MoMods: CoreMod Downloads

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

Moderator: ludsoe

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SuperSandro2000
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Re: [MOD 0.11.X] MoMods: Nuclear Power Go?

Post by SuperSandro2000 »

ludsoe wrote:
SuperSandro2000 wrote:When I add MoCompat I get this error:

Code: Select all

Error in assignID, 'combat-robotics-2' was not recognized id of technology
I'm failing to understand this error, combat-robotics-2 is part of the base game. Is there a chance you're playing with base mod disabled or another mod that removes/renames technologies?
I play with a bunch of mods. I list only the mods which could cause the problem:
All Mods from Bob
Cartmen Complete Overhaul
hardcorio
all Mo's
Yuoki
and a few more that change nothing in the base game.

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ludsoe
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Re: [MOD 0.11.X] MoMods: Nuclear Power Go?

Post by ludsoe »

Alright, turned out Cartman complete overhaul was changing around the technologys. I've changed mocombat to detect it and switch to the new technology. If theres any other inconsistencies, mod incompatibility just tell me. Ill do my best to correct them.

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Re: [MOD 0.11.X] MoMods: Nuclear Power Go?

Post by SuperSandro2000 »

ludsoe wrote:Alright, turned out Cartman complete overhaul was changing around the technologys. I've changed mocombat to detect it and switch to the new technology. If theres any other inconsistencies, mod incompatibility just tell me. Ill do my best to correct them.
Thx man (or woman?). I try it now.

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Re: [MOD 0.11.X] MoMods: Nuclear Power Go?

Post by NicoPi »

When using MoCombat drone orders protect player I get an error.

Code: Select all

\data\core|lualib|util.lua:5:
Attempt to perform arithmetic on field 'x' (a nil value)
Then the game crashes out to the main menu, it's not a real big deal but prevents me from using that on order the range ones work fine.

I might have something wrong with my game but I am only using your mod at this time with :

CleanPipes
Liquid-Station-Mod

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Re: [MOD 0.11.X] MoMods: Nuclear Power Go?

Post by YouJellehTune »

I don't know if it's simple but can you add WaterProof Curved Rail? Also, if we misplaced waterproof tracks in the water it'll be nearly impossible to remove if the lake is very big :D

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Re: [MOD 0.11.X] MoMods: Nuclear Power Go?

Post by judos »

I know this mod is compatible with existing saves, but do I get Uranium into my existing world?
Or is there a way to do this?

Thank you for your help!

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Re: [MOD 0.11.X] MoMods: Nuclear Power Go?

Post by kyranzor »

Hey ludsoe, I have an idea for your mocombat now that you have nuclear stuff and uranium in the mopower mod.

Based on the discussion in my reddit post: https://www.reddit.com/r/factorio/comme ... _spitters/

Would be cool to have poison or depleted uranium piercing ammo added, using nuclear waste combined with piercing ammo to produce it. This would allow the piercing ammo to have an extra damage type and hopefully be more effective against large biters which are basically immune to bullets.

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Re: [MOD 0.11.X] MoMods: Nuclear Power Go?

Post by Devildog »

All mods are broken in 11.6 ( Case Sensitive ) is the error.
A friend an i are getting a Case Sensitive error in 11.6 on launch of factorio.
With all MoMods mods.
Last edited by Devildog on Sat Dec 20, 2014 5:27 am, edited 2 times in total.
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Check Out Factorio Mod Madness 2.0 Here : http://bit.ly/1afTDl0
Mod Madness ModPack

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Re: [MOD 0.11.X] MoMods: Nuclear Power Go?

Post by kyranzor »

I'm pretty sure most of my mo'mods are working just fine in 11.6?

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Re: [MOD 0.11.X] MoMods: Nuclear Power Go?

Post by filippe999 »

can you add to MoCombat a terminator droid that you can make without alien artifacts but takes a while and many resources to make but once deployed it had enough weaponry and armor to single-handedly take out an enemy base?

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Re: [MOD 0.11.X] MoMods: Nuclear Power Go?

Post by Devildog »

Devildog wrote:All mods are broken in 11.6 ( Case Sensitive ) is the error.
A friend an i are getting a Case Sensitive error in 11.6 on launch of factorio.
How would i fix a case sensitive error? like the name of the file or?
Image
Check Out Factorio Mod Madness 2.0 Here : http://bit.ly/1afTDl0
Mod Madness ModPack

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Re: [MOD 0.11.X] MoMods: Nuclear Power Go?

Post by noudfrenken »

Devildog wrote:
Devildog wrote:All mods are broken in 11.6 ( Case Sensitive ) is the error.
A friend an i are getting a Case Sensitive error in 11.6 on launch of factorio.
How would i fix a case sensitive error? like the name of the file or?
When starting factorio you will get an error, just rename the folder or zip for the mod to the name the error suggests and everything will work just fine.

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Re: [MOD 0.11.X] MoMods: Nuclear Power Go?

Post by kyranzor »

Not sure how you can get this error, I have heaps of momods active in 11.6 with no errors.

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Re: [MOD 0.11.X] MoMods: Nuclear Power Go?

Post by webber »

Mod looks really good.

Looks like the accumulator mk2 (DyTech) is replaced by adv-accumulator (MoMods), causing mk3,4,5 to not be buildable anymore.

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Re: [MOD 0.11.X] MoMods: Nuclear Power Go?

Post by Scoutter »

I get the problem that after renaming the file for the MoPower pack, that my game didn't start and tell me the Major,Middle,Minor pattern isn't matched

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Re: [MOD 0.11.X] MoMods: Nuclear Power Go?

Post by webber »

Scoutter wrote:I get the problem that after renaming the file for the MoPower pack, that my game didn't start and tell me the Major,Middle,Minor pattern isn't matched

Image
You didn't rename it right. it's exactly as it says.

How to fix: delete version number in the folder, start the game, look at the error (it says which version it should be), append it to the folder name, fixed.

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Re: [MOD 0.11.X] MoMods: Nuclear Power Go?

Post by webber »

So far my list of shortcomings of this mod:

- adv-accumulator replaces dytechs accumulator mk2 (which also happened to be a recipe for mk3)
- the ore doesn't show on the map below a certain amount per orefield.
- the nuclear reactor doesn't make any energy yet.
- the nuclear reactor uses up the fuel rods way too fast.
- the uranium waste is unusable (also note that you should not be able to burn this in a burner powerplant)
- Skybox_ made some super awesome pictures: https://forums.factorio.com/forum/vie ... =60#p58194

MoCombat
- the Force Field Wall posts are not working properly:
- dont always connect both sides
- also (wrongfully) connects to posts that dont have power
- does not restore right after a save/load

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Re: [MOD 0.10.X] MoMods: RTS MODE ENGAGE!

Post by Adil »

Hello. Firstly, really awesome mod here you've made.
Secondly, it'd be nice if these were somewhere in the op.
ludsoe wrote:Why doesn't anybody post anything about the new experimentals? :(
How to use the Combat Robotics
How to use the Combat Robotics
I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too...
I also update mods, some of them even work.
Recently I did a mod tutorial.

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Re: [MOD 0.11.X] MoMods: Nuclear Power Go?

Post by smattz99 »

Hey there, I just downloaded the Mopack mod and I have put it in the mods folder as a .zip file like you're supposed to. And it hasn't worked, i get an error message that i got a screen shot. I just changed the file name to try to fix it, but doesn't do anything. Would appreciate any help.

http://i.imgur.com/gPsoPf9.png

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Re: [MOD 0.11.X] MoMods: Nuclear Power Go?

Post by Adil »

It appears that you have mocombat_0.3.2.zip.zip instead of simply mocombat_0.3.2.zip
Change name to the latter.
I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too...
I also update mods, some of them even work.
Recently I did a mod tutorial.

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