[MOD 0.12.x] Peace_And_Prosperity v0.1.5 [29APR16]
Re: [MOD 0.12.x] Peace_And_Prosperity v0.1.5 [29APR16]
no worries glad its up and running for you
-
- Burner Inserter
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Re: [MOD 0.12.x] Peace_And_Prosperity v0.1.5 [29APR16]
I can see on GitHub you deleted myline so it looks like my commit led to another bug Sorry
Re: [MOD 0.12.x] Peace_And_Prosperity v0.1.5 [29APR16]
no not really ... it was a minor graphical glitch ... I just refactored your code (its not really recognizable anymore but its there ;P) ... the bug that was mentioned wasnt your fault ... it was just an extra edge case that I tried to handle all of them in the same place I really appreciate your patch
Re: [MOD 0.12.x] Peace_And_Prosperity v0.1.5 [29APR16]
Thanks for the mod, I got it working in Multiplayer, took a few changes to the control.lua, seems to be working just fine.
Re: [MOD 0.12.x] Peace_And_Prosperity v0.1.5 [29APR16]
Hey Joran (OP = Original Poster),
I downloaded this mod today and couldn't see the "spawn ore" option. Any ideas on what I am doing wrong? I believe i have your latest and greatest version. Do I need the previous version?
Let me know what you think and if you need more info, I will try to get it to you.
Peace out,
Teebs
I downloaded this mod today and couldn't see the "spawn ore" option. Any ideas on what I am doing wrong? I believe i have your latest and greatest version. Do I need the previous version?
Let me know what you think and if you need more info, I will try to get it to you.
Peace out,
Teebs
Re: [MOD 0.12.x] Peace_And_Prosperity v0.1.5 [29APR16]
I figured out how to deploy resources. I Thought i had tried clicking on the red X but apparently I did not. Thank you for the mod and hopefully i didn't cause you to worry about some ghost bug that i was experiencing. It trully is one of those ID 10 T errors (ID10T). Lol
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Re: [MOD 0.12.x] Peace_And_Prosperity v0.1.5 [29APR16]
Hi,
Do you know how to upgrade this mod make make it work with 0.13?
Do you know how to upgrade this mod make make it work with 0.13?
Re: [MOD 0.12.x] Peace_And_Prosperity v0.1.5 [29APR16]
I can't remember everything I changed, so I'll post the code I 'm using till the author can update the mod. I've been using this on multiplayer without a problem.
info.json
control.lua
in the prototypes folder, styles.lua
utils_peaceprosperity.lua
info.json
Code: Select all
{"name": "Peace_And_Prosperity",
"author": "Joran Beasley",
"title": "Peace And Prosperity",
"contact": "",
"factorio_version": "0.13",
"dependencies": ["base >= 0.13"],
"version": "0.1.56",
"homepage": "", "description": "Adds Toggle for peaceful mode, and also adds a tool to create resource patches"}
Code: Select all
require("utils_peaceprosperity")
local current_button = 0
local player
-- local is_first_load = nil
--------------------------------------------------------------------------------------
function create_gui(player)
player.gui.top.add({type = "frame", name = "jmod_main_frameA", caption = "", direction = "horizontal", style = "jmod_frame_style"})
player.gui.top.jmod_main_frameA.add({type="flow",name="container",direction="vertical"})
player.gui.top.jmod_main_frameA.container.add({type="flow",name="main",direction="horizontal"})
player.gui.top.jmod_main_frameA.container.add({type="flow",name="bottom",direction="horizontal"})
player.gui.top.jmod_main_frameA.container.main.add({type = "button", name = "but_mobs", caption = "Mobs Aggressive", font_color = red, style = "jmod_button_style"})
player.gui.top.jmod_main_frameA.container.main.add({type = "button", name = "but_resources", style = "jmod_button_none_style"})
player.gui.top.jmod_main_frameA.container.main.add({type = "button", name = "but_deploy", caption = "Deploy Resource" , font_color = white, style = "jmod_button_style"})
player.gui.top.jmod_main_frameA.container.bottom.add({type="label",name="lbl_deploy",caption="test",font_color="white"})
player.gui.top.jmod_main_frameA.container.bottom.add({type="checkbox",name="cb_minify",caption="tiny",state=false,font_color="white"})
end
-- This function allows pre 0.1.5 version existing games to load
function create_maximizer(player)
player.gui.left.add({type = "button", name = "jmod_frameB", caption = "", direction = "horizontal", style = "jmod_button_angry_style"})
end
function on_player_created(event)
local player = game.players[event.player_index]
create_gui(player)
update_buttons(player)
end
-- function on_init()
-- is_first_load = true
-- surf = game.surfaces[1]
-- for _, player in ipairs(game.players) do
-- if player.gui.top.jmod_main_frameA ~= nil and player.gui.top.jmod_main_frameA.container == nil then
-- player.gui.top.jmod_main_frameA.destroy()
-- end
-- if player.gui.top.jmod_main_frameA == nil and player.gui.left.jmod_frameB == nil then
-- create_gui(player)
-- end
-- update_buttons(player)
-- end
-- end
function toggle_gui(player)
if player.gui.top.jmod_main_frameA ~= nil then
player.gui.top.jmod_main_frameA.destroy()
create_maximizer(player)
else
if player.gui.left.jmod_frameB ~= nil then
player.gui.left.jmod_frameB.destroy()
end
create_gui(player)
end
end
script.on_event(defines.events.on_player_created, on_player_created)
-- script.on_event(defines.events.on_tick,
--runs every tick ... really I would like to just call once when world is first loaded but meh...
-- function(event)
-- if is_first_load == nil then -- instructions run once, when the world is first loaded (not after a save)
-- on_init()
-- end
-- end
-- )
--------------------------------------------------------------------------------------
script.on_event(defines.events.on_gui_click,
-- handle when a user clicks our gui
function(event)
local player = game.players[event.element.player_index]
if event.element.name == "but_mobs" then
game.surfaces[1].peaceful_mode = not game.surfaces[1].peaceful_mode
if game.surfaces[1].peaceful_mode then
game.evolution_factor = 0;
game.forces["enemy"].kill_all_units()
debug_print("Peaceful Enabled")
else
debug_print("Aggressive Enabled!")
end
elseif event.element.name == "but_resources" then
current_button = current_button + 1
elseif event.element.name == "but_deploy" then
current_button,resource = resource_from_index(current_button)
local surface = game.surfaces[1]
if resource.item_name == "crude-oil" then
local positions = {{-2,-2},{2,2},{0,0},{-2,2},{2,-2}}
for i, pair in ipairs(positions) do
local x,y = pair[1],pair[2]
surface.create_entity({name="crude-oil", amount=50000, position={player.position.x+x, player.position.y+y}})
end
elseif resource.item_name == "clear" then
local area = {{player.position.x-2,player.position.y-2},{player.position.x+2,player.position.y+2}}
for i,entity in ipairs(surface.find_entities(area)) do
if entity.name ~= "player" then
entity.destroy()
end
end
else
for y=-2,2 do
for x=-2,2 do
surface.create_entity({name=resource.item_name, amount=50000, position={player.position.x+x, player.position.y+y}})
end
end
end
debug_print("Deployed : %s",resource.item_name)
elseif event.element.name == "cb_minify" or event.element.name == "jmod_frameB" then
toggle_gui(player)
end
update_buttons(player)
end
)
--------------------------------------------------------------------------------------
function update_minigui(player)
if game.surfaces[1].peaceful_mode then
player.gui.left.jmod_frameB.style ="jmod_button_happy_style"
else
player.gui.left.jmod_frameB.style ="jmod_button_angry_style"
end
end
function update_maingui(player)
current_button,resource = resource_from_index(current_button)
player.gui.top.jmod_main_frameA.container.main.but_resources.style = resource.style
local caption,caption2,font_color
if resource.item_name == "clear" then
caption = "Clear Area"
caption2 = "Clear Area"
font_color = red
else
caption = "Deploy: "..resource.item_name.." "
caption2 = "Deploy Resource"
font_color = white
end
player.gui.top.jmod_main_frameA.container.bottom.lbl_deploy.caption = caption
player.gui.top.jmod_main_frameA.container.main.but_deploy.style.font_color = font_color
player.gui.top.jmod_main_frameA.container.main.but_deploy.caption = caption2
if not game.surfaces[1].peaceful_mode then
player.gui.top.jmod_main_frameA.container.main.but_mobs.style.font_color = red
player.gui.top.jmod_main_frameA.container.main.but_mobs.caption = "Mobs Aggressive"
else
player.gui.top.jmod_main_frameA.container.main.but_mobs.style.font_color = green
player.gui.top.jmod_main_frameA.container.main.but_mobs.caption = "Mobs Peaceful "
end
end
function update_buttons(player)
-- update buttons ... it should only be called explicitly after a state change event (gui click for example)
if player.gui.top.jmod_main_frameA ~= nil then
update_maingui(player)
elseif player.gui.left.jmod_frameB ~= nil then
update_minigui(player)
end
end
in the prototypes folder, styles.lua
Code: Select all
require("utils_peaceprosperity")
data:extend(
{
{
type = "font",
name = "jmod_font",
from = "default",
border = false,
size = 15
},
{
type = "font",
name = "jmod_font_bold",
from = "default-bold",
border = false,
size = 15
},
}
)
local default_gui = data.raw["gui-style"].default
default_gui.jmod_frame_style =
{
type="frame_style",
parent="frame_style",
top_padding = 0,
right_padding = 0,
bottom_padding = 0,
left_padding = 0,
}
default_gui.jmod_label_style =
{
type="label_style",
parent="label_style",
font="jmod_font",
align = "left",
default_font_color={r=1, g=1, b=1},
hover_font_color={r=0, g=1, b=0},
top_padding = 0,
right_padding = 0,
bottom_padding = 0,
left_padding = 0,
}
default_gui.jmod_button_style =
{
type="button_style",
parent="button_style",
font="jmod_font_bold",
align = "center",
default_font_color={r=1, g=1, b=1},
hover_font_color={r=0, g=1, b=0},
top_padding = 0,
right_padding = 0,
bottom_padding = 0,
left_padding = 0,
left_click_sound =
{
{
filename = "__core__/sound/gui-click.ogg",
volume = 1
}
},
}
function extract_monolith(xx, yy)
return {
type = "monolith",
top_monolith_border = 0,
right_monolith_border = 0,
bottom_monolith_border = 0,
left_monolith_border = 0,
monolith_image = {
filename = "__Peace_And_Prosperity__/graphics/happy_angry.png",
priority = "extra-high-no-scale",
width = 32,
height = 32,
x = xx,
y = yy,
},
}
end
default_gui.jmod_button_none_style =
{
type = "button_style",
parent="jmod_button_style",
scalable = false,
top_padding = 0,
right_padding = 0,
bottom_padding = 0,
left_padding = 0,
width = 32,
height = 32,
default_graphical_set = extract_monolith(64, 0),
hovered_graphical_set = extract_monolith(64, 0),--extract_monolith(23, 30),
clicked_graphical_set = extract_monolith(64, 0),--extract_monolith(46, 30),
}
default_gui.jmod_button_angry_style =
{
type = "button_style",
parent="jmod_button_style",
scalable = false,
top_padding = 0,
right_padding = 0,
bottom_padding = 0,
left_padding = 0,
width = 16,
height = 16,
default_graphical_set = extract_monolith(32, 0),
hovered_graphical_set = extract_monolith(32, 0),--extract_monolith(23, 30),
clicked_graphical_set = extract_monolith(32, 0),--extract_monolith(46, 30),
}
default_gui.jmod_button_happy_style =
{
type = "button_style",
parent="jmod_button_style",
scalable = false,
top_padding = 0,
right_padding = 0,
bottom_padding = 0,
left_padding = 0,
width = 16,
height = 16,
default_graphical_set = extract_monolith(0, 0),
hovered_graphical_set = extract_monolith(0, 0),--extract_monolith(23, 30),
clicked_graphical_set = extract_monolith(0, 0),--extract_monolith(46, 30),
}
utils_peaceprosperity.lua
Code: Select all
require ("constants")
debug_level = 1 -- eventually change this in on_init()/on_load() of the mod
white = {r = 1, g = 1, b = 1}
red = {r = 1, g = 0.3, b = 0.3}
green = {r = 0, g = 1, b = 0}
blue = {r = 0, g = 0, b = 1}
yellow = {r = 1, g = 1, b = 0}
orange = {r = 1, g = 0.5, b = 0}
function string.startswith(String,Start)
return string.sub(String,1,string.len(Start))==Start
end
function string.endswith(String,End)
return End=='' or string.sub(String,-string.len(End))==End
end
table.filter = function(t, filterIter)
local out = {}
for k, v in pairs(t) do
if filterIter(v, k, t) then out[k] = v end
end
return out
end
--------------------------------------------------------------------------------------
function debug_log(s,...)
if debug_level >= 0 then return end
--if not args then s,args="%s",{s,} end
local file = io.open("peaceandprosperity.log.txt", "a")
--if arg then
file:write(string.format(s+"\n",...))
--else
-- file:write(s+"\n")
-- end
end
function debug_print( s, ... )
if debug_level >= 0 then return end
--if not args then s,args="%s",{s,} end
--if arg then
game.players[1].print(string.format(s,...))
--else
-- game.players[1].print(s)
--end
end
function item_picture (icon, highlight)
local pic = {
filename = icon,
width = 32,
height = 32
}
if USE_CHECKBOXES then
pic.shift = { 0, -8 }
end
if highlight then
-- setting values > 1 seems to just make the image disappear. in any case this
-- is just temporary until i figure out how to draw a slot-style highlighted bg.
pic.tint = {r=0.5,g=0.5,b=0.5,a=1}
end
return pic
end
--[[
Returns a graphical_set table given an icon filename, optionally highlighted (a boolean)
as in the case of click / hover.
--]]
function item_graphical_set (icon, highlight)
return {
type = "monolith",
monolith_image = item_picture(icon, highlight)
}
end
--[[
Check if an object has a flag set. Note that data.raw is not LuaItemPrototype yet, so there is
no .has_flag() function. We just check in .flags.
--]]
function has_flag (flags, flag)
if not flags then
return false
end
for _,f in pairs(flags) do
if f == flag then
return true
end
end
end
--------------------------------------------------------------------------------------
function square_area( origin, radius )
return {
{x=origin.x - radius, y=origin.y - radius},
{x=origin.x + radius, y=origin.y + radius}
}
end
--------------------------------------------------------------------------------------
function min( val1, val2 )
if val1 < val2 then
return val1
else
return val2
end
end
--------------------------------------------------------------------------------------
function max( val1, val2 )
if val1 > val2 then
return val1
else
return val2
end
end
--------------------------------------------------------------------------------------
function iif( cond, val1, val2 )
if cond then
return val1
else
return val2
end
end
function arrayLength(T)
local count = 0
for k,v in pairs(tbl) do count = count + 1 end
return count
end
function explode(div,str)
if (div=='') then return false end
local pos,arr,ct = 0,{},0
for st,sp in function() return string.find(str,div,pos,true) end do
table.insert(arr,string.sub(str,pos,st-1))
pos = sp + 1
ct = ct + 1
end
table.insert(arr,string.sub(str,pos))
return arr,ct
end
----------------------------------------------
function looping_index0_into_array(idx,T,sizeT)
local safe_index = idx%sizeT
return safe_index,T[safe_index+1]
end
local g_item_info = nil
function ensure_item_info_initialized ()
if g_item_info then
return
end
g_item_info = {
{
style = "jmod_button_none_style",
item_name = "clear",
stack_size = stack_size
},
}
--game.write_file("items.log","Start File")
for _,item_list in pairs({game.entity_prototypes,game.item_prototypes}) do
for name,item in pairs(item_list) do
if item.type == "resource" then
local stack_size = 1
-- game.write_file("items.log",string.format("%s=>%s\n","name",item.name),"a")
-- game.write_file("items.log",string.format("%s=>%s\n","type",item.type),"a")
-- game.write_file("items.log","\n-------\n\n","a")
table.insert(g_item_info,{
style = ITEM_BUTTON_STYLE_PREFIX..name,
item_name = name,
stack_size = stack_size
})
end
end
end
end
function get_resources()
ensure_item_info_initialized()
return g_item_info
end
function resource_from_index(idx)
resources = get_resources()
return looping_index0_into_array(idx,resources,#resources)
end
function style_from_index(idx)
safe_index,resource = resource_from_index(idx)
return safe_index,resource["style"]
end
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Re: [MOD 0.12.x] Peace_And_Prosperity v0.1.5 [29APR16]
Thank you for that.
I can see in mods menu it's working however when I'm on my map I can't see the box on the top of the map where I could switch on/off bitters or add resources
I can see in mods menu it's working however when I'm on my map I can't see the box on the top of the map where I could switch on/off bitters or add resources
Re: [MOD 0.12.x] Peace_And_Prosperity v0.1.5 [29APR16]
hmm, just started a new game to test, it's showing just fine for me. Not sure what is going on. Do you see a small smiley face? If so, click on that.
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- Burner Inserter
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- Joined: Sat Apr 16, 2016 3:06 pm
- Contact:
Re: [MOD 0.12.x] Peace_And_Prosperity v0.1.5 [29APR16]
Unfortunately no, I can' t see the face ( I know what you mean as I played this mod on 0.12 version)
I just created a new map and it's working fine but with my save not at all.
I just created a new map and it's working fine but with my save not at all.
Re: [MOD 0.12.x] Peace_And_Prosperity v0.1.5 [29APR16]
Try changing the version number in the info.json file, something like Peace_And_Prosperity_0.1.01 and rename the folder to match, see if it loads the changes.
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- Contact:
Re: [MOD 0.12.x] Peace_And_Prosperity v0.1.5 [29APR16]
Still no luck
Re: [MOD 0.12.x] Peace_And_Prosperity v0.1.5 [29APR16]
Try this control lua, I had commented out some stuff, see if it works with it back in.
Code: Select all
require("utils_peaceprosperity")
local current_button = 0
local player
-- local is_first_load = nil
--------------------------------------------------------------------------------------
function create_gui(player)
player.gui.top.add({type = "frame", name = "jmod_main_frameA", caption = "", direction = "horizontal", style = "jmod_frame_style"})
player.gui.top.jmod_main_frameA.add({type="flow",name="container",direction="vertical"})
player.gui.top.jmod_main_frameA.container.add({type="flow",name="main",direction="horizontal"})
player.gui.top.jmod_main_frameA.container.add({type="flow",name="bottom",direction="horizontal"})
player.gui.top.jmod_main_frameA.container.main.add({type = "button", name = "but_mobs", caption = "Mobs Aggressive", font_color = red, style = "jmod_button_style"})
player.gui.top.jmod_main_frameA.container.main.add({type = "button", name = "but_resources", style = "jmod_button_none_style"})
player.gui.top.jmod_main_frameA.container.main.add({type = "button", name = "but_deploy", caption = "Deploy Resource" , font_color = white, style = "jmod_button_style"})
player.gui.top.jmod_main_frameA.container.bottom.add({type="label",name="lbl_deploy",caption="test",font_color="white"})
player.gui.top.jmod_main_frameA.container.bottom.add({type="checkbox",name="cb_minify",caption="tiny",state=false,font_color="white"})
end
-- This function allows pre 0.1.5 version existing games to load
function create_maximizer(player)
player.gui.left.add({type = "button", name = "jmod_frameB", caption = "", direction = "horizontal", style = "jmod_button_angry_style"})
end
function on_player_created(event)
local player = game.players[event.player_index]
create_gui(player)
update_buttons(player)
end
function on_init()
is_first_load = true
surf = game.surfaces[1]
for _, player in ipairs(game.players) do
if player.gui.top.jmod_main_frameA ~= nil and player.gui.top.jmod_main_frameA.container == nil then
player.gui.top.jmod_main_frameA.destroy()
end
if player.gui.top.jmod_main_frameA == nil and player.gui.left.jmod_frameB == nil then
create_gui(player)
end
update_buttons(player)
end
end
function toggle_gui(player)
if player.gui.top.jmod_main_frameA ~= nil then
player.gui.top.jmod_main_frameA.destroy()
create_maximizer(player)
else
if player.gui.left.jmod_frameB ~= nil then
player.gui.left.jmod_frameB.destroy()
end
create_gui(player)
end
end
script.on_event(defines.events.on_player_created, on_player_created)
script.on_event(defines.events.on_tick,
--runs every tick ... really I would like to just call once when world is first loaded but meh...
function(event)
if is_first_load == nil then -- instructions run once, when the world is first loaded (not after a save)
on_init()
end
end
)
--------------------------------------------------------------------------------------
script.on_event(defines.events.on_gui_click,
-- handle when a user clicks our gui
function(event)
local player = game.players[event.element.player_index]
if event.element.name == "but_mobs" then
game.surfaces[1].peaceful_mode = not game.surfaces[1].peaceful_mode
if game.surfaces[1].peaceful_mode then
game.evolution_factor = 0;
game.forces["enemy"].kill_all_units()
debug_print("Peaceful Enabled")
else
debug_print("Aggressive Enabled!")
end
elseif event.element.name == "but_resources" then
current_button = current_button + 1
elseif event.element.name == "but_deploy" then
current_button,resource = resource_from_index(current_button)
local surface = game.surfaces[1]
if resource.item_name == "crude-oil" then
local positions = {{-2,-2},{2,2},{0,0},{-2,2},{2,-2}}
for i, pair in ipairs(positions) do
local x,y = pair[1],pair[2]
surface.create_entity({name="crude-oil", amount=50000, position={player.position.x+x, player.position.y+y}})
end
elseif resource.item_name == "clear" then
local area = {{player.position.x-2,player.position.y-2},{player.position.x+2,player.position.y+2}}
for i,entity in ipairs(surface.find_entities(area)) do
if entity.name ~= "player" then
entity.destroy()
end
end
else
for y=-2,2 do
for x=-2,2 do
surface.create_entity({name=resource.item_name, amount=50000, position={player.position.x+x, player.position.y+y}})
end
end
end
debug_print("Deployed : %s",resource.item_name)
elseif event.element.name == "cb_minify" or event.element.name == "jmod_frameB" then
toggle_gui(player)
end
update_buttons(player)
end
)
--------------------------------------------------------------------------------------
function update_minigui(player)
if game.surfaces[1].peaceful_mode then
player.gui.left.jmod_frameB.style ="jmod_button_happy_style"
else
player.gui.left.jmod_frameB.style ="jmod_button_angry_style"
end
end
function update_maingui(player)
current_button,resource = resource_from_index(current_button)
player.gui.top.jmod_main_frameA.container.main.but_resources.style = resource.style
local caption,caption2,font_color
if resource.item_name == "clear" then
caption = "Clear Area"
caption2 = "Clear Area"
font_color = red
else
caption = "Deploy: "..resource.item_name.." "
caption2 = "Deploy Resource"
font_color = white
end
player.gui.top.jmod_main_frameA.container.bottom.lbl_deploy.caption = caption
player.gui.top.jmod_main_frameA.container.main.but_deploy.style.font_color = font_color
player.gui.top.jmod_main_frameA.container.main.but_deploy.caption = caption2
if not game.surfaces[1].peaceful_mode then
player.gui.top.jmod_main_frameA.container.main.but_mobs.style.font_color = red
player.gui.top.jmod_main_frameA.container.main.but_mobs.caption = "Mobs Aggressive"
else
player.gui.top.jmod_main_frameA.container.main.but_mobs.style.font_color = green
player.gui.top.jmod_main_frameA.container.main.but_mobs.caption = "Mobs Peaceful "
end
end
function update_buttons(player)
-- update buttons ... it should only be called explicitly after a state change event (gui click for example)
if player.gui.top.jmod_main_frameA ~= nil then
update_maingui(player)
elseif player.gui.left.jmod_frameB ~= nil then
update_minigui(player)
end
end
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- Burner Inserter
- Posts: 12
- Joined: Sat Apr 16, 2016 3:06 pm
- Contact:
Re: [MOD 0.12.x] Peace_And_Prosperity v0.1.5 [29APR16]
Still nothing, thank you for trying
Re: [MOD 0.12.x] Peace_And_Prosperity v0.1.5 [29APR16]
Sorry, I wish I knew what it was, at least it's working with new maps.
-
- Burner Inserter
- Posts: 12
- Joined: Sat Apr 16, 2016 3:06 pm
- Contact:
Re: [MOD 0.12.x] Peace_And_Prosperity v0.1.5 [29APR16]
Thank you for your help.
I think I'll start new map, I'm only 15 hours on my recent save.
It's very strange as on my previous map I was about 400 hours on the map and this mod was working without any issue
I think I'll start new map, I'm only 15 hours on my recent save.
It's very strange as on my previous map I was about 400 hours on the map and this mod was working without any issue
Re: [MOD 0.12.x] Peace_And_Prosperity v0.1.5 [29APR16]
I've only been playing since end of April, lots of fun for sure. My oldest map is still working fine though for this mod.
Re: [MOD 0.12.x] Peace_And_Prosperity v0.1.5 [29APR16]
could you update this mod to the newest version it would be a big help to play this game thainks
Re: [MOD 0.12.x] Peace_And_Prosperity v0.1.5 [29APR16]
whoa sorry... I did not know it was broken ... yeah I will see if i can update it this weekend when I have time ... sorry about that