[MOD 0.12.X] Utilities N' More 0.0.5

Topics and discussion about specific mods
Post Reply
User avatar
Galacticruler
Long Handed Inserter
Long Handed Inserter
Posts: 56
Joined: Sat Apr 16, 2016 5:18 pm
Contact:

[MOD 0.12.X] Utilities N' More 0.0.5

Post by Galacticruler »

Type: Mod
Name: Utilities N' More
Description: Adds a few new things to the game to fill in gaps or extend the viability of some late-game areas.
License: WTFPL
Version: 0.0.5
Release: 04/17/2016
Tested-With-Factorio-Version: 0.12.35
Category: Gameplay
Download-Url: Utilities N' More 0.0.5
Website: n/a
Description
todo
Pictures
Help Needed
Version history
Last edited by Galacticruler on Tue Jun 14, 2016 5:01 pm, edited 23 times in total.
PC is best.

Wiloxe
Burner Inserter
Burner Inserter
Posts: 14
Joined: Fri Jun 05, 2015 10:00 am
Contact:

Re: [MOD 0.12.X] Shotgun Turret (HELP NEEDED)

Post by Wiloxe »

Hmm..

I'm not good with LUA aswell except few things so i might as well take a look.

First thing i noticed when trying to launch the game (Running 0.12.29) you set the lowest requirement to be 0.12.30 in the info file under "dependencies" (Maybe you want to change that)

And for the reason why the game won't launch:

Original Code:

Code: Select all

data:extend(
{
    type = "item",
    name = "shotgun-turret",
    icon = "__base__/graphics/icons/gun-turret.png",
    flags = {"goes-to-quickbar"},
    subgroup = "defensive-structure",
    order = "b-a",
    place_result = "shotgun-turret",
    stack_size = 50
})
Edited Code:

Code: Select all

data:extend({ --Extra bracket here
    {
    type = "item",
    name = "shotgun-turret",
    icon = "__base__/graphics/icons/gun-turret.png",
    flags = {"goes-to-quickbar"},
    subgroup = "defensive-structure",
    order = "b-a",
    place_result = "shotgun-turret",
    stack_size = 50
    } --And another bracket here :)
})
As you can see it's missing brackets. Those extra are used if you are going to add multiple items at once so it needs a set of brackets for all items in the and then extra for each item that's added.
I hope it helps :)

User avatar
Galacticruler
Long Handed Inserter
Long Handed Inserter
Posts: 56
Joined: Sat Apr 16, 2016 5:18 pm
Contact:

Re: [MOD 0.12.X] Shotgun Turret (HELP NEEDED)

Post by Galacticruler »

Thank you for pointing that out, I'll have to get testing that.
Alright Thank you, that code works flawlessly! I should have the fixed version up some time today or early tomorrow at the latest.
PC is best.

User avatar
Galacticruler
Long Handed Inserter
Long Handed Inserter
Posts: 56
Joined: Sat Apr 16, 2016 5:18 pm
Contact:

Re: [MOD 0.12.X] Utilities N' More

Post by Galacticruler »

New update is out!

Changes:
  • Added Sniper Turret
    Added Pumpjack Mk2
    Rebalanced the Shotgun turret to not fire like a machine-gun and turn/ready like a turtle.
    Fixed Lua errors
PC is best.

User avatar
Galacticruler
Long Handed Inserter
Long Handed Inserter
Posts: 56
Joined: Sat Apr 16, 2016 5:18 pm
Contact:

Re: [MOD 0.12.X] Utilities N' More 0.0.3

Post by Galacticruler »

New update is out:
Added 2 new ammo types
re-balanced the sniper turret and Pumpjack Mk2
PC is best.

User avatar
Galacticruler
Long Handed Inserter
Long Handed Inserter
Posts: 56
Joined: Sat Apr 16, 2016 5:18 pm
Contact:

Re: [MOD 0.12.X] Utilities N' More 0.0.5

Post by Galacticruler »

New Update out!

Still compatible with vanilla's current update so not much changed behind the scenes.
PC is best.

User avatar
DUMBHA
Inserter
Inserter
Posts: 23
Joined: Wed Mar 09, 2016 9:38 am
Contact:

Re: [MOD 0.12.X] Utilities N' More 0.0.5

Post by DUMBHA »

Pretty cool mod. though the science cost of some the the later techs in it are a bit TOO hardcore IMO.
Unless you designed that stuff for the post first rocket launch just building more stuff stage of the game. In which case the cost is somewhat understandable.

User avatar
Galacticruler
Long Handed Inserter
Long Handed Inserter
Posts: 56
Joined: Sat Apr 16, 2016 5:18 pm
Contact:

Re: [MOD 0.12.X] Utilities N' More 0.0.5

Post by Galacticruler »

DUMBHA wrote:Pretty cool mod. though the science cost of some the the later techs in it are a bit TOO hardcore IMO.
Unless you designed that stuff for the post first rocket launch just building more stuff stage of the game. In which case the cost is somewhat understandable.
I noticed that as I went through and did the math on it; a lot of my techs are horrifically costly and I am trying to think of some way to balance it back out seeing as they generally bring far better performing entities or items than vanilla and probably some other mods laying around on the forums.

just the Advanced Modular Turrets tech requires 60k red science, 30k green science, 15k blue science, and 6k purple science.

I'm 100% open to balance suggestions too.
PC is best.

Post Reply

Return to “Mods”