[MOD 12.11+] Train Outposts
Re: [MOD 12.11+] Train Outposts
Do you know when you will release the next version? Can't wait for Bob's and natural evolution compatibility :3
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Re: [MOD 12.11+] Train Outposts
if you don't want to wait for him to update for bob's you could edit the config.lua on your own. You just need to copy&pasteCyres wrote:Do you know when you will release the next version? Can't wait for Bob's and natural evolution compatibility :3
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code
and change the "iron-ore" to each ore from bobs mod. Quick and dirty solution and i don't know how the distribution will be with the 10+ ores from bob but for the 2 of yuoki it worked like a charm.Unfortunally using this in an existing save will break the save! We tried it in one of our saves and the next generation of a chunk crashed the game. So do it only if you want to start a new game.
Re: [MOD 12.11+] Train Outposts
Awesome, do you also have a hotfix for natural evolution?
Edit: Error on adding Bobs Resources: Attempting the nil-value 'autoplace'
Edit: Error on adding Bobs Resources: Attempting the nil-value 'autoplace'
Re: [MOD 12.11+] Train Outposts
I very much appreciate the enthusiasm, thank you.Cyres wrote:Do you know when you will release the next version? Can't wait for Bob's and natural evolution compatibility :3
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I do not have an ETA though. It is just not easy to do programming after a day in the office.
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Re: [MOD 12.11+] Train Outposts
Hi Rickie, I have myself a 40 hour game in progress, just installed a few mods including yours, do you have a command implemented to regenerate ore like in RSO? I looked through the thread but may have missed something, thanks o7
Re: [MOD 12.11+] Train Outposts
At the danger of repeating myself, there is no such command at the moment, but again, there will be in the next release. It actually makes testing much easier, but there is none in the published versionJoshDOTPlay wrote:Hi Rickie, I have myself a 40 hour game in progress, just installed a few mods including yours, do you have a command implemented to regenerate ore like in RSO? I looked through the thread but may have missed something, thanks o7
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Re: [MOD 12.11+] Train Outposts
Sounds good richie, sorry I didn't see that, very tired after work tonight. Will be looking out for the next version then!SirRichie wrote:At the danger of repeating myself, there is no such command at the moment, but again, there will be in the next release. It actually makes testing much easier, but there is none in the published versionJoshDOTPlay wrote:Hi Rickie, I have myself a 40 hour game in progress, just installed a few mods including yours, do you have a command implemented to regenerate ore like in RSO? I looked through the thread but may have missed something, thanks o7
Re: [MOD 12.11+] Train Outposts
No worries, I never said that before in the thread. I just meant that I keep promising all the nice features for the next releaseJoshDOTPlay wrote:Sounds good richie, sorry I didn't see that, very tired after work tonight. Will be looking out for the next version then!SirRichie wrote:At the danger of repeating myself, there is no such command at the moment, but again, there will be in the next release. It actually makes testing much easier, but there is none in the published versionJoshDOTPlay wrote:Hi Rickie, I have myself a 40 hour game in progress, just installed a few mods including yours, do you have a command implemented to regenerate ore like in RSO? I looked through the thread but may have missed something, thanks o7
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Re: [MOD 12.11+] Train Outposts
Would the command affect all ores, mod and no? I am guessing for it to have that functionality the TO main mod would have to have it's functionality extended to all mod ores by using a generic marker or something?SirRichie wrote:No worries, I never said that before in the thread. I just meant that I keep promising all the nice features for the next releaseJoshDOTPlay wrote:Sounds good richie, sorry I didn't see that, very tired after work tonight. Will be looking out for the next version then!SirRichie wrote:At the danger of repeating myself, there is no such command at the moment, but again, there will be in the next release. It actually makes testing much easier, but there is none in the published versionJoshDOTPlay wrote:Hi Rickie, I have myself a 40 hour game in progress, just installed a few mods including yours, do you have a command implemented to regenerate ore like in RSO? I looked through the thread but may have missed something, thanks o7
Re: [MOD 12.11+] Train Outposts
It would affect all resources (ores and liquids) that the mod generates, even if they were generated by the game before.JoshDOTPlay wrote:Would the command affect all ores, mod and no? I am guessing for it to have that functionality the TO main mod would have to have it's functionality extended to all mod ores by using a generic marker or something?SirRichie wrote:No worries, I never said that before in the thread. I just meant that I keep promising all the nice features for the next releaseJoshDOTPlay wrote:Sounds good richie, sorry I didn't see that, very tired after work tonight. Will be looking out for the next version then!SirRichie wrote:At the danger of repeating myself, there is no such command at the moment, but again, there will be in the next release. It actually makes testing much easier, but there is none in the published versionJoshDOTPlay wrote:Hi Rickie, I have myself a 40 hour game in progress, just installed a few mods including yours, do you have a command implemented to regenerate ore like in RSO? I looked through the thread but may have missed something, thanks o7
Since in the next release, TO scans all known game entities for ores and liquids, this means everything will be affected (without explicit markers)
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Re: [MOD 12.11+] Train Outposts
Sounds great! I ask that because I have the Nuclear power mod also, a total regen is brilliant! I always found it funny that the goal of factorio is to not play the game...SirRichie wrote:
It would affect all resources (ores and liquids) that the mod generates, even if they were generated by the game before.
Since in the next release, TO scans all known game entities for ores and liquids, this means everything will be affected (without explicit markers)
Re: [MOD 12.11+] Train Outposts
Hi, I would love to try out this mode, but it won't load, I get the error that other people mentionned in this thread:
I'm using the latest factorio version, and I am *NOT* using natural evolution.
Code: Select all
__TrainOutpost__/data-updates.lua:20: attempt to index field 'autoplace' (a nil value)
Re: [MOD 12.11+] Train Outposts
10 seconds after posting here I found that another mod was conflicting and causing the error: Peace mod
Disabled peace mod and now train outposts seem to work
Disabled peace mod and now train outposts seem to work
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Re: [MOD 12.11+] Train Outposts
You could add Train outposts as a dependency to peace mod, that maybe help.
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I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
Re: [MOD 12.11+] Train Outposts
It's alright, I don't usually play with peace mod on anyway, but thanksArch666Angel wrote:You could add Train outposts as a dependency to peace mod, that maybe help.
Re: [MOD 12.11+] Train Outposts
juunsuke wrote:Hi, I would love to try out this mode, but it won't load, I get the error that other people mentionned in this thread:I'm using the latest factorio version, and I am *NOT* using natural evolution.Code: Select all
__TrainOutpost__/data-updates.lua:20: attempt to index field 'autoplace' (a nil value)
This patch appeared to fix it for me (also not using natural evolution) viewtopic.php?f=94&t=17750&p=122890
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Re: [MOD 12.11+] Train Outposts
Forum be like;
"Oh, you're looking for a mod that allows you to plant trees? How about this cool mod instead"?
Screw the 5 hours I spent building my current factory, I'm abandoning it, install this mod, and start a new one, because this is the tits.
"Oh, you're looking for a mod that allows you to plant trees? How about this cool mod instead"?
Screw the 5 hours I spent building my current factory, I'm abandoning it, install this mod, and start a new one, because this is the tits.
Re: [MOD 12.11+] Train Outposts
Thank you, I guessALittleGreenStone wrote:Forum be like;
"Oh, you're looking for a mod that allows you to plant trees? How about this cool mod instead"?
Screw the 5 hours I spent building my current factory, I'm abandoning it, install this mod, and start a new one, because this is the tits.
Re: [MOD 12.11+] Train Outposts
Thank you for making this mod SirRichie. I really appreciate the incentive to use trains and travel further for resources.
I am experiencing an issue, however. It seems that as a save file's complexity grows, the time to load that file grows very quickly, whether I join my server or load the same save in single player. No issues once loaded; it just means that an end-game factory takes 60-120 seconds longer to load than with Train Outposts removed. Is this expected behavior? Is there a way to mitigate it?
I am experiencing an issue, however. It seems that as a save file's complexity grows, the time to load that file grows very quickly, whether I join my server or load the same save in single player. No issues once loaded; it just means that an end-game factory takes 60-120 seconds longer to load than with Train Outposts removed. Is this expected behavior? Is there a way to mitigate it?
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Re: [MOD 12.11+] Train Outposts
No, thank you!SirRichie wrote: Thank you, I guess