larandar / concrete-tints Goto Github PK
View Code? Open in Web Editor NEWCreate recipes for the new 0.18 concrete color.
License: MIT License
Create recipes for the new 0.18 concrete color.
License: MIT License
The Concrete Tints mod currently does not work with Industrial Revolution 3 (which is a quite big and popular overhaul mod).
The problem is that IR3 splits the concrete technology into two separate ones and renames them (ir-concrete-1 for regular and ir-concrete-2 for refined), which causes the code for Concrete Tints (that assumes the regular tech name) to fail to add the new recipes.
This can be fixed by:
if mods["IndustrialRevolution3"] then
concrete_technology_name = "ir-concrete-2"
else
concrete_technology_name = "concrete"
end
require("prototypes.tinted_concrete")
local concrete_technology_name = concrete_technology_name or "concrete"
on line 2 of concrete_tinter.lua (utils),
"concrete"
into
concrete_technology_name
on line 69 of concrete_tinter.lua (utils),
if script.active_mods["IndustrialRevolution3"] then
concrete_technology_name = "ir-concrete-2"
else
concrete_technology_name = "concrete"
end
on the top of concrete-tints-1.2.0.lua (migrations),
"concrete"
into
concrete_technology_name
on current line 3 of concrete-tints-1.2.0.lua (migrations),
"dependencies": [
"base >= 1.1.0",
"(?) IndustrialRevolution3"
],
in the info.json file.
Those changes may need to be checked and tested, but they should make the Concrete Tints mod work well with the Industrial Revolution 3 mod for both new and old saves without affecting its compatibility with vanilla Factorio.
Hi, I added two things to the code:
Here's a filebin with a git bundle, a patch series and a simple diff:
Since 0.18.18 colored concrete is no longer considered minable, which causes the mod to crash on startup. Please remove the corresponding line in your code
When trying to use the tinted concrete none of them provide the 150% speed bonus that regular refined concrete does.
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