[0.12.x]Cartmen's Mods Information

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cartmen180
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Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]

Post by cartmen180 »

Vitduo wrote:Hi, I've made some improvements: moved modules' inscriptions to locale file and added Ukrainian translation. I dunno how to use github so...
https://www.dropbox.com/s/0c0llhtma9r0j ... erhaul.zip
oh thnx, i will make sure to include those in 0.0.25
Check out my mods
gnadi
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Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]

Post by gnadi »

hi,
where can I find bronze ore?
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Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]

Post by Gecko »

Bronze is not an ore, it's an alloy. :) It contains about 1/4 Tin and 3/4 Copper (in RL as in Factorio).

Once you researched 'Bronze Alloying', you're able to craft it with mentioned ores in your inventory crafting window or in any Assembling machine.
Edwards
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Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]

Post by Edwards »

Awesome mod!

I managed to complete a game with 40 other mods, and I only had 1 single problem with another mod changing the bronze alloy recipe to something which prevented me from getting bronze-plates, which was very easily fixed though!
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Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]

Post by Vitduo »

cartmen180 wrote: oh thnx, i will make sure to include those in 0.0.25
Also I see I can use high-temperature oven as a upgrade for wire producing. Something wrong in this :roll:
Line 135 in \prototypes\modules\assembler-modules.lua

Code: Select all

limitation = cablelimit()
And as I see miner-modules.lua dont give any limits for using drill modules
cartmen180
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Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]

Post by cartmen180 »

Vitduo wrote:
cartmen180 wrote: oh thnx, i will make sure to include those in 0.0.25
Also I see I can use high-temperature oven as a upgrade for wire producing. Something wrong in this :roll:
Line 135 in \prototypes\modules\assembler-modules.lua

Code: Select all

limitation = cablelimit()
And as I see miner-modules.lua dont give any limits for using drill modules
no that's how it should be.
The miner modules cannot be limited because miners don't use a recipe. So it is up to the player to only use them in miners.
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Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]

Post by Maudlin »

I am very excite for .25 update! I hope it's soon. :D
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Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]

Post by Gecko »

First, I have to say I'm not sure if this mod or another is causing this: The 'Advanced Electronics II' is somehow missing for research in my save. So, the stuff it unlocks is missing, this is the Smart Chest and red/green wire. Somebody else encounterd this? None of the other mods is changing the order in the research window, just adding perks. My suspicion is, Cartmen's Complete Overhaul is causing this.

I'm not very good at Lua. I tried searching trough some code and found some interesting stuff, but unfortunately nothing about the stuff I was looking for.

I'm using also
[Mod 0.11.x] Rail Tanker - Liquid transport
[MOD 0.11.x] Landfill (2.1.2)
[0.11.x] Logistic mod
[MOD 0.11.x] Compression Chests: virtually unlimited storage

Maby somebody can look into this?
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Maudlin
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Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]

Post by Maudlin »

Gecko wrote:First, I have to say I'm not sure if this mod or another is causing this: The 'Advanced Electronics II' is somehow missing for research in my save. So, the stuff it unlocks is missing, this is the Smart Chest and red/green wire. Somebody else encounterd this? None of the other mods is changing the order in the research window, just adding perks. My suspicion is, Cartmen's Complete Overhaul is causing this.

I'm not very good at Lua. I tried searching trough some code and found some interesting stuff, but unfortunately nothing about the stuff I was looking for.

I'm using also
[Mod 0.11.x] Rail Tanker - Liquid transport
[MOD 0.11.x] Landfill (2.1.2)
[0.11.x] Logistic mod
[MOD 0.11.x] Compression Chests: virtually unlimited storage

Maby somebody can look into this?

Gecko, yes I have ran in to this too and I am sure it's do the the fact that Cartman is still restructuring the tech tree in this mod, hopefully next ver. will fix this. For now I have just been using the insert command to get logic chests.
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Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]

Post by Gecko »

@Maudlin Thank's budy! Inserting the item via commandline is not exactly what I would consider a 'fix'... on the other hand I realy like this logic game mechanics... I'll wait for another day or two for the update, it should be comming soon :)
cartmen180 wrote:i haven't even began to balance the chemical tree yet, thats why natural gas processing had a wrong setting. I hope to have the new update ready sometime this week.
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Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]

Post by cartmen180 »

I am so sorry guys, i really wanted to have the .25 update ready before saturday but i've just been swamped with RL.
On top of that I am running out of time as I am going on a six month trip to the caribbean on the 11th of this month.
I do however have these last two days to bring this update to you and balance it as best as I can. After that it will be really simple for the community here to make a balance patch if needed (just change the amount of science packs or time required in the technology folder).
Check out my mods
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Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]

Post by Steeplerot »

Edwards wrote:Awesome mod!

I managed to complete a game with 40 other mods, and I only had 1 single problem with another mod changing the bronze alloy recipe to something which prevented me from getting bronze-plates, which was very easily fixed though!
How? It seems it's Bobs that is taking over the bronze ore recipe with it's plate. Ugh.
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Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]

Post by Edwards »

Steeplerot wrote:How? It seems it's Bobs that is taking over the bronze ore recipe with it's plate. Ugh.
I wasn't able to overwrite the conflicting recipe ( I just couldn't find the "wrong" recipe ), so, in short, I went to the recipe folder of this mod Factorio\mods\CartmenCompleteOverhaul\prototypes\recipe

And opened the plates.lua file, which looked somewhat like this,

Code: Select all

data:extend({   
  

{ type = "recipe", name = "tin-plate",
    icon = "__CartmenCompleteOverhaul__/graphics/icons/plate/tin-plate.png",
	category = "smelting",
	energy_required = 3.5,
	ingredients = {{"tin-ore", 1}},
	results = {{"tin-plate", 1}},
	subgroup = "cartmen-plates",
	order = "a[plate]-b[tin]",
  },

{ type = "recipe", name = "lead-plate",
    icon = "__CartmenCompleteOverhaul__/graphics/icons/plate/lead-plate.png",
	category = "smelting",
	energy_required = 3.5,
	ingredients = {{"lead-ore", 1}},
	results = {{"lead-plate", 1}},
	subgroup = "cartmen-plates",
	order = "a[plate]-e[lead]",
  },
})
So I just added a recipe for making the Bronze ore out of the two plates. Further smelting the bronze ore to bronze plates works as expected.

Here's what I added,

Code: Select all

{ type = "recipe", name = "Bronze-Ore",
    icon = "__CartmenCompleteOverhaul__/graphics/icons/ore/bronze-ore.png",
        category = "smelting"
        energy_required = 3.5,
        ingredients = {{"copper-plate", 3}, {"tin-plate", 2}},
        results = {{"bronze-ore", 5}},
        subgroup = "cartmen-plates",
        order = "a[Ore]-b[Bronze]", 
  },
And here is how it looks like with the other two recipes ( note that I added this new recipe between the first and the last recipe, the order shouldn't matter though. )

Code: Select all

data:extend({   
  

{ type = "recipe", name = "tin-plate",
    icon = "__CartmenCompleteOverhaul__/graphics/icons/plate/tin-plate.png",
   category = "smelting",
   energy_required = 3.5,
   ingredients = {{"tin-ore", 1}},
   results = {{"tin-plate", 1}},
   subgroup = "cartmen-plates",
   order = "a[plate]-b[tin]",
  },

{ type = "recipe", name = "Bronze-Ore",
    icon = "__CartmenCompleteOverhaul__/graphics/icons/ore/bronze-ore.png",
        category = "smelting"
        energy_required = 3.5,
        ingredients = {{"copper-plate", 3}, {"tin-plate", 2}},
        results = {{"bronze-ore", 5}},
        subgroup = "cartmen-plates",
        order = "a[Ore]-b[Bronze]", 
  },

{ type = "recipe", name = "lead-plate",
    icon = "__CartmenCompleteOverhaul__/graphics/icons/plate/lead-plate.png",
   category = "smelting",
   energy_required = 3.5,
   ingredients = {{"lead-ore", 1}},
   results = {{"lead-plate", 1}},
   subgroup = "cartmen-plates",
   order = "a[plate]-e[lead]",
  },
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Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]

Post by Steeplerot »

It works :) I am finally smelting Cartman bronze....now what to do with all this Bobs/DT stuff that I made. Thanks!
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Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]

Post by G_glop »

Is there any wiki/forum post to this mod? Because i don't like just leaping into something as big as this mod without really knowing what it does, (really want to see some charts for the crafting times) for example i didn't know that the first lab doesen't require electricity, so i built a basic steam engine setup and then realized that i wasted ~20 mitues. Woud wanna avoid these sort of situantions in the future.
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Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]

Post by G_glop »

cartmen180 wrote:I am so sorry guys, i really wanted to have the .25 update ready before saturday but i've just been swamped with RL.
On top of that I am running out of time as I am going on a six month trip to the caribbean on the 11th of this month.
I do however have these last two days to bring this update to you and balance it as best as I can. After that it will be really simple for the community here to make a balance patch if needed (just change the amount of science packs or time required in the technology folder).
Six months are you a millionare? :o
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Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]

Post by G_glop »

What type of ammo goes to the sniper turret?
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Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]

Post by G_glop »

G_glop wrote:What type of ammo goes to the sniper turret?
And are is there circuit network?
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Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]

Post by G_glop »

If anybody lacks red and green wires, here are commands to enable them.
/c game.player.force.recipes['green-wire'].enabled=true
/c game.player.force.recipes['red-wire'].enabled=true
Be sure to enable them only if you resarched advanced enlectronics! Otherwise its cheating! ;)
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Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]

Post by aklesey1 »

People who knows which machine needs for natural gas processing, and which technology needs to be researched? Is natural gas processing breaked now? I've tryed to use refinery for this, but recipie is not active
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