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
2.67K
Factorio: Space Age Icon Space Age Mod
Manufacturing

b Compatibility with my mod + fix

a month ago

Hi LordMiguel,
someone sent me this bug report:
https://mods.factorio.com/mod/panglia_planet/discussion/68ac89168eaf082b778083aa

I checked and found that the fix would be cleaner if it was done on your side.

In qualitytreesystem.lua, line 168, you have:

local shift = {variation_trunk.shift[1]+0.1, variation_trunk.shift[2]+0.0}

You presume that shift exists but it's not obligatory when you create a sprite.

I would just add this just before:
if not variation_trunk.shift then variation_trunk.shift = {0,0} end

a month ago

Hi Snouz, thank you, and no worries, I'll make this change! I've been meaning to do some fixes for this mod, but been so busy with work and other things =-(

a month ago

+1 tks, we are waiting.

a month ago

There's more issues than just this one. With the above fix in place I instead get:

Failed to load mods: Error while loading entity prototype "panglia_branbalite_plant-greenhouse" (assembling-machine): Key "width" not found in property tree at ROOT.assembling-machine.panglia_branbalite_plant-greenhouse.graphics_set.animation.layers[1]
Modifications: Quality Seeds › Moshine › Panglia

a month ago
(updated a month ago)

Seems just adding panglia_branbalite_plant to the blacklist lets the game load, but not immediately obvious to me what the actual issue is

a month ago

Hi, so I released a patch on my mod that adds the plant to the exclusion list you provide, so no compatibility problem anymore

But if I can give you a small advice that I learned the hard way, is to always account for when a property doesn't exist. It's either

"if parent and parent.child then
parent.child.property = 341
end"

or

if not parent then parent = {}
if not parent.child then parent.child = {}

Especially when you make dynamic mods that interact with any other mod :/

30 days ago

Howdy, yeap that is a far better way of doing things - and something that I already do in my latter mods - quality seeds was one of my first mods and I was still learning Lua let alone Factorio modding haha Embarrassing I know ;-) .

You'll be pleased to hear that I am planning a big ol' overhaul and bugfix for quality seeds shortly, which will be including going through every prototypes non-essential entries and checking existances in the correct way, as well as ensuring the compatibility across the other mods too.

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