[0.12.x]Cartmen's Mods Information
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Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod v0.4.1
updated to 0.5.4
- Cartmen's Natural Gas mod is now a required dependency!
- added rubber production
- Cartmen's Natural Gas mod is now a required dependency!
- added rubber production
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Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod [v0.5.4]
The whole purpose of this mod is that you don't know.
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Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod [v0.5.4]
please explain what is more stone not limestone and othercartmen180 wrote:вся цель этого mod состоит в том, что Вы не знаете.
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Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod [v0.5.4]
updated to 0.5.5.
- some fixes to names
- Cartmen's Chemicals Mod is now a required dependency
- some fixes to names
- Cartmen's Chemicals Mod is now a required dependency
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Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod [v0.5.5]
I am working very hard on the new version of my mods. When I am done it will be a major update. Untill then you can use the experimental version. Check the first post for the link.
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Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod [v0.5.5]
I don't know if it's a bug or not but you can scan the fields with a drill.
That's kind of good, because if I would be forced to probe every single rock with an pickaxe, I would probably kill myself (As you can see, often mineral fields are merged, so you can never tell what minerals mineral field consists of). If you're planning to remove this, please consider adding some prospecting device (or tech).
I'd like to mension another bug: left and right inserters make strange random sounds, while moving.
Also I've made a full russian localization for your mods. You can use it, as you wish
There are some tokens, english locale has no names for: basic-mining, nickel-processing-3, nickel-refining.
That's kind of good, because if I would be forced to probe every single rock with an pickaxe, I would probably kill myself (As you can see, often mineral fields are merged, so you can never tell what minerals mineral field consists of). If you're planning to remove this, please consider adding some prospecting device (or tech).
I'd like to mension another bug: left and right inserters make strange random sounds, while moving.
Also I've made a full russian localization for your mods. You can use it, as you wish
There are some tokens, english locale has no names for: basic-mining, nickel-processing-3, nickel-refining.
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- Rus locale.zip
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Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod [v0.5.5]
Thanks for the translation, it is appreciated a lotSigmatroN wrote:I don't know if it's a bug or not but you can scan the fields with a drill.
That's kind of good, because if I would be forced to probe every single rock with an pickaxe, I would probably kill myself (As you can see, often mineral fields are merged, so you can never tell what minerals mineral field consists of). If you're planning to remove this, please consider adding some prospecting device (or tech).
I'd like to mension another bug: left and right inserters make strange random sounds, while moving.
Also I've made a full russian localization for your mods. You can use it, as you wish
There are some tokens, english locale has no names for: basic-mining, nickel-processing-3, nickel-refining.
The inserters are already fixed in the experimental version, those weird sounds were getting on my nerve :p
I am not sure what i am going to do with the way i spawn mineral fields, i most likely will add a config option to use the factorio way or my way.
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Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod [v0.5.5]
First of let me tell you that i really like the premise of the mod.
I have a few question though before starting to use it.
Will this be compatible with the whole set of the big mods? Fmod / Dytech / Treefarm and Bobs Mods.
Since those are staples for me i could not play without it.
And second one is there a rough ETA for when this will be .11 compatible.
I appologize if parts of my questions already have been answered im currently a bit in a hurry.
I have a few question though before starting to use it.
Will this be compatible with the whole set of the big mods? Fmod / Dytech / Treefarm and Bobs Mods.
Since those are staples for me i could not play without it.
And second one is there a rough ETA for when this will be .11 compatible.
I appologize if parts of my questions already have been answered im currently a bit in a hurry.
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Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod [v0.5.5]
I am currently finishing up on some core features i want in for the .11 release, meanwhile some friends are giving me much needed feedback on the science overhaul.Keyalha wrote:First of let me tell you that i really like the premise of the mod.
I have a few question though before starting to use it.
Will this be compatible with the whole set of the big mods? Fmod / Dytech / Treefarm and Bobs Mods.
Since those are staples for me i could not play without it.
And second one is there a rough ETA for when this will be .11 compatible.
I appologize if parts of my questions already have been answered im currently a bit in a hurry.
Will my mod be compatible with the other big mods? Simple answer yes. Complicated answer, since i change a base mechanic like science, balance for any techs the other mods add will be way off. This can be fixed with the new way mods are loaded in .11 but it will require extra time to be included in my mod.
I am also putting all my mods together in one pack, for the simple reason that i can balance it better and it is more fun to play with all of them together anyways.
Here is sort of a roadmap for my mod :p
1. basic features: new ores, ore processing, natural gas, science overhaul (hopefully done sometime next week)
2. modules overhaul: specific modules for specific recipes. for example a wire die for copper cable production will increase production a bit and speed significantly. (mostly coming up with ideas is what the hard part is)
3. power generation: i have already included 5 tiers of solar and 3 tiers of steam, but have plans to use MoMods API to make some different tier generators (coal, nuclear, perhaps gas but not sure how to do it with liquids yet)
4. balance
5. compatibility with other mods
i might switch 2 and 3 around.
To finish up, compatible with .11 sometime next week, compatibility with other mods probably a few weeks if life doesn't keep me busy to much.
My mods change the game in such a dramatic way that i really suggest to at least give it a try without other mods. You may find it rewarding, after all i intend to make it feel like you are playing a new game.Keyalha wrote: Since those are staples for me i could not play without it.
edit: i will update the first post tomorrow with some fresh info
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Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod [v0.5.5]
Woah thanks for the very in depth reply.
I will for sure give the mod a shot on its own its a general policy to play vanilla + mod x at least one before i add it to my big modset since i want a good understanding on how it impacts the game as a whole. I think once i have done that i can judge how it will affect the other mods and see if i use it in conjunction.
Its just so damn rewarding if you finish a game with a ton of mods since they expand on the endgame quite a lot.
Since your mod focuses on the early game it would just fit like a glove
I will for sure give the mod a shot on its own its a general policy to play vanilla + mod x at least one before i add it to my big modset since i want a good understanding on how it impacts the game as a whole. I think once i have done that i can judge how it will affect the other mods and see if i use it in conjunction.
Its just so damn rewarding if you finish a game with a ton of mods since they expand on the endgame quite a lot.
Since your mod focuses on the early game it would just fit like a glove
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Re: [MOD 0.10.X] Cartmen's Industrial Renewal Mod [v0.5.5]
Yeah thats where it began a couple months ago :p I have moved up to midgame aswell, and have plans for post-rocketdefense :pKeyalha wrote:Woah thanks for the very in depth reply.
Since your mod focuses on the early game it would just fit like a glove
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Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.16]
updated first post with current information.
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Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.16]
all mods in 1 one mod?cartmen180 wrote:updated first post with current information.
gas mod and other are?
Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.16]
It's a pretty cool update. I'll check it out right now!
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Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.17]
i fixed the naming issues, also tweaked the limestone spawnrate a bit.
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Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.18]
okay, silly me has included a recipe for coal coke so you can start producing iron and steel the good way now. Also enabled the other inserters untill i have added a technology for them.
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