Neomore wrote:For anyone better at coding than me, i was able to actually get the mod to load on .12 after having to add over 50 lines of code, and lots of underscores. However, currently only placing the oxygen dispenser down works. Picking it up breaks the mod. Haven't figured out how to fix that, yet.
Also, the smoke effect and the dispenser's shadow effects are also broken, as well as oxygen being added to the main menu (i believe). It at least doesn't in test mode.
But, hey. At least Factorio is able to turn on when the mod is installed. That's at least a bit of progress.
Here's the file. I will keep trying to work on it, but would appreciate someone more qualified to do this. Hopefully the mod author him/her self, but anyone will do.
you had to add code? interesting, i might have a look at it myself.
Did you happen to mark the code you added with comments?
**EDIT**
oh nvm i c, extra data in the type definitions to allow for the updates to the circuit network
ill see if i can get my flatmate to do some beta testing on it (as i don't have factorio installed atm) if so i might look at those bugs for u

**EDIT












 And if a nests gets consumed in oxygen it will die of slowly. Dmg per tick? Could be really nice to just have your main base rid of those bugs! Overtime that is! Not to be too overpowered but since alot of people use Dytech or some other form that makes monsters ALOT harder this would definetly help!
 And if a nests gets consumed in oxygen it will die of slowly. Dmg per tick? Could be really nice to just have your main base rid of those bugs! Overtime that is! Not to be too overpowered but since alot of people use Dytech or some other form that makes monsters ALOT harder this would definetly help!