Colony Builder


Build your very own colony on Nauvis. Create housing, services and recruit colonists to grow your settlement alongside your factory. Be sure to check the tips & tricks for more information on the systems and mechanics of this mod.

Overhaul
5 months ago
1.1 - 2.0
8.57K
Transportation Logistics Trains Combat Enemies Manufacturing

b AAI Programmable vehicles compatability

6 months ago

Hi there. recently i tried to run factorio with "Colony builder" and "AAI Programmable vehicles" on at the same time (because RTS brain go brrrrrr) but the mod code clashes with AAI and comes up with:

"Failed to load mods: ...ammable-vehicles__/prototypes/entity/entity-deployer.lua:55: attempt to index field 'chest' (a nil value)
stack traceback:
...ammable-vehicles__/prototypes/entity/entity-deployer.lua:55: in main chunk
[C]: in function 'require'
aai-programmable-vehicles/data.lua:14: in main chunk"

whenever i try to play it. an almost identical problem happens with "Vortik's deep core mining" mod but instead with the pumpjack code. I've done some mod toggling testing and it's definitely the Colony builder mod that's the problem. could you fix this please? the deep core mining incompatibility isn't that bad but anyone who knows this mod and AAI programmable vehicles would probably like to run both at the same time for the full RTS experience.

6 months ago

It is the AAI Programmable vehicles code that is crashing and I can't change that. What you are asking for is for me to look through the code of other mods and create a compatibility patch for it within my own mod, I simply do not have the time for that.

5 months ago

oh, ok then, sorry for wasting your time ;o_ o
however, for the deep core mining mod, do you know the problem/can you fix it? it would be nice to at least know if its fixable or not.
if you couldn't find the mod, i've put it here: https://mods.factorio.com/mod/vtk-deep-core-mining

5 months ago
(updated 5 months ago)

It is the AAI Programmable vehicles code that is crashing and I can't change that. What you are asking for is for me to look through the code of other mods and create a compatibility patch for it within my own mod, I simply do not have the time for that.

I did some debugging, and it seems like the 'require ("circuit-connector-sprites")' line in building-trade.lua is breaking otherwise normal usage of circuit_connector_definitions in other mods, probably ones that run their scripts after building-trade.lua. Seems like it redefines circuit_connector_definitions in some weird way. I'm not an expert so I don't really understand why or how. I don't think that require is strictly needed there however, as you should already have access to circuit_connector_definitions without it, and removing it fixed the issues for me at least. Hope this helps!

5 months ago

Thank you for looking into this, Medve, I really appreciate this. I have removed the line of code you mentioned and hopefully the problem is now fixed.

2 months ago
(updated 2 months ago)

sorry for not responding for several millenium, just read this and am booting up Factor io. some new mod i got has oversized sprite thumbails, but its not C.B.'s fault so ill figure out that one later.

went back to check, its all good with vortik's mod.

also, i understand vaguely the extreme difficulty it would take in adapting the code, but could you by chance make a separate "compatibilization mod/addon" for AAI P.V.? ive seen mods around which are just there to make other mods compatible with each other, and im sure you can do one yourself. people would definitely wait almost half a year or a bit more for a adaptation mod like that, i feel the wait will be worth it, but if you do attempt it, please give a reasonable completion date, even if it will be a long way off.

New response