Industrial Revolution 3 Patchset for 2.0 (Unofficial, ALPHA)

by Shemp

Deadlock989's classic overhaul with a unique art-style and age-based progression. This is a command-line script which installs additional code and patches into the original mod files, as well as the add-ons, to make them compatible with Factorio 2.0. Requires manual assembly.

Overhaul
4 hours ago
2.0
284
Transportation Logistics Environment Mining Fluids Manufacturing Power

b [Fixed] Robots sometimes can't place buildings with Packing Tape

6 days ago

Hi Shemp, a strange bug, I don't even know if it's a mod or factorio problem... it's been so long since I played vanilla, the storage tank isn't built by the constructor robots, it always remains the ghost

6 days ago

Can't reproduce this one.

Clockwork robots or standard ones?

Robotower, roboport, personal roboport? Got it powered up?

6 days ago

sorry,Clockwork,steam roboport, the storage tank is the only enities not build
Tomorrow I'll try to disable all the mods

6 days ago

Does Mr. Robot fly out and hover over the ghost uselessly, or is he too shy to come out at all?

5 days ago
(updated 5 days ago)

too shy! :D Found the mod packing tape, it seems to work without IR3

p.s.all storage tanks including modded ones

5 days ago
(updated 5 days ago)

Looks like I might need some help with this one. It also affects chests and anything else that Packing Tape creates custom entities for.

One of the problems is that the Patchset corrects all of the entity prototypes in data-final-fixes, because that's when IR3 is finished changing them. But Packing Tape wants to make copies of them in data-updates.

Also, the error seems to be "random"? The buildings do get placed half the time, and a faulty ghost might get placed by the robot if you walk around for a few seconds.

Packing Tape uses the "placeable_by" property which I don't really understand too well. Here's a little backstory:

I tried to make a mod in the past called "Unified Logistic Chests". What it would do is combine the five types of logistic chest into one. You can place down any of the five using any of the other five. When you click on the chest, you get a side GUI that lets you transform it into one of the other chest types.

So I would say that "passive-provider-chest" is the primary type, mining the other types gives you passive-provider back, and the other types had "passive-provider" as their "placeable_by" item. Except I couldn't get to work half the time.

5 days ago

Interesting the chest mod :P for packing tape don't worry about me at least, I'll stop using it

5 days ago
(updated 5 days ago)

You probably saw it already, but in case you didn't, you could try my Buckets mod for moving fluids around.

It's also quite buggy, mind you. I've had an update sitting around on my disk for a while, so I'll upload it for you.

5 days ago

I don't know it but I'll definitely try it :P

5 days ago

Shemp I ask you a favor, if I use the deadlock scripts to modify recipes or technologies I get errors probably because you have corrected all post script in your port, is there a way to use them if I want to make some changes?

5 days ago

I've been using them in data-updates (you mean the functions like DIR.replace_recipe_items?) to change recipes in other mods.

5 days ago

Yes, all the DIR functions, especially for recipes and technologies. I created a mod with which I can change parameters or add things, and these functions have always been very useful, but since 2.0 they are broken, and also in your port, because if I understood correctly, you automatically fix them in some final fix.

5 days ago
(updated 5 days ago)

This is a deliberate design choice by me. Because of the way I've made the Patchset, I try to write most of the code in "port" to correct data.raw after the fact, and any direct code changes to Deadlock's code are kept to a minimum.

All of the DIR functions expect data.raw to be in the old broken format, and if I correct one or two, it'll introduce errors in the caller. Before long I'm going to be changing the whole mod and it won't really be a "patchset" anymore.

If you call them in data-updates with the Patchset loaded, it'll correct the format in data-final-fixes. If you want to use them outside the Patchset, I'm afraid you'll just have to fork them.

Generally speaking, I write changes in the way that's easiest for me. And I'm certainly not going to break something that already works.

5 days ago

I understand, there's no problem. I'll use some other library. I'm about halfway through the game, and so far everything's running smoothly.

I should point out that the Flow Configuration mod also seems to have problems. If you try to block the flow in any direction, it disconnects the pipe in all directions. thx

5 days ago

Right now I'm doing a mod compatibility pass, so feel free to point out any mods that you'd like to work.

With Flow Configuration, it seems to work if you give it a dependency on IR3, making it load afterwards. I wish there was a way to say that I need to load before this other mod. I'll go and ask them if they can add that for me.

5 days ago

It doesn't even work for me with the dependency!

5 days ago
(updated 5 days ago)

You want to make Flow Config depend on IR3. It'll happen in Flow Config's next update.

If you can't get that to work, there's always Flow Control, which I've confirmed does work.

EDIT: You might be interested in this library.

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