[MOD 0.15.x] Marathon Mod Automated

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aklesey1
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Re: [MOD 0.14.x] Marathon Mod Automated

Post by aklesey1 »

Hi Faraway9912, can u put any changelogs when u updating ur mod? pls
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faraway9912
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Re: [MOD 0.14.x] Marathon Mod Automated

Post by faraway9912 »

RE: making petrochem more difficult, I'm not planning to do that in this mod. If you're interested in it you should check out https://mods.factorio.com/mods/kinnom/PCP

Re: changelog, check the mod portal for changes.

marginoferror
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Re: [MOD 0.15.x] Marathon Mod Automated

Post by marginoferror »

I'm trying this out on 0.15 (along with bob's and angel's), but most of the changes don't appear in-game. Most notably, iron and copper plate explosion isn't happening. With the mod activated, iron and copper plates are produced at the same ratio as always, research is as cheap as always (red research raw cost is 2 iron 1 copper), etc.

Output of steel from the Angel's smelting process is halved, presumably correctly, and time and material cost of old-fashioned steel production is increased by ~2.5, so the mod is clearly doing something.

I've tried to narrow it down a bit:
- With all other mods disabled (problem persists)
- With an older 0.15 revision (problem persists)
- With a slightly older Marathon Mod Automated revision (problem persists).

I re-enabled some old log lines in the mod and added some new ones, and I can see e.g. this in the output:

15.686 Script recipe-smelting.lua:22: exploding iron
15.689 Script data.lua:352: MARATHOMATON: modifying all recipes containing iron-plate
15.689 Script data.lua:359: MARATHOMATON: modifying iron-stick
15.689 Script data.lua:359: MARATHOMATON: modifying iron-axe
15.689 Script data.lua:359: MARATHOMATON: modifying steam-engine
15.689 Script data.lua:359: MARATHOMATON: modifying iron-gear-wheel

But, when I actually create a new game with default settings and look at the iron-gear-wheel recipe, it still shows that it costs 2 iron plates (even though this mod appears in the list of mods affecting each recipe). I can't figure out what is going wrong.

Update: Even wiping my entire user directory and starting from scratch didn't help.

faraway9912
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Re: [MOD 0.15.x] Marathon Mod Automated

Post by faraway9912 »

Stupid question, but are you starting a new game with the "Marathon" setting?

Also: Can you check the fuel value of coal? It should probably be down to 4 from the vanilla value of 8 no matter whether you're in normal recipes or expensive recipes.

marginoferror
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Re: [MOD 0.15.x] Marathon Mod Automated

Post by marginoferror »

No, I didn't select "Marathon" (specifically, I didn't pick "expensive" resources/research). I picked "default", because I assumed "expensive" would programmatically increase resource usage beyond whatever the mods I had installed set up. I did check the README on github and the mods page to make sure there weren't instructions, but I didn't see anything relevant.

I'll try it with "Marathon" on. And I'll report back on the coal value. Thanks!

marginoferror
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Re: [MOD 0.15.x] Marathon Mod Automated

Post by marginoferror »

Indeed, selecting expensive recipes solved the problem. I'd recommend noting that in the mod page and in the README prominently, since the distinction is new in 0.15.

aklesey1
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Re: [MOD 0.15.x] Marathon Mod Automated

Post by aklesey1 »

Hi faraway9912
I don't see changes for angel's mods, the changes made by you for some reason don't influence on it? will add support for angel mods again for 0.15 version? Or i forgot about some options in config.lua?
Nickname on ModPortal - Naron79

faraway9912
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Re: [MOD 0.15.x] Marathon Mod Automated

Post by faraway9912 »

1. Are you playing with full angels + bobs, or only some angels? The recommended mod list is found in the dependencies.
2. See below: are you playing with expensive recipes?
3. Are you on the most recent versions of angels/bobs/marathomaton?
4. Maybe you should check mod settings just in case, though I don't think that should influence it.

Dilbe
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Re: [MOD 0.15.x] Marathon Mod Automated

Post by Dilbe »

Thanks for continuing the marathon mod for version 0.15, faraway.

I had a problem with getting the mod to work. I don't use angels plates. To get the mod to work i had to out-comment the following 5 lines in recipe-smelting.lua:
--plates_list['angels-plate-chrome'] = true
--plates_list['angels-plate-manganese'] = true
--plates_list['angels-plate-platinum'] = true
--ingots_set['solid-cement'] = true
--ingots_set['solid-glass-mixture'] = true

The error i got was that line 33 had a nil pointer error (line 33 is: "table.sort(items, function(a,b) return data.raw.item[a].order < data.raw.item.order end)")

I'm not sure what variable to check to see if angels plates mod is installed or not, or i would have changed it into an if around those lines instead of out-commenting the lines.

faraway9912
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Re: [MOD 0.15.x] Marathon Mod Automated

Post by faraway9912 »

Should be fixed in the latest version. Thanks for the report!

Dilbe
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Re: [MOD 0.15.x] Marathon Mod Automated

Post by Dilbe »

That was quick! Thank you very much!

aklesey1
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Re: [MOD 0.15.x] Marathon Mod Automated

Post by aklesey1 »

I'm sorry what u guys mean when saying "angel plates" - u talking about Angel's smelting mod or about angel's components mod?
Nickname on ModPortal - Naron79

pjf
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Re: [MOD 0.15.x] Marathon Mod Automated

Post by pjf »

Thanks so much for this! I'm starting a new game with it now.

Just one small logistics request; if you're willing, is there any chance you can enable issues on the github repo? I'm terrible at submitting and tracking bugs via forum, but great at submitting and fixing bugs via github. :)

Many thanks again!

faraway9912
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Re: [MOD 0.15.x] Marathon Mod Automated

Post by faraway9912 »

Done, pjf.

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Re: [MOD 0.15.x] Marathon Mod Automated

Post by pjf »

Thanks faraway9912! You've probably noticed my steady stream of bug reports and pull requests as I play. :)

Where I'm comfortable with the code, some suggestions will come in as PRs. I imagine not all of those suggestions are ones you'll want to accept, but the PR hopefully saves a step as it means that good suggestions can be accepted immediately. :)

Thanks again for all your work on Marathomation; I'm really loving it!

~ pjf

safan
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Re: [MOD 0.15.x] Marathon Mod Automated

Post by safan »

there seems to be a loading bug since the last update (30)

after some testing everything works when rolling angels smelting back to 3.3

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