Page 4 of 12

Re: [MOD 0.10.X] MoMods

Posted: Sun Aug 03, 2014 10:53 pm
by ludsoe
Maddie wrote:0.10.X MOTRANSPORT CONCEPT

At first I really liked this mod.
I was building a moat (?) (a ring of water) around my base using the Landfill mod.
However I needed a quick way to get to the other side, so I downloaded this mod to get a boat.
As I discovered the mod made it so I was able to cross shallow water without the need for a boat. However,
this also made the monsters able to cross my moat, which kinda ruins its purpose.
I have tried removing the mod again, but the monsters and I can still walk on the water.

Is there any way to fix this, and if not a way to make me unable to walk on water again?
I wasn't expecting it to be able to do that to a save. The shallow water walking was more of a experiment and I think Ill remove it from the main mod and have it as a mini mod you can download.

Re: [MOD 0.10.X] MoMods

Posted: Thu Aug 07, 2014 10:01 pm
by Darloth
You can't load MoPower without MoTransport either, since it relies on the boating tech.

Re: [MOD 0.10.X] MoMods

Posted: Fri Aug 08, 2014 3:21 am
by ludsoe
Darloth wrote:You can't load MoPower without MoTransport either, since it relies on the boating tech.
Just pushed a hotfix that fixes this. Just download MoPower again and it will work.

Re: [MOD 0.10.X] MoMods

Posted: Tue Sep 02, 2014 1:31 pm
by ludsoe
Hey Guys, Just posting about the new Update I put up.

MoCombat:
Added new Poison Mine.
Changed the infused solid fuels "fuel" value.
Changed some Names in the English localisation.

MoWeather:
Disabled the broken weather types for now while I work on a fix.

MoPower:
Added a new Burner Thermal Generator that generates energy by burning things.

And some other Things I'm forgetting to mention, I'm stretched a bit mentally thin with all the stuff I'm juggling right now.

Edit:
Ok Quick HotPatch to MoPower, Nerfing the Burner Thermal Generator slightly.

Edit 2: Just Updated MoWeather, Fixing the animations on the rain. As-well as re-enabling the storms.
I also Gave lightning a little flash when it happens, to add more immersion.

Re: [MOD 0.10.X] MoMods: RTS MODE ENGAGE!

Posted: Fri Sep 12, 2014 8:15 pm
by ludsoe
Ugh! Triple Post. Just letting you guys know that I am releasing a Experimental Build of MoCombat with some radically new features. Requires Build 0.10.10 Though.

Experimental Build: http://www.mediafire.com/download/uh27d ... combat.zip

Changes:
Added a new Config Lua. Allows you to disable and enable any feature you wish. Ask for anything to be configurable and Ill add it.

New Suicide exploding biter. This lil bugger will charge your defenses and explode in your face. (Pending Balance) I nick named it the Petard Biter. (Guess the reference!)

Tesla Tower got its own Icon, and its base got recolored. Along with some slight balance changing.

And the Biggest feature of them all. Automated Attack Drones. Sure you have your defenders/distractors/destroyers. But those things have a very limited battery charge. The Attack Drones are deployed by and station themselves at Combat Robotics Port. You can increase their defensive range, or order them to follow you around to help with huge assaults on biter bases!

Re: [MOD 0.10.X] MoMods: RTS MODE ENGAGE!

Posted: Sat Sep 13, 2014 1:09 pm
by Vitduo
>AAD
That's what I wanted!

Re: [MOD 0.10.X] MoMods: RTS MODE ENGAGE!

Posted: Sat Sep 13, 2014 2:25 pm
by ludsoe
Vitduo wrote:>AAD
That's what I wanted!
They are highly experimental right now, but they work. You need a combat roboport along with a stack of attack robots. On its own the Combat roboport when supplied with drones can defend a localized area. You can then place Drone orders inside the combat roboport to control them. The follow player order causes the drones to defend the player. The range booster increases the range the attack drones will defend around the player/combat roboport.

Re: [MOD 0.10.X] MoMods: RTS MODE ENGAGE!

Posted: Sat Sep 13, 2014 6:11 pm
by Vitduo
It happened at the "stable" version.
Upd. Why does the item with the icon of a robot have a name "Combat Robotic Port" :?:

Re: [MOD 0.10.X] MoMods: RTS MODE ENGAGE!

Posted: Sat Sep 13, 2014 8:12 pm
by ludsoe
Vitduo wrote:It happened at the "stable" version.
Upd. Why does the item with the icon of a robot have a name "Combat Robotic Port" :?:
Ok Ill have that fixed in a later version, til then in the mopower folder, open fuels.lua and change the line with "Fuels["salad"] = 2" to "--Fuels["salad"] = 2".

EDIT: Ok Guys, I messed up the recipe for the Combat Roboport, I updated the experimental link with the fixed recipe.

Re: [MOD 0.10.X] MoMods: RTS MODE ENGAGE!

Posted: Sun Sep 14, 2014 6:27 pm
by Vitduo
The inscription forgotten.

Re: [MOD 0.10.X] MoMods: RTS MODE ENGAGE!

Posted: Sun Sep 14, 2014 7:37 pm
by ludsoe
Vitduo wrote:The inscription forgotten.
Fixed, and pushed to experimental's. Thanks for reporting all these bugs.

Re: [MOD 0.10.X] MoMods: RTS MODE ENGAGE!

Posted: Sun Sep 14, 2014 7:40 pm
by Vitduo
YouKnowWhatYouWouldDo.
P. S. Is the MoIndustry extended version of MoPower?

Re: [MOD 0.10.X] MoMods: RTS MODE ENGAGE!

Posted: Sun Sep 14, 2014 8:03 pm
by ludsoe
Vitduo wrote:YouKnowWhatYouWouldDo.
P. S. Is the MoIndustry extended version of MoPower?
Well actually it used the same local file as MoPower, its a industry expansion mod that i have in the works.

EDIT: Also your locals have been added to the mods, Thanks.

Re: [MOD 0.10.X] MoMods: RTS MODE ENGAGE!

Posted: Mon Sep 22, 2014 5:41 am
by ludsoe
Why doesn't anybody post anything about the new experimentals? :(

Anyways Fixed my mediafire updater, must of been down for a week quite annoying. So now I got a shiny new experimental build for MoCombat. Almost consider this baby a stable build.

http://www.mediafire.com/download/uh27d ... combat.zip
Changes
How to use the Combat Robotics

Re: [MOD 0.10.X] MoMods: RTS MODE ENGAGE!

Posted: Mon Sep 22, 2014 8:37 pm
by Vitduo
Upd translations

Re: [MOD 0.10.X] MoMods: RTS MODE ENGAGE!

Posted: Fri Sep 26, 2014 8:18 pm
by nooby
I am just learning the basics of programming, and have altered some things in some mods with pleasing results. BUT. I am too stoopid to understand how to access the Timer in Momods. I have a great map, loving it, but too little stone. I have to keep regenerating it manually, then going and replacing the miner. So I thought I could add a regenerate line to a timer interface. Only knowledge, skill and experience elude me.... :)

Re: [MOD 0.10.X] MoMods: RTS MODE ENGAGE!

Posted: Fri Sep 26, 2014 10:03 pm
by the_noisies
I placed the solid fuel generator and got the error shown on the attachment.

Re: [MOD 0.10.X] MoMods: RTS MODE ENGAGE!

Posted: Sat Sep 27, 2014 12:33 am
by ludsoe
the_noisies wrote:I placed the solid fuel generator and got the error shown on the attachment.
Fixed this, and I've pushed all the experimental builds into stable status. The error was an accidental dependency on MoCombat, but I've added in a detection to disable that fuel source when mocombat isn't installed.

Re: [MOD 0.10.X] MoMods: NEED MOAR MOD API! (Edition)

Posted: Tue Sep 30, 2014 1:01 pm
by nooby
Sorry, my post didn't make it clear, I would like some help getting a timer to to run the command to regenerate stone and coal. I can find code for timers, I know the command to regen, but I cannot get the code to execute. Can anyone help me? (My level of skill is zero, so be as basic as you can!)

Re: [MOD 0.10.X] MoMods: NEED MOAR MOD API! (Edition)

Posted: Tue Sep 30, 2014 4:41 pm
by ludsoe
nooby wrote:Sorry, my post didn't make it clear, I would like some help getting a timer to to run the command to regenerate stone and coal. I can find code for timers, I know the command to regen, but I cannot get the code to execute. Can anyone help me? (My level of skill is zero, so be as basic as you can!)
I sent you a message regarding this on the 27th. You never checked your messages, or read my message atleast.