preleyzero / 248k Goto Github PK
View Code? Open in Web Editor NEW248k factorio mod. See https://mods.factorio.com/mod/248k for more info.
License: Other
248k factorio mod. See https://mods.factorio.com/mod/248k for more info.
License: Other
tooling like factory planner or anything else that programmatically reads modded beacons thinks that KI3 beacons support 20 modules. some tooling (factory planner, factoriolab) makes it easy to describe full beacons but more difficult to describe less-than-full ones (in this case, 18/20).
so it would be marginally more convenient (if only at endgame) if whatever value in the mod's data is responsible for that 20 be reduced down to 18.
248k 1.0.25 results in error on mod load on factorio start. Lines 71 and 209 added in linked file to fix in commit f559fb8 "fix for upcoming beta", but did not remove lines 62 and 201, which retain the old value in a duplicate key.
248K/prototypes/fission/fi_robo.lua
Line 62 in f559fb8
Suggested solution: remove lines 62 and 201 from linked file.
i thought my KI3 core/beacons were bugged, since the informatron said that "KI2 and KI3 core/amplifier can add additional module effects to the KI1 core," just "tune their channel" and "now" modules in the new core will add their effects, and KI2 taught me to expect this to just work. so when i got to KI3 beacons, when iirc it didn't even matter what i put in the KI3 core, KI3 beacons had no use except for larger radius of effect. it never occurred to me that this was working as designed.
reading the KIX tech descriptions - "double the effects of all your KI cores! (only works on KI3 beacon)" - i wrongly believed that, since the KI3 core already seemed bugged & doing nothing, the KIX1 tech would double that nothing and have no actual effect. so i didn't research KIX1 or 2 for a long time! not an ideal user experience.
When I try to generate a graph with Dana, it causes the game to crash to the main menu.
Factorio Version: 1.1.53
As soon as I remove the mod, Dana no longer crashes me to the main menus.
Maybe important info:
Normally, I play on a heavily modded game and never seen this issue, seems like 248k does something different? I don't know. Not a factorio modder myself.
Instead of 1 ore -> 200 molten and 100 molten -> 1 ingot could you make it like 1 ore -> 20 molten and 10 molten -> 1 ingot or 1 ore -> 2 molten and 1 molten -> 1 ingot because a fully beaconned arcfurnace struggle to work 100% with a metal caster and needs even more than 3000/s fluids
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