Fun Mode

by exfret

Introduces many 'fun' changes to the vanilla factorio experience, such as starting with only big electric poles (you didn't need the small ones, right?). Can you handle the 'fun'?

Overhaul
8 days ago
1.1 - 2.0
369

b Non-recoverable error when building "many" beacons

25 days ago

Not sure this is relevant with 2.0 being around the corner. I built a lot of beacons and crashed the game.
Great mod btw. I was poking around in sandbox mode, will do a proper run after regular Space Age.

The mod Fun Mode (0.0.15) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event fun_mode::on_built_entity (ID 6)
LuaEntity API call when LuaEntity was invalid.
stack traceback:
[C]: in function 'index'
__fun_mode
/control.lua:211: in function <fun_mode/control.lua:200>

25 days ago

Was this immediate when you hit the beacon limit or did it happen after some time? Thought I'd tested it hm... Thanks for the report, though honestly helps a lot!

25 days ago

Yes, immediately when I built the first beacon beyond the limit (e.g. 21st or 41st). The "effect" was applied. (not sure whether spoilers are fine)
I tried again in a fresh game with no other mods, still breaks.
Was sandbox with all options ticked (full research, starting items, always day, etc.)

25 days ago

Thanks, very helpful reporting (some people just go "it broke" with no further info you'd be surprised). I was able to fix it pretty easily for the next version as a result. As is the case with most of my mods, I'd recommend a new world if you update though, since I can't do backwards compatibility very well.

24 days ago

Yeah, well, I guess "it broke" is better than silently quitting.
The least I can do is help you make this mod. I want this to succeed, people need more FUN in their lives :)

Speaking of FUN. I have only poked around in sandbox, so I don't know whether it's possible to automate production of Us. Is that a thing? Would be a bummer if I can't reliably do into infinite research.

24 days ago

I think you broke the cracking again with the recent update.

24 days ago

Ugh, what did I do? I thought I tested it and it should be available in the offshore assembler.

Or do you just mean because it doesn't accept water? If so, that was intentional. Getting another fluid box working on the assembler was a pain.

24 days ago

It was available in the offshore assembler in 0.0.16 (when you pushed the cracking hotfix)
and was gone again in 0.0.17

0.0.16 used no water
0.0.17 uses water 2 again iirc

23 days ago

So, I added fixed it in 0.0.15, uploaded that as 0.0.16, but also had another version (now called 0.0.17) and thought I'd also fixed it there, but apparently not? Oh well, I'm working on porting to 2.0 now anyways.

To answer your other comment, no way to automate U's but that's a good idea.

23 days ago

It's been less than 22 hours since I reported this, yet it feels like ages ago :D
No rush, I'll be busy adjusting to 2.0 and then doing a vanilla space age run.

23 days ago

Would you say it feels like... space ages?

I'm working on a complete overhaul for 2.0. Do you want a version that will be compatible with 0.0.17? I can just make that small tweak and return to 0.1.0. Also, feel free to join the discord (link under homepage on the mod info) if you want to talk more; we have a good number of people discussing fun mode now.

23 days ago

Don't do any extra work for me. Finishing Space Age will take me a while, I won't get back to fun mode soon.

As for the Discord, I'm already spending too much thyme there. Maybe when I play the mod again :)

23 days ago

Okay, if it'll be a while then you can just restart. I'll probably have new goodies out by then anyways.

17 days ago

I'll just post this here. The recipe of "Yummy grape juice spring" has an unknown key as recipe name.

Steps to reproduce: Hover over recipe or click it in the Factoriopedia.

17 days ago

The Factoriopedia also shows the Processing Unit and Fish Glue, while the crafting menu of the character doesn't.

17 days ago

For the factoriopedia, it shouldn't be showing anything. How did you find these things in factoriopedia?

17 days ago

I enabled the Factoriopedia in the mod settings. (also used Editor Extensions to unlock all techs)

17 days ago

In that case they might just not be shown due to including fluids. They're shown in factoriopedia on the other hand because factoriopedia shows everything. Not sure about fish glue actually since it at least makes a solid but it's not a big issue, you're supposed to select it in the assembler 2 anyways.

Btw the yummy grape juice spring should be fixed in the next version.

17 days ago

Recipes with fluids are usually shown in the character menu. Factoriopedia shows both recipes: Processing Unit and Processing Fluid Unit.

17 days ago

Ah yeah, the "normal" processing unit isn't explicitly set to a null value. I guess it would make sense to do so? This seems like a slippery slope though, since if you are getting into "things that don't make sense in factoriopedia" I'm sure there's a lot that could be done, which is part of why I "disabled" it.

17 days ago

I'm only pointing out inconsistencies I've found.

Disabling the Factoriopedia makes sense, the mod is intended to be played with "discovery tree" enabled after all. If there's minor discrepancies, that's on the user enabling Factoriopedia.

17 days ago

Yeah, the inconsistency checking has been helpful, I'm just trying to reason out loud to see if it makes sense. Thanks for the help!

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