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Seaworld 0.16!
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Moderator: bobingabout
You and me both.Nummy wrote:Is it a possibility to have mods ready in next week? I have 2 week vacation from 22nd and I would like to emerge into factorio againIf no I will play normal factorio without mods, so I just need to know what kind of game to start
Yaaaaaaay thanks a bunch, take some more days to make sure everything will work. I love original factorio, but the depth from your mods is just incredible... I would take even more if possible. So much chemicals to make, electronics, parts... It takes days to just build a base to produce enough basic items, but this game is soooooo relaxing. I love every bit of it and I think your parts should be the part of the original game as well.bobingabout wrote:You and me both.Nummy wrote:Is it a possibility to have mods ready in next week? I have 2 week vacation from 22nd and I would like to emerge into factorio againIf no I will play normal factorio without mods, so I just need to know what kind of game to start
Yeah, The first pass is actually coming along quite nicely, most of the mods are in a functional state, so perhaps monday or tuesday I'll be able to release them.
However, I am currently getting this annoying issue where the game crashes for random reasons... I'll convert the rest of the mods then see if this persists.
I am hoping the crash is actually related to the game itself, not my mods, and therefore will be fixed quickly. If you snoop through the base game update posts, you should find that 0.16.3 broke the game for me, so I've been running on 0.16.2 to update my mods.Nummy wrote:Yaaaaaaay thanks a bunch, take some more days to make sure everything will work. I love original factorio, but the depth from your mods is just incredible... I would take even more if possible. So much chemicals to make, electronics, parts... It takes days to just build a base to produce enough basic items, but this game is soooooo relaxing. I love every bit of it and I think your parts should be the part of the original game as well.bobingabout wrote:You and me both.Nummy wrote:Is it a possibility to have mods ready in next week? I have 2 week vacation from 22nd and I would like to emerge into factorio againIf no I will play normal factorio without mods, so I just need to know what kind of game to start
Yeah, The first pass is actually coming along quite nicely, most of the mods are in a functional state, so perhaps monday or tuesday I'll be able to release them.
However, I am currently getting this annoying issue where the game crashes for random reasons... I'll convert the rest of the mods then see if this persists.
On the sidenote, with 0.15.x I couldn't complete lazy bastard achievement with your mods. In original game it is not so hard, but with mods it seems it is impossible to do it. Am I correct on this one or it is just me not able to do it?
I suggest playing with Vanilla for at least a bit, otherwise things might be overwhelming.cpy wrote:I wanted to give vanilla factorio a try but meh.
Seaworld 0.16!
The game tracks achievements reached for vanilla and for modded. Steam might only track vanilla.LittleMikey wrote:But can't you not get achievements if the game is modded?
I recently tried it with Bobs, Angels, Marathon Settings, ScienceCostTweaker and I reduced Automation I to 8 red packs (wanted 10 packs, but it was always multiplied by 4bobingabout wrote: As for Lazy Bastard... yeah, swearing in the game... I'm fairly sure it is unachievable, Someone suggested I see if I can mod the achievement to "Make it easier", and therefore possible with my mods. I would need to know the minimum requirements to do it with my mods, someone calculate that for me. If someone gives me a number, I'll use it. also, check how much wiggle room the base game gives you, I'll probably want to include some too.
i use search & replacebobingabout wrote:I'm taking a quick look at things... first goal is to make it actually work. biggest issue so far is that icon_size is now mandatory for ALL items/recipes/entities/technologies with an icon.... which is pretty much all of them, except for most recipes. Fortunately most technologies already had an icon size already set due to the malarkey in the previous version, but that still leaves me going though all files in all mods and looking to see if an icon tag exists, and if it does add an icon_size tag if it doesn't have one.
I use the TextCrawler program for such purposes. This program searches and replaces immediately all string in all files in the specified directories. In addition, it can immediately display a string that will be replaced in a file for your chose.YuokiTani wrote:i use search & replacebobingabout wrote:I'm taking a quick look at things... first goal is to make it actually work. biggest issue so far is that icon_size is now mandatory for ALL items/recipes/entities/technologies with an icon.... which is pretty much all of them, except for most recipes. Fortunately most technologies already had an icon size already set due to the malarkey in the previous version, but that still leaves me going though all files in all mods and looking to see if an icon tag exists, and if it does add an icon_size tag if it doesn't have one.
search "icon ="
replace "icon_size = 32, icon ="
still need to open all files and perform a search&replace action.
all structures have currently a icon-tag maybe need a icon_size ... if not yet than with next update ...
a tag to much gets ignored