So, exactly as posila said then. So why are you saying "So no, not all mods automatically transfer from 0.18" when you are agreeing? That's confusing.acidcrash wrote: ↑Sun Aug 16, 2020 8:36 amsorry I'll rephrase, not all mods will work out of the box post-patch that were 0.18 compatible (not copy & pasting or anything)Qon wrote: ↑Sat Aug 15, 2020 8:18 amWhat do you mean with "transfer"?acidcrash wrote: ↑Sat Aug 15, 2020 8:01 amUnfortunately, I forgot to take a backup before patching and the update has some 25+ mods I was using. So no, not all mods automatically transfer from 0.18
Version 1.0.0
Re: Version 1.0.0
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
- Omnifarious
- Filter Inserter
- Posts: 276
- Joined: Wed Jul 26, 2017 3:24 pm
- Contact:
Re: Version 1.0.0
Here is what I've noticed...
Almost all mods for 0.18 work perfectly on 1.0 without any changes of any kind whatsoever. No updates, no changes, no modifying any files, nothing. They just work.
A very small minority don't because of changes introduced as part of spidertron. Some, like the BNW mod I maintain, didn't account for the spidertron remote as objects, or for spidertron as a placeable vehicle that's not considered a 'car' type vehicle. So, BNW works great until you try to create a spidertron, at which point there is no way to place it and no way to remotely control it because BNW is very strict about the kinds of things you're allowed to manipulate 'by hand'.
Other mods may have other issues. Alien Biomes, for example, didn't quite handle the nuclear blast tile that represents a permanent change to the landscape made by a nuke (an update that _does_ handle this has been released).
But, these are in the minority, and the problems they have are usually minor. Most mods just plain old work with not one single byte of difference in the mod .zip file.
Last edited by Omnifarious on Wed Aug 19, 2020 1:50 am, edited 2 times in total.
Re: Version 1.0.0
I don't agree though, it was implied that basically anything that worked on 0.18 should run, some 30% of the mods (niche QOL or functionality) I had loaded didn't work post update. Frustratingly, some of the mods seem to have been abandoned and not had any updates for quite awhile so unless I can find a solution to make them work myself - games I had in progress will also have to be abandoned.Qon wrote: ↑Sun Aug 16, 2020 12:07 pmSo, exactly as posila said then. So why are you saying "So no, not all mods automatically transfer from 0.18" when you are agreeing? That's confusing.acidcrash wrote: ↑Sun Aug 16, 2020 8:36 amsorry I'll rephrase, not all mods will work out of the box post-patch that were 0.18 compatible (not copy & pasting or anything)
I get it though, I've been playing long enough to know better and made a schoolboy error in not making a backup first to test before blindly updating - doesn't make it any easier a pill to swallow
Re: Version 1.0.0
Yes you did, and no you are wrong. Read what posila actually said, posila didn't imply anything you ascribe to him. 1.0 is no different from a modders perspective than if those new features would have been released as 0.18.48. Which was experimental btw. So you are just complaining that we got new features.
Almost every mod works though. I had ~200 and like 5 of them stopped working. And I have replacements or updates to them now.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
- brunzenstein
- Smart Inserter
- Posts: 1116
- Joined: Tue Mar 01, 2016 2:27 pm
- Contact:
Re: Version 1.0.0
TinyStart and FarReach, very popular one, don't work and won't save- at least not on the MacQon wrote: ↑Mon Aug 17, 2020 7:50 amYes you did, and no you are wrong. Read what posila actually said, posila didn't imply anything you ascribe to him. 1.0 is no different from a modders perspective than if those new features would have been released as 0.18.48. Which was experimental btw. So you are just complaining that we got new features.
Almost every mod works though. I had ~200 and like 5 of them stopped working. And I have replacements or updates to them now.
- 5thHorseman
- Smart Inserter
- Posts: 1193
- Joined: Fri Jun 10, 2016 11:21 pm
- Contact:
Re: Version 1.0.0
Far Reach seems to work just fine for me though I use custom settings. I only want to interact with things at a distance and want to require bots to actually build things. And that works without any issues in 1.0.brunzenstein wrote: ↑Mon Aug 17, 2020 8:41 am TinyStart and FarReach, very popular one, don't work and won't save- at least not on the Mac
Never used TinyStart but it appears that all mods that change the starting settings are having problems due to the starting cut scene changing the way things happen internally. This is 100% covered by the "unless some of the changes between 0.18.47 and 1.0.0 broke something for you" that Posila said.
- brunzenstein
- Smart Inserter
- Posts: 1116
- Joined: Tue Mar 01, 2016 2:27 pm
- Contact:
Re: Version 1.0.0
Far Reach works if you change (every time you start a game) the mod's setting after start just fine.5thHorseman wrote: ↑Mon Aug 17, 2020 9:56 amFar Reach seems to work just fine for me though I use custom settings. I only want to interact with things at a distance and want to require bots to actually build things. And that works without any issues in 1.0.brunzenstein wrote: ↑Mon Aug 17, 2020 8:41 am TinyStart and FarReach, very popular one, don't work and won't save- at least not on the Mac
Never used TinyStart but it appears that all mods that change the starting settings are having problems due to the starting cut scene changing the way things happen internally. This is 100% covered by the "unless some of the changes between 0.18.47 and 1.0.0 broke something for you" that Posila said.
Tiny Start shows its settings but they are blocked and cannot be altered - seems to be a problem with the initial startup sequence. Hope that the mod's creators act swiftly thought.
- NotRexButCaesar
- Smart Inserter
- Posts: 1133
- Joined: Sun Feb 16, 2020 12:47 am
- Contact:
Re: Version 1.0.0
How funny that the devs considered the experimental one the “real” version. Almost everyone played the experimental one and I encountered like 4 bugs across 3 entire versions, with constant updates throughout.Qon wrote: ↑Mon Aug 17, 2020 7:50 amYes you did, and no you are wrong. Read what posila actually said, posila didn't imply anything you ascribe to him. 1.0 is no different from a modders perspective than if those new features would have been released as 0.18.48. Which was experimental btw. So you are just complaining that we got new features.
Almost every mod works though. I had ~200 and like 5 of them stopped working. And I have replacements or updates to them now.
Ⅲ—Crevez, chiens, si vous n'étes pas contents!
Re: Version 1.0.0
How do you know it? And why is it funny?AmericanPatriot wrote: ↑Mon Aug 17, 2020 1:09 pm How funny that the devs considered the experimental one the “real” version.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Re: Version 1.0.0
Will the updates now be delivered as normal games do in steam since the game is no longer an "early access" game and no longer experimental? For example, will users now get the 1.0.1 patch and later easily without any need to enable "experimental updates" in the standalone or enable beta in steam?
- NotRexButCaesar
- Smart Inserter
- Posts: 1133
- Joined: Sun Feb 16, 2020 12:47 am
- Contact:
Re: Version 1.0.0
I think that it is true because the devs said this in the Friday Facts:Qon wrote: ↑Mon Aug 17, 2020 1:15 pmHow do you know it? And why is it funny?AmericanPatriot wrote: ↑Mon Aug 17, 2020 1:09 pm How funny that the devs considered the experimental one the “real” version.
“Something that would really work against that would be if the update broke a bunch of mods and disgruntled all of our most dedicated players. So we are making efforts to ensure that mods that work in 0.18, will work without any update needed in 1.0.”
I know they say dedicated players, but I think that is practically everyone active on reddit/the forums/anywhere.
I think it is funny because it is almost absurd?(I don’t know the right word here. I need a lesser version of absurd). The experimental version is supposed to have a ton of bugs, but I only encountered four in my entire 3000 hours of playtime, two of which were graphical, and the other two were fixed within the week.
Ⅲ—Crevez, chiens, si vous n'étes pas contents!
Re: Version 1.0.0
Supposed to? It's not supposed to have them. It's just released before they have fixed all the bugs so that they can get bug reports. It's just that "stable" has been tested and then frozen after bugreports have been resolved.AmericanPatriot wrote: ↑Mon Aug 17, 2020 1:29 pm I think it is funny because it is almost absurd?(I don’t know the right word here. I need a lesser version of absurd). The experimental version is supposed to have a ton of bugs, but I only encountered four in my entire 3000 hours of playtime, two of which were graphical, and the other two were fixed within the week.
I think they said 1.0 had some 1500 unresolved bugs in their tracker in the FFF.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
- BlueTemplar
- Smart Inserter
- Posts: 3066
- Joined: Fri Jun 08, 2018 2:16 pm
- Contact:
- 5thHorseman
- Smart Inserter
- Posts: 1193
- Joined: Fri Jun 10, 2016 11:21 pm
- Contact:
Re: Version 1.0.0
I would assume it'll be similar to the way it was, though likely slower paced.Jon8RFC wrote: ↑Mon Aug 17, 2020 1:26 pm Will the updates now be delivered as normal games do in steam since the game is no longer an "early access" game and no longer experimental? For example, will users now get the 1.0.1 patch and later easily without any need to enable "experimental updates" in the standalone or enable beta in steam?
1.0.1 will be experimental. So will 1.0.48 if they get that far. Then eventually 1.0.67 or whatever will be what they consider release worthy and then 1.1 will be released.
They could only release 1.1 when it was ready but thousands of free beta testers seems to have worked well for them so far, and I'm not sure I'd want to change that if it was me.
Re: Version 1.0.0
now we need spidetron as personal vehicle.
Re: Version 1.0.0
Yeah. I was thinking about the iconic image of the player character riding on a factorio rocket, and thinking it would be cool to ride on spidertron.
I also thought it would be cool to teach spidertron to mount and ride on top of a locomotive/cargo wagon, so i don't need to pick it up if I want to travel a long distance.
Re: Version 1.0.0
So this game is out 5 days and i already hit the 1500h mark?! xD
Congratulation to the release. There is no othergame i played this hard, except Eve Online and GTA. In 30years of my gaming career this game is at the top.
I cant wait what game you guys come up next. It will be bought right away.
Congratulation to the release. There is no othergame i played this hard, except Eve Online and GTA. In 30years of my gaming career this game is at the top.
I cant wait what game you guys come up next. It will be bought right away.