(0.15.10) MoWeather 0.4.0

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

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(0.15.10) MoWeather 0.4.0

Post by ludsoe » Wed Dec 09, 2015 11:18 pm

MoWeather is a mod developed to improve the atmosphere of factorio, by simulating weather systems that effect the world. Solar power users beware!
MoWeather also controls the length of days and light levels.

Mod Listing: https://mods.factorio.com/mods/ludsoe/moweather

Mirror Download: http://www.mediafire.com/download/z6gdo ... eather.zip
Installation Non-ModPortal
Features
Gifs
Incompatibilities

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Re: (0.12.20) MoWeather 0.3.06

Post by Pohybel » Thu Dec 10, 2015 11:59 am

Nice but do you test this mod?
time have anomalies ,shift back and stay in one hour :shock:
I guess why it happens.
Don't get me wrong, im very respect you for creating your mods ;)
is any way to make clock normal, for example turn off the effect of darkness.

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Re: (0.12.20) MoWeather 0.3.06

Post by ludsoe » Thu Dec 10, 2015 8:28 pm

This was written back before mods that added UI clocks existed, and it plays with the game.daytime variable to simulate the sunlight making it to the surface.
And to simulate lightning it shifts the daylight for a fraction of a second. (I'm working on a different way to do this.)
I'm assuming those are what you mean by anomalies.

As for fixing the clock, can you provide me with what mod your using for its clock? Ill contact the developer of it and provide them with a way to detect MoWeather and account for its changes.

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Re: (0.12.20) MoWeather 0.3.06

Post by Pohybel » Thu Dec 10, 2015 10:08 pm

This was written back before mods that added UI clocks existed, and it plays with the game.daytime variable to simulate the sunlight making it to the surface.
And to simulate lightning it shifts the daylight for a fraction of a second. (I'm working on a different way to do this.)
I'm assuming those are what you mean by anomalies.
I'm assuming in somehow the daylight is integrated with daytime.

As for fixing the clock, can you provide me with what mod your using for its clock? Ill contact the developer of it and provide them with a way to detect MoWeather and account for its changes.
EvoGUI_0.4.8
clock_0.12.1


Thank for your answer.

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Re: (0.12.20) MoWeather 0.3.07

Post by ludsoe » Fri Dec 11, 2015 10:36 am

Perhaps I didn't look hard enough, but I was unable to figure out which mod "clock_0.12.1" belonged to.
However I did message EvoGUI's developer about adding compatibility.

In the mean time here's a modified version of EvoGUI, that's compatible with Moweather. Link: http://www.mediafire.com/download/wzaxs ... _0.4.8.zip (Link will be taken down on request or new after new EvoGUI update.)
It will only work with Moweather Version 0.3.07, Which I just released to add a additional interface for compatibility.

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Re: (0.12.20) MoWeather 0.3.07

Post by Narc » Fri Dec 11, 2015 11:00 am

ludsoe wrote:Perhaps I didn't look hard enough, but I was unable to figure out which mod "clock_0.12.1" belonged to.
I've seen it before -- it's a tiny helper in Bob's Mods, ref: https://forums.factorio.com/forum/vie ... 51&t=13919 (search for "Clock").

Thanks again for the compat patch to EvoGUI, it'll be in the core release as soon as I have a moment.

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Re: (0.12.20) MoWeather 0.3.07

Post by ludsoe » Fri Dec 11, 2015 6:32 pm

Narc wrote:I've seen it before -- it's a tiny helper in Bob's Mods, ref: https://forums.factorio.com/forum/vie ... 51&t=13919 (search for "Clock").
Thank you for the link, I have messaged bobingabout.
Narc wrote:Thanks again for the compat patch to EvoGUI, it'll be in the core release as soon as I have a moment.
No problem, and Thank you for being cooperative.

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Re: (0.12.20) MoWeather 0.3.07

Post by Pohybel » Sat Dec 12, 2015 2:25 pm

It's not work for my but, i don't care because the new version factorio is on the horizon, and possibly she got damn all.
So it makes no sense to bother your head any way thanks for cooperation:D
Have you thought about puddle?

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Re: (0.12.20) MoWeather 0.3.071

Post by Stoup » Fri Mar 11, 2016 11:58 pm

Loving this mod! It really adds to the atmosphere, and the wind moving pollution around is a nice bonus challenge

I do have a few issues though. When I disable the mod, the game clock tends to bug out and freeze, usually at 4:30, and not progress at all :(

Also, I would love to be able to modify the frequency of rain/storms easily, is there any way to do so? I do find it to be dark very often

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Re: (0.12.20) MoWeather 0.3.071

Post by Zaeon » Sat Mar 19, 2016 3:01 am

I love this mod, but it rains too damn much. I'm trying to find where I can adjust how often it rains but I can't seem to find it.

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Re: (0.12.20) MoWeather 0.3.071

Post by Speadge » Fri Apr 15, 2016 6:31 pm

game time hangs after installing the mod

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Re: (0.12.20) MoWeather 0.3.071

Post by steinio » Fri Apr 15, 2016 8:59 pm

Yes it's intented. The darkness of the sky is controlled by the day nightmode which is connected to daytime.
Tryed it out since yesterday and get a bit annoyed by the flickering (could be a thunderstorm).

I like the hole idea of the mod because its add more realistic but its build on a missused base.
Maybe the 0.13 provide a weather api (wind already exists).

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Re: (0.12.20) MoWeather 0.3.071

Post by ZombieMooose » Fri Apr 15, 2016 11:16 pm

probably my favorite mod - good work!

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Re: (0.12.20) MoWeather 0.3.071

Post by steinio » Fri Jun 03, 2016 8:27 pm

Don't know what happens but with this mod the clock changes to nearly real time.
This would mean my accus must last a half real day in game until sun comes back.

Maybe the developer is still around and has an idea about it.

I really like this plugin but the time changes seems weird.

I'm using latest EvoGUI.

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Re: (0.12.20) MoWeather 0.3.071

Post by ludsoe » Sat Jun 04, 2016 11:07 pm

That sounds odd... According to the default config.lua included in Moweather a entire day cycle should only last 12 minutes.

Do you have any other mods that change the game time/speed? Also have you changed the config at all?
Otherwise it sounds like a bug, that Ill have to look into.

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Re: (0.12.20) MoWeather 0.3.071

Post by steinio » Sat Jun 04, 2016 11:24 pm

Well i removed soma mods recently and now it looks a bit faster but not as fast as usual.

Isn't the vanilla day 7 minutes?

Seems there is also a 12h/24h conversion error?

Greetings steinio
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Re: (0.12.35) MoWeather 0.3.073

Post by ludsoe » Sun Jun 05, 2016 11:07 pm

BugFix 0.3.073 Released.

Lowered weather chances drastically, they are 1/10th of what they used to be.
Day length changed to 7 minutes, you can change this in the config.lua if you don't like this change.
Fixed a bug in the remote interface to that caused the mod to send improper time values after the first day.

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Re: (0.12.35) MoWeather 0.3.073

Post by steinio » Mon Jun 06, 2016 10:02 am

Hello,

thanks for your work.

The 12h/24h mix seems not fixed.
Looks like the problem starts if the day changes - on new day the brightness raises from 14% to 100%.
Furthermore, if its raining and the brightness lowers to 19%, it stays there through the night and don't lower to 14%.

The time looks good.

All data gathered with EvoGUI.

BTW: Whats motoolbar? Can't find it in your mods forum.

Greetings steinio
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Re: (0.12.35) MoWeather 0.3.073

Post by ludsoe » Mon Jun 06, 2016 11:57 pm

Normally I wouldn't post such a small change, but this hot-fix fixes the time displayed by evogui. (I wasn't offsetting my value by half a day.)
As for the weather brightness inconsistency, that may of been a side effect of the wrong time value.

Also Motoolbar was a failed project to create a modular toolbar for all the momods. I used to use it to debug my mods but now its broken as I haven't updated it since factorio 0.10.0 or something.

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Re: (0.12.35) MoWeather 0.3.073

Post by MiniMe943 » Tue Jun 07, 2016 4:40 am

ludsoe wrote:BugFix 0.3.073 Released.

Lowered weather chances drastically, they are 1/10th of what they used to be.
Honestly this is the change I appreciate the most, the weather changed ridiculously fast before.

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