Looking for conversion of science

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TalRash
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Looking for conversion of science

Post by TalRash »

I am looking for a modification that allows you to change the color of produced bottles with large amounts of electricity or a similar solution. has anyone released something like this?


TalRash
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Re: Looking for conversion of science

Post by TalRash »

Like this: https://mods.factorio.com/mod/Science_Converter
But this mod not working.
I would like to convert science packs to any other color with enormous power consumption.

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ptx0
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Re: Looking for conversion of science

Post by ptx0 »

ok it looks like that's the perfect mod for you.

however you haven't provided the mod author with any kind of log or save file to give them any hope at solving your problem.

can you upload screenshot of the error and factorio-current.log ?

it's easy to wait. the mod is ready for 1.1 it just has some errors. mod author needs to know which errors, so they can fix them.

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Re: Looking for conversion of science

Post by TalRash »

If mod is enable i see this on factorio-current.log
besides, I don't know if this mod will suit me. I need to convert many purple packages to yellow due to a shortage of certain resources on the map.
I have uranium for it, but I could call myself Stalin, kim un, and the owner of the Manhattan project, followed by a huge production of electricity with which I have nothing to do. I use 8-10% of the electricity production capacity, so I would like to sacrifice it for something.


1.897 Loading mod Science_Converter 0.0.2 (data.lua)
1.905 Error ModManager.cpp:1574: Nie można załadować modyfikacji "Science_Converter": ...ence_Converter__/prototypes/compatibility/krastorio2.lua:52: attempt to index field 'automation-science-pack' (a nil value)
stack traceback:
...ence_Converter__/prototypes/compatibility/krastorio2.lua:52: in main chunk
[C]: in function 'require'
__Science_Converter__/data.lua:2: in main chunk
1.906 Loading mod core 0.0.0 (data.lua)
1.966 Checksum for core: 1167751365
2.010 Error ModManager.cpp:1574: Error in assignID: recipe-category with name 'crafting' does not exist.

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ptx0
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Re: Looking for conversion of science

Post by ptx0 »

TalRash wrote:
Thu Apr 01, 2021 3:26 pm
If mod is enable i see this on factorio-current.log
besides, I don't know if this mod will suit me. I need to convert many purple packages to yellow due to a shortage of certain resources on the map.
I have uranium for it, but I could call myself Stalin, kim un, and the owner of the Manhattan project, followed by a huge production of electricity with which I have nothing to do. I use 8-10% of the electricity production capacity, so I would like to sacrifice it for something.


1.897 Loading mod Science_Converter 0.0.2 (data.lua)
1.905 Error ModManager.cpp:1574: Nie można załadować modyfikacji "Science_Converter": ...ence_Converter__/prototypes/compatibility/krastorio2.lua:52: attempt to index field 'automation-science-pack' (a nil value)
stack traceback:
...ence_Converter__/prototypes/compatibility/krastorio2.lua:52: in main chunk
[C]: in function 'require'
__Science_Converter__/data.lua:2: in main chunk
1.906 Loading mod core 0.0.0 (data.lua)
1.966 Checksum for core: 1167751365
2.010 Error ModManager.cpp:1574: Error in assignID: recipe-category with name 'crafting' does not exist.
yeah that's because it's not compatible with krastorio2.

you didn't really tell us that you're playing an overhaul mod.

use krastorio2's built in matter cubes.

TalRash
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Re: Looking for conversion of science

Post by TalRash »

Dont using krastorio.
I have only:
0.230 Loading mod core 0.0.0 (data.lua)
0.288 Loading mod base 1.1.30 (data.lua)
0.475 Loading mod AtomicArtillery 0.2.3 (data.lua)
0.567 Loading mod ChangeMapSettings 5.0.0 (data.lua)
0.667 Loading mod Dectorio 0.12.2 (data.lua)
0.765 Loading mod DiscoScience 1.1.1 (data.lua)
0.862 Loading mod flib 0.7.0 (data.lua)
0.956 Loading mod HelicopterRevival 0.1.3 (data.lua)
1.051 Loading mod Infinizoom 0.1.9 (data.lua)
1.142 Loading mod K2_Turrets 1.0.0 (data.lua)
1.234 Loading mod Long Inserters 1.1.3 (data.lua)
1.325 Loading mod Long_Range_Radar 1.0.0 (data.lua)
1.414 Loading mod NotsosimpleWood 0.0.1 (data.lua)
1.502 Loading mod NuclearRobots_Reboot 3.1.0 (data.lua)
1.592 Loading mod Portals 0.7.0 (data.lua)
1.681 Loading mod Power Armor MK3 0.3.4 (data.lua)
1.772 Loading mod ScanningRadar 0.3.4 (data.lua)
1.862 Loading mod Side Inserters 2.4.0 (data.lua)
1.954 Loading mod specialized-oil-processing 1.4.0 (data.lua)
2.046 Loading mod spidertron-extended 0.3.8 (data.lua)
2.147 Loading mod Teleporters 1.0.5 (data.lua)
2.242 Loading mod Warehousing 0.4.1 (data.lua)
2.341 Loading mod StorageTank2 1.0.0 (data.lua)
2.436 Loading mod base 1.1.30 (data-updates.lua)
2.530 Loading mod Dectorio 0.12.2 (data-updates.lua)
2.624 Loading mod Long_Range_Radar 1.0.0 (data-updates.lua)
2.716 Loading mod Power Armor MK3 0.3.4 (data-updates.lua)
2.812 Loading mod Side Inserters 2.4.0 (data-updates.lua)
2.905 Loading mod specialized-oil-processing 1.4.0 (data-updates.lua)
2.999 Loading mod Squeak Through 1.8.2 (data-updates.lua)
3.093 Loading mod Dectorio 0.12.2 (data-final-fixes.lua)
3.188 Loading mod HelicopterRevival 0.1.3 (data-final-fixes.lua)
3.283 Loading mod longer-belts-redux 1.1.0 (data-final-fixes.lua)
3.378 Loading mod spidertron-extended 0.3.8 (data-final-fixes.lua)
3.472 Loading mod Warehousing 0.4.1 (data-final-fixes.lua)

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Re: Looking for conversion of science

Post by Xorimuth »

You can fix the mod yourself by unzipping it, opening up krastorio2.lua and se.lua, and moving the 'end' in each file to the end of the file.
My mods
Content: Freight Forwarding | Spidertron Patrols | Spidertron Enhancements | Power Overload
QoL: Factory Search | Remote Configuration | Module Inserter Simplified | Wire Shortcuts X | Ghost Warnings

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Re: Looking for conversion of science

Post by TalRash »

I rewrote the end to the end in these files the game starts but the mod seems to be absent - no research and no possibility to change scientific packages.

Xorimuth
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Re: Looking for conversion of science

Post by Xorimuth »

Oh the mod probably doesn't intelligently add the recipes that you should have got from completing the research because the researches are already complete. You can look at the tech tree to see if the recipes are listed there as rewards for completing the science pack techs.

You can fix this by running `/c game.player.force.reset_technology_effects()`
My mods
Content: Freight Forwarding | Spidertron Patrols | Spidertron Enhancements | Power Overload
QoL: Factory Search | Remote Configuration | Module Inserter Simplified | Wire Shortcuts X | Ghost Warnings

TalRash
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Re: Looking for conversion of science

Post by TalRash »

I followed this command.
unfortunately I still don't see any new research

Xorimuth
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Re: Looking for conversion of science

Post by Xorimuth »

Did you run it twice? It won't work the first time because of a warning about disabling achievements.
My mods
Content: Freight Forwarding | Spidertron Patrols | Spidertron Enhancements | Power Overload
QoL: Factory Search | Remote Configuration | Module Inserter Simplified | Wire Shortcuts X | Ghost Warnings

TalRash
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Re: Looking for conversion of science

Post by TalRash »

Of course, I did it twice.

Speedyquader
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Re: Looking for conversion of science

Post by Speedyquader »

Just noticed the issues with my mod and they should now be fixed! Currently the mod has it set up so that purple and yellow are parallel sciences, so blue gets converted to both purple and yellow. I'll add a setting that changes the recipe for yellow science so that you can convert purple to yellow.

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