Factorio+

by fishbus

A mod that builds upon and tweaks the vanilla experience with a little bit of everything: crafting, furnaces, resources, turrets, vehicles, enemies and weapons. [Built for base 2.0 Factorio - Works with Space Age]

Overhaul
10 days ago
0.18 - 2.0
24.4K
Transportation Logistics Trains Combat Armor Character Enemies Environment Mining Fluids Logistic network Manufacturing Power Storage

b Tech Overrides Preventing Modded Item Unlocks

1 year, 1 month ago
(updated 1 year, 1 month ago)

Posting due to an issue I've found with the way several techs are altered. I noticed Factorio+ redefines many vanilla techs entirely rather than modifying them with data.raw, which in my testing has caused some modded items that load before this one to lose their tech unlocks. In my case, it's the tier 1 loader from Deadlock's Stacking Beltboxes and Compact Loaders. While all of the higher tier ones appear, they're uncraftable as the tier 1 no longer gets unlocked by Logistics 1. By chance, would you be able to make your targeted changes through data.raw and table.insert rather than redefining the entire techs?

For example, this seems to accomplish your changes to Logistics 1

 data.raw["technology"]["logistics"].unit = { count = 100, ingredients = { {"automation-science-pack", 1}, }, time = 20 }
 data.raw["technology"]["logistics"].prerequisites = {"logistics-basic"}
 table.insert(data.raw["technology"]["logistics"].effects,{type = "unlock-recipe",recipe = "transport-belt"});
1 year, 1 month ago

Hey Dwarftech!

Yes, agreed 100%, a lot of things are full redefines where table inserts would be better and cleaner to work with other mods.

I will be taking some time to clean up the mess soon enough X)

Cheers!

1 year, 1 month ago

Cheers indeed!
: 3

1 year, 1 month ago

If there are any others, let me know.

1 year, 1 month ago

This should be fixed in latest (0.2.70)

1 year, 1 month ago

Will do! Thanks again for taking care of that, especially as quickly as you were able. In theory, it should only be vanilla tech replacements that would cause any issue, so all should be good. I'll keep an eye out though, and let you know if anything else springs up. Good luck with the ongoing mod development!

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