[MOD 0.15.X] Factorio Cross Mod

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nucleargen
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[MOD 0.15.X] Factorio Cross Mod

Post by nucleargen » Mon Jul 03, 2017 10:39 am

Factorio Cross Mod
Adds cross-support between some other mods. You can use any mix of supported mods. Also includes several old simple mods. Contains russian locale for all supported mods. Customizable behaviour through mod settings.
  • Name: Factorio Cross Mod (factorio_cross_mod)
  • Category: compilation, mod pack, localization, other
  • MOD Version: 1.1.2
  • Factorio Version: 0.15.X
  • Latest Release: 11 Jul 2017
  • Dependencies: All are optional, full list see on mod portal
  • Website: Mod Portal
  • Factorio forums: this thread
  • Source code: GitHub
  • Author: nucleargen
  • Contact: by pm on factorio forums, factorio mod portal discussions
  • Tags: cross-support, portal-research, omnimatter, strange matter, russian, mod-pack, toxic jungle, mountains
  • License: MIT
Full list of supported mods can be seen on mod portal and/or github repo

Other features:
Other features
Mod settings:
Mod settings


Full list of incompatibilities can be seen on mod portal and/or github repo

Known issues:
Known issues


Future plans:
Future plans


Disclaimer:
All changes in graphics, localizations and behaviours i've made firstly for myself, not for others. You can disagree with it, but it is so. I don't like to use mods that adds too much complexity in game, so you can't find bob's and angel's mods integration soon. But maybe later...

Credits and special thanks:
Credits and special thanks



ChangeLog
ChangeLog
Last edited by nucleargen on Tue Jul 11, 2017 7:36 am, edited 5 times in total.
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Re: [MOD 0.15.X] Factorio Cross Mod

Post by nucleargen » Wed Jul 05, 2017 8:29 am

v1.0.2 | 05.07.2017 - removed dependency from Noxys Extra Settings Info - code merged and reworked to be more informative and totally localized. Updated localizations of all supported mods and added localization for: Omniwood, Factorissimo2 (minor locale fixes), The Ruins Mod and Robot Battery Research. Localization now includes mod names and descriptions.
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Re: [MOD 0.15.X] Factorio Cross Mod

Post by nucleargen » Wed Jul 05, 2017 10:29 am

v1.0.3 Bugfixes and debug mode
  • Bugfix with offworld factorium ore.
  • Bugfix with jungle generation when mountains enabled too.
  • Added debug mode setting.
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Re: [MOD 0.15.X] Factorio Cross Mod

Post by nucleargen » Thu Jul 06, 2017 3:37 am

v1.1.0 Big Brother Tweaks included
  • Included rewritten radars tweaks from Big Brother Tweaked. Now enables by mod setting with active Big Brother mod.
  • Debug mode setting are now startup.
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Re: [MOD 0.15.X] Factorio Cross Mod

Post by nucleargen » Tue Jul 11, 2017 6:08 am

v1.1.1 Jungles and Mountains fixes
  • Bugfix for Jungle and Mountains generations. Now it's generated slightly after chunk generation (at least after 30 ticks), but provide more correct generation. If Mountains enabled or RSO removing trees - no trees will be spawned on ore patches. Also guarantees that RSO trees removal removes ALL trees.
  • Also, with Omnimatter - Mountains mining result now is omnite
v1.1.2 Minor issue fix
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Re: [MOD 0.15.X] Factorio Cross Mod

Post by abordoli » Sat Jan 20, 2018 10:45 am

Interested in a 0.16 update for the Mountains mod that I use in my asteroid mining sims.
~B

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Re: [MOD 0.15.X] Factorio Cross Mod

Post by nucleargen » Mon Jan 22, 2018 9:11 am

updated.

Version: 1.2.0
Date: 2018-01-22

Features:
- Factorio v0.16 support
Changes:
- Removed support of Portal Research mod, since it no longer maintained
Meta:
- Began maintaining changelog.txt for display in-game after updates
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Re: [MOD 0.15.X] Factorio Cross Mod

Post by abordoli » Tue Feb 27, 2018 9:58 pm

Is it a known issue that this mod cancels the intended effect of: https://mods.factorio.com/mod/InfiniteW ... y_Research

Tested pretty thoroughly...With Cross Mod on no infinite bot cargo capacity (finite at 9th level)...With Cross Mod off, bot cargo capacity has the "4-(infinity)" symbol on it.

Regards,
~B

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Re: [MOD 0.15.X] Factorio Cross Mod

Post by nucleargen » Wed Feb 28, 2018 1:54 am

abordoli wrote:Is it a known issue that this mod cancels the intended effect of: https://mods.factorio.com/mod/InfiniteW ... y_Research

Tested pretty thoroughly...With Cross Mod on no infinite bot cargo capacity (finite at 9th level)...With Cross Mod off, bot cargo capacity has the "4-(infinity)" symbol on it.

Regards,
~B
Since 1.2.1 version of the FCM it includes reworked functionality of BigBags mod, which provides some levels of Robot capacity research. It isn't infinite cause of too overpowered.
I see 2 variants:
- put InfiniteWorkerRobotCapacity_Research mod to incompatibilities
- or add option to disable bigbags techs such as other mod features.
I will take decision tomorrow.
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Re: [MOD 0.15.X] Factorio Cross Mod

Post by abordoli » Wed Feb 28, 2018 4:43 am

Another alternative might be to release Mountains back to its own mod... :P

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Re: [MOD 0.15.X] Factorio Cross Mod

Post by abordoli » Fri Mar 02, 2018 11:58 pm

Have you made a decision yet?

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Re: [MOD 0.15.X] Factorio Cross Mod

Post by nucleargen » Mon Mar 05, 2018 4:05 am

updated: 1.2.2 | 05.03.2018 - Big Bags features can now be enabled via startup mod settings
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Re: [MOD 0.15.X] Factorio Cross Mod

Post by featherwinglove » Mon Dec 24, 2018 10:19 pm

CrossModCrash.png
CrossModCrash.png (93.21 KiB) Viewed 163 times
I got this crash happening pretty reliably in 0.16.51 when Toxic Jungle is turned on. I was getting it with Mountains, line 46 (still referenced the on_tick event), but that was fixed by re-extracting control.lua (shrug). It happens after the startup tab messages for both base and StoneAge, game runs for a couple of seconds. Crash happens instantly in First Steps-01. The only thing correlating is whether Toxic Jungle is enabled; Mountains doesn't make any difference with the crash on this line number.

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