Extended Vanilla: Personal Equipment


A complete overhaul to the ordinary personal vanilla equipment, this mod(pack) adds several tiers and types equipments, even custom ones, like personal assembling units and backpacks, that boost your crafting speed and inventory. You can change multiplel parameters of most items. Compatible with Krastorio 2 and jetpack from Earendel.

Content
5 days ago
0.15 - 2.0
34.8K
Combat Armor

g Apparent conflict with Krastorio2 mod

4 years ago

Hello. I've recently been playing the Krastorio 2 mod along with your Extended Vanilla - Power Armors mod, and just reached the research tier where I could, and did, research "Power Armor MK2" (I'm being pedantic because of the many tiers). When I built the armor, however, I found I could not insert any of the power armor modules (such as batteries (the K-2 ones), power sources (the K-2 ones), and personal roboports (K-2 ones) ) that are bigger than 1x1. The 1x1-sized ones (nightvision, belt immunity, etc.) could be inserted. The nightvision item, BTW, is the Krastorio 2 version (if I highlight the item as if to craft it, it shows dependencies of "base mod: Krastorio 2" (others are from Nanobots).

I confirmed - by removing your mod, and then reinstalling - that the problem was specific to your mod (and Krastorio 2). If I removed your mod, all items could be inserted. When I reinstalled your mod, they could not. BTW, by "not insertable" I mean that when you drag the items into the equipment grid, a hashed out pattern appears, and you cannot "drop" the item into the equipment grid.

When I'm building the armor, the mod dependency that shows up is "base mod: Extended Vanilla Armors : Krastorio 2." One thing I noticed that in the research tree, only "base mod: Krastorio 2" shows up. I don't know if this is important or not.

I should note that the "Power Armor" (i.e., MK 1) worked correctly.

I have no idea as to which mod is causing the issue, but thought that you might be interested. I've noticed that Krastorio 2 has marked several armor-related mods as conflicting, so... I have my suspicions. I've enjoyed your mod very much, and I'll turn it back on next time I start a game.

4 years ago

Personally, as it happened with the Bob and Angel's mods, since I've not enough time for both programming and playing the game (or, well, we could say learn a whole new modpack: I like to play the normal Vanilla game with some friends of mine with non-game-changing mods) I've never played the Krastorio modpack, though I've seen his modpack being published for the first time 1-2 years ago (I don't remember exactly when).

So I don't know what types of equipment it adds to the game, imagine so if I know his style of programming.

To cut a long story short: I can try to fix this problem if it exists still nowadays, but it'll take some time since I need to upgrade this and the old FactorioPlus modpack, as well as doing the "real life" things.

I'm sorry but do compatibilities has always been a problem for me, and I've seen that the other modders too aren't so keen on these things.
_DiegoPro_77

4 years ago

Thanks for looking into it. Time is a finite resource, and I can certainly understand how providing compatibility with other mods can be a never-ending quest.

4 years ago

Thank you too for the comprehension :D

7 months ago
(updated 7 months ago)

Let me see, let me see... OH LOOK I FOUND SOMETHING!


Version: 6.0.0

Date: 2024.04.05

Krastorio2 support:

- This compatibility took me quite some time to finish: hope you'll appreciate it.
- Fusion reactors added by this mod won't be available for now with Krastorio.
  I need some time to work on the textures and think how to play around the Krastorio division between
  portable nuclear, fusion and anti-matter reactors. Still equipment grids are large and all the Ev equipments
  energy consumptions are thought around these 3 types of reactors and their power generation.
- All the Krastorio equipments similar to their Ev counterparts were deleted: no more duplicates.
  (This thing is noticeable only if you introduce this mod into an existing run.)
  (You won't lose the already crafted equipment, but you won't be able to craft more of these.)
- Ev Personal laser equipment with K2 become an hybrid between the two Krastorio minigun and sniper variants.
  (Range, dps and charge are less than the minigun, but more than the sniper, and mk5 stands
  alone in the endgame as the best laser defense you can get.)
- Tech trees are now optimized around the Krastorio playthrough and krastorio tech cards.
- All recipes are now balanced around K2 mid to late-game intermediates.
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