248k Mod


Advance through 4 stages of tech. Start with simple machines and work your way through nuclear fission and fusion up to black and white holes, in order to tame the 248k Element. This mod is designed to be playable in already existing worlds since it changes nothing on world generation. Can be played as a standalone mod or in overhaul mode.

Overhaul
2 months ago
1.0 - 1.1
46.4K

g incompattiblity

1 year, 8 months ago

Hi - I get an incompatibility with this combination of mods (+deps). It is beyond me to debug.

"Failed to load mods: Error while running setup for recipe prototype "kr-matter-plant" (recipe) Duplicate item ingredients are not allowed (fu_materials_KFK exists 2 or more times).

Krastorio2
Space Exploration
248k
RealisticReactors
PlutoniumEnergy

It loads fine if I take out RealisticReactors. The best guess I have is that something in 248k is accidentally double-editing the recipe but I don't know for sure.

1 year, 8 months ago
(updated 1 year, 8 months ago)

Do you know which version works with SE? (I think the bug was implemented on the SE site, because it got updates - not 248k. )
And i think the mod owner will not update this fast..

Hold up... you can load with SE and 248k in one package? I cant... not even possible :D

1 year, 8 months ago

This combination of mods loads for me:

["248k"] = "1.0.29",
Krastorio2 = "1.3.4",
Krastorio2Assets = "1.2.0",
PlutoniumEnergy = "1.4.3",
["aai-containers"] = "0.2.11",
["aai-industry"] = "0.5.19",
["aai-signal-transmission"] = "0.4.7",
["alien-biomes"] = "0.6.7",
base = "1.1.65",
["big-data-string"] = "1.0.1",
flib = "0.10.1",
informatron = "0.2.3",
jetpack = "0.3.5",
robot_attrition = "0.5.12",
["shield-projector"] = "0.1.6",
simhelper = "1.1.4",
["space-exploration"] = "0.6.82",
["space-exploration-graphics"] = "0.6.11",
["space-exploration-graphics-2"] = "0.6.1",
["space-exploration-graphics-3"] = "0.6.1",
["space-exploration-graphics-4"] = "0.6.2",
["space-exploration-graphics-5"] = "0.6.1",
["space-exploration-menu-simulations"] = "0.6.8",
["space-exploration-postprocess"] = "0.6.18"

1 year, 8 months ago

This should be due to plutonium energy and realistic reactors if you have the integration activated. 248k tunes nuclear aswell as plutonium energy.

1 year, 8 months ago

Thanks.

1 year, 4 months ago
(updated 1 year, 4 months ago)

Heya,

Seems to be caused by overhaul.lua.

local function add_to_recipe(recipe, item, item_amount)
    if not data.raw.recipe[recipe] then
        return
    end

    if data.raw.recipe[recipe].ingredients then
        table.insert(data.raw.recipe[recipe].ingredients, {type="item", name=item, amount=item_amount})
    end

    if data.raw.recipe[recipe].normal and data.raw.recipe[recipe].expensive then
        table.insert(data.raw.recipe[recipe].normal.ingredients, {type="item", name=item, amount=item_amount})
        table.insert(data.raw.recipe[recipe].expensive.ingredients, {type="item", name=item, amount=item_amount})
    end
end

local function add_to_recipes(table_in)
    --table structure: {{recipe, item, item_amount}, ... , ...}
    for i,v in pairs(table_in) do 
        add_to_recipe(table_in[i].recipe, table_in[i].item, table_in[i].item_amount)
    end
end

I'll look closer at this laters. Edit: Alrighty, I've fixed it, it seems. Further testing may be required. The following code lets the game load.

local function ingredient_exists( ingredient_list, ingredient_name )
    local result = false
    for _,ingredient in pairs(ingredient_list) do
        if ingredient.name == ingredient_name then result = true; break; end
    end
    return result
end

local function add_ingredient_safely( ingredient_list, ingredient )
    if not ingredient_exists( ingredient_list, ingredient.name ) then
        table.insert( ingredient_list, ingredient )
    end
end

local function add_to_recipe(recipe, item, item_amount)
    if not data.raw.recipe[recipe] then
        return
    end

    if data.raw.recipe[recipe].ingredients then
        add_ingredient_safely(data.raw.recipe[recipe].ingredients, {type="item", name=item, amount=item_amount})
    end

    if data.raw.recipe[recipe].normal and data.raw.recipe[recipe].expensive then
        add_ingredient_safely(data.raw.recipe[recipe].normal.ingredients, {type="item", name=item, amount=item_amount})
        add_ingredient_safely(data.raw.recipe[recipe].expensive.ingredients, {type="item", name=item, amount=item_amount})
    end
end

Best Regards,

Chaos234 β˜†
1 year, 1 month ago

Heya,

Seems to be caused by overhaul.lua.

```
local function add_to_recipe(recipe, item, item_amount)
if not data.raw.recipe[recipe] then
return
end

if data.raw.recipe[recipe].ingredients then
    table.insert(data.raw.recipe[recipe].ingredients, {type="item", name=item, amount=item_amount})
end

if data.raw.recipe[recipe].normal and data.raw.recipe[recipe].expensive then
    table.insert(data.raw.recipe[recipe].normal.ingredients, {type="item", name=item, amount=item_amount})
    table.insert(data.raw.recipe[recipe].expensive.ingredients, {type="item", name=item, amount=item_amount})
end

end

local function add_to_recipes(table_in)
--table structure: {{recipe, item, item_amount}, ... , ...}
for i,v in pairs(table_in) do
add_to_recipe(table_in[i].recipe, table_in[i].item, table_in[i].item_amount)
end
end
```

I'll look closer at this laters. Edit: Alrighty, I've fixed it, it seems. Further testing may be required. The following code lets the game load.

```
local function ingredient_exists( ingredient_list, ingredient_name )
local result = false
for _,ingredient in pairs(ingredient_list) do
if ingredient.name == ingredient_name then result = true; break; end
end
return result
end

local function add_ingredient_safely( ingredient_list, ingredient )
if not ingredient_exists( ingredient_list, ingredient.name ) then
table.insert( ingredient_list, ingredient )
end
end

local function add_to_recipe(recipe, item, item_amount)
if not data.raw.recipe[recipe] then
return
end

if data.raw.recipe[recipe].ingredients then
add_ingredient_safely(data.raw.recipe[recipe].ingredients, {type="item", name=item, amount=item_amount})
end

if data.raw.recipe[recipe].normal and data.raw.recipe[recipe].expensive then
add_ingredient_safely(data.raw.recipe[recipe].normal.ingredients, {type="item", name=item, amount=item_amount})
add_ingredient_safely(data.raw.recipe[recipe].expensive.ingredients, {type="item", name=item, amount=item_amount})
end
end
```

Best Regards,

Looks not bad as this bug in OPs post is similar to another one. When this code pice works smoothly on every similar error report like above, then it would resolve this issue for now. Credits will be given then :)

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