[MOD 0.15] Wear and Tear (plus automated maintenance)
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
Another issue: when construction robots replace Bob's Greenhouses, the recipe setting is lost.
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
Hi, just some suggestion.
how about auto replacement prioritize using aging entity than new one? and add possibility to refurbish aging entity?
And add marking system for entity that marked entity will not automatically replaced anymore.
Thanks a lot.
how about auto replacement prioritize using aging entity than new one? and add possibility to refurbish aging entity?
And add marking system for entity that marked entity will not automatically replaced anymore.
Thanks a lot.
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
I've got notifications set to scanners and I'm getting this error whenever a scanner near a roboport finds any old machines:
I'm running the following mods, but it seems to happen even with electric drills, so I don't think it's got anything to do with mod buildings.
"alien-biomes",
"armor-pockets",
"axial-tilt",
"Big_Brother",
"bullet-trails",
"Custom Inventory Size",
"Dectorio",
"Dirt_Path",
"EquipmentPlusPortableEngine",
"even-distribution",
"EvoGUI",
"Fission and Fusion",
"Geothermal",
"hardCrafting",
"highvoltage",
"KS_Power",
"Laser_Beam_Turrets",
"Meltdown",
"MIRV",
"NauvisDay",
"programmable-speaker-phonemes",
"qol_research",
"Rampant",
"RealisticPower",
"RealStorage",
"Robot_Battery_Research",
"rso-mod",
"Squeak Through",
"Suit-Plug-Continued",
"Text-To-Speech",
"vanilla-loaders",
"Warehousing v15",
"water-fix",
"WearAndTear",
"what-is-it-really-used-for",
I'm running the following mods, but it seems to happen even with electric drills, so I don't think it's got anything to do with mod buildings.
"alien-biomes",
"armor-pockets",
"axial-tilt",
"Big_Brother",
"bullet-trails",
"Custom Inventory Size",
"Dectorio",
"Dirt_Path",
"EquipmentPlusPortableEngine",
"even-distribution",
"EvoGUI",
"Fission and Fusion",
"Geothermal",
"hardCrafting",
"highvoltage",
"KS_Power",
"Laser_Beam_Turrets",
"Meltdown",
"MIRV",
"NauvisDay",
"programmable-speaker-phonemes",
"qol_research",
"Rampant",
"RealisticPower",
"RealStorage",
"Robot_Battery_Research",
"rso-mod",
"Squeak Through",
"Suit-Plug-Continued",
"Text-To-Speech",
"vanilla-loaders",
"Warehousing v15",
"water-fix",
"WearAndTear",
"what-is-it-really-used-for",
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- Manual Inserter
- Posts: 2
- Joined: Fri May 19, 2017 10:01 am
- Contact:
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
i found 2 mods that do not work with wear and tear
https://mods.factorio.com/mods/withers/ ... sion/20599
https://mods.factorio.com/mods/withers/ ... sion/20599
Wear and Tear: Compatible with Mini Machines Mod
Hello! I'm Xagros
It is compatible if you declare it in dependencies.
Errors caused by other mods can be solved in the same way!(Because they need to call data-final-fixes)
It is compatible if you declare it in dependencies.
Code: Select all
info.json
{
"name": "WearAndTear",
"version": "1.4.3",
"factorio_version": "0.15",
"title": "Wear and Tear",
"author": "withers",
"contributors": "None",
"homepage": "https://forums.factorio.com/viewtopic.php?f=94&t=41892",
"description": "Adds wear and tear mechanics to the game, plus automated maintenance. ",
"dependencies": [
"base >= 0.15.0" , "? 10xHarder >= 1.0.0", "? UraniumPower >= 0.6.6", "? aai-industry >= 0.1.11", "? mini-machines >= 0.1.0"]}
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
Hello!!
I would like to uninstall this mod.
I remove it but I lose almost all my assemblies / CP, etc..
How can I revert all prototypes to vanilla ones before removing the mod?
TYI
I would like to uninstall this mod.
I remove it but I lose almost all my assemblies / CP, etc..
How can I revert all prototypes to vanilla ones before removing the mod?
TYI
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- Long Handed Inserter
- Posts: 54
- Joined: Sun Jul 31, 2016 2:40 am
- Contact:
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
Personally I change the crafting speed multiplier for new machines to 1 and bump up the pollution discount because I really dislike how it effects ratios.
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
Any news for 0.16 ?
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
I have a feeling this mod may be dead (especial since none of the withers mods have been updated in last 3 months and he didn't log in the forum since Oct 23, 2017 9:47 am (if the site is to be trusted).
Of course it is also possible that he is taking break from factorio and once he returns he will update his mods.
Of course it is also possible that he is taking break from factorio and once he returns he will update his mods.
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- Inserter
- Posts: 35
- Joined: Tue Jan 24, 2017 11:52 pm
- Contact:
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
Updated for 0.16 compatibility. Only very limited testing done but it at least survives a brief bit of gameplay with 0.16.16 both by itself and as part of a larger mod package. If any further errors are found please let me know and I'll attempt to resolve them. I make no claims, implied or otherwhise, to the original work.
- Attachments
-
- WearAndTear_1.4.3.zip
- (1.36 MiB) Downloaded 126 times
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
Are there any chances that this mod might be revived for the current version(1.1.69)? Is it allowed to fork this project?
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- Smart Inserter
- Posts: 2768
- Joined: Tue Apr 25, 2017 2:01 pm
- Contact:
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
Check the mod portal for other mods. I haven’t looked at the details to compare, but there exists a mod called Rampant Maintenance that sounds similar to this.
My Mods: Classic Factorio Basic Oil Processing | Sulfur Production from Oils | Wood to Oil Processing | Infinite Resources - Normal Yield | Tree Saplings (Redux) | Alien Biomes Tweaked | Restrictions on Artificial Tiles | New Gear Girl & HR Graphics