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Factorio mod that allows the player to start a new game+

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

License: MIT License

Lua 99.22% Shell 0.78%
factorio factorio-mod mod

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newgameplus's Issues

Not detecting I've launched a rocket, /ngp-gui has no effect

Hello, thank you for making this mod, I'm really looking forward to using it!

The problems I'm having are twofold:

  1. When I enter /ngp-gui on the console I am told that I need to change my settings to use the command without sending a rocket. I have already sent up two rockets containing satellites.
  2. Nonetheless, I enable the option in my mod settings. I then run the command. Upon doing this nothing happens (no error provided, no GUI displayed)

Any suggestions would be very welcome indeed!

Thank you again

EDIT: Factorio 0.16.22, mac. Mod version 2.1.0

Factorissimo 2 notnotmelon fork compatibility

I'm using the Factorissimo 2 - notnotmelon fork which uses 1 shared surface for all of them.
https://mods.factorio.com/mod/factorissimo-2-notnotmelon

While the error comes from Factorissimo's scripts, i assume it results from all surfaces being deleted. Would it be possible to deal with those factories some way? Either skip deleting those surfaces or throughly erase even Factorissimo's data about them and carried buildings from inventory?

I'd prefer the easier option (maybe a mod setting option) that skips Factorissimo's surfaces from deletion. Since i carry things in my inventory it is kind of up to me what i want to bring over.

How to reproduce:

  1. Start new game.
  2. Research Factorissimo tech, craft one (and visit inside ?).
  3. Use the /ngp-gui and start new game. At this point game crashes back to main menu.

NewGame+ triggers a crash when Logistic Train Network is present.

I get the following error with LTN when using the New Game+ mod and starting a 'new' game:

Error while running event LogisticTrainNetwork::on_train_created (ID 66)
LuaEntity API call when LuaEntity was invalid.
stack traceback:
	__LogisticTrainNetwork__/control.lua:1752: in function 'setLamp'
	__LogisticTrainNetwork__/control.lua:434: in function 'TrainLeaves'
	__LogisticTrainNetwork__/control.lua:515: in function <__LogisticTrainNetwork__/control.lua:509>

I've also an issue on LTN's Github.

The issues here seem to be numerous:

  • LTN expects to be notified when its entities are destroyed.
  • NGP doesn't actually destroy entities, it instead destroys surfaces (or chunks when that surface is Nauvis)
  • LTN doesn't watch for on_[pre_]_surface_deleted
  • There's no Factorio event for on_chunk_destroyed

Yousei claims the issue is in your mod. I feel that it's an issue that'd require some cooperation between both of you to find a good fix for -- maybe as simple as a remote interface that tells LTN to forget everything it knows. Posting here for hope of collaboration.

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