MoMods: CoreMod Downloads

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

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Re: MoMods: CoreMod Downloads

Post by TastyCyan » Wed Mar 09, 2016 3:49 am

Hey so I just installed the MoToolBar and am getting this error which is happening with a few other mods

Code: Select all

__motoolbar__/control.lua:13: __motoolbar__/mologiccore/base.lua:68: __motoolbar__/mologiccore/scripts/timer.lua:78: attempt to index global 'game' (a nil value)
Any way I can Fix this?

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Re: MoMods: CoreMod Downloads

Post by ludsoe » Thu Mar 10, 2016 7:26 pm

Motoolbar is a depreciated mod, since newer and admittedly better mods that serve the same purpose came out. But I suppose i can patch it to use the latest Mologiccore version and run on the latest version of factorio. Assuming you want to still use it.

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Re: MoMods: CoreMod Downloads

Post by kaleb418 » Mon May 02, 2016 10:59 pm

Not sure what's happening, but I installed the and activated the mods: mopower_0.4.26, motoolbar_0.0.1, motrans_0.1.8, moweather_0.3.71, and mologiccore, and I got this error when trying to open a world:
__motoolbar__/control.lua:13: __motoolbar__/mologiccore/base.lua:68: __motoolbar__/mologiccore/scripts/timer.lua:78: attempt to index global 'game' (a nil value)
Update:
Figured it out. Thanks!
Last edited by kaleb418 on Thu May 05, 2016 9:24 pm, edited 1 time in total.

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Re: MoMods: CoreMod Downloads

Post by kyranzor » Tue May 03, 2016 8:00 pm

kaleb418 wrote:Not sure what's happening, but I installed the and activated the mods: mopower_0.4.26, motoolbar_0.0.1, motrans_0.1.8, moweather_0.3.71, and mologiccore, and I got this error when trying to open a world:
__motoolbar__/control.lua:13: __motoolbar__/mologiccore/base.lua:68: __motoolbar__/mologiccore/scripts/timer.lua:78: attempt to index global 'game' (a nil value)
You should see the above post by the author. The toolbar doesn't work anymore.

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Re: MoMods: CoreMod Downloads

Post by kaleb418 » Thu May 05, 2016 9:22 pm

Question - With the mopower mod, can uranium ore appear in pre-created worlds? Thanks.

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Re: MoMods: CoreMod Downloads

Post by kyranzor » Fri May 06, 2016 4:12 am

kaleb418 wrote:Question - With the mopower mod, can uranium ore appear in pre-created worlds? Thanks.
Proper resource spawning needs to be done when you start the game. Only way to add ore from a mod after starting a new game is to spawn ore using the console commands.

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Re: MoMods: CoreMod Downloads

Post by BULIGO » Mon Jun 20, 2016 9:09 pm

I know I am zombifying this thread but: as of today, I installed the MoPower part of the modpack and was able to find some (miniscule agh!) nodes of uranium ore, far far away from my original spawning point. For fast scouting I used the jet plane from the Airplane mod. And pi$$ed off a horde of mobs which folowed me all the way home, of course. :mrgreen:
Issues:
-had to rename the .zip
-on old save load it threw some LUA error which I ignored since have no idea what it was about but it still worked.
-had to quote out the wind turbine (accumulator registered twice).
Game ver 0.12

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Re: MoMods: CoreMod Downloads

Post by Phantum » Thu Jun 23, 2016 6:33 pm

does mopower not work anymore? not getting anything off of the thermal generators. o.o
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Re: MoMods: CoreMod Downloads

Post by cartmen180 » Wed Jun 29, 2016 10:10 am

Phantum wrote:does mopower not work anymore? not getting anything off of the thermal generators. o.o
MoLogicCore requires an update ^^
Check out my mods

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Re: MoMods: CoreMod Downloads

Post by Berkys32 » Thu Jul 21, 2016 8:49 am

Hi, does anybody know how to properly remove MoWeather? Deleting .zip file cause time to stop, and i dont want to starz new game. I didnt know that this mod is dead when i decided to try this one...

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Re: MoMods: CoreMod Downloads

Post by steinio » Thu Jul 21, 2016 3:48 pm

you need to set freeze daytime to false

http://lua-api.factorio.com/0.13.9/LuaS ... ze_daytime

/c game.surfaces[1].freeze_daytime = false
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Re: MoMods: CoreMod Downloads

Post by Berkys32 » Thu Jul 21, 2016 5:30 pm

Thank you very much, sir!

EDIT: It doesnt work:

*here was picture with error message*

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Re: MoMods: CoreMod Downloads

Post by Berkys32 » Thu Jul 21, 2016 10:14 pm

Ok, Im not coder, I dont understand much, but I was able (after hour or so) to find mistake - working command is:

/c game.surfaces[1].freeze_daytime(false)

Thanks again, Steinio, for your help. You saved my save ;)

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Re: MoMods: CoreMod Downloads

Post by steinio » Fri Jul 22, 2016 4:47 am

Oh I'm very sorry. Maybe because I was writing from mobile counts as excuse but had to read the Lua command more carefully.
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Re: MoMods: CoreMod Downloads

Post by Berkys32 » Fri Jul 22, 2016 9:00 am

steinio wrote:Oh I'm very sorry. Maybe because I was writing from mobile counts as excuse but had to read the Lua command more carefully.
Dont apologize, thanks to you I now know that "freeze :: boolean" means change "freeze" to "true" or "false". Few more research and maybe Ill try to code myself ;)

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Re: MoMods: CoreMod Downloads

Post by Budderwillwin » Tue Nov 15, 2016 11:33 pm

When I added MoPower to my game one of the errors I get on login are "Error while loading entity prototype 'wind-turbine' (accumulator): Prototype 'wind-turbine' registered twice Modifications: MoPower" I've tried looking the Wind Turbine Section of the config but I don't see a problem I am using the MoPower_0.4.26 on Factorio 0.12.33 if anyone knows what the problem is could you please tell me.

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