mods throw errors when trying to load them together. So far I boiled it down to MadClown01's AngelBob Nuclear Extension being incompatible with pyMods + PyCoalTBaA. Without the AngelBob Nuclear Extension the modpack seems to load up correctly on 0.17.78, and all mods up to date.

To be more clear: I did not try to load all the little optional parts of the modpack, especially the ones I am not keen on using. But I don't think they will pose a compatibility problem anyways.

I also reported the problem to pyCoalTBaA, because I believe this is where the error should be take care of. Let's see if something happens:
https://mods.factorio.com/mod/PyCoalTBa ... 000c0b3f99

valneq
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Re: Masotorio. [0.17.45 (anything higher at your own risk)]

Post by valneq »

Since the last post there was an update for MadClown01's Angel Bob Nuclear Extension. Now there should be no more incompatibilities at the stage of loading the modpack. However, I have not actually tried to play. It could still be impossible because of balance or circular recipe & technology dependencies. If anyone tries, please share your experiences.

Lylac
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Re: Masotorio. [0.17.45 (anything higher at your own risk)]

Post by Lylac »

greetings. I have come bearing good news.

I have managed to fix ModPackFixes and got the game to load all the way in v0.17.79. Though with the theoretical problems mentioned in this thread, those were not relevant when I discovered the two main problems:

file: data-final-fixes.lua

1. table.filter. whoever set and wherever table is introduced, dot filter is borked and/or is missing entirely and has been since .46 i assume. This was used to search for specific bits of strings to turn off recipes or set things to a certain ammount.

2. recipe.category. sometimes recipes didn't have a category and factorio did not like that all that much. this was also used for the same purpose as above.

Anyways, here's a dl link. I won't be fixing mod conflicts if those ever come up; thats up to the mod authors themselves.

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Re: Masotorio. [0.17.45 (anything higher at your own risk)]

Post by Sopel »

Sorry, I'll not be touching this until final stable 0.17 is released as it seems past versions disappear very quickly (which in my opinion totally kills the mod scene but whatever. In minecraft I can still play versions from years ago and it was always understood, for any game, that modpacks are hard to update) and almost any update to any mod introduces problems that are not easy to fix. Also I see the devs have changed how some scripting stuff works. Py mods become increasingly incompatibile with everything else and especially momo's (I'm actually debating whether I want to support py mods, I started to dislike them the more I played, some stuff in them feels like "There will be a way to do it without using 1000 buildings but after I release this huge new part that will be incompatibile with any other mods that I also have no ETA for". So you end up with only one way to make something needed everywhere. Zipirs and that stuff you use for paramagnetic material is just stupid. Higher tier buildings only with PYRO (which has problems in itself). Alternative recipes with bigger gains are unbalanced and require to much work for too little improvement). I don't even have time to play lately, let alone fix and test everything every few weeks.

Thank you @Lylac for sharing your fixes.

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Re: Masotorio. [0.17.45 (anything higher at your own risk)]

Post by ezama17 »

Hi,

I'm stuck right at the beginning of the game : I try to make automation research packs to start my research but to make these I need fawogae substrate which need coke. However, to craft coke I need the coal processing research which need automation research pack.

Is there a way to craft fawogae substrate or coke without the research ?

Thank you.

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Re: Masotorio. [0.17.45 (anything higher at your own risk)]

Post by Sopel »

There should be a recipe in High Distillation Tower to make coke from coal/wood

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Re: Masotorio. [0.17.45 (anything higher at your own risk)]

Post by paladinoum »

hello

sorry for me enghlish im french ;)


there is a problem with potion 12, the problem is explained a little higher in the chat Post by PiBar .

thanks for your mod pack :)

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