Total noob here at modding, but I'm determined.
I'm playing with AAI vehicles, however I dislike their implementation in the tech tree not being locked behind vanilla vehicle tech requirements. So essentially I'm trying to create a standalone mod that adds prerequisites to them. I think I ...
Search found 11 matches
- Thu Feb 03, 2022 9:39 am
- Forum: Modding help
- Topic: Changing another mods tech prerequisites
- Replies: 2
- Views: 1534
- Thu Apr 30, 2020 5:37 am
- Forum: Modding help
- Topic: Using another mods technology as a prerequisite
- Replies: 7
- Views: 1898
Re: Using another mods technology as a prerequisite
Thanks guys, I really appreciate you taking a look. I knew there was something I had to be missing in the original Rampant mod. I've got it all working now. The only thing left to do is modify some recipes and stuff to my liking.
As for the migrations: That's something I forgot to delete, I've ...
As for the migrations: That's something I forgot to delete, I've ...
- Tue Apr 28, 2020 3:43 am
- Forum: Modding help
- Topic: Using another mods technology as a prerequisite
- Replies: 7
- Views: 1898
Re: Using another mods technology as a prerequisite
So from what I'm getting is I needed to add a require function to my data.lua for Rampant Arsenals lua files that define "power-armor-mk3". So I did this, I thought for sure that would work, and I'm still getting the same error in AssignID for some reason.. huh.
- Mon Apr 27, 2020 3:31 am
- Forum: Modding help
- Topic: Using another mods technology as a prerequisite
- Replies: 7
- Views: 1898
Using another mods technology as a prerequisite
Okay, so I'm trying to make a separate mod that adds an extra power armor mk4 to Rampant Arsenal, which is supposed to require the power armor MK3 from Rampant Arsenal.
However, even with Rampant Arsenal as a required dependency, the game keeps throwing up the error "power-armor-mk3" (which is the ...
However, even with Rampant Arsenal as a required dependency, the game keeps throwing up the error "power-armor-mk3" (which is the ...
- Fri Apr 03, 2020 7:23 am
- Forum: Modding help
- Topic: Recipe error in assignID, item with name 'power-armor-mk3' does not exist.
- Replies: 4
- Views: 1665
Re: Recipe error in assignID, item with name 'power-armor-mk3' does not exist.
Tried this just now, doesn't seem to work. Just also says cannot find "power-armor-mk3" or "powerarmor3.name" when I try to load.DaveMcW wrote: Fri Apr 03, 2020 6:01 am Replace "powerarmor3" with powerarmor3.name or "power-armor-mk3".
- Fri Apr 03, 2020 4:58 am
- Forum: Modding help
- Topic: Recipe error in assignID, item with name 'power-armor-mk3' does not exist.
- Replies: 4
- Views: 1665
Re: Recipe error in assignID, item with name 'power-armor-mk3' does not exist.
local powerarmor3 = makeTechnology({
name = "power-armor-mk3",
icon="__RampantArsenal__/graphics/technology/power-armor-mk3.png",
prerequisites = {"power-armor-mk2", "nuclear-power"},
effects = {},
count = 600,
ingredients = {
{"automation-science-pack", 1},
{"logistic-science-pack", 1 ...
name = "power-armor-mk3",
icon="__RampantArsenal__/graphics/technology/power-armor-mk3.png",
prerequisites = {"power-armor-mk2", "nuclear-power"},
effects = {},
count = 600,
ingredients = {
{"automation-science-pack", 1},
{"logistic-science-pack", 1 ...
- Thu Apr 02, 2020 9:23 am
- Forum: Modding help
- Topic: Recipe error in assignID, item with name 'power-armor-mk3' does not exist.
- Replies: 4
- Views: 1665
Recipe error in assignID, item with name 'power-armor-mk3' does not exist.
So, I'm not an experienced modder by any degree but I've taken to trying to modify Rampant Arsenal for personal use.
Essentially whats happened is I took interest in this mod called Power Armor MK4 because it has a ridiculous 40x40 equipment grid MK4 armor, but other than that there wasn't much to ...
Essentially whats happened is I took interest in this mod called Power Armor MK4 because it has a ridiculous 40x40 equipment grid MK4 armor, but other than that there wasn't much to ...
- Thu Nov 01, 2018 11:47 pm
- Forum: Multiplayer
- Topic: Any easy way to share modpack?
- Replies: 6
- Views: 8162
Re: Any easy way to share modpack?
My method is to take my mods folders contents, and package it into a zip file. Then I put the file on drop box and create a share link. Drop the link in a discord or something with some instructions to just extract the zip into their mods folder.
- Thu Jul 27, 2017 2:29 am
- Forum: Texture Packs
- Topic: [Request] Graphics for my biter expanded mod
- Replies: 1
- Views: 3007
Re: [Request] Graphics for my biter expanded mod
Loaded up the mod expecting to see awesome Starcraft 1 creep in Factorio. Was disappointed to see the aliens had somehow learned how to pave their bases with strange purple concrete mix. So I went to work, stole all their concrete, and infested them with actual Zerg dna.. well.. slightly retarded ...
- Sun Nov 27, 2016 1:28 pm
- Forum: Implemented Suggestions
- Topic: Pollution Causes Evolution
- Replies: 4
- Views: 2425
Re: Pollution Causes Evolution
Interesting I imagined it did already work that way actually. But I noticed one day my pollution never reached a hive (on a save with a massive starting area) and yet the enemies still evolved. But that makes sense if time affects it also simultaneously. Since it does actually work both ways then I ...
- Sun Nov 27, 2016 1:06 pm
- Forum: Implemented Suggestions
- Topic: Pollution Causes Evolution
- Replies: 4
- Views: 2425
Pollution Causes Evolution
Simple Idea I thought up to make enemies scale in difficulty to your level. The pollution bug hives are exposed to is what causes them to evolve and spawn the bigger tougher guys. The more pollution they're exposed to the faster they grow. It could work locally on each individual hive or globally ...