Early Agriculture


Adds an early-game agricultural tower for growing wood before Gleba

Content
a month ago
2.0
3.24K
Factorio: Space Age Icon Space Age Mod
Environment Mining Manufacturing

b Title: early-agriculture hard-locks tech-tree during prototype cascade due to unhandled missing prerequisite 'carbon-fiber'

a month ago

Title: early-agriculture hard-locks tech-tree during prototype cascade due to unhandled missing prerequisite 'carbon-fiber'

Crash Trace:textError in assignID: technology with name 'carbon-fiber' does not exist.
Source: tree-seeding (technology).
Modifications: early-agriculture (1.1.5)

Description:The mod triggers a critical lock during the game prototype initialization phase. The script attempts to append and restructure the "tree-seeding" technology node to implement greenhouse mechanics. The baseline prototype configuration for "tree-seeding" explicitly hooks into "carbon-fiber" as a structural prerequisite string.When an external overhaul mod (bio-oil) completely deletes the "carbon-fiber" technology from the database during earlier loading phases, the mod's technology compiler attempts to reference a non-existent table entry. The internal engine assignID handler fails to map a valid object index for the missing string, halting the load sequence. Please add a defensive sanity check (if data.raw.technology["carbon-fiber"] then...) to your dependency assignment loop to prevent this hard lock.

a month ago
(updated a month ago)

This is now fixed from EA's side with 1.1.6. The other mod mentioned (Bio Oil) does not run, even on its own, so I cannot verify.

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