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 - 2.1
4.11K
Factorio: Space Age Icon Space Age Mod
Manufacturing

b Crash when starting the game

4 days ago

Hi there! Big fan of yours here (got most of your mods on my save, gotta love some planting ammiright?).
Welp, idk what the hell I messed up with (big modlist...), but I'm getting this crash :c
I'll try to test some stuff with my modlist in order to find wtf is messing with your mod, but let me know If you'd like me to upload my factorio-current, a crashlog, or whatever, I'll all ears. Ty for your time and all of your crazy good mods!

Crash log:
Failed to load mods: quality-seeds/prototypes/qualitytreesystem.lua:187: attempt to index field 'shift' (a nil value)
stack traceback:
quality-seeds/prototypes/qualitytreesystem.lua:187: in function 'create_quality_plant'
quality-seeds/prototypes/qualitytreesystem.lua:590: in main chunk
[C]: in function 'require'
quality-seeds/data-final-fixes.lua:1: in main chunk

4 days ago

Ah, I see, There is a mod somewhere that has a plant/seed combo, and everything is in place except they don't have shift defined (I think this is related to grabbing the picture of the tree and putting it in the cultivator building), and I like an idiot, have assumed its default existence.

This is so typical, and I really need to give Quality Seeds some more / better/ catches on when stuff doesn't exist and ignore it correctly. This concept is the same for another issue I am also currently tracking. Thanks for the heads up, look for an update in the near future.

3 days ago

Yeah, saw that post too! (sorry for not lurking a bit before making my post, It was pretty late for me haha).
I could try to kinda guess which mods are being problematic, but the problem is that I got a lot, and AFAIK there's no easy way to handpick which one is the problem, or leave some kind of debug code to see which mods are ok vs bad for your current code, right? Man I hate that I Factorio ugh.
I'll be around if you want me to try whatever! TY for your time and hard work.

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