Search found 29 matches

by Julianus
Sun Dec 25, 2016 2:55 pm
Forum: Mods
Topic: [0.13.3+] FuPower (Fusion power and more)
Replies: 7
Views: 4544

Re: [0.13.3+] FuPower (Fusion power and more)

Maybe, though the changes may be significant.

For 0.15 I have to check how the new steam system works...and how the fusion might fit there.

Won't be soon though.
by Julianus
Sat Jul 23, 2016 6:54 am
Forum: Mods
Topic: [0.13.3+] FuPower (Fusion power and more)
Replies: 7
Views: 4544

Re: [0.13.3+] FuPower (Fusion power and more)

Actually, the mod is modular. Have a look at the Configuration Section in the description.

You can just set all features but the ones you like to False.
by Julianus
Sat Jul 02, 2016 12:03 pm
Forum: Mods
Topic: [0.13.3+] FuPower (Fusion power and more)
Replies: 7
Views: 4544

[0.13.3+] FuPower (Fusion power and more)

This update to 0.13.x is not compatible with 0.12.x due to many name changes in the base mod. (especially underground belts) Type: Mod Name: FuPower Description: Selection of late game features for energy, transportation, trains, oil and weapons. License: MIT License Version: 1.0.1 Release date: 20...
by Julianus
Wed May 04, 2016 8:26 am
Forum: Mods
Topic: [MOD 0.12.20+] FuPower, Fusion and more. (Now 0.0.13)
Replies: 37
Views: 53160

Re: [MOD 0.12.20+] FuPower, Fusion and more. (Now 0.0.13)

Dear Alice3173, very interesting setup you have here. The problem is, that my steam engines use roughly 40 times as much fluid as normal steam engines, which is 4 fluid/tick or 60*4=240 fluid/sec. As described in https://forums.factorio.com/viewtopic.php?f=5&t=6066 this is only possible in a ver...
by Julianus
Thu Apr 14, 2016 8:32 pm
Forum: Mods
Topic: [MOD 0.12.20+] FuPower, Fusion and more. (Now 0.0.13)
Replies: 37
Views: 53160

Re: [MOD 0.12.20+] FuPower, Fusion and more. (Now 0.0.13)

Just tested it with 0.12.29 on the demo map. So far it seems working.

Please add more information, e.g. platform, other mods, error logs.
by Julianus
Sun Mar 06, 2016 3:27 am
Forum: Mods
Topic: [MOD 0.12.20+] FuPower, Fusion and more. (Now 0.0.13)
Replies: 37
Views: 53160

Re: [MOD 0.12.20+] FuPower, Fusion and more. (Now 0.0.13)

Hi Hydrologist, No, you are not missing anything. This problem was solved for normal train speeds, but of course no developer could be prepared for a mod with trains running at >1000km/h. On my maps I secure my base with a combination of normal laser turrets and alien laser turrets. Walls only have ...
by Julianus
Sat Mar 05, 2016 7:40 pm
Forum: Mods
Topic: [MOD 0.12.20+] FuPower, Fusion and more. (Now 0.0.13)
Replies: 37
Views: 53160

Re: [MOD 0.12.20+] FuPower, Fusion and more. (Now 0.0.13)

Decided to remove the optional dependency to Belts+ and recreate the functionality. The Belts+ mod is listed as 0.11 mod.
by Julianus
Fri Mar 04, 2016 2:12 pm
Forum: Mods
Topic: [MOD 0.12.20+] FuPower, Fusion and more. (Now 0.0.13)
Replies: 37
Views: 53160

Re: [MOD 0.12.20+] FuPower, Fusion and more.

Dear mrgreaper, The issue is, that i have an optional link to Belts+, thats causing the error message. The presence of Belts+ is not necessary for this. Of course, if one wants to continue combining Belts+ with FuPower, both the link as well as the mod have to be renamed. Do you have 0.0.12 installe...
by Julianus
Fri Mar 04, 2016 1:52 pm
Forum: Mods
Topic: [MOD 0.12.20+] FuPower, Fusion and more. (Now 0.0.13)
Replies: 37
Views: 53160

Re: [MOD 0.12.20+] FuPower, Fusion and more.

@Duros1394: Yes, confirmed, the cause is the "+" in the Belts+ mod's name. This is new and the solution so far is s simple rename of the mod. Since Belts+ hasn't seen an update in ages, I offer here an inofficial version 0.0.3. Only difference to the official 0.0.2: the name. Belts_0.0.3 N...
by Julianus
Thu Jan 07, 2016 6:22 pm
Forum: Mods
Topic: [MOD 0.12.20+] FuPower, Fusion and more. (Now 0.0.13)
Replies: 37
Views: 53160

Re: [MOD 0.12.20+] FuPower, Fusion and more.

I have successfully tested the mod with 0.12.21, there were no changes to be made.
by Julianus
Wed Jan 06, 2016 6:20 pm
Forum: Mods
Topic: [MOD 0.12.20+] FuPower, Fusion and more. (Now 0.0.13)
Replies: 37
Views: 53160

Re: [MOD 0.12.20] FuPower, Fusion and more.

No, but lets assume some future solar cell makes 40%...and we have a mod which takes this by 10...*G*, i think no amorph multi layered trick does that xD.

What can we say...it pulls light in? It draws light in? Or is it based on neutrino radiation? Maybe its the dark energy...it must be.
by Julianus
Wed Jan 06, 2016 4:25 pm
Forum: Mods
Topic: [MOD 0.12.20+] FuPower, Fusion and more. (Now 0.0.13)
Replies: 37
Views: 53160

Re: [MOD 0.12.20] FuPower, Fusion and more.

Yes, there is no risk, just a lot of cost.

In a way its just a replacement for solar panels, which otherwise usually cover the entire base at some point.
Somewhere inbetween the mods which simply extend the energy efficiency of solar cells beyond 100% (:lol:) and Uranium Power and similar xD.
by Julianus
Wed Jan 06, 2016 3:53 pm
Forum: Mods
Topic: [MOD 0.12.20+] FuPower, Fusion and more. (Now 0.0.13)
Replies: 37
Views: 53160

Re: [MOD 0.12.20] FuPower, Fusion and more.

Hi jorgenRe, It is certainly possible to make the mod complicated. I am a bit careful about this for several reasons: * It already took hundreds of multiplayer hours testing to get it to work the way it does now, every feature/step/research can have bugs * The game already has quite some complexity,...
by Julianus
Sat Jan 02, 2016 7:01 pm
Forum: Mods
Topic: [MOD 0.12.3] Faster Locomotives 1.0.0
Replies: 12
Views: 30412

Re: [MOD 0.12.3] Faster Locomotives 1.0.0

Hi... this mod is so......flawed and unfinished, its incredible you dared posting it, even in alpha. 1. There is no data.lua, nothing is done. 2. If you rename train.lua to data.lua, you have to fix the code to data.raw["locomotive"]["diesel-locomotive"].max_speed = 2000 data.raw...
by Julianus
Wed Dec 30, 2015 10:13 pm
Forum: Mods
Topic: [MOD 0.12.20+] FuPower, Fusion and more. (Now 0.0.13)
Replies: 37
Views: 53160

Re: [MOD 0.12.20] FuPower, Fusion and more.

Ok, Savegame as simple tutorial attached. Hope this helps you Airat9000.
by Julianus
Sun Dec 27, 2015 9:22 pm
Forum: Mods
Topic: [MOD 0.12.20+] FuPower, Fusion and more. (Now 0.0.13)
Replies: 37
Views: 53160

Re: [MOD 0.12.20] FuPower, Fusion and more.

Ok, don't know what went wrong the first time, folder name in the zip adjusted.
by Julianus
Fri Dec 25, 2015 9:37 pm
Forum: Mods
Topic: [MOD 0.12.20+] FuPower, Fusion and more. (Now 0.0.13)
Replies: 37
Views: 53160

Re: [MOD 0.12.20] FuPower, Fusion and more.

Dear Airat9000,

The directory must not be called FuPower-master, but must be named fupower_0.0.9. If you extracted the zip, you must ensure the folder is named fupower_0.0.9
If the zip remains packed, the name should be the same as the download, therefore fupower_0.0.9.zip.

Julian
by Julianus
Sat Dec 19, 2015 7:29 pm
Forum: Mods
Topic: [MOD 0.12.20+] FuPower, Fusion and more. (Now 0.0.13)
Replies: 37
Views: 53160

Re: [MOD 0.12.20] FuPower, Fusion and more.

Hi Kandor, thanks for the guess. Though, it wouldn't make sense. The process is: Extract Deuterium->Feed it to the fusion reactor. Feed the fuel from the fusion reactor the high temperature boiler, which must be operated with a heat transfer fluid (chemistry). The reactor produces fuel. :?: :?: :?:
by Julianus
Fri Dec 18, 2015 7:39 pm
Forum: Modding help
Topic: on_tick from the console
Replies: 2
Views: 6693

Re: on_tick from the console

Hi JoeSchmoe,

do you reload the entire game, or just the save?

My observation was, that control.lua is reloaded on each save game load.

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