Pollution Solutions Lite


This makes Factorio more fun by turning pollution and combat into an interconnected system you actively engage with, instead of just tossing down laser turrets and forgetting about both. This minimalist mod stays close to the vanilla experience, adding only what's necessary to accomplish these goals.

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1 year, 8 months ago
1.1
1.85K
Combat Enemies Mining Fluids Manufacturing Power

b Error loading mod

1 year, 7 months ago

Got this error when loading up the mod
https://imgur.com/a/LiYi0j8

1 year, 7 months ago

Hmm, that's in the piece of code that adds toxic resistance to armor. Could you post a screenshot or something of your installed mods? There might be something adding armor without resistances, or removing resistances from armor altogether.

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

Hi. I had the exact same error. I am not a programmer, but the problem seems to be with a mod with several variants:

but NOT with their original source:

They all add and automatically equip the player with custom armor + starter equipment. But the difference seems to be, that the original has an actual prototype and craftable armor, and the later ones do not.

In FasterStartIratorEdit, it is called "mini-power-armor", displaying as "Small armor". If you are curious about it, check out data.lua line 41, and control.lua line 84 of the mod.

By the way, Robot Quick Start by Zerdex, which does something similar, works fine as well.

Just wanted to share the info.

1 year, 4 months ago

Thanks for following up on this! I'll have a look at what they add/change.

1 year, 4 months ago

Happy to help.

1 year, 4 months ago

Pretty much what I thought, the mini power armor provided by either of the FasterStart mods has no resistances. The armor from TinyStart does.

Robot Quick Start doesn't add any new armors, it just gives the player power armor from the base game.

I'll add a check to skip adding toxic resistance to armors that don't have resistances to begin with.

1 year, 4 months ago

Nice! Gotta check out the solution some time in order to learn from it. :-)

1 year, 4 months ago

https://github.com/daniels1989/PollutionSolutionsLite/commit/9946b02bfb733ce284f960337f1ae2de8915f6bb

Not that exciting, just added a check to see if the armor's resistances aren't nil.

1 year, 4 months ago

That's pretty neat. The new code seems to just avoid doing anything to armor whose resistance is nil, which seems fine.
I have begun making mods myself, and I am very new to it, so this kind of thing is interesting to me. Thanks for the link.

1 year, 4 months ago

The mod this one's forked from had a bunch of seemingly random resistances added to random objects (pipe to ground were completely invincible) which was in my opinion not in line with the mod's premise. So I took most of them out, and only added resistances to toxic damage. Armor now gets a certain amount based on acid resistance, and for all other entities I just copied fire resistance. Not saying it's perfect, but good enough for now.

I recently came across an extension for VS Code that greatly improves developing mods: https://marketplace.visualstudio.com/items?itemName=justarandomgeek.factoriomod-debug
Whereas before I had to manually start factorio and start the correct save, I now have this extension setup so I only have to press F5 and it start a game instance and loads the save I'm testing in. Assuming it gets past the data stage :P

1 year, 4 months ago

Heh, that's kinda funny. They probably tried to solve some problems, but also created some new ones in the process (recite appropriate haiku).

As for the VS extension, that is really cool, I didn't know that existed! Gotta check it out. Thanks for the tip, I greatly appreciate it.

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