[MOD 0.12.x] Mmod 0.1.0

Topics and discussion about specific mods
mophydeen
Filter Inserter
Filter Inserter
Posts: 529
Joined: Sun Nov 22, 2015 5:02 pm
Contact:

[MOD 0.12.x] Mmod 0.1.0

Post by mophydeen »

Type: Mod
Name: Mmod
Description: Adding a lot of useful thing ..
License: public domain
Version: 0.1.0
Release: 2016-02-16
Tested-With-Factorio-Version: 0.12.22
Category: Helper, Item, SimpleExtension, Convenience, ModPack
Tags:
Download-Url:
mmod_0.1.0.zip
(910.51 KiB) Downloaded 2479 times
mmod_0.0.25.zip
old: contains 1 wood items
(1.04 MiB) Downloaded 554 times
Website: https://forums.factorio.com/forum/vie ... 16#p118016

Sample map

Long description
Version History
Pictures
Last edited by mophydeen on Thu May 19, 2016 9:52 pm, edited 39 times in total.

kinnom
Filter Inserter
Filter Inserter
Posts: 706
Joined: Fri Dec 26, 2014 4:20 pm
Contact:

Re: [MOD 0.12.12] M's mods 0.0.15

Post by kinnom »

- less dark at night
osn't that what lamps and night vision are for?
no yes yes no yes no yes yes



mophydeen
Filter Inserter
Filter Inserter
Posts: 529
Joined: Sun Nov 22, 2015 5:02 pm
Contact:

Re: [MOD 0.12.19] M's mods 0.0.18

Post by mophydeen »

version 0.0.18

- 'special' wooden axe for 1 wood
- extend underground belts to yellow:10, red:15, blue:20
- change waterpump to a 1 x 1 machine instead of 2 x 2
- coloring every M1 -> M5 in another color
- when an enemy dies there is a chance it drops (an) alien artifact(s)

zaskroniec
Burner Inserter
Burner Inserter
Posts: 6
Joined: Thu Nov 19, 2015 10:55 pm
Contact:

Re: [MOD 0.12.19+] M's mods 0.0.18

Post by zaskroniec »

windmill 13Gw not work

mophydeen
Filter Inserter
Filter Inserter
Posts: 529
Joined: Sun Nov 22, 2015 5:02 pm
Contact:

Re: [MOD 0.12.19+] M's mods 0.0.18

Post by mophydeen »

zaskroniec wrote:windmill 13Gw not work
Thanks for the report.

What version are you running?

Tomorrow I'll test 21, on 19 it's working.

zaskroniec
Burner Inserter
Burner Inserter
Posts: 6
Joined: Thu Nov 19, 2015 10:55 pm
Contact:

Re: [MOD 0.12.19+] M's mods 0.0.18

Post by zaskroniec »

mophydeen wrote:
zaskroniec wrote:windmill 13Gw not work
Thanks for the report.

What version are you running?

Tomorrow I'll test 21, on 19 it's working.
Factorio 0.12.20 & mmod_0.0.18
thx

User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 5150
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: [MOD 0.12.19+] M's mods 0.0.18

Post by Klonan »

zaskroniec wrote:windmill 13Gw not work
Thats because you installed the new mod, but there is no migration script for the old mod turbines

mophydeen
Filter Inserter
Filter Inserter
Posts: 529
Joined: Sun Nov 22, 2015 5:02 pm
Contact:

Re: [MOD 0.12.19+] M's mods 0.0.18

Post by mophydeen »

Klonan wrote:
zaskroniec wrote:windmill 13Gw not work
Thats because you installed the new mod, but there is no migration script for the old mod turbines
That is true

mophydeen
Filter Inserter
Filter Inserter
Posts: 529
Joined: Sun Nov 22, 2015 5:02 pm
Contact:

Re: [MOD 0.12.19+] M's mods 0.0.18

Post by mophydeen »

zaskroniec wrote:
mophydeen wrote:
zaskroniec wrote:windmill 13Gw not work
Thanks for the report.

What version are you running?

Tomorrow I'll test 21, on 19 it's working.
Factorio 0.12.20 & mmod_0.0.18
thx
have you build the 'Overpowered Wind Turbine' for 1 wood? and used that? Or have you used Klonan's 'fair/not cheaty' wind turbine ???


mophydeen
Filter Inserter
Filter Inserter
Posts: 529
Joined: Sun Nov 22, 2015 5:02 pm
Contact:

Re: [MOD 0.12.21+] M's mods 0.0.23

Post by mophydeen »

Update 0.0.23
- some ratio changes
- bugfix: removing assembler-M(1-5) would give assembler-3
- add pollution generator: uses raw wood or coal and pollutes the area (an easy way to attract the 'some' bitters)
- add stronger laser turret: 2 x range, 2 x base damage, 1/2 cooldown

mophydeen
Filter Inserter
Filter Inserter
Posts: 529
Joined: Sun Nov 22, 2015 5:02 pm
Contact:

Re: [MOD 0.12.21+] M's mods 0.0.24

Post by mophydeen »

Update 0.0.24
- added config file
- faster train (locomotive, cago-wagons): 2 modes in config file{GhostTrain=true Train cannot kill you / false ...} / 50 inventory
- added technologies lab research speed
- code cleanup


and added more tiers to the Technologie: eg. robot speed, inserter stack size, ...



tested train speed +1500 mph? with 1 locomotive and 1 cargo-wagon or was it 4 .... LOL
note: when editing the speed/weight the wagon stopped after the station... For me this speed is currently enough.

zaskroniec
Burner Inserter
Burner Inserter
Posts: 6
Joined: Thu Nov 19, 2015 10:55 pm
Contact:

Re: [MOD 0.12.21+] M's mods 0.0.24

Post by zaskroniec »

all done :D
work in factorio 0.12.21

wind turbine -> give 13GW

Code: Select all

data:extend(
{	
  {
    type = "generator",
    name = "overpowered-wind-turbine",
    icon = "__mmod__/graphics/icons/overpowered-wind-turbine.png",
    flags = {"placeable-neutral","player-creation"},
    minable = {mining_time = 10, result = "raw-wood"},
    max_health = 13000,
    corpse = "big-remnants",
    effectivity = 1,
    fluid_usage_per_tick = 2600,
    resistances =
    {
      {
        type = "physical",
        percent = 10
      }
    },
    collision_box = {{-0.1, -0.1}, {0.1, 0.1}},
    selection_box = {{-0.5, -0.5}, {0.5, 0.5}},
    fluid_box =
    {
      base_area = 1,			
      pipe_connections =
      {
        --{ position = {-1, 2} },
        --{ position = {-1,-2} },
      },
    },
    energy_source =
    {
      type = "electric",
      usage_priority = "primary-output"
    },
    horizontal_animation =
    {
      filename = "__mmod__/graphics/entity/overpowered-wind-turbine_sheet_4.png",
      width = 175,
      height = 175,
      frame_count = 20,
      line_length = 5,
      shift = {1.7,-1.4},
      tint = Colortint.Tier7
    },
    vertical_animation =
    {
      filename = "__mmod__/graphics/entity/overpowered-wind-turbine_sheet_4.png",
      width = 175,
      height = 175,
      frame_count = 20,
      line_length = 5,
      shift = {1.7,-1.4},
      tint = Colortint.Tier7
    },		
    smoke =
    {
    },
    working_sound =
    {
      sound =
      {
        filename = "__base__/sound/train-wheels.ogg",
        volume = 0.6
      },
      match_speed_to_activity = true,
    },
    min_perceived_performance = 0.25,
    performance_to_sound_speedup = 0.2
  },

  {
    type = "fluid",
    name = "wind",
    default_temperature = 0,
    max_temperature = 100,
    heat_capacity = "1GJ",
    base_color = {r=0, g=0.34, b=0.6},
    flow_color = {r=0.7, g=0.7, b=0.7},
    icon = "__base__/graphics/icons/fluid/water.png",
    order = "a[fluid]-z[wind]",
    pressure_to_speed_ratio = 0.4,
    flow_to_energy_ratio = 0.59,
  },
}
)

User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 5150
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: [MOD 0.12.21+] M's mods 0.0.24

Post by Klonan »

zaskroniec wrote:all done :D
work in factorio 0.12.21

wind turbine -> give 13GW

Code: Select all

data:extend(
{	
  {
    type = "generator",
    name = "overpowered-wind-turbine",
    icon = "__mmod__/graphics/icons/overpowered-wind-turbine.png",
    flags = {"placeable-neutral","player-creation"},
    minable = {mining_time = 10, result = "raw-wood"},
    max_health = 13000,
    corpse = "big-remnants",
    effectivity = 1,
    fluid_usage_per_tick = 2600,
    resistances =
    {
      {
        type = "physical",
        percent = 10
      }
    },
    collision_box = {{-0.1, -0.1}, {0.1, 0.1}},
    selection_box = {{-0.5, -0.5}, {0.5, 0.5}},
    fluid_box =
    {
      base_area = 1,			
      pipe_connections =
      {
        --{ position = {-1, 2} },
        --{ position = {-1,-2} },
      },
    },
    energy_source =
    {
      type = "electric",
      usage_priority = "primary-output"
    },
    horizontal_animation =
    {
      filename = "__mmod__/graphics/entity/overpowered-wind-turbine_sheet_4.png",
      width = 175,
      height = 175,
      frame_count = 20,
      line_length = 5,
      shift = {1.7,-1.4},
      tint = Colortint.Tier7
    },
    vertical_animation =
    {
      filename = "__mmod__/graphics/entity/overpowered-wind-turbine_sheet_4.png",
      width = 175,
      height = 175,
      frame_count = 20,
      line_length = 5,
      shift = {1.7,-1.4},
      tint = Colortint.Tier7
    },		
    smoke =
    {
    },
    working_sound =
    {
      sound =
      {
        filename = "__base__/sound/train-wheels.ogg",
        volume = 0.6
      },
      match_speed_to_activity = true,
    },
    min_perceived_performance = 0.25,
    performance_to_sound_speedup = 0.2
  },

  {
    type = "fluid",
    name = "wind",
    default_temperature = 0,
    max_temperature = 100,
    heat_capacity = "1GJ",
    base_color = {r=0, g=0.34, b=0.6},
    flow_color = {r=0.7, g=0.7, b=0.7},
    icon = "__base__/graphics/icons/fluid/water.png",
    order = "a[fluid]-z[wind]",
    pressure_to_speed_ratio = 0.4,
    flow_to_energy_ratio = 0.59,
  },
}
)

It would be better to set effectivity much higher and keep fluid usage per tick low, rather than the other way around...

mophydeen
Filter Inserter
Filter Inserter
Posts: 529
Joined: Sun Nov 22, 2015 5:02 pm
Contact:

Re: [MOD 0.12.21+] M's mods 0.0.24

Post by mophydeen »

for me 0.0.24 works in new and old maps ...

what have you changed/updated ?
zaskroniec wrote:all done :D
work in factorio 0.12.21

wind turbine -> give 13GW

Code: Select all

data:extend(
{	
  {
    type = "generator",
    name = "overpowered-wind-turbine",
    icon = "__mmod__/graphics/icons/overpowered-wind-turbine.png",
    flags = {"placeable-neutral","player-creation"},
    minable = {mining_time = 10, result = "raw-wood"},
    max_health = 13000,
    corpse = "big-remnants",
    effectivity = 1,
    fluid_usage_per_tick = 2600,
    resistances =
    {
      {
        type = "physical",
        percent = 10
      }
    },
    collision_box = {{-0.1, -0.1}, {0.1, 0.1}},
    selection_box = {{-0.5, -0.5}, {0.5, 0.5}},
    fluid_box =
    {
      base_area = 1,			
      pipe_connections =
      {
        --{ position = {-1, 2} },
        --{ position = {-1,-2} },
      },
    },
    energy_source =
    {
      type = "electric",
      usage_priority = "primary-output"
    },
    horizontal_animation =
    {
      filename = "__mmod__/graphics/entity/overpowered-wind-turbine_sheet_4.png",
      width = 175,
      height = 175,
      frame_count = 20,
      line_length = 5,
      shift = {1.7,-1.4},
      tint = Colortint.Tier7
    },
    vertical_animation =
    {
      filename = "__mmod__/graphics/entity/overpowered-wind-turbine_sheet_4.png",
      width = 175,
      height = 175,
      frame_count = 20,
      line_length = 5,
      shift = {1.7,-1.4},
      tint = Colortint.Tier7
    },		
    smoke =
    {
    },
    working_sound =
    {
      sound =
      {
        filename = "__base__/sound/train-wheels.ogg",
        volume = 0.6
      },
      match_speed_to_activity = true,
    },
    min_perceived_performance = 0.25,
    performance_to_sound_speedup = 0.2
  },

  {
    type = "fluid",
    name = "wind",
    default_temperature = 0,
    max_temperature = 100,
    heat_capacity = "1GJ",
    base_color = {r=0, g=0.34, b=0.6},
    flow_color = {r=0.7, g=0.7, b=0.7},
    icon = "__base__/graphics/icons/fluid/water.png",
    order = "a[fluid]-z[wind]",
    pressure_to_speed_ratio = 0.4,
    flow_to_energy_ratio = 0.59,
  },
}
)

mophydeen
Filter Inserter
Filter Inserter
Posts: 529
Joined: Sun Nov 22, 2015 5:02 pm
Contact:

Re: [MOD 0.12.21+] M's mods 0.0.24

Post by mophydeen »

Klonan wrote:
It would be better to set effectivity much higher and keep fluid usage per tick low, rather than the other way around...

You are right. My lua and knowlegde of the api increased so I should upgrade it a bit I guess. (copy and edit original instead of replacing it all ...)
I updated some part of the code already.
I might also replace the windmill with a Blackbox because the wind fluctuations are 'less' important when having 13GW

btw: the link in your signature is not working

User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 5150
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: [MOD 0.12.21+] M's mods 0.0.24

Post by Klonan »

mophydeen wrote:
btw: the link in your signature is not working
alright, I fixed that, thanks :D

Airat9000
Smart Inserter
Smart Inserter
Posts: 1418
Joined: Fri Mar 28, 2014 12:32 am
Contact:

Re: [MOD 0.12.21+] M's mods 0.0.24

Post by Airat9000 »

good mod

author you do not plan to introduce the technology?

just at the beginning of the game is too easy to get.
2016-01-16_3-21-47.jpg
2016-01-16_3-21-47.jpg (205.43 KiB) Viewed 20946 times

Post Reply

Return to “Mods”