Voidcraft

by S6X

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

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5 hours ago
2.0
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g Bug/Incompatible with Beacon Interface

15 days ago

In my editor/testing save I'm using the Beacon Interfaces mod to apply custom beacon effects to machines. Somehow, Voidcraft breaks the beacon interfaces so they have no effect. The "automatic module categories" setting doesn't fix this.

I've taken a look at data-updates.lua and there's a section which sets the allowed module categories for all beacons, which seems like it might be the cause, but I've checked and the beacon interfaces still have their special module category enabled even though they don't work.

15 days ago

The reason that "automatic module categories" didn't fix anything is because Beacon Interfaces defines its module category in data-final-fixes for some reason, so Voidcraft has already run its code to assign module categories at that point. Maybe Beacon Interfaces has a good reason for doing it, I don't know. Anyway, it was a simple enough fix, so Voidcraft should be compatible now.

13 days ago

I've updated the mod, but beacon interfaces still don't work. I even tried editing the Beacon Interface mod so it defined its module category in data.lua instead of data-final-fixes, but there's no change. It looks like the beacons are correctly given their module category, but every other machine in the game is still blocked from that module category. Which is odd, because it looks like the category should be in the base_module_categories list which you give to all entities.

Maybe you can get around the issue by adding a fake 'effect' to the Voidcraft modules instead. Then instead of adding module categories for every entity, you can just set the allowed_effects of your own machines to allow the new effect, and on all other machines the effect would default to being blocked. I'm not sure if it's even possible to add a new effect like that, though.

13 days ago

Never mind, looks like you can't make a new effect.

13 days ago

...I just tried running the game with 'automatic module categories' turned off, and it now works fine. The issue is that auto-module-cat only adds module categories to the list of base_categories if "vc_ignore" is false, but you set the interface category as "vc_ignore = true".

13 days ago

That wasn't actually the problem, because the module category isn't defined yet. The problem was that automatic module categories clobbered the list of module categories. Anyway, 2.3.3 now works with automatic module categories.

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