Tech tree plus


Adding additional technology to the base game alongside with new items, entities and crafting recipes and more.

Content
8 days ago
2.0
1.63K
Transportation Combat Armor Fluids Manufacturing Power

b [✓] Crash on the newest update

17 days ago

Failed to load mods: tech_tree_plus/data-final-fixes.lua:439: bad argument #1 of 3 to 'insert' (table expected, got nil)
stack traceback:
[C]: in function 'insert'
tech_tree_plus/data-final-fixes.lua:439: in main chunk

16 days ago

Thank you for reporting that.

That 439 line corresponds to this code:

table.insert(player.crafting_categories, "wartime-production")

which is part of the:

  for _, player in pairs(data.raw["character"]) do
    table.insert(player.crafting_categories, "wartime-production")
  end

all it does is go thru all "character" entities and adds them the "wartime-production" category.
The reason why it crashes is simple, there might be a character, which has no crafting category (is set to nil), thus crashing it (why would you want a character that can't craft is beyond me, but maybe some other modder has a really good reason for that)

I could add a simple fix that checks if said character has the crafting category and act accordingly (by only adding the "wartime-production" if it has defined field)

Also can you please do me a favour and tell me which mods are you using too?
I know, "Bob classes" and "Protogen character" loads fine, so I'm curious which mod might be causing that issue.

16 days ago

I am using the purple dude. Give me a moment to find his exact name

16 days ago

Des, the wickerbeast, I am using the Niran Lexxy Fox version

16 days ago

But for my friends I do have the vaporeon character skin and engineer tf2

16 days ago

I have a good news and a bad news.

The good one is that none of the mods you provided (Des (both Lexx and Niran versions), engineer tf2, Vaporeon, and even the
!skins) crash the mod. That's good.
The bad one is, it does not crash, meaning some other mod must be behind it.

I might be asking a little bit too much, but if you are running any other mods, try disabling them one by one to pinpoint the one that has been causing it.

16 days ago

I'm gonna do the 50 50 strat of removing half the mods until I pin point it.

16 days ago

oh I forgot the mimikyu character too

16 days ago

What about jinx arcane? I didn't have it at that moment but stukk

16 days ago

It seems to be an addon for aai vehicles but I can't figure out which one

16 days ago
(updated 16 days ago)

*

16 days ago

Cause removing that and the mortar stuff removes shield generator, water turret revived, combat mechanics overhaul, maraxsis, moshine and panglia planet and from my testing one of those is at fault of the whole thing... I think

or redrawn space compatibility fixes or better planets or asteroid belt, NONE OF WHICH ARE SKIN MODS. So I have no clue why they would break but this is the latest list I've discovered

16 days ago

It's not combat mechanics overhaul or any of the planet mods
maybe it's the combat mechanics mod? Nope
Maybe it's one of the planet mods? Nopity nope
maybe it's shield generator? It has it's own problems that don't seem to be connected
maybe its the water turrets? IT'S THE PROBLEM OF CUM WEAPONS MOD / water turret mod

16 days ago

took an hour but I think I found the fix

16 days ago

nope, I guess I can fuck myself then

16 days ago

It's not the shield generator mod... God this might mean it's a combo wombo of three mods, that would be impossible to find

16 days ago
(updated 16 days ago)

Allright back to what worked,
Removed:
(
AAI Vehicles
That removed:
(
Shield generator, Water turret, maraxsis, moshine, panglia_planet, combat mechanics overhaul
)
)

16 days ago

I then remove the shield generator and it all works

16 days ago

So it seems to be specifically the shield generator mod, or at least it interacting with some other mods to break everything

16 days ago

Now this is the link for it, I pray it takes you less than me to find a way to fix it cause damn it was painful looking for it

https://mods.factorio.com/mod/shield-generator

15 days ago

You are persistent my friend, I can sense that you will become a great modder one day. For me it has not been smooth sailing either. Found out that I have a function where I switched parameters and now depend on it. Got more issues with the wartime-production causing all of this.

The fix was to add additional checks to exclude certain recipes such as "shield-generator--shield"
This is the fix (for player just in case)
for _, player in pairs(data.raw["character"]) do pcall(function() log("Character to add wartime-production: " .. player.name) end) if player.crafting_categories then table.insert(player.crafting_categories, "wartime-production") end end

and this for the shield generator:
for _, recipe in pairs(data.raw["recipe"]) do log("recipe:"..recipe.name) if shared_data_file.Contains(recipe.name,shared_data.military_items_exclude,true) then log("excluded:"..recipe.name) goto continue end if shared_data_file.Is_in(recipe.name,shared_data.military_items_exclude) then log("excluded:"..recipe.name) goto continue end if shared_data_file.Contains(recipe.name,shared_data.military_items,true) then log("added:"..recipe.name) recipe.category = "wartime-production" end ::continue:: end

Version 1.5.1 is now up

15 days ago

nope, I guess I can fuck myself then

I felt that

New response