#Missing tech prerequesites in modded factorio
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which part?
no mic
no problem, I could stream and look at your responses here
would still ease having to write every thing im confused about
Im at a voice channel if u wanna come
sure give me a few minutes
the annoyance rn is the overlay
cant both see ur stream and type
well you need to follow the prompt lol
it wants you to select the executable
click that and itll give you a file explorer
yea that
you need to select the exe there
ah fuc youre on steam aint u
yea that separates exe and mods folder
look for your steam install folder
steam/commonapps/factorio iirc
bin
ye also hitting reload here is fine
go back to your files
in vsc lol
you unzipped one of those right?
you can search that with right click now
like right click the folder
the second thing there shows you that its defining those but the util looks like it just got copied from somewhere
if you click them itll redirect you to the spot where its found that
so here's the annoying part you need to figure out if and if yes how it changes the tech prerequesites
the mods doing it like that yes
is there anything else in this file?
below the declaration
ye
yea thats the tech initialisation and then it throws that into data:raw
so unless it does something after this its not this mod
hm idea, go to the tech definition
no at the bottom where you just were
yea that jetpack tech thing
its giving it a name
so go to the definition of pack 2
the thing on the left
the prerequesite 2 thing
when you click on the prerequesite= on the left itll get you to the defintion of the jetpack techs
you want the defntion of the jetpack thats messing up
ye coz u hit 3, not 2
its that one
yea and im a tad annoyed coz it doesnt have a name definition
go back down past the definitions
it is given one somewhere
aj
its the ["name"] in the definition its using
and that'd be "jetpack-2"
what you can do now is set a breakpoint after files that manipulate tech
if it makes changes to tech
at the bottom you want to to set a breakpoint
personally i use if true then return end for breakpoints because it cant actually set breakpoints at the end of a file
yea copy that to the end and left click of it on the line number
yep
yea now go to the arrow with a bug symbol
left menu bar
you need to hit the 'create launch.json' ting
otherwise it launches with the wrong args
yea you can just close that file
it set it up for what you need
now select in the top left the thing that has 'settings and data' in its name
its a dropdown
green arrow
you need to select the right start thing
like i said its in the dropdown
no that just changes how you lanuch
it doesnt actually launch it
which you want to do noow that youve selcted it
it should stop on the breakpoint
yes t should
what happens if you press F5 instead?
it SHOULD stay permanently
something's closing your game instantly
i cant debug THAT lol
personally i think steam's a bit fucked and i use the standalone
it might be an issue with steam here
maybe its in a protected folder or something bleh
well, like i said its probably a steam issue with it instantly closing down the game
havent seen that bug before personally
but for me standalone works under W11
its like 1.7 GB it wont take that long to download
you want the .zip version
not the installer
i have only ever wrangled the standalone in zip form bc i feared stuff like that might happen lol
you can literally just hit ctrl c on your mods folder and should be fine
but once you have it unzipped you need to re-select the executable
on the topic of extra mods ther might be a way to brute force the techs
hold up
yea i need to think for a sec
ye
hm making a loop for cleansing this might take a moment
sure
almost done but ofc not tested
yes but it would add the science packs its depending on as prerequesites
if theres no tech for unlocking the recipe itll ignore that
only the science packs
paste this in your mod folder and see if it works
its 100% untested so i make no guarantees
yes but that would likely need to be done per-mod
yes and no? this would require scanning for the techs that unlock those recipes
and probably a lot more complicated than that above
so did it work?
hm thats weird lmc smth
bleh and your debugger doesnt work so this cant be checked why it fails
wdym a recipe doesnt have a result
ur download finished?
yea have you unzipped it somewhere and copied your mods?
yea
move that to a proper directory lol
dont keep it in downloads
program files is good
personally i do a separate folder that says standalone
single files are fucked on unzip
its all the graphics n stuff thats like 6 bytes
...fuck expensive mode man
hold up
yea but the prototypes do
so it fucks the loop
yea
the mods folder yes
then you also change the thing in your VSC to the proper exe
you copied before extraction finished im pretty sure
alright take 2
itll ask u to replace, hit yes
you can still check if it runs at all
different error tho
ah its optional
so i need to check if its nil
simple fix luckily holup
there
yea
im not bothering with different versions here
hm interesting that shoudlnt happen
ur factorio unzipped by now?
thats correct this time
move it to ur programm fles
top level folder
just copy the mods folder to where the config path is
like where u are rn
it can work like this?
wym
go to vsc and re-set your exe btw
wrong thing
ye
name that standalone ideally
i thought you mean "config" as config where data folder was and not config from %appdata%
check if the f5 thing actually works
hm thats really interesting
your version lock might be fucked?
bleh this is above my paygrade
can you launch your game without my mod, make a save, immediately leave, and post that save here?
ill debug it from my end
thats fine i need to reset my mods anyway
thats probably coz the science pack mod does a bunch of loops
if you always run the same modpack you might want to enable caching
alr then
caching stores data from startup but it resets as soon as a fly sneezes on it
so its only useful if you never change mods and settings
i mean if you make two factorio installs it would work
yea i figured lol
yes i can
thats what im doing
oh
yea
not really? maybe if you check the ingredients of the recipe but that'd end up in a terrible spiderweb of tech dependencies
liek
assume jetpack-2 needs jetpack-1, motors, and red circuits
either i make it require all those as prerequesite or have to scan somehow if at this point they're forced to be unllocked
and recursively searching a tree liek that is SLOW
maybe but it could break if theres more than one research unlocking a recipe
you can ctrl-click new game btw to get a mod sync save
on the main screen
brilliant
so msi is fucked
just makek a normal save then bruh
doesnt matter
uh
maybe it saved the map constraints wtf
advanced
just save quit then
this might take a moment
thats a problem for the dev team and/or @ripe peak (r u available?) (context: this guy hits 'start game' and it instantly stops itself)
like seriously how tf does it just instant quit
Loop over all techs
If tech has no prereq then
see if tech has prereqs
set the prereqs
jarg made FMTK for context
should know why its not launching
no but if you ever want to mod urself...
And I really hate being pinged with no context
you never told me that, apologies
I definitely have
oh yeah cus that happened when I was streaming
But also it's just basic etiquette
I think @lyric olive can explain what's happening better than me
thats fair, its just that i dont see an issue getting pinged myself
check the logs
so since i forgot you mentioned that i thought it wouldnt be an issue for you
well you need to work on that then, because a lot of people do and you're living up to your name
yea ill keep that in mind
can you help out here with the vsc issue we're having though?
there is nothing here for me to help with
oh?
no problem desciption, no context
like, this guy is hitting 'F5', the debug pause-stop bar appears on the top for a split second, and then vanishes
happens with both steam and standalone
what's the log/debug console say?
Where did you go @lyric olive ?
(you're teh one that can answer that)
nope he just left the call, he does not have a mic
my discord crashed
ah
jarg means that the game should show a log/console when you launch it via vsc
if you want help, answer eth question
I don't know where that is, I could show on stream
its usually at the bottom
if it doesnt show you might need to hover over the bottom thing and pull it up
log should be in %appdata% of factorio
wha folder is open as your workspace?
wait hows that even possible
and why are there multiple mod-list.jsons in it?
Could me having a modpack folder in my mods directory have something to do with it?
maybe? i assumed it would just go mods/mod-list and be done with it
sorry I don't know these terms like workspace
what folder did you open in vscode?
mods
THis is what my mods folder looks like
the testmod is a mod which fixes a thing
_mods is my modpack folder
move that somewhere else
okay
wait does it matter that there's two jetpack mods there?
unzipped and a zipped one
otherwise same
is it another mods tree with a mod-list.json in it?
no
then no
IT launched now
see the console at the bottom?
yes
are you still like three screenfuls behind?
@lyric olive are you debugging the thing on your end?
I didn't provide it?
no
I ment the code issue on your mod
are you debugging that
with test mod?
ye
ah no, It's just to fix the burner lab. It didn't accept the correct sciences
heads up debugging makes the game slow down so it might take a hot minute to even get to the error
uh my debug vscode factorio thing didn't work. It's stuck on loading jetpack but whatever
what does the console in vscode say?
that yellow thing means its stuck on the breakpoint or a crash
also imma not watch ur stream with that noise in the background
yea but then i cant her you talk
there is a 3 dot button near the small stream icon
yea that worked
im waiting for it to get there
like i said debugging slows the game down NOTICEABLY
on specific occasions by a factor of x30
doubtful
should be in the same ish area
its stuck on k2 rn
yea
funny thing actually
this error doesnt happen with base
so one of the mods didnt properly define their science
ye base game
base mod?
i think you should say vannila then
this aint minecraft
i know
yea
oh there we go
hm i see why this happened
i THINK someone is using a nothing -> nothing recipe in the rocket silo for some script nonsense
so the results dont exist
yep
because like a sane person i expected a recipe to have a result
to be fair
im about to do something similar in one of my mods so i cant really talk
nah a magic mod
overhaul style
well part of it
oh for fucks sake one of your mods isnt looping properly pain
hold up
ill just cache the offending part
SE PP touches basically everything
so does MSI
thats not really an indicator
MSI?
short for Mining space Industries
oh ok
yeah i thought of it
i know what is it. i play with this mod
maybe they are trying to overlap each other?
well more science packs is doing some sort of massive loop from what i can tell
you need to unpack it before putting it into vs code
i meant from how long its loading
theres no crash
ye?
ts loading
loading as on mods loading
one of those might screw it yea
just wait a sec
that wouldn't be fun
i don't think my dual-core intel i5 could even handle running the game if it takes you so much time to at least load the game
mind explaining why factorio is eating 12 GB ram on that
its also laggy asf despite not eating all resources
define in game
im stuck in the cutscene for the last 3 minutes
like it's just stuck or it's moving a frame a minute?
frame a minute but i need to restart to check something
welp
oh boy
I could give you a save which is after the start cutscene?
that aint going to help much here
its not changing the tech so i need to check if mine fails or if a different mod fucks it
that how i played my first game(minecraft) on my first pc
๐
so if yours doesn't fail it's probably one of Pedgux's mods that fails it?
yep
i see
what u can do is uninstall MSP and launch the game and see if it still has the fucked tech
a bit
just comment that part
actually i have a cracked version(i know that cracking games isn't really legal, but i don't think i can even buy it on steam.my first set country is russia in where you can't put money on your steam)
@oak bronze
oh finaally i finished the framework for pygame
yea you got a bunch to check
maybe your SE Postprocess Tech tree is broken?
thats kind of required for SE
maybe reinstalling it?
oh yeah i mean that pedgux might have the wrong version of the mod loading
your best option is to make a fix mod that runs after all the listed mods and manually fix it by setting the tech prerequesites i guess
its been stuck on the same entry for like 10 minutes here
so just write the tech tree using a mod?
like, make a mod that has a data-final-fixes, and set the prerequesites of the things up there
this is taking way too long lol
aw man u left the call
yeah ik
yea i dont have all day
what you want to do is ctrl-shift-f the tech to see its name
then in your fix mod go 'tech.prerequesites = { "name-1", "name-2"} etc
understandable. But for the techs which have missing prereqs, are the prereqs initialized?
correctly
like Can I access them
well if its in the tech tree it can be used as a prereq
prerequesites are technology names
so if the tech exists it can be used as prerequesite
yeah and they have initialized them as a table per research / entity
like jetpack3 had jetpack 2 and engines as a prereq
its an array listing the tech names but yea i guess?
can I access that?
like i said you can use it if it exists in the tech tree
you use the tech name, not the recipe name
wait dym
wdym'
hold on
I meaned these, these are like listed here @lyric olive
Will I just have to re-list these in an other mod?
yea i guess
just
with the correct accesspath because by then its in data.raw
data.raw.technology["jetpack-3"].prerequesites in this case
can you give some pseudocode?
i just did?
oh i see
replace jetpack-3 with the tech name and the part after that is just the prerequesites
just
wait nvmind
was thinking wrong
was that Finnish?
yeah
ok
I gtg now though
ok
gonna go play some "padel" idk what's that in english but yeah
okay
yea its still on the same mod imma peace out of here
Thanks for the help
