Voidcraft

by S6X

Conjure items from nothingness using energy and a bit of magic. Or sufficiently advanced technology, who really knows?

Content
a month ago
2.0
11.1K
Logistics Mining Fluids Manufacturing

b Module Acceptance overwritten

6 months ago

Hi,

Thanks for making this mod, I'm having a blast with my buddy!

Sadly, we realized, that the machines don't accept other modules which are added through other mods.
Currently we're using these:

https://mods.factorio.com/mod/SchallModules
https://mods.factorio.com/mod/Atomic_Overhaul

As i've seen in the code, in data-updates.lua on lines 55+, the accepted modules get overwritten, so normal machines won't accept the void modules.
Can you please add compatibility towards the above mentioned mods?

6 months ago

To be fair, normally, Void Machines don't accept normal modules, and normal machines don't accept Void Modules.

6 months ago

Yeah, as far as I can see, this isn't a compatibility problem, it's just how the mod is designed.

6 months ago

It's not about the Void Machines not accepting other Modules, normal Assemblers don't accepts normal modded Modules anymore.

So as an example, in Aromic Overhaul, there is a Thorium Module, which normally goes into any assembler that accepts productivity modules.
Now with Voidcraft, suddenly Thorium Modules can't be inserted into that same assembler anymore.

6 months ago

Huh, I wonder if that's why the overdrive modules from Metal and Stars mod can't be put into anything?

6 months ago

Voidcraft will not overwrite a prototype's allowed module categories, if they are defined. It seems that the issue is that other mods create their own module categories and then don't do anything to ensure that crafting machines can actually accept them, and instead (incorrectly) assume that the vanilla behavior of accepting every module will hold. Objectively speaking, this is a problem with those other mods, not Voidcraft.

However, given how widespread the issue is, I've tried to do what I can. I added a setting called "Automatic module categories" that makes every module (except Voidcraft's own) usable in every non-Voidcraft entity. This should solve the issue you're having. It might break compatibility with other mods for other people, because it can't really know what other mods that create modules intend to do with them, which is why it's an optional setting.

6 months ago

On a first glance, it works now perfectly, thanks!

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