[MOD 0.11.x] Peace Mod (With new way to get alien artifacts)

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FishSandwich
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Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)

Post by FishSandwich »

Did you try putting game.player.force.resetrecipes() in the console?

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Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)

Post by SHiRKiT »

I did that one Fish and the Technologies one as well, but to no avail. It has ore patches on the ground, but it doesn't show the recipes to use it neither on my crafting menu nor on the assembling machines.

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Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)

Post by FishSandwich »

Actually I seem to remember having that issue when I did the mod spotlight. I think I remember having to enable each recipe individually.

Can't remember the exact console commands I used though.

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Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)

Post by SHiRKiT »

Can anyone help me with this?

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Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)

Post by FishSandwich »

Found it. :)

Code: Select all

/c game.player.force.recipes["alien-artifact"].enabled = true
/c game.player.force.recipes["alien-goo"].enabled = true
/c game.player.force.recipes["alien-shard"].enabled = true
Not tested but they should all work.

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Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)

Post by kinnom »

and the piercing ammo?
no yes yes no yes no yes yes

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Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)

Post by Devildog »

Cool mod!
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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] Peace Mod (With new way to get alien artifacts)

Post by kinnom »

1 start a world
2 add this mod
3 remove this mod
4 now you can't get piercing ammo, grenades and slowdown/poison capsules
no yes yes no yes no yes yes

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Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)

Post by SHiRKiT »

kinnom wrote:1 start a world
2 add this mod
3 remove this mod
4 now you can't get piercing ammo, grenades and slowdown/poison capsules
I don't think there's an alternative way to overcome this issue except by doing what Fish said for each of the disabled recipes.

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Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)

Post by kinnom »

SHiRKiT wrote: I don't think there's an alternative way to overcome this issue except by doing what Fish said for each of the disabled recipes.
and what are the names of those recipes?

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Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)

Post by FishSandwich »

kinnom wrote:
SHiRKiT wrote: I don't think there's an alternative way to overcome this issue except by doing what Fish said for each of the disabled recipes.
and what are the names of those recipes?
piercing-bullet-magazine
basic-grenade
poison-capsule
slowdown-capsule

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Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)

Post by kinnom »

thanks
no yes yes no yes no yes yes

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Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)

Post by perkas9900 »

then i load my game it says:
_peacemod_/data.lua:27: attempt to index field 'autoplace' (a nil value)
how do i fix this? :?:

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Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)

Post by ~Poke~ »

I'm using this mod with enemies enabled, but the enemy bases are still dropping artifacts. Is there any way to disable this? If it's important, my enemies are being generated by RSO rather than the default world generator.

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Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)

Post by orzelek »

~Poke~ wrote:I'm using this mod with enemies enabled, but the enemy bases are still dropping artifacts. Is there any way to disable this? If it's important, my enemies are being generated by RSO rather than the default world generator.
Enemies dropping artifacts comes from different mod - most likely bob's enemies or DyTech war. Those mods would need to be modified to disable that when peace mod is up or you can check if they have config option to disable drops.

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Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)

Post by ~Poke~ »

orzelek wrote:
~Poke~ wrote:I'm using this mod with enemies enabled, but the enemy bases are still dropping artifacts. Is there any way to disable this? If it's important, my enemies are being generated by RSO rather than the default world generator.
Enemies dropping artifacts comes from different mod - most likely bob's enemies or DyTech war. Those mods would need to be modified to disable that when peace mod is up or you can check if they have config option to disable drops.
Sorry, my bad. It's the bases dropping artifacts, not the enemies. I guess I assumed that would be disabled, but I just looked through the code and it doesn't try.

Can the artifacts from bases be disabled? I don't really know lua, but looking at this code perhaps I could do something like:

data.raw["spitter-spawner"]["loot"] = null
data.raw["biter-spawner"]["loot"] = null

Would that affect the ones already in the world though?

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Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)

Post by Hinanawi-sama »

perkas9900 wrote:then i load my game it says:
_peacemod_/data.lua:27: attempt to index field 'autoplace' (a nil value)
how do i fix this? :?:
It seems Peace Mod doesn't like F-mod 1.11.4 but it does work with F-mod 0.8.0 Beta and its add-ons.

Source: Literally just tested it with the same exact error to the letter.
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Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)

Post by A_Factorio457 »

Can you add an option to config where I can not remove enemies? I like the military tech and how I can kill enemies. But I would also like the alien ore as I think this is the best way of getting artifacts compared to other methods.

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Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)

Post by Takezu »

If you read at the first site the last post, this is an option since long ago

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Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)

Post by speedy45 »

0.12 didn't work

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