248k Redux Mod


Port of the 248k mod by PreLeyZero from 1.1 to Factorio 2.0. May have compatibility issues with other mods.

Overhaul
16 hours ago
2.0
1.07K
Transportation Logistic network Manufacturing Power

b Error with K2

Failed to load mods: 248k-Redux/scripts/krastorio2/overhaul.lua:123:attempt to index field 'unit' (a nil value)
stack traceback:
248k-Redux/scripts/krastorio2/overhaul.lua124: in function 'add_tech_card'
248k-Redux/scripts/krastorio2/overhaul.lua234: in function 'add_cards_to_tree'
248k-Redux/scripts/krastorio2/overhaul.lua516: in main chunk
[C]: in function 'require'
248k-Redux/data-final-fixes.lua:17: in main chunk

Mod list:
Base Mod
Elevated Rails
248k Redux graphics
248k Redux Mod
248k Redux train graphics
AAI Containers & Warehouses
AAI Industry
AAI Signal Transmission
Alien Biomes
Alien Biomes Graphics
Bismuth
Black Rubber Belts - Remastered
Brass Tacks 2.0
Bullet Trails
BZ Mods Bridge
Cargo Ships
Cargo Ships Graphics
Change Insterter Drop Lane
Combat Mechanics Overhaul
Equipment Gantry
Even Pickier Dollies
Factorio Library
Foundations
Grappling Gun
GUI Unifier
Holographic Signs
InformaTron
Inserter Fuel Leech
Jetpack
Krastorio 2
Krastorio 2 Assets
Krastorio 2 Menu Simulations
Manganese
MFerrari lib
Robot Attrition
Shield Projector
Space Exploration
Space Exploration Graphics Part 1
Space Exploration Graphics Part 2
Space Exploration Graphics Part 3
Space Exploration Graphics Part 4
Space Exploration Graphics Part 5
Space Exploration Menu Simulations
Space Exploration Postprocess (Required)
Space Exploration-Standalone Space Age content integration
Squeak Through 2
Stack Inserters
Standalone Cryogenic Plant
Standalone Electromagnetic Plant
Standalone Foundry
Standalone Space Age Library
Task List
Text Plates

Every mod updated to most current versions as of posting this disscussion.

6 days ago

Thanks for letting me know. I’m not sure how long it’ll take me to fix the bug since it looks complex.

5 days ago

Replace add_tech_card with this:

local function add_tech_card(tech, card)
    if not data.raw.technology[tech] or not data.raw.technology[tech].unit then
        return
    end

    if contains_tech_card(data.raw.technology[tech].unit.ingredients, card) then
        return
    end

    table.insert(data.raw.technology[tech].unit.ingredients, {card, 1})
end
5 days ago

Explanation: Trigger techs don't have unit defined. Some mod might have converted the technology to trigger.

5 days ago

Added the fix to the mod, thank you so much, i believe i wouldn't be able to do it by my own

5 days ago

By the way, do you have experience with or know how to create menu simulations?

4 days ago

No. I have never done anything with them.

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