Hi, Flouterose! I found an error in some of your code.
specifically, the car_engine_working_sound is not defined correctly
you're missing a curly brace right after sound =
car_engine_working_sound =
{
sound =
{
filename = "__immersive-sounds__/sound/driving/car-engine-1.ogg",
volume = 0.67
},
{
filename = "__immersive-sounds__/sound/driving/car-engine-2.ogg",
volume = 0.67
},
You can see the consequences of this if you run DataRawSerpent:
working_sound = {
{
filename = "__immersive-sounds__/sound/driving/car-engine-2.ogg",
volume = 0.67000000000000002
},
{
filename = "__immersive-sounds__/sound/driving/car-engine-start-2.ogg",
volume = 0.67000000000000002
},
{
filename = "__immersive-sounds__/sound/driving/car-engine-stop-2.ogg",
volume = 0.67000000000000002
},
activate_sound = {
filename = "__immersive-sounds__/sound/driving/car-engine-start-1.ogg",
volume = 0.67000000000000002
},
deactivate_sound = {
filename = "__immersive-sounds__/sound/driving/car-engine-stop-1.ogg",
volume = 0.67000000000000002
},
match_speed_to_activity = true,
sound = {
filename = "__immersive-sounds__/sound/driving/car-engine-1.ogg",
volume = 0.67000000000000002
}
}
},
As you can see, some of the sound effects you meant to be variations are just sitting there at the top of the list, not assigned to anything.
I imagine this missing curly brace is repeated throughout more of your code.
I noticed this 'cause I'm trying to make my DMV vehicles mod compatible with yours. The situation is, I expect certain sounds to not have variations, but your mod adds variations to those sounds. So, I'll probably need to write a utility function that checks whether the sound has variations or not. I should really look into factorio lib and try using their utility functions.