Alchemistry


Convert ores into an unstable isotope, convert that isotope back into an ore of your choice.

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17 hours ago
2.0
1.07K
Mining Fluids Manufacturing

b Failed to load mods: Error in assignID: item with name 'deep-iron-ore' does not exist.

13 days ago

Failed to load mods: Error in assignID: item with name 'deep-iron-ore' does not exist.

Source: advanced-deep-iron-ore-generation (recipe).

12 days ago

This feels like a mod conflict. Can you tell me what other mods you're running so I can investigate? Where might Deep Iron Ore come from?

6 days ago
(updated 6 days ago)

I just came across this one myself. It's Dredgeworks.

It's pretty straightforward. You're assuming the resource prototype's name is going to be the same as the result, which in this case it's not -- deep-iron-ore is a deepcopy of the vanilla resource iron-ore, and retains its result of iron-ore and not the non-existent item deep-iron-ore.

In keeping with the way you wound up setting up the icons from my own report, I replaced resource.name in the relevant locations with resource.minable.result or resource.name in my local copy and that resolved the crash, but I haven't tested it thoroughly yet. The or clause is probably not even necessary, I should think that minable.result should be defined for any resource you haven't already excluded.

A more elegant fix that just outright blocks deepcopies like this is probably the correct approach, but that's beyond my skillset.

6 days ago

I need to refactor data-final-fixes in general. I save the resource rather than the result because the resource carries a few extra details - like map colour (for crafting machine tint) and required fluid, but pulling the icon from the resource and not the result is not a good idea. It's also causing me grief if I want to add stuff in there that's not a resource - like Holmium. There isn't a resource to call for fluid and colour, and I don't feel like duplicating large amounts of code.

Either way, thanks for the link to the conflicting mod. I'll see about fixing, but I'm not sure on the timeline. This is probably going to require more than a kludge like last time.

5 days ago
(updated 5 days ago)

OK, fixed in 1.1.5.

Scrapped the ore detection algorithm almost entirely. It still searches for minable resources, but saves and later uses the resultant ores for the sake of icons and such. It also saves ores with some additional information, such as required fluid (name and amount) as well as colour (pulled from the resource map colour). This allowed me to include ores of my own fairly easily, so this now also supports Holmium.

I wanted to include "ore enrichment", but it's going to take longer to put together and I didn't see the point in delaying the bugfix, so... 1.1.5 is the fix, 1.2.1 some time in the next few days with ore enrichment. And after that, who knows... maybe I'll add support for fluids, though there aren't that many minable ones in Base + Space Exploration.

edit Incidentally, this also natively fixed the conflict with Tiberium Wars, which had the same issue. Should also natively fix the conflict with Rainbow Ores, though I'm leaving the fix for that in as it only makes sense to check for both "icon" and "icons".

See, folks? This is what happens when you help us mod makers out a little :)

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