🌐Corrundum


This mod adds Corrundum, a planet centered around the chemistry of Sulfur.

Content
a month ago
2.0
29.8K
Factorio: Space Age Icon Space Age Mod
Planets Environment Mining Fluids Manufacturing Storage

b Science pack incompatibility

8 months ago

You add your science packs to infinite researches, and you add a new lab that can take them, but you do not make sure that your labs can take all of the requiered science packs potentially added by other mods.
(See: nuclear science https://mods.factorio.com/mod/atan-nuclear-science )

8 months ago

Yea, I should fix this. Let me how they add their science packs

8 months ago
(updated 8 months ago)

Nuclear Science adds its science pack to all nuclear techs and also automatically adds it to any modded techs that depend on those nuclear techs. Since the infinite lab speed bonus requires Promethium science packs, which depend on fusion reactors, which depend on Aquilo discovery, which depends on Nuclear Science packs, the lab speed tech ends up requiring nuclear science pack too, causing an error on startup.

8 months ago

I thought about adding the Lignumis sciences to all available labs instead of a hard-coded selection but wasn't sure if that's a good solution. There are mods that add generic end-game labs that should support all normal science packs, but there are also mods that add other kinds of labs with specialized science items or, as in my case, add early game labs with only a selection of early game science packs. So while the generic solution fixes it for one part of the mods, it breaks it for the other part. That's why I thought a non-generic solution would be better. But maybe the generic solution with fixes for those edge cases would be less work.

8 months ago

Yea Idk. I think everyone that adds science should just add it to all labs. If everyone follows suit, mod compatibility will be optimized and we don't have to worry about tracking stray sciences and adding it to labs. Do you know of generic solution that would add all available science to one lab in the data update file? Of course we would have to check to see if a science had already been added....

8 months ago
(updated 8 months ago)

I think the following should be a clean concept and works if all mods adding either sciences or labs do it:

  • In data add all your sciences, labs and technologies.
  • In data-updates add your sciences to technologies from other mods/vanilla as you like. Add your sciences to all labs' inputs with a for loop.
  • In data-final-fixes, if your lab is special (it should not take all science packs), explicitly set the desired inputs, overriding changes from other mods.
  • data-final-fixes + dependency if you really want to add your science pack to that one special lab.

I'll propose/discuss it in the dev-discussion Discord channel as well.