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Re: MoMods: CoreMod Downloads

Posted: Sat Apr 04, 2015 11:44 pm
by ludsoe
MStefan wrote:I have an error:

ElectricNetworkSerializer::getEnergySourceIndex,
the energy source was not saved.

I can't save the map. What should I do?
What version of factorio are you on? This was fixed in one of the experimental builds.

Re: MoMods: CoreMod Downloads

Posted: Sat Apr 04, 2015 11:54 pm
by darkshadow1809
dang >_< I take back everything i said.. Let me first try all our experimental builds :P Haven't noticed that one bit lol

Re: MoMods: CoreMod Downloads

Posted: Sun Apr 05, 2015 12:23 am
by darkshadow1809
Alright heres the fine list of errors :P
These are all your latest experimental builds.

Motransport
http://prntscr.com/6pnz35

Took motransport out aaaanndd...
http://prntscr.com/6pnzli

Removing and adding them back one by one i found.. Oh this is fun xD (Took mocombat out)
http://prntscr.com/6po0k5

Alright.. digging further.
http://prntscr.com/6po18z Same error as before! after taking mopower out.
Both mopower,mocombat and motransport is out at this point.

Take Mofarm out and...
127x99 error once more!

Replaced EVERYTHING in making some adjustments in own modpack
Error in assignID replicators??

Took all mods out and ended up with the same errors:/.. when i removed everything from momods it booted up as normal with the ShadowsHARDCOREModpack...

However most of your stable builds work 100%? except theyve been failing 1 by 1 after each update of factorio :/ had to take out mocombat due to invisible small biters and moweather due to that energy bug :(

Re: MoMods: CoreMod Downloads

Posted: Sun Apr 05, 2015 9:28 am
by ludsoe
I was able to get the Mo-transport error, and i patched a fix for it. How ever I didn't get the other errors.
Is there a chance there's a mod conflict somewhere?

Also sorry if im a bit slow fixing this, I've been quite busy recently.

Re: MoMods: CoreMod Downloads

Posted: Sun Apr 05, 2015 2:53 pm
by darkshadow1809
ludsoe wrote:I was able to get the Mo-transport error, and i patched a fix for it. How ever I didn't get the other errors.
Is there a chance there's a mod conflict somewhere?

Also sorry if im a bit slow fixing this, I've been quite busy recently.
Ah righty.. i removed bobmodules and bobwarfare it seems to be conflicting with some.. Could you look into that? it might be on your end it might not be im going to forward this to other mod devs aswell so they can look into the problem thats being caused with the combination

Re: MoMods: CoreMod Downloads

Posted: Tue Apr 07, 2015 12:57 am
by darkshadow1809
Made all momods work on experimental version with modpack:) seems bobswarefare and bobmodules were conflicting!

Re: MoMods: CoreMod Downloads

Posted: Thu Apr 09, 2015 4:38 am
by MiniMe943
I posted a few posts back that I wasn't having any luck getting wind turbines to work properly, they still aren't for me. What should I do in terms of finding out why they aren't working? Would that show up on a log or something?

Re: MoMods: CoreMod Downloads

Posted: Thu Apr 09, 2015 5:55 pm
by ludsoe
MiniMe943 wrote:I posted a few posts back that I wasn't having any luck getting wind turbines to work properly, they still aren't for me. What should I do in terms of finding out why they aren't working? Would that show up on a log or something?
Did you check the power stats? There's a visual bug where they look like they arnt working but they still provide power, it only happens when you draw all the power out of a single turbine.

Re: MoMods: CoreMod Downloads

Posted: Sat Apr 11, 2015 10:22 pm
by MiniMe943
ludsoe wrote:Did you check the power stats?
Well, that was an easy answer. I don't know why I didn't think of doing that, but sure enough they're producing power and it was just the graphical error. I guess sometimes the answer's right under your nose and you just can't see it until someone else points it out. Thanks.

Re: MoMods: CoreMod Downloads

Posted: Sun Apr 19, 2015 11:45 pm
by ludsoe
Waiting on media fire to finish uploading the latest updates.

Mostly bug fixes and touch ups this time.
Waiting on factorio 0.12.0 before working on new features.

Ill list the none bug fix changes here though.

Moweather: Added a ton of script interface functions.
MoIndustry: Tweaked the image of the placed brick to better define its collision box.
MoCombat: Massive Balance overhaul.

MoSkin: Reskinned the alien science and alien artifact.

MoPack Now contains Moskin and MoWeather.

Re: MoMods: CoreMod Downloads

Posted: Mon Apr 20, 2015 5:30 pm
by SvenDee
Can someone help me? got these two messages when im adding MoPack into an old save without Mo:

Warning: CoalGenThink doesnt have function
Warning: Combat Robot-Ports doesnt have function

I know i have to reset research, but did not know the command. Only know to reset all the research. ( /c game.player.force.reset () )

thx a lot

Re: MoMods: CoreMod Downloads

Posted: Mon Apr 20, 2015 6:01 pm
by ludsoe
SvenDee wrote:Can someone help me? got these two messages when im adding MoPack into an old save without Mo:

Warning: CoalGenThink doesnt have function
Warning: Combat Robot-Ports doesnt have function

I know i have to reset research, but did not know the command. Only know it to reset all the research. ( /c game.player.force.reset () )

thx a lot
That's just mologiccore complaining after I renamed some timer functions. Also the mods should of automatically setup all the research and crafting.
Why do you need to reset the research manually anyways?

Re: MoMods: CoreMod Downloads

Posted: Mon Apr 20, 2015 6:07 pm
by SvenDee
dont know exactly. stopped my testing after the warning, but when all works it should be fine. the warnings disappear when i reset all the tech, save and load again. without reset, saving the map, reload again warnings still active. so i guess its a research or two or maybe some recipes?

Re: MoMods: CoreMod Downloads

Posted: Sun Apr 26, 2015 6:40 am
by vedrit
For the next update, can you update the forcefields so they aren't producing giant electrical demands on the power grid multiple times a second? Makes it really hard to tell how much they are actually consuming

Re: MoMods: CoreMod Downloads

Posted: Sun May 17, 2015 7:05 pm
by vedrit
Is this mod going to get updated?

Re: MoMods: CoreMod Downloads

Posted: Mon May 18, 2015 1:20 am
by ludsoe
Its going to be updated, but as when Im not sure... Currently I'm dealing with stupidity involving windows and my external hard-drive which has all of my mod development things on it. Once i resolve that Ill get back to working on the mods.

Re: MoMods: CoreMod Downloads

Posted: Mon May 18, 2015 3:37 pm
by SecretSnake55
Hi ludsoe Thank you for these great MoMods there ...Well Great!!

Question I can place tracks on water with boat but cant remove them on the boat. So How do i remove Unwonted tracks in the water? :oops:

Re: MoMods: CoreMod Downloads

Posted: Tue May 19, 2015 6:47 am
by ludsoe
You used to be able to remove tracks while in the boat, but due to a factorio update it broke. Ill make it possible to remove unwanted tracks for the next update. (But if you cant wait try using robots if they are in your roboport range.)

Re: MoMods: CoreMod Downloads

Posted: Tue May 19, 2015 2:08 pm
by SecretSnake55
ludsoe wrote:You used to be able to remove tracks while in the boat, but due to a factorio update it broke. Ill make it possible to remove unwanted tracks for the next update. (But if you cant wait try using robots if they are in your roboport range.)
Thank you for your quick reply! But seeing i just purchased the game. It is all new to me so i just started up a new map. so i will just be more careful where i place my tracks this time until you get the next update!

Thanks again for your hard work on Modding. I may start modding this game because i wont to learn LUA I have no exp at all but i did make me a small mod for world of Warcraft! and i enjoyed it so i really do want to learn this language

Re: MoMods: CoreMod Downloads

Posted: Fri May 22, 2015 12:22 pm
by SecretSnake55
Hello ludsoe Here to report more bugs :geek:

mopower bugs:

1- Burner Thermal Generator
Does not work I place it down put coal in it and test using two chests with items and a inserter with power pole nothing happens!

2- Burner Thermal Generator "Item Intake
You can put any type of item in the burner not just coal!
when you pick up the Burner it leaves an invisible chest behind called "Item Intake" and you can NOT remove it! so you cant use the area where the burner was placed!

I can make a small video showing this if you need it!

PS how does your power system work! example solar power trumps steam power so the steam power will be off as long as the solar power is taking care of things