[MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
@OvermindDL1:
Good to hear!
I'd appreciate feedback at whatever point it is available.
Good to hear!
I'd appreciate feedback at whatever point it is available.
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
EDIT; Disregard. I fixed it.
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Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
No graphics yet for the dark blue science intermediates just to make sure?UberWaffe wrote:@OvermindDL1:
Good to hear!
I'd appreciate feedback at whatever point it is available.
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Nope, sorry.
Real life is currently slowing progress on the graphics quite severely.
Real life is currently slowing progress on the graphics quite severely.
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Just wanted to say that the name and description for the new science packs are enjoyable to read and an overall nice touch
I love the smell of concrete paving robots in the morning .... it smells like Factorio
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Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
All good, just making sure I did not grab the git module wrong and you were using LFS for files or something.UberWaffe wrote:Nope, sorry.
Real life is currently slowing progress on the graphics quite severely.
Hehe, yes they are. ^.^ArchJudge wrote:Just wanted to say that the name and description for the new science packs are enjoyable to read and an overall nice touch
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Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Regarding the productivity limitations.
If you add a soft Bob library dependency you can add this:
If you add a soft Bob library dependency you can add this:
Code: Select all
local resources = {
"sct-t1-ironcore",
"sct-t1-magnet-coils",
"sct-t2-reaction-nodes",
"sct-t2-instruments",
"sct-t2-microcircuits",
"sct-t2-micro-wafer",
"sct-t2-wafer-stamp",
"sct-t3-flash-fuel",
"sct-t3-laser-foci",
"sct-t3-laser-emitter",
"sct-t3-femto-lasers",
"sct-t3-atomic-sensors",
"sct-t4-bioprocessor",
"sct-t4-overclocker"
}
if bobmods.lib.add_productivity_limitations then
bobmods.lib.add_productivity_limitations(resources)
end
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Oh Mr Uberwaffe, will this be updated to work on .13?
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
It already is. It' s on mod portal
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Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
I just updated on the mod portal but I get an error when I try to load up my save game from 0.12 that had this mod.
Here is the error:
Error while applying migration: ScienceCostTweaker Mod: ScienceCostTweaker_0.12.14.lua
Cannot execute command. Error: [string "for index, force in pairs(game.forces) do
..."]:5: attempt to index field 'advanced-research' (a nil value)
Anyone know what would cause this or how to possibly fix it? Thanks!
Here is the error:
Error while applying migration: ScienceCostTweaker Mod: ScienceCostTweaker_0.12.14.lua
Cannot execute command. Error: [string "for index, force in pairs(game.forces) do
..."]:5: attempt to index field 'advanced-research' (a nil value)
Anyone know what would cause this or how to possibly fix it? Thanks!
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
@Xterminator: Sorry about that. Should be fixed in the new version 0.13.1
Check the mod portal / ingame mod update to get the new version.
Check the mod portal / ingame mod update to get the new version.
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Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
8.667 Error Util.cpp:57: Failed to load mod "ScienceCostTweaker 0.13.1"
__ScienceCostTweaker__/data-updates.lua:2: __ScienceCostTweaker__/tweaks/productivity-limitations.lua:46: attempt to index field 'lib' (a nil value)
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
@Ranakastrasz:
Seems I did not cater for the case where bobsmods is installed but bob's library is not.
Should be fixed in version 0.13.2
Seems I did not cater for the case where bobsmods is installed but bob's library is not.
Should be fixed in version 0.13.2
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
But... bobmods requires the library and none of them work without it afaik?UberWaffe wrote:@Ranakastrasz:
Seems I did not cater for the case where bobsmods is installed but bob's library is not.
Should be fixed in version 0.13.2
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Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Did not use bobs modUberWaffe wrote:@Ranakastrasz:
Seems I did not cater for the case where bobsmods is installed but bob's library is not.
Should be fixed in version 0.13.2
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Funny mod
Author will u update graphics for science pack 3 components?
Author will u update graphics for science pack 3 components?
Nickname on ModPortal - Naron79
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Do you mean the dark blue science packs from Bob's mods?aklesey1 wrote:Funny mod
Author will u update graphics for science pack 3 components?
To be honest, I'm not really an artist, and I don't know what to make them.
So far all my 'graphics' is just bits and pieces of other graphics copied and pasted together.
Some help would be appreciated, even if it is only ideas as to what they should look like.
And yes, I am also being lazy on this.
I've been distracted with other games lately. (Notably Stellaris. Sidenote: Stellaris needs some tlc from the developer before I'd recommend buying it.)
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Any chance for these to be updated to .14?
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
I'm not sure how the mod portal handles versions for .13 and .14 both being uploaded.
So I planned on waiting until .14 is stable.
I'll take a look tomorrow if the mod portal handles the two versions correctly. If it does, I'll do a new version upload.
EDIT: It appears the mod portal cannot support two major game versions at once. viewtopic.php?f=189&t=31679
I.e. if I upload the mod for 0.14 everyone with the 0.13 version will break.
I should have some time tonight to create a 0.14 version and upload that as a zip in this thread, but the mod portal I'm going to leave as the 0.13 version until the 0.14 version is stable.
So I planned on waiting until .14 is stable.
I'll take a look tomorrow if the mod portal handles the two versions correctly. If it does, I'll do a new version upload.
EDIT: It appears the mod portal cannot support two major game versions at once. viewtopic.php?f=189&t=31679
I.e. if I upload the mod for 0.14 everyone with the 0.13 version will break.
I should have some time tonight to create a 0.14 version and upload that as a zip in this thread, but the mod portal I'm going to leave as the 0.13 version until the 0.14 version is stable.
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Devs are fixing that game can't handle two mod versions in updater - portal can do it without problems.
And game had issues only when there were no dependencies at all I think - it worked correctly in other cases basing version on factorio_version from json file.
Only issue is figuring out how to version mod itself
Btw. Changing factorio_version seems to be enough to get the mod working again.
And game had issues only when there were no dependencies at all I think - it worked correctly in other cases basing version on factorio_version from json file.
Only issue is figuring out how to version mod itself
Btw. Changing factorio_version seems to be enough to get the mod working again.