[MOD 0.15] Wear and Tear (plus automated maintenance)

Mods that are directly focused on adding, removing or changing a game-concept to the vanilla game.
You need to rebuilt many things if you remove the mod, but it is still possible to remove it, without completely destroying the game.

Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

Postby DarkyPupu » Thu Aug 03, 2017 6:29 am

Nein, i'm french :)
Cool design, i like !

I'm quite happy with the new-is-warming-up settings, seems to work so far ;)
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Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

Postby foodfactorio » Thu Aug 03, 2017 6:37 am

ah cool :) merci

hopefully this month i will be able to start a fresh 0.15 campain and try out wear and tear and some other mods too.
(also me from the mod portal - im not dustine lol) = https://mods.factorio.com/mods/Dustine/ ... ssion/9108
my 1st Mod Idea :) viewtopic.php?f=33&t=50256
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Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

Postby DarkyPupu » Thu Aug 03, 2017 7:03 am

It's a cool mode i think, prevents to stack dozens of buildings in inventory but i guess it's better in the end.
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Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

Postby withers » Mon Aug 07, 2017 2:54 am

Update 1.2.12

- Fixed compatibility with supportive weapons
- Recycle and refurbish recipes now properly adjust for "normal" or "expensive" recipe settings.
- Added a new option for notifications under game settings. You can now set alerts to "on", "off" or "scanner", which will make it so you only get alerts for old equipment that is detected by diagnostics scanners.
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Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

Postby withers » Fri Aug 11, 2017 6:51 pm

I made a quick video showing off the automated replacement of old machines. Check it out.

https://www.youtube.com/watch?v=udgfiycUvZw
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Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

Postby Maglay » Sat Aug 12, 2017 9:51 am

Hello, I found a minor bug.

Once an assembler without recipe is getting old and should be replaced, the game crashes:

1142.910 Error MainLoop.cpp:940: Exception at tick 203760: Error while running event WearAndTear::on_tick (ID 0)
__WearAndTear__/control.lua:137: attempt to index field 'recipe' (a nil value)

Greetings
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Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

Postby withers » Sat Aug 12, 2017 6:47 pm

Maglay wrote:Hello, I found a minor bug.

Once an assembler without recipe is getting old and should be replaced, the game crashes:

1142.910 Error MainLoop.cpp:940: Exception at tick 203760: Error while running event WearAndTear::on_tick (ID 0)
__WearAndTear__/control.lua:137: attempt to index field 'recipe' (a nil value)

Greetings


Strange that 'recipe' could ever be nil when entity.is_crafting == true.

Added nil check for recipe so should be fixed now anyway.
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Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

Postby foodfactorio » Sun Aug 13, 2017 12:19 am

nice video :)
(also me from the mod portal - im not dustine lol) = https://mods.factorio.com/mods/Dustine/ ... ssion/9108
my 1st Mod Idea :) viewtopic.php?f=33&t=50256
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Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

Postby withers » Sun Aug 13, 2017 2:35 am

foodfactorio wrote:nice video :)



Thanks. :D
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Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

Postby Hugger » Sat Aug 19, 2017 10:06 am

Why don't you include an option for setting production cost modifier in the mod? 10x Harder seems to be largely abandoned. Currently, equipment cost in the game by default is negligible.
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Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

Postby withers » Sat Aug 19, 2017 8:11 pm

Hugger wrote:Why don't you include an option for setting production cost modifier in the mod? 10x Harder seems to be largely abandoned. Currently, equipment cost in the game by default is negligible.



Actually still maintaining 10xHarder. Just haven't pushed an update in awhile. But I did just now.
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