Space Age Galore


Adds over 200 unique and balanced extra recipes to SPACE AGE!

Content
7 days ago
2.0 - 2.1
6.63K
Factorio: Space Age Icon Space Age Mod
Fluids Manufacturing

g AAI Compatability

a month ago

Hello. While using this mod and the space age add-on with the AAI industries, some of the science packs alternative recepies can only be crafted in the "Burner assembly machine" and not the classic assembly machines, is this a problem of this mod or AAI industry? Thanks.

a month ago

I just pushed an update but did not have the time to properly look into this issue. It will be fixed next update though (If its Galore's fault), thanks for the bugreport :D

a month ago

The issue listed above is still present in the latest version of this and vanilla galore.

a month ago

Like @Gabbopower22 said, it does only affect the science pack recipes, I have found that the Chemical Science recipe using 8x Fast Belts, 2x Bulk inserters & 100 Petroleum gas works only in assemblers 2 & 3 (Makes sense because it uses gas), but this makes me think it is a result of one of the galore mods.

a month ago

I just looked into it now, and it seems this is caused by AAI overwriting the recipe categories. I cannot really fix this, sorry :(

a month ago

Well, I can fix it. Replace the category from crafting to:
category = "advanced-crafting"

a month ago

That would disallow handcrafting and complicate further compatibilities, unfortunately

a month ago

Then replace it with this:
categories = {"hand-crafting", "crafting", "advanced-crafting"},

Not really sure how this complicates anything

a month ago
(updated a month ago)

It complicates the many checks done by both external mods and other galore mods. Imagine you want to do something as simple as making it so all sciences are made in a different machine; in your proposal, the mod dev (or another Galore mod) would need to replace three categories (but only when AAI is loaded). Not to mention how some mods just do not handle recipes with weird categories at all and could crash.

(Not very hypothetical; implementing it like that would break the Maraxsis compat.)

Alone, these kinds of things aren't that big, but they add up fast, slowing down testing and releases. In order to keep maintaining such a mod suite I must minimize these things, especially if the issue I'm trying to fix lies with another mod. I'll make an AAI bug report tomorrow.

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