Mini Machines Mod

by Kryzeth

Miniature versions of assemblers, electric furnaces, etc. Full integration with all of Bobs mods, Artisanal Reskins, Extended Vanilla, Krastorio 2, Gotlag's Electric Furnaces, AAI Industry, 5dims, and One More Tier. (independently, not necessarily simultaneously)

Content
17 days ago
0.13 - 2.0
13.5K
Manufacturing

b missing dependency ? - bobmods

9 years ago

when i just downloaded this mod from the ingame portal, factorio terminated after giving me this error:

Failed to load mod "mini-machines 1.2.1"
mini-machines/data-updates.lua:16: attempt to index global 'bobmods' (a nil value)

i have lots of mods installed, but not yet any of the big modpacks like bobs.

ps: now i have to dig through my file system to find the mods folder and delete it manually to start factorio again. i consider this a factorio bug: secondly to not being able to delete mods using the ingame portal, and first of all that such problematic mods are not automatically skipped and ignored so that i can get ingame at all.

9 years ago

Hmm... that line shouldn't run unless you have a mod that adds an Assembling Machine 4.. 5dims or something similar.. I guess I should add a better way to check if bob's mods is installed to stop giving these false positives.

Sorry about the Factorio issue as well. I don't actually use the mod portal to download mods anyways though, it's more efficient to download them manually. Also leave a shortcut to the Factorio mod folder somewhere.

9 years ago

Sorry about that, but I think I fixed the issue with the latest version (v1.2.3)

9 years ago
(updated 9 years ago)

updated and re-enabled mini-machines mod and started factorio without problems now. thanks.

my "Assembling Machine 4" (and 5) are from FactorioExtended-Machines

better way to check for an enabled mod ?
I don't mod myself (yet), but in another mod, i just saw a check:
if game.active_mods["SomeModName"] then

9 years ago

I've used something similar to that before, but it was in a different part of code (for a quick-start type of mod). I don't think the "game" variable is initialized until you actually start (or load) a new game, and in order to add entities and recipes, you have to do so in the data, data-updates, and data-final-fixes, which is initialized from the very beginning loading of the game. I think this is the only time data.raw (the thing that holds all this recipe information) is available for editing by mods.

What I did was check for one of bob's internal variables that he sets in the mod itself, which is pretty much the only way to check during the pre-initialization step, or so I would think (since that's how bob checks for his own mods' existence)

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