Bio Industries


Provides useful buildings and items, like the Bio Farm for growing trees. Solar Farm and Large Accumulator to make your electric setup easier. Bio Fuel section to produce organic plastic and batteries. Lots of New Wood Products, like the big electric pole, wooden pipes, dart turret. Plant trees using seedlings. Change terrain from deserts to grasslands using Fertilizer - helps trees grow better. And a lot more… Please visit the homepage on the forums for more information and feedback.

Content
3 days ago
2.0 - 2.1
11.3K
Manufacturing

b Failed to load

14 days ago

Failed to load mods: recycler/recycling.lua:128: Recipe bi-fertilizer-1 has malformed ingredients: ingredient fluid 'nitrogen' does not exist
stack traceback:
[C]: in function 'error'
recycler/recycling.lua:128: in function 'add_recipe_values'
recycler/recycling.lua:226: in function 'generate_recycling_recipe'
recycler/data-updates.lua:5: in main chunk

14 days ago

I see what the problem is. Don't have time to implement and test a fix before work, but I should be able to get one out later tonight.

13 days ago

Should be fixed in the new version.

In case anyone's curious - BI2 was set up to not create nitrogen or liquid air until data-updates, so it could see if other mods had made nitrogen. This apparently still took place before recycling recipes were created in 2.0, but in 2.1 it happens before, because recycling recipe generation is proof of Wube's ultimate nature as a cruel and merciless existence.

What was I saying?

Anyway, so to make it work, those fluids had to be created in data. But I don't want to have a name collision if something else creates a fluid that's just "nitrogen". So now nitrogen and liquid air have a bi- prefix on their prototype names. This, unfortunately, means that any barrels of old nitrogen will go poof because I don't see a way to be sure that migrating them is safe, but why would anyone be barreling it anyway? I've tried to hide them when they're not in use, but this may need further additions for other mods that generate dynamic recipes.

Really I should also make sure there aren't any incorrect recycling recipes due to things happening in data-updates, but that's a problem for another day.

13 days ago

Another issue....

Failed to load mods: Error while running setup for entity prototype "bi-bio-farm-hidden-panel" (solar-panel): next_upgrade can't be set when flag 'not-upgradable' is set.

13 days ago

same here to.

Fehler beim Laden der Mods: Error while running setup for entity prototype "bi-bio-farm-hidden-panel" (solar-panel): next_upgrade can't be set when flag 'not-upgradable' is set.

13 days ago

WTF, I know those are working in my game. next_upgrade is explicitly set to nil for those hidden entities.

Could either of you post a new game save with BI disabled? My best guess is that some other mod is changing those, but I don't know what or why, so that would help me figure it out if a naive fix doesn't work.

(I'm going to post a version with the naive fix in just a moment. Hope springs eternal, as they say.)

13 days ago

A different one....

Failed to load mods: Error while running setup for entity prototype "bi-solar-boiler-hidden-panel" (solar-panel): next_upgrade can't be set when flag 'not-upgradable' is set.

12 days ago

Bleh, missed one of the hidden panels. Hopefully this version finally resolves the issue.

12 days ago

And a different one, when you disable "Enable: bio solar additions".

The setting disables the entity, but a piece of code still checks for it.

Failed to load mods: __Bio_Industries_2__/data-final-fixes.lua:465: attempt to index field 'bi-solar-boiler-hidden-panel' (a nil value)

stack traceback:
Bio_Industries_2/data-final-fixes.lua:465: in main chunk

12 days ago

Fehler beim Laden der Mods: Error while running setup for entity prototype "bi-arboretum-hidden-lamp" (lamp): next_upgrade can't be set when flag 'not-upgradable' is set.

12 days ago

Oh FFS.

Someone please post a save or a mod list (preferably the former) so I can figure out what's actually causing this.

4 days ago

Also scheinbar gibts probleme mit 5dim da gibt es sehr viele Sachen die bis zu 10 Stufen upgradebar sind unter anderem auch Lampen und Solarpanele. Da gibts dann wohl nen Konflikt.

3 days ago

Thanks to McPoldy28, there's a proper fix this time. Turns out, a certain bit of code that was setting values on hidden entities doesn't get along well with nil values, so it wasn't working. I find myself in fact, surprised it didn't cause problems on 2.0... but in any case, now that's been replaced with something that does the job properly.

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