(0.13.4) MoMining 0.1.2

Some mods covering weather, texture packs, transport, wind-turbine, reactor, interesting weapons and defense.

Moderator: ludsoe

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ludsoe
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(0.13.4) MoMining 0.1.2

Post by ludsoe » Wed Dec 09, 2015 11:17 pm

Momining is a mod centered around expanding the possible ways to mine resources. Currently it only features Mining robots.
As this is a early build of the mining robots, Id like some feed back on their operation and balance. Lets create the best robotic mining together, eh?

ModListing: https://mods.factorio.com/mods/ludsoe/momining

Mirror Download: http://www.mediafire.com/download/9673h ... mining.zip
Installation Non-ModPortal
Features
Mining RoboPort Instructions
Small Warning
Images

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StanFear
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Re: (0.12.20) MoMining 0.1.01

Post by StanFear » Mon Jan 18, 2016 3:45 pm

Hey, interesting mod !
will use it in my nexts playtrough !

just after a quick test, I think it's weird that your mining robotport works even when there is no power !
and I think it would be interesting to have the place where the ressource is mined not always at the same place (imo, it should cicle through all nerby ressources)

and what about having a beam from the robotport to the ressource to "explain" why a piece of ore is out ?

anyways, great job on reusing the construction bots to do this !

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Re: (0.12.20) MoMining 0.1.01

Post by StanFear » Thu Feb 11, 2016 2:13 pm

hy, after playing with it a bit, I removed one of the mining robotport and all my contruction bots I had inside disapeared ... is that supposed to happen ?

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Re: (0.12.24) MoMining 0.1.01

Post by oresKa2 » Thu Mar 17, 2016 7:53 pm

looks cool but... you said it was buggy, you mean buggy as in a bit of fun with the robots taking a vacation now and again, or like a crash here and there?

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Re: (0.12.24) MoMining 0.1.01

Post by ludsoe » Mon Mar 21, 2016 11:54 am

Don't think Ive encountered a crash while in use after I fixed some quirks involving belts being overfilled due to silly, but there's a chance of it happening. But as people reported there's some issues with removing existing roboports as I have to do nasty hacks with ownership and what not to make the mod work properly.

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Re: (0.12.24) MoMining 0.1.01

Post by tigar » Mon Mar 28, 2016 8:10 am

In the future could we maybe get the ability to use different types of construction robot? as several mods add in mk2 and so forth

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Re: (0.12.24) MoMining 0.1.01

Post by darkshadow1809 » Mon Mar 28, 2016 8:25 am

VERY high script update time. Anything you can do to reduce this? It kinda gives a microstutter combined with other mods :/
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Re: (0.12.24) MoMining 0.1.01

Post by ludsoe » Tue Jul 05, 2016 1:03 pm

darkshadow1809 wrote:VERY high script update time. Anything you can do to reduce this? It kinda gives a microstutter combined with other mods :/
I noticed this, and I'm unsure of what causes it really. Ill look into heavy optimizations the next round of changes I do.

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