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factorio-factory-levels's Introduction

factorio-factory-levels

A mod for factorio Link to mod portal

You want Assemblers and Furnaces that upgrade with more Items produced and smelted? This is the mod for you.

Building the mod

With maven installed issue the following command:

mvn assembly:single install

The target folder should now contain the mod zip file. All zipfiles from the target-folder will get copied to the configured factorio mod folder.

The factorio mod folder can be configured in

src/config.properties

factorio-factory-levels's People

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factorio-factory-levels's Issues

Crash (0.5.1)

Crash occuring when i use a bluprint.
Can provide more information if needed.

Crashlog :

10801.982 Error MainLoop.cpp:1284: Exception at tick 54220810
Error while running event factory-levels::on_robot_built_entity (ID 14)
LuaEntity API call when LuaEntity was invalid.
stack traceback:
[C]: in function '__index'
factory-levels/control.lua:209: in function 'upgrade_factory'
factory-levels/control.lua:331: in function 'replace_built_entity'
factory-levels/control.lua:339: in function <factory-levels/control.lua:336>

[mod request] mod compatibility

hello could you possibly add a compatibility patch for the mod:

tiberium mod

as on an assembly machine as soon as it produces one round of tiberium slurry and gains xp it can no longer use the recipe however it can use the other tiberium recipes for science packs this also doesn't happen with the oil refinery when making molten tiberium. Other buildings seem to work fine. Would be nice to see but not a major thing :) awesome mod ^_^ thank you 🙏

Fast leveling

I do like that you allowed the levels to be somewhat preserved for the cases where I rip up the assemblers and smelters to refactor the layout. What would be nice is if on construction, it checks to see what level the building should be at, based on the stored crafting counts.

Also noticed that there is a possible exploit if one can use buildings that craft recipes quickly of the assembling-machine or furnace prototypes. (stacking-beltbox comes to mind for the furnace type, where one could place a short loop that repeatedly stacks and unstacks the same set of items, which are then later ripped up in order to store a nice and high furnace type crafting count. Starting at assembling-machine 2, on could create a fast loop of repeated barreling and unbarreling of water, although any class of assembling machine prototypes could do this. A general fix would be to have a distinct table for each machine type that can be leveled, stored as the base machine name.

[Request] Mod Supports

Down below I'll post a Modlist which I would like to see support for there machines:

Maybe it is possible to filter through the entire machine table intead of graping each one on there own and write the same code twice. Would reduce lines of code and overheat in the mod :)

You should be able to check finished ones so that we can see what is usable :)

Accidentally building lower tier assembling machine crashes

The issue I saw in the code that I had to be 100% sure would happen is that if an assembling machine 2 is level 26 or greater, or an assembling machine level 3 is level 51 or greater, or a steel furnace is level 26 or greater when these are deconstructed for refactoring, and you accidentally build a lower tier machine, then a crash happens because the level x of lower tier assembling machine or furnace don't exist.

The mod Factory Levels (0.2.2) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event factory-levels::on_built_entity (ID 6)
Unknown entity name: assembling-machine-1-level-100
stack traceback:
[C]: in function 'create_entity'
factory-levels/control.lua:37: in function 'upgrade_factory'
factory-levels/control.lua:154: in function <factory-levels/control.lua:144>

Items lost in manufacturing

I noticed that when centrafuge upgrades all manufactured items are lost. Dont know if it's true for the rest factories.

nullius

Can you add support for the nullius module

[Request] Level-Up sound and animation

What this mod is missing is an option to add a sound effect and animation on level up of any machine.
Additionally, on reaching max level a slightly more epic sound will surely brighten the mood of any engineer.

Please consider adding:

  • Checkbox to turn on Level-Up sound
  • (optional) Dropdown on how often the sound is triggered - (e.g. every level / every 5 levels / ...)
  • (optional) Allow custom sounds to be added
  • Checkbox to turn on Level-Up animation
  • (optional) Dropdown on how often the animation is triggered
  • Checkbox for epic max-Level notification

Error when trying to add Bob's "electronics-machine"

Hi. I'm playing with lots of mods, including "Factory levels" and compatibility patch for Bob's machines. The thing is that patch doesn't add Bob's "Electronics machine". So I tried to correct this injustice and edit it: copied "assembling machine" file and edit it, replaced "assembling-machine" to "electronics-machine", edited machine parameters accordingly original Bob's, also edited "control.lua" and added section responsible for updating machines.
The game loads without errors. But when I loaded map, I got this error:

The mod Factory Levels (0.6.9) caused an unrecoverable error..

Error while running event factory-levels::on_nth_tick(6)
Unknown entity name: electronics-machine-2-level-36
stack traceback:
	[C]: in function 'create_entity'
	__factory-levels__/control.lua:349: in function 'upgrade_factory'
	__factory-levels__/control.lua:400: in function 'replace_machines'
	__factory-levels__/control.lua:448: in function <__factory-levels__/control.lua:429>

I can say that I already added another machine before (from my edited version of "Munda big machine" mod – I just added 4 more tiers for this machine and more crafting_categories added by other mods), and all worked. So I don't know why I got an error when adding this machine.

If you need edited files, I can upload them here.

New game

изображение
On start of a New Game(1.1.61 Steam Stable) First furnace become a 25 lvl, is it a bug or a feature?))
(No other mods)

Suggestion: levels

Hi there and thank you for great mod with fresh idea!
Please say, is it real to give buildings just permanent bonuses to speed/low-power-consuption/productivity instead of changing tier of building? If it's real please code that feature and please do checkboxes in setup menu to able to disable upgrade tier level feature. Hope you'll understand me. Best regards!

bobs and angels playthrough

hello i am playing bobs and angels seablock

and with my power i have an issue
it seems when certain machines hit max level they change to a whole different machine
for example an liquefier gets changed to an ore crusher

[Idea/feature request] Make levels as invisible modules or smth

Despite the good idea, this mod has one fatal flaw: performance impact. Because it adds many entities – copies of every machine, mod greatly affects performance on late-game; moreover, if you playing with lots of mods with complex production chains (Bob, Angel, Py etc.), it affects even on mid-game. So I think maybe if you make machine levels not as different entities for every machine, but something like an invisible module with level bonuses attached to machines, it will be more UPS-friendly? Moreover, level module instead of different entities for every level will fix an issue with power statistics mentioned in #35 because all machines of one tier will be grouped together like without "Factory levels" mod and will not divide by levels for each group.

Mod removal procedure

Removing your mod from game, destroys all factory. Please, add in settings an option for reset all factories to base game versions and disable leveling. Without this all new factories are removed by game if mod was disabled.

Stone no longer smelting into Bricks

After activating this mod, I can no longer smelt stone into bricks.
It works with a Vanilla smelter, but as soon as it reaches Level 1 it stop accepting Stone.

Disabling this Mod, and only using Vanilla Smelters, I can produce stone bricks just fine, the issue only happens
when I try to use this Mod.

My Active Modlist:
`
{
"mods":
[

{
  "name": "base",
  "enabled": true
},

{
  "name": "aai-containers",
  "enabled": true
},

{
  "name": "aai-industry",
  "enabled": true
},

{
  "name": "aai-signal-transmission",
  "enabled": true
},

{
  "name": "Advanced-Drills",
  "enabled": true
},

{
  "name": "Advanced-Electric-Revamped-v16",
  "enabled": true
},

{
  "name": "Advanced-Solar-and-Accumulator",
  "enabled": true
},

{
  "name": "AlertsList2",
  "enabled": true
},

{
  "name": "alien-biomes",
  "enabled": true
},

{
  "name": "Armored-train",
  "enabled": true
},

{
  "name": "belt-balancer-performance",
  "enabled": true
},

{
  "name": "Better-Power-Armor-Grid",
  "enabled": true
},

{
  "name": "Brighter-Lamps",
  "enabled": true
},

{
  "name": "bullet-trails",
  "enabled": true
},

{
  "name": "bzcarbon",
  "enabled": true
},

{
  "name": "combat-mechanics-overhaul",
  "enabled": true
},

{
  "name": "extended-descriptions",
  "enabled": true
},

{
  "name": "factory-levels",
  "enabled": true
},

{
  "name": "flib",
  "enabled": true
},

{
  "name": "GUI_Unifyer",
  "enabled": true
},

{
  "name": "Gun_Turret_Alerts",
  "enabled": true
},

{
  "name": "informatron",
  "enabled": true
},

{
  "name": "jetpack",
  "enabled": true
},

{
  "name": "Kux-OrbitalIonCannon",
  "enabled": true
},

{
  "name": "laserfence",
  "enabled": true
},

{
  "name": "LightedPolesPlus",
  "enabled": true
},

{
  "name": "LoaderRedux",
  "enabled": true
},

{
  "name": "Long_Range_Radar",
  "enabled": true
},

{
  "name": "More-Exoskeletons",
  "enabled": true
},

{
  "name": "more-fusion-reactors",
  "enabled": true
},

{
  "name": "More_Ammo",
  "enabled": false
},

{
  "name": "Multiplayer_Scoring",
  "enabled": true
},

{
  "name": "PavementDriveAssistContinued",
  "enabled": true
},

{
  "name": "PipeVisualizer",
  "enabled": true
},

{
  "name": "QueueToFrontNG",
  "enabled": true
},

{
  "name": "robot_attrition",
  "enabled": true
},

{
  "name": "RPGsystem",
  "enabled": true
},

{
  "name": "se-recycling-extras",
  "enabled": true
},

{
  "name": "SearchlightAssault",
  "enabled": true
},

{
  "name": "shield-projector",
  "enabled": true
},

{
  "name": "simhelper",
  "enabled": true
},

{
  "name": "space-exploration",
  "enabled": true
},

{
  "name": "space-exploration-graphics",
  "enabled": true
},

{
  "name": "space-exploration-graphics-2",
  "enabled": true
},

{
  "name": "space-exploration-graphics-3",
  "enabled": true
},

{
  "name": "space-exploration-graphics-4",
  "enabled": true
},

{
  "name": "space-exploration-graphics-5",
  "enabled": true
},

{
  "name": "space-exploration-menu-simulations",
  "enabled": true
},

{
  "name": "space-exploration-postprocess",
  "enabled": true
},

{
  "name": "SpaceLoaderRedux",
  "enabled": true
},

{
  "name": "specialized-oil-processing",
  "enabled": true
},

{
  "name": "Squeak Through",
  "enabled": true
},

{
  "name": "stdlib",
  "enabled": true
},

{
  "name": "Story-Missions",
  "enabled": false
},

{
  "name": "train-pubsub",
  "enabled": true
},

{
  "name": "TreeSaplings-Redux",
  "enabled": true
},

{
  "name": "umr",
  "enabled": true
},

{
  "name": "VehicleTrails",
  "enabled": true
},

{
  "name": "walls-block-spitters",
  "enabled": true
},

{
  "name": "Wind_Generator-gfxrestyle",
  "enabled": true
}

]
}
`

Auto upgrade building setting [feature request]

When a building upgrades from say a stone furnace to a steel furnace it 0s out the products finished, in game if you upgrade the building manually or by bots it keeps the products finished, I realise that this is the cost for a free upgrade but there are a couple of settings that would be nice to haves

One setting is turning off the auto upgrade feature -> either let the player do it manually or set for the replacement to be done by bots
The other setting is to be able to tweak the cost of the upgrade -> default is 0x but any value from 0x to 1x is allowed and this sets the products made of the upgraded building to be that multiplier of the original products finished

Inconsistent factory levels

I think there is a inconsistent behaviour of storing machine levels.

I'm trying to copy and paste 40 level machine.
1

I disabled roboport, and used nanobots mod's construction bots and got a copy of level 40
2

Switched to roboport and used construction robots, got a level 12
3

I disabled roboport again, but this time manually placed the factory, got a level 11
4

Everytime I test I get different results, brand new machines with 1500 product finishes.
5

I'm playing with a lots of mods btw

Modded Buildings

When working with modded buildings, the levels don't apply. An example is the "furnaces plus" mod. the vanilla furnaces level up, but the modded ones don't, even with hundreds of thousands of items smelted.

image
image

Excess input spilling

If the assembling-machine or furnace is being filled by loaders, which WILL fill the machine to the max allowed, then the machine ends up spilling the excess on upgrade, and enough items are spilled to exceed the bounding box of the machine resulting in the spilled items not being deleted.

Also, it would be nice that if anything is spilled, it only deletes the item corresponding to the machine it just replaced.

Items being spilled

As can be seen, enough items are spilled to result in the stone furnaces and steel furnaces to end up outside of the box where these would be deleted.

Erro during the game

hello,

getting this error while i'm playing

The mod Factory Levels (0.6.10) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event factory-levels::on_nth_tick(6)
Unknown entity name: electric-furnace-2-level-2
stack traceback:
[C]: in function 'create_entity'
factory-levels/control.lua:393: in function 'upgrade_factory'
factory-levels/control.lua:444: in function 'replace_machines'
factory-levels/control.lua:492: in function <factory-levels/control.lua:473>

Leveled Assemblers loosing recipies

Not sure if you could connect this with #20 but when an Assembler levels up it looses access to certain recipes.
I could think of missing dependencies here but unsure about this.

Would be nice if a look into this could be taken.

Pipette tool doesn't work for leveled entities

Fantastic idea for a mod! I'm really enjoying the level up aspect of the assemblers.

One feature request (or bug I suppose) would be for the pipette (default 'Q') to work for assemblers that have leveled. Ideally after using the pipette tool I would have a base level assembler selected for placement.

Hero Turrets has a solution for leveled turrets, where ghosts and the pipette tool give the unleveled variant.

lost levels

Found that if an assembler is deconstructed using robots, then the progress of that assembler is NOT retained. same for furnaces.

Leveled Stone Furnaces changeing the useable fuel

I am coming up with an importent problem/bug because when a regular Stone Furnace or other level able machine levels up to level 1 it looses the potential usage of Fuels. You can see this in the screenshots below:

1st is without any levels (fresh crafted):
https://cdn.discordapp.com/attachments/807818960681959465/1178450211216031835/Factorio_1.1.98_26_11_2023_22_39_13.png

2nd is with at last level 1 but it should not alter the usable fuel here:
https://cdn.discordapp.com/attachments/807818960681959465/1178450208955306045/Factorio_1.1.98_26_11_2023_22_39_24.png

It would be nice to get a fix for this, thanks.

Level increments, or tighter control of levels

Is it possible to have an option where there are only 4 levels, but they are equivalent to levels 25, 50, 75, and 100?

For example, if I wanted to have my machines only level up 4 times, once every 250K items produced, but still get the same effect as having gained 25 levels every level up on each step. Mainly because in power statistics each level of machine is grouped together, so it makes the screen enormous and flickery, and also for keeping things on a smaller scale.

Copying and pasting machines will retain levels

When using blueprints to copy and paste machines, the level of the machine will also be copied together. Even if the machine used is newly manufactured, it will still have a level when placed

Productivty from Factories gone?

In 18b3936 I have noticed that productivity for assambling machines where removed and I dislike this, if this is intended instead of a bug.

Please re-enable this beavior, otherwise I must fallback to an older version or replace the new code with the old ones.

Furnaces are working fine but Assamblers are not longer having productivity bonuses compared to there level whith which I disagree.

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