Void Info

by Sopel

Adds a short description to recipes that have voidable products to inform the player where they can be voided and at what speed.

Utilities
3 years ago
0.18 - 1.1
195

b Crash

3 years ago

This mod can apparently generate lines that are too long, as an example this crash can happen:

 264.697 Error ModManager.cpp:1555: Error while loading recipe prototype "se-naquium-tessaract" (recipe): Localised string key is too large: 397 > 200 (limit). in property tree at ROOT.recipe.se-naquium-tessaract.localised_description[20]
3 years ago

For note, this specific example was not caused by SE (well other than it just having many things on its description), but rather caused by the flare mod from GotLag, which makes everything voidable in it. It might be good to add such void-everything buildings to an exclusion list so they are never displayed as it just clutters up every single recipe otherwise.

3 years ago

Also, this mod doesn't seem to add lines to items that have a recipe that gives a 0 x * output rather than just no output. A number of mods have something that consumes, say, 1 x blah and outputs 0 x blah to void it, and that's not being marked as voiding here.

3 years ago
(updated 3 years ago)

This mod can apparently generate lines that are too long, as an example this crash can happen:
264.697 Error ModManager.cpp:1555: Error while loading recipe prototype "se-naquium-tessaract" (recipe): Localised string key is too large: 397 > 200 (limit). in property tree at ROOT.recipe.se-naquium-tessaract.localised_description[20]

So seems like factorio has too many limits for this to work correctly in all cases. I'm sorry but I don't know any nice way to keep the functionality while also keeping the lengths within these restrictive limits.

Also, this mod doesn't seem to add lines to items that have a recipe that gives a 0 x * output rather than just no output. A number of mods have something that consumes, say, 1 x blah and outputs 0 x blah to void it, and that's not being marked as voiding here.

This mod was designed with 0 x blah in mind and it works for krastorio2, pyanodon, A&B. The reason why it might not seem to work is that the mod adds the recipes after void_info is loaded. You'd need to add the mod in question to void_info's dependencies and try again.

This mod was mostly made with PYmods in mind, since that the only mod I know where it's confusing what can be voided where. It was never meant to be a generic solution and I'm afraid I can't make it work with any mod configuration.

3 years ago

Space Exploration is the case here, unsure how to realign its mod loading order since earendal's issues are locked closed.

New response