Early Agriculture


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

Content
13 days ago
2.0
3.19K
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'

14 days 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.

13 days ago
(updated 13 days 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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