Quality Seeds


Provides a way to use those quality seeds, allowing Gleba to be a late-game source of quality materials. For each cultivatable plant (included those added by mods) adds a cultivator building, which can grow those plants using a seed and water as the recipe. Additionally, adds late game options to grow plants in space!

Content
2 months ago
2.0
2.59K
Factorio: Space Age Icon Space Age Mod
Manufacturing

g Zen-Garden compatibility

4 months ago

Hey, I checked if I could solve the compatibility issue, but not without loosing feature in my side.

I think I identified the issue, check this thread:
https://mods.factorio.com/mod/zen-garden/discussion/680ff99f1c864a5aa4284dec

My recommendation, when getting the seeds for icon parameter, check if .icon exists, otherwise use icons[1]

4 months ago

Howdy, 100% thats the way to solve this, I only recently learned that icon doesnt need to exist if the icons[] array is present - opps!

I'll make sure to incorperate this on my next update as soon as I have time. I have acrued a long list of updates and bug fixes to do haha.

a month ago

Hey, I updated the Zen-garden and removed the incompatibility.
Please note, that If both Alien-biomes and Zen-Garden is active, the collusion-layer count will be reached.
I know this is already a know bug. Have you tried editing the seeds/plants tile restrictions instead of collusion mask? Did not go deeper into your code this time.

data.raw.plant["tree-plant"].autoplace.tile_restriction = tile_restrictions

for _, plant in pairs(data.raw.plant) do
if plant.name:find("tree-plant", 1, true) then
plant.autoplace = plant.autoplace or {}
plant.autoplace.tile_restriction = tile_restrictions
end
end

.208 Checksum for core: 1599024484
2.208 Checksum of base: 2095342242
2.208 Checksum of alien-biomes-graphics: 0
2.208 Checksum of elevated-rails: 755107374
2.208 Checksum of quality: 3594706471
2.208 Checksum of space-age: 2561352795
2.208 Checksum of alien-biomes: 2235899061
2.208 Checksum of quality-seeds: 2144429593
2.208 Checksum of zen-garden: 797994999
2.579 Info PrototypeList.cpp:85: collision-layer counts:
2.580 Info PrototypeList.cpp:87: alien-biomes: 1
2.580 Info PrototypeList.cpp:87: base: 24
2.580 Info PrototypeList.cpp:87: quality-seeds: 70
2.582 Error ModManager.cpp:1758: Reached id limit for collision-layer. The game can't contain more than 55 instances of this prototype due to hardcoded limits of the engine. See the log file for more detail.

a month ago

Yea unfortunately its the collision mask for the cultivators (biochamber prototypes) themselves are what use those extra collision masks - I havent found another way around it yet, and need one for each type of plant - typically this is only 3 layers, yumako, trees, and jellystems... alien biomes is likely adding in a bunch of plantables, I could go through it and check to see which ones are "worth" growing, but I will need to familarise myself with mod first.

I could write some sort of complicated set parser which compares the tiles between plants and merges same-same collision layers I suppose - perhaps that is a really good idea.

a month ago

Yeah, I believe you could have a shared collision-layer based on tile restriction set (This could trim alien-biomes many plants into 6-8 biome layer)

If you are interested in an (untested) Grok suggested solution, I am happy to share it.
message me on X @boobleone

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