Mylon's Many Mods
Re: Mylon's Many Mods
That's exactly what I need! I'll use with Alien Biomes in my next game to see how it looks (and maybe pick some dead ends so walkways have a final state) and then publish. Thanks!
Re: Mylon's Many Mods
After having worked on these mods and polished them up the last few weeks, I'm ready to preset the ABC mod pack! Assembler Assay, Bot Servicing, and Concreep have all been designed and tweaked for delightful synergy with each other. In a large factory, construction bots will always have something to do!
Re: Mylon's Many Mods
I've adopted (for now) Dark Matter Replicators and updated it. Not sure if I'm going to do anything with it, but at least it's playable and works via mod sync now.
Re: Mylon's Many Mods
Is bluebuild a server side mode or can i install it on my client and play multiplayer with friends?
Re: Mylon's Many Mods
All mods must be active on the server. Bluebuild doesn't do anything the player can't do without clicking fast enough so it's practically like an auto-hotkey script. But the way it works is the server has to have it.
Re: Mylon's Many Mods
Thank you! I didn't know that. So both me and the server have to have to be in sync with the plugins installed.
Re: Mylon's Many Mods
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[img]Re: Mylon's Many Mods
This is a problem with Py's recipe handling. Bot Servicing sets the "hard mode" recipes to false by default, which is an unusual style of building the recipe but is valid. Please submit that report to Py.
You can probably get by this by turning both options in Bot Servicing to Hard mode, then add Py mods.
You can probably get by this by turning both options in Bot Servicing to Hard mode, then add Py mods.
Re: Mylon's Many Mods
Thanks now for compatibility. A few more questions. Is this the correct operation of a refubisher 1 assembler2 = 1 steel plate? Difficulty Assembler_Assay is hard hard.Mylon wrote: ↑Wed May 27, 2020 1:05 am This is a problem with Py's recipe handling. Bot Servicing sets the "hard mode" recipes to false by default, which is an unusual style of building the recipe but is valid. Please submit that report to Py.
You can probably get by this by turning both options in Bot Servicing to Hard mode, then add Py mods.
Perhaps the MTBF maximum threshold is too low (this applies to the PY mods)? Launched in test mode, created 100 construction drones and within 2-3 minutes about 10 of them broke (MTBF=100) .
Thanks for the interesting ideas for the mods!
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Re: Mylon's Many Mods
The refurbisher is supposed to have multiple output slots. Something must have goofed in the setup. Without the output slots, most of the recipe products are lost. I'll look into it to improve the desired behavior.
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Re: Mylon's Many Mods
i just found out that this was causing a problem. never got it report about it till today. ill be looking to and fixing that issue. my badMylon wrote: ↑Wed May 27, 2020 1:05 am This is a problem with Py's recipe handling. Bot Servicing sets the "hard mode" recipes to false by default, which is an unusual style of building the recipe but is valid. Please submit that report to Py.
You can probably get by this by turning both options in Bot Servicing to Hard mode, then add Py mods.
Re: Mylon's Many Mods
Please, add an option to Concreep to NOT remove trees. Thanks.
Re: Mylon's Many Mods
Apparently Big Monsters and Prospector do not like each other.
The mod Prospector (1.0.26) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event Prospector::on_sector_scanned (ID 7)
The mod Big-Monsters (1.0.1) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event Big-Monsters::script_raised_built (ID 77)
__Big-Monsters__/control.lua:777: attempt to index local 'entity' (a nil value)
stack traceback:
__Big-Monsters__/control.lua:777: in function <__Big-Monsters__/control.lua:775>
stack traceback:
__Prospector__/control.lua:83: in function 'addOre'
__Prospector__/control.lua:154: in function <__Prospector__/control.lua:151>
stack traceback:
[C]: in function 'create_entity'
__Prospector__/control.lua:83: in function 'addOre'
__Prospector__/control.lua:154: in function <__Prospector__/control.lua:151>
The mod Prospector (1.0.26) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event Prospector::on_sector_scanned (ID 7)
The mod Big-Monsters (1.0.1) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event Big-Monsters::script_raised_built (ID 77)
__Big-Monsters__/control.lua:777: attempt to index local 'entity' (a nil value)
stack traceback:
__Big-Monsters__/control.lua:777: in function <__Big-Monsters__/control.lua:775>
stack traceback:
__Prospector__/control.lua:83: in function 'addOre'
__Prospector__/control.lua:154: in function <__Prospector__/control.lua:151>
stack traceback:
[C]: in function 'create_entity'
__Prospector__/control.lua:83: in function 'addOre'
__Prospector__/control.lua:154: in function <__Prospector__/control.lua:151>
Re: Mylon's Many Mods
I'm not sure what Big Monsters is doing, but this is what Prospector is doing on that line:Dassie45 wrote: ↑Tue Sep 01, 2020 7:22 am Apparently Big Monsters and Prospector do not like each other.
The mod Prospector (1.0.26) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event Prospector::on_sector_scanned (ID 7)
The mod Big-Monsters (1.0.1) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event Big-Monsters::script_raised_built (ID 77)
__Big-Monsters__/control.lua:777: attempt to index local 'entity' (a nil value)
stack traceback:
__Big-Monsters__/control.lua:777: in function <__Big-Monsters__/control.lua:775>
stack traceback:
__Prospector__/control.lua:83: in function 'addOre'
__Prospector__/control.lua:154: in function <__Prospector__/control.lua:151>
stack traceback:
[C]: in function 'create_entity'
__Prospector__/control.lua:83: in function 'addOre'
__Prospector__/control.lua:154: in function <__Prospector__/control.lua:151>
Code: Select all
prospector.surface.create_entity{name = newres, position=res.position, amount=(bonus + amount), raise_built=true}
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Re: Mylon's Many Mods
Mentioned it in the portal, but I know things can get hidden there. Assembler Assay's mod portal link in the OP of this thread is broken, but the main thing I wanted to report, don't know if a solution is possible: Assembler Assay conflicts with Production Scrap 2.
"data_final_fixes.lua: 179: attempt to index field 'normal' (a nil value). Stack traceback: ... data-final-fixes.lua; 179; in main chunk"
"data_final_fixes.lua: 179: attempt to index field 'normal' (a nil value). Stack traceback: ... data-final-fixes.lua; 179; in main chunk"
Re: Mylon's Many Mods
Took a while but I fixed this. Thank you for the report.BryanSw wrote: ↑Wed Mar 17, 2021 9:53 pm Mentioned it in the portal, but I know things can get hidden there. Assembler Assay's mod portal link in the OP of this thread is broken, but the main thing I wanted to report, don't know if a solution is possible: Assembler Assay conflicts with Production Scrap 2.
"data_final_fixes.lua: 179: attempt to index field 'normal' (a nil value). Stack traceback: ... data-final-fixes.lua; 179; in main chunk"
Re: Mylon's Many Mods
Assembler Assay conflicts with AAI Industry (confirmed by loading only these 2 mods). The refurbisher recipe gets changed to a clone of the assembling machine 2 recipe. I suspect this is a matter of AAI Industry trying to be too clever in identifying recipes.
Re: Mylon's Many Mods
Yo, I think Peppermint Mining 2.2.3 has a Serious Bug in it ATM and one Minor Bug as of Factorio 1.1.69.
A minor bug that 1 shows the above, and 2 doesn't let you delete these Pink Mining Prints (the ones you use to select Ores for Mining).
This one, I think causes a missing item error. And there is no Recipe Anywhere to convert it to Uranium-235 or 238. Not in tier 2 Crafter or Chemical Plant.A minor bug that 1 shows the above, and 2 doesn't let you delete these Pink Mining Prints (the ones you use to select Ores for Mining).
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