[MOD 0.14] General Improvements 0.4.4 - More of late game

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jouki
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[MOD 0.14] General Improvements 0.4.4 - More of late game

Post by jouki »

This is the successor of old Mod Weaponry v0.2.0
Type: Mod
Name: General Improvements
Description: Adds many updates of various stuff, new turrets, equipment, ammo, thermal power station (energy source), Wireless electricity transmitter and more
License: GNU GPLv3
Version: 0.4.1
Release: 10.03.2016
Last Update: 27.08.2016
Tested With Factorio Version: 0.13.8 / 0.14.1
Category: Item, SimpleExtension
Tags: ammo, weapons, lategame, transport, eletricity, turrets, equipment, armor
Download 0.4.0: [0.13 version] MediaFire
Download 0.4.4: [0.14 version] MediaFire
Download 0.5.0: [0.15 Version] WIP

Image
Long description
Changelog 0.4.4:
- Updated to the latest version of Factorio [0.14.4]

Changelog 0.4.3 - hotfix
- First migration of existing names. Since now I will try to do changes in the way which doesn't cause that sometimes you didn't get every change in last update until you play a new game. (renaming of cargo vagon 2 to avoid duplicates with Bob's mod)
- Cargo vagon 2 capacity increased to 58 from 50

Changelog 0.4.2:
- Fixed bug with sprite / selection box of Heavy Laser Turret (it's in the same gridline as assembling machine now)
- Fixed bug when Power Armor MK3 that didn't have grid in 0.14 version
- Fixed bug with equipment that has wrong values of consuption, energy flow and some other values in 0.14 version

- Thermosolar Panel energy power output increased to 500kW from 300kW (now it has 12 kW per square from 7,1 per square. To compare basic solar panel has 6,6 per square)
- Alien inserter got reworked graphics, values and renamed to Empowered Stack Inserter.
Overall speed rate is lower (but still faster than basic stack inserter)
It's stack type inserter now
Energy drain increased from 0,5kW to 4kW
Energy consuption increased to 238kW - it's adjustment for vanilla values.
The recipe has been changed too. (Stack inserter instead of Fast inserter, 1 Processing unit, Alien artifact decreased to 5 from 10, Iron gear wheel to 10 from 0)
- Alien Energy Shield energy flow decreased to 640kW (from adjustment 720kW)
- Power Armor MK3 resistants decreased:
Physical 12 from 14 / 42% from 43%
Acid 12 from 14,
Explosion 24 form 25 / 25% from 53%.
Time to craft increased to 60 from 25 seconds
- Equipment Laser Defense MK2 increased attack speed by 13% .
Damage per shot increased to 35 from 30.
Range increased to 19 from 18

DONE:
spoiler
I would like to shoutout Yuoki for huge help with graphics. HUGE Thank you!!

Images say much more. Take a look!
All Images
Leavy any suggestion and I'll consider it if I'm capable of :D I would appreciate any feedback :)
Version history
Last edited by jouki on Mon Jul 17, 2017 8:57 am, edited 13 times in total.
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Re: [MOD 0.12.x] Weaponry v0.2.0

Post by jouki »

Hey guys, I've just updated the mod to 0.2.0 version that adds new car - Buggy for better raiding biter's nest :) Hope you enjoy that. If you have any suggestion or ideas please share them with me ^^
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Re: [MOD 0.12.x] Weaponry v0.2.0

Post by marijn211 »

Compatibility for 0.12.3 would be nice
Keep calm and play Factorio.
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Re: [MOD 0.12.x] Weaponry v0.2.0

Post by daniel34 »

marijn211 wrote:Compatibility for 0.12.3 would be nice
Your 0.12.3 is about half a year older than 0.12.26 (the version this mod is working for, should also work with 0.12.29).

The Factorio version numbering system is a little bit confusing for some, it is 0.12.[x], where x increases by one each version. So it goes 0.12.0 to 0.12.9, then 0.12.10 to 0.12.19, and then 0.12.20 to 0.12.29 (current version).
quick links: log file | graphical issues | wiki
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Re: [MOD 0.12.x] Weaponry v0.2.0

Post by AlexTheNotsogreat »

So, no advanced shotgun shells here? :|
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Re: [MOD 0.12.x] Weaponry v0.2.0

Post by jouki »

AlexTheNotsogreat wrote:So, no advanced shotgun shells here? :|
I'm sorry but I still haven't implement it because I'm working on bigger mod called General Improvements (or just GImprovements) that includes this mod. Soon I will post (or maybe change this thread) new update but it's still in progress If you want new advanced shotgtun shell, lemme know and I will give the priority to this one and take a look on that :)
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Re: [MOD 0.13.x] General Improvements v0.4.0

Post by jouki »

New Update of old mod. I reworked the basics of mod and started to focus in more general way (instead of only weapons)

Feel free and let any feedback :D
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Re: [MOD 0.13.x / 0.14.x] General Improvements v0.4.0

Post by jouki »

The mod got updated, added compatibility for Factorio version 0.14.x :)

By the way guys, if you have any questions, please, lemme know ;)
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Re: [MOD 0.14.x | 0.13.x] General Improvements v0.4.2

Post by jouki »

New update released. Some bugfixes and many adjustments that I didn't in last update (and should have done ^^') the changelog is in root post, enjoy!
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Re: [MOD 0.14] General Improvements 0.4.2 - More of late game

Post by Elirium »

Greetings. There was a slight problem with your mod - namely, the conflict with the mod Bob's Logistic. When you load the game gives an error message informs that cargo-wagon-2 is present in 2 copies. I ask you to solve the problem if possible. Thank you!
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Re: [MOD 0.14] General Improvements 0.4.2 - More of late game

Post by jouki »

I'll take a look on that, first thing I must figured how to rename it without losing the item/entity from users that already have the mod. (hope it shouldn't be big problem). :)

EDIT: ok already done, you can download 0.4.3 hotfix it should be ok now
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Re: [MOD 0.14] General Improvements 0.4.3 - More of late game

Post by danymatrix69 »

I am getting an error message at game startup when attempting to use this mod with NEW VERSION 14.4. It states:

Error while loading entity prototype "GI-cargo-wagon-2"
(cargo-wagon): No such node (vertical_selection_shift)
Modifications: gimprovements

I deleted all my other mods, bringing Factorio to "vanilla" condition and installed just this mod to ensure it was not conflicting with another mod and still got the error.
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jouki
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Re: [MOD 0.14] General Improvements 0.4.3 - More of late game

Post by jouki »

danymatrix69 wrote:I am getting an error message at game startup when attempting to use this mod with NEW VERSION 14.4. It states:

Error while loading entity prototype "GI-cargo-wagon-2"
(cargo-wagon): No such node (vertical_selection_shift)
Modifications: gimprovements

I deleted all my other mods, bringing Factorio to "vanilla" condition and installed just this mod to ensure it was not conflicting with another mod and still got the error.
Yeah I found it yesterday too. I will take a look to fix it. Thank you for your feedback :)

EDIT: alright, should be fixed, you can download 0.4.4 to play with latest version of game. :)
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Re: [MOD 0.14] General Improvements 0.4.4 - More of late game

Post by danymatrix69 »

Thnkz men!
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Re: [MOD 0.14] General Improvements 0.4.4 - More of late game

Post by jouki »

with pleasure :)
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Re: [MOD 0.14] General Improvements 0.4.4 - More of late game

Post by zetto »

greetings, i am going to build satellite and its need bursting accumulator but i cant find which to research to unlock it...
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Re: [MOD 0.14] General Improvements 0.4.4 - More of late game

Post by jouki »

zetto wrote:greetings, i am going to build satellite and its need bursting accumulator but i cant find which to research to unlock it...
Hello, the research you're looking for is called "Battery 2". It has the same picture as research for personal Battery (equipment) - it's supposed to be a successor for equip battery as much as for charging accumulator.
Hope it helped :)
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Re: [MOD 0.14] General Improvements 0.4.4 - More of late game

Post by zetto »

Sorry, it kinda mess up with other mod (logistic mining) so it doesnt appear. After i disable that mod that accumulator appear.

thanks for helping.
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Re: [MOD 0.14] General Improvements 0.4.4 - More of late game

Post by jouki »

zetto wrote:Sorry, it kinda mess up with other mod (logistic mining) so it doesnt appear. After i disable that mod that accumulator appear.

thanks for helping.
it's probably because other mods can use the same id-name for technology such as mine. It's been a time that I work with mod but I can try to fix that. Which mod is causing conflict? I'll try to take a look if the mod has the research with same name.
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Re: [MOD 0.14] General Improvements 0.4.4 - More of late game

Post by TheBlackPumpkin »

Hey there, I downloaded your mod recently and noticed that the Thermosolar panels are only producing 300kw of energy, and the in-game mod version is only showing as 4.0. Do I have to install it from the site to get the most updated version?
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