Stable Foundations

by Dummiez

Buildings and other structures now have improved damage resistance, productivity, speed and efficiency when built over stone and concrete tiles. Can also be used to reinforce vehicles, robots and players as well as adjusting the additional foundation stats to your liking. Highly configurable/mod compatible.

Tweaks
a month ago
1.1 - 2.0
4.62K
Combat Armor Manufacturing Cheats

g ☑️ Further Space Exploration issues

5 months ago

I ran into another edgecase where this mod conflicts with space exploration. On the hull segments for ships it causes engines to not count as contiguous. I think blacklisting space scaffolding, space plating, and ship floor would solve any compatibility issues.

5 months ago
(updated 5 months ago)

Lighted Electric poles mod have a variable whitelist/blacklist in the mod settings, while I do see the whitelist removing ship tiles from it did not remove the problem. :(

5 months ago

Does unchecking the Building foundation bonus effects fix the issue in the mod config? I don't have a SE savefile to test it out at the moment.

5 months ago

Kind of, but the brute forcing deletes everything in space. In post it does allow the placements of engines though.

4 months ago

There is another issue, it seems that the floor's markup on the machine will trigger SE's beacon overload setting, resulting in the inability to use the beacon anymore

4 months ago

Might be a while to come up with a fix for this since there doesn't seem to be a mod setting for SE to toggle that, and other mods that mess with beacons have similar issues with SE compatibility and beacon overloading.

Although it seems that removing the floor and re-adding it seems to be a temporary fix or placing the beacons and machines first, then floors afterwards doesn't seem to trigger the beacon overload mechanic.

4 months ago

Okay, this is also the only temporary solution, thank you for your answer. Actually, I really hope to have a mod that can cover some of SE's headache inducing mechanisms, but unfortunately I am just a beginner in this area

2 months ago

if you change Beacon.count_affecting_beacons(entity) function in SE it works.

file scripts/beacon.lua row 28:

function Beacon.count_affecting_beacons(entity)
local count = 0

for name, supply_area_distance in pairs(Beacon.get_beacon_supply_area_distances()) do
if name == "sf-tile-bonus" then
-- skip
else
local area = util.area_extend(entity.bounding_box, supply_area_distance)
count = count + entity.surface.count_entities_filtered{type="beacon", name=name, area=area}
end
end

return count
end

2 months ago

To fix the engine issue without the toggle:

Add line

if dataObject["name"] ~= "se-spaceship-rocket-engine" and dataObject["name"] ~= "se-spaceship-ion-engine" and dataObject["name"] ~= "se-spaceship-antimatter-engine" then (original contents of the loop)
end

To line 63 in data-final-fixes.lua(inside the loop for _, dataObject ... )

Hacky and not pretty, but doesn't crash if you don't run SE and fixes the engines. Problem is that SE forces no prod modules on space buildings, but since engines are "furnance" prototype the Stable Foundations force them to apply productivity, which causes SE to create new entity with (space) that doesn't work properly.

2 months ago
(updated 2 months ago)

Compatibility patch(will delete all space buildings, but let land based ones from SE keep prod bonus):

in the if from my previous post change to:

if not string.find(dataObject["name"],"se-space") and not dataObject["se_allowed_in_space"] then

Alternatively, to preserve the buildings during the ongoing run, use 'fix' from my previous comment, but also create exclusions for any special building with additional uses like delivery cannons etc.(will delete, if they are placed in space, but better than redoing an entire space base)

2 months ago

I've implemented a blacklist for structures for now, it uses exact matches currently so partial matching isn't supported but if it's a better case then I can try to add support for it as well.

New response