Releases: Osiris32-and-a-half/BobFactorioAP
V2.1.1 facpack guide and Irregular tech tree shape
The is a smaller update with bugfixes, guide for creating facpack's (allowing custom modpacks) and some stuff @Enderdraak (discord: CosmicWolf) has done
Changelog:
- Fixed
recipe_timeoption - Added guide & specification of facpacks's here
- Hidden items are no longer an option to be put in science packs (bob's voids had this issue)
- Added pack name to slot data for UT (this might be all thats needed but UT is untested currently)
- Updated Bob's extraction
- Added @Enderdraak's Irregular tech tree ArchipelagoMW#5943
- Added @Enderdraak's locale changes (nothing forward facing currently but adds the possibility for translations) ArchipelagoMW#5908
V2.1.0 New logic
This version implements new logic I'm dubbing "Best".
This logic ensure that the required recipes needed to get an item with the least "energy" is in logic with all recipes that are needed to enable them. This logic does also account for ALL recursive loops so if a loop is the best way to get an item that will be the logic.
Unfortunately, this has removed the possibility making a pack without a clone of the repository but properly made packs should work with just the apworld (It has also removed the amount of manual work required to make a pack so I can actually make a guide)
It has also made it impossible to put best logic into the factoriopedia but I have replaced it with the item name required to get each recipe.
I've already I identified a number of deficiencies with this version (like missing recipe types) but it should work despite them and if I continued removing them there would be no end in sight. However, will start making a list and have started a todo.md file if people want to help.
I've also added in an example of a pack for baketorio
Changelog
- New logic: “Best”
- Fixed loading of internal worlds so it actually functions properly as an ap world
- Much less manual work to get a pack working
- I can actually make a guide for this version
- Support for fluid pump and generators
- Logical unlocks for items in factoriopedia has be removed due to being incompatible with best logic
- Unlock (ap) items has been added to recipes in factoriopedia
- Just general clean up that should help support future development
- I feel like I’ve done a lot more this version but I guess it was mostly just learning LP and restructuring for the new logic
Known Issues
- missing recipe types:
- boilers (current work around is a custom recipe for steam)
- rocket silo
- autogenerate break results (trees ect. Current workaround is custom recipes)
- spoilage
- energy creation and sinks
- ability to remove recipes
- only recipes that are named correctly are overridden
- support for unlocking surfaces (no space in space age/exploration)
Full Changelog: V2.0.0...V2.1.0
V2.0.0 Custom modpack support
⚠️ this version does not work as well as I was hoping, requires too much set up and then works for a lot less mods than I was hoping (if there was a bit more recursiveness then Bob's it would just break)
it will remain here but V2.1.0 is recemended
Changelog:
- enables loading modpack settings from within
factorio_mods\packs(instructions on how to make a modpack will be made later however 2 examples can be seen in the internal packs and extractor can be found https://github.com/Osiris32-and-a-half/ModdedFactorioExtractor) - added internal pack
vanillawhich doesn't have any mods - added option in yaml to change which modpack to use (this gets updated when a new pack is detected)
- changed max_science_pack setting to generic number_of_science_packs
- changed map_gen setting to generic map_gen and custom_map_gen
- factorio start-up mod_settings now enforced to what they where when extractor was ran
- default read-data path changed to hopefully fix some rare linux setups
V1.3.3 AP Client update
Merry Christmas all, I bring tidings of AP factorio client improvements
Changelog
- the apworld now uses the correct settings in host.yaml
- made AP use alternate config file and write directory to enable to require only 1 factorio install to work – suggestion to base factorio by @silasary
- config and write directory defaults to
factorio_modsin ap root - unlike saws this implementation still uses the default mods folder unless you use command arguments or
- config and write directory defaults to
- added new 2 setting to host.yaml
- mod_directory, can change the default mod directory ap uses
- config_file, changes the default server config file
- new
/start_clientcommand which will start up a factorio client using the same mods and settings as the server and automatically join it- use this to change mod setting (would require a server restart)
- new command argument
--only-clientwhich only runs the factorio client - save creation now uses all server arguments to prevent crash – thank you @MaryS for helping me debug the problem
- full error occurs if failure of save file is detected – don’t you love silent failures
If anyone wants to try to update the factorio saves folder by default moves from normal location to factorio_mods\saves\Archipelago in the ap folder so you need to move all your save to the new location
V1.3.2 Big logic fix
Logic seems to have been completely broken from V1.2.0 (when additional logic was introduced)
It’s a miracle that it passed my (admittedly abysmal) testing 3+ times without issue
I plan on adding automated tests that are more seprate from the apworld to hopefully make sure this doesn't happen again
This version does also try more UT fixes but
- It’s very untested as I had to rush this out for the logic issue
- UT doesn’t seem to have great support across APworld versions which I didn’t know about
These also highlighted issues that might cause UT support not to be possible for the project
-# do have some ideas on how to support it but its getting into unconventional territory
-# which I guess this project was planning to go into anyway but
Changelog
- LOGIC FIX
- UT now supports worlds with traps (I missed that they add locations)
- UT explain more? (It’s aimed more for debugging but AP-* gives info on that tiers science pack and actual location gives information on exactly what science packs are needed)
V1.3.1 Fluid mining fix
And I've already had to fix an issue
Changelog:
- Fixed missing requirement for uranium and thorium mining not needing uranium mining in logic
V1.3.0 Custom additional logic
Probably last update before modpack support but that will take a while as I will need to box up the recipe engine and then decide on structure of mod packs
This update does also have hopefully final fix for UT but it's not backwords compatible however if you do connect to an old world with it should fall back to old behaviour
has small change to yaml
Changelog
- Custom additional logic available in yaml
- Fixed rocket silo research being max science above single digit complexity
- Removed progressive-robotics and added it to progressive-robots
- fixed hopefully last UT issue
V1.2.0 Additional logic
This version does have a change to the yaml
Changelog:
- added additional logic option that will add more items into logic to make game nicer to play (like gas voiding)
- UT is still not perfect but its getting closer
- added bob-reinforced-wall to progressive-wall
V1.1.2 Fixed UT Crash
Changelog:
- UT support (yaml-less bonus point) minus point dynamic locations bork it
- Removed
bob-fusion-catalystas valid base ingredient - bit of restructuring behind scenes shouldn't affect anything
tm
V1.1.1 In-game logic info
Changelog
- Added no_enemies_mode to map gen settings in yaml
- Fixed localization issue for energy link setting
- Added recipe and unlock technology to Factoriopedia (might be a bit buggy with random recipes)