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5Dim's mod
Posted: Fri Jul 17, 2015 11:15 pm
by McGuten
Hi guys
I update modules for 0.12, you can download it
here
All modules is last released but compatible with 0.12
Re: 5Dim's mod
Posted: Sat Jul 18, 2015 3:20 pm
by oLaudix
logistic part of the mod breakes my power distribution somehow. Nothing gets electricity even though its next to the pole with max electricity demand.
EDIT1: Looks like roboports are the reason. I removed them from mod and everything works fine.
EDIT2: Even removing roboports to inventory without removing them from mod helped.
Re: 5Dim's mod
Posted: Sat Jul 18, 2015 3:53 pm
by McGuten
In my game it work be fine
or I don't understand what you say...
Re: 5Dim's mod
Posted: Sat Jul 18, 2015 4:05 pm
by oLaudix
Well i encountered this wierd behavour ... Nothing but your roboports was working. But then after all roboports lost their power they suddenly started to to load back up and everything started to work again. Probably some mix of mods broke smth on transition from 0.11 to 0.12. It works fine now though oO
Re: 5Dim's mod
Posted: Sat Jul 18, 2015 4:06 pm
by McGuten
oLaudix wrote:Well i encountered this wierd behavour ... Nothing but your roboports was working. But then after all roboports lost their power they suddenly started to to load back up and everything started to work again. Probably some mix of mods broke smth on transition from 0.11 to 0.12. It works fine now though oO
The magic is real hahaha
Its ok then ^^
Re: 5Dim's mod
Posted: Sat Jul 18, 2015 5:41 pm
by zegoro
I have another issue with 5dim_energy_0.0.6
it seems that the solar panels (mk2 and mk3) are not connecting to the power network.
the "normal" solar panels do.
when you mouseover the mk2 and mk3 it shows that they are generating power -> but they dont show up in the power screen (when you select a power pole).
i tried to connect the solar panels to every power pole available (also vanilla one) but none of them worked.
any ideas?
regards zeg
Re: 5Dim's mod
Posted: Sat Jul 18, 2015 6:29 pm
by McGuten
zegoro wrote:I have another issue with 5dim_energy_0.0.6
it seems that the solar panels (mk2 and mk3) are not connecting to the power network.
the "normal" solar panels do.
when you mouseover the mk2 and mk3 it shows that they are generating power -> but they dont show up in the power screen (when you select a power pole).
i tried to connect the solar panels to every power pole available (also vanilla one) but none of them worked.
any ideas?
regards zeg
I fix it today.
I will upload today or tomorrow ^^
Re: 5Dim's mod
Posted: Sat Jul 18, 2015 6:31 pm
by zegoro
PERFECT
thx alot
Re: 5Dim's mod
Posted: Sat Jul 18, 2015 8:14 pm
by Racusthor
It is possible that it doesn't show the energy because it isn't needed.
However, i changed this
{
type = "electric",
usage_priority = "solar" <----------------------------------------------------------
},
it am sure it works now. tested it with powering radars.
Re: 5Dim's mod
Posted: Sun Jul 19, 2015 12:32 am
by McGuten
Racusthor wrote:It is possible that it doesn't show the energy because it isn't needed.
However, i changed this
{
type = "electric",
usage_priority = "solar" <----------------------------------------------------------
},
it am sure it works now. tested it with powering radars.
Yes, it is, i will upload tomorrow with other things...
Re: 5Dim's mod
Posted: Sun Jul 19, 2015 6:54 am
by NexZone30
I've been playing your mod for about four hours now and I've come across some bugs and maybe some unintentional mechanics?
BUG:
The belt blocker isn't working and doesn't have a collision.
Upgraded Solar Panels not showing up in power tab and not producing any power.
Unintentional Mechanic!?!?:
Are certain machines such as the Masher and Upgraded Mining Drills supposed to have slots to put in modules? They don't which is disappointing. Especially the miners, because let's face it... I'm not gonna place down a MK1 miner that produces thirty-six pollution and is barely faster than the vanilla miners. x.x (They're not affected by beacons either!)
A thing I'm loving!:
I really love how you made the science work since it no longer wastes science packs! So +1 for that.
Suggestions from playing so far:
-Make it so that things like solar panels/furnaces/mashers/boilers can be reused in the next tiers crafting recipe. It just seems like a waste when you replace them with something better.
-Update the max tiers solar panel texture because it doesn't fit in... And its not the greatest.
Re: 5Dim's mod
Posted: Sun Jul 19, 2015 7:06 am
by zegoro
The bug with the modul-slots is also true for assemblers
Re: 5Dim's mod
Posted: Sun Jul 19, 2015 12:36 pm
by McGuten
I know that problem, i wil fix it on next released for all modules
Re: 5Dim's mod
Posted: Mon Jul 20, 2015 2:24 pm
by DreamSmith
Hi, excellent mod, I love the extra long inserters.
I have found some issues not already in the thread:-
- Strings missing for english dusts,
Non basic Fast Insrters (close, long, extra-long) cost the same as baisc versions.
Assemblers 3 4 5 also need a recipe check.
Robotics 2 appears as Robitics 2 2,
Mk 2 Logisitcs chests have the same recipie as the normal ones.
Basic Left/Right insterters are in logistics not insterters.
Missing smart versions of all inserters except basic left/right.
Missing basic small pump.
Big Chest is available without needing to research it.
That's all I've found today, looking forward to your next update!
Re: 5Dim's mod
Posted: Mon Jul 20, 2015 2:43 pm
by McGuten
DreamSmith wrote:Hi, excellent mod, I love the extra long inserters.
I have found some issues not already in the thread:-
- Strings missing for english dusts,
Non basic Fast Insrters (close, long, extra-long) cost the same as baisc versions.
Assemblers 3 4 5 also need a recipe check.
Robotics 2 appears as Robitics 2 2,
Mk 2 Logisitcs chests have the same recipie as the normal ones.
Basic Left/Right insterters are in logistics not insterters.
Missing smart versions of all inserters except basic left/right.
Missing basic small pump.
Big Chest is available without needing to research it.
That's all I've found today, looking forward to your next update!
Im working in this bugs today, maybe at night or tomorrow i will upload
And i love that feedback ^^
Re: 5Dim's mod
Posted: Tue Jul 21, 2015 1:37 pm
by McGuten
Someone moderator can move it to 5Dim's subforum?