MoMods: CoreMod Downloads
Moderator: ludsoe
Re: [MOD 0.10.X] MoMods: NEED MOAR MOD API! (Edition)
Ludsoe, you did send me a message and I am too nooby to have noticed. I do apologise. I have replied to your message (I hope that is what I did, let's wait and see) and thank you for taking the trouble to reply. Looks like I will remain in noobyworld for sometime yet......
Re: [MOD 0.10.X] MoMods: NEED MOAR MOD API! (Edition)
Hi! Trying out your mods, but having some issues with the logistics attack drones. I researched and built them, but when they are built they go from Advanced Attack Drone to Outdated Combat Robotics Port.
Also when trying to deposit them into the world like regular drones they become combat roboports.
Using the newest from github, also the research does not seem to have the command beacon I read about, "just" the robo port and cargo version.
This mod has some really cool features in it!
// Lonewolf
Also when trying to deposit them into the world like regular drones they become combat roboports.
Using the newest from github, also the research does not seem to have the command beacon I read about, "just" the robo port and cargo version.
This mod has some really cool features in it!
// Lonewolf
Re: [MOD 0.10.X] MoMods: NEED MOAR MOD API! (Edition)
You shouldn't be able to place the robots outside ports right now, I fixed that bug. I'll eventually allow placement outside roboports. When the modding api supports lua based unit AI properly. For now just place them inside the combat robotics ports.Lonewolf wrote:Hi! Trying out your mods, but having some issues with the logistics attack drones. I researched and built them, but when they are built they go from Advanced Attack Drone to Outdated Combat Robotics Port.
Also when trying to deposit them into the world like regular drones they become combat roboports.
Using the newest from github, also the research does not seem to have the command beacon I read about, "just" the robo port and cargo version.
This mod has some really cool features in it!
// Lonewolf
I Also fixed the command beacon not being unlocked with the research.
Re: [MOD 0.10.X] MoMods: NEED MOAR MOD API! (Edition)
Just wanted to let you know that mopower, motrans, and moweather cause Factorio 0.11 to refuse to load.
- bobingabout
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Re: [MOD 0.10.X] MoMods: NEED MOAR MOD API! (Edition)
As the Devs said in the patch notes, pretty much ALL mods will be broken.mrhanman wrote:Just wanted to let you know that mopower, motrans, and moweather cause Factorio 0.11 to refuse to load.
The reason being, they renamed the Animation tags from "frame_width" and "frame_height" to "width" and "height", so all mods that create any kind of entity graphics (does not include icons, since they're hardcoded to 32x32) are broken.
Re: [MOD 0.10.X] MoMods: NEED MOAR MOD API! (Edition)
That are the most changes yes, but not all. Script also need some change, to work with multiple playersbobingabout wrote:As the Devs said in the patch notes, pretty much ALL mods will be broken.mrhanman wrote:Just wanted to let you know that mopower, motrans, and moweather cause Factorio 0.11 to refuse to load.
The reason being, they renamed the Animation tags from "frame_width" and "frame_height" to "width" and "height", so all mods that create any kind of entity graphics (does not include icons, since they're hardcoded to 32x32) are broken.
Creator of:
- DyTech
- DyWorld
- DyWorld-Dynamics
- DyWorld-Dynamics 2
Active since Factorio 0.6
- DyTech
- DyWorld
- DyWorld-Dynamics
- DyWorld-Dynamics 2
Active since Factorio 0.6
- bobingabout
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Re: [MOD 0.10.X] MoMods: NEED MOAR MOD API! (Edition)
not all, no... Cars need a few changes, and Furnaces have some tags renamed to the assembly machine equivelent. sheet = <filename>, <other tags> was changed to sheet = { filename = <filename>, <other tags> }.Dysoch wrote:That are the most changes yes, but not all. Script also need some change, to work with multiple players
and these are just some of the ones I've run into.
Re: [MOD 0.10.X] MoMods: NEED MOAR MOD API! (Edition)
now you know how i feel, i have to change nearly everythingbobingabout wrote:not all, no... Cars need a few changes, and Furnaces have some tags renamed to the assembly machine equivelent. sheet = <filename>, <other tags> was changed to sheet = { filename = <filename>, <other tags> }.Dysoch wrote:That are the most changes yes, but not all. Script also need some change, to work with multiple players
and these are just some of the ones I've run into.
But i got it loaded just a few minutes ago, now script changes xD
Creator of:
- DyTech
- DyWorld
- DyWorld-Dynamics
- DyWorld-Dynamics 2
Active since Factorio 0.6
- DyTech
- DyWorld
- DyWorld-Dynamics
- DyWorld-Dynamics 2
Active since Factorio 0.6
Re: [MOD 0.10.X] MoMods: NEED MOAR MOD API! (Edition)
Dysoch wrote:now you know how i feel, i have to change nearly everythingbobingabout wrote:not all, no... Cars need a few changes, and Furnaces have some tags renamed to the assembly machine equivelent. sheet = <filename>, <other tags> was changed to sheet = { filename = <filename>, <other tags> }.Dysoch wrote:That are the most changes yes, but not all. Script also need some change, to work with multiple players
and these are just some of the ones I've run into.
But i got it loaded just a few minutes ago, now script changes xD
I was going to attempt to fix the portions of dytech I'm using in my SP game but I said "screw it!" and just fixed my mods
Fortunately all I had to do for my mods to make them work in SP was find->replace "frame_width"/"frame_height" -> width/height. Making them work in MP was a different thing but not too hard to do.
If you want to get ahold of me I'm almost always on Discord.
Re: [MOD 0.10.X] MoMods: NEED MOAR MOD API! (Edition)
Offical Update: Sorry Ive been quite busy when multiplayer came out. Did get some multiplayer in, It was quite fun.
MoLogicCore: Made the subscription to entities be created trigger when bots place entities now.
Some multiplayer related fixes.
Added MoEntity.findclosestplayer() returns the closest player to a location.
All Mods: Made it so they load properly, Added some multiplayer support. (Barely Tested)
Mocombat: Removed my mod added spitters as they are part of the base game now.
Nerfed the spit AOE damage as it was making small spitters in the base game stupidly overpowered.
Combat Bots when given a player assist order will assist the closest player.
MoLogicCore: Made the subscription to entities be created trigger when bots place entities now.
Some multiplayer related fixes.
Added MoEntity.findclosestplayer() returns the closest player to a location.
All Mods: Made it so they load properly, Added some multiplayer support. (Barely Tested)
Mocombat: Removed my mod added spitters as they are part of the base game now.
Nerfed the spit AOE damage as it was making small spitters in the base game stupidly overpowered.
Combat Bots when given a player assist order will assist the closest player.
Re: [MOD 0.11.X] MoMods: DuctTape and Glue Edition
I can't down the MoTransport 0.1.0,Can you help to upload again?Thanks.
Re: [MOD 0.11.X] MoMods: DuctTape and Glue Edition
Does this mod work on MP?
Re: [MOD 0.11.X] MoMods: DuctTape and Glue Edition
Everything but moweather appears to work in MP. Ill have to do more testing to solve the desync problems in moweather.Devildog wrote:Does this mod work on MP?
Re: [MOD 0.11.X] MoMods: DuctTape and Glue Edition
Bump: Still here! And I bring the future!
Update to mopower that re-adds in the nuclear reactors i was working on. They work now. Gonna have to do some more testing but you guys can give it a shot and give me your feedback.
First you mine the ore then, refine it into usable nuclear rods. And with those rods you put them into your nuclear reactors along with water and out you get superheated steam. And with that steam you just ship it to your steam boilers. You also get nuclear waste as a by product.
This release lacks some key features i'll be implementing later. Such as radiation. And some other things. (Really unbalanced right now be warned)
Update to mopower that re-adds in the nuclear reactors i was working on. They work now. Gonna have to do some more testing but you guys can give it a shot and give me your feedback.
First you mine the ore then, refine it into usable nuclear rods. And with those rods you put them into your nuclear reactors along with water and out you get superheated steam. And with that steam you just ship it to your steam boilers. You also get nuclear waste as a by product.
This release lacks some key features i'll be implementing later. Such as radiation. And some other things. (Really unbalanced right now be warned)
Re: [MOD 0.11.X] MoMods: DuctTape and Glue Edition
Thank you for combat robots and the trainport. Many, combined with railayer-mod, I have a mobile landfortress to thin biter hordes.
I was unable to manually place train tracks to cross, intersect, or make a switch, until I disabled this mod:
0.11.X MoTransport 0.1.0 breaks train tracks
already placed tracks still function
single line routes still placeable
tracks can go on water
I even re-downloaded it and re-ran game multiple times to check for mod interaction.
edit: yay proper nuclear power!
thank you
I was unable to manually place train tracks to cross, intersect, or make a switch, until I disabled this mod:
0.11.X MoTransport 0.1.0 breaks train tracks
already placed tracks still function
single line routes still placeable
tracks can go on water
I even re-downloaded it and re-ran game multiple times to check for mod interaction.
edit: yay proper nuclear power!
thank you
Re: [MOD 0.11.X] MoMods: DuctTape and Glue Edition
o real? i am back testing! nuclear power!! avesome.ludsoe wrote:Bump: Still here! And I bring the future!
Update to mopower that re-adds in the nuclear reactors i was working on. They work now. Gonna have to do some more testing but you guys can give it a shot and give me your feedback.
First you mine the ore then, refine it into usable nuclear rods. And with those rods you put them into your nuclear reactors along with water and out you get superheated steam. And with that steam you just ship it to your steam boilers. You also get nuclear waste as a by product.
This release lacks some key features i'll be implementing later. Such as radiation. And some other things. (Really unbalanced right now be warned)
Re: [MOD 0.11.X] MoMods: DuctTape and Glue Edition
Just released a patch, that fixes some locale strings that failed to get included with the new MoPower update.Zuzak wrote:Thank you for combat robots and the trainport. Many, combined with railayer-mod, I have a mobile landfortress to thin biter hordes.
I was unable to manually place train tracks to cross, intersect, or make a switch, until I disabled this mod:
0.11.X MoTransport 0.1.0 breaks train tracks
already placed tracks still function
single line routes still placeable
tracks can go on water
I even re-downloaded it and re-ran game multiple times to check for mod interaction.
edit: yay proper nuclear power!
thank you
I also fixed that problem with motransport, it seems giving the rails a collision mesh that can be placed on water broke their placement rules. So I added a new rail that you can convert normal straight rails into to get the water crossing ability back.
- SuperSandro2000
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Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
When I add MoCompat I get this error:
Code: Select all
Error in assignID, 'combat-robotics-2' was not recognized id of technology
Please call me simply Sandro.
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
My Main Mods: Sandro's fixes, Expanded Rocket Payloads Touched by an AngelBob and more can be found here
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
I'm failing to understand this error, combat-robotics-2 is part of the base game. Is there a chance you're playing with base mod disabled or another mod that removes/renames technologies?SuperSandro2000 wrote:When I add MoCompat I get this error:Code: Select all
Error in assignID, 'combat-robotics-2' was not recognized id of technology
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
How about moScreenshots?
We need some cooling towers. What kind of nuclear power plant lacks condensation towers?
We need some cooling towers. What kind of nuclear power plant lacks condensation towers?