MoMods: CoreMod Downloads
Moderator: ludsoe
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Re: MoMods: CoreMod Downloads
Can you disable monsters?
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- Manual Inserter
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Re: MoMods: CoreMod Downloads
[quote="Christopherboy"Snip[/quote]
Yes you can disable monsters but this is not the thread to be posting that question
Do this type this in chat:
/c game.peacefulmode = true
then type this in chat:
/c game.killallenemies()
Yes you can disable monsters but this is not the thread to be posting that question
Do this type this in chat:
/c game.peacefulmode = true
then type this in chat:
/c game.killallenemies()
Re: MoMods: CoreMod Downloads
Hi, Disabling and removing ennemies from game is more of a general thing, not a mod related thing,so I took the liberty to move this topic in Gameplay help.
Koub - Please consider English is not my native language.
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Re: MoMods: CoreMod Downloads
Getting this error on launch. I downloaded the Mopack and split it into the three resulting folders then renamed them according to Factorio's request. Was this right?
Code: Select all
Error while loading entity prototype "boat" (car): No such node
(energy per hitpoint)
Modifications: Motrans
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Re: MoMods: CoreMod Downloads
I wrote a german locale for moskin
Code: Select all
[item-name]
science-pack-1=Mechanisches WIssenschafts Kit
science-pack-2=Elektrisches WIssenschafts Kit
science-pack-3=Chemisches WIssenschafts Kit
alien-science-pack=Biologisches WIssenschafts Kit
alien-artifact=Gewebe Porbe
Re: MoMods: CoreMod Downloads
I have tried to edit the recipe for the wind turbine but it does not update the recipe in game even when I use 'game.player.force.resetrecipes()'.
Is this because of how you save the current game content?
How can I get the recipe to update?
Is this because of how you save the current game content?
How can I get the recipe to update?
Re: MoMods: CoreMod Downloads
Am I the only one confused by MoWeather? I mean the idea is great and all but I can't tell which time of the day it is any more.
It would be great if you could add some kind of visual indicator of what type of weather and what time of the day it is atm.
Rain/storm is easy ofc but you know.. lets say it's raining and it's night. Then you get lets say cloudy weather.. and then you are no longer sure if it is dusk or dawn or maybe it's still just cloudy
In perfect situation where you are already well established in terms of power generation it doesn't rly matter but earlier in the game IMO it is important to know how much of daylight you have left, how cloudy it is and how strong is the wind especially for ppl (like me) who like to start with clean energy generation.
It would be great if you could add some kind of visual indicator of what type of weather and what time of the day it is atm.
Rain/storm is easy ofc but you know.. lets say it's raining and it's night. Then you get lets say cloudy weather.. and then you are no longer sure if it is dusk or dawn or maybe it's still just cloudy
In perfect situation where you are already well established in terms of power generation it doesn't rly matter but earlier in the game IMO it is important to know how much of daylight you have left, how cloudy it is and how strong is the wind especially for ppl (like me) who like to start with clean energy generation.
Re: MoMods: CoreMod Downloads
Are you attempting to do this in multiplayer? Otherwise I'm not sure the cause of it not updating.Ulsting wrote:I have tried to edit the recipe for the wind turbine but it does not update the recipe in game even when I use 'game.player.force.resetrecipes()'.
Is this because of how you save the current game content?
How can I get the recipe to update?
What kind of indicator are you thinking off? Before script locales was changed and multiplayer came out I used to have informative chat prints. But that only covered what weather type was happening. Maybe I can add some devices that have some sort of feedback based on the weather...Qcor wrote:Am I the only one confused by MoWeather? I mean the idea is great and all but I can't tell which time of the day it is any more.
It would be great if you could add some kind of visual indicator of what type of weather and what time of the day it is atm.
Rain/storm is easy ofc but you know.. lets say it's raining and it's night. Then you get lets say cloudy weather.. and then you are no longer sure if it is dusk or dawn or maybe it's still just cloudy
In perfect situation where you are already well established in terms of power generation it doesn't rly matter but earlier in the game IMO it is important to know how much of daylight you have left, how cloudy it is and how strong is the wind especially for ppl (like me) who like to start with clean energy generation.
I'm not sure what to name the locale folder... Ill implement after I figure that out.motytheultimate wrote:I wrote a german locale for moskinCode: Select all
[item-name] science-pack-1=Mechanisches WIssenschafts Kit science-pack-2=Elektrisches WIssenschafts Kit science-pack-3=Chemisches WIssenschafts Kit alien-science-pack=Biologisches WIssenschafts Kit alien-artifact=Gewebe Porbe
Re: MoMods: CoreMod Downloads
German uses "de" for two-letter combination. It's because [De]utschludsoe wrote: I'm not sure what to name the locale folder... Ill implement after I figure that out.
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- Burner Inserter
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Re: MoMods: CoreMod Downloads
Getting error Circular dependency from mopower to mofarm... Whelp
Ok resolved from "master download".
Ok resolved from "master download".
Re: MoMods: CoreMod Downloads
How can I regenerate the uranium ore for this? I removed a uranium based mod for this one and added it to my current save, so i need to generate the ore. :s
Re: MoMods: CoreMod Downloads
MoPower uses resource "uranium-ore". There is a chance you didn't need to remove it some mods share it.Nanobytez wrote:How can I regenerate the uranium ore for this? I removed a uranium based mod for this one and added it to my current save, so i need to generate the ore. :s
Re: MoMods: CoreMod Downloads
How would I regenerate said ore?
Re: MoMods: CoreMod Downloads
This should work in console:
Same should work with DyTech gems - sorry for not being more detailed I assumed you knew the command since you asked for resource name
Code: Select all
/c game.regenerateentity("uranium-ore")
Re: MoMods: CoreMod Downloads
I know the command for the DyTech, but not this mod lol. A lot of these mods come with no info, just grab and go lol. This just in, that command worked for the gems as well, FINALLY, no more black out base!
Re: MoMods: CoreMod Downloads
This is not a mod command - thats a game command
Mod commands are the remote calls only - this one is taken from game modding wiki.
Mod commands are the remote calls only - this one is taken from game modding wiki.
Re: MoMods: CoreMod Downloads
WEll it worked in spawning both the ore and the gems lol.
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Re: MoMods: CoreMod Downloads
Is there gonna be a 0.12 release for this set of mods because me and a friend really liked your mods when we played it added a new sense of what are we gonna do with all this stuff late game and how are we gonna use all the late game stuff when we do get it? i like that type of feeling in a mod because it makes me think further ahead than maybe late beginning early mid game.
Re: MoMods: CoreMod Downloads
Ive been working 0.12.0 releases, infact I have a stable release candidate ready for all the mods except for mocombat. (Advanced combat drones still need work.)
Assuming nothing breaks on friday I should be ready to call the experimentals stable.
You can get the experimental multiplayer pack here. Theres still a chance of a error happening, and in that case report it to me.
http://www.mediafire.com/download/a77rr ... tiPack.zip
Assuming nothing breaks on friday I should be ready to call the experimentals stable.
You can get the experimental multiplayer pack here. Theres still a chance of a error happening, and in that case report it to me.
http://www.mediafire.com/download/a77rr ... tiPack.zip
- darkshadow1809
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Re: MoMods: CoreMod Downloads
Lets once again throw this in the modpack Now lets see how this functions with dozens of other mods. haha.
Ill report any issues that happen In MP and in SP x:
PS: Thanks for all your hardwork Ludsoe ! Its very appreciated!
Ill report any issues that happen In MP and in SP x:
PS: Thanks for all your hardwork Ludsoe ! Its very appreciated!
ShadowsModpackDevelopment