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

Posted: Thu Aug 03, 2017 6:29 am
by DarkyPupu
Nein, i'm french :)
Cool design, i like !

I'm quite happy with the new-is-warming-up settings, seems to work so far ;)

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

Posted: Thu Aug 03, 2017 6:37 am
by foodfactorio
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.

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

Posted: Thu Aug 03, 2017 7:03 am
by DarkyPupu
It's a cool mode i think, prevents to stack dozens of buildings in inventory but i guess it's better in the end.

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

Posted: Mon Aug 07, 2017 2:54 am
by withers
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.

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

Posted: Fri Aug 11, 2017 6:51 pm
by withers
I made a quick video showing off the automated replacement of old machines. Check it out.

https://www.youtube.com/watch?v=udgfiycUvZw

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

Posted: Sat Aug 12, 2017 9:51 am
by Maglay
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

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

Posted: Sat Aug 12, 2017 6:47 pm
by withers
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.

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

Posted: Sun Aug 13, 2017 12:19 am
by foodfactorio
nice video :)

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

Posted: Sun Aug 13, 2017 2:35 am
by withers
foodfactorio wrote:nice video :)

Thanks. :D

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

Posted: Sat Aug 19, 2017 10:06 am
by Hugger
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.

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

Posted: Sat Aug 19, 2017 8:11 pm
by withers
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.

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

Posted: Thu Aug 24, 2017 3:38 am
by withers
Major update incoming soon....
20170823212501_1.jpg
20170823212501_1.jpg (698.95 KiB) Viewed 6737 times
I've developed a new game mechanic to package with Wear and Tear. It's my attempt to answer the question: "How in the world do I configure my game settings for evolution progress when I've added loads of mods like Wear and Tear which make the game take much longer and produce loads more pollution?"

We'll soon have a use of all that extra alien goop. It can still be used to make universal spare parts, but is now also a key ingredient in producing Inhibitor Toxin.

Dump it into the environment, it temporarily slows down / halts evolution progress. The more pollution you make, the more toxin is needed. Bugs eventually develop a resistance to it.

WARNING: Inhalation causes extreme headache and nausea. Best build them in remote locations.

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

Posted: Sat Aug 26, 2017 5:56 am
by withers
*****Major update 1.3.2****

New Features: You can now use looted alien goop to make inhibitor toxin, in addition to the universal spare parts. Boiler the stuff in a toxin boiler, it releases a pink cloud of toxic emissions into the atmosphere. This toxin, after building up sufficient levels, can temporarily suppress alien evolution. New clickable GUI and progress bar indicates whether and how effective the toxin is. Effectiveness depends on how much pollution is currently in the atmosphere. Aliens will eventually build up a tolerance to the toxin. Warning, dumping too much into the atmosphere can be wasteful. Use the GUI to plan accordingly. You still need the alien goop to make universal spare parts.

Effective use of this feature can hold off the enemy from overwhelming and overpowering your base during those long, heavily modded, marathon games.

Currently the new recipes and features are available at the start of the game. A future release will move it behind a tech research.

Probably will tweak the balancing in future releases. Also plan on experimenting with having the toxin damage the player when too close. (It IS toxin, after all.....) :D

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

Posted: Sat Aug 26, 2017 11:15 am
by Hugger
There is an error on game loading after most recent update:

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

Posted: Sat Aug 26, 2017 2:47 pm
by withers
Hugger wrote:There is an error on game loading after most recent update:
Fixed!

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

Posted: Sun Aug 27, 2017 4:44 am
by withers
So.... just uploaded last version. New features now 100%. Everything tests out. To the 4 people who play this mod, enjoy....

I'm out.

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

Posted: Sun Aug 27, 2017 11:21 am
by ARADPLAUG
Make that 5 :D

Also I found a bug, posted it on the factorio mods page... :( Thanks!

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

Posted: Sun Aug 27, 2017 3:55 pm
by Hugger
withers wrote:So.... just uploaded last version. New features now 100%. Everything tests out. To the 4 people who play this mod, enjoy....

I'm out.
Ahem... looks like there is another bug. I've got it just a few seconds after loading game :(

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

Posted: Sun Aug 27, 2017 7:31 pm
by withers
Just fixed bugs and tested with several old saves from before recent changes and also brand new game.

I think everything should be working now.

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

Posted: Sun Aug 27, 2017 7:37 pm
by ARADPLAUG
Fixing bugs within the day? You're a modding god. Thanks! :D