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exotic-industries's Issues

Hypercooler mixing nitrogen + liquid nitrogen in same pipe

With a nitrogen air filter piped straight into a hypercooler for liquid nitrogen, I get regular nitrogen showing up in the pipe on the left (where I would expect only liquid)

20230416184322_1

This is what the hypercooler looks like. (Is it having two outputs causing something weird?)

20230416184331_1

Can't connect circuit wire to deep drill

Would be nice to be able to attach a circuit wire to deep drill, the same way you can for regular mining drills, to monitor remaining resources on patch.

I was hoping there'd be something obvious in the drill or deposits prototype but I couldn't see anything (I have no idea what I'm doing though.)

PS loving this mod! Just made my first advanced electricity age packs. Combining it with my first try of Rampant so that's taken a bit of getting used to...

Duplicating the character

After you left click a drone while its being operated you can exit the drone (default button 'Enter' i believe) creating a copy of your character. If you create a copy of yourself on gaia then click exit, drone disappears, then if you click reset, game crashes.

Improve EI by QoL stuff

  • Many techs and items could use descriptions
  • Explain features like Ages, Wincon and rocketry better

Factions/Teams Unsupported due to hardcodings

There are likely many locations that this is the case, but hardcoding, (especially to the integer index, is easy to disrupt.) This should instead get the list of forces that are relevant. Vanilla already has support for multiple teams/competitions. Otherwise everyone on a server has to be on the force for this mod to even be playable.

From an initial glance, you should be able to pull the force from the LuaTechnology in theory.

Crash on knowledge scan out of order

Scanning before building knowledge console at least once causes crash because the knowledge system is not initialised on player before then (crash on indexing knowledge by player faction on line 703 in knowledge_system.lua). Its probably better to move the enable_knowledge call to whenever the appropriate research is completed, or at least add a warning before its fixed

Improve artifact spawner and guardian mechanic

https://github.com/PreLeyZero/exotic-industries/blob/befd540b568d142452ea1a1072438f97cd67dea9/scripts/control/alien_spawner.lua

The alien artifact spawner system needs overall QoL improvements and some new features.

  • Bugfixing of artifacts spawning on water
  • Adding possibility of spawning chests with items
  • Have certain artifacts only spawn on Gaia or nauvis
  • Overhaul flower guardian, possibly with boss fights (and even boss arena)
  • Enforce spawn of certain artifacts
  • Add gaia artifacts that are like rifts f.e.
    grafik
  • Add nauvis artifacts that mirror this with cliffs
    grafik

Crash on start with Krastorio 2 installed

I'm getting the following error on start when both Exotic Industries and Krastorio 2 are installed and enabled:

   2.908 Error ModManager.cpp:1625: Failed to load mod "exotic-industries": ...tries__/scripts/data-final-updates/krastorio_patches.lua:2146: attempt to index field 'kr-electric-offshore-pump' (a nil value)
stack traceback:
        ...tries__/scripts/data-final-updates/krastorio_patches.lua:2146: in main chunk
        [C]: in function 'require'
        __exotic-industries__/data-final-fixes.lua:13: in main chunk

Mod list: mod-list.json

[Bug] Crash when opening rocket silo placed by robot ( + suggested 1 line fix)

When a rocket silo is placed by a robot in my game, the recipe is automatically set to "rocket-part". Calling get_destination on this entity returns "t", which results in a crash upon clicking the silo.

This bug occurs with exclusively mods from the official mod pack enabled. Placing the rocket silo manually works fine.

Luckily the bug can easily be fixed by improving the string matching in the function model.get_destination(entity) in scripts\control\planet_exploration.lua

local destination = string.match(recipe.name, "^ei_rocket:(.*)") or "nauvis-orbit"

Mismatch of ore names on patches

When hovering mouse over Poor iron patch, it shows "Iron ore" but in map mode it shows correctly "Poor iron ore".
Maybe need to overload strings to modded.
1
2
3

Gate position selection

While choosing the coordinates for gate if you don't select any position and try to cancel selection (default button Q) you are stuck in selecting coordinates view and cannot returnt to your character.

New Intermediates

Phytogas and cryoflux are the main outputs on Gaia. Both are needed for growing alien flowers.

  • Add tiers of alien flowers and cryoflux variants (normal, condensed, dust)
  • Add uses for high tier cryodust in circuit production
  • Add artifact (broken) for cryodust production
  • Add uses for phytogas in crystal production
  • Add uses for cryoflux in power production

Only Gaia water can be found on gaia, higher purity of this water is needed for higher level plants

  • Add tiers of gaia water
  • Add recipies for filtering and maybe enriching this water

New Buildings

  • Add bio reactor
  • Add cryo condensor artifact

Gate Circuit connection

The gate container already has a circuit connection but it only reads the gate buffer contents and is not functional.

  • Allow switching of gate state via a signal
  • Allow position selection via a signal

Provide API to configure the allowed surfaces for the Gaia buildings

Would it be possible to remove the hardcoded gaia surface name and instead use a global list of allowed surface names (with gaia as a default allowed surface) ? A remote interface would be added to provide the ability for other mods to add new surface names into the list of allowed surfaces in EI.

A concret use case would be to have a compatibility mod for both EI and Editor Extensions to automatically add the EE test lab surface name to the allowed surfaces in EI to be able to build Gaia buildings inside the lab.

Conflict with ClaustOrephobic (no gate UI)

With the mod ClaustOrephobic by Braxbro enabled the Gate building does not have a UI when clicked.

Instead of the intended UI there is simply a picture of the gate:
billede

To reproduce: Enable ClaustOrephobic and Exotic Industries (even just the main mod), build a gate and click on it.

I believe Braxo will comment with some of his findings, as he took a look if the issue could be fixed from his side.

Knowledge system

https://github.com/PreLeyZero/exotic-industries/blob/befd540b568d142452ea1a1072438f97cd67dea9/scripts/control/knowledge_system.lua

The knowledge system needs more QoL features and stuff it can be used for.

  • Show price of knowledge already in icons
  • Open up tech tree / link in chat message when a knowledge researches a new tech
  • Fix that a new tier gets unlocked when all previous tiers are completed
  • Add scanner to scan artifacts, destroying them in the process an returning knowledge. Scanning f.e. a crystal accumulator ruin should yield the corresponding schematic with some high chance.
  • Think of more stuff to add to the system
  • Add repair for kovarex machine
  • Add Farreach substation
  • Add subdim transfer cable (very fast inserter with funky texture)
  • Add Entangeld chest
  • Add Über Bio Armor
  • Add Alien beacon repair

Crash on interacting with a drone port

Hi,

I encountered a crash on interacting with a drone port. Here is a stacktrace when deleting the port but i had similar crash when trying to connect to the drone.

The mod Exotic Industries (0.5.7) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event exotic-industries::on_pre_player_mined_item (ID 11)
LuaEntity API call when LuaEntity was invalid.
stack traceback:
	[C]: in function '__index'
	__exotic-industries__/scripts/control/drone_port.lua:96: in function 'destroy_port'
	__exotic-industries__/scripts/control/drone_port.lua:658: in function 'on_destroyed_entity'
	__exotic-industries__/control.lua:383: in function 'on_destroyed_entity'
	__exotic-industries__/control.lua:73: in function <__exotic-industries__/control.lua:72>

I fixed it myself by editing the mod and removing the inventory recovering code, and protecting the calls to dummy/drone.destroy() with a isValid check.

After succesfuly removing the faulty drone port, I reverted to the original mod and it's working correctly.

Here is a "simple" step by step to reproduce (I did it with the Editor Extensions mod) :

  1. Enable the Testing Lab of Editor Extensions (under Per Player settings)
  2. Place a new drone port
  3. Uplink to the drone
  4. Switch to the map editor (ctrl + alt + e by default)
  5. Inside the map editor, exit via the drone GUI
  6. You are now back on Nauvis, with 2 "Androids" dummies. If you link to the drone again, the drone is not moving anymore and you are now controlling one of the Android dummies (I just discovered this as well)
  7. Kill the 2 androids
  8. Try to mine the drone port
  9. Crash

Overhaul exotic matter

Exotic matter is currently very linear and has issues with amounts of up and down matter getting produced.

  • Overhaul how exotic matter is obtained. Maybe incorporate Gaia ressources or production steps on Gaia.
  • Idea: Have 4 types of polarization that are obtained randomly and need various processes to be turned into other variants.

Add whitelist to selection tool ei_scanner

It is a bit confusing to to see the knowledge scanner select stuff it can't scan.
The selection tools can have an entity whitelist added. That helps.

It appears the easiest place to set the filters in in the data-final-fixes stage. All prototypes can be scanned at that stage looking for matches.

It might be best to move model.scanner_values from scripts/control/knowledge_system.lua to a file that can be included in both the data and control phases, such as lib/data.lua.

Once the entity list is collected:

local ei_scanner = data.raw['selection-tool']['ei_scanner']
ei_scanner.entity_filter_mode = "whitelist"
ei_scanner.entity_filters = entity_filters

I'll attach a pull request to illustrate.

Playtest 1 version 0.5

  • Exotic map settings look same as default settings
  • Milestones did not load properly
  • When using save from 0.4.2 there should be warning about changes in 0.5.0
  • Right now it feels like unlocking gaya is smaller step. There should be probably technology stage connected to this

Recipe Book 4 compatibility

I am aiming to finish and release Recipe Book 4 at the end of the month. RB4 provides a data-stage API for overriding various properties and behaviors. The API is exposed via a recipe_book global variable. You can read it over here and example usage here.

If you wish to test I can provide a prerelease zip of Recipe Book and flib, or you can clone the repositories.

EI mostly behaves pretty well, but the custom rocket scripting means certain things aren't ever marked as researched. I will have to add a runtime API to allow EI to mark things as unlocked, I'll let you know when that is complete.

Alien matter stabilizer radius error

Placing exotic assemblers near the edge of an alien matter stabilizer's radius (not fully inside the green circle) shows a green line connection, suggesting they are inline, but they still blow up :(

Documentation / guidance

Greetings

This looks like a nice mod pack.
But the total lack of any documentation is putting me off.
For example how to you the gate? Once I am on gia the logistic network is not working.

So the question is are you going to provide some documentation and/or guidance?

Regards

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