#Yeah that's fair enough. I would like to
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I just uploaded a new version of the mod with SE compatability, it usually takes a minute to show up, so keep an eye out, and have fun :)
Oh HELL yeah, I was not expecting that so fast XD
I designed the mod with adding compatibility in mind. So usually the thing I need to do is not fix the recipes, or something, but usually there is some edge case that breaks my algorithm and I need to tweak it to account for it
Oh fair enough. Truthfully I don't really understand how Factorio modding works. Mainly because most mod devs I think tend to be very experienced programmers, and the game was entirely designed with programmer-style logic in mind. And I am not a programmer 🤣
I have modded games before, but much simpler ones to do lol. American Truck Simulator being one of them, because they have a special framework so it's easy as heck to mod, it's all in plain text that is understandable just on intuition pretty much and the rest is done in Blender XD
But that sounds fairly straight forward on your end all things considered so that must be nice lol
I'll give the new version a shot in a bit
It really can depend on your scope, but the thing about modding factorio is that the data structures have a ton of requirements that are hard to get your head around at first
I've dabbled in several languages, but this is the first time I've worked with large code. I'm learning a lot. The group here is helpful.
Programming with compatibility in mind is hard.
Sounds like it's easy once you get it going though lol
Then again I don't know. I just wasn't expecting the mod to get an update in an hour XD
@dense bluff I got the same error I did earlier. Wondering if one of my other mods is not liking it. I mean SE is the main overhaul mod, and none of the others are overhauls, but there is a lot of other ones so... who knows. I did update the mod, by the way. It had one available
No idea which one it might be though, the error doesn't help to find what the conflict is very much lol
thats very strange
I agree. It's more than likely some other mod I have on, which is a lot. Couldn't tell you which though
If there's a full game log somewhere I can get, do you want me to crash it again and give you the log from that? XD
Actually here we go, previous log is a thing. So this is the log from when it gave me this error (which appears to be the same as I got before the update)
It's a new way of thinking, but it gets easier as you get used to it.
It helps that I want my mods to work with existing modpacks, but I dont' want to rely on their creators to add compatability.
Yeah that's fair enough. Gives you some extra freedom
I'm constantly asking myself how to make it easy for others to use mine, and vice versa.
Optimization transcends the game world XD
What on earth 🤣
I was trying to debug something else
Fair enough lol
In my mind I read the "AUGGHGGHHGHGH" in Mr Krabs voice LOL
How would I find out?
you did find out, because the recipe exists and doesnt have a category
if the recipe wasnt real, it wouldnt have gotten that far
Right okay, so there must be one then lmao. In that case, the logical next question would be how would I figure out which one is uncategorized?
Well actually
Idk but im gonna try and push a fix that ignores recipes without a category
There is this tab in Editor Extension's Infinity Chest which is just called "unsorted"
its probably some recipe which theyre setting with the placement of the buildings, like rocket silos or something
thats also possible
Not sure if any of them are the problem but they are unsorted apparently so, could be
But fair enough, I'd imagine most unsorted recipes aren't going to need an Arcosphere in them, so ignoring them seems like a safe bet
I know at least in my case, I won't be making anything in the unsorted tab anyway lol
Yeah that's also a fair point
I think Im gonna go for a different fix, which is to ignore recipes which have no ingredients or results, that should cover the things that this fix wouldnt
If a recipe has no ingrediants or results then what is it? lol
some mods have burner recipes, or generative recipes
Huh, fair enough
Well I can at least tell you that nearly every item in the Unsorted tab is just placeholders or creative test items. They don't really do anything. There's spawner items, item teleports, infinite sources, and besides that just icons really
With the exception of the Burner Generator, which I think is here because SE or AAI Industry or something likely wanted to disable it
yeah I dont think the unsorted tab is what is causing things, but idk what is
some fancy scripted recipe or something idk
Well it's the only thing that I know is uncategorized. I haven't dug into the internals much lol. I'm trying to help but as I am not familiar with how the internals of Factorio works, I'm likely not much help 
okay I just pushed a new fix, if there are any issues let me know 🫠
it should ignore recipes with no result or ingredients, and not have any issues with categories
Alright, I'll give it a go

Wat
You'd think that would've done it
To be fair it did change slightly, it's now failing to index recipes rather than something about a category, but it's strange that it's still not loading right. Some other mod I have must be the problem, but which one I have no idea
Aughguahughahg
Relatable lol
can you send me your modlist file
its in your mods folder, just a json called mod-list.json
Well I have a bunch of mods installed that I'm not using, so let me clean them up first
it will tell me what mods you do and dont have installed
Well it's more like which ones are active because I have a lot installed that aren't active. lol
I guess I can use your log file as well
Do you want the log with the error or just a general log?
Did you change the modlist at all after you sent this before?
because I can just use this if so
No I've left it alone. All I've been doing is enabling your mod to test your patches. Everything else has remained the same
Though this error is slightly different than the previous
yeah
So if it helps at all I'll give you the new log so you can see that error
Which is this one
But between the two the rest of the pack has stayed the same. Only Arcotorio was added to test the patch
I hope these patches havent broken anyone elses game 🙃
Yeah really lol
I'd imagine probably not, but I mean at the very least, if they did somehow, that person would be able to just get an older version of the mod to make it work for now
thats true
Can you actually send me a save with everything but Arcotorio, so that I can just auto-sync it 🙃
Im realising that I am doing this the incredibly tedious way where I look at the log and download every mod individually
Yeah that's fair enough lol. I can do that. Though there is two mods I will have to send you seperately because I modified them slightly locally. They both work just fine, but their compatible versions weren't updated, so I had to do that manually. The rest can be auto-synced
thats totally fine
SE Trains Again is the save, the other two are the mods
And yes I am aware it's chaotic and kinda cheaty. I just like to mess around xD
Absolutely no judgement
At the very least it'll help you troubleshoot. Because I think if you can make it work with these mods it'll work with a lot. My pack is.. rather jank 🤣
I did get your error after partially picking through and installing mods, so Its not you
Okay so it was a conflict somewhere. Knew it had to be lol
the issue mod in question seems to be spidertron docking. I think they do some really wierd stuff though, I dont know if I can make it compatible
Of all mods I would've guessed to be causing funky things, that one was not high on the list XD
Wonder what it does that causes these issues
Though to be fair I got pretty far into a super similar save earlier this year and I don't think I ever ended up using that mod, or even a Spidertron in general really. So while compatibility would probably be nice for some people, I personally don't mind if it can't be done lol
Well the Spidertron Docking mod was at least one of the mods causing an issue. I removed it to test and I got this instead
The rabbit hole is continuing apparently
Wonder if Omnicompression has anything to do with it. Because that mod allows you to pack basically any item and building into a compressed version. Items go from one stack of whatever it is, down into one single item that represents a whole stack. Buildings, at least the way I've configured it, go 10:1 (so 10 buildings go into one that has 10x the speed, power, pollution.. basically 10x the stats), and they can go recursively 4 times, meaning the top tier has buildings with 1000x stats 
I don't usually need anything that fast but I have it configured to go that high in case I ever do. But I'm wondering if that has anything to do with it because that seems to work the same way Arcotorio does, I.E it works with almost anything
I think it generates recipes itself
I could remove it to see what happens. Pretty sure the only things I have from that mod right now are miners which I haven't powered up yet
I'll just disable that and enable Arcotorio and see what that does
No same error. Fuck
Was worth a try I guess
Yeah I think my mod is doing something wierd, I will need more time to hash this out than I thought
Fair enough. I'm not in any rush lol. I was avoiding building any real factories so far because I knew the arcospheres would change how I had to build them. But perhaps I can build at least a couple with arcospheres in mind. The main thing I need to do is get power on at my base, so I can just build the minimum factories for that and try to make them, assuming two arcospheres in and out of every machine, so when it's eventually working I shouldn't have too many issues integrating them
After that I'll probably play another game and keep an eye on this thread for updates. That way I don't get too far in and have to rebuild to integrate the arcospheres XD
Gonna hop off for the night. If you figure anything out worth noting, you can DM me if you want to or just put it here. I'll see it when I wake up lol
sounds good, thanks for your patience
Yeah no problem. Just glad it's got good support and all that lol
I'm going to sleep now. See you tomorrow
I do think its working now, so you should be good to go
I got the game to boot, so
¯_(ツ)_/¯
Oh hey nice, that's good news lol
I just woke up, I'll be on in a little bit to test it out
Just updated it. The game did load, and so did my save, so for now yeah, it seems to work
If I have any other problems at any point I'll let you know, but so far so good
Sweeet
Using this mod has so far led me to creating one of my most complex blueprints yet. Tileable Kovarex Processing, including filtering support for the Arcorbs 4 belts in, 4 out, complete with manifolding. All you have to do is line up the bottom left cyan splitter with the bottom middle one on the previous paste, so that they overlap, and the rest tiles perfectly
First blueprint I've actually made myself that tiles like this lol. Maybe not the cleanest, but I tried to make it relatively compact if I could, and tileable
Here's a bunch together to show how they link up
Oh my
yeah I suppose with a large speed modifier, having to route in and out a two extra belts of items is...a task
how do you feel about where I placed the Arcos in progression? and are you enjoying the efficient manufacturing?
I do like that they are relatively simple to make, all things considered. Though I can't be much help in terms of progression, because I'm mostly just messing around right now XD. Though as I am manifolding, I did need to make extensive use of Omnicompression. The main belts that go in and out are super compressed versions of the SE Deep Space belts with a speed of 540/s (I think thats the hard cap of the game, I've not seen anything faster) to be able to handle ridiculously large amounts of items. It's not really needed, but the immediate alternative is a massive belt bus lol
This is my current attempt at making a high speed Uranium Processing facility. Ore goes through the normal refinement process and then Kovarex
is it upgraded or default kovarex?
I have yet to see if it actually works but I think it should. I just need to get the Elemental Initialization going (which is built in the bottom right but not active yet)
I didn't know there was an upgraded Kovarex 
it looks like default
yeah the manufacturing technologies! check it out in the tech tree!
Oh those! Yeah I haven't been to space yet XD
Like I said, kinda just messing around right now, so a lot of stuff is spawned in
I'm trying to avoid spawning in manufacturing stuff as I want to go through the processing lines, but a lot of the stuff I'm building with I just spawned in XD
ohhhh okay
I forgot I put the first one so far away 🙃
wait you havent made it to space at all? arent the Arcoorbs unlocked with space science?
Yeah but like I said, a lot of stuff I'm kind of just spawning in. I play Factorio in a really weird way, I basically just let myself use all the buildings and stuff for free, but I build full factories, I don't spawn in ingredients, so that way I can go through the full production setup. And then I just make all the science types lol
This factory is just to refine uranium so I can turn it into fuel cells for my nuclear power plant
Ik, it's a weird way of playing lol. Think it's probably due to me being autistic 
nah I hear that people do that for Pyanadons all the time
I just didnt understand the progression youve made so far is all lmao
I'd argue with Pyanadons though it's kind of better to play it that way or you'd be there for decades XD
¯_(ツ)_/¯
Yeah the progression is "Autistic Shenanigans Progression™️"
xD
So far though I am enjoying the concept. Needed an excuse to try and design compact, and think ahead about how I am going to manage everything. This actually helped because it kinda makes you with how much more stuff needs to be managed lol
Im pushing a fix for some randomisation issues weve been having, which will break every ongoing save
well, not break the save
change all the recipes in the save
That'll be good to get then before I get too many arcosphere lines made XD
Is it 9.11 or are you uploading a 9.12 currently?
its going to be 9.12 but im testing it rn
Alright. I'll just stay in my game until it's available then so I only have to save and load one time, which should hopefully avoid the randomization lol
Uhh the issue is pre 0.9.0, unfortunately, so itll definitely affect your save
Ah well, good news is that I built the first factory with arcospheres in this session. So that means that there will only be one save made on a version without that patch
it technically is going to be an improvement overall, however its heavily nerfs how easy the arcoorb recipes are
That might mess with some stuff I made then. So far I got Red Science to Arcorbs, Arcorbs to Elementals, and two transmutations between types of Elementals. I have some Arcobeads too but those are self sufficient so I can just recycle them endlessly
I haven't made science yet but that's because my plan right now is to use an infinity chest for the science packs temporarily so I can get the Uranium line running, and then make the fuel cells and get nuclear power going. Once that's on, then I'll come back and do science packs lol (and remove the infinity chest xD)
lmao sounds good
So... I updated Arcotorio and it randomized all the recipes, and since I had just finished a few factories I thought okay, I'll just try a few times to cheese it and bascially downgrade the mod again, reload the same, update it again and load a second time to try and force-re-randomize until it was back to at least close to what it was lmao. Well in the process I found that using 9.10 (the version I upgraded from), I could save and reload multiple times over without anything changing, but on 9.12 it always randomized when I updated to it
But just staying on 9.10 left the recipes the same every time, and even if I updated to 9.12 and then went back to 9.10, they still stayed the same, they just randomized on 9.12 and then reverted to what they were when I went back to 9.10
Perhaps I can just stay on 9.10 since I already got some stuff going with the recipes it had? Or is there a chance it randomizes and I just got lucky the handful of times I reloaded and didn't get a randomization? lol
ah yeah so this is because of how modded prototypes work. recipes are objects which you create, and my mod creates them dynamically during the game (not save) load. so all the recipes are reset back to the way they were in 9.10 because when the game loaded, that was how recipes were generated
So can I just stay on 9.10 without it randomizing? Because if I can I'll just do that, otherwise I gotta rebuild multiple (fairly large) factories lol
yup! you can probably switch to 9.11 though, I hadnt made by then the change yet
also, if there are any other fixes then they would be locked ahead as well
Fair enough. I figure I can just use one version and not update for the duration of this save (and likely not update anything else either) just to keep it functioning. I mean we aren't too far off from Factorio 2.0 anyway, and I bet then a LOT of stuff will break. So if I can just keep this one working for as long as I can, I likely won't finish it by the time 2.0 comes out, and then it doesn't matter. I'll be starting new anyways for the update lol
enjoy!
Well yeah that's true. It's kinda just the idea of well it's working right now, so might as well keep it working for as long as I can by just not touching anything XD
Just know that my mod might get repetitive, since a lot of recipes are significantly more consistent
Yeah that's okay, makes sense lol
I am excited for 2.0 though, the elevated train tracks are gonna be super fun to play with
I really cant wait for them
I also know its a rare take, but Im really excited for quality
Seriously same xD
True, QOL updates are always appreciated. Especially in a game like this which is practically known for QOL lol
Oh whaaa? I haven't read every FFF lol
Oh rarities kinda
Wonder how that works
Time to go read the FFFs lol
Though I do wonder what will happen to SE, because with Space Age being an official DLC, it wouldn't really make sense. Maybe they could just become Space Expansion and add tons more stuff to the Space Age progression, or places you can go or something, but other than that idk

Sick lol
yeah who knows
I also wonder what mods will work and which ones will break. Imagining most will break, but I wonder if some will keep working
I guess we'll just have to wait and see in 2 months lol
Still, super excited for the elevated trains XD
Gonna read this in a bit while I have some food lol
I believe some devs are hoping/expecting an API preview to help prep mods for the transition, we can only wait and see, however
That would be nice. Seems like something they'd do too
Just read through the post about quality. Thats certainly a unique mechanic and way of implementing it. Adds a whole other layer to the game, should you choose to try and work with it lol
Im always a fan of the "building tall" strategy
Yeah fair enough. I think I tend to do the horizontal strategy more, because it's just simpler and most games didn't really have a way of building tall until more recently
I do recall playing one of the really early versions of Factorio way back in 2016 though... it was so much simpler back then XD
But it's also evolved into an actually fantastic game, and it seems like 2.0 is just going to make it even better lol
This is hysterical
Just saw this thread
I’m the other dev for arcotorio btw