(0.15.10) MoWeather 0.4.0

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

Moderator: ludsoe

User avatar
ludsoe
Fast Inserter
Fast Inserter
Posts: 243
Joined: Tue Feb 11, 2014 8:16 am
Contact:

(0.15.10) MoWeather 0.4.0

Post by ludsoe »

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

User avatar
Pohybel
Long Handed Inserter
Long Handed Inserter
Posts: 89
Joined: Sun Nov 08, 2015 2:53 pm
Contact:

Re: (0.12.20) MoWeather 0.3.06

Post by Pohybel »

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.

User avatar
ludsoe
Fast Inserter
Fast Inserter
Posts: 243
Joined: Tue Feb 11, 2014 8:16 am
Contact:

Re: (0.12.20) MoWeather 0.3.06

Post by ludsoe »

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.

User avatar
Pohybel
Long Handed Inserter
Long Handed Inserter
Posts: 89
Joined: Sun Nov 08, 2015 2:53 pm
Contact:

Re: (0.12.20) MoWeather 0.3.06

Post by Pohybel »

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.

User avatar
ludsoe
Fast Inserter
Fast Inserter
Posts: 243
Joined: Tue Feb 11, 2014 8:16 am
Contact:

Re: (0.12.20) MoWeather 0.3.07

Post by ludsoe »

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.

User avatar
Narc
Filter Inserter
Filter Inserter
Posts: 278
Joined: Mon Feb 11, 2013 7:25 am
Contact:

Re: (0.12.20) MoWeather 0.3.07

Post by Narc »

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.

User avatar
ludsoe
Fast Inserter
Fast Inserter
Posts: 243
Joined: Tue Feb 11, 2014 8:16 am
Contact:

Re: (0.12.20) MoWeather 0.3.07

Post by ludsoe »

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.

User avatar
Pohybel
Long Handed Inserter
Long Handed Inserter
Posts: 89
Joined: Sun Nov 08, 2015 2:53 pm
Contact:

Re: (0.12.20) MoWeather 0.3.07

Post by Pohybel »

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?

Stoup
Burner Inserter
Burner Inserter
Posts: 7
Joined: Fri Mar 11, 2016 11:53 pm
Contact:

Re: (0.12.20) MoWeather 0.3.071

Post by Stoup »

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

Zaeon
Burner Inserter
Burner Inserter
Posts: 16
Joined: Thu Mar 10, 2016 10:06 pm
Contact:

Re: (0.12.20) MoWeather 0.3.071

Post by Zaeon »

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.

Speadge
Fast Inserter
Fast Inserter
Posts: 130
Joined: Tue Mar 29, 2016 10:01 am
Contact:

Re: (0.12.20) MoWeather 0.3.071

Post by Speadge »

game time hangs after installing the mod

User avatar
steinio
Smart Inserter
Smart Inserter
Posts: 2638
Joined: Sat Mar 12, 2016 4:19 pm
Contact:

Re: (0.12.20) MoWeather 0.3.071

Post by steinio »

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).

Greetings steinio
Image

Transport Belt Repair Man

View unread Posts

User avatar
ZombieMooose
Filter Inserter
Filter Inserter
Posts: 289
Joined: Mon Feb 09, 2015 7:23 am
Contact:

Re: (0.12.20) MoWeather 0.3.071

Post by ZombieMooose »

probably my favorite mod - good work!
"men will literally learn everything about ancient Rome instead of going to therapy"

User avatar
steinio
Smart Inserter
Smart Inserter
Posts: 2638
Joined: Sat Mar 12, 2016 4:19 pm
Contact:

Re: (0.12.20) MoWeather 0.3.071

Post by steinio »

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.

Greetings steinio
Image

Transport Belt Repair Man

View unread Posts

User avatar
ludsoe
Fast Inserter
Fast Inserter
Posts: 243
Joined: Tue Feb 11, 2014 8:16 am
Contact:

Re: (0.12.20) MoWeather 0.3.071

Post by ludsoe »

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.

User avatar
steinio
Smart Inserter
Smart Inserter
Posts: 2638
Joined: Sat Mar 12, 2016 4:19 pm
Contact:

Re: (0.12.20) MoWeather 0.3.071

Post by steinio »

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
Attachments
MoWeather.PNG
MoWeather.PNG (44.59 KiB) Viewed 25714 times
Image

Transport Belt Repair Man

View unread Posts

User avatar
ludsoe
Fast Inserter
Fast Inserter
Posts: 243
Joined: Tue Feb 11, 2014 8:16 am
Contact:

Re: (0.12.35) MoWeather 0.3.073

Post by ludsoe »

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.

User avatar
steinio
Smart Inserter
Smart Inserter
Posts: 2638
Joined: Sat Mar 12, 2016 4:19 pm
Contact:

Re: (0.12.35) MoWeather 0.3.073

Post by steinio »

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
Attachments
MoWeather3.PNG
MoWeather3.PNG (24.8 KiB) Viewed 25697 times
MoWeather2.PNG
MoWeather2.PNG (34.72 KiB) Viewed 25697 times
Image

Transport Belt Repair Man

View unread Posts

User avatar
ludsoe
Fast Inserter
Fast Inserter
Posts: 243
Joined: Tue Feb 11, 2014 8:16 am
Contact:

Re: (0.12.35) MoWeather 0.3.073

Post by ludsoe »

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.

User avatar
MiniMe943
Long Handed Inserter
Long Handed Inserter
Posts: 59
Joined: Mon Mar 02, 2015 5:24 am
Contact:

Re: (0.12.35) MoWeather 0.3.073

Post by MiniMe943 »

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.

Post Reply

Return to “MoMods”