Large total conversion mods.
Changes to power production and distribution.
https://mods.factorio.com/mod/Engineersvsenvironmentalist-redux
(i think this is the mod causing it, I just tried enabling this mod + it and my usual QoL mods..)
Thank you very much for the bug report. I resolved the reported load error, only to find a more serious issue.
I uploaded version 1.23.1 which flags the mod as incompatible.
i just made the mod compat with your mod
The mods will load now without error, however they are not yet compatible. At least with very limited testing in cheat mode, the transformator graphics are overwritten. Basic functionality seems to be working, however I am unable to use the circuit wires to test with circuit conditions.
I'll get to fixing that
The mods will load now without error, however they are not yet compatible. At least with very limited testing in cheat mode, the transformator graphics are overwritten. Basic functionality seems to be working, however I am unable to use the circuit wires to test with circuit conditions.
give it a try now please
Hi, I found a compatibility issue between Electric Grid and Engineers vs Environmentalist Redux.
When Electric Grid is enabled, EvE’s tiered poles do not stay copper-connected properly. The issue appears to be that Electric Grid’s runtime wire-handling only allows known pole-name families, and EvE’s extra pole tiers are not included, so those connections get disconnected again after placement.
Repro:
The EvE pole names that seem to need compatibility handling are:
Would you be able to add these as valid Electric Grid pole families, using the same behavior/rules as their base families?
Suggested mapping:
I’m not asking for any gameplay rebalance, just compatibility so Electric Grid does not strip their normal copper-wire connections.
Thanks.
Thank you for your efforts toward compatibility.
The graphics issue seems to be resolved, however I am still not able to use the red and green circuit wires.
I will begin working on compatibility for the tiered poles.
Thank you for your efforts toward compatibility.
The graphics issue seems to be resolved, however I am still not able to use the red and green circuit wires.I will begin working on compatibility for the tiered poles.
dw i fixed it so the shortcuts work again, it was still been used ingame
Thank you for your efforts toward compatibility.
The graphics issue seems to be resolved, however I am still not able to use the red and green circuit wires.I will begin working on compatibility for the tiered poles.
dw i fixed it so the shortcuts work again, it was still been used ingame, i'll upload the fix shortly
I have made the required changes for compatibility.
The connection points for the small-iron-electric-pole get changed. EG now reverts that in final-data-fixes. Not sure why that would be changed.
EvE modifies the copper wire connections, however this is against EG's intended behavior. While they are now technically compatible, the intended behavior for wire connections is not, they are opposites. EvE encourages connections, EG works to limit connections.
Hmm, with the new version there are a few more issues. Maybe we should not try to make them compatible.
I reset the following in data-final-fixes.lua:
if mods["Engineersvsenvironmentalist-redux"] then
local poles = data.raw["electric-pole"]
-- restore the connection points
poles["small-iron-electric-pole"].connection_points = table.deepcopy(poles["small-electric-pole"].connection_points)
-- load error due to assigning next_upgrade to big-electric-pole-mk2
poles["eg-huge-electric-pole"].next_upgrade = nil
-- revert modifications to transformator poles
for direction, _ in pairs(constants.EG_DIRECTION_TO_CARDINAL) do
for _, pole_type in ipairs({ "high", "low" }) do
local pole_name = "eg-" .. pole_type .. "-voltage-pole-" .. direction
local pole = poles[pole_name]
if pole then
pole.next_upgrade = nil
pole.rewire_neighbours_when_destroying = false
pole.auto_connect_up_to_n_wires = 0
pole.draw_copper_wires = true
end
end
end
-- mods are not compatible in wiring behavior
-- auto_connect_up_to_n_wires = 255,
-- rewire_neighbours_when_destroying = true
-- reset desired behavior
for _, pole in pairs(poles) do
if not (string.sub(pole.name, 1, 8) == "eg-high-" or string.sub(pole.name, 1, 7) == "eg-low-") then
pole.rewire_neighbours_when_destroying = false
pole.auto_connect_up_to_n_wires = nil
end
end
end
Hmm, with the new version there are a few more issues. Maybe we should not try to make them compatible.
let me know if your going to leave these as incompatible or anything i can do on my end
Version 1.24.0 has been uploaded, adding support for Engineers vs Environmentalist Redux.
let me know if your going to leave these as incompatible or anything i can do on my end
It would be nice, to not need to make the above changes. They are changes to repair what EvE is modifying and I am not sure why the changes are made. The last for loop, may be unavoidable. Changes to poles provided by EG, like the internal poles of the transformator, could be excluded?
Thanks for pushing that update and for laying out exactly what was conflicting!
You're completely right—my mod was doing a blanket loop over all electric-pole prototypes to apply EvE's wiring behavior and upgrade paths, which was accidentally catching your hidden transformator poles and the eg-huge-electric-pole. I completely understand why that breaks Electric Grid's intended mechanics.
I've just updated my code to explicitly filter out and ignore any poles starting with "eg-", as well as skipping the small-iron-electric-pole.
Once I push this next EvE update, you should be completely safe to remove that data-final-fixes.lua cleanup block on your end. Thanks again for working with me on this!
Thanks for pushing that update and for laying out exactly what was conflicting!
You're completely right—my mod was doing a blanket loop over all electric-pole prototypes to apply EvE's wiring behavior and upgrade paths, which was accidentally catching your hidden transformator poles and the eg-huge-electric-pole. I completely understand why that breaks Electric Grid's intended mechanics.
I've just updated my code to explicitly filter out and ignore any poles starting with "eg-", as well as skipping the small-iron-electric-pole.
Once I push this next EvE update, you should be completely safe to remove that data-final-fixes.lua cleanup block on your end. Thanks again for working with me on this!
should be fixed in 3.0.11
The issues remain with 3.0.11:
Failed to load mods: Error while running setup for entity prototype "eg-huge-electric-pole" (electric-pole): next_upgrade target (big-electric-pole-2) must have the same fast_replaceable_group (big-electric-pole != eg-huge-electric-pole).
Failed to load mods: Error while running setup for entity prototype "eg-high-voltage-pole-0" (electric-pole): next_upgrade can't be set when flag 'not-upgradable' is set.
The issues remain with 3.0.11:
Failed to load mods: Error while running setup for entity prototype "eg-huge-electric-pole" (electric-pole): next_upgrade target (big-electric-pole-2) must have the same fast_replaceable_group (big-electric-pole != eg-huge-electric-pole). Failed to load mods: Error while running setup for entity prototype "eg-high-voltage-pole-0" (electric-pole): next_upgrade can't be set when flag 'not-upgradable' is set.
very wierd it loads for me fine
That is because you are using my published version, which has the fixes in data-final-fixes.lua included.
Unzip my mod and rename the data-final-fixes.lua file and start the game again.
That is because you are using my published version, which has the fixes in data-final-fixes.lua included.
Unzip my mod and rename the data-final-fixes.lua file and start the game again.
ah, let me fix this on my end
That is because you are using my published version, which has the fixes in data-final-fixes.lua included.
Unzip my mod and rename the data-final-fixes.lua file and start the game again.
try now with 3.0.13
for _, pole in pairs(poles) do
if not (string.sub(pole.name, 1, 8) == "eg-high-" or string.sub(pole.name, 1, 7) == "eg-low-") then
pole.rewire_neighbours_when_destroying = false
pole.auto_connect_up_to_n_wires = nil
end
end
If EvE needs to modify all of the electric poles, this fix-up may be unavoidable. But I think the others should be resolvable without a fix-up.