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An overhaul mod for Factorio focusing on end-game technologies and moderately increased complexity.

Home Page: https://mods.factorio.com/mod/Krastorio2

License: GNU Lesser General Public License v3.0

Lua 100.00%

krastorio2's Introduction

shield shield shield

Krastorio 2

Krastorio 2 is a mod for Factorio adding numerous new buildings, items, technologies, and mechanics to the game. Originally developed by Krastor and Linver, now maintained by raiguard.

Installation

Download and install from the official Factorio mod portal.

Features

  • All new high resolution animated sprites
  • More than 300 new and unique icons (not re-skinned variations of the same icon)
  • Over 40 new buildings
  • Over 100 new technologies
  • New weapons
  • New resources
  • A full combat overhaul
  • More granular fuel trade-offs
  • Radioactivity
  • New tiles
  • Compatibility with Space Exploration and Industrial Revolution 2
  • Localization in over a dozen languages

... And much more!

New resources

Three new resources have been added to the game:

  • Imersite: A rare end-game resource used in many advanced recipes. This material is useless on its own, but when used in advanced manufacturing processes, exhibits ludicrous tensile strength and superconductive abilities.
  • Mineral Water: Water impregnated with various silts and dusts from the planet's surface. Used primarily in the production of lithium.
  • Rare Metals: An analogous representation of various rare elements (i.e. titanium, platinum, gold).

Biter creep

Biters have evolved a passive defense mechanism that drastically slows down other life-forms attempting to attack their hives. This Biter Creep is gross, but will prove useful in your quest to vanquish the territorial bugs from this world.

While the material must initially be harvested by hand, further research into the species may yield a method of growing it in an automated fashion.

Combat mechanics overhaul

Combat has been completely overhauled. Bullets are now physical objects that have speed, wind resistance, and various AoE effects. Bullets have to travel through space to their target, and can be blocked by solid objects.

Auto-aim is disabled by default, requiring the player to skillfully choose what to aim at. This does not play nice with multiplayer latency, so an option to re-enable auto-aim is included in the mod's startup settings.

Science

Science progression has been majorly overhauled. Instead of science packs, you produce tech cards that are inserted into research computers. There are three tiers of tech card, each of which require their own laboratories.

Early-game tech cards will be phased out as the game progresses, allowing you to redirect resources to other parts of your factory.

Equipment

Higher tier equipment has been added, allowing for even greater quality of life during the end-game. Almost all vehicles now have equipment grids.

... And more!

Your path may lead you to discoveries that, perhaps, should remain purely science fiction.

Compatibility

Overhaul mods

Krastorio 2 and Space Exploration have native compatibility. Simply load both mods and it will "just work". The K2/SE compatibility code is maintained by Trex on the Space Exploration discord server. Please reach out to him for any balance issues or bugs.

Krastorio 2 has compatibility with Angel's mods. This compatibility has not been tested or maintained for several years, so there may be rough edges. Please reach out if you run into any issues.

Krastorio 2 has rudimentary compatibility with the AngelBob's suite of mods. This compatibility is not well-balanced and you will encounter issues in gameplay, but it shouldn't crash.

Krastorio 2 has compatibility with Industrial Revolution 2. However, it is not compatible with IR3, and never will be. Because IR2 has been deprecated, support for it will be removed in the near future.

Recommended companion mods

The following mods are recommended by the Krastorio team to improve your experience:

Credits

Mod Dev Team

  • raiguard: Programmer & general maintainer

  • Krastor: The namesake of the mod, created all of the graphics and designed the mod's progression and overall concepts

  • Linver: Programmer & SFX, implemented all of the mod's original code and sound effects.

Special Thanks

  • BiusArt

    • For giving us permission to use their graphics for the mod's second tier lab
  • Bilka and Gangsir

    • For the achievement background gear art
    • With explicit consent of external use
    • Taken from the mod More Achievements (0.5.1 - GNU GPLv3)
  • Nyoko

  • GeneralEcchi

    • For providing the fancy fluid icons
    • For help in the generation of light sprites
    • For rendering almost all of the light icons
  • Wube

    • Some icons and sprites are imported from the previous version of Factorio.

Sounds were produced in-house or downloaded from free internet sources.

krastorio2's People

Contributors

akxcv avatar brevven avatar crowdin-bot avatar darkstarbuster avatar daxpedda avatar dbeckwith avatar doublethoughttheprogrammer avatar erno3000 avatar gabriele-cavallaro avatar heinwessels avatar heyqule avatar identifier avatar inujel avatar jarg-compilatron avatar kiwihawk avatar laino avatar larspensjo avatar pembro avatar quezler avatar raiguard avatar recon419a avatar rg1 avatar rick-ronor avatar rilne avatar s3ba-pl avatar sakuro avatar soaryn avatar wiwiweb avatar

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krastorio2's Issues

Tank self-dying

Description

It seems as if the tank has a self-destruct button...
factorio-current.log
_autosave4.zip

Reproduction

  1. Get a K2 tank.
  2. Get any anti-material rifle magazine.
  3. Get in the K2 tank.
  4. Hold cursor on tank.
  5. Start shooting.
  6. The tank should be taking damage.
    If the instructions are unclear, this video should clear things up.
    https://user-images.githubusercontent.com/10093603/138783213-aa648d65-66b7-4461-a772-79c86d6e99ff.mp4

Factorio version

1.1.42

In-game username

garr890354839

Crash site is neutral force

Description

The crash site is part of the neutral force instead of the player's force. This means the "Damaged ship research computer" says "No research in progress" even though it has tech cards and I have selected a tech to research.
It also means I can't mark the crash site for deconstruction.

When I changed my faction I could get the lab working and deconstruct the crash site parts.

image
Bug_Report_Save.zip

Reproduction

Start new game

Factorio version

1.1.41

In-game username

Nozoki

Robots dont immediately build on ghosts in a cargo wagon

Description

Using these main mods:
Space Exploration - 0.5.90
Krastorio 2 - 1.2.3

I got track ghosts placed hours ago, when i drive the train manually it seems to take some time after entering the construction area for them to start placing them

Placing new ghosts inside the construction area will result in them immediately building these ghosts (but not ghosts that were placed before the construction area reached them)

The cargo wagon has everything it needs to place the tracks, including construction robots

Sidenote:
When i had signals in the inventory of the cargo wagon, it started placing some of them, but not all:
image

Placed a tank ghost outside the area, then drove the train very slowly near it:
image

Files:
Savegame: Bug Report Vehicle Roboport.zip
Log: factorio-current.log

Reproduction

  1. Have Cargo Wagon with Vehicle Roboport + Robots + Anything you want to place
  2. Place Ghosts of anything
  3. Either be outside of the range of construction at one point or drive fast enough to force robots to not go out
  4. Go near the ghosts
  5. See how they dont immediately place tracks, but do things like destroy trees that are marked

Inside my savegame:

  1. Be in the train
  2. Drive the train forward
  3. Wait for them to place tracks

Factorio version

1.1.46

In-game username

Nintai13

Tesla coil consumption always max

Description

Tesla coil max consumption of my description (6MW) is the minimal and the recharge is more than 15 MW

Reproduction

Reasearch tesla coil upgrade I
Place a tesla coil, look the electric network info

Factorio version

1.1.49

In-game username

Sabrewulf

[1.2.3] Inconsistent anti-material-rifle-ammo name

Description

The projectile prototypes for "anti-material-rifle-ammo" have inconsistent name.

anti-material-rifle-1
anti-material-rifle-ammo-2
anti-material-rifle-ammo-3
anti-material-rifle-ammo-4

It's not game breaking bug. I'm working on the K2 compatibility for my mod and noticed this.

I had to use a workaround.

local aoe_projectiles = {
    {'anti-material-rifle-ammo-', 4},
}

WeaponHelper.ignore_collision_for_area_damage(data.raw.projectile['anti-material-rifle-1'])

for _, projectile in pairs(aoe_projectiles) do
    for i = 1, projectile[2], 1 do
        if data.raw.projectile[projectile[1]..tostring(i)] then
            WeaponHelper.ignore_collision_for_area_damage(data.raw.projectile[projectile[1]..tostring(i)])
        end
    end
end

Reproduction

  1. Crtl-Shift-E to view prototype browser
  2. search anti-material-rifle-

Factorio version

1.1.42

In-game username

heyqule

Cannot unlock any vehicule (Vanilla, Hauler, etc) tech when using AAI Industry with its fuel processing disabled.

Description

Cannot unlock any vehicule (Vanilla, Hauler, etc) tech when using AAI Industry with its fuel processing disabled.

Expected tech tree:
image

Actual result tree:
image

Problem:
All the vehicule techs requires "fuel-processing" which is disabled.
image

Reproduction

  1. In Mods settings, in section AAI Industry, uncheck "Fuel processing"
  2. Start a new game
  3. Try to unlock the hauler or the vanilla car
    or
  4. Check the tree (Hauler should not have any prereq)

Factorio version

1.1

In-game username

totobest

Beta v1.2.4 - Roboport modes behaviour

Description

I'm beta testing Krastorio2 v1.2.4 (without any other mods). When placing a roboport (vanilla's roboports), appears the GUI to select its mode between normal, construction or logistic. When selecting one of the extra two modes, the roboport's slots increase from 3 to 7 (same for repair packs slots). I don't know if this behaviour is intended (may be), but if I fill the roboport with bots or repair packs in one of the extra modes and then change its mode back to normal, it goes back to 3 slots each and all the extra content is voided (which I guess is not the intended behaviour). No crash tho.
I know this is beta and maybe this issue is not relevant because the feature is still in development but I wanted to bring it to your attention. Nice work! =)

Reproduction

  1. Place a roboport
  2. Change mode from normal to any of the two extra options
  3. Place bots to fill all slots (or repair packs)
  4. Change roboport mode back to normal

Factorio version

1.1.46

In-game username

RedRafe

aai-vehicles-miner typo in lua script

Description

obraz
Tried using the new beta release of Krastorio v1.2.1 with other mods and it was crashing on load.

Found this issue, changed "minar" to "miner" on my side and it loads.

factorio-current.log

Reproduction

Load game while having Krastorio v1.2.1 and AAI vehicles miner mod.

Factorio version

1.1.41

In-game username

xpurbanx

Bonus Item(1.2.1)

Description

In K2 Ver 1.2.1, if you enable "Bonus Items", you will get a car at the start of the game, but "Fuel" will
is not get.
This was not the case in K2 Ver. 1.1.6, so I think it was a mistake.
(Use DeepL)

Reproduction

Enable the "Bonus Item" and start the game.

Factorio version

1.1.42

In-game username

BIRD_448

Crash during beta 1.2.5 migration, Tesla.

Description

Crash after loading old save with tesla coil charging locomotive
изображение

loading other save(same game, some time prior) which had no tesla completed successfully

Reproduction

load 1.1 save with tesla charger(possibly active)
get a crash ~after savegame loaded, possibly during migration

Factorio version

1.1.48

In-game username

freijie

Express belts

I noticed that lubricant was removed from the Express Underground belt and Express Splitter recipes, yet these are still not hand-craftable, even though 100% of the Advanced belts tier is hand-craftable. If it was not intended, in this case, you forgot to change the category of the recipe from crafting-with-fluids to just crafting.

K2 Space loader still requires fast loader

Space Exploration change how space belt don't need fast belts as an ingredient. The loaders from the Deadlock addon follow the same logic. Can you change it so the K2 space loader don't need fast loader and just use steel plates instead.

Repeating ammo bonuses with different %

Description

Screenshot 2021-10-14 140913
*Vanilla rockets, cannon shells(starts from 5th bonus research), lasers, flamethrower do the same thing. Repeating stops after the 10th bonus research.
Rifle ammo:
1.
Screenshot (2)
2.
Screenshot (4)

Shotgun ammo:
1.
Screenshot (3)
2.
Screenshot (5)

Reproduction

  1. Go into research and check the bonuses

Factorio version

1.14.2

In-game username

NeoLinis

Automation Core cost multiplied by Tech Cost Multiplier

Describe the Bug

If I start a new vanilla game with large Tech Cost Multiplier (e.g. 100), "Automation" tech still costs the same as before because as a pre-automation tech it is exempt from the multiplier.
If I start a new Krastorio 2 game with a large Tech Cost Multiplier (e.g. 100), "Automation" tech still costs the same as before (the vanilla setting seems to be kept), but the "Automation Core" tech, that has to be researched beforehand, is affected by the Tech Cost Multiplier and costs 2k tech cards instead of 20. Since I have no means to meanwhile expand the factory, this means I just need to wait out multiple hours to craft the necessary tech cards using the starting machines and hand crafting, which I suppose is not intentional.

Shield Projector Tech has incorrect cost with Space Exploration and Krastorio 2

Description

The Sheild Projector technology from the Shield Projector" mod has implicit compatibility with the Space Exploration mod. However, when Krastorio 2 is also enabled, it changes the cost of the technology, removing the Rocket Science, Material Science Pack 3 and Energy Science Pack 4.

Here is a save file: K2andSE.zip
Here is the log file: factorio-current.log

With Krastorio 2 enabled
image

Without Krastorio 2 enabled
image

Reproduction

  1. Open the attached save
  2. Open the Technology screen
  3. Search for the Shield Projector
  4. Observe the incorrect technology cost

Factorio version

1.1.x - Experimental

In-game username

Radjack

Attempting to place an Offshore Pump With Space Exploration Installed will cause a non recoverable error

Description

Attempting to place an offshore pump results in a non recoverable error. This not appear to happen with any other entity I have tested, which is all of them. Although I simply placed them, so issues with other entities may still exist.
EDIT: Forgot to mention in the title this pertains to the V1.2 Beta
factorio-current.log
NormalWorld.zip
Screenshot 2021-10-08 001500

Reproduction

  1. Open any Save file or the attached save file.
  2. Make sure Space Exploration is enabled
  3. Place an offshore Pump
  4. Voilà non-recoverable error.

Factorio version

1.1.4.1

In-game username

The-Noble

Cannot install with Factorio Library 0.7.0

Describe the Bug

The listed minimum version of Factorio Library that is required for Krastorio2 is 0.7.0 but this bug shows that a version higher then 0.7.0 is required (Tested and works fine on Fac Lib 0.8.4). Someone in the discord also told me to report it because "krastorio2 expected a string to always be 'there', wherever 'there' is" in response to seeing the error

image

To Reproduce

Steps to reproduce the behavior:

  1. Disable all mods
  2. Install/enable Factorio Library 0.7.0 and Krastorio2 1.1.5
  3. Click confirm button
  4. See error on startup

ALTERNATIVELY: If the issue is a crash on startup (the game shows an error before you get to the main menu), then disable Krastorio 2, create a new save, and upload that save file.

Krastorio Disabled Save.zip

Please also provide your in-game username so we can reproduce the conditions exactly.
ign: cuzzo

Log file

Attach factorio-current.log, found in Factorio's [user data directory]
factorio-current.log

Creep Collector icon (Ver1.2.2)

Description

If you bring up the "Creep Collector" icon (Alt+c) and put the "Symbol Shovel" (open with E) in the character item field, you will get the "Creep Collector" as an item, and it cannot be deleted.
And this can be repeated multiple times.
Of course, this can be prevented by "pressing the Q key every time to delete the icon," but "not making mistakes" is not the solution. I think there needs to be a way to delete the "creep collector" that has become an item.

Translated with www.DeepL.com/Translator (free version)

Reproduction

1:ALT+c
2:E
3:Symbol drop

Factorio version

1.1.42

In-game username

BIRD_448

Resolve Schall Machine Scaling compatability with advanced receipies - steel/Imersite plates

Hi,

Is it possible to resolve the ability for advanced 2 component recipes to be compatible with Schall Machine scaling? Since K2 replaces them with assemblers you cannot use schall furnaces for advanced 2 part recipes ie steel/imersite

Reading from schrall discussion

https://mods.factorio.com/mod/SchallMachineScaling/discussion/6079bf4c7e364a5d94d26888

You manually define the furnaces to replace, can we detect them by smelting role instead as per above discussion?

Thanks,

Biter creep destroys some pollution for free

Description

krastorio_003.zip
factorio-current.log
изображение
изображение

Biter creep that is left after destroying their bases eats some of the pollution for free and with no consequences for player.
I don't think that was the intentional behaviour.

Reproduction

  1. Open attached save file.
  2. Go to map view.
  3. There is biter creep there in the right upper corner. You can see that some pollution is getting destroyed by it.

Factorio version

1.1.46 (build 59110, win64)

In-game username

Ironhead_

Tral's Tree Farm K2 integration issue with Deadlock beltboxes

To reproduce have Krastorio 2 , Tral's Tree Farm and Deadlock's Stacking Beltboxes & Compact Loaders mods enabled. With recipe book it show the seed recipes are disabled. I don't know why they are disabled but it has something to do with Deadlock's Stacking Beltboxes & Compact Loaders mod as removing it enables the recipes.

Disabled Seed Tree farm K2 7-17-21

BUG - SE + Krastorio + SchallUraniumProcessing - removing mods causes exception

Description

Hi,
I would like to report a bug.
I am playing Space Exploration with Krastorio.
To make uran processing and technology more complex I would like to
add SchallUraniumProcessing, RealisticReactors and PlutoniumEnergy to my server.
I know they are not totally supported but I would appriciate If you would fix this problem below.

https://mods.factorio.com/mod/SchallUraniumProcessing
https://mods.factorio.com/mod/RealisticReactors
https://mods.factorio.com/mod/PlutoniumEnergy

So far they seem to be compatible and the recipes are working fine,
but if I remove the 3 mods from an existing game the following error occurs:

The mod Krastorio 2 (1.1.6) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event Krastorio2::on_nth_tick(20)
Unknown item name: uranium-concentrate
stack traceback:
	[C]: in function 'get_item_count'
	...astorio2__/lib/private/control-scripts/**radioactivity.lua:202**: in function 'callback'
	...control-scripts/control-lib/control-callbacks-merger.lua:42: in function <...control-scripts/control-lib/control-callbacks-merger.lua:39>

The ability to remove the 3 additional mods should be possible, If any incompatibilities occure in the late game.

I am not at all into lua scripting, but it seems that the problem is caused by
/lib/private/control-scripts/**radioactivity.lua:202

for _, item_name in pairs(**global.krastorio.radioactive_items**) do
            if inventory.**get_item_count**(item_name) > 0 then

I think the cause for this issue is that the compatibilityscript "/compatibility-scripts/control/SchallUranium.lua" adds the item "uranium-concentrate" to "global.krastorio.radioactive_items", but when the according mod is deleted, it causes an NIL exception.
Hence I would assume to add a remove function for the previously added items to the "SchallUranium.lua" like:

/compatibility-scripts/control/SchallUranium.lua:

local function removeFromRadioactiveItems(name, inputs)
  for key, pack in pairs(inputs) do
    if pack == name then
      table.remove(inputs, key)
      break
    end
  end
end
local function addRadioactiveItems()
  if not global.krastorio.schall_uranium_processing_compatibility and script.active_mods["SchallUraniumProcessing"] then
    table.insert(global.krastorio.radioactive_items, "uranium-concentrate")
    table.insert(global.krastorio.radioactive_items, "uranium-low-enriched")
    global.krastorio.schall_uranium_processing_compatibility = true
  end
  if global.krastorio.schall_uranium_processing_compatibility and not script.active_mods["SchallUraniumProcessing"] then

    removeFromRadioactiveItems("uranium-concentrate", global.krastorio.radioactive_items)
    removeFromRadioactiveItems("uranium-low-enriched", global.krastorio.radioactive_items)

    global.krastorio.schall_uranium_processing_compatibility = false
  end
end

return {
  { addRadioactiveItems, "on_init" },
  { addRadioactiveItems, "on_configuration_changed" },
}

Thanks for the hard work!

Cheers,
raven2k3

files:
space_server_inject_last_10_edited.zip
factorio-current.log

Reproduction

Install mods
https://mods.factorio.com/mod/space-exploration
https://mods.factorio.com/mod/Krastorio2
+

Factorio version

1.1.45 (build 590494), win64

In-game username

raven2k3

Typos in English Localization

Description

Hey Raiguard, Flood here.

I noticed a few typos in the technology tree and an unknown key error on the transceiver research:

Rocket silo: "experiements" change to "experiments"
Personal battery MK3: "batterie" change to "battery"
Optimization tech card: "Experients" change to "Experiments"
Optimization tech card: "benefiting" change to "benefitting"
Military 5: Has no description. I just thought it was odd!
Logistics 4: Has no description. I just thought it was odd!

Reproduction

Look at the technology tree >.> Also, feel free to DM me on discord if you have any follow-up questions.

Factorio version

1.1

In-game username

Adrenalex

Missing radioactivity for Nuclear fuel

Description

in 1.1.6 of K2 there was some code to add radioactivity to items from the Nuclear Fuel mod. Those are missing from the newest version. (They might have not been working at all hence the code in my tweaks mod.)

This more of a compatibility thing but bug report is the only tag here.

Reproduction

  1. Have the nuclear fuel mod and K2 active
  2. have plutonium or the breeder cells from the mod in your inventory.

Factorio version

1.1.45

In-game username

generaltank

K2/SE Integration - Additional Recipe for Electronic Components

Description

As discussed in the thread on compatibility on the Space Exploration discord, I would like to ask for a change that I have made, be included in K2 itself. The change is the introduction of an additional recipe for electronic components that is unlocked by an additional technology.

SE introduces several new levels of module that consequently massively increase the number of electronic components consumed in a SE playthrough that includes K2. As such, the recipe and tech I propose are defined in lithium_components.txt

I hope that reaching out here is acceptable, I wasn't to sure where to ask for this otherwise. I do have another change that I would like to request, but would like to hear back from you on whether this method is an acceptable channel for me to use.

Reproduction

N/A

Factorio version

1.1.x - Experimental

In-game username

Radjack

Stack sizes are not consistent when "no changes" option is selected in "Increase stack sizes" category

Description

issue_save.zip
factorio-current.log
изображение
изображение

So since there is beta now, I dare to report this inconsistency as an issue. The main problem for me is that if you check "no changes" checkbox for stacksize changes, the items that were added by Krastorio 2 still come in stacks of 200. I myself had to write a simple mod to fix that, but if those fixes could be included in the mod I would be really happy.

I can argue against decision to make stacksizes for everything 200 by default, but that is not the topic. But if we could just have an option to fix that in the mod, I would appreciate it.

Some, but not all of the changes I propose in the form I had to make them myself:

data.raw.item["raw-rare-metals"].stack_size = 50
data.raw.item["raw-imersite"].stack_size = 50

data.raw.item["glass"].stack_size = 100
data.raw.item["quartz"].stack_size = 100
data.raw.item["silicon"].stack_size = 100
data.raw.item["coke"].stack_size = 100
data.raw.item["rare-metals"].stack_size = 100
data.raw.item["imersium-plate"].stack_size = 100

data.raw.item["enriched-iron"].stack_size = 50
data.raw.item["enriched-copper"].stack_size = 50
data.raw.item["enriched-rare-metals"].stack_size = 50

data.raw.item["lithium"].stack_size = 100
data.raw.item["tritium"].stack_size = 100

data.raw.item["iron-beam"].stack_size = 100
data.raw.item["steel-beam"].stack_size = 100
data.raw.item["steel-gear-wheel"].stack_size = 100
data.raw.item["imersium-beam"].stack_size = 100
data.raw.item["imersium-gear-wheel"].stack_size = 100
data.raw.item["automation-core"].stack_size = 100
data.raw.item["ai-core"].stack_size = 100
data.raw.item["inserter-parts"].stack_size = 100

Thank you in advance.

Reproduction

  1. Open the attached save file.
  2. Open character inventory.
  3. See that stacksizes are not consistent.

Factorio version

1.1.46 (build 59110, win64)

In-game username

Ironhead_

K2/SE Integration - Liquid Rocket Fuel adjustments

Description

It has been noticed that due to the adjustments made to the se-liquid-rocket-fuel prototype in _Krastorio2_\compatability-scripts\data-final-fixes\space-exploration\0.3.X\items.lua, that the assumption that when certain number of rocket-fuel is converted to se-liquid-rocket-fuel the amount of energy that those amounts have is the same is broken.

With a SE game, 10 rocket fuel (100 MJ each) produced 500 liquid fuel (2MJ each) = 1000MJ energy.
In the currently released K2+SE game: 50 rocket fuel (20 MJ each) produced 2500 liquid fuel (1MJ each) = 2500MJ value.

Already we can see that the assumption is broken, it was simply not reported/noticed due to the change in stack sizes.

In the upcoming K2+SE compatibility branch, we are moving to enforce that the rocket-fuel item stacks to 10 and has a 100MJ fuel value, and so this discrepancy is much more noticible and as such we would request that the code in the aforementioned file be removed so that we may ensure the assumption of equal fuel values holds.

If this causes an issue with the balance of the gas power plant, we can approach the subject again.

Reproduction

N/A

Factorio version

1.1.x - Experimental

In-game username

Radjack

Tesla Coil will not charge Locomotive until a Character is within range.

Description

Using /editor to place tracks and a Locomotive, giving the Locomotive a tesla coil power acceptor, three mk3 batteries and 8 additional engines and then placing a power source, substation and tesla coil I would have expected the tesla coil to start charging the Locomotive straight away. It does not.

When I then exit /editor and my character near the tesla coil, it starts charging the Locomotive as expected. The save file attached has the situation above set up and in /editor mode. As soon as you exit /editor the tesla coil starts charging the locomotive.

Tesla Coil Test.zip

Reproduction

  1. Create a test world
  2. /editor and place Rails, Locomotive, Tesla Coil charging equipment in the Locomotive grid.
  3. Place a power source, a substation and a Tesla Coil.
  4. See the Tesla Coil not charging the Locomotive.
  5. Exit /editor
  6. See the Tesla Coil suddenly start charging the Locomotive.

Factorio version

1.1.x - Experimental

In-game username

Radjack

Lithium Sulfur Battery in the wrong group

Description

Lithium Sulfur Batteries are in the Ressources group while any other type of battery is in the manufacturing group. This is a bit weird.

Reproduction

  1. Open Menu

Factorio version

1.1.46

In-game username

Blackclaws

K2/SE Integration - on_built_entity / script_raised_built for Intergalactic Transceiver

Description

I am attempting to integrate the charging and activation of the Intergalactic Transceiver into the victory conditions and have found that the scripting involved in creating the kr-activated-intergalactic-transceiver do not raise an event. In my attempt to fix this, I found that if an event is raised, another part of the control scripting in K2 actually destroys the entity.

My question is, are you able/willing to rewrite any part of the scripting around this. The ideal outcome would be that I would be able to react to an on_built_entity, script_raised_built or similar event raised by the kr-activated-intergalactic-transceiver, but if there would be another method we can achieve this I'm all ears.

Reproduction

N/A

Factorio version

1.1.x - Experimental

In-game username

Radjack

`rare-metals` item subgroup'ed as `intermediate-product`

Description

The rare-metals item prototype is subgroup'ed as an intermediate-product, and thus gets sorted down between the "Teleportation GPS Module" and "Matter Stabilizer" on the item selection screen (e.g., logistics requests or set filer).

Current:
image

If the item group is updated to raw-material, it is sorted just before Raw Rare Metals, closer to what's expected.

After Change:
image

I'm happy to make a pull request; however, I'm still not convinced the sort location is quite right with this change alone. It might be appropriate to also update the sort order string to place the item directly after the other smelted items, and perhaps move rare-metals-ore should be moved as well (it's currently subgrouped as a raw-material, and should probably be subgrouped as a raw-resource).

Save File: Krastorio2 - Rare Metals - Bug Report.zip
Factorio Log: factorio-current.log

Reproduction

  1. Open the attached save
  2. Set an inventory logistics request
  3. Click on "intermediate products"
  4. Observe sort order of rare metals

Factorio version

1.1.42

In-game username

mrbriguy007

Wrong recipe for barrels in "Impossible more than difficult" mode

Description

If "Impossible more than difficult" mode is active, all barrelling recipes requires 2 barrels input for 1 barrel output, which doesn't make sense (even in difficult mode). This leads to actually "destroy" a barrel every time you load or unload it, which is not logic nor sustainable.

This is the same problem for liquids, any liquid will be halved through the process.

Nothing should be lost when loading or unloading barrels, neither the barrel, neither the fluid within.

Thanks !

Reproduction

0 - Activate "Impossible more than difficult" mode
1 - Load a barrel, lose a barrel
2 - Unload a barrel, lose another barrel plus half the contents :)

Factorio version

1.1

In-game username

DarkyPupu

Steel Plate recipe overridden from Industrial Revolution 2

Description

When Krastorio 2 is combined with Industrial Revolution 2, the Steel Plate recipe is overridden to no longer take the Industrial Revolution steel ingots like other metal plates, who's recipe are not overridden.

Reproduction

Load a game with Krastorio 2 and Industrial Revolution 2 enabled.

Factorio version

1.1.42

In-game username

Andor14

some items have not valid name

Description

image
in korean translation. some items doesn't have valid name like this.

Reproduction

just play the Kr2 with korean.

Factorio version

1.1.48

In-game username

smalljam

When game created with option to give free stuff - Picking up car removes shelter

I created a game and put a check in the Factorio option to give some extra stuff at the start.

I had my shelter out, and my car, and picked up the car and the shelter disappeared at exactly the same time (And it wasn't even in range to be picked up). Maybe they somehow got the same ID or something? Was repeatable when reloading the save and trying again.

Unknown item name: uranium-concentrate

Description

Error while running event Krastorio2::on_nth_tick(20)
Unknown item name: uranium-concentrate
stack traceback:
[C]: in function 'get_item_count'
...astorio2__/lib/private/control-scripts/radioactivity.lua:202: in function 'callback'
...control-scripts/control-lib/control-callbacks-merger.lua:42: in function <...control-scripts/control-lib/control-callbacks-merger.lua:39>

I can't put an item into inventory. When adding any item to the inventory, this error crashes. Before that, I was near the uranium ore and I had uranium ore in my inventory. I was in the creative (creating a mod pack), I came out of it and when selecting any item I have such an error.

Reproduction

  1. I was restarting a test save, in which I was about uranium ore
  2. Cleared my inventory in edit mode (also removed uranium ore from inventory)
  3. Switched to normal mode
  4. Picked up 1 item
  5. Got an error

Factorio version

1.1.46

In-game username

ArsStels

Crash in kr-intergalactic-transceiver.set_no_victory

Description

image

If I comment out a line from space-exploration-postprocess\scripts\krastorio2.lua
-- remote.call("kr-intergalactic-transceiver", "set_no_victory", true)
then the problem goes away. I use this as a work-around.

I can't attach the save file. It is 250 MB zipped, maybe too big? I made a copy available at https://drive.google.com/file/d/10EpaNU22W-Q_2Ye3HkRb5yT7idSWvENx/view?usp=sharing
factorio-current.log

Reproduction

Step 1 and 2 was already done in the linked save file.

  1. Run a game SE+K2.
  2. Win it, using the spaceship victory. Save and quit.
  3. Upgrade the space-exploration-postprocess to the new proposed integration.
  4. Install K2 beta version 1.2.5.
  5. Load the saved game

Factorio version

1.1.48

In-game username

Lars#0320 on discord

Tesla Coil and Personal Lasers

Description

Base 1.1.46
Krastorio 2 1.2.3
SE 0.5.90

When adding any of the personal laser weapons to the equipment grid, it will shoot the tesla coil and prevent further charging.
K2SE Tesla.zip
.

Reproduction

Save file currently has a character charging personal batteries. Add any of the personal laser turrets (might have to walk a bit) and the turret will shoot the tesla coil and stops the charging.

Factorio version

1.1.46

In-game username

Shinozoa

Unknown key for items name

When Krastorio 2 is active and language is set to Polish (and other non-English) then name of some items are replaced by message „Unknown key: TEXT.KEY.FORM.i18n.FILES". As on pictures

20210629105904_1
20210629105934_1

Quarry Drill Speed shown as 10/s, but production is only 300/min

Describe the Bug

If I hover over the quarry drill, the box on the right says "10/s", but production stats only say 300/min.
As far as I know, since a minute has 60 seconds, either the box on the right should say 5/s or the production should be 600/min.
For comparison, the Electric Mining Drill 3 shows "1/s", and sitting on an iron mine, produces 60/min according to production stats.

To Reproduce

Connect in map editor:

  • a quarry drill sitting on top of a quarry, mining into a chest

  • (optional: an electric miner sitting on top of any resource patch, mining into a chest)

  • a minimal setup providing enough power, e.g. a small nuclear setup with enough fuel

  • Let run and check production stats:
    grafik

Save file & Username

K2-Quarry-Drill-Speed-Scenario.zip

Ingame Username: KillerAnt

Log file

factorio-current.log

Industrial Revolution 2 tech card recipes give 1 card or 5?

Most of the tech cards tied to vanilla science packs give 1 card and craft in 4 seconds (from file "IndustrialRevolution2-part2.lua" in Krastorio2/compatibility-scripts/settings-updates/ ), but the optimization card (space science pack) still gives 5 cards and crafts in 20 seconds. In addition, tech cards added by Krastorio2 (basic, advanced, matter, and singularity) give 5 cards.

Is this intended inconsistency?

(It doesn't look like a hard fix since I can just change the 1s to 5s, but I never used git for a non-school project...)

Tesla cola crash V1.2.6

Description

Placing a tesla coil within a turrets range causes a crash.

The mod Krastorio 2 (1.2.6) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event Krastorio2::on_built_entity (ID 6)
Krastorio2/scripts/tesla-coil.lua:54: attempt to index field 'turret' (a nil value)
stack traceback:
Krastorio2/scripts/tesla-coil.lua:54: in function 'build'
Krastorio2/control.lua:109: in function <Krastorio2/control.lua:92

factorio-previous.log

Reproduction

  1. Place any turret
  2. Place tesla coil within said turrets range.
  3. Crash

Factorio version

1.1.49

In-game username

generaltank

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