An "all you need" mod pack! This mod pack is well balanced. It is based on Bob and Angel mods, together with further interesting game changing mods and a well thought collection of quality of life mods.
Collections of mods with tweaks to make them work together.
Transportation of the player, be it vehicles or teleporters.
Augmented or new ways of transporting materials - belts, inserters, pipes!
Trains are great, but what if they could do even more?
New ways to deal with enemies, be it attack or defense.
Changes to enemies or entirely new enemies to deal with.
Map generation and terrain modification.
New Ores and resources as well as machines.
Things related to oil and other fluids.
Furnaces, assembling machines, production chains.
More than just chests.
Change blueprint behavior.
28.824 Error ModManager.cpp:1625: Failed to load mod "schmitts-modpack": schmitts-modpack/make_dependencies.lua:158: attempt to concatenate field '
Errors in technology tree!
Please check factorio-current.log for information and where to report them!
' (a nil value)
stack traceback:
schmitts-modpack/make_dependencies.lua:158: in function 'reporterrors'
schmitts-modpack/make_dependencies.lua:626: in function 'make_dependencies'
schmitts-modpack/data-final-fixes.lua:13: in main chunk
28.827 Loading mod core 0.0.0 (data.lua)
29.123 Checksum for core: 2925842125
29.184 Error ModManager.cpp:1625: Error in assignID: recipe-category with name 'crafting' does not exist.
Source: default (utility-sprites).
29.315 Initial atlas bitmap size is 16384
29.316 Created atlas bitmap 2048x784 [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]
29.330 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82
29.448 Parallel Sprite Loader initialized (threads: 7)
29.745 Sprites loaded
29.768 Generated mipmaps (5) for atlas [0] of size 2048x784
29.768 Custom mipmaps uploaded (99)
29.772 Factorio initialised
29.777 Mods to disable:Failed to load mods: schmitts-modpack/make_dependencies.lua:158: attempt to concatenate field '
Errors in technology tree!
Please check factorio-current.log for information and where to report them!
' (a nil value)
stack traceback:
schmitts-modpack/make_dependencies.lua:158: in function 'reporterrors'
schmitts-modpack/make_dependencies.lua:626: in function 'make_dependencies'
schmitts-modpack/data-final-fixes.lua:13: in main chunk
Mods to be disabled:
• schmitts-modpack (1.3.9)
Did you only use my modpack or also other mods?
Especially mode that change the crafting menu.
Only used your modpack.
Before reporting the bug I removed all my mods and resubbed to yours with a clean install, still got this error.
Then everyone should get this error. I ask in my discord community. Feel free to join us.
The relevant part of your error message is
Error in assignID: recipe-category with name 'crafting' does not exist.
I have to make that script more reliable.
But nevertheless the error should not be there. Anyone else getting this error? Anyone else getting NO errors? Would also be helpful to know.
Can you share a few more lines above the error? There should be some info what research dependency could not be changed.
The game did work fine before I did the update to the new modpack version. Sadly I can't join your server since I'm already in 100 servers.
Something is wrong, since I retried it again and get a different error.
" 20.388 Error ModManager.cpp:1625: Error in assignID: technology with name 'electricity' does not exist."
Again I removed all the mods via the ingame mod manager and reinstalled your pack. I have the full error log excluding my system posted on pastebin.
https://pastebin.com/YbjnSXxe
It must be something regarding your mod settings. I bet if you reset your mod settings to default values you have no problem playing. But BEFORE you do set, please send me your non-default settings.
'electricity' does not exist. Source: water-washing-1 (technology). means with your current mod settings you do not have the tech 'electricity'.
Same for your other log file which says technology electricity does not seem to exist but is a prerequisite of technology water-washing-1
But I know how to fix that on my end. I do it.
(I guess you do need to enable steam/burner powered assembly in bob mod settings in the meantime)
I really did not change a lot in the settings,.
I am unable to get the .dat file readable and can't find a working converter. As far its readable I notice some left over from old mods I tested out. However I uploaded it to pastebin and made a backup locally: https://pastebin.com/Z5tUsN61
Another error, going to remover the .dat file now
Just a small question on the side. Do you also delete the modlist and modsettings file every time you delete a modpack?
Just a small question on the side. Do you also delete the modlist and modsettings file every time you delete a modpack?
Not always, in this case I did not do it. However I just did in the last try and its working now.
It is still strange that this caused a bug since before the update of today it did work just fine and did not change a lot.
Just a few ores extra and some distance changes. I will go over the settings in game now and will take a look what I did possible did change.
Then hopefully everything is running smoothly again now.
Mod settings:
Startup
- Start resource Jivolite enabled
- Starting resource Crotinnium enabled
Map - Far Reach
- Build distance Bonus 123 > 200
- Reach distance Bonus 123 > 200
- Resource reach distance bonus 123 > 200
- Item drop distance bonus 123 > 200
Map - LTN
- Message Level: 2 > 3 detailed
can you reproduce the error?
At the moment its working fine.
I fixed https://mods.factorio.com/mod/Complex_Science_Pack_Recipes
So no matter which mod settings you use now, should be fixed now. But still interesting how you could "generate" that bug.
The question is: Which mods or mod settings did you use so that the tech 'electricity' is not available when the game starts.
The question is: Which mods or mod settings did you use so that the tech 'electricity' is not available when the game starts.
Good question, I think we never will find out. I have noticed that since the reset of mod settings a lot of things are different and better. I blame me for not propperly reinstall the mods and the settings file.
For example: You said something about steam science, I never disabled that, but it was disabled because I used the "vanilla bob/angels" mods. When I installed your modpack, that setting never changed. Same with 'Angels components overhaul' I never enabled it, so when I installed your pack it was disabled, after reinstall settings, its enabled by your modpack.
I never expected that the settings file was so stubborn that it stay even after a reinstall of the game. Kinda asshamed a little, haha.
For people that are getting the same weird experience.
Double post, can be removed.
Double post, can be removed.