MoMods: CoreMod Downloads

Some mods covering weather, texture packs, transport, wind-turbine, reactor, interesting weapons and defense.

Moderator: ludsoe

Gerdison
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Re: MoMods: CoreMod Downloads

Post by Gerdison » Sat Aug 01, 2015 8:11 am

When I place a Wind Turbine, the game crashes to the main menu.
The error message: "Error while running the event handler: __mopower__/control.lua:28 LuaGameScript doesn't contain key windspeed"

Can someone help me? Perhaps I am to silly to place it.

My game version ist 12.2, MoPower Version ist 3.2

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Re: MoMods: CoreMod Downloads

Post by DjTeo » Sun Aug 02, 2015 11:00 pm

Go to control.lua and at line 28 change the game.windspeed to game.wind_speed.

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Re: MoMods: CoreMod Downloads

Post by Nanobytez » Mon Aug 03, 2015 4:26 am

May have found a bug with the thermal gens. I placed one, filled it with coal, then removed it. The coal stayed in an invisible box, I could empty it but now the invisible object is there and I can't place anything on it. Mods are Dytech all except Dynamics, mopower, air filtering, and yuoki's industries. All are the latest except Yuoki's. Any idea?
Thermalgen also has a shit ton of health, no joke lol. Well atleast the itemintake does. D:
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thermalgen.jpg
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ludsoe
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Re: MoMods: CoreMod Downloads

Post by ludsoe » Mon Aug 03, 2015 11:34 am

Nanobytez wrote:May have found a bug with the thermal gens. I placed one, filled it with coal, then removed it. The coal stayed in an invisible box, I could empty it but now the invisible object is there and I can't place anything on it. Mods are Dytech all except Dynamics, mopower, air filtering, and yuoki's industries. All are the latest except Yuoki's. Any idea?
Thermalgen also has a shit ton of health, no joke lol. Well atleast the itemintake does. D:
Interesting, There should of been failsafes preventing orphaned item intakes. How exactly did you remove it? On a side note guess Ill make the intake minable.

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Re: MoMods: CoreMod Downloads

Post by Nanobytez » Mon Aug 03, 2015 4:50 pm

I don't know, I right mined it like I would remove anything else and I seen my coal still there, so I was able to open and remove the coal but that intake is still there. Had to move my power setup cuz of it. >.<

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Re: MoMods: CoreMod Downloads

Post by orzelek » Mon Aug 03, 2015 7:43 pm

I had the same issue with thermal gen. Removed it normally by mining it and item intake was left.

Ended up binning it (and moving some stuff around to go next to invisible leftover). It also refused to work for me - or I simply couldn't start it up properly :D

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Re: MoMods: CoreMod Downloads

Post by Gerdison » Tue Aug 04, 2015 10:23 am

@ DjTeo:
Thanks. It works.

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Re: MoMods: CoreMod Downloads

Post by ludsoe » Tue Aug 04, 2015 11:10 am

Small update to mopower that makes the item intake minable as well as fixing an issue with wind turbines.

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Re: MoMods: CoreMod Downloads

Post by Cooolaid » Sun Aug 09, 2015 5:39 pm

It seems you and UraniumPower are fighting each other. o.O

34.089 Error Util.cpp:46: Error while loading entity prototype "heat-exchanger" (wall): Prototype "heat-exchanger" registered twice
Modifications: UraniumPower->mocombat

http://i.imgur.com/bFCDDR2.jpg

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ludsoe
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Re: MoMods: CoreMod Downloads

Post by ludsoe » Mon Aug 10, 2015 4:56 pm

Cooolaid wrote:It seems you and UraniumPower are fighting each other. o.O

34.089 Error Util.cpp:46: Error while loading entity prototype "heat-exchanger" (wall): Prototype "heat-exchanger" registered twice
Modifications: UraniumPower->mocombat

http://i.imgur.com/bFCDDR2.jpg
Mocombat adds a resistance to all wall types, I'm not sure why the entity is being registered twice.

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Re: MoMods: CoreMod Downloads

Post by reddutton » Wed Aug 12, 2015 1:48 pm

is it normal for the forcefield wall to loose power from its internal buffer and not gain the power from acumulators on the network during the night
thy may be stupid but thy am smart (reddutton 2006 seconlife)

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Re: MoMods: CoreMod Downloads

Post by orzelek » Wed Aug 12, 2015 6:11 pm

I'ts a 0.12 Factorio change - it seems only solar power can load accumulators currently.

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Re: MoMods: CoreMod Downloads

Post by reddutton » Fri Aug 14, 2015 1:35 am

orzelek wrote:I'ts a 0.12 Factorio change - it seems only solar power can load accumulators currently.
ah ok thanks for the information
thy may be stupid but thy am smart (reddutton 2006 seconlife)

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Re: MoMods: CoreMod Downloads

Post by MrDoomah » Sun Aug 30, 2015 6:38 pm

Are the combat roboports not in the mod now (.12)?

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Re: MoMods: CoreMod Downloads

Post by Devildog » Sat Oct 17, 2015 7:16 am

Mo Transport is not compatible for version 12.11 of Factorio.

" Can not load rail " .
Image
Check Out Factorio Mod Madness 2.0 Here : http://bit.ly/1afTDl0
Mod Madness ModPack

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Re: MoMods: CoreMod Downloads

Post by SuperSandro2000 » Sat Oct 17, 2015 8:23 am

Devildog wrote:Mo Transport is not compatible for version 12.11 of Factorio.

" Can not load rail " .
Almost any mod is not compatible iwth 0.12.11. If oyu want to use your mode I wouldn't update until your mods have updated.

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Re: MoMods: CoreMod Downloads

Post by ludsoe » Sat Oct 17, 2015 12:02 pm

The latest factorio update did a number on MoLogicCore. So this version of the MoMods may be rather unstable.

So if you do encounter a issue feel free to send me a PM. Ill get it solved.

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Re: MoMods: CoreMod Downloads

Post by chlue » Fri Oct 23, 2015 12:58 am

Hello,

The updates for the handheld laser weapon does not show a text. You might consider the following lines to mocombat_0.5.5/locale/en/momod.cfg and co
(btw the uk version has very strange content)

Code: Select all

[modifier-description]
[code]laser-combat-player-damage-bonus=HandHeld Laser Weaponry Damage bonus: __1__
laser-combat-player-shooting-speed-bonus=HandHeld Laser Weaponry Fire Speed bonus: __1__

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Re: MoMods: CoreMod Downloads

Post by ludsoe » Wed Nov 04, 2015 2:50 am

chlue wrote:Hello,

The updates for the handheld laser weapon does not show a text. You might consider the following lines to mocombat_0.5.5/locale/en/momod.cfg and co
(btw the uk version has very strange content)

Code: Select all

[modifier-description]
[code]laser-combat-player-damage-bonus=HandHeld Laser Weaponry Damage bonus: __1__
laser-combat-player-shooting-speed-bonus=HandHeld Laser Weaponry Fire Speed bonus: __1__
Thanks for those lines, and as for the non-en Locales. They were given to me by other people, and I haven't actually double checked them. I shall do so before the next update I release.

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Re: MoMods: CoreMod Downloads

Post by ludsoe » Sun Nov 15, 2015 11:25 am

Here's what Ive got cooking up in the experimental builds.

MoIndustry -Experimental structure that allows construction bots to mine basically. Only works with stone,coal,iron,copper currently.

MoSurvival -Massively increased health regeneration while well-fed.

MoCombat -Automated Combat Robotics are back! With a vengeance. Added a rover variant with a weak smg comparable to the defender.

MoPower -OctoSteam engines (Nuff Said)

Please Mind if you grab the experimental builds, there's a chance that the mods will break and lua error. (Mo-combats drones are likely of this)

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