[MOD 0.12] Patched Mod Set for ColonelWill's Megabase

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d3phoenix
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[MOD 0.12] Patched Mod Set for ColonelWill's Megabase

Post by d3phoenix »

I have patched the following mods for ColonelWill, posting here for anyone else who might be interested:
  • fluid-barrel v1.0.0
  • rail-tanker v1.0.0
  • fueled-burner-inserters v1.0.0
  • rso-mod v1.0.3 <-- Note that this is *NOT* the latest RSO! This is the version ColonelWill uses in the Megabase!
I also created a Rocket Defense Preserver, to keep Will's RDs from despawning in the update. The building itself doesn't work, but any RDs in chests or train wagons will survive.

Here are the patched mods. Please back up your mods folder before using these, just in case.

None of these mods were written by me. All credit goes to their original authors, which you can find by searching the 0.11 releases section of the forums.


(FYI Choumiko has patched FARL, but it's still waiting on some bugfixes from the devs.).
Last edited by d3phoenix on Tue Jul 21, 2015 4:00 am, edited 4 times in total.

Peter34
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Re: Mods from ColonelWill's Megabase, Patched for 0.12

Post by Peter34 »

I'd really like to see a separate version of Fluid-Barrell updated for alpha 12. It's not a super important mod, just nice to have. Nice to be able to barrell anything...

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Re: Mods from ColonelWill's Megabase, Patched for 0.12

Post by TeDeum »

Thanks! Especially for RailTanker.

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Re: Mods from ColonelWill's Megabase, Patched for 0.12

Post by oLaudix »

wasn't fluid barrels working as is anyway? I use old version and it works fine.
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Re: Mods from ColonelWill's Megabase, Patched for 0.12

Post by Blackraz0r »

can you patch the timebuttons or thundergui? :D i miss these time changing thingy ;(

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Re: Mods from ColonelWill's Megabase, Patched for 0.12

Post by ssilk »

The same what I've said here https://forums.factorio.com/forum/vie ... 806#p92806 is also valid for this. :)
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Re: [MOD 0.12] Patched Mod Set for ColonelWill's Megabase

Post by d3phoenix »

Apologies.

These were meant as a one-off "modpack" to get ColonelWill (and a few others on twitch) back up and running as quickly as possible for the 0.12 update.

As such, would it be appropriate to move this thread to the compilations area instead of splitting it up?

It would be more convenient for me to maintain that way, and if the URL could be preserved, all the better.

If not, I will be happy to break it up for you. Thanks!

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Re: [MOD 0.12] Patched Mod Set for ColonelWill's Megabase

Post by ssilk »

Well, I don't want to force anything. For me this whole mod-board has a provisional character and so the threads.

If I say "Look, this is not correct", I just want to help: making it better visible, enable users to get better overview. :)
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Re: [MOD 0.12] Patched Mod Set for ColonelWill's Megabase

Post by d3phoenix »

Thanks. I'll leave this post as-is, especially seeing as most of these mods are now being updated by their original authors and posted to the main threads, and it will soon be obsolete anyway. When I post in the future I'll make sure to keep things separated & more clear.


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Re: [MOD 0.12] Patched Mod Set for ColonelWill's Megabase

Post by mazetar »

What's the full list of mods ColonelWill is using for his megabase?
Is those all or?

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