[MOD 0.14.x] Expanded Robot Technologies

Topics and discussion about specific mods

Features to add to this mod

More of the same techs
5
29%
Stack size bonus
4
24%
Lab research rate
1
6%
Follower robot count
2
12%
None (it's fine the way it is)
3
18%
Other (please leave a comment with suggestion)
2
12%
 
Total votes: 17

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Natfrac42
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[MOD 0.14.x] Expanded Robot Technologies

Post by Natfrac42 »

Expanded Robot Technologies

Type: Mod
Name: Expanded Robot Technolgies
Description: A small mod that adds in more robot speed, robot carrying capacity, logistic trash slots and character logistics technologies.
License: Free to include in any mod packs you want, please credit me in a visible way.
Version: 0.4.1
Release: 2016-06-28
Tested with Factorio Version: 0.13.1
Category: SimpleExtension
Tags: Robots, Technologies, Upgrade, Logistic Network, Logistic
Download Latest Version: https://mods.factorio.com/mods/Faltease ... Robot_Tech
Long Description
Change Log
Old Releases

Version 0.4.0
Expanded_Robot_Tech_0.4.0.zip
0.13 Compatibility
(20.68 KiB) Downloaded 303 times
Version 0.3.1
Expanded_Robot_Tech_0.3.1.zip
See change log for details of changes
(20.6 KiB) Downloaded 909 times
Version 0.3.0
Expanded_Robot_Tech_0.3.0.zip
The 0.12 release version with the additional character logistics slots
(19.36 KiB) Downloaded 1433 times
The 0.11.X version can be found at this link here: https://forums.factorio.com/forum/vie ... =87&t=9139
Attachments
Expanded_Robot_Tech_0.4.1.zip
0.13.1 Compatibility
(20.64 KiB) Downloaded 462 times
Last edited by Natfrac42 on Mon Apr 24, 2017 4:33 pm, edited 9 times in total.
Download my mods here - https://mods.factorio.com/mods/Faltease

Expanded Robot Technologies
Character Logistics Slots
Decrease Rocket Launch Sound
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BLuehasia
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Re: [0.12.X] Expanded Robot Technologies

Post by BLuehasia »

I love this mod :D


what would be the command line to force research this mod also me and my friend are playing a current game 12.1 and are doing a play through with all tech cheated done

hey this is are 4th major play through and we wanted to focus on base building rather than research this time around.

the force all research is not working once it was done once. what would be to commands to trigger these to be researched automatically?
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Natfrac42
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Re: [0.12.X] Expanded Robot Technologies

Post by Natfrac42 »

BLuehasia wrote:I love this mod :D
Thanks man, that really means a lot! :)
BLuehasia wrote:what would be the command line to force research this mod also me and my friend are playing a current game 12.1 and are doing a play through with all tech cheated done

hey this is are 4th major play through and we wanted to focus on base building rather than research this time around.

the force all research is not working once it was done once. what would be to commands to trigger these to be researched automatically?
Try this:

Code: Select all

/c for n,t in pairs(game.player.force.technologies) do t.researched=t.enabled end
For future use, this page on the wiki is extremely useful... https://forums.factorio.com/wiki/inde ... a_commands
Download my mods here - https://mods.factorio.com/mods/Faltease

Expanded Robot Technologies
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BLuehasia
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Re: [0.12.X] Expanded Robot Technologies

Post by BLuehasia »

Natfrac42 wrote:
BLuehasia wrote:I love this mod :D
Thanks man, that really means a lot! :)
BLuehasia wrote:what would be the command line to force research this mod also me and my friend are playing a current game 12.1 and are doing a play through with all tech cheated done

hey this is are 4th major play through and we wanted to focus on base building rather than research this time around.

the force all research is not working once it was done once. what would be to commands to trigger these to be researched automatically?
Try this:

Code: Select all

/c for n,t in pairs(game.player.force.technologies) do t.researched=t.enabled end
For future use, this page on the wiki is extremely useful... https://forums.factorio.com/wiki/inde ... a_commands
no that does not work i think that is the give all research command. but it usually only works once per game play and not after a mod has been added. so i belive it needs to be now per tech spefic mod to force research
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Re: [0.12.X] Expanded Robot Technologies

Post by Natfrac42 »

BLuehasia,

I'm not too sure about the syntax for multiplayer commands as I haven't played with that area yet, try this:

Code: Select all

/c game.player[1].force.research_all_technologies()
and

Code: Select all

/c game.player[2].force.research_all_technologies()
the 1 and 2 are the player numbers but I think you can replace them with the player names.

If that doesn't work then you may have to do the individual techs like this:

Code: Select all

/c game.player[1].force.technologies['logistic-robot-storage-X'].researched=true
/c game.player[1].force.technologies['logistic-robot-speed-X'].researched=true
/c game.player[1].force.technologies['character-logistic-slots-X'].researched=true
where X is the tech number: 1, 2, 3 etc.

You may also have to do this for both players.

Failing this as well just build/cheat-in a metric ton of labs and science packs and just research them.

I hope this help!
Download my mods here - https://mods.factorio.com/mods/Faltease

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Re: [0.12.X] Expanded Robot Technologies

Post by BLuehasia »

ok got it to work and you posted it in your last post the fix

it is never written clear that for multiplayer games (the way i only play with friends) needs the player changed to players[1]

so this line you original did
/c for n,t in pairs(game.player.force.technologies) do t.researched=t.enabled end

needed to be changed to
/c for n,t in pairs(game.players[1].force.technologies) do t.researched=t.enabled end

for multiplayer

that needs to be made alot more clear in the wiki and why i always had issues with console commands inf actorio
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Re: [0.12.X] Expanded Robot Technologies

Post by Natfrac42 »

I was halfway through writing my last post when I realised that you were on multiplayer! I'm glad you finally got it!
Download my mods here - https://mods.factorio.com/mods/Faltease

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Re: [0.12.X] Expanded Robot Technologies

Post by Ranakastrasz »

While this doesn't entirely match the basis of this mod, I would suggest two extra additions.

Add additional Trash slot upgrades.

Add two more hotbar slot upgrades.
Third bar taking 250 of first 3 techs.
Fourth bar taking 1000 of all four techs.


That said, I am using this mod. Also considering modding it locally.
My Mods:
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Re: [MOD 0.12.x] Expanded Robot Technologies

Post by Natfrac42 »

Just updated for Factorio 0.12.7 and onwards, see the first post for the download and the changes made. As always do let me know if you have any suggestions for the future!! :)
Download my mods here - https://mods.factorio.com/mods/Faltease

Expanded Robot Technologies
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Re: [MOD 0.12.x] Expanded Robot Technologies

Post by Natfrac42 »

Ok,so in the latest update there was a change to how the mods work, check out the FFF here (https://www.factorio.com/blog/post/fff-108) for more info.

I have loaded up a new save and this mod still seems to be fully working. Do let me know if you find anything broken!
Download my mods here - https://mods.factorio.com/mods/Faltease

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Re: [MOD 0.12.x] Expanded Robot Technologies

Post by Arumba »

Any chance you could add a tech that reduces the cost for robots to travel distance? They travel really fast but they still burn energy at the same speed and can only store the same amount of energy, so it just quickens their need to recharge in some cases.

Awesome mod either way! Thanks!
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Re: [MOD 0.12.x] Expanded Robot Technologies

Post by Natfrac42 »

OMG its Arumba!!!! Just want to say love your videos.

As far as i'm aware it's not possible due to the way the code works, the only read/write technology properties for robots are logistic_robot_speed_modifier and logistic_robot_storage_modifier. I've been trying to solve this problem since i began this, you were actually the inspiration for this mod in the first place, but have had no success as i'm not really a programming person.

Bobs mods has a way around it by changing the actual properties, both the energy usage and the max energy, of the robot entities (mk 2-4 robots) rather than the modifiers that the technologies use.

I hope that makes sense. Sorry
Download my mods here - https://mods.factorio.com/mods/Faltease

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Re: [MOD 0.12.x] Expanded Robot Technologies

Post by Natfrac42 »

Just reuploaded the 0.3.1 version on the first post to include the trash slots being activated by default
Download my mods here - https://mods.factorio.com/mods/Faltease

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Re: [MOD 0.12.x] Expanded Robot Technologies

Post by Tauro »

Awesome mod, I fiddled with technologies to add myself 30 more robot carry capacity techs just to get some endgame goals going, will probably add another 70 to make cool 100 when I'm bored...Idk if it'll work but we'll see when I get there :)
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Re: [MOD 0.12.x] Expanded Robot Technologies

Post by Natfrac42 »

am currently working on 0.13 compatibility, will be up either tonight or tomorrow hopefully!!

Will then think about what else I can add, if anything, for the new content
Download my mods here - https://mods.factorio.com/mods/Faltease

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Re: [MOD 0.13.x] Expanded Robot Technologies

Post by Natfrac42 »

and the 0.13.0 version is up!!!!!!!!!!

check the first post for download link
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Re: [MOD 0.13.x] Expanded Robot Technologies

Post by Natfrac42 »

also just put a poll up, please answer it!
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Re: [MOD 0.13.x] Expanded Robot Technologies

Post by Natfrac42 »

also also added it to mods.factorio.com so you can download and update in game!!!!
Download my mods here - https://mods.factorio.com/mods/Faltease

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Re: [MOD 0.13.x] Expanded Robot Technologies

Post by Natfrac42 »

Quick fix for version 0.13.1, in first post or available on the official mod portal
Download my mods here - https://mods.factorio.com/mods/Faltease

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Re: [MOD 0.13.x] Expanded Robot Technologies

Post by djnekkid »

Hello! Thank you for this mod, as it makes robots so much usefull in a "megafactory!"

However, at your vote I voted "other", and my suggestion is this:

Add a line of tech that gives the robots more charge capacity, or optionally use less power, or perhaps both? In the first case, also something that would allow the roboports to have faster charging ports might be nice, but not REALLY needed...


Cheers!
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