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License: GNU General Public License v3.0
Factorio mod - harder ressource processing
License: GNU General Public License v3.0
First of all please excuse my bad english. I'm from Germany and never had English in school :)
I think, i've found a bug in the mod.
On my Map are two Crusher V1 and in my inventory are one Crusher V2.
When i move the two Crusher V1 from the map to the inventory, there are three Crusher V2 und no Crusher V1. I think, this is not logical.
Buuub / Ralf
Hi
Since the 13.13 update hard crafting and belt sorter will not allow the game to load. Will you be working to fix the issue
Thanks
Steps to reproduce: Chest beside incinerator with different item types.
Actual: Incinerator will burn items of one type then inserter will not add other item types
Expected: everything shall be burnt to ashes
when i install the file into the mod folder it says AppData\Roaming\Factorio\mods\source dosent match the expected hardCrafting_0.2.3 (case sensitive!)
Hi @zeas2 ,
I'm pleased to announce that v0.3 is to be released soon with some changes. You can find a first draft under releases. ;)
Also I wrote a small script to keep track of which labels are new and are missing in other languages:
zh-CN.txt
Do you mind updating the labels for chinese simplified?
Factorio claims that it can't find info.json after I've placed the hardCrafting_0.3.3.zip into the ~/Library/Application Support/factorio/mods
folder.
When I unzip the file instead, the files come out with directory names and backslashes embedded in the filenames themselves.
For example, info.json is instead a file named hardCrafting_0.3.3\info.json
. The same is true for all of the sub-directories of the mod. I'm using the default unzip tool that ships with OS X (simply double-clicking the zip file in Finder).
Here's a screenshot that shows the issue:
The code that adds the recipes for incinerating things in incinerators also add this recipe for coal and coal-dust. This makes it impossible to automatically fuel a non-electric incinerator.
Please update the code to not add this recipe for (at least) coal and coal-dust, so fueling the incinerator in the early game becomes easier.
Thanks!
I believe the dried dirt landfill technology should not be allowed until the landfill technology has been researched. It is currently available with no technology requirement.
fixed by #27
I noticed that the recipes involving fluids have not been updated for the fluid changes in 0.15.
Recipes with only 1 result don't include result.icon. Neither in base nor any mod.
Changes to base entities greatly affect all mods and should only be done in data-final-fixes.
Don't expect every single mod author to add a redundant parameters like result.icon to all their recipes just to be compatible with your mod.
The belt sorter will not accept input from or output onto underground belts or splitters.
I wrote a small localization script to keep track of new labels. With this I found that for v0.3 there are some new labels which are missing:
ru.txt
Please also find a draft of hardCrafting_0.3.0 in the release section.
for example hardCrafting_0.3.5\basic-lua-extensions.lua is in the main folder, but is supposed to be: basic-lua-extensions.lua and in the hardCrafting_0.3.5 folder.
It appears that the icon for steel processing 2 has the incorrect icon_size. I've had a look and you use the image from steel processing from the base mod. That icon however has an icon_size of 128 where you use 32
Factorio 0.14.21
hardCrafting_0.5.1 (latest at this time)
always-show-recipe-products 0.1.2 (latest at this time)
If I have both "hardCrafting" and "always-show-recipe-products" enabled I get the following error on startup:
Error while running setup for recipe prototype "gravel-pile" (recipe): Unknown item subgroup. No subgroup defined and no main product.
Modifications: hardCrafting โบ always-show-recipe-products
There may very well be a bug in "always-show-recipe-products", too.
The error seems to be generated from factorio itself. At least I could not find a statement generating this message in either mod.
The "gravel-pile" recipe has an empty string as subgroup. I have never seen a subgroup for recipes in base.
Changing the empty string to a nil fixes the issue.
I'm sorry it happened a few days ago and I don't remember the specifics. I found a quick fix and forgot about it. It seems to have something to with other mods I have, most probably N-Tech Chemistry (since it's the mod which adds ammonia).
When opening the belt sorter GUI the game crashes with an error "unknown style item-ammonia-in-tanker" in libs/itemSelection/control.lua:76. Placing this second condition fixes it:
if filter == "" or string.find(name,filter) then
if not name:ends("-in-tanker") then
frame.items.add(checkBoxForItem(name))
index = index + 1
if index > mainMaxRows*mainMaxEntries then break end
end
end
string.ends is from here: http://lua-users.org/wiki/StringRecipes
In the crafting menu, some of the recipes seem to be in odd places.
In vanilla, stone brick is in the logistics (first) tab. With HardCrafting, there are two recipes for stone brick; one is in the logistics tab, the other is in the intermediate products tab. I think they should both be in the logistics tab. The version that's currently in the intermediate products tab produces gravel as well, but that seems to be more of a byproduct in this case, so I would expect to find this recipe in the logistics tab.
The logistics tab, however, also has a recipe to make 2x gravel from 1x stone. That seems like an obvious candidate for the intermediate products tab, since gravel is the main product of this recipe, and gravel isn't a logistics item but an intermediate item.
Consider increasing the time required to craft the custom buildings. The incinerators already take vanilla buildings as inputs, and the electric one takes electric furnaces as inputs, so takes a lot longer to make in effect, so these should be fine. However, the crusher, pulverizer and big machine all take 0.5 seconds to make, which seems not quite in line with the electric furnace that the crusher and pulverizer resemble, not to mention the sheer amount of inputs that the big machine needs.
Perhaps 0.5s for the crusher (to get the player started), 3s for the pulverizer (like the electric furnace, the next step) and 10x for the big machine (4x as fast as a pulverizer, so still cheaper in time).
Or perhaps 2x all of that, since you don't actually need a crusher to get started?
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