Nullius


In this Factorio prequel, you're an android terraforming planets and seeding them with life. Replaces all recipes and technology. No life means no coal, oil, wood, biters, or free oxygen, requiring varied renewable energy sources. For reliability, you'll focus on abundant elements from the air, sea, or common minerals such as iron ore, bauxite, sandstone, and calcite. Advanced technology enables asteroid mining of rarer elements.

Overhaul
9 months ago
1.1
33.7K
Environment Mining Fluids Manufacturing Power

g checkpoint:Freight logistics demonstration

2 years ago

I conldn't complete this checkpoint and I don't know the reason is just from me or from the mod.
the checkpoint requires me to place 2 railway stations and 150 tracks, and when I placed the railway stations, it works as usual (I placed 3 in fact); but when I placed the tracks, the counter failed.
The part of the progress bar that represents the track doesn't move no matter how many rails I put in (more than 1k), and the progress bar is stuck at 50%.
Although this does not affect my major technology, it makes me unable to use the train logistics normally.
Sad.

2 years ago

ps. my version is 1.4.5.

2 years ago
(updated 2 years ago)

I just tested it and it works for me.

If you could post a save game file in the bugs channel on the Nullius discord, I could download and reproduce what you're seeing, and hopefully that would allow me to fix it.

Just to confirm, your stations and tracks are all still built? If you tore down the stations the progress for them would go away. You can tear stuff down after the entire checkpoint is done, but until then the progress can be lost if you deconstruct.

All checkpoints are linked to your production statistics window, which has production and consumption panels, and tabs for items, fluids, and buildings. For a build checkpoint you can go to the building tab, click on duration all, and verify how many rails and stations the game thinks you have built and deconstructed. The checkpoint cares about built minus deconstructed. Could you check your production statistics and see if there is anything unexpected in the quantities for built and deconstructed for stations, straight rails, or curved rails?

2 years ago

It's possible that if you update the problem would go away. But not because there was a bug fix. Depending on what the problem is, there's a chance that the script isn't updating the checkpoint. I'm not sure how that could happen, especially since you've already got 50% progress, so it was checking it at some point. If that was the problem, then updating to a new version might reboot that and cause it to be checked again. Without a save file I'm not sure how it might have gotten in such a state, but it would be a good data point to know about if that does change anything.

2 years ago

ohhh……thanks, I think I know why I couldn't complete this checkpoint.
This is because I use a mod that builds my blueprints in a flash, but such buildings don't seem to count toward my "built". But dismantling is going to be "deconstructed". So they subtract and get a negative number! lol
So I built more rails to fill in the gap, and the checkpoint progress bar worked.
Since I didn't use blueprints in previous builds, the mod had no impact on advancing checkpoints in the past.

2 years ago

Interesting. Maybe you could report that to the author of that mod, since it seems like they could fix it to add to the production statistics.

Thanks for letting me know what the issue is, in case someone else runs into it. Fortunately most of the build requirements don't require a large number of them. The rails is one of the largest. So it shouldn't be too painful to work around it.

2 years ago

yes.I guess the author don't consider that there are other mods use "built" and "deconstructed" in production statistics as important parameters.
Thank you again for your prompt answer.

2 years ago

In the next update I'm making a change to help if this situation comes up. It won't make it count when a mod builds something without setting statistics, but it will keep you from getting in debt, so if you try building the items normally it will increase rather than appearing stuck.

2 years ago

by the way, your mod blocked all recipes from other mod not including your list. how can I use other recipes? just tell me what code line needs to be changed, thx!

2 years ago
(updated 2 years ago)

It's a bit of a common misconception that the mod just arbitrarily blocks things for no reason. In actuality, not blocking the recipe is only the first step. It will almost never just work fine exactly as it is when it's enabled, without further porting. A lot of the vanilla materials that recipes use are completely absent. Most of the crafting categories for recipes are different. A lot of the item groups and ordering are different. All the techs are different, so none of the prereqs or research costs will work. Nullius recipes allow productivity modules by default and you may have to opt out in the recipe if that would break things. That's why recipes aren't enabled by default. Enabling them is the easy part.

When you are porting third party techs and researches, one easy option is to set the order field in those techs and recipes to have a "nullius-" prefix. The order field isn't used for much, and to the extent that it is used, in a Nullius game it will be compared against other things with a Nullius prefix, so it's a useful change anyway. The nullius prefix is enough to keep a tech or research from being disabled. But you'll probably need to do more changes to the tech or research to make it actually functional.

If changing another mod, you can check something like "if (mods["nullius"])" to conditionalize your changes so it only takes effect when Nullius is also installed. And within that if block you can change whatever data.raw.recipe[] or data.raw.tech[] fields you need to get those recipes or techs working.

2 years ago

By the way, a good place to look for how to do this is in the Nullius prototypes/mods.lua and override_mods.lua files. This is where most of the 30 or so mods that Nullius supports are handled. But all of that can just as easily be done in the other mod, or in a third party mod. None of what happens in those files to make them supported by Nullius has to be done in Nullius itself. Some of them add new techs and new recipes in mods.lua that use Nullius materials and research costs, while others use the mod's normal techs and recipes but change the necessary fields in them in override_mods.lua. It depends on the mod which method is easier. One important reason for the latter approach is if the mod has scripting that recognizes a specific tech or recipe by name.

2 years ago
(updated 2 years ago)

The nullius prefix is enough to keep a tech or research from being disabled. But you'll probably need to do more changes to the tech or research to make it actually functional.

that's the bit of info I was missing!
now I almost got the armor pocket mod working in nulius. I can research the tech. I can craft the item...
but I can't equip the armor pocket xD so close!

I can only fit it in the regular vanilla armor types which means not in the one I'm wearing now (steel armor equivalent) and I wouldn't be able to use them in end-game gear. only modular armor and power armor 1 and 2.
no idea how to change that.

EDIT: got it:
one:
data.raw["battery-equipment"]["armor-pocket-equipment"].categories = {"cybernetic"}
later and it's all good. :D

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