Vehicle Equipment Grids - Fixes deprecated


Fixed compatibility between Vehicle Equipment Grids and other mods.

Tweaks
7 months ago
2.0
43

g What this mod does

a month ago
(updated a month ago)

In case anyone else is wondering what compatibility "fixes" this mod provides (since the description is completely missing):

  1. It attempts to hide and disable the hovercraft vehicle grid setting, which likely never worked, since the hovercraft grid setting was removed entirely before this mod ever released. Hovercraft grid can't be disabled by setting, and the current setting only modifies the grid dimensions.

  2. It reverts the changes made to the Raven recipe and technology (when the related setting is enabled), that replaces the exoskeleton legs with the new speed booster equipment. Whether it was intended to work this way, or the other way around, is unknown. But this feels unnecessary considering there was already a setting to disable the recipe/technology changes before this mod was released.

tldr; this mod seemingly does nothing

a month ago

Making a statement that "this mod basically does nothing" without even asking for an explanation as to why the changes were necessary doesn't come over as very friendly and starts what could have otherwise been a good collaboration on the wrong foot.

Bear in mind that I wrote this code over 6 months ago at this point and for personal use as well as easier distribution among friends for a shared play through, as such I did not see the need to write an elaborate description of what this mod changes since nobody in its target audience would have read it anyway.

When this was written, the then current version of kry-vehicle-grids was still attempting to access settings.startup["hovercraft-grid"].value when it detected that the Hovercrafts mod was present. As you already stated, the setting was removed long before I wrote this mod, but the compatibility code in kry-vehicle-grids was not adjusted to reflect the removal, thus causing the game to fail to start when both mods were present. This was fixed in version 2.1.29 of kry-vehicle-grids after a user reported the issue here: https://mods.factorio.com/mod/kry-vehicle-grids/discussion/69989ce374088d12a9fb710c

The workaround for this issue was to simply add a dummy setting that caused the corresponding block of code to be skipped, essentially mimicking the behaviour of kry-vehicle-grids in its current state. I am aware that this dummy setting didn't lead to any functional changes, and that is intentional. It did allow the game to load however and that was ultimately the only goal of this change.

As for reverting the Raven recipe and technology changes, this is still an issue in the current version of kry-vehicle-grids. When playing with any other mod that adds vehicle equipment (bobvehicleequipment, Krastorio2, Krastorio2-spaced-out) adding kry-vehicle-grids equipment prototypes is disabled. When modifying the raven2 recipe and technology, there is no corresponding check for whether the equipment prototypes were actually added. This means that when playing with kry-vehicle-grids, raven_mk2 and e.g. Krastorio2-spaced-out with the kry-raven setting enabled, replace_ingredient and replace_prereq would attempt to replace with a non-existent engine-speed-equipment item/technology causing the game to fail to load.

The workaround for this was to simply revert the recipe/technology change so they wouldn't reference non-existent entities. Disabling the kry-raven setting would have also worked around the issue, but that would have also disabled adding the advanced-aerodynamics prerequisite when playing with the Aircraft-space-age mod, which I wanted.

As you can see, both changes were necessary to allow the game to load with the combination of mods I intended to play with at the time this mod was written. Since the first issue has already been fixed in kry-vehicle-grids in the mean time the dummy setting is no longer necessary, but adding it doesn't cause any other issues so I did not see any reason to remove it even after kry-vehicle-grids was fixed. The second issue still persists, and until that is fixed this mod will continue to serve its purpose allowing me and my friends to play with the combination of mods and settings that have worked for us until now.

Once the second issue has also been fixed, I would be happy to mark this mod as deprecated since it would then no longer be necessary. I would still however sincerely recommend to not make blanket statements that suggest that this mod never served a purpose. The issues we encountered were real, and suggesting otherwise wouldn't correctly reflect the facts.

a month ago
(updated a month ago)

I apologize if my comment came off as unfriendly. It was merely an observation from my perspective, where a mod is labelled as "fixes" for one of my mods, yet refuses to elaborate exactly what it fixes. I can only view the code as it is written, and without any additional context for why it is written that way (i.e. no comments in the code), it is inevitable that I would come to the conclusion that I did.

Thank you for providing that additional context, and now that I understand the issues that were addressed, I can start to work on integrating the fixes into my own mod.

For more context as to why my response was worded the way that it was: when I noticed this mod existed, I wanted to know what it "fixed" so that I could integrate said fixes. I wrote my comment after what I believed was a waste of time looking into the code, since it didn't appear to fix anything.

If there were any sort of description in either the code or on the mod portal, I could have understood what needed to be fixed without this little back-and-forth.

The workaround for this issue

For both issues, if you had simply reported them to me directly (as I am still actively developing mods, and have been throughout the relevant time period), I could have fixed the issue from my end and this would have improved the mod for everyone, instead of just the 40 users that downloaded this patch mod during the 5-6 months it was needed. This workaround was never needed if you had made any attempt to contact me

I would still however sincerely recommend to not make blanket statements that suggest that this mod never served a purpose

Your feedback has been taken into consideration. I have edited the original comment to show that was how it appeared to me.


EDIT: Implemented the fixes in v2.1.32

As an inverse advice to you, I would strongly recommend contacting mod authors when you find problems in their mods, as the worst they can do is ignore you or refuse to fix those problems (in which case, you can still create your compatibility patch mod), and at best, they fix it faster and better than you (as I did in this case, by modifying the recipe to adapt to the relevant equipment grid mod), and this improves the mod for everybody, instead of a just the miniscule handful of people who find your patch mod.

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