Module and Beacon Config


This mod allows you to fully customize vanilla beacons and what effects they allow, as well as fully customize modules such as how many tiers exist and how each effect scales on a module.

Content
3 months ago
1.1 - 2.0
1.68K
Manufacturing Cheats

b Error loading mods

4 months ago

Good day, random person on internet)

I load only your mod and base, go to mod settings - Advanced Settings - Efficiency module - Pollution scaling pattern - changing this to Liner, Constant or Exponential and crash.

Failed to load mods: module-config/functions.lua:248: attempt to perform arithmetic on field '?' (a nil value)
stack traceback:
module-config/functions.lua:248: in function <module-config/functions.lua:243>
(...tail calls...)
module-config/functions.lua:151: in function 'generate_effects'
module-config/variables.lua:137: in main chunk
[C]: in function 'require'
module-config/prototypes/items.lua:2: in main chunk
[C]: in function 'require'
module-config/data-updates.lua:1: in main chunk

Most of the time I play with SA, but I do not think it affects modules, except t3 recipe.

4 months ago

Also I notice, T4 Efficiency module require 5 special resources, spoilage, while all others T4 only 1. Is this intentional?

4 months ago

Interesting, I'll check it out when I can (It's finals week soon lol). As for the special resources, that is intentional as in space age efficiency modules t3 require 5 spoilage.

4 months ago

I see now where I was getting wrong. With your mod and SA together installed, your mod changes T3 Efficiency recipe to 1 spoilage, instead of 5, probably some bug too.

4 months ago

Oh interesting, yeah probably just a tiny typo on my end. I'll be sure to fix that when I'm done with finals.

4 months ago

Both the crashes (caused by using basic settings on an effect for a module that doesn't have said effect by default, because the basic settings are calculated based on existing effects), and the incorrect recipes are now fixed.

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