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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...
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.
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.
The rocket silo script needs to be extended to work on gaia differently. As gaia is in another "dimension" it should not have the same destinations as nauvis. Either new ones are needed or one could alter travel time and other parameters, so gaia could be interesting for certain launch targets.
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
The alien artifact spawner system needs overall QoL improvements and some new features.
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
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"
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.
Phytogas and cryoflux are the main outputs on Gaia. Both are needed for growing alien flowers.
Only Gaia water can be found on gaia, higher purity of this water is needed for higher level plants
New Buildings
The gate container already has a circuit connection but it only reads the gate buffer contents and is not functional.
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.
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:
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.
The knowledge system needs more QoL features and stuff it can be used for.
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) :
Exotic matter is currently very linear and has issues with amounts of up and down matter getting produced.
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.
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.
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 :(
once you get to electric age you have tons of them and they are basically useless
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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